Implemented Active Effects.

Used AE to implement exhaustion, stimulants, and rest.
This commit is contained in:
Aaron Lutomski
2026-05-29 21:07:33 -07:00
parent 67b70268b6
commit bf4ca9bf88
65 changed files with 5830 additions and 3480 deletions
+3 -3
View File
@@ -15,7 +15,9 @@
- [#374](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/374) - Moving Age to Bio tab
- [#393](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/393) - Updated to support Foundry v14
- [#223](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/223) - Migrated item sheets to Foundry ApplicationV2 (`ItemSheetV2`)
key
- [#123](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/123) - Added Active Effect support
- [#346](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/346) - Maximum resources modifiable through AE
- [#365](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/365) - Added buttons to trigger exhaustion, rest, and use stimulants
### **Bug Fixes:**
- [#392](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/392) - Fixed sheet rolls
@@ -23,8 +25,6 @@ key
### **Under the Hood:**
- [#323](https://github.com/deltagreen-foundryvtt/delta-green-foundry-vtt-system/issues/323) - Refactored roll logic and split into util functions
- Agent sheet refactor: modular actor sheet mixins, roll module split, skill improvement roll helpers, and consolidated utilities under `module/utils/`
- Removed obsolete world settings
## Version 1.6.6 - 2026-04-15
+424 -23
View File
@@ -480,12 +480,21 @@ explicitly define a number of rows, rather than columns. */
flex: 0 0 35px;
}
.deltagreen .action-pill {
.deltagreen .action-pill,
.deltagreen button.action-pill {
padding: 2px;
border-radius: 2.5px;
font-size: 0.8rem;
font-weight: bold;
background-color: rgba(0, 0, 0, 0.185);
color: inherit;
text-decoration: none;
border: none;
cursor: pointer;
}
.deltagreen button.action-pill {
appearance: none;
}
.deltagreen[id^="dg-settings"] {
@@ -551,6 +560,79 @@ input.percentile-skill-input {
text-align: center;
}
/* AE-backed inputs: overlay shows effective value; focus reveals base value for editing */
.deltagreen .ae-input-host {
position: relative;
display: inline-flex;
flex: 0 0 40px;
margin: 0 5px;
height: auto;
align-self: center;
min-width: 0;
box-sizing: border-box;
}
.deltagreen .ae-input-host input {
position: relative;
z-index: 0;
width: 100%;
margin: 0;
}
/* Typography + inset come from the input (mirrored in JS); only layer + AE colors here */
.deltagreen .ae-input-host .ae-input-display {
position: absolute;
z-index: 1;
display: block;
overflow: hidden;
box-sizing: border-box;
pointer-events: none;
border: none;
background: transparent;
}
.deltagreen .stats .physical-stats-outer-grid-3col .ae-input-host--stat {
display: block;
width: 100%;
min-width: 0;
max-width: 100%;
flex: none;
margin: 1px;
height: auto;
align-self: auto;
box-sizing: border-box;
}
.deltagreen .stats .ae-input-host--stat input {
width: 100%;
margin: 0;
}
/* Hide input text only when an AE overlay is showing the effective value */
.deltagreen .ae-input-host:has(.ae-input-display):not(:focus-within) input {
color: transparent;
-webkit-text-fill-color: transparent;
caret-color: transparent;
}
.deltagreen .ae-input-host:has(.ae-input-display):focus-within input {
color: var(--input-text-color);
-webkit-text-fill-color: var(--input-text-color);
caret-color: auto;
}
.deltagreen .ae-input-host:focus-within .ae-input-display {
display: none;
}
.deltagreen .ae-input-host .ae-input-display.ae-mod-increase {
color: #00a82d;
}
.deltagreen .ae-input-host .ae-input-display.ae-mod-decrease {
color: #ff8a8a;
}
input.checkbox-skill-input {
flex: 0 0 20px;
line-height: 10px;
@@ -968,16 +1050,7 @@ div.horizontal-bar-section-header {
flex: 0 0 auto;
}
/* Bond, gear, weapon, armor, motivation (single description part). */
.deltagreen.item section.sheet-body[data-application-part="description"] {
flex: 1 1 auto;
display: flex;
flex-direction: column;
min-height: 0;
overflow: hidden;
}
/* Tome/ritual tab parts — flex only when .active; do not override core display:none on inactive tabs. */
/* Item tab bodies — flex only when .active; do not override core display:none on inactive tabs. */
.deltagreen.item .tab[data-tab][data-application-part].active {
flex: 1 1 auto;
display: flex;
@@ -986,7 +1059,7 @@ div.horizontal-bar-section-header {
overflow: hidden;
}
.deltagreen.item section.sheet-body > .tab.top-div-border,
.deltagreen.item .tab[data-application-part="description"].active.top-div-border,
.deltagreen.item .tab[data-application-part="handler"].active > .tab.top-div-border {
flex: 1 1 auto;
display: flex;
@@ -1460,8 +1533,32 @@ a[data-action="applySkillImprovements"] {
padding-bottom: 10px;
}
.target-proficiency-mod {
color: #247c14;
.ae-mod-increase {
color: #00a82d;
}
.ae-mod-decrease {
color: #e00000;
}
/* Stats/skills: dark input chrome — brighter red (overlays keep inherited weight) */
.deltagreen input.ae-mod-decrease,
.deltagreen input.centered.ae-mod-decrease,
.deltagreen input.percentile-skill-input.ae-mod-decrease,
.deltagreen .ae-input-host .ae-input-display.ae-mod-decrease {
color: #ff8a8a;
-webkit-text-fill-color: #ff8a8a;
}
.deltagreen input.ae-mod-decrease,
.deltagreen input.centered.ae-mod-decrease,
.deltagreen input.percentile-skill-input.ae-mod-decrease {
font-weight: bold;
}
.deltagreen .max-resource-value.ae-mod-increase > div,
.deltagreen .max-resource-value.ae-mod-decrease > div {
font-weight: bold;
}
.rollback-section {
@@ -1494,7 +1591,7 @@ a[data-action="applySkillImprovements"] {
.agent-sheet {
.window-content {
display: grid;
grid-template-columns: 220px 1fr;
grid-template-columns: 240px 1fr;
grid-template-rows: auto 1fr;
column-gap: 8px;
width: 100%;
@@ -1516,34 +1613,101 @@ a[data-action="applySkillImprovements"] {
margin-bottom: 8px;
}
.luck {
display: flex;
justify-content: center;
}
.luck .bolded-label {
text-align: center;
}
/* Override core nav.tabs gap/space-evenly and v1-compat space-around so tabs can overlap */
.window-content > nav.sheet-tabs {
grid-column: 2;
grid-row: 1;
align-self: start;
width: 100%;
min-width: 0;
box-sizing: border-box;
margin-bottom: 0;
position: relative;
z-index: 2;
display: flex;
flex-wrap: nowrap;
gap: 0;
justify-content: flex-start;
overflow-x: auto;
overflow-y: hidden;
}
.tabs [data-action="tab"] {
flex: 0 0 7.5rem;
flex: 1 1 0;
min-width: 0;
position: relative;
text-align: center;
z-index: 0;
margin-left: -6px;
margin-left: -14px;
padding-inline: 3px;
font-size: 11px;
overflow: visible;
box-shadow:
0 1px 2px rgba(0, 0, 0, 0.16),
-1px 0 2px rgba(0, 0, 0, 0.1),
1px 0 2px rgba(0, 0, 0, 0.1);
> span {
display: block;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
&:first-child {
margin-left: 0;
}
&:nth-child(1) {
z-index: 1;
}
&:nth-child(2) {
z-index: 2;
}
&:nth-child(3) {
z-index: 3;
}
&:nth-child(4) {
z-index: 4;
}
&:nth-child(5) {
z-index: 5;
}
&:nth-child(6) {
z-index: 6;
}
&:nth-child(7) {
z-index: 7;
}
}
/* Opaque inactive tabs so overlapping borders only show on the tab in front */
.window-content.program-style .tabs [data-action="tab"]:not(.active) {
background-color: rgb(186, 184, 181);
}
.window-content.cowboy-style .tabs [data-action="tab"]:not(.active),
.window-content.outlaw-style .tabs [data-action="tab"]:not(.active) {
background-color: rgb(210, 190, 150);
}
/* Pin the about tab to the right without opening a gap before it */
.tabs [data-action="tab"][data-tab="effects"] {
margin-right: auto;
}
.tabs [data-action="tab"][data-tab="about"] {
flex: 0 0 auto;
min-width: unset;
margin-left: auto;
margin-left: -14px;
}
.window-content > [data-application-part="rightBar"],
@@ -1560,13 +1724,17 @@ a[data-action="applySkillImprovements"] {
.right-bar {
display: flex;
flex-direction: column;
min-width: 0;
min-height: 0;
height: 100%;
overflow: hidden;
}
.right-bar > .tab {
flex: 1 1 auto;
min-width: 0;
min-height: 0;
box-sizing: border-box;
}
/* Match V1: flat top edge on panel; active tab overlaps the panel top border */
@@ -1576,15 +1744,20 @@ a[data-action="applySkillImprovements"] {
}
.tabs [data-action="tab"].active {
position: relative;
z-index: 3;
z-index: 10;
margin-bottom: -2px;
padding-bottom: 2px;
box-shadow:
0 2px 6px rgba(0, 0, 0, 0.22),
-2px 0 5px rgba(0, 0, 0, 0.14),
2px 0 5px rgba(0, 0, 0, 0.14);
}
.profile-img {
width: 100%;
height: auto;
height: 194px;
object-fit: cover;
object-position: center top;
}
.physical-stats-outer-grid-3col {
@@ -1600,8 +1773,26 @@ a[data-action="applySkillImprovements"] {
margin-bottom: 8px;
}
.resource-inner-grid-3col input {
.resources .resource-inner-grid-3col {
grid-template-columns: auto auto auto;
justify-content: center;
column-gap: 2px;
}
.resources .resource-inner-grid-3col input {
box-sizing: border-box;
width: 1.5rem;
height: 1.5rem;
padding: 1px;
line-height: calc(1.5rem - 4px);
}
.resources .resource-inner-grid-3col .max-resource-value {
box-sizing: border-box;
width: 1.5rem;
height: 1.5rem;
min-width: 1.5rem;
min-height: 1.5rem;
}
.breaking-point-inline {
@@ -1661,6 +1852,10 @@ a[data-action="applySkillImprovements"] {
input {
margin: 1px;
}
.ae-input-host--stat input {
margin: 0;
}
}
.horizontal-bar-section-divider.skills-header {
@@ -1897,6 +2092,62 @@ a[data-action="applySkillImprovements"] {
border: 1px solid black;
padding: 3px;
}
.left-bar-tabs {
font-size: 11px;
margin-bottom: 4px;
}
.left-bar-tab-panels .tab:not(.active) {
display: none;
}
.left-bar-action-stack {
display: flex;
flex-direction: column;
gap: 6px;
margin-top: 8px;
}
.left-bar-action-pill {
display: block;
width: 100%;
box-sizing: border-box;
margin: 0 0 8px;
text-align: center;
padding-block: 4px; /* +8px height vs default 2px .action-pill padding */
}
.left-bar-action-stack .left-bar-action-pill {
margin-bottom: 0;
}
.left-bar-action-stack .left-bar-action-pill[data-action="takeStimulants"] {
margin-bottom: 5px;
}
.exhausted-section.resource input.is-inactive {
color: #888;
background-color: rgba(0, 0, 0, 0.04);
border-color: #bbb;
}
.suppress-exhaustion.resource {
display: grid;
grid-template-columns: 1fr auto;
align-items: center;
column-gap: 8px;
margin-bottom: 8px;
label.is-crossed-out {
color: #888;
text-decoration: line-through;
}
input:disabled {
opacity: 0.45;
}
}
}
.stats-wrapper {
@@ -1955,3 +2206,153 @@ a[data-action="applySkillImprovements"] {
padding: 5px;
grid-gap: 5px;
}
/* Active Effects */
.deltagreen .tab.effects {
padding: 5px;
}
.deltagreen.item .tab[data-application-part="effects"].active {
overflow-y: auto;
}
.deltagreen .effects-transfer-hint {
font-size: var(--font-size-12);
font-style: italic;
margin: 0 0 8px;
}
.deltagreen .effect-add {
margin-bottom: 8px;
}
.deltagreen .effect-add .action-pill {
display: inline-flex;
align-items: center;
justify-content: center;
gap: 4px;
width: fit-content;
max-width: 100%;
text-align: center;
padding-inline: 6px;
}
.deltagreen .effect-header {
font-weight: bold;
border-bottom: 1px solid #999;
margin-top: 8px;
padding-bottom: 2px;
gap: 4px;
}
.deltagreen .effects-list {
list-style: none;
margin: 0;
padding: 0;
}
.deltagreen .effects-list .effect {
display: grid;
grid-template-columns: 24px minmax(0, 1fr) minmax(0, 6rem) auto auto;
align-items: center;
gap: 6px;
padding: 4px 2px;
border-bottom: 1px solid #ccc;
min-width: 0;
}
.deltagreen .effects-list .effect-label {
min-width: 0;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.deltagreen .effects-list .effect-icon {
width: 24px;
height: 24px;
border: none;
}
.deltagreen .effects-list .effect.suppressed-effect {
opacity: 0.55;
}
.deltagreen .effects-list .effect.disabled-effect {
opacity: 0.4;
text-decoration: line-through;
}
.deltagreen .effects-list .effect-source {
font-size: var(--font-size-12);
max-width: 8rem;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.stimulants-dialog {
display: grid;
grid-template-columns: 10rem 1fr;
gap: 12px;
align-items: center;
}
.stimulants-dialog .stimulants-option {
display: contents;
}
.stimulants-dialog .stimulants-choice-btn {
width: 100%;
box-sizing: border-box;
padding: 4px 8px;
border-radius: 3px;
font-size: 0.8rem;
font-weight: bold;
background: var(--color-control-bg, rgba(255, 255, 255, 0.14));
color: var(--color-text-light-primary, #eee);
border: 1px solid var(--color-border-light-2, rgba(255, 255, 255, 0.35));
cursor: pointer;
white-space: nowrap;
text-align: center;
}
.stimulants-dialog .stimulants-choice-btn:hover {
background: var(--color-control-bg-hover, rgba(255, 255, 255, 0.22));
border-color: var(--color-border-light-highlight, rgba(255, 255, 255, 0.5));
}
.stimulants-dialog .stimulants-explanation {
margin: 0;
font-size: var(--font-size-12);
color: var(--color-text-light-secondary, rgba(255, 255, 255, 0.75));
line-height: 1.35;
}
.stimulants-dialog-app .form-footer {
display: none;
}
.deltagreen .effects-list .effect-controls {
display: flex;
gap: 4px;
}
.deltagreen .effects-list .effect-empty {
font-style: italic;
padding: 6px;
}
.deltagreen .motivations .acute-episode-col {
flex: 0 0 5.5rem;
text-align: center;
}
.deltagreen .motivations li.acute-episode-active {
background: rgba(180, 0, 0, 0.08);
}
.deltagreen .active-effect-config .dg-effect-key-select {
width: 100%;
max-width: 14rem;
}
+246 -234
View File
@@ -1,11 +1,225 @@
{
"DG.SystemName": "Delta Green",
"DG.About.OnlineBugTracker": "Preguntes, informes d'errors o sol·licituts de funcions (EN LÍNEA)",
"DG.About.OnlineBugTrackerTooltip": "Inicia el navegador el rastrejador d'errors de Github. ",
"DG.About.OnlineHelp": "Documentació del sistema oberta en (EN LÍNEA)",
"DG.About.OnlineHelpTooltip": "Inicia el navegador amb ajuda en línea de Github",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "COGNOM, NOM (ALIES O NOM EN CLAU EN CAS DE SER NECESSARI)",
"DG.RollLuck": "Tira sort",
"DG.Luck": "Sort",
"DG.Attributes.HP": "PV",
"DG.Attributes.SAN": "SENY",
"DG.Attributes.Tooltip.HP": "Punts de vida, un personatge cau inconscient ales 2 PV i mor amb 0 PV.",
"DG.Attributes.Tooltip.SAN": "Clica per fer una tirada de seny.",
"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.",
"DG.Attributes.WP": "PVOL",
"DG.Attributes.cha": "CAR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.str": "FOR",
"DG.Bonds.Bond": "Vincle",
"DG.Bonds.Name": "Nom",
"DG.Bonds.NewBond": "Nou vincle",
"DG.Bonds.Relationship": "Relació",
"DG.Bonds.Score": "Puntuació",
"DG.CV.AgeAndDoB": "Edat y D.D.N.",
"DG.CV.AgeAndDoBPlaceholder": "Edat & Data de naixement",
"DG.CV.Education": "Educació",
"DG.CV.EducationPlaceholder": "Educació o entrenament",
"DG.CV.Employer": "Organització",
"DG.CV.EmployerPlaceholder": "Historial laboral",
"DG.CV.Nationality": "Nacionalitat",
"DG.CV.NationalityPlaceholder": "Nacionalitat",
"DG.CV.Sex": "Sexe",
"DG.CV.SexPlaceholder": "Sexe",
"DG.FallbackText.ProfessionAndOrRank": "Professió (Rang si aplica)",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.ArmorPiercing": "Perforació d'armadura",
"DG.Gear.ArmorRating": "Classificació d'armadura",
"DG.Gear.DamageOrLethality": "Dany/Letalitat",
"DG.Gear.Equipped": "Equipat",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.Gear.Expense.Incidental": "Accidental",
"DG.Gear.Expense.Major": "Destacat",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Standard": "Estàndar",
"DG.Gear.Expense.Unusual": "Inusual",
"DG.Gear.Name": "Nom",
"DG.Gear.OtherGear": "ALTRE EQUIP",
"DG.Gear.Weapons": "ARMES",
"DG.Generic.AddButtonLabel": "Afegir",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Check a damaged Bond's box until the next Home Scene ends.",
"DG.Generic.ClearAll": "Clear All",
"DG.Generic.SanDamage": "SAN Damage",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Gift",
"DG.ImpossibleLanscapes.IHaveSeenThe": "I HAVE SEEN THE",
"DG.ImpossibleLanscapes.Insight": "Insight",
"DG.ImpossibleLanscapes.YellowSign": "YELLOW SIGN",
"DG.ItemWindow.Armor.ArmorRating": "Nivell armadura",
"DG.ItemWindow.Armor.Description": "Descripció",
"DG.ItemWindow.Armor.Equipped": "Equipat",
"DG.ItemWindow.Armor.Expense": "Despesa",
"DG.ItemWindow.Armor.NamePlaceholder": "Nom",
"DG.ItemWindow.Bonds.Description": "Descripció / Desenvolupament ",
"DG.ItemWindow.Bonds.ScoreTooltip": "Una puntuació més alta representa una relació més forta entre l'agente i el vincle. ",
"DG.ItemWindow.Custom": "Custom",
"DG.ItemWindow.Gear.Attributes": "Atributs",
"DG.ItemWindow.Gear.Description": "Descripció",
"DG.ItemWindow.Gear.Equipped": "Equipat",
"DG.ItemWindow.Gear.Expense": "Despesa",
"DG.ItemWindow.Gear.NamePlaceholder": "Nom",
"DG.ItemWindow.Motivations.Attributes": "Atributs",
"DG.ItemWindow.Motivations.Description": "Descripció / Notes",
"DG.ItemWindow.Motivations.Disorder": "Trastorn",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "El trastorn s'ha curat.",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un èxito crític en una tirada de sort terapèutica pot curar un trastorn. Tot i així, pot tornar la pròxima vegada que s'arribi a un punt de ruptura. ",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Un trastorn substitueix una motivació després d'arribar al punt de trencament.",
"DG.ItemWindow.Motivations.IsDisorder": "És trastorn",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marca aquesta opció si afageix un trastorn o si ha perdut una motivació.",
"DG.ItemWindow.Motivations.Motivation": "Motivació",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Alguna cosa que impulsa el personatge. ",
"DG.ItemWindow.Ritual.ActivationCosts": "Activation Costs",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Activation SAN Damage",
"DG.ItemWindow.Ritual.ActivationTime": "Activation Time",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.ItemWindow.Ritual.StudyTime": "Study Time",
"DG.ItemWindow.Weapons.Ammo": "Munició",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforació d'armadures",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Target",
"DG.ItemWindow.Weapons.Damage": "Dany",
"DG.ItemWindow.Weapons.Description": "Descripció",
"DG.ItemWindow.Weapons.Expense": "Despesa",
"DG.ItemWindow.Weapons.IsLethality": "És letal",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marca si l'arma té un % de letalitat associat.",
"DG.ItemWindow.Weapons.KillRadius": "Radi de mort",
"DG.ItemWindow.Weapons.Lethality": "Letalitat",
"DG.ItemWindow.Weapons.LethalityTooltip": "Una arma letal té l'oportunitat de matar instantàniament un objectiu. Tira 1d100 enlloc del dany. Si no és letal, el dany és dalcula tirant 2d10, on el primer d10 és iugal a 10.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nom",
"DG.ItemWindow.Weapons.Range": "Abast",
"DG.ItemWindow.Weapons.Skill": "Habilitat",
"DG.ItemWindow.Weapons.SkillModifier": "Skill Modifier",
"DG.Luck": "Sort",
"DG.Mental.AdaptedToHelplessness": "Adaptat a la impotència",
"DG.Mental.AdaptedToViolence": "Adaptat a la violència",
"DG.Mental.BreakingPoint": "Punt de trencament: ",
"DG.Mental.Disorders": "Desordres",
"DG.Mental.Helplessness": "Indefensió",
"DG.Mental.Motivations": "Motivacions",
"DG.Mental.Reset": "Esborrar",
"DG.Mental.SanityLossIncidentsLabel": "Incidents o pèrdua de SENY sense embogir",
"DG.Mental.Violence": "Violència",
"DG.Messages.Skillsmark.Marked": "Aquesta habilitat està marcada",
"DG.Messages.Skillsmark.Tooltip": "Vegeu la p. 29 del Manual de l'agent",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilitza aquest camp per afegir un modificar com +1 o un altre terma com +1d4.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilitza aquest camp per modificar la fòrmula, com duplicar el resultat.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Donar un modificador positiu o negatiu aquí per sumar o restar al objectiu en la tirada d'habilitats.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Objectiu original:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificar objectiu:",
"DG.ModifySkillRollDialogue.Test": "Test:",
"DG.ModifySkillRollDialogue.Title": "Modificar tirada",
"DG.NPCSheet.BreakPointAbbreviation": "PT",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "C.V.",
"DG.Navigation.Agent.bonds": "Contactes",
"DG.Navigation.Agent.combat": "Combat",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Equip",
"DG.Navigation.Agent.motivations": "Mental",
"DG.Navigation.Agent.personal": "C.V.",
"DG.Navigation.Agent.physical": "Físic",
"DG.Navigation.Agent.skills": "Habilitats",
"DG.Navigation.CV": "C.V.",
"DG.Navigation.Contacts": "Contactes",
"DG.Navigation.Gear": "Equip",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Mental": "Mental",
"DG.Navigation.Physical": "Físic",
"DG.Navigation.Skills": "Habilitats",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Penalització:",
"DG.Physical.FirstAidLabel": "Primers auxilis ja aplicats: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Ferides",
"DG.Roll.Critical": "Crític",
"DG.Roll.Damage": "Dany",
"DG.Roll.Failure": "Fallada",
"DG.Roll.For": "Per",
"DG.Roll.Inhuman": "Inhumà",
"DG.Roll.Lethal": "Letal",
"DG.Roll.Lethality": "Letalitat",
"DG.Roll.Or": "O",
"DG.Roll.Roll": "Tirar",
"DG.Roll.Rolling": "Tirant",
"DG.Roll.RollingDamageFor": "Tirant dany per",
"DG.Roll.Success": "Èxit",
"DG.Roll.Target": "Objectiu: ",
"DG.RollLuck": "Tira sort",
"DG.RollMode": "Modo rollo",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptations",
"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTES",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BONDS / RELATIONSHIPS / CONTACTS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BREAKING POINT AND ADAPTATIONS",
"DG.Sheet.BlockHeaders.Injuries": "INJURIES",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS AND DISORDERS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONAL INFORMATION / CV",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "Descripció física/notes",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SCENARIO INFORMATION",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "SKILLS AND TRAINING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPECIAL TRAINING",
"DG.Sheet.BlockHeaders.Statistics": "STATISTICS",
"DG.Skills.AddSkill": "Afegir habilitat",
"DG.Skills.AddTypedOrCustomSkill": "Afegir tipus o habilitat personalitzada",
"DG.Skills.EditSkill": "Edit Skill",
"DG.Skills.EditTypedOrCustomSkill": "Edit Typed or Custom Skill",
"DG.Skills.SkillGroup": "Habilitat grupal",
"DG.Skills.SkillName": "Nom de l'habilitat",
"DG.Skills.ToggleEditDeleteSkills": "Editar/eliminar habilitats",
"DG.Skills.accounting": "Comptabilitat",
"DG.Skills.alertness": "Alerta",
"DG.Skills.anthropology": "Antropologia",
@@ -21,6 +235,7 @@
"DG.Skills.drive": "Conduir",
"DG.Skills.firearms": "Armes de foc",
"DG.Skills.first_aid": "Primers auxilis",
"DG.Skills.flight": "Flight",
"DG.Skills.forensics": "Ciència forense",
"DG.Skills.heavy_machiner": "Maquinària pesada",
"DG.Skills.heavy_weapons": "Armes pesades",
@@ -35,6 +250,7 @@
"DG.Skills.pharmacy": "Farmàcia",
"DG.Skills.psychotherapy": "Psicoteràpia",
"DG.Skills.ride": "Equitació",
"DG.Skills.ritual": "Ritual",
"DG.Skills.search": "Cercar",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Sigil/Camuflar",
@@ -43,250 +259,46 @@
"DG.Skills.swim": "Nedar",
"DG.Skills.unarmed_combat": "Combat sense armes",
"DG.Skills.unnatural": "Sobrenatural",
"DG.Skills.flight": "Flight",
"DG.Skills.AddTypedOrCustomSkill": "Afegir tipus o habilitat personalitzada",
"DG.Skills.ToggleEditDeleteSkills": "Editar/eliminar habilitats",
"DG.Skills.AddSkill": "Afegir habilitat",
"DG.Skills.EditTypedOrCustomSkill": "Edit Typed or Custom Skill",
"DG.Skills.EditSkill": "Edit Skill",
"DG.Skills.SkillGroup": "Habilitat grupal",
"DG.Skills.SkillName": "Nom de l'habilitat",
"DG.SystemName": "Delta Green",
"DG.Tooltip.AdaptedToHelplessness": "Estar adaptat a la impotència significa que l'impuls personal de l'agent s'allunya del món que el rodeja. Perd permanentement 1D6 POD. ",
"DG.Tooltip.AdaptedToViolence": "Adaptar-se a la violència significa que l'empatia de l'agent rep al ser testimoni de tanta violència. Perd permanentment 1d6 CAR i la mateixa quantitat de cadascún dels seus vincles.",
"DG.Tooltip.BreakPoint": "El punt de trencament actual, actualitzar quan el seny actual sigui igual a aquest valor. El punt de trencament inciial és SENY - POD.",
"DG.Tooltip.BreakPointReset": "Actualitzar el punt de trencament al valor actual de SENY - PVOL.",
"DG.Tooltip.CannotRollSkillLabel": "No es pot utilitzar una habilitat la 0%. Consulta la pàgina 28 del manual de l'agent.",
"DG.Tooltip.CurrentSanityPartOne": "Seny actual, el punt de trencament actual és ",
"DG.Tooltip.CurrentSanityPartTwo": ", fes clic a l'etiqueta de SENY anterior per realitzar una tirada de SENY.",
"DG.Tooltip.DistinguishingFeature": "Caracteristica Distintiva (marca si la puntuació és de 13 o superior, o 8 o inferior).",
"DG.Tooltip.Exhaustion": "An Agent who works too long or faces extreme danger and injury without resting becomes exhausted. When this comes into play is up to the Handler, but a good rule of thumb is that going a night without sleep or refusing to rest after losing SAN or Hit Points leads to exhaustion.",
"DG.Tooltip.FirstAidAttempted": "Quan un agent rep primers auxilis, no es pot tornar a aplicar fins que rebi dany d'una font diferent.",
"DG.Tooltip.MaximumHP": "La salut màxima és el promig de FOR + CON, arrodonint avall.",
"DG.Tooltip.MaximumSanity": "El seny màxim és igual a 99 - l'habilitat antinatural.",
"DG.Tooltip.MaximumWP": "Els punts de voluntat màxims equivalen al POD.",
"DG.Tooltip.SkillFailCheckbox": "Després de fallar una prova sobre aquesta habilitat (si el domini és al menys 1%), marca aquesta casella. Al final de la sessió afageix 1D4-1 a l'habilitat i desmarca la casella. No s'aplica a l'habilitat antinatural. Consulta la pàgina 29 del manual de l'agent.",
"DG.Tooltip.SkillLabel": "Clica per fer una tirada d'habilitat.",
"DG.Tooltip.ToggleEquippedState": "Fes click per alternar si aquest item està equipat o no. ",
"DG.Tooltip.x5AttributeLabel": "Clica per una tirada de 5x.",
"DG.TypeSkills.Art": "Art",
"DG.TypeSkills.Craft": "Ofici",
"DG.TypeSkills.ForeignLanguage": "Idioma",
"DG.TypeSkills.MilitaryScience": "Ciència militar",
"DG.TypeSkills.Other": "Altre",
"DG.TypeSkills.Pilot": "Pilotar",
"DG.TypeSkills.Science": "Ciència",
"DG.TypeSkills.Other": "Altre",
"DG.Attributes.HP": "PV",
"DG.Attributes.WP": "PVOL",
"DG.Attributes.SAN": "SENY",
"DG.Attributes.str": "FOR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.cha": "CAR",
"DG.Navigation.Skills": "Habilitats",
"DG.Navigation.Physical": "Físic",
"DG.Navigation.Mental": "Mental",
"DG.Navigation.Gear": "Equip",
"DG.Navigation.CV": "C.V.",
"DG.Navigation.Contacts": "Contactes",
"DG.Navigation.Agent.skills": "Habilitats",
"DG.Navigation.Agent.combat": "Combat",
"DG.Navigation.Agent.physical": "Físic",
"DG.Navigation.Agent.motivations": "Mental",
"DG.Navigation.Agent.gear": "Equip",
"DG.Navigation.Agent.personal": "C.V.",
"DG.Navigation.Agent.bio": "C.V.",
"DG.Navigation.Agent.bonds": "Contactes",
"DG.About.OnlineHelp": "Documentació del sistema oberta en (EN LÍNEA)",
"DG.About.OnlineHelpTooltip": "Inicia el navegador amb ajuda en línea de Github",
"DG.About.OnlineBugTracker": "Preguntes, informes d'errors o sol·licituts de funcions (EN LÍNEA)",
"DG.About.OnlineBugTrackerTooltip": "Inicia el navegador el rastrejador d'errors de Github. ",
"DG.Roll.Rolling": "Tirant",
"DG.Roll.Target": "Objectiu: ",
"DG.Roll.Success": "Èxit",
"DG.Roll.Failure": "Fallada",
"DG.Roll.Critical": "Crític",
"DG.Roll.Lethality": "Letalitat",
"DG.Roll.Lethal": "Letal",
"DG.Roll.For": "Per",
"DG.Roll.Damage": "Dany",
"DG.Roll.RollingDamageFor": "Tirant dany per",
"DG.Roll.Or": "O",
"DG.Roll.Roll": "Tirar",
"DG.Physical.Wounds": "Ferides",
"DG.Physical.FirstAidLabel": "Primers auxilis ja aplicats: ",
"DG.Physical.Exhausted": "Exhausted:",
"DG.Physical.ExhaustionPenalty": "Penalty:",
"DG.Generic.AddButtonLabel": "Afegir",
"DG.Mental.BreakingPoint": "Punt de trencament: ",
"DG.Mental.Reset": "Esborrar",
"DG.Mental.SanityLossIncidentsLabel": "Incidents o pèrdua de SENY sense embogir",
"DG.Mental.Violence": "Violència",
"DG.Mental.Helplessness": "Indefensió",
"DG.Mental.AdaptedToViolence": "Adaptat a la violència",
"DG.Mental.AdaptedToHelplessness": "Adaptat a la impotència",
"DG.Mental.Motivations": "Motivacions",
"DG.Mental.Disorders": "Desordres",
"DG.Gear.Weapons": "ARMES",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.OtherGear": "ALTRE EQUIP",
"DG.Gear.Name": "Nom",
"DG.Gear.DamageOrLethality": "Dany/Letalitat",
"DG.Gear.ArmorPiercing": "Perforació d'armadura",
"DG.Gear.ArmorRating": "Classificació d'armadura",
"DG.Gear.Equipped": "Equipat",
"DG.CV.Sex": "Sexe",
"DG.CV.SexPlaceholder": "Sexe",
"DG.CV.AgeAndDoB": "Edat y D.D.N.",
"DG.CV.AgeAndDoBPlaceholder": "Edat & Data de naixement",
"DG.CV.Employer": "Organització",
"DG.CV.EmployerPlaceholder": "Historial laboral",
"DG.CV.Nationality": "Nacionalitat",
"DG.CV.NationalityPlaceholder": "Nacionalitat",
"DG.CV.Education": "Educació",
"DG.CV.EducationPlaceholder": "Educació o entrenament",
"DG.Bonds.Bond": "Vincle",
"DG.Bonds.Name": "Nom",
"DG.Bonds.Score": "Puntuació",
"DG.Bonds.NewBond": "Nou vincle",
"DG.Attributes.Tooltip.HP": "Punts de vida, un personatge cau inconscient ales 2 PV i mor amb 0 PV.",
"DG.Tooltip.MaximumHP": "La salut màxima és el promig de FOR + CON, arrodonint avall.",
"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.",
"DG.Tooltip.MaximumWP": "Els punts de voluntat màxims equivalen al POD.",
"DG.Attributes.Tooltip.SAN": "Clica per fer una tirada de seny.",
"DG.Tooltip.CurrentSanityPartOne": "Seny actual, el punt de trencament actual és ",
"DG.Tooltip.CurrentSanityPartTwo": ", fes clic a l'etiqueta de SENY anterior per realitzar una tirada de SENY.",
"DG.Tooltip.MaximumSanity": "El seny màxim és igual a 99 - l'habilitat antinatural.",
"DG.Tooltip.SkillLabel": "Clica per fer una tirada d'habilitat.",
"DG.Tooltip.CannotRollSkillLabel": "No es pot utilitzar una habilitat la 0%. Consulta la pàgina 28 del manual de l'agent.",
"DG.Tooltip.SkillFailCheckbox": "Després de fallar una prova sobre aquesta habilitat (si el domini és al menys 1%), marca aquesta casella. Al final de la sessió afageix 1D4-1 a l'habilitat i desmarca la casella. No s'aplica a l'habilitat antinatural. Consulta la pàgina 29 del manual de l'agent.",
"DG.Tooltip.DistinguishingFeature": "Caracteristica Distintiva (marca si la puntuació és de 13 o superior, o 8 o inferior).",
"DG.Tooltip.x5AttributeLabel": "Clica per una tirada de 5x.",
"DG.Tooltip.FirstAidAttempted": "Quan un agent rep primers auxilis, no es pot tornar a aplicar fins que rebi dany d'una font diferent.",
"DG.Tooltip.AdaptedToViolence": "Adaptar-se a la violència significa que l'empatia de l'agent rep al ser testimoni de tanta violència. Perd permanentment 1d6 CAR i la mateixa quantitat de cadascún dels seus vincles.",
"DG.Tooltip.AdaptedToHelplessness": "Estar adaptat a la impotència significa que l'impuls personal de l'agent s'allunya del món que el rodeja. Perd permanentement 1D6 POD. ",
"DG.Tooltip.ToggleEquippedState": "Fes click per alternar si aquest item està equipat o no. ",
"DG.Tooltip.Exhaustion": "An Agent who works too long or faces extreme danger and injury without resting becomes exhausted. When this comes into play is up to the Handler, but a good rule of thumb is that going a night without sleep or refusing to rest after losing SAN or Hit Points leads to exhaustion.",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Incidental": "Accidental",
"DG.Gear.Expense.Standard": "Estàndar",
"DG.Gear.Expense.Unusual": "Inusual",
"DG.Gear.Expense.Major": "Destacat",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.ItemWindow.Bonds.Description": "Descripció / Desenvolupament ",
"DG.ItemWindow.Bonds.ScoreTooltip": "Una puntuació més alta representa una relació més forta entre l'agente i el vincle. ",
"DG.ItemWindow.Motivations.Attributes": "Atributs",
"DG.ItemWindow.Motivations.Motivation": "Motivació",
"DG.ItemWindow.Motivations.Description": "Descripció / Notes",
"DG.ItemWindow.Motivations.Disorder": "Trastorn",
"DG.ItemWindow.Motivations.IsDisorder": "És trastorn",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Alguna cosa que impulsa el personatge. ",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Un trastorn substitueix una motivació després d'arribar al punt de trencament.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marca aquesta opció si afageix un trastorn o si ha perdut una motivació.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "El trastorn s'ha curat.",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un èxito crític en una tirada de sort terapèutica pot curar un trastorn. Tot i així, pot tornar la pròxima vegada que s'arribi a un punt de ruptura. ",
"DG.ItemWindow.Gear.Attributes": "Atributs",
"DG.ItemWindow.Gear.Description": "Descripció",
"DG.ItemWindow.Gear.NamePlaceholder": "Nom",
"DG.ItemWindow.Gear.Expense": "Despesa",
"DG.ItemWindow.Gear.Equipped": "Equipat",
"DG.ItemWindow.Armor.Description": "Descripció",
"DG.ItemWindow.Armor.NamePlaceholder": "Nom",
"DG.ItemWindow.Armor.ArmorRating": "Nivell armadura",
"DG.ItemWindow.Armor.Expense": "Despesa",
"DG.ItemWindow.Armor.Equipped": "Equipat",
"DG.ItemWindow.Weapons.Description": "Descripció",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nom",
"DG.ItemWindow.Weapons.Skill": "Habilitat",
"DG.ItemWindow.Weapons.Expense": "Despesa",
"DG.ItemWindow.Weapons.Damage": "Dany",
"DG.ItemWindow.Weapons.Lethality": "Letalitat",
"DG.ItemWindow.Weapons.IsLethality": "És letal",
"DG.ItemWindow.Weapons.LethalityTooltip": "Una arma letal té l'oportunitat de matar instantàniament un objectiu. Tira 1d100 enlloc del dany. Si no és letal, el dany és dalcula tirant 2d10, on el primer d10 és iugal a 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marca si l'arma té un % de letalitat associat.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforació d'armadures",
"DG.ItemWindow.Weapons.Ammo": "Munició",
"DG.ItemWindow.Weapons.Range": "Abast",
"DG.ItemWindow.Weapons.KillRadius": "Radi de mort",
"DG.ModifySkillRollDialogue.Title": "Modificar tirada",
"DG.ModifySkillRollDialogue.Test": "Test:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Objectiu original:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificar objectiu:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Donar un modificador positiu o negatiu aquí per sumar o restar al objectiu en la tirada d'habilitats.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilitza aquest camp per modificar la fòrmula, com duplicar el resultat.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilitza aquest camp per afegir un modificar com +1 o un altre terma com +1d4.",
"DG.Roll.Inhuman": "Inhumà",
"DG.Tooltip.BreakPoint": "El punt de trencament actual, actualitzar quan el seny actual sigui igual a aquest valor. El punt de trencament inciial és SENY - POD.",
"DG.Tooltip.BreakPointReset": "Actualitzar el punt de trencament al valor actual de SENY - PVOL.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Modo rollo",
"DG.Bonds.Relationship": "Relació",
"DG.TypeSkills.Subskills.Painting": "Pintar",
"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTES",
"DG.Sheet.BlockHeaders.Statistics": "STATISTICS",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "Descripció física/notes",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "SKILLS AND TRAINING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPECIAL TRAINING",
"DG.Sheet.BlockHeaders.Injuries": "INJURIES",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BREAKING POINT AND ADAPTATIONS",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptations",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS AND DISORDERS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONAL INFORMATION / CV",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SCENARIO INFORMATION",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BONDS / RELATIONSHIPS / CONTACTS",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Amagar habilitats no entrenades",
"DG.UnnaturalSheet.NotesLabel": "Notes",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Descripció de la criatura o tipus de criatura",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilitats i notes",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Atacs i equipament",
"DG.NPCSheet.BreakPointAbbreviation": "PT",
"DG.ImpossibleLanscapes.IHaveSeenThe": "I HAVE SEEN THE",
"DG.ImpossibleLanscapes.YellowSign": "YELLOW SIGN",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Gift",
"DG.ImpossibleLanscapes.Insight": "Insight",
"DG.VehicleSheet.NotesTabName": "Notes",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilitats i notes",
"DG.VehicleSheet.DescriptionPlaceHolder": "Vehicle Description",
"DG.VehicleSheet.GearTabName": "Gear",
"DG.VehicleSheet.NotesLabel": "NOTES",
"DG.VehicleSheet.DescriptionPlaceHolder": "Vehicle Description",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Check a damaged Bond's box until the next Home Scene ends.",
"DG.Generic.ClearAll": "Clear All",
"DG.Generic.SanDamage": "SAN Damage",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Target",
"DG.ItemWindow.Weapons.SkillModifier": "Skill Modifier",
"DG.ItemWindow.Custom": "Custom",
"TYPES.Item.weapon": "Arma",
"DG.VehicleSheet.NotesTabName": "Notes",
"TYPES.Item.armor": "Armadura",
"TYPES.Item.motivation": "Motivació",
"TYPES.Item.bond": "Vincle",
"TYPES.Item.gear": "Equip",
"TYPES.Item.tome": "Tome",
"TYPES.Item.motivation": "Motivació",
"TYPES.Item.ritual": "Ritual",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Activation SAN Damage",
"DG.ItemWindow.Ritual.ActivationTime": "Activation Time",
"DG.ItemWindow.Ritual.ActivationCosts": "Activation Costs",
"DG.ItemWindow.Ritual.StudyTime": "Study Time",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.Messages.Skillsmark.Marked": "Aquesta habilitat està marcada",
"DG.Messages.Skillsmark.Tooltip": "Vegeu la p. 29 del Manual de l'agent"
"TYPES.Item.tome": "Tome",
"TYPES.Item.weapon": "Arma"
}
+268 -260
View File
@@ -1,11 +1,242 @@
{
"DG.SystemName": "绿色三角洲",
"DG.About.OnlineBugTracker": "Questions, Bug Reports or Feature Requests (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Launch browser with GitHub issue tracker.",
"DG.About.OnlineHelp": "System Documentation on (ONLINE)",
"DG.About.OnlineHelpTooltip": "Launch browser with online GitHub help.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "姓氏, 名字 (如适用则包括别名)",
"DG.RollLuck": "幸运检定",
"DG.Luck": "幸运",
"DG.Attributes.HP": "HP",
"DG.Attributes.SAN": "理智",
"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。",
"DG.Attributes.Tooltip.SAN": "点击进行理智检定",
"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)",
"DG.Attributes.WP": "WP",
"DG.Attributes.cha": "魅力",
"DG.Attributes.con": "体质",
"DG.Attributes.dex": "敏捷",
"DG.Attributes.int": "智力",
"DG.Attributes.pow": "意志",
"DG.Attributes.str": "力量",
"DG.Bonds.Bond": "重要关系",
"DG.Bonds.Name": "名称",
"DG.Bonds.NewBond": "新关系",
"DG.Bonds.Relationship": "关系",
"DG.Bonds.Score": "关系值",
"DG.CV.AgeAndDoB": "年龄和出生日期.",
"DG.CV.AgeAndDoBPlaceholder": "年龄和出生日期.",
"DG.CV.Education": "教育",
"DG.CV.EducationPlaceholder": "教育或培训",
"DG.CV.Employer": "雇主",
"DG.CV.EmployerPlaceholder": "雇主或工作历史",
"DG.CV.Nationality": "国籍",
"DG.CV.NationalityPlaceholder": "国籍",
"DG.CV.Sex": "性别",
"DG.CV.SexPlaceholder": "性别",
"DG.FallbackText.ProfessionAndOrRank": "职业(如适用则包括职位)",
"DG.Gear.Armor": "护甲",
"DG.Gear.ArmorPiercing": "护甲开销",
"DG.Gear.ArmorRating": "护甲等级",
"DG.Gear.DamageOrLethality": "伤害/致死",
"DG.Gear.Equipped": "已装备",
"DG.Gear.Expense.Extreme": "极端开销",
"DG.Gear.Expense.Incidental": "细微开销",
"DG.Gear.Expense.Major": "重大开销",
"DG.Gear.Expense.NA": "N/A or None",
"DG.Gear.Expense.Standard": "常规开销",
"DG.Gear.Expense.Unusual": "显著开销",
"DG.Gear.Name": "名称",
"DG.Gear.OtherGear": "其他装备",
"DG.Gear.Rituals": "仪式",
"DG.Gear.Tomes": "典籍",
"DG.Gear.Weapons": "武器",
"DG.Generic.AddButtonLabel": "添加",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Check a damaged Bond's box until the next Home Scene ends.",
"DG.Generic.ClearAll": "Clear Checks",
"DG.Generic.SanDamage": "理智损失",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "腐化",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "天赋",
"DG.ImpossibleLanscapes.IHaveSeenThe": "我看见祂了",
"DG.ImpossibleLanscapes.Insight": "洞察",
"DG.ImpossibleLanscapes.YellowSign": "黄印",
"DG.ItemWindow.Armor.ArmorRating": "护甲等级",
"DG.ItemWindow.Armor.Description": "描述",
"DG.ItemWindow.Armor.Equipped": "已装备",
"DG.ItemWindow.Armor.Expense": "开销",
"DG.ItemWindow.Armor.NamePlaceholder": "名称",
"DG.ItemWindow.Bonds.Description": "描述/发展",
"DG.ItemWindow.Bonds.ScoreTooltip": "A更高的关系值代表特工与重要关系之间的联系更强。",
"DG.ItemWindow.Custom": "自定义",
"DG.ItemWindow.Gear.Attributes": "属性",
"DG.ItemWindow.Gear.Description": "描述",
"DG.ItemWindow.Gear.Equipped": "已装备",
"DG.ItemWindow.Gear.Expense": "开销",
"DG.ItemWindow.Gear.NamePlaceholder": "名称",
"DG.ItemWindow.Motivations.Attributes": "属性",
"DG.ItemWindow.Motivations.Description": "描述/笔记",
"DG.ItemWindow.Motivations.Disorder": "精神疾病",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "精神疾病已被 \"治愈\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "心理治疗幸运骰的大成功可以 '治愈' 精神疾病。但它可能在下次达到崩溃点时再次出现。参见《特工手册》第78-79页的心理治疗部分",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "一项精神障碍在达到崩溃点后取代一项动机.",
"DG.ItemWindow.Motivations.IsDisorder": "是 精神疾病",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "如果添加精神疾病,或现有动机因获得精神障碍而失去,请勾选此项。",
"DG.ItemWindow.Motivations.Motivation": "人生动机",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "驱动角色的东西。",
"DG.ItemWindow.Ritual.ActivationCosts": "激活代价",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "激活造成的理智损失",
"DG.ItemWindow.Ritual.ActivationTime": "激活耗时",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "学习造成的理智损失",
"DG.ItemWindow.Ritual.StudyTime": "学习时长",
"DG.ItemWindow.Tome.Description": "描述",
"DG.ItemWindow.Tome.HandlerNotes": "掌局者笔记",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "仅掌局者可见",
"DG.ItemWindow.Tome.LanguagePlaceholder": "语言",
"DG.ItemWindow.Tome.OccultIncrease": "神秘学技能增加",
"DG.ItemWindow.Tome.StudySanityDamage": "学习的理智损失",
"DG.ItemWindow.Tome.StudyTime": "学习时长",
"DG.ItemWindow.Tome.UnnaturalIncrease": "非自然知识技能增加",
"DG.ItemWindow.Weapons.Ammo": "弹药",
"DG.ItemWindow.Weapons.ArmorPiercing": "穿甲",
"DG.ItemWindow.Weapons.CustomSkillTarget": "目标",
"DG.ItemWindow.Weapons.Damage": "伤害",
"DG.ItemWindow.Weapons.Description": "描述",
"DG.ItemWindow.Weapons.Expense": "开销",
"DG.ItemWindow.Weapons.IsLethality": "是否致死",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "如果武器有致死等级 % 与之相关,请勾选此项",
"DG.ItemWindow.Weapons.KillRadius": "击杀半径",
"DG.ItemWindow.Weapons.Lethality": "致死等级",
"DG.ItemWindow.Weapons.LethalityTooltip": "致死武器有机会立即杀死目标。掷D100而不是伤害骰。如果不致死,则造成伤害,就像结果是2d10掷骰一样,第一个d10上的'00'等于10",
"DG.ItemWindow.Weapons.NamePlaceholder": "名称",
"DG.ItemWindow.Weapons.Range": "射程",
"DG.ItemWindow.Weapons.Skill": "技能",
"DG.ItemWindow.Weapons.SkillModifier": "技能修正",
"DG.Luck": "幸运",
"DG.Mental.AdaptedToHelplessness": "适应无力感",
"DG.Mental.AdaptedToViolence": "适应暴力行为",
"DG.Mental.BreakingPoint": "崩溃点: ",
"DG.Mental.Disorders": "Disorder",
"DG.Mental.Helplessness": "无力感",
"DG.Mental.Motivations": "人生动力",
"DG.Mental.Reset": "重置",
"DG.Mental.SanityLossIncidentsLabel": "未陷入疯狂的理智损失事件",
"DG.Mental.Violence": "暴力行为",
"DG.Messages.Skillsmark.Marked": "此技能被标记",
"DG.Messages.Skillsmark.Tooltip": "参见第 29 页《代理人手册》",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "使用此字段添加固定修正值,如'+1'或另一个骰子项,如'+1d4'。",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "使用此字段修改公式的外部部分,例如将结果加倍。",
"DG.ModifyDamageRollDialogue.Weapon": "武器:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "在这里给出正面或负面修正,以增加/减少技能检定的目标值。",
"DG.ModifySkillRollDialogue.OriginalTarget": "初始目标:",
"DG.ModifySkillRollDialogue.TargetModifier": "修改目标:",
"DG.ModifySkillRollDialogue.Test": "测试:",
"DG.ModifySkillRollDialogue.Title": "修改掷骰",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "个人情况",
"DG.Navigation.Agent.bonds": "重要关系",
"DG.Navigation.Agent.combat": "战斗",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "装备",
"DG.Navigation.Agent.motivations": "精神",
"DG.Navigation.Agent.personal": "个人情况",
"DG.Navigation.Agent.physical": "健康",
"DG.Navigation.Agent.skills": "技能",
"DG.Navigation.CV": "个人情况",
"DG.Navigation.Contacts": "重要关系",
"DG.Navigation.Gear": "装备",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Mental": "精神",
"DG.Navigation.Physical": "健康",
"DG.Navigation.Skills": "技能",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "惩罚:",
"DG.Physical.FirstAidLabel": "已尝试急救: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "伤口",
"DG.Ritual.Name": "名称",
"DG.Roll.Critical": "大成功",
"DG.Roll.Damage": "伤害",
"DG.Roll.Failure": "失败",
"DG.Roll.For": "目标",
"DG.Roll.Inhuman": "非人类",
"DG.Roll.Lethal": "致死",
"DG.Roll.Lethality": "致死等级",
"DG.Roll.Or": "或",
"DG.Roll.Roll": "掷骰",
"DG.Roll.Rolling": "正在掷骰",
"DG.Roll.RollingDamageFor": "正在为以下目标掷伤害骰",
"DG.Roll.Success": "成功",
"DG.Roll.Target": "需求: ",
"DG.RollLuck": "幸运检定",
"DG.RollMode": "掷骰模式",
"DG.Sheet.BlockHeaders.Adaptations": "适应",
"DG.Sheet.BlockHeaders.Attributes": "属性",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "重要关系 / 关系 / 联系人",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "崩溃点和适应",
"DG.Sheet.BlockHeaders.Injuries": "伤害",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "动机和精神疾病",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "个人信息 / 简历",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "外貌描述 / 笔记",
"DG.Sheet.BlockHeaders.ScenarioInformation": "场景信息",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "技能与特训",
"DG.Sheet.BlockHeaders.SpecialTraining": "特殊训练",
"DG.Sheet.BlockHeaders.Statistics": "统计",
"DG.Skills.AddSkill": "Add Skill",
"DG.Skills.AddTypedOrCustomSkill": "Add Typed/Custom Skill",
"DG.Skills.Apply": "Apply",
"DG.Skills.ApplySkillImprovements": "添加类型/自定义技能",
"DG.Skills.ApplySkillImprovementsChatFlavor": "应用技能成长",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "影响一下技能:",
"DG.Skills.ApplySkillImprovementsDialogLabel": "按以下公式进行技能成长:",
"DG.Skills.ApplySkillImprovementsWarning": "没有失败过的技能可以成长.",
"DG.Skills.EditSkill": "编辑技能",
"DG.Skills.EditTypedOrCustomSkill": "编辑类型或自定义技能",
"DG.Skills.SkillGroup": "技能组别",
"DG.Skills.SkillName": "技能名称",
"DG.Skills.ToggleEditDeleteSkills": "编辑/删除技能",
"DG.Skills.accounting": "会计",
"DG.Skills.alertness": "警觉",
"DG.Skills.anthropology": "人类学",
@@ -21,6 +252,7 @@
"DG.Skills.drive": "机动车驾驶",
"DG.Skills.firearms": "射击",
"DG.Skills.first_aid": "急救",
"DG.Skills.flight": "飞机",
"DG.Skills.forensics": "法证学",
"DG.Skills.heavy_machiner": "重型机械",
"DG.Skills.heavy_weapons": "重型武器",
@@ -35,6 +267,7 @@
"DG.Skills.pharmacy": "药学",
"DG.Skills.psychotherapy": "精神治疗",
"DG.Skills.ride": "骑术",
"DG.Skills.ritual": "仪式",
"DG.Skills.search": "搜寻",
"DG.Skills.sigint": "信号情报",
"DG.Skills.stealth": "潜藏",
@@ -43,31 +276,6 @@
"DG.Skills.swim": "游泳",
"DG.Skills.unarmed_combat": "徒手搏斗",
"DG.Skills.unnatural": "非自然知识",
"DG.Skills.flight": "飞机",
"DG.TypeSkills.Subskills.Painting": "绘画",
"DG.Skills.AddTypedOrCustomSkill": "Add Typed/Custom Skill",
"DG.Skills.ToggleEditDeleteSkills": "编辑/删除技能",
"DG.Skills.AddSkill": "Add Skill",
"DG.Skills.Apply": "Apply",
"DG.Skills.ApplySkillImprovements": "添加类型/自定义技能",
"DG.Skills.ApplySkillImprovementsChatFlavor": "应用技能成长",
"DG.Skills.ApplySkillImprovementsDialogLabel": "按以下公式进行技能成长:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "影响一下技能:",
"DG.Skills.ApplySkillImprovementsWarning": "没有失败过的技能可以成长.",
"DG.Skills.EditTypedOrCustomSkill": "编辑类型或自定义技能",
"DG.Skills.EditSkill": "编辑技能",
"DG.Skills.SkillGroup": "技能组别",
"DG.Skills.SkillName": "技能名称",
"DG.TypeSkills.Art": "艺术",
"DG.TypeSkills.Craft": "工艺",
"DG.TypeSkills.ForeignLanguage": "外语",
"DG.TypeSkills.MilitaryScience": "军事科学",
"DG.TypeSkills.Pilot": "特种载具",
"DG.TypeSkills.Science": "科学",
"DG.TypeSkills.Other": "其他",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "添加特训",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Custom自定义/类别 技能",
"DG.SpecialTraining.Dialog.DropDown.Skills": "技能",
@@ -76,253 +284,53 @@
"DG.SpecialTraining.Dialog.NameLabel": "名称",
"DG.SpecialTraining.Dialog.SkillLabel": "技能货属性",
"DG.SpecialTraining.Dialog.Title": "创建/编辑特训",
"DG.Attributes.HP": "HP",
"DG.Attributes.WP": "WP",
"DG.Attributes.SAN": "理智",
"DG.Attributes.str": "力量",
"DG.Attributes.con": "体质",
"DG.Attributes.dex": "敏捷",
"DG.Attributes.int": "智力",
"DG.Attributes.pow": "意志",
"DG.Attributes.cha": "魅力",
"DG.Navigation.Skills": "技能",
"DG.Navigation.Physical": "健康",
"DG.Navigation.Mental": "精神",
"DG.Navigation.Gear": "装备",
"DG.Navigation.CV": "个人情况",
"DG.Navigation.Contacts": "重要关系",
"DG.Navigation.Agent.skills": "技能",
"DG.Navigation.Agent.combat": "战斗",
"DG.Navigation.Agent.physical": "健康",
"DG.Navigation.Agent.motivations": "精神",
"DG.Navigation.Agent.gear": "装备",
"DG.Navigation.Agent.personal": "个人情况",
"DG.Navigation.Agent.bio": "个人情况",
"DG.Navigation.Agent.bonds": "重要关系",
"DG.About.OnlineHelp": "System Documentation on (ONLINE)",
"DG.About.OnlineHelpTooltip": "Launch browser with online GitHub help.",
"DG.About.OnlineBugTracker": "Questions, Bug Reports or Feature Requests (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Launch browser with GitHub issue tracker.",
"DG.Roll.Rolling": "正在掷骰",
"DG.Roll.Target": "需求: ",
"DG.Roll.Success": "成功",
"DG.Roll.Failure": "失败",
"DG.Roll.Critical": "大成功",
"DG.Roll.Lethality": "致死等级",
"DG.Roll.Lethal": "致死",
"DG.Roll.For": "目标",
"DG.Roll.Damage": "伤害",
"DG.Roll.RollingDamageFor": "正在为以下目标掷伤害骰",
"DG.Roll.Or": "或",
"DG.Roll.Roll": "掷骰",
"DG.Physical.Wounds": "伤口",
"DG.Physical.FirstAidLabel": "已尝试急救: ",
"DG.Physical.Exhausted": "精疲力尽:",
"DG.Physical.ExhaustionPenalty": "惩罚:",
"DG.Generic.AddButtonLabel": "添加",
"DG.Mental.BreakingPoint": "崩溃点: ",
"DG.Mental.Reset": "重置",
"DG.Mental.SanityLossIncidentsLabel": "未陷入疯狂的理智损失事件",
"DG.Mental.Violence": "暴力行为",
"DG.Mental.Helplessness": "无力感",
"DG.Mental.AdaptedToViolence": "适应暴力行为",
"DG.Mental.AdaptedToHelplessness": "适应无力感",
"DG.Mental.Motivations": "人生动力",
"DG.Mental.Disorders": "Disorder",
"DG.Gear.Weapons": "武器",
"DG.Gear.Armor": "护甲",
"DG.Gear.OtherGear": "其他装备",
"DG.Gear.Name": "名称",
"DG.Gear.DamageOrLethality": "伤害/致死",
"DG.Gear.ArmorPiercing": "护甲开销",
"DG.Gear.ArmorRating": "护甲等级",
"DG.Gear.Equipped": "已装备",
"DG.CV.Sex": "性别",
"DG.CV.SexPlaceholder": "性别",
"DG.CV.AgeAndDoB": "年龄和出生日期.",
"DG.CV.AgeAndDoBPlaceholder": "年龄和出生日期.",
"DG.CV.Employer": "雇主",
"DG.CV.EmployerPlaceholder": "雇主或工作历史",
"DG.CV.Nationality": "国籍",
"DG.CV.NationalityPlaceholder": "国籍",
"DG.CV.Education": "教育",
"DG.CV.EducationPlaceholder": "教育或培训",
"DG.Bonds.Bond": "重要关系",
"DG.Bonds.Name": "名称",
"DG.Bonds.Score": "关系值",
"DG.Bonds.NewBond": "新关系",
"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。",
"DG.Tooltip.MaximumHP": "体力等于力量加上体质,除以二并向上取整。",
"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)",
"DG.Tooltip.MaximumWP": "最大毅力等于意志。",
"DG.Attributes.Tooltip.SAN": "点击进行理智检定",
"DG.Tooltip.CurrentSanityPartOne": "当前理智, 当前崩溃点是 ",
"DG.Tooltip.CurrentSanityPartTwo": ", 点击上方的SAN标签进行理智检定。",
"DG.Tooltip.MaximumSanity": "最大理智等于99减去非自然知识技能.",
"DG.Tooltip.SkillLabel": "点击进行技能检定。",
"DG.Tooltip.CannotRollSkillLabel": "特工不能使用一个0%的技能。详见《特工手册》第28页。",
"DG.Tooltip.SkillFailCheckbox": "在这个技能检定失败后(如果熟练度至少为1%),勾选此框。在会话结束时,为该技能增加1D4百分点并取消勾选。不适用于非自然知识或仪式技能。详见《特工手册》第29页",
"DG.Tooltip.DistinguishingFeature": "特征 (如果属性小于9或高于12则填写).",
"DG.Tooltip.x5AttributeLabel": "点击进行一次X5的检定",
"DG.Tooltip.FirstAidAttempted": "当你的特工受到急救后,无论成功失败,直到他下次受到伤害前该特工都无法再次被急救。",
"DG.Tooltip.AdaptedToViolence": ",适应暴力行为意味着你的特工的共情能力受到损伤。这导致魅力永久损失1D6点,同时所有重要关系损失等量的关系值。",
"DG.SystemName": "绿色三角洲",
"DG.Tome.Name": "名称",
"DG.Tomes.Name": "名称",
"DG.Tooltip.AdaptedToHelplessness": "适应无力感意味着你的特工做事的动力受到了损伤。这导致意志永久损失1D6点。",
"DG.Tooltip.ToggleEquippedState": "点击切换此物品是否已装备。",
"DG.Tooltip.Exhaustion": "一名特工在工作太长时间后,或是面临极端的危险或受伤却没有得到休息后,将变得精疲力尽。其适用的时机取决于掌局者,但彻夜不眠,或是在损失理智或体力后拒绝休息,应当导致精疲力尽。",
"DG.Gear.Expense.NA": "N/A or None",
"DG.Gear.Expense.Incidental": "细微开销",
"DG.Gear.Expense.Standard": "常规开销",
"DG.Gear.Expense.Unusual": "显著开销",
"DG.Gear.Expense.Major": "重大开销",
"DG.Gear.Expense.Extreme": "极端开销",
"DG.ItemWindow.Bonds.Description": "描述/发展",
"DG.ItemWindow.Bonds.ScoreTooltip": "A更高的关系值代表特工与重要关系之间的联系更强。",
"DG.ItemWindow.Motivations.Attributes": "属性",
"DG.ItemWindow.Motivations.Motivation": "人生动机",
"DG.ItemWindow.Motivations.Description": "描述/笔记",
"DG.ItemWindow.Motivations.Disorder": "精神疾病",
"DG.ItemWindow.Motivations.IsDisorder": "是 精神疾病",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "驱动角色的东西。",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "一项精神障碍在达到崩溃点后取代一项动机.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "如果添加精神疾病,或现有动机因获得精神障碍而失去,请勾选此项。",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "精神疾病已被 \"治愈\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "心理治疗幸运骰的大成功可以 '治愈' 精神疾病。但它可能在下次达到崩溃点时再次出现。参见《特工手册》第78-79页的心理治疗部分",
"DG.ItemWindow.Gear.Attributes": "属性",
"DG.ItemWindow.Gear.Description": "描述",
"DG.ItemWindow.Gear.NamePlaceholder": "名称",
"DG.ItemWindow.Gear.Expense": "开销",
"DG.ItemWindow.Gear.Equipped": "已装备",
"DG.ItemWindow.Armor.Description": "描述",
"DG.ItemWindow.Armor.NamePlaceholder": "名称",
"DG.ItemWindow.Armor.ArmorRating": "护甲等级",
"DG.ItemWindow.Armor.Expense": "开销",
"DG.ItemWindow.Armor.Equipped": "已装备",
"DG.ItemWindow.Weapons.Description": "描述",
"DG.ItemWindow.Weapons.NamePlaceholder": "名称",
"DG.ItemWindow.Weapons.Skill": "技能",
"DG.ItemWindow.Weapons.Expense": "开销",
"DG.ItemWindow.Weapons.Damage": "伤害",
"DG.ItemWindow.Weapons.Lethality": "致死等级",
"DG.ItemWindow.Weapons.IsLethality": "是否致死",
"DG.ItemWindow.Weapons.LethalityTooltip": "致死武器有机会立即杀死目标。掷D100而不是伤害骰。如果不致死,则造成伤害,就像结果是2d10掷骰一样,第一个d10上的'00'等于10",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "如果武器有致死等级 % 与之相关,请勾选此项",
"DG.ItemWindow.Weapons.ArmorPiercing": "穿甲",
"DG.ItemWindow.Weapons.Ammo": "弹药",
"DG.ItemWindow.Weapons.Range": "射程",
"DG.ItemWindow.Weapons.KillRadius": "击杀半径",
"DG.ModifySkillRollDialogue.Title": "修改掷骰",
"DG.ModifySkillRollDialogue.Test": "测试:",
"DG.ModifySkillRollDialogue.OriginalTarget": "初始目标:",
"DG.ModifySkillRollDialogue.TargetModifier": "修改目标:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "在这里给出正面或负面修正,以增加/减少技能检定的目标值。",
"DG.ModifyDamageRollDialogue.Weapon": "武器:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "使用此字段修改公式的外部部分,例如将结果加倍。",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "使用此字段添加固定修正值,如'+1'或另一个骰子项,如'+1d4'。",
"DG.Roll.Inhuman": "非人类",
"DG.Tooltip.AdaptedToViolence": ",适应暴力行为意味着你的特工的共情能力受到损伤。这导致魅力永久损失1D6点,同时所有重要关系损失等量的关系值。",
"DG.Tooltip.BreakPoint": "当前崩溃点,当当前理智降至或低于此值时重置。初始崩溃点等于初始理智减去意志。",
"DG.Tooltip.BreakPointReset": "将崩溃点重置为新的理智减去意志。",
"DG.Skills.ritual": "仪式",
"DG.RollMode": "掷骰模式",
"DG.Bonds.Relationship": "关系",
"DG.Sheet.BlockHeaders.Attributes": "属性",
"DG.Sheet.BlockHeaders.Statistics": "统计",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "外貌描述 / 笔记",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "技能与特训",
"DG.Sheet.BlockHeaders.SpecialTraining": "特殊训练",
"DG.Sheet.BlockHeaders.Injuries": "伤害",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "崩溃点和适应",
"DG.Sheet.BlockHeaders.Adaptations": "适应",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "动机和精神疾病",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "个人信息 / 简历",
"DG.Sheet.BlockHeaders.ScenarioInformation": "场景信息",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "重要关系 / 关系 / 联系人",
"DG.Tooltip.CannotRollSkillLabel": "特工不能使用一个0%的技能。详见《特工手册》第28页。",
"DG.Tooltip.CurrentSanityPartOne": "当前理智, 当前崩溃点是 ",
"DG.Tooltip.CurrentSanityPartTwo": ", 点击上方的SAN标签进行理智检定。",
"DG.Tooltip.DistinguishingFeature": "特征 (如果属性小于9或高于12则填写).",
"DG.Tooltip.Exhaustion": "一名特工在工作太长时间后,或是面临极端的危险或受伤却没有得到休息后,将变得精疲力尽。其适用的时机取决于掌局者,但彻夜不眠,或是在损失理智或体力后拒绝休息,应当导致精疲力尽。",
"DG.Tooltip.FirstAidAttempted": "当你的特工受到急救后,无论成功失败,直到他下次受到伤害前该特工都无法再次被急救。",
"DG.Tooltip.MaximumHP": "体力等于力量加上体质,除以二并向上取整。",
"DG.Tooltip.MaximumSanity": "最大理智等于99减去非自然知识技能.",
"DG.Tooltip.MaximumWP": "最大毅力等于意志。",
"DG.Tooltip.SkillFailCheckbox": "在这个技能检定失败后(如果熟练度至少为1%),勾选此框。在会话结束时,为该技能增加1D4百分点并取消勾选。不适用于非自然知识或仪式技能。详见《特工手册》第29页",
"DG.Tooltip.SkillLabel": "点击进行技能检定。",
"DG.Tooltip.ToggleEquippedState": "点击切换此物品是否已装备。",
"DG.Tooltip.x5AttributeLabel": "点击进行一次X5的检定",
"DG.TypeSkills.Art": "艺术",
"DG.TypeSkills.Craft": "工艺",
"DG.TypeSkills.ForeignLanguage": "外语",
"DG.TypeSkills.MilitaryScience": "军事科学",
"DG.TypeSkills.Other": "其他",
"DG.TypeSkills.Pilot": "特种载具",
"DG.TypeSkills.Science": "科学",
"DG.TypeSkills.Subskills.Painting": "绘画",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "隐藏未训练技能",
"DG.UnnaturalSheet.NotesLabel": "笔记",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "生物或生物类型的描述",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "显示未训练技能",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "技能 & 笔记",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "攻击 & 能力",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.ImpossibleLanscapes.IHaveSeenThe": "我看见祂了",
"DG.ImpossibleLanscapes.YellowSign": "黄印",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "腐化",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "天赋",
"DG.ImpossibleLanscapes.Insight": "洞察",
"DG.VehicleSheet.NotesTabName": "笔记",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "技能 & 笔记",
"DG.VehicleSheet.DescriptionPlaceHolder": "载具描述",
"DG.VehicleSheet.GearTabName": "装备",
"DG.VehicleSheet.NotesLabel": "笔记",
"DG.VehicleSheet.DescriptionPlaceHolder": "载具描述",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Check a damaged Bond's box until the next Home Scene ends.",
"DG.Generic.ClearAll": "Clear Checks",
"DG.Generic.SanDamage": "理智损失",
"DG.ItemWindow.Weapons.CustomSkillTarget": "目标",
"DG.ItemWindow.Weapons.SkillModifier": "技能修正",
"DG.ItemWindow.Custom": "自定义",
"DG.VehicleSheet.NotesTabName": "笔记",
"TYPES.Actor.agent": "特工",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "非自然",
"TYPES.Actor.vehicle": "载具",
"TYPES.Item.armor": "护甲",
"TYPES.Item.bond": "重要关系",
"TYPES.Item.gear": "装备",
"TYPES.Item.motivation": "人生动机",
"TYPES.Item.weapon": "武器",
"TYPES.Item.tome": "典籍",
"TYPES.Item.ritual": "仪式",
"DG.Gear.Tomes": "典籍",
"DG.Gear.Rituals": "仪式",
"DG.Tomes.Name": "名称",
"DG.Ritual.Name": "名称",
"DG.Tome.Name": "名称",
"DG.ItemWindow.Tome.Description": "描述",
"DG.ItemWindow.Tome.LanguagePlaceholder": "语言",
"DG.ItemWindow.Tome.StudyTime": "学习时长",
"DG.ItemWindow.Tome.OccultIncrease": "神秘学技能增加",
"DG.ItemWindow.Tome.UnnaturalIncrease": "非自然知识技能增加",
"DG.ItemWindow.Tome.StudySanityDamage": "学习的理智损失",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "仅掌局者可见",
"DG.ItemWindow.Tome.HandlerNotes": "掌局者笔记",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "激活造成的理智损失",
"DG.ItemWindow.Ritual.ActivationTime": "激活耗时",
"DG.ItemWindow.Ritual.ActivationCosts": "激活代价",
"DG.ItemWindow.Ritual.StudyTime": "学习时长",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "学习造成的理智损失",
"DG.Messages.Skillsmark.Marked": "此技能被标记",
"DG.Messages.Skillsmark.Tooltip": "参见第 29 页《代理人手册》"
"TYPES.Item.tome": "典籍",
"TYPES.Item.weapon": "武器"
}
+255 -246
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@@ -1,11 +1,231 @@
{
"DG.SystemName": "Delta Green",
"DG.About.OnlineBugTracker": "Fragen, Fehlerberichte oder Funktionsanfragen (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Browser mit GitHub-Problem-Tracker starten.",
"DG.About.OnlineHelp": "Systemdokumentation auf (ONLINE)",
"DG.About.OnlineHelpTooltip": "Starten des Browsers mit der Online-Hilfe von GitHub.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "NACHNAME, VORNAME (UND GGF. ALIAS)",
"DG.RollLuck": "Glücksprobe ausführen",
"DG.Luck": "Glück",
"DG.Attributes.HP": "Gesundheit",
"DG.Attributes.SAN": "Stabilität",
"DG.Attributes.Tooltip.HP": "Gesundheit. Ein Charakter wird bei 2 Gesundheit bewusstlos und stirbt bei 0 Gesundheit.",
"DG.Attributes.Tooltip.SAN": "Klicken, um eine Stabilitäts-Probe durchzuführen...",
"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').",
"DG.Attributes.WP": "Wille",
"DG.Attributes.cha": "CHA",
"DG.Attributes.con": "KON",
"DG.Attributes.dex": "GES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "MAC",
"DG.Attributes.str": "STR",
"DG.Bonds.Bond": "Bindung",
"DG.Bonds.Name": "Name",
"DG.Bonds.NewBond": "Neue Bindung",
"DG.Bonds.Relationship": "Beziehung",
"DG.Bonds.Score": "Wert",
"DG.CV.AgeAndDoB": "Alter und Geb.",
"DG.CV.AgeAndDoBPlaceholder": "Alter und Geburtsdatum",
"DG.CV.Education": "Bildung",
"DG.CV.EducationPlaceholder": "Bildung oder Training",
"DG.CV.Employer": "Arbeitgeber",
"DG.CV.EmployerPlaceholder": "Arbeitgeber oder Berufserfahrung",
"DG.CV.Nationality": "Nationalität",
"DG.CV.NationalityPlaceholder": "Nationalität",
"DG.CV.Sex": "Geschlecht",
"DG.CV.SexPlaceholder": "Geschlecht",
"DG.FallbackText.ProfessionAndOrRank": "BERUF (RANG, FALLS ZUTREFFEND)",
"DG.Gear.Armor": "RÜSTUNG",
"DG.Gear.ArmorPiercing": "Rüstungsdurchdringung",
"DG.Gear.ArmorRating": "Rüstungsschutz",
"DG.Gear.DamageOrLethality": "Schaden/ Tödlichkeit",
"DG.Gear.Equipped": "Ausgerüstet",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.Gear.Expense.Incidental": "Zufällig",
"DG.Gear.Expense.Major": "Schwierig",
"DG.Gear.Expense.NA": "N/A bzw Keine",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Ungewöhnlich",
"DG.Gear.Name": "Name",
"DG.Gear.OtherGear": "ANDERE AUSRÜSTUNG",
"DG.Gear.Weapons": "WAFFEN",
"DG.Generic.AddButtonLabel": "Hinzufügen",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Prüfe das Kästchen einer beschädigten Bindung, bis die nächste Heimszene endet.",
"DG.Generic.ClearAll": "Proben löschen",
"DG.Generic.SanDamage": "Stabilitäts-Verlust",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Korrum",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "piert",
"DG.ImpossibleLanscapes.Gift": "Gabe",
"DG.ImpossibleLanscapes.IHaveSeenThe": "ICH HABE GESEHEN:",
"DG.ImpossibleLanscapes.Insight": "Erkenntnis",
"DG.ImpossibleLanscapes.YellowSign": "DAS GELBE ZEICHEN",
"DG.ItemWindow.Armor.ArmorRating": "Rüstungsschutz",
"DG.ItemWindow.Armor.Description": "Beschreibung",
"DG.ItemWindow.Armor.Equipped": "Ausgerüstet",
"DG.ItemWindow.Armor.Expense": "Ausgaben",
"DG.ItemWindow.Armor.NamePlaceholder": "Name",
"DG.ItemWindow.Bonds.Description": "Beschreibung/ Entwicklungen",
"DG.ItemWindow.Bonds.ScoreTooltip": "Eine höhere Punktzahl steht für eine stärkere Beziehung zwischen dem Agenten und seiner Bindung.",
"DG.ItemWindow.Custom": "Benutzerdefiniert",
"DG.ItemWindow.Gear.Attributes": "Attribute",
"DG.ItemWindow.Gear.Description": "Beschreibung",
"DG.ItemWindow.Gear.Equipped": "Ausgerüstet",
"DG.ItemWindow.Gear.Expense": "Ausgaben",
"DG.ItemWindow.Gear.NamePlaceholder": "Name",
"DG.ItemWindow.Motivations.Attributes": "Attribute",
"DG.ItemWindow.Motivations.Description": "Beschreibung/ Notizen",
"DG.ItemWindow.Motivations.Disorder": "Störung",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Störung wurde \"Geheilt\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Ein kritischer Erfolg bei einer Therapie-Glücksprobe kann eine Störung 'heilen'. Die Störung kann jedoch beim nächsten Mal zurückkehren, wenn eine Belastungsschwelle erreicht wird. Siehe den Abschnitt Therapie auf den Seiten 78-79 des Agentenhandbuchs. (siehe 'Therapy')",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Eine Störung ersetzt eine Motivation, nachdem du eine Belastungsschwelle erreicht hast.",
"DG.ItemWindow.Motivations.IsDisorder": "Ist Störung",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Prüfe dies, wenn du eine Störung hinzufügst oder wenn eine bestehende Motivation durch den Erwerb einer Störung verloren gegangen ist.",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Etwas, was den Charakter antreibt.",
"DG.ItemWindow.Ritual.ActivationCosts": "Activation Costs",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Activation SAN Damage",
"DG.ItemWindow.Ritual.ActivationTime": "Activation Time",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.ItemWindow.Ritual.StudyTime": "Study Time",
"DG.ItemWindow.Weapons.Ammo": "Munition",
"DG.ItemWindow.Weapons.ArmorPiercing": "Rüstungsdurchdringung",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Ziel",
"DG.ItemWindow.Weapons.Damage": "Schaden",
"DG.ItemWindow.Weapons.Description": "Beschreibung",
"DG.ItemWindow.Weapons.Expense": "Ausgaben",
"DG.ItemWindow.Weapons.IsLethality": "Ist tödlich",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Prüfe dies, wenn die Waffe eine Tödlichkeit in % hat.",
"DG.ItemWindow.Weapons.KillRadius": "Tötungsradius",
"DG.ItemWindow.Weapons.Lethality": "Tödlichkeit",
"DG.ItemWindow.Weapons.LethalityTooltip": "Eine tödliche Waffe hat eine Chance, ein Ziel sofort zu töten. Wirf einen D100 statt eines Schadenswürfels. Wenn sie nicht tödlich ist, wird der Schaden stattdessen wie bei einer 2d10-Probe berechnet, wobei eine '00' auf dem ersten d10 einer 10 entspricht.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Name",
"DG.ItemWindow.Weapons.Range": "Reichweite",
"DG.ItemWindow.Weapons.Skill": "Fertigkeit",
"DG.ItemWindow.Weapons.SkillModifier": "Fertigkeitsmodifikator",
"DG.Luck": "Glück",
"DG.Mental.AdaptedToHelplessness": "An Hilflosigkeit gewöhnt",
"DG.Mental.AdaptedToViolence": "An Gewalt gewöhnt",
"DG.Mental.BreakingPoint": "Schwelle: ",
"DG.Mental.Disorders": "Störung",
"DG.Mental.Helplessness": "Hilflosigkeit",
"DG.Mental.Motivations": "Motivation",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Vorfälle von Stabilitäts-Verlust, ohne verrückt zu werden",
"DG.Mental.Violence": "Gewalt",
"DG.Messages.Skillsmark.Marked": "Diese Fähigkeit ist gekennzeichnet.",
"DG.Messages.Skillsmark.Tooltip": "Siehe S. 29 des Agentenhandbuchs",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Verwende dieses Feld, um einen Modifikator wie '+1' oder einen anderen Würfelbegriff wie '+1d4' hinzuzufügen.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Verwende dieses Feld, um den äußeren Teil der Formel zu ändern, z. B. um das Ergebnis zu verdoppeln.",
"DG.ModifyDamageRollDialogue.Weapon": "Waffe:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Gib hier einen positiven oder negativen Modifikator an, der zum Ziel für die Fertigkeitsprobe addiert/ abgezogen wird.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Ursprüngliches Ziel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Ziel modifizieren (+/-):",
"DG.ModifySkillRollDialogue.Test": "Probe:",
"DG.ModifySkillRollDialogue.Title": "Probe modifizieren",
"DG.NPCSheet.BreakPointAbbreviation": "BS",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Persönlich",
"DG.Navigation.Agent.bonds": "Bindungen",
"DG.Navigation.Agent.combat": "Kampf",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Ausrüstung",
"DG.Navigation.Agent.motivations": "Psychologie",
"DG.Navigation.Agent.personal": "Persönlich",
"DG.Navigation.Agent.physical": "Statistiken",
"DG.Navigation.Agent.skills": "Fertigkeiten",
"DG.Navigation.CV": "Persönlich",
"DG.Navigation.Contacts": "Bindungen",
"DG.Navigation.Gear": "Ausrüstung",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Mental": "Geistig",
"DG.Navigation.Physical": "Körperlich",
"DG.Navigation.Skills": "Fertigkeiten",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Malus:",
"DG.Physical.FirstAidLabel": "Erste Hilfe bereits geleistet: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Verletzungen",
"DG.Roll.Critical": "Kritisch",
"DG.Roll.Damage": "Schaden",
"DG.Roll.Failure": "Fehlschlag",
"DG.Roll.For": "Für",
"DG.Roll.Inhuman": "Nicht-Menschlich",
"DG.Roll.Lethal": "Tödlich",
"DG.Roll.Lethality": "Tödlichkeit",
"DG.Roll.Or": "Oder",
"DG.Roll.Roll": "Probe",
"DG.Roll.Rolling": "Probe",
"DG.Roll.RollingDamageFor": "SCHADEN würfeln für",
"DG.Roll.Success": "Erfolg",
"DG.Roll.Target": "Ziel: ",
"DG.RollLuck": "Glücksprobe ausführen",
"DG.RollMode": "Probe-Modus",
"DG.Sheet.BlockHeaders.Adaptations": "Gewöhnungen",
"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTE",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BINDUNGEN / BEZIEHUNGEN / KONTAKTE",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BELASTUNGSSCHWELLE UND GEWÖHNUNGEN",
"DG.Sheet.BlockHeaders.Injuries": "VERLETZUNGEN",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONEN UND STÖRUNGEN",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSÖNLICHE INFORMATIONEN / LEBENSLAUF",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "PHYSISCHE BESCHREIBUNG / ANMERKUNGEN",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SZENARIENINFORMATIONEN",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "FERTIGKEITEN UND TRAINING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPEZIALTRAINING",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIK",
"DG.Skills.AddSkill": "Fertigkeit hinzufügen",
"DG.Skills.AddTypedOrCustomSkill": "Eigene Fertigkeit hinzufügen",
"DG.Skills.Apply": "Anwenden",
"DG.Skills.ApplySkillImprovements": "Verbesserungen der Fertigkeiten anwenden",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Die folgenden Fertigkeiten wurden verbessert um",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Wirkt sich auf folgende Fertigkeiten aus:",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Verbessere Fertigkeiten nach folgender Formel:",
"DG.Skills.ApplySkillImprovementsWarning": "Keine Fertigkeiten aufgrund misslungener Versuche zu verbessern.",
"DG.Skills.EditSkill": "Fertigkeit bearbeiten",
"DG.Skills.EditTypedOrCustomSkill": "Benutzerdefinierte Fertigkeit bearbeiten",
"DG.Skills.SkillGroup": "Fertigkeiten-Gruppe",
"DG.Skills.SkillName": "Fertigkeit Name",
"DG.Skills.ToggleEditDeleteSkills": "Fertigkeiten bearbeiten/löschen",
"DG.Skills.accounting": "Buchführung",
"DG.Skills.alertness": "Wachsamkeit",
"DG.Skills.anthropology": "Anthropologie",
@@ -21,6 +241,7 @@
"DG.Skills.drive": "Auto fahren",
"DG.Skills.firearms": "Schusswaffen",
"DG.Skills.first_aid": "Erste Hilfe",
"DG.Skills.flight": "Flight",
"DG.Skills.forensics": "Forensik",
"DG.Skills.heavy_machiner": "Schwere Maschinen",
"DG.Skills.heavy_weapons": "Schwere Waffen",
@@ -35,6 +256,7 @@
"DG.Skills.pharmacy": "Pharmazie",
"DG.Skills.psychotherapy": "Psychotherapie",
"DG.Skills.ride": "Reiten",
"DG.Skills.ritual": "Ritual",
"DG.Skills.search": "Erkunden",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Heimlichkeit",
@@ -43,30 +265,6 @@
"DG.Skills.swim": "Schwimmen",
"DG.Skills.unarmed_combat": "Waffenloser Kampf",
"DG.Skills.unnatural": "Mythos",
"DG.Skills.flight": "Flight",
"DG.Skills.AddTypedOrCustomSkill": "Eigene Fertigkeit hinzufügen",
"DG.Skills.ToggleEditDeleteSkills": "Fertigkeiten bearbeiten/löschen",
"DG.Skills.AddSkill": "Fertigkeit hinzufügen",
"DG.Skills.Apply": "Anwenden",
"DG.Skills.ApplySkillImprovements": "Verbesserungen der Fertigkeiten anwenden",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Die folgenden Fertigkeiten wurden verbessert um",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Verbessere Fertigkeiten nach folgender Formel:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Wirkt sich auf folgende Fertigkeiten aus:",
"DG.Skills.ApplySkillImprovementsWarning": "Keine Fertigkeiten aufgrund misslungener Versuche zu verbessern.",
"DG.Skills.EditTypedOrCustomSkill": "Benutzerdefinierte Fertigkeit bearbeiten",
"DG.Skills.EditSkill": "Fertigkeit bearbeiten",
"DG.Skills.SkillGroup": "Fertigkeiten-Gruppe",
"DG.Skills.SkillName": "Fertigkeit Name",
"DG.TypeSkills.Art": "Kunst",
"DG.TypeSkills.Craft": "Handwerk",
"DG.TypeSkills.ForeignLanguage": "Fremdsprache",
"DG.TypeSkills.MilitaryScience": "Militärwissenschaft",
"DG.TypeSkills.Pilot": "Pilot",
"DG.TypeSkills.Science": "Wissenschaft",
"DG.TypeSkills.Other": "Andere",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Besondere Ausbildung hinzufügen",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Eigene Fertigkeiten",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Fertigkeiten",
@@ -75,236 +273,47 @@
"DG.SpecialTraining.Dialog.NameLabel": "Name",
"DG.SpecialTraining.Dialog.SkillLabel": "Fertigkeit oder Attribut",
"DG.SpecialTraining.Dialog.Title": "Spezialausbildung erstellen/ bearbeiten",
"DG.Attributes.HP": "Gesundheit",
"DG.Attributes.WP": "Wille",
"DG.Attributes.SAN": "Stabilität",
"DG.Attributes.str": "STR",
"DG.Attributes.con": "KON",
"DG.Attributes.dex": "GES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "MAC",
"DG.Attributes.cha": "CHA",
"DG.Navigation.Skills": "Fertigkeiten",
"DG.Navigation.Physical": "Körperlich",
"DG.Navigation.Mental": "Geistig",
"DG.Navigation.Gear": "Ausrüstung",
"DG.Navigation.CV": "Persönlich",
"DG.Navigation.Contacts": "Bindungen",
"DG.Navigation.Agent.skills": "Fertigkeiten",
"DG.Navigation.Agent.combat": "Kampf",
"DG.Navigation.Agent.physical": "Statistiken",
"DG.Navigation.Agent.motivations": "Psychologie",
"DG.Navigation.Agent.gear": "Ausrüstung",
"DG.Navigation.Agent.personal": "Persönlich",
"DG.Navigation.Agent.bio": "Persönlich",
"DG.Navigation.Agent.bonds": "Bindungen",
"DG.About.OnlineHelp": "Systemdokumentation auf (ONLINE)",
"DG.About.OnlineHelpTooltip": "Starten des Browsers mit der Online-Hilfe von GitHub.",
"DG.About.OnlineBugTracker": "Fragen, Fehlerberichte oder Funktionsanfragen (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Browser mit GitHub-Problem-Tracker starten.",
"DG.Roll.Rolling": "Probe",
"DG.Roll.Target": "Ziel: ",
"DG.Roll.Success": "Erfolg",
"DG.Roll.Failure": "Fehlschlag",
"DG.Roll.Critical": "Kritisch",
"DG.Roll.Lethality": "Tödlichkeit",
"DG.Roll.Lethal": "Tödlich",
"DG.Roll.For": "Für",
"DG.Roll.Damage": "Schaden",
"DG.Roll.RollingDamageFor": "SCHADEN würfeln für",
"DG.Roll.Or": "Oder",
"DG.Roll.Roll": "Probe",
"DG.Physical.Wounds": "Verletzungen",
"DG.Physical.FirstAidLabel": "Erste Hilfe bereits geleistet: ",
"DG.Physical.Exhausted": "Exhausted:",
"DG.Physical.ExhaustionPenalty": "Penalty:",
"DG.Generic.AddButtonLabel": "Hinzufügen",
"DG.Mental.BreakingPoint": "Schwelle: ",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Vorfälle von Stabilitäts-Verlust, ohne verrückt zu werden",
"DG.Mental.Violence": "Gewalt",
"DG.Mental.Helplessness": "Hilflosigkeit",
"DG.Mental.AdaptedToViolence": "An Gewalt gewöhnt",
"DG.Mental.AdaptedToHelplessness": "An Hilflosigkeit gewöhnt",
"DG.Mental.Motivations": "Motivation",
"DG.Mental.Disorders": "Störung",
"DG.Gear.Weapons": "WAFFEN",
"DG.Gear.Armor": "RÜSTUNG",
"DG.Gear.OtherGear": "ANDERE AUSRÜSTUNG",
"DG.Gear.Name": "Name",
"DG.Gear.DamageOrLethality": "Schaden/ Tödlichkeit",
"DG.Gear.ArmorPiercing": "Rüstungsdurchdringung",
"DG.Gear.ArmorRating": "Rüstungsschutz",
"DG.Gear.Equipped": "Ausgerüstet",
"DG.CV.Sex": "Geschlecht",
"DG.CV.SexPlaceholder": "Geschlecht",
"DG.CV.AgeAndDoB": "Alter und Geb.",
"DG.CV.AgeAndDoBPlaceholder": "Alter und Geburtsdatum",
"DG.CV.Employer": "Arbeitgeber",
"DG.CV.EmployerPlaceholder": "Arbeitgeber oder Berufserfahrung",
"DG.CV.Nationality": "Nationalität",
"DG.CV.NationalityPlaceholder": "Nationalität",
"DG.CV.Education": "Bildung",
"DG.CV.EducationPlaceholder": "Bildung oder Training",
"DG.Bonds.Bond": "Bindung",
"DG.Bonds.Name": "Name",
"DG.Bonds.Score": "Wert",
"DG.Bonds.NewBond": "Neue Bindung",
"DG.Attributes.Tooltip.HP": "Gesundheit. Ein Charakter wird bei 2 Gesundheit bewusstlos und stirbt bei 0 Gesundheit.",
"DG.Tooltip.MaximumHP": "Die maximale Gesundheit ist der Durchschnitt von STR + KON, aufgerundet.",
"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').",
"DG.Tooltip.MaximumWP": "Der maximale WILLE ist gleich MAC.",
"DG.Attributes.Tooltip.SAN": "Klicken, um eine Stabilitäts-Probe durchzuführen...",
"DG.Tooltip.CurrentSanityPartOne": "Die aktuelle Grenze der Stabilität. Die aktuelle Belastungsschwelle ist ",
"DG.Tooltip.CurrentSanityPartTwo": ", Klicke oben auf STABILITÄT, um eine Stabilitäts-Probe durchzuführen.",
"DG.Tooltip.MaximumSanity": "Die maximale Stabilität ist gleich 99 abzüglich der Fähigkeit 'Mythos'.",
"DG.Tooltip.SkillLabel": "Klicke, um eine Fertigkeitsprobe durchzuführen.",
"DG.Tooltip.CannotRollSkillLabel": "Eine Fertigkeit mit Wert 0% kann nicht verwendet werden. Siehe Seite 28 des Agentenhandbuchs.",
"DG.Tooltip.SkillFailCheckbox": "Wenn dir eine Probe auf diese Fertigkeit misslingt (sofern die Fertigkeit mindestens 1% beträgt), markiere dieses Kästchen. Am Ende der Sitzung fügst du 1D4 Prozentpunkte zu der Fertigkeit hinzu und deaktivierst das Kästchen. Gilt nicht für die Fertigkeiten 'Mythos' und 'Ritual'. Siehe Seite 29 des Agentenhandbuchs (Skills: 'Unnatural' & 'Ritual').",
"DG.Tooltip.DistinguishingFeature": "Alleinstellungsmerkmal (ausfüllen, wenn die Punktzahl 13 oder höher bzw. 8 oder niedriger ist).",
"DG.Tooltip.x5AttributeLabel": "Klicke, um eine x5 Probe durchzuführen.",
"DG.Tooltip.FirstAidAttempted": "Sobald ein Agent 'Erste Hilfe' erhalten hat, kann er sie erst wieder in Anspruch nehmen, wenn er weiteren Schaden aus einer anderen Quelle erleidet.",
"DG.Tooltip.AdaptedToViolence": "Die 'Gewöhnung an Gewalt' ('Adapted to Violence') bedeutet, dass das Einfühlungsvermögen deines Agenten leidet, da er Gewalt nur als ein weiteres Werkzeug ansieht, das er einsetzen kann. Der Agent verliert dauerhaft 1D6 CHA und den gleichen Betrag von jedem seiner Bindungen.",
"DG.SystemName": "Delta Green",
"DG.Tooltip.AdaptedToHelplessness": "Die 'Gewöhnung an Hilflosigkeit' ('Adapted to Helplessness') bedeutet, dass der persönliche Antrieb deines Agenten leidet, da er sich von der Welt um ihn herum zurückzieht. Sobald dein Agent an die Hilflosigkeit gewöhnt ist, verliert er dauerhaft 1D6 MAC.",
"DG.Tooltip.ToggleEquippedState": "Klicke hier, um umzuschalten, ob dieser Gegenstand ausgerüstet ist oder nicht.",
"DG.Tooltip.Exhaustion": "An Agent who works too long or faces extreme danger and injury without resting becomes exhausted. When this comes into play is up to the Handler, but a good rule of thumb is that going a night without sleep or refusing to rest after losing SAN or Hit Points leads to exhaustion.",
"DG.Gear.Expense.NA": "N/A bzw Keine",
"DG.Gear.Expense.Incidental": "Zufällig",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Ungewöhnlich",
"DG.Gear.Expense.Major": "Schwierig",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.ItemWindow.Bonds.Description": "Beschreibung/ Entwicklungen",
"DG.ItemWindow.Bonds.ScoreTooltip": "Eine höhere Punktzahl steht für eine stärkere Beziehung zwischen dem Agenten und seiner Bindung.",
"DG.ItemWindow.Motivations.Attributes": "Attribute",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.Description": "Beschreibung/ Notizen",
"DG.ItemWindow.Motivations.Disorder": "Störung",
"DG.ItemWindow.Motivations.IsDisorder": "Ist Störung",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Etwas, was den Charakter antreibt.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Eine Störung ersetzt eine Motivation, nachdem du eine Belastungsschwelle erreicht hast.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Prüfe dies, wenn du eine Störung hinzufügst oder wenn eine bestehende Motivation durch den Erwerb einer Störung verloren gegangen ist.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Störung wurde \"Geheilt\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Ein kritischer Erfolg bei einer Therapie-Glücksprobe kann eine Störung 'heilen'. Die Störung kann jedoch beim nächsten Mal zurückkehren, wenn eine Belastungsschwelle erreicht wird. Siehe den Abschnitt Therapie auf den Seiten 78-79 des Agentenhandbuchs. (siehe 'Therapy')",
"DG.ItemWindow.Gear.Attributes": "Attribute",
"DG.ItemWindow.Gear.Description": "Beschreibung",
"DG.ItemWindow.Gear.NamePlaceholder": "Name",
"DG.ItemWindow.Gear.Expense": "Ausgaben",
"DG.ItemWindow.Gear.Equipped": "Ausgerüstet",
"DG.ItemWindow.Armor.Description": "Beschreibung",
"DG.ItemWindow.Armor.NamePlaceholder": "Name",
"DG.ItemWindow.Armor.ArmorRating": "Rüstungsschutz",
"DG.ItemWindow.Armor.Expense": "Ausgaben",
"DG.ItemWindow.Armor.Equipped": "Ausgerüstet",
"DG.ItemWindow.Weapons.Description": "Beschreibung",
"DG.ItemWindow.Weapons.NamePlaceholder": "Name",
"DG.ItemWindow.Weapons.Skill": "Fertigkeit",
"DG.ItemWindow.Weapons.Expense": "Ausgaben",
"DG.ItemWindow.Weapons.Damage": "Schaden",
"DG.ItemWindow.Weapons.Lethality": "Tödlichkeit",
"DG.ItemWindow.Weapons.IsLethality": "Ist tödlich",
"DG.ItemWindow.Weapons.LethalityTooltip": "Eine tödliche Waffe hat eine Chance, ein Ziel sofort zu töten. Wirf einen D100 statt eines Schadenswürfels. Wenn sie nicht tödlich ist, wird der Schaden stattdessen wie bei einer 2d10-Probe berechnet, wobei eine '00' auf dem ersten d10 einer 10 entspricht.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Prüfe dies, wenn die Waffe eine Tödlichkeit in % hat.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Rüstungsdurchdringung",
"DG.ItemWindow.Weapons.Ammo": "Munition",
"DG.ItemWindow.Weapons.Range": "Reichweite",
"DG.ItemWindow.Weapons.KillRadius": "Tötungsradius",
"DG.ModifySkillRollDialogue.Title": "Probe modifizieren",
"DG.ModifySkillRollDialogue.Test": "Probe:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Ursprüngliches Ziel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Ziel modifizieren (+/-):",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Gib hier einen positiven oder negativen Modifikator an, der zum Ziel für die Fertigkeitsprobe addiert/ abgezogen wird.",
"DG.ModifyDamageRollDialogue.Weapon": "Waffe:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Verwende dieses Feld, um den äußeren Teil der Formel zu ändern, z. B. um das Ergebnis zu verdoppeln.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Verwende dieses Feld, um einen Modifikator wie '+1' oder einen anderen Würfelbegriff wie '+1d4' hinzuzufügen.",
"DG.Roll.Inhuman": "Nicht-Menschlich",
"DG.Tooltip.AdaptedToViolence": "Die 'Gewöhnung an Gewalt' ('Adapted to Violence') bedeutet, dass das Einfühlungsvermögen deines Agenten leidet, da er Gewalt nur als ein weiteres Werkzeug ansieht, das er einsetzen kann. Der Agent verliert dauerhaft 1D6 CHA und den gleichen Betrag von jedem seiner Bindungen.",
"DG.Tooltip.BreakPoint": "Die aktuelle Belastungsschwelle, die zurückgesetzt wird, wenn die aktuelle Stabilität auf oder unter diesen Wert fällt. Die Belastungsschwelle zu Beginn ist STABILITÄT abzüglich MAC.",
"DG.Tooltip.BreakPointReset": "Belastungsschwelle zurücksetzen auf aktuelle MAC abzüglich WILLE.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Probe-Modus",
"DG.Bonds.Relationship": "Beziehung",
"DG.Tooltip.CannotRollSkillLabel": "Eine Fertigkeit mit Wert 0% kann nicht verwendet werden. Siehe Seite 28 des Agentenhandbuchs.",
"DG.Tooltip.CurrentSanityPartOne": "Die aktuelle Grenze der Stabilität. Die aktuelle Belastungsschwelle ist ",
"DG.Tooltip.CurrentSanityPartTwo": ", Klicke oben auf STABILITÄT, um eine Stabilitäts-Probe durchzuführen.",
"DG.Tooltip.DistinguishingFeature": "Alleinstellungsmerkmal (ausfüllen, wenn die Punktzahl 13 oder höher bzw. 8 oder niedriger ist).",
"DG.Tooltip.Exhaustion": "An Agent who works too long or faces extreme danger and injury without resting becomes exhausted. When this comes into play is up to the Handler, but a good rule of thumb is that going a night without sleep or refusing to rest after losing SAN or Hit Points leads to exhaustion.",
"DG.Tooltip.FirstAidAttempted": "Sobald ein Agent 'Erste Hilfe' erhalten hat, kann er sie erst wieder in Anspruch nehmen, wenn er weiteren Schaden aus einer anderen Quelle erleidet.",
"DG.Tooltip.MaximumHP": "Die maximale Gesundheit ist der Durchschnitt von STR + KON, aufgerundet.",
"DG.Tooltip.MaximumSanity": "Die maximale Stabilität ist gleich 99 abzüglich der Fähigkeit 'Mythos'.",
"DG.Tooltip.MaximumWP": "Der maximale WILLE ist gleich MAC.",
"DG.Tooltip.SkillFailCheckbox": "Wenn dir eine Probe auf diese Fertigkeit misslingt (sofern die Fertigkeit mindestens 1% beträgt), markiere dieses Kästchen. Am Ende der Sitzung fügst du 1D4 Prozentpunkte zu der Fertigkeit hinzu und deaktivierst das Kästchen. Gilt nicht für die Fertigkeiten 'Mythos' und 'Ritual'. Siehe Seite 29 des Agentenhandbuchs (Skills: 'Unnatural' & 'Ritual').",
"DG.Tooltip.SkillLabel": "Klicke, um eine Fertigkeitsprobe durchzuführen.",
"DG.Tooltip.ToggleEquippedState": "Klicke hier, um umzuschalten, ob dieser Gegenstand ausgerüstet ist oder nicht.",
"DG.Tooltip.x5AttributeLabel": "Klicke, um eine x5 Probe durchzuführen.",
"DG.TypeSkills.Art": "Kunst",
"DG.TypeSkills.Craft": "Handwerk",
"DG.TypeSkills.ForeignLanguage": "Fremdsprache",
"DG.TypeSkills.MilitaryScience": "Militärwissenschaft",
"DG.TypeSkills.Other": "Andere",
"DG.TypeSkills.Pilot": "Pilot",
"DG.TypeSkills.Science": "Wissenschaft",
"DG.TypeSkills.Subskills.Painting": "Malerei",
"DG.Sheet.BlockHeaders.Attributes": "ATTRIBUTE",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIK",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "PHYSISCHE BESCHREIBUNG / ANMERKUNGEN",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "FERTIGKEITEN UND TRAINING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPEZIALTRAINING",
"DG.Sheet.BlockHeaders.Injuries": "VERLETZUNGEN",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BELASTUNGSSCHWELLE UND GEWÖHNUNGEN",
"DG.Sheet.BlockHeaders.Adaptations": "Gewöhnungen",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONEN UND STÖRUNGEN",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSÖNLICHE INFORMATIONEN / LEBENSLAUF",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SZENARIENINFORMATIONEN",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "BINDUNGEN / BEZIEHUNGEN / KONTAKTE",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Untrainierte ausblenden",
"DG.UnnaturalSheet.NotesLabel": "Notizen",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Beschreibung der Kreatur oder Kreaturenart",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Untrainierte einblenden",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Fertigkeiten & Notizen",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Angriffe & Fähigkeiten",
"DG.NPCSheet.BreakPointAbbreviation": "BS",
"DG.ImpossibleLanscapes.IHaveSeenThe": "ICH HABE GESEHEN:",
"DG.ImpossibleLanscapes.YellowSign": "DAS GELBE ZEICHEN",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Korrum",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "piert",
"DG.ImpossibleLanscapes.Gift": "Gabe",
"DG.ImpossibleLanscapes.Insight": "Erkenntnis",
"DG.VehicleSheet.NotesTabName": "Notizen",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Fertigkeiten & Notizen",
"DG.VehicleSheet.DescriptionPlaceHolder": "Fahrzeugbeschreibung",
"DG.VehicleSheet.GearTabName": "Ausrüstung",
"DG.VehicleSheet.NotesLabel": "NOTIZEN",
"DG.VehicleSheet.DescriptionPlaceHolder": "Fahrzeugbeschreibung",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Prüfe das Kästchen einer beschädigten Bindung, bis die nächste Heimszene endet.",
"DG.Generic.ClearAll": "Proben löschen",
"DG.Generic.SanDamage": "Stabilitäts-Verlust",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Ziel",
"DG.ItemWindow.Weapons.SkillModifier": "Fertigkeitsmodifikator",
"DG.ItemWindow.Custom": "Benutzerdefiniert",
"TYPES.Item.weapon": "Waffe",
"DG.VehicleSheet.NotesTabName": "Notizen",
"TYPES.Item.armor": "Rüstung",
"TYPES.Item.motivation": "Motivation",
"TYPES.Item.bond": "Bindung",
"TYPES.Item.gear": "Ausrüstung",
"TYPES.Item.tome": "Buch",
"TYPES.Item.motivation": "Motivation",
"TYPES.Item.ritual": "Ritual",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Activation SAN Damage",
"DG.ItemWindow.Ritual.ActivationTime": "Activation Time",
"DG.ItemWindow.Ritual.ActivationCosts": "Activation Costs",
"DG.ItemWindow.Ritual.StudyTime": "Study Time",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.Messages.Skillsmark.Marked": "Diese Fähigkeit ist gekennzeichnet.",
"DG.Messages.Skillsmark.Tooltip": "Siehe S. 29 des Agentenhandbuchs"
"TYPES.Item.tome": "Buch",
"TYPES.Item.weapon": "Waffe"
}
+52 -1
View File
@@ -148,6 +148,10 @@
"DG.Navigation.Agent.motivations": "Psychological",
"DG.Navigation.Agent.gear": "Equipment",
"DG.Navigation.Agent.personal": "Personal",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Agent.bio": "Bio",
"DG.Navigation.Agent.bonds": "Bonds",
"DG.Navigation.NPC.skills": "Skills & Training",
@@ -179,11 +183,56 @@
"DG.Physical.Wounds": "Wounds",
"DG.Physical.FirstAidLabel": "First Aid Has Already Been Attempted: ",
"DG.Physical.Exhausted": "Exhausted:",
"DG.Physical.ExhaustionPenalty": "Penalty:",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.Rest": "Rest",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Generic.AddButtonLabel": "Add",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.Mental.BreakingPoint": "Breaking Point: ",
"DG.Mental.Tooltip.BreakingPoint": "When SAN falls to or below this number, Agent gains a long-term mental disorder; set a new Breaking Point to current SAN - POW. Disorders remain even if SAN later rises above a previous Breaking Point.",
"DG.Mental.Reset": "Reset",
@@ -262,6 +311,8 @@
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Check this if adding a disorder, or if an existing motivation has been lost due to gaining a disorder.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Disorder Has Been \"Cured\"",
"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.",
"DG.ItemWindow.Motivations.AcuteEpisode": "Acute Episode",
"DG.ItemWindow.Motivations.AcuteEpisodeTooltip": "While checked, transferred active effects on this motivation apply to the agent.",
"DG.ItemWindow.Gear.Attributes": "Attributes",
"DG.ItemWindow.Gear.Description": "Description",
+366 -368
View File
@@ -1,50 +1,295 @@
{
"DG.SystemName": "Delta Green",
"DG.About.Changelog": "Registro de cambios (en línea)",
"DG.About.Copyright": "Publicado por Arc Dream Publishing de acuerdo a la Delta Green Partnership. La propiedad intelectual conocida como Delta Green es una marca comercial y derechos de autor de la Delta Green Partnership, que ha licenciado su uso en este sistema.",
"DG.About.License": "Los contenidos de este sistema están licenciados según los términos incluidos en este <a href=\"systems/deltagreen/LICENSE.txt\">documento</a>, excepto aquellos elementos que son parte de la propiedad intelectual de Delta Green.",
"DG.About.OnlineBugTracker": "Preguntas, errores y petición de nuevas funcionalidades.",
"DG.About.OnlineBugTrackerTooltip": "Abre la página de GitHub en el navegador con la página de notificación de errores.",
"DG.About.OnlineHelp": "Documentación del sistema",
"DG.About.OnlineHelpTooltip": "Abre la página de GitHub en el navegador con la página de ayuda.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "Apellido, nombre, alias o nombre en código",
"DG.RollLuck": "Tira Suerte",
"DG.Luck": "Suerte",
"DG.AgentSheet.ProfessionPlaceholder": "Profesión (rango, si es necesario)",
"DG.Attributes.HP": "Puntos de salud (PS)",
"DG.Attributes.SAN": "Puntos de Cordura (COR)",
"DG.Attributes.Tooltip.HP": "Los puntos de Salud representan la cantidad de daño que tu Agente puede soportar. Cuando resulte herido, resta el daño de sus PS. Cuando tu Agente llegue a 2 PS, queda inconsciente. Cuando tu Agente llegue a 0 PS, muere. Los puntos de Salud se pueden recuperar mediante reposo y atención médica.",
"DG.Attributes.Tooltip.SAN": "Los puntos de Cordura representan la salud mental o, dicho de otra manera, la cantidad de traumas psicológicos o exposición a lo Antinatural que tu Agente puede soportar antes de caer en la demencia. En los momentos de trauma psicológico, tu Agente debe hacer una prueba de Cordura buscando un resultado igual o inferior a su COR con 1D100. Si la tirada falla, tu Agente pierde COR (consulta CORDURA en la página 64). Los puntos de Cordura se pueden recuperar mediante terapia psiquiátrica o la neutralización de amenazas antinaturales. Cuando tu Agente baje hasta los 0 puntos de Cordura, entra en un estado de demencia irreversible y se convierte en un PNJ de manera permanente bajo el control del Supervisor.",
"DG.Attributes.Tooltip.WP": "Los puntos de Voluntad representan la fortaleza mental, y disminuyen cuando tu Agente trata de suprimir los síntomas de las enfermedades mentales (consulta RESISTIRSE A LA DEMENCIA en la página 73), cuando acaba agotado (consulta AGOTAMIENTO en la página 47), cuando intenta resistir contra la persuasión (consulta INTERROGATORIO en la página 168), cuando acaba quemado a nivel emocional (consulta PIFIA en la página 44) o cuando trata de avivar fenómenos antinaturales. Cuando tu Agente llegue a 2 PV, sufre un colapso emocional transitorio. Cuando tu Agente llegue a 0 PV, queda inconsciente. Los puntos de Voluntad se pueden recuperar mediante el reposo (consulta PUNTOS DE VOLUNTAD en la página 47).",
"DG.Attributes.Tooltip.cha": "Encanto, liderazgo y atractivo personal. Podría indicar atractivo físico.",
"DG.Attributes.Tooltip.con": "Salud y resiliencia física.",
"DG.Attributes.Tooltip.dex": "Agilidad, coordinación y ligereza.",
"DG.Attributes.Tooltip.int": "La capacidad de un Agente para recordar, conectar o darse cuenta de las cosas. Junto a su profesión, indica su educación y brillantez en general.",
"DG.Attributes.Tooltip.pow": "Fuerza de personalidad, motivación y resiliencia física.",
"DG.Attributes.Tooltip.str": "Potencia física, tamaño y musculatura.",
"DG.Attributes.WP": "Puntos de voluntad (PV)",
"DG.Attributes.cha": "CAR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.str": "FUE",
"DG.Bonds.Bond": "Lazo",
"DG.Bonds.Name": "Nombre",
"DG.Bonds.NewBond": "Nuevo lazo",
"DG.Bonds.Relationship": "Relación",
"DG.Bonds.Score": "Valor",
"DG.CV.AgeAndDoB": "Edad y f. de nac.",
"DG.CV.AgeAndDoBPlaceholder": "Edad y fecha de nacimiento",
"DG.CV.Education": "Educación",
"DG.CV.EducationPlaceholder": "Educación y entrenamiento",
"DG.CV.Employer": "Empleador",
"DG.CV.EmployerPlaceholder": "Empleador y vida laboral",
"DG.CV.Nationality": "Nacionalidad",
"DG.CV.NationalityPlaceholder": "Nacionalidad",
"DG.CV.Sex": "Género",
"DG.CV.SexPlaceholder": "Género",
"DG.FallbackText.newItem": "Nuevo {type}",
"DG.Skills.accounting": "Contabilidad",
"DG.Skills.alertness": "Alerta",
"DG.Skills.anthropology": "Antropología",
"DG.Skills.archeology": "Arqueología",
"DG.Skills.artillery": "Artillería",
"DG.Skills.athletics": "Atletismo",
"DG.Skills.bureaucracy": "Burocracia",
"DG.Skills.computer_science": "Informática",
"DG.Skills.criminology": "Criminología",
"DG.Skills.demolitions": "Demoliciones",
"DG.Skills.disguise": "Disfraz",
"DG.Skills.dodge": "Esquiva",
"DG.Skills.drive": "Conducción",
"DG.Skills.firearms": "Armas de fuego",
"DG.Skills.first_aid": "Primeros auxilios",
"DG.Skills.forensics": "Ciencia forense",
"DG.Skills.heavy_machiner": "Maquinaria pesada",
"DG.Skills.heavy_weapons": "Armas pesadas",
"DG.Skills.history": "Historia",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Derecho",
"DG.Skills.medicine": "Medicina",
"DG.Skills.melee_weapons": "Armas cuerpo a cuerpo",
"DG.Skills.navigate": "Orientación",
"DG.Skills.occult": "Ocultismo",
"DG.Skills.persuade": "Persuasión",
"DG.Skills.pharmacy": "Farmacia",
"DG.Skills.psychotherapy": "Psicoterapia",
"DG.Skills.ride": "Montar",
"DG.Skills.search": "Búsqueda",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Sigilo",
"DG.Skills.surgery": "Cirugía",
"DG.Skills.survival": "Supervivencia",
"DG.Skills.swim": "Nadar",
"DG.Skills.unarmed_combat": "Combate sin armas",
"DG.Skills.unnatural": "Antinatural",
"DG.Skills.flight": "Volar",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.ArmorPiercing": "Perforación de armadura",
"DG.Gear.ArmorRating": "Clasificación de armadura",
"DG.Gear.DamageOrLethality": "Daño/letalidad",
"DG.Gear.Equipped": "Equipado",
"DG.Gear.Expense.Extreme": "Extremo",
"DG.Gear.Expense.Incidental": "Imprevisto",
"DG.Gear.Expense.Major": "Considerable",
"DG.Gear.Expense.NA": "N/A o ninguno",
"DG.Gear.Expense.Standard": "Corriente",
"DG.Gear.Expense.Unusual": "Extraordinario",
"DG.Gear.Name": "Nombre",
"DG.Gear.OtherGear": "OTRO EQUIPO",
"DG.Gear.Rituals": "RITUALES",
"DG.Gear.Tomes": "TOMOS",
"DG.Gear.WeaponTypes.Firearms": "Armas de fuego",
"DG.Gear.WeaponTypes.Melee": "Cuerpo a cuerpo",
"DG.Gear.Weapons": "ARMAS",
"DG.Generic.AddButtonLabel": "Añadir",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Marca el cuadro de comprobación de lazo dañado hasta que termine la próxima escena de hogar.",
"DG.Generic.ClearAll": "Borrar todo",
"DG.Generic.SanDamage": "Daño COR",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "ción",
"DG.ImpossibleLanscapes.Gift": "Don",
"DG.ImpossibleLanscapes.IHaveSeenThe": "He visto el ",
"DG.ImpossibleLanscapes.Insight": "Visión",
"DG.ImpossibleLanscapes.YellowSign": "Signo Amarillo",
"DG.ItemWindow.Armor.ArmorRating": "Armadura",
"DG.ItemWindow.Armor.Description": "Descripción",
"DG.ItemWindow.Armor.Equipped": "Equipado",
"DG.ItemWindow.Armor.Expense": "Gasto",
"DG.ItemWindow.Armor.NamePlaceholder": "Nombre",
"DG.ItemWindow.Bonds.Description": "Descripción/desarrollo",
"DG.ItemWindow.Bonds.ScoreTooltip": "Una puntuación más alta representa una relación más fuerte entre el agente y el lazo.",
"DG.ItemWindow.Custom": "Personalizado",
"DG.ItemWindow.Gear.Attributes": "Atributos",
"DG.ItemWindow.Gear.Description": "Descripción",
"DG.ItemWindow.Gear.Equipped": "Equipado",
"DG.ItemWindow.Gear.Expense": "Gasto",
"DG.ItemWindow.Gear.NamePlaceholder": "Nombre",
"DG.ItemWindow.Motivations.Attributes": "Atributos",
"DG.ItemWindow.Motivations.Description": "Descripción/notas",
"DG.ItemWindow.Motivations.Disorder": "Trastorno",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "El trastorno ha sido curado.",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un éxito crítico en una tirada de suerte terapéutica puede 'curar' un trastorno. Sin embargo, puede regresar la próxima vez que se alcance un punto de ruptura. Consulte la sección Ir a terapia en las páginas 78-79 del Manual del Agente.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Un trastorno reemplaza una motivación después de llegar al punto de ruptura.",
"DG.ItemWindow.Motivations.IsDisorder": "Trastorno",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marque esta opción si agrega un trastorno o si se ha perdido una motivación existente debido a la adquisición de un trastorno.",
"DG.ItemWindow.Motivations.Motivation": "Motivación",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Algo que impulsa al personaje.",
"DG.ItemWindow.Ritual.ActivationCosts": "Coste de activación",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "COR activación",
"DG.ItemWindow.Ritual.ActivationTime": "Tiempo de activación",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "COR aprendizaje",
"DG.ItemWindow.Ritual.StudyTime": "Tiempo de estudio",
"DG.ItemWindow.Tome.Description": "Descripción",
"DG.ItemWindow.Tome.HandlerNotes": "Notas | Controlador",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Datos | Controlador",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Idioma",
"DG.ItemWindow.Tome.OccultIncrease": "Incremento de % ocultismo",
"DG.ItemWindow.Tome.StudySanityDamage": "Pérdida de Cordura al estudiarlo",
"DG.ItemWindow.Tome.StudyTime": "Tiempo de estudio",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Incremento de % sobrenatural",
"DG.ItemWindow.Weapons.Ammo": "Munición",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforación",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Objetivo",
"DG.ItemWindow.Weapons.Damage": "Daño",
"DG.ItemWindow.Weapons.Description": "Descripción",
"DG.ItemWindow.Weapons.Expense": "Gasto",
"DG.ItemWindow.Weapons.IsLethality": "Letal",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marca si el arma tiene un % de letalidad asociada.",
"DG.ItemWindow.Weapons.KillRadius": "Radio muerte",
"DG.ItemWindow.Weapons.Lethality": "Letalidad",
"DG.ItemWindow.Weapons.LethalityTooltip": "Un arma letal tiene la oportunidad de matar instantáneamente a un objetivo. Tira 1D100 en lugar de un dado de daño. Si no es letal, el daño se calcula en su lugar tirando 2d10, donde un '00' en el primer d10 es igual a 10.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nombre",
"DG.ItemWindow.Weapons.Range": "Alcance",
"DG.ItemWindow.Weapons.Skill": "Habilidad",
"DG.ItemWindow.Weapons.SkillModifier": "Mod. habilidad",
"DG.Luck": "Suerte",
"DG.Mental.AdaptedToHelplessness": "Adaptado a la indefensión",
"DG.Mental.AdaptedToViolence": "Adaptado a la violencia",
"DG.Mental.BreakingPoint": "Punto de ruptura: ",
"DG.Mental.Disorders": "Desórdenes",
"DG.Mental.Helplessness": "Indefensión",
"DG.Mental.Motivations": "Motivaciones",
"DG.Mental.Reset": "Borrar",
"DG.Mental.SanityLossIncidentsLabel": "Incidentes de perdida de COR sin llegar a la demencia",
"DG.Mental.Tooltip.BreakingPoint": "Cuando se falla una tirada de COR y la tirada es igual o está por debajo de este valor, el Agente gana un nuevo trastorno mental; ajusta el nuevo punto de ruptura a la COR actual - POD. Los trastornos se mantienen incluso si la COR vuelve a subir por encima del punto de ruptura anterior.",
"DG.Mental.Tooltip.Helplessness": "Adaptándose a la indefensión: tras perder COR tres veces debido a la indefensión sin volverte loco te endureces. Tienes éxito automáticamente en las tiradas de COR por indefensión, pero pierdes permanentemente 1D6 POD. Manual del agente, página 73.",
"DG.Mental.Tooltip.Violence": "Adaptándose a la violencia: tras perder COR tres veces debido a la violencia sin volverte loco te endureces. Tienes éxito automáticamente en las tiradas de COR por violencia, pero pierdes permanentemente 1D6 CAR y la misma cantidad de cada Lazo. Manual del agente, página 73.",
"DG.Mental.Violence": "Violencia",
"DG.Messages.Skillsmark.Marked": "Habilidad marcada",
"DG.Messages.Skillsmark.Tooltip": "Consulte la página 29 del Manual del Agente",
"DG.MissionPaused": "Misión en pausa",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilice este campo para añadir un modificador como '+1' u otro término como '+1d4'.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilice este campo para modificar la fórmula, como duplicar el resultado.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Dar un modificador positivo o negativo aquí para sumar o restar al objetivo en la chequeo de habilidades.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Valor original",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificador",
"DG.ModifySkillRollDialogue.Test": "Tirada",
"DG.ModifySkillRollDialogue.Title": "Modificar tirada",
"DG.NPCSheet.BreakPointAbbreviation": "PR",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Trasfondo",
"DG.Navigation.Agent.bonds": "Lazos",
"DG.Navigation.Agent.combat": "Combate",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Equipo",
"DG.Navigation.Agent.motivations": "Salud mental",
"DG.Navigation.Agent.personal": "Personal",
"DG.Navigation.Agent.physical": "Características",
"DG.Navigation.Agent.skills": "Habilidades",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.NPC.gear": "Ataques y atributos",
"DG.Navigation.NPC.skills": "Habilidades y entrenamiento",
"DG.Navigation.Vehicle.gear": "Equipo",
"DG.Navigation.Vehicle.notes": "Notas",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Penalizador:",
"DG.Physical.FirstAidLabel": "Ya se han aplicado primeros auxilios: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Heridas",
"DG.Ritual.Name": "Nombre",
"DG.Roll.CriticalFailure": "¡Pífia!",
"DG.Roll.CriticalSuccess": "¡Crítico!",
"DG.Roll.Damage": "Daño",
"DG.Roll.Failure": "Fallo",
"DG.Roll.For": "Para",
"DG.Roll.Inhuman": "Inhumano",
"DG.Roll.Lethal": "Letal",
"DG.Roll.Lethality": "Letalidad",
"DG.Roll.Or": "O",
"DG.Roll.Roll": "Tirar",
"DG.Roll.Rolling": "Tirando",
"DG.Roll.RollingDamageFor": "Tirando daño para",
"DG.Roll.Success": "Éxito",
"DG.Roll.Target": "Objetivo: ",
"DG.RollLuck": "Tira Suerte",
"DG.RollMode": "Modo de tirada",
"DG.Settings.Saved": "Los ajustes han sido guardados.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Siempre mostrar la sección de objetos de hipergeometría, incluso si no se tienen objetos de este tipo.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Mostrar sección de hipergeometría",
"DG.Settings.charactersheet.cowboys": "Los vaqueros",
"DG.Settings.charactersheet.hint": "Elegir el estilo de las hojas de personaje. 'Programa' se ajusta a una agencia gubernamental moderna, mientras que 'Vaquero/Forajido' es antiguo, crudo, estilo vieja máquina de escribir.",
"DG.Settings.charactersheet.name": "Estilo de hoja de personaje",
"DG.Settings.charactersheet.outlaws": "Los forajidos",
"DG.Settings.charactersheet.program": "El programa",
"DG.Settings.keepSanityPrivate.hint": "Ocultar la COR a los jugadores, tanto en la hoja de personaje como en las tiradas.",
"DG.Settings.keepSanityPrivate.name": "Mantener COR privada",
"DG.Settings.showImpossibleLandscapesContent.hint": "Mostrar los campos específicos de Impossible Landscapes en las hojas de personaje.",
"DG.Settings.showImpossibleLandscapesContent.name": "Mostrar Impossible Landscapes",
"DG.Settings.skillFailure.hint": "Active este ajuste para activar la casilla al fallar una habilidad. El Supervisor puede deshacer esta acción desde la tarjeta del chat de la tirada.",
"DG.Settings.skillFailure.name": "Marcar automáticamente fallo en habilidad",
"DG.Settings.skillImprovementFormula.1": "+1 simple",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.skillImprovementFormula.hint": " Por defecto 1d4. Debe haber varias erratas al respecto, escoje el dado que vaya mejor con el ritmo de tu partida.",
"DG.Settings.skillImprovementFormula.name": "Tirada de mejora de habilidad",
"DG.Settings.skillTooltipDisplay.hint": "Escoge cuando mostrar las burbujas informativas de las habilidades en las hojas de Agentes.",
"DG.Settings.skillTooltipDisplay.hover": "Al pasar el ratón (por defecto)",
"DG.Settings.skillTooltipDisplay.hoverShift": "Al pasar el ratón + Mayús",
"DG.Settings.skillTooltipDisplay.name": "Mostrar burbujas informativas",
"DG.Settings.skillTooltipDisplay.never": "Nunca",
"DG.Settings.sortskills.hint": "Si se habilita, se ordena por columna. Si no, se ordena por fila.",
"DG.Settings.sortskills.name": "Ordenar habilidades por columna",
"DG.SettingsMenu.automation.label": "Menú de automatización",
"DG.SettingsMenu.automation.name": "Menú de automatización",
"DG.SettingsMenu.automation.title": "Menú de ajustes",
"DG.SettingsMenu.handler.label": "Ajustes del Supervisor",
"DG.SettingsMenu.handler.name": "Ajustes del Supervisor",
"DG.SettingsMenu.handler.title": "Ajustes solo para el Supervisor",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptaciones",
"DG.Sheet.BlockHeaders.Attributes": "ATRIBUTOS",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "LAZOS, RELACIONES Y CONTACTOS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PUNTO DE RUPTURA Y ADAPTACIONES",
"DG.Sheet.BlockHeaders.Injuries": "HERIDAS",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVACIONES Y TRANSTORNOS MENTALES",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "INFORMACIÓN PERSONAL Y CURRÍCULO",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "DESCRIPCIÓN FÍSICA Y NOTAS",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMACIÓN DEL ESCENARIO",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "HABILIDADES Y ENTRENAMIENTO",
"DG.Sheet.BlockHeaders.SpecialTraining": "ENTRENAMIENTO ESPECIAL",
"DG.Sheet.BlockHeaders.Statistics": "CARACTERÍSTICAS",
"DG.Sheet.class.agent": "Hoja de agente",
"DG.Sheet.class.item": "Hoja de objeto",
"DG.Sheet.class.npc": "Hoja de PNJ",
"DG.Sheet.class.unnatural": "Hoja de antinatural",
"DG.Sheet.class.vehicle": "Hoja de vehículo",
"DG.Skills.AddSkill": "Añadir habilidad",
"DG.Skills.AddTypedOrCustomSkill": "Añadir tipo o habilidad personalizada",
"DG.Skills.Apply": "Aplicar",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Mejoradas las siguientes habilidades en <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Afecta a las habilidades siguientes: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Mejorar habilidades según la formula siguiente: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.Title": "Aplicar mejoras de habilidad",
"DG.Skills.ApplySkillImprovements.Warning": "No hay habilidades falladas que mejorar.",
"DG.Skills.EditSkill": "Editar habilidad",
"DG.Skills.EditTypedOrCustomSkill": "Editar habilidad personalizada o de tipo",
"DG.Skills.SkillGroup": "Habilidad de grupo",
"DG.Skills.SkillName": "Nombre de la habilidad",
"DG.Skills.ToggleEditDeleteSkills": "Editar/eliminar habilidades",
"DG.Skills.Tooltip.accounting": "El estudio de las finanzas y los negocios. Úsala para localizar anomalías en informes financieros como, por ejemplo, una cuenta bancaria oculta o blanqueo de dinero.",
"DG.Skills.Tooltip.alertness": "La Alerta detecta el peligro. Úsala para escuchar cómo se quita el seguro de un arma, para entender los balbuceos al otro lado de una pared, para detectar el bulto de una pistola debajo de una chaqueta o para atrapar a alguien que está intentando escabullirse mediante Sigilo.",
"DG.Skills.Tooltip.anthropology": "El estudio de las culturas humanas vivas. Úsala para entender valores morales, creencias religiosas y costumbres, y para identificar (pero no traducir) idiomas desconocidos. Mientras que la Historia trata sobre el pasado y la Arqueología estudia los restos físicos, la Antropología trata sobre el comportamiento de las culturas vivas, cómo se relacionan con el resto y su punto de vista acerca de las otras y del pasado.",
@@ -82,37 +327,45 @@
"DG.Skills.Tooltip.swim": "La mayoría de los Agentes saben nadar como pasatiempo. Usa la habilidad Natación durante una crisis peligrosa: recorrer una larga distancia en aguas movidas, evitar que alguien se ahogue o subirte a un barco antes de que la cosa con tentáculos de ahí debajo te agarre.",
"DG.Skills.Tooltip.unarmed_combat": "Autodefensa. Una pelea entre combatientes no entrenados a menudo implica más empujones y gritos que violencia real. Usa el Combate sin armas para lastimar o matar a un oponente con las manos de tu Agente (o los pies, codos, dientes o cabeza).",
"DG.Skills.Tooltip.unnatural": "Conocimiento acerca de los secretos más fundamentales y desgarradores del universo. Úsala para recordar, reconocer o investigar hechos sobre todo aquello que los humanos consideran antinatural. Esto va mucho más allá del ocultismo, porque la habilidad Antinatural representa cosas que existen de verdad. Utilízala para poder filtrar información de los confines más oscuros de los mitos y el folclore y reconocer qué partes son ciertas. El valor de COR de tu Agente nunca puede ser superior a 99 menos su valor de habilidad Antinatural.",
"DG.Skills.AddTypedOrCustomSkill": "Añadir tipo o habilidad personalizada",
"DG.Skills.ToggleEditDeleteSkills": "Editar/eliminar habilidades",
"DG.Skills.AddSkill": "Añadir habilidad",
"DG.Skills.Apply": "Aplicar",
"DG.Skills.ApplySkillImprovements.Title": "Aplicar mejoras de habilidad",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Mejoradas las siguientes habilidades en <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Mejorar habilidades según la formula siguiente: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Afecta a las habilidades siguientes: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.Warning": "No hay habilidades falladas que mejorar.",
"DG.Skills.EditTypedOrCustomSkill": "Editar habilidad personalizada o de tipo",
"DG.Skills.EditSkill": "Editar habilidad",
"DG.Skills.SkillGroup": "Habilidad de grupo",
"DG.Skills.SkillName": "Nombre de la habilidad",
"DG.TypeSkills.Art": "Arte",
"DG.TypeSkills.Craft": "Oficio",
"DG.TypeSkills.ForeignLanguage": "Idioma extranjero",
"DG.TypeSkills.MilitaryScience": "Ciencias militares",
"DG.TypeSkills.Pilot": "Pilotar",
"DG.TypeSkills.Science": "Ciencia",
"DG.TypeSkills.Other": "Otra",
"DG.TypeSkills.Tooltip.Art": "Pericia en la creación o representación de una obra que genera emoción y opinión. También incluye el conocimiento de técnicas y tendencias en tu campo, y la capacidad de distinguir las piezas reales de las falsas de un creador concreto. Cualquiera puede dibujar un boceto, pero la habilidad Arte refleja conocimiento, práctica y talento. Cada tipo de Arte es una habilidad independiente: Actuación, Canto, Danza, Escritura creativa, Escritura de guiones, Escultura, Falsificación, Flauta, Guitarra, Pintura, Poesía, Violín, etc.",
"DG.TypeSkills.Tooltip.Craft": "Creación y reparación de herramientas y estructuras sofisticadas. Un trabajo que la mayoría de gente podría averiguar cómo se hace no requiere la habilidad Oficio, solo una prueba de INT o DES. Usa Oficio para el trabajo especializado que requiere formación: Oficio (Electricista) para cambiar el cableado a una casa, hacer el puente a un vehículo con rapidez, intervenir un teléfono o una línea de datos o identificar señales de sabotaje eléctrico; Oficio (Mecánica) para ensamblar apresuradamente una máquina o hacer que un motor averiado vuelva a funcionar… o para sabotear uno de manera que no se pueda volver a reparar; Oficio (Cerrajería) para abrir una cerradura sin la llave; Oficio (Armería) para reparar un arma de fuego estropeada. El Supervisor decide si una tarea concreta requiere un Oficio o no. Cada tipo de Oficio es una habilidad independiente: Armería, Arquitectura, Carpintería, Cerrajería, Electricista, Fontanería, Mecánica, Microelectrónica, etc.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Soltura con otro idioma. Cada idioma extranjero es una habilidad independiente. Tener un 20% permite comunicar ideas sencillas; al llegar a 50%, tu Agente habla y lee como un nativo. Cuanto mayor es el valor de tu habilidad, mayor es la complejidad de información que tu Agente comprende y menor el tiempo que necesita para ello. No necesitas tirar los dados a no ser que el Supervisor diga que la situación es excepcionalmente difícil. A discreción del Supervisor, tener formación especial podría permitir el uso de la misma habilidad con un idioma de la misma familia.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Conocimiento de la cultura militar, sus técnicas y sus regulaciones. Úsala para identificar amenazas en un campo de batalla, determinar alcances precisos, reconocer puntos débiles en una fortificación, deducir el nivel de entrenamiento de un soldado o una unidad, reconstruir los sucesos de una batalla o desplegar fuerzas de manera ventajosa en combate. Cada tipo de Ciencia militar es una habilidad independiente. Los tipos más comunes son Tierra, Mar y Aire.",
"DG.TypeSkills.Tooltip.Pilot": "Pilotar, manejar y capitanear vehículos marítimos, aéreos o espaciales. Úsala para mantener una nave a salvo en una crisis como, por ejemplo, una tormenta o una persecución peligrosa. Cada tipo de nave es una habilidad independiente: Avión, Dron, Helicóptero, Barca, Barco, Lanzadera espacial, etc. A discreción del Supervisor, la habilidad con un tipo de nave podría permitir pilotar otro tipo de nave relacionado.",
"DG.TypeSkills.Tooltip.Science": "El estudio profundo de los procesos que rigen nuestro mundo. Esta habilidad implica más que la educación común del colegio: cualquier persona puede hacer una prueba de INT para recordar algo de una clase del instituto. La Ciencia se usa para dar con un conocimiento clave sobre el modo en que funciona el universo… o, al menos, el modo en que debería funcionar. Cada Ciencia es una habilidad independiente: Astronomía, Biología, Botánica, Ciencias Planetarias, Física, Genética, Geología, Ingeniería, Matemáticas, Meteorología, Química, Zoología, etc.",
"DG.TypeSkills.Tooltip.Other": "Otra",
"DG.Skills.accounting": "Contabilidad",
"DG.Skills.alertness": "Alerta",
"DG.Skills.anthropology": "Antropología",
"DG.Skills.archeology": "Arqueología",
"DG.Skills.artillery": "Artillería",
"DG.Skills.athletics": "Atletismo",
"DG.Skills.bureaucracy": "Burocracia",
"DG.Skills.computer_science": "Informática",
"DG.Skills.criminology": "Criminología",
"DG.Skills.demolitions": "Demoliciones",
"DG.Skills.disguise": "Disfraz",
"DG.Skills.dodge": "Esquiva",
"DG.Skills.drive": "Conducción",
"DG.Skills.firearms": "Armas de fuego",
"DG.Skills.first_aid": "Primeros auxilios",
"DG.Skills.flight": "Volar",
"DG.Skills.forensics": "Ciencia forense",
"DG.Skills.heavy_machiner": "Maquinaria pesada",
"DG.Skills.heavy_weapons": "Armas pesadas",
"DG.Skills.history": "Historia",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Derecho",
"DG.Skills.medicine": "Medicina",
"DG.Skills.melee_weapons": "Armas cuerpo a cuerpo",
"DG.Skills.navigate": "Orientación",
"DG.Skills.occult": "Ocultismo",
"DG.Skills.persuade": "Persuasión",
"DG.Skills.pharmacy": "Farmacia",
"DG.Skills.psychotherapy": "Psicoterapia",
"DG.Skills.ride": "Montar",
"DG.Skills.ritual": "Ritual",
"DG.Skills.search": "Búsqueda",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Sigilo",
"DG.Skills.surgery": "Cirugía",
"DG.Skills.survival": "Supervivencia",
"DG.Skills.swim": "Nadar",
"DG.Skills.unarmed_combat": "Combate sin armas",
"DG.Skills.unnatural": "Antinatural",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Añadir entrenamiento especial",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Habilidades personalizadas/de tipo",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Habilidades",
@@ -121,317 +374,62 @@
"DG.SpecialTraining.Dialog.NameLabel": "Nombre",
"DG.SpecialTraining.Dialog.SkillLabel": "Habilidad o característica",
"DG.SpecialTraining.Dialog.Title": "Crear/editar entrenamiento especial",
"DG.Attributes.HP": "Puntos de salud (PS)",
"DG.Attributes.WP": "Puntos de voluntad (PV)",
"DG.Attributes.SAN": "Puntos de Cordura (COR)",
"DG.Attributes.str": "FUE",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.cha": "CAR",
"DG.Attributes.Tooltip.HP": "Los puntos de Salud representan la cantidad de daño que tu Agente puede soportar. Cuando resulte herido, resta el daño de sus PS. Cuando tu Agente llegue a 2 PS, queda inconsciente. Cuando tu Agente llegue a 0 PS, muere. Los puntos de Salud se pueden recuperar mediante reposo y atención médica.",
"DG.Attributes.Tooltip.WP": "Los puntos de Voluntad representan la fortaleza mental, y disminuyen cuando tu Agente trata de suprimir los síntomas de las enfermedades mentales (consulta RESISTIRSE A LA DEMENCIA en la página 73), cuando acaba agotado (consulta AGOTAMIENTO en la página 47), cuando intenta resistir contra la persuasión (consulta INTERROGATORIO en la página 168), cuando acaba quemado a nivel emocional (consulta PIFIA en la página 44) o cuando trata de avivar fenómenos antinaturales. Cuando tu Agente llegue a 2 PV, sufre un colapso emocional transitorio. Cuando tu Agente llegue a 0 PV, queda inconsciente. Los puntos de Voluntad se pueden recuperar mediante el reposo (consulta PUNTOS DE VOLUNTAD en la página 47).",
"DG.Attributes.Tooltip.SAN": "Los puntos de Cordura representan la salud mental o, dicho de otra manera, la cantidad de traumas psicológicos o exposición a lo Antinatural que tu Agente puede soportar antes de caer en la demencia. En los momentos de trauma psicológico, tu Agente debe hacer una prueba de Cordura buscando un resultado igual o inferior a su COR con 1D100. Si la tirada falla, tu Agente pierde COR (consulta CORDURA en la página 64). Los puntos de Cordura se pueden recuperar mediante terapia psiquiátrica o la neutralización de amenazas antinaturales. Cuando tu Agente baje hasta los 0 puntos de Cordura, entra en un estado de demencia irreversible y se convierte en un PNJ de manera permanente bajo el control del Supervisor.",
"DG.Attributes.Tooltip.str": "Potencia física, tamaño y musculatura.",
"DG.Attributes.Tooltip.con": "Salud y resiliencia física.",
"DG.Attributes.Tooltip.dex": "Agilidad, coordinación y ligereza.",
"DG.Attributes.Tooltip.int": "La capacidad de un Agente para recordar, conectar o darse cuenta de las cosas. Junto a su profesión, indica su educación y brillantez en general.",
"DG.Attributes.Tooltip.pow": "Fuerza de personalidad, motivación y resiliencia física.",
"DG.Attributes.Tooltip.cha": "Encanto, liderazgo y atractivo personal. Podría indicar atractivo físico.",
"DG.Navigation.Agent.skills": "Habilidades",
"DG.Navigation.Agent.combat": "Combate",
"DG.Navigation.Agent.physical": "Características",
"DG.Navigation.Agent.motivations": "Salud mental",
"DG.Navigation.Agent.gear": "Equipo",
"DG.Navigation.Agent.personal": "Personal",
"DG.Navigation.Agent.bio": "Trasfondo",
"DG.Navigation.Agent.bonds": "Lazos",
"DG.Navigation.NPC.skills": "Habilidades y entrenamiento",
"DG.Navigation.NPC.gear": "Ataques y atributos",
"DG.Navigation.Vehicle.gear": "Equipo",
"DG.Navigation.Vehicle.notes": "Notas",
"DG.About.Changelog": "Registro de cambios (en línea)",
"DG.About.Copyright": "Publicado por Arc Dream Publishing de acuerdo a la Delta Green Partnership. La propiedad intelectual conocida como Delta Green es una marca comercial y derechos de autor de la Delta Green Partnership, que ha licenciado su uso en este sistema.",
"DG.About.License": "Los contenidos de este sistema están licenciados según los términos incluidos en este <a href=\"systems/deltagreen/LICENSE.txt\">documento</a>, excepto aquellos elementos que son parte de la propiedad intelectual de Delta Green.",
"DG.About.OnlineHelp": "Documentación del sistema",
"DG.About.OnlineHelpTooltip": "Abre la página de GitHub en el navegador con la página de ayuda.",
"DG.About.OnlineBugTracker": "Preguntas, errores y petición de nuevas funcionalidades.",
"DG.About.OnlineBugTrackerTooltip": "Abre la página de GitHub en el navegador con la página de notificación de errores.",
"DG.Roll.Rolling": "Tirando",
"DG.Roll.Target": "Objetivo: ",
"DG.Roll.Success": "Éxito",
"DG.Roll.Failure": "Fallo",
"DG.Roll.CriticalSuccess": "¡Crítico!",
"DG.Roll.CriticalFailure": "¡Pífia!",
"DG.Roll.Lethality": "Letalidad",
"DG.Roll.Lethal": "Letal",
"DG.Roll.For": "Para",
"DG.Roll.Damage": "Daño",
"DG.Roll.RollingDamageFor": "Tirando daño para",
"DG.Roll.Or": "O",
"DG.Roll.Roll": "Tirar",
"DG.Physical.Wounds": "Heridas",
"DG.Physical.FirstAidLabel": "Ya se han aplicado primeros auxilios: ",
"DG.Physical.Exhausted": "Exhausto:",
"DG.Physical.ExhaustionPenalty": "Penalizador:",
"DG.Generic.AddButtonLabel": "Añadir",
"DG.Mental.BreakingPoint": "Punto de ruptura: ",
"DG.Mental.Tooltip.BreakingPoint": "Cuando se falla una tirada de COR y la tirada es igual o está por debajo de este valor, el Agente gana un nuevo trastorno mental; ajusta el nuevo punto de ruptura a la COR actual - POD. Los trastornos se mantienen incluso si la COR vuelve a subir por encima del punto de ruptura anterior.",
"DG.Mental.Reset": "Borrar",
"DG.Mental.SanityLossIncidentsLabel": "Incidentes de perdida de COR sin llegar a la demencia",
"DG.Mental.Violence": "Violencia",
"DG.Mental.Tooltip.Violence": "Adaptándose a la violencia: tras perder COR tres veces debido a la violencia sin volverte loco te endureces. Tienes éxito automáticamente en las tiradas de COR por violencia, pero pierdes permanentemente 1D6 CAR y la misma cantidad de cada Lazo. Manual del agente, página 73.",
"DG.Mental.Helplessness": "Indefensión",
"DG.Mental.Tooltip.Helplessness": "Adaptándose a la indefensión: tras perder COR tres veces debido a la indefensión sin volverte loco te endureces. Tienes éxito automáticamente en las tiradas de COR por indefensión, pero pierdes permanentemente 1D6 POD. Manual del agente, página 73.",
"DG.Mental.AdaptedToViolence": "Adaptado a la violencia",
"DG.Mental.AdaptedToHelplessness": "Adaptado a la indefensión",
"DG.Mental.Motivations": "Motivaciones",
"DG.Mental.Disorders": "Desórdenes",
"DG.Gear.WeaponTypes.Firearms": "Armas de fuego",
"DG.Gear.WeaponTypes.Melee": "Cuerpo a cuerpo",
"DG.Gear.Weapons": "ARMAS",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.OtherGear": "OTRO EQUIPO",
"DG.Gear.Name": "Nombre",
"DG.Gear.DamageOrLethality": "Daño/letalidad",
"DG.Gear.ArmorPiercing": "Perforación de armadura",
"DG.Gear.ArmorRating": "Clasificación de armadura",
"DG.Gear.Equipped": "Equipado",
"DG.CV.Sex": "Género",
"DG.CV.SexPlaceholder": "Género",
"DG.CV.AgeAndDoB": "Edad y f. de nac.",
"DG.CV.AgeAndDoBPlaceholder": "Edad y fecha de nacimiento",
"DG.CV.Employer": "Empleador",
"DG.CV.EmployerPlaceholder": "Empleador y vida laboral",
"DG.CV.Nationality": "Nacionalidad",
"DG.CV.NationalityPlaceholder": "Nacionalidad",
"DG.CV.Education": "Educación",
"DG.CV.EducationPlaceholder": "Educación y entrenamiento",
"DG.Bonds.Bond": "Lazo",
"DG.Bonds.Name": "Nombre",
"DG.Bonds.Score": "Valor",
"DG.Bonds.NewBond": "Nuevo lazo",
"DG.Tooltip.MaximumHP": "La salud máxima es el promedio de FUE + CON, redondeado hacia arriba.",
"DG.Tooltip.MaximumWP": "Los puntos de voluntad máximos son iguales al POD.",
"DG.Tooltip.CurrentSanityPartOne": "Cordura actual, el punto de ruptura actual es ",
"DG.Tooltip.CurrentSanityPartTwo": ", haga clic en la etiqueta COR anterior para realizar una tirada de Cordura.",
"DG.Tooltip.MaximumSanity": "La cordura máxima es igual a 99 - la habilidad Antinatural.",
"DG.Tooltip.SkillLabel": "Clic para hacer una tirada de habilidad.",
"DG.Tooltip.CannotRollSkillLabel": "No se puede usar una habilidad al 0%. Consulte la página 28 del Manual del Agente.",
"DG.Tooltip.SkillFailCheckbox": "Después de fallar una prueba de esta habilidad (si el dominio es de al menos 1%), marque esta casilla. Al final de la sesión, sume 1D4-1 puntos porcentuales a la habilidad y desmarque la casilla. No se aplica a la habilidad Antinatural. Consulte la página 29 del Manual del Agente.",
"DG.Tooltip.DistinguishingFeature": "Característica distintiva (rellene si la puntuación es 13 o superior, u 8 o inferior).",
"DG.Tooltip.x5AttributeLabel": "Clic para una tirada x5.",
"DG.Tooltip.FirstAidAttempted": "Una vez que un agente recibe primeros auxilios, no puede beneficiarse de él de nuevo hasta que reciba más daños de una fuente diferente.",
"DG.Tooltip.AdaptedToViolence": "Adaptarse a la violencia significa que la empatía de su agente sufre al ser testigo de tanta violencia. Pierde permanentemente 1D6 CAR y la misma cantidad de cada uno de sus lazos.",
"DG.SystemName": "Delta Green",
"DG.Tome.Language": "Idioma",
"DG.Tome.Name": "Nombre",
"DG.Tome.StudyTime": "Tiempo de estudio",
"DG.Tomes.Name": "Nombre",
"DG.Tooltip.AdaptedToHelplessness": "Estar adaptado a la indefensión significa que el impulso personal de su Agente sufre cuando se aleja del mundo que lo rodea. Tan pronto como su Agente se adapte a la indefensión, perderá permanentemente 1D6 POD.",
"DG.Tooltip.ToggleEquippedState": "Haga clic para alternar si este artículo está equipado o no.",
"DG.Tooltip.Exhaustion": "Un Agente que trabaja demasiado o se enfrenta a peligros extremos sin descansar queda exhausto. El que ocurra o no queda a criterio del Controlador, pero como guía, cualquiera que permanezca despierto toda la noche sin dormir o no descanse tras haber perdido COR o puntos de vida quedará exhausto.",
"DG.Gear.Expense.NA": "N/A o ninguno",
"DG.Gear.Expense.Incidental": "Imprevisto",
"DG.Gear.Expense.Standard": "Corriente",
"DG.Gear.Expense.Unusual": "Extraordinario",
"DG.Gear.Expense.Major": "Considerable",
"DG.Gear.Expense.Extreme": "Extremo",
"DG.ItemWindow.Bonds.Description": "Descripción/desarrollo",
"DG.ItemWindow.Bonds.ScoreTooltip": "Una puntuación más alta representa una relación más fuerte entre el agente y el lazo.",
"DG.ItemWindow.Motivations.Attributes": "Atributos",
"DG.ItemWindow.Motivations.Motivation": "Motivación",
"DG.ItemWindow.Motivations.Description": "Descripción/notas",
"DG.ItemWindow.Motivations.Disorder": "Trastorno",
"DG.ItemWindow.Motivations.IsDisorder": "Trastorno",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Algo que impulsa al personaje.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Un trastorno reemplaza una motivación después de llegar al punto de ruptura.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marque esta opción si agrega un trastorno o si se ha perdido una motivación existente debido a la adquisición de un trastorno.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "El trastorno ha sido curado.",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Un éxito crítico en una tirada de suerte terapéutica puede 'curar' un trastorno. Sin embargo, puede regresar la próxima vez que se alcance un punto de ruptura. Consulte la sección Ir a terapia en las páginas 78-79 del Manual del Agente.",
"DG.ItemWindow.Gear.Attributes": "Atributos",
"DG.ItemWindow.Gear.Description": "Descripción",
"DG.ItemWindow.Gear.NamePlaceholder": "Nombre",
"DG.ItemWindow.Gear.Expense": "Gasto",
"DG.ItemWindow.Gear.Equipped": "Equipado",
"DG.ItemWindow.Armor.Description": "Descripción",
"DG.ItemWindow.Armor.NamePlaceholder": "Nombre",
"DG.ItemWindow.Armor.ArmorRating": "Armadura",
"DG.ItemWindow.Armor.Expense": "Gasto",
"DG.ItemWindow.Armor.Equipped": "Equipado",
"DG.ItemWindow.Weapons.Description": "Descripción",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nombre",
"DG.ItemWindow.Weapons.Skill": "Habilidad",
"DG.ItemWindow.Weapons.Expense": "Gasto",
"DG.ItemWindow.Weapons.Damage": "Daño",
"DG.ItemWindow.Weapons.Lethality": "Letalidad",
"DG.ItemWindow.Weapons.IsLethality": "Letal",
"DG.ItemWindow.Weapons.LethalityTooltip": "Un arma letal tiene la oportunidad de matar instantáneamente a un objetivo. Tira 1D100 en lugar de un dado de daño. Si no es letal, el daño se calcula en su lugar tirando 2d10, donde un '00' en el primer d10 es igual a 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marca si el arma tiene un % de letalidad asociada.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforación",
"DG.ItemWindow.Weapons.Ammo": "Munición",
"DG.ItemWindow.Weapons.Range": "Alcance",
"DG.ItemWindow.Weapons.KillRadius": "Radio muerte",
"DG.ModifySkillRollDialogue.Title": "Modificar tirada",
"DG.ModifySkillRollDialogue.Test": "Tirada",
"DG.ModifySkillRollDialogue.OriginalTarget": "Valor original",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificador",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Dar un modificador positivo o negativo aquí para sumar o restar al objetivo en la chequeo de habilidades.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilice este campo para modificar la fórmula, como duplicar el resultado.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilice este campo para añadir un modificador como '+1' u otro término como '+1d4'.",
"DG.Roll.Inhuman": "Inhumano",
"DG.Tooltip.AdaptedToViolence": "Adaptarse a la violencia significa que la empatía de su agente sufre al ser testigo de tanta violencia. Pierde permanentemente 1D6 CAR y la misma cantidad de cada uno de sus lazos.",
"DG.Tooltip.BreakPoint": "El punto de ruptura actual, actualizar cuando la Cordura actual sea igual o inferior a este valor. El punto de ruptura inicial es COR - POD.",
"DG.Tooltip.BreakPointReset": "Actualizar el Punto de Ruptura al valor actual de COR - PVol.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Modo de tirada",
"DG.Bonds.Relationship": "Relación",
"DG.Tooltip.CannotRollSkillLabel": "No se puede usar una habilidad al 0%. Consulte la página 28 del Manual del Agente.",
"DG.Tooltip.CurrentSanityPartOne": "Cordura actual, el punto de ruptura actual es ",
"DG.Tooltip.CurrentSanityPartTwo": ", haga clic en la etiqueta COR anterior para realizar una tirada de Cordura.",
"DG.Tooltip.DistinguishingFeature": "Característica distintiva (rellene si la puntuación es 13 o superior, u 8 o inferior).",
"DG.Tooltip.Exhaustion": "Un Agente que trabaja demasiado o se enfrenta a peligros extremos sin descansar queda exhausto. El que ocurra o no queda a criterio del Controlador, pero como guía, cualquiera que permanezca despierto toda la noche sin dormir o no descanse tras haber perdido COR o puntos de vida quedará exhausto.",
"DG.Tooltip.FirstAidAttempted": "Una vez que un agente recibe primeros auxilios, no puede beneficiarse de él de nuevo hasta que reciba más daños de una fuente diferente.",
"DG.Tooltip.MaximumHP": "La salud máxima es el promedio de FUE + CON, redondeado hacia arriba.",
"DG.Tooltip.MaximumSanity": "La cordura máxima es igual a 99 - la habilidad Antinatural.",
"DG.Tooltip.MaximumWP": "Los puntos de voluntad máximos son iguales al POD.",
"DG.Tooltip.SkillFailCheckbox": "Después de fallar una prueba de esta habilidad (si el dominio es de al menos 1%), marque esta casilla. Al final de la sesión, sume 1D4-1 puntos porcentuales a la habilidad y desmarque la casilla. No se aplica a la habilidad Antinatural. Consulte la página 29 del Manual del Agente.",
"DG.Tooltip.SkillLabel": "Clic para hacer una tirada de habilidad.",
"DG.Tooltip.ToggleEquippedState": "Haga clic para alternar si este artículo está equipado o no.",
"DG.Tooltip.x5AttributeLabel": "Clic para una tirada x5.",
"DG.TypeSkills.Art": "Arte",
"DG.TypeSkills.Craft": "Oficio",
"DG.TypeSkills.ForeignLanguage": "Idioma extranjero",
"DG.TypeSkills.MilitaryScience": "Ciencias militares",
"DG.TypeSkills.Other": "Otra",
"DG.TypeSkills.Pilot": "Pilotar",
"DG.TypeSkills.Science": "Ciencia",
"DG.TypeSkills.Subskills.Painting": "Pintar",
"DG.Sheet.BlockHeaders.Attributes": "ATRIBUTOS",
"DG.Sheet.BlockHeaders.Statistics": "CARACTERÍSTICAS",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "DESCRIPCIÓN FÍSICA Y NOTAS",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "HABILIDADES Y ENTRENAMIENTO",
"DG.Sheet.BlockHeaders.SpecialTraining": "ENTRENAMIENTO ESPECIAL",
"DG.Sheet.BlockHeaders.Injuries": "HERIDAS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PUNTO DE RUPTURA Y ADAPTACIONES",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptaciones",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVACIONES Y TRANSTORNOS MENTALES",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "INFORMACIÓN PERSONAL Y CURRÍCULO",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMACIÓN DEL ESCENARIO",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "LAZOS, RELACIONES Y CONTACTOS",
"DG.AgentSheet.ProfessionPlaceholder": "Profesión (rango, si es necesario)",
"DG.TypeSkills.Tooltip.Art": "Pericia en la creación o representación de una obra que genera emoción y opinión. También incluye el conocimiento de técnicas y tendencias en tu campo, y la capacidad de distinguir las piezas reales de las falsas de un creador concreto. Cualquiera puede dibujar un boceto, pero la habilidad Arte refleja conocimiento, práctica y talento. Cada tipo de Arte es una habilidad independiente: Actuación, Canto, Danza, Escritura creativa, Escritura de guiones, Escultura, Falsificación, Flauta, Guitarra, Pintura, Poesía, Violín, etc.",
"DG.TypeSkills.Tooltip.Craft": "Creación y reparación de herramientas y estructuras sofisticadas. Un trabajo que la mayoría de gente podría averiguar cómo se hace no requiere la habilidad Oficio, solo una prueba de INT o DES. Usa Oficio para el trabajo especializado que requiere formación: Oficio (Electricista) para cambiar el cableado a una casa, hacer el puente a un vehículo con rapidez, intervenir un teléfono o una línea de datos o identificar señales de sabotaje eléctrico; Oficio (Mecánica) para ensamblar apresuradamente una máquina o hacer que un motor averiado vuelva a funcionar… o para sabotear uno de manera que no se pueda volver a reparar; Oficio (Cerrajería) para abrir una cerradura sin la llave; Oficio (Armería) para reparar un arma de fuego estropeada. El Supervisor decide si una tarea concreta requiere un Oficio o no. Cada tipo de Oficio es una habilidad independiente: Armería, Arquitectura, Carpintería, Cerrajería, Electricista, Fontanería, Mecánica, Microelectrónica, etc.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Soltura con otro idioma. Cada idioma extranjero es una habilidad independiente. Tener un 20% permite comunicar ideas sencillas; al llegar a 50%, tu Agente habla y lee como un nativo. Cuanto mayor es el valor de tu habilidad, mayor es la complejidad de información que tu Agente comprende y menor el tiempo que necesita para ello. No necesitas tirar los dados a no ser que el Supervisor diga que la situación es excepcionalmente difícil. A discreción del Supervisor, tener formación especial podría permitir el uso de la misma habilidad con un idioma de la misma familia.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Conocimiento de la cultura militar, sus técnicas y sus regulaciones. Úsala para identificar amenazas en un campo de batalla, determinar alcances precisos, reconocer puntos débiles en una fortificación, deducir el nivel de entrenamiento de un soldado o una unidad, reconstruir los sucesos de una batalla o desplegar fuerzas de manera ventajosa en combate. Cada tipo de Ciencia militar es una habilidad independiente. Los tipos más comunes son Tierra, Mar y Aire.",
"DG.TypeSkills.Tooltip.Other": "Otra",
"DG.TypeSkills.Tooltip.Pilot": "Pilotar, manejar y capitanear vehículos marítimos, aéreos o espaciales. Úsala para mantener una nave a salvo en una crisis como, por ejemplo, una tormenta o una persecución peligrosa. Cada tipo de nave es una habilidad independiente: Avión, Dron, Helicóptero, Barca, Barco, Lanzadera espacial, etc. A discreción del Supervisor, la habilidad con un tipo de nave podría permitir pilotar otro tipo de nave relacionado.",
"DG.TypeSkills.Tooltip.Science": "El estudio profundo de los procesos que rigen nuestro mundo. Esta habilidad implica más que la educación común del colegio: cualquier persona puede hacer una prueba de INT para recordar algo de una clase del instituto. La Ciencia se usa para dar con un conocimiento clave sobre el modo en que funciona el universo… o, al menos, el modo en que debería funcionar. Cada Ciencia es una habilidad independiente: Astronomía, Biología, Botánica, Ciencias Planetarias, Física, Genética, Geología, Ingeniería, Matemáticas, Meteorología, Química, Zoología, etc.",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Ocultar habilidades no entrenadas",
"DG.UnnaturalSheet.NotesLabel": "Notas",
"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Descripción de la criatura o tipo",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Mostrar no entrenadas",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilidades & notas",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Ataques & habilidades",
"DG.NPCSheet.BreakPointAbbreviation": "PR",
"DG.ImpossibleLanscapes.IHaveSeenThe": "He visto el ",
"DG.ImpossibleLanscapes.YellowSign": "Signo Amarillo",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "ción",
"DG.ImpossibleLanscapes.Gift": "Don",
"DG.ImpossibleLanscapes.Insight": "Visión",
"DG.VehicleSheet.NotesTabName": "Notas",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilidades & notas",
"DG.VehicleSheet.DescriptionPlaceHolder": "Descripción del vehículo",
"DG.VehicleSheet.GearTabName": "Equipo",
"DG.VehicleSheet.NotesLabel": "Notas",
"DG.VehicleSheet.DescriptionPlaceHolder": "Descripción del vehículo",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Marca el cuadro de comprobación de lazo dañado hasta que termine la próxima escena de hogar.",
"DG.Generic.ClearAll": "Borrar todo",
"DG.Generic.SanDamage": "Daño COR",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Objetivo",
"DG.ItemWindow.Weapons.SkillModifier": "Mod. habilidad",
"DG.ItemWindow.Custom": "Personalizado",
"DG.Sheet.class.item": "Hoja de objeto",
"DG.Sheet.class.agent": "Hoja de agente",
"DG.Sheet.class.npc": "Hoja de PNJ",
"DG.Sheet.class.unnatural": "Hoja de antinatural",
"DG.Sheet.class.vehicle": "Hoja de vehículo",
"DG.VehicleSheet.NotesTabName": "Notas",
"TYPES.Actor.agent": "Agente",
"TYPES.Actor.npc": "PNJ",
"TYPES.Actor.unnatural": "Antinatural",
"TYPES.Actor.vehicle": "Vehículo",
"TYPES.Item.armor": "Armadura",
"TYPES.Item.bond": "Lazo",
"TYPES.Item.gear": "Equipo",
"TYPES.Item.motivation": "Motivación",
"TYPES.Item.weapon": "Arma",
"TYPES.Item.tome": "Tomo",
"TYPES.Item.ritual": "Ritual",
"DG.Gear.Tomes": "TOMOS",
"DG.Gear.Rituals": "RITUALES",
"DG.Tomes.Name": "Nombre",
"DG.Ritual.Name": "Nombre",
"DG.Tome.Name": "Nombre",
"DG.Tome.Language": "Idioma",
"DG.Tome.StudyTime": "Tiempo de estudio",
"DG.ItemWindow.Tome.Description": "Descripción",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Idioma",
"DG.ItemWindow.Tome.StudyTime": "Tiempo de estudio",
"DG.ItemWindow.Tome.OccultIncrease": "Incremento de % ocultismo",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Incremento de % sobrenatural",
"DG.ItemWindow.Tome.StudySanityDamage": "Pérdida de Cordura al estudiarlo",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Datos | Controlador",
"DG.ItemWindow.Tome.HandlerNotes": "Notas | Controlador",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "COR activación",
"DG.ItemWindow.Ritual.ActivationTime": "Tiempo de activación",
"DG.ItemWindow.Ritual.ActivationCosts": "Coste de activación",
"DG.ItemWindow.Ritual.StudyTime": "Tiempo de estudio",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "COR aprendizaje",
"DG.MissionPaused": "Misión en pausa",
"DG.Settings.charactersheet.name": "Estilo de hoja de personaje",
"DG.Settings.charactersheet.hint": "Elegir el estilo de las hojas de personaje. 'Programa' se ajusta a una agencia gubernamental moderna, mientras que 'Vaquero/Forajido' es antiguo, crudo, estilo vieja máquina de escribir.",
"DG.Settings.charactersheet.cowboys": "Los vaqueros",
"DG.Settings.charactersheet.outlaws": "Los forajidos",
"DG.Settings.charactersheet.program": "El programa",
"DG.Settings.sortskills.name": "Ordenar habilidades por columna",
"DG.Settings.sortskills.hint": "Si se habilita, se ordena por columna. Si no, se ordena por fila.",
"DG.Settings.skillTooltipDisplay.name": "Mostrar burbujas informativas",
"DG.Settings.skillTooltipDisplay.hint": "Escoge cuando mostrar las burbujas informativas de las habilidades en las hojas de Agentes.",
"DG.Settings.skillTooltipDisplay.hover": "Al pasar el ratón (por defecto)",
"DG.Settings.skillTooltipDisplay.never": "Nunca",
"DG.Settings.skillTooltipDisplay.hoverShift": "Al pasar el ratón + Mayús",
"DG.Settings.keepSanityPrivate.name": "Mantener COR privada",
"DG.Settings.keepSanityPrivate.hint": "Ocultar la COR a los jugadores, tanto en la hoja de personaje como en las tiradas.",
"DG.Settings.skillImprovementFormula.name": "Tirada de mejora de habilidad",
"DG.Settings.skillImprovementFormula.hint": " Por defecto 1d4. Debe haber varias erratas al respecto, escoje el dado que vaya mejor con el ritmo de tu partida.",
"DG.Settings.skillImprovementFormula.1": "+1 simple",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Mostrar sección de hipergeometría",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Siempre mostrar la sección de objetos de hipergeometría, incluso si no se tienen objetos de este tipo.",
"DG.Settings.showImpossibleLandscapesContent.name": "Mostrar Impossible Landscapes",
"DG.Settings.showImpossibleLandscapesContent.hint": "Mostrar los campos específicos de Impossible Landscapes en las hojas de personaje.",
"DG.Settings.skillFailure.name": "Marcar automáticamente fallo en habilidad",
"DG.Settings.skillFailure.hint": "Active este ajuste para activar la casilla al fallar una habilidad. El Supervisor puede deshacer esta acción desde la tarjeta del chat de la tirada.",
"DG.Settings.Saved": "Los ajustes han sido guardados.",
"DG.SettingsMenu.automation.name": "Menú de automatización",
"DG.SettingsMenu.automation.label": "Menú de automatización",
"DG.SettingsMenu.automation.title": "Menú de ajustes",
"DG.SettingsMenu.handler.name": "Ajustes del Supervisor",
"DG.SettingsMenu.handler.label": "Ajustes del Supervisor",
"DG.SettingsMenu.handler.title": "Ajustes solo para el Supervisor",
"DG.Messages.Skillsmark.Marked": "Habilidad marcada",
"DG.Messages.Skillsmark.Tooltip": "Consulte la página 29 del Manual del Agente"
"TYPES.Item.tome": "Tomo",
"TYPES.Item.weapon": "Arma"
}
+366 -368
View File
@@ -1,50 +1,295 @@
{
"DG.SystemName": "Delta Green",
"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.OnlineBugTracker": "Questions, rapports de bug ou demandes de fonctionnalités (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Lancer le navigateur avec le suivi des problèmes GitHub.",
"DG.About.OnlineHelp": "Documentation du système sur (ONLINE)",
"DG.About.OnlineHelpTooltip": "Lancer le navigateur avec l'aide GitHub en ligne.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "NOM, PRÉNOM, INITIALES",
"DG.RollLuck": "Jet de Chance",
"DG.Luck": "Chance",
"DG.AgentSheet.ProfessionPlaceholder": "PROFESSION (RANG LE CAS ÉCHÉANT)",
"DG.Attributes.HP": "PV",
"DG.Attributes.SAN": "SAN",
"DG.Attributes.Tooltip.HP": "Points de vie, un personnage devient inconscient à 2PV et meurt à 0PV",
"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.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.cha": "Voir Page 19 du Manuel de l'Agent - Charisme",
"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.str": "Voir Page 19 du Manuel de l'Agent - Force",
"DG.Attributes.WP": "VOL",
"DG.Attributes.cha": "CHA",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DEX",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POU",
"DG.Attributes.str": "FOR",
"DG.Bonds.Bond": "Attaches",
"DG.Bonds.Name": "Nom",
"DG.Bonds.NewBond": "Nouvelle Attache",
"DG.Bonds.Relationship": "Type d'Attache",
"DG.Bonds.Score": "Score",
"DG.CV.AgeAndDoB": "Âge et Date de Naissance",
"DG.CV.AgeAndDoBPlaceholder": "Âge et Date de Naissance",
"DG.CV.Education": "Études et Carrière",
"DG.CV.EducationPlaceholder": "Études et Carrière",
"DG.CV.Employer": "Employeur",
"DG.CV.EmployerPlaceholder": "Employeur ou Historique de Travail",
"DG.CV.Nationality": "Nationalité",
"DG.CV.NationalityPlaceholder": "Nationalité",
"DG.CV.Sex": "Sexe",
"DG.CV.SexPlaceholder": "Sexe",
"DG.FallbackText.newItem": "Nouveau/el/elle {type}",
"DG.Skills.accounting": "Comptabilité",
"DG.Skills.alertness": "Vigilance",
"DG.Skills.anthropology": "Anthropologie",
"DG.Skills.archeology": "Archéologie",
"DG.Skills.artillery": "Artillerie",
"DG.Skills.athletics": "Athlétisme",
"DG.Skills.bureaucracy": "Bureaucratie",
"DG.Skills.computer_science": "Informatique",
"DG.Skills.criminology": "Criminologie",
"DG.Skills.demolitions": "Explosifs",
"DG.Skills.disguise": "Déguisement",
"DG.Skills.dodge": "Esquive",
"DG.Skills.drive": "Conduite",
"DG.Skills.firearms": "Armes à feu",
"DG.Skills.first_aid": "Premiers secours",
"DG.Skills.forensics": "Criminalistique",
"DG.Skills.heavy_machiner": "Engins lourds",
"DG.Skills.heavy_weapons": "Armes lourdes",
"DG.Skills.history": "Histoire",
"DG.Skills.humint": "ROHUM",
"DG.Skills.law": "Droit",
"DG.Skills.medicine": "Médecine",
"DG.Skills.melee_weapons": "Armes de mêlée",
"DG.Skills.navigate": "Orientation",
"DG.Skills.occult": "Occultisme",
"DG.Skills.persuade": "Persuasion",
"DG.Skills.pharmacy": "Pharmacologie",
"DG.Skills.psychotherapy": "Psychothérapie",
"DG.Skills.ride": "Équitation",
"DG.Skills.search": "Recherche",
"DG.Skills.sigint": "ROEM",
"DG.Skills.stealth": "Discrétion",
"DG.Skills.surgery": "Chirurgie",
"DG.Skills.survival": "Survie",
"DG.Skills.swim": "Natation",
"DG.Skills.unarmed_combat": "Cbt à mains nues",
"DG.Skills.unnatural": "Inconcevable",
"DG.Skills.flight": "Voler",
"DG.Gear.Armor": "ARMURE ET MATÉRIEL",
"DG.Gear.ArmorPiercing": "Perforant",
"DG.Gear.ArmorRating": "Niveau d'Armure",
"DG.Gear.DamageOrLethality": "Dégâts/Létalité",
"DG.Gear.Equipped": "Équipé",
"DG.Gear.Expense.Extreme": "Considérable",
"DG.Gear.Expense.Incidental": "Courante",
"DG.Gear.Expense.Major": "Substantielle",
"DG.Gear.Expense.NA": "N/A ou Aucun",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Importante",
"DG.Gear.Name": "Nom",
"DG.Gear.OtherGear": "AUTRES ÉQUIPEMENTS",
"DG.Gear.Rituals": "RITUELS",
"DG.Gear.Tomes": "OUVRAGES",
"DG.Gear.WeaponTypes.Firearms": "Armes à feu",
"DG.Gear.WeaponTypes.Melee": "Mêlée",
"DG.Gear.Weapons": "ARMES",
"DG.Generic.AddButtonLabel": "Ajouter",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Quand une Attache est endommagée, cochez sa case jusqu'à la fin de la prochaine scène privée.",
"DG.Generic.ClearAll": "Supprimer les coches",
"DG.Generic.SanDamage": "Perte de SAN",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Don",
"DG.ImpossibleLanscapes.IHaveSeenThe": "J'AI VU LE",
"DG.ImpossibleLanscapes.Insight": "Intuition",
"DG.ImpossibleLanscapes.YellowSign": "SIGNE JAUNE",
"DG.ItemWindow.Armor.ArmorRating": "Valeur d'Armure",
"DG.ItemWindow.Armor.Description": "Description",
"DG.ItemWindow.Armor.Equipped": "Équipé",
"DG.ItemWindow.Armor.Expense": "Dépense",
"DG.ItemWindow.Armor.NamePlaceholder": "Nom",
"DG.ItemWindow.Bonds.Description": "Description/développements",
"DG.ItemWindow.Bonds.ScoreTooltip": "Un score plus élevé représente une relation plus forte entre l'Agent et l'Attache",
"DG.ItemWindow.Custom": "Personnalisé",
"DG.ItemWindow.Gear.Attributes": "Caractéristiques",
"DG.ItemWindow.Gear.Description": "Description",
"DG.ItemWindow.Gear.Equipped": "Équipé",
"DG.ItemWindow.Gear.Expense": "Dépense",
"DG.ItemWindow.Gear.NamePlaceholder": "Nom",
"DG.ItemWindow.Motivations.Attributes": "Caractéristiques",
"DG.ItemWindow.Motivations.Description": "Description/Notes",
"DG.ItemWindow.Motivations.Disorder": "Trouble psychique",
"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.DisorderNameTooltip": "Un trouble psychique remplace une motivation après avoir atteint un seuil de rupture",
"DG.ItemWindow.Motivations.IsDisorder": "Est un trouble psychique",
"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.Motivation": "Motivation",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Quelque chose qui anime le personnage",
"DG.ItemWindow.Ritual.ActivationCosts": "Coût d'Activation",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Dégâts SAN Activation",
"DG.ItemWindow.Ritual.ActivationTime": "Temp d'Activation",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Dégâts SAN Étude",
"DG.ItemWindow.Ritual.StudyTime": "Temps d'étude",
"DG.ItemWindow.Tome.Description": "Description",
"DG.ItemWindow.Tome.HandlerNotes": "Notes de l'Officier",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Officier Uniquement",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Langage",
"DG.ItemWindow.Tome.OccultIncrease": "Augmentation en Occultisme",
"DG.ItemWindow.Tome.StudySanityDamage": "Perte de SAN dûe à l'étude",
"DG.ItemWindow.Tome.StudyTime": "Temps d'Étude",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Augmentation en Inconcevable",
"DG.ItemWindow.Weapons.Ammo": "Munitions",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforant",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Cible",
"DG.ItemWindow.Weapons.Damage": "Dégâts",
"DG.ItemWindow.Weapons.Description": "Description",
"DG.ItemWindow.Weapons.Expense": "Dépense",
"DG.ItemWindow.Weapons.IsLethality": "Est Létal",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Cochez cette case si l'arme est associée à un pourcentage de Létalité",
"DG.ItemWindow.Weapons.KillRadius": "Rayon de mortalité",
"DG.ItemWindow.Weapons.Lethality": "Létalité",
"DG.ItemWindow.Weapons.LethalityTooltip": "Une arme létale a une chance de tuer instantanément une cible. Lancer un D100 au lieu d'un jet de dégâts. En cas d'échec, la cible subit des dommages égaux aux 2d10 associés",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nom",
"DG.ItemWindow.Weapons.Range": "Portée",
"DG.ItemWindow.Weapons.Skill": "Compétence",
"DG.ItemWindow.Weapons.SkillModifier": "Modificateur de compétence",
"DG.Luck": "Chance",
"DG.Mental.AdaptedToHelplessness": "Accoutumée à l'impuissance",
"DG.Mental.AdaptedToViolence": "Accoutumée à la violence",
"DG.Mental.BreakingPoint": "Seuil de Rupture: ",
"DG.Mental.Disorders": "Troubles psychiques",
"DG.Mental.Helplessness": "Impuissance",
"DG.Mental.Motivations": "Motivations",
"DG.Mental.Reset": "Réinit.",
"DG.Mental.SanityLossIncidentsLabel": "Perte de SAN n'ayant pas entrainé la folie",
"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.Tooltip.Helplessness": "ACCOUTUMÉ À L’IMPUISSANCE : Lorsque votre Agent perd de la SAN à cause de l'impuissance par 3 occasions sans developper de folie, sa motivation en pâtit, et il perd 1D6 POU de façon permanente. Manuel de l'Agent page 73.",
"DG.Mental.Tooltip.Violence": "ACCOUTUMÉ À LA VIOLENCE : Lorsque votre Agent perd de la SAN à cause de la violence par 3 occasions sans developper de folie, son empathie en prend un coup. Il perd 1D6 CHA permanents et diminue le score de chaque Attache d’un montant équivalent. Manuel de l'Agent page 73",
"DG.Mental.Violence": "Violence",
"DG.Messages.Skillsmark.Marked": "Cette compétence est marquée.",
"DG.Messages.Skillsmark.Tooltip": "Voir p. 29 du Manuel de l'agent.",
"DG.MissionPaused": "Mission en pause",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilisez ce champ pour ajouter un modificateur fixe tel que '+1' ou un autre terme de dé tel que '+1d4'.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilisez ce champ pour modifier la partie extérieure de la formule, par exemple pour doubler le résultat.",
"DG.ModifyDamageRollDialogue.Weapon": "Arme:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Donnez ici un modificateur positif ou négatif à ajouter/soustraire à la cible pour le test de compétence.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Niveau actuel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificateur (+/-):",
"DG.ModifySkillRollDialogue.Test": "Test de:",
"DG.ModifySkillRollDialogue.Title": "Modifier le Lancer",
"DG.NPCSheet.BreakPointAbbreviation": "SR",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Biographie",
"DG.Navigation.Agent.bonds": "Attaches",
"DG.Navigation.Agent.combat": "Combat",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Équipement",
"DG.Navigation.Agent.motivations": "Psychologie",
"DG.Navigation.Agent.personal": "Personnel",
"DG.Navigation.Agent.physical": "Statistiques",
"DG.Navigation.Agent.skills": "Compétences",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.NPC.gear": "Attaques & Capacités",
"DG.Navigation.NPC.skills": "Compétences & Formation",
"DG.Navigation.Vehicle.gear": "Équipement",
"DG.Navigation.Vehicle.notes": "Notes",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Pénalité:",
"DG.Physical.FirstAidLabel": "Jet de Premiers Secours depuis sa dernière blessure: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Blessures",
"DG.Ritual.Name": "Nom",
"DG.Roll.CriticalFailure": "Échec critique!",
"DG.Roll.CriticalSuccess": "Succés critique!",
"DG.Roll.Damage": "Dégâts",
"DG.Roll.Failure": "Échec",
"DG.Roll.For": "Pour",
"DG.Roll.Inhuman": "Non humain",
"DG.Roll.Lethal": "Létal",
"DG.Roll.Lethality": "Létalité",
"DG.Roll.Or": "Ou",
"DG.Roll.Roll": "Lancer",
"DG.Roll.Rolling": "Jet de dés",
"DG.Roll.RollingDamageFor": "Jets de dégâts pour",
"DG.Roll.Success": "Succés",
"DG.Roll.Target": "Cible: ",
"DG.RollLuck": "Jet de Chance",
"DG.RollMode": "Mode de Jet",
"DG.Settings.Saved": "Les paramètres actuels ont été enregistrés.",
"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.alwaysShowHypergeometrySectionForPlayers.name": "Afficher la section Hypergéométrie",
"DG.Settings.charactersheet.cowboys": "Les Cowboys",
"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.name": "Style de Feuille de Personnage",
"DG.Settings.charactersheet.outlaws": "Les Hors-la-loi",
"DG.Settings.charactersheet.program": "Le Programme",
"DG.Settings.keepSanityPrivate.hint": "Masquer la santé mentale des joueurs dans les fiches d'agent et les jets de dés associés.",
"DG.Settings.keepSanityPrivate.name": "Gardez la SAN privée",
"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.showImpossibleLandscapesContent.name": "Aficher le contenu Impossible Landscapes",
"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.skillFailure.name": "Marquer automatiquement l'échec d'une compétence",
"DG.Settings.skillImprovementFormula.1": "+1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"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.name": "Jet d'amélioration des compétences par défaut",
"DG.Settings.skillTooltipDisplay.hint": "Choisissez comment afficher les infobulles de compétences sur les feuilles de personnages des Agents.",
"DG.Settings.skillTooltipDisplay.hover": "Au survol (par défaut)",
"DG.Settings.skillTooltipDisplay.hoverShift": "Au survol + Shift",
"DG.Settings.skillTooltipDisplay.name": "Affichage des infobulles de compétences",
"DG.Settings.skillTooltipDisplay.never": "Jamais",
"DG.Settings.sortskills.hint": "Coché: tri par colonne. Non coché: tri par ligne.",
"DG.Settings.sortskills.name": "Trier les comp. par colonne?",
"DG.SettingsMenu.automation.label": "Menu Automatisaton",
"DG.SettingsMenu.automation.name": "Menu Automatisaton",
"DG.SettingsMenu.automation.title": "Config. Automatisation",
"DG.SettingsMenu.handler.label": "Config. Officier Traitant",
"DG.SettingsMenu.handler.name": "Config. Officier Traitant",
"DG.SettingsMenu.handler.title": "Config. Officier Traitant seulement",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptations",
"DG.Sheet.BlockHeaders.Attributes": "CARACTÉRISTIQUES",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ATTACHES, RELATIONS ET CONTACTS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "SEUIL DE RUPTURE ET ADAPTATIONS",
"DG.Sheet.BlockHeaders.Injuries": "BLESSURES ET MALADIES",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS ET TROUBLES PSYCHIQUES",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "DÉTAILS PERSONNELS ET NOTES",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "DESCRIPTION PHYSIQUE / NOTES",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMATIONS DE SCÉNARIO",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "COMPÉTENCES ET FORMATION",
"DG.Sheet.BlockHeaders.SpecialTraining": "FORMATION SPÉCIALE",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIQUES",
"DG.Sheet.class.agent": "Feuille d'Agent",
"DG.Sheet.class.item": "Feuille d'Équipement",
"DG.Sheet.class.npc": "Feuille de PNJ",
"DG.Sheet.class.unnatural": "Feuille d'Inconcevable",
"DG.Sheet.class.vehicle": "Feuille de Véhicule",
"DG.Skills.AddSkill": "Ajout Compétence",
"DG.Skills.AddTypedOrCustomSkill": "Ajouter une compétence personnalisée",
"DG.Skills.Apply": "Appliquer",
"DG.Skills.ApplySkillImprovements": "Appliquer l'augmentation d'EXP",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Améliorer les compétences suivantes de",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Affecte les compétences suivantes:",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Améliorer les compétences via la formule suivante:",
"DG.Skills.ApplySkillImprovementsWarning": "Pas de compétence en échec à améliorer",
"DG.Skills.EditSkill": "Éditer compétence",
"DG.Skills.EditTypedOrCustomSkill": "Éditer une compétence personnalisée",
"DG.Skills.SkillGroup": "Groupe de compétence",
"DG.Skills.SkillName": "Nom de la compétence",
"DG.Skills.ToggleEditDeleteSkills": "Modifier/supprimer les compétences",
"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",
@@ -82,37 +327,45 @@
"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.ToggleEditDeleteSkills": "Modifier/supprimer les compétences",
"DG.Skills.AddSkill": "Ajout Compétence",
"DG.Skills.Apply": "Appliquer",
"DG.Skills.ApplySkillImprovements": "Appliquer l'augmentation d'EXP",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Améliorer les compétences suivantes de",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Améliorer les compétences via la formule suivante:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Affecte les compétences suivantes:",
"DG.Skills.ApplySkillImprovementsWarning": "Pas de compétence en échec à améliorer",
"DG.Skills.EditTypedOrCustomSkill": "Éditer une compétence personnalisée",
"DG.Skills.EditSkill": "Éditer compétence",
"DG.Skills.SkillGroup": "Groupe de compétence",
"DG.Skills.SkillName": "Nom de la compétence",
"DG.TypeSkills.Art": "Art",
"DG.TypeSkills.Craft": "Artisanat",
"DG.TypeSkills.ForeignLanguage": "Langues étrangères",
"DG.TypeSkills.MilitaryScience": "Sciences militaires",
"DG.TypeSkills.Pilot": "Pilotage",
"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.Skills.accounting": "Comptabilité",
"DG.Skills.alertness": "Vigilance",
"DG.Skills.anthropology": "Anthropologie",
"DG.Skills.archeology": "Archéologie",
"DG.Skills.artillery": "Artillerie",
"DG.Skills.athletics": "Athlétisme",
"DG.Skills.bureaucracy": "Bureaucratie",
"DG.Skills.computer_science": "Informatique",
"DG.Skills.criminology": "Criminologie",
"DG.Skills.demolitions": "Explosifs",
"DG.Skills.disguise": "Déguisement",
"DG.Skills.dodge": "Esquive",
"DG.Skills.drive": "Conduite",
"DG.Skills.firearms": "Armes à feu",
"DG.Skills.first_aid": "Premiers secours",
"DG.Skills.flight": "Voler",
"DG.Skills.forensics": "Criminalistique",
"DG.Skills.heavy_machiner": "Engins lourds",
"DG.Skills.heavy_weapons": "Armes lourdes",
"DG.Skills.history": "Histoire",
"DG.Skills.humint": "ROHUM",
"DG.Skills.law": "Droit",
"DG.Skills.medicine": "Médecine",
"DG.Skills.melee_weapons": "Armes de mêlée",
"DG.Skills.navigate": "Orientation",
"DG.Skills.occult": "Occultisme",
"DG.Skills.persuade": "Persuasion",
"DG.Skills.pharmacy": "Pharmacologie",
"DG.Skills.psychotherapy": "Psychothérapie",
"DG.Skills.ride": "Équitation",
"DG.Skills.ritual": "Rituel",
"DG.Skills.search": "Recherche",
"DG.Skills.sigint": "ROEM",
"DG.Skills.stealth": "Discrétion",
"DG.Skills.surgery": "Chirurgie",
"DG.Skills.survival": "Survie",
"DG.Skills.swim": "Natation",
"DG.Skills.unarmed_combat": "Cbt à mains nues",
"DG.Skills.unnatural": "Inconcevable",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Ajouter un Entraînement Spécial",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Compétences Personnalisées/Typées",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Compétences",
@@ -121,317 +374,62 @@
"DG.SpecialTraining.Dialog.NameLabel": "Nom",
"DG.SpecialTraining.Dialog.SkillLabel": "Compétence ou Statistique",
"DG.SpecialTraining.Dialog.Title": "Créer/Éditer un Entraînement Spécial",
"DG.Attributes.HP": "PV",
"DG.Attributes.WP": "VOL",
"DG.Attributes.SAN": "SAN",
"DG.Attributes.str": "FOR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DEX",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POU",
"DG.Attributes.cha": "CHA",
"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.Navigation.Agent.skills": "Compétences",
"DG.Navigation.Agent.combat": "Combat",
"DG.Navigation.Agent.physical": "Statistiques",
"DG.Navigation.Agent.motivations": "Psychologie",
"DG.Navigation.Agent.gear": "Équipement",
"DG.Navigation.Agent.personal": "Personnel",
"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.CriticalSuccess": "Succés critique!",
"DG.Roll.CriticalFailure": "Échec critique!",
"DG.Roll.Lethality": "Létalité",
"DG.Roll.Lethal": "Létal",
"DG.Roll.For": "Pour",
"DG.Roll.Damage": "Dégâts",
"DG.Roll.RollingDamageFor": "Jets de dégâts pour",
"DG.Roll.Or": "Ou",
"DG.Roll.Roll": "Lancer",
"DG.Physical.Wounds": "Blessures",
"DG.Physical.FirstAidLabel": "Jet de Premiers Secours depuis sa dernière blessure: ",
"DG.Physical.Exhausted": "Épuisé:",
"DG.Physical.ExhaustionPenalty": "Pénalité:",
"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",
"DG.Mental.Tooltip.Violence": "ACCOUTUMÉ À LA VIOLENCE : Lorsque votre Agent perd de la SAN à cause de la violence par 3 occasions sans developper de folie, son empathie en prend un coup. Il perd 1D6 CHA permanents et diminue le score de chaque Attache d’un montant équivalent. Manuel de l'Agent page 73",
"DG.Mental.Helplessness": "Impuissance",
"DG.Mental.Tooltip.Helplessness": "ACCOUTUMÉ À L’IMPUISSANCE : Lorsque votre Agent perd de la SAN à cause de l'impuissance par 3 occasions sans developper de folie, sa motivation en pâtit, et il perd 1D6 POU de façon permanente. Manuel de l'Agent page 73.",
"DG.Mental.AdaptedToViolence": "Accoutumée à la violence",
"DG.Mental.AdaptedToHelplessness": "Accoutumée à l'impuissance",
"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",
"DG.Gear.Name": "Nom",
"DG.Gear.DamageOrLethality": "Dégâts/Létalité",
"DG.Gear.ArmorPiercing": "Perforant",
"DG.Gear.ArmorRating": "Niveau d'Armure",
"DG.Gear.Equipped": "Équipé",
"DG.CV.Sex": "Sexe",
"DG.CV.SexPlaceholder": "Sexe",
"DG.CV.AgeAndDoB": "Âge et Date de Naissance",
"DG.CV.AgeAndDoBPlaceholder": "Âge et Date de Naissance",
"DG.CV.Employer": "Employeur",
"DG.CV.EmployerPlaceholder": "Employeur ou Historique de Travail",
"DG.CV.Nationality": "Nationalité",
"DG.CV.NationalityPlaceholder": "Nationalité",
"DG.CV.Education": "Études et Carrière",
"DG.CV.EducationPlaceholder": "Études et Carrière",
"DG.Bonds.Bond": "Attaches",
"DG.Bonds.Name": "Nom",
"DG.Bonds.Score": "Score",
"DG.Bonds.NewBond": "Nouvelle Attache",
"DG.Tooltip.MaximumHP": "La Santé maximum est la moyenne de FOR+CON, arrondi au supérieur",
"DG.Tooltip.MaximumWP": "La Volonté maximum est égale au POUVOIR",
"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",
"DG.Tooltip.SkillLabel": "Cliquer pour utiliser la compétence",
"DG.Tooltip.CannotRollSkillLabel": "Une compétence à 0% ne peut pas être utilisée. Voir page 28 du Manuel de l'Agent",
"DG.Tooltip.SkillFailCheckbox": "Cochez une case quand vous échouez à un jet de compétence (si celle-ci est d'au moins 1%). Après la partie, ajoutez 1d4 à chaque compétence cochée et effacez tous les coches. Ne s'applique pas à la compétence Inconcevable. Voir la page 29 du Manuel de l'Agent",
"DG.Tooltip.DistinguishingFeature": "Traits distinctifs (à remplir si la valeur est de 12 ou plus, ou de 8 ou moins)",
"DG.Tooltip.x5AttributeLabel": "Cliquer pour effectuer un jet de % (valeur x5)",
"DG.Tooltip.FirstAidAttempted": "Dés qu'un Agent reçoit les premiers soins, il ne peut plus en bénéficier tant qu'il n'a pas reçu de nouveaux dégâts d'une autre source",
"DG.Tooltip.AdaptedToViolence": "Être adapté à la violence signifie que l'empathie de votre Agent souffre lorsqu'il en vient à considérer la violence comme un outil de plus à manier. Il ou elle perd définitivement 1D6 CHA et le même montant dans chacun de ses Liens",
"DG.SystemName": "Delta Green",
"DG.Tome.Language": "Langage",
"DG.Tome.Name": "Titre",
"DG.Tome.StudyTime": "Temps d'Étude",
"DG.Tomes.Name": "Titre",
"DG.Tooltip.AdaptedToHelplessness": "Être adapté à l'impuissance signifie que la motivation personnelle de votre agent souffre lorsqu'il se retire du monde qui l'entoure. Dès que votre agent s'adapte à l'impuissance, il ou elle perd définitivement 1D6 POU",
"DG.Tooltip.ToggleEquippedState": "Cliquez pour indiquer si cet élément est équipé ou non",
"DG.Tooltip.Exhaustion": "Un agent qui travaille trop longtemps, qui fait face à un danger extrême ou des blessures sans repos devient épuisé",
"DG.Gear.Expense.NA": "N/A ou Aucun",
"DG.Gear.Expense.Incidental": "Courante",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Importante",
"DG.Gear.Expense.Major": "Substantielle",
"DG.Gear.Expense.Extreme": "Considérable",
"DG.ItemWindow.Bonds.Description": "Description/développements",
"DG.ItemWindow.Bonds.ScoreTooltip": "Un score plus élevé représente une relation plus forte entre l'Agent et l'Attache",
"DG.ItemWindow.Motivations.Attributes": "Caractéristiques",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.Description": "Description/Notes",
"DG.ItemWindow.Motivations.Disorder": "Trouble psychique",
"DG.ItemWindow.Motivations.IsDisorder": "Est un trouble psychique",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Quelque chose qui anime le personnage",
"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.Gear.Attributes": "Caractéristiques",
"DG.ItemWindow.Gear.Description": "Description",
"DG.ItemWindow.Gear.NamePlaceholder": "Nom",
"DG.ItemWindow.Gear.Expense": "Dépense",
"DG.ItemWindow.Gear.Equipped": "Équipé",
"DG.ItemWindow.Armor.Description": "Description",
"DG.ItemWindow.Armor.NamePlaceholder": "Nom",
"DG.ItemWindow.Armor.ArmorRating": "Valeur d'Armure",
"DG.ItemWindow.Armor.Expense": "Dépense",
"DG.ItemWindow.Armor.Equipped": "Équipé",
"DG.ItemWindow.Weapons.Description": "Description",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nom",
"DG.ItemWindow.Weapons.Skill": "Compétence",
"DG.ItemWindow.Weapons.Expense": "Dépense",
"DG.ItemWindow.Weapons.Damage": "Dégâts",
"DG.ItemWindow.Weapons.Lethality": "Létalité",
"DG.ItemWindow.Weapons.IsLethality": "Est Létal",
"DG.ItemWindow.Weapons.LethalityTooltip": "Une arme létale a une chance de tuer instantanément une cible. Lancer un D100 au lieu d'un jet de dégâts. En cas d'échec, la cible subit des dommages égaux aux 2d10 associés",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Cochez cette case si l'arme est associée à un pourcentage de Létalité",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perforant",
"DG.ItemWindow.Weapons.Ammo": "Munitions",
"DG.ItemWindow.Weapons.Range": "Portée",
"DG.ItemWindow.Weapons.KillRadius": "Rayon de mortalité",
"DG.ModifySkillRollDialogue.Title": "Modifier le Lancer",
"DG.ModifySkillRollDialogue.Test": "Test de:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Niveau actuel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificateur (+/-):",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Donnez ici un modificateur positif ou négatif à ajouter/soustraire à la cible pour le test de compétence.",
"DG.ModifyDamageRollDialogue.Weapon": "Arme:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Utilisez ce champ pour modifier la partie extérieure de la formule, par exemple pour doubler le résultat.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Utilisez ce champ pour ajouter un modificateur fixe tel que '+1' ou un autre terme de dé tel que '+1d4'.",
"DG.Roll.Inhuman": "Non humain",
"DG.Tooltip.AdaptedToViolence": "Être adapté à la violence signifie que l'empathie de votre Agent souffre lorsqu'il en vient à considérer la violence comme un outil de plus à manier. Il ou elle perd définitivement 1D6 CHA et le même montant dans chacun de ses Liens",
"DG.Tooltip.BreakPoint": "Le seuil de rupture actuel, réinitialisé lorsque la santé mentale actuelle tombe à cette valeur ou en dessous. Le seuil de rupture de départ est SAN - POU",
"DG.Tooltip.BreakPointReset": "Le seuil de rupture est réinitialisé à la valeur actuelle SAN - POU",
"DG.Skills.ritual": "Rituel",
"DG.RollMode": "Mode de Jet",
"DG.Bonds.Relationship": "Type d'Attache",
"DG.Tooltip.CannotRollSkillLabel": "Une compétence à 0% ne peut pas être utilisée. Voir page 28 du Manuel de l'Agent",
"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.DistinguishingFeature": "Traits distinctifs (à remplir si la valeur est de 12 ou plus, ou de 8 ou moins)",
"DG.Tooltip.Exhaustion": "Un agent qui travaille trop longtemps, qui fait face à un danger extrême ou des blessures sans repos devient épuisé",
"DG.Tooltip.FirstAidAttempted": "Dés qu'un Agent reçoit les premiers soins, il ne peut plus en bénéficier tant qu'il n'a pas reçu de nouveaux dégâts d'une autre source",
"DG.Tooltip.MaximumHP": "La Santé maximum est la moyenne de FOR+CON, arrondi au supérieur",
"DG.Tooltip.MaximumSanity": "La Santé Mentale maximum est égale à 99 moins la compétence Paranaturel",
"DG.Tooltip.MaximumWP": "La Volonté maximum est égale au POUVOIR",
"DG.Tooltip.SkillFailCheckbox": "Cochez une case quand vous échouez à un jet de compétence (si celle-ci est d'au moins 1%). Après la partie, ajoutez 1d4 à chaque compétence cochée et effacez tous les coches. Ne s'applique pas à la compétence Inconcevable. Voir la page 29 du Manuel de l'Agent",
"DG.Tooltip.SkillLabel": "Cliquer pour utiliser la compétence",
"DG.Tooltip.ToggleEquippedState": "Cliquez pour indiquer si cet élément est équipé ou non",
"DG.Tooltip.x5AttributeLabel": "Cliquer pour effectuer un jet de % (valeur x5)",
"DG.TypeSkills.Art": "Art",
"DG.TypeSkills.Craft": "Artisanat",
"DG.TypeSkills.ForeignLanguage": "Langues étrangères",
"DG.TypeSkills.MilitaryScience": "Sciences militaires",
"DG.TypeSkills.Other": "Autre",
"DG.TypeSkills.Pilot": "Pilotage",
"DG.TypeSkills.Science": "Science",
"DG.TypeSkills.Subskills.Painting": "Peinture",
"DG.Sheet.BlockHeaders.Attributes": "CARACTÉRISTIQUES",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIQUES",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "DESCRIPTION PHYSIQUE / NOTES",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "COMPÉTENCES ET FORMATION",
"DG.Sheet.BlockHeaders.SpecialTraining": "FORMATION SPÉCIALE",
"DG.Sheet.BlockHeaders.Injuries": "BLESSURES ET MALADIES",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "SEUIL DE RUPTURE ET ADAPTATIONS",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptations",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONS ET TROUBLES PSYCHIQUES",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "DÉTAILS PERSONNELS ET NOTES",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMATIONS DE SCÉNARIO",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ATTACHES, RELATIONS ET CONTACTS",
"DG.AgentSheet.ProfessionPlaceholder": "PROFESSION (RANG LE CAS ÉCHÉANT)",
"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.Other": "Autre",
"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.UnnaturalSheet.HideUntrainedSkillsLabel": "Cacher compétences inconnues",
"DG.UnnaturalSheet.NotesLabel": "Notes",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Description de créature ou du type de créature",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Voir compétences inconnues",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Compétences & Notes",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Attaques & Capacités",
"DG.NPCSheet.BreakPointAbbreviation": "SR",
"DG.ImpossibleLanscapes.IHaveSeenThe": "J'AI VU LE",
"DG.ImpossibleLanscapes.YellowSign": "SIGNE JAUNE",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Don",
"DG.ImpossibleLanscapes.Insight": "Intuition",
"DG.VehicleSheet.NotesTabName": "Notes",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Compétences & Notes",
"DG.VehicleSheet.DescriptionPlaceHolder": "Description du Véhicule",
"DG.VehicleSheet.GearTabName": "Équipement",
"DG.VehicleSheet.NotesLabel": "NOTES",
"DG.VehicleSheet.DescriptionPlaceHolder": "Description du Véhicule",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Quand une Attache est endommagée, cochez sa case jusqu'à la fin de la prochaine scène privée.",
"DG.Generic.ClearAll": "Supprimer les coches",
"DG.Generic.SanDamage": "Perte de SAN",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Cible",
"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",
"DG.VehicleSheet.NotesTabName": "Notes",
"TYPES.Actor.agent": "Agent",
"TYPES.Actor.npc": "PNJ",
"TYPES.Actor.unnatural": "Inconcevable",
"TYPES.Actor.vehicle": "Véhicule",
"TYPES.Item.armor": "Armure",
"TYPES.Item.bond": "Lien",
"TYPES.Item.gear": "Équipement",
"TYPES.Item.motivation": "Motivation",
"TYPES.Item.weapon": "Arme",
"TYPES.Item.tome": "Ouvrage",
"TYPES.Item.ritual": "Rituel",
"DG.Gear.Tomes": "OUVRAGES",
"DG.Gear.Rituals": "RITUELS",
"DG.Tomes.Name": "Titre",
"DG.Ritual.Name": "Nom",
"DG.Tome.Name": "Titre",
"DG.Tome.Language": "Langage",
"DG.Tome.StudyTime": "Temps d'Étude",
"DG.ItemWindow.Tome.Description": "Description",
"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",
"DG.ItemWindow.Tome.StudySanityDamage": "Perte de SAN dûe à l'étude",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Officier Uniquement",
"DG.ItemWindow.Tome.HandlerNotes": "Notes de l'Officier",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Dégâts SAN Activation",
"DG.ItemWindow.Ritual.ActivationTime": "Temp d'Activation",
"DG.ItemWindow.Ritual.ActivationCosts": "Coût d'Activation",
"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.skillTooltipDisplay.name": "Affichage des infobulles de compétences",
"DG.Settings.skillTooltipDisplay.hint": "Choisissez comment afficher les infobulles de compétences sur les feuilles de personnages des Agents.",
"DG.Settings.skillTooltipDisplay.hover": "Au survol (par défaut)",
"DG.Settings.skillTooltipDisplay.never": "Jamais",
"DG.Settings.skillTooltipDisplay.hoverShift": "Au survol + Shift",
"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."
"TYPES.Item.tome": "Ouvrage",
"TYPES.Item.weapon": "Arme"
}
+305 -299
View File
@@ -1,12 +1,243 @@
{
"DG.SystemName": "デルタグリーン",
"DG.About.OnlineBugTracker": "質問、バグ報告、機能リクエスト(オンライン)",
"DG.About.OnlineBugTrackerTooltip": "オンラインGitHubのissueトラッカーをブラウザで開く。",
"DG.About.OnlineHelp": "システムドキュメンテーション(オンライン)",
"DG.About.OnlineHelpTooltip": "オンラインGitHubヘルプをブラウザで開く。",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "姓, 名 (必要に応じ通称)",
"DG.RollLuck": "幸運ロール",
"DG.Luck": "幸運",
"DG.Attributes.HP": "HP",
"DG.Attributes.SAN": "SAN",
"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.Attributes.Tooltip.SAN": "クリックで、SANテストをロール...",
"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.Attributes.WP": "WP",
"DG.Attributes.cha": "CHA",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DEX",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POW",
"DG.Attributes.str": "STR",
"DG.Bonds.Bond": "絆",
"DG.Bonds.Name": "名前",
"DG.Bonds.NewBond": "新規絆",
"DG.Bonds.Relationship": "関係",
"DG.Bonds.Score": "スコア",
"DG.CV.AgeAndDoB": "年齢・誕生日",
"DG.CV.AgeAndDoBPlaceholder": "年齢と誕生日",
"DG.CV.Education": "教育",
"DG.CV.EducationPlaceholder": "教育と訓練",
"DG.CV.Employer": "雇用者",
"DG.CV.EmployerPlaceholder": "雇用者と職歴",
"DG.CV.Nationality": "国籍",
"DG.CV.NationalityPlaceholder": "国籍",
"DG.CV.Sex": "性別",
"DG.CV.SexPlaceholder": "性別",
"DG.FallbackText.ProfessionAndOrRank": "職業 (必要に応じ役職)",
"DG.FallbackText.newItem": "新規{type}",
"DG.Gear.Armor": "防具",
"DG.Gear.ArmorPiercing": "装甲貫通",
"DG.Gear.ArmorRating": "装甲値",
"DG.Gear.DamageOrLethality": "ダメージ/致命率",
"DG.Gear.Equipped": "装備",
"DG.Gear.Expense.Extreme": "極高額",
"DG.Gear.Expense.Incidental": "付帯費用",
"DG.Gear.Expense.Major": "高額",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Standard": "標準",
"DG.Gear.Expense.Unusual": "特別",
"DG.Gear.Name": "名前",
"DG.Gear.OtherGear": "他の装備",
"DG.Gear.Rituals": "儀式",
"DG.Gear.Tomes": "魔道書",
"DG.Gear.Weapons": "武器",
"DG.Generic.AddButtonLabel": "追加",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "次のホームシーンが終了するまで、ダメージを負った絆のボックスにチェックを入れる。",
"DG.Generic.ClearAll": "全てのチェックを消す",
"DG.Generic.SanDamage": "SANダメージ",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "腐",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "敗",
"DG.ImpossibleLanscapes.Gift": "ギフト",
"DG.ImpossibleLanscapes.IHaveSeenThe": "目撃: ",
"DG.ImpossibleLanscapes.Insight": "ひらめき",
"DG.ImpossibleLanscapes.YellowSign": "黄色の印",
"DG.ItemWindow.Armor.ArmorRating": "装甲値",
"DG.ItemWindow.Armor.Description": "説明",
"DG.ItemWindow.Armor.Equipped": "装備",
"DG.ItemWindow.Armor.Expense": "費用",
"DG.ItemWindow.Armor.NamePlaceholder": "名前",
"DG.ItemWindow.Bonds.Description": "説明/進展",
"DG.ItemWindow.Bonds.ScoreTooltip": "スコアが高いほど、エージェントと絆の関係性が強いことを示す。",
"DG.ItemWindow.Custom": "カスタム",
"DG.ItemWindow.Gear.Attributes": "能力値",
"DG.ItemWindow.Gear.Description": "説明",
"DG.ItemWindow.Gear.Equipped": "装備",
"DG.ItemWindow.Gear.Expense": "費用",
"DG.ItemWindow.Gear.NamePlaceholder": "名前",
"DG.ItemWindow.Motivations.Attributes": "能力値",
"DG.ItemWindow.Motivations.Description": "説明とノート",
"DG.ItemWindow.Motivations.Disorder": "精神障害",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "精神障害は\"治癒\"した",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "セラピーでの幸運ロールでクリティカル成功をすると、精神障害を「治療」することができる。しかし、限界点に達した場合それが次回に再発する可能性がある。Agent's Handbook 78~79ページの「Go To Therapy」を参照。",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "限界点に達すると精神障害がモチベーションに取って代わる。",
"DG.ItemWindow.Motivations.IsDisorder": "精神障害か?",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "精神障害である場合このボックスをチェックする",
"DG.ItemWindow.Motivations.Motivation": "モチベーション",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "キャラクターの原動力になるようなもの",
"DG.ItemWindow.Ritual.ActivationCosts": "実行コスト",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "実行時SANダメージ",
"DG.ItemWindow.Ritual.ActivationTime": "実行時間",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "習得時SANダメージ",
"DG.ItemWindow.Ritual.StudyTime": "研究期間",
"DG.ItemWindow.Tome.Description": "説明",
"DG.ItemWindow.Tome.HandlerNotes": "ハンドラーノート",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "ハンドラー限定",
"DG.ItemWindow.Tome.LanguagePlaceholder": "言語",
"DG.ItemWindow.Tome.OccultIncrease": "オカルト技能増加",
"DG.ItemWindow.Tome.StudySanityDamage": "研究時SANダメージ",
"DG.ItemWindow.Tome.StudyTime": "研究期間",
"DG.ItemWindow.Tome.UnnaturalIncrease": "非自然技能増加",
"DG.ItemWindow.Weapons.Ammo": "弾",
"DG.ItemWindow.Weapons.ArmorPiercing": "装甲貫通",
"DG.ItemWindow.Weapons.CustomSkillTarget": "目標値",
"DG.ItemWindow.Weapons.Damage": "ダメージ",
"DG.ItemWindow.Weapons.Description": "説明",
"DG.ItemWindow.Weapons.Expense": "費用",
"DG.ItemWindow.Weapons.IsLethality": "致命的",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "致命率のある武器なら、ここにチェックする",
"DG.ItemWindow.Weapons.KillRadius": "致命半径",
"DG.ItemWindow.Weapons.Lethality": "致命率",
"DG.ItemWindow.Weapons.LethalityTooltip": "致命武器は、対象を即死させる可能性がある。ダメージダイスではなく、D100をロールする。致命でない場合、ダメージは2d10をロールした結果となる。最初のd10の「00」は10として扱う。",
"DG.ItemWindow.Weapons.NamePlaceholder": "名前",
"DG.ItemWindow.Weapons.Range": "射程",
"DG.ItemWindow.Weapons.Skill": "技能",
"DG.ItemWindow.Weapons.SkillModifier": "技能修正",
"DG.Luck": "幸運",
"DG.Mental.AdaptedToHelplessness": "無力への慣れ",
"DG.Mental.AdaptedToViolence": "暴力への慣れ",
"DG.Mental.BreakingPoint": "限界点: ",
"DG.Mental.Disorders": "精神障害",
"DG.Mental.Helplessness": "無力",
"DG.Mental.Motivations": "モチベーション",
"DG.Mental.Reset": "リセット",
"DG.Mental.SanityLossIncidentsLabel": "SANを失ったが正気を保った出来事",
"DG.Mental.Violence": "暴力",
"DG.Messages.Skillsmark.Marked": "このスキルはマークされています",
"DG.Messages.Skillsmark.Tooltip": "エージェントハンドブック29ページ参照",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "ここでダイスの式の内側を変えられる、結果を「+1」とか、「+1d4」とかにするために使われる。",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "ここでダイスの式の外を変えられる、結果を2倍にするために使われる。",
"DG.ModifyDamageRollDialogue.Weapon": "武器:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "技能チェックの目標値にプラスまたはマイナスの修正を加える。",
"DG.ModifySkillRollDialogue.OriginalTarget": "元の目標値:",
"DG.ModifySkillRollDialogue.TargetModifier": "目標値修正:",
"DG.ModifySkillRollDialogue.Test": "テスト:",
"DG.ModifySkillRollDialogue.Title": "ロールの修正",
"DG.NPCSheet.BreakPointAbbreviation": "限界点",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "経歴",
"DG.Navigation.Agent.bonds": "絆",
"DG.Navigation.Agent.combat": "戦闘",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "装備",
"DG.Navigation.Agent.motivations": "精神",
"DG.Navigation.Agent.personal": "経歴",
"DG.Navigation.Agent.physical": "能力値",
"DG.Navigation.Agent.skills": "技能",
"DG.Navigation.CV": "経歴",
"DG.Navigation.Contacts": "絆",
"DG.Navigation.Gear": "装備",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Mental": "精神",
"DG.Navigation.Physical": "能力値",
"DG.Navigation.Skills": "技能",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "ペナルティ:",
"DG.Physical.FirstAidLabel": "応急手当済: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "傷跡",
"DG.Ritual.Name": "名前",
"DG.Roll.Critical": "クリティカル",
"DG.Roll.Damage": "ダメージ",
"DG.Roll.Failure": "失敗",
"DG.Roll.For": " : ",
"DG.Roll.Inhuman": "人ならざるもの",
"DG.Roll.Lethal": "致命傷",
"DG.Roll.Lethality": "致命率",
"DG.Roll.Or": " / ",
"DG.Roll.Roll": "ロール",
"DG.Roll.Rolling": "ローリング",
"DG.Roll.RollingDamageFor": "ダメージロール: ",
"DG.Roll.Success": "成功",
"DG.Roll.Target": "目標値: ",
"DG.RollLuck": "幸運ロール",
"DG.RollMode": "ロールモード",
"DG.Sheet.BlockHeaders.Adaptations": "慣れ",
"DG.Sheet.BlockHeaders.Attributes": "能力値",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "絆 / 関係 / 協力者",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "限界点と慣れ",
"DG.Sheet.BlockHeaders.Injuries": "負傷",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "モチベーションと精神障害",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "個人情報 / 経歴",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "身体的特徴とメモ",
"DG.Sheet.BlockHeaders.ScenarioInformation": "シナリオ情報",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "技能と訓練",
"DG.Sheet.BlockHeaders.SpecialTraining": "特殊訓練",
"DG.Sheet.BlockHeaders.Statistics": "能力値",
"DG.Skills.AddSkill": "技能を追加",
"DG.Skills.AddTypedOrCustomSkill": "類型/カスタム技能を追加",
"DG.Skills.Apply": "適用",
"DG.Skills.ApplySkillImprovements": "技能上達を適用",
"DG.Skills.ApplySkillImprovementsChatFlavor": "以下の技能が次式で成長した",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "以下の技能に影響する:",
"DG.Skills.ApplySkillImprovementsDialogLabel": "次の式により技能を上達する:",
"DG.Skills.ApplySkillImprovementsWarning": "上達する失敗した技能がありません",
"DG.Skills.EditSkill": "技能を編集",
"DG.Skills.EditTypedOrCustomSkill": "類型/カスタム技能を編集",
"DG.Skills.SkillGroup": "技能グループ",
"DG.Skills.SkillName": "技能の名前",
"DG.Skills.ToggleEditDeleteSkills": "技能の編集/削除",
"DG.Skills.accounting": "経理",
"DG.Skills.alertness": "警戒",
"DG.Skills.anthropology": "人類学",
@@ -22,6 +253,7 @@
"DG.Skills.drive": "運転",
"DG.Skills.firearms": "射撃",
"DG.Skills.first_aid": "応急手当",
"DG.Skills.flight": "飛行",
"DG.Skills.forensics": "法医学",
"DG.Skills.heavy_machiner": "重機械操作",
"DG.Skills.heavy_weapons": "重火器",
@@ -36,297 +268,7 @@
"DG.Skills.pharmacy": "薬学",
"DG.Skills.psychotherapy": "心理療法",
"DG.Skills.ride": "乗馬",
"DG.Skills.search": "捜索",
"DG.Skills.sigint": "シギント",
"DG.Skills.stealth": "隠密",
"DG.Skills.surgery": "手術",
"DG.Skills.survival": "サバイバル",
"DG.Skills.swim": "水泳",
"DG.Skills.unarmed_combat": "徒手格闘",
"DG.Skills.unnatural": "非自然",
"DG.Skills.flight": "飛行",
"DG.Skills.AddTypedOrCustomSkill": "類型/カスタム技能を追加",
"DG.Skills.ToggleEditDeleteSkills": "技能の編集/削除",
"DG.Skills.AddSkill": "技能を追加",
"DG.Skills.Apply": "適用",
"DG.Skills.ApplySkillImprovements": "技能上達を適用",
"DG.Skills.ApplySkillImprovementsChatFlavor": "以下の技能が次式で成長した",
"DG.Skills.ApplySkillImprovementsDialogLabel": "次の式により技能を上達する:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "以下の技能に影響する:",
"DG.Skills.ApplySkillImprovementsWarning": "上達する失敗した技能がありません",
"DG.Skills.EditTypedOrCustomSkill": "類型/カスタム技能を編集",
"DG.Skills.EditSkill": "技能を編集",
"DG.Skills.SkillGroup": "技能グループ",
"DG.Skills.SkillName": "技能の名前",
"DG.TypeSkills.Art": "芸術",
"DG.TypeSkills.Craft": "製作",
"DG.TypeSkills.ForeignLanguage": "ほかの言語",
"DG.TypeSkills.MilitaryScience": "軍事科学",
"DG.TypeSkills.Pilot": "操縦",
"DG.TypeSkills.Science": "科学",
"DG.TypeSkills.Other": "その他",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "特殊訓練を追加",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "カスタム/類型技能",
"DG.SpecialTraining.Dialog.DropDown.Skills": "技能",
"DG.SpecialTraining.Dialog.DropDown.Statistics": "能力値",
"DG.SpecialTraining.Dialog.EditSpecialTraining": "特殊訓練を編集",
"DG.SpecialTraining.Dialog.NameLabel": "名前",
"DG.SpecialTraining.Dialog.SkillLabel": "技能/能力値",
"DG.SpecialTraining.Dialog.Title": "特殊訓練の作成/編集",
"DG.Attributes.HP": "HP",
"DG.Attributes.WP": "WP",
"DG.Attributes.SAN": "SAN",
"DG.Attributes.str": "STR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DEX",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POW",
"DG.Attributes.cha": "CHA",
"DG.Navigation.Skills": "技能",
"DG.Navigation.Physical": "能力値",
"DG.Navigation.Mental": "精神",
"DG.Navigation.Gear": "装備",
"DG.Navigation.CV": "経歴",
"DG.Navigation.Contacts": "絆",
"DG.Navigation.Agent.skills": "技能",
"DG.Navigation.Agent.combat": "戦闘",
"DG.Navigation.Agent.physical": "能力値",
"DG.Navigation.Agent.motivations": "精神",
"DG.Navigation.Agent.gear": "装備",
"DG.Navigation.Agent.personal": "経歴",
"DG.Navigation.Agent.bio": "経歴",
"DG.Navigation.Agent.bonds": "絆",
"DG.About.OnlineHelp": "システムドキュメンテーション(オンライン)",
"DG.About.OnlineHelpTooltip": "オンラインGitHubヘルプをブラウザで開く。",
"DG.About.OnlineBugTracker": "質問、バグ報告、機能リクエスト(オンライン)",
"DG.About.OnlineBugTrackerTooltip": "オンラインGitHubのissueトラッカーをブラウザで開く。",
"DG.Roll.Rolling": "ローリング",
"DG.Roll.Target": "目標値: ",
"DG.Roll.Success": "成功",
"DG.Roll.Failure": "失敗",
"DG.Roll.Critical": "クリティカル",
"DG.Roll.Lethality": "致命率",
"DG.Roll.Lethal": "致命傷",
"DG.Roll.For": " : ",
"DG.Roll.Damage": "ダメージ",
"DG.Roll.RollingDamageFor": "ダメージロール: ",
"DG.Roll.Or": " / ",
"DG.Roll.Roll": "ロール",
"DG.Physical.Wounds": "傷跡",
"DG.Physical.FirstAidLabel": "応急手当済: ",
"DG.Physical.Exhausted": "疲労:",
"DG.Physical.ExhaustionPenalty": "ペナルティ:",
"DG.Generic.AddButtonLabel": "追加",
"DG.Mental.BreakingPoint": "限界点: ",
"DG.Mental.Reset": "リセット",
"DG.Mental.SanityLossIncidentsLabel": "SANを失ったが正気を保った出来事",
"DG.Mental.Violence": "暴力",
"DG.Mental.Helplessness": "無力",
"DG.Mental.AdaptedToViolence": "暴力への慣れ",
"DG.Mental.AdaptedToHelplessness": "無力への慣れ",
"DG.Mental.Motivations": "モチベーション",
"DG.Mental.Disorders": "精神障害",
"DG.Gear.Weapons": "武器",
"DG.Gear.Armor": "防具",
"DG.Gear.OtherGear": "他の装備",
"DG.Gear.Name": "名前",
"DG.Gear.DamageOrLethality": "ダメージ/致命率",
"DG.Gear.ArmorPiercing": "装甲貫通",
"DG.Gear.ArmorRating": "装甲値",
"DG.Gear.Equipped": "装備",
"DG.CV.Sex": "性別",
"DG.CV.SexPlaceholder": "性別",
"DG.CV.AgeAndDoB": "年齢・誕生日",
"DG.CV.AgeAndDoBPlaceholder": "年齢と誕生日",
"DG.CV.Employer": "雇用者",
"DG.CV.EmployerPlaceholder": "雇用者と職歴",
"DG.CV.Nationality": "国籍",
"DG.CV.NationalityPlaceholder": "国籍",
"DG.CV.Education": "教育",
"DG.CV.EducationPlaceholder": "教育と訓練",
"DG.Bonds.Bond": "絆",
"DG.Bonds.Name": "名前",
"DG.Bonds.Score": "スコア",
"DG.Bonds.NewBond": "新規絆",
"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.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.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。",
"DG.Tooltip.SkillLabel": "クリックで技能チェックをロール。",
"DG.Tooltip.CannotRollSkillLabel": "0%の技能は使用できない、Agent's Handbook 28ページ参照。",
"DG.Tooltip.SkillFailCheckbox": "技能テストに失敗したら(習熟度が少なくとも1%の場合)、このボックスにチェックを入れる。セッションの終了時に、この技能に1D4%ポイントを加え、ボックスのチェックを外す。非自然または儀式技能には適用されない。Agent's Handbook 29ページ参照。",
"DG.Tooltip.DistinguishingFeature": "際立った特徴 (スコアが13以上または8以下の場合、記入する)。",
"DG.Tooltip.x5AttributeLabel": "クリックでx5のテストをロール。",
"DG.Tooltip.FirstAidAttempted": "エージェントが一度応急手当を受けると、別の原因でさらなるダメージを受けるまでは、それ以上の恩恵を受けることはできない。",
"DG.Tooltip.AdaptedToViolence": "暴力に慣れるということは、暴力を行使すべき単なるもう一つの手段と見なすようになり、エージェントの共感が損なわれることを意味する。エージェントはCHAと各絆から1D6を永久的に失う。",
"DG.Tooltip.AdaptedToHelplessness": "無力に慣れるということは、彼らが周囲の世界から身を引くことによって、エージェントの個人的な意欲が損なわれることを意味する。無力に慣れるとすぐに、エージェントは1D6のPOWを永久的に失う。",
"DG.Tooltip.ToggleEquippedState": "クリックでこのアイテムの装備の有無を切り替え。",
"DG.Tooltip.Exhaustion": "長時間働きすぎたり、休息を取らずに極度の危険や負傷に直面したりすると、エージェントは疲労する。 これが起こるのはハンドラー次第だが、目安として、一晩眠らずに過ごしたり、SANやHPを失った後に休息を拒否したりすると、疲労につながる。",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Incidental": "付帯費用",
"DG.Gear.Expense.Standard": "標準",
"DG.Gear.Expense.Unusual": "特別",
"DG.Gear.Expense.Major": "高額",
"DG.Gear.Expense.Extreme": "極高額",
"DG.ItemWindow.Bonds.Description": "説明/進展",
"DG.ItemWindow.Bonds.ScoreTooltip": "スコアが高いほど、エージェントと絆の関係性が強いことを示す。",
"DG.ItemWindow.Motivations.Attributes": "能力値",
"DG.ItemWindow.Motivations.Motivation": "モチベーション",
"DG.ItemWindow.Motivations.Description": "説明とノート",
"DG.ItemWindow.Motivations.Disorder": "精神障害",
"DG.ItemWindow.Motivations.IsDisorder": "精神障害か?",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "キャラクターの原動力になるようなもの",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "限界点に達すると精神障害がモチベーションに取って代わる。",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "精神障害である場合このボックスをチェックする",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "精神障害は\"治癒\"した",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "セラピーでの幸運ロールでクリティカル成功をすると、精神障害を「治療」することができる。しかし、限界点に達した場合それが次回に再発する可能性がある。Agent's Handbook 78~79ページの「Go To Therapy」を参照。",
"DG.ItemWindow.Gear.Attributes": "能力値",
"DG.ItemWindow.Gear.Description": "説明",
"DG.ItemWindow.Gear.NamePlaceholder": "名前",
"DG.ItemWindow.Gear.Expense": "費用",
"DG.ItemWindow.Gear.Equipped": "装備",
"DG.ItemWindow.Armor.Description": "説明",
"DG.ItemWindow.Armor.NamePlaceholder": "名前",
"DG.ItemWindow.Armor.ArmorRating": "装甲値",
"DG.ItemWindow.Armor.Expense": "費用",
"DG.ItemWindow.Armor.Equipped": "装備",
"DG.ItemWindow.Weapons.Description": "説明",
"DG.ItemWindow.Weapons.NamePlaceholder": "名前",
"DG.ItemWindow.Weapons.Skill": "技能",
"DG.ItemWindow.Weapons.Expense": "費用",
"DG.ItemWindow.Weapons.Damage": "ダメージ",
"DG.ItemWindow.Weapons.Lethality": "致命率",
"DG.ItemWindow.Weapons.IsLethality": "致命的",
"DG.ItemWindow.Weapons.LethalityTooltip": "致命武器は、対象を即死させる可能性がある。ダメージダイスではなく、D100をロールする。致命でない場合、ダメージは2d10をロールした結果となる。最初のd10の「00」は10として扱う。",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "致命率のある武器なら、ここにチェックする",
"DG.ItemWindow.Weapons.ArmorPiercing": "装甲貫通",
"DG.ItemWindow.Weapons.Ammo": "弾",
"DG.ItemWindow.Weapons.Range": "射程",
"DG.ItemWindow.Weapons.KillRadius": "致命半径",
"DG.ModifySkillRollDialogue.Title": "ロールの修正",
"DG.ModifySkillRollDialogue.Test": "テスト:",
"DG.ModifySkillRollDialogue.OriginalTarget": "元の目標値:",
"DG.ModifySkillRollDialogue.TargetModifier": "目標値修正:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "技能チェックの目標値にプラスまたはマイナスの修正を加える。",
"DG.ModifyDamageRollDialogue.Weapon": "武器:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "ここでダイスの式の外を変えられる、結果を2倍にするために使われる。",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "ここでダイスの式の内側を変えられる、結果を「+1」とか、「+1d4」とかにするために使われる。",
"DG.Roll.Inhuman": "人ならざるもの",
"DG.Tooltip.BreakPoint": "現在の限界点、現在SANがこの値以下に低下した場合にリセットする。初期値はSAN - POW。",
"DG.Tooltip.BreakPointReset": "限界点を現在SAN - WPにリセットする。",
"DG.Skills.ritual": "儀式",
"DG.RollMode": "ロールモード",
"DG.Bonds.Relationship": "関係",
"DG.TypeSkills.Subskills.Painting": "絵画",
"DG.Sheet.BlockHeaders.Attributes": "能力値",
"DG.Sheet.BlockHeaders.Statistics": "能力値",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "身体的特徴とメモ",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "技能と訓練",
"DG.Sheet.BlockHeaders.SpecialTraining": "特殊訓練",
"DG.Sheet.BlockHeaders.Injuries": "負傷",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "限界点と慣れ",
"DG.Sheet.BlockHeaders.Adaptations": "慣れ",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "モチベーションと精神障害",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "個人情報 / 経歴",
"DG.Sheet.BlockHeaders.ScenarioInformation": "シナリオ情報",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "絆 / 関係 / 協力者",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "初期値の技能を非表示",
"DG.UnnaturalSheet.NotesLabel": "ノート",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "怪物や種類の説明",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "全ての技能を表示",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "技能・ノート",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "攻撃・能力",
"DG.NPCSheet.BreakPointAbbreviation": "限界点",
"DG.ImpossibleLanscapes.IHaveSeenThe": "目撃: ",
"DG.ImpossibleLanscapes.YellowSign": "黄色の印",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "腐",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "敗",
"DG.ImpossibleLanscapes.Gift": "ギフト",
"DG.ImpossibleLanscapes.Insight": "ひらめき",
"DG.VehicleSheet.NotesTabName": "ノート",
"DG.VehicleSheet.GearTabName": "装備",
"DG.VehicleSheet.NotesLabel": "ノート",
"DG.VehicleSheet.DescriptionPlaceHolder": "車両の説明",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "次のホームシーンが終了するまで、ダメージを負った絆のボックスにチェックを入れる。",
"DG.Generic.ClearAll": "全てのチェックを消す",
"DG.Generic.SanDamage": "SANダメージ",
"DG.ItemWindow.Weapons.CustomSkillTarget": "目標値",
"DG.ItemWindow.Weapons.SkillModifier": "技能修正",
"DG.ItemWindow.Custom": "カスタム",
"TYPES.Actor.agent": "エージェント",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "非自然",
"TYPES.Actor.vehicle": "車両",
"TYPES.Item.armor": "防具",
"TYPES.Item.bond": "絆",
"TYPES.Item.gear": "装備",
"TYPES.Item.motivation": "モチベーション",
"TYPES.Item.weapon": "武器",
"TYPES.Item.tome": "魔道書",
"TYPES.Item.ritual": "儀式",
"DG.Gear.Tomes": "魔道書",
"DG.Gear.Rituals": "儀式",
"DG.Tomes.Name": "名前",
"DG.Ritual.Name": "名前",
"DG.Tome.Name": "名前",
"DG.Tome.Language": "言語",
"DG.Tome.StudyTime": "研究期間",
"DG.ItemWindow.Tome.Description": "説明",
"DG.ItemWindow.Tome.LanguagePlaceholder": "言語",
"DG.ItemWindow.Tome.StudyTime": "研究期間",
"DG.ItemWindow.Tome.OccultIncrease": "オカルト技能増加",
"DG.ItemWindow.Tome.UnnaturalIncrease": "非自然技能増加",
"DG.ItemWindow.Tome.StudySanityDamage": "研究時SANダメージ",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "ハンドラー限定",
"DG.ItemWindow.Tome.HandlerNotes": "ハンドラーノート",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "実行時SANダメージ",
"DG.ItemWindow.Ritual.ActivationTime": "実行時間",
"DG.ItemWindow.Ritual.ActivationCosts": "実行コスト",
"DG.ItemWindow.Ritual.StudyTime": "研究期間",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "習得時SANダメージ",
"DG.Skills.ruby.accounting": "けいり",
"DG.Skills.ruby.alertness": "けいかい",
"DG.Skills.ruby.anthropology": "じんるいがく",
@@ -342,6 +284,7 @@
"DG.Skills.ruby.drive": "うんてん",
"DG.Skills.ruby.firearms": "しゃげき",
"DG.Skills.ruby.first_aid": "おうきゅうてあて",
"DG.Skills.ruby.flight": "ひこう",
"DG.Skills.ruby.forensics": "ほういがく",
"DG.Skills.ruby.heavy_machiner": "じゅうきかいそうさ",
"DG.Skills.ruby.heavy_weapons": "じゅうかき",
@@ -364,8 +307,71 @@
"DG.Skills.ruby.swim": "すいえい",
"DG.Skills.ruby.unarmed_combat": "としゅかくとう",
"DG.Skills.ruby.unnatural": "ひしぜん",
"DG.Skills.ruby.flight": "ひこう",
"DG.Messages.Skillsmark.Marked": "このスキルはマークされています",
"DG.Messages.Skillsmark.Tooltip": "エージェントハンドブック29ページ参照"
"DG.Skills.search": "捜索",
"DG.Skills.sigint": "シギント",
"DG.Skills.stealth": "隠密",
"DG.Skills.surgery": "手術",
"DG.Skills.survival": "サバイバル",
"DG.Skills.swim": "水泳",
"DG.Skills.unarmed_combat": "徒手格闘",
"DG.Skills.unnatural": "非自然",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "特殊訓練を追加",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "カスタム/類型技能",
"DG.SpecialTraining.Dialog.DropDown.Skills": "技能",
"DG.SpecialTraining.Dialog.DropDown.Statistics": "能力値",
"DG.SpecialTraining.Dialog.EditSpecialTraining": "特殊訓練を編集",
"DG.SpecialTraining.Dialog.NameLabel": "名前",
"DG.SpecialTraining.Dialog.SkillLabel": "技能/能力値",
"DG.SpecialTraining.Dialog.Title": "特殊訓練の作成/編集",
"DG.SystemName": "デルタグリーン",
"DG.Tome.Language": "言語",
"DG.Tome.Name": "名前",
"DG.Tome.StudyTime": "研究期間",
"DG.Tomes.Name": "名前",
"DG.Tooltip.AdaptedToHelplessness": "無力に慣れるということは、彼らが周囲の世界から身を引くことによって、エージェントの個人的な意欲が損なわれることを意味する。無力に慣れるとすぐに、エージェントは1D6のPOWを永久的に失う。",
"DG.Tooltip.AdaptedToViolence": "暴力に慣れるということは、暴力を行使すべき単なるもう一つの手段と見なすようになり、エージェントの共感が損なわれることを意味する。エージェントはCHAと各絆から1D6を永久的に失う。",
"DG.Tooltip.BreakPoint": "現在の限界点、現在SANがこの値以下に低下した場合にリセットする。初期値はSAN - POW。",
"DG.Tooltip.BreakPointReset": "限界点を現在SAN - WPにリセットする。",
"DG.Tooltip.CannotRollSkillLabel": "0%の技能は使用できない、Agent's Handbook 28ページ参照。",
"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.DistinguishingFeature": "際立った特徴 (スコアが13以上または8以下の場合、記入する)。",
"DG.Tooltip.Exhaustion": "長時間働きすぎたり、休息を取らずに極度の危険や負傷に直面したりすると、エージェントは疲労する。 これが起こるのはハンドラー次第だが、目安として、一晩眠らずに過ごしたり、SANやHPを失った後に休息を拒否したりすると、疲労につながる。",
"DG.Tooltip.FirstAidAttempted": "エージェントが一度応急手当を受けると、別の原因でさらなるダメージを受けるまでは、それ以上の恩恵を受けることはできない。",
"DG.Tooltip.MaximumHP": "最大HPはSTRとCONの平均(切り上げ)。",
"DG.Tooltip.MaximumSanity": "最大SANは99-非自然技能に等しい。",
"DG.Tooltip.MaximumWP": "最大WPはPOWに等しい。",
"DG.Tooltip.SkillFailCheckbox": "技能テストに失敗したら(習熟度が少なくとも1%の場合)、このボックスにチェックを入れる。セッションの終了時に、この技能に1D4%ポイントを加え、ボックスのチェックを外す。非自然または儀式技能には適用されない。Agent's Handbook 29ページ参照。",
"DG.Tooltip.SkillLabel": "クリックで技能チェックをロール。",
"DG.Tooltip.ToggleEquippedState": "クリックでこのアイテムの装備の有無を切り替え。",
"DG.Tooltip.x5AttributeLabel": "クリックでx5のテストをロール。",
"DG.TypeSkills.Art": "芸術",
"DG.TypeSkills.Craft": "製作",
"DG.TypeSkills.ForeignLanguage": "ほかの言語",
"DG.TypeSkills.MilitaryScience": "軍事科学",
"DG.TypeSkills.Other": "その他",
"DG.TypeSkills.Pilot": "操縦",
"DG.TypeSkills.Science": "科学",
"DG.TypeSkills.Subskills.Painting": "絵画",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "初期値の技能を非表示",
"DG.UnnaturalSheet.NotesLabel": "ノート",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "怪物や種類の説明",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "全ての技能を表示",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "攻撃・能力",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "技能・ノート",
"DG.VehicleSheet.DescriptionPlaceHolder": "車両の説明",
"DG.VehicleSheet.GearTabName": "装備",
"DG.VehicleSheet.NotesLabel": "ノート",
"DG.VehicleSheet.NotesTabName": "ノート",
"TYPES.Actor.agent": "エージェント",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "非自然",
"TYPES.Actor.vehicle": "車両",
"TYPES.Item.armor": "防具",
"TYPES.Item.bond": "絆",
"TYPES.Item.gear": "装備",
"TYPES.Item.motivation": "モチベーション",
"TYPES.Item.ritual": "儀式",
"TYPES.Item.tome": "魔道書",
"TYPES.Item.weapon": "武器"
}
+361 -363
View File
@@ -1,50 +1,290 @@
{
"DG.SystemName": "Delta Green",
"DG.About.Changelog": "DZIENNIK ZMIAN (ONLINE)",
"DG.About.Copyright": "Opublikowano przez Arc Dream Publishing na mocy umowy z Delta Green Partnership. Własność intelektualna znana jako Delta Green jest znakiem towarowym i prawem autorskim należącym do Delta Green Partnership, które udzieliło tutaj licencji na jej wykorzystanie.",
"DG.About.License": "Zawartość tego systemu jest licencjonowana zgodnie z warunkami dołączonego pliku <a href=\"systems/deltagreen/LICENSE.txt\">licencyjnego</a>, z wyjątkiem tych elementów, które są składnikami własności intelektualnej Delta Green.",
"DG.About.OnlineBugTracker": "Pytania, zgłoszenia błędów lub prośby o funkcje (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Uruchom przeglądarkę z trackerem błędów na GitHubie.",
"DG.About.OnlineHelp": "Dokumentacja systemu (ONLINE)",
"DG.About.OnlineHelpTooltip": "Uruchom przeglądarkę z dokumentacją online na GitHubie.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "NAZWISKO, IMIE (PSEUDONIM/KRYPTONIM, JESLI DOTYCZY)",
"DG.RollLuck": "Test Szczęścia",
"DG.Luck": "Szczęście",
"DG.AgentSheet.ProfessionPlaceholder": "ZAWÓD (RANGA, JEŚLI DOTYCZY)",
"DG.Attributes.HP": "PW",
"DG.Attributes.SAN": "PP",
"DG.Attributes.Tooltip.HP": "Punkty Wytrzymałości, postać traci przytomność przy 2 PW i umiera przy 0 PW.",
"DG.Attributes.Tooltip.SAN": "Kliknij, aby wykonać test na Poczytalność...",
"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.Attributes.Tooltip.cha": "Zobacz stronę 19 Podręcznika Agenta – Charyzma",
"DG.Attributes.Tooltip.con": "Zobacz stronę 19 Podręcznika Agenta – Kondycja",
"DG.Attributes.Tooltip.dex": "Zobacz stronę 19 Podręcznika Agenta – Zręczność",
"DG.Attributes.Tooltip.int": "Zobacz stronę 19 Podręcznika Agenta – Inteligencja",
"DG.Attributes.Tooltip.pow": "Zobacz stronę 19 Podręcznika Agenta – Siła Woli",
"DG.Attributes.Tooltip.str": "Zobacz stronę 19 Podręcznika Agenta – Siła",
"DG.Attributes.WP": "PSW",
"DG.Attributes.cha": "CHA",
"DG.Attributes.con": "KON",
"DG.Attributes.dex": "ZR",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "MOC",
"DG.Attributes.str": "S",
"DG.Bonds.Bond": "Więź",
"DG.Bonds.Name": "Nazwa",
"DG.Bonds.NewBond": "Nowa Więź",
"DG.Bonds.Relationship": "Relacja",
"DG.Bonds.Score": "Wynik",
"DG.CV.AgeAndDoB": "Wiek i Data Ur.",
"DG.CV.AgeAndDoBPlaceholder": "Wiek i Data Urodzenia",
"DG.CV.Education": "Edukacja",
"DG.CV.EducationPlaceholder": "Edukacja lub Szkolenie",
"DG.CV.Employer": "Pracodawca",
"DG.CV.EmployerPlaceholder": "Pracodawca lub Historia Zatrudnienia",
"DG.CV.Nationality": "Narodowość",
"DG.CV.NationalityPlaceholder": "Narodowość",
"DG.CV.Sex": "Płeć",
"DG.CV.SexPlaceholder": "Płeć",
"DG.FallbackText.newItem": "Nowy {type}",
"DG.Skills.accounting": "Księgowość",
"DG.Skills.alertness": "Czujność",
"DG.Skills.anthropology": "Antropologia",
"DG.Skills.archeology": "Archeologia",
"DG.Skills.artillery": "Broń Artyleryjska",
"DG.Skills.athletics": "Atletyka",
"DG.Skills.bureaucracy": "Biurokracja",
"DG.Skills.computer_science": "Informatyka",
"DG.Skills.criminology": "Kryminologia",
"DG.Skills.demolitions": "Materiały Wybuchowe",
"DG.Skills.disguise": "Charakteryzacja",
"DG.Skills.dodge": "Unik",
"DG.Skills.drive": "Prowadzenie Pojazdów",
"DG.Skills.firearms": "Broń Palna",
"DG.Skills.first_aid": "Pierwsza pomoc",
"DG.Skills.forensics": "Kryminalistyka",
"DG.Skills.heavy_machiner": "Obsługa Ciężkich Maszyn",
"DG.Skills.heavy_weapons": "Broń Ciężka",
"DG.Skills.history": "Historia",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Prawo",
"DG.Skills.medicine": "Medycyna",
"DG.Skills.melee_weapons": "Broń Biała",
"DG.Skills.navigate": "Nawigacja",
"DG.Skills.occult": "Okultyzm",
"DG.Skills.persuade": "Perswazja",
"DG.Skills.pharmacy": "Farmacja",
"DG.Skills.psychotherapy": "Psychoterapia",
"DG.Skills.ride": "Jeżdziectwo",
"DG.Skills.search": "Przeszukiwanie",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Ukrywanie",
"DG.Skills.surgery": "Chirurgia",
"DG.Skills.survival": "Sztuka Przetrwania",
"DG.Skills.swim": "Pływanie",
"DG.Skills.unarmed_combat": "Walka Bez Broni",
"DG.Skills.unnatural": "Zjawiska Nadnaturalne",
"DG.Skills.flight": "Latanie",
"DG.Gear.Armor": "Pancerz",
"DG.Gear.ArmorPiercing": "Przebicie Pancerza",
"DG.Gear.ArmorRating": "Siła Pancerza",
"DG.Gear.DamageOrLethality": "Obrażenia/Śmiertelność",
"DG.Gear.Equipped": "Wyposażony",
"DG.Gear.Expense.Extreme": "Ekstremalny",
"DG.Gear.Expense.Incidental": "Drobny",
"DG.Gear.Expense.Major": "Poważny",
"DG.Gear.Expense.NA": "N/A albo Brak",
"DG.Gear.Expense.Standard": "Standardowy",
"DG.Gear.Expense.Unusual": "Niezwykły",
"DG.Gear.Name": "Nazwa",
"DG.Gear.OtherGear": "Inny Sprzęt",
"DG.Gear.Rituals": "RYTUAŁY",
"DG.Gear.Tomes": "KSIĘGI",
"DG.Gear.WeaponTypes.Firearms": "Broń Palna",
"DG.Gear.WeaponTypes.Melee": "Walka wręcz",
"DG.Gear.Weapons": "Broń",
"DG.Generic.AddButtonLabel": "Dodaj",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Zaznacz pole uszkodzonej więzi, dopóki kolejna scena w domu się nie skończy.",
"DG.Generic.ClearAll": "Wyczyść zaznaczenia",
"DG.Generic.SanDamage": "Utrata PP",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Zepsu",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "cie",
"DG.ImpossibleLanscapes.Gift": "Dar",
"DG.ImpossibleLanscapes.IHaveSeenThe": "WIDZIAŁEM",
"DG.ImpossibleLanscapes.Insight": "Wgląd",
"DG.ImpossibleLanscapes.YellowSign": "ŻÓŁTY ZNAK",
"DG.ItemWindow.Armor.ArmorRating": "Siła Pancerza",
"DG.ItemWindow.Armor.Description": "Opis",
"DG.ItemWindow.Armor.Equipped": "Wyposażony",
"DG.ItemWindow.Armor.Expense": "Koszt",
"DG.ItemWindow.Armor.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Bonds.Description": "Opis/Rozwój",
"DG.ItemWindow.Bonds.ScoreTooltip": "Wyższy wynik oznacza silniejszą relację między agentem a więzią.",
"DG.ItemWindow.Custom": "Niestandardowy",
"DG.ItemWindow.Gear.Attributes": "Atrybuty",
"DG.ItemWindow.Gear.Description": "Opis",
"DG.ItemWindow.Gear.Equipped": "Wyposażony",
"DG.ItemWindow.Gear.Expense": "Koszt",
"DG.ItemWindow.Gear.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Motivations.Attributes": "Atrybuty",
"DG.ItemWindow.Motivations.Description": "Opis/Uwagi",
"DG.ItemWindow.Motivations.Disorder": "Zaburzenie",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Zaburzenie zostało \"wyleczone\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Krytyczny sukces w teście terapii może 'wyleczyć' zaburzenie. Może ono powrócić przy następnym osiągnięciu punktu złamania. Zobacz sekcję Terapia na stronach 78-79 Podręcznika Agenta.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Zaburzenie zastępuje motywację po osiągnięciu punktu złamania.",
"DG.ItemWindow.Motivations.IsDisorder": "To Zaburzenie",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Zaznacz to, jeśli dodajesz zaburzenie, lub jeśli istniejąca motywacja została utracona na skutek zyskania zaburzenia.",
"DG.ItemWindow.Motivations.Motivation": "Motywacja",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Coś, co napędza postać.",
"DG.ItemWindow.Ritual.ActivationCosts": "Koszt Aktywacji",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Utrata PP przy Aktywacji",
"DG.ItemWindow.Ritual.ActivationTime": "Czas Aktywacji",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Utrata PP po Nauce",
"DG.ItemWindow.Ritual.StudyTime": "Czas Nauki",
"DG.ItemWindow.Tome.Description": "Opis",
"DG.ItemWindow.Tome.HandlerNotes": "Uwagi dla Oficera Prowadzącego",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Tylko dla Oficera Prowadzącego",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Język",
"DG.ItemWindow.Tome.OccultIncrease": "Zwiększenie Umiejętności Okultyzm",
"DG.ItemWindow.Tome.StudySanityDamage": "Uszkodzenie PP po Studiowaniu",
"DG.ItemWindow.Tome.StudyTime": "Czas Nauki",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Zwiększenie Umiejętności Nadnaturalne",
"DG.ItemWindow.Weapons.Ammo": "Amunicja",
"DG.ItemWindow.Weapons.ArmorPiercing": "Przebicie Pancerza",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Cel",
"DG.ItemWindow.Weapons.Damage": "Obrażenia",
"DG.ItemWindow.Weapons.Description": "Opis",
"DG.ItemWindow.Weapons.Expense": "Koszt",
"DG.ItemWindow.Weapons.IsLethality": "Jest Śmiertelny",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Zaznacz to, jeśli broń ma procentową wartość śmiertelności.",
"DG.ItemWindow.Weapons.KillRadius": "Zasięg Śmierci",
"DG.ItemWindow.Weapons.Lethality": "Śmiertelność",
"DG.ItemWindow.Weapons.LethalityTooltip": "Broń śmiertelna ma szansę natychmiastowo zabić cel. Rzuć D100 zamiast kości obrażeń. Jeśli nie jest śmiertelna, obrażenia są traktowane jakby wynik był rzutem 2d10, z '00' na pierwszym d10 traktowanym jak 10.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Weapons.Range": "Zasięg",
"DG.ItemWindow.Weapons.Skill": "Umiejętność",
"DG.ItemWindow.Weapons.SkillModifier": "Modyfikator Umiejętności",
"DG.Luck": "Szczęście",
"DG.Mental.AdaptedToHelplessness": "Adaptacja do bezsilności",
"DG.Mental.AdaptedToViolence": "Adaptacja do przemocy",
"DG.Mental.BreakingPoint": "Punkt Załamania: ",
"DG.Mental.Disorders": "Zaburzenia",
"DG.Mental.Helplessness": "Bezsilność",
"DG.Mental.Motivations": "Motywacje",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Utrata PP (Bez Niepoczytalności)",
"DG.Mental.Tooltip.BreakingPoint": "Punkt Załamania to dokładna wartość Poczytalności, przy której Twój Agent został wystarczająco wyczerpany traumą, by rozwinąć nową, długotrwałą chorobę psychiczną. Jeśli Poczytalność osiągnie ten punkt lub spadnie poniżej niego, odejmij Siłę Woli Agenta od nowej Poczytalności. To będzie nowy Punkt Załamania Twojego Agenta.",
"DG.Mental.Violence": "Przemoc",
"DG.Messages.Skillsmark.Marked": "Ta umiejętność jest oznaczona.",
"DG.Messages.Skillsmark.Tooltip": "Zobacz str. 29 Podręcznika Agenta.",
"DG.MissionPaused": "Misja wstrzymana",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Użyj tego pola, aby dodać modyfikator stały, np. '+1' lub inną jednostkową kostkę, np. '+1d4'.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Użyj tego pola, aby zmodyfikować zewnętrzną część formuły, na przykład aby podwoić wynik.",
"DG.ModifyDamageRollDialogue.Weapon": "Broń:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Podaj dodatni lub ujemny modyfikator, aby dodać/odjąć od celu dla testu umiejętności.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Oryginalny Cel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modyfikator Celu:",
"DG.ModifySkillRollDialogue.Test": "Test:",
"DG.ModifySkillRollDialogue.Title": "Modyfikuj Rzut",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Osobiste",
"DG.Navigation.Agent.bonds": "Więzi",
"DG.Navigation.Agent.combat": "Walka",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Wyposażenie",
"DG.Navigation.Agent.motivations": "Psychika",
"DG.Navigation.Agent.personal": "Osobiste",
"DG.Navigation.Agent.physical": "Statystyki",
"DG.Navigation.Agent.skills": "Umiejętności",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.NPC.gear": "Ataki i Zdolności",
"DG.Navigation.NPC.skills": "Umiejętności i szkolenia",
"DG.Navigation.Vehicle.gear": "Wyposażenie",
"DG.Navigation.Vehicle.notes": "Uwagi",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Kara:",
"DG.Physical.FirstAidLabel": "Pierwsza pomoc została już podjęta: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Rany",
"DG.Ritual.Name": "Nazwa",
"DG.Roll.CriticalFailure": "Krytyczna porażka!",
"DG.Roll.CriticalSuccess": "Krytyczny sukces!",
"DG.Roll.Damage": "Obrażenia",
"DG.Roll.Failure": "Porażka",
"DG.Roll.For": "Dla",
"DG.Roll.Inhuman": "Nieludzki",
"DG.Roll.Lethal": "Śmiertelny",
"DG.Roll.Lethality": "Śmiertelność",
"DG.Roll.Or": "Lub",
"DG.Roll.Roll": "Rzuć",
"DG.Roll.Rolling": "Rzut na",
"DG.Roll.RollingDamageFor": "Rzut na Obrażenia",
"DG.Roll.Success": "Sukces",
"DG.Roll.Target": "Cel: ",
"DG.RollLuck": "Test Szczęścia",
"DG.RollMode": "Tryb Rzutu",
"DG.Settings.Saved": "Bieżące ustawienia zostały zapisane.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Zawsze pokazuj sekcję przedmiotów z Hipergeometrii (np. Rytuały i Tomy) na kartach Agentów, nawet jeśli Agent nie posiada żadnych przedmiotów tego typu.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Pokaż sekcję Hipergeometrii",
"DG.Settings.charactersheet.cowboys": "Kowboje",
"DG.Settings.charactersheet.hint": "Wybierz styl kart postaci. „Program” to nowocześniejszy, rządowy styl, natomiast „Kowboj/Banita” to starszy, bardziej surowy styl przypominający maszynę do pisania.",
"DG.Settings.charactersheet.name": "Styl karty postaci",
"DG.Settings.charactersheet.outlaws": "The Outlaws",
"DG.Settings.charactersheet.program": "Program",
"DG.Settings.hideSkillTooltips.hint": "Nie wyświetlaj podpowiedzi umiejętności na kartach Agenta.",
"DG.Settings.hideSkillTooltips.name": "Ukryj podpowiedzi umiejętności",
"DG.Settings.keepSanityPrivate.hint": "Ukryj Poczytalność przed graczami zarówno na kartach Agentów, jak i w rzutach.",
"DG.Settings.keepSanityPrivate.name": "Ukryj Poczytalność",
"DG.Settings.showImpossibleLandscapesContent.hint": "Pokaż pola specyficzne dla Impossible Landscapes na kartach Agentów. Pola te są zawsze widoczne tylko dla Oficera prowadzącego, nawet jeśli ta opcja jest zaznaczona.",
"DG.Settings.showImpossibleLandscapesContent.name": "Pokaż zawartość Impossible Landscapes",
"DG.Settings.skillFailure.hint": "Aktywuj tę opcję, aby zawsze zaznaczać pole niepowodzenia po nieudanym teście umiejętności. Oficer prowadzący może cofnąć tę akcję z wiadomości na czacie dotyczącej rzutu.",
"DG.Settings.skillFailure.name": "Automatyczne zaznaczanie niepowodzenia w umiejętności",
"DG.Settings.skillImprovementFormula.1": "Stałe +1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.skillImprovementFormula.hint": "Domyślnie 1k4. Istniało kilka errat w tej kwestii — wybierz tę opcję, która najlepiej pasuje do tempa twojej gry.",
"DG.Settings.skillImprovementFormula.name": "Domyślny rzut na rozwój umiejętności",
"DG.Settings.sortskills.hint": "Zaznaczone sortuje według kolumny. Niezaznaczone sortuje według wierszy.",
"DG.Settings.sortskills.name": "Sortowanie umiejętności według kolumn?",
"DG.SettingsMenu.automation.label": "Menu automatyzacji",
"DG.SettingsMenu.automation.name": "Menu automatyzacji",
"DG.SettingsMenu.automation.title": "Ustawienia automatyzacji",
"DG.SettingsMenu.handler.label": "Ustawienia Oficera Prowadzącego",
"DG.SettingsMenu.handler.name": "Ustawienia Oficera Prowadzącego",
"DG.SettingsMenu.handler.title": "Ustawienia tylko dla Oficera prowadzącego",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptacje",
"DG.Sheet.BlockHeaders.Attributes": "ATRYBUTY",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "WIĘZI / RELACJE / KONTAKTY",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PUNKT ZŁAMANIA I ADAPTACJE",
"DG.Sheet.BlockHeaders.Injuries": "URAZY",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTYWACJE I ZABURZENIA",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "DANE OSOBOWE / CV",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "OPIS FIZYCZNY / UWAGI",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMACJE SCENARIUSZA",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "UMIEJĘTNOŚCI I SZKOLENIE",
"DG.Sheet.BlockHeaders.SpecialTraining": "SZKOLENIE SPECJALNE",
"DG.Sheet.BlockHeaders.Statistics": "STATYSTYKI",
"DG.Sheet.class.agent": "Karta Agenta",
"DG.Sheet.class.item": "Karta Przedmiotu",
"DG.Sheet.class.npc": "Karta NPC",
"DG.Sheet.class.unnatural": "Karta Nadnaturalnego",
"DG.Sheet.class.vehicle": "Karta Pojazdu",
"DG.Skills.AddSkill": "Dodaj Umiejętność",
"DG.Skills.AddTypedOrCustomSkill": "Dodaj Typową/Niestandardową Umiejętność",
"DG.Skills.Apply": "Zastosuj",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Ulepszono następujące umiejętności o <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Wpływa na następujące umiejętności: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Ulepsz umiejętności według następującego wzoru: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.Title": "Zastosuj ulepszenia umiejętności",
"DG.Skills.ApplySkillImprovements.Warning": "Brak nieudanych umiejętności do ulepszenia.",
"DG.Skills.EditSkill": "Edytuj Umiejętność",
"DG.Skills.EditTypedOrCustomSkill": "Edytuj Umiejętność Typowaną/Niestandardową",
"DG.Skills.SkillGroup": "Grupa Umiejętności",
"DG.Skills.SkillName": "Nazwa Umiejętności",
"DG.Skills.ToggleEditDeleteSkills": "Edytuj/usuń umiejętności",
"DG.Skills.Tooltip.accounting": "Wykrywanie finansowych sygnałów ostrzegawczych, takich jak ukryte aktywa, firmy fasadowe lub defraudacje.",
"DG.Skills.Tooltip.alertness": "Dostrzegaj ukryte zagrożenia, subtelne ruchy lub ciche dźwięki, zanim staną się one niebezpieczeństwem.",
"DG.Skills.Tooltip.anthropology": "Zrozumienie przekonań, zachowań i tematów tabu w współczesnych kulturach i społeczeństwach.",
@@ -82,37 +322,45 @@
"DG.Skills.Tooltip.swim": "Przetrwanie w wodzie pod przymusem - ratowanie innych, ucieczka lub znoszenie niebezpieczeństw.",
"DG.Skills.Tooltip.unarmed_combat": "Poskromienie lub zranienie przeciwników przy użyciu pięści, chwytów, kopnięć i innych technik walki wręcz.",
"DG.Skills.Tooltip.unnatural": "Rozpoznawanie, badanie lub przypominanie sobie prawd o bytach i siłach wykraczających poza ludzkie zrozumienie.",
"DG.Skills.AddTypedOrCustomSkill": "Dodaj Typową/Niestandardową Umiejętność",
"DG.Skills.ToggleEditDeleteSkills": "Edytuj/usuń umiejętności",
"DG.Skills.AddSkill": "Dodaj Umiejętność",
"DG.Skills.Apply": "Zastosuj",
"DG.Skills.ApplySkillImprovements.Title": "Zastosuj ulepszenia umiejętności",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Ulepszono następujące umiejętności o <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Ulepsz umiejętności według następującego wzoru: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Wpływa na następujące umiejętności: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.Warning": "Brak nieudanych umiejętności do ulepszenia.",
"DG.Skills.EditTypedOrCustomSkill": "Edytuj Umiejętność Typowaną/Niestandardową",
"DG.Skills.EditSkill": "Edytuj Umiejętność",
"DG.Skills.SkillGroup": "Grupa Umiejętności",
"DG.Skills.SkillName": "Nazwa Umiejętności",
"DG.TypeSkills.Art": "Sztuka",
"DG.TypeSkills.Craft": "Rzemiosło",
"DG.TypeSkills.ForeignLanguage": "Język Obcy",
"DG.TypeSkills.MilitaryScience": "Wojskowość",
"DG.TypeSkills.Pilot": "Pilotowanie",
"DG.TypeSkills.Science": "Nauka",
"DG.TypeSkills.Other": "Inne",
"DG.TypeSkills.Tooltip.Art": "Twórz lub oceniaj dzieła artystyczne i wykrywaj fałszerstwa w danej dziedzinie.",
"DG.TypeSkills.Tooltip.Craft": "Budowanie, naprawianie lub sabotowanie specjalistycznych narzędzi lub systemów, takich jak silniki, zamki lub okablowanie.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Mówisz, czytasz i rozumiesz dany język.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Interpretowanie warunków na polu bitwy, taktyki lub zachowań wojskowych w walce lądowej, morskiej lub powietrznej.",
"DG.TypeSkills.Tooltip.Pilot": "Kontrolowanie i nawigowanie pojazdami powietrznymi, morskimi lub kosmicznymi w krytycznych sytuacjach lub warunkach.",
"DG.TypeSkills.Tooltip.Science": "Zastosowanie specjalistycznej wiedzy naukowej do interpretacji lub badania świata fizycznego.",
"DG.TypeSkills.Tooltip.Other": "Inne",
"DG.Skills.accounting": "Księgowość",
"DG.Skills.alertness": "Czujność",
"DG.Skills.anthropology": "Antropologia",
"DG.Skills.archeology": "Archeologia",
"DG.Skills.artillery": "Broń Artyleryjska",
"DG.Skills.athletics": "Atletyka",
"DG.Skills.bureaucracy": "Biurokracja",
"DG.Skills.computer_science": "Informatyka",
"DG.Skills.criminology": "Kryminologia",
"DG.Skills.demolitions": "Materiały Wybuchowe",
"DG.Skills.disguise": "Charakteryzacja",
"DG.Skills.dodge": "Unik",
"DG.Skills.drive": "Prowadzenie Pojazdów",
"DG.Skills.firearms": "Broń Palna",
"DG.Skills.first_aid": "Pierwsza pomoc",
"DG.Skills.flight": "Latanie",
"DG.Skills.forensics": "Kryminalistyka",
"DG.Skills.heavy_machiner": "Obsługa Ciężkich Maszyn",
"DG.Skills.heavy_weapons": "Broń Ciężka",
"DG.Skills.history": "Historia",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Prawo",
"DG.Skills.medicine": "Medycyna",
"DG.Skills.melee_weapons": "Broń Biała",
"DG.Skills.navigate": "Nawigacja",
"DG.Skills.occult": "Okultyzm",
"DG.Skills.persuade": "Perswazja",
"DG.Skills.pharmacy": "Farmacja",
"DG.Skills.psychotherapy": "Psychoterapia",
"DG.Skills.ride": "Jeżdziectwo",
"DG.Skills.ritual": "Rytuał",
"DG.Skills.search": "Przeszukiwanie",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Ukrywanie",
"DG.Skills.surgery": "Chirurgia",
"DG.Skills.survival": "Sztuka Przetrwania",
"DG.Skills.swim": "Pływanie",
"DG.Skills.unarmed_combat": "Walka Bez Broni",
"DG.Skills.unnatural": "Zjawiska Nadnaturalne",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Dodaj Dodatkowe Szkolenie",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Niestandardowe Umiejętności",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Umiejętności",
@@ -121,312 +369,62 @@
"DG.SpecialTraining.Dialog.NameLabel": "Nazwa",
"DG.SpecialTraining.Dialog.SkillLabel": "Umiejętność lub Statystyka",
"DG.SpecialTraining.Dialog.Title": "Stwórz/Edytuj Dodatkowe Szkolenie",
"DG.Attributes.HP": "PW",
"DG.Attributes.WP": "PSW",
"DG.Attributes.SAN": "PP",
"DG.Attributes.str": "S",
"DG.Attributes.con": "KON",
"DG.Attributes.dex": "ZR",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "MOC",
"DG.Attributes.cha": "CHA",
"DG.Attributes.Tooltip.HP": "Punkty Wytrzymałości, postać traci przytomność przy 2 PW i umiera przy 0 PW.",
"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.Attributes.Tooltip.SAN": "Kliknij, aby wykonać test na Poczytalność...",
"DG.Attributes.Tooltip.str": "Zobacz stronę 19 Podręcznika Agenta – Siła",
"DG.Attributes.Tooltip.con": "Zobacz stronę 19 Podręcznika Agenta – Kondycja",
"DG.Attributes.Tooltip.dex": "Zobacz stronę 19 Podręcznika Agenta – Zręczność",
"DG.Attributes.Tooltip.int": "Zobacz stronę 19 Podręcznika Agenta – Inteligencja",
"DG.Attributes.Tooltip.pow": "Zobacz stronę 19 Podręcznika Agenta – Siła Woli",
"DG.Attributes.Tooltip.cha": "Zobacz stronę 19 Podręcznika Agenta – Charyzma",
"DG.Navigation.Agent.skills": "Umiejętności",
"DG.Navigation.Agent.combat": "Walka",
"DG.Navigation.Agent.physical": "Statystyki",
"DG.Navigation.Agent.motivations": "Psychika",
"DG.Navigation.Agent.gear": "Wyposażenie",
"DG.Navigation.Agent.personal": "Osobiste",
"DG.Navigation.Agent.bio": "Osobiste",
"DG.Navigation.Agent.bonds": "Więzi",
"DG.Navigation.NPC.skills": "Umiejętności i szkolenia",
"DG.Navigation.NPC.gear": "Ataki i Zdolności",
"DG.Navigation.Vehicle.gear": "Wyposażenie",
"DG.Navigation.Vehicle.notes": "Uwagi",
"DG.About.Changelog": "DZIENNIK ZMIAN (ONLINE)",
"DG.About.Copyright": "Opublikowano przez Arc Dream Publishing na mocy umowy z Delta Green Partnership. Własność intelektualna znana jako Delta Green jest znakiem towarowym i prawem autorskim należącym do Delta Green Partnership, które udzieliło tutaj licencji na jej wykorzystanie.",
"DG.About.License": "Zawartość tego systemu jest licencjonowana zgodnie z warunkami dołączonego pliku <a href=\"systems/deltagreen/LICENSE.txt\">licencyjnego</a>, z wyjątkiem tych elementów, które są składnikami własności intelektualnej Delta Green.",
"DG.About.OnlineHelp": "Dokumentacja systemu (ONLINE)",
"DG.About.OnlineHelpTooltip": "Uruchom przeglądarkę z dokumentacją online na GitHubie.",
"DG.About.OnlineBugTracker": "Pytania, zgłoszenia błędów lub prośby o funkcje (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Uruchom przeglądarkę z trackerem błędów na GitHubie.",
"DG.Roll.Rolling": "Rzut na",
"DG.Roll.Target": "Cel: ",
"DG.Roll.Success": "Sukces",
"DG.Roll.Failure": "Porażka",
"DG.Roll.CriticalSuccess": "Krytyczny sukces!",
"DG.Roll.CriticalFailure": "Krytyczna porażka!",
"DG.Roll.Lethality": "Śmiertelność",
"DG.Roll.Lethal": "Śmiertelny",
"DG.Roll.For": "Dla",
"DG.Roll.Damage": "Obrażenia",
"DG.Roll.RollingDamageFor": "Rzut na Obrażenia",
"DG.Roll.Or": "Lub",
"DG.Roll.Roll": "Rzuć",
"DG.Physical.Wounds": "Rany",
"DG.Physical.FirstAidLabel": "Pierwsza pomoc została już podjęta: ",
"DG.Physical.Exhausted": "Wyczerpany:",
"DG.Physical.ExhaustionPenalty": "Kara:",
"DG.Generic.AddButtonLabel": "Dodaj",
"DG.Mental.BreakingPoint": "Punkt Załamania: ",
"DG.Mental.Tooltip.BreakingPoint": "Punkt Załamania to dokładna wartość Poczytalności, przy której Twój Agent został wystarczająco wyczerpany traumą, by rozwinąć nową, długotrwałą chorobę psychiczną. Jeśli Poczytalność osiągnie ten punkt lub spadnie poniżej niego, odejmij Siłę Woli Agenta od nowej Poczytalności. To będzie nowy Punkt Załamania Twojego Agenta.",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Utrata PP (Bez Niepoczytalności)",
"DG.Mental.Violence": "Przemoc",
"DG.Mental.Helplessness": "Bezsilność",
"DG.Mental.AdaptedToViolence": "Adaptacja do przemocy",
"DG.Mental.AdaptedToHelplessness": "Adaptacja do bezsilności",
"DG.Mental.Motivations": "Motywacje",
"DG.Mental.Disorders": "Zaburzenia",
"DG.Gear.WeaponTypes.Firearms": "Broń Palna",
"DG.Gear.WeaponTypes.Melee": "Walka wręcz",
"DG.Gear.Weapons": "Broń",
"DG.Gear.Armor": "Pancerz",
"DG.Gear.OtherGear": "Inny Sprzęt",
"DG.Gear.Name": "Nazwa",
"DG.Gear.DamageOrLethality": "Obrażenia/Śmiertelność",
"DG.Gear.ArmorPiercing": "Przebicie Pancerza",
"DG.Gear.ArmorRating": "Siła Pancerza",
"DG.Gear.Equipped": "Wyposażony",
"DG.CV.Sex": "Płeć",
"DG.CV.SexPlaceholder": "Płeć",
"DG.CV.AgeAndDoB": "Wiek i Data Ur.",
"DG.CV.AgeAndDoBPlaceholder": "Wiek i Data Urodzenia",
"DG.CV.Employer": "Pracodawca",
"DG.CV.EmployerPlaceholder": "Pracodawca lub Historia Zatrudnienia",
"DG.CV.Nationality": "Narodowość",
"DG.CV.NationalityPlaceholder": "Narodowość",
"DG.CV.Education": "Edukacja",
"DG.CV.EducationPlaceholder": "Edukacja lub Szkolenie",
"DG.Bonds.Bond": "Więź",
"DG.Bonds.Name": "Nazwa",
"DG.Bonds.Score": "Wynik",
"DG.Bonds.NewBond": "Nowa Więź",
"DG.Tooltip.MaximumHP": "Maksymalne Punkty Wytrzymałości to średnia STR + CON, zaokrąglona w górę.",
"DG.Tooltip.MaximumWP": "Maksymalne PSW to wartość MOC.",
"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 Nadnaturalne.",
"DG.Tooltip.SkillLabel": "Kliknij, aby wykonać test umiejętności.",
"DG.Tooltip.CannotRollSkillLabel": "Umiejętność na poziomie 0% nie może zostać użyta. Zobacz stronę 28 w Podręczniku Agenta.",
"DG.Tooltip.SkillFailCheckbox": "Po niepowodzeniu w teście tej umiejętności (jeśli biegłość wynosi co najmniej 1%), zaznacz to pole. Na końcu sesji dodaj 1D4 punkty procentowe do umiejętności i odznacz pole. Nie dotyczy umiejętności Nienaturalne lub Rituału. Zobacz stronę 29 w Podręczniku Agenta.",
"DG.Tooltip.DistinguishingFeature": "Cechy wyróżniające (wypełnij, jeśli wynik wynosi 13 lub więcej, lub 8 lub mniej).",
"DG.Tooltip.x5AttributeLabel": "Kliknij, aby wykonać test x5.",
"DG.Tooltip.FirstAidAttempted": "Po udzieleniu pierwszej pomocy agent nie może skorzystać z niej ponownie, dopóki nie otrzyma dalszych obrażeń od innego źródła.",
"DG.Tooltip.AdaptedToViolence": "Zaadaptowanie do przemocy oznacza, że empatia agenta cierpi, gdy zaczyna postrzegać przemoc jako narzędzie do wykorzystania. Agent trwale traci 1D6 CHA oraz tę samą wartość ze swoich Więzi.",
"DG.SystemName": "Delta Green",
"DG.Tome.Language": "Język",
"DG.Tome.Name": "Nazwa",
"DG.Tome.StudyTime": "Czas Nauki",
"DG.Tomes.Name": "Nazwa",
"DG.Tooltip.AdaptedToHelplessness": "Zaadaptowanie do bezsilności oznacza, że motywacja agenta cierpi, gdy wycofuje się z otaczającego go świata. Gdy tylko agent dostosuje się do bezsilności, trwale traci 1D6 MOC.",
"DG.Tooltip.ToggleEquippedState": "Kliknij, aby przełączyć stan wyposażenia.",
"DG.Tooltip.Exhaustion": "Agent, który pracuje zbyt długo lub stawia czoła ekstremalnemu niebezpieczeństwu i obrażeniom bez odpoczynku, staje się wyczerpany. Kiedy to nastąpi, zależy od Oficera Prowadzącego, ale dobrą zasadą jest, że nieprzespana noc lub odmowa odpoczynku po utracie PP lub Punktów Wytrzymałości prowadzi do wyczerpania.",
"DG.Gear.Expense.NA": "N/A albo Brak",
"DG.Gear.Expense.Incidental": "Drobny",
"DG.Gear.Expense.Standard": "Standardowy",
"DG.Gear.Expense.Unusual": "Niezwykły",
"DG.Gear.Expense.Major": "Poważny",
"DG.Gear.Expense.Extreme": "Ekstremalny",
"DG.ItemWindow.Bonds.Description": "Opis/Rozwój",
"DG.ItemWindow.Bonds.ScoreTooltip": "Wyższy wynik oznacza silniejszą relację między agentem a więzią.",
"DG.ItemWindow.Motivations.Attributes": "Atrybuty",
"DG.ItemWindow.Motivations.Motivation": "Motywacja",
"DG.ItemWindow.Motivations.Description": "Opis/Uwagi",
"DG.ItemWindow.Motivations.Disorder": "Zaburzenie",
"DG.ItemWindow.Motivations.IsDisorder": "To Zaburzenie",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Coś, co napędza postać.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Zaburzenie zastępuje motywację po osiągnięciu punktu złamania.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Zaznacz to, jeśli dodajesz zaburzenie, lub jeśli istniejąca motywacja została utracona na skutek zyskania zaburzenia.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Zaburzenie zostało \"wyleczone\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Krytyczny sukces w teście terapii może 'wyleczyć' zaburzenie. Może ono powrócić przy następnym osiągnięciu punktu złamania. Zobacz sekcję Terapia na stronach 78-79 Podręcznika Agenta.",
"DG.ItemWindow.Gear.Attributes": "Atrybuty",
"DG.ItemWindow.Gear.Description": "Opis",
"DG.ItemWindow.Gear.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Gear.Expense": "Koszt",
"DG.ItemWindow.Gear.Equipped": "Wyposażony",
"DG.ItemWindow.Armor.Description": "Opis",
"DG.ItemWindow.Armor.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Armor.ArmorRating": "Siła Pancerza",
"DG.ItemWindow.Armor.Expense": "Koszt",
"DG.ItemWindow.Armor.Equipped": "Wyposażony",
"DG.ItemWindow.Weapons.Description": "Opis",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nazwa",
"DG.ItemWindow.Weapons.Skill": "Umiejętność",
"DG.ItemWindow.Weapons.Expense": "Koszt",
"DG.ItemWindow.Weapons.Damage": "Obrażenia",
"DG.ItemWindow.Weapons.Lethality": "Śmiertelność",
"DG.ItemWindow.Weapons.IsLethality": "Jest Śmiertelny",
"DG.ItemWindow.Weapons.LethalityTooltip": "Broń śmiertelna ma szansę natychmiastowo zabić cel. Rzuć D100 zamiast kości obrażeń. Jeśli nie jest śmiertelna, obrażenia są traktowane jakby wynik był rzutem 2d10, z '00' na pierwszym d10 traktowanym jak 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Zaznacz to, jeśli broń ma procentową wartość śmiertelności.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Przebicie Pancerza",
"DG.ItemWindow.Weapons.Ammo": "Amunicja",
"DG.ItemWindow.Weapons.Range": "Zasięg",
"DG.ItemWindow.Weapons.KillRadius": "Zasięg Śmierci",
"DG.ModifySkillRollDialogue.Title": "Modyfikuj Rzut",
"DG.ModifySkillRollDialogue.Test": "Test:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Oryginalny Cel:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modyfikator Celu:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Podaj dodatni lub ujemny modyfikator, aby dodać/odjąć od celu dla testu umiejętności.",
"DG.ModifyDamageRollDialogue.Weapon": "Broń:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Użyj tego pola, aby zmodyfikować zewnętrzną część formuły, na przykład aby podwoić wynik.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Użyj tego pola, aby dodać modyfikator stały, np. '+1' lub inną jednostkową kostkę, np. '+1d4'.",
"DG.Roll.Inhuman": "Nieludzki",
"DG.Tooltip.AdaptedToViolence": "Zaadaptowanie do przemocy oznacza, że empatia agenta cierpi, gdy zaczyna postrzegać przemoc jako narzędzie do wykorzystania. Agent trwale traci 1D6 CHA oraz tę samą wartość ze swoich Więzi.",
"DG.Tooltip.BreakPoint": "Aktualny Punkt Załamania, resetowany, gdy aktualne PP spada do tego punktu lub poniżej. Początkowy punkt złamania to PP - MOC.",
"DG.Tooltip.BreakPointReset": "Zresetuj Punkt Załamania, aby wynosił aktualne PP - PSW.",
"DG.Skills.ritual": "Rytuał",
"DG.RollMode": "Tryb Rzutu",
"DG.Bonds.Relationship": "Relacja",
"DG.Tooltip.CannotRollSkillLabel": "Umiejętność na poziomie 0% nie może zostać użyta. Zobacz stronę 28 w Podręczniku Agenta.",
"DG.Tooltip.CurrentSanityPartOne": "Aktualne PP, aktualny punkt załamania to ",
"DG.Tooltip.CurrentSanityPartTwo": ", kliknij powyższą etykietę PP, aby wykonać test poczytalności.",
"DG.Tooltip.DistinguishingFeature": "Cechy wyróżniające (wypełnij, jeśli wynik wynosi 13 lub więcej, lub 8 lub mniej).",
"DG.Tooltip.Exhaustion": "Agent, który pracuje zbyt długo lub stawia czoła ekstremalnemu niebezpieczeństwu i obrażeniom bez odpoczynku, staje się wyczerpany. Kiedy to nastąpi, zależy od Oficera Prowadzącego, ale dobrą zasadą jest, że nieprzespana noc lub odmowa odpoczynku po utracie PP lub Punktów Wytrzymałości prowadzi do wyczerpania.",
"DG.Tooltip.FirstAidAttempted": "Po udzieleniu pierwszej pomocy agent nie może skorzystać z niej ponownie, dopóki nie otrzyma dalszych obrażeń od innego źródła.",
"DG.Tooltip.MaximumHP": "Maksymalne Punkty Wytrzymałości to średnia STR + CON, zaokrąglona w górę.",
"DG.Tooltip.MaximumSanity": "Maksymalne PP to 99 - umiejętność Nadnaturalne.",
"DG.Tooltip.MaximumWP": "Maksymalne PSW to wartość MOC.",
"DG.Tooltip.SkillFailCheckbox": "Po niepowodzeniu w teście tej umiejętności (jeśli biegłość wynosi co najmniej 1%), zaznacz to pole. Na końcu sesji dodaj 1D4 punkty procentowe do umiejętności i odznacz pole. Nie dotyczy umiejętności Nienaturalne lub Rituału. Zobacz stronę 29 w Podręczniku Agenta.",
"DG.Tooltip.SkillLabel": "Kliknij, aby wykonać test umiejętności.",
"DG.Tooltip.ToggleEquippedState": "Kliknij, aby przełączyć stan wyposażenia.",
"DG.Tooltip.x5AttributeLabel": "Kliknij, aby wykonać test x5.",
"DG.TypeSkills.Art": "Sztuka",
"DG.TypeSkills.Craft": "Rzemiosło",
"DG.TypeSkills.ForeignLanguage": "Język Obcy",
"DG.TypeSkills.MilitaryScience": "Wojskowość",
"DG.TypeSkills.Other": "Inne",
"DG.TypeSkills.Pilot": "Pilotowanie",
"DG.TypeSkills.Science": "Nauka",
"DG.TypeSkills.Subskills.Painting": "Malarstwo",
"DG.Sheet.BlockHeaders.Attributes": "ATRYBUTY",
"DG.Sheet.BlockHeaders.Statistics": "STATYSTYKI",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "OPIS FIZYCZNY / UWAGI",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "UMIEJĘTNOŚCI I SZKOLENIE",
"DG.Sheet.BlockHeaders.SpecialTraining": "SZKOLENIE SPECJALNE",
"DG.Sheet.BlockHeaders.Injuries": "URAZY",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PUNKT ZŁAMANIA I ADAPTACJE",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptacje",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTYWACJE I ZABURZENIA",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "DANE OSOBOWE / CV",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMACJE SCENARIUSZA",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "WIĘZI / RELACJE / KONTAKTY",
"DG.AgentSheet.ProfessionPlaceholder": "ZAWÓD (RANGA, JEŚLI DOTYCZY)",
"DG.TypeSkills.Tooltip.Art": "Twórz lub oceniaj dzieła artystyczne i wykrywaj fałszerstwa w danej dziedzinie.",
"DG.TypeSkills.Tooltip.Craft": "Budowanie, naprawianie lub sabotowanie specjalistycznych narzędzi lub systemów, takich jak silniki, zamki lub okablowanie.",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Mówisz, czytasz i rozumiesz dany język.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Interpretowanie warunków na polu bitwy, taktyki lub zachowań wojskowych w walce lądowej, morskiej lub powietrznej.",
"DG.TypeSkills.Tooltip.Other": "Inne",
"DG.TypeSkills.Tooltip.Pilot": "Kontrolowanie i nawigowanie pojazdami powietrznymi, morskimi lub kosmicznymi w krytycznych sytuacjach lub warunkach.",
"DG.TypeSkills.Tooltip.Science": "Zastosowanie specjalistycznej wiedzy naukowej do interpretacji lub badania świata fizycznego.",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Ukryj Niewyuczone",
"DG.UnnaturalSheet.NotesLabel": "Uwagi",
"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Opis stworzenia lub typu stworzenia",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Pokaż Niewyuczone",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Umiejętności i Uwagi",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Ataki i Zdolności",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.ImpossibleLanscapes.IHaveSeenThe": "WIDZIAŁEM",
"DG.ImpossibleLanscapes.YellowSign": "ŻÓŁTY ZNAK",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Zepsu",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "cie",
"DG.ImpossibleLanscapes.Gift": "Dar",
"DG.ImpossibleLanscapes.Insight": "Wgląd",
"DG.VehicleSheet.NotesTabName": "Uwagi",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Umiejętności i Uwagi",
"DG.VehicleSheet.DescriptionPlaceHolder": "Opis pojazdu",
"DG.VehicleSheet.GearTabName": "Wyposażenie",
"DG.VehicleSheet.NotesLabel": "UWAGI",
"DG.VehicleSheet.DescriptionPlaceHolder": "Opis pojazdu",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Zaznacz pole uszkodzonej więzi, dopóki kolejna scena w domu się nie skończy.",
"DG.Generic.ClearAll": "Wyczyść zaznaczenia",
"DG.Generic.SanDamage": "Utrata PP",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Cel",
"DG.ItemWindow.Weapons.SkillModifier": "Modyfikator Umiejętności",
"DG.ItemWindow.Custom": "Niestandardowy",
"DG.Sheet.class.item": "Karta Przedmiotu",
"DG.Sheet.class.agent": "Karta Agenta",
"DG.Sheet.class.npc": "Karta NPC",
"DG.Sheet.class.unnatural": "Karta Nadnaturalnego",
"DG.Sheet.class.vehicle": "Karta Pojazdu",
"DG.VehicleSheet.NotesTabName": "Uwagi",
"TYPES.Actor.agent": "Agent",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "Nadnaturalne",
"TYPES.Actor.vehicle": "Pojazd",
"TYPES.Item.armor": "Pancerz",
"TYPES.Item.bond": "Więź",
"TYPES.Item.gear": "Wyposażenie",
"TYPES.Item.motivation": "Motywacja",
"TYPES.Item.weapon": "Broń",
"TYPES.Item.tome": "Księga",
"TYPES.Item.ritual": "Rytuał",
"DG.Gear.Tomes": "KSIĘGI",
"DG.Gear.Rituals": "RYTUAŁY",
"DG.Tomes.Name": "Nazwa",
"DG.Ritual.Name": "Nazwa",
"DG.Tome.Name": "Nazwa",
"DG.Tome.Language": "Język",
"DG.Tome.StudyTime": "Czas Nauki",
"DG.ItemWindow.Tome.Description": "Opis",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Język",
"DG.ItemWindow.Tome.StudyTime": "Czas Nauki",
"DG.ItemWindow.Tome.OccultIncrease": "Zwiększenie Umiejętności Okultyzm",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Zwiększenie Umiejętności Nadnaturalne",
"DG.ItemWindow.Tome.StudySanityDamage": "Uszkodzenie PP po Studiowaniu",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Tylko dla Oficera Prowadzącego",
"DG.ItemWindow.Tome.HandlerNotes": "Uwagi dla Oficera Prowadzącego",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Utrata PP przy Aktywacji",
"DG.ItemWindow.Ritual.ActivationTime": "Czas Aktywacji",
"DG.ItemWindow.Ritual.ActivationCosts": "Koszt Aktywacji",
"DG.ItemWindow.Ritual.StudyTime": "Czas Nauki",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Utrata PP po Nauce",
"DG.MissionPaused": "Misja wstrzymana",
"DG.Settings.charactersheet.name": "Styl karty postaci",
"DG.Settings.charactersheet.hint": "Wybierz styl kart postaci. „Program” to nowocześniejszy, rządowy styl, natomiast „Kowboj/Banita” to starszy, bardziej surowy styl przypominający maszynę do pisania.",
"DG.Settings.charactersheet.cowboys": "Kowboje",
"DG.Settings.charactersheet.outlaws": "The Outlaws",
"DG.Settings.charactersheet.program": "Program",
"DG.Settings.sortskills.name": "Sortowanie umiejętności według kolumn?",
"DG.Settings.sortskills.hint": "Zaznaczone sortuje według kolumny. Niezaznaczone sortuje według wierszy.",
"DG.Settings.hideSkillTooltips.name": "Ukryj podpowiedzi umiejętności",
"DG.Settings.hideSkillTooltips.hint": "Nie wyświetlaj podpowiedzi umiejętności na kartach Agenta.",
"DG.Settings.keepSanityPrivate.name": "Ukryj Poczytalność",
"DG.Settings.keepSanityPrivate.hint": "Ukryj Poczytalność przed graczami zarówno na kartach Agentów, jak i w rzutach.",
"DG.Settings.skillImprovementFormula.name": "Domyślny rzut na rozwój umiejętności",
"DG.Settings.skillImprovementFormula.hint": "Domyślnie 1k4. Istniało kilka errat w tej kwestii — wybierz tę opcję, która najlepiej pasuje do tempa twojej gry.",
"DG.Settings.skillImprovementFormula.1": "Stałe +1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Pokaż sekcję Hipergeometrii",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Zawsze pokazuj sekcję przedmiotów z Hipergeometrii (np. Rytuały i Tomy) na kartach Agentów, nawet jeśli Agent nie posiada żadnych przedmiotów tego typu.",
"DG.Settings.showImpossibleLandscapesContent.name": "Pokaż zawartość Impossible Landscapes",
"DG.Settings.showImpossibleLandscapesContent.hint": "Pokaż pola specyficzne dla Impossible Landscapes na kartach Agentów. Pola te są zawsze widoczne tylko dla Oficera prowadzącego, nawet jeśli ta opcja jest zaznaczona.",
"DG.Settings.skillFailure.name": "Automatyczne zaznaczanie niepowodzenia w umiejętności",
"DG.Settings.skillFailure.hint": "Aktywuj tę opcję, aby zawsze zaznaczać pole niepowodzenia po nieudanym teście umiejętności. Oficer prowadzący może cofnąć tę akcję z wiadomości na czacie dotyczącej rzutu.",
"DG.Settings.Saved": "Bieżące ustawienia zostały zapisane.",
"DG.SettingsMenu.automation.name": "Menu automatyzacji",
"DG.SettingsMenu.automation.label": "Menu automatyzacji",
"DG.SettingsMenu.automation.title": "Ustawienia automatyzacji",
"DG.SettingsMenu.handler.name": "Ustawienia Oficera Prowadzącego",
"DG.SettingsMenu.handler.label": "Ustawienia Oficera Prowadzącego",
"DG.SettingsMenu.handler.title": "Ustawienia tylko dla Oficera prowadzącego",
"DG.Messages.Skillsmark.Marked": "Ta umiejętność jest oznaczona.",
"DG.Messages.Skillsmark.Tooltip": "Zobacz str. 29 Podręcznika Agenta."
"TYPES.Item.tome": "Księga",
"TYPES.Item.weapon": "Broń"
}
+366 -377
View File
@@ -1,50 +1,295 @@
{
"DG.SystemName": "Delta Green",
"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.OnlineBugTracker": "Dúvidas, Relatos de Erros ou Solicitações de Funcionalides (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Abrir navegador com rastreador de erros GitHub",
"DG.About.OnlineHelp": "Abrir Documentação do Sistema em (ONLINE)",
"DG.About.OnlineHelpTooltip": "Abrir navegador com ajuda online GitHub",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "SOBRENOME, NOME (OU PSEUDÔNIMO)",
"DG.RollLuck": "Rolar Sorte",
"DG.Luck": "Sorte",
"DG.AgentSheet.ProfessionPlaceholder": "PROFISSÂO",
"DG.Attributes.HP": "PV",
"DG.Attributes.SAN": "SAN",
"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.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.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.cha": "Veja a página 19 do Manual do Agente — Carisma.",
"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.str": "Veja a página 19 do Manual do Agente — Força.",
"DG.Attributes.WP": "FV",
"DG.Attributes.cha": "CAR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.str": "FOR",
"DG.Bonds.Bond": "Laço",
"DG.Bonds.Name": "Nome",
"DG.Bonds.NewBond": "Novo Laço",
"DG.Bonds.Relationship": "Relacionamento",
"DG.Bonds.Score": "Valor",
"DG.CV.AgeAndDoB": "Idade e Data de Nascimento",
"DG.CV.AgeAndDoBPlaceholder": "Idade e Data de Nascimento",
"DG.CV.Education": "Educação",
"DG.CV.EducationPlaceholder": "Educação ou Treinamento",
"DG.CV.Employer": "Empregador",
"DG.CV.EmployerPlaceholder": "Empregador ou Histórico de Trabalho",
"DG.CV.Nationality": "Nacionalidade",
"DG.CV.NationalityPlaceholder": "Nacionalidade",
"DG.CV.Sex": "Sexo",
"DG.CV.SexPlaceholder": "Sexo",
"DG.FallbackText.newItem": "Novo {type}",
"DG.Skills.accounting": "Contabilidade",
"DG.Skills.alertness": "Prontidão",
"DG.Skills.anthropology": "Antropologia",
"DG.Skills.archeology": "Arqueologia",
"DG.Skills.artillery": "Artilharia",
"DG.Skills.athletics": "Atleticismo",
"DG.Skills.bureaucracy": "Burocracia",
"DG.Skills.computer_science": "Ciências da Computação",
"DG.Skills.criminology": "Criminologia",
"DG.Skills.demolitions": "Demolição",
"DG.Skills.disguise": "Disfarce",
"DG.Skills.dodge": "Esquiva",
"DG.Skills.drive": "Direção",
"DG.Skills.firearms": "Armas de Fogo",
"DG.Skills.first_aid": "Primeiros Socorros",
"DG.Skills.forensics": "Ciência Forense",
"DG.Skills.heavy_machiner": "Maquinario Pesado",
"DG.Skills.heavy_weapons": "Armamento Pesado",
"DG.Skills.history": "História",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Direito",
"DG.Skills.medicine": "Medicina",
"DG.Skills.melee_weapons": "Armas Corpo a Corpo",
"DG.Skills.navigate": "Navegação",
"DG.Skills.occult": "Ocultismo",
"DG.Skills.persuade": "Persuasão",
"DG.Skills.pharmacy": "Farmácia",
"DG.Skills.psychotherapy": "Psicoterapia",
"DG.Skills.ride": "Equitação",
"DG.Skills.search": "Busca",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Furtividade",
"DG.Skills.surgery": "Cirurgia",
"DG.Skills.survival": "Sobrevivência",
"DG.Skills.swim": "Natação",
"DG.Skills.unarmed_combat": "Combate Desarmado",
"DG.Skills.unnatural": "Antinatural",
"DG.Skills.flight": "Pilotagem",
"DG.Gear.Armor": "ARMADURA",
"DG.Gear.ArmorPiercing": "Perfuração de Armadura",
"DG.Gear.ArmorRating": "Categoria de Armadura",
"DG.Gear.DamageOrLethality": "Dano/Letalidade",
"DG.Gear.Equipped": "Equipado",
"DG.Gear.Expense.Extreme": "Extremo",
"DG.Gear.Expense.Incidental": "Incidental",
"DG.Gear.Expense.Major": "Maior",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Standard": "Padrão",
"DG.Gear.Expense.Unusual": "Incomum",
"DG.Gear.Name": "Nome",
"DG.Gear.OtherGear": "OUTROS EQUIPAMENTOS",
"DG.Gear.Rituals": "RITUAIS",
"DG.Gear.Tomes": "TOMOS",
"DG.Gear.WeaponTypes.Firearms": "Armas de Fogo",
"DG.Gear.WeaponTypes.Melee": "Armas Corpo a Corpo",
"DG.Gear.Weapons": "Armas",
"DG.Generic.AddButtonLabel": "Adicionar",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Marcar Vínculos Danificados até a Próxima Cena em Casa",
"DG.Generic.ClearAll": "Limpar Tudo",
"DG.Generic.SanDamage": "Dano de SAN",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "ção",
"DG.ImpossibleLanscapes.Gift": "Dom",
"DG.ImpossibleLanscapes.IHaveSeenThe": "EU JÁ VI O",
"DG.ImpossibleLanscapes.Insight": "Intuição",
"DG.ImpossibleLanscapes.YellowSign": "SÍMBOLO AMARELO",
"DG.ItemWindow.Armor.ArmorRating": "Categoria de Armadura",
"DG.ItemWindow.Armor.Description": "Descrição",
"DG.ItemWindow.Armor.Equipped": "Equipado",
"DG.ItemWindow.Armor.Expense": "Custo",
"DG.ItemWindow.Armor.NamePlaceholder": "Nome",
"DG.ItemWindow.Bonds.Description": "Descrição/Desenvolvimentos",
"DG.ItemWindow.Bonds.ScoreTooltip": "Uma pontuação mais alta representa uma relação mais forte entre o agente e o vínculo.",
"DG.ItemWindow.Custom": "Personalizado",
"DG.ItemWindow.Gear.Attributes": "Atributos",
"DG.ItemWindow.Gear.Description": "Descrição",
"DG.ItemWindow.Gear.Equipped": "Equipado",
"DG.ItemWindow.Gear.Expense": "Custo",
"DG.ItemWindow.Gear.NamePlaceholder": "Nome",
"DG.ItemWindow.Motivations.Attributes": "Atributos",
"DG.ItemWindow.Motivations.Description": "Descrição/Notas",
"DG.ItemWindow.Motivations.Disorder": "Distúrbio",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Distúrbio foi \"Curado\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Um sucesso crítico em um teste de sorte na terapia pode 'curar' um distúrbio. No entanto, pode retornar na próxima vez que um ponto de ruptura for atingido. Consulte a seção Terapia nas páginas 78-79 do Manual do Agente.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Um distúrbio substitui uma motivação depois de atingir um ponto de ruptura.",
"DG.ItemWindow.Motivations.IsDisorder": "É um Distúrbio",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marque isso se adicionar um distúrbio ou se uma motivação existente foi perdida devido ao ganho de um distúrbio.",
"DG.ItemWindow.Motivations.Motivation": "Motivação",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Algo que impulsiona o personagem.",
"DG.ItemWindow.Ritual.ActivationCosts": "Custos de Ativação",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Dano de SAN na Ativação",
"DG.ItemWindow.Ritual.ActivationTime": "Tempo de Ativação",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Dano de SAN ao Aprender",
"DG.ItemWindow.Ritual.StudyTime": "Tempo de Estudo",
"DG.ItemWindow.Tome.Description": "Descrição",
"DG.ItemWindow.Tome.HandlerNotes": "Notas do Chefe",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Chefe Somente",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Idioma",
"DG.ItemWindow.Tome.OccultIncrease": "Aumento da Habilidade Ocultismo",
"DG.ItemWindow.Tome.StudySanityDamage": "Dano de SAN ao Estudar",
"DG.ItemWindow.Tome.StudyTime": "Tempo de Estudo",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Aumento da Habilidade Sobrenatural",
"DG.ItemWindow.Weapons.Ammo": "Munição",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perfuração de Armadura",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Alvo",
"DG.ItemWindow.Weapons.Damage": "Dano",
"DG.ItemWindow.Weapons.Description": "Descrição",
"DG.ItemWindow.Weapons.Expense": "Custo",
"DG.ItemWindow.Weapons.IsLethality": "É Letal",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marque isso se a arma tiver uma % de letalidade associada a ela.",
"DG.ItemWindow.Weapons.KillRadius": "Raio de Morte",
"DG.ItemWindow.Weapons.Lethality": "Letalide",
"DG.ItemWindow.Weapons.LethalityTooltip": "Uma arma letal tem a chance de matar instantaneamente um alvo. Role um D100 em vez de um dado de dano. Se não for letal, o dano é causado como se o resultado fosse uma rolagem de 2d10, com um '00' no primeiro d10 igual a 10.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nome",
"DG.ItemWindow.Weapons.Range": "Alcance",
"DG.ItemWindow.Weapons.Skill": "Habilidade",
"DG.ItemWindow.Weapons.SkillModifier": "Modificador de Habilidade",
"DG.Luck": "Sorte",
"DG.Mental.AdaptedToHelplessness": "Adaptado ao Desamparo",
"DG.Mental.AdaptedToViolence": "Adaptado à Violência",
"DG.Mental.BreakingPoint": "Ponto de Ruptura: ",
"DG.Mental.Disorders": "Distúrbios",
"DG.Mental.Helplessness": "Desamparo",
"DG.Mental.Motivations": "Motivações",
"DG.Mental.Reset": "Resetar",
"DG.Mental.SanityLossIncidentsLabel": "Perdas de Sanidade sem enlouquecer",
"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.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.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.Violence": "Violência",
"DG.Messages.Skillsmark.Marked": "Esta perícia é marcada",
"DG.Messages.Skillsmark.Tooltip": "Veja pág. 29 do Manual do Agente",
"DG.MissionPaused": "Operação Pausada",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Use este campo para adicionar um modificador simples como '+1' ou outro termo de dados como '+1d4'.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Use este campo para modificar a parte externa da fórmula, como dobrar o resultado.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Dê um modificador positivo ou negativo aqui para adicionar/subtrair do alvo para o teste de perícia.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Alvo Original:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificar Alvo (+/-):",
"DG.ModifySkillRollDialogue.Test": "Teste:",
"DG.ModifySkillRollDialogue.Title": "Modificar Rolagem",
"DG.NPCSheet.BreakPointAbbreviation": "PR",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Pessoal",
"DG.Navigation.Agent.bonds": "Laços",
"DG.Navigation.Agent.combat": "Combate",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Equipamento",
"DG.Navigation.Agent.motivations": "Mental",
"DG.Navigation.Agent.personal": "Pessoal",
"DG.Navigation.Agent.physical": "Estatísticas",
"DG.Navigation.Agent.skills": "Habilidades",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.NPC.gear": "Ataques & Habilidades",
"DG.Navigation.NPC.skills": "Habilidades & Treinamento",
"DG.Navigation.Vehicle.gear": "Equipamento",
"DG.Navigation.Vehicle.notes": "Notas",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Penalidade:",
"DG.Physical.FirstAidLabel": "Já houve tentativa de Primeiro Socorros: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Ferimentos",
"DG.Ritual.Name": "Nome",
"DG.Roll.CriticalFailure": "Falha Crítica!",
"DG.Roll.CriticalSuccess": "Sucesso Crítico!",
"DG.Roll.Damage": "Dano",
"DG.Roll.Failure": "Falha",
"DG.Roll.For": "Para",
"DG.Roll.Inhuman": "Desumano",
"DG.Roll.Lethal": "Letal",
"DG.Roll.Lethality": "Letalidade",
"DG.Roll.Or": "Ou",
"DG.Roll.Roll": "Rolar",
"DG.Roll.Rolling": "Rolando",
"DG.Roll.RollingDamageFor": "Rolando DANO para",
"DG.Roll.Success": "Sucesso",
"DG.Roll.Target": "Alvo: ",
"DG.RollLuck": "Rolar Sorte",
"DG.RollMode": "Modo de Rolagem",
"DG.Settings.Saved": "As configurações atuais foram salvas.",
"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.alwaysShowHypergeometrySectionForPlayers.name": "Exibir Seção de Hipergeometria",
"DG.Settings.charactersheet.cowboys": "Os Caubois",
"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.name": "Estilo da Ficha de Personagem",
"DG.Settings.charactersheet.outlaws": "Os Fora-da-lei",
"DG.Settings.charactersheet.program": "O Programa",
"DG.Settings.keepSanityPrivate.hint": "Oculta a Sanidade dos jogadores tanto nas fichas quanto nas rolagens.",
"DG.Settings.keepSanityPrivate.name": "Manter Sanidade Privada",
"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.showImpossibleLandscapesContent.name": "Exibir Conteúdo de Impossible Landscapes",
"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.skillFailure.name": "Marcar Falha de Perícia Automaticamente",
"DG.Settings.skillImprovementFormula.1": "+1% Fixo",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"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.name": "Rolagem Padrão de Aprimoramento de Perícia",
"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.hoverShift": "Ao passar o mouse + Shift",
"DG.Settings.skillTooltipDisplay.name": "Exibir dicas (tooltips)",
"DG.Settings.skillTooltipDisplay.never": "Nunca",
"DG.Settings.sortskills.hint": "Marcado: ordena por coluna. Desmarcado: ordena por linha.",
"DG.Settings.sortskills.name": "Ordenar Perícias por Coluna?",
"DG.SettingsMenu.automation.label": "Menu de Automação",
"DG.SettingsMenu.automation.name": "Menu de Automação",
"DG.SettingsMenu.automation.title": "Configurações de Automação",
"DG.SettingsMenu.handler.label": "Configurações do Chefe",
"DG.SettingsMenu.handler.name": "Configurações do Chefe",
"DG.SettingsMenu.handler.title": "Configurações Exclusivas do Chefe",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptações",
"DG.Sheet.BlockHeaders.Attributes": "ATRIBUTOS",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "LAÇOS / RELACIONAMENTOS / CONTATOS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PONTO DE RUPTURA E ADAPTAÇÕES",
"DG.Sheet.BlockHeaders.Injuries": "FERIMENTOS",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVAÇÕES E DISTÚRBIOS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "INFORMAÇÕES PESSOAIS / C.V.",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "Descrição Física/Notas",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMAÇÕES DO CENÁRIO",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "HABILIDADES E TREINAMENTO",
"DG.Sheet.BlockHeaders.SpecialTraining": "TREINAMENTO ESPECIAL",
"DG.Sheet.BlockHeaders.Statistics": "ESTATÍSTICAS",
"DG.Sheet.class.agent": "Ficha de Agente",
"DG.Sheet.class.item": "Ficha de item",
"DG.Sheet.class.npc": "Ficha de PNJ",
"DG.Sheet.class.unnatural": "Ficha de Antinatural",
"DG.Sheet.class.vehicle": "Ficha de Veículo",
"DG.Skills.AddSkill": "Adicionar Habilidade",
"DG.Skills.AddTypedOrCustomSkill": "Adicionar Habilidade Personalizada",
"DG.Skills.Apply": "Aplicar",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Melhorou as seguintes habilidades em",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Afeta as seguintes habilidades:",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Melhorar habilidades pela seguinte fórmula:",
"DG.Skills.ApplySkillImprovements.Title": "Aplicar Melhorias",
"DG.Skills.ApplySkillImprovements.Warning": "Nenhuma habilidade falhada para melhorar.",
"DG.Skills.EditSkill": "Editar Habilidade",
"DG.Skills.EditTypedOrCustomSkill": "Editar Habilidade Personalizada",
"DG.Skills.SkillGroup": "Grupo de Habilidade",
"DG.Skills.SkillName": "Nome da Habilidade",
"DG.Skills.ToggleEditDeleteSkills": "Editar/excluir habilidades",
"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.",
@@ -82,37 +327,45 @@
"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.ToggleEditDeleteSkills": "Editar/excluir habilidades",
"DG.Skills.AddSkill": "Adicionar Habilidade",
"DG.Skills.Apply": "Aplicar",
"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",
"DG.Skills.SkillName": "Nome da Habilidade",
"DG.TypeSkills.Art": "Arte",
"DG.TypeSkills.Craft": "Ofício",
"DG.TypeSkills.ForeignLanguage": "Idioma Estrangeiro",
"DG.TypeSkills.MilitaryScience": "Ciência Militar",
"DG.TypeSkills.Pilot": "Pilotar",
"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.Skills.accounting": "Contabilidade",
"DG.Skills.alertness": "Prontidão",
"DG.Skills.anthropology": "Antropologia",
"DG.Skills.archeology": "Arqueologia",
"DG.Skills.artillery": "Artilharia",
"DG.Skills.athletics": "Atleticismo",
"DG.Skills.bureaucracy": "Burocracia",
"DG.Skills.computer_science": "Ciências da Computação",
"DG.Skills.criminology": "Criminologia",
"DG.Skills.demolitions": "Demolição",
"DG.Skills.disguise": "Disfarce",
"DG.Skills.dodge": "Esquiva",
"DG.Skills.drive": "Direção",
"DG.Skills.firearms": "Armas de Fogo",
"DG.Skills.first_aid": "Primeiros Socorros",
"DG.Skills.flight": "Pilotagem",
"DG.Skills.forensics": "Ciência Forense",
"DG.Skills.heavy_machiner": "Maquinario Pesado",
"DG.Skills.heavy_weapons": "Armamento Pesado",
"DG.Skills.history": "História",
"DG.Skills.humint": "HUMINT",
"DG.Skills.law": "Direito",
"DG.Skills.medicine": "Medicina",
"DG.Skills.melee_weapons": "Armas Corpo a Corpo",
"DG.Skills.navigate": "Navegação",
"DG.Skills.occult": "Ocultismo",
"DG.Skills.persuade": "Persuasão",
"DG.Skills.pharmacy": "Farmácia",
"DG.Skills.psychotherapy": "Psicoterapia",
"DG.Skills.ride": "Equitação",
"DG.Skills.ritual": "Ritual",
"DG.Skills.search": "Busca",
"DG.Skills.sigint": "SIGINT",
"DG.Skills.stealth": "Furtividade",
"DG.Skills.surgery": "Cirurgia",
"DG.Skills.survival": "Sobrevivência",
"DG.Skills.swim": "Natação",
"DG.Skills.unarmed_combat": "Combate Desarmado",
"DG.Skills.unnatural": "Antinatural",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Adicionar Treinamento Especial",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Habilidades Personalizadas",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Habilidades",
@@ -121,326 +374,62 @@
"DG.SpecialTraining.Dialog.NameLabel": "Nome",
"DG.SpecialTraining.Dialog.SkillLabel": "Habilidade ou Estatística",
"DG.SpecialTraining.Dialog.Title": "Criar/Editar Treinamento Especial",
"DG.Attributes.HP": "PV",
"DG.Attributes.WP": "FV",
"DG.Attributes.SAN": "SAN",
"DG.Attributes.str": "FOR",
"DG.Attributes.con": "CON",
"DG.Attributes.dex": "DES",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "POD",
"DG.Attributes.cha": "CAR",
"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.combat": "Combate",
"DG.Navigation.Agent.physical": "Estatísticas",
"DG.Navigation.Agent.motivations": "Mental",
"DG.Navigation.Agent.gear": "Equipamento",
"DG.Navigation.Agent.personal": "Pessoal",
"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)",
"DG.About.OnlineBugTrackerTooltip": "Abrir navegador com rastreador de erros GitHub",
"DG.Roll.Rolling": "Rolando",
"DG.Roll.Target": "Alvo: ",
"DG.Roll.Success": "Sucesso",
"DG.Roll.Failure": "Falha",
"DG.Roll.CriticalSuccess": "Sucesso Crítico!",
"DG.Roll.CriticalFailure": "Falha Crítica!",
"DG.Roll.Lethality": "Letalidade",
"DG.Roll.Lethal": "Letal",
"DG.Roll.For": "Para",
"DG.Roll.Damage": "Dano",
"DG.Roll.RollingDamageFor": "Rolando DANO para",
"DG.Roll.Or": "Ou",
"DG.Roll.Roll": "Rolar",
"DG.Physical.Wounds": "Ferimentos",
"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.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",
"DG.Gear.DamageOrLethality": "Dano/Letalidade",
"DG.Gear.ArmorPiercing": "Perfuração de Armadura",
"DG.Gear.ArmorRating": "Categoria de Armadura",
"DG.Gear.Equipped": "Equipado",
"DG.CV.Sex": "Sexo",
"DG.CV.SexPlaceholder": "Sexo",
"DG.CV.AgeAndDoB": "Idade e Data de Nascimento",
"DG.CV.AgeAndDoBPlaceholder": "Idade e Data de Nascimento",
"DG.CV.Employer": "Empregador",
"DG.CV.EmployerPlaceholder": "Empregador ou Histórico de Trabalho",
"DG.CV.Nationality": "Nacionalidade",
"DG.CV.NationalityPlaceholder": "Nacionalidade",
"DG.CV.Education": "Educação",
"DG.CV.EducationPlaceholder": "Educação ou Treinamento",
"DG.Bonds.Bond": "Laço",
"DG.Bonds.Name": "Nome",
"DG.Bonds.Score": "Valor",
"DG.Bonds.NewBond": "Novo Laço",
"DG.Tooltip.MaximumHP": "A Vida máxima é a média de FOR + CON, arredondado para CIMA.",
"DG.Tooltip.MaximumWP": "FV máximo é igual a POD.",
"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.",
"DG.Tooltip.SkillLabel": "Clique para rolar um teste de habilidade.",
"DG.Tooltip.CannotRollSkillLabel": "Uma habilidade com 0% não pode ser usada.",
"DG.Tooltip.SkillFailCheckbox": "Depois de falhar em um teste nesta habilidade (se a proficiência for de pelo menos 1%), marque esta caixa. No final da sessão, adicione 1D4 pontos percentuais à habilidade e desmarque a caixa. Não se aplica à perícia Antinatural ou Ritual. Consulte a página 29 do Manual do Agente.",
"DG.Tooltip.DistinguishingFeature": "Característica Distintiva (preencha se a pontuação for 13 ou superior, ou 8 ou inferior).",
"DG.Tooltip.x5AttributeLabel": "Clique para rolar um cheque x5.",
"DG.Tooltip.FirstAidAttempted": "Uma vez que um agente recebe os primeiros socorros, ele não pode se beneficiar novamente até receber mais danos de uma fonte diferente.",
"DG.Tooltip.AdaptedToViolence": "Estar adaptado à violência significa que a empatia do seu agente sofre quando eles veem a violência como nada além de outra ferramenta a ser usada. O agente perde permanentemente 1D6 CAR e a mesma quantia de cada um de seus vínculos.",
"DG.SystemName": "Delta Green",
"DG.Tome.Language": "Idioma",
"DG.Tome.Name": "Nome",
"DG.Tome.StudyTime": "Tempo de Estudo",
"DG.Tomes.Name": "Nome",
"DG.Tooltip.AdaptedToHelplessness": "Estar adaptado ao desamparo significa que a motivação pessoal do seu agente sofre à medida que ele se afasta do mundo ao seu redor. Assim que seu Agente se adaptar ao desamparo, o agente perde permanentemente 1D6 de POD.",
"DG.Tooltip.ToggleEquippedState": "Clique para alternar se este item está equipado ou não.",
"DG.Tooltip.Exhaustion": "Um agente que trabalha por muito tempo ou enfrenta perigo extremo e ferimentos sem descansar fica exausto. Quando isso entra em jogo depende do Handler, mas uma boa regra é que passar uma noite sem dormir ou se recusar a descansar após perder SAN ou PV leva à exaustão.",
"DG.Gear.Expense.NA": "N/A",
"DG.Gear.Expense.Incidental": "Incidental",
"DG.Gear.Expense.Standard": "Padrão",
"DG.Gear.Expense.Unusual": "Incomum",
"DG.Gear.Expense.Major": "Maior",
"DG.Gear.Expense.Extreme": "Extremo",
"DG.ItemWindow.Bonds.Description": "Descrição/Desenvolvimentos",
"DG.ItemWindow.Bonds.ScoreTooltip": "Uma pontuação mais alta representa uma relação mais forte entre o agente e o vínculo.",
"DG.ItemWindow.Motivations.Attributes": "Atributos",
"DG.ItemWindow.Motivations.Motivation": "Motivação",
"DG.ItemWindow.Motivations.Description": "Descrição/Notas",
"DG.ItemWindow.Motivations.Disorder": "Distúrbio",
"DG.ItemWindow.Motivations.IsDisorder": "É um Distúrbio",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Algo que impulsiona o personagem.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Um distúrbio substitui uma motivação depois de atingir um ponto de ruptura.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Marque isso se adicionar um distúrbio ou se uma motivação existente foi perdida devido ao ganho de um distúrbio.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Distúrbio foi \"Curado\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Um sucesso crítico em um teste de sorte na terapia pode 'curar' um distúrbio. No entanto, pode retornar na próxima vez que um ponto de ruptura for atingido. Consulte a seção Terapia nas páginas 78-79 do Manual do Agente.",
"DG.ItemWindow.Gear.Attributes": "Atributos",
"DG.ItemWindow.Gear.Description": "Descrição",
"DG.ItemWindow.Gear.NamePlaceholder": "Nome",
"DG.ItemWindow.Gear.Expense": "Custo",
"DG.ItemWindow.Gear.Equipped": "Equipado",
"DG.ItemWindow.Armor.Description": "Descrição",
"DG.ItemWindow.Armor.NamePlaceholder": "Nome",
"DG.ItemWindow.Armor.ArmorRating": "Categoria de Armadura",
"DG.ItemWindow.Armor.Expense": "Custo",
"DG.ItemWindow.Armor.Equipped": "Equipado",
"DG.ItemWindow.Weapons.Description": "Descrição",
"DG.ItemWindow.Weapons.NamePlaceholder": "Nome",
"DG.ItemWindow.Weapons.Skill": "Habilidade",
"DG.ItemWindow.Weapons.Expense": "Custo",
"DG.ItemWindow.Weapons.Damage": "Dano",
"DG.ItemWindow.Weapons.Lethality": "Letalide",
"DG.ItemWindow.Weapons.IsLethality": "É Letal",
"DG.ItemWindow.Weapons.LethalityTooltip": "Uma arma letal tem a chance de matar instantaneamente um alvo. Role um D100 em vez de um dado de dano. Se não for letal, o dano é causado como se o resultado fosse uma rolagem de 2d10, com um '00' no primeiro d10 igual a 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Marque isso se a arma tiver uma % de letalidade associada a ela.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Perfuração de Armadura",
"DG.ItemWindow.Weapons.Ammo": "Munição",
"DG.ItemWindow.Weapons.Range": "Alcance",
"DG.ItemWindow.Weapons.KillRadius": "Raio de Morte",
"DG.ModifySkillRollDialogue.Title": "Modificar Rolagem",
"DG.ModifySkillRollDialogue.Test": "Teste:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Alvo Original:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modificar Alvo (+/-):",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Dê um modificador positivo ou negativo aqui para adicionar/subtrair do alvo para o teste de perícia.",
"DG.ModifyDamageRollDialogue.Weapon": "Arma:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Use este campo para modificar a parte externa da fórmula, como dobrar o resultado.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Use este campo para adicionar um modificador simples como '+1' ou outro termo de dados como '+1d4'.",
"DG.Roll.Inhuman": "Desumano",
"DG.Tooltip.AdaptedToViolence": "Estar adaptado à violência significa que a empatia do seu agente sofre quando eles veem a violência como nada além de outra ferramenta a ser usada. O agente perde permanentemente 1D6 CAR e a mesma quantia de cada um de seus vínculos.",
"DG.Tooltip.BreakPoint": "O ponto de ruptura atual, redefinido quando a sanidade atual cair para ou abaixo desse valor. O ponto de ruptura inicial é SAN - POW.",
"DG.Tooltip.BreakPointReset": "Redefina o ponto de ruptura para ser SAN - FV.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Modo de Rolagem",
"DG.Bonds.Relationship": "Relacionamento",
"DG.Tooltip.CannotRollSkillLabel": "Uma habilidade com 0% não pode ser usada.",
"DG.Tooltip.CurrentSanityPartOne": "Sanidade atual, atual ponto de ruptura é ",
"DG.Tooltip.CurrentSanityPartTwo": ", clique o botão de SAN acima para rolar sanidade.",
"DG.Tooltip.DistinguishingFeature": "Característica Distintiva (preencha se a pontuação for 13 ou superior, ou 8 ou inferior).",
"DG.Tooltip.Exhaustion": "Um agente que trabalha por muito tempo ou enfrenta perigo extremo e ferimentos sem descansar fica exausto. Quando isso entra em jogo depende do Handler, mas uma boa regra é que passar uma noite sem dormir ou se recusar a descansar após perder SAN ou PV leva à exaustão.",
"DG.Tooltip.FirstAidAttempted": "Uma vez que um agente recebe os primeiros socorros, ele não pode se beneficiar novamente até receber mais danos de uma fonte diferente.",
"DG.Tooltip.MaximumHP": "A Vida máxima é a média de FOR + CON, arredondado para CIMA.",
"DG.Tooltip.MaximumSanity": "A sanidade máxima é igual a 99 - a habilidade Antinatural.",
"DG.Tooltip.MaximumWP": "FV máximo é igual a POD.",
"DG.Tooltip.SkillFailCheckbox": "Depois de falhar em um teste nesta habilidade (se a proficiência for de pelo menos 1%), marque esta caixa. No final da sessão, adicione 1D4 pontos percentuais à habilidade e desmarque a caixa. Não se aplica à perícia Antinatural ou Ritual. Consulte a página 29 do Manual do Agente.",
"DG.Tooltip.SkillLabel": "Clique para rolar um teste de habilidade.",
"DG.Tooltip.ToggleEquippedState": "Clique para alternar se este item está equipado ou não.",
"DG.Tooltip.x5AttributeLabel": "Clique para rolar um cheque x5.",
"DG.TypeSkills.Art": "Arte",
"DG.TypeSkills.Craft": "Ofício",
"DG.TypeSkills.ForeignLanguage": "Idioma Estrangeiro",
"DG.TypeSkills.MilitaryScience": "Ciência Militar",
"DG.TypeSkills.Other": "Outros",
"DG.TypeSkills.Pilot": "Pilotar",
"DG.TypeSkills.Science": "Ciência",
"DG.TypeSkills.Subskills.Painting": "Pintura",
"DG.Sheet.BlockHeaders.Attributes": "ATRIBUTOS",
"DG.Sheet.BlockHeaders.Statistics": "ESTATÍSTICAS",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "Descrição Física/Notas",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "HABILIDADES E TREINAMENTO",
"DG.Sheet.BlockHeaders.SpecialTraining": "TREINAMENTO ESPECIAL",
"DG.Sheet.BlockHeaders.Injuries": "FERIMENTOS",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "PONTO DE RUPTURA E ADAPTAÇÕES",
"DG.Sheet.BlockHeaders.Adaptations": "Adaptações",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVAÇÕES E DISTÚRBIOS",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "INFORMAÇÕES PESSOAIS / C.V.",
"DG.Sheet.BlockHeaders.ScenarioInformation": "INFORMAÇÕES DO CENÁRIO",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "LAÇOS / RELACIONAMENTOS / CONTATOS",
"DG.AgentSheet.ProfessionPlaceholder": "PROFISSÂO",
"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.Other": "Outros.",
"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.UnnaturalSheet.HideUntrainedSkillsLabel": "Esconder Habilidades não Treinadas",
"DG.UnnaturalSheet.NotesLabel": "Notas",
"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",
"DG.NPCSheet.BreakPointAbbreviation": "PR",
"DG.ImpossibleLanscapes.IHaveSeenThe": "EU JÁ VI O",
"DG.ImpossibleLanscapes.YellowSign": "SÍMBOLO AMARELO",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Corrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "ção",
"DG.ImpossibleLanscapes.Gift": "Dom",
"DG.ImpossibleLanscapes.Insight": "Intuição",
"DG.VehicleSheet.NotesTabName": "Notas",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Habilidades & Notas",
"DG.VehicleSheet.DescriptionPlaceHolder": "Descrição do Veículo",
"DG.VehicleSheet.GearTabName": "Equipamentos",
"DG.VehicleSheet.NotesLabel": "NOTAS",
"DG.VehicleSheet.DescriptionPlaceHolder": "Descrição do Veículo",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Marcar Vínculos Danificados até a Próxima Cena em Casa",
"DG.Generic.ClearAll": "Limpar Tudo",
"DG.Generic.SanDamage": "Dano de SAN",
"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",
"DG.VehicleSheet.NotesTabName": "Notas",
"TYPES.Actor.agent": "Agente",
"TYPES.Actor.npc": "PNJ",
"TYPES.Actor.unnatural": "Antinatural",
"TYPES.Actor.vehicle": "Veículo",
"TYPES.Item.armor": "Armadura",
"TYPES.Item.bond": "Vinculo",
"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",
"DG.Tome.Name": "Nome",
"DG.Tome.Language": "Idioma",
"DG.Tome.StudyTime": "Tempo de Estudo",
"DG.ItemWindow.Tome.Description": "Descrição",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Idioma",
"DG.ItemWindow.Tome.StudyTime": "Tempo de Estudo",
"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": "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",
"DG.ItemWindow.Ritual.ActivationCosts": "Custos de Ativação",
"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"
"TYPES.Item.tome": "Tomo",
"TYPES.Item.weapon": "Arma"
}
+267 -260
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@@ -1,12 +1,243 @@
{
"DG.SystemName": "Delta Green",
"DG.About.OnlineBugTracker": "Frågor, buggrapporter eller funktionsförfrågningar (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Starta webbläsare med GitHub-issue tracker.",
"DG.About.OnlineHelp": "Systemdokumentation på (ONLINE)",
"DG.About.OnlineHelpTooltip": "Starta webbläsare med online GitHub-hjälp.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "EFTERNAMN, FÖRNAMN (OCH ALIAS OM RELEVANT)",
"DG.RollLuck": "Turkast",
"DG.Luck": "Tur",
"DG.Attributes.HP": "HP",
"DG.Attributes.SAN": "PSY",
"DG.Attributes.Tooltip.HP": "Hälsopoäng, en karaktär blir medvetslös vid 2 HP och dör vid 0 HP.",
"DG.Attributes.Tooltip.SAN": "Klicka för att slå för PSYKE och ser hur Stabil du är.",
"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.Attributes.WP": "VP",
"DG.Attributes.cha": "KAR",
"DG.Attributes.con": "FYS",
"DG.Attributes.dex": "SMI",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "VIL",
"DG.Attributes.str": "STY",
"DG.Bonds.Bond": "Kamrat",
"DG.Bonds.Name": "Namn",
"DG.Bonds.NewBond": "Ny Kamrat",
"DG.Bonds.Relationship": "Relation",
"DG.Bonds.Score": "Poäng",
"DG.CV.AgeAndDoB": "Ålder och födelsedatum",
"DG.CV.AgeAndDoBPlaceholder": "Ålder & födelsedatum",
"DG.CV.Education": "Utbildning",
"DG.CV.EducationPlaceholder": "Utbildning eller skola",
"DG.CV.Employer": "Arbetsgivare",
"DG.CV.EmployerPlaceholder": "Arbetsgivare eller arbetshistorik",
"DG.CV.Nationality": "Nationalitet",
"DG.CV.NationalityPlaceholder": "Nationalitet",
"DG.CV.Sex": "Kön",
"DG.CV.SexPlaceholder": "Kön",
"DG.FallbackText.ProfessionAndOrRank": "YRKE",
"DG.FallbackText.newItem": "Ny {type}",
"DG.Gear.Armor": "Kroppskydd",
"DG.Gear.ArmorPiercing": "Genomträngande",
"DG.Gear.ArmorRating": "Skyddsnivå",
"DG.Gear.DamageOrLethality": "Skada/Dödlighet",
"DG.Gear.Equipped": "Utrustad",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.Gear.Expense.Incidental": "Småsak",
"DG.Gear.Expense.Major": "Stor",
"DG.Gear.Expense.NA": "Ingen",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Ovanlig",
"DG.Gear.Name": "Namn",
"DG.Gear.OtherGear": "Annan utrustning",
"DG.Gear.Rituals": "Ritualer",
"DG.Gear.Tomes": "Trollböcker",
"DG.Gear.Weapons": "Vapen",
"DG.Generic.AddButtonLabel": "Lägg till",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Bocka i rutan om ett förhållande är skadat för att komma ihåg det under Hem-scenerna.",
"DG.Generic.ClearAll": "Rensa alla",
"DG.Generic.SanDamage": "PSY-Skada",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Korrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Gåva",
"DG.ImpossibleLanscapes.IHaveSeenThe": "JAG HAR SETT",
"DG.ImpossibleLanscapes.Insight": "Insikt",
"DG.ImpossibleLanscapes.YellowSign": "DET GULA MÄRKET",
"DG.ItemWindow.Armor.ArmorRating": "Skyddsnivå",
"DG.ItemWindow.Armor.Description": "Beskrivning",
"DG.ItemWindow.Armor.Equipped": "Utrustad",
"DG.ItemWindow.Armor.Expense": "Kostnad",
"DG.ItemWindow.Armor.NamePlaceholder": "Namn",
"DG.ItemWindow.Bonds.Description": "Beskrivning/Utvecklingar",
"DG.ItemWindow.Bonds.ScoreTooltip": "Högre poäng representerar ett starkare förhållande mellan agenten och Kamraten.",
"DG.ItemWindow.Custom": "Anpassad",
"DG.ItemWindow.Gear.Attributes": "Egenskaper",
"DG.ItemWindow.Gear.Description": "Beskrivning",
"DG.ItemWindow.Gear.Equipped": "Utrustad",
"DG.ItemWindow.Gear.Expense": "Kostnad",
"DG.ItemWindow.Gear.NamePlaceholder": "Namn",
"DG.ItemWindow.Motivations.Attributes": "Egenskaper",
"DG.ItemWindow.Motivations.Description": "Beskrivning/Anteckningar",
"DG.ItemWindow.Motivations.Disorder": "Störning",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Störning har blivit \"botad\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "En kritisk framgång på ett terapi-turkast kan 'bota' en störning. Den kan dock återkomma nästa gång en brytpunkt nås. Se Terapisektionen på sidorna 78-79 i Agenthandboken.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "En störning ersätter en motivation efter att en brytpunkt har nåtts.",
"DG.ItemWindow.Motivations.IsDisorder": "Är en Störning",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Kryssa i detta om du lägger till en störning, eller om en befintlig motivation har förlorats på grund av att du fått en störning.",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Något som driver karaktären.",
"DG.ItemWindow.Ritual.ActivationCosts": "Aktiveringskostnader",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "PSY-Skada för aktivering",
"DG.ItemWindow.Ritual.ActivationTime": "Aktiveringstid",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.ItemWindow.Ritual.StudyTime": "Studietid",
"DG.ItemWindow.Tome.Description": "Beskrivning",
"DG.ItemWindow.Tome.HandlerNotes": "Handledarens anteckningar",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Endast Handledaren",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Språk",
"DG.ItemWindow.Tome.OccultIncrease": "Öka ockult färdighet",
"DG.ItemWindow.Tome.StudySanityDamage": "Skada på Stabilitet att läsa",
"DG.ItemWindow.Tome.StudyTime": "Studietid",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Öka onaturlig färdighet",
"DG.ItemWindow.Weapons.Ammo": "Ammo",
"DG.ItemWindow.Weapons.ArmorPiercing": "Genomträngande",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Mål",
"DG.ItemWindow.Weapons.Damage": "Skada",
"DG.ItemWindow.Weapons.Description": "Beskrivning",
"DG.ItemWindow.Weapons.Expense": "Kostnad",
"DG.ItemWindow.Weapons.IsLethality": "Dödlig",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Kryssa i detta om vapnet är dödligt.",
"DG.ItemWindow.Weapons.KillRadius": "Dödsradie",
"DG.ItemWindow.Weapons.Lethality": "Dödlighet",
"DG.ItemWindow.Weapons.LethalityTooltip": "Ett dödligt vapen har en chans att omedelbart döda ett mål. Slå en D100 istället för skadetärningen. Om det inte är dödligt tolkas resultatet som om det var 2 enskilda d10or skada, där en '00' på den första d10an motsvarar 10 skada.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Namn",
"DG.ItemWindow.Weapons.Range": "Räckvidd",
"DG.ItemWindow.Weapons.Skill": "Färdighet",
"DG.ItemWindow.Weapons.SkillModifier": "Färdighetsmod",
"DG.Luck": "Tur",
"DG.Mental.AdaptedToHelplessness": "Anpassad till hjälplöshet",
"DG.Mental.AdaptedToViolence": "Anpassad till Våld",
"DG.Mental.BreakingPoint": "Brytpunkt: ",
"DG.Mental.Disorders": "Störningar",
"DG.Mental.Helplessness": "Hjälplöshet",
"DG.Mental.Motivations": "Motivation",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Episoder av PSY-förlust utan att bli galen",
"DG.Mental.Violence": "Våld",
"DG.Messages.Skillsmark.Marked": "Denna färdighet är markerad",
"DG.Messages.Skillsmark.Tooltip": "Se s. 29 Agenthandbok",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Använd detta fält för att lägga till en platt modifierare såsom '+1' eller en annan tärningsterm såsom '+1d4'.",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Använd detta fält för att modifiera den yttre delen av formeln, som att dubbla resultatet.",
"DG.ModifyDamageRollDialogue.Weapon": "Vapen:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Ange en positiv eller negativ modifiering här.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Ursprungligt mål:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modifiera mål:",
"DG.ModifySkillRollDialogue.Test": "Slag:",
"DG.ModifySkillRollDialogue.Title": "Modifiera kast",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Personligt",
"DG.Navigation.Agent.bonds": "Kontakter",
"DG.Navigation.Agent.combat": "Strid",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Utrustning",
"DG.Navigation.Agent.motivations": "Psykologi",
"DG.Navigation.Agent.personal": "Personligt",
"DG.Navigation.Agent.physical": "Statistik",
"DG.Navigation.Agent.skills": "Färdigheter",
"DG.Navigation.CV": "Personligt",
"DG.Navigation.Contacts": "Kontakter",
"DG.Navigation.Gear": "Utrustning",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.Mental": "Psykologi",
"DG.Navigation.Physical": "Statistik",
"DG.Navigation.Skills": "Färdigheter",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Nedsättning:",
"DG.Physical.FirstAidLabel": "Första hjälpen har redan försökts: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Sår",
"DG.Ritual.Name": "Namn",
"DG.Roll.Critical": "Kritisk",
"DG.Roll.Damage": "Skada",
"DG.Roll.Failure": "Miss",
"DG.Roll.For": "för",
"DG.Roll.Inhuman": "Omänsklig",
"DG.Roll.Lethal": "Dödlig",
"DG.Roll.Lethality": "Dödlighet",
"DG.Roll.Or": "Eller",
"DG.Roll.Roll": "Slå",
"DG.Roll.Rolling": "Slår för",
"DG.Roll.RollingDamageFor": "Slår SKADA för",
"DG.Roll.Success": "Träff",
"DG.Roll.Target": "Mål: ",
"DG.RollLuck": "Turkast",
"DG.RollMode": "Tärningskast-läge",
"DG.Sheet.BlockHeaders.Adaptations": "Anpassningar",
"DG.Sheet.BlockHeaders.Attributes": "EGENSKAPER",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "KAMRATER OCH RELATIONER",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BRYTPUNKT OCH ANPASSNINGAR",
"DG.Sheet.BlockHeaders.Injuries": "SKADOR",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONER OCH STÖRNINGAR",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONLIG INFORMATION",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "ANTECKNINGAR",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SCENARIOINFORMATION",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "FÄRDIGHETER OCH TRÄNING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPECIALTRÄNING",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIK",
"DG.Skills.AddSkill": "Lägg till färdighet",
"DG.Skills.AddTypedOrCustomSkill": "Lägg till anpassad färdighet",
"DG.Skills.Apply": "Tillämpa",
"DG.Skills.ApplySkillImprovements": "Förbättra ibockade färdigheter ",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Förbättrade följande färdigheter med",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Påverkar följande färdigheter:",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Förbättra färdigheter enligt följande formel:",
"DG.Skills.ApplySkillImprovementsWarning": "Inga misslyckade slag, inga färdigheter att förbättra.",
"DG.Skills.EditSkill": "Redigera färdighet",
"DG.Skills.EditTypedOrCustomSkill": "Redigera anpassad färdighet",
"DG.Skills.SkillGroup": "Färdighetsgrupp",
"DG.Skills.SkillName": "Färdighetsnamn",
"DG.Skills.ToggleEditDeleteSkills": "Redigera/ta bort färdigheter",
"DG.Skills.accounting": "Bokföring",
"DG.Skills.alertness": "Vaksamhet",
"DG.Skills.anthropology": "Antropologi",
@@ -22,6 +253,7 @@
"DG.Skills.drive": "Framföra Fordon",
"DG.Skills.firearms": "Skjutvapen",
"DG.Skills.first_aid": "Första Hjälpen",
"DG.Skills.flight": "Flyg",
"DG.Skills.forensics": "Kriminalteknik",
"DG.Skills.heavy_machiner": "Tunga Maskiner",
"DG.Skills.heavy_weapons": "Tunga Vapen",
@@ -36,6 +268,7 @@
"DG.Skills.pharmacy": "Läkemedel",
"DG.Skills.psychotherapy": "Psykoterapi",
"DG.Skills.ride": "Rida",
"DG.Skills.ritual": "Ritual",
"DG.Skills.search": "Söka",
"DG.Skills.sigint": "Signalspaning",
"DG.Skills.stealth": "Smyga",
@@ -44,30 +277,6 @@
"DG.Skills.swim": "Simma",
"DG.Skills.unarmed_combat": "Slagsmål",
"DG.Skills.unnatural": "Onaturligt",
"DG.Skills.flight": "Flyg",
"DG.Skills.AddTypedOrCustomSkill": "Lägg till anpassad färdighet",
"DG.Skills.ToggleEditDeleteSkills": "Redigera/ta bort färdigheter",
"DG.Skills.AddSkill": "Lägg till färdighet",
"DG.Skills.Apply": "Tillämpa",
"DG.Skills.ApplySkillImprovements": "Förbättra ibockade färdigheter ",
"DG.Skills.ApplySkillImprovementsChatFlavor": "Förbättrade följande färdigheter med",
"DG.Skills.ApplySkillImprovementsDialogLabel": "Förbättra färdigheter enligt följande formel:",
"DG.Skills.ApplySkillImprovementsDialogEffectsFollowing": "Påverkar följande färdigheter:",
"DG.Skills.ApplySkillImprovementsWarning": "Inga misslyckade slag, inga färdigheter att förbättra.",
"DG.Skills.EditTypedOrCustomSkill": "Redigera anpassad färdighet",
"DG.Skills.EditSkill": "Redigera färdighet",
"DG.Skills.SkillGroup": "Färdighetsgrupp",
"DG.Skills.SkillName": "Färdighetsnamn",
"DG.TypeSkills.Art": "Konst",
"DG.TypeSkills.Craft": "Hantverk",
"DG.TypeSkills.ForeignLanguage": "Främmande språk",
"DG.TypeSkills.MilitaryScience": "Militärvetenskap",
"DG.TypeSkills.Pilot": "Pilot",
"DG.TypeSkills.Science": "Vetenskap",
"DG.TypeSkills.Other": "Annat",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Lägg till specialträning",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Anpassade färdigheter",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Färdigheter",
@@ -76,255 +285,53 @@
"DG.SpecialTraining.Dialog.NameLabel": "Namn",
"DG.SpecialTraining.Dialog.SkillLabel": "Färdighet eller statistik",
"DG.SpecialTraining.Dialog.Title": "Skapa/Redigera specialträning",
"DG.Attributes.HP": "HP",
"DG.Attributes.WP": "VP",
"DG.Attributes.SAN": "PSY",
"DG.Attributes.str": "STY",
"DG.Attributes.con": "FYS",
"DG.Attributes.dex": "SMI",
"DG.Attributes.int": "INT",
"DG.Attributes.pow": "VIL",
"DG.Attributes.cha": "KAR",
"DG.Navigation.Skills": "Färdigheter",
"DG.Navigation.Physical": "Statistik",
"DG.Navigation.Mental": "Psykologi",
"DG.Navigation.Gear": "Utrustning",
"DG.Navigation.CV": "Personligt",
"DG.Navigation.Contacts": "Kontakter",
"DG.Navigation.Agent.skills": "Färdigheter",
"DG.Navigation.Agent.combat": "Strid",
"DG.Navigation.Agent.physical": "Statistik",
"DG.Navigation.Agent.motivations": "Psykologi",
"DG.Navigation.Agent.gear": "Utrustning",
"DG.Navigation.Agent.personal": "Personligt",
"DG.Navigation.Agent.bio": "Personligt",
"DG.Navigation.Agent.bonds": "Kontakter",
"DG.About.OnlineHelp": "Systemdokumentation på (ONLINE)",
"DG.About.OnlineHelpTooltip": "Starta webbläsare med online GitHub-hjälp.",
"DG.About.OnlineBugTracker": "Frågor, buggrapporter eller funktionsförfrågningar (ONLINE)",
"DG.About.OnlineBugTrackerTooltip": "Starta webbläsare med GitHub-issue tracker.",
"DG.Roll.Rolling": "Slår för",
"DG.Roll.Target": "Mål: ",
"DG.Roll.Success": "Träff",
"DG.Roll.Failure": "Miss",
"DG.Roll.Critical": "Kritisk",
"DG.Roll.Lethality": "Dödlighet",
"DG.Roll.Lethal": "Dödlig",
"DG.Roll.For": "för",
"DG.Roll.Damage": "Skada",
"DG.Roll.RollingDamageFor": "Slår SKADA för",
"DG.Roll.Or": "Eller",
"DG.Roll.Roll": "Slå",
"DG.Physical.Wounds": "Sår",
"DG.Physical.FirstAidLabel": "Första hjälpen har redan försökts: ",
"DG.Physical.Exhausted": "Utmattad:",
"DG.Physical.ExhaustionPenalty": "Nedsättning:",
"DG.Generic.AddButtonLabel": "Lägg till",
"DG.Mental.BreakingPoint": "Brytpunkt: ",
"DG.Mental.Reset": "Reset",
"DG.Mental.SanityLossIncidentsLabel": "Episoder av PSY-förlust utan att bli galen",
"DG.Mental.Violence": "Våld",
"DG.Mental.Helplessness": "Hjälplöshet",
"DG.Mental.AdaptedToViolence": "Anpassad till Våld",
"DG.Mental.AdaptedToHelplessness": "Anpassad till hjälplöshet",
"DG.Mental.Motivations": "Motivation",
"DG.Mental.Disorders": "Störningar",
"DG.Gear.Weapons": "Vapen",
"DG.Gear.Armor": "Kroppskydd",
"DG.Gear.OtherGear": "Annan utrustning",
"DG.Gear.Name": "Namn",
"DG.Gear.DamageOrLethality": "Skada/Dödlighet",
"DG.Gear.ArmorPiercing": "Genomträngande",
"DG.Gear.ArmorRating": "Skyddsnivå",
"DG.Gear.Equipped": "Utrustad",
"DG.CV.Sex": "Kön",
"DG.CV.SexPlaceholder": "Kön",
"DG.CV.AgeAndDoB": "Ålder och födelsedatum",
"DG.CV.AgeAndDoBPlaceholder": "Ålder & födelsedatum",
"DG.CV.Employer": "Arbetsgivare",
"DG.CV.EmployerPlaceholder": "Arbetsgivare eller arbetshistorik",
"DG.CV.Nationality": "Nationalitet",
"DG.CV.NationalityPlaceholder": "Nationalitet",
"DG.CV.Education": "Utbildning",
"DG.CV.EducationPlaceholder": "Utbildning eller skola",
"DG.Bonds.Bond": "Kamrat",
"DG.Bonds.Name": "Namn",
"DG.Bonds.Score": "Poäng",
"DG.Bonds.NewBond": "Ny Kamrat",
"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.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.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.",
"DG.Tooltip.SkillLabel": "Klicka för att kasta tärning.",
"DG.Tooltip.CannotRollSkillLabel": "En färdighet på 0% kan inte användas.",
"DG.Tooltip.SkillFailCheckbox": "Efter att ha misslyckats med ett kast mot denna färdighet (om den är minst 1%), kryssa i denna ruta. Vid sessionens slut, lägg till 1D4 procentenheter till färdigheten och avmarkera rutan. Gäller inte för färdigheterna Onaturligt eller Ritual.",
"DG.Tooltip.DistinguishingFeature": "Utmärkande drag (fyll i om poängen är 13 och över, eller 8 och lägre).",
"DG.Tooltip.x5AttributeLabel": "Klicka för att slå ett x5-slag.",
"DG.Tooltip.FirstAidAttempted": "När en agent redan har fått första hjälpen en gång har de ingen nytta av det igen, om de inte får ytterligare skador.",
"DG.Tooltip.AdaptedToViolence": "Att vara anpassad till våld innebär att din agent förlorat empati och börjat se våld som ett vardagligt verktyg. Agenten förlorar permanent 1D6 KAR och samma mängd från varje Kamrat.",
"DG.SystemName": "Delta Green",
"DG.Tome.Name": "Namn",
"DG.Tomes.Name": "Namn",
"DG.Tooltip.AdaptedToHelplessness": "Att vara anpassad till hjälplöshet innebär att din agent förlorat sin personliga drivkraft och drar sig tillbaka från världen omkring dem. När din agent är anpassad till hjälplöshet förlorar agenten permanent 1D6 VIL.",
"DG.Tooltip.ToggleEquippedState": "Klicka för att välja om din agent har saken med sig eller ej.",
"DG.Tooltip.Exhaustion": "En agent som arbetat för länge eller varit under press länge utan sömn blir utmattad.",
"DG.Gear.Expense.NA": "Ingen",
"DG.Gear.Expense.Incidental": "Småsak",
"DG.Gear.Expense.Standard": "Standard",
"DG.Gear.Expense.Unusual": "Ovanlig",
"DG.Gear.Expense.Major": "Stor",
"DG.Gear.Expense.Extreme": "Extrem",
"DG.ItemWindow.Bonds.Description": "Beskrivning/Utvecklingar",
"DG.ItemWindow.Bonds.ScoreTooltip": "Högre poäng representerar ett starkare förhållande mellan agenten och Kamraten.",
"DG.ItemWindow.Motivations.Attributes": "Egenskaper",
"DG.ItemWindow.Motivations.Motivation": "Motivation",
"DG.ItemWindow.Motivations.Description": "Beskrivning/Anteckningar",
"DG.ItemWindow.Motivations.Disorder": "Störning",
"DG.ItemWindow.Motivations.IsDisorder": "Är en Störning",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Något som driver karaktären.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "En störning ersätter en motivation efter att en brytpunkt har nåtts.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Kryssa i detta om du lägger till en störning, eller om en befintlig motivation har förlorats på grund av att du fått en störning.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Störning har blivit \"botad\"",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "En kritisk framgång på ett terapi-turkast kan 'bota' en störning. Den kan dock återkomma nästa gång en brytpunkt nås. Se Terapisektionen på sidorna 78-79 i Agenthandboken.",
"DG.ItemWindow.Gear.Attributes": "Egenskaper",
"DG.ItemWindow.Gear.Description": "Beskrivning",
"DG.ItemWindow.Gear.NamePlaceholder": "Namn",
"DG.ItemWindow.Gear.Expense": "Kostnad",
"DG.ItemWindow.Gear.Equipped": "Utrustad",
"DG.ItemWindow.Armor.Description": "Beskrivning",
"DG.ItemWindow.Armor.NamePlaceholder": "Namn",
"DG.ItemWindow.Armor.ArmorRating": "Skyddsnivå",
"DG.ItemWindow.Armor.Expense": "Kostnad",
"DG.ItemWindow.Armor.Equipped": "Utrustad",
"DG.ItemWindow.Weapons.Description": "Beskrivning",
"DG.ItemWindow.Weapons.NamePlaceholder": "Namn",
"DG.ItemWindow.Weapons.Skill": "Färdighet",
"DG.ItemWindow.Weapons.Expense": "Kostnad",
"DG.ItemWindow.Weapons.Damage": "Skada",
"DG.ItemWindow.Weapons.Lethality": "Dödlighet",
"DG.ItemWindow.Weapons.IsLethality": "Dödlig",
"DG.ItemWindow.Weapons.LethalityTooltip": "Ett dödligt vapen har en chans att omedelbart döda ett mål. Slå en D100 istället för skadetärningen. Om det inte är dödligt tolkas resultatet som om det var 2 enskilda d10or skada, där en '00' på den första d10an motsvarar 10 skada.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Kryssa i detta om vapnet är dödligt.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Genomträngande",
"DG.ItemWindow.Weapons.Ammo": "Ammo",
"DG.ItemWindow.Weapons.Range": "Räckvidd",
"DG.ItemWindow.Weapons.KillRadius": "Dödsradie",
"DG.ModifySkillRollDialogue.Title": "Modifiera kast",
"DG.ModifySkillRollDialogue.Test": "Slag:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Ursprungligt mål:",
"DG.ModifySkillRollDialogue.TargetModifier": "Modifiera mål:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Ange en positiv eller negativ modifiering här.",
"DG.ModifyDamageRollDialogue.Weapon": "Vapen:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Använd detta fält för att modifiera den yttre delen av formeln, som att dubbla resultatet.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Använd detta fält för att lägga till en platt modifierare såsom '+1' eller en annan tärningsterm såsom '+1d4'.",
"DG.Roll.Inhuman": "Omänsklig",
"DG.Tooltip.AdaptedToViolence": "Att vara anpassad till våld innebär att din agent förlorat empati och börjat se våld som ett vardagligt verktyg. Agenten förlorar permanent 1D6 KAR och samma mängd från varje Kamrat.",
"DG.Tooltip.BreakPoint": "Den nuvarande brytpunkten, återställs när nuvarande Stabilitet faller till eller under detta värde. Startvärdet på brytpunkten är PSY minus VIL.",
"DG.Tooltip.BreakPointReset": "Återställ brytpunkten till att vara nuvarande PSY minus VP.",
"DG.Skills.ritual": "Ritual",
"DG.RollMode": "Tärningskast-läge",
"DG.Bonds.Relationship": "Relation",
"DG.Tooltip.CannotRollSkillLabel": "En färdighet på 0% kan inte användas.",
"DG.Tooltip.CurrentSanityPartOne": "Nuvarande stabilitet, nuvarande brytpunkt är ",
"DG.Tooltip.CurrentSanityPartTwo": ", klicka på texten PSY ovan för att slå för Stabilitet.",
"DG.Tooltip.DistinguishingFeature": "Utmärkande drag (fyll i om poängen är 13 och över, eller 8 och lägre).",
"DG.Tooltip.Exhaustion": "En agent som arbetat för länge eller varit under press länge utan sömn blir utmattad.",
"DG.Tooltip.FirstAidAttempted": "När en agent redan har fått första hjälpen en gång har de ingen nytta av det igen, om de inte får ytterligare skador.",
"DG.Tooltip.MaximumHP": "Maximala hälsopoäng är hälften av STY + FYS, avrundat UPP.",
"DG.Tooltip.MaximumSanity": "Maximal Stabilitet är lika med 99 minus färdigheten Onaturligt.",
"DG.Tooltip.MaximumWP": "Maximal VP är lika med VIL.",
"DG.Tooltip.SkillFailCheckbox": "Efter att ha misslyckats med ett kast mot denna färdighet (om den är minst 1%), kryssa i denna ruta. Vid sessionens slut, lägg till 1D4 procentenheter till färdigheten och avmarkera rutan. Gäller inte för färdigheterna Onaturligt eller Ritual.",
"DG.Tooltip.SkillLabel": "Klicka för att kasta tärning.",
"DG.Tooltip.ToggleEquippedState": "Klicka för att välja om din agent har saken med sig eller ej.",
"DG.Tooltip.x5AttributeLabel": "Klicka för att slå ett x5-slag.",
"DG.TypeSkills.Art": "Konst",
"DG.TypeSkills.Craft": "Hantverk",
"DG.TypeSkills.ForeignLanguage": "Främmande språk",
"DG.TypeSkills.MilitaryScience": "Militärvetenskap",
"DG.TypeSkills.Other": "Annat",
"DG.TypeSkills.Pilot": "Pilot",
"DG.TypeSkills.Science": "Vetenskap",
"DG.TypeSkills.Subskills.Painting": "Målning",
"DG.Sheet.BlockHeaders.Attributes": "EGENSKAPER",
"DG.Sheet.BlockHeaders.Statistics": "STATISTIK",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "ANTECKNINGAR",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "FÄRDIGHETER OCH TRÄNING",
"DG.Sheet.BlockHeaders.SpecialTraining": "SPECIALTRÄNING",
"DG.Sheet.BlockHeaders.Injuries": "SKADOR",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "BRYTPUNKT OCH ANPASSNINGAR",
"DG.Sheet.BlockHeaders.Adaptations": "Anpassningar",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "MOTIVATIONER OCH STÖRNINGAR",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "PERSONLIG INFORMATION",
"DG.Sheet.BlockHeaders.ScenarioInformation": "SCENARIOINFORMATION",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "KAMRATER OCH RELATIONER",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Dölj otränade färdigheter",
"DG.UnnaturalSheet.NotesLabel": "Anteckningar",
"DG.UnnaturalSheet.ShortDescriptionFallbackText": "Beskrivning av varelse",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Visa otränade färdigheter",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Färdigheter & Anteckningar",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Attacker & Förmågor",
"DG.NPCSheet.BreakPointAbbreviation": "BP",
"DG.ImpossibleLanscapes.IHaveSeenThe": "JAG HAR SETT",
"DG.ImpossibleLanscapes.YellowSign": "DET GULA MÄRKET",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Korrup",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "tion",
"DG.ImpossibleLanscapes.Gift": "Gåva",
"DG.ImpossibleLanscapes.Insight": "Insikt",
"DG.VehicleSheet.NotesTabName": "Anteckningar",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Färdigheter & Anteckningar",
"DG.VehicleSheet.DescriptionPlaceHolder": "Beskrivning av fordon",
"DG.VehicleSheet.GearTabName": "Utrustning",
"DG.VehicleSheet.NotesLabel": "ANTECKNINGAR",
"DG.VehicleSheet.DescriptionPlaceHolder": "Beskrivning av fordon",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Bocka i rutan om ett förhållande är skadat för att komma ihåg det under Hem-scenerna.",
"DG.Generic.ClearAll": "Rensa alla",
"DG.Generic.SanDamage": "PSY-Skada",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Mål",
"DG.ItemWindow.Weapons.SkillModifier": "Färdighetsmod",
"DG.ItemWindow.Custom": "Anpassad",
"DG.VehicleSheet.NotesTabName": "Anteckningar",
"TYPES.Actor.agent": "Agent",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "Onaturligt",
"TYPES.Actor.vehicle": "Fordon",
"TYPES.Item.armor": "Kroppskydd",
"TYPES.Item.bond": "Kamrat",
"TYPES.Item.gear": "Utrustning",
"TYPES.Item.motivation": "Motivation",
"TYPES.Item.weapon": "Vapen",
"TYPES.Item.tome": "Trollbok",
"TYPES.Item.ritual": "Ritual",
"DG.Gear.Tomes": "Trollböcker",
"DG.Gear.Rituals": "Ritualer",
"DG.Tomes.Name": "Namn",
"DG.Ritual.Name": "Namn",
"DG.Tome.Name": "Namn",
"DG.ItemWindow.Tome.Description": "Beskrivning",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Språk",
"DG.ItemWindow.Tome.StudyTime": "Studietid",
"DG.ItemWindow.Tome.OccultIncrease": "Öka ockult färdighet",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Öka onaturlig färdighet",
"DG.ItemWindow.Tome.StudySanityDamage": "Skada på Stabilitet att läsa",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Endast Handledaren",
"DG.ItemWindow.Tome.HandlerNotes": "Handledarens anteckningar",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "PSY-Skada för aktivering",
"DG.ItemWindow.Ritual.ActivationTime": "Aktiveringstid",
"DG.ItemWindow.Ritual.ActivationCosts": "Aktiveringskostnader",
"DG.ItemWindow.Ritual.StudyTime": "Studietid",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Learn SAN Damage",
"DG.Messages.Skillsmark.Marked": "Denna färdighet är markerad",
"DG.Messages.Skillsmark.Tooltip": "Se s. 29 Agenthandbok"
"TYPES.Item.tome": "Trollbok",
"TYPES.Item.weapon": "Vapen"
}
+366 -368
View File
@@ -1,50 +1,295 @@
{
"DG.SystemName": "Delta Green",
"DG.About.Changelog": "СПИСОК ЗМІН (ОНЛАЙН)",
"DG.About.Copyright": "Опубліковано Arc Dream Publishing за домовленістю з Delta Green Partnership. Інтелектуальна власність під назвою Delta Green є торговельною маркою та об’єктом авторського права Delta Green Partnership, яка ліцензувала її використання тут.",
"DG.About.License": "Вміст цієї системи ліцензовано згідно з умовами файлу <a href=\"systems/deltagreen/LICENSE.txt\">license</a>, за винятком елементів, які належать до інтелектуальної власності Delta Green.",
"DG.About.OnlineBugTracker": "Запитання, баг-репорти або пропозиції (ОНЛАЙН)",
"DG.About.OnlineBugTrackerTooltip": "Відкрити браузер з трекером задач GitHub.",
"DG.About.OnlineHelp": "Документація системи (ОНЛАЙН)",
"DG.About.OnlineHelpTooltip": "Відкрити браузер з онлайн-довідкою GitHub.",
"DG.ActiveEffects.Add": "Add Active Effect",
"DG.ActiveEffects.DefaultName": "Active Effect",
"DG.ActiveEffects.Delete": "Delete Active Effect",
"DG.ActiveEffects.Edit": "Edit Active Effect",
"DG.ActiveEffects.Fields.AllSkills": "All Skills",
"DG.ActiveEffects.Fields.MaxHP": "Maximum HP",
"DG.ActiveEffects.Fields.MaxSanity": "Maximum Sanity",
"DG.ActiveEffects.Fields.MaxWP": "Maximum Willpower",
"DG.ActiveEffects.Fields.SanityRolls": "Sanity Rolls",
"DG.ActiveEffects.Fields.StatisticRolls": "Statistic Rolls",
"DG.ActiveEffects.Groups.Resources": "Resources",
"DG.ActiveEffects.Groups.RollTargets": "Roll Targets",
"DG.ActiveEffects.Groups.Statistics": "Statistics",
"DG.ActiveEffects.None": "None",
"DG.ActiveEffects.Permanent": "Permanent Effects",
"DG.ActiveEffects.SelectAttribute": "Select attribute…",
"DG.ActiveEffects.SheetLabel": "Delta Green Active Effect",
"DG.ActiveEffects.Source": "Source",
"DG.ActiveEffects.SuppressedAcuteEpisode": "Inactive — acute episode is off",
"DG.ActiveEffects.SuppressedNotEquipped": "Inactive — item is not equipped",
"DG.ActiveEffects.SuppressedUnsupportedItem": "Inactive — not supported for this item type",
"DG.ActiveEffects.Temporary": "Temporary Effects",
"DG.ActiveEffects.Toggle": "Toggle Active Effect",
"DG.ActiveEffects.TransferWhenAcuteEpisode": "Transferred effects apply to the agent only during an acute episode.",
"DG.ActiveEffects.TransferWhenEquipped": "Transferred effects apply to the agent only while this item is equipped.",
"DG.AgentNameFieldTooltip": "ПРІЗВИЩЕ, ІМ’Я (ТА ПСЕВДОНІМ, ЯКЩО Є)",
"DG.RollLuck": "Кинути Удачу",
"DG.Luck": "Удача",
"DG.AgentSheet.ProfessionPlaceholder": "ПРОФЕСІЯ (ЗВАННЯ, ЯКЩО Є)",
"DG.Attributes.HP": "ПЗ",
"DG.Attributes.SAN": "ГЗД",
"DG.Attributes.Tooltip.HP": "Пункти Здоров’я (ПЗ) показують фізичний стан. Персонаж непритомніє при 2 ПЗ і помирає при 0 ПЗ.",
"DG.Attributes.Tooltip.SAN": "Пункти Глузду (ГЗД) показують зв’язок із людяністю та реальністю, як її сприймає більшість людей. Натисни, щоб кинути тест ГЗД.",
"DG.Attributes.Tooltip.WP": "Пункти Волі (ПВ) показують психічну витримку та внутрішній ресурс. Агентам потрібні ПВ, щоб діяти попри виснаження або ментально важкі ситуації. Див. стор. 47 в Agent's Handbook.",
"DG.Attributes.Tooltip.cha": "Див. стор. 19 в Agent's Handbook — Charisma (Харизма)",
"DG.Attributes.Tooltip.con": "Див. стор. 19 в Agent's Handbook — Constitution (Статура)",
"DG.Attributes.Tooltip.dex": "Див. стор. 19 в Agent's Handbook — Dexterity (Спритність)",
"DG.Attributes.Tooltip.int": "Див. стор. 19 в Agent's Handbook — Intelligence (Інтелект)",
"DG.Attributes.Tooltip.pow": "Див. стор. 19 в Agent's Handbook — Power (Непохитність)",
"DG.Attributes.Tooltip.str": "Див. стор. 19 в Agent's Handbook — Strength (Сила)",
"DG.Attributes.WP": "ПВ",
"DG.Attributes.cha": "ХАР",
"DG.Attributes.con": "СТА",
"DG.Attributes.dex": "СПР",
"DG.Attributes.int": "ІНТ",
"DG.Attributes.pow": "НЕП",
"DG.Attributes.str": "СИЛ",
"DG.Bonds.Bond": "Зв’язок",
"DG.Bonds.Name": "Ім’я",
"DG.Bonds.NewBond": "Новий зв’язок",
"DG.Bonds.Relationship": "Стосунки",
"DG.Bonds.Score": "Рівень",
"DG.CV.AgeAndDoB": "Вік і дата народження",
"DG.CV.AgeAndDoBPlaceholder": "Вік і дата народження",
"DG.CV.Education": "Освіта",
"DG.CV.EducationPlaceholder": "Освіта або підготовка",
"DG.CV.Employer": "Роботодавець",
"DG.CV.EmployerPlaceholder": "Роботодавець або трудова історія",
"DG.CV.Nationality": "Національність",
"DG.CV.NationalityPlaceholder": "Національність",
"DG.CV.Sex": "Стать",
"DG.CV.SexPlaceholder": "Стать",
"DG.FallbackText.newItem": "Новий(а) {type}",
"DG.Skills.accounting": "Бухгалтерія",
"DG.Skills.alertness": "Пильність",
"DG.Skills.anthropology": "Антропологія",
"DG.Skills.archeology": "Археологія",
"DG.Skills.artillery": "Артилерія",
"DG.Skills.athletics": "Атлетика",
"DG.Skills.bureaucracy": "Бюрократія",
"DG.Skills.computer_science": "Інформаційні технології",
"DG.Skills.criminology": "Кримінологія",
"DG.Skills.demolitions": "Інженерно-саперна справа",
"DG.Skills.disguise": "Маскування",
"DG.Skills.dodge": "Ухилення",
"DG.Skills.drive": "Водіння",
"DG.Skills.firearms": "Вогнепальна зброя",
"DG.Skills.first_aid": "Перша допомога",
"DG.Skills.forensics": "Судова експертиза",
"DG.Skills.heavy_machiner": "Важка техніка",
"DG.Skills.heavy_weapons": "Важка зброя",
"DG.Skills.history": "Історія",
"DG.Skills.humint": "Агентурна розвідка (HUMINT)",
"DG.Skills.law": "Правознавство",
"DG.Skills.medicine": "Медицина",
"DG.Skills.melee_weapons": "Холодна зброя",
"DG.Skills.navigate": "Навігація",
"DG.Skills.occult": "Окультизм",
"DG.Skills.persuade": "Переконливість",
"DG.Skills.pharmacy": "Фармацевтика",
"DG.Skills.psychotherapy": "Психотерапія",
"DG.Skills.ride": "Їзда верхи",
"DG.Skills.search": "Пошук",
"DG.Skills.sigint": "Радіоелектронна розвідка (SIGINT)",
"DG.Skills.stealth": "Непомітність",
"DG.Skills.surgery": "Хірургія",
"DG.Skills.survival": "Виживання",
"DG.Skills.swim": "Плавання",
"DG.Skills.unarmed_combat": "Рукопашний бій",
"DG.Skills.unnatural": "Протиприродне",
"DG.Skills.flight": "Пілотування",
"DG.Gear.Armor": "БРОНЯ",
"DG.Gear.ArmorPiercing": "Бронепробиття",
"DG.Gear.ArmorRating": "Рейтинг броні",
"DG.Gear.DamageOrLethality": "Шкода/Летальність",
"DG.Gear.Equipped": "Екіпіровано",
"DG.Gear.Expense.Extreme": "Екстремальне",
"DG.Gear.Expense.Incidental": "Дрібне",
"DG.Gear.Expense.Major": "Значне",
"DG.Gear.Expense.NA": "Н/Д або немає",
"DG.Gear.Expense.Standard": "Стандартне",
"DG.Gear.Expense.Unusual": "Незвичне",
"DG.Gear.Name": "Назва",
"DG.Gear.OtherGear": "ІНШЕ СПОРЯДЖЕННЯ",
"DG.Gear.Rituals": "РИТУАЛИ",
"DG.Gear.Tomes": "ТОМИ",
"DG.Gear.WeaponTypes.Firearms": "Вогнепальна",
"DG.Gear.WeaponTypes.Melee": "Холодна",
"DG.Gear.Weapons": "ЗБРОЯ",
"DG.Generic.AddButtonLabel": "Додати",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Познач пошкоджений Зв’язок до завершення наступної Домашньої сцени.",
"DG.Generic.ClearAll": "Очистити позначки",
"DG.Generic.SanDamage": "Втрата ГЗД",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Розк",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "лад",
"DG.ImpossibleLanscapes.Gift": "Дар",
"DG.ImpossibleLanscapes.IHaveSeenThe": "Я БАЧИВ",
"DG.ImpossibleLanscapes.Insight": "Осяяння",
"DG.ImpossibleLanscapes.YellowSign": "ЖОВТИЙ ЗНАК",
"DG.ItemWindow.Armor.ArmorRating": "Рейтинг броні",
"DG.ItemWindow.Armor.Description": "Опис",
"DG.ItemWindow.Armor.Equipped": "Екіпіровано",
"DG.ItemWindow.Armor.Expense": "Вартість",
"DG.ItemWindow.Armor.NamePlaceholder": "Назва",
"DG.ItemWindow.Bonds.Description": "Опис/розвиток",
"DG.ItemWindow.Bonds.ScoreTooltip": "Вищий рівень означає сильніший зв’язок між Агентом і цією людиною.",
"DG.ItemWindow.Custom": "Власне",
"DG.ItemWindow.Gear.Attributes": "Атрибути",
"DG.ItemWindow.Gear.Description": "Опис",
"DG.ItemWindow.Gear.Equipped": "Екіпіровано",
"DG.ItemWindow.Gear.Expense": "Вартість",
"DG.ItemWindow.Gear.NamePlaceholder": "Назва",
"DG.ItemWindow.Motivations.Attributes": "Атрибути",
"DG.ItemWindow.Motivations.Description": "Опис/нотатки",
"DG.ItemWindow.Motivations.Disorder": "Розлад",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Розлад було «вилікувано»",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Критичний успіх на терапевтичному кидку Удачі може «вилікувати» розлад. Втім, він може повернутися наступного разу, коли буде досягнуто точки зламу. Див. стор. 78–79 в Agent's Handbook — Therapy.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Розлад замінює мотивацію після досягнення точки зламу.",
"DG.ItemWindow.Motivations.IsDisorder": "Це розлад",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Познач, якщо додаєш розлад або якщо мотивацію втрачено через отримання розладу.",
"DG.ItemWindow.Motivations.Motivation": "Мотивація",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Те, що рухає персонажа вперед.",
"DG.ItemWindow.Ritual.ActivationCosts": "Вартість активації",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Втрата ГЗД при активації",
"DG.ItemWindow.Ritual.ActivationTime": "Час активації",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Втрата ГЗД при вивченні",
"DG.ItemWindow.Ritual.StudyTime": "Час вивчення",
"DG.ItemWindow.Tome.Description": "Опис",
"DG.ItemWindow.Tome.HandlerNotes": "Нотатки для Handler",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Лише для Handler",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Мова",
"DG.ItemWindow.Tome.OccultIncrease": "Підвищення «Окультизм»",
"DG.ItemWindow.Tome.StudySanityDamage": "Втрата ГЗД від вивчення",
"DG.ItemWindow.Tome.StudyTime": "Час вивчення",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Підвищення «Протиприродне»",
"DG.ItemWindow.Weapons.Ammo": "Набої",
"DG.ItemWindow.Weapons.ArmorPiercing": "Бронепробиття",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Ціль",
"DG.ItemWindow.Weapons.Damage": "Шкода",
"DG.ItemWindow.Weapons.Description": "Опис",
"DG.ItemWindow.Weapons.Expense": "Вартість",
"DG.ItemWindow.Weapons.IsLethality": "Летальна",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Познач, якщо зброя має відсоток летальності.",
"DG.ItemWindow.Weapons.KillRadius": "Радіус ураження",
"DG.ItemWindow.Weapons.Lethality": "Летальність",
"DG.ItemWindow.Weapons.LethalityTooltip": "Летальна зброя має шанс миттєво вбити ціль. Замість кубів шкоди кидай D100. Якщо результат НЕ летальний, тоді шкода рахується так, ніби випало 2d10, де «00» на першому d10 дорівнює 10.",
"DG.ItemWindow.Weapons.NamePlaceholder": "Назва",
"DG.ItemWindow.Weapons.Range": "Дальність",
"DG.ItemWindow.Weapons.Skill": "Навичка",
"DG.ItemWindow.Weapons.SkillModifier": "Модифікатор навички",
"DG.Luck": "Удача",
"DG.Mental.AdaptedToHelplessness": "Адаптований до безпорадності",
"DG.Mental.AdaptedToViolence": "Адаптований до насильства",
"DG.Mental.BreakingPoint": "Точка зламу (ТЗ): ",
"DG.Mental.Disorders": "Розлади",
"DG.Mental.Helplessness": "Безпорадність",
"DG.Mental.Motivations": "Мотивації",
"DG.Mental.Reset": "Скинути",
"DG.Mental.SanityLossIncidentsLabel": "Випадки втрати ГЗД без божевілля",
"DG.Mental.Tooltip.BreakingPoint": "Точка зламу — це конкретне значення ГЗД, на якому Агент настільки виснажений травмою, що отримує новий довготривалий психічний розлад. Якщо ГЗД падає до цього значення або нижче, відніми НЕП (POW) від нового ГЗД. Це і є нова Точка зламу.",
"DG.Mental.Tooltip.Helplessness": "Адаптація до безпорадності: після втрати ГЗД від безпорадності тричі без божевілля ти стаєш загартованим. Ти автоматично проходиш кидки ГЗД проти безпорадності, але назавжди втрачаєш 1D6 НЕП (POW). Agent's Handbook, стор. 73.",
"DG.Mental.Tooltip.Violence": "Адаптація до насильства: після втрати ГЗД від насильства тричі без божевілля ти стаєш загартованим. Ти автоматично проходиш кидки ГЗД проти насильства, але назавжди втрачаєш 1D6 ХАР (CHA) і стільки ж з кожного Зв’язку. Agent's Handbook, стор. 73.",
"DG.Mental.Violence": "Насильство",
"DG.Messages.Skillsmark.Marked": "Цю навичку позначено",
"DG.Messages.Skillsmark.Tooltip": "Див. стор. 29 Agent's Handbook",
"DG.MissionPaused": "Місію призупинено",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Це поле додає фіксований модифікатор (наприклад, «+1») або інший кістковий термін (наприклад, «+1d4»).",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Це поле змінює зовнішню частину формули, наприклад, щоб подвоїти результат.",
"DG.ModifyDamageRollDialogue.Weapon": "Зброя:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Вкажи позитивний або негативний модифікатор, щоб додати/відняти від цілі для перевірки навички.",
"DG.ModifySkillRollDialogue.OriginalTarget": "Початкова ціль:",
"DG.ModifySkillRollDialogue.TargetModifier": "Змінити ціль:",
"DG.ModifySkillRollDialogue.Test": "Тест:",
"DG.ModifySkillRollDialogue.Title": "Змінити кидок",
"DG.NPCSheet.BreakPointAbbreviation": "ТЗ",
"DG.Navigation.Agent.LeftBar.rest": "Rest",
"DG.Navigation.Agent.LeftBar.sanity": "Sanity",
"DG.Navigation.Agent.bio": "Особисте",
"DG.Navigation.Agent.bonds": "Зв’язки",
"DG.Navigation.Agent.combat": "Бій",
"DG.Navigation.Agent.effects": "Effects",
"DG.Navigation.Agent.gear": "Спорядження",
"DG.Navigation.Agent.motivations": "Психологія",
"DG.Navigation.Agent.personal": "Особисте",
"DG.Navigation.Agent.physical": "Статистика",
"DG.Navigation.Agent.skills": "Навички",
"DG.Navigation.Item.effects": "Effects",
"DG.Navigation.NPC.gear": "Атаки та здібності",
"DG.Navigation.NPC.skills": "Навички та підготовка",
"DG.Navigation.Vehicle.gear": "Спорядження",
"DG.Navigation.Vehicle.notes": "Нотатки",
"DG.Physical.Chat.Exhausted": "<b>{name}</b> is exhausted. They lose {loss} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.Rested": "<b>{name}</b> gets a full night's rest and regains {gain} Willpower, bringing them to {current}/{max}.",
"DG.Physical.Chat.StimulantsHard": "<b>{name}</b> takes hard drugs, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Chat.StimulantsRegular": "<b>{name}</b> takes regular stimulants, suppressing their exhaustion for {hours} hours. They cannot sleep during this time.",
"DG.Physical.Exhaust": "Trigger Exhaustion",
"DG.Physical.ExhaustDialogTitle": "Exhaust Agent",
"DG.Physical.ExhaustionEffectName": "Exhaustion",
"DG.Physical.ExhaustionPenalty": "Штраф:",
"DG.Physical.FirstAidLabel": "Перша допомога вже була застосована: ",
"DG.Physical.Rest": "Rest",
"DG.Physical.RestBlockedWhileSuppressed": "{name} cannot rest while exhaustion is suppressed (stimulants or manual suppression).",
"DG.Physical.RollWillpowerLoss": "Roll Willpower Loss",
"DG.Physical.Stimulants": "Stimulants",
"DG.Physical.StimulantsDialogTitle": "Take Stimulants",
"DG.Physical.StimulantsEffectName": "Stimulants",
"DG.Physical.StimulantsHard": "Hard Drugs",
"DG.Physical.StimulantsHardExplanation": "Hard drugs, while illegal, suppress exhaustion for 2D6 hours.",
"DG.Physical.StimulantsNotExhaustedWarning": "{name} is not exhausted. Taking stimulants would have no effect!",
"DG.Physical.StimulantsRegular": "Regular Stimulants",
"DG.Physical.StimulantsRegularExplanation": "Chain-smoking, coffee, or other mild stimulants suppress exhaustion for 1D6 hours.",
"DG.Physical.SuppressExhaustion": "Exhaustion Suppressed",
"DG.Physical.Tooltip.SuppressExhaustion": "While checked, exhaustion penalties do not apply to rolls.",
"DG.Physical.Wounds": "Поранення",
"DG.Ritual.Name": "Назва",
"DG.Roll.CriticalFailure": "Критичний провал!",
"DG.Roll.CriticalSuccess": "Критичний успіх!",
"DG.Roll.Damage": "Шкода",
"DG.Roll.Failure": "Провал",
"DG.Roll.For": "Для",
"DG.Roll.Inhuman": "Нелюдське",
"DG.Roll.Lethal": "Летально",
"DG.Roll.Lethality": "Летальність",
"DG.Roll.Or": "Або",
"DG.Roll.Roll": "Кинути",
"DG.Roll.Rolling": "Кидаємо...",
"DG.Roll.RollingDamageFor": "Кидок ШКОДИ для",
"DG.Roll.Success": "Успіх",
"DG.Roll.Target": "Ціль: ",
"DG.RollLuck": "Кинути Удачу",
"DG.RollMode": "Режим кидка",
"DG.Settings.Saved": "Налаштування збережено.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Завжди показувати розділ гіпергеометрії (тобто Ритуали й Томи) на аркуші Агента, навіть якщо в Агента немає таких предметів.",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Показувати розділ «Гіпергеометрія»",
"DG.Settings.charactersheet.cowboys": "Ковбої",
"DG.Settings.charactersheet.hint": "Обери стиль відображення аркушів. «Програма» — більш сучасний «урядовий» стиль. «Ковбої/Поза законом» — старіший, грубіший «друкарська машинка».",
"DG.Settings.charactersheet.name": "Стиль аркуша персонажа",
"DG.Settings.charactersheet.outlaws": "Поза законом",
"DG.Settings.charactersheet.program": "Програма",
"DG.Settings.keepSanityPrivate.hint": "Приховує ГЗД від гравців і на аркушах, і в кидках.",
"DG.Settings.keepSanityPrivate.name": "Приховувати ГЗД",
"DG.Settings.showImpossibleLandscapesContent.hint": "Показує поля, специфічні для Impossible Landscapes, на аркушах Агентів. Ці поля завжди видимі лише Handler, навіть якщо налаштування увімкнено.",
"DG.Settings.showImpossibleLandscapesContent.name": "Показувати контент Impossible Landscapes",
"DG.Settings.skillFailure.hint": "Автоматично ставить позначку провалу при невдалій перевірці навички. Handler може скасувати дію з повідомлення кидка в чаті.",
"DG.Settings.skillFailure.name": "Авто-позначка «Провал» для навички",
"DG.Settings.skillImprovementFormula.1": "Фіксовано +1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.skillImprovementFormula.hint": "Типово 1d4. Є кілька варіантів еррати — обери той, що підходить під темп твоєї гри.",
"DG.Settings.skillImprovementFormula.name": "Формула покращення навичок за замовчуванням",
"DG.Settings.skillTooltipDisplay.hint": "Обери, коли показувати підказки до навичок на аркуші Агента.",
"DG.Settings.skillTooltipDisplay.hover": "При наведенні (типово)",
"DG.Settings.skillTooltipDisplay.hoverShift": "При наведенні + Shift",
"DG.Settings.skillTooltipDisplay.name": "Показувати підказки",
"DG.Settings.skillTooltipDisplay.never": "Ніколи",
"DG.Settings.sortskills.hint": "Увімкнено — сортування за колонками. Вимкнено — сортування за рядками.",
"DG.Settings.sortskills.name": "Сортувати навички за колонками?",
"DG.SettingsMenu.automation.label": "Меню автоматизації",
"DG.SettingsMenu.automation.name": "Меню автоматизації",
"DG.SettingsMenu.automation.title": "Налаштування автоматизації",
"DG.SettingsMenu.handler.label": "Налаштування Handler",
"DG.SettingsMenu.handler.name": "Налаштування Handler",
"DG.SettingsMenu.handler.title": "Налаштування лише для Handler",
"DG.Sheet.BlockHeaders.Adaptations": "Адаптації",
"DG.Sheet.BlockHeaders.Attributes": "АТРИБУТИ",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ЗВ’ЯЗКИ / СТОСУНКИ / КОНТАКТИ",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "ТОЧКА ЗЛАМУ ТА АДАПТАЦІЇ",
"DG.Sheet.BlockHeaders.Injuries": "ТРАВМИ",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "МОТИВАЦІЇ ТА РОЗЛАДИ",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "ОСОБИСТІ ДАНІ / РЕЗЮМЕ",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "ФІЗИЧНИЙ ОПИС / НОТАТКИ",
"DG.Sheet.BlockHeaders.ScenarioInformation": "ІНФОРМАЦІЯ СЦЕНАРІЮ",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "НАВИЧКИ ТА ПІДГОТОВКА",
"DG.Sheet.BlockHeaders.SpecialTraining": "СПЕЦІАЛЬНА ПІДГОТОВКА",
"DG.Sheet.BlockHeaders.Statistics": "СТАТИСТИКА",
"DG.Sheet.class.agent": "Аркуш агента",
"DG.Sheet.class.item": "Аркуш предмета",
"DG.Sheet.class.npc": "Аркуш NPC",
"DG.Sheet.class.unnatural": "Аркуш протиприродного",
"DG.Sheet.class.vehicle": "Аркуш транспорту",
"DG.Skills.AddSkill": "Додати навичку",
"DG.Skills.AddTypedOrCustomSkill": "Додати типізовану/власну навичку",
"DG.Skills.Apply": "Застосувати",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Покращено такі навички за формулою <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Впливає на такі навички: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Покращити навички за формулою: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.Title": "Застосувати покращення навичок",
"DG.Skills.ApplySkillImprovements.Warning": "Немає провалених навичок для покращення.",
"DG.Skills.EditSkill": "Редагувати навичку",
"DG.Skills.EditTypedOrCustomSkill": "Редагувати типізовану або власну навичку",
"DG.Skills.SkillGroup": "Група навичок",
"DG.Skills.SkillName": "Назва навички",
"DG.Skills.ToggleEditDeleteSkills": "Редагувати/видалити навички",
"DG.Skills.Tooltip.accounting": "Помічати фінансові «червоні прапорці»: приховані активи, фірми-«прокладки» або розкрадання.",
"DG.Skills.Tooltip.alertness": "Помічати приховані загрози, ледь помітні рухи або тихі звуки, доки вони не стали небезпекою.",
"DG.Skills.Tooltip.anthropology": "Розуміти вірування, поведінку та табу живих культур і суспільств.",
@@ -82,37 +327,45 @@
"DG.Skills.Tooltip.swim": "Виживати у воді під тиском: рятувати, тікати або витримувати загрози.",
"DG.Skills.Tooltip.unarmed_combat": "Знешкоджувати або травмувати супротивника ударами, захватами та прийомами рукопашного бою.",
"DG.Skills.Tooltip.unnatural": "Розпізнавати, досліджувати або пригадувати істини про сили, що виходять за межі людського розуміння.",
"DG.Skills.AddTypedOrCustomSkill": "Додати типізовану/власну навичку",
"DG.Skills.ToggleEditDeleteSkills": "Редагувати/видалити навички",
"DG.Skills.AddSkill": "Додати навичку",
"DG.Skills.Apply": "Застосувати",
"DG.Skills.ApplySkillImprovements.Title": "Застосувати покращення навичок",
"DG.Skills.ApplySkillImprovements.ChatFlavor": "Покращено такі навички за формулою <b>{formula}</b>:",
"DG.Skills.ApplySkillImprovements.DialogLabel": "Покращити навички за формулою: <b>{formula}</b>",
"DG.Skills.ApplySkillImprovements.DialogEffectsFollowing": "Впливає на такі навички: <b>{skillList}</b>",
"DG.Skills.ApplySkillImprovements.Warning": "Немає провалених навичок для покращення.",
"DG.Skills.EditTypedOrCustomSkill": "Редагувати типізовану або власну навичку",
"DG.Skills.EditSkill": "Редагувати навичку",
"DG.Skills.SkillGroup": "Група навичок",
"DG.Skills.SkillName": "Назва навички",
"DG.TypeSkills.Art": "Мистецтво",
"DG.TypeSkills.Craft": "Ремесло",
"DG.TypeSkills.ForeignLanguage": "Іноземна мова",
"DG.TypeSkills.MilitaryScience": "Військова справа",
"DG.TypeSkills.Pilot": "Пілотування",
"DG.TypeSkills.Science": "Наука",
"DG.TypeSkills.Other": "Інше",
"DG.TypeSkills.Tooltip.Art": "Створювати або оцінювати мистецькі роботи та помічати підробки у вибраній сфері.",
"DG.TypeSkills.Tooltip.Craft": "Будувати, лагодити або саботувати спеціалізовані інструменти чи системи (двигуни, замки, проводка).",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Говорити, читати й розуміти конкретну мову.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Тлумачити умови бою, тактику та військову поведінку на суші, морі або в повітрі.",
"DG.TypeSkills.Tooltip.Pilot": "Керувати та навігувати повітряні/морські/космічні апарати в критичних умовах.",
"DG.TypeSkills.Tooltip.Science": "Застосовувати спеціалізовані наукові знання для тлумачення або дослідження фізичного світу.",
"DG.TypeSkills.Tooltip.Other": "Інше",
"DG.Skills.accounting": "Бухгалтерія",
"DG.Skills.alertness": "Пильність",
"DG.Skills.anthropology": "Антропологія",
"DG.Skills.archeology": "Археологія",
"DG.Skills.artillery": "Артилерія",
"DG.Skills.athletics": "Атлетика",
"DG.Skills.bureaucracy": "Бюрократія",
"DG.Skills.computer_science": "Інформаційні технології",
"DG.Skills.criminology": "Кримінологія",
"DG.Skills.demolitions": "Інженерно-саперна справа",
"DG.Skills.disguise": "Маскування",
"DG.Skills.dodge": "Ухилення",
"DG.Skills.drive": "Водіння",
"DG.Skills.firearms": "Вогнепальна зброя",
"DG.Skills.first_aid": "Перша допомога",
"DG.Skills.flight": "Пілотування",
"DG.Skills.forensics": "Судова експертиза",
"DG.Skills.heavy_machiner": "Важка техніка",
"DG.Skills.heavy_weapons": "Важка зброя",
"DG.Skills.history": "Історія",
"DG.Skills.humint": "Агентурна розвідка (HUMINT)",
"DG.Skills.law": "Правознавство",
"DG.Skills.medicine": "Медицина",
"DG.Skills.melee_weapons": "Холодна зброя",
"DG.Skills.navigate": "Навігація",
"DG.Skills.occult": "Окультизм",
"DG.Skills.persuade": "Переконливість",
"DG.Skills.pharmacy": "Фармацевтика",
"DG.Skills.psychotherapy": "Психотерапія",
"DG.Skills.ride": "Їзда верхи",
"DG.Skills.ritual": "Ритуал",
"DG.Skills.search": "Пошук",
"DG.Skills.sigint": "Радіоелектронна розвідка (SIGINT)",
"DG.Skills.stealth": "Непомітність",
"DG.Skills.surgery": "Хірургія",
"DG.Skills.survival": "Виживання",
"DG.Skills.swim": "Плавання",
"DG.Skills.unarmed_combat": "Рукопашний бій",
"DG.Skills.unnatural": "Протиприродне",
"DG.SpecialTraining.Dialog.CreateSpecialTraining": "Додати спеціальну підготовку",
"DG.SpecialTraining.Dialog.DropDown.CustomSkills": "Власні/типізовані навички",
"DG.SpecialTraining.Dialog.DropDown.Skills": "Навички",
@@ -121,317 +374,62 @@
"DG.SpecialTraining.Dialog.NameLabel": "Назва",
"DG.SpecialTraining.Dialog.SkillLabel": "Навичка або атрибут",
"DG.SpecialTraining.Dialog.Title": "Створити/Редагувати спеціальну підготовку",
"DG.Attributes.HP": "ПЗ",
"DG.Attributes.WP": "ПВ",
"DG.Attributes.SAN": "ГЗД",
"DG.Attributes.str": "СИЛ",
"DG.Attributes.con": "СТА",
"DG.Attributes.dex": "СПР",
"DG.Attributes.int": "ІНТ",
"DG.Attributes.pow": "НЕП",
"DG.Attributes.cha": "ХАР",
"DG.Attributes.Tooltip.HP": "Пункти Здоров’я (ПЗ) показують фізичний стан. Персонаж непритомніє при 2 ПЗ і помирає при 0 ПЗ.",
"DG.Attributes.Tooltip.WP": "Пункти Волі (ПВ) показують психічну витримку та внутрішній ресурс. Агентам потрібні ПВ, щоб діяти попри виснаження або ментально важкі ситуації. Див. стор. 47 в Agent's Handbook.",
"DG.Attributes.Tooltip.SAN": "Пункти Глузду (ГЗД) показують зв’язок із людяністю та реальністю, як її сприймає більшість людей. Натисни, щоб кинути тест ГЗД.",
"DG.Attributes.Tooltip.str": "Див. стор. 19 в Agent's Handbook — Strength (Сила)",
"DG.Attributes.Tooltip.con": "Див. стор. 19 в Agent's Handbook — Constitution (Статура)",
"DG.Attributes.Tooltip.dex": "Див. стор. 19 в Agent's Handbook — Dexterity (Спритність)",
"DG.Attributes.Tooltip.int": "Див. стор. 19 в Agent's Handbook — Intelligence (Інтелект)",
"DG.Attributes.Tooltip.pow": "Див. стор. 19 в Agent's Handbook — Power (Непохитність)",
"DG.Attributes.Tooltip.cha": "Див. стор. 19 в Agent's Handbook — Charisma (Харизма)",
"DG.Navigation.Agent.skills": "Навички",
"DG.Navigation.Agent.combat": "Бій",
"DG.Navigation.Agent.physical": "Статистика",
"DG.Navigation.Agent.motivations": "Психологія",
"DG.Navigation.Agent.gear": "Спорядження",
"DG.Navigation.Agent.personal": "Особисте",
"DG.Navigation.Agent.bio": "Особисте",
"DG.Navigation.Agent.bonds": "Зв’язки",
"DG.Navigation.NPC.skills": "Навички та підготовка",
"DG.Navigation.NPC.gear": "Атаки та здібності",
"DG.Navigation.Vehicle.gear": "Спорядження",
"DG.Navigation.Vehicle.notes": "Нотатки",
"DG.About.Changelog": "СПИСОК ЗМІН (ОНЛАЙН)",
"DG.About.Copyright": "Опубліковано Arc Dream Publishing за домовленістю з Delta Green Partnership. Інтелектуальна власність під назвою Delta Green є торговельною маркою та об’єктом авторського права Delta Green Partnership, яка ліцензувала її використання тут.",
"DG.About.License": "Вміст цієї системи ліцензовано згідно з умовами файлу <a href=\"systems/deltagreen/LICENSE.txt\">license</a>, за винятком елементів, які належать до інтелектуальної власності Delta Green.",
"DG.About.OnlineHelp": "Документація системи (ОНЛАЙН)",
"DG.About.OnlineHelpTooltip": "Відкрити браузер з онлайн-довідкою GitHub.",
"DG.About.OnlineBugTracker": "Запитання, баг-репорти або пропозиції (ОНЛАЙН)",
"DG.About.OnlineBugTrackerTooltip": "Відкрити браузер з трекером задач GitHub.",
"DG.Roll.Rolling": "Кидаємо...",
"DG.Roll.Target": "Ціль: ",
"DG.Roll.Success": "Успіх",
"DG.Roll.Failure": "Провал",
"DG.Roll.CriticalSuccess": "Критичний успіх!",
"DG.Roll.CriticalFailure": "Критичний провал!",
"DG.Roll.Lethality": "Летальність",
"DG.Roll.Lethal": "Летально",
"DG.Roll.For": "Для",
"DG.Roll.Damage": "Шкода",
"DG.Roll.RollingDamageFor": "Кидок ШКОДИ для",
"DG.Roll.Or": "Або",
"DG.Roll.Roll": "Кинути",
"DG.Physical.Wounds": "Поранення",
"DG.Physical.FirstAidLabel": "Перша допомога вже була застосована: ",
"DG.Physical.Exhausted": "Виснаження:",
"DG.Physical.ExhaustionPenalty": "Штраф:",
"DG.Generic.AddButtonLabel": "Додати",
"DG.Mental.BreakingPoint": "Точка зламу (ТЗ): ",
"DG.Mental.Tooltip.BreakingPoint": "Точка зламу — це конкретне значення ГЗД, на якому Агент настільки виснажений травмою, що отримує новий довготривалий психічний розлад. Якщо ГЗД падає до цього значення або нижче, відніми НЕП (POW) від нового ГЗД. Це і є нова Точка зламу.",
"DG.Mental.Reset": "Скинути",
"DG.Mental.SanityLossIncidentsLabel": "Випадки втрати ГЗД без божевілля",
"DG.Mental.Violence": "Насильство",
"DG.Mental.Tooltip.Violence": "Адаптація до насильства: після втрати ГЗД від насильства тричі без божевілля ти стаєш загартованим. Ти автоматично проходиш кидки ГЗД проти насильства, але назавжди втрачаєш 1D6 ХАР (CHA) і стільки ж з кожного Зв’язку. Agent's Handbook, стор. 73.",
"DG.Mental.Helplessness": "Безпорадність",
"DG.Mental.Tooltip.Helplessness": "Адаптація до безпорадності: після втрати ГЗД від безпорадності тричі без божевілля ти стаєш загартованим. Ти автоматично проходиш кидки ГЗД проти безпорадності, але назавжди втрачаєш 1D6 НЕП (POW). Agent's Handbook, стор. 73.",
"DG.Mental.AdaptedToViolence": "Адаптований до насильства",
"DG.Mental.AdaptedToHelplessness": "Адаптований до безпорадності",
"DG.Mental.Motivations": "Мотивації",
"DG.Mental.Disorders": "Розлади",
"DG.Gear.WeaponTypes.Firearms": "Вогнепальна",
"DG.Gear.WeaponTypes.Melee": "Холодна",
"DG.Gear.Weapons": "ЗБРОЯ",
"DG.Gear.Armor": "БРОНЯ",
"DG.Gear.OtherGear": "ІНШЕ СПОРЯДЖЕННЯ",
"DG.Gear.Name": "Назва",
"DG.Gear.DamageOrLethality": "Шкода/Летальність",
"DG.Gear.ArmorPiercing": "Бронепробиття",
"DG.Gear.ArmorRating": "Рейтинг броні",
"DG.Gear.Equipped": "Екіпіровано",
"DG.CV.Sex": "Стать",
"DG.CV.SexPlaceholder": "Стать",
"DG.CV.AgeAndDoB": "Вік і дата народження",
"DG.CV.AgeAndDoBPlaceholder": "Вік і дата народження",
"DG.CV.Employer": "Роботодавець",
"DG.CV.EmployerPlaceholder": "Роботодавець або трудова історія",
"DG.CV.Nationality": "Національність",
"DG.CV.NationalityPlaceholder": "Національність",
"DG.CV.Education": "Освіта",
"DG.CV.EducationPlaceholder": "Освіта або підготовка",
"DG.Bonds.Bond": "Зв’язок",
"DG.Bonds.Name": "Ім’я",
"DG.Bonds.Score": "Рівень",
"DG.Bonds.NewBond": "Новий зв’язок",
"DG.Tooltip.MaximumHP": "Максимальні ПЗ — це середнє значення (СИЛ + СТА), округлене ВГОРУ.",
"DG.Tooltip.MaximumWP": "Максимальні ПВ дорівнюють НЕП.",
"DG.Tooltip.CurrentSanityPartOne": "Поточний ГЗД, поточна Точка зламу: ",
"DG.Tooltip.CurrentSanityPartTwo": ". Натисни «ГЗД» вище, щоб кинути перевірку глузду.",
"DG.Tooltip.MaximumSanity": "Максимальний ГЗД дорівнює 99 − навичка «Протиприродне».",
"DG.Tooltip.SkillLabel": "Натисни, щоб кинути перевірку навички.",
"DG.Tooltip.CannotRollSkillLabel": "Навичку з 0% використовувати не можна. Див. стор. 28 в Agent's Handbook.",
"DG.Tooltip.SkillFailCheckbox": "Після провалу перевірки цієї навички (якщо значення хоча б 1%) постав позначку. Наприкінці сесії додай 1D4% до навички й зніми позначку. Не застосовується до «Протиприродне» або «Ритуал». Див. стор. 29 в Agent's Handbook.",
"DG.Tooltip.DistinguishingFeature": "Виразна риса (заповнюється, якщо ХАР 13+ або 8 і нижче).",
"DG.Tooltip.x5AttributeLabel": "Натисни, щоб кинути перевірку x5.",
"DG.Tooltip.FirstAidAttempted": "Після отримання першої допомоги Агент не може знову отримати з неї користь, доки не зазнає нових ушкоджень з іншого джерела.",
"DG.Tooltip.AdaptedToViolence": "Адаптація до насильства означає, що емпатія Агента страждає: насильство стає просто інструментом. Агент назавжди втрачає 1D6 ХАР і стільки ж з кожного Зв’язку.",
"DG.SystemName": "Delta Green",
"DG.Tome.Language": "Мова",
"DG.Tome.Name": "Назва",
"DG.Tome.StudyTime": "Час вивчення",
"DG.Tomes.Name": "Назва",
"DG.Tooltip.AdaptedToHelplessness": "Адаптація до безпорадності означає, що внутрішній драйв Агента згасає. Щойно Агент адаптується, він назавжди втрачає 1D6 НЕП.",
"DG.Tooltip.ToggleEquippedState": "Натисни, щоб перемкнути стан «Екіпіровано».",
"DG.Tooltip.Exhaustion": "Агент, який працює надто довго або стикається з крайнім ризиком і травмами без відпочинку, виснажується. Коли це настає — вирішує Handler, але хороше правило: ніч без сну або відмова від відпочинку після втрати ГЗД чи ПЗ веде до виснаження.",
"DG.Gear.Expense.NA": "Н/Д або немає",
"DG.Gear.Expense.Incidental": "Дрібне",
"DG.Gear.Expense.Standard": "Стандартне",
"DG.Gear.Expense.Unusual": "Незвичне",
"DG.Gear.Expense.Major": "Значне",
"DG.Gear.Expense.Extreme": "Екстремальне",
"DG.ItemWindow.Bonds.Description": "Опис/розвиток",
"DG.ItemWindow.Bonds.ScoreTooltip": "Вищий рівень означає сильніший зв’язок між Агентом і цією людиною.",
"DG.ItemWindow.Motivations.Attributes": "Атрибути",
"DG.ItemWindow.Motivations.Motivation": "Мотивація",
"DG.ItemWindow.Motivations.Description": "Опис/нотатки",
"DG.ItemWindow.Motivations.Disorder": "Розлад",
"DG.ItemWindow.Motivations.IsDisorder": "Це розлад",
"DG.ItemWindow.Motivations.MotivationNameTooltip": "Те, що рухає персонажа вперед.",
"DG.ItemWindow.Motivations.DisorderNameTooltip": "Розлад замінює мотивацію після досягнення точки зламу.",
"DG.ItemWindow.Motivations.IsDisorderTooltip": "Познач, якщо додаєш розлад або якщо мотивацію втрачено через отримання розладу.",
"DG.ItemWindow.Motivations.DisorderHasBeenCured": "Розлад було «вилікувано»",
"DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "Критичний успіх на терапевтичному кидку Удачі може «вилікувати» розлад. Втім, він може повернутися наступного разу, коли буде досягнуто точки зламу. Див. стор. 78–79 в Agent's Handbook — Therapy.",
"DG.ItemWindow.Gear.Attributes": "Атрибути",
"DG.ItemWindow.Gear.Description": "Опис",
"DG.ItemWindow.Gear.NamePlaceholder": "Назва",
"DG.ItemWindow.Gear.Expense": "Вартість",
"DG.ItemWindow.Gear.Equipped": "Екіпіровано",
"DG.ItemWindow.Armor.Description": "Опис",
"DG.ItemWindow.Armor.NamePlaceholder": "Назва",
"DG.ItemWindow.Armor.ArmorRating": "Рейтинг броні",
"DG.ItemWindow.Armor.Expense": "Вартість",
"DG.ItemWindow.Armor.Equipped": "Екіпіровано",
"DG.ItemWindow.Weapons.Description": "Опис",
"DG.ItemWindow.Weapons.NamePlaceholder": "Назва",
"DG.ItemWindow.Weapons.Skill": "Навичка",
"DG.ItemWindow.Weapons.Expense": "Вартість",
"DG.ItemWindow.Weapons.Damage": "Шкода",
"DG.ItemWindow.Weapons.Lethality": "Летальність",
"DG.ItemWindow.Weapons.IsLethality": "Летальна",
"DG.ItemWindow.Weapons.LethalityTooltip": "Летальна зброя має шанс миттєво вбити ціль. Замість кубів шкоди кидай D100. Якщо результат НЕ летальний, тоді шкода рахується так, ніби випало 2d10, де «00» на першому d10 дорівнює 10.",
"DG.ItemWindow.Weapons.IsLethalityTooltip": "Познач, якщо зброя має відсоток летальності.",
"DG.ItemWindow.Weapons.ArmorPiercing": "Бронепробиття",
"DG.ItemWindow.Weapons.Ammo": "Набої",
"DG.ItemWindow.Weapons.Range": "Дальність",
"DG.ItemWindow.Weapons.KillRadius": "Радіус ураження",
"DG.ModifySkillRollDialogue.Title": "Змінити кидок",
"DG.ModifySkillRollDialogue.Test": "Тест:",
"DG.ModifySkillRollDialogue.OriginalTarget": "Початкова ціль:",
"DG.ModifySkillRollDialogue.TargetModifier": "Змінити ціль:",
"DG.ModifySkillRollDialogue.ModifierTooltip": "Вкажи позитивний або негативний модифікатор, щоб додати/відняти від цілі для перевірки навички.",
"DG.ModifyDamageRollDialogue.Weapon": "Зброя:",
"DG.ModifyDamageRollDialogue.OuterModifierTooltip": "Це поле змінює зовнішню частину формули, наприклад, щоб подвоїти результат.",
"DG.ModifyDamageRollDialogue.InnerModifierTooltip": "Це поле додає фіксований модифікатор (наприклад, «+1») або інший кістковий термін (наприклад, «+1d4»).",
"DG.Roll.Inhuman": "Нелюдське",
"DG.Tooltip.AdaptedToViolence": "Адаптація до насильства означає, що емпатія Агента страждає: насильство стає просто інструментом. Агент назавжди втрачає 1D6 ХАР і стільки ж з кожного Зв’язку.",
"DG.Tooltip.BreakPoint": "Поточна точка зламу. Скидається, коли поточний ГЗД падає до цього значення або нижче. Початкова точка зламу: ГЗД − НЕП.",
"DG.Tooltip.BreakPointReset": "Скинути точку зламу до «поточний ГЗД − ПВ».",
"DG.Skills.ritual": "Ритуал",
"DG.RollMode": "Режим кидка",
"DG.Bonds.Relationship": "Стосунки",
"DG.Tooltip.CannotRollSkillLabel": "Навичку з 0% використовувати не можна. Див. стор. 28 в Agent's Handbook.",
"DG.Tooltip.CurrentSanityPartOne": "Поточний ГЗД, поточна Точка зламу: ",
"DG.Tooltip.CurrentSanityPartTwo": ". Натисни «ГЗД» вище, щоб кинути перевірку глузду.",
"DG.Tooltip.DistinguishingFeature": "Виразна риса (заповнюється, якщо ХАР 13+ або 8 і нижче).",
"DG.Tooltip.Exhaustion": "Агент, який працює надто довго або стикається з крайнім ризиком і травмами без відпочинку, виснажується. Коли це настає — вирішує Handler, але хороше правило: ніч без сну або відмова від відпочинку після втрати ГЗД чи ПЗ веде до виснаження.",
"DG.Tooltip.FirstAidAttempted": "Після отримання першої допомоги Агент не може знову отримати з неї користь, доки не зазнає нових ушкоджень з іншого джерела.",
"DG.Tooltip.MaximumHP": "Максимальні ПЗ — це середнє значення (СИЛ + СТА), округлене ВГОРУ.",
"DG.Tooltip.MaximumSanity": "Максимальний ГЗД дорівнює 99 − навичка «Протиприродне».",
"DG.Tooltip.MaximumWP": "Максимальні ПВ дорівнюють НЕП.",
"DG.Tooltip.SkillFailCheckbox": "Після провалу перевірки цієї навички (якщо значення хоча б 1%) постав позначку. Наприкінці сесії додай 1D4% до навички й зніми позначку. Не застосовується до «Протиприродне» або «Ритуал». Див. стор. 29 в Agent's Handbook.",
"DG.Tooltip.SkillLabel": "Натисни, щоб кинути перевірку навички.",
"DG.Tooltip.ToggleEquippedState": "Натисни, щоб перемкнути стан «Екіпіровано».",
"DG.Tooltip.x5AttributeLabel": "Натисни, щоб кинути перевірку x5.",
"DG.TypeSkills.Art": "Мистецтво",
"DG.TypeSkills.Craft": "Ремесло",
"DG.TypeSkills.ForeignLanguage": "Іноземна мова",
"DG.TypeSkills.MilitaryScience": "Військова справа",
"DG.TypeSkills.Other": "Інше",
"DG.TypeSkills.Pilot": "Пілотування",
"DG.TypeSkills.Science": "Наука",
"DG.TypeSkills.Subskills.Painting": "Живопис",
"DG.Sheet.BlockHeaders.Attributes": "АТРИБУТИ",
"DG.Sheet.BlockHeaders.Statistics": "СТАТИСТИКА",
"DG.Sheet.BlockHeaders.PhysicalDescriptionNotes": "ФІЗИЧНИЙ ОПИС / НОТАТКИ",
"DG.Sheet.BlockHeaders.SkillsAndTraining": "НАВИЧКИ ТА ПІДГОТОВКА",
"DG.Sheet.BlockHeaders.SpecialTraining": "СПЕЦІАЛЬНА ПІДГОТОВКА",
"DG.Sheet.BlockHeaders.Injuries": "ТРАВМИ",
"DG.Sheet.BlockHeaders.BreakingPointAndAdaptations": "ТОЧКА ЗЛАМУ ТА АДАПТАЦІЇ",
"DG.Sheet.BlockHeaders.Adaptations": "Адаптації",
"DG.Sheet.BlockHeaders.MotivationsAndDisorders": "МОТИВАЦІЇ ТА РОЗЛАДИ",
"DG.Sheet.BlockHeaders.PersonalInfoCV": "ОСОБИСТІ ДАНІ / РЕЗЮМЕ",
"DG.Sheet.BlockHeaders.ScenarioInformation": "ІНФОРМАЦІЯ СЦЕНАРІЮ",
"DG.Sheet.BlockHeaders.BondsRelationshipsContacts": "ЗВ’ЯЗКИ / СТОСУНКИ / КОНТАКТИ",
"DG.AgentSheet.ProfessionPlaceholder": "ПРОФЕСІЯ (ЗВАННЯ, ЯКЩО Є)",
"DG.TypeSkills.Tooltip.Art": "Створювати або оцінювати мистецькі роботи та помічати підробки у вибраній сфері.",
"DG.TypeSkills.Tooltip.Craft": "Будувати, лагодити або саботувати спеціалізовані інструменти чи системи (двигуни, замки, проводка).",
"DG.TypeSkills.Tooltip.ForeignLanguage": "Говорити, читати й розуміти конкретну мову.",
"DG.TypeSkills.Tooltip.MilitaryScience": "Тлумачити умови бою, тактику та військову поведінку на суші, морі або в повітрі.",
"DG.TypeSkills.Tooltip.Other": "Інше",
"DG.TypeSkills.Tooltip.Pilot": "Керувати та навігувати повітряні/морські/космічні апарати в критичних умовах.",
"DG.TypeSkills.Tooltip.Science": "Застосовувати спеціалізовані наукові знання для тлумачення або дослідження фізичного світу.",
"DG.UnnaturalSheet.HideUntrainedSkillsLabel": "Приховати нетреновані",
"DG.UnnaturalSheet.NotesLabel": "Нотатки",
"DG.UnnaturalSheet.ShortDescriptionPlaceholder": "Опис істоти або типу істоти",
"DG.UnnaturalSheet.ShowUntrainedSkillsLabel": "Показати нетреновані",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Навички та нотатки",
"DG.UnnaturalSheet.Tabs.ItemsTabLabel": "Атаки та здібності",
"DG.NPCSheet.BreakPointAbbreviation": "ТЗ",
"DG.ImpossibleLanscapes.IHaveSeenThe": "Я БАЧИВ",
"DG.ImpossibleLanscapes.YellowSign": "ЖОВТИЙ ЗНАК",
"DG.ImpossibleLanscapes.CorruptionFirstHalf": "Розк",
"DG.ImpossibleLanscapes.CorruptionSecondHalf": "лад",
"DG.ImpossibleLanscapes.Gift": "Дар",
"DG.ImpossibleLanscapes.Insight": "Осяяння",
"DG.VehicleSheet.NotesTabName": "Нотатки",
"DG.UnnaturalSheet.Tabs.NotesTabLabel": "Навички та нотатки",
"DG.VehicleSheet.DescriptionPlaceHolder": "Опис транспорту",
"DG.VehicleSheet.GearTabName": "Спорядження",
"DG.VehicleSheet.NotesLabel": "НОТАТКИ",
"DG.VehicleSheet.DescriptionPlaceHolder": "Опис транспорту",
"DG.Generic.CheckDamagedBondsBoxUntilNextHomeScene": "Познач пошкоджений Зв’язок до завершення наступної Домашньої сцени.",
"DG.Generic.ClearAll": "Очистити позначки",
"DG.Generic.SanDamage": "Втрата ГЗД",
"DG.ItemWindow.Weapons.CustomSkillTarget": "Ціль",
"DG.ItemWindow.Weapons.SkillModifier": "Модифікатор навички",
"DG.ItemWindow.Custom": "Власне",
"DG.Sheet.class.item": "Аркуш предмета",
"DG.Sheet.class.agent": "Аркуш агента",
"DG.Sheet.class.npc": "Аркуш NPC",
"DG.Sheet.class.unnatural": "Аркуш протиприродного",
"DG.Sheet.class.vehicle": "Аркуш транспорту",
"DG.VehicleSheet.NotesTabName": "Нотатки",
"TYPES.Actor.agent": "Агент",
"TYPES.Actor.npc": "NPC",
"TYPES.Actor.unnatural": "Протиприродне",
"TYPES.Actor.vehicle": "Транспорт",
"TYPES.Item.armor": "Броня",
"TYPES.Item.bond": "Зв’язок",
"TYPES.Item.gear": "Спорядження",
"TYPES.Item.motivation": "Мотивація",
"TYPES.Item.weapon": "Зброя",
"TYPES.Item.tome": "Том",
"TYPES.Item.ritual": "Ритуал",
"DG.Gear.Tomes": "ТОМИ",
"DG.Gear.Rituals": "РИТУАЛИ",
"DG.Tomes.Name": "Назва",
"DG.Ritual.Name": "Назва",
"DG.Tome.Name": "Назва",
"DG.Tome.Language": "Мова",
"DG.Tome.StudyTime": "Час вивчення",
"DG.ItemWindow.Tome.Description": "Опис",
"DG.ItemWindow.Tome.LanguagePlaceholder": "Мова",
"DG.ItemWindow.Tome.StudyTime": "Час вивчення",
"DG.ItemWindow.Tome.OccultIncrease": "Підвищення «Окультизм»",
"DG.ItemWindow.Tome.UnnaturalIncrease": "Підвищення «Протиприродне»",
"DG.ItemWindow.Tome.StudySanityDamage": "Втрата ГЗД від вивчення",
"DG.ItemWindow.Tome.HandlerOnlyTabHeader": "Лише для Handler",
"DG.ItemWindow.Tome.HandlerNotes": "Нотатки для Handler",
"DG.ItemWindow.Ritual.ActivationSanityDamage": "Втрата ГЗД при активації",
"DG.ItemWindow.Ritual.ActivationTime": "Час активації",
"DG.ItemWindow.Ritual.ActivationCosts": "Вартість активації",
"DG.ItemWindow.Ritual.StudyTime": "Час вивчення",
"DG.ItemWindow.Ritual.LearnedSanityDamage": "Втрата ГЗД при вивченні",
"DG.MissionPaused": "Місію призупинено",
"DG.Settings.charactersheet.name": "Стиль аркуша персонажа",
"DG.Settings.charactersheet.hint": "Обери стиль відображення аркушів. «Програма» — більш сучасний «урядовий» стиль. «Ковбої/Поза законом» — старіший, грубіший «друкарська машинка».",
"DG.Settings.charactersheet.cowboys": "Ковбої",
"DG.Settings.charactersheet.outlaws": "Поза законом",
"DG.Settings.charactersheet.program": "Програма",
"DG.Settings.sortskills.name": "Сортувати навички за колонками?",
"DG.Settings.sortskills.hint": "Увімкнено — сортування за колонками. Вимкнено — сортування за рядками.",
"DG.Settings.skillTooltipDisplay.name": "Показувати підказки",
"DG.Settings.skillTooltipDisplay.hint": "Обери, коли показувати підказки до навичок на аркуші Агента.",
"DG.Settings.skillTooltipDisplay.hover": "При наведенні (типово)",
"DG.Settings.skillTooltipDisplay.never": "Ніколи",
"DG.Settings.skillTooltipDisplay.hoverShift": "При наведенні + Shift",
"DG.Settings.keepSanityPrivate.name": "Приховувати ГЗД",
"DG.Settings.keepSanityPrivate.hint": "Приховує ГЗД від гравців і на аркушах, і в кидках.",
"DG.Settings.skillImprovementFormula.name": "Формула покращення навичок за замовчуванням",
"DG.Settings.skillImprovementFormula.hint": "Типово 1d4. Є кілька варіантів еррати — обери той, що підходить під темп твоєї гри.",
"DG.Settings.skillImprovementFormula.1": "Фіксовано +1%",
"DG.Settings.skillImprovementFormula.2": "+1D3%",
"DG.Settings.skillImprovementFormula.3": "+1D4%",
"DG.Settings.skillImprovementFormula.4": "+1D4-1%",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.name": "Показувати розділ «Гіпергеометрія»",
"DG.Settings.alwaysShowHypergeometrySectionForPlayers.hint": "Завжди показувати розділ гіпергеометрії (тобто Ритуали й Томи) на аркуші Агента, навіть якщо в Агента немає таких предметів.",
"DG.Settings.showImpossibleLandscapesContent.name": "Показувати контент Impossible Landscapes",
"DG.Settings.showImpossibleLandscapesContent.hint": "Показує поля, специфічні для Impossible Landscapes, на аркушах Агентів. Ці поля завжди видимі лише Handler, навіть якщо налаштування увімкнено.",
"DG.Settings.skillFailure.name": "Авто-позначка «Провал» для навички",
"DG.Settings.skillFailure.hint": "Автоматично ставить позначку провалу при невдалій перевірці навички. Handler може скасувати дію з повідомлення кидка в чаті.",
"DG.Settings.Saved": "Налаштування збережено.",
"DG.SettingsMenu.automation.name": "Меню автоматизації",
"DG.SettingsMenu.automation.label": "Меню автоматизації",
"DG.SettingsMenu.automation.title": "Налаштування автоматизації",
"DG.SettingsMenu.handler.name": "Налаштування Handler",
"DG.SettingsMenu.handler.label": "Налаштування Handler",
"DG.SettingsMenu.handler.title": "Налаштування лише для Handler",
"DG.Messages.Skillsmark.Marked": "Цю навичку позначено",
"DG.Messages.Skillsmark.Tooltip": "Див. стор. 29 Agent's Handbook"
"TYPES.Item.tome": "Том",
"TYPES.Item.weapon": "Зброя"
}
+77
View File
@@ -0,0 +1,77 @@
/** @type {Record<string, { label: string, fields: Record<string, string> }>} */
export const EFFECT_FIELD_GROUPS = {
statistics: {
label: "DG.ActiveEffects.Groups.Statistics",
fields: {
"system.statistics.str.modifier": "DG.Attributes.str",
"system.statistics.con.modifier": "DG.Attributes.con",
"system.statistics.dex.modifier": "DG.Attributes.dex",
"system.statistics.int.modifier": "DG.Attributes.int",
"system.statistics.pow.modifier": "DG.Attributes.pow",
"system.statistics.cha.modifier": "DG.Attributes.cha",
},
},
resources: {
label: "DG.ActiveEffects.Groups.Resources",
fields: {
"system.health.maxBonus": "DG.ActiveEffects.Fields.MaxHP",
"system.wp.maxBonus": "DG.ActiveEffects.Fields.MaxWP",
"system.sanity.maxBonus": "DG.ActiveEffects.Fields.MaxSanity",
},
},
rollTargets: {
label: "DG.ActiveEffects.Groups.RollTargets",
fields: {
"system.rollTarget.allSkills": "DG.ActiveEffects.Fields.AllSkills",
"system.rollTarget.sanity": "DG.ActiveEffects.Fields.SanityRolls",
"system.rollTarget.statistics": "DG.ActiveEffects.Fields.StatisticRolls",
},
},
};
export const ROLL_TARGET_FIELD_KEYS = Object.keys(
EFFECT_FIELD_GROUPS.rollTargets.fields,
);
export const SUPPORTED_ITEM_TYPES = new Set([
"weapon",
"armor",
"gear",
"bond",
"motivation",
]);
/**
* @param {ActiveEffect} effect
* @returns {Record<string, { label: string, fields: Record<string, string> }>}
*/
export function getEffectFieldGroupsForDocument(effect) {
const parent = effect.parent;
if (parent?.documentName === "Actor") {
if (parent.type !== "agent") return {};
return EFFECT_FIELD_GROUPS;
}
if (parent?.documentName === "Item") {
if (!SUPPORTED_ITEM_TYPES.has(parent.type)) return {};
return EFFECT_FIELD_GROUPS;
}
return {};
}
/**
* @param {Record<string, { label: string, fields: Record<string, string> }>} groups
* @returns {Array<{ group: string, groupLabel: string, options: Array<{ value: string, label: string }> }>}
*/
export function buildEffectFieldSelectOptions(groups) {
return Object.entries(groups).map(([groupId, group]) => ({
group: groupId,
groupLabel: game.i18n.localize(group.label),
options: Object.entries(group.fields).map(([value, labelKey]) => ({
value,
label: game.i18n.localize(labelKey),
})),
}));
}
+36
View File
@@ -1,8 +1,35 @@
import { refreshDerivedAfterActiveEffects } from "../utils/active-effect-derived.js";
import {
syncExhaustionEffect,
updateTouchesExhaustionPhysical,
} from "../utils/exhaustion-effect.js";
import { pruneExpiredStimulantEffects } from "../utils/stimulant-effect.js";
import { sanitizeActiveEffectBackedUpdateData } from "../utils/active-effect-submit.js";
/**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
* @extends {Actor}
*/
export default class DeltaGreenActor extends Actor {
/** @override */
prepareData() {
super.prepareData();
refreshDerivedAfterActiveEffects(this);
}
/** @override */
async update(data, options = {}) {
const sanitized = sanitizeActiveEffectBackedUpdateData(
this,
foundry.utils.deepClone(data),
);
const shouldSyncExhaustion =
this.type === "agent" && updateTouchesExhaustionPhysical(sanitized);
const result = await super.update(sanitized, options);
if (shouldSyncExhaustion) await syncExhaustionEffect(this);
return result;
}
/** @override */
static async create(data, options = {}) {
data.prototypeToken = data.prototypeToken || {};
@@ -160,4 +187,13 @@ export default class DeltaGreenActor extends Actor {
await this.createEmbeddedDocuments("Item", [weaponData]);
}
/** @override */
async onUpdateEffectDurations(effects, event, context) {
await super.onUpdateEffectDurations(effects, event, context);
if (!game.user.isActiveGM || this.type !== "agent") return;
if (!effects.some((effect) => effect.parent === this)) return;
await pruneExpiredStimulantEffects(this);
await syncExhaustionEffect(this);
}
}
@@ -0,0 +1,72 @@
import DG from "../config.js";
import {
buildEffectFieldSelectOptions,
getEffectFieldGroupsForDocument,
} from "../active-effect/effect-fields.js";
const { renderTemplate } = foundry.applications.handlebars;
const { ActiveEffectConfig } = foundry.applications.sheets;
const DG_CHANGE_TYPES = ["add", "subtract", "override"];
/** @extends {foundry.applications.sheets.ActiveEffectConfig} */
export default class DGActiveEffectConfig extends ActiveEffectConfig {
/** @type {Record<string, string>|null} */
#dgChangeTypes = null;
/** @type {Array<object>|null} */
#fieldGroups = null;
/** @returns {Record<string, string>} */
#getDgChangeTypes() {
if (!this.#dgChangeTypes) {
this.#dgChangeTypes = DG_CHANGE_TYPES.reduce((types, type) => {
const label = ActiveEffect.CHANGE_TYPES[type]?.label;
types[type] = label ? game.i18n.localize(label) : type;
return types;
}, {});
}
return this.#dgChangeTypes;
}
/** @returns {Array<object>} */
#getFieldGroups() {
if (!this.#fieldGroups) {
const groups = getEffectFieldGroupsForDocument(this.document);
this.#fieldGroups = buildEffectFieldSelectOptions(groups);
}
return this.#fieldGroups;
}
/** @override */
_processChangeSubmission(change, index) {
super._processChangeSubmission(change, index);
if (!change.phase) change.phase = "final";
}
/** @override */
async _renderChange(context) {
const { change, index } = context;
if (typeof change.value !== "string") {
change.value = JSON.stringify(change.value);
}
if (!change.phase) change.phase = "final";
Object.assign(
change,
["key", "type", "value", "phase", "priority"].reduce((paths, fieldName) => {
paths[`${fieldName}Path`] = `system.changes.${index}.${fieldName}`;
return paths;
}, {}),
);
return renderTemplate(
`systems/${DG.ID}/templates/active-effect/change-row.html`,
{
...context,
fieldGroups: this.#getFieldGroups(),
dgChangeTypes: this.#getDgChangeTypes(),
},
);
}
}
+2
View File
@@ -33,6 +33,8 @@ export default class ActorEditStatForm extends foundry.applications.api.Handleba
return {
...(await super._prepareContext(options)),
actor: this.actor,
sourceStatistics:
this.actor._source?.system?.statistics ?? this.actor.system.statistics,
};
}
@@ -0,0 +1,55 @@
const { ArrayField, SchemaField, StringField, NumberField, AnyField } =
foundry.data.fields;
/**
* Delta Green Active Effect system data — matches core change schema with `final` as the default phase.
* @extends {foundry.data.ActiveEffectTypeDataModel}
*/
export default class DGActiveEffectTypeDataModel extends foundry.data
.ActiveEffectTypeDataModel {
/** @override */
static defineSchema() {
return {
changes: new ArrayField(
new SchemaField({
key: new StringField({ required: true }),
type: new StringField({
required: true,
blank: false,
initial: "add",
validate: DGActiveEffectTypeDataModel.#validateType,
}),
value: new AnyField({
required: true,
nullable: true,
serializable: true,
initial: "",
}),
phase: new StringField({
required: true,
blank: false,
initial: "final",
}),
priority: new NumberField(),
}),
),
};
}
/**
* @param {string} type
* @returns {true}
*/
static #validateType(type) {
if (type.length < 3) throw new Error("must be at least three characters long");
if (
!/^custom\.-?\d+$/.test(type) &&
!type.split(".").every((s) => /^[a-z0-9]+$/i.test(s))
) {
throw new Error(
'A change type must either be a sequence of dot-delimited, alpha-numeric substrings or of the form "custom.{number}"',
);
}
return true;
}
}
+34 -19
View File
@@ -2,13 +2,11 @@ import HumanSkillsActorData from "./base/human-skills.js";
import CharacterData from "./base/character.js";
import DGHTMLField from "../fields/html-content-field.js";
import {
calculateHealthMax,
calculateMeleeDamageBonusFormula,
clampSanityRitualValue,
agentResourceField,
} from "./base/general.js";
import {
computeEquippedArmorProtection,
initializeSanityIfUnset,
prepareAgentSkillFlags,
prepareBreakingPointHit,
prepareSanityAdaptations,
prepareStatisticsX5,
removeLegacyRitualSkill,
@@ -21,13 +19,19 @@ export default class AgentData extends CharacterData {
static defineSchema() {
const superData = super.defineSchema();
const { health: _health, wp: _wp, ...restSuper } = superData;
return {
...superData,
...restSuper,
health: agentResourceField(10, 10),
wp: agentResourceField(10, 10),
...HumanSkillsActorData.defineSchema(),
schemaVersion: new NumberField({ initial: 2.0 }),
sanity: new SchemaField({
value: new NumberField({ initial: 100 }),
currentBreakingPoint: new NumberField({ initial: 101 }),
value: new NumberField({ initial: 100, min: 0, integer: true }),
max: new NumberField({ initial: 99, min: 0, integer: true }),
currentBreakingPoint: new NumberField({ initial: 101, integer: true }),
maxBonus: new NumberField({ initial: 0, integer: true }),
adaptations: new SchemaField({
violence: new SchemaField({
incident1: new BooleanField({ initial: false }),
@@ -41,12 +45,18 @@ export default class AgentData extends CharacterData {
}),
}),
}),
rollTarget: new SchemaField({
allSkills: new NumberField({ initial: 0, integer: true }),
sanity: new NumberField({ initial: 0, integer: true }),
statistics: new NumberField({ initial: 0, integer: true }),
}),
physical: new SchemaField({
description: DGHTMLField(),
wounds: new StringField({ initial: "" }),
firstAidAttempted: new BooleanField({ initial: false }),
exhausted: new BooleanField({ initial: false }),
exhaustedPenalty: new NumberField({ initial: -20 }),
suppressExhaustion: new BooleanField({ initial: false }),
}),
biography: new SchemaField({
profession: new StringField({ initial: "" }),
@@ -66,24 +76,29 @@ export default class AgentData extends CharacterData {
}
/** @inheritdoc */
prepareDerivedData() {
prepareStatisticsX5(this.statistics);
removeLegacyRitualSkill(this);
clampSanityRitualValue(this.sanity);
prepareAgentSkillFlags(this.skills);
prepareBaseData() {
// rollTarget is modified by add-type Active Effects each prepare cycle.
this.rollTarget.allSkills = 0;
this.rollTarget.sanity = 0;
this.rollTarget.statistics = 0;
}
this.wp.max = this.statistics.pow.value;
this.health.max = calculateHealthMax(this.statistics);
/** @inheritdoc */
prepareDerivedData() {
// Pre–final-AE setup only. Post-AE derived fields (max, x5 refresh,
// breaking point, etc.) are applied in DeltaGreenActor.prepareData via
// refreshDerivedAfterActiveEffects after the final Active Effect phase.
prepareStatisticsX5(
this.statistics,
this.parent?._source?.system?.statistics,
);
removeLegacyRitualSkill(this);
initializeSanityIfUnset(this.sanity, this.statistics);
this.sanity.max = 99 - this.skills.unnatural.proficiency;
prepareSanityAdaptations(this.sanity.adaptations);
prepareBreakingPointHit(this.sanity);
this.health.protection = computeEquippedArmorProtection(
this.parent.items,
);
this.statistics.str.meleeDamageBonusFormula =
calculateMeleeDamageBonusFormula(this.statistics.str.value);
if (this.physical.exhaustedPenalty > 0) {
this.physical.exhaustedPenalty =
+21 -5
View File
@@ -3,7 +3,12 @@ const { SchemaField, NumberField, StringField, BooleanField } =
export function skillField(initialValue, label) {
return new SchemaField({
proficiency: new NumberField({ initial: initialValue }),
proficiency: new NumberField({
initial: initialValue,
min: 0,
max: 99,
integer: true,
}),
label: new StringField({ initial: label }),
failure: new BooleanField({ initial: false }),
});
@@ -11,15 +16,26 @@ export function skillField(initialValue, label) {
export function resourceField(initialValue, initialMax) {
return new SchemaField({
min: new NumberField({ initial: 0 }),
value: new NumberField({ initial: initialValue }),
max: new NumberField({ initial: initialMax }),
min: new NumberField({ initial: 0, min: 0, integer: true }),
value: new NumberField({ initial: initialValue, min: 0, integer: true }),
max: new NumberField({ initial: initialMax, min: 0, integer: true }),
});
}
/** Agent resources that support Active Effect maximum bonuses. */
export function agentResourceField(initialValue, initialMax) {
return new SchemaField({
min: new NumberField({ initial: 0, min: 0, integer: true }),
value: new NumberField({ initial: initialValue, min: 0, integer: true }),
max: new NumberField({ initial: initialMax, min: 0, integer: true }),
maxBonus: new NumberField({ initial: 0, integer: true }),
});
}
export function statisticsField(initialValue) {
return new SchemaField({
value: new NumberField({ initial: initialValue }),
value: new NumberField({ initial: initialValue, min: 0, integer: true }),
modifier: new NumberField({ initial: 0, integer: true }),
distinguishing_feature: new StringField({ initial: "" }),
});
}
+1 -1
View File
@@ -45,7 +45,7 @@ export default class HumanSkillsActorData extends TypeDataModel {
swim: skillField(20, "Swim"),
unarmed_combat: skillField(40, "Unarmed Combat"),
unnatural: new SchemaField({
proficiency: new NumberField({ initial: 0 }),
proficiency: new NumberField({ initial: 0, min: 0, max: 99, integer: true }),
label: new StringField({ initial: "Unnatural" }),
}),
}),
+24 -7
View File
@@ -5,6 +5,7 @@ import {
calculateHealthMax,
calculateMeleeDamageBonusFormula,
clampSanityRitualValue,
cleanDerivedNumber,
computeEquippedArmorProtection,
initializeSanityIfUnset,
prepareStatisticsX5,
@@ -24,8 +25,9 @@ export default class NPCData extends CharacterData {
...HumanSkillsActorData.defineSchema(),
schemaVersion: new NumberField({ initial: 2.0 }),
sanity: new SchemaField({
value: new NumberField({ initial: 100 }),
currentBreakingPoint: new NumberField({ initial: 101 }),
value: new NumberField({ initial: 100, min: 0, integer: true }),
max: new NumberField({ initial: 99, min: 0, integer: true }),
currentBreakingPoint: new NumberField({ initial: 101, integer: true }),
}),
biography: new SchemaField({
profession: new StringField({ initial: "" }),
@@ -38,13 +40,28 @@ export default class NPCData extends CharacterData {
/** @inheritdoc */
prepareDerivedData() {
prepareStatisticsX5(this.statistics);
const sourceStatistics = this.parent?._source?.system?.statistics;
prepareStatisticsX5(this.statistics, sourceStatistics);
initializeSanityIfUnset(this.sanity, this.statistics);
this.sanity.max = 99 - this.skills.unnatural.proficiency;
this.wp.max = this.statistics.pow.value;
this.health.max = calculateHealthMax(this.statistics);
this.sanity.max = cleanDerivedNumber(
this,
"sanity.max",
99 - this.skills.unnatural.proficiency,
);
this.wp.max = cleanDerivedNumber(
this,
"wp.max",
this.statistics.pow.effectiveValue ?? this.statistics.pow.value,
);
this.health.max = cleanDerivedNumber(
this,
"health.max",
calculateHealthMax(this.statistics, sourceStatistics),
);
this.statistics.str.meleeDamageBonusFormula =
calculateMeleeDamageBonusFormula(this.statistics.str.value);
calculateMeleeDamageBonusFormula(
this.statistics.str.effectiveValue ?? this.statistics.str.value,
);
removeLegacyRitualSkill(this);
clampSanityRitualValue(this.sanity);
this.health.protection = computeEquippedArmorProtection(this.parent.items);
+13 -3
View File
@@ -3,6 +3,7 @@ import CharacterData from "./base/character.js";
import DGHTMLField from "../fields/html-content-field.js";
import {
calculateHealthMax,
cleanDerivedNumber,
computeEquippedArmorProtection,
prepareStatisticsX5,
removeLegacyRitualSkill,
@@ -33,14 +34,23 @@ export default class UnnaturalData extends CharacterData {
/** @inheritdoc */
prepareDerivedData() {
prepareStatisticsX5(this.statistics);
const sourceStatistics = this.parent?._source?.system?.statistics;
prepareStatisticsX5(this.statistics, sourceStatistics);
if (this.wp.maxNeedsUpdate) {
this.wp.max = this.statistics.pow.value;
this.wp.max = cleanDerivedNumber(
this,
"wp.max",
this.statistics.pow.effectiveValue ?? this.statistics.pow.value,
);
}
if (this.health.maxNeedsUpdate) {
this.health.max = calculateHealthMax(this.statistics);
this.health.max = cleanDerivedNumber(
this,
"health.max",
calculateHealthMax(this.statistics, sourceStatistics),
);
}
removeLegacyRitualSkill(this);
+1
View File
@@ -9,6 +9,7 @@ export default class MotivationItemData extends foundry.abstract.TypeDataModel {
disorder: new StringField({ initial: "" }),
crossedOut: new BooleanField({ initial: false }),
disorderCured: new BooleanField({ initial: false }),
acuteEpisode: new BooleanField({ initial: false }),
};
}
}
+83
View File
@@ -38,8 +38,17 @@ import BondItemData from "./data/item/bond.js";
import GearItemData from "./data/item/gear.js";
import TomeItemData from "./data/item/tome.js";
import RitualItemData from "./data/item/ritual.js";
import DGActiveEffect from "./documents/dg-active-effect.js";
import DGActiveEffectConfig from "./applications/dg-active-effect-config.js";
import DGActiveEffectTypeDataModel from "./data/active-effect/dg-active-effect-data.js";
import { syncExhaustionEffect } from "./utils/exhaustion-effect.js";
import {
pruneAllAgentsExpiredStimulants,
pruneExpiredStimulantEffects,
} from "./utils/stimulant-effect.js";
const { Actors, Items } = foundry.documents.collections;
const { DocumentSheetConfig } = foundry.applications.apps;
Hooks.once("init", async () => {
Object.assign(CONFIG.Actor.dataModels, {
@@ -60,9 +69,23 @@ Hooks.once("init", async () => {
ritual: RitualItemData,
});
CONFIG.ActiveEffect.documentClass = DGActiveEffect;
CONFIG.ActiveEffect.dataModels.base = DGActiveEffectTypeDataModel;
DocumentSheetConfig.registerSheet(
DGActiveEffect,
DG.ID,
DGActiveEffectConfig,
{
makeDefault: true,
label: "DG.ActiveEffects.SheetLabel",
},
);
game.deltagreen = {
DeltaGreenActor,
DeltaGreenItem,
DGActiveEffect,
rollItemMacro,
rollItemSkillCheckMacro,
rollSkillMacro,
@@ -129,6 +152,66 @@ Hooks.once("init", async () => {
registerHandlebarsHelpers();
});
/**
* @param {ActiveEffect} effect
* @returns {Actor|undefined}
*/
function getAgentFromEffect(effect) {
const { parent } = effect;
if (parent?.documentName === "Actor" && parent.type === "agent") {
return parent;
}
if (parent?.documentName === "Item") {
const { actor } = parent;
if (actor?.type === "agent") return actor;
}
return undefined;
}
/**
* @param {ActiveEffect} effect
* @returns {Promise<void>}
*/
async function onAgentActiveEffectChange(effect) {
const actor = getAgentFromEffect(effect);
if (!actor) return;
actor.reset();
if (game.user.isActiveGM) await pruneExpiredStimulantEffects(actor);
await syncExhaustionEffect(actor);
}
Hooks.on("createActiveEffect", (effect) => {
onAgentActiveEffectChange(effect);
});
Hooks.on("updateActiveEffect", (effect) => {
onAgentActiveEffectChange(effect);
});
Hooks.on("deleteActiveEffect", (effect) => {
onAgentActiveEffectChange(effect);
});
Hooks.on("updateWorldTime", () => {
if (!game.user.isActiveGM) return;
pruneAllAgentsExpiredStimulants();
});
Hooks.on("updateItem", (item, changes) => {
const flat = foundry.utils.flattenObject(changes);
const transferStateKeys = [
"system.equipped",
"system.acuteEpisode",
"system.crossedOut",
"system.disorderCured",
];
if (!transferStateKeys.some((key) => key in flat)) return;
const { actor } = item;
if (!actor) return;
actor.reset();
if (actor.sheet?.rendered) actor.sheet.render();
});
Hooks.once("ready", async () => {
await runWorldMigration();
+84
View File
@@ -0,0 +1,84 @@
/**
* @param {ActiveEffect} effect
* @returns {Item|undefined}
*/
function resolveTransferItem(effect) {
const item = effect.parent;
if (item?.documentName !== "Item") return undefined;
const actor = item.actor;
if (actor?.documentName === "Actor") {
return actor.items.get(item.id) ?? item;
}
return item;
}
/**
* @param {Item} item
* @returns {{ inactive: boolean, reasonKey: string|null }}
*/
export function getTransferSuppressionState(item) {
switch (item.type) {
case "weapon":
case "armor":
case "gear":
if (item.system.equipped !== true) {
return {
inactive: true,
reasonKey: "DG.ActiveEffects.SuppressedNotEquipped",
};
}
return { inactive: false, reasonKey: null };
case "motivation":
if (item.system.acuteEpisode !== true) {
return {
inactive: true,
reasonKey: "DG.ActiveEffects.SuppressedAcuteEpisode",
};
}
return { inactive: false, reasonKey: null };
case "tome":
case "ritual":
return {
inactive: true,
reasonKey: "DG.ActiveEffects.SuppressedUnsupportedItem",
};
case "bond":
return { inactive: false, reasonKey: null };
default:
return { inactive: false, reasonKey: null };
}
}
/**
* @param {Item} item
* @returns {boolean} True when a transfer effect on this item should not apply.
*/
export function isTransferEffectInactive(item) {
return getTransferSuppressionState(item).inactive;
}
/**
* @param {ActiveEffect} effect
* @returns {string|null} Localization key for why a transfer effect is inactive.
*/
export function getTransferSuppressionReasonKey(effect) {
const item = resolveTransferItem(effect);
if (!item || !effect.transfer) return null;
return getTransferSuppressionState(item).reasonKey;
}
/** @extends {foundry.documents.ActiveEffect} */
export default class DGActiveEffect extends ActiveEffect {
/** @override */
get isSuppressed() {
if (this.disabled || this.duration?.expired) return true;
if (this.system?.isSuppressed) return true;
if (!this.transfer) return false;
const item = resolveTransferItem(this);
if (!item) return false;
return isTransferEffectInactive(item);
}
}
-1
View File
@@ -136,7 +136,6 @@ export function rollSkillMacro(skillName) {
{ rollType: "skill", key: skillName, actor },
);
return actor.sheet.processRoll({}, roll);
// sendPercentileTestToChat(actor, translatedSkillLabel, skill.proficiency);
}
/**
+31 -24
View File
@@ -294,7 +294,7 @@ export class DGPercentileRoll extends DGRoll {
}
if (typedSkillKeys.includes(this.key)) {
const skill = actorData.typedSkills[this.key];
target = skill.proficiency;
target = skill.targetProficiency ?? skill.proficiency;
localizedKey = `${skill.group} (${skill.label})`;
skillPath = `system.typedSkills.${this.key}`;
}
@@ -327,19 +327,17 @@ export class DGPercentileRoll extends DGRoll {
.toUpperCase()}]</b> ${endOfLabel}`
: `${startOfLabel}</b><br> ${endOfLabel}%`;
const { isExhausted, exhaustedCheckPenalty } = this.exhausted;
const rollTargetModifier = this.rollTargetModifier;
if (this.modifier || isExhausted) {
if (this.modifier || rollTargetModifier) {
label += ` (${this.target}%`;
if (this.modifier) {
label += `${DGUtils.formatStringWithLeadingPlus(this.modifier)}%`;
}
if (isExhausted) {
label += `${DGUtils.formatStringWithLeadingPlus(
exhaustedCheckPenalty,
)}%`;
if (rollTargetModifier) {
label += `${DGUtils.formatStringWithLeadingPlus(rollTargetModifier)}%`;
}
label += `)`;
@@ -348,23 +346,32 @@ export class DGPercentileRoll extends DGRoll {
return label;
}
get exhausted() {
let isExhausted = false;
let exhaustedCheckPenalty = -20;
/**
* Active Effect roll-target modifier for this roll type (excludes luck).
* @returns {number}
*/
get rollTargetModifier() {
if (this.type === "luck") return 0;
try {
// I suspect (but am not entirely certain) that being tired doesn't make you less lucky)
if (this.type !== "luck") {
isExhausted = this.actor.system.physical.exhausted;
exhaustedCheckPenalty = this.actor.system.physical.exhaustedPenalty;
exhaustedCheckPenalty = -1 * Math.abs(exhaustedCheckPenalty);
}
} catch {
isExhausted = false;
exhaustedCheckPenalty = -20;
}
const rollTarget = this.actor.system.rollTarget;
if (!rollTarget) return 0;
return { isExhausted, exhaustedCheckPenalty };
if (this.type === "sanity") return Number(rollTarget.sanity) || 0;
if (this.type === "stat") return Number(rollTarget.statistics) || 0;
return Number(rollTarget.allSkills) || 0;
} catch {
return 0;
}
}
/** @deprecated Use rollTargetModifier via Active Effects instead. */
get exhausted() {
const modifier = this.rollTargetModifier;
return {
isExhausted: modifier !== 0,
exhaustedCheckPenalty: modifier,
};
}
/**
@@ -445,7 +452,7 @@ export class DGPercentileRoll extends DGRoll {
get effectiveTarget() {
let target = 1;
const { isExhausted, exhaustedCheckPenalty } = this.exhausted;
const rollTargetModifier = this.rollTargetModifier;
if (!this.target || Number.isNaN(this.target)) {
return null;
@@ -453,8 +460,8 @@ export class DGPercentileRoll extends DGRoll {
target = parseInt(this.target);
if (isExhausted) {
target += exhaustedCheckPenalty;
if (rollTargetModifier) {
target += rollTargetModifier;
}
if (this.modifier && !Number.isNaN(this.modifier)) {
+252 -6
View File
@@ -1,5 +1,6 @@
import DG, { BASE_TEMPLATE_PATH } from "../config.js";
import { packSkillGroupsIntoColumns } from "../utils/skill-layout.js";
import { createAgentResourceChatMessage } from "../utils/resource-chat.js";
import {
createSkillImprovementChatMessage,
evaluateSkillImprovementRolls,
@@ -7,15 +8,25 @@ import {
} from "../roll/skill-improvement-roll.js";
import DGActorSheet from "./base-actor-sheet.js";
import ActorEditStatForm from "../applications/edit-stats.js";
import EffectsTabMixin from "./mixins/effects-tab-mixin.js";
import {
applyStimulantEffect,
clearStimulantEffects,
getEffectiveSuppressExhaustion,
hasActiveStimulantEffect,
} from "../utils/stimulant-effect.js";
const { DialogV2 } = foundry.applications.api;
const { renderTemplate } = foundry.applications.handlebars;
/** @extends {DGActorSheet} */
export default class DGAgentSheet extends DGActorSheet {
const AgentSheetBase = EffectsTabMixin(DGActorSheet);
/** @extends {AgentSheetBase} */
export default class DGAgentSheet extends AgentSheetBase {
/** @override */
static DEFAULT_OPTIONS = /** @type {const} */ ({
classes: ["agent-sheet"],
position: { width: 958, height: 700 },
position: { width: 978, height: 720 },
actions: {
// Resets.
clearBondDamage: DGAgentSheet._clearBondDamage,
@@ -30,6 +41,15 @@ export default class DGAgentSheet extends DGActorSheet {
this._syncCustomSkillsEditModeUi();
return this.render();
},
createEffect: AgentSheetBase.createEffect,
openEffect: AgentSheetBase.openEffect,
deleteEffect: AgentSheetBase.deleteEffect,
toggleEffect: AgentSheetBase.toggleEffect,
openEffectOrigin: AgentSheetBase.openEffectOrigin,
toggleAcuteEpisode: DGAgentSheet._toggleAcuteEpisode,
exhaustAgent: DGAgentSheet._exhaustAgent,
restAgent: DGAgentSheet._restAgent,
takeStimulants: DGAgentSheet._takeStimulants,
},
});
@@ -47,16 +67,27 @@ export default class DGAgentSheet extends DGActorSheet {
{ id: "motivations" },
{ id: "gear" },
{ id: "personal" },
{ id: "effects" },
{ id: "about", icon: "fas fa-question-circle", label: "" },
],
},
leftBarRestSanity: {
initial: "rest",
labelPrefix: "DG.Navigation.Agent.LeftBar",
tabs: [{ id: "rest" }, { id: "sanity" }],
},
});
/** @override */
static PARTS = /** @type {const} */ ({
leftBar: {
template: `${this.TEMPLATE_PATH}/parts/left-bar.html`,
templates: [`${this.TEMPLATE_PATH}/partials/sanity-partial.html`],
templates: [
`${this.TEMPLATE_PATH}/partials/sanity-partial.html`,
`${this.TEMPLATE_PATH}/partials/left-bar-exhaustion-section.html`,
`${this.TEMPLATE_PATH}/partials/left-bar-rest-tab.html`,
`${this.TEMPLATE_PATH}/partials/left-bar-sanity-tab.html`,
],
},
tabs: this.BASE_PARTS.tabs,
rightBar: {
@@ -67,6 +98,7 @@ export default class DGAgentSheet extends DGActorSheet {
`${this.TEMPLATE_PATH}/parts/motivations-tab-agent.html`,
`${this.TEMPLATE_PATH}/parts/gear-tab-agent.html`,
`${this.TEMPLATE_PATH}/parts/personal-tab-agent.html`,
`${this.TEMPLATE_PATH}/parts/effects-tab.html`,
`${this.TEMPLATE_PATH}/parts/about-tab.html`,
`${this.TEMPLATE_PATH}/partials/custom-skills-partial-agent.html`,
`${this.TEMPLATE_PATH}/partials/bonds-section-partial.html`,
@@ -92,7 +124,9 @@ export default class DGAgentSheet extends DGActorSheet {
_prepareTabs(group) {
const tabs = super._prepareTabs(group);
if (!this.actor.limited || this.actor.type !== "agent") return tabs;
if (!this.actor.limited || this.actor.type !== "agent" || group !== "primary") {
return tabs;
}
return {
personal: { ...tabs.personal, active: true, cssClass: "active" },
@@ -103,14 +137,33 @@ export default class DGAgentSheet extends DGActorSheet {
async _prepareContext(options) {
const context = await super._prepareContext(options);
context.tabs = this._prepareTabs("primary");
context.leftBarRestSanityTabs = this._prepareTabs("leftBarRestSanity");
if (this.actor.type !== "agent") return context;
context.typedSkillColumns = this._prepareTypedSkillColumns();
context.customSkillsEditMode = this._customSkillsEditMode;
context.physicalUi = this._preparePhysicalUi();
return context;
}
/** @returns {object} */
_preparePhysicalUi() {
const { physical } = this.actor.system;
const isExhausted = DGAgentSheet._isActorExhausted(this.actor);
const stimulantActive = hasActiveStimulantEffect(this.actor);
const suppressExhaustion = getEffectiveSuppressExhaustion(this.actor);
return {
isExhausted,
displayPenalty: isExhausted ? physical.exhaustedPenalty : 0,
suppressExhaustionInactive: !isExhausted,
suppressExhaustionInputDisabled: !isExhausted || stimulantActive,
suppressExhaustionChecked: isExhausted && suppressExhaustion,
};
}
/** @override */
_sortCustomSkills() {
// Agent sheet uses typedSkillColumns instead of sortedCustomSkills.
@@ -130,6 +183,21 @@ export default class DGAgentSheet extends DGActorSheet {
);
}
/**
* @param {PointerEvent} event
* @param {HTMLElement} target
*/
static async _toggleAcuteEpisode(event, target) {
event.preventDefault();
const itemId =
target.dataset.itemId ?? target.closest("[data-item-id]")?.dataset?.itemId;
const item = this.actor.items.get(itemId);
if (!item || item.type !== "motivation") return;
await item.update({
"system.acuteEpisode": !item.system.acuteEpisode,
});
}
static _clearBondDamage() {
for (const bond of this.actor.itemTypes.bond) {
if (!bond.system.hasBeenDamagedSinceLastHomeScene) continue;
@@ -145,8 +213,11 @@ export default class DGAgentSheet extends DGActorSheet {
* @returns {void}
*/
static _resetBreakingPoint() {
const pow =
this.actor.system.statistics.pow.effectiveValue ??
this.actor.system.statistics.pow.value;
const currentBreakingPoint = Math.max(
this.actor.system.sanity.value - this.actor.system.statistics.pow.value,
this.actor.system.sanity.value - pow,
0,
);
@@ -247,6 +318,181 @@ export default class DGAgentSheet extends DGActorSheet {
form.render(true);
}
/**
* @param {number} raw
* @returns {number}
*/
static _normalizeExhaustionPenalty(raw) {
const value = Number(raw);
if (Number.isNaN(value) || value === 0) return -20;
return value > 0 ? -1 * Math.abs(value) : value;
}
static async _exhaustAgent() {
const actor = this.actor;
const content = await renderTemplate(
`${BASE_TEMPLATE_PATH}/dialog/exhaust-agent.html`,
{
penalty: actor.system.physical.exhaustedPenalty ?? -20,
},
);
let penalty = null;
const confirmed = await DialogV2.wait({
content,
window: {
title: game.i18n.localize("DG.Physical.ExhaustDialogTitle"),
},
buttons: [
{
action: "rollWpLoss",
label: game.i18n.localize("DG.Physical.RollWillpowerLoss"),
default: true,
icon: "fas fa-dice",
callback: (_event, _button, dialog) => {
const input = dialog.element.querySelector('[name="exhaustionPenalty"]');
penalty = DGAgentSheet._normalizeExhaustionPenalty(input?.value);
return true;
},
},
],
});
if (!confirmed || penalty === null) return;
const wpRoll = await new Roll("1d6").evaluate();
const loss = wpRoll.total;
const currentWp = Number(actor.system.wp.value) || 0;
const maxWp = Number(actor.system.wp.max) || 0;
const newWp = Math.max(0, currentWp - loss);
await actor.update({
"system.physical.exhausted": true,
"system.physical.exhaustedPenalty": penalty,
"system.wp.value": newWp,
});
await createAgentResourceChatMessage({
actor,
token: this.token,
contentKey: "DG.Physical.Chat.Exhausted",
i18nData: {
name: actor.name,
loss,
current: newWp,
max: maxWp,
},
});
}
static async _restAgent() {
const actor = this.actor;
if (getEffectiveSuppressExhaustion(actor)) {
ui.notifications.warn(
game.i18n.format("DG.Physical.RestBlockedWhileSuppressed", {
name: actor.name,
}),
);
return;
}
const wpRoll = await new Roll("1d6").evaluate();
const gain = wpRoll.total;
const currentWp = Number(actor.system.wp.value) || 0;
const maxWp = Number(actor.system.wp.max) || 0;
const newWp = Math.min(maxWp, currentWp + gain);
await clearStimulantEffects(actor);
await actor.update({
"system.physical.exhausted": false,
"system.physical.suppressExhaustion": false,
"system.wp.value": newWp,
});
await createAgentResourceChatMessage({
actor,
token: this.token,
contentKey: "DG.Physical.Chat.Rested",
i18nData: {
name: actor.name,
gain,
current: newWp,
max: maxWp,
},
});
}
/**
* @param {Actor} actor
* @returns {boolean}
*/
static _isActorExhausted(actor) {
return Boolean(actor._source?.system?.physical?.exhausted);
}
static async _takeStimulants() {
const actor = this.actor;
if (!DGAgentSheet._isActorExhausted(actor)) {
ui.notifications.info(
game.i18n.format("DG.Physical.StimulantsNotExhaustedWarning", {
name: actor.name,
}),
);
return;
}
const content = await renderTemplate(
`${BASE_TEMPLATE_PATH}/dialog/take-stimulants.html`,
{},
);
const choice = await DialogV2.wait({
content,
window: {
title: game.i18n.localize("DG.Physical.StimulantsDialogTitle"),
},
classes: ["stimulants-dialog-app"],
buttons: [
{
action: "regular",
label: game.i18n.localize("DG.Physical.StimulantsRegular"),
default: true,
callback: () => "regular",
},
{
action: "hard",
label: game.i18n.localize("DG.Physical.StimulantsHard"),
callback: () => "hard",
},
],
});
if (!choice) return;
const formula = choice === "hard" ? "2d6" : "1d6";
const hoursRoll = await new Roll(formula).evaluate();
const hours = hoursRoll.total;
const contentKey =
choice === "hard"
? "DG.Physical.Chat.StimulantsHard"
: "DG.Physical.Chat.StimulantsRegular";
const appliedHours = await applyStimulantEffect(actor, hours);
await createAgentResourceChatMessage({
actor,
token: this.token,
contentKey,
i18nData: {
name: actor.name,
hours: appliedHours,
},
});
}
/**
* Runs through the whole process of improving skills,
* i.e., prompting the user, rolling, and creating the chat card.
+3 -11
View File
@@ -5,10 +5,12 @@ import RollSheetMixin from "./mixins/roll-sheet-mixin.js";
import SkillPrepMixin from "./mixins/skill-prep-mixin.js";
import SpecialTrainingMixin from "./mixins/special-training-mixin.js";
import TypedSkillMixin from "./mixins/typed-skill-mixin.js";
import AeInputMixin from "./mixins/ae-input-mixin.js";
const { ActorSheetV2 } = foundry.applications.sheets;
const ComposedActorSheetBase = composeMixins(
AeInputMixin,
SpecialTrainingMixin,
TypedSkillMixin,
ItemListMixin,
@@ -125,8 +127,6 @@ export default class DGActorSheet extends ComposedActorSheetBase {
if (!this.actor.limited) return;
options.parts = ["header"];
if (this.actor.type === "agent") options.parts.push("tabs", "bio");
}
/** @override */
@@ -135,15 +135,6 @@ export default class DGActorSheet extends ComposedActorSheetBase {
this._setRightClickListeners();
}
/** @override */
_prepareTabs(group) {
const tabs = super._prepareTabs(group);
if (!this.actor.limited || this.actor.type !== "agent") return tabs;
return { bio: { ...tabs.bio, active: true, cssClass: "active" } };
}
/** @override */
async _onRender(context, options) {
await super._onRender(context, options);
@@ -156,6 +147,7 @@ export default class DGActorSheet extends ComposedActorSheetBase {
this._setupItemDragListeners();
this._tooltipsSettings(element);
this._bindAeBackedInputs(element);
}
/** @override */
+78 -49
View File
@@ -1,60 +1,83 @@
import { BASE_TEMPLATE_PATH } from "../config.js";
import DGSheetMixin from "./base-sheet.js";
import EffectsTabMixin from "./mixins/effects-tab-mixin.js";
import { createDGRollFromDataset, processDGRoll } from "../roll/roll.js";
const { ItemSheetV2 } = foundry.applications.sheets;
const ITEM_PARTS_PATH = `${BASE_TEMPLATE_PATH}/item/parts`;
const TAB_NAV_TEMPLATE = "templates/generic/tab-navigation.hbs";
/** Tab group id used by item sheet templates (`data-group="primary"`). */
const ITEM_TAB_GROUP = "primary";
const EFFECTS_TAB = /** @type {const} */ ({
id: "effects",
label: "DG.Navigation.Item.effects",
});
const EFFECTS_PART = /** @type {const} */ ({
effects: {
template: `${ITEM_PARTS_PATH}/effects-tab.html`,
scrollable: [""],
},
});
const TABS_PART = /** @type {const} */ ({
tabs: { template: TAB_NAV_TEMPLATE },
});
/**
* @param {object} config
* @param {string} config.header
* @param {string} config.description
* @param {string} config.descriptionLabel
* @returns {object}
*/
function activeEffectItemLayout({ header, description, descriptionLabel }) {
return {
tabs: {
initial: "description",
tabs: [
{ id: "description", label: descriptionLabel },
EFFECTS_TAB,
],
},
parts: {
header: { template: header },
...TABS_PART,
description: { template: description, scrollable: [""] },
...EFFECTS_PART,
},
};
}
/** Tab and part layout per item type. */
const ITEM_SHEET_LAYOUT = /** @type {const} */ ({
weapon: {
parts: {
header: { template: `${ITEM_PARTS_PATH}/weapon-header.html` },
description: {
template: `${ITEM_PARTS_PATH}/weapon-description.html`,
scrollable: [""],
},
},
},
gear: {
parts: {
header: { template: `${ITEM_PARTS_PATH}/gear-header.html` },
description: {
template: `${ITEM_PARTS_PATH}/gear-description.html`,
scrollable: [""],
},
},
},
armor: {
parts: {
header: { template: `${ITEM_PARTS_PATH}/armor-header.html` },
description: {
template: `${ITEM_PARTS_PATH}/armor-description.html`,
scrollable: [""],
},
},
},
bond: {
parts: {
header: { template: `${ITEM_PARTS_PATH}/bond-header.html` },
description: {
template: `${ITEM_PARTS_PATH}/bond-description.html`,
scrollable: [""],
},
},
},
motivation: {
parts: {
header: { template: `${ITEM_PARTS_PATH}/motivation-header.html` },
description: {
template: `${ITEM_PARTS_PATH}/motivation-description.html`,
scrollable: [""],
},
},
},
weapon: activeEffectItemLayout({
header: `${ITEM_PARTS_PATH}/weapon-header.html`,
description: `${ITEM_PARTS_PATH}/weapon-description.html`,
descriptionLabel: "DG.ItemWindow.Weapons.Description",
}),
gear: activeEffectItemLayout({
header: `${ITEM_PARTS_PATH}/gear-header.html`,
description: `${ITEM_PARTS_PATH}/gear-description.html`,
descriptionLabel: "DG.ItemWindow.Gear.Description",
}),
armor: activeEffectItemLayout({
header: `${ITEM_PARTS_PATH}/armor-header.html`,
description: `${ITEM_PARTS_PATH}/armor-description.html`,
descriptionLabel: "DG.ItemWindow.Armor.Description",
}),
bond: activeEffectItemLayout({
header: `${ITEM_PARTS_PATH}/bond-header.html`,
description: `${ITEM_PARTS_PATH}/bond-description.html`,
descriptionLabel: "DG.ItemWindow.Bonds.Description",
}),
motivation: activeEffectItemLayout({
header: `${ITEM_PARTS_PATH}/motivation-header.html`,
description: `${ITEM_PARTS_PATH}/motivation-description.html`,
descriptionLabel: "DG.ItemWindow.Motivations.Description",
}),
tome: {
tabs: {
initial: "description",
@@ -69,7 +92,7 @@ const ITEM_SHEET_LAYOUT = /** @type {const} */ ({
},
parts: {
header: { template: `${ITEM_PARTS_PATH}/tome-header.html` },
tabs: { template: "templates/generic/tab-navigation.hbs" },
...TABS_PART,
description: {
template: `${ITEM_PARTS_PATH}/tome-description.html`,
scrollable: [""],
@@ -94,7 +117,7 @@ const ITEM_SHEET_LAYOUT = /** @type {const} */ ({
},
parts: {
header: { template: `${ITEM_PARTS_PATH}/ritual-header.html` },
tabs: { template: "templates/generic/tab-navigation.hbs" },
...TABS_PART,
description: {
template: `${ITEM_PARTS_PATH}/ritual-description.html`,
scrollable: [""],
@@ -107,10 +130,12 @@ const ITEM_SHEET_LAYOUT = /** @type {const} */ ({
},
});
const ItemSheetBase = EffectsTabMixin(DGSheetMixin(ItemSheetV2));
/**
* @extends {DGSheetMixin(ItemSheetV2)}
* @extends {ItemSheetBase}
*/
export default class DGItemSheet extends DGSheetMixin(ItemSheetV2) {
export default class DGItemSheet extends ItemSheetBase {
/** @override */
static DEFAULT_OPTIONS = /** @type {const} */ ({
classes: ["item"],
@@ -118,6 +143,10 @@ export default class DGItemSheet extends DGSheetMixin(ItemSheetV2) {
actions: {
roll: DGItemSheet._onRoll,
toggleTomeRevealed: DGItemSheet._toggleTomeRevealed,
createEffect: ItemSheetBase.createEffect,
openEffect: ItemSheetBase.openEffect,
deleteEffect: ItemSheetBase.deleteEffect,
toggleEffect: ItemSheetBase.toggleEffect,
},
});
+61
View File
@@ -0,0 +1,61 @@
/** Copy typographic layout from the real input so the overlay matches except color. */
function syncAeDisplayTypography(input, display) {
const cs = getComputedStyle(input);
display.style.inset = "auto";
display.style.top = cs.borderTopWidth;
display.style.left = cs.borderLeftWidth;
display.style.right = cs.borderRightWidth;
display.style.bottom = cs.borderBottomWidth;
display.style.font = cs.font;
display.style.lineHeight = cs.lineHeight;
display.style.padding = cs.padding;
display.style.textAlign = cs.textAlign;
display.style.letterSpacing = cs.letterSpacing;
display.style.boxSizing = cs.boxSizing;
}
/** @type {WeakMap<HTMLElement, ResizeObserver>} */
const hostObservers = new WeakMap();
/** @param {typeof foundry.applications.api.ApplicationV2} Base */
export default function AeInputMixin(Base) {
return class AeInputHost extends Base {
/** @param {HTMLElement} root */
_bindAeBackedInputs(root) {
for (const host of root.querySelectorAll(".ae-input-host")) {
hostObservers.get(host)?.disconnect();
const input = host.querySelector("input");
const display = host.querySelector(".ae-input-display");
if (!input || !display) continue;
const modifier = Number(display.dataset.aeModifier) || 0;
const syncTypography = () => syncAeDisplayTypography(input, display);
const syncDisplay = () => {
if (host.matches(":focus-within")) return;
const base = Number(input.value);
if (Number.isFinite(base)) {
const effective = Math.max(0, Math.round(base + modifier));
display.textContent = String(effective);
}
};
input.addEventListener("focus", () => input.select());
input.addEventListener("blur", () => {
syncTypography();
syncDisplay();
});
syncTypography();
requestAnimationFrame(syncTypography);
syncDisplay();
const observer = new ResizeObserver(syncTypography);
observer.observe(input);
hostObservers.set(host, observer);
}
}
};
}
+157
View File
@@ -0,0 +1,157 @@
import { SUPPORTED_ITEM_TYPES } from "../../active-effect/effect-fields.js";
import { getTransferSuppressionReasonKey } from "../../documents/dg-active-effect.js";
/** @param {typeof foundry.applications.api.ApplicationV2} Base */
export default function EffectsTabMixin(Base) {
return class EffectsTabHost extends Base {
/** @returns {Actor|Item} */
get _effectsParent() {
return this.document;
}
/**
* @param {HTMLElement} target
* @returns {ActiveEffect|undefined}
*/
_getEffectDocument(target) {
const effectId = target.closest("[data-effect-id]")?.dataset?.effectId;
if (!effectId) return undefined;
const parent = this._effectsParent;
if (parent.documentName === "Actor") {
if (target.closest("[data-parent-id]")?.dataset?.parentId) {
const itemId = target.closest("[data-parent-id]").dataset.parentId;
return parent.items.get(itemId)?.effects.get(effectId);
}
return parent.effects.get(effectId);
}
return parent.effects.get(effectId);
}
/** @returns {Promise<{ temporary: object[], permanent: object[] }>} */
async _prepareSheetEffects() {
const temporary = [];
const permanent = [];
const parent = this._effectsParent;
const effects =
parent.documentName === "Actor"
? parent.allApplicableEffects()
: parent.effects;
for (const effect of effects) {
const entry = {
id: effect.id,
name: effect.name,
img: effect.img,
disabled: effect.disabled,
active: effect.active,
transfer: effect.transfer,
suppressionReasonKey: getTransferSuppressionReasonKey(effect),
duration: null,
source: null,
};
if (effect.parent !== parent && parent.documentName === "Actor") {
entry.source = {
id: effect.parent.id,
name: effect.parent.name,
};
}
if (effect.isTemporary) {
entry.duration = {
label: effect.duration?.label ?? "",
};
temporary.push(entry);
} else {
permanent.push(entry);
}
}
return { temporary, permanent };
}
/** @override */
async _prepareContext(options) {
const context = await super._prepareContext(options);
if (this._shouldPrepareSheetEffects()) {
context.sheetEffects = await this._prepareSheetEffects();
context.canManageEffects = this.isEditable;
}
return context;
}
/** @returns {boolean} */
_shouldPrepareSheetEffects() {
const parent = this._effectsParent;
if (parent.documentName === "Actor") {
return parent.type === "agent";
}
return SUPPORTED_ITEM_TYPES.has(parent.type);
}
/**
* @param {PointerEvent} _event
* @param {HTMLElement} target
*/
static async createEffect(_event, target) {
const sheet = /** @type {EffectsTabHost} */ (this);
const parent = sheet._effectsParent;
const documentClass = getDocumentClass("ActiveEffect");
const docData = {
name: game.i18n.localize("DG.ActiveEffects.DefaultName"),
img: "systems/deltagreen/assets/icons/magic-shield.svg",
transfer: SUPPORTED_ITEM_TYPES.has(parent.type),
};
await documentClass.create(docData, {
parent,
renderSheet: true,
});
}
/**
* @param {PointerEvent} _event
* @param {HTMLElement} target
*/
static openEffect(_event, target) {
const sheet = /** @type {EffectsTabHost} */ (this);
sheet._getEffectDocument(target)?.sheet?.render({ force: true });
}
/**
* @param {PointerEvent} _event
* @param {HTMLElement} target
*/
static async deleteEffect(_event, target) {
const sheet = /** @type {EffectsTabHost} */ (this);
await sheet._getEffectDocument(target)?.deleteDialog();
}
/**
* @param {PointerEvent} _event
* @param {HTMLElement} target
*/
static async toggleEffect(_event, target) {
const sheet = /** @type {EffectsTabHost} */ (this);
const effect = sheet._getEffectDocument(target);
if (!effect) return;
await effect.update({ disabled: !effect.disabled });
}
/**
* @param {PointerEvent} _event
* @param {HTMLElement} target
*/
static openEffectOrigin(_event, target) {
const sheet = /** @type {EffectsTabHost} */ (this);
const itemId = target.closest("[data-parent-id]")?.dataset?.parentId;
if (!itemId || sheet._effectsParent.documentName !== "Actor") return;
const item = sheet._effectsParent.items.get(itemId);
item?.sheet?.render({ force: true });
}
};
}
+3 -1
View File
@@ -164,7 +164,9 @@ export default function ItemListMixin(Base) {
};
if (type === "bond") {
itemData.system.score = this.actor.system.statistics.cha.value;
itemData.system.score =
this.actor.system.statistics.cha.effectiveValue ??
this.actor.system.statistics.cha.value;
}
return this.actor.createEmbeddedDocuments("Item", [itemData]);
-8
View File
@@ -42,14 +42,6 @@ export default function SkillPrepMixin(Base) {
skill.sortLabel = skill.key;
}
if (this.actor.type === "agent") {
skill.hasPendingImprovement =
skill.proficiency !== skill.targetProficiency;
skill.proficiencyInputClass = skill.hasPendingImprovement
? "target-proficiency-mod"
: "";
}
if (
!(
(this.actor.type === "npc" || this.actor.type === "unnatural") &&
+4
View File
@@ -7,5 +7,9 @@ export default async function preloadHandlebarsTemplates() {
return foundry.applications.handlebars.loadTemplates([
"systems/deltagreen/templates/dialog/modify-percentile-roll.html",
"systems/deltagreen/templates/partials/prose-mirror-host.html",
"systems/deltagreen/templates/actor/parts/effects-tab.html",
"systems/deltagreen/templates/item/parts/effects-tab.html",
"systems/deltagreen/templates/active-effect/change-row.html",
"systems/deltagreen/templates/actor/partials/ae-backed-input.html",
]);
}
+97
View File
@@ -0,0 +1,97 @@
import {
applyAgentResourceMaxBonuses,
calculateHealthMax,
setSkillTargetProficiencies,
calculateMeleeDamageBonusFormula,
clampSanityRitualValue,
prepareAgentSkillFlags,
prepareBreakingPointHit,
prepareStatisticsX5,
} from "./derived-actor-data.js";
/**
* @param {number} current
* @param {number} base
* @returns {string}
*/
function getActiveEffectModificationClass(current, base) {
if (current == null || base == null || current === base) return "";
return current > base ? "ae-mod-increase" : "ae-mod-decrease";
}
/**
* Attach sheet display classes comparing prepared data to persisted source (pre–AE).
* @param {Actor} actor
* @returns {void}
*/
export function prepareAgentActiveEffectDisplay(actor) {
if (actor.type !== "agent") return;
const system = actor.system;
const source = actor._source?.system;
if (!source) return;
for (const [key, stat] of Object.entries(system.statistics ?? {})) {
const baseValue = source.statistics?.[key]?.value;
const effective = stat.effectiveValue ?? stat.value;
stat.valueDisplayClass = getActiveEffectModificationClass(
effective,
baseValue,
);
stat.statisticAeModifier = stat.valueDisplayClass
? effective - (baseValue ?? 0)
: 0;
}
const persistedStats = source.statistics ?? system.statistics;
const healthFormulaMax = calculateHealthMax(persistedStats, persistedStats);
const wpFormulaMax = persistedStats.pow?.value ?? 0;
const persistedUnnatural =
source.skills?.unnatural?.proficiency ?? system.skills?.unnatural?.proficiency ?? 0;
const sanityFormulaMax = 99 - persistedUnnatural;
const healthBaseMax = healthFormulaMax + (source.health?.maxBonus ?? 0);
system.health.maxDisplayClass = getActiveEffectModificationClass(
system.health.max,
healthBaseMax,
);
const wpBaseMax = wpFormulaMax + (source.wp?.maxBonus ?? 0);
system.wp.maxDisplayClass = getActiveEffectModificationClass(
system.wp.max,
wpBaseMax,
);
const sanityBaseMax = sanityFormulaMax + (source.sanity?.maxBonus ?? 0);
system.sanity.maxDisplayClass = getActiveEffectModificationClass(
system.sanity.max,
sanityBaseMax,
);
}
/**
* Recompute agent fields that depend on Active Effects (final phase) and refresh sheet display.
* Single post-AE pass for agents — do not mirror this logic in AgentData.prepareDerivedData.
* @param {Actor} actor
* @returns {void}
*/
export function refreshDerivedAfterActiveEffects(actor) {
if (actor.type !== "agent") return;
const system = actor.system;
const sourceStatistics = actor._source?.system?.statistics;
prepareStatisticsX5(system.statistics, sourceStatistics);
applyAgentResourceMaxBonuses(system, sourceStatistics);
setSkillTargetProficiencies(system.skills);
setSkillTargetProficiencies(system.typedSkills);
prepareAgentSkillFlags(system.skills);
clampSanityRitualValue(system.sanity);
prepareBreakingPointHit(system.sanity);
system.statistics.str.meleeDamageBonusFormula =
calculateMeleeDamageBonusFormula(
system.statistics.str.effectiveValue ?? system.statistics.str.value,
);
prepareAgentActiveEffectDisplay(actor);
}
+45
View File
@@ -0,0 +1,45 @@
import DG from "../config.js";
import { getStatisticEffectiveValue } from "./derived-actor-data.js";
/**
* Strip form values that match post–AE prepared numbers so persisted data stays at base values.
* @param {Actor} actor
* @param {object} data Update payload (mutated in place).
* @returns {object}
*/
export function sanitizeActiveEffectBackedUpdateData(actor, data) {
if (!data?.system) return data;
const source = actor._source?.system;
if (!source) return data;
sanitizeStatisticValues(actor, data, source);
return data;
}
/**
* @param {Actor} actor
* @param {object} data
* @param {object} source
*/
function sanitizeStatisticValues(actor, data, source) {
for (const key of DG.statistics) {
const submitted = foundry.utils.getProperty(
data,
`system.statistics.${key}.value`,
);
if (submitted === undefined) continue;
const sourceStat = source.statistics?.[key];
const preparedStat = actor.system.statistics?.[key];
if (!sourceStat || !preparedStat) continue;
const base = sourceStat.value;
const effective = getStatisticEffectiveValue(preparedStat, sourceStat);
if (submitted === effective && submitted !== base) {
foundry.utils.setProperty(data, `system.statistics.${key}.value`, base);
}
}
}
+5 -6
View File
@@ -4,13 +4,12 @@
* @returns {void}
*/
export function flagUnnaturalResourceMaxUpdates(submittedData, actor) {
const sourceStats = actor._source?.system?.statistics;
submittedData.system.wp.maxNeedsUpdate =
submittedData.system?.statistics.pow.value !==
actor.system.statistics.pow.value;
submittedData.system?.statistics?.pow?.value !== sourceStats?.pow?.value;
submittedData.system.health.maxNeedsUpdate =
submittedData.system?.statistics.str.value !==
actor.system.statistics.str.value ||
submittedData.system?.statistics.con.value !==
actor.system.statistics.con.value;
submittedData.system?.statistics?.str?.value !== sourceStats?.str?.value ||
submittedData.system?.statistics?.con?.value !== sourceStats?.con?.value;
}
+89 -8
View File
@@ -1,5 +1,14 @@
/**
* Shared derived-data helpers for actor TypeDataModels.
*
* Active Effect validation layers (do not duplicate clamp logic elsewhere):
* - Schema `NumberField` min/max: enforced when values pass through `field.clean()`
* (document updates, Active Effect `applyChange` on registered paths).
* - `cleanDerivedNumber`: use when assigning derived fields in code (e.g. `health.max`,
* `sanity.max`); plain assignment bypasses schema cleaners unless the path has a NumberField.
* - `clampStatisticValue`: effective ratings after statistic modifier AEs (min 0).
* - `applyAgentResourceMaxBonuses`: recompute resource max after AE;
* agents call these only from `refreshDerivedAfterActiveEffects` (post–final phase).
*/
/**
@@ -28,20 +37,86 @@ export function calculateMeleeDamageBonusFormula(strengthValue) {
return "";
}
/**
* @param {number} value
* @returns {number}
*/
function clampStatisticValue(value) {
const numeric = Number(value);
if (!Number.isFinite(numeric)) return 0;
return Math.max(0, Math.round(numeric));
}
/**
* Effective statistic rating: persisted value plus AE modifier (minimum 0).
* @param {object} stat Prepared statistic.
* @param {object} [sourceStat] Persisted statistic from `_source`.
* @returns {number}
*/
export function getStatisticEffectiveValue(stat, sourceStat) {
const base = clampStatisticValue(sourceStat?.value ?? stat?.value);
const modifier = Number(stat?.modifier) || 0;
return clampStatisticValue(base + modifier);
}
/**
* @param {object} statistics
* @param {object} [sourceStatistics] Persisted statistics from `_source`.
* @returns {void}
*/
export function prepareStatisticsX5(statistics) {
for (const statistic of Object.values(statistics)) {
statistic.x5 = statistic.value * 5;
export function prepareStatisticsX5(statistics, sourceStatistics) {
for (const [key, statistic] of Object.entries(statistics ?? {})) {
statistic.effectiveValue = getStatisticEffectiveValue(
statistic,
sourceStatistics?.[key],
);
statistic.x5 = statistic.effectiveValue * 5;
}
}
/**
* @param {object} skills
* Clamp a derived numeric value through the TypeDataModel field definition when available.
* @param {foundry.abstract.TypeDataModel} model
* @param {string} path Dot-delimited path (e.g. "health.max")
* @param {number} raw
* @returns {number}
*/
export function cleanDerivedNumber(model, path, raw) {
const field = model.getFieldForProperty?.(path);
const numeric = Number(raw);
if (!field) {
return Number.isFinite(numeric) ? Math.max(0, Math.round(numeric)) : 0;
}
return field.clean(numeric, { persisted: false });
}
/**
* @param {foundry.abstract.TypeDataModel} model Agent system TypeDataModel.
* @returns {void}
*/
export function applyAgentResourceMaxBonuses(model, sourceStatistics) {
const sourceStats = sourceStatistics ?? model._source?.statistics;
model.health.max = cleanDerivedNumber(
model,
"health.max",
calculateHealthMax(model.statistics, sourceStats) +
(model.health.maxBonus ?? 0),
);
model.wp.max = cleanDerivedNumber(
model,
"wp.max",
getStatisticEffectiveValue(model.statistics.pow, sourceStats?.pow) +
(model.wp.maxBonus ?? 0),
);
model.sanity.max = cleanDerivedNumber(
model,
"sanity.max",
99 -
model.skills.unnatural.proficiency +
(model.sanity.maxBonus ?? 0),
);
}
export function setSkillTargetProficiencies(skills) {
for (const skill of Object.values(skills)) {
skill.targetProficiency = skill.proficiency;
@@ -56,7 +131,9 @@ export function setSkillTargetProficiencies(skills) {
export function initializeSanityIfUnset(sanity, statistics) {
if (sanity.value >= 100) {
sanity.value = statistics.pow.x5;
sanity.currentBreakingPoint = sanity.value - statistics.pow.value;
sanity.currentBreakingPoint =
sanity.value -
(statistics.pow.effectiveValue ?? statistics.pow.value);
}
}
@@ -107,7 +184,6 @@ export function prepareAgentSkillFlags(skills) {
skill.cannotBeImprovedByFailure =
key === "unnatural" || key === "luck" || key === "ritual";
skill.isCalculatedValue = key === "ritual";
skill.targetProficiency = skill.proficiency;
}
}
@@ -127,10 +203,15 @@ export function removeLegacyRitualSkill(system) {
* @param {object} statistics
* @returns {number}
*/
export function calculateHealthMax(statistics) {
export function calculateHealthMax(statistics, sourceStatistics) {
try {
return Math.ceil(
(statistics.con.value + statistics.str.value) / 2,
(getStatisticEffectiveValue(
statistics.con,
sourceStatistics?.con,
) +
getStatisticEffectiveValue(statistics.str, sourceStatistics?.str)) /
2,
);
} catch {
return 10;
+152
View File
@@ -0,0 +1,152 @@
import DG from "../config.js";
import { ROLL_TARGET_FIELD_KEYS } from "../active-effect/effect-fields.js";
import { getEffectiveSuppressExhaustion } from "./stimulant-effect.js";
/** @type {WeakMap<Actor, Promise<void>>} */
const syncLocks = new WeakMap();
/**
* @param {Actor} actor
* @returns {ActiveEffect[]}
*/
function getExhaustionEffects(actor) {
return actor.effects?.filter((effect) => effect.getFlag(DG.ID, "exhaustion")) ?? [];
}
/**
* @param {Actor} actor
* @returns {ActiveEffect|undefined}
*/
function getExhaustionEffect(actor) {
return getExhaustionEffects(actor)[0];
}
/**
* @param {number} penalty
* @returns {object[]}
*/
function buildExhaustionChanges(penalty) {
const value = String(penalty);
return ROLL_TARGET_FIELD_KEYS.map((key) => ({
key,
type: "add",
value,
phase: "final",
}));
}
/**
* @param {ActiveEffect} effect
* @param {number} penalty
* @param {boolean} suppressExhaustion
* @returns {boolean}
*/
function effectMatchesState(effect, penalty, suppressExhaustion) {
if (Boolean(effect.disabled) !== Boolean(suppressExhaustion)) return false;
const changes = effect.system?.changes ?? [];
if (changes.length !== ROLL_TARGET_FIELD_KEYS.length) return false;
return changes.every(
(change) =>
ROLL_TARGET_FIELD_KEYS.includes(change.key) &&
change.type === "add" &&
String(change.value) === String(penalty),
);
}
/**
* @param {Actor} actor
* @returns {Promise<void>}
*/
async function pruneDuplicateExhaustionEffects(actor) {
const effects = getExhaustionEffects(actor);
if (effects.length <= 1) return;
for (const effect of effects.slice(1)) {
await effect.delete();
}
}
/**
* @param {Actor} actor
* @returns {Promise<void>}
*/
async function syncExhaustionEffectInner(actor) {
if (actor.type !== "agent") return;
await pruneDuplicateExhaustionEffects(actor);
const { exhausted, exhaustedPenalty } = actor.system.physical;
const suppressExhaustion = getEffectiveSuppressExhaustion(actor);
const effect = getExhaustionEffect(actor);
const penalty = exhausted
? -1 * Math.abs(Number(exhaustedPenalty) || 0)
: 0;
if (!exhausted) {
if (effect) await effect.delete();
return;
}
const changes = buildExhaustionChanges(penalty);
const disabled = Boolean(suppressExhaustion);
if (effect) {
if (effectMatchesState(effect, penalty, suppressExhaustion)) return;
await effect.update({ changes, disabled });
return;
}
const documentClass = getDocumentClass("ActiveEffect");
await documentClass.create(
{
name: game.i18n.localize("DG.Physical.ExhaustionEffectName"),
img: "systems/deltagreen/assets/icons/magic-shield.svg",
transfer: false,
disabled,
changes,
flags: { [DG.ID]: { exhaustion: true } },
},
{ parent: actor },
);
}
/**
* Keeps the embedded exhaustion Active Effect aligned with physical exhaustion data.
*
* @param {Actor} actor
* @returns {Promise<void>}
*/
export async function syncExhaustionEffect(actor) {
const pending = syncLocks.get(actor);
if (pending) return pending;
const promise = syncExhaustionEffectInner(actor).finally(() => {
if (syncLocks.get(actor) === promise) syncLocks.delete(actor);
});
syncLocks.set(actor, promise);
return promise;
}
/**
* @param {object} data Actor update payload.
* @returns {boolean}
*/
export function updateTouchesExhaustionPhysical(data) {
if (!data) return false;
const physical = foundry.utils.getProperty(data, "system.physical");
if (physical) {
if (
"exhausted" in physical ||
"exhaustedPenalty" in physical ||
"suppressExhaustion" in physical
) {
return true;
}
}
return [
"system.physical.exhausted",
"system.physical.exhaustedPenalty",
"system.physical.suppressExhaustion",
].some((key) => foundry.utils.hasProperty(data, key));
}
+24
View File
@@ -0,0 +1,24 @@
/**
* @param {object} params
* @param {Actor} params.actor
* @param {TokenDocument|null} [params.token]
* @param {string} params.contentKey i18n key for message body.
* @param {Record<string, string|number>} params.i18nData
* @returns {Promise<ChatMessage>}
*/
export async function createAgentResourceChatMessage({
actor,
token = null,
contentKey,
i18nData,
}) {
return ChatMessage.create({
speaker: ChatMessage.getSpeaker({
actor,
token,
alias: actor.name,
}),
content: game.i18n.format(contentKey, i18nData),
messageMode: game.settings.get("core", "messageMode"),
});
}
+166
View File
@@ -0,0 +1,166 @@
import DG from "../config.js";
import { syncExhaustionEffect } from "./exhaustion-effect.js";
/**
* @param {Actor} actor
* @returns {ActiveEffect[]}
*/
function getStimulantEffects(actor) {
return (
actor.effects?.filter((effect) => effect.getFlag(DG.ID, "stimulant")) ?? []
);
}
/**
* @param {Actor} actor
* @returns {ActiveEffect|undefined}
*/
function getStimulantEffect(actor) {
return getStimulantEffects(actor).find((effect) => !effect.isSuppressed);
}
/**
* @param {Actor} actor
* @returns {boolean}
*/
export function hasActiveStimulantEffect(actor) {
return getStimulantEffects(actor).some((effect) => !effect.isSuppressed);
}
/**
* @param {ActiveEffect} effect
* @returns {number}
*/
function getStimulantRemainingHours(effect) {
effect.updateDuration();
const { remaining, secondsRemaining, units } = effect.duration ?? {};
if (Number.isFinite(remaining) && remaining > 0 && units === "hours") {
return Math.ceil(remaining);
}
if (Number.isFinite(secondsRemaining) && secondsRemaining > 0) {
const { calendar } = game.time;
const components = calendar.difference(
game.time.worldTime + secondsRemaining,
game.time.worldTime,
);
const hours = calendar.componentsToUnit(components, "hour", {
roundFn: "ceil",
});
return Math.max(0, Math.ceil(Math.abs(hours)));
}
return 0;
}
/**
* Persisted manual suppress or an active stimulant AE.
* @param {Actor} actor
* @returns {boolean}
*/
export function getEffectiveSuppressExhaustion(actor) {
const persisted =
actor._source?.system?.physical?.suppressExhaustion ?? false;
return Boolean(persisted) || hasActiveStimulantEffect(actor);
}
/**
* @param {number} hours
* @returns {object}
*/
function buildStimulantEffectData(hours) {
return {
name: game.i18n.localize("DG.Physical.StimulantsEffectName"),
img: "systems/deltagreen/assets/icons/tablet.svg",
transfer: false,
disabled: false,
start: { time: game.time.worldTime },
duration: {
value: hours,
units: "hours",
},
changes: [],
flags: { [DG.ID]: { stimulant: true } },
};
}
/**
* Create or refresh the stimulant AE; duration is max(remaining, newHours).
* @param {Actor} actor
* @param {number} newHours
* @returns {Promise<number>} Hours applied on the stimulant AE.
*/
export async function applyStimulantEffect(actor, newHours) {
if (actor.type !== "agent") return 0;
const rolledHours = Math.max(1, Math.ceil(Number(newHours) || 0));
const existing = getStimulantEffect(actor);
const remainingHours = existing ? getStimulantRemainingHours(existing) : 0;
const hours = Math.max(remainingHours, rolledHours);
const data = buildStimulantEffectData(hours);
if (existing) {
await existing.update({
start: data.start,
duration: data.duration,
changes: data.changes,
disabled: false,
});
return hours;
}
const documentClass = getDocumentClass("ActiveEffect");
await documentClass.create(data, { parent: actor });
return hours;
}
/**
* @param {Actor} actor
* @returns {ActiveEffect[]}
*/
function getExpiredStimulantEffects(actor) {
return getStimulantEffects(actor).filter(
(effect) => effect.duration?.expired,
);
}
/**
* Remove stimulant AEs that have expired.
* @param {Actor} actor
* @returns {Promise<void>}
*/
export async function pruneExpiredStimulantEffects(actor) {
if (actor.type !== "agent") return;
const expired = getExpiredStimulantEffects(actor);
if (!expired.length) return;
await actor.deleteEmbeddedDocuments(
"ActiveEffect",
expired.map((effect) => effect.id),
);
}
/**
* Delete all stimulant AEs on the actor (e.g. after a full rest).
* @param {Actor} actor
* @returns {Promise<void>}
*/
export async function clearStimulantEffects(actor) {
if (actor.type !== "agent") return;
const effects = getStimulantEffects(actor);
if (!effects.length) return;
await actor.deleteEmbeddedDocuments(
"ActiveEffect",
effects.map((effect) => effect.id),
);
}
/**
* @returns {Promise<void>}
*/
export async function pruneAllAgentsExpiredStimulants() {
if (!game.user.isActiveGM) return;
for (const actor of game.actors) {
if (actor.type !== "agent") continue;
await pruneExpiredStimulantEffects(actor);
await syncExhaustionEffect(actor);
}
}
+29
View File
@@ -0,0 +1,29 @@
<li data-index="{{index}}">
<div class="key">
<select name="{{change.keyPath}}" class="dg-effect-key-select" data-dtype="String">
<option value="">{{localize "DG.ActiveEffects.SelectAttribute"}}</option>
{{#each fieldGroups as |group|}}
<optgroup label="{{group.groupLabel}}">
{{#each group.options as |opt|}}
<option value="{{opt.value}}" {{#if_eq opt.value @root.change.key}}selected{{/if_eq}}>
{{opt.label}}
</option>
{{/each}}
</optgroup>
{{/each}}
</select>
</div>
<div class="type">
{{formInput fields.type name=change.typePath value=change.type choices=dgChangeTypes}}
</div>
<div class="value">
{{formInput fields.value name=change.valuePath value=change.value elementType="input"}}
</div>
<input type="hidden" name="{{change.phasePath}}" value="{{change.phase}}">
<div class="priority">
{{formInput fields.priority name=change.priorityPath value=change.priority placeholder=defaultPriority}}
</div>
<div class="controls">
<button type="button" class="inline-control icon fa-solid fa-trash" data-action="deleteChange"></button>
</div>
</li>
+1 -1
View File
@@ -10,7 +10,7 @@
<input class="centered"
type="text"
name="system.statistics.{{key}}.value"
value="{{statistic.value}}"
value="{{lookup @root.sourceStatistics key 'value'}}"
data-dtype="Number" />
</div>
<div>
@@ -0,0 +1,22 @@
{{#if displayClass}}
<div class="ae-input-host{{#if hostClass}} {{hostClass}}{{/if}}">
<input type="text"
class="{{inputClass}}"
id="{{inputId}}"
name="{{name}}"
value="{{base}}"
data-dtype="{{dtype}}"
{{#if disabled}}disabled{{/if}} />
<span class="ae-input-display {{inputClass}} {{displayClass}}"
data-ae-modifier="{{aeModifier}}"
aria-hidden="true">{{effective}}</span>
</div>
{{else}}
<input type="text"
class="{{inputClass}}"
id="{{inputId}}"
name="{{name}}"
value="{{base}}"
data-dtype="{{dtype}}"
{{#if disabled}}disabled{{/if}} />
{{/if}}
@@ -0,0 +1,40 @@
<a class="item-control action-pill left-bar-action-pill"
data-action="exhaustAgent">
{{localize 'DG.Physical.Exhaust'}}
</a>
<div class="exhausted-section resource">
<label class="bolded-label exhaustion-label"
title="{{localize 'DG.Tooltip.Exhaustion'}}">
{{localize 'DG.Physical.ExhaustionPenalty'}}
</label>
{{#if physicalUi.isExhausted }}
<input type="number"
name="system.physical.exhaustedPenalty"
value="{{physicalUi.displayPenalty}}"
data-dtype="Number"
min="-99"
max="0"
title="{{localize 'DG.Tooltip.Exhaustion'}}" />
{{else}}
<input type="number"
class="is-inactive"
value="0"
disabled
title="{{localize 'DG.Tooltip.Exhaustion'}}" />
{{/if}}
</div>
<div class="suppress-exhaustion resource {{#if physicalUi.suppressExhaustionInactive}}is-disabled{{/if}}">
<label class="bolded-label {{#if physicalUi.suppressExhaustionInactive}}is-crossed-out{{/if}}"
title="{{localize 'DG.Physical.Tooltip.SuppressExhaustion'}}">
{{localize 'DG.Physical.SuppressExhaustion'}}
</label>
<input class="labeled-resource-checkbox"
type="checkbox"
name="system.physical.suppressExhaustion"
{{checked physicalUi.suppressExhaustionChecked}}
{{#if physicalUi.suppressExhaustionInputDisabled}}disabled{{/if}}
data-dtype="Boolean"
title="{{localize 'DG.Physical.Tooltip.SuppressExhaustion'}}" />
</div>
@@ -0,0 +1,16 @@
<div class="tab {{leftBarRestSanityTabs.rest.cssClass}}"
data-group="leftBarRestSanity"
data-tab="rest">
{{> "systems/deltagreen/templates/actor/partials/left-bar-exhaustion-section.html" }}
<div class="left-bar-action-stack">
<a class="item-control action-pill left-bar-action-pill"
data-action="restAgent">
{{localize 'DG.Physical.Rest'}}
</a>
<a class="item-control action-pill left-bar-action-pill"
data-action="takeStimulants">
{{localize 'DG.Physical.Stimulants'}}
</a>
</div>
</div>
@@ -0,0 +1,87 @@
<div class="tab {{leftBarRestSanityTabs.sanity.cssClass}}"
data-group="leftBarRestSanity"
data-tab="sanity">
<div class="breaking-point-inline mb-8">
<label class="bolded-label breaking-point-label"
title="{{localize 'DG.Mental.Tooltip.BreakingPoint'}}">
{{localize 'DG.Mental.BreakingPoint'}}
</label>
<input class="breaking-point-input centered"
type="text"
name="system.sanity.currentBreakingPoint"
value="{{actor.system.sanity.currentBreakingPoint}}"
data-dtype="Number"
title="{{localize 'DG.Mental.Tooltip.BreakingPoint'}}" />
<a class="fa fa-refresh"
data-action="resetBreakingPoint"
title="{{localize 'DG.Mental.Reset'}}"></a>
</div>
<div class="horizontal-bar-section-divider">
<span>{{localize 'DG.Sheet.BlockHeaders.Adaptations'}}</span>
</div>
<div class="adaptation-grid-4col">
<label data-tooltip="{{localize 'DG.Mental.Tooltip.Violence'}}">
{{localize 'DG.Mental.Violence'}}
</label>
<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" />
<div class="adapted-label-slot">
<label class="adapted-label"
data-tooltip="{{localize 'DG.Tooltip.AdaptedToViolence'}}">
{{#if actor.system.sanity.adaptations.violence.isAdapted }}
{{localize 'DG.Mental.AdaptedToViolence'}}
{{/if}}
</label>
</div>
<label data-tooltip="{{localize 'DG.Mental.Tooltip.Helplessness'}}">
{{localize 'DG.Mental.Helplessness'}}
</label>
<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" />
<div class="adapted-label-slot">
<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>
+1 -1
View File
@@ -17,7 +17,7 @@
data-dtype="Number"
data-tooltip="{{localize 'DG.Tooltip.CurrentSanityPartOne' }}{{actor.system.sanity.currentBreakingPoint }}{{localize 'DG.Tooltip.CurrentSanityPartTwo' }}" />
<span>/</span>
<div class="max-resource-value"
<div class="max-resource-value {{actor.system.sanity.maxDisplayClass}}"
data-tooltip="{{localize 'DG.Tooltip.MaximumSanity'}}">
<div>{{numberFormat actor.system.sanity.max decimals=0 sign=false}}</div>
</div>
+113
View File
@@ -0,0 +1,113 @@
<div class="tab effects {{tabs.effects.cssClass}}"
data-group="primary"
data-tab="effects">
{{#if canManageEffects}}
<div class="effect-add">
<a class="item-control action-pill"
data-action="createEffect"
data-document-class="ActiveEffect"
data-render-sheet="true"
title="{{localize 'DG.ActiveEffects.Add'}}">
<i class="fas fa-plus"></i>
{{localize "DG.ActiveEffects.Add"}}
</a>
</div>
{{/if}}
<div class="effect-header flexrow">
<span class="effect-label">{{localize "DG.ActiveEffects.Temporary"}}</span>
<span class="effect-source">{{localize "DG.ActiveEffects.Source"}}</span>
<span class="effect-controls"></span>
</div>
<ol class="effects-list">
{{#each sheetEffects.temporary as |effect|}}
<li class="item effect draggable {{#unless effect.active}}suppressed-effect{{/unless}} {{#if effect.disabled}}disabled-effect{{/if}}"
data-document-class="ActiveEffect"
data-effect-id="{{effect.id}}"
{{#if effect.source}}data-parent-id="{{effect.source.id}}"{{/if}}>
<img class="effect-icon" src="{{effect.img}}" alt="{{effect.name}}" />
<span class="effect-label">{{effect.name}}</span>
{{#if effect.source}}
<button type="button"
class="effect-source effect-action"
data-action="openEffectOrigin"
title="{{effect.source.name}}">
{{effect.source.name}}
</button>
{{else}}
<span class="effect-source"></span>
{{/if}}
{{#if effect.duration.label}}
<span class="effect-duration">{{effect.duration.label}}</span>
{{/if}}
{{#if effect.suppressionReasonKey}}
<span class="effect-suppression-hint" title="{{localize effect.suppressionReasonKey}}">
<i class="fas fa-pause"></i>
</span>
{{/if}}
<span class="effect-controls">
{{#if ../canManageEffects}}
<button type="button" class="effect-action" data-action="toggleEffect" title="{{localize 'DG.ActiveEffects.Toggle'}}">
<i class="fas fa-power-off"></i>
</button>
<button type="button" class="effect-action" data-action="openEffect" title="{{localize 'DG.ActiveEffects.Edit'}}">
<i class="fas fa-edit"></i>
</button>
<button type="button" class="effect-action" data-action="deleteEffect" title="{{localize 'DG.ActiveEffects.Delete'}}">
<i class="fas fa-trash"></i>
</button>
{{/if}}
</span>
</li>
{{else}}
<li class="effect-empty">{{localize "DG.ActiveEffects.None"}}</li>
{{/each}}
</ol>
<div class="effect-header flexrow">
<span class="effect-label">{{localize "DG.ActiveEffects.Permanent"}}</span>
<span class="effect-source">{{localize "DG.ActiveEffects.Source"}}</span>
<span class="effect-controls"></span>
</div>
<ol class="effects-list">
{{#each sheetEffects.permanent as |effect|}}
<li class="item effect draggable {{#unless effect.active}}suppressed-effect{{/unless}} {{#if effect.disabled}}disabled-effect{{/if}}"
data-document-class="ActiveEffect"
data-effect-id="{{effect.id}}"
{{#if effect.source}}data-parent-id="{{effect.source.id}}"{{/if}}>
<img class="effect-icon" src="{{effect.img}}" alt="{{effect.name}}" />
<span class="effect-label">{{effect.name}}</span>
{{#if effect.source}}
<button type="button"
class="effect-source effect-action"
data-action="openEffectOrigin"
title="{{effect.source.name}}">
{{effect.source.name}}
</button>
{{else}}
<span class="effect-source"></span>
{{/if}}
{{#if effect.suppressionReasonKey}}
<span class="effect-suppression-hint" title="{{localize effect.suppressionReasonKey}}">
<i class="fas fa-pause"></i>
</span>
{{/if}}
<span class="effect-controls">
{{#if ../canManageEffects}}
<button type="button" class="effect-action" data-action="toggleEffect" title="{{localize 'DG.ActiveEffects.Toggle'}}">
<i class="fas fa-power-off"></i>
</button>
<button type="button" class="effect-action" data-action="openEffect" title="{{localize 'DG.ActiveEffects.Edit'}}">
<i class="fas fa-edit"></i>
</button>
<button type="button" class="effect-action" data-action="deleteEffect" title="{{localize 'DG.ActiveEffects.Delete'}}">
<i class="fas fa-trash"></i>
</button>
{{/if}}
</span>
</li>
{{else}}
<li class="effect-empty">{{localize "DG.ActiveEffects.None"}}</li>
{{/each}}
</ol>
</div>
+32 -127
View File
@@ -4,9 +4,7 @@
src="{{actor.img}}"
data-action="editImage"
data-edit="img"
data-tooltip="{{actor.name}}"
height="150"
width="100" />
data-tooltip="{{actor.name}}" />
<div class="header-name-fields">
<input class="fill-remaining-space"
name="name"
@@ -39,12 +37,16 @@
for="system.statistics.{{key}}.value">
{{localize (concat 'DG.Attributes.' key)}}
</label>
<input class="centered"
type="text"
name="system.statistics.{{key}}.value"
value="{{statistic.value}}"
disabled
data-dtype="Number" />
{{> "systems/deltagreen/templates/actor/partials/ae-backed-input.html"
hostClass="ae-input-host--stat"
inputClass="centered"
inputId=(concat "system.statistics." key ".value")
name=(concat "system.statistics." key ".value")
base=statistic.value
effective=statistic.effectiveValue
displayClass=statistic.valueDisplayClass
aeModifier=statistic.statisticAeModifier
dtype="Number" }}
</div>
</div>
</div>
@@ -67,7 +69,7 @@
value="{{actor.system.health.value}}"
data-dtype="Number" />
<span>/</span>
<div class="max-resource-value"
<div class="max-resource-value {{actor.system.health.maxDisplayClass}}"
data-tooltip="{{localize 'DG.Tooltip.MaximumHP'}}">
<div>{{numberFormat actor.system.health.max decimals=0 sign=false}}</div>
</div>
@@ -88,7 +90,7 @@
value="{{actor.system.wp.value}}"
data-dtype="Number" />
<span>/</span>
<div class="max-resource-value"
<div class="max-resource-value {{actor.system.wp.maxDisplayClass}}"
data-tooltip="{{localize 'DG.Tooltip.MaximumWP'}}">
<div>{{numberFormat actor.system.wp.max decimals=0 sign=false}}</div>
</div>
@@ -99,124 +101,27 @@
{{/if}}
</div>
<div class="exhausted-section resource mb-8">
<label class="bolded-label exhaustion-label"
title="{{localize 'DG.Tooltip.Exhaustion'}}">
{{localize 'DG.Physical.Exhausted'}}
<div class="luck mb-8">
<label class="bolded-label rollable" data-action="rollLuck">
{{localize 'DG.RollLuck'}}
<i class="fas fa-dice"></i>
</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 class="breaking-point breaking-point-inline mb-8">
<label class="bolded-label breaking-point-label"
data-tooltip="{{localize 'DG.Mental.Tooltip.BreakingPoint'}}">
{{localize 'DG.Mental.BreakingPoint'}}
</label>
<a class="fa fa-refresh"
data-action="resetBreakingPoint"
title="{{localize 'DG.Tooltip.BreakPointReset'}}"></a>
<input class="centered breaking-point-input"
title="{{localize 'DG.Tooltip.BreakPoint'}}"
type="text"
name="system.sanity.currentBreakingPoint"
value="{{actor.system.sanity.currentBreakingPoint}}"
data-dtype="Number" />
<nav class="sheet-tabs tabs left-bar-tabs left-bar-tabs--rest-sanity"
aria-roledescription="{{localize 'SHEETS.FormNavLabel'}}">
{{#each leftBarRestSanityTabs as |tab|}}
<a data-action="tab"
data-group="{{tab.group}}"
data-tab="{{tab.id}}"
class="{{tab.cssClass}}">
<span>{{localize tab.label}}</span>
</a>
{{/each}}
</nav>
<div class="left-bar-tab-panels left-bar-rest-sanity-panels">
{{> "systems/deltagreen/templates/actor/partials/left-bar-rest-tab.html" }}
{{> "systems/deltagreen/templates/actor/partials/left-bar-sanity-tab.html" }}
</div>
<div class="horizontal-bar-section-divider">
<span>{{localize "DG.Sheet.BlockHeaders.Adaptations"}}</span>
</div>
<div class="adaptation-grid-4col">
<label data-tooltip="{{localize 'DG.Mental.Tooltip.Violence'}}">
{{localize 'DG.Mental.Violence'}}
</label>
<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" />
<div class="adapted-label-slot">
<label class="adapted-label"
data-tooltip="{{localize 'DG.Tooltip.AdaptedToViolence'}}">
{{#if actor.system.sanity.adaptations.violence.isAdapted }}
{{localize 'DG.Mental.AdaptedToViolence'}}
{{/if}}
</label>
</div>
<label data-tooltip="{{localize 'DG.Mental.Tooltip.Helplessness'}}">
{{localize 'DG.Mental.Helplessness'}}
</label>
<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" />
<div class="adapted-label-slot">
<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 class="luck">
<label class="bolded-label">{{localize 'DG.RollLuck'}}</label>
<a class="fas fa-dice" data-action="rollLuck"></a>
</div>
</div>
@@ -14,6 +14,7 @@
<li class="item flexrow item-header">
<div class="item-name">{{localize 'DG.Mental.Motivations'}}</div>
<div class="item-name acute-episode-col">{{localize 'DG.ItemWindow.Motivations.AcuteEpisode'}}</div>
<div class="item-name">{{localize 'DG.Mental.Disorders'}}</div>
<div class="item-controls">
<a class="item-control action-pill"
@@ -30,7 +31,7 @@
{{#each actor.items as |item id| }}
{{#if_eq item.type 'motivation' }}
<li class="item flexrow" data-item-id="{{item.id}}">
<li class="item flexrow {{#if item.system.acuteEpisode}}acute-episode-active{{/if}}" data-item-id="{{item.id}}">
<span class="item-name"
{{#if item.system.crossedOut }}
style="text-decoration: line-through"
@@ -38,6 +39,14 @@
{{item.name}}
</span>
<span class="acute-episode-col">
<input type="checkbox"
{{checked item.system.acuteEpisode}}
data-action="toggleAcuteEpisode"
data-item-id="{{item.id}}"
title="{{localize 'DG.ItemWindow.Motivations.AcuteEpisodeTooltip'}}" />
</span>
{{#if item.system.crossedOut }}
<span class="item-name">{{item.system.disorder}}</span>
{{/if}}
+1
View File
@@ -4,5 +4,6 @@
{{> "systems/deltagreen/templates/actor/parts/motivations-tab-agent.html" }}
{{> "systems/deltagreen/templates/actor/parts/gear-tab-agent.html" }}
{{> "systems/deltagreen/templates/actor/parts/personal-tab-agent.html" }}
{{> "systems/deltagreen/templates/actor/parts/effects-tab.html" }}
{{> "systems/deltagreen/templates/actor/parts/about-tab.html" }}
</div>
+6 -6
View File
@@ -18,21 +18,21 @@
<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"
<label class="{{if_gt skill.proficiency 0 'rollable' 'not-rollable'}} skill-label"
data-action="roll"
data-key="{{skill.key}}"
data-rolltype="skill"
for="system.skills.{{skill.key}}.value"
for="system.skills.{{skill.key}}.proficiency"
data-tooltip="{{ skill.tooltip }}">
{{localizeWithFallback (concat "DG.Skills." skill.key) skill.label }}
</label>
<input class="percentile-skill-input {{skill.proficiencyInputClass}}"
<input class="percentile-skill-input"
type="text"
name="system.skills.{{skill.key }}.proficiency"
value="{{skill.proficiency }}"
name="system.skills.{{skill.key}}.proficiency"
value="{{skill.proficiency}}"
data-dtype="Number"
{{disabled skill.isCalculatedValue }} />
{{disabled skill.isCalculatedValue}} />
{{#if (eq ../actor.type "agent") }}
<input class="checkbox-skill-input"
type="checkbox"
+1 -1
View File
@@ -29,7 +29,7 @@
<i class="fas fa-dice"></i>
</label>
<input class="percentile-skill-input {{skill.proficiencyInputClass}}"
<input class="percentile-skill-input"
type="text"
name="system.skills.{{skill.key }}.proficiency"
value="{{skill.proficiency }}"
+12
View File
@@ -0,0 +1,12 @@
<form class="exhaust-agent-dialog">
<div class="form-group">
<label for="exhaustion-penalty">{{localize "DG.Physical.ExhaustionPenalty"}}</label>
<input id="exhaustion-penalty"
type="number"
name="exhaustionPenalty"
value="{{penalty}}"
min="-99"
max="0"
data-dtype="Number" />
</div>
</form>
+18
View File
@@ -0,0 +1,18 @@
<div class="stimulants-dialog">
<div class="stimulants-option">
<button type="submit"
data-action="regular"
class="stimulants-choice-btn">
{{localize "DG.Physical.StimulantsRegular"}}
</button>
<p class="stimulants-explanation">{{localize "DG.Physical.StimulantsRegularExplanation"}}</p>
</div>
<div class="stimulants-option">
<button type="submit"
data-action="hard"
class="stimulants-choice-btn">
{{localize "DG.Physical.StimulantsHard"}}
</button>
<p class="stimulants-explanation">{{localize "DG.Physical.StimulantsHardExplanation"}}</p>
</div>
</div>
+5 -5
View File
@@ -1,5 +1,5 @@
<section class="sheet-body">
<div class="tab top-div-border">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
</section>
<div class="tab description {{tabs.description.cssClass}} top-div-border"
data-group="primary"
data-tab="description">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
+5 -5
View File
@@ -1,5 +1,5 @@
<section class="sheet-body">
<div class="tab top-div-border">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
</section>
<div class="tab description {{tabs.description.cssClass}} top-div-border"
data-group="primary"
data-tab="description">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
+96
View File
@@ -0,0 +1,96 @@
<div class="tab effects {{tabs.effects.cssClass}}"
data-group="primary"
data-tab="effects">
{{#if (or (eq item.type 'weapon') (eq item.type 'armor') (eq item.type 'gear'))}}
<p class="effects-transfer-hint">{{localize "DG.ActiveEffects.TransferWhenEquipped"}}</p>
{{/if}}
{{#if (eq item.type 'motivation')}}
<p class="effects-transfer-hint">{{localize "DG.ActiveEffects.TransferWhenAcuteEpisode"}}</p>
{{/if}}
{{#if canManageEffects}}
<div class="effect-add">
<a class="item-control action-pill"
data-action="createEffect"
data-document-class="ActiveEffect"
data-render-sheet="true"
title="{{localize 'DG.ActiveEffects.Add'}}">
<i class="fas fa-plus"></i>
{{localize "DG.ActiveEffects.Add"}}
</a>
</div>
{{/if}}
<div class="effect-header flexrow">
<span class="effect-label">{{localize "DG.ActiveEffects.Temporary"}}</span>
<span class="effect-controls"></span>
</div>
<ol class="effects-list">
{{#each sheetEffects.temporary as |effect|}}
<li class="item effect draggable {{#unless effect.active}}suppressed-effect{{/unless}} {{#if effect.disabled}}disabled-effect{{/if}}"
data-document-class="ActiveEffect"
data-effect-id="{{effect.id}}">
<img class="effect-icon" src="{{effect.img}}" alt="{{effect.name}}" />
<span class="effect-label">{{effect.name}}</span>
{{#if effect.duration.label}}
<span class="effect-duration">{{effect.duration.label}}</span>
{{/if}}
{{#if effect.suppressionReasonKey}}
<span class="effect-suppression-hint" title="{{localize effect.suppressionReasonKey}}">
<i class="fas fa-pause"></i>
</span>
{{/if}}
<span class="effect-controls">
{{#if ../canManageEffects}}
<button type="button" class="effect-action" data-action="toggleEffect" title="{{localize 'DG.ActiveEffects.Toggle'}}">
<i class="fas fa-power-off"></i>
</button>
<button type="button" class="effect-action" data-action="openEffect" title="{{localize 'DG.ActiveEffects.Edit'}}">
<i class="fas fa-edit"></i>
</button>
<button type="button" class="effect-action" data-action="deleteEffect" title="{{localize 'DG.ActiveEffects.Delete'}}">
<i class="fas fa-trash"></i>
</button>
{{/if}}
</span>
</li>
{{else}}
<li class="effect-empty">{{localize "DG.ActiveEffects.None"}}</li>
{{/each}}
</ol>
<div class="effect-header flexrow">
<span class="effect-label">{{localize "DG.ActiveEffects.Permanent"}}</span>
<span class="effect-controls"></span>
</div>
<ol class="effects-list">
{{#each sheetEffects.permanent as |effect|}}
<li class="item effect draggable {{#unless effect.active}}suppressed-effect{{/unless}} {{#if effect.disabled}}disabled-effect{{/if}}"
data-document-class="ActiveEffect"
data-effect-id="{{effect.id}}">
<img class="effect-icon" src="{{effect.img}}" alt="{{effect.name}}" />
<span class="effect-label">{{effect.name}}</span>
{{#if effect.suppressionReasonKey}}
<span class="effect-suppression-hint" title="{{localize effect.suppressionReasonKey}}">
<i class="fas fa-pause"></i>
</span>
{{/if}}
<span class="effect-controls">
{{#if ../canManageEffects}}
<button type="button" class="effect-action" data-action="toggleEffect" title="{{localize 'DG.ActiveEffects.Toggle'}}">
<i class="fas fa-power-off"></i>
</button>
<button type="button" class="effect-action" data-action="openEffect" title="{{localize 'DG.ActiveEffects.Edit'}}">
<i class="fas fa-edit"></i>
</button>
<button type="button" class="effect-action" data-action="deleteEffect" title="{{localize 'DG.ActiveEffects.Delete'}}">
<i class="fas fa-trash"></i>
</button>
{{/if}}
</span>
</li>
{{else}}
<li class="effect-empty">{{localize "DG.ActiveEffects.None"}}</li>
{{/each}}
</ol>
</div>
+5 -5
View File
@@ -1,5 +1,5 @@
<section class="sheet-body">
<div class="tab top-div-border">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
</section>
<div class="tab description {{tabs.description.cssClass}} top-div-border"
data-group="primary"
data-tab="description">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
@@ -1,5 +1,5 @@
<section class="sheet-body">
<div class="tab top-div-border">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
</section>
<div class="tab description {{tabs.description.cssClass}} top-div-border"
data-group="primary"
data-tab="description">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
@@ -11,6 +11,12 @@
style="text-decoration: line-through"
disabled
{{/if }} />
<span class="resource-label">{{localize 'DG.ItemWindow.Motivations.AcuteEpisode'}}:</span>
<input type="checkbox"
name="system.acuteEpisode"
{{checked item.system.acuteEpisode}}
data-dtype="Boolean"
title="{{localize 'DG.ItemWindow.Motivations.AcuteEpisodeTooltip'}}" />
<span class="resource-label">{{localize 'DG.ItemWindow.Motivations.IsDisorder'}}:</span>
<input type="checkbox"
name="system.crossedOut"
+4 -4
View File
@@ -1,5 +1,5 @@
<section class="sheet-body">
<div class="tab top-div-border">
<div class="tab description {{tabs.description.cssClass}} top-div-border"
data-group="primary"
data-tab="description">
{{> "systems/deltagreen/templates/partials/prose-mirror-host.html" html=richText.description}}
</div>
</section>
</div>