diff --git a/CHANGELOG.md b/CHANGELOG.md index ba4e900..fef4d3f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -6,6 +6,7 @@ * Fix - Damage on medium pistol in compendium was wrong, also fixed some base range values that were off. * Enhancement - Adding support for localization. Focusing on main character sheet for now. * Workaround - The (current alpha) 7.2 Foundry release seems to have a bug where rolls without a leading number ('d100') do not work, so updated all skill checks to roll '1d100' instead to avoid the issue. +* Enhancement - Added support for Dice So Nice module, since moving to custom chat message broke out of the box compatibility with it. ### Version 0.9.3 We will never speak of 0.9.1 or 0.9.2 ever again. diff --git a/README.md b/README.md index 5cf6211..4181e8a 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,5 @@ # (Unofficial) Delta Green: The RPG Foundry System -This is a fan made Foundry VTT system for Delta Green: The RPG, based on the Agent's Handbook from Arc Dream Publishing. It is unaffiliated with the Delta Green Partnershipt or Arc Dream Publishing (although they did give permission to make the system). Please consider supporting the publisher by buying a copy of the official rules book which can be done here: +This is a fan made Foundry VTT system for Delta Green: The RPG, based on the _Agent's Handbook_ rule set from Arc Dream Publishing (_**not** the Call of Cthulu rules_). It is unaffiliated with the Delta Green Partnershipt or Arc Dream Publishing (although they did give permission to make the system). Please consider supporting the publisher by buying a copy of the official rule book which can be done here: https://www.drivethrurpg.com/product/181674/Delta-Green-Agents-Handbook diff --git a/lang/en.json b/lang/en.json index 7c2cff2..d350e4a 100644 --- a/lang/en.json +++ b/lang/en.json @@ -74,6 +74,11 @@ "DG.Navigation.CV": "C.V.", "DG.Navigation.Contacts": "Contacts", + "DG.About.OnlineHelp": "Online System Documentation", + "DG.About.OnlineHelpTooltip": "Launch browser with online GitHub help.", + "DG.About.OnlineBugTracker": "Questions, Bug Reports or Feature Requests", + "DG.About.OnlineBugTrackerTooltip": "Launch browser with GitHub issue tracker.", + "DG.Roll.Rolling": "Rolling", "DG.Roll.Target": "Target: ", "DG.Roll.Success": "Success", @@ -147,5 +152,52 @@ "DG.Tooltip.SkillFailCheckbox": "After failing a test on this skill (if proficiency is at least 1%), check this box. At the end of the session, add 1D4-1 percentage points to the skill and uncheck the box. Does not apply to the Unnatural skill. See page 29 of the Agent's Handbook.", "DG.Tooltip.DistinguishingFeature": "Distinguishing Feature (fill out if score is 12 or higher, or 8 or lower).", "DG.Tooltip.x5AttributeLabel": "Click to roll a x5 check.", - "DG.Tooltip.FirstAidAttempted": "Once an agent receives first aid, they cannot benefit from it again until they are damaged again." + "DG.Tooltip.FirstAidAttempted": "Once an agent receives first aid, they cannot benefit from it again until they are damaged again.", + "DG.Tooltip.AdaptedToViolence": "Being adapted to violence means your Agent’s empathy suffers as they come to view violence as nothing but another tool to be wielded. He or she permanently loses 1D6 CHA and the same amount from each of their Bonds.", + "DG.Tooltip.AdaptedToHelplessness": "Being adapted to helplessness means your Agent’s personal drive suffers as they pull back from the world around them. As soon as your Agent becomes adapted to helplessness, he or she permanently loses 1D6 POW.", + + "DG.Gear.Expense.Incidental": "Incidental", + "DG.Gear.Expense.Standard": "Standard", + "DG.Gear.Expense.Unusual": "Unusual", + "DG.Gear.Expense.Major": "Major", + "DG.Gear.Expense.Extreme": "Extreme", + + "DG.ItemWindow.Bonds.Description": "Description/Developments", + "DG.ItemWindow.Bonds.ScoreTooltip": "A higher score represents a stronger relationship between the agent and the bond.", + + "DG.ItemWindow.Motivations.Attributes": "Attributes", + "DG.ItemWindow.Motivations.Motivation": "Motivation", + "DG.ItemWindow.Motivations.Description": "Description/Notes", + "DG.ItemWindow.Motivations.Disorder": "Disorder", + "DG.ItemWindow.Motivations.IsDisorder": "Is Disorder", + "DG.ItemWindow.Motivations.MotivationNameTooltip": "Something that drives the character.", + "DG.ItemWindow.Motivations.DisorderNameTooltip": "A disorder replaces a motivation after hitting a break point.", + "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.", + + "DG.ItemWindow.Gear.Attributes": "Attributes", + "DG.ItemWindow.Gear.Description": "Description", + "DG.ItemWindow.Gear.NamePlaceholder": "Name", + "DG.ItemWindow.Gear.Expense": "Expense", + "DG.ItemWindow.Gear.Equipped": "Equipped", + + "DG.ItemWindow.Armor.Description": "Description", + "DG.ItemWindow.Armor.NamePlaceholder": "Name", + "DG.ItemWindow.Armor.ArmorRating": "Armor Rating", + "DG.ItemWindow.Armor.Expense": "Expense", + "DG.ItemWindow.Armor.Equipped": "Equipped", + + "DG.ItemWindow.Weapons.Description": "Description", + "DG.ItemWindow.Weapons.NamePlaceholder": "Name", + "DG.ItemWindow.Weapons.Skill": "Skill", + "DG.ItemWindow.Weapons.Expense": "Expense", + "DG.ItemWindow.Weapons.Damage": "Damage", + "DG.ItemWindow.Weapons.Lethality": "Lethality", + "DG.ItemWindow.Weapons.LethalityTooltip": "A lethal weapon has a chance to instantly kill a target. Roll a D100 instead of damage die. If it is not lethal, damage is dealt instead as if the result was a 2d10 roll, with a '00' on the first d10 equaling a 10.", + "DG.ItemWindow.Weapons.IsLethalityTooltip": "Check this if the weapon has a lethality % associated with it.", + "DG.ItemWindow.Weapons.ArmorPiercing": "Armor Piercing", + "DG.ItemWindow.Weapons.Ammo": "Ammo (Amount/Type)", + "DG.ItemWindow.Weapons.Range": "Range", + "DG.ItemWindow.Weapons.KillRadius": "Kill Radius" } \ No newline at end of file diff --git a/lang/ja.json b/lang/ja.json index d4b694f..70631be 100644 --- a/lang/ja.json +++ b/lang/ja.json @@ -15,7 +15,7 @@ "DG.Skills.bureaucracy": "官僚", "DG.Skills.computer_science": "コンピュータサイエンス", "DG.Skills.criminology": "犯罪学", - "DG.Skills.demolitions": "解体", + "DG.Skills.demolitions": "取り壊し", "DG.Skills.disguise": "変装", "DG.Skills.dodge": "ダッジ", "DG.Skills.drive": "運転", @@ -74,6 +74,11 @@ "DG.Navigation.CV": "履歴書", "DG.Navigation.Contacts": "絆", + "DG.About.OnlineHelp": "オンラインのドキュメンテーション", + "DG.About.OnlineHelpTooltip": "ブラウザにオンラインのGitHubのドキュメンテーションを開く。", + "DG.About.OnlineBugTracker": "質問、バッグを報告、とフィーチャの申請", + "DG.About.OnlineBugTrackerTooltip": "ブラウザにオンラインのGitHubの問題トラッカーを開く。", + "DG.Roll.Rolling": "ローリング", "DG.Roll.Target": "リミット", "DG.Roll.Success": "成功", @@ -105,7 +110,7 @@ "DG.Gear.Armor": "武具", "DG.Gear.OtherGear": "他の装備", "DG.Gear.Name": "名前", - "DG.Gear.DamageOrLethality": "ダメージ・致命率", + "DG.Gear.DamageOrLethality": "ダメージ/致命率", "DG.Gear.ArmorPiercing": "アーマーピアス", "DG.Gear.ArmorRating": "アーマースコア", "DG.Gear.Equipped": "装備中", @@ -147,5 +152,52 @@ "DG.Tooltip.SkillFailCheckbox": "スキルを試して、失敗する場合、そのスキルが1以上このボックスをチェックします。", "DG.Tooltip.DistinguishingFeature": "特徴の説明 (スコアは13以上それとも8以下のみ、このフィールドに説明を書きます)。", "DG.Tooltip.x5AttributeLabel": "アトリビュートx5のテストをします", - "DG.Tooltip.FirstAidAttempted": "応急処置を受けたエージェントはまたダメージを受けるまでには応急処置は効きません。" + "DG.Tooltip.FirstAidAttempted": "応急処置を受けたエージェントはまたダメージを受けるまでには応急処置は効きません。", + "DG.Tooltip.AdaptedToViolence": "暴力を道具としかみえない、暴力を見たり、使ったりするのをなんとも思えなくなって、もう精神ダメージは受けないが、永遠に1D6魅力とそれぞれの絆のスコアを失ってしまう。", + "DG.Tooltip.AdaptedToHelplessness": "すべてが無意味と理解し、もう無力の精神ダメージはうけないが、執行するドライブが下がって、永遠に1D6判断力を失ってしまう。", + + "DG.Gear.Expense.Incidental": "付帯費用", + "DG.Gear.Expense.Standard": "普通", + "DG.Gear.Expense.Unusual": "普通でない", + "DG.Gear.Expense.Major": "メジャー", + "DG.Gear.Expense.Extreme": "極端", + + "DG.ItemWindow.Bonds.Description": "説明と発展", + "DG.ItemWindow.Bonds.ScoreTooltip": "高いスコアはもっと親しい関係を意味する。", + + "DG.ItemWindow.Motivations.Attributes": "属性", + "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": "精神病", + "DG.ItemWindow.Motivations.IsDisorder": "精神の病である", + "DG.ItemWindow.Motivations.MotivationNameTooltip": "刺激するもの", + "DG.ItemWindow.Motivations.DisorderNameTooltip": "ブレーキポイントに辿り着くと精神の病が発生する。", + "DG.ItemWindow.Motivations.IsDisorderTooltip": "精神の病である場合このボックスをチェックする", + "DG.ItemWindow.Motivations.DisorderHasBeenCured": "病が\"治された\"", + "DG.ItemWindow.Motivations.DisorderHasBeenCuredTooltip": "治療を受ける時、クリックの成功の場合精神の病が治されるが、次のブレーキポイントに着く時戻る可能性がある。", + + "DG.ItemWindow.Gear.Attributes": "属性", + "DG.ItemWindow.Gear.Description": "説明", + "DG.ItemWindow.Gear.NamePlaceholder": "名前", + "DG.ItemWindow.Gear.Expense": "費用", + "DG.ItemWindow.Gear.Equipped": "武装中", + + "DG.ItemWindow.Armor.Description": "説明", + "DG.ItemWindow.Armor.NamePlaceholder": "名前", + "DG.ItemWindow.Armor.ArmorRating": "アーマーレーティング", + "DG.ItemWindow.Armor.Expense": "費用", + "DG.ItemWindow.Armor.Equipped": "武装中", + + "DG.ItemWindow.Weapons.Description": "説明", + "DG.ItemWindow.Weapons.NamePlaceholder": "名前", + "DG.ItemWindow.Weapons.Skill": "技術", + "DG.ItemWindow.Weapons.Expense": "費用", + "DG.ItemWindow.Weapons.Damage": "ダメージ", + "DG.ItemWindow.Weapons.Lethality": "致命率", + "DG.ItemWindow.Weapons.LethalityTooltip": "", + "DG.ItemWindow.Weapons.IsLethalityTooltip": "致命率のある武器なら、このボックスをチェックする", + "DG.ItemWindow.Weapons.ArmorPiercing": "武具貫通", + "DG.ItemWindow.Weapons.Ammo": "弾 (量/種類/など)", + "DG.ItemWindow.Weapons.Range": "距離", + "DG.ItemWindow.Weapons.KillRadius": "致命の半径" } \ No newline at end of file diff --git a/templates/actor/actor-sheet.html b/templates/actor/actor-sheet.html index b79e97c..366c41c 100644 --- a/templates/actor/actor-sheet.html +++ b/templates/actor/actor-sheet.html @@ -167,7 +167,7 @@