Merge pull request #5 from Roll20/master

Merge master
This commit is contained in:
Juan Lucha
2021-08-14 10:07:43 +02:00
committed by GitHub
2326 changed files with 566614 additions and 153314 deletions
Vendored
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**/*/.DS_Store
**/*/.DS_Store
.DS_Store
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{
"Name": "Name",
"Race": "Race",
"Class": "Class",
"Level": "Level",
"AbilityScores": "AbilityScores",
"STR": "STR",
"Strength": "Strength",
"Name": "Nom",
"Race": "Raça",
"Class": "Classe",
"Level": "Nivell",
"AbilityScores": "PuntuacióCaracter",
"STR": "FOR",
"Strength": "Força",
"CON": "CON",
"Constitution": "Constitution",
"DEX": "DEX",
"Dexterity": "Dexterity",
"Constitution": "Constitució",
"DEX": "DES",
"Dexterity": "Destresa",
"INT": "INT",
"Intelligence": "Intelligence",
"WIS": "WIS",
"Wisdom": "Wisdom",
"CHA": "CHA",
"Charisma": "Charisma",
"Intelligence": "Intel·ligència",
"WIS": "SAV",
"Wisdom": "Saviesa",
"CHA": "CAR",
"Charisma": "Carisma",
"Base": "Base",
"+Misc.": "+Misc.",
"+Item": "+Item",
"+Misc.": "+Varis.",
"+Item": "+Ítem",
"Mod": "Mod",
"Total": "Total",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Basic Melee Attack": "Atac bàsic cos a cos",
"Basic Ranged Attack": "Atac bàsic a distància",
"Defenses": "Defenses",
"Attack": "Attack",
"Damage": "Damage",
"Miss": "Miss",
"Ability": "Ability",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"AC": "AC",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"HP": "HP",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Attack": "Atac",
"Damage": "Mal",
"Miss": "Erres",
"Ability": "Característica",
"Misc.": "Varis",
"Weapon": "Arma",
"Item": "Ítem",
"On Miss": "Si falles",
"AC": "CA",
"PD": "DF",
"MD": "DM",
"Basic melee": "Bàsic cos a cos",
"Basic ranged": "Bàsic a distància",
"Situational Attack Modifier": "Modificador situacional atac",
"Damage on hit": "Mal al tocar",
"Damage on miss": "Mal al fallar",
"Escalation die value": "Valor Dau d'Increment",
"Attack result": "Resultat d'atac",
"Hit Points": "Punts de cop",
"HP": "PC",
"Recoveries": "Recuperacions",
"Recovery": "Recuperació",
"Recovery Value": "Valor recuperació",
"Current": "Actual",
"Max.": "Màx.",
"Rec. Die": "Dau Rec.",
"Temp.": "Temp.",
"Initiative": "Initiative",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Initiative": "Iniciativa",
"One Unique Thing": "La Peculiaritat Única",
"Describe your characters one unique thing ...": "Descriu la Peculiaritat Unica del teu personatge",
"Class Features": "Atributs de classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Feats": "Feats",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Type": "Type",
"Points": "Points",
"Icon Relationships": "Icon Relationships",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Background": "Background",
"Backgrounds": "Backgrounds",
"Roll": "Roll",
"Attribute": "Attribute",
"Check": "Check",
"Description": "Description",
"Powers & Spells": "Poders i Conjurs",
"Feats": "Proeses",
"At-Will": "A voluntat",
"Battle uses left": "Usos per combat restants",
"Daily uses left": "Usos diaris restants",
"Show Description": "Mostra descripció",
"Show Macro": "Mostra macro",
"Usage": "Ús",
"Type": "Tipus",
"Points": "Punts",
"Icon Relationships": "Relació amb les Icones",
"Icon": "Icona",
"positive": "positiva",
"conflicted": "en conflicte",
"negative": "negativa",
"Background": "Rerefons",
"Backgrounds": "Rerefons",
"Roll": "Tira",
"Attribute": "Atribut",
"Check": "Prova",
"Description": "Descripció",
"Macro": "Macro",
"Magic Items": "Magic Items",
"Equipment": "Equipment",
"Coins": "Coins",
"Qty": "Qty",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Skills",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Magic Items": "Objectes màgics",
"Equipment": "Equip",
"Coins": "Monedes",
"Qty": "Quant",
"Incremental Advances": "Avanços d'increment",
"4th / 7th / 10th Level": "4rt / 7è / 10è Nivell <br>(+1 a 3 característiques)",
"abilities": "característiques",
"Extra Magic Item": "Objecte màgic extra",
"Ability Score Bonus": "Bonus de característica",
"Skills": "Habilitats",
"Power/Spell": "Poder/Conjur",
"Feat": "Proesa"
}
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"Race": "Race",
"Class": "Class",
"Level": "Level",
"AbilityScores": "AbilityScores",
"AbilityScores": "Ability Scores",
"STR": "STR",
"Strength": "Strength",
"CON": "CON",
@@ -53,7 +53,7 @@
"Temp.": "Temp.",
"Initiative": "Initiative",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Describe your characters one unique thing ...": "Describe your character's one unique thing ...",
"Class Features": "Class Features",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
+56 -56
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{
"Name": "Nombre",
"Race": "Raza",
"Class": "Class",
"Class": "Clase",
"Level": "Nivel",
"AbilityScores": "AbilityScores",
"STR": "STR",
"Strength": "Strength",
"AbilityScores": "PuntajesDeHabilidad",
"STR": "FUE",
"Strength": "Fuerza",
"CON": "CON",
"Constitution": "Constitution",
"Constitution": "Constitución",
"DEX": "DES",
"Dexterity": "Dexterity",
"Dexterity": "Destreza",
"INT": "INT",
"Intelligence": "Intelligence",
"Intelligence": "Inteligencia",
"WIS": "SAB",
"Wisdom": "Wisdom",
"Wisdom": "Sabiduría",
"CHA": "CAR",
"Charisma": "Carisma",
"Base": "Base",
"+Misc.": "+Misc.",
"+Item": "+Item",
"+Item": "+Objeto",
"Mod": "Como Moderador",
"Total": "Total",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Defenses": "Defenses",
"Basic Melee Attack": "Ataque cuerpo a cuerpo básico",
"Basic Ranged Attack": "Ataque a distancia básico",
"Defenses": "Defensas",
"Attack": "Attack",
"Damage": "Damage",
"Damage": "Daño",
"Miss": "Falla",
"Ability": "Ability",
"Ability": "Habilidad",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"AC": "AC",
"Weapon": "Arma",
"Item": "Objeto",
"On Miss": "Al Fallar",
"AC": "CA",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Basic melee": "Cuerpo a cuerpo básico",
"Basic ranged": "A distancia básico",
"Situational Attack Modifier": "Modificador de Ataque Situacional",
"Damage on hit": "Daño al golpear",
"Damage on miss": "Daño al fallar",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"Attack result": "Resultado del ataque",
"Hit Points": "Puntos de Vida",
"HP": "PG",
"Recoveries": "Recoveries",
"Recoveries": "Recuperaciones",
"Recovery": "Recuperación",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Recovery Value": "Valor de recuperación",
"Current": "Actual",
"Max.": "Máx.",
"Rec. Die": "Dado de Rec.",
"Temp.": "Temporal",
"Initiative": "Iniciativa",
"One Unique Thing": "Peculiaridad única",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Describe your characters one unique thing ...": "Describe la particularidad de tu personaje ...",
"Class Features": "Rasgos de Clase",
"Talents": "Talentos",
"Powers & Spells": "Poderes y Hechizos",
"Feats": "Dotes",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Battle uses left": "Usos en batalla restantes",
"Daily uses left": "Usos diarios restantes",
"Show Description": "Mostrar descripción",
"Show Macro": "Mostrar Macro",
"Usage": "Uso",
"Type": "Tipo",
"Points": "Points",
"Points": "Puntos",
"Icon Relationships": "Relación con Icono",
"Icon": "Icon",
"positive": "positive",
"Icon": "Icono",
"positive": "positivo",
"conflicted": "conflicted",
"negative": "negative",
"negative": "negativo",
"Background": "Fondo",
"Backgrounds": "Backgrounds",
"Backgrounds": "Trasfondos",
"Roll": "Tira",
"Attribute": "Attribute",
"Attribute": "Atributo",
"Check": "Check",
"Description": "Description",
"Description": "Descripción",
"Macro": "Macro",
"Magic Items": "Objetos Mágicos",
"Equipment": "Equipment",
"Coins": "Coins",
"Equipment": "Equipamiento",
"Coins": "Monedas",
"Qty": "Cant",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Skills",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Incremental Advances": "Avances Progresivos",
"4th / 7th / 10th Level": "4to / 7mo / 10mo Nivel <br>(+1 a 3 habilidades)",
"abilities": "habilidades",
"Extra Magic Item": "Objeto Mágico Extra",
"Ability Score Bonus": "Bonificador al Puntaje de Habilidad",
"Skills": "Técnicas",
"Power/Spell": "Poder/Hechizo",
"Feat": "Dote"
}
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"Basic melee": "Mêlée basique",
"Basic ranged": "À distance basique",
"Situational Attack Modifier": "Modificateur d'Attaque Situationnel",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Damage on hit": "faire des dégâts sur lui",
"Damage on miss": "rater sa cible",
"Escalation die value": "moins de rentabilité",
"Attack result": "Résultat de l'attaque",
"Hit Points": "Points de Vie",
"HP": "PV",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Recoveries": "rechargement",
"Recovery": "Récupération",
"Recovery Value": "rechargement rapide",
"Current": "Actuel",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Rec. Die": "mourir",
"Temp.": "Temp.",
"Initiative": "Initiative",
"One Unique Thing": "Particularité",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Describe your characters one unique thing ...": "décrire ton personnage en un mot",
"Class Features": "Capacités de classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Talents": "don",
"Powers & Spells": "pouvoirs",
"Feats": "Dons",
"At-Will": "À volonté",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Type": "Type",
"Battle uses left": "quitter un combat",
"Daily uses left": "ne pas utiliser tous les jours",
"Show Description": "Afficher description",
"Show Macro": "voir les macros",
"Usage": "Utilisation",
"Type": "caractéristique",
"Points": "Points",
"Icon Relationships": "Relations aux Icônes",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"Icon": "Icône",
"positive": "positif",
"conflicted": "conflictuelle",
"negative": "négatif",
"Background": "Fond",
"Backgrounds": "Historiques",
"Roll": "Lancer",
"Attribute": "Attribute",
"Attribute": "Attribut",
"Check": "Jet",
"Description": "Description ",
"Macro": "Macro",
"Magic Items": "Objets magiques",
"Equipment": "Équipement",
"Coins": "Coins",
"Coins": "Pièces",
"Qty": "Qté",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Incremental Advances": "dégâts sur les cibles",
"4th / 7th / 10th Level": "4eme niveau / 7eme / 10eme",
"abilities": "capacités",
"Extra Magic Item": "Artéfact puissant",
"Ability Score Bonus": "caractéristique bonus",
"Skills": "Compétences",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Power/Spell": "Pouvoir / Sort",
"Feat": "Don"
}
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@@ -3,7 +3,7 @@
"Race": "Razza",
"Class": "Classe",
"Level": "Livello",
"AbilityScores": "AbilityScores",
"AbilityScores": "Punteggi di Caratteristica",
"STR": "FOR",
"Strength": "Forza",
"CON": "IST",
@@ -16,76 +16,76 @@
"Wisdom": "Saggezza",
"CHA": "CAR",
"Charisma": "Carisma",
"Base": "Base",
"Base": "Base ",
"+Misc.": "+Misc.",
"+Item": "+Item",
"Mod": "Mod",
"+Item": "+Oggetto",
"Mod": "Mod.",
"Total": "Totale",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Defenses": "Defenses",
"Basic Melee Attack": "Attacco Base da Mischia",
"Basic Ranged Attack": "Attacco Base a Distanza",
"Defenses": "Difese",
"Attack": "Attacco",
"Damage": "Danno",
"Miss": "Miss",
"Miss": "Fallimento",
"Ability": "Caratteristica",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"Weapon": "Arma",
"Item": "Oggetto",
"On Miss": "Su Fallimento",
"AC": "CA",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Basic melee": "Corpo a corpo Basico",
"Basic ranged": "A Distanza basico",
"Situational Attack Modifier": "Modificatore di Attacco Situazionale ",
"Damage on hit": "Danni su colpo",
"Damage on miss": "Danni su fallimento",
"Escalation die value": "Valore Dado d'Incremento",
"Attack result": "Risultato d'Attacco",
"Hit Points": "Punti Ferita",
"HP": "PF",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Recoveries": "Recuperi",
"Recovery": "Recupero",
"Recovery Value": "Valore di Recupero",
"Current": "Attuale",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Rec. Die": "Dado di Rec.",
"Temp.": "Temp.",
"Initiative": "Iniziativa",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"One Unique Thing": "Una Cosa Peculiare",
"Describe your characters one unique thing ...": "Descrivi una cosa peculiare del tuo personaggio ...",
"Class Features": "Privilegi di Classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Talents": "Talenti",
"Powers & Spells": "Poteri ed Incantesimi",
"Feats": "Talenti",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"At-Will": "A comando",
"Battle uses left": "Usi di Battaglia Rimasti",
"Daily uses left": "Usi Giornalieri Rimasti",
"Show Description": "Mostra Descrizione",
"Show Macro": "Mostra Macro",
"Usage": "Uso",
"Type": "Tipo",
"Points": "Points",
"Icon Relationships": "Icon Relationships",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Points": " Punti",
"Icon Relationships": "Relazioni con l'Icona",
"Icon": "Icona",
"positive": "positivo",
"conflicted": "conflitto",
"negative": "negativo",
"Background": "Sfondo",
"Backgrounds": "Backgrounds",
"Backgrounds": "Sfondi",
"Roll": "Tiro",
"Attribute": "Attribute",
"Attribute": "Attributo",
"Check": "Prova",
"Description": "Description",
"Description": "Descrizione",
"Macro": "Macro",
"Magic Items": "Oggetti magici",
"Equipment": "Equipaggiamento",
"Coins": "Coins",
"Coins": "Monete",
"Qty": "Qt",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Incremental Advances": "Avanzamenti di Incremento",
"4th / 7th / 10th Level": "4to / 7mo / 10mo Livello <br>(+1 a 3 abilità)",
"abilities": "abilità",
"Extra Magic Item": "Oggetto Magico Extra",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Abilità",
"Power/Spell": "Power/Spell",
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@@ -3,7 +3,7 @@
"Race": "Rasa ",
"Class": "Klasa",
"Level": "Poziom",
"AbilityScores": "AbilityScores",
"AbilityScores": "WartościCech",
"STR": "SIŁ",
"Strength": "Siła",
"CON": "BUD",
@@ -31,56 +31,56 @@
"Misc.": "Inne.",
"Weapon": "Broń",
"Item": "Przedmiot",
"On Miss": "On Miss",
"On Miss": "Przy nie trafieniu",
"AC": "KZ",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Damage on hit": "Obrażenia przy trafieniu",
"Damage on miss": "Obrażenia przy nie trafieniu",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"HP": "HP",
"Attack result": "Wynik ataku",
"Hit Points": "Punkty Wytrzymałości",
"HP": "PW",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Temp.": "Temp.",
"Initiative": "Initiative",
"Temp.": "Tymcz.",
"Initiative": "Inicjatywa",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Talents": "Talents",
"Class Features": "Zdolność klasowa",
"Talents": "Talenty",
"Powers & Spells": "Powers & Spells",
"Feats": "Feats",
"Feats": "Atuty",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Daily uses left": "Pozostało użyć na dzień",
"Show Description": "Pokaż opis",
"Show Macro": "Pokaż makro",
"Usage": "Użycie",
"Type": "Typ",
"Points": "Points",
"Points": "Punkty",
"Icon Relationships": "Icon Relationships",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Icon": "Ikona",
"positive": "dodatnie",
"conflicted": "skonfliktowany",
"negative": "ujemne",
"Background": "Tło",
"Backgrounds": "Backgrounds",
"Backgrounds": "Pochodzenie",
"Roll": "Rzuć",
"Attribute": "Attribute",
"Check": "Check",
"Description": "Description",
"Macro": "Macro",
"Magic Items": "Magic Items",
"Equipment": "Equipment",
"Coins": "Coins",
"Attribute": "Cechy",
"Check": "Test",
"Description": "Opis",
"Macro": "Makro",
"Magic Items": "Magiczne przedmioty",
"Equipment": "Ekwipunek",
"Coins": "Monety",
"Qty": "Qty",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
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@@ -1,31 +1,31 @@
{
"Name": "İsim",
"Race": "Race",
"Class": "Class",
"Level": "Level",
"Race": "Irk",
"Class": "Sınıf",
"Level": "Seviye",
"AbilityScores": "AbilityScores",
"STR": "STR",
"Strength": "Strength",
"CON": "CON",
"Constitution": "Constitution",
"DEX": "DEX",
"Dexterity": "Dexterity",
"INT": "INT",
"Intelligence": "Intelligence",
"WIS": "WIS",
"Wisdom": "Wisdom",
"CHA": "CHA",
"Charisma": "Charisma",
"STR": "GÜÇ",
"Strength": "Güç",
"CON": "DAY",
"Constitution": "Dayanıklılık",
"DEX": "ÇEV",
"Dexterity": "Çeviklik",
"INT": "ZEK",
"Intelligence": "Zeka",
"WIS": "BİL",
"Wisdom": "Bilgelik",
"CHA": "KAR",
"Charisma": "Karizma",
"Base": "Temel",
"+Misc.": "+Misc.",
"+Item": "+Item",
"Mod": "Mod",
"Total": "Total",
"Total": "Toplam",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Defenses": "Defenses",
"Attack": "Attack",
"Damage": "Damage",
"Attack": "Saldırı",
"Damage": "Hasar",
"Miss": "Miss",
"Ability": "Ability",
"Misc.": "Misc.",
@@ -48,7 +48,7 @@
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Max.": "Maks.",
"Rec. Die": "Rec. Die",
"Temp.": "Temp.",
"Initiative": "Initiative",
+82 -82
View File
@@ -1,95 +1,95 @@
{
"Name": "Name",
"Race": "Race",
"Class": "Class",
"Level": "Level",
"AbilityScores": "AbilityScores",
"STR": "STR",
"Strength": "Strength",
"Name": "Nom",
"Race": "Raça",
"Class": "Classe",
"Level": "Nivell",
"AbilityScores": "PuntuacióCaracter",
"STR": "FOR",
"Strength": "Força",
"CON": "CON",
"Constitution": "Constitution",
"DEX": "DEX",
"Dexterity": "Dexterity",
"Constitution": "Constitució",
"DEX": "DES",
"Dexterity": "Destresa",
"INT": "INT",
"Intelligence": "Intelligence",
"WIS": "WIS",
"Wisdom": "Wisdom",
"CHA": "CHA",
"Charisma": "Charisma",
"Intelligence": "Intel·ligència",
"WIS": "SAV",
"Wisdom": "Saviesa",
"CHA": "CAR",
"Charisma": "Carisma",
"Base": "Base",
"+Misc.": "+Misc.",
"+Item": "+Item",
"+Misc.": "+Varis.",
"+Item": "+Ítem",
"Mod": "Mod",
"Total": "Total",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Basic Melee Attack": "Atac bàsic cos a cos",
"Basic Ranged Attack": "Atac bàsic a distància",
"Defenses": "Defenses",
"Attack": "Attack",
"Damage": "Damage",
"Miss": "Miss",
"Ability": "Ability",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"AC": "AC",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"HP": "HP",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Attack": "Atac",
"Damage": "Mal",
"Miss": "Erres",
"Ability": "Característica",
"Misc.": "Varis",
"Weapon": "Arma",
"Item": "Ítem",
"On Miss": "Si falles",
"AC": "CA",
"PD": "DF",
"MD": "DM",
"Basic melee": "Bàsic cos a cos",
"Basic ranged": "Bàsic a distància",
"Situational Attack Modifier": "Modificador situacional atac",
"Damage on hit": "Mal al tocar",
"Damage on miss": "Mal al fallar",
"Escalation die value": "Valor Dau d'Increment",
"Attack result": "Resultat d'atac",
"Hit Points": "Punts de cop",
"HP": "PC",
"Recoveries": "Recuperacions",
"Recovery": "Recuperació",
"Recovery Value": "Valor recuperació",
"Current": "Actual",
"Max.": "Màx.",
"Rec. Die": "Dau Rec.",
"Temp.": "Temp.",
"Initiative": "Initiative",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Initiative": "Iniciativa",
"One Unique Thing": "La Peculiaritat Única",
"Describe your characters one unique thing ...": "Descriu la Peculiaritat Unica del teu personatge",
"Class Features": "Atributs de classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Feats": "Feats",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Type": "Type",
"Points": "Points",
"Icon Relationships": "Icon Relationships",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Background": "Background",
"Backgrounds": "Backgrounds",
"Roll": "Roll",
"Attribute": "Attribute",
"Check": "Check",
"Description": "Description",
"Powers & Spells": "Poders i Conjurs",
"Feats": "Proeses",
"At-Will": "A voluntat",
"Battle uses left": "Usos per combat restants",
"Daily uses left": "Usos diaris restants",
"Show Description": "Mostra descripció",
"Show Macro": "Mostra macro",
"Usage": "Ús",
"Type": "Tipus",
"Points": "Punts",
"Icon Relationships": "Relació amb les Icones",
"Icon": "Icona",
"positive": "positiva",
"conflicted": "en conflicte",
"negative": "negativa",
"Background": "Rerefons",
"Backgrounds": "Rerefons",
"Roll": "Tira",
"Attribute": "Atribut",
"Check": "Prova",
"Description": "Descripció",
"Macro": "Macro",
"Magic Items": "Magic Items",
"Equipment": "Equipment",
"Coins": "Coins",
"Qty": "Qty",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Skills",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Magic Items": "Objectes màgics",
"Equipment": "Equip",
"Coins": "Monedes",
"Qty": "Quant",
"Incremental Advances": "Avanços d'increment",
"4th / 7th / 10th Level": "4rt / 7è / 10è Nivell <br>(+1 a 3 característiques)",
"abilities": "característiques",
"Extra Magic Item": "Objecte màgic extra",
"Ability Score Bonus": "Bonus de característica",
"Skills": "Habilitats",
"Power/Spell": "Poder/Conjur",
"Feat": "Proesa"
}
+61 -61
View File
@@ -1,95 +1,95 @@
{
"Name": "Nombre",
"Race": "Race",
"Class": "Class",
"Race": "Raza",
"Class": "Clase",
"Level": "Nivel",
"AbilityScores": "AbilityScores",
"STR": "STR",
"Strength": "Strength",
"AbilityScores": "PuntajesDeHabilidad",
"STR": "FUE",
"Strength": "Fuerza",
"CON": "CON",
"Constitution": "Constitution",
"DEX": "DEX",
"Dexterity": "Dexterity",
"Constitution": "Constitución",
"DEX": "DES",
"Dexterity": "Destreza",
"INT": "INT",
"Intelligence": "Intelligence",
"Intelligence": "Inteligencia",
"WIS": "SAB",
"Wisdom": "Wisdom",
"Wisdom": "Sabiduría",
"CHA": "CAR",
"Charisma": "Charisma",
"Charisma": "Carisma",
"Base": "Base",
"+Misc.": "+Misc.",
"+Item": "+Item",
"Mod": "Como Moderador",
"Total": "Total",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Defenses": "Defenses",
"Attack": "Attack",
"Damage": "Damage",
"Basic Melee Attack": "Ataque cuerpo a cuerpo básico",
"Basic Ranged Attack": "Ataque a distancia básico",
"Defenses": "Defensas",
"Attack": "Ataque",
"Damage": "Daño",
"Miss": "Falla",
"Ability": "Ability",
"Ability": "Habilidad",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Item": "Item",
"On Miss": "On Miss",
"AC": "AC",
"Weapon": "Arma",
"Item": "Objeto",
"On Miss": "Al Fallar",
"AC": "CA",
"PD": "PD",
"MD": "MD",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Basic melee": "Cuerpo a cuerpo básico",
"Basic ranged": "A distancia básico",
"Situational Attack Modifier": "Modificador de Ataque Situacional",
"Damage on hit": "Daño al golpear",
"Damage on miss": "Daño al fallar",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"Attack result": "Resultado del ataque",
"Hit Points": "Puntos de Vida",
"HP": "PG",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Recoveries": "Recuperaciones",
"Recovery": "Recuperación",
"Recovery Value": "Valor de recuperación",
"Current": "Actual",
"Max.": "Máx.",
"Rec. Die": "Dado de Rec.",
"Temp.": "Temporal",
"Initiative": "Initiative",
"Initiative": "Iniciativa",
"One Unique Thing": "Peculiaridad única",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Describe your characters one unique thing ...": "Describe la particularidad de tu personaje ...",
"Class Features": "Rasgos de Clase",
"Talents": "Talentos",
"Powers & Spells": "Poderes y Hechizos",
"Feats": "Dotes",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Battle uses left": "Usos en batalla restantes",
"Daily uses left": "Usos diarios restantes",
"Show Description": "Mostrar descripción",
"Show Macro": "Mostrar Macro",
"Usage": "Uso",
"Type": "Tipo",
"Points": "Points",
"Points": "Puntos",
"Icon Relationships": "Relación con Icono",
"Icon": "Icon",
"positive": "positive",
"Icon": "Icono",
"positive": "positivo",
"conflicted": "conflicted",
"negative": "negative",
"negative": "negativo",
"Background": "Fondo",
"Backgrounds": "Backgrounds",
"Backgrounds": "Trasfondos",
"Roll": "Tira",
"Attribute": "Attribute",
"Attribute": "Atributo",
"Check": "Check",
"Description": "Description",
"Description": "Descripción",
"Macro": "Macro",
"Magic Items": "Objetos Mágicos",
"Equipment": "Equipment",
"Coins": "Coins",
"Equipment": "Equipamiento",
"Coins": "Monedas",
"Qty": "Cant",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
"abilities": "abilities",
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Skills",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Incremental Advances": "Avances Progresivos",
"4th / 7th / 10th Level": "4to / 7mo / 10mo Nivel <br>(+1 a 3 habilidades)",
"abilities": "habilidades",
"Extra Magic Item": "Objeto Mágico Extra",
"Ability Score Bonus": "Bonificador al Puntaje de Habilidad",
"Skills": "Técnicas",
"Power/Spell": "Poder/Hechizo",
"Feat": "Dote"
}
+9 -9
View File
@@ -14,7 +14,7 @@
"Intelligence": "Intelligence",
"WIS": "SAG",
"Wisdom": "Sagesse",
"CHA": "CHA",
"CHA": "CAR",
"Charisma": "Charisme",
"Base": "Base",
"+Misc.": "+Misc.",
@@ -41,7 +41,7 @@
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Attack result": "Résultat de l'attaque",
"Hit Points": "Points de Vie",
"HP": "PV",
"Recoveries": "Recoveries",
@@ -53,16 +53,16 @@
"Temp.": "Temp.",
"Initiative": "Initiative",
"One Unique Thing": "Particularité",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Describe your characters one unique thing ...": "Décrivez la particularité de votre personnage...",
"Class Features": "Capacités de classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Powers & Spells": "Pouvoirs & Sorts",
"Feats": "Dons",
"At-Will": "À volonté",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Show Description": "Afficher description",
"Show Macro": "Afficher macro",
"Usage": "Utilisation",
"Type": "Type",
"Points": "Points",
@@ -74,7 +74,7 @@
"Background": "Fond",
"Backgrounds": "Historiques",
"Roll": "Lancer",
"Attribute": "Attribute",
"Attribute": "Attribut",
"Check": "Jet",
"Description": "Description ",
"Macro": "Macro",
@@ -88,8 +88,8 @@
"Extra Magic Item": "Extra Magic Item",
"Ability Score Bonus": "Ability Score Bonus",
"Skills": "Compétences",
"Power/Spell": "Power/Spell",
"Feat": "Feat"
"Power/Spell": "Pouvoir / Sort",
"Feat": "Don"
}
+12 -12
View File
@@ -44,24 +44,24 @@
"Attack result": "Attack result",
"Hit Points": "Punti Ferita",
"HP": "PF",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recovery Value": "Recovery Value",
"Recoveries": "Recuperi",
"Recovery": "Recupero",
"Recovery Value": "Valore di Recupero",
"Current": "Attuale",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Rec. Die": "Dado di Rec.",
"Temp.": "Temp.",
"Initiative": "Iniziativa",
"One Unique Thing": "One Unique Thing",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"One Unique Thing": "Una Cosa Peculiare",
"Describe your characters one unique thing ...": "Descrivi una cosa peculiare del tuo personaggio ...",
"Class Features": "Privilegi di Classe",
"Talents": "Talents",
"Powers & Spells": "Powers & Spells",
"Talents": "Talenti",
"Powers & Spells": "Poteri ed Incantesimi",
"Feats": "Talenti",
"At-Will": "At-Will",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"At-Will": "A comando",
"Battle uses left": "Usi di Battaglia Rimasti",
"Daily uses left": "Usi Giornalieri Rimasti",
"Show Description": "Mostra Descrizione",
"Show Macro": "Show Macro",
"Usage": "Usage",
"Type": "Tipo",
+40 -40
View File
@@ -1,86 +1,86 @@
{
"Name": "Nome",
"Race": "Race",
"Class": "Class",
"Race": "Raça",
"Class": "Classe",
"Level": "Nível",
"AbilityScores": "AbilityScores",
"STR": "FOR",
"Strength": "Strength",
"Strength": "Força",
"CON": "CON",
"Constitution": "Constitution",
"Constitution": "Constituição",
"DEX": "DES",
"Dexterity": "Dexterity",
"Dexterity": "Destreza",
"INT": "INT",
"Intelligence": "Intelligence",
"Intelligence": "Inteligência",
"WIS": "SAB",
"Wisdom": "Wisdom",
"Wisdom": "Sabedoria",
"CHA": "CAR",
"Charisma": "Charisma",
"Charisma": "Carisma",
"Base": "Básica:",
"+Misc.": "+Misc.",
"+Misc.": "+Outros.",
"+Item": "+Item",
"Mod": "Modificar",
"Total": "Total",
"Basic Melee Attack": "Basic Melee Attack",
"Basic Ranged Attack": "Basic Ranged Attack",
"Basic Melee Attack": "Ataque Corpo a Corpo Básico",
"Basic Ranged Attack": "Ataque à Distância Básico",
"Defenses": "Defesas",
"Attack": "Attack",
"Damage": "Damage",
"Miss": "Miss",
"Attack": "Ataque",
"Damage": "Dano",
"Miss": "Erro",
"Ability": "Habilidade",
"Misc.": "Misc.",
"Weapon": "Weapon",
"Misc.": "Outros.",
"Weapon": "Arma",
"Item": "Item",
"On Miss": "On Miss",
"On Miss": "Com erro",
"AC": "CA",
"PD": "DF",
"MD": "DM",
"Basic melee": "Basic melee",
"Basic ranged": "Basic ranged",
"Situational Attack Modifier": "Situational Attack Modifier",
"Damage on hit": "Damage on hit",
"Damage on miss": "Damage on miss",
"Escalation die value": "Escalation die value",
"Attack result": "Attack result",
"Hit Points": "Hit Points",
"Damage on hit": "Dano com acerto",
"Damage on miss": "Dano com erro",
"Escalation die value": "Valor dado de intensidade",
"Attack result": "Resultado ataque",
"Hit Points": "PVs",
"HP": "PV",
"Recoveries": "Recoveries",
"Recovery": "Recovery",
"Recoveries": "Recuperações",
"Recovery": "Recuperação",
"Recovery Value": "Recovery Value",
"Current": "Current",
"Current": "Atual",
"Max.": "Max.",
"Rec. Die": "Rec. Die",
"Rec. Die": "Dad. de Rec.",
"Temp.": "Temp.",
"Initiative": "Initiative",
"Initiative": "Iniciativa",
"One Unique Thing": "Singularidade",
"Describe your characters one unique thing ...": "Describe your characters one unique thing ...",
"Class Features": "Class Features",
"Talents": "Talents",
"Talents": "Talentos",
"Powers & Spells": "Powers & Spells",
"Feats": "Talentos",
"At-Will": "At-Will",
"At-Will": "à vontade",
"Battle uses left": "Battle uses left",
"Daily uses left": "Daily uses left",
"Show Description": "Show Description",
"Show Macro": "Show Macro",
"Show Description": "Mostrar Descrição",
"Show Macro": "Mostrar Macro",
"Usage": "Usage",
"Type": "Tipo",
"Points": "Points",
"Points": "Pontos",
"Icon Relationships": "Relacionamento com os Ícones",
"Icon": "Icon",
"positive": "positive",
"conflicted": "conflicted",
"negative": "negative",
"Icon": "Ícone",
"positive": "positivo",
"conflicted": "conflitante",
"negative": "negativo",
"Background": "Plano de Fundo",
"Backgrounds": "Backgrounds",
"Backgrounds": "Antecedentes",
"Roll": "Rolar",
"Attribute": "Atributo",
"Check": "Check",
"Description": "Description",
"Description": "Descrição:",
"Macro": "Macro",
"Magic Items": "Itens Mágicos",
"Equipment": "Equipment",
"Coins": "Coins",
"Equipment": "Equipamento",
"Coins": "Moedas",
"Qty": "Qtd",
"Incremental Advances": "Incremental Advances",
"4th / 7th / 10th Level": "4th / 7th / 10th Level <br>(+1 to 3 abilities)",
+530
View File
@@ -0,0 +1,530 @@
@import url('https://fonts.googleapis.com/css2?family=Fascinate&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Big+Shoulders+Stencil+Display:wght@900&family=Roboto+Condensed:wght@900&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Roboto+Condensed:wght@300&display=swap');
@import url('https://fonts.cdnfonts.com/css/d-din');
.logo {
background-color: rgba(255, 151, 96, 0.2);
border-top-left-radius: 12px;
border-top-right-radius: 12px;
border: #393f5f double 2px;
}
.logo b {
font-family: 'D-DIN', sans-serif;
font-size: 48px;
text-shadow: 2px 2px #ff0000;
text-align: left;
margin-left: 25px;
}
.sublogo {
background-color: #6a7e6a;
border: #393f5f double 2px;
opacity: 1;
background-image: linear-gradient(0deg, #6a7e6a 50%, #666666 50%);
background-size: 4px 4px;
}
.sublogo b {
font-family: 'D-DIN', sans-serif;
font-size: 15px;
text-align: left;
margin-left: 25px;
color: #ffe69b;
}
input {
font-family: 'Roboto Condensed', sans-serif;
}
input:focus {
outline: none;
}
.contain {
background-color: #ffe69d;
border-radius: 12px;
border: #393f5f double 4px;
max-width: 768px;
min-width: 768px;
margin-left: auto;
margin-right: auto;
margin-top: 10px;
}
.wrapper {
margin-top: 10px;
background-color: #eeeeee;
}
.content_2, .content_3 {
border: #393f5f double 2px;
opacity: 1;
background-image: linear-gradient(0deg, #e96d5e 50%, #666666 50%);
background-size: 2px 2px;
}
.content_3 {
width: 100%
}
.content_2 h1, .content_3 h1 {
color: #ffffff;
text-shadow: 0 0 3px #e96d5e, 0 0 5px #ffe69b;
font-size: 18px;
padding-left: 15px;
width: 100%;
font-weight: bolder;
font-family: 'D-DIN', sans-serif;
}
.flexcontainer, .pallet {
display: flex;
align-items: center;
justify-content: center;
flex-direction: row;
flex-wrap: wrap;
flex-flow: row wrap;
align-content: flex-end;
}
.pallet div {
min-height: 100px;
min-width: 100px;
display: none;
}
.item {
display: inline-block;
text-align: center;
align-content: center;
background-color: #ffe69d !important;
padding: 8px 6px 6px;
width: 100%;
margin: 5px;
border: 1px solid #e96d5e;
min-height: 28px;
border-radius: 12px;
}
.dx, .d4, .d6, .d8, .d10, .d12, .d20 {
/*background-color: #ffe69d !important;*/
color: #5d6479;
}
.roll label {
font-family: "Pictos", sans-serif;
font-size: 30px;
margin-top: 8px !important;
}
.dx {
font-family: "Pictos", sans-serif;
width: 24px;
}
.d4 {
font-family: "dicefontd4", serif;
}
.d6 {
font-family: "dicefontd6", serif;
}
.d8 {
font-family: "dicefontd8", serif;
}
.d10 {
font-family: "dicefontd10", serif;
}
.d12 {
font-family: "dicefontd12", serif;
}
.d20 {
font-family: "dicefontd20", serif;
}
.radio-toolbar {
border-radius: 12px;
display: inline-block;
text-align: center;
align-content: center;
/*background-color: #ffe69d !important;*/
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
padding: 8px 6px 6px;
width: 45%;
margin: 5px 5px 8px;
border: 1px solid #e96d5e;
}
.radio-toolbar input[type="radio"] {
opacity: 0;
display: inline-block;
float: left;
width: 0;
}
.radio-toolbar input[type="checkbox"] {
opacity: 0;
display: inline-block;
float: left;
width: 0;
}
.radio-toolbar label {
margin-top: 5px;
float: left;
width: 20px;
}
.radio-toolbar ::after {
box-sizing: content-box;
}
.radio-toolbar label:hover {
color: #6a7e6a;
}
.radio-toolbar input[type="radio"] + label {
padding: 0px;
font-size: 20px;
}
.radio-toolbar input[type="radio"]:checked + label {
color: #ff9760;
padding: 2px;
text-shadow: 0 0 3px #000000, 0 0 5px red;
}
.radio-toolbar input[type="checkbox"] + label {
padding: 2px;
font-size: 28px;
}
.fl_dx input[type="checkbox"]:checked + label {
color: #e96d5e;
padding: 2px;
}
.skillTagElement, .bioTagElement .geerTagElement {
display: block;
float: right;
}
.geerTagElement {
border-radius: 12px;
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
}
.skillTagElement {
border-radius: 12px;
width: 50%;
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
}
.skillTagElement input {
display: block;
outline: none;
height: 35px;
line-height: 30px;
font-size: 24px;
font-weight: bolder;
padding: 0;
text-align: center;
border: 0px inset rgba(222, 204, 204, 0.94);
float: right;
background-color: transparent;
color: #555555;
}
.geerTagElement input {
display: block;
outline: none;
height: 35px;
line-height: 30px;
font-size: 24px;
font-weight: bolder;
padding: 0;
text-align: center;
border: 0px inset rgba(222, 204, 204, 0.94);
float: right;
background-color: transparent;
color: #555555;
width: 90%;
}
.bioTagElement {
border-radius: 12px;
width: 100%;
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
}
.bioTagElement b {
float: left;
text-align: left;
font-family: 'Big Shoulders Stencil Display', cursive;
font-size: 28px;
width: 20%;
font-weight: bolder;
}
.bioTagElement input {
width: 80%;
text-align: left;
font-size: 29px;
background: transparent;
border: 0 none;
font-weight: bolder;
}
textarea {
border: 1px solid #e96d5e;
outline: none;
margin-left: auto;
margin-right: auto;
width: 95%;
height: 400px;
display: block;
padding: 5px;
font-size: 16px;
resize: none;
max-width: 95%;
text-align: left;
border-radius: 12px;
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
font-family: 'Roboto Condensed', sans-serif;
}
/* width */
::-webkit-scrollbar {
width: 20px;
margin-top: 10px;
}
/* Track */
::-webkit-scrollbar-track {
box-shadow: inset 0 0 5px grey;
border-radius: 10px;
}
/* Handle */
::-webkit-scrollbar-thumb {
background: rgba(233, 109, 94, 0.5);
border-radius: 10px;
}
.genButtonResources label {
color: #e96d5e;
cursor: pointer;
}
.genButtonResources, .genButtonResources:hover {
background: transparent;
border-width: 0;
font-family: "Pictos", sans-serif;
font-size: 24px !important;
float: left;
}
.genButtonResources:before {
content: "" !important;
}
.sheet-rolltemplate-resources {
padding: 2px;
line-height: 1.6em;
font-size: 16px;
width: 100%;
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
font-family: 'D-DIN', sans-serif;
border-bottom-left-radius: 12px;
border-bottom-right-radius: 12px;
border: #393f5f double 4px;
margin-right: auto;
margin-left: auto;
}
.sheet-rolltemplate-resources h1 {
font-family: 'D-DIN', sans-serif;
background-color: transparent;
border: #393f5f double 0px;
opacity: 1;
/*background-image: linear-gradient(0deg, #6a7e6a 50%, #666666 50%) !important;*/
/*background-size: 4px 4px !important;*/
text-align: center;
color: #000000;
text-shadow: 2px 2px #ff0000;
}
.sheet-rolltemplate-resources .sheet-fail {
background-image: linear-gradient(0deg, #e96d5e 50%, #666666 50%);
background-size: 2px 2px;
color: #ffffff;
text-shadow: 0 0 3px #e96d5e, 0 0 5px #ffe69b;
border: 4px inset #666666;
border-bottom-left-radius: 12px;
border-bottom-right-radius: 12px;
padding: 5px;
text-align: center;
font-size: 24px;
}
.sheet-rolltemplate-resources .sheet-pass {
background-image: linear-gradient(0deg, rgba(8, 71, 1, 0.5) 50%, #666666 50%);
background-size: 2px 2px;
color: #ffffff;
text-shadow: 0 0 3px #e96d5e, 0 0 5px #ffe69b;
border: 4px inset #666666;
border-bottom-left-radius: 12px;
border-bottom-right-radius: 12px;
padding: 5px;
text-align: center;
font-size: 24px;
}
.sheet-rolltemplate-resources .sheet-warn {
background-image: linear-gradient(0deg, rgb(255, 213, 0) 50%, #666666 50%);
background-size: 2px 2px;
color: #FFFFFF;
text-shadow: 0 0 3px #e96d5e, 0 0 5px #ffe69b;
border: 4px inset #666666;
border-bottom-left-radius: 12px;
border-bottom-right-radius: 12px;
padding: 5px;
text-align: center;
font-size: 24px;
}
.sheet-rolltemplate-resources .sheet-template-row .inlinerollresult { /* inline roll background is transparent and it has no border */
font-family: 'D-DIN', sans-serif;
background-color: transparent;
border: none;
font-size: 24px;
}
.item-sp {
display: inline-block;
text-align: center;
align-content: center;
background-color: #ffe69d !important;
padding: 8px 6px 6px;
width: 45%;
margin: 5px;
border: 1px solid #e96d5e;
min-height: 28px;
border-radius: 12px;
}
.radio-toolbar-sp {
border-radius: 12px;
display: inline-block;
text-align: center;
align-content: center;
/*background-color: #ffe69d !important;*/
background: #ffe69d repeating-linear-gradient(45deg, rgba(233, 109, 94, 0.2), rgba(233, 109, 94, 0.2) 14px, #ffe69d 14px, #ffe69d 70px);
background-image: fade: 50%;
padding: 8px 6px 6px;
width: 75%;
margin: 5px 5px 8px;
border: 1px solid #e96d5e;
}
.radio-toolbar-sp input[type="radio"] {
opacity: 0;
display: inline-block;
float: left;
width: 0;
}
.radio-toolbar-sp input[type="checkbox"] {
opacity: 0;
display: inline-block;
float: left;
width: 0;
}
.radio-toolbar-sp label {
margin-top: 5px;
float: left;
width: 20px;
}
.radio-toolbar-sp ::after {
box-sizing: content-box;
}
.radio-toolbar-sp label:hover {
color: #6a7e6a;
}
.radio-toolbar-sp input[type="radio"] + label {
padding: 0px;
font-size: 20px;
margin: 14px;
}
.radio-toolbar-sp input[type="radio"]:checked + label {
color: #ff9760;
padding: 2px;
text-shadow: 0 0 3px #000000, 0 0 5px red;
}
.radio-toolbar-sp input[type="checkbox"] + label {
padding: 2px;
font-size: 28px;
}
.fl_dx input-sp[type="checkbox"]:checked + label {
color: #e96d5e;
padding: 2px;
}
.r {
content: "L";
font-family: "Pictos", sans-serif;
font-size: 30px;
margin-top: 8px !important;
}
input[type="text"]{
background-color: transparent;
}
+374
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<div class="wrapper">
<div class="contain">
<div class="logo"><b>24XX</b></div>
<div class="sublogo"><b data-i18n="sublogo"></b></div>
<div class="content_2">
<div class="flexcontainer">
<!------------------------------------------------------------------------------------------------>
<div class="item">
<div class="btbg">
<div class="bioTagElement">
<b data-i18n="name"></b> <input type="text" name="attr_character_name">
</div>
</div>
</div>
<div class="item">
<div class="bioTagElement">
<b data-i18n="specialty"></b> <input type="text" name="attr_character_spec">
</div>
</div>
<div class="item">
<div class="bioTagElement">
<b data-i18n="origin"></b> <input type="text" name="attr_character_origin">
</div>
</div>
<div class="content_2" style="width: 100%">
<div class="flexcontainer">
<div class="item-sp">
<div class="bioTagElement">
<b data-i18n="stress"></b>
</div>
<div class=radio-toolbar-sp">
<input id="attr_stress_1" type="radio" name="attr_stress" value="1" checked>
<label for="attr_stress_1" class=r>L</label>
<input id="attr_stress_2" type="radio" name="attr_stress" value="2">
<label for="attr_stress_2" class=r>L</label>
<input id="attr_stress_3" type="radio" name="attr_stress" value="3">
<label for="attr_stress_3" class=r>L</label>
<input id="attr_stress_4" type="radio" name="attr_stress" value="4">
<label for="attr_stress_4" class=r>L</label>
<input id="attr_stress_5" type="radio" name="attr_stress" value="5">
<label for="attr_stress_5" class=r>L</label>
</div>
</div>
<div class="item-sp">
<div class="bioTagElement">
<b data-i18n="special"></b>
</div>
<div class=radio-toolbar-sp">
<input id="attr_stressx_1" type="radio" name="attr_Special" value="1" checked>
<label for="attr_stressx_1" class=r>L</label>
<input id="attr_stressx_2" type="radio" name="attr_Special" value="2">
<label for="attr_stressx_2" class=r>L</label>
<input id="attr_stressx_3" type="radio" name="attr_Special" value="3">
<label for="attr_stressx_3" class=r>L</label>
<input id="attr_stressx_4" type="radio" name="attr_Special" value="4">
<label for="attr_stressx_4" class=r>L</label>
<input id="attr_stressx_5" type="radio" name="attr_Special" value="5">
<label for="attr_stressx_5" class=r>L</label>
</div>
</div>
</div>
</div>
<div class="content_2">
<div class="flexcontainer">
<!------------------------------------------------------------------------------------------------>
<h1 data-i18n="skills"></h1>
<div class="radio-toolbar">
<input id="skill_1_d12" type="radio" name="attr_skill_1_Dice" value="d12" checked>
<label for="skill_1_d12" class=d12 value="12">l</label>
<input id="skill_1_d10" type="radio" name="attr_skill_1_Dice" value="d10">
<label for="skill_1_d10" class=d10 value="10">k</label>
<input id="skill_1_d8" type="radio" name="attr_skill_1_Dice" value="d8">
<label for="skill_1_d8" class=d8 value="8">h</label>
<input id="skill_1_d6" type="radio" name="attr_skill_1_Dice" value="d6" checked>
<label for="skill_1_d6" class=d6 value="6">f</label>
<input id="skill_1_d4" type="radio" name="attr_skill_1_Dice" value="d4" checked>
<label for="skill_1_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_1_Dice}]]}} {{D2=@{skill_1_Dice}}} {{D3=3}} {{D4=@{skill_1}}}">
<label>9</label>
</button>
<div class="skillTagElement">
<input type="text" name="attr_skill_1">
</div>
</div>
<!------------------------------------------------------------------------------------------------>
<div class="radio-toolbar">
<input id="skill_2_d12" type="radio" name="attr_skill_2_Dice" value="d12" checked>
<label for="skill_2_d12" class=d12 value="12">l</label>
<input id="skill_2_d10" type="radio" name="attr_skill_2_Dice" value="d10">
<label for="skill_2_d10" class=d10 value="10">k</label>
<input id="skill_2_d8" type="radio" name="attr_skill_2_Dice" value="d8">
<label for="skill_2_d8" class=d8 value="8">h</label>
<input id="skill_2_d6" type="radio" name="attr_skill_1_Dice" value="d6" checked>
<label for="skill_2_d6" class=d6 value="6">f</label>
<input id="skill_2_d4" type="radio" name="attr_skill_1_Dice" value="d4" checked>
<label for="skill_2_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_2_Dice}]]}} {{D2=@{skill_2_Dice}}} {{D3=skill_2_Dice}} {{D4=@{skill_2}}}">
<label>9</label>
</button>
<div class="skillTagElement">
<input type="text" name="attr_skill_2">
</div>
</div>
<!------------------------------------------------------------------------------------------------>
<div class="radio-toolbar">
<input id="skill_3_d12" type="radio" name="attr_skill_3_Dice" value="d12" checked>
<label for="skill_3_d12" class=d12 value="12">l</label>
<input id="skill_3_d10" type="radio" name="attr_skill_3_Dice" value="d10">
<label for="skill_3_d10" class=d10 value="10">k</label>
<input id="skill_3_d8" type="radio" name="attr_skill_3_Dice" value="d8">
<label for="skill_3_d8" class=d8 value="8">h</label>
<input id="skill_3_d6" type="radio" name="attr_skill_1_Dice" value="d6" checked>
<label for="skill_3_d6" class=d6 value="6">f</label>
<input id="skill_3_d4" type="radio" name="attr_skill_1_Dice" value="d4" checked>
<label for="skill_3_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_3_Dice}]]}} {{D2=@{skill_3_Dice}}} {{D3=skill_3_Dice}} {{D4=@{skill_3}}}">
<label>9</label>
</button>
<div class="skillTagElement">
<input type="text" name="attr_skill_3">
</div>
</div>
<!------------------------------------------------------------------------------------------------>
<div class="radio-toolbar">
<input id="skill_4_d12" type="radio" name="attr_skill_4_Dice" value="d12" checked>
<label for="skill_4_d12" class=d12 value="12">l</label>
<input id="skill_4_d10" type="radio" name="attr_skill_4_Dice" value="d10">
<label for="skill_4_d10" class=d10 value="10">k</label>
<input id="skill_4_d8" type="radio" name="attr_skill_4_Dice" value="d8">
<label for="skill_4_d8" class=d8 value="8">h</label>
<input id="skill_4_d6" type="radio" name="attr_skill_1_Dice" value="d6" checked>
<label for="skill_4_d6" class=d6 value="6">f</label>
<input id="skill_4_d4" type="radio" name="attr_skill_1_Dice" value="d4" checked>
<label for="skill_4_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_4_Dice}]]}} {{D2=@{skill_4_Dice}}} {{D3=skill_4_Dice}} {{D4=@{skill_4}}}">
<label>9</label>
</button>
<div class="skillTagElement">
<input type="text" name="attr_skill_4">
</div>
</div>
<!------------------------------------------------------------------------------------------------>
<div class="radio-toolbar">
<input id="skill_5_d12" type="radio" name="attr_skill_5_Dice" value="d12" checked>
<label for="skill_5_d12" class=d12 value="12">l</label>
<input id="skill_5_d10" type="radio" name="attr_skill_5_Dice" value="d10">
<label for="skill_5_d10" class=d10 value="10">k</label>
<input id="skill_5_d8" type="radio" name="attr_skill_5_Dice" value="d8">
<label for="skill_5_d8" class=d8 value="8">h</label>
<input id="skill_5_d6" type="radio" name="attr_skill_1_Dice" value="d6" checked>
<label for="skill_5_d6" class=d6 value="6">f</label>
<input id="skill_5_d4" type="radio" name="attr_skill_1_Dice" value="d4" checked>
<label for="skill_5_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_5_Dice}]]}} {{D2=@{skill_5_Dice}}} {{D3=skill_5_Dice}} {{D4=@{skill_5}}}">
<label>9</label>
</button>
<div class="skillTagElement">
<input type="text" name="attr_skill_5">
</div>
</div>
<!------------------------------------------------------------------------------------------------>
<div class="radio-toolbar">
<div>
<input id="skill_6_d12" type="radio" name="attr_skill_6_Dice" value="d12" checked>
<label for="skill_6_d12" class=d12 value="12">l</label>
<input id="skill_6_d10" type="radio" name="attr_skill_6_Dice" value="d10">
<label for="skill_6_d10" class=d10 value="10">k</label>
<input id="skill_6_d8" type="radio" name="attr_skill_6_Dice" value="d8">
<label for="skill_6_d8" class=d8 value="8">h</label>
<input id="skill_6_d6" type="radio" name="attr_skill_6_Dice" value="d6" checked>
<label for="skill_6_d6" class=d6 value="6">f</label>
<input id="skill_6_d4" type="radio" name="attr_skill_6_Dice" value="d4" checked>
<label for="skill_6_d4" class=d4 value="4">d</label>
<button type='roll' class="genButtonResources"
value="&{template:resources} {{rollname=FL}} {{D1=[[@{skill_6_Dice}]]}} {{D2=@{skill_6_Dice}}} {{D3=skill_6_Dice}} {{D4=@{skill_6}}}">
<label>9</label>
</button>
</div>
<div class="skillTagElement" style="width: 20%;">
<input type="text" name="attr_skill_6">
</div>
</div>
</div>
</div>
<div class="content_2">
<div class="flexcontainer">
<!------------------------------------------------------------------------------------------------>
<h1 data-i18n="gear"></h1>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g1_dx" type="checkbox" name="attr_g1_cb">
<label for="g1_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g1">
</div>
</div>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g2_dx" type="checkbox" name="attr_g2_cb">
<label for="g2_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g2">
</div>
</div>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g3_dx" type="checkbox" name="attr_g3_cb">
<label for="g3_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g3">
</div>
</div>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g4_dx" type="checkbox" name="attr_g4_cb">
<label for="g4_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g4">
</div>
</div>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g5_dx" type="checkbox" name="attr_g5_cb">
<label for="g5_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g5">
</div>
</div>
<div class="radio-toolbar">
<b class="fl_dx">
<input id="g6_dx" type="checkbox" name="attr_g6_cb">
<label for="g6_dx" class=dx>D</label>
</b>
<div class="geerTagElement">
<input type="text" name="attr_g6">
</div>
</div>
</div>
</div>
<div class="content_3">
<div class="flexcontainer">
<!------------------------------------------------------------------------------------------------>
<h1 data-i18n="notes"></h1>
</div>
<textarea name="attr_notes"></textarea>
</div>
</div>
<br>
<div class="pallet" style="color: white; font-weight: bolder; font-size: large">
<div style="background-color: #e96d5e">#e96d5e</div>
<div style="background-color: #ff9760">#ff9760</div>
<div style="background-color: #ffe69d">#ffe69d</div>
<div style="background-color: #6a7e6a">#6a7e6a</div>
<div style="background-color: #393f5f">#393f5f</div>
</div>
</div>
<rolltemplate class="sheet-rolltemplate-resources">
<h1>{{D4}}</h1>
<p></p>
{{#D1}}
<div class="sheet-template-row">Roll: <b> {{D1}} /{{D2}} </b></div>
{{/D1}}
{{#^rollLess() D1 5 }}
<div class="sheet-pass" data-i18n="success"></div>
{{/^rollLess() D1 5 }}
{{#rollTotal() D1 4}}
<div class="sheet-warn" data-i18n="setback"></div>
{{/rollTotal() D1 4}}
{{#rollTotal() D1 3}}
<div class="sheet-warn" data-i18n="setback"></div>
{{/rollTotal() D1 3}}
{{#rollLess() D1 3}}
<div class="sheet-fail" data-i18n="disaster"></div>
{{/rollLess() D1 3}}
</rolltemplate>
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{
"html": "24xx.html",
"css": "24xx.css",
"authors": "Sydney Early",
"roll20userid": "1796122",
"preview": "24xx.png",
"instructions": "Sheet for 24XX by Jason Tocci"
}
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{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+16
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@@ -0,0 +1,16 @@
{
"disaster": "Disaster",
"gear": "Gear & Upgrades",
"hindrances": "Hindrances",
"luck": "Luck",
"name": "Name:",
"notes": "Notes",
"origin": "Origin:",
"setback": "Setback",
"skills": "Skills",
"specialty": "Specialty:",
"stress": "Stress",
"sublogo": "LO-FI SCI-FI RPG",
"success": "Success",
"special": "Special"
}
+1 -1
View File
@@ -151,7 +151,7 @@
<span>Nome</span><br/>
<input type="number" name="attr_custo" value="0" class="sheet-short">
<input type="text" name="attr_pericia" style="width:310px"/>
<button type='roll' name="roll_pericia" value='&{template:3dtatributo} {{name= Teste de Perícia!}} {{character=@{character_name}}} {{type=fez teste de @{pericia}}} {{ability=[[1d6]]}} {{atributo=[[@{forca}+@{bf}+?{Modificador|0}]]}}'></button>
<button type='roll' name="roll_pericia" value='&{template:3dtatributo} {{name= Teste de Perícia!}} {{character=@{character_name}}} {{type=fez teste de @{pericia}}} {{ability=[[1d6]]}} {{atributo=[[@{habilidade}+@{bh}+?{Modificador|0}]]}}'></button>
<span>Descrição</span>
<textarea name="attr_desc_per" class="sheet-resize" style="min-height:38px; width:390px"></textarea>
+5 -5
View File
@@ -633,7 +633,7 @@
"INCAPACITATED": "Incapable d’agir",
"INCAPACITATED_1": "Une créature incapacitée ne peut pas effectuer d'actions ou de réactions.",
"INFLUENCE": "Influence",
"INITIATIVE": "Initiative",
"INITIATIVE": "Inititative",
"INNATE_SPELLCASTING": "Sorts innés",
"INNATE_SPELLCASTING_NO_MATERIAL": "sans avoir besoin de composantes matérielles",
"INNATE_SPELLCASTING_ONLY_VERBAL": "en nécessitant uniquement la composante verbale",
@@ -649,7 +649,7 @@
"INTELLIGENCE": "Intelligence",
"INTELLIGENCE_SAVING_THROW": "Jet de sauvegarde d’Intelligence",
"INTIMIDATION": "Intimidation",
"INVESTIGATION": "Investigation",
"INVESTIGATION": "Enquête",
"INVISIBLE": "Invisible",
"INVISIBLE_1": "Une créature invisible est impossible à voir sans l’aide de la magie ou d'un sens particulier. Dans le but de se cacher, la créature est considérée comme fortement obscurcie. L'emplacement de la créature peut être détecté par n’importe quel bruit qu’elle ferait ou des traces, qu'elle laisserait.",
"INVISIBLE_2": "Les jets d'attaque contre la créature ont le désavantage et les jets d'attaque de la créature ont l'avantage.",
@@ -663,7 +663,7 @@
"LARGE": "Grande",
"LAWFUL_EVIL": "loyal mauvais",
"LEATHER": "Cuir",
"LEGACY": "Legacy",
"LEGACY": "Héritage",
"LEGACY_TOOLTIP": "Cela ne peut être utilisé avec toutes les fonctionnalités de cette fiche",
"LEGENDARY_ACTIONS": "Actions légendaires",
"LEGENDARY_ACTIONS_TEXT_1": "Un(e)",
@@ -762,7 +762,7 @@
"POISONED_1": "Une créature empoisonnée a le désavantage sur les jets d’attaque et les test de capacité.",
"POTION": "Potion",
"POTION_OF_HEALING": "Potion de soins",
"POUNDS": "Pounds",
"POUNDS": "Livre",
"POUNDS_SHORT": "lb",
"PP": "PP",
"PREPARED": "Préparé",
@@ -972,7 +972,7 @@
"THROWN": "Lancer",
"THUNDER": "tonnerre",
"TINY": "Très Petite",
"TOTAL": "Total",
"TOTAL": "Total ",
"TO_HIT": "au toucher",
"TO_TRACKER": "Envoyer au “Turn Order”",
"TRACKER": "Turn Order",
+4 -4
View File
@@ -145,11 +145,11 @@
"CHA": "Cha",
"CHALLENGE": "Challenge",
"CHARACTER": "Postać",
"CHARACTER_NAME": "Character name",
"CHARACTER_NAME": "Imię postaci",
"CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates",
"CHARISMA": "Charisma",
"CHARISMA_SAVING_THROW": "Charisma saving throw",
"CHARMED": "Charmed",
"CHARISMA": "Charyzma",
"CHARISMA_SAVING_THROW": "Rzut obronny na charyzmę",
"CHARMED": "Zauroczony",
"CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
"CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
"CHECK": "Check",
+100 -100
View File
@@ -57,47 +57,47 @@
"ABILITY_CHECK": "Teste de habilidade",
"ABILITY_CHECKS": "Testes de habilidade",
"ABILITY_CHECKS_QUERY": "Consulta de testes de habilidade",
"ABILITY_CHECK_MODIFIER": "Ability check modifier",
"ABILITY_SCORE": "Ability score",
"ABILITY_CHECK_MODIFIER": "Modificador de habilidade",
"ABILITY_SCORE": "Pontos de habilidade",
"ABILITY_SCORES": "Pontos de habilidade",
"ABJURATION": "Abjuration",
"ABJURATION": "Abjuração",
"AC": "CA",
"ACID": "ácido",
"ACROBATICS": "Acrobacia",
"ACTION": "Ação",
"ACTIONS": "Ações",
"AC_ARMORED": "Armored AC",
"AC_UNARMORED": "Unarmored AC",
"AC_UNARMORED": "CA Sem Armadura",
"AC_UNARMORED_ABILITY": "Unarmored ability",
"ADD_COMMON_ITEMS": "Add common items",
"ADD_COMMON_ITEMS": "Add. itens comuns",
"ADD_HALF_PROFICIENCY_TO_UNPROFICIENT_SAVING_THROWS": "Add half proficiency<br>to unproficient saving throws",
"ADVANTAGE": "Advantage",
"ADVANTAGE+": "Advantage+",
"ADVENTURING_GEAR": "Adventuring gear",
"AGE": "Age",
"ALIGNMENT": "Alignment",
"ADVANTAGE": "Vantagem",
"ADVANTAGE+": "Vantagem+",
"ADVENTURING_GEAR": "Pacote de aventureiro",
"AGE": "Idade",
"ALIGNMENT": "Alinhamento",
"ALL": "All",
"AMMO": "Ammo",
"AMMO_AUTO_USE": "Automatically use ammo",
"AMMO": "Munição",
"AMMO_AUTO_USE": "Usar munição automaticamente",
"AMMO_WEIGHT": "Ammo weight",
"AMPHIBIOUS": "Amphibious",
"AMULET": "Amulet",
"ANIMALHANDLING": "Animal Handling",
"AMPHIBIOUS": "Anfíbio",
"AMULET": "Amuleto",
"ANIMALHANDLING": "Adestrar Animais",
"API": "API",
"APPEARANCE": "Appearance",
"ARCANA": "Arcana",
"ARMOR": "Armor",
"ARMOR_CLASS": "Armor class",
"ARROWS": "Arrows",
"APPEARANCE": "Aparência",
"ARCANA": "Arcanismo",
"ARMOR": "Armadura",
"ARMOR_CLASS": "Classe de Armadura",
"ARROWS": "Flechas",
"ARTIFICER": "Artificer (2017)",
"AS": "as",
"ATHLETICS": "Athletics",
"AS": "como",
"ATHLETICS": "Atletismo",
"ATK": "Atq",
"ATTACHERS": "Attachers",
"ATTACK": "Attack",
"ATTACKS": "Attacks",
"ATTACK_MODIFIER": "Attack modifier",
"AT_WILL": "at will",
"ATTACHERS": "Atacantes",
"ATTACK": "Ataque",
"ATTACKS": "Ataques",
"ATTACK_MODIFIER": "Modificador de Ataque",
"AT_WILL": "à vontade",
"AUTO": "Auto",
"AUTOMATICALLY_EXPEND_SPELL_RESOURCES": "Automatically expend spell resources",
"AUTOMATICALLY_ROLL_DAMAGE_FOR_ATTACKS": "Automatically roll damage for attacks",
@@ -105,113 +105,113 @@
"AUTOMATIC_HIGHER_LEVEL_QUERIES": "Automatic higher level queries",
"AUTO_REVERT_ADV": "Automatically revert (dis)advantage",
"AVERAGE_OF_ABILITIES": "Average of abilities",
"AVG": "avg",
"AVG": "med",
"BACKGROUND": "Plano de Fundo",
"BACKSTORY": "Antecedentes",
"BARBARIAN": "Barbarian",
"BARD": "Bard",
"BARBARIAN": "Bárbaro",
"BARD": "Bardo",
"BASE_DC": "Base DC",
"BIG": "Big",
"BITE": "Bite",
"BLINDED": "Blinded",
"BLINDED_1": "A blinded creature can’t see and automatically fails any ability check that requires sight.",
"BLINDED_2": "Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.",
"BLINDSIGHT": "Blindsight",
"BIG": "Grande",
"BITE": "Mordida",
"BLINDED": "Cego",
"BLINDED_1": "Uma criatura cega não pode ver e falha automaticamente em qualquer teste de habilidade que requeira visão.",
"BLINDED_2": "Jogadas de ataque contra a criatura tem vantagem, e as jogadas de ataque da criatura possuem desvantagem.",
"BLINDSIGHT": "Visão às cegas",
"BLIND_BEYOND": "cego além desse raio",
"BLUDGEONING": "bludgeoning",
"BLUDGEONING": "contundente",
"BONDS": "Bonds",
"BONUS": "Bonus",
"BONUS": "Bônus",
"BORDER": "Border",
"BONUSES": "Bonuses",
"BONUSES_AND_PENALTIES": "Bonuses & Penalties",
"BONUSES": "Bônus",
"BONUSES_AND_PENALTIES": "Bônus e Penalidades",
"BONUSES_AND_PENALTIES_TOOLTIP": "Auto add a bonus\/penalty to rolls made using the sheet macros.<br>Usage: you acquire a magic item that gives +1 to your spell save DC, enter 1 in the spell save DC field. You are under the effects of the Bless spell, enter “d4cs0cf0” in both attack roll fields, and the saving throw one",
"BRAWN": "Brawn",
"BREAK_TIES": "Break ties",
"BURROW": "Burrow",
"CANCEL": "Cancelar",
"CANTRIP": "Cantrip",
"CANTRIPS": "Cantrips",
"CAN_HAVE": "Can have",
"CARRIED": "Carried",
"CARRYING_CAPACITY": "Carrying capacity",
"CANTRIP": "Truque",
"CANTRIPS": "Truques",
"CAN_HAVE": "Pode ter",
"CARRIED": "Carregado(s)",
"CARRYING_CAPACITY": "Capacidade de Carga",
"CARRYING_CAPACITY_1": "This is the weight that you can carry",
"CARRYING_PUSH_DRAG_LIFT": "Push\/Drag\/Lift",
"CARRYING_PUSH_DRAG_LIFT": "Empurrar, Puxar ou Levantar",
"CARRYING_PUSH_DRAG_LIFT_FEET": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.",
"CARRYING_PUSH_DRAG_LIFT_METERS": "While pushing or dragging weight in excess of your carrying capacity, your speed drops to 1.5 meters.",
"CASTERS_4TH": "4th level spellcasting",
"CASTERS_5TH": "5th level spellcasting",
"CASTERS_9TH": "9th level spellcasting",
"CASTING_TIME": "Casting Time",
"CHA": "Cha",
"CHALLENGE": "Challenge",
"CASTERS_4TH": "Magia de 4º Nível",
"CASTERS_5TH": "Magia de 5º Nível",
"CASTERS_9TH": "Magia de 9º Nível",
"CASTING_TIME": "Tempo de Conjuração",
"CHA": "CAR",
"CHALLENGE": "Dificuldade",
"CHARACTER": "Personagem",
"CHARACTER_NAME": "Nome do personagem",
"CHARACTER_NAME_ON_ROLL_TEMPLATES": "Character Name on all roll templates",
"CHARISMA": "Charisma",
"CHARISMA_SAVING_THROW": "Charisma saving throw",
"CHARMED": "Charmed",
"CHARISMA": "Carisma",
"CHARISMA_SAVING_THROW": "Teste de Resistência de Carisma",
"CHARMED": "Enfeitiçado",
"CHARMED_1": "A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.",
"CHARMED_2": "The charmer has advantage on any ability check to interact socially with the creature.",
"CHECK": "Check",
"CHECK": "Teste",
"CHECK_MODIFIER": "Check modifier",
"CHOOSE_WHEN_ROLLING": "Choose when rolling",
"CLASS": "Class",
"CLASS_AND_LEVEL": "Class & Level",
"CLASS": "Classe",
"CLASS_AND_LEVEL": "Classe e Nível",
"CLASS_AND_LEVEL_PLACEHOLDER": "Generated after adding a class on the “Character” tab",
"CLASS_FEATURES": "Class features",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infuse Magic",
"CLASS_FEATURES": "Características de Classe",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC": "Infundir Magia",
"CLASS_FEATURE_ARTIFICER_INFUSE_MAGIC_TEXT": "You gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.\nAny creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item.\nWhen you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.\nYou can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Magic Item Analysis",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS": "Análise de Item Mágico",
"CLASS_FEATURE_ARTIFICER_MAGIC_ITEM_ANALYSIS_TEXT": "Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t need to provide a material component when casting identify with this class feature.",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Mechanical Servant",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT": "Servo Mecânico",
"CLASS_FEATURE_ARTIFICER_MECHANICAL_SERVANT_TEXT": "Your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.\nSelect a Large beast with a challenge rating of 2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:\n•It is a construct instead of a beast.\n•It can’tbe charmed.\n•It is immune to poison damage and the poisoned condition.\n•It gains darkvision with a range of 60 feet if it doesn’t have it already.\n•It understands the languages you can speak when you create it, but it can’t speak.\n•If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.\nThe servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.\nIf the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Soul of Artifice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE": "Alma de Artífice",
"CLASS_FEATURE_ARTIFICER_SOUL_OF_ARTIFICE_TEXT": "Your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Superior Attunement",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT": "Sintonização Superior",
"CLASS_FEATURE_ARTIFICER_SUPERIOR_ATTUNEMENT_TEXT": "Your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.\nAt 15th level, this limit increases to five magic items.",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE": "Tool Expertise",
"CLASS_FEATURE_ARTIFICER_TOOL_EXPERTISE_TEXT": "Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Wondrous Invention",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION": "Invenção Maravilhosa",
"CLASS_FEATURE_ARTIFICER_WONDROUS_INVENTION_TEXT": "You gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.\nCrafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.\nYou complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master’s Guide.\n2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones\n5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets\n10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack\n15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing\n20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Brutal Critical",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL": "Crítico Brutal",
"CLASS_FEATURE_BARBARIAN_BRUTAL_CRITICAL_TEXT": "You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\nThis increases to two additional dice at 13th level and three additional dice at 17th level.",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Danger Sense",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Extra Attack (Barbarian)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Fast Movement",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Your speed increases by 10 feet while you aren’t wearing heavy armor.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Feral Instinct",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Your instincts are so honed that you have advantage on initiative rolls.\nAdditionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Indomitable Might",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE": "Senso de Perigo",
"CLASS_FEATURE_BARBARIAN_DANGER_SENSE_TEXT": "Você possui vantagem em Testes de Resistência de Destreza contra efeitos que você pode ver, como armadilhas e feitiços. Para ganhar esse benefício, você não pode estar cego, surdo, ou incapacitado.",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK": "Ataque Extra (Bárbaro)",
"CLASS_FEATURE_BARBARIAN_EXTRA_ATTACK_TEXT": "Você pode atacar duas vezes, ao invés de uma, sempre que você usar a Ação de Ataque no seu turno.",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT": "Movimentação Rápida",
"CLASS_FEATURE_BARBARIAN_FAST_MOVEMENT_TEXT": "Seu deslocamento aumenta em 10 pés (3 metros) enquanto você não estiver usando uma armadura pesada.",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT": "Instinto Selvagem",
"CLASS_FEATURE_BARBARIAN_FERAL_INSTINCT_TEXT": "Seus instintos são tão afiados que você tem vantagem em testes de iniciativa.\nAlém disso, se você for surpreso no início de um combate e não estar incapacitado, você pode agir normalmente no seu primeiro turno, porém apenas se você entrar em fúria antes de fazer qualquer ação nesse turno.",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT": "Força Indomável",
"CLASS_FEATURE_BARBARIAN_INDOMITABLE_MIGHT_TEXT": "If your total for a Strength check is less than your Strength score, you can use that score in place of the total.",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Persistent Rage",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE": "Fúria Persistente",
"CLASS_FEATURE_BARBARIAN_PERSISTENT_RAGE_TEXT": "Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Primal Champion",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION": "Campeão Primitivo",
"CLASS_FEATURE_BARBARIAN_PRIMAL_CHAMPION_TEXT": "You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.",
"CLASS_FEATURE_BARBARIAN_RAGE": "Rage",
"CLASS_FEATURE_BARBARIAN_RAGE": "Fúria",
"CLASS_FEATURE_BARBARIAN_RAGE_TEXT": "On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:\n•You have advantage on Strength checks and Strength saving throws.\n•When you make a melee weapon attack using Strength, you add RAGE_DAMAGE to that damage roll.\n•You have resistance to bludgeoning, piercing, and slashing damage\nIf you are able to cast spells, you can’t cast them or concentrate on them while raging.\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Reckless Attack",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK": "Ataque descuidado",
"CLASS_FEATURE_BARBARIAN_RECKLESS_ATTACK_TEXT": "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE": "Relentless Rage",
"CLASS_FEATURE_BARBARIAN_RELENTLESS_RAGE_TEXT": "Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC [[10]] Constitution saving throw. If you succeed, you drop to 1 hit point instead.\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Unarmored Defense",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE": "Defesa sem Armadura",
"CLASS_FEATURE_BARBARIAN_UNARMORED_DEFENSE_TEXT": "While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Bardic Inspiration",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION": "Inspiração Bárdica",
"CLASS_FEATURE_BARD_BARDIC_INSPIRATION_TEXT": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.",
"CLASS_FEATURE_BARD_COUNTERCHARM": "Countercharm",
"CLASS_FEATURE_BARD_COUNTERCHARM_TEXT": "You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).",
"CLASS_FEATURE_BARD_EXPERTISE": "Expertise",
"CLASS_FEATURE_BARD_EXPERTISE_TEXT": "Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Jack of All Trades",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES": "Pau pra toda obra",
"CLASS_FEATURE_BARD_JACK_OF_ALL_TRADES_TEXT": "You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Magical Secrets",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS": "Segredos Mágicos",
"CLASS_FEATURE_BARD_MAGICAL_SECRETS_TEXT": "You have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\nYou learn two additional spells from any class at 14th level and again at 18th level.",
"CLASS_FEATURE_BARD_SONG_OF_REST": "Song of Rest",
"CLASS_FEATURE_BARD_SONG_OF_REST_TEXT": "You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains extra hit points.",
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Superior Inspiration",
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION": "Inspiração Superior",
"CLASS_FEATURE_BARD_SUPERIOR_INSPIRATION_TEXT": "When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Channel Divinity",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY": "Canalizar Divindade",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TEXT": "You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD": "Turn Undead (Channel Divinity)",
"CLASS_FEATURE_CLERIC_CHANNEL_DIVINITY_TURN_UNDEAD_TEXT": "As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\nA turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.",
@@ -224,32 +224,32 @@
"CLASS_FEATURE_DRUID_BEAST_SPELLS_TEXT": "You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components",
"CLASS_FEATURE_DRUID_DRUIDIC": "Druidic",
"CLASS_FEATURE_DRUID_DRUIDIC_TEXT": "You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.",
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Timeless Body",
"CLASS_FEATURE_DRUID_TIMELESS_BODY": "Corpo Atemporal",
"CLASS_FEATURE_DRUID_TIMELESS_BODY_TEXT": "The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.",
"CLASS_FEATURE_DRUID_WILD_SHAPE": "Wild Shape",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING": "that doesn’t have a flying speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_NO_FLYING_OR_SWIMMING": "that doesn’t have a flying or swimming speed",
"CLASS_FEATURE_DRUID_WILD_SHAPE_TEXT": "You can use your action to magically assume the shape of a beast that you have seen before. You can transform into any beast that has a challenge rating of CHALLENGE_RATING or lowerLIMITATIONS.\nYou can stay in a beast shape for [[WILD_SHAPE_HOURS[half your druid level (rounded down)]]] hours. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\nWhile you are transformed, the following rules apply:\n•Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.\n•When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n•You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.\n•You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.\n•You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Action Surge",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "On your turn, you can take one additional action on top of your regular action and a possible bonus action.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Remarkable Athlete",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Extra Attack (Fighter)",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE": "Surto de Ação",
"CLASS_FEATURE_FIGHTER_ACTION_SURGE_TEXT": "No seu turno, você pode realizar uma ação adicional juntamente com sua ação e uma possível ação bônus.",
"CLASS_FEATURE_FIGHTER_CHAMPION_REMARKABLE_ATHLETE": "Atleta Excepcional",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK": "Ataque Extra (Guerreiro)",
"CLASS_FEATURE_FIGHTER_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Fighting Style (Fighter)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE": "Estilo de Luta (Guerreiro)",
"CLASS_FEATURE_FIGHTER_FIGHTING_STYLE_TEXT": "You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.\n\nArchery\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\n\nDefense\nWhile you are wearing armor, you gain a +1 bonus to AC.\n\nDueling\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\n\nGreat Weapon Fighting\nWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.\n\nProtection\nWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\n\nTwo-Weapon Fighting\nWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.",
"CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomitable",
"CLASS_FEATURE_FIGHTER_INDOMITABLE": "Indomável",
"CLASS_FEATURE_FIGHTER_INDOMITABLE_TEXT": "You can reroll a saving throw that you fail. If you do so, you must use the new roll.",
"CLASS_FEATURE_FIGHTER_SECOND_WIND": "Second Wind",
"CLASS_FEATURE_FIGHTER_SECOND_WIND_TEXT": "On your turn, you can use a bonus action to regain hit points.",
"CLASS_FEATURE_MONK_DEFLECT_MISSILES": "Deflect Missiles",
"CLASS_FEATURE_MONK_DEFLECT_MISSILES_TEXT": "You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by [[d10 + @{dexterity_mod}[dex] + @{monk_level}[monk level]]].\nIf you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet",
"CLASS_FEATURE_MONK_DIAMOND_SOUL": "Diamond Soul",
"CLASS_FEATURE_MONK_DIAMOND_SOUL": "Alma de Diamante",
"CLASS_FEATURE_MONK_DIAMOND_SOUL_TEXT": "Your mastery of ki grants you proficiency in all saving throws.\nAdditionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.",
"CLASS_FEATURE_MONK_EMPTY_BODY": "Empty Body",
"CLASS_FEATURE_MONK_EMPTY_BODY": "Corpo Vazio",
"CLASS_FEATURE_MONK_EMPTY_BODY_TEXT": "You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.\nAdditionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.",
"CLASS_FEATURE_MONK_EVASION": "Evasion",
"CLASS_FEATURE_MONK_EVASION": "Evasão",
"CLASS_FEATURE_MONK_EVASION_TEXT": "Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.",
"CLASS_FEATURE_MONK_EXTRA_ATTACK": "Extra Attack (Monk)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK": "Ataque Extra (Monge)",
"CLASS_FEATURE_MONK_EXTRA_ATTACK_TEXT": "You can attack twice, instead of once, whenever you take the Attack action on your turn.",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS": "Flurry of Blows",
"CLASS_FEATURE_MONK_FLURRY_OF_BLOWS_TEXT": "Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.",
@@ -257,15 +257,15 @@
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES": "Ki-Empowered Strikes",
"CLASS_FEATURE_MONK_KI_EMPOWERED_STRIKES_TEXT": "Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
"CLASS_FEATURE_MONK_KI_TEXT": "Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.\nYou can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.\nWhen you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.",
"CLASS_FEATURE_MONK_MARTIAL_ARTS": "Martial Arts",
"CLASS_FEATURE_MONK_MARTIAL_ARTS": "Artes Marciais",
"CLASS_FEATURE_MONK_MARTIAL_ARTS_TEXT": "Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-‑handed or heavy property.\nYou gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:\n•You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.\n•You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.\n•When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.\nCertain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Patient Defense",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE": "Defesa Paciente",
"CLASS_FEATURE_MONK_PATIENT_DEFENSE_TEXT": "You can spend 1 ki point to take the Dodge action as a bonus action on your turn.",
"CLASS_FEATURE_MONK_PERFECT_SELF": "Perfect Self",
"CLASS_FEATURE_MONK_PERFECT_SELF_TEXT": "When you roll for initiative and have no ki points remaining, you regain 4 ki points.",
"CLASS_FEATURE_MONK_PURITY_OF_BODY": "Purity of Body",
"CLASS_FEATURE_MONK_PURITY_OF_BODY": "Pureza do Corpo",
"CLASS_FEATURE_MONK_PURITY_OF_BODY_TEXT": "Your mastery of the ki flowing through you makes you immune to disease and poison.",
"CLASS_FEATURE_MONK_SLOW_FALL": "Slow Fall",
"CLASS_FEATURE_MONK_SLOW_FALL": "Queda Lenta",
"CLASS_FEATURE_MONK_SLOW_FALL_TEXT": "You can use your reaction when you fall to reduce any falling damage you take by [[5 * @{monk_level}]].",
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND": "Step of the Wind",
"CLASS_FEATURE_MONK_STEP_OF_THE_WIND_TEXT": "You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.",
+1 -1
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@@ -84,7 +84,7 @@
"cargo": "Carga",
"guns": "Cañones",
"treasury": "Tesorería",
"special-features": "Special Features",
"special-features": "Características Especiales",
"feature": "Proezas",
"adventures": "Aventuras",
"adventure": "Aventura",
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@@ -4,9 +4,22 @@ This is the source code for the A Fistful of Darkness character sheet on Roll20.
## Changelog
### 1.4
* Skipping version 1.3 to be in sync with version from the book
* Name change of The Law Special Ability
* Better readability for resisting via updated background picture
* Fixed image preloading (from dropbox to github)
* Fixed text for rolling Riders
### 1.3
* skipped, see 1.4
### 1.2
* Fine Hellstone fixed (was 2 not connected boxes, now 3 connected boxes)
* Changed asset location from dropbox to roll20 server
### 1.1
@@ -19,3 +32,4 @@ This is the source code for the A Fistful of Darkness character sheet on Roll20.
### 1.0
* Initial release
+3 -3
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@@ -1,4 +1,4 @@
<div class="preload"><img src="https://www.dropbox.com/s/h4e97xubsdhdo0s/xptooth-red.png?raw=1"/><img src="https://www.dropbox.com/s/kwmkrf39bjewwvz/xptooth-white.png?raw=1"/><img src="https://www.dropbox.com/s/2fgk973ji5gckhr/stresstooth-red.png?raw=1"/><img src="https://www.dropbox.com/s/kecon36tg77sabv/stresstooth-white.png?raw=1"/><img src="https://www.dropbox.com/s/9lxyjraycuij5j3/shorttooth-red.png?raw=1"/><img src="https://www.dropbox.com/s/vwadbbosvhzkzcl/shorttooth-grey.png?raw=1"/><img src="https://www.dropbox.com/s/5u07iauquhen566/stresstooth-black.png?raw=1"/><img src="https://www.dropbox.com/s/lisy5xwuo0p40ax/stresstooth-halfgrey.png?raw=1"/><img src="https://www.dropbox.com/s/o6qv50ex7anfsp7/box_neutral.png?raw=1"/><img src="https://www.dropbox.com/s/etqttco4d9tkl3y/box_light.png?raw=1"/><img src="https://www.dropbox.com/s/9pvyb1tegtwde9e/box_darkness.png?raw=1"/><img src="https://www.dropbox.com/s/7swql9mddspdnhe/box_light_checked.png?raw=1"/><img src="https://www.dropbox.com/s/7vkiwpm3n5cn18i/box_neutral_checked.png?raw=1"/><img src="https://www.dropbox.com/s/hexwib9wgfj76tm/box_darkness_checked.png?raw=1"/></div>
<div class="preload"><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/xptooth-red.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/xptooth-white.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/stresstooth-red.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/stresstooth-white.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/shorttooth-red.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/shorttooth-grey.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/stresstooth-black.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/stresstooth-halfgrey.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_neutral.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_light.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_darkness.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_light_checked.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_neutral_checked.png"/><img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/A%20Fistful%20of%20Darkness/Assets/box_darkness_checked.png"/></div>
<input class="focus-shadow" type="hidden" name="attr_setting_focus_shadow" value="1"/>
<input class="show-broadcast" type="hidden" name="attr_setting_show_broadcast" value="1"/>
<input class="show-itemdesc" type="hidden" name="attr_setting_show_itemdesc" value="1"/>
@@ -2561,7 +2561,7 @@ const data = {
},
"the_law": {
"numberOfFriends": 5,
"ability": ["i_am_the_law", "a_story_to_tell", "this_aint_no_coon_hunt", "what_your_country_can_do_for_you", "s_only_a_flesh_wound", "moral_compass", "tactical_genius", "veteran"],
"ability": ["i_am_the_law", "a_story_to_tell", "this_aint_no_piquenique", "what_your_country_can_do_for_you", "s_only_a_flesh_wound", "moral_compass", "tactical_genius", "veteran"],
"base": {
"hunt": "1",
"brawl": "1",
@@ -3242,7 +3242,7 @@ const data = {
"gatherinfo1", "gatherinfo2", "gatherinfo3", "gatherinfo4", "gatherinfo5", "gatherinfo6"]
};
/* global data, getTranslationByKey, getAttrs, setAttrs, on, getSectionIDs, generateRowID, removeRepeatingRow */
const sheetVersion = "1.2";
const sheetVersion = "1.4";
const sheetName = "A Fistful of Darkness";
const getTranslation = (key) => (getTranslationByKey(key) || "NO_TRANSLATION_FOUND");
/* It's necessary to include the base data at the start of the file */
+4 -5
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@@ -459,8 +459,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -704,7 +704,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -940,6 +940,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Experte",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "Cuando quieras Mandar a una cohorte en una situación de combate, esta continuará luchando cuando haya sido devastada (no se retirará por sufrir daño de nivel 3) y además obtendrá efecto +1 y protección 1.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Efecto|Estándar|Limitado|Excelente|Extremo|Nulo}",
"elite": "Élite",
"engagement": "Implicación",
"entanglement": "Aprietos",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Modo Facción",
"faction_notes": "Notas de Facción",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Añade otra manera específica de ganar PX aquí.",
"xp_top": "Al final de la sesión, marcad 1 PX por cada punto siguiente, si se ha cumplido, o 2 PX si se ha cumplido varias veces.",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Cero Dados — quédate el más bajo",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Cero Dados — quédate el más bajo"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "Quand vous Commandez une cohorte en combat, vos hommes continuent à se battre même s’ils devraient se disperser (la cohorte n’est pas mise hors de combat lorsqu’elle subit une blessure de niveau 3). La cohorte bénéficie de +1 effet et 1 armure. ",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effet|Normal|Limité|Important|Extrême|Nul}",
"elite": "Élite",
"engagement": "Engagement",
"entanglement": "Enchevêtrement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Mode faction",
"faction_notes": "Notes de faction",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Entrez une autre condition spécifique pour gagner de l’XP.",
"xp_top": "Pour chacune, il gagne 1 px si la condition s’est produite, voire 2 px si cela s’est produit plusieurs fois durant la session.",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dé — Prenez le plus petit résultat",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dé — Prenez le plus petit résultat"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "Quando Comandi una cricca in combattimento, questa continuerà a combattere anche quando normalmente sarebbe da considerare spezzata (non viene sconfitta quando subisce un danno di livello 3). La cricca ottiene inoltre +1 efficacia e +1 armatura.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Efficacia|Normale|Limitata|Superiore|Estrema|Zero}",
"elite": "Elite",
"engagement": "Ingaggio",
"entanglement": "Coinvolgimento",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Modalità Fazione",
"faction_notes": "Note Fazione",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Inserisci un altro metodo specifico per guadagnare PE qui.",
"xp_top": "Alla fine della sessione, Per ogni innesco segna 1 PE se la condizione si è verificata una volta (2 PE se la condizione si è verificata più volte).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dadi - usa il risultato più basso",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dadi - usa il risultato più basso"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "전투에서 부하에게 명령을 하면, 무력해져야 할 상황에도 계속 싸웁니다(3단계 피해를 받아도 전투 불능이 되지 않습니다). 부하는 +1 효과와, 1 갑옷을 얻습니다.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{결과|표준적|제한적|극적|극단적|없음}",
"elite": "정예",
"engagement": "접근 판정",
"entanglement": "얽힘",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "파벌 목록",
"faction_notes": "파벌 메모",
@@ -909,6 +909,5 @@
"xp_specific_extra": "경험점을 표기하는 다른 조건을 입력하십시오.",
"xp_top": "매 세션이 끝날 때마다, 아래의 각각의 항목에 대해, 1 XP를 표시하십시오(여러 번 발생한 항목에 대해서는 2 XP를 표기하십시오).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "주사위 0개 — 더 낮은 결과를 사용하십시오",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "주사위 0개 — 더 낮은 결과를 사용하십시오"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "Você é capaz de Comandar um parceiro em combate de forma extremamente efetiva, concedendo-o +1 efeito e 1 armadura. Ele também continua lutando mesmo se estiver arrasado (ou seja, não é removido do combate quando sofre um dano de nível 3).",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Abertura",
"entanglement": "Desavenças",
"entanglement": "Riders",
"expert": "Especialista",
"faction_mode": "Facção",
"faction_notes": "Notas de Facção",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Escreva aqui outro gatilho de xp específico.",
"xp_top": "Ao final da sessão, você marca 1 xp para cada gatilho ativado durante a sessão, ou 2 xp para cada gatilho ativado várias vezes.",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dados — use o pior resultado acima",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dados — use o pior resultado acima"
}
+4 -5
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@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+4 -5
View File
@@ -435,8 +435,8 @@
"playbook_ability_i_am_the_law_description": "You may expend your special armor to show your badge of authority to enforce obedience, or to push yourself during a fight.",
"playbook_ability_a_story_to_tell": "A Story To Tell",
"playbook_ability_a_story_to_tell_description": "Once per run you can push yourself to tell a story about a dire mess you survived to achieve one of the following: motivate a cohort/mob into fighting or fleeing - give a fighting cohort +1 effect - restore 1 Grit for everybody in the Posse.",
"playbook_ability_this_aint_no_coon_hunt": "This Ain't No 'Coon Hunt",
"playbook_ability_this_aint_no_coon_hunt_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_this_aint_no_piquenique": "This Ain’t No Pique-Nique",
"playbook_ability_this_aint_no_piquenique_description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor.",
"playbook_ability_what_your_country_can_do_for_you": "What Your Country Can Do For You",
"playbook_ability_what_your_country_can_do_for_you_description": "You have access to law enforcement resources. Get +1d when you acquire assets during downtime. All assets have a minimum quality of 1.",
"playbook_ability_s_only_a_flesh_wound": "S'Only A Flesh Wound",
@@ -676,7 +676,7 @@
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
"elite": "Elite",
"engagement": "Engagement",
"entanglement": "Entanglement",
"entanglement": "Riders",
"expert": "Expert",
"faction_mode": "Faction Mode",
"faction_notes": "Faction notes",
@@ -909,6 +909,5 @@
"xp_specific_extra": "Enter another specific way to mark XP here.",
"xp_top": "At the end of each session, for each item below, mark 1 xp (or instead mark 2 xp if that item occurred multiple times).",
"xp_vice": "You struggled with issues from your vice, mutation, stigmata during the session.",
"zerodice": "Zero Dice — take the lowest result above",
"xxxsomenewasset": "another new asset to force translation. Hope this works"
"zerodice": "Zero Dice — take the lowest result above"
}
+2 -2
View File
@@ -128,7 +128,7 @@
"destiny-point": "Points de Destinée",
"avaible": "Disponible:",
"maximum": "Maximum",
"base": "Base",
"base": "Base ",
"invested": "Investi",
"bonus": "Bonus",
"yds": "yds",
@@ -229,7 +229,7 @@
"rally": "Rallié",
"routed": "En Déroute",
"abilities": "Caractéristique",
"discipline": "Discipline",
"discipline": "Discipliner",
"fight-damage": "Dégat CàC",
"marksmanship-damage": "Dégat Tir",
"mvt": "Mouvement",
+234 -234
View File
@@ -1,245 +1,245 @@
{
"info-ability": "Info &amp; Abilities",
"intrigue-combat": "Intrigue &amp; Combat",
"character-details": "Character Details",
"npcs": "NPCs",
"armies": "Armies",
"info-ability": "Info i umiejętności",
"intrigue-combat": "Intryga i walka",
"character-details": "Szczegóły postaci",
"npcs": "Lista NPC",
"armies": "Armie",
"journal": "Dziennik",
"name": "Name :",
"player-name": "Player Name",
"house": "House:",
"name": "Nazwa :",
"player-name": "Imię Gracza/Graczki",
"house": "Ród:",
"motto": "Motto",
"age": "Age",
"gender": "Gender",
"height": "Height",
"weight": "Weight",
"hair-color": "Hair Color",
"eye-color": "Eye Color",
"custom-roll": "Custom Roll",
"agility": "Agility",
"acrobatics": "Acrobatics",
"balance": "Balance",
"contortions": "Contortions",
"dodge": "Dodge",
"quickness": "Quickness",
"animal-handling": "Animal Handling",
"charm": "Charm",
"drive": "Drive",
"ride": "Ride",
"train": "Train",
"athletics": "Athletics",
"climb": "Climb",
"jump": "Jump",
"run": "Run",
"strength": "Strength",
"swim": "Swim",
"age": "Wiek",
"gender": "Płeć",
"height": "Wzrost",
"weight": "Waga",
"hair-color": "Włosy",
"eye-color": "Oczy",
"custom-roll": "Niestandardowa kość",
"agility": "Zręczność",
"acrobatics": "Akrobatyka",
"balance": "Zmysł równowagi",
"contortions": "Człowiek-wąż",
"dodge": "Unik",
"quickness": "Szybkość",
"animal-handling": "Opieka nad zwierzętami",
"charm": "Oswajanie/Oczarowanie",
"drive": "Powożenie",
"ride": "Jeździectwo",
"train": "Tresura",
"athletics": "Kondycja",
"climb": "Wspinaczka",
"jump": "Skakanie",
"run": "Bieg",
"strength": "Siła",
"swim": "Pływanie",
"Throw": "Rzut",
"awareness": "Awareness",
"empathy": "Empathy",
"notice": "Notice",
"cunning": "Cunning",
"decipher": "Decipher",
"logic": "Logic",
"memory": "Memory",
"deception": "Deception",
"act": "Act",
"bluff": "Bluff",
"cheat": "Cheat",
"disguise": "Disguise",
"endurance": "Endurance",
"resilience": "Resilience",
"stamina": "Stamina",
"fighting": "Fighting",
"axes": "Axes",
"bluggeons": "Bludgeons",
"brawling": "Brawling",
"fencing": "Fencing",
"long-blade": "Long Blades",
"polearms": "Polearms",
"shields": "Shields",
"short-blade": "Short Blades",
"spears": "Spears",
"healing": "Healing",
"diagnose": "Diagnose",
"treat-ailment": "Treat Ailment",
"treat-injury": "Treat Injury",
"laguage": "Language",
"awareness": "Spostrzegawczość",
"empathy": "Empatia",
"notice": "Przeszukiwanie",
"cunning": "Spryt",
"decipher": "Rozszyfrowywanie",
"logic": "Logika",
"memory": "Pamięć",
"deception": "Przebiegłość",
"act": "Udawanie",
"bluff": "Blefowanie",
"cheat": "Oszukiwanie",
"disguise": "Przebranie",
"endurance": "Żywotność",
"resilience": "Odporność",
"stamina": "Wytrzymałość",
"fighting": "Walka",
"axes": "Topory",
"bluggeons": "Broń obuchowa",
"brawling": "Walka wręcz",
"fencing": "Szermierka",
"long-blade": "Miecze",
"polearms": "Broń drzewcowa",
"shields": "Tarcze",
"short-blade": "Sztylety",
"spears": "Włócznie",
"healing": "Leczenie",
"diagnose": "Diagnozowanie",
"treat-ailment": "Leczenie chorób",
"treat-injury": "Leczenie ran",
"laguage": "Język",
"roll": "Rzuć",
"knowledge": "Knowledge",
"education": "Education",
"research": "Research",
"streetwise": "Streetwise",
"marksmanship": "Marksmanship",
"bows": "Bows",
"crossbows": "Crossbows",
"siege": "Siege",
"thrown": "Thrown",
"persuasuion": "Persuasion",
"bargain": "Bargain",
"convince": "Convince",
"incite": "Incite",
"intimidate": "Intimidate",
"seduce": "Seduce",
"taunt": "Taunt",
"knowledge": "Wiedza",
"education": "Wykształcenie",
"research": "Wyszukiwanie informacji",
"streetwise": "Wypytywanie",
"marksmanship": "Strzelectwo",
"bows": "Łuki",
"crossbows": "Kusze",
"siege": "Broń oblężnicza",
"thrown": "Broń rzucana",
"persuasuion": "Perswazja",
"bargain": "Negocjacje",
"convince": "Przekonywanie",
"incite": "Podjudzanie",
"intimidate": "Zastraszanie",
"seduce": "Uwodzenie",
"taunt": "Prowokacja",
"status": "Status",
"breeding": "Breeding",
"reputation": "Reputation",
"stewardship": "Stewardship",
"tournaments": "Tournaments",
"stealth": "Stealth",
"blend-in": "Blend In",
"sneak": "Sneak",
"survival": "Survival",
"forage": "Forage",
"hunt": "Hunt",
"orientation": "Orientation",
"track": "Utwór",
"thievery": "Thievery",
"breeding": "Wychowanie",
"reputation": "Reputacja",
"stewardship": "Zarządzanie",
"tournaments": "Turnieje",
"stealth": "Ukrycie",
"blend-in": "Znikanie w tłumie",
"sneak": "Skradanie",
"survival": "Przetrwanie",
"forage": "Zbieractwo",
"hunt": "Łowiectwo",
"orientation": "Wyczucie kierunku",
"track": "Tropienie",
"thievery": "Złodziejstwo",
"pick-lock": "Otwieranie zamków",
"sleight-of-hand": "Sleight of Hand",
"steal": "Steal",
"warfare": "Warfare",
"command": "Command",
"strategy": "Strategy",
"tactics": "Tactics",
"will": "Will",
"courage": "Courage",
"coordonate": "Coordinate",
"dedication": "Dedication",
"initiative": "Initiative",
"defense": "Defense",
"defense-bonus": "Defense Bonus",
"composure": "Composure Bonus",
"current": "Current",
"max": "Max",
"frustration": "Frustration:",
"d-malus-deception-persuation": "–1D on Deception and Persuasion",
"health": "Health",
"1-on-all-tests": "–1 on all tests",
"armor": "Armor",
"armor-rating": "Armor Rating",
"armor-penalty": "Armor Penalty",
"armor-bulk": "Armor Bulk",
"injuries-wounds": "Injuries &amp; Wounds",
"injuries": "Injuries",
"injuries-impose": "Injuries impose -1 to all tests.",
"wounds": "Wounds:",
"wounds-impose": "Wounds impose -1D to all tests.",
"destiny-point": "Destiny Points",
"avaible": "Available:",
"maximum": "Maximum",
"sleight-of-hand": "Kuglarstwo",
"steal": "Kradzież",
"warfare": "Prowadzenie wojny",
"command": "Dowodzenie",
"strategy": "Strategia",
"tactics": "Taktyka",
"will": "Wola",
"courage": "Odwaga",
"coordonate": "Współpraca",
"dedication": "Oddanie",
"initiative": "Inicjatywa",
"defense": "Obrona",
"defense-bonus": "Bonus do obrony",
"composure": "Bonus do opanowania",
"current": "Obecne",
"max": "Maks.",
"frustration": "Frustracja:",
"d-malus-deception-persuation": "-1K w Przebiegłości i Perswazji",
"health": "Punkty Zdrowia",
"1-on-all-tests": "-1 do wszystkich testów",
"armor": "Zbroja",
"armor-rating": "Punkty Pancerza",
"armor-penalty": "Kara za zbroję",
"armor-bulk": "Obciążenie zbroi",
"injuries-wounds": "Rany i Ciężkie Rany",
"injuries": "Rany",
"injuries-impose": "Rany powodują -1 do wszystkich testów",
"wounds": "Ciężkie Rany:",
"wounds-impose": "Ciężkie Rany powodują -1D do wszystkich testów.",
"destiny-point": "Punkty Przeznaczenia",
"avaible": "Dostępne:",
"maximum": "Maks.",
"base": "Bazowy",
"invested": "Invested",
"invested": "Zainwestowane",
"bonus": "Bonus",
"yds": "yds",
"move-speed": "Move Speed",
"sprint-multi": "Sprint Multi",
"sprint-speed": "Sprint Speed",
"bulk": "Bulk",
"equiped-weapons": "Equipped Weapons",
"type": "Type: ",
"intrigue": "Intrigue",
"combat": "Combat",
"fatigue": "Fatigue:",
"movement": "Movement",
"melee": "Melee",
"ranged": "Ranged",
"specialty": "Specialty:",
"axe": "Axes",
"bludgeons": "Bludgeons",
"long-blades": "Long Blades",
"short-blades": "Short Blades",
"training": "Training :",
"damage": "Damage",
"damage-mod": "Damage Mod:",
"qualities": "Qualities",
"hit": "Hit",
"possessions": "Possessions",
"equipment-gear": "Equipment &amp; Gear",
"item-name": "Item Name",
"value": "Value",
"mount-livestock": "Mounts &amp; Livestock",
"animal": "Animal",
"currency": "Currency",
"copper-pennies": "Copper Pennies:",
"silver-stags": "Silver Stags:",
"gold-dragons": "Gold Dragons:",
"silver-stags-to-pennies": "Silver Stag = 56 Pennies",
"gold-dragon-to-stags": "Gold Dragon = 210 Stags (11,760 Pennies)",
"character-information": "Character Information",
"experience": "Experience",
"total": "Total:",
"spent": "Spent:",
"expenditures": "Expenditures",
"glory": "Glory",
"benefits": "Benefits",
"effect": "Effect",
"drawbacks": "Drawbacks",
"virtues": "Virtues",
"vices": "Vices",
"goals": "Goals",
"motivations": "Motivations",
"mannerisms": "Mannerisms",
"distinguishing-features": "Distinguishing Features",
"retainers": "Retainers",
"allies": "Allies",
"enemies": "Enemies",
"Oaths": "Oaths",
"personnal-history": "Personal History",
"notable-npc": "Notable NPCs",
"realm": "Realm:",
"liege": "Liege:",
"appearance": "Appearance:",
"disposition": "Disposition (Deceive/Persuade):",
"mine": "Mine:",
"affectionate": "Affectionate (-2/+5)",
"friendly": "Friendly (-1/+3)",
"amiable": "Amiable (0/+1)",
"indifferent": "Indifferent (0/0)",
"dislike": "Dislike (+1/-2)",
"unfriendly": "Unfriendly (+2/-4)",
"malicious": "Malicious (+3/-6)",
"theirs": "Theirs:",
"notes": "Notes:",
"unit-type": "Unit Type:",
"archers": "Archers",
"cavalery": "Cavalery",
"criminals": "Criminals",
"crusaders": "Crusaders",
"engineers": "Engineers",
"garrison": "Garrison",
"guerillas": "Guerillas",
"infantry": "Infantry",
"mercenaries": "Mercenaries",
"peasant-levies": "Peasant Levies",
"personal-guards": "Personal Guards",
"raiders": "Raiders",
"sailors": "Sailors",
"scouts": "Scouts",
"special": "Special",
"support": "Support",
"warship": "Warship",
"green": "Green",
"trained": "Trained",
"veteran": "Veteran",
"elite": "Elite",
"yds": "m",
"move-speed": "Szybkość poruszania",
"sprint-multi": "Mnożnik sprintu",
"sprint-speed": "Szybkość sprintu",
"bulk": "Obciążenie",
"equiped-weapons": "Posiadana broń",
"type": "Rodzaj: ",
"intrigue": "Intryga",
"combat": "Walka",
"fatigue": "Zmęczenie:",
"movement": "Ruch",
"melee": "Wręcz",
"ranged": "Dystansowa",
"specialty": "Specjalność:",
"axe": "Topory",
"bludgeons": "Broń obuchowa",
"long-blades": "Miecze",
"short-blades": "Sztylety",
"training": "Trening",
"damage": "Obrażenia",
"damage-mod": "Mod. obrażeń",
"qualities": "Cechy",
"hit": "Trafienie",
"possessions": "Dobytek",
"equipment-gear": "Ekwipunek i sprzęt",
"item-name": "Nazwa Przedmiotu",
"value": "Wartość",
"mount-livestock": "Wierzchowce i zwierzęta",
"animal": "Zwierzę",
"currency": "Waluta",
"copper-pennies": "Miedziaki:",
"silver-stags": "Srebrne Jelenie:",
"gold-dragons": "Złote Smoki:",
"silver-stags-to-pennies": "Srebrny Jeleń = 56 Miedziaków",
"gold-dragon-to-stags": "Złoty Smok = 210 Jeleni (11,760 Miedziaków)",
"character-information": "Informacje o postaci",
"experience": "Doświadczenie",
"total": "Suma:",
"spent": "Wydane:",
"expenditures": "Wydatki:",
"glory": "Chwała",
"benefits": "Korzyści",
"effect": "Efekt",
"drawbacks": "Wady",
"virtues": "Cnoty",
"vices": "Słabości",
"goals": "Cele",
"motivations": "Motywacje",
"mannerisms": "Nawyki",
"distinguishing-features": "Znaki szczególne",
"retainers": "Orszak",
"allies": "Sojusznicy",
"enemies": "Wrogowie",
"Oaths": "Przysięgi",
"personnal-history": "Przeszłość",
"notable-npc": "Ważni NPC",
"realm": "Kraina:",
"liege": "Zwierzchnik",
"appearance": "Wygląd:",
"disposition": "Nastawienie (Przebiegłość/Perswazja)",
"mine": "Moje:",
"affectionate": "Czułe (-2/+5)",
"friendly": "Przyjazne (-1/+3)",
"amiable": "Przychylne (0/+1)",
"indifferent": "Obojętne (0/0)",
"dislike": "Chłodne (+1/-2)",
"unfriendly": "Nieprzyjazne (+2/-4)",
"malicious": "Wrogie (+3/-6)",
"theirs": "Ich:",
"notes": "Notatki:",
"unit-type": "Rodzaj jednostki:",
"archers": "Łucznicy",
"cavalery": "Kawaleria",
"criminals": "Przestępcy",
"crusaders": "Zeloci",
"engineers": "Budowniczowie",
"garrison": "Garnizon",
"guerillas": "Partyzanci",
"infantry": "Piechota",
"mercenaries": "Najemnicy",
"peasant-levies": "Pospolite ruszenie",
"personal-guards": "Gwardia przyboczna",
"raiders": "Łupieżcy",
"sailors": "Marynarze",
"scouts": "Zwiadowcy",
"special": "Specjaliści",
"support": "Wsparcie",
"warship": "Okręt wojenny",
"green": "Początkujący",
"trained": "Przeszkolony",
"veteran": "Weteran",
"elite": "Elitarny",
"armystatus": "Status :",
"organize": "Organize",
"disorganize": "Disorganize",
"rally": "Rally",
"routed": "Routed",
"abilities": "Abilities",
"discipline": "Discipline",
"fight-damage": "Fight Damage",
"marksmanship-damage": "Marksman Dam.",
"mvt": "Mvt",
"fight-dam-mod": "Fight Dam. Mod.",
"marksmanship-dam-mod": "Marksman Dam. Mod.",
"defense-mod": "Defense Mod.",
"available": "Available:",
"defense-sante": "DEFENSE &amp; HEALTH",
"malus-disorganize": "Malus Disorganized",
"armyhero": "Hero :",
"nohero": "Without Hero",
"hero": "With Hero"
"organize": "Zorganizowany",
"disorganize": "Zdezorganizowany",
"rally": "Zbiórka",
"routed": "Rozbity",
"abilities": "Zdolności",
"discipline": "Dyscyplina",
"fight-damage": "Siła zbrojna",
"marksmanship-damage": "Dystansowe obr.",
"mvt": "Ruch",
"fight-dam-mod": "Mod. siły zbrojnej",
"marksmanship-dam-mod": "Mod. obrażeń strzeleckich",
"defense-mod": "Mod. obrony",
"available": "Dostępne:",
"defense-sante": "OBRONA I ŻYCIE",
"malus-disorganize": "Minus zdezorganizowania",
"armyhero": "Bohater :",
"nohero": "Bez Bohatera",
"hero": "Z Bohaterem"
}
+8 -8
View File
@@ -2,19 +2,19 @@
"info-ability": "Info &amp; Abilities",
"intrigue-combat": "Intrigue &amp; Combat",
"character-details": "Características do Personagem",
"npcs": "NPCs",
"npcs": "PNJs",
"armies": "Armies",
"journal": "Diário",
"name": "Nome :",
"player-name": "Nome do Jogador",
"house": "House:",
"house": "Casa",
"motto": "Motto",
"age": "Age",
"gender": "Gender",
"height": "Height",
"weight": "Weight",
"hair-color": "Hair Color",
"eye-color": "Eye Color",
"age": "Idade",
"gender": "Gênero",
"height": "Altura",
"weight": "Peso",
"hair-color": "Cor do Cabelo",
"eye-color": "Cor dos Olhos",
"custom-roll": "Custom Roll",
"agility": "Agilidade",
"acrobatics": "Acrobacia",
+16508 -8320
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File diff suppressed because it is too large Load Diff
+106 -13
View File
@@ -10,6 +10,10 @@
.charsheet input.sheet-small {
width: 30px;
}
.charsheet select.sheet-smallish,
.charsheet input.sheet-smallish {
width: 35px;
}
.charsheet select.sheet-cent,
.charsheet input.sheet-cent {
width: 47px;
@@ -83,6 +87,10 @@
.charsheet input.sheet-spell {
width: 215px;
}
.charsheet select.sheet-spell-big,
.charsheet input.sheet-spell-big {
width: 295px;
}
.charsheet select.sheet-long,
.charsheet input.sheet-long {
width: 400px;
@@ -137,6 +145,7 @@ input[type="number"].sheet-nobut::-webkit-inner-spin-button {
-webkit-appearance: none;
}
.charsheet input.sheet-invisible,
.charsheet input.sheet-version-large,
.charsheet input.sheet-version-right {
border: none;
@@ -192,8 +201,8 @@ textarea.sheet-input-like {
}
/* Fake checkbox */
label input[type="radio"] + span::before,
input[type="checkbox"] + span::before
.charsheet label input[type="radio"] + span::before,
.charsheet input[type="checkbox"] + span::before
{
content: "";
cursor: pointer;
@@ -206,8 +215,8 @@ input[type="checkbox"] + span::before
border-radius: 3px;
}
input[type="radio"] + span::before,
input[type="checkbox"] + span::before
.charsheet input[type="radio"] + span::before,
.charsheet input[type="checkbox"] + span::before
{
margin-right: 4px;
margin-left: 4px;
@@ -230,8 +239,8 @@ input[type="checkbox"] + span::before
background: radial-gradient(#f6f6f6, #dfdfdf);
}
label input[type="radio"]:checked + span::before,
input[type="checkbox"]:checked + span::before
.charsheet label input[type="radio"]:checked + span::before,
.charsheet input[type="checkbox"]:checked + span::before
{
content: "✓";
}
@@ -447,7 +456,7 @@ div[class^="sheet-section"] {
border-radius: 4px;
}
input[type="radio"]
.charsheet input[type="radio"]
{
opacity: 0;
width: 120px;
@@ -456,7 +465,7 @@ input[type="radio"]
cursor: pointer;
z-index: 1;
}
input[type="checkbox"]
.charsheet input[type="checkbox"]
{
opacity: 0;
width: 16px;
@@ -489,7 +498,7 @@ input.sheet-tab + span::before
background: radial-gradient(#f6f6f6, #dfdfdf);
}
label {
.charsheet label {
position: relative;
display:inline;
font-size: 12px;
@@ -772,7 +781,7 @@ button {
.charsheet,
.charsheet button:hover {
background-image: url("http://www.commentnation.com/backgrounds/images/parchment_paper_seamless_pattern.jpg");
background-image: url("https://www.commentnation.com/backgrounds/images/parchment_paper_seamless_pattern.jpg");
}
/*/ Styles for 2ESheet rolltemplates /*/
@@ -1073,6 +1082,66 @@ button {
margin: 0;
}
.sheet-rolltemplate-2Espell .sheet-template-body .sheet-spell-table tr {
background-color: transparent;
}
.sheet-rolltemplate-2Espell .sheet-spell-table td {
text-align: left;
vertical-align: top;
min-width: 40px;
}
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed td,
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-fixed,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-fixed5 td:nth-child(5) {
white-space: nowrap;
}
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min td,
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-min,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-min5 td:nth-child(5) {
width: 1px;
min-width: 20px;
}
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center td,
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-center,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-center5 td:nth-child(5) {
text-align: center;
}
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify td,
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-justify,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-justify5 td:nth-child(5){
text-align: justify;
}
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom td,
.sheet-rolltemplate-2Espell .sheet-spell-table td.sheet-spell-bottom,
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom1 td:nth-child(1),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom2 td:nth-child(2),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom3 td:nth-child(3),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom4 td:nth-child(4),
.sheet-rolltemplate-2Espell .sheet-spell-table.sheet-spell-bottom5 td:nth-child(5) {
vertical-align: bottom;
}
/*/ Styles for the 2Esave Template /*/
.sheet-rolltemplate-2Esave div.sheet-save-head {
background: #f26f2e;
@@ -1266,8 +1335,8 @@ table.sheet-default-header-every-third-column td:nth-child(3n+1),
.sheet-flex-item {
}
label input[type="radio"],
label input[type="checkbox"] {
.charsheet label input[type="radio"],
.charsheet label input[type="checkbox"] {
position: absolute;
width: 100%;
height: 100%;
@@ -1300,15 +1369,23 @@ div.repcontainer div.repitem:first-child thead.sheet-show-first {
.sheet-show-spell-hack {
position: relative;
top: -9px;
top: -11px;
}
.sheet-spell-effect {
width: 100%;
position: relative;
top: -5px;
}
.sheet-spell-effect ~ .sheet-spell-details {
position: inherit;
}
.sheet-spell-details {
visibility: collapse;
position: relative;
top: -5px;
}
input.sheet-show-spell-details:checked ~ .sheet-spell-details {
@@ -1320,10 +1397,16 @@ input.sheet-show-spell-details:checked ~ .sheet-spell-details {
font-weight: bolder;
}
/* Overwrite Roll20 base styling */
details > summary:first-of-type {
display: revert;
}
/* Announcement styling start */
.sheet-worn-equipment,
.sheet-spell-points-wiz,
.sheet-spell-points-pri,
.sheet-spell-sphere-pri,
.sheet-announcement {
display: none;
}
@@ -1331,6 +1414,7 @@ input.sheet-show-spell-details:checked ~ .sheet-spell-details {
input.sheet-show-worn-equipment:checked ~ .sheet-worn-equipment,
input.sheet-show-spell-points-wiz:checked ~ .sheet-spell-points-wiz,
input.sheet-show-spell-points-pri:checked ~ .sheet-spell-points-pri,
input.sheet-show-spell-spheres-pri:checked ~ .sheet-spell-sphere-pri,
input.sheet-show-announcement:checked ~ .sheet-announcement
{
display: block;
@@ -1355,4 +1439,13 @@ div.sheet-announcement {
-ms-user-select: all; /* IE 10+ */
user-select: all; /* Likely future */
}
img.expandable {
transition:transform 0.25s ease;
}
img.expandable:hover {
-webkit-transform:scale(3); /* or some other value */
transform:scale(3);
}
/* Announcement styling end */
+28 -3
View File
@@ -1,13 +1,38 @@
$inputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\raw\2ESheet-raw.html'
$jsFolderPath = 'D:\git\roll20-character-sheets\AD&D 2E Revised\javascript'
& 'D:\git\roll20-character-sheets\AD&D 2E Revised\build\sanitizeFiles.ps1'
"---- Combining files ----"
$inputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\html\2ESheet-base.html'
$sourceFolder = 'D:\git\roll20-character-sheets\AD&D 2E Revised'
$outputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\2ESheet.html'
$replaceConstant = '#REPLACE{0}#'
$content = Get-Content -Path $inputFile
$inserts = ($content | Select-String -Pattern 'insert_')
$inserts | ForEach-Object {
$content = $content -replace $_.Line, (Get-Content -Path "$($jsFolderPath)\$($_.Line.Split('_')[1])" -Raw)
$_.Line.Trim()
$split = $_.Line.Split('_')
$whiteSpace = $split[0].Replace('insert', '')
$fileName = $split[1]
$file = Get-ChildItem -Path $sourceFolder -Filter $fileName -Recurse
$fileContent = Get-Content -Path $file.FullName
if ($whiteSpace.Length -gt 0) {
for ($i = 0; $i -lt $fileContent.Length; $i++)
{
$fileContent[$i] = $whiteSpace + $fileContent[$i]
}
}
$rawContent = $fileContent -join "`n"
$replaces = $split[2..100];
for ($i=0; $i -lt $replaces.Length; $i++) {
$replace = $replaceConstant -f $i;
$rawContent = $rawContent.Replace($replace, $replaces[$i])
}
$regex = "^" + [Regex]::Escape($_.Line) + "$"
$content = $content -replace $regex, $rawContent
}
$content | Set-Content -Path $outputFile
+28
View File
@@ -0,0 +1,28 @@
$htmlFolder = 'D:\git\roll20-character-sheets\AD&D 2E Revised\html'
$javascriptFolder = 'D:\git\roll20-character-sheets\AD&D 2E Revised\javascript'
"---- Sanitize HTML files ----"
Get-ChildItem $htmlFolder | ForEach-Object {
$_.Name
$content = Get-Content -Raw $_.FullName
$replace = $content -replace [Regex]::Escape("’"), "'" #Weird encoding problem to match ’ character from PHB
$replace = $content -replace [Regex]::Escape("\'"), "'"
if ($replace -cne $content) {
$replace | Set-Content -NoNewline -Path $_.FullName
}
}
""
"---- Sanitize Javascript files ----"
Get-ChildItem $javascriptFolder | ForEach-Object {
$_.Name
$content = Get-Content -Raw $_.FullName
$replace = $content -replace [Regex]::Escape("\\"), "\"
$replace = $replace -replace [Regex]::Escape(" \n"), "\n"
if ($replace -cne $content) {
$replace | Set-Content -NoNewline -Path $_.FullName
}
}
""
+19
View File
@@ -0,0 +1,19 @@
- Armor Class repeating section
- Armor Class detailed breakdown
- Armor class Slashing/Piercing/Bludgeoning
- Structured spell book, which fields for total pages, pages used, and remaining pages.
-- Multiple spell books
-- A roll button for the number of pages needed
-- A roll button for the number of days to write it into the book
Monster sheet
- More attacks and damage
- Remove repeating variant section
- Spells for monsters
Possible NPC sheet
- Follower sheet, collapse spells for Animals/Familiars
- Add top level button to jump directly to the Follower sheet
- More detailed weapons and such for npcs
- Remove repeating NPC sections?
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,76 @@
<div class="sheet-flex-wrap">
<fieldset name="repeating_spells-#REPLACE0#" class="repeating_spells-#REPLACE0#">
<div class="sheet-flex-item">
<table>
<tr>
<td class="sheet-default-header">Spell name:</td>
<td><input type="text" name="attr_spell-name" title="@{repeating_spells-#REPLACE0#_$X_spell-name}" class="sheet-spell-big" placeholder="Spell name" list="#REPLACE0#-spells"></td>
<td class="sheet-default-header">Casting time:</td>
<td><input type="text" name="attr_spell-cast-time" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-time}" class="sheet-short" placeholder="Cast time"></td>
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
</tr>
</table>
<table class="sheet-default-header-first-column sheet-inline">
<tr>
<td>Cast / Memorized:</td>
<td><input type="number" name="attr_spell-cast-value" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-value}" value="0" class="sheet-short"><b> / </b><input type="number" name="attr_spell-memorized" title="@{repeating_spells-#REPLACE0#_$X_spell-memorized}" value="0" class="sheet-short"></td>
</tr>
</table>
<table class="sheet-default-header-first-column sheet-inline">
<tr>
<td>Spell Points / Wind Used:</td>
<td><input type="number" name="attr_spell-points" title="@{repeating_spells-#REPLACE0#_$X_spell-points}" class="sheet-short" value="0"><b> / </b><input type="number" name="attr_spell-wind" title="@{repeating_spells-#REPLACE0#_$X_spell-wind}" class="sheet-short" value="0"></td>
</tr>
</table>
<input type="checkbox" class="sheet-show-spell-details sheet-show-spell-hack" title="Show spell details"/><span class="sheet-show-spell-hack"></span><label class="sheet-show-spell-hack">Show spell details</label>
<table class="sheet-default-header-odd-column sheet-spell-details">
<tr>
<td>Sphere:</td>
<td>
<input type="text" name="attr_spell-sphere" title="@{repeating_spells-#REPLACE0#_$X_spell-sphere}" class="sheet-spell-half" placeholder="Sphere">
<input style="display:none;" type="text" name="attr_spell-level" title="@{repeating_spells-#REPLACE0#_$X_spell-level}" class="sheet-spell-half" placeholder="Spell level">
</td>
<td>School:</td>
<td><input type="text" name="attr_spell-school" title="@{repeating_spells-#REPLACE0#_$X_spell-school}" class="sheet-spell-half" placeholder="School"></td>
<td>Compoenets:</td>
<td><input type="text" name="attr_spell-components" title="@{repeating_spells-#REPLACE0#_$X_spell-components}" class="sheet-spell-half" placeholder="Components"></td>
</tr>
<tr>
<td>Range:</td>
<td><input type="text" name="attr_spell-range" title="@{repeating_spells-#REPLACE0#_$X_spell-range}" class="sheet-spell-half" placeholder="Range"></td>
<td>Area of Effect:</td>
<td><input type="text" name="attr_spell-aoe" title="@{repeating_spells-#REPLACE0#_$X_spell-aoe}" class="sheet-spell-half" placeholder="Area of Effect"></td>
<td>Duration:</td>
<td><input type="text" name="attr_spell-duration" title="@{repeating_spells-#REPLACE0#_$X_spell-duration}" class="sheet-spell-half" placeholder="Duration"></td>
</tr>
<tr>
<td>Damage:</td>
<td><input type="text" name="attr_spell-damage" title="@{repeating_spells-#REPLACE0#_$X_spell-damage}" class="sheet-spell-half" placeholder="[[Damage]]"></td>
<td>Damage type:</td>
<td><input type="text" name="attr_spell-damage-type" title="@{repeating_spells-#REPLACE0#_$X_spell-damage-type}" class="sheet-spell-half" placeholder="Damage type"></td>
<td>Saving throw:</td>
<td><input type="text" name="attr_spell-saving-throw" title="@{repeating_spells-#REPLACE0#_$X_spell-saving-throw}" class="sheet-spell-half" placeholder="Saving Throw"></td>
</tr>
<tr>
<td>Healing:</td>
<td><input type="text" name="attr_spell-healing" title="@{repeating_spells-#REPLACE0#_$X_spell-healing}" class="sheet-spell-half" placeholder="[[Healing]]"></td>
<td>Materials:</td>
<td><input type="text" name="attr_spell-materials" title="@{repeating_spells-#REPLACE0#_$X_spell-materials}" class="sheet-spell-half" placeholder="Materials"></td>
<td>Book reference:</td>
<td><input type="text" name="attr_spell-reference" title="@{repeating_spells-#REPLACE0#_$X_spell-reference}" class="sheet-spell-half" placeholder="Book Reference"></td>
</tr>
</table>
<table class="sheet-spell-effect">
<tr>
<td style="width: 100%"><textarea name="attr_spell-effect" title="@{repeating_spells-#REPLACE0#_$X_spell-effect}" placeholder="Insert Spell effects." style="margin: 0; height: 60px"></textarea></td>
<td>
<button type="roll" name="roll_spell-cast" title="%{repeating_spells-#REPLACE0#_$X_spell-cast}" value="@{spell-effect}" style="margin-bottom: 5px">Roll Spell Effects</button>
<br>
<button type="roll" name="roll_spell-template" title="%{repeating_spells-#REPLACE0#_$X_spell-template}" value="&{template:2Espell}{{title=@{spell-name}}}{{splevel=@{spell-level}}}{{school=@{spell-school}}}{{sphere=@{spell-sphere}}}{{components=@{spell-components}}}{{time=@{spell-cast-time}}}{{range=@{spell-range}}}{{duration=@{spell-duration}}}{{aoe=@{spell-aoe}}}{{save=@{spell-saving-throw}}}{{damage=@{spell-damage}}}{{damagetype=@{spell-damage-type}}}{{healing=@{spell-healing}}}{{reference=@{spell-reference}}}{{materials=@{spell-materials}}}{{effects=@{spell-effect}}}">Roll Template</button>
</td>
</tr>
</table>
<hr>
</div>
</fieldset>
</div>
@@ -0,0 +1,7 @@
<input type="checkbox" class="sheet-show-spell-spheres-pri" style="display: none" name="attr_show-spell-sphere-pri" title="@{show-spell-sphere-pri}"/>
<div class="sheet-spell-sphere-pri">
<button type="action" name="act_add-spells-#REPLACE0#" title="%{add-spells-#REPLACE0#}" class="btn">Add #REPLACE1#-level spells</button>
<input name="attr_add-spell-error-#REPLACE0#" class="sheet-invisible" readonly style="width: 570px; pointer-events: none">
<br>
<br>
</div>
@@ -0,0 +1,12 @@
<div class="sheet-inline" style="vertical-align: top;">
<button type="action" name="act_reset-spent-slots-#REPLACE0#" title="%{reset-spent-slots-#REPLACE0#}" class="btn">Reset Spell Slots</button>
<select name="attr_spell-slot-reset-sections" title="@{spell-slot-reset-sections}" class="sheet-rogue">
<option value="level">Current level #REPLACE1#</option>
<option value="all">All levels #REPLACE1#</option>
</select>
<select name="attr_spell-slot-reset-function" title="@{spell-slot-reset-function}">
<option value="1">Set Cast to 0</option>
<option value="2">Set Cast & Memorized to 0</option>
<option value="3">Subtract Cast from Memorized & Cast</option>
</select>
</div>
@@ -0,0 +1,73 @@
<div class="sheet-flex-wrap">
<fieldset name="repeating_spells-#REPLACE0#" class="repeating_spells-#REPLACE0#">
<div class="sheet-flex-item">
<table>
<tr>
<td class="sheet-default-header">Spell name:</td>
<td><input type="text" name="attr_spell-name" title="@{repeating_spells-#REPLACE0#_$X_spell-name}" class="sheet-spell-big" placeholder="Spell name" list="#REPLACE0#-spells"></td>
<td class="sheet-default-header">Casting time:</td>
<td><input type="text" name="attr_spell-cast-time" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-time}" class="sheet-short" placeholder="Cast time"></td>
<td><button type="roll" name="roll_spell-init" title="@{repeating_spells-#REPLACE0#_$X_spell-init}" value="/gmroll [[{([[1d10]]+@{spell-cast-time}), 1}kh1]] [Initiative (@{spell-name})]&{tracker}">Initiative</button></td>
</tr>
</table>
<table class="sheet-default-header-first-column sheet-inline">
<tr>
<td>Cast / Memorized:</td>
<td><input type="number" name="attr_spell-cast-value" title="@{repeating_spells-#REPLACE0#_$X_spell-cast-value}" value="0" class="sheet-short"><b> / </b><input type="number" name="attr_spell-memorized" title="@{repeating_spells-#REPLACE0#_$X_spell-memorized}" value="0" class="sheet-short"></td>
</tr>
</table>
<table class="sheet-default-header-first-column sheet-inline">
<tr>
<td>Spell Points / Arc Used:</td>
<td><input type="number" name="attr_spell-points" title="@{repeating_spells-#REPLACE0#_$X_spell-points}" class="sheet-short" value="0"><b> / </b><input type="number" name="attr_spell-arc" title="@{repeating_spells-#REPLACE0#_$X_spell-arc}" class="sheet-short" value="0"></td>
</tr>
</table>
<input type="checkbox" class="sheet-show-spell-details sheet-show-spell-hack" title="Show spell details"/><span class="sheet-show-spell-hack"></span><label class="sheet-show-spell-hack">Show spell details</label>
<table class="sheet-default-header-odd-column sheet-spell-details">
<tr>
<td>Level:</td>
<td><input type="text" name="attr_spell-level" title="@{repeating_spells-#REPLACE0#_$X_spell-level}" class="sheet-spell-half" placeholder="Spell level"></td>
<td>School:</td>
<td><input type="text" name="attr_spell-school" title="@{repeating_spells-#REPLACE0#_$X_spell-school}" class="sheet-spell-half" placeholder="School"></td>
<td>Compoenets:</td>
<td><input type="text" name="attr_spell-components" title="@{repeating_spells-#REPLACE0#_$X_spell-components}" class="sheet-spell-half" placeholder="Components"></td>
</tr>
<tr>
<td>Range:</td>
<td><input type="text" name="attr_spell-range" title="@{repeating_spells-#REPLACE0#_$X_spell-range}" class="sheet-spell-half" placeholder="Range"></td>
<td>Area of Effect:</td>
<td><input type="text" name="attr_spell-aoe" title="@{repeating_spells-#REPLACE0#_$X_spell-aoe}" class="sheet-spell-half" placeholder="Area of Effect"></td>
<td>Duration:</td>
<td><input type="text" name="attr_spell-duration" title="@{repeating_spells-#REPLACE0#_$X_spell-duration}" class="sheet-spell-half" placeholder="Duration"></td>
</tr>
<tr>
<td>Damage:</td>
<td><input type="text" name="attr_spell-damage" title="@{repeating_spells-#REPLACE0#_$X_spell-damage}" class="sheet-spell-half" placeholder="[[Damage]]"></td>
<td>Damage type:</td>
<td><input type="text" name="attr_spell-damage-type" title="@{repeating_spells-#REPLACE0#_$X_spell-damage-type}" class="sheet-spell-half" placeholder="Damage type"></td>
<td>Saving throw:</td>
<td><input type="text" name="attr_spell-saving-throw" title="@{repeating_spells-#REPLACE0#_$X_spell-saving-throw}" class="sheet-spell-half" placeholder="Saving Throw"></td>
</tr>
<tr>
<td>Healing:</td>
<td><input type="text" name="attr_spell-healing" title="@{repeating_spells-#REPLACE0#_$X_spell-healing}" class="sheet-spell-half" placeholder="[[Healing]]"></td>
<td>Materials:</td>
<td><input type="text" name="attr_spell-materials" title="@{repeating_spells-#REPLACE0#_$X_spell-materials}" class="sheet-spell-half" placeholder="Materials"></td>
<td>Book reference:</td>
<td><input type="text" name="attr_spell-reference" title="@{repeating_spells-#REPLACE0#_$X_spell-reference}" class="sheet-spell-half" placeholder="Book Reference"></td>
</tr>
</table>
<table class="sheet-spell-effect">
<tr>
<td style="width: 100%"><textarea name="attr_spell-effect" title="@{repeating_spells-#REPLACE0#_$X_spell-effect}" placeholder="Insert Spell effects." style="margin: 0; height: 60px"></textarea></td>
<td>
<button type="roll" name="roll_spell-cast" title="%{repeating_spells-#REPLACE0#_$X_spell-cast}" value="@{spell-effect}" style="margin-bottom: 5px">Roll Spell Effects</button>
<br>
<button type="roll" name="roll_spell-template" title="%{repeating_spells-#REPLACE0#_$X_spell-template}" value="&{template:2Espell}{{title=@{spell-name}}}{{splevel=@{spell-level}}}{{school=@{spell-school}}}{{components=@{spell-components}}}{{time=@{spell-cast-time}}}{{range=@{spell-range}}}{{duration=@{spell-duration}}}{{aoe=@{spell-aoe}}}{{save=@{spell-saving-throw}}}{{damage=@{spell-damage}}}{{damagetype=@{spell-damage-type}}}{{healing=@{spell-healing}}}{{reference=@{spell-reference}}}{{materials=@{spell-materials}}}{{effects=@{spell-effect}}}">Roll Template</button>
</td>
</tr>
</table>
<hr>
</div>
</fieldset>
</div>
@@ -0,0 +1,326 @@
const NonweaponProficiencies = {};
NonweaponProficiencies['Agriculture'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0,
};
NonweaponProficiencies['Ancient History'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': -1
}
NonweaponProficiencies['Animal Handling'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1,
};
NonweaponProficiencies['Animal Lore'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Animal Training'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': 0
}
NonweaponProficiencies['Appraising'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Armorer'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Artistic Ability'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': 0
}
NonweaponProficiencies['Astrology'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Blacksmithing'] = {
'slots': 1,
'abilityScore': '@{Strength}',
'modifier': 0
}
NonweaponProficiencies['Blind-fighting'] = {
'slots': 2,
'abilityScore': '@{NA}',
'modifier': 'NA'
}
NonweaponProficiencies['Bowyer/Fletcher'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Brewing'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Carpentry'] = {
'slots': 1,
'abilityScore': '@{Strength}',
'modifier': 0
}
NonweaponProficiencies['Charioteering'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': +2
}
NonweaponProficiencies['Cobbling'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': 0
}
NonweaponProficiencies['Cooking'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Dancing'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': 0
}
NonweaponProficiencies['Direction Sense'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': +1
}
NonweaponProficiencies['Disguise'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
'modifier': -1
}
NonweaponProficiencies['Endurance'] = {
'slots': 2,
'abilityScore': '@{Constitution}',
'modifier': 0
}
NonweaponProficiencies['Engineering'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': -3
}
NonweaponProficiencies['Etiquette'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
'modifier': 0
}
NonweaponProficiencies['Fire-building'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1
}
NonweaponProficiencies['Fishing'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1
}
NonweaponProficiencies['Forgery'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Gaming'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
'modifier': 0
}
NonweaponProficiencies['Gem-Cutting'] = {
'slots': 2,
'abilityScore': '@{Dexterity}',
'modifier': -2
}
NonweaponProficiencies['Healing'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
'modifier': -2
}
NonweaponProficiencies['Heraldry'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Herbalism'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Hunting'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1
}
NonweaponProficiencies['Juggling'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Jumping'] = {
'slots': 1,
'abilityScore': '@{Strength}',
'modifier': 0
}
NonweaponProficiencies['Languages, Ancient'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Languages, Modern'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Leatherworking'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Local History'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
'modifier': 0
}
NonweaponProficiencies['Mining'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
'modifier': -3
}
NonweaponProficiencies['Mountaineering'] = {
'slots': 1,
'abilityScore': 'NA',
'modifier': 'NA'
}
NonweaponProficiencies['Musical Instrument'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Navigation'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Pottery'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -2
}
NonweaponProficiencies['Reading Lips'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Reading/Writing'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': +1
}
NonweaponProficiencies['Religion'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': 0
}
NonweaponProficiencies['Riding, Airborne'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
'modifier': -2
}
NonweaponProficiencies['Riding, Land-based'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': +3
}
NonweaponProficiencies['Rope Use'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': 0
}
NonweaponProficiencies['Running'] = {
'slots': 1,
'abilityScore': '@{Constitution}',
'modifier': -6
}
NonweaponProficiencies['Seamanship'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': +1
}
NonweaponProficiencies['Seamstress/Tailor'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Set-Snares'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': -1
}
NonweaponProficiencies['Singing'] = {
'slots': 1,
'abilityScore': '@{Charisma}',
'modifier': 0
}
NonweaponProficiencies['Spellcraft'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Stonemasonry'] = {
'slots': 1,
'abilityScore': '@{Strength}',
'modifier': -2
}
NonweaponProficiencies['Survival'] = {
'slots': 2,
'abilityScore': '@{Intelligence}',
'modifier': 0
}
NonweaponProficiencies['Swimming'] = {
'slots': 1,
'abilityScore': '@{Strength}',
'modifier': 0
}
NonweaponProficiencies['Tightrope Walking'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': 0
}
NonweaponProficiencies['Tracking'] = {
'slots': 2,
'abilityScore': '@{Wisdom}',
'modifier': 0
}
NonweaponProficiencies['Tumbling'] = {
'slots': 1,
'abilityScore': '@{Dexterity}',
'modifier': 0
}
NonweaponProficiencies['Ventriloquism'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': -2
}
NonweaponProficiencies['Weather Sense'] = {
'slots': 1,
'abilityScore': '@{Wisdom}',
'modifier': -1
}
NonweaponProficiencies['Weaponsmithing'] = {
'slots': 3,
'abilityScore': '@{Intelligence}',
'modifier': -3
}
NonweaponProficiencies['Weaving'] = {
'slots': 1,
'abilityScore': '@{Intelligence}',
'modifier': -1
}
File diff suppressed because it is too large Load Diff
+96
View File
@@ -0,0 +1,96 @@
const rogueArmor = {};
// Thief armor
rogueArmor['Padded Armor'] = rogueArmor['Studded Leather'] = {
'Pick Pockets' : '-30',
'Open Locks' : '-10',
'Find/Remove Traps': '-10',
'Move Silently' : '-20',
'Hide in Shadows' : '-20',
'Detect Noise' : '-10',
'Climb Walls' : '-30',
};
rogueArmor['Elven Chain Mail'] = {
'Pick Pockets' : '-20',
'Open Locks' : '-5',
'Find/Remove Traps': '-5',
'Move Silently' : '-10',
'Hide in Shadows' : '-10',
'Detect Noise' : '-5',
'Climb Walls' : '-20',
};
// Bard Armor
rogueArmor['Ring Mail'] = rogueArmor['Chain Mail'] = {
'Pick Pockets' : '-25',
'Detect Noise' : '-10',
'Climb Walls' : '-25',
};
rogueArmor['Hide Armor'] = {
'Pick Pockets' : '-30',
'Detect Noise' : '-5',
'Climb Walls' : '-30',
};
rogueArmor['Brigandine Armor'] = {
'Pick Pockets' : '-20',
'Detect Noise' : '-10',
'Climb Walls' : '-25',
};
rogueArmor['Scale Mail'] = {
'Pick Pockets' : '-25',
'Detect Noise' : '-15',
'Climb Walls' : '-40',
};
// Disguise armor
rogueArmor['Hide Armor (Thief Disguise)'] = {
'Pick Pockets' : '-60',
'Open Locks' : '-50',
'Find/Remove Traps': '-50',
'Move Silently' : '-30',
'Hide in Shadows' : '-20',
'Detect Noise' : '-10',
'Climb Walls' : '-60',
};
rogueArmor['Ring Mail (Thief Disguise)'] = rogueArmor['Chain Mail (Thief Disguise)'] = {
'Pick Pockets' : '-40',
'Open Locks' : '-15',
'Find/Remove Traps': '-15',
'Move Silently' : '-40',
'Hide in Shadows' : '-30',
'Detect Noise' : '-20',
'Climb Walls' : '-40',
};
rogueArmor['Brigandine (Thief Disguise)'] = rogueArmor['Splint Mail (Disguise)'] = {
'Pick Pockets' : '-40',
'Open Locks' : '-15',
'Find/Remove Traps': '-25',
'Move Silently' : '-40',
'Hide in Shadows' : '-30',
'Detect Noise' : '-25',
'Climb Walls' : '-50',
};
rogueArmor['Scale Mail (Thief Disguise)'] = rogueArmor['Banded Armor (Disguise)'] = {
'Pick Pockets' : '-50',
'Open Locks' : '-20',
'Find/Remove Traps': '-20',
'Move Silently' : '-60',
'Hide in Shadows' : '-50',
'Detect Noise' : '-30',
'Climb Walls' : '-90',
};
rogueArmor['Plate Mail (Disguise)'] = rogueArmor['Bronze Plate Mail (Disguise)'] = {
'Pick Pockets' : '-75',
'Open Locks' : '-40',
'Find/Remove Traps': '-40',
'Move Silently' : '-80',
'Hide in Shadows' : '-75',
'Detect Noise' : '-50',
'Climb Walls' : '-95',
};
rogueArmor['Field Plate (Disguise)'] = rogueArmor['Full Plate (Disguise)'] = {
'Pick Pockets' : '-95',
'Open Locks' : '-80',
'Find/Remove Traps': '-80',
'Move Silently' : '-95',
'Hide in Shadows' : '-95',
'Detect Noise' : '-70',
'Climb Walls' : '-95',
};
+486 -76
View File
@@ -1,7 +1,9 @@
// --- ALL SHEET WORKERS START --- //
const SheetWorker = 'sheetworker';
const Player = 'player';
const sheetWorker = 'sheetworker';
const player = 'player';
const squareBracketsRegex = /18\[([0-9]{1,3})]/; // Ie. 18[65]
const parenthesisRegex = /18\(([0-9]{1,3})\)/; // Ie. 18(65)
//Ability Score Parser function
function getLookupValue(abilityScoreString, defaultValue, isStrength = false) {
if (abilityScoreString === '') {
@@ -14,7 +16,7 @@ function getLookupValue(abilityScoreString, defaultValue, isStrength = false) {
}
if (isStrength) {
let exceptionalMatch = abilityScoreString.match(/18\[([0-9]{1,3})]/) || abilityScoreString.match(/18\(([0-9]{1,3})\)/);
let exceptionalMatch = abilityScoreString.match(squareBracketsRegex) || abilityScoreString.match(parenthesisRegex);
if (exceptionalMatch !== null) {
let exceptionalStrNumber = parseInt(exceptionalMatch[1]);
if (1 <= exceptionalStrNumber && exceptionalStrNumber <= 50) {
@@ -414,6 +416,20 @@ function isNewSpellSection(section) {
return section.startsWith('wiz') || section.startsWith('pri');
}
function isRemoving0(eventInfo, fieldNames) {
return fieldNames.some(fieldName => !parseInt(eventInfo.removedInfo[`${eventInfo.sourceAttribute}_${fieldName}`]));
}
function isOverwriting0(eventInfo) {
return !parseInt(eventInfo.newValue) && !parseInt(eventInfo.previousValue);
}
function doEarlyReturn(eventInfo, fieldNames) {
return eventInfo.removedInfo
? isRemoving0(eventInfo, fieldNames)
: isOverwriting0(eventInfo);
}
// --- Start summing numbers from repeating spells for wizard and priest --- //
function recursiveSpellSum(tail, acc, oldField, newField, resultFieldName) {
@@ -448,7 +464,7 @@ function recursiveSpellSum(tail, acc, oldField, newField, resultFieldName) {
.execute(() => recursiveSpellSum(tail, acc, oldField, newField, resultFieldName)); // Fat arrow function to lazy load value.
}
function setupSpellSumming(sections, oldField, newField, resultFieldName) {
function setupRepeatingSpellSumming(sections, oldField, newField, resultFieldName) {
sections.forEach(section => {
let repeatingName;
let fieldName;
@@ -461,9 +477,11 @@ function setupSpellSumming(sections, oldField, newField, resultFieldName) {
}
let onChange = `change:repeating_${repeatingName}:${fieldName} remove:repeating_${repeatingName}`;
on(onChange, function () {
console.log(`Summing started by section ${repeatingName}`);
on(onChange, function (eventInfo) {
if (doEarlyReturn(eventInfo, [fieldName]))
return;
console.log(`Summing started by section ${repeatingName}. Fieldname ${fieldName}`);
console.time('Summing time');
let levelsCopy = [...sections];
let accumulator = 0;
@@ -475,37 +493,37 @@ function setupSpellSumming(sections, oldField, newField, resultFieldName) {
// --- End summing numbers from repeating spells for wizard and priest --- //
function setupAutoFillSpellInfo(section, spellsTable) {
if (spellsTable[section]) {
on(`change:repeating_spells-${section}:spell-select`, function(eventInfo){
if (!spellsTable[section])
return;
on(`change:repeating_spells-${section}:spell-name`, function (eventInfo) {
let spell = spellsTable[section][eventInfo.newValue];
if (spell === undefined)
return;
let spell = spellsTable[section][eventInfo.newValue];
if (spell === undefined)
return;
let spellInfo ={
[`repeating_spells-${section}_spell-name`] : spell['name'],
[`repeating_spells-${section}_spell-cast-time`] : spell['cast-time'],
[`repeating_spells-${section}_spell-level`] : spell['level'],
[`repeating_spells-${section}_spell-school`] : spell['school'],
[`repeating_spells-${section}_spell-components`] : spell['components'],
[`repeating_spells-${section}_spell-range`] : spell['range'],
[`repeating_spells-${section}_spell-aoe`] : spell['aoe'],
[`repeating_spells-${section}_spell-duration`] : spell['duration'],
[`repeating_spells-${section}_spell-damage`] : spell['damage'],
[`repeating_spells-${section}_spell-damage-type`] : spell['damage-type'],
[`repeating_spells-${section}_spell-saving-throw`] : spell['saving-throw'],
[`repeating_spells-${section}_spell-healing`] : spell['healing'],
[`repeating_spells-${section}_spell-materials`] : spell['materials'],
[`repeating_spells-${section}_spell-reference`] : spell['reference'],
[`repeating_spells-${section}_spell-effect`] : spell['effect']
}
if (section.startsWith('pri')) {
spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
}
let spellInfo = {
[`repeating_spells-${section}_spell-cast-time`]: spell['cast-time'],
[`repeating_spells-${section}_spell-level`]: spell['level'],
[`repeating_spells-${section}_spell-school`]: spell['school'],
[`repeating_spells-${section}_spell-components`]: spell['components'],
[`repeating_spells-${section}_spell-range`]: spell['range'],
[`repeating_spells-${section}_spell-aoe`]: spell['aoe'],
[`repeating_spells-${section}_spell-duration`]: spell['duration'],
[`repeating_spells-${section}_spell-damage`]: spell['damage'],
[`repeating_spells-${section}_spell-damage-type`]: spell['damage-type'],
[`repeating_spells-${section}_spell-saving-throw`]: spell['saving-throw'],
[`repeating_spells-${section}_spell-healing`]: spell['healing'],
[`repeating_spells-${section}_spell-materials`]: spell['materials'],
[`repeating_spells-${section}_spell-reference`]: spell['reference'],
[`repeating_spells-${section}_spell-effect`]: spell['effect']
};
if (section.startsWith('pri')) {
spellInfo[`repeating_spells-${section}_spell-sphere`] = spell['sphere'];
}
setAttrs(spellInfo);
});
}
setAttrs(spellInfo);
});
}
function setupCalculateRemaining(totalField, sumField, remainingField) {
@@ -532,8 +550,6 @@ function setupCalculateTotal(totalField, fieldsToSum) {
total += parseInt(values[field]) || 0;
});
console.log(total);
setAttrs({
[totalField]: total
});
@@ -546,41 +562,230 @@ function setupRepeatingRowCalculateTotal(repeatingTotalField, repeatingFieldsToS
let allFields = [...repeatingFieldsToSum];
allFields.push(repeatingTotalField);
on(`${onChange} remove:repeating_${repeatingName}`, function(eventInfo){
if (eventInfo.removedInfo)
return;
TAS.repeating(repeatingName)
.fields(allFields)
.tap(function(rowSet) {
console.log(eventInfo);
let rowId = eventInfo.sourceAttribute.split('_')[2];
let row = rowSet[rowId];
console.log(rowId);
console.log(row);
let total = 0;
repeatingFieldsToSum.forEach(column => {
total += row.I[column];
});
row[repeatingTotalField] = total;
console.log(total);
})
.execute();
});
}
// --- Start setup for priest spells based on spheres --- //
const primarySphereRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather|Elemental/gi
const noElementalRegex = /All|Animal|Astral|Charm|Combat|Creation|Divination|Guardian|Healing|Necromantic|Plant|Protection|Summoning|Sun|Weather/gi
const elementalRegex = /Earth|Air|Fire|Water/gi
function capitalizeFirst(s) {
if (typeof s !== 'string')
return '';
return s.charAt(0).toUpperCase() + s.slice(1).toLowerCase();
}
function parseSpheres(spheresStrings, regex) {
let spheres = new Set();
spheresStrings.map(s => s.match(regex))
.flat()
.filter(Boolean)
.map(s => capitalizeFirst(s))
.forEach(s => spheres.add(s));
return spheres;
}
function isSpellAvailable(spellName, spellSphereString, availableSpheres, elementalSpheres) {
let primarySpellSpheres = spellSphereString.match(noElementalRegex);
if (!primarySpellSpheres)
return false;
let isAvailable = primarySpellSpheres.some((sphere) => availableSpheres.has(sphere));
if (isAvailable)
return true;
if (!availableSpheres.has('Elemental'))
return false;
if (!spellSphereString.includes('Elemental'))
return false;
if (spellSphereString.includes('Elemental ('))
return spellSphereString.match(elementalRegex).some((element) => elementalSpheres.has(element))
// The player and the spell has the elemental sphere (without any sub elements)
return true;
}
function setupAddPriestSpell(postfix) {
if (!priestSpells[postfix])
return;
on(`clicked:add-spells-${postfix}`, function () {
const section = `spells-${postfix}`;
const field = 'spell-name';
let errorMessage = `add-spell-error-${postfix}`;
let attributes = ['sphere-major'];
if (postfix.match(/[123]/))
attributes.push("sphere-minor");
TAS.repeating(section)
.attrs(attributes)
.fields(field)
.reduce(function(memo, row){
memo.add(row.S[field]);
return memo;
}, new Set(), function (knownSpells,_,a){
let primarySpheres = parseSpheres(attributes.map(aField => a.S[aField]), primarySphereRegex);
let elementalSpheres = parseSpheres(attributes.map(aField => a.S[aField]), elementalRegex);
let newValue = {};
newValue[errorMessage] = '';
if (primarySpheres.size < 1) {
newValue[errorMessage] = 'No valid spheres found. Please write or select some spheres';
setAttrs(newValue);
return;
}
let spellsToAdd = [];
for (const [spellName, spell] of Object.entries(priestSpells[postfix])) {
let isAvailable = isSpellAvailable(spellName, spell['sphere'], primarySpheres, elementalSpheres);
if (isAvailable)
spellsToAdd.push(spellName);
}
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
newValue[errorMessage] = 'No spells found for the selected spheres';
setAttrs(newValue);
return;
}
spellsToAdd = spellsToAdd.filter(spell => !knownSpells.has(spell));
console.log(spellsToAdd);
if (spellsToAdd.length < 1) {
newValue[errorMessage] = 'All spells already added.';
setAttrs(newValue);
return;
}
spellsToAdd.forEach(spell => {
let newrowid = generateRowID();
newValue[`repeating_${section}_${newrowid}_${field}`] = spell;
});
setAttrs(newValue);
})
.execute();
});
}
// --- End setup for priest spells based on spheres --- //
// --- Start defining rest buttons --- //
function resetCastSlots(row, castField, memField) {
row.I[castField] = 0;
}
function resetCastAndMemSlots(row, castField, memField) {
row.I[castField] = 0;
row.I[memField] = 0;
}
function resetSpentSlots(row, castField, memField) {
row.I[memField] = row.I[memField] - row.I[castField];
row.I[castField] = 0;
}
function setupSpellSlotsReset(buttonName, tab, spellLevels, allSections) {
let isPowers = !spellLevels || !tab;
let attributes = ['spell-slot-reset-sections', 'spell-slot-reset-function']
if (!isPowers)
attributes.push(tab);
on(`clicked:${buttonName}`, function () {
getAttrs(attributes, function (values) {
let resetSection = values['spell-slot-reset-sections'];
let resetFunction = values['spell-slot-reset-function'];
let sections = [];
if (resetSection === 'all' || isPowers)
sections = allSections;
else if (resetSection === 'level') {
let level = values[tab];
if (!level)
return;
let spellLevel = spellLevels.spellLevel(sl => sl.level === level);
if (!spellLevel)
return;
sections = spellLevel.sections || [];
}
if (!sections.length)
return
let updateFunction;
if (resetFunction === '1' || isPowers)
updateFunction = resetCastSlots;
else if (resetFunction === '2')
updateFunction = resetCastAndMemSlots;
else if (resetFunction === '3')
updateFunction = resetSpentSlots;
if (!updateFunction)
return;
sections.forEach(section => {
let repSection;
let castField;
let memField;
if (isNewSpellSection(section)) {
repSection = `spells-${section}`;
castField = 'spell-cast-value';
memField = 'spell-memorized';
} else {
repSection = `spells${section}`;
castField = `cast-value${section}`;
memField = `cast-max${section}`;
}
TAS.repeating(repSection)
.fields(castField, memField)
.each(function(row) {
updateFunction(row, castField, memField);
})
.execute();
});
});
});
}
// --- End defining rest buttons --- //
let wizardSpellLevelsSections = [
{level: 1, sections: ['', '2', '3', 'wiz1']},
{level: 2, sections: ['4', '5', '6', 'wiz2']},
{level: 3, sections: ['7', '8', '9', 'wiz3']},
{level: 4, sections: ['10', '11', '12', 'wiz4']},
{level: 5, sections: ['70', '71', '72', 'wiz5']}, //... legacy naming convention
{level: 6, sections: ['13', '14', '15', 'wiz6']},
{level: 7, sections: ['16', '17', '18', 'wiz7']},
{level: 8, sections: ['19', '20', '21', 'wiz8']},
{level: 9, sections: ['22', '23', '24', 'wiz9']},
{level: 10, sections: ['25', '26', '27', 'wiz10']},
{level: 11, sections: ['52', '53', '54', 'wiz11']}, //... legacy naming convention
{level: 12, sections: ['55', '56', '57', 'wiz12']},
{level: 13, sections: ['58', '59', '60', 'wiz13']},
{level: 14, sections: ['61', '62', '63', 'wiz14']},
{level: 15, sections: ['64', '65', '66', 'wiz15']},
{level: '1', sections: ['', '2', '3', 'wiz1']},
{level: '2', sections: ['4', '5', '6', 'wiz2']},
{level: '3', sections: ['7', '8', '9', 'wiz3']},
{level: '4', sections: ['10', '11', '12', 'wiz4']},
{level: '5', sections: ['70', '71', '72', 'wiz5']}, //... legacy naming convention
{level: '6', sections: ['13', '14', '15', 'wiz6']},
{level: '7', sections: ['16', '17', '18', 'wiz7']},
{level: '8', sections: ['19', '20', '21', 'wiz8']},
{level: '9', sections: ['22', '23', '24', 'wiz9']},
{level: '10', sections: ['25', '26', '27', 'wiz10']},
{level: '11', sections: ['52', '53', '54', 'wiz11']}, //... legacy naming convention
{level: '12', sections: ['55', '56', '57', 'wiz12']},
{level: '13', sections: ['58', '59', '60', 'wiz13']},
{level: '14', sections: ['61', '62', '63', 'wiz14']},
{level: '15', sections: ['64', '65', '66', 'wiz15']},
];
let priestSpellLevelsSections = [
@@ -598,8 +803,8 @@ let priestSpellLevelsSections = [
wizardSpellLevelsSections.forEach(spellLevel => {
let prefix = `spell-level${spellLevel.level}`;
setupCalculateTotal(`${prefix}-total`, [`${prefix}-castable`, `${prefix}-specialist`, `${prefix}-misc`]);
setupSpellSumming(spellLevel.sections, 'cast-value', 'spell-cast-value', `${prefix}-cast-value-sum`);
setupSpellSumming(spellLevel.sections, 'cast-max', 'spell-memorized', `${prefix}-cast-max-sum`);
setupRepeatingSpellSumming(spellLevel.sections, 'cast-value', 'spell-cast-value', `${prefix}-cast-value-sum`);
setupRepeatingSpellSumming(spellLevel.sections, 'cast-max', 'spell-memorized', `${prefix}-cast-max-sum`);
setupCalculateRemaining(`${prefix}-total`, `${prefix}-cast-max-sum`, `${prefix}-selected`);
setupCalculateRemaining(`${prefix}-total`, `${prefix}-cast-value-sum`, `${prefix}-remaining`);
@@ -613,8 +818,8 @@ wizardSpellLevelsSections.forEach(spellLevel => {
priestSpellLevelsSections.forEach(spellLevel => {
let prefix = `spell-priest-level${spellLevel.level}`;
setupCalculateTotal(`${prefix}-total`, [`${prefix}-castable`, `${prefix}-wisdom`, `${prefix}-misc`]);
setupSpellSumming(spellLevel.sections, 'cast-value', 'spell-cast-value', `${prefix}-cast-value-sum`);
setupSpellSumming(spellLevel.sections, 'cast-max', 'spell-memorized', `${prefix}-cast-max-sum`);
setupRepeatingSpellSumming(spellLevel.sections, 'cast-value', 'spell-cast-value', `${prefix}-cast-value-sum`);
setupRepeatingSpellSumming(spellLevel.sections, 'cast-max', 'spell-memorized', `${prefix}-cast-max-sum`);
setupCalculateRemaining(`${prefix}-total`, `${prefix}-cast-max-sum`, `${prefix}-selected`);
setupCalculateRemaining(`${prefix}-total`, `${prefix}-cast-value-sum`, `${prefix}-remaining`);
@@ -622,6 +827,7 @@ priestSpellLevelsSections.forEach(spellLevel => {
let lastSection = spellLevel.sections[spellLevel.sections.length - 1];
if (isNewSpellSection(lastSection)) {
setupAutoFillSpellInfo(lastSection, priestSpells);
setupAddPriestSpell(lastSection);
}
});
// --- End setup Spell Slots --- //
@@ -631,8 +837,8 @@ let wizardSpellPoints = 'spell-points';
let arc = 'total-arc';
let allWizardSpellSections = wizardSpellLevelsSections.flatMap(sl => sl.sections);
setupCalculateTotal(`${wizardSpellPoints}-total`, [`${wizardSpellPoints}-lvl`, `${wizardSpellPoints}-spc`, `${wizardSpellPoints}-int`]);
setupSpellSumming(allWizardSpellSections, wizardSpellPoints, 'spell-points', `${wizardSpellPoints}-sum`);
setupSpellSumming(allWizardSpellSections, 'arc', 'spell-arc', `${arc}-sum`);
setupRepeatingSpellSumming(allWizardSpellSections, wizardSpellPoints, 'spell-points', `${wizardSpellPoints}-sum`, true);
setupRepeatingSpellSumming(allWizardSpellSections, 'arc', 'spell-arc', `${arc}-sum`, true);
setupCalculateRemaining(`${wizardSpellPoints}-total`, `${wizardSpellPoints}-sum`, `${wizardSpellPoints}-remaining`);
setupCalculateRemaining(arc, `${arc}-sum`, `${arc}-remaining`);
@@ -640,18 +846,27 @@ let priestSpellPoints = 'spell-points-priest';
let wind = 'total-wind';
let allPriestSpellSections = priestSpellLevelsSections.flatMap(sl => sl.sections);
setupCalculateTotal(`${priestSpellPoints}-total`, [`${priestSpellPoints}-lvl`, `${priestSpellPoints}-wis`]);
setupSpellSumming(allPriestSpellSections, priestSpellPoints, 'spell-points', `${priestSpellPoints}-sum`);
setupSpellSumming(allPriestSpellSections, 'wind', 'spell-wind', `${wind}-sum`);
setupRepeatingSpellSumming(allPriestSpellSections, priestSpellPoints, 'spell-points', `${priestSpellPoints}-sum`, true);
setupRepeatingSpellSumming(allPriestSpellSections, 'wind', 'spell-wind', `${wind}-sum`, true);
setupCalculateRemaining(`${priestSpellPoints}-total`, `${priestSpellPoints}-sum`, `${priestSpellPoints}-remaining`);
setupCalculateRemaining(wind, `${wind}-sum`, `${wind}-remaining`);
// --- End setup Spell Points, Arc, and Wind --- //
// --- Start setup reset buttons --- //
//tab6 = wizard levels
//tab7 = priest levels
setupSpellSlotsReset('reset-spent-slots-wiz', 'tab6', wizardSpellLevelsSections, allWizardSpellSections);
let allPriestSectionsExceptQuest = priestSpellLevelsSections.slice(0, -1).flatMap(sl => sl.sections);
setupSpellSlotsReset('reset-spent-slots-pri', 'tab7', priestSpellLevelsSections, allPriestSectionsExceptQuest);
// --- End setup reset buttons --- //
// --- Start setup Granted Powers --- //
let powerSpellSections = ['67', '68', '69'];
let spellPower = 'spell-power';
setupSpellSumming(powerSpellSections, 'cast-value', '', `${spellPower}-sum`);
setupSpellSumming(powerSpellSections, 'cast-max', '', `${spellPower}-available`);
setupRepeatingSpellSumming(powerSpellSections, 'cast-value', '', `${spellPower}-sum`);
setupRepeatingSpellSumming(powerSpellSections, 'cast-max', '', `${spellPower}-available`);
setupCalculateRemaining(`${spellPower}-available`, `${spellPower}-sum`, `${spellPower}-remaining`);
setupSpellSlotsReset('reset-spent-slots-pow', null, null, powerSpellSections)
// --- End setup Granted Powers --- //
// --- Start setup Rogue skills total --- //
@@ -669,6 +884,23 @@ setupRepeatingRowCalculateTotal('crnoarmort', ['crt', 'crnoarmorb'], 'customrogu
setupRepeatingRowCalculateTotal('crarmort', ['crt', 'crarmorp'], 'customrogue');
// --- End setup Rogue skills total --- //
//Rogue armor modifier auto fill
on('change:armorname', function(eventInfo) {
let armor = rogueArmor[eventInfo.newValue];
if (armor === undefined)
return;
let armorModifiers = {
'pparmorp': armor['Pick Pockets'],
'olarmorp': armor['Open Locks'] || '-0',
'rtarmorp': armor['Find/Remove Traps'] || '-0',
'msarmorp': armor['Move Silently'] || '-0',
'hsarmorp': armor['Hide in Shadows'] || '-0',
'dnarmorp': armor['Detect Noise'],
'cwarmorp': armor['Climb Walls'],
};
setAttrs(armorModifiers);
});
//Rogue Custom Skills level sum
on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){
@@ -688,7 +920,7 @@ on('change:repeating_customrogue:crl remove:repeating_customrogue', function(){
//Related weapons / familiarity penalty
on('change:nonprof-penalty', function (eventInfo) {
if (eventInfo.sourceType === SheetWorker) {
if (eventInfo.sourceType === sheetWorker) {
return;
}
getAttrs(['nonprof-penalty'], function(values) {
@@ -701,26 +933,200 @@ on('change:nonprof-penalty', function (eventInfo) {
});
})
function getWeaponWithBonus(weaponName) {
if (!weaponName)
return undefined;
weaponName = weaponName.toLowerCase();
let baseWeapon = weapons[weaponName];
if (baseWeapon) {
return {
...baseWeapon,
bonus: '0'
};
}
let match = weaponName.match(/\s*\+[0-9]+\s*/);
if (!match)
return undefined;
let baseWeaponName = weaponName.replace(match[0], ' ').trim();
baseWeapon = weapons[baseWeaponName];
let bonusString = match[0].trim().replace('+', '');
let bonus = parseInt(bonusString)
if (!baseWeapon || isNaN(bonus))
return undefined;
let weaponWithBonus = {
...baseWeapon,
'speed' : Math.max(baseWeapon['speed'] - bonus, 1),
'bonus' : `+${bonus}`
}
return weaponWithBonus;
}
//melee hit autofill
on('change:repeating_weapons:weaponname', function(eventInfo){
let weapon = getWeaponWithBonus(eventInfo.newValue);
if (weapon === undefined)
return;
let weaponInfo = {
'repeating_weapons_attackadj' : weapon['bonus'],
'repeating_weapons_range' : 'Melee',
'repeating_weapons_size' : weapon['size'],
'repeating_weapons_weapspeed' : weapon['speed'],
'repeating_weapons_weaptype-slash' : weapon['type'].includes('S') ? 1 : 0,
'repeating_weapons_weaptype-pierce': weapon['type'].includes('P') ? 1 : 0,
'repeating_weapons_weaptype-blunt' : weapon['type'].includes('B') ? 1 : 0,
};
setAttrs(weaponInfo);
});
//melee damage autofill
on('change:repeating_weapons-damage:weaponname1', function(eventInfo){
let weapon = getWeaponWithBonus(eventInfo.newValue);
if (weapon === undefined)
return;
let weaponInfo = {
'repeating_weapons-damage_damadj' : weapon['bonus'],
'repeating_weapons-damage_damsm' : weapon['small-medium'],
'repeating_weapons-damage_daml' : weapon['large'],
'repeating_weapons-damage_knockdown1': weapon['knockdown'] || ''
};
setAttrs(weaponInfo);
});
//range hit autofill
on('change:repeating_weapons2:weaponname2', function(eventInfo){
let weapon = getWeaponWithBonus(eventInfo.newValue);
if (weapon === undefined)
return;
let weaponInfo = {
'repeating_weapons2_strbonus2' : weapon['strength'] ? 1 : 0,
'repeating_weapons2_attacknum2' : weapon['rof'] || '',
'repeating_weapons2_attackadj2' : weapon['bonus'],
'repeating_weapons2_range2' : weapon['range'] || '',
'repeating_weapons2_size2' : weapon['size'],
'repeating_weapons2_weapspeed2' : weapon['speed'],
'repeating_weapons2_weaptype-slash2' : weapon['type'].includes('S') ? 1 : 0,
'repeating_weapons2_weaptype-pierce2': weapon['type'].includes('P') ? 1 : 0,
'repeating_weapons2_weaptype-blunt2' : weapon['type'].includes('B') ? 1 : 0,
};
setAttrs(weaponInfo);
});
//range damage autofill
on('change:repeating_ammo:ammoname', function(eventInfo){
let weapon = getWeaponWithBonus(eventInfo.newValue);
if (weapon === undefined)
return;
let weaponInfo = {
'repeating_weapons2_strbonus3' : weapon['strength'] ? 1 : 0,
'repeating_ammo_damadj2' : weapon['bonus'],
'repeating_ammo_damsm2' : weapon['small-medium'],
'repeating_ammo_daml2' : weapon['large'],
'repeating_weapons-damage_knockdown2': weapon['knockdown'] || ''
};
setAttrs(weaponInfo);
});
//Follower weapons
function setupFollowerWeaponsAutoFill(repeating, sections) {
let prefix = '';
let onChange = '';
if (repeating !== '') {
prefix = `repeating_${repeating}_`
onChange = `repeating_${repeating}:`
}
sections.forEach(section => {
on(`change:${onChange}weaponnamehench${section}`, function(eventInfo) {
let weapon = getWeaponWithBonus(eventInfo.newValue);
if (weapon === undefined)
return;
let weaponInfo = {
[`${prefix}attacknumhench${section}`] : weapon['rof'] || '1',
[`${prefix}attackadjhench${section}`] : weapon['bonus'],
[`${prefix}damadjhench${section}`] : weapon['bonus'],
[`${prefix}damsmhench${section}`] : weapon['small-medium'],
[`${prefix}damlhench${section}`] : weapon['small-medium'],
[`${prefix}rangehench${section}`] : weapon['range'] || 'Melee',
[`${prefix}weaptypehench${section}`] : weapon['type'],
[`${prefix}weapspeedhench${section}`] : weapon['speed'],
};
setAttrs(weaponInfo);
})
})
}
const followerWeapons = [
{repeating: '', sections: ['', '001', '002']},
{repeating: 'hench', sections: ['003', '004', '005']},
{repeating: '', sections: ['006', '007', '008']},
{repeating: 'hench2', sections: ['009', '010', '011']},
{repeating: '', sections: ['012', '013', '014']},
{repeating: 'hench3', sections: ['015', '016', '017']},
{repeating: '', sections: ['018', '019', '020']},
{repeating: 'hench4', sections: ['021', '022', '023']},
{repeating: '', sections: ['024', '025', '026']},
{repeating: 'hench5', sections: ['027', '028', '029']},
{repeating: '', sections: ['030', '031', '032']},
{repeating: 'hench6', sections: ['033', '034', '035']},
];
followerWeapons.forEach(fw => {
setupFollowerWeaponsAutoFill(fw.repeating, fw.sections)
});
//Weapon proficiency slots
on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(){
on('change:repeating_weaponprofs:weapprofnum remove:repeating_weaponprofs', function(eventInfo) {
if (doEarlyReturn(eventInfo, ['weapprofnum']))
return;
TAS.repeatingSimpleSum('weaponprofs', 'weapprofnum', 'weapprofslotssum');
});
//Nonweapon proficiency slots
on('change:repeating_profs:profslots remove:repeating_profs', function(){
on('change:repeating_profs:profslots remove:repeating_profs', function(eventInfo){
if (doEarlyReturn(eventInfo, ['profslots']))
return;
TAS.repeatingSimpleSum('profs', 'profslots', 'profslotssum');
});
//Nonweapon proficiency autofill
on('change:repeating_profs:profname', function (eventInfo) {
let nonweaponProficiency = NonweaponProficiencies[eventInfo.newValue];
if (nonweaponProficiency === undefined)
return;
setAttrs({
'repeating_profs_profslots' : nonweaponProficiency['slots'],
'repeating_profs_profstatnum': nonweaponProficiency['abilityScore'],
'repeating_profs_profmod' : nonweaponProficiency['modifier'],
});
});
//Equipment Carried Section
on('change:repeating_gear:gearweight change:repeating_gear:gearqty remove:repeating_gear', function(){
on('change:repeating_gear:gearweight change:repeating_gear:gearqty remove:repeating_gear', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gearweight', 'gearqty']))
return;
repeatingMultipleSum('gear', 'gearweight', 'gearqty', 'gearweighttotal', 2);
});
//Equipment Stored Section
//Mount Equipment Carried Section Continued
on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored:gear-stored-qty change:repeating_gear-stored:on-mount remove:repeating_gear-stored', function(){
on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored:gear-stored-qty change:repeating_gear-stored:on-mount remove:repeating_gear-stored', function(eventInfo){
if (doEarlyReturn(eventInfo, ['gear-stored-weight', 'gear-stored-qty']))
return;
TAS.repeating('gear-stored')
.attrs('mount-gear-weight-total','stored-gear-weight-total')
.fields('on-mount','gear-stored-weight','gear-stored-qty')
@@ -736,10 +1142,14 @@ on('change:repeating_gear-stored:gear-stored-weight change:repeating_gear-stored
.execute();
})
function setupCalculateTotalGemsValue(totalField, valueField, multiplierField, repeatingSection) {
function setupCalculateTotalGemsValue(totalField, valueField, multiplierField, section) {
let repeatingSection = `repeating_${section}`;
let onChange = `change:${valueField} change:${multiplierField} change:${repeatingSection}:${valueField} change:${repeatingSection}:${multiplierField} remove:${repeatingSection}`
on(onChange, function(){
TAS.repeating(repeatingSection)
on(onChange, function(eventInfo){
if (doEarlyReturn(eventInfo, [valueField, multiplierField]))
return;
TAS.repeating(section)
.attrs(totalField, valueField, multiplierField)
.fields(valueField, multiplierField)
.reduce(function(m,r){
+130 -46
View File
@@ -1,14 +1,72 @@
// --- Version change start --- //
const sheetName = 'AD&D 2E Revised';
const sheetVersion = '3.4.1';
const sheetVersion = '4.1.3';
on('sheet:opened', function(){
getAttrs(['character_sheet'],function(attrs){
let cs=(attrs.character_sheet||'').match(/(.*)\s+v(.*)/) || [];
let sheet_name=cs[1] || '';
let sheet_version=cs[2] || '0.0.0';
// do something with sheet_name and sheet_version, if you might be converting
if(sheet_name !== sheetName || sheet_version !== sheetVersion) {
console.log(`Updating character sheet from ${sheet_version} to ${sheetVersion}`);
setAttrs({
character_sheet: `${sheetName} v${sheetVersion}`,
version: `v${sheetVersion}`,
announcement: 1
},{silent:true});
//#region Migrations
let oldSheetVersion = new SheetVersion(sheet_version);
// Starting with the oldest version, just in case some field has been moved from A -> B, B -> C
if (oldSheetVersion.isBelowMigrate(3, 3, 0))
migrate3_3_0();
if (oldSheetVersion.isBelowMigrate(3, 3, 2))
migrate3_3_2();
if (oldSheetVersion.isBelowMigrate(3, 4, 0))
migrate3_4_0();
//#endregion
}
});
});
// --- Version change end --- //
//#region Helpers
function SheetVersion(sheetVersionString) {
let splitVersions = sheetVersionString.match(/(\d+)\.(\d+)\.(\d+)/) || [];
this.major = parseInt(splitVersions[1]) || 0;
this.minor = parseInt(splitVersions[2]) || 0;
this.bug = parseInt(splitVersions[3]) || 0;
this.isBelowMigrate = function (migrateMajor, migrateMinor, migrateBug) {
if (this.major < migrateMajor)
return true;
if (this.major > migrateMajor)
return false;
if (this.minor < migrateMinor)
return true;
if (this.minor > migrateMinor)
return false;
return this.bug < migrateBug;
}
}
function moveStaticToRepeating(section, fieldsToMove) {
getAttrs(fieldsToMove, function (values) {
if (values[fieldsToMove[0]]) {
console.log(`${fieldsToMove[0]} has a value. Moving static to repeating`);
let newrowid = generateRowID();
let newValue = {};
@@ -16,53 +74,79 @@ function moveStaticToRepeating(section, fieldsToMove) {
newValue[`repeating_${section}_${newrowid}_${field}`] = value;
newValue[field] = '';
}
setAttrs(newValue);
}
});
}
//#endregion
on('sheet:opened', function(){
getAttrs(['character_sheet'],function(attrs){
let cs=_.rest((attrs.character_sheet||'').match(/(.*?)(?:\s+v(.*))?$/)),
sheet_name=cs[0]||'',
sheet_version=cs[1]||'';
// do something with sheet_name and sheet_version, if you might be converting
if(sheet_name !== sheetName || sheet_version !== sheetVersion) {
console.log('Updating character sheet version');
setAttrs({
character_sheet: `${sheetName} v${sheetVersion}`,
version: `v${sheetVersion}`,
announcement: 1
},{silent:true});
moveStaticToRepeating('weaponprofs', ['weapprofname', 'weapprofnum', 'expert', 'specialist', 'mastery', 'high-mastery', 'grand-mastery', 'chosen-weapon']);
moveStaticToRepeating('profs', ['profname', 'profslots', 'profstatnum', 'profmod']);
moveStaticToRepeating('langs', ['langname', 'lang-rw']);
moveStaticToRepeating('gear', ['geardesc', 'gearweight', 'gearqty', 'gearloc']);
moveStaticToRepeating('gear-stored', ['gear-stored-desc', 'gear-stored-weight', 'gear-stored-qty', 'gear-stored-loc', 'on-mount']);
moveStaticToRepeating('magicres', ['magresname', 'magrestar', 'magresmod', 'magresnotes']);
//ranged weapons
moveStaticToRepeating('weapons2', ['weaponname2', 'strbonus2', 'dexbonus2', 'prof-level2', 'range-mod-attack', 'attacknum2', 'attackadj2', 'ThAC02', 'crit-thresh2', 'range2', 'size2', 'weaptype-slash2', 'weaptype-pierce2', 'weaptype-blunt2', 'weapspeed2']);
moveStaticToRepeating('ammo', ['ammoname', 'strbonus3', 'dexbonus3', 'specialist-damage2', 'mastery-damage2', 'damadj2', 'damsm2', 'daml2', 'knockdown2', 'ammoremain']);
//melee damage weapons
moveStaticToRepeating('weapons', ['weaponname', 'strbonus', 'dexbonus', 'prof-level', 'attacknum', 'attackadj', 'ThAC0', 'crit-thresh', 'range', 'size', 'weaptype-slash', 'weaptype-pierce', 'weaptype-blunt', 'weapspeed']);
moveStaticToRepeating('weapons-damage', ['weaponname1', 'strbonus1', 'dexbonus1', 'specialist-damage', 'mastery-damage', 'damadj', 'damsm', 'daml', 'knockdown1']);
getAttrs(['nonprof-penalty'], function(values) {
let nonprof = Math.abs(parseInt(values['nonprof-penalty'])) * -1;
let famil = Math.floor(nonprof / 2)
setAttrs({
['nonprof-penalty']: nonprof,
['famil-penalty']: famil
});
});
}
//#region version 3.4.0
function migrate3_4_0() {
console.log('Migrating to v3.4.0');
getAttrs(['nonprof-penalty'], function(values) {
let nonprof = Math.abs(parseInt(values['nonprof-penalty']) || 0) * -1;
let famil = Math.floor(nonprof / 2)
setAttrs({
['nonprof-penalty']: nonprof,
['famil-penalty']: famil
});
});
});
}
//#endregion
// --- Version change end --- //
//#region version 3.3.2
function migrate3_3_2() {
console.log('Migrating to v3.3.2');
moveStaticToRepeating('weaponprofs', ['weapprofname', 'weapprofnum', 'expert', 'specialist', 'mastery', 'high-mastery', 'grand-mastery', 'chosen-weapon']);
moveStaticToRepeating('profs', ['profname', 'profslots', 'profstatnum', 'profmod']);
moveStaticToRepeating('langs', ['langname', 'lang-rw']);
moveStaticToRepeating('gear', ['geardesc', 'gearweight', 'gearqty', 'gearloc']);
moveStaticToRepeating('gear-stored', ['gear-stored-desc', 'gear-stored-weight', 'gear-stored-qty', 'gear-stored-loc', 'on-mount']);
moveStaticToRepeating('magicres', ['magresname', 'magrestar', 'magresmod', 'magresnotes']);
//ranged weapons
moveStaticToRepeating('weapons2', ['weaponname2', 'strbonus2', 'dexbonus2', 'prof-level2', 'range-mod-attack', 'attacknum2', 'attackadj2', 'ThAC02', 'crit-thresh2', 'range2', 'size2', 'weaptype-slash2', 'weaptype-pierce2', 'weaptype-blunt2', 'weapspeed2']);
moveStaticToRepeating('ammo', ['ammoname', 'strbonus3', 'dexbonus3', 'specialist-damage2', 'mastery-damage2', 'damadj2', 'damsm2', 'daml2', 'knockdown2', 'ammoremain']);
//melee damage weapons
moveStaticToRepeating('weapons', ['weaponname', 'strbonus', 'dexbonus', 'prof-level', 'attacknum', 'attackadj', 'ThAC0', 'crit-thresh', 'range', 'size', 'weaptype-slash', 'weaptype-pierce', 'weaptype-blunt', 'weapspeed']);
moveStaticToRepeating('weapons-damage', ['weaponname1', 'strbonus1', 'dexbonus1', 'specialist-damage', 'mastery-damage', 'damadj', 'damsm', 'daml', 'knockdown1']);
}
//#endregion
//#region version 3.3.0
function migrate3_3_0() {
console.log('Migrating to v3.3.0');
getAttrs(['spell-points', 'spell-points-priest'], function(values) {
let sp = parseInt(values['spell-points']) || 0;
let psp = parseInt(values['spell-points-priest']) || 0;
let newValue = {};
if (sp > 0) {
console.log(`Old spell points: ${sp}`);
newValue['spell-points-lvl'] = sp;
newValue['spell-points'] = '';
}
if (psp > 0) {
console.log(`Old spell points priest: ${psp}`);
newValue['spell-points-priest-lvl'] = psp;
newValue['spell-points-priest'] = '';
}
setAttrs(newValue);
});
TAS.repeating('spells')
.fields('spell-points', 'spell-points1', 'arc', 'arc1')
.each(function (r) {
console.log('Updating repeating spells-points and arc');
r['spell-points'] = (r.I['spell-points1']);
r['spell-points1'] = '';
r['arc'] = (r.I['arc1']);
r['arc1'] = '';
})
.execute();
}
//#endregion
+691
View File
@@ -0,0 +1,691 @@
const weapons = {};
weapons['arquebus'] = {
'name': 'Arquebus',
'rof': '1/3',
'range': '50/150/210',
'size': 'M',
'type': 'P',
'speed': 15,
'small-medium': '1d10',
'large': '1d10',
'knockdown': 'd8'
};
weapons['battle axe'] = {
'name': 'Battle axe',
'size': 'M',
'type': 'S',
'speed': 7,
'small-medium': '1d8',
'large': '1d8',
'knockdown': 'd10'
};
weapons['blowgun (barbed dart)'] = {
'name': 'Blowgun (Barbed Dart)',
'rof': '2/1',
'range': '10/20/30',
'size': 'L',
'type': 'P',
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
'knockdown': 'd4'
};
weapons['blowgun (needle)'] = {
'name': 'Blowgun (Needle)',
'rof': '2/1',
'range': '10/20/30',
'size': 'L',
'type': 'P',
'speed': 5,
'small-medium': '1',
'large': '1',
};
weapons['short bow (flight arrow)'] = {
'name': 'Short bow (Flight arrow)',
'rof': '2/1',
'range': '50/100/150',
'size': 'M',
'type': 'P',
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd6'
};
weapons['long bow (flight arrow)'] = {
'name': 'Long bow (Flight arrow)',
'rof': '2/1',
'range': '70/140/210',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd6'
};
weapons['long bow (sheaf arrow)'] = {
'name': 'Long bow (Sheaf arrow)',
'rof': '2/1',
'range': '50/100/150',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d8',
'large': '1d8',
'knockdown': 'd6'
};
weapons['composite short bow (flight arrow)'] = {
'name': 'Composite short bow (Flight arrow)',
'rof': '2/1',
'range': '50/100/180',
'size': 'M',
'type': 'P',
'speed': 6,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd6'
};
weapons['composite long bow (flight arrow)'] = {
'name': 'Composite long bow (Flight arrow)',
'rof': '2/1',
'range': '60/120/210',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd6'
};
weapons['composite long bow (sheaf arrow)'] = {
'name': 'Composite long bow (Sheaf arrow)',
'rof': '2/1',
'range': '40/80/170',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d8',
'large': '1d8',
'knockdown': 'd6'
};
weapons['club'] = {
'name': 'Club',
'strength': true,
'rof': '1',
'range': '10/20/30',
'size': 'M',
'type': 'B',
'speed': 4,
'small-medium': ' 1d6',
'large': '1d3',
'knockdown': 'd8'
};
weapons['hand crossbow'] = {
'name': 'Hand crossbow',
'rof': '1',
'range': '20/40/60',
'size': 'S',
'type': 'P',
'speed': 5,
'small-medium': '1d3',
'large': '1d2',
'knockdown': 'd4'
};
weapons['light crossbow'] = {
'name': 'Light crossbow',
'rof': '1',
'range': '60/120/180',
'size': 'M',
'type': 'P',
'speed': 7,
'small-medium': '1d4',
'large': '1d4',
'knockdown': 'd6'
};
weapons['heavy crossbow'] = {
'name': 'Heavy crossbow',
'rof': '1/2',
'range': '80/160/240',
'size': 'M',
'type': 'P',
'speed': 10,
'small-medium': '1d4+1',
'large': '1d6+1',
'knockdown': 'd6'
};
weapons['dagger'] = {
'name': 'Dagger',
'strength': true,
'rof': '2/1',
'range': '10/20/30',
'size': 'S',
'type': 'P',
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
'knockdown': 'd6'
};
weapons['dirk'] = {
'name': 'Dirk',
'strength': true,
'rof': '2/1',
'range': '10/20/30',
'size': 'S',
'type': 'P',
'speed': 2,
'small-medium': '1d4',
'large': '1d3',
'knockdown': 'd6'
};
weapons['dart'] = {
'name': 'Dart',
'strength': true,
'rof': '3/1',
'range': '10/20/40',
'size': 'S',
'type': 'P',
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
'knockdown': 'd4'
};
weapons['footman\'s flail'] = {
'name': 'Footman\'s flail',
'size': 'M',
'type': 'B',
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
'knockdown': 'd12'
};
weapons['footman\'s mace'] = {
'name': 'Footman\'s mace',
'size': 'M',
'type': 'B',
'speed': 7,
'small-medium': '1d6+1',
'large': '1d6',
'knockdown': 'd10'
};
weapons['footman\'s pick'] = {
'name': 'Footman\'s pick',
'size': 'M',
'type': 'P',
'speed': 7,
'small-medium': '1d6+1',
'large': '2d4',
'knockdown': 'd8'
};
weapons['hand axe'] = {
'name': 'Hand axe',
'strength': true,
'rof': '1',
'range': '10/20/30',
'size': 'M',
'type': 'S',
'speed': 4,
'small-medium': '1d6',
'large': '1d4',
'knockdown': 'd10'
};
weapons['harpoon'] = {
'name': 'Harpoon',
'strength': true,
'rof': '1',
'range': '10/20/30',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '2d4',
'large': '2d6',
'knockdown': 'd8'
};
weapons['horseman\'s flail'] = {
'name': 'Horseman\'s flail',
'size': 'M',
'type': 'B',
'speed': 6,
'small-medium': '1d4+1',
'large': '1d4+1',
'knockdown': 'd10'
};
weapons['horseman\'s mace'] = {
'name': 'Horseman\'s mace',
'size': 'M',
'type': 'B',
'speed': 6,
'small-medium': '1d6',
'large': '1d4',
'knockdown': 'd8'
};
weapons['horseman\'s pick'] = {
'name': 'Horseman\'s pick',
'size': 'M',
'type': 'P',
'speed': 5,
'small-medium': '1d4+1',
'large': '1d4',
'knockdown': 'd6'
};
weapons['javelin'] = {
'name': 'Javelin',
'strength': true,
'rof': '1',
'range': '20/40/60',
'size': 'M',
'type': 'P',
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd6'
};
weapons['knife'] = {
'name': 'Knife',
'strength': true,
'rof': '2/1',
'range': '10/20/30',
'size': 'S',
'type': 'P/S',
'speed': 2,
'small-medium': '1d3',
'large': '1d2',
'knockdown': 'd4'
};
weapons['heavy horse lance'] = {
'name': 'Heavy horse lance',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d8+1',
'large': '3d6',
'knockdown': 'd12'
};
weapons['light horse lance'] = {
'name': 'Light horse lance',
'size': 'L',
'type': 'P',
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
'knockdown': 'd8'
};
weapons['jousting lance'] = {
'name': 'Jousting lance',
'size': 'L',
'type': 'P',
'speed': 10,
'small-medium': '1d3-1',
'large': '1d2-1',
'knockdown': 'd6'
};
weapons['medium horse lance'] = {
'name': 'Medium horse lance',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d6+1',
'large': '2d6',
'knockdown': 'd10'
};
weapons['mancatcher'] = {
'name': 'Mancatcher',
'size': 'L',
'type': '',
'speed': 7,
'small-medium': '—',
'large': '—',
'knockdown': 'd6'
};
weapons['morning star'] = {
'name': 'Morning star',
'size': 'M',
'type': 'P/B',
'speed': 7,
'small-medium': '2d4',
'large': '1d6+1',
'knockdown': 'd10'
};
weapons['awl pike'] = {
'name': 'Awl pike',
'size': 'L',
'type': 'P',
'speed': 13,
'small-medium': '1d6',
'large': '1d12',
'knockdown': 'd8'
};
weapons['bardiche'] = {
'name': 'Bardiche',
'size': 'L',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
'knockdown': 'd12'
};
weapons['bec de corbin'] = {
'name': 'Bec de corbin',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '1d8',
'large': '1d6',
'knockdown': 'd10'
};
weapons['bill-guisarme'] = {
'name': 'Bill-guisarme',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '1d10',
'knockdown': 'd10'
};
weapons['fauchard'] = {
'name': 'Fauchard',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d6',
'large': '1d8',
'knockdown': 'd8'
};
weapons['fauchard-fork'] = {
'name': 'Fauchard-fork',
'size': 'L',
'type': 'P/S',
'speed': 8,
'small-medium': '1d8',
'large': '1d10',
};
weapons['glaive'] = {
'name': 'Glaive',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '1d6',
'large': '1d10',
'knockdown': 'd10'
};
weapons['glaive-guisarme'] = {
'name': 'Glaive-guisarme',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '2d4',
'large': '2d6',
'knockdown': 'd10'
};
weapons['guisarme'] = {
'name': 'Guisarme',
'size': 'L',
'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '1d8',
'knockdown': 'd10'
};
weapons['guisarme-voulge'] = {
'name': 'Guisarme-voulge',
'size': 'L',
'type': 'P/S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
};
weapons['halberd'] = {
'name': 'Halberd',
'size': 'L',
'type': 'P/S',
'speed': 9,
'small-medium': '1d10',
'large': '2d6',
'knockdown': 'd12'
};
weapons['hook fauchard'] = {
'name': 'Hook fauchard',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d4',
'large': '1d4',
};
weapons['lucern hammer'] = {
'name': 'Lucern hammer',
'size': 'L',
'type': 'P/B',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
'knockdown': 'd10'
};
weapons['military fork'] = {
'name': 'Military fork',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d8',
'large': '2d4',
'knockdown': 'd8'
};
weapons['partisan'] = {
'name': 'Partisan',
'size': 'L',
'type': 'P',
'speed': 9,
'small-medium': '1d6',
'large': '1d6+1',
'knockdown': 'd8'
};
weapons['ranseur'] = {
'name': 'Ranseur',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '2d4',
'large': '2d4',
'knockdown': 'd8'
};
weapons['spetum'] = {
'name': 'Spetum',
'size': 'L',
'type': 'P',
'speed': 8,
'small-medium': '1d6+1',
'large': '2d6',
'knockdown': 'd8'
};
weapons['voulge'] = {
'name': 'Voulge',
'size': 'L',
'type': 'S',
'speed': 10,
'small-medium': '2d4',
'large': '2d4',
'knockdown': 'd12'
};
weapons['quarterstaff'] = {
'name': 'Quarterstaff',
'size': 'L',
'type': 'B',
'speed': 4,
'small-medium': '1d6',
'large': '1d6',
'knockdown': 'd10'
};
weapons['scourge'] = {
'name': 'Scourge',
'size': 'S',
'type': '',
'speed': 5,
'small-medium': '1d4',
'large': '1d2',
'knockdown': 'd4'
};
weapons['sickle'] = {
'name': 'Sickle',
'size': 'S',
'type': 'S',
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
'knockdown': 'd4'
};
weapons['sling (bullet)'] = {
'name': 'Sling (Bullet)',
'strength': true,
'rof': '1',
'range': '50/100/200',
'size': 'S',
'type': 'B',
'speed': 6,
'small-medium': '1d4+1',
'large': '1d6+1',
'knockdown': 'd4'
};
weapons['sling (stone)'] = {
'name': 'Sling (Stone)',
'strength': true,
'rof': '1',
'range': '40/80/160',
'size': 'S',
'type': 'B',
'speed': 6,
'small-medium': '1d4',
'large': '1d4',
'knockdown': 'd4'
};
weapons['spear'] = {
'name': 'Spear',
'strength': true,
'rof': '1',
'range': '10/20/30',
'size': 'M',
'type': 'P',
'speed': 6,
'small-medium': '1d6',
'large': '1d8',
'knockdown': 'd6'
};
weapons['staff sling (bullet)'] = {
'name': 'Staff sling (Bullet)',
'strength': true,
'rof': '2/1',
'range': '—/30-60/90',
'size': 'M',
'type': 'B',
'speed': 11,
'small-medium': '1d4+1',
'large': '1d6+1',
};
weapons['staff sling (stone)'] = {
'name': 'Staff sling (Stone)',
'strength': true,
'rof': '2/1',
'range': '—/30-60/90',
'size': 'M',
'type': 'B',
'speed': 11,
'small-medium': '1d4',
'large': '1d4',
'knockdown': 'd6'
};
weapons['bastard sword (one-handed)'] = {
'name': 'Bastard sword (One-handed)',
'size': 'M',
'type': 'S',
'speed': 6,
'small-medium': '1d8',
'large': '1d12',
'knockdown': 'd8'
};
weapons['bastard sword (two-handed)'] = {
'name': 'Bastard sword (Two-handed)',
'size': 'M',
'type': 'S',
'speed': 8,
'small-medium': '2d4',
'large': '2d8',
'knockdown': 'd10'
};
weapons['broad sword'] = {
'name': 'Broad sword',
'size': 'M',
'type': 'S',
'speed': 5,
'small-medium': '2d4',
'large': '1d6+1',
'knockdown': 'd8'
};
weapons['khopesh'] = {
'name': 'Khopesh',
'size': 'M',
'type': 'S',
'speed': 9,
'small-medium': '2d4',
'large': '1d6',
'knockdown': 'd8'
};
weapons['long sword'] = {
'name': 'Long sword',
'size': 'M',
'type': 'S',
'speed': 5,
'small-medium': '1d8',
'large': '1d12',
'knockdown': 'd8'
};
weapons['scimitar'] = {
'name': 'Scimitar',
'size': 'M',
'type': 'S',
'speed': 5,
'small-medium': '1d8',
'large': '1d8',
'knockdown': 'd8'
};
weapons['short sword'] = {
'name': 'Short sword',
'size': 'S',
'type': 'P',
'speed': 3,
'small-medium': '1d6',
'large': '1d8',
'knockdown': 'd6'
};
weapons['two-handed sword'] = {
'name': 'Two-handed sword',
'size': 'L',
'type': 'S',
'speed': 10,
'small-medium': '1d10',
'large': '3d6',
'knockdown': 'd12'
};
weapons['trident'] = {
'name': 'Trident',
'size': 'L',
'type': 'P',
'speed': 7,
'small-medium': '1d6+1',
'large': '3d4',
'knockdown': 'd8'
};
weapons['warhammer'] = {
'name': 'Warhammer',
'strength': true,
'rof': '1',
'range': '10/20/30',
'size': 'M',
'type': 'B',
'speed': 4,
'small-medium': '1d4+1',
'large': '1d4',
'knockdown': 'd8'
};
weapons['whip'] = {
'name': 'Whip',
'size': 'M',
'type': '',
'speed': 8,
'small-medium': '1d2',
'large': '1',
};
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+1 -1
View File
@@ -2,7 +2,7 @@
I have continued work on this sheet and the below mention HTML and CSS is therefore invalid as progress has continued without its usage.
My work has been based on the last stable version, v. 2.8.53, which was live on Roll20. I have started my versioning from v. 3.0.00
Follow my development here: https://app.roll20.net/forum/permalink/8602806/
Follow my development here: https://app.roll20.net/forum/permalink/9311682/
# Message from Seth (08/09/2017):
Ok guys, it's going to be along time before I push another update to Roll20. That being said, if you absolutely must have the latest copy of this sheet:
+3 -3
View File
@@ -4,6 +4,6 @@
"authors": "Seth, Peter B.",
"preview": "2EPreview.png",
"roll20userid": "2569950, 5062881",
"instructions": "#Message from current Author Peter B.(2020)\rThe sheet has been updated with more options for players to choose between rule sets such as the standard rule set from the Player's Handbook and the additional material from the Player's Option.\rFor any future development request please send a message to https://app.roll20.net/users/5062881/peter-b.\rCurrent follow development here: https://app.roll20.net/forum/permalink/8602806/\r\r#Message from Original Author Seth (2017)\rThis sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now auto-calculating fields. Please update these trackers by changing a quantity value and then changing it back.",
"legacy": true
}
"instructions": "#Message from current Author Peter B.(2020)\rThe sheet has been updated with more options for players to choose between rule sets such as the standard rule set from the Player's Handbook and the additional material from the Player's Option.\rTo follow current development or for any future development request please write a post on https://app.roll20.net/forum/post/9311682/official-ad-and-d-2e-revised-update-thread.\rThe full change log is always available at https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet#Changelog\r\r#Message from Original Author Seth (2017)\rThis sheet supports Advanced Dungeons and Dragons 2nd Edition Revised for both Player Characters and Monsters. This sheet has full integration for macro support within many fields of the sheet. Many fields are now auto-calculating fields. Please update these trackers by changing a quantity value and then changing it back.",
"legacy": false
}
+29 -7
View File
@@ -337,7 +337,7 @@
<fieldset class="repeating_communication-focus">
<input type="hidden" name="attr_focusname">
<input type="hidden" name="attr_focusbonus">
<button class="focus-buttons" name="roll_communication_focus" type="roll" value="@{wtype}&{template:age-roller} {{color-@{color}=1}} [[ [[1d6]] + [[1d6]] + [[1d6]] + @{communication} + @{focusbonus} - @{fatigue}]] {{mod=@{communication}}} {{ability=@{communication_label}}} {{desc=@{communication_label} (@{focusname})}} {{extramod1=@{focusbonus}}} {{extramod1-name=@{focusname} @{focus}}} {{fatigue=[[@{fatigue}]]}} {{player=@{char-name-option}}} {{die1=$[[0]]}} {{die2=$[[1]]}} {{drama=$[[2]]}} {{total=$[[3]]}}"><span name="attr_focusname"></span><span> (</span><span name="attr_focusbonus"></span><span>)</span></button><span class="focus-comma">,</span>
<button class="focus-buttons" name="roll_communication_focus" type="roll" value="@{wtype}&{template:age-roller} {{color-@{color}=1}} [[ [[1d6]] + [[1d6]] + [[1d6]] + @{communication} + @{focusbonus} - @{fatigue}]] {{mod=@{communication}}} {{ability=@{communication_label}}} {{desc=@{communication_label} (@{focusname})}} {{extramod1=@{focusbonus}}} {{extramod1-name=@{focusname} @{focus}}} {{fatigue=[[@{fatigue}]]}} {{player=@{char-name-option}}} {{die1=$[[0]]}} {{die2=$[[1]]}} {{drama=$[[2]]}} {{total=$[[3]]}}"><span name="attr_focusname"></span><span> (</span><span name="attr_focusbonus"></span><span>)</span></button><span class="focus-comma">,</span>
</fieldset>
</div>
</div>
@@ -360,7 +360,7 @@
<fieldset class="repeating_constitution-focus">
<input type="hidden" name="attr_focusname">
<input type="hidden" name="attr_focusbonus">
<input type="hidden" name="attr_focusdescription">
<input type="hidden" name="attr_focusdescription">
<button class="focus-buttons" name="roll_constitution_focus" type="roll" value="@{wtype}&{template:age-roller} {{color-@{color}=1}} [[ [[1d6]] + [[1d6]] + [[1d6]] + @{constitution} + @{focusbonus} - @{fatigue}]] {{mod=@{constitution}}} {{ability=@{constitution_label}}} {{desc=@{constitution_label} (@{focusname})}} {{extramod1=@{focusbonus}}} {{extramod1-name=@{focusname} @{focus}}} {{fatigue=[[@{fatigue}]]}} {{player=@{char-name-option}}} {{die1=$[[0]]}} {{die2=$[[1]]}} {{drama=$[[2]]}} {{total=$[[3]]}}"><span name="attr_focusname"></span><span> (</span><span name="attr_focusbonus"></span><span>)</span></button><span class="focus-comma">,</span>
</fieldset>
</div>
@@ -612,7 +612,7 @@
<div class="section-name character-section-name">
<button class="abilities-buttons" data-i18n="initiative-u" name="roll_initiative_check" type="roll" value="@{wtype}&{template:age-roller} {{color-@{color}=1}} [[ [[1d6]] + [[1d6]] + [[1d6]] + @{dexterity} + @{init-bonus} + @{armor-penalty-for-dex} - @{fatigue} &{tracker}]] {{mod=[[@{dexterity}]]}} {{ability=@{dexterity_label}}} {{extramod3=[[@{init-bonus}]]}} {{extramod3-name=@{initiative_adjustment}}} {{extramod2=[[@{armor-penalty-for-dex}]]}} {{extramod2-name=@{armor_penalty}}} {{extramod3=[[@{fear-initiative}]]}} {{extramod3-name=@{fear_label} @{fear}}} {{desc=@{initiative}}} {{fatigue=[[@{fatigue}]]}} {{player=@{char-name-option}}} {{die1=$[[0]]}} {{die2=$[[1]]}} {{drama=$[[2]]}} {{total=$[[3]]}}">INITIATIVE</button>
</div>
<input type="number" name="attr_init" disabled="true" value="@{dexterity}+@{init-bonus}">
<input type="number" name="attr_init" disabled="true" >
<div class="maximum-input">
<span data-i18n="adjust">Adjust</span>
<input type="number" name="attr_init-bonus" value="0">
@@ -720,7 +720,8 @@
<div>
<div class="col">
<div class="speed-defense-score">
<input type="number" name="attr_speed" value="@{base-speed}+@{dexterity}+@{armor-penalty}" disabled="true">
<input type="hidden" name="attr_speed_value" value="0" />
<input type="number" name="attr_speed" disabled="true" value="@{speed_value}" />
</div>
<div class="maximum-input">
<span data-i18n="base">Base</span>
@@ -729,7 +730,8 @@
</div>
<div class="col">
<div class="speed-defense-score">
<input type="number" name="attr_defense" value="10+@{dexterity}+@{shield-bonus}" disabled="true">
<input type="hidden" name="attr_defense_value" value="10" />
<input type="number" name="attr_defense" disabled="true" value="@{defense_value}" />
</div>
<div class="maximum-input">
<span data-i18n="shield">Shield</span>
@@ -767,7 +769,8 @@
<div class="sdaat-scores">
<div class="col">
<div class="sdaat-score">
<input type="number" name="attr_speed" value="@{base-speed}+@{dexterity}+@{armor-penalty}" disabled="true">
<input type="hidden" name="attr_speed_value" value="0" />
<input type="number" name="attr_speed" disabled="true" value="@{speed_value}" />
</div>
<div class="maximum-input">
<span data-i18n="base">Base</span>
@@ -776,7 +779,8 @@
</div>
<div class="col">
<div class="sdaat-score">
<input type="number" name="attr_defense" value="10+@{dexterity}+@{shield-bonus}" disabled="true">
<input type="hidden" name="attr_defense_value" value="10" />
<input type="number" name="attr_defense" disabled="true" value="@{defense_value}" />
</div>
<div class="maximum-input">
<span data-i18n="shield">Shield</span>
@@ -3611,5 +3615,23 @@ on("clicked:legacymoneyimport", function(event) {
}); // getAttrs
}); // on clicked
on("sheet:opened change:dexterity change:shield-bonus change:armor-penalty change:base-speed", function(event) {
// calculated values so we can use them over tokens
getAttrs(["dexterity", "shield-bonus", "base-speed", "armor-penalty"], function(v) {
let setObj = {};
let dexterity = parseInt(v.dexterity, 10) || 0;
let shield_bonus = parseInt(v["shield-bonus"], 10) || 0;
let base_speed = parseInt(v["base-speed"], 10) || 0;
let armor_penalty = parseInt(v["armor-penalty"], 10) || 0;
setObj.defense_value = 10 + dexterity + shield_bonus;
setObj.speed_value = base_speed + dexterity + armor_penalty;
setAttrs(setObj);
}); // getAttrs
}); // on opened/changes
console.log("Script load complete");
</script>
+1 -1
View File
@@ -84,7 +84,7 @@
"misses": "Misses",
"move": "Move",
"name": "Name",
"nolonger-vulnerable-hunger": "You can live on local human food and are no loger vulnerable to hunger.",
"nolonger-vulnerable-hunger": "You can live on local human food and are no longer vulnerable to hunger.",
"nolonger-vulnerable-xharm": "You are no longer vulnerable to Ψ-harm.",
"open-your-brain": "Open your brain",
"operator": "Operator",

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