Merge remote-tracking branch 'origin/master' into hotfix/v1.6.4

This commit is contained in:
jalensailin
2026-02-13 12:59:25 -05:00
28 changed files with 1211 additions and 577 deletions
+12
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@@ -1,5 +1,17 @@
# Release/Patch Notes
## Version 1.7.0 - 2026-xx-xx
> Thanks to [hknmtt](https://github.com/hknmtt) for updating the Brazilian translation.
### **Features:**
- [#296](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/296) - Remove adaptation checks if not adapted.
- [#281](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/281) - Add tooltips to checkboxes in adaptation area.
- [#211](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/211) - Move macros to System macros folder in compendium.
- [#283](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/283) - Added new actor sheet with left hand Sidebar RFC
- [#291](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/291) - Moving Luck button from three dots to left hand panel
## Version 1.6.4 - 2026-02-12
> Thanks to [666f78](https://github.com/666f78) for adding the Ukrainian translation.
+74 -1
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@@ -90,6 +90,7 @@
.old-paper-background {
background: url("../assets/img/StainedPlainPaper10.webp") !important;
}
.default-parchment-background {
background: url("/ui/parchment.jpg") repeat !important;
}
@@ -352,6 +353,7 @@ explicitly define a number of rows, rather than columns. */
border-bottom: transparent !important;
border-top: transparent !important;
}
.deltagreen .tabs {
height: 1.5rem;
line-height: 1.5rem;
@@ -367,7 +369,7 @@ explicitly define a number of rows, rather than columns. */
vertical-align: middle !important;
height: inherit;
line-height: inherit;
padding-inline: 10px;
padding-inline: 5px;
border-radius: 5px 5px 0px 0px;
border-color: #000;
border: gray;
@@ -1307,3 +1309,74 @@ a[data-action="applySkillImprovements"] {
.strike {
text-decoration: line-through;
}
.actor-sheet-v2 {
.window-content {
display: grid;
grid-template-columns: 220px 1fr;
grid-template-rows: auto;
width: 100%;
height: 100%;
}
.left-bar {
grid-column: 1;
grid-row: 1 / -1;
padding: 10px;
}
.window-content > :not(.left-bar) {
grid-column: 2;
grid-row: 1;
width: 100%;
box-sizing: border-box;
padding-right: 0;
margin-right: 0;
}
.profile-img {
width: 100%;
height: auto;
}
.physical-stats-outer-grid-3col {
display: contents;
}
.physical-stats-outer-grid-3col,
.resources {
font-size: 12px;
}
.resource-inner-grid-3col input {
padding: 1px;
}
.tab.active {
padding-top: 20px;
}
.breaking-point {
justify-content: space-between;
display: flex;
align-items: center;
input {
width: 40px;
}
}
.stats {
input {
margin: 1px;
}
}
.luck {
margin-top: 5px;
}
.horizontal-bar-section-divider.skills-header {
display: flex;
}
}
+2
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@@ -187,8 +187,10 @@
"DG.Mental.SanityLossIncidentsLabel": "Incidents of SAN Loss Without Going Insane",
"DG.Mental.Violence": "Violence",
"DG.Mental.Tooltip.Violence": "Adapting to Violence: After losing SAN to violence three times without going insane, you become hardened to it. You automatically succeed SAN rolls against violence, but permanently lose 1D6 CHA and that much from each Bond. Agents Handbook Page 73.",
"DG.Mental.Tooltip.Checkbox.Violence": "When you lose SAN due to violence and without going temporarily insane or hitting your breaking point, increase until adapted. Agents Handbook Page 73.",
"DG.Mental.Helplessness": "Helplessness",
"DG.Mental.Tooltip.Helplessness": "Adapting to Helplessness: After losing SAN to helplessness three times without going insane, you become hardened to it. You automatically succeed SAN rolls against helplessness, but permanently lose 1D6 POW. Agents handbook page 73.",
"DG.Mental.Tooltip.Checkbox.Helplessness": "When you lose SAN due to helplessness and without going temporarily insane or hitting your breaking point, increase until adapted. Agents Handbook Page 73.",
"DG.Mental.AdaptedToViolence": "Adapted to Violence",
"DG.Mental.AdaptedToHelplessness": "Adapted to Helplessness",
"DG.Mental.Motivations": "Motivation",
+125 -19
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@@ -4,7 +4,6 @@
"DG.RollLuck": "Jet de Chance",
"DG.Luck": "Chance",
"DG.FallbackText.ProfessionAndOrRank": "PROFESSION (RANG LE CAS ÉCHÉANT)",
"DG.FallbackText.newItem": "Nouveau/el/elle {type}",
"DG.Skills.accounting": "Comptabilité",
@@ -46,6 +45,44 @@
"DG.Skills.unnatural": "Inconcevable",
"DG.Skills.flight": "Voler",
"DG.Skills.Tooltip.accounting": "Repérez les signaux d'alerte financiers tels que les actifs cachés, les sociétés écrans ou les détournements de fonds.",
"DG.Skills.Tooltip.alertness": "Remarquez les dangers cachés, les mouvements subtils ou les sons discrets avant qu'ils ne deviennent des menaces.",
"DG.Skills.Tooltip.anthropology": "Comprendre la moralité, les croyances religieuses, les coutumes et les moeurs, ainsi qu’à identifier (mais pas à traduire) les langues obscures",
"DG.Skills.Tooltip.archeology": "Analyser le mode de vie d’un peuple à partir de ses ruines, à déterminer l’âge d’une relique, à distinguer un véritable vestige d’un faux et à identifier (mais pas à traduire) les langues humaines.",
"DG.Skills.Tooltip.artillery": "Usage sûr et précis des mortiers, missiles, canons de tank et autres armes d’artillerie lourde.",
"DG.Skills.Tooltip.athletics": "Courez, grimpez, sautez et lancez avec une force et une agilité entraînées.",
"DG.Skills.Tooltip.bureaucracy": "Manipuler les règles et les individus qui dirigent une organisation.",
"DG.Skills.Tooltip.computer_science": "Connaissance approfondie des ordinateurs, des systèmes informatiques et des programmes qui les régissent.",
"DG.Skills.Tooltip.criminology": "Connaissance du comportement des criminels et conspirateurs.",
"DG.Skills.Tooltip.demolitions": "Manipulation sans danger des explosifs en situation de crise.",
"DG.Skills.Tooltip.disguise": "Consiste à altérer l’apparence, la voix, la posture, la gestuelle et les manières de votre Agent pour éviter qu’on le reconnaisse, le tout sans attirer l ’attention.",
"DG.Skills.Tooltip.dodge": "Échapper au danger et aux attaques grâce à l’instinct et aux réflexes.",
"DG.Skills.Tooltip.drive": "Piloter une automobile ou une moto sans danger en situation de crise.",
"DG.Skills.Tooltip.firearms": "Tirer avec précision, en toute sécurité, à l’aide de petites armes à feu lors d’un combat.",
"DG.Skills.Tooltip.first_aid": "Traitement initial et stabilisation des blessures.",
"DG.Skills.Tooltip.forensics": "Permet de réunir des informations et des preuves au moyen d’un équipement approprié.",
"DG.Skills.Tooltip.heavy_machiner": "Manoeuvrer en toute sécurité un tracteur, une grue, un bulldozer, un tank, un poids lourd ou une autre machine volumineuse en situation de crise.",
"DG.Skills.Tooltip.heavy_weapons": "Employer avec sécurité et précision des armes lourdes portatives telles que des mitrailleuses et des lance-roquettes.",
"DG.Skills.Tooltip.history": "Dévoiler des faits et des théories relatives au passé de l’humanité.",
"DG.Skills.Tooltip.humint": "Cette compétence procure des informations sur un sujet grâce à l’observation, la conversation ou l’examen du comportement et des relations.",
"DG.Skills.Tooltip.law": "Exploiter les lois et les tribunaux au profit de votre Agent.",
"DG.Skills.Tooltip.medicine": "Étude et traitement des blessures et maladies. Sert à diagnostiquer la cause d’une blessure, d’une maladie ou d’une intoxication.",
"DG.Skills.Tooltip.melee_weapons": "Usage létal des armes rapprochées au combat.",
"DG.Skills.Tooltip.navigate": "Permet de rapidement retrouver son chemin grâce à des plans, des cartes et des tableaux, des méthodes d’orientation, des instruments ou en naviguant à l’estime.",
"DG.Skills.Tooltip.occult": "L’étude de l’inconcevable sous l’angle des traditions humaines, ce qui comprend des domaines comme les théories conspirationnistes, l’occultisme traditionnel, les sciences parallèles et la cryptozoologie.",
"DG.Skills.Tooltip.persuade": "Altérer une décision ou un désir solide chez autrui.",
"DG.Skills.Tooltip.pharmacy": "Connaissance des médicaments, de leurs ingrédients et de leur mode de fabrication, de leurs effets, de la posologie et des contre-indications.",
"DG.Skills.Tooltip.psychotherapy": "Diagnostic et traitement des maladies mentales.",
"DG.Skills.Tooltip.ride": "Gérer, dresser et monter des chevaux, ânes, chameaux et autres animaux de ce genre.",
"DG.Skills.Tooltip.search": "Retrouver des objets cachés ou placés à l’abri des regards.",
"DG.Skills.Tooltip.sigint": "Renseignements issus des transmissions. Comprend le cryptage, la surveillance des communications et de l’électronique, les systèmes de sécurité électroniques, la surveillance des communications radio et numérique, ainsi que l’élaboration et le déchiffrement de codes.",
"DG.Skills.Tooltip.stealth": "Dissimuler votre présence ou vos activités.",
"DG.Skills.Tooltip.surgery": "Traitement d’une blessure ou d’une anomalie par des moyens invasifs.",
"DG.Skills.Tooltip.survival": "Sert à trouver des pistes et des traces, à planifier une expédition, à prévoir le temps qu’il fait, à reconnaître les caractères inhabituels de la faune ou de la flore, à exploiter l’environnement pour glaner des informations ainsi qu’à trouver de la nourriture, de l’eau et des abris.",
"DG.Skills.Tooltip.swim": "Pour la plupart des Agents, la natation est un loisir. Servez-vous de la compétence Natation lors des situations de crise.",
"DG.Skills.Tooltip.unarmed_combat": "Autodéfense. Servez-vous de Combat à mains nues pour blesser ou tuer un adversaire avec vos seuls poings (ainsi que vos pieds, vos coudes, vos dents et votre tête).",
"DG.Skills.Tooltip.unnatural": "Connaissance des secrets fondamentaux de l’univers, propres à provoquer la folie.",
"DG.Skills.AddTypedOrCustomSkill": "Ajouter une compétence personnalisée",
"DG.Skills.AddSkill": "Ajout Compétence",
"DG.Skills.Apply": "Appliquer",
@@ -67,6 +104,14 @@
"DG.TypeSkills.Science": "Science",
"DG.TypeSkills.Other": "Autre",
"DG.TypeSkills.Tooltip.Art": "Maîtrise de la création ou de l’exécution d’une oeuvre capable d’altérer les émotions et les opinions.",
"DG.TypeSkills.Tooltip.Craft": "Fabriquer et réparer des outils et structures sophistiqués.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Parler couramment une autre langue. Chaque langue étrangère représente une compétence distincte.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Connaissance de la culture, des techniques et des réglementations militaires.",
"DG.TypeSkills.Tooltip.Pilot": "Piloter, diriger et naviguer avec des véhicules aquatiques, aériens ou aérospatiaux.",
"DG.TypeSkills.Tooltip.Science": "Étude approfondie des phénomènes qui nous entourent.",
"DG.TypeSkills.Tooltip.Other": "Autre",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Ajouter un Entraînement Spécial",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Compétences Personnalisées/Typées",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Compétences",
@@ -86,23 +131,41 @@
"DG.Attributes.pow": "POU",
"DG.Attributes.cha": "CHA",
"DG.Navigation.Skills": "Compétences",
"DG.Navigation.Physical": "Statistiques",
"DG.Navigation.Mental": "Psychologie",
"DG.Navigation.Gear": "Équipement",
"DG.Navigation.CV": "Biographie",
"DG.Navigation.Contacts": "Attaches",
"DG.Attributes.Tooltip.HP": "Points de vie, un personnage devient inconscient à 2PV et meurt à 0PV",
"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",
"DG.Attributes.Tooltip.SAN": "Les points de santé mentale (SAN) indiquent un lien avec l'humanité et la réalité telles que la plupart des gens les perçoivent. Cliquer pour effectuer un jet de SAN.",
"DG.Attributes.Tooltip.str": "Voir Page 19 du Manuel de l'Agent - Force",
"DG.Attributes.Tooltip.con": "Voir Page 19 du Manuel de l'Agent - Constitution",
"DG.Attributes.Tooltip.dex": "Voir Page 19 du Manuel de l'Agent - Dexterité",
"DG.Attributes.Tooltip.int": "Voir Page 19 du Manuel de l'Agent - Intelligence",
"DG.Attributes.Tooltip.pow": "Voir Page 19 du Manuel de l'Agent - Pouvoir",
"DG.Attributes.Tooltip.cha": "Voir Page 19 du Manuel de l'Agent - Charisme",
"DG.About.OnlineHelp": "Documentation en ligne",
"DG.About.OnlineHelpTooltip": "Lancer un navigateur avec l'aide en ligne de GitHub",
"DG.About.OnlineBugTracker": "Questions, rapports de bug ou demandes de developpement",
"DG.About.OnlineBugTrackerTooltip": "Lancer un navigateur avec l'issue tracker de GitHub",
"DG.Navigation.Agent.skills": "Compétences",
"DG.Navigation.Agent.physical": "Statistiques",
"DG.Navigation.Agent.motivations": "Psychologie",
"DG.Navigation.Agent.gear": "Équipement",
"DG.Navigation.Agent.bio": "Biographie",
"DG.Navigation.Agent.bonds": "Attaches",
"DG.Navigation.NPC.skills": "Compétences & Formation",
"DG.Navigation.NPC.gear": "Attaques & Capacités",
"DG.Navigation.Vehicle.gear": "Équipement",
"DG.Navigation.Vehicle.notes": "Notes",
"DG.About.Changelog": "CHANGELOG (ONLINE)",
"DG.About.Copyright": "Publié par Arc Dream Publishing en accord avec Delta Green Partnership. La propriété intellectuelle connue sous le nom de Delta Green est une marque déposée et protégée par les droits d'auteur appartenant à Delta Green Partnership, qui en a autorisé l'utilisation ici.",
"DG.About.License": "Le contenu de ce système est concédé sous licence conformément aux conditions générales incluses dans le fichier <a href=\"systems/deltagreen/LICENSE.txt\">licence</a>, à l'exception des éléments qui font partie de la propriété intellectuelle de Delta Green.",
"DG.About.OnlineHelp": "Documentation du système sur (ONLINE)",
"DG.About.OnlineHelpTooltip": "Lancer le navigateur avec l'aide GitHub en ligne.",
"DG.About.OnlineBugTracker": "Questions, rapports de bug ou demandes de fonctionnalités (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Lancer le navigateur avec le suivi des problèmes GitHub.",
"DG.Roll.Rolling": "Jet de dés",
"DG.Roll.Target": "Cible: ",
"DG.Roll.Success": "Succés",
"DG.Roll.Failure": "Échec",
"DG.Roll.Critical": "Critique",
"DG.Roll.CriticalSuccess": "Succés critique!",
"DG.Roll.CriticalFailure": "Échec critique!",
"DG.Roll.Lethality": "Létalité",
"DG.Roll.Lethal": "Létal",
"DG.Roll.For": "Pour",
@@ -119,6 +182,7 @@
"DG.Generic.AddButtonLabel": "Ajouter",
"DG.Mental.BreakingPoint": "Seuil de Rupture: ",
"DG.Mental.Tooltip.BreakingPoint": "le Seuil de Rupture est le point à partir duquel la perte de SAN déclenche des troubles psychiques à long terme. Dès que la SAN de l’Agent atteint le Seuil de Rupture, il reçoit un trouble. Réinitialisez le Seuil de Rupture : il est désormais égal à la nouvelle valeur de SAN moins POU",
"DG.Mental.Reset": "Réinit.",
"DG.Mental.SanityLossIncidentsLabel": "Perte de SAN n'ayant pas entrainé la folie",
"DG.Mental.Violence": "Violence",
@@ -128,6 +192,8 @@
"DG.Mental.Motivations": "Motivations",
"DG.Mental.Disorders": "Troubles psychiques",
"DG.Gear.WeaponTypes.Firearms": "Armes à feu",
"DG.Gear.WeaponTypes.Melee": "Mêlée",
"DG.Gear.Weapons": "ARMES",
"DG.Gear.Armor": "ARMURE ET MATÉRIEL",
"DG.Gear.OtherGear": "AUTRES ÉQUIPEMENTS",
@@ -153,11 +219,8 @@
"DG.Bonds.Score": "Score",
"DG.Bonds.NewBond": "Nouvelle Attache",
"DG.Attributes.Tooltip.HP": "Points de vie, un personnage devient inconscient à 2PV et meurt à 0PV",
"DG.Tooltip.MaximumHP": "La Santé maximum est la moyenne de FOR+CON, arrondi au supérieur",
"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",
"DG.Tooltip.MaximumWP": "La Volonté maximum est égale au POUVOIR",
"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",
@@ -191,7 +254,7 @@
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Un trouble psychique remplace une motivation après avoir atteint un seuil de rupture",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Cochez cette case si vous ajoutez un trouble psychique, ou si une motivation existante a été perdue en raison de l'acquisition d'un trouble",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Le trouble psychique a été \"Soigné\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un succès critique sur un jet de chance peut guérir un trouble psychique. Il peut cependant réapparaître la prochaine fois qu'un seuil de rupture est atteint",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un succès critique sur un jet de chance peut guérir un trouble psychique. Il peut cependant réapparaître la prochaine fois qu'un seuil de rupture est atteint",
"DG.ItemWindow.Gear.Attributes": "Caractéristiques",
"DG.ItemWindow.Gear.Description": "Description",
@@ -247,7 +310,9 @@
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "SEUIL DE RUPTURE ET ADAPTATIONS",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS ET TROUBLES PSYCHIQUES",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "DÉTAILS PERSONNELS ET NOTES",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ATTACHES",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ATTACHES, RELATIONS ET CONTACTS",
"DG.AgentSheet.ProfessionPlaceholder": "PROFESSION (RANG LE CAS ÉCHÉANT)",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Cacher compétences inconnues",
"DG.UnnaturalSheet.NotesLabel": "Notes",
@@ -278,6 +343,12 @@
"DG.ItemWindow.Weapons.SkillModifier": "Modificateur de compétence",
"DG.ItemWindow.Custom": "Personnalisé",
"DG.Sheet.class.item": "Feuille d'Équipement",
"DG.Sheet.class.agent": "Feuille d'Agent",
"DG.Sheet.class.npc": "Feuille de PNJ",
"DG.Sheet.class.unnatural": "Feuille d'Inconcevable",
"DG.Sheet.class.vehicle": "Feuille de Véhicule",
"TYPES.Actor.agent": "Agent",
"TYPES.Actor.npc": "PNJ",
"TYPES.Actor.unnatural": "Inconcevable",
@@ -298,10 +369,10 @@
"DG.Ritual.Name": "Nom",
"DG.Tome.Name": "Titre",
"DG.Tome.Language": "Language",
"DG.Tome.Language": "Langage",
"DG.Tome.StudyTime": "Temps d'Étude",
"DG.ItemWindow.Tome.Description": "Description",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Language",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Langage",
"DG.ItemWindow.Tome.StudyTime": "Temps d'Étude",
"DG.ItemWindow.Tome.OccultIncrease": "Augmentation en Occultisme",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Augmentation en Inconcevable",
@@ -315,6 +386,41 @@
"DG.ItemWindow.Ritual.StudyTime": "Temps d'étude",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Dégâts SAN Étude",
"DG.MissionPaused": "Mission en pause",
"DG.Settings.charactersheet.name": "Style de Feuille de Personnage",
"DG.Settings.charactersheet.hint": "Choisissez le style des fiches de Personnage. Le Programme est un style gouvernemental plus moderne, tandis que Les Cowboys et les Hors-la-loi ont un style machine à écrire plus ancien et plus brut.",
"DG.Settings.charactersheet.cowboys": "Les Cowboys",
"DG.Settings.charactersheet.outlaws": "Les Hors-la-loi",
"DG.Settings.charactersheet.program": "Le Programme",
"DG.Settings.sortskills.name": "Trier les comp. par colonne?",
"DG.Settings.sortskills.hint": "Coché: tri par colonne. Non coché: tri par ligne.",
"DG.Settings.hideSkillTooltips.name": "Masquer les infobulles des compétences",
"DG.Settings.hideSkillTooltips.hint": "Ne pas afficher les infobulles des compétences dans les fiches d'agent.",
"DG.Settings.keepSanityPrivate.name": "Gardez la SAN privée",
"DG.Settings.keepSanityPrivate.hint": "Masquer la santé mentale des joueurs dans les fiches d'agent et les jets de dés associés.",
"DG.Settings.skillImprovementFormula.name": "Jet d'amélioration des compétences par défaut",
"DG.Settings.skillImprovementFormula.hint": " Par défaut, 1d4. Il y a eu plusieurs errata à ce sujet, choisissez celui qui correspond le mieux au rythme de votre partie.",
"DG.Settings.skillImprovementFormula.1": "+1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Afficher la section Hypergéométrie",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Afficher toujours la section des objets hypergéométriques (c'est-à-dire les rituels et les grimoires) sur les fiches des agents, même si l'agent ne possède aucun objet de ce type.",
"DG.Settings.showImpossibleLandscapesContent.name": "Aficher le contenu Impossible Landscapes",
"DG.Settings.showImpossibleLandscapesContent.hint": "Afficher les champs spécifiques à Impossible Landscapes dans les fiches d'agent. Ces champs ne sont visibles que par le MJ, même si ce paramètre est coché.",
"DG.Settings.skillFailure.name": "Marquer automatiquement l'échec d'une compétence",
"DG.Settings.skillFailure.hint": "Activez ce paramètre pour toujours cocher la case « Échec » en cas d'échec d'une compétence. Le MJ peut annuler l'action à partir du message du jet dans le chat.",
"DG.Settings.Saved": "Les paramètres actuels ont été enregistrés.",
"DG.SettingsMenu.automation.name": "Menu Automatisaton",
"DG.SettingsMenu.automation.label": "Menu Automatisaton",
"DG.SettingsMenu.automation.title": "Config. Automatisation",
"DG.SettingsMenu.handler.name": "Config. Officier Traitant",
"DG.SettingsMenu.handler.label": "Config. Officier Traitant",
"DG.SettingsMenu.handler.title": "Config. Officier Traitant seulement",
"DG.Messages.Skillsmark.Marked": "Cette compétence est marquée.",
"DG.Messages.Skillsmark.Tooltip": "Voir p. 29 du Manuel de l'agent."
}
+153 -31
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@@ -4,7 +4,6 @@
"DG.RollLuck": "Rolar Sorte",
"DG.Luck": "Sorte",
"DG.FallbackText.ProfessionAndOrRank": "Profissão (Patente caso Aplicável)",
"DG.FallbackText.newItem": "Novo {type}",
"DG.Skills.accounting": "Contabilidade",
@@ -14,7 +13,7 @@
"DG.Skills.artillery": "Artilharia",
"DG.Skills.athletics": "Atleticismo",
"DG.Skills.bureaucracy": "Burocracia",
"DG.Skills.computer_science": "Ciência da Computação",
"DG.Skills.computer_science": "Ciências da Computação",
"DG.Skills.criminology": "Criminologia",
"DG.Skills.demolitions": "Demolição",
"DG.Skills.disguise": "Disfarce",
@@ -43,17 +42,55 @@
"DG.Skills.survival": "Sobrevivência",
"DG.Skills.swim": "Natação",
"DG.Skills.unarmed_combat": "Combate Desarmado",
"DG.Skills.unnatural": "Sobrenatural",
"DG.Skills.unnatural": "Antinatural",
"DG.Skills.flight": "Pilotagem",
"DG.Skills.Tooltip.accounting": "Identificar irregularidades financeiras como ativos ocultos, empresas de fachada ou desvio de recursos.",
"DG.Skills.Tooltip.alertness": "Perceber perigos ocultos, movimentos sutis ou sons discretos antes que se tornem ameaças.",
"DG.Skills.Tooltip.anthropology": "Compreender crenças, comportamentos e tabus de culturas e sociedades vivas.",
"DG.Skills.Tooltip.archeology": "Analisar artefatos antigos e ruínas para interpretar civilizações extintas.",
"DG.Skills.Tooltip.artillery": "Operar armas pesadas como morteiros ou canhões de tanque com precisão.",
"DG.Skills.Tooltip.athletics": "Correr, escalar, saltar e arremessar com força e agilidade treinadas.",
"DG.Skills.Tooltip.bureaucracy": "Navegar pela burocracia, negociar com autoridades e obter acesso a recursos restritos.",
"DG.Skills.Tooltip.computer_science": "Invadir, proteger ou manipular sistemas computacionais e recuperar dados apagados.",
"DG.Skills.Tooltip.criminology": "Analisar comportamentos criminosos e identificar conspirações ou padrões de atividade ilícita.",
"DG.Skills.Tooltip.demolitions": "Instalar, desarmar ou analisar dispositivos explosivos com segurança.",
"DG.Skills.Tooltip.disguise": "Alterar aparência e comportamento para evitar reconhecimento.",
"DG.Skills.Tooltip.dodge": "Evitar ataques iminentes ou se mover rapidamente para cobertura.",
"DG.Skills.Tooltip.drive": "Conduzir veículos sob pressão, incluindo perseguições e terrenos difíceis.",
"DG.Skills.Tooltip.firearms": "Atirar com precisão sob pressão usando pistolas, rifles e outras armas leves.",
"DG.Skills.Tooltip.first_aid": "Estabilizar ferimentos e recuperar PV no curto prazo.",
"DG.Skills.Tooltip.forensics": "Analisar cenas de crime em busca de evidências ocultas usando métodos forenses — ou ocultar vestígios para enganar investigadores.",
"DG.Skills.Tooltip.heavy_machiner": "Operar equipamentos de grande porte como guindastes, tratores ou tanques em situações de alto estresse.",
"DG.Skills.Tooltip.heavy_weapons": "Utilizar armamentos pesados portáteis como metralhadoras leves ou lança-foguetes.",
"DG.Skills.Tooltip.history": "Recordar fatos históricos, referências obscuras ou localizar conhecimentos esquecidos.",
"DG.Skills.Tooltip.humint": "Interpretar pessoas, detectar mentiras e revelar motivações ocultas por meio da interação.",
"DG.Skills.Tooltip.law": "Aplicar ou explorar conhecimentos jurídicos para vencer processos ou evitar acusações.",
"DG.Skills.Tooltip.medicine": "Diagnosticar e tratar ferimentos ou doenças para cuidados e recuperação de longo prazo.",
"DG.Skills.Tooltip.melee_weapons": "Combater com eficiência em curta distância usando facas, bastões ou armas improvisadas.",
"DG.Skills.Tooltip.navigate": "Usar mapas, instrumentos ou intuição para se orientar em terrenos desconhecidos.",
"DG.Skills.Tooltip.occult": "Identificar mitos, rituais e crenças marginais — sem distinguir verdade de superstição.",
"DG.Skills.Tooltip.persuade": "Convencer outras pessoas a mudar de opinião ou agir de formas que normalmente não fariam.",
"DG.Skills.Tooltip.pharmacy": "Identificar, produzir ou utilizar medicamentos, antídotos e venenos.",
"DG.Skills.Tooltip.psychotherapy": "Diagnosticar e tratar transtornos mentais; acalmar ou apoiar outros sob estresse psicológico.",
"DG.Skills.Tooltip.ride": "Controlar e cuidar de montarias como cavalos ou camelos.",
"DG.Skills.Tooltip.search": "Localizar minuciosamente objetos ocultos, armadilhas ou pistas em uma área.",
"DG.Skills.Tooltip.sigint": "Interceptar, criptografar ou manipular comunicações eletrônicas e sistemas de vigilância.",
"DG.Skills.Tooltip.stealth": "Evitar detecção ou ocultar objetos e ações da observação.",
"DG.Skills.Tooltip.surgery": "Realizar procedimentos invasivos para salvar vidas ou reparar ferimentos críticos.",
"DG.Skills.Tooltip.survival": "Rastrear, caçar e sobreviver em ambientes hostis, encontrando alimento, abrigo e sinais de perigo.",
"DG.Skills.Tooltip.swim": "Sobreviver na água sob condições adversas — resgatar outros, escapar ou suportar riscos.",
"DG.Skills.Tooltip.unarmed_combat": "Imobilizar ou ferir oponentes usando socos, agarrões, chutes e outras técnicas de combate corporal.",
"DG.Skills.Tooltip.unnatural": "Reconhecer, pesquisar ou recordar verdades sobre entidades e forças além da compreensão humana.",
"DG.Skills.AddTypedOrCustomSkill": "Adicionar Habilidade Personalizada",
"DG.Skills.AddSkill": "Adicionar Habilidade",
"DG.Skills.Apply": "Aplicar",
"DG.Skills.ApplySkillImprovements": "Aplicar Melhorias",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Melhorou as seguintes habilidades em",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Melhorar habilidades pela seguinte fórmula:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Afeta as seguintes habilidades:",
"DG.Skills.ApplySkillImprovementsWarning": "Nenhuma habilidade falhada para melhorar.",
"DG.Skills.ApplySkillImprovements.Title": "Aplicar Melhorias",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Melhorou as seguintes habilidades em",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Melhorar habilidades pela seguinte fórmula:",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Afeta as seguintes habilidades:",
"DG.Skills.ApplySkillImprovements.Warning": "Nenhuma habilidade falhada para melhorar.",
"DG.Skills.EditTypedOrCustomSkill": "Editar Habilidade Personalizada",
"DG.Skills.EditSkill": "Editar Habilidade",
"DG.Skills.SkillGroup": "Grupo de Habilidade",
@@ -67,6 +104,14 @@
"DG.TypeSkills.Science": "Ciência",
"DG.TypeSkills.Other": "Outros",
"DG.TypeSkills.Tooltip.Art": "Criar ou avaliar obras artísticas e identificar falsificações em uma área específica.",
"DG.TypeSkills.Tooltip.Craft": "Construir, consertar ou sabotar ferramentas ou sistemas especializados, como motores, fechaduras ou fiação.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Falar, ler e compreender um idioma específico.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Interpretar condições de combate, táticas ou comportamentos militares em operações terrestres, navais ou aéreas.",
"DG.TypeSkills.Tooltip.Pilot": "Controlar e navegar veículos aéreos, marítimos ou espaciais em situações ou condições críticas.",
"DG.TypeSkills.Tooltip.Science": "Aplicar conhecimento científico especializado para interpretar ou investigar o mundo físico.",
"DG.TypeSkills.Tooltip.Other": "Outros.",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Adicionar Treinamento Especial",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Habilidades Personalizadas",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Habilidades",
@@ -86,13 +131,30 @@
"DG.Attributes.pow": "POD",
"DG.Attributes.cha": "CAR",
"DG.Navigation.Skills": "Habilidades",
"DG.Navigation.Physical": "Estatísticas",
"DG.Navigation.Mental": "Mental",
"DG.Navigation.Gear": "Equipamento",
"DG.Navigation.CV": "Pessoal",
"DG.Navigation.Contacts": "Vínculos",
"DG.Attributes.Tooltip.HP": "Pontos de Vida (PV) indicam a saúde física. Um personagem fica inconsciente com 2 PV e morre ao chegar a 0 PV.",
"DG.Attributes.Tooltip.WP": "Pontos de Força de Vontade (FV) indicam a resistência mental e a determinação. Agentes precisam de FV para continuar apesar do cansaço ou de situações mentalmente extenuantes. Veja a página 47 do Manual do Agente para mais detalhes.",
"DG.Attributes.Tooltip.SAN": "Pontos de Sanidade (SAN) indicam a conexão com a humanidade e com a realidade como a maioria das pessoas a percebe. Clique para rolar um teste de SAN.",
"DG.Attributes.Tooltip.str": "Veja a página 19 do Manual do Agente — Força.",
"DG.Attributes.Tooltip.con": "Veja a página 19 do Manual do Agente — Constituição.",
"DG.Attributes.Tooltip.dex": "Veja a página 19 do Manual do Agente — Destreza.",
"DG.Attributes.Tooltip.int": "Veja a página 19 do Manual do Agente — Inteligência.",
"DG.Attributes.Tooltip.pow": "Veja a página 19 do Manual do Agente — Poder.",
"DG.Attributes.Tooltip.cha": "Veja a página 19 do Manual do Agente — Carisma.",
"DG.Navigation.Agent.skills": "Habilidades",
"DG.Navigation.Agent.physical": "Estatísticas",
"DG.Navigation.Agent.motivations": "Mental",
"DG.Navigation.Agent.gear": "Equipamento",
"DG.Navigation.Agent.bio": "Pessoal",
"DG.Navigation.Agent.bonds": "Laços",
"DG.Navigation.NPC.skills": "Habilidades & Treinamento",
"DG.Navigation.NPC.gear": "Ataques & Habilidades",
"DG.Navigation.Vehicle.gear": "Equipamento",
"DG.Navigation.Vehicle.notes": "Notas",
"DG.About.Changelog": "CHANGELOG (ONLINE)",
"DG.About.Copyright": "Publicado pela Arc Dream Publishing por meio de acordo com a Delta Green Partnership. A propriedade intelectual conhecida como Delta Green é uma marca registrada e protegida por direitos autorais pertencente à Delta Green Partnership, que licenciou seu uso neste material.",
"DG.About.License": "O conteúdo deste sistema é licenciado de acordo com os termos do arquivo de <a href=\"systems/deltagreen/LICENSE.txt\">licença</a> incluído, com exceção dos elementos que fazem parte da propriedade intelectual de Delta Green.",
"DG.About.OnlineHelp": "Abrir Documentação do Sistema em (ONLINE)",
"DG.About.OnlineHelpTooltip": "Abrir navegador com ajuda online GitHub",
"DG.About.OnlineBugTracker": "Dúvidas, Relatos de Erros ou Solicitações de Funcionalides (ONLINE)",
@@ -102,7 +164,8 @@
"DG.Roll.Target": "Alvo: ",
"DG.Roll.Success": "Sucesso",
"DG.Roll.Failure": "Falha",
"DG.Roll.Critical": "Crítico(a)",
"DG.Roll.CriticalSuccess": "Sucesso Crítico!",
"DG.Roll.CriticalFailure": "Falha Crítica!",
"DG.Roll.Lethality": "Letalidade",
"DG.Roll.Lethal": "Letal",
"DG.Roll.For": "Para",
@@ -112,23 +175,28 @@
"DG.Roll.Roll": "Rolar",
"DG.Physical.Wounds": "Ferimentos",
"DG.Physical.FirstAidLabel": "Recebeu tentativa de Primeiros Socorros desde o último ferimento? ",
"DG.Physical.Exhausted": "Exausto:",
"DG.Physical.FirstAidLabel": "Já houve tentativa de Primeiro Socorros: ",
"DG.Physical.Exhausted": "Exausto(a):",
"DG.Physical.ExhaustionPenalty": "Penalidade:",
"DG.Generic.AddButtonLabel": "Adicionar",
"DG.Mental.BreakingPoint": "Ponto de Ruptura: ",
"DG.Mental.Tooltip.BreakingPoint": "O Ponto de Ruptura é o valor exato de SAN no qual seu Agente foi suficientemente desgastado pelo trauma a ponto de desenvolver um novo distúrbio mental de longo prazo. Se a SAN atingir esse valor ou menos, subtraia o POD do Agente da nova SAN. Esse resultado passa a ser o novo Ponto de Ruptura do Agente.",
"DG.Mental.Reset": "Resetar",
"DG.Mental.SanityLossIncidentsLabel": "Perdas de Sanidade sem enlouquecer",
"DG.Mental.Violence": "Violência",
"DG.Mental.Tooltip.Violence": "Adaptação à Violência: após perder SAN por violência três vezes sem enlouquecer, você se torna endurecido a ela. Você passa a ter sucesso automático em testes de SAN contra violência, mas perde permanentemente 1D6 de CAR e o mesmo valor de cada Vínculo. Manual do Agente, página 73.",
"DG.Mental.Helplessness": "Desamparo",
"DG.Mental.Tooltip.Helplessness": "Adaptação ao Desamparo: após perder SAN por desamparo três vezes sem enlouquecer, você se torna endurecido a ele. Você passa a ter sucesso automático em testes de SAN contra desamparo, mas perde permanentemente 1D6 de POD. Manual do Agente, página 73.",
"DG.Mental.AdaptedToViolence": "Adaptado à Violência",
"DG.Mental.AdaptedToHelplessness": "Adaptado ao Desamparo",
"DG.Mental.Motivations": "Motivações",
"DG.Mental.Disorders": "Distúrbios",
"DG.Gear.Weapons": "ARMAS",
"DG.Gear.Weapons": "Armas",
"DG.Gear.WeaponTypes.Firearms": "Armas de Fogo",
"DG.Gear.WeaponTypes.Melee": "Armas Corpo a Corpo",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.OtherGear": "OUTROS EQUIPAMENTOS",
"DG.Gear.Name": "Nome",
@@ -148,16 +216,13 @@
"DG.CV.Education": "Educação",
"DG.CV.EducationPlaceholder": "Educação ou Treinamento",
"DG.Bonds.Bond": "Vínculo",
"DG.Bonds.Bond": "Laço",
"DG.Bonds.Name": "Nome",
"DG.Bonds.Score": "Pontuação",
"DG.Bonds.NewBond": "Novo Vínculo",
"DG.Bonds.Score": "Valor",
"DG.Bonds.NewBond": "Novo Laço",
"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.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.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.",
@@ -247,11 +312,13 @@
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PONTO DE RUPTURA E ADAPTAÇÕES",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVAÇÕES E DISTÚRBIOS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "INFORMAÇÕES PESSOAIS / C.V.",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "VÍNCULOS / RELACIONAMENTOS / CONTATOS",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "LAÇOS / RELACIONAMENTOS / CONTATOS",
"DG.AgentSheet.ProfessionPlaceholder": "PROFISSÂO",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Esconder Habilidades não Treinadas",
"DG.UnnaturalSheet.NotesLabel": "Notas",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Descrição de Criatura ou Tipo de Criatura",
"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Descrição de Criatura ou Tipo de Criatura",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Mostrar Habilidades não Treinadas",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilidades & Notas",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Ataques & Habilidades",
@@ -259,7 +326,7 @@
"DG.NPCSheet.BreakPointAbbreviation": "PR",
"DG.ImpossibleLanscapes.IHaveSeenThe": "EU JÁ VI O",
"DG.ImpossibleLanscapes.YellowSign": "SINAL AMARELO",
"DG.ImpossibleLanscapes.YellowSign": "SÍMBOLO AMARELO",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "ção",
"DG.ImpossibleLanscapes.Gift": "Dom",
@@ -274,15 +341,20 @@
"DG.Generic.ClearAll": "Limpar Tudo",
"DG.Generic.SanDamage": "Dano de SAN",
"DG.Generic.Custom": "Personalizado",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Alvo",
"DG.ItemWindow.Weapons.SkillModifier": "Modificador de Habilidade",
"DG.ItemWindow.Custom": "Personalizado",
"DG.Sheet.class.item": "Ficha de item",
"DG.Sheet.class.agent": "Ficha de Agente",
"DG.Sheet.class.npc": "Ficha de PNJ",
"DG.Sheet.class.unnatural": "Ficha de Antinatural",
"DG.Sheet.class.vehicle": "Ficha de Veículo",
"TYPES.Actor.agent": "Agente",
"TYPES.Actor.npc": "PNJ",
"TYPES.Actor.unnatural": "Sobrenatural",
"TYPES.Actor.unnatural": "Antinatural",
"TYPES.Actor.vehicle": "Veículo",
"TYPES.Item.armor": "Armadura",
@@ -290,8 +362,12 @@
"TYPES.Item.gear": "Equipamento",
"TYPES.Item.motivation": "Motivação",
"TYPES.Item.weapon": "Arma",
"TYPES.Item.tome": "Tomo",
"TYPES.Item.ritual": "Ritual",
"DG.Gear.Tomes": "TOMOS",
"DG.Gear.Rituals": "RITUAIS",
"DG.Tomes.Name": "Nome",
"DG.Ritual.Name": "Nome",
@@ -304,8 +380,8 @@
"DG.ItemWindow.Tome.OccultIncrease": "Aumento da Habilidade Ocultismo",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Aumento da Habilidade Sobrenatural",
"DG.ItemWindow.Tome.StudySanityDamage": "Dano de SAN ao Estudar",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Coordenador Somente",
"DG.ItemWindow.Tome.HandlerNotes": "Notas do Coordenador",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Chefe Somente",
"DG.ItemWindow.Tome.HandlerNotes": "Notas do Chefe",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Dano de SAN na Ativação",
"DG.ItemWindow.Ritual.ActivationTime": "Tempo de Ativação",
@@ -313,6 +389,52 @@
"DG.ItemWindow.Ritual.StudyTime": "Tempo de Estudo",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Dano de SAN ao Aprender",
"DG.MissionPaused": "Operação Pausada",
"DG.Settings.charactersheet.name": "Estilo da Ficha de Personagem",
"DG.Settings.charactersheet.hint": "Escolha como as fichas devem ser estilizadas. Programa tem um visual governamental moderno, enquanto Caubois/Fora-da-lei remete a um estilo mais antigo e áspero, como datilografado.",
"DG.Settings.charactersheet.cowboys": "Os Caubois",
"DG.Settings.charactersheet.outlaws": "Os Fora-da-lei",
"DG.Settings.charactersheet.program": "O Programa",
"DG.Settings.sortskills.name": "Ordenar Perícias por Coluna?",
"DG.Settings.sortskills.hint": "Marcado: ordena por coluna. Desmarcado: ordena por linha.",
"DG.Settings.skillTooltipDisplay.name": "Exibir dicas (tooltips)",
"DG.Settings.skillTooltipDisplay.hint": "Escolha quando exibir as dicas das perícias nas fichas dos Agentes.",
"DG.Settings.skillTooltipDisplay.hover": "Ao passar o mouse (padrão)",
"DG.Settings.skillTooltipDisplay.never": "Nunca",
"DG.Settings.skillTooltipDisplay.hoverShift": "Ao passar o mouse + Shift",
"DG.Settings.keepSanityPrivate.name": "Manter Sanidade Privada",
"DG.Settings.keepSanityPrivate.hint": "Oculta a Sanidade dos jogadores tanto nas fichas quanto nas rolagens.",
"DG.Settings.skillImprovementFormula.name": "Rolagem Padrão de Aprimoramento de Perícia",
"DG.Settings.skillImprovementFormula.hint": "Padrão: 1d4. Houve múltiplas erratas sobre isso; escolha a opção que melhor se adequa ao ritmo do seu jogo.",
"DG.Settings.skillImprovementFormula.1": "+1% Fixo",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Exibir Seção de Hipergeometria",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Sempre exibe a seção de itens de Hipergeometria (ex.: Rituais e Tomos) nas fichas dos Agentes, mesmo que o Agente não possua itens desse tipo.",
"DG.Settings.showImpossibleLandscapesContent.name": "Exibir Conteúdo de Impossible Landscapes",
"DG.Settings.showImpossibleLandscapesContent.hint": "Exibe campos específicos de Impossible Landscapes nas fichas dos Agentes. Esses campos são sempre visíveis apenas para o Chefe, mesmo com esta opção ativada.",
"DG.Settings.skillFailure.name": "Marcar Falha de Perícia Automaticamente",
"DG.Settings.skillFailure.hint": "Ative esta opção para marcar automaticamente a caixa de falha ao falhar em uma perícia. O Chefe pode desfazer a ação a partir da mensagem de chat da rolagem.",
"DG.Settings.Saved": "As configurações atuais foram salvas.",
"DG.SettingsMenu.automation.name": "Menu de Automação",
"DG.SettingsMenu.automation.label": "Menu de Automação",
"DG.SettingsMenu.automation.title": "Configurações de Automação",
"DG.SettingsMenu.handler.name": "Configurações do Chefe",
"DG.SettingsMenu.handler.label": "Configurações do Chefe",
"DG.SettingsMenu.handler.title": "Configurações Exclusivas do Chefe",
"DG.Messages.Skillsmark.Marked": "Esta perícia é marcada",
"DG.Messages.Skillsmark.Tooltip": "Veja pág. 29 do Manual do Agente"
}
+56
View File
@@ -0,0 +1,56 @@
import HumanSkillsActorData from "./base/human-skills.js";
import CharacterData from "./base/character.js";
const { SchemaField, NumberField, StringField, BooleanField } =
foundry.data.fields;
export default class AgentData extends CharacterData {
static defineSchema() {
const superData = super.defineSchema();
return {
...superData,
...HumanSkillsActorData.defineSchema(),
schemaVersion: new NumberField({ initial: 1.0 }),
sanity: new SchemaField({
value: new NumberField({ initial: 100 }),
currentBreakingPoint: new NumberField({ initial: 101 }),
adaptations: new SchemaField({
violence: new SchemaField({
incident1: new BooleanField({ initial: false }),
incident2: new BooleanField({ initial: false }),
incident3: new BooleanField({ initial: false }),
}),
helplessness: new SchemaField({
incident1: new BooleanField({ initial: false }),
incident2: new BooleanField({ initial: false }),
incident3: new BooleanField({ initial: false }),
}),
}),
}),
physical: new SchemaField({
description: new StringField({
initial: "(Physical description of agent)",
}),
wounds: new StringField({ initial: "" }),
firstAidAttempted: new BooleanField({ initial: false }),
exhausted: new BooleanField({ initial: false }),
exhaustedPenalty: new NumberField({ initial: -20 }),
}),
biography: new SchemaField({
profession: new StringField({ initial: "" }),
employer: new StringField({ initial: "" }),
nationality: new StringField({ initial: "" }),
sex: new StringField({ initial: "" }),
age: new StringField({ initial: "" }),
education: new StringField({ initial: "" }),
}),
corruption: new SchemaField({
value: new NumberField({ initial: 0 }),
haveSeenTheYellowSign: new BooleanField({ initial: false }),
gift: new StringField({ initial: "" }),
insight: new StringField({ initial: "" }),
}),
};
}
}
+20
View File
@@ -0,0 +1,20 @@
import { resourceField, statisticsField } from "./general.js";
const { SchemaField } = foundry.data.fields;
export default class BaseActorData extends foundry.abstract.TypeDataModel {
static defineSchema() {
return {
health: resourceField(10, 10),
wp: resourceField(10, 10),
statistics: new SchemaField({
str: statisticsField(10),
con: statisticsField(10),
dex: statisticsField(10),
int: statisticsField(10),
pow: statisticsField(10),
cha: statisticsField(10),
}),
};
}
}
+11
View File
@@ -0,0 +1,11 @@
import BaseActorData from "./base-actor.js";
import SheetSettingsActorData from "./sheet-settings.js";
export default class CharacterData extends foundry.abstract.TypeDataModel {
static defineSchema() {
return {
...BaseActorData.defineSchema(),
...SheetSettingsActorData.defineSchema(),
};
}
}
+25
View File
@@ -0,0 +1,25 @@
const { SchemaField, NumberField, StringField, BooleanField } =
foundry.data.fields;
export function skillField(initialValue, label) {
return new SchemaField({
proficiency: new NumberField({ initial: initialValue }),
label: new StringField({ initial: label }),
failure: new BooleanField({ initial: false }),
});
}
export function resourceField(initialValue, initialMax) {
return new SchemaField({
min: new NumberField({ initial: 0 }),
value: new NumberField({ initial: initialValue }),
max: new NumberField({ initial: initialMax }),
});
}
export function statisticsField(initialValue) {
return new SchemaField({
value: new NumberField({ initial: initialValue }),
distinguishing_feature: new StringField({ initial: "" }),
});
}
+62
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@@ -0,0 +1,62 @@
import { skillField } from "./general.js";
const { SchemaField, NumberField, StringField, ArrayField, ObjectField } =
foundry.data.fields;
const { TypeDataModel } = foundry.abstract;
export default class HumanSkillsActorData extends TypeDataModel {
static defineSchema() {
return {
skills: new SchemaField({
accounting: skillField(10, "Accounting"),
alertness: skillField(20, "Alertness"),
anthropology: skillField(0, "Anthropology"),
archeology: skillField(0, "Archeology"),
artillery: skillField(0, "Artillery"),
athletics: skillField(30, "Athletics"),
bureaucracy: skillField(10, "Bureaucracy"),
computer_science: skillField(0, "Computer Science"),
criminology: skillField(10, "Criminology"),
demolitions: skillField(0, "Demolitions"),
disguise: skillField(10, "Disguise"),
dodge: skillField(30, "Dodge"),
drive: skillField(20, "Drive"),
firearms: skillField(20, "Firearms"),
first_aid: skillField(10, "First Aid"),
forensics: skillField(0, "Forensics"),
heavy_machiner: skillField(10, "Heavy Machinery"),
heavy_weapons: skillField(0, "Heavy Weapons"),
history: skillField(10, "History"),
humint: skillField(10, "HUMINT"),
law: skillField(0, "Law"),
medicine: skillField(0, "Medicine"),
melee_weapons: skillField(30, "Melee Weapons"),
navigate: skillField(10, "Navigate"),
occult: skillField(10, "Occult"),
persuade: skillField(20, "Persuade"),
pharmacy: skillField(0, "Pharmacy"),
psychotherapy: skillField(10, "Psychotherapy"),
ride: skillField(10, "Ride"),
search: skillField(20, "Search"),
sigint: skillField(0, "SIGINT"),
stealth: skillField(10, "Stealth"),
surgery: skillField(0, "Surgery"),
survival: skillField(10, "Survival"),
swim: skillField(20, "Swim"),
unarmed_combat: skillField(40, "Unarmed Combat"),
unnatural: new SchemaField({
proficiency: new NumberField({ initial: 0 }),
label: new StringField({ initial: "Unnatural" }),
}),
}),
typedSkills: new ObjectField({}),
specialTraining: new ArrayField(
new SchemaField({
attribute: new StringField(),
id: new StringField(),
name: new StringField(),
}),
),
};
}
}
+21
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@@ -0,0 +1,21 @@
const { SchemaField, NumberField, BooleanField } = foundry.data.fields;
const { TypeDataModel } = foundry.abstract;
export default class SheetSettingsActorData extends TypeDataModel {
static defineSchema() {
return {
settings: new SchemaField({
sorting: new SchemaField({
weaponSortAlphabetical: new BooleanField({ initial: false }),
armorSortAlphabetical: new BooleanField({ initial: false }),
gearSortAlphabetical: new BooleanField({ initial: false }),
tomeSortAlphabetical: new BooleanField({ initial: false }),
ritualSortAlphabetical: new BooleanField({ initial: false }),
}),
rolling: new SchemaField({
defaultPercentileModifier: new NumberField({ initial: 20 }),
}),
}),
};
}
}
@@ -0,0 +1,62 @@
import { skillField } from "./general.js";
const { SchemaField, NumberField, StringField, ArrayField, ObjectField } =
foundry.data.fields;
const { TypeDataModel } = foundry.abstract;
export default class UnnaturalSkillsActorData extends TypeDataModel {
static defineSchema() {
return {
skills: new SchemaField({
accounting: skillField(0, "Accounting"),
alertness: skillField(50, "Alertness"),
anthropology: skillField(0, "Anthropology"),
archeology: skillField(0, "Archeology"),
artillery: skillField(0, "Artillery"),
athletics: skillField(50, "Athletics"),
bureaucracy: skillField(0, "Bureaucracy"),
computer_science: skillField(0, "Computer Science"),
criminology: skillField(0, "Criminology"),
demolitions: skillField(0, "Demolitions"),
disguise: skillField(0, "Disguise"),
dodge: skillField(50, "Dodge"),
drive: skillField(0, "Drive"),
firearms: skillField(0, "Firearms"),
first_aid: skillField(0, "First Aid"),
forensics: skillField(0, "Forensics"),
heavy_machiner: skillField(0, "Heavy Machinery"),
heavy_weapons: skillField(0, "Heavy Weapons"),
history: skillField(0, "History"),
humint: skillField(0, "HUMINT"),
law: skillField(0, "Law"),
medicine: skillField(0, "Medicine"),
melee_weapons: skillField(50, "Melee Weapons"),
navigate: skillField(0, "Navigate"),
occult: skillField(0, "Occult"),
persuade: skillField(0, "Persuade"),
pharmacy: skillField(0, "Pharmacy"),
psychotherapy: skillField(0, "Psychotherapy"),
ride: skillField(0, "Ride"),
search: skillField(0, "Search"),
sigint: skillField(0, "SIGINT"),
stealth: skillField(50, "Stealth"),
surgery: skillField(0, "Surgery"),
survival: skillField(0, "Survival"),
swim: skillField(0, "Swim"),
unarmed_combat: skillField(50, "Unarmed Combat"),
unnatural: new SchemaField({
proficiency: new NumberField({ initial: 0 }),
label: new StringField({ initial: "Unnatural" }),
}),
}),
typedSkills: new ObjectField({}),
specialTraining: new ArrayField(
new SchemaField({
attribute: new StringField(),
id: new StringField(),
name: new StringField(),
}),
),
};
}
}
+24
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@@ -0,0 +1,24 @@
import HumanSkillsActorData from "./base/human-skills.js";
import CharacterData from "./base/character.js";
const { SchemaField, NumberField, StringField, BooleanField } =
foundry.data.fields;
export default class NPCData extends CharacterData {
static defineSchema() {
const superData = super.defineSchema();
return {
...superData,
...HumanSkillsActorData.defineSchema(),
schemaVersion: new NumberField({ initial: 1.0 }),
sanity: new SchemaField({
value: new NumberField({ initial: 100 }),
currentBreakingPoint: new NumberField({ initial: 101 }),
}),
notes: new StringField({ initial: "" }),
shortDescription: new StringField({ initial: "" }),
showUntrainedSkills: new BooleanField({ initial: true }),
};
}
}
+25
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@@ -0,0 +1,25 @@
import UnnaturalSkillsActorData from "./base/unnatural-skills.js";
import CharacterData from "./base/character.js";
const { SchemaField, NumberField, StringField, BooleanField } =
foundry.data.fields;
export default class UnnaturalData extends CharacterData {
static defineSchema() {
const superData = super.defineSchema();
return {
...superData,
...UnnaturalSkillsActorData.defineSchema(),
sanity: new SchemaField({
notes: new StringField({ initial: "" }),
failedLoss: new StringField({ initial: "1D4" }),
successLoss: new StringField({ initial: "1" }),
}),
schemaVersion: new NumberField({ initial: 1.0 }),
notes: new StringField({ initial: "" }),
shortDescription: new StringField({ initial: "" }),
showUntrainedSkills: new BooleanField({ initial: true }),
};
}
}
+23
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@@ -0,0 +1,23 @@
import SheetSettingsActorData from "./base/sheet-settings.js";
const { SchemaField, NumberField, StringField, ArrayField } =
foundry.data.fields;
export default class VehicleData extends foundry.abstract.TypeDataModel {
static defineSchema() {
return {
...SheetSettingsActorData.defineSchema(),
name: new StringField({ initial: "" }),
description: new StringField({ initial: "" }),
shortDescription: new StringField({ initial: "" }),
health: new SchemaField({
value: new NumberField({ initial: 10 }),
min: new NumberField({ initial: 0 }),
max: new NumberField({ initial: 10 }),
}),
speed: new StringField({ initial: "" }),
expense: new StringField({ initial: "Standard" }),
passengers: new ArrayField(new StringField()),
};
}
}
+20
View File
@@ -20,10 +20,23 @@ import { handleInlineActions } from "./other/inline.js";
import DGNPCSheet from "./sheets/npc-sheet.js";
import DGUnnaturalSheet from "./sheets/unnatural-sheet.js";
import DGVehicleSheet from "./sheets/vehicle-sheet.js";
import DGAgentSheetV2 from "./sheets/agent-sheet-v2.js";
import AgentData from "./data/actor/agent.js";
import UnnaturalData from "./data/actor/unnatural.js";
import NPCData from "./data/actor/npc.js";
import VehicleData from "./data/actor/vehicle.js";
const { Actors, Items } = foundry.documents.collections;
Hooks.once("init", async () => {
Object.assign(CONFIG.Actor.dataModels, {
// The keys are the types defined in our template.json
agent: AgentData,
unnatural: UnnaturalData,
npc: NPCData,
vehicle: VehicleData,
});
game.deltagreen = {
DeltaGreenActor,
DeltaGreenItem,
@@ -73,6 +86,13 @@ Hooks.once("init", async () => {
});
});
Actors.registerSheet(DG.ID, DGAgentSheetV2, {
makeDefault: false,
themes: null,
label: `Agent Sheet V2`,
types: ["agent"],
});
// Register item sheet.
Items.registerSheet(DG.ID, DeltaGreenItemSheet, {
makeDefault: true,
+32
View File
@@ -0,0 +1,32 @@
import DGAgentSheet from "./agent-sheet.js";
/** @extends {DGAgentSheet} */
export default class DGAgentSheetV2 extends DGAgentSheet {
static DEFAULT_OPTIONS = /** @type {const} */ ({
classes: ["actor-sheet-v2"],
position: { width: 950, height: 665 },
});
/** @override */
static PARTS = /** @type {const} */ ({
leftBar: {
template: `${this.TEMPLATE_PATH}/parts/left-bar.html`,
templates: [`${this.TEMPLATE_PATH}/partials/sanity-partial.html`],
},
rightBar: {
template: `${this.TEMPLATE_PATH}/parts/right-bar.html`,
templates: [
`${this.TEMPLATE_PATH}/parts/skills-tab.html`,
`${this.TEMPLATE_PATH}/parts/physical-tab-v2.html`,
`${this.TEMPLATE_PATH}/parts/motivations-tab-v2.html`,
`${this.TEMPLATE_PATH}/parts/gear-tab.html`,
`${this.TEMPLATE_PATH}/parts/bio-tab-v2.html`,
`${this.TEMPLATE_PATH}/parts/bonds-tab.html`,
`${this.TEMPLATE_PATH}/parts/about-tab.html`,
`${this.TEMPLATE_PATH}/partials/custom-skills-partial.html`,
`${this.TEMPLATE_PATH}/partials/notes-partial.html`,
],
},
tabs: this.BASE_PARTS.tabs,
});
}
+14 -2
View File
@@ -101,9 +101,21 @@ export default class DGAgentSheet extends DGActorSheet {
0,
);
this.actor.update({
const dataToUpdate = {
"system.sanity.currentBreakingPoint": currentBreakingPoint,
});
};
if (!this.actor.system.sanity.adaptations.violence.isAdapted) {
dataToUpdate["system.sanity.adaptations.violence.incident1"] = false;
dataToUpdate["system.sanity.adaptations.violence.incident2"] = false;
dataToUpdate["system.sanity.adaptations.violence.incident3"] = false;
}
if (!this.actor.system.sanity.adaptations.helplessness.isAdapted) {
dataToUpdate["system.sanity.adaptations.helplessness.incident1"] = false;
dataToUpdate["system.sanity.adaptations.helplessness.incident2"] = false;
dataToUpdate["system.sanity.adaptations.helplessness.incident3"] = false;
}
this.actor.update(dataToUpdate);
}
/**
+11
View File
@@ -117,6 +117,17 @@ export default class DGActorSheet extends DGSheetMixin(ActorSheetV2) {
this._prepareSkillTooltips();
}
// Handle private sanity setting, override for GMs.
const keepSanityPrivate = game.settings.get(
"deltagreen",
"keepSanityPrivate",
);
const hideSan = keepSanityPrivate && !game.user.isGM;
context.maxSan = hideSan ? "???" : this.actor.system.sanity.max;
context.currentSan = hideSan ? "???" : this.actor.system.sanity.value;
context.keepSanityPrivate = keepSanityPrivate;
// Set sanity block per actor type.
context.sanityInputs = await foundry.applications.handlebars.renderTemplate(
`${DGActorSheet.TEMPLATE_PATH}/partials/sanity-${this.actor.type}.html`,
+6 -6
View File
@@ -2069,9 +2069,9 @@
"integrity": "sha512-RHxMLp9lnKHGHRng9QFhRCMbYAcVpn69smSGcq3f36xjgVVWThj4qqLbTLlq7Ssj8B+fIQ1EuCEGI2lKsyQeIw=="
},
"node_modules/js-yaml": {
"version": "4.1.0",
"resolved": "https://registry.npmjs.org/js-yaml/-/js-yaml-4.1.0.tgz",
"integrity": "sha512-wpxZs9NoxZaJESJGIZTyDEaYpl0FKSA+FB9aJiyemKhMwkxQg63h4T1KJgUGHpTqPDNRcmmYLugrRjJlBtWvRA==",
"version": "4.1.1",
"resolved": "https://registry.npmjs.org/js-yaml/-/js-yaml-4.1.1.tgz",
"integrity": "sha512-qQKT4zQxXl8lLwBtHMWwaTcGfFOZviOJet3Oy/xmGk2gZH677CJM9EvtfdSkgWcATZhj/55JZ0rmy3myCT5lsA==",
"dependencies": {
"argparse": "^2.0.1"
},
@@ -4686,9 +4686,9 @@
"integrity": "sha512-RHxMLp9lnKHGHRng9QFhRCMbYAcVpn69smSGcq3f36xjgVVWThj4qqLbTLlq7Ssj8B+fIQ1EuCEGI2lKsyQeIw=="
},
"js-yaml": {
"version": "4.1.0",
"resolved": "https://registry.npmjs.org/js-yaml/-/js-yaml-4.1.0.tgz",
"integrity": "sha512-wpxZs9NoxZaJESJGIZTyDEaYpl0FKSA+FB9aJiyemKhMwkxQg63h4T1KJgUGHpTqPDNRcmmYLugrRjJlBtWvRA==",
"version": "4.1.1",
"resolved": "https://registry.npmjs.org/js-yaml/-/js-yaml-4.1.1.tgz",
"integrity": "sha512-qQKT4zQxXl8lLwBtHMWwaTcGfFOZviOJet3Oy/xmGk2gZH677CJM9EvtfdSkgWcATZhj/55JZ0rmy3myCT5lsA==",
"requires": {
"argparse": "^2.0.1"
}
+18 -3
View File
@@ -107,8 +107,15 @@
"armor",
"hand-to-hand-weapons",
"agent-pregens",
"operation-code-name-generator-tables",
"operation-code-name-generator-macro"
"operation-code-name-generator-tables"
],
"folders": [
{
"name": "System macros",
"sorting": "a",
"color": "#67b1e0",
"packs": ["operation-code-name-generator-macro"]
}
]
}
],
@@ -193,5 +200,13 @@
"units": "m"
},
"primaryTokenAttribute": "health",
"secondaryTokenAttribute": "wp"
"secondaryTokenAttribute": "wp",
"documentTypes": {
"Actor": {
"agent": {},
"unnatural": {},
"npc": {},
"vehicle": {}
}
}
}
-515
View File
@@ -1,519 +1,4 @@
{
"Actor": {
"types": ["agent", "unnatural", "npc", "vehicle"],
"templates": {
"base": {
"health": {
"value": 10,
"min": 0,
"max": 10
},
"wp": {
"value": 10,
"min": 0,
"max": 10
},
"statistics": {
"str": {
"value": 10,
"distinguishing_feature": ""
},
"con": {
"value": 10,
"distinguishing_feature": ""
},
"dex": {
"value": 10,
"distinguishing_feature": ""
},
"int": {
"value": 10,
"distinguishing_feature": ""
},
"pow": {
"value": 10,
"distinguishing_feature": ""
},
"cha": {
"value": 10,
"distinguishing_feature": ""
}
}
},
"sheet-settings": {
"settings": {
"sorting": {
"weaponSortAlphabetical": false,
"armorSortAlphabetical": false,
"gearSortAlphabetical": false,
"tomeSortAlphabetical": false,
"ritualSortAlphabetical": false
},
"rolling": {
"defaultPercentileModifier": 20
}
}
},
"human_skills": {
"skills": {
"accounting": {
"label": "Accounting",
"proficiency": 10,
"failure": false
},
"alertness": {
"label": "Alertness",
"proficiency": 20,
"failure": false
},
"anthropology": {
"label": "Anthropology",
"proficiency": 0,
"failure": false
},
"archeology": {
"label": "Archeology",
"proficiency": 0,
"failure": false
},
"artillery": {
"label": "Artillery",
"proficiency": 0,
"failure": false
},
"athletics": {
"label": "Athletics",
"proficiency": 30,
"failure": false
},
"bureaucracy": {
"label": "Bureaucracy",
"proficiency": 10,
"failure": false
},
"computer_science": {
"label": "Computer Science",
"proficiency": 0,
"failure": false
},
"criminology": {
"label": "Criminology",
"proficiency": 10,
"failure": false
},
"demolitions": {
"label": "Demolitions",
"proficiency": 0,
"failure": false
},
"disguise": {
"label": "Disguise",
"proficiency": 10,
"failure": false
},
"dodge": {
"label": "Dodge",
"proficiency": 30,
"failure": false
},
"drive": {
"label": "Drive",
"proficiency": 20,
"failure": false
},
"firearms": {
"label": "Firearms",
"proficiency": 20,
"failure": false
},
"first_aid": {
"label": "First Aid",
"proficiency": 10,
"failure": false
},
"forensics": {
"label": "Forensics",
"proficiency": 0,
"failure": false
},
"heavy_machiner": {
"label": "Heavy Machinery",
"proficiency": 10,
"failure": false
},
"heavy_weapons": {
"label": "Heavy Weapons",
"proficiency": 0,
"failure": false
},
"history": {
"label": "History",
"proficiency": 10,
"failure": false
},
"humint": {
"label": "HUMINT",
"proficiency": 10,
"failure": false
},
"law": {
"label": "Law",
"proficiency": 0,
"failure": false
},
"medicine": {
"label": "Medicine",
"proficiency": 0,
"failure": false
},
"melee_weapons": {
"label": "Melee Weapons",
"proficiency": 30,
"failure": false
},
"navigate": {
"label": "Navigate",
"proficiency": 10,
"failure": false
},
"occult": {
"label": "Occult",
"proficiency": 10,
"failure": false
},
"persuade": {
"label": "Persuade",
"proficiency": 20,
"failure": false
},
"pharmacy": {
"label": "Pharmacy",
"proficiency": 0,
"failure": false
},
"psychotherapy": {
"label": "Psychotherapy",
"proficiency": 10,
"failure": false
},
"ride": {
"label": "Ride",
"proficiency": 10,
"failure": false
},
"search": {
"label": "Search",
"proficiency": 20,
"failure": false
},
"sigint": {
"label": "SIGINT",
"proficiency": 0,
"failure": false
},
"stealth": {
"label": "Stealth",
"proficiency": 10,
"failure": false
},
"surgery": {
"label": "Surgery",
"proficiency": 0,
"failure": false
},
"survival": {
"label": "Survival",
"proficiency": 10,
"failure": false
},
"swim": {
"label": "Swim",
"proficiency": 20,
"failure": false
},
"unarmed_combat": {
"label": "Unarmed Combat",
"proficiency": 40,
"failure": false
},
"unnatural": {
"label": "Unnatural",
"proficiency": 0
}
},
"typedSkills": {},
"specialTraining": []
},
"unnatural_skills": {
"skills": {
"accounting": {
"label": "Accounting",
"proficiency": 0,
"failure": false
},
"alertness": {
"label": "Alertness",
"proficiency": 50,
"failure": false
},
"anthropology": {
"label": "Anthropology",
"proficiency": 0,
"failure": false
},
"archeology": {
"label": "Archeology",
"proficiency": 0,
"failure": false
},
"artillery": {
"label": "Artillery",
"proficiency": 0,
"failure": false
},
"athletics": {
"label": "Athletics",
"proficiency": 50,
"failure": false
},
"bureaucracy": {
"label": "Bureaucracy",
"proficiency": 0,
"failure": false
},
"computer_science": {
"label": "Computer Science",
"proficiency": 0,
"failure": false
},
"criminology": {
"label": "Criminology",
"proficiency": 0,
"failure": false
},
"demolitions": {
"label": "Demolitions",
"proficiency": 0,
"failure": false
},
"disguise": {
"label": "Disguise",
"proficiency": 0,
"failure": false
},
"dodge": {
"label": "Dodge",
"proficiency": 50,
"failure": false
},
"drive": {
"label": "Drive",
"proficiency": 0,
"failure": false
},
"firearms": {
"label": "Firearms",
"proficiency": 0,
"failure": false
},
"first_aid": {
"label": "First Aid",
"proficiency": 0,
"failure": false
},
"forensics": {
"label": "Forensics",
"proficiency": 0,
"failure": false
},
"heavy_machiner": {
"label": "Heavy Machinery",
"proficiency": 0,
"failure": false
},
"heavy_weapons": {
"label": "Heavy Weapons",
"proficiency": 0,
"failure": false
},
"history": {
"label": "History",
"proficiency": 0,
"failure": false
},
"humint": {
"label": "HUMINT",
"proficiency": 0,
"failure": false
},
"law": {
"label": "Law",
"proficiency": 0,
"failure": false
},
"medicine": {
"label": "Medicine",
"proficiency": 0,
"failure": false
},
"melee_weapons": {
"label": "Melee Weapons",
"proficiency": 50,
"failure": false
},
"navigate": {
"label": "Navigate",
"proficiency": 0,
"failure": false
},
"occult": {
"label": "Occult",
"proficiency": 0,
"failure": false
},
"persuade": {
"label": "Persuade",
"proficiency": 0,
"failure": false
},
"pharmacy": {
"label": "Pharmacy",
"proficiency": 0,
"failure": false
},
"psychotherapy": {
"label": "Psychotherapy",
"proficiency": 0,
"failure": false
},
"ride": {
"label": "Ride",
"proficiency": 0,
"failure": false
},
"search": {
"label": "Search",
"proficiency": 0,
"failure": false
},
"sigint": {
"label": "SIGINT",
"proficiency": 0,
"failure": false
},
"stealth": {
"label": "Stealth",
"proficiency": 50,
"failure": false
},
"surgery": {
"label": "Surgery",
"proficiency": 0,
"failure": false
},
"survival": {
"label": "Survival",
"proficiency": 0,
"failure": false
},
"swim": {
"label": "Swim",
"proficiency": 0,
"failure": false
},
"unarmed_combat": {
"label": "Unarmed Combat",
"proficiency": 50,
"failure": false
},
"unnatural": {
"label": "Unnatural",
"proficiency": 0
}
},
"typedSkills": {},
"specialTraining": []
}
},
"unnatural": {
"templates": ["base", "unnatural_skills", "sheet-settings"],
"sanity": {
"notes": "",
"failedLoss": "1D4",
"successLoss": "1"
},
"schemaVersion": 1.0,
"notes": "",
"shortDescription": "",
"showUntrainedSkills": true
},
"npc": {
"templates": ["base", "human_skills", "sheet-settings"],
"schemaVersion": 1.0,
"sanity": {
"value": 100,
"currentBreakingPoint": 101
},
"notes": "",
"shortDescription": "",
"showUntrainedSkills": true
},
"vehicle": {
"templates": ["sheet-settings"],
"name": "",
"description": "",
"shortDescription": "",
"health": {
"value": 10,
"min": 0,
"max": 10
},
"speed": "",
"expense": "Standard",
"passengers": []
},
"agent": {
"templates": ["base", "human_skills", "sheet-settings"],
"schemaVersion": 1.0,
"sanity": {
"value": 100,
"currentBreakingPoint": 101,
"adaptations": {
"violence": {
"incident1": false,
"incident2": false,
"incident3": false
},
"helplessness": {
"incident1": false,
"incident2": false,
"incident3": false
}
}
},
"physical": {
"description": "(Physical description of agent)",
"wounds": "",
"firstAidAttempted": false,
"exhausted": false,
"exhaustedPenalty": -20
},
"biography": {
"profession": "",
"employer": "",
"nationality": "",
"sex": "",
"age": "",
"education": ""
},
"corruption": {
"value": 0,
"haveSeenTheYellowSign": false,
"gift": "",
"insight": ""
}
}
},
"Item": {
"types": [
"weapon",
+91
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@@ -0,0 +1,91 @@
{{!-- djlint:off H020 --}}
{{!-- PERSONAL (Biography) Tab --}}
<div class="tab bio {{tabs.bio.cssClass}}"
data-group="primary"
data-tab="bio">
<div class="horizontal-bar-section-divider">
<span>{{localize "DG.Sheet.BlockHeaders.PersonalInfoCV"}}</span>
</div>
<div class="bio-grid-5col bio-grid-top-border">
<span>{{localize 'DG.CV.Sex'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.biography.sex"
value="{{actor.system.biography.sex}}"
data-dtype="String"
placeholder="{{localize 'DG.CV.SexPlaceholder'}}" />
<span></span>
</div>
<div class="bio-grid-2col">
<span>{{localize 'DG.CV.Employer'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.biography.employer"
value="{{actor.system.biography.employer}}"
data-dtype="String"
placeholder="{{localize 'DG.CV.EmployerPlaceholder'}}" />
<span>{{localize 'DG.CV.Nationality'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.biography.nationality"
value="{{actor.system.biography.nationality}}"
data-dtype="String"
placeholder="{{localize 'DG.CV.NationalityPlaceholder'}}" />
</div>
<div class="bio-grid-2col">
<span>{{localize 'DG.CV.Education'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.biography.education"
value="{{actor.system.biography.education}}"
data-dtype="String"
placeholder="{{localize 'DG.CV.EducationPlaceholder'}}" />
</div>
{{#if (showImpossibleLandscapesContent) }}
<div class="yellow-king yellow-king-grid-9col">
<span class="yellow-king yellow-king-rotate2">{{localize 'DG.ImpossibleLanscapes.IHaveSeenThe'}}</span>
<span></span>
<span class="yellow-king yellow-sign">{{localize 'DG.ImpossibleLanscapes.YellowSign'}}</span>
<input type="checkbox"
name="system.corruption.haveSeenTheYellowSign"
{{checked actor.system.corruption.haveSeenTheYellowSign}}
data-dtype="Boolean" />
<span></span>
<span class="yellow-king yellow-king-rotate1">{{localize 'DG.ImpossibleLanscapes.CorruptionFirstHalf'}}</span>
<span class="yellow-king yellow-king-rotate4">{{localize 'DG.ImpossibleLanscapes.CorruptionSecondHalf'}}</span>
<span></span>
<input class="yellow-king"
type="number"
placeholder="0"
name="system.corruption.value"
value="{{actor.system.corruption.value}}" />
</div>
<div class="yellow-king yellow-king-grid-5col">
<span class="yellow-king-label">{{localize 'DG.ImpossibleLanscapes.Gift'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.corruption.gift"
value="{{actor.system.corruption.gift}}"
data-dtype="String" />
<span></span>
<span class="yellow-king-label">{{localize 'DG.ImpossibleLanscapes.Insight'}}</span>
<input class="fill-remaining-space"
type="text"
name="system.corruption.insight"
value="{{actor.system.corruption.insight}}"
data-dtype="String" />
</div>
{{/if}}
{{> "systems/deltagreen/templates/actor/partials/notes-partial.html"}}
</div>
+128
View File
@@ -0,0 +1,128 @@
<div class="left-bar">
<div class="header-top flexcol">
<img class="profile-img"
src="{{actor.img}}"
data-action="editImage"
data-edit="img"
data-tooltip="{{actor.name}}"
height="150"
width="100" />
<div>
<input class="fill-remaining-space"
name="name"
type="text"
value="{{actor.name}}"
data-tooltip="{{localize 'DG.AgentNameFieldTooltip' }}" />
<input class="fill-remaining-space"
name="system.biography.profession"
type="text"
value="{{actor.system.biography.profession}}"
placeholder="{{subnameInfoPlaceholder}}" />
<input class="fill-remaining-space"
type="text"
name="system.biography.age"
value="{{actor.system.biography.age}}"
data-dtype="String"
placeholder="{{localize 'DG.CV.AgeAndDoBPlaceholder'}}" />
</div>
</div>
<div class="grid grid-3col stats">
{{#each actor.system.statistics as |statistic key| }}
<div class="flex-group-center flex-mid-border">
<div>
<div class="physical-stats-outer-grid-3col">
<label class="rollable resource-label"
data-action="roll"
data-rolltype="stat"
data-key="{{key}}"
data-tooltip="{{localize (concat 'DG.Attributes.Tooltip.' key)}}"
for="system.statistics.{{key}}.value">
{{localize (concat 'DG.Attributes.' key)}}
</label>
<input class="centered"
type="text"
name="system.statistics.{{key}}.value"
value="{{statistic.value}}"
data-dtype="Number" />
</div>
<div>
<input type="text"
name="system.statistics.{{key}}.distinguishing_feature"
value="{{statistic.distinguishing_feature}}"
data-dtype="String"
title="{{localize 'DG.Tooltip.DistinguishingFeature'}}" />
</div>
</div>
</div>
{{/each}}
</div>
<br/>
<div class="resources grid grid-3col">
{{!-- HP --}}
<div class="resource-outer-grid-1col">
<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 class="centered"
type="text"
name="system.health.value"
value="{{actor.system.health.value}}"
data-dtype="Number" />
<span>/</span>
<div class="max-resource-value"
data-tooltip="{{localize 'DG.Tooltip.MaximumHP'}}">
<div>{{numberFormat actor.system.health.max decimals=0 sign=false}}</div>
</div>
</div>
</div>
{{#if (ne actor.type "vehicle") }}
{{!-- WP --}}
<div class="resource-outer-grid-1col">
<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 class="centered"
type="text"
name="system.wp.value"
value="{{actor.system.wp.value}}"
data-dtype="Number" />
<span>/</span>
<div class="max-resource-value"
data-tooltip="{{localize 'DG.Tooltip.MaximumWP'}}">
<div>{{numberFormat actor.system.wp.max decimals=0 sign=false}}</div>
</div>
</div>
</div>
{{!-- Sanity --}}
{{> "systems/deltagreen/templates/actor/partials/sanity-partial.html" }}
{{/if}}
</div>
<br/>
<div class="breaking-point">
<label class="bolded-label">{{localize 'DG.Mental.BreakingPoint'}}</label>
<input class="centered"
title="{{localize 'DG.Tooltip.BreakPoint'}}"
type="text"
name="system.sanity.currentBreakingPoint"
value="{{actor.system.sanity.currentBreakingPoint}}"
data-dtype="Number" />
<a class="fa fa-refresh" data-action="resetBreakingPoint" title="Reset breaking point to be current SAN - WP."></a>
</div>
<div class="luck">
<label class="bolded-label">{{localize 'DG.RollLuck'}}</label>
<a class="fas fa-dice" data-action="rollLuck"></a>
</div>
</div>
@@ -0,0 +1,122 @@
{{!-- Psychological Tab (formerly 'Mental', formerly 'Motivations') --}}
<div class="tab motivations {{tabs.motivations.cssClass}}"
data-group="primary"
data-tab="motivations">
<div class="horizontal-bar-section-divider">
<span>{{localize "DG.Sheet.BlockHeaders.BreakingPointAndAdaptations"}}</span>
</div>
<div>
<div>
<label class="bolded-label">{{localize 'DG.Mental.SanityLossIncidentsLabel'}}</label>
<div class="adaptation-grid-5col">
<label>{{localize 'DG.Mental.Violence'}}</label>
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.violence.incident1"
{{checked actor.system.sanity.adaptations.violence.incident1}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.violence.incident2"
{{checked actor.system.sanity.adaptations.violence.incident2}}
data-dtype="Boolean" />
<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"
data-tooltip="{{localize 'DG.Tooltip.AdaptedToViolence'}}">
{{#if actor.system.sanity.adaptations.violence.isAdapted }}
{{localize 'DG.Mental.AdaptedToViolence'}}
{{/if}}
</label>
<label>{{localize 'DG.Mental.Helplessness'}}</label>
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.helplessness.incident1"
{{checked actor.system.sanity.adaptations.helplessness.incident1}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.helplessness.incident2"
{{checked actor.system.sanity.adaptations.helplessness.incident2}}
data-dtype="Boolean" />
<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"
data-tooltip="{{localize 'DG.Tooltip.AdaptedToHelplessness'}}">
{{#if actor.system.sanity.adaptations.helplessness.isAdapted }}
{{localize 'DG.Mental.AdaptedToHelplessness'}}
{{/if}}
</label>
</div>
</div>
</div>
<div class="horizontal-bar-section-divider">
<span>{{localize "DG.Sheet.BlockHeaders.MotivationsAndDisorders"}}</span>
</div>
<div>
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-name">{{localize 'DG.Mental.Motivations'}}</div>
<div class="item-name">{{localize 'DG.Mental.Disorders'}}</div>
<div class="item-controls">
<a class="item-control action-pill"
data-action="itemAction"
data-action-type="create"
data-item-type="motivation"
title="Create item">
<i class="fas fa-plus"></i>
{{localize 'DG.Generic.AddButtonLabel'}}
</a>
</div>
</li>
{{#each actor.items as |item id| }}
{{#if_eq item.type 'motivation' }}
<li class="item flexrow" data-item-id="{{item.id}}">
<span class="item-name"
{{#if item.system.crossedOut }}
style="text-decoration: line-through"
{{/if }}>
{{item.name}}
</span>
{{#if item.system.crossedOut }}
<span class="item-name">{{item.system.disorder}}</span>
{{/if}}
<div class="item-controls">
<a class="item-control"
data-action="itemAction"
data-action-type="edit"
title="Edit Item">
<i class="fas fa-edit"></i>
</a>
<a class="item-control"
data-action="itemAction"
data-action-type="delete"
title="Delete Item">
<i class="fas fa-trash"></i>
</a>
</div>
</li>
{{/if_eq}}
{{/each}}
</ol>
</div>
</div>
@@ -32,16 +32,19 @@
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.violence.incident1"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Violence'}}"
{{checked actor.system.sanity.adaptations.violence.incident1}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.violence.incident2"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Violence'}}"
{{checked actor.system.sanity.adaptations.violence.incident2}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.violence.incident3"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Violence'}}"
{{checked actor.system.sanity.adaptations.violence.incident3}}
data-dtype="Boolean" />
@@ -58,16 +61,19 @@
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.helplessness.incident1"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Helplessness'}}"
{{checked actor.system.sanity.adaptations.helplessness.incident1}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.helplessness.incident2"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Helplessness'}}"
{{checked actor.system.sanity.adaptations.helplessness.incident2}}
data-dtype="Boolean" />
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.sanity.adaptations.helplessness.incident3"
data-tooltip="{{localize 'DG.Mental.Tooltip.Checkbox.Helplessness'}}"
{{checked actor.system.sanity.adaptations.helplessness.incident3}}
data-dtype="Boolean" />
@@ -0,0 +1,59 @@
{{!-- Physical Statistics like STR, CON, etc. --}}
<div class="tab physical {{tabs.physical.cssClass}}"
data-group="primary"
data-tab="physical">
<div class="horizontal-bar-section-divider">
<span>{{localize "DG.Sheet.BlockHeaders.Injuries"}}</span>
</div>
<div>
<div class="first-aid-received-section resource">
<label class="bolded-label first-aid-label"
title="{{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>
<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>
<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}}
</div>
<div>
<label class="bolded-label">{{localize 'DG.Physical.Wounds'}}</label>
<!-- This seems to save values, but not retrieve them... -->
<textarea class="wounds" name="system.physical.wounds">{{actor.system.physical.wounds}}</textarea>
</div>
</div>
</div>
+9
View File
@@ -0,0 +1,9 @@
<div class="right-bar">
{{> "systems/deltagreen/templates/actor/parts/skills-tab.html" }}
{{> "systems/deltagreen/templates/actor/parts/physical-tab-v2.html" }}
{{> "systems/deltagreen/templates/actor/parts/motivations-tab-v2.html" }}
{{> "systems/deltagreen/templates/actor/parts/gear-tab.html" }}
{{> "systems/deltagreen/templates/actor/parts/bio-tab-v2.html" }}
{{> "systems/deltagreen/templates/actor/parts/bonds-tab.html" }}
{{> "systems/deltagreen/templates/actor/parts/about-tab.html" }}
</div>