diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json
index b03b5b83bb..e41bb175f2 100644
--- a/GURPS/translations/hu.json
+++ b/GURPS/translations/hu.json
@@ -293,7 +293,8 @@
"trident-block-tooltip": "NOTE: From Dungeon Fantasy. +1 to block or parry a trident. See DF Exploits-97",
"spell-modifiers-title": "Spell Modifiers",
"concentration-label": "Concentration",
- "cocentration-penalty-tooltip": "Concentration spell penalty Number of spells: 0. NOTE: Use options tab to adjust the penalty.",
+ "spell-on-penalty-tooltip": "Total Spell Skill Penalty based on number of ON spells. Number of spells ON: . NOTE: Use the options tab to adjust the penalty per spell ON.",
+ "cocentration-penalty-tooltip": "Total Concentration spell penalty Number of spells: 0. NOTE: Use options tab to adjust the penalty.",
"low-mana-label": "Low Mana: -5",
"low-mana-tooltip": "Only mages can cast spells and all spells are at -5. Critical failures have mild effects or no effect at all. See B235.",
"burn-abbreviate-hit-points-label": "Burn HP",
@@ -436,14 +437,14 @@
"attribute-will": "Will",
"attribute-will-tooltip": "Willpower Based on Intelligence 5pts/level Unmodified: ",
"attribute-fright": "Fright",
- "attribute-fright-tooltip": "Fright Check (B360) Based on Willpower 2pts/level Unmodified: See extensive list of Modifiers B360 & GURPS Horror p139-142.",
+ "attribute-fright-tooltip": "Fright Check (B360) Based on Willpower 2pts/level Unmodified: See extensive list of Modifiers B360 & GURPS Horror p139-142. If manually creating and/or maintaining this sheet, Combat Reflexes adds +2 to Fright (Enter as a MOD with a value of 2)",
"abbreviation-threshold": "Thresh",
"attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13. This means that a roll of 14 or more is automatically a failure. This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15 (Power Ups 2, p13). Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this to be useful, of course! Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and Confusion Check Table for failures. (Powers p85).",
"fright-check-label": "Fright Check",
"attribute-unstun": "Unstun",
"attribute-unstun-tooltip": "Recover from physical stun, based on Health. Roll at the end of your turn after Do Nothing ",
"abbreviation-knock-down": "K Down",
- "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health). Roll immediately whenever the following happens:
You suffer a Major Wound (B420) - This is any single injury that inflicts a wound in excess of ½ your HP.
You suffer any Crippling Injury (B420-421).
Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.
Modifiers:
- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).
- 10 for a Major Wound (B420) to the Skull or Eye.
",
+ "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health). Roll immediately whenever the following happens:
You suffer a Major Wound (B420) - This is any single injury that inflicts a wound in excess of ½ your HP.
You suffer any Crippling Injury (B420-421).
Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.
Modifiers:
- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).
- 10 for a Major Wound (B420) to the Skull or Eye.
If manually creating and/or maintaining this sheet, High Pain Threshold adds +3 to Knockdown (Enter as a MOD with a value of 3)
",
"abbreviation-unconscious": "Unc.",
"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health If HP zero or less, roll per turn to take an Active Action. -1 per full multiple of HP below zero. Hard/Easy to Subdue: Gives +/- per level to Unconscious Check Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
"abbreviation-death-check": "Death",
@@ -744,6 +745,10 @@
"critical-success-note-label": "Critical Success Note:",
"fail-note-label": "Fail Note:",
"critical-fail-note-label": "Critical Fail Note:",
+ "hit-note-label": "Hit Note:",
+ "critical-hit-note-label": "Critical Hit Note:",
+ "miss-note-label": "Miss Note:",
+ "critical-miss-note-label": "Critical Miss Note:",
"techniques-legacy-label": "TECHNIQUES (LEGACY).",
"techniques-legacy-tooltip": "New Optional Feature Available. A revised techniques table is available by setting the options on the character sheet. This revised techniques is not final, we'll make adjustments based upon feedback. New Legacy and Revised Technique Tables. Options to show/hide the Legacy Techniques table and the new Revised Techniques table. Show both tables if you want to transfer your current techniques to the new table. If old technique table has no rows, then hide old table, show new table. ",
"parent-label": "Parent",
@@ -839,7 +844,7 @@
"dodge-retreat-versus-melee-label": "Dodge and Retreat (vs. Melee Attacks Only)",
"dodge-retreat-versus-melee-tooltip": "Against a Melee Attack ONLY. (B377). It cannot be used against Ranged Attacks. Optional Rules for Retreat can be found in MA123.",
"dodge-drop-ranged-label": "Dodge and Drop (vs. Ranged Attacks only)",
- "dodge-drop-ranged-tooltip": "Dodge and Drop (Also 'Sacrificial Dodge and Drop', and 'Diving for Cover'). It is similar to a Dodge and Retreat, but only effective against Ranged Attacks. (B377)",
+ "dodge-drop-ranged-tooltip": "Dodge and Drop - Also for 'Sacrificial Dodge and Drop'. It is similar to 'Dodge and Retreat' but only for Ranged Attacks (B377). Can also be used for 'Dodge for Cover' vs. the area of effect of an Explosion, Cone, or Area-Effect Attacks (B377).",
"knockback-save-label": "Knockback save vs crushing or cutting attacks",
"knockback-tooltip": "A crushing attack can cause knockback regardless of whether it penetrates DR. A cutting attack can cause knockback only if it fails to penetrate DR. For every full ST-2 damage (BEFORE subtracting DR) target is moved yard away from attacker. NOTE: If target has no ST score (like a wall) or is not resisting, use HP instead.
If knocked back, Roll against DX, Acrobatics, or Judo. -1 per yard of knockback AFTER the first yard. +4 for Perfect Balance. see B378. If target collides with an object, use yards knocked back to calculate Collisions and Falls (see Combat Tools).",
"knockback-calculation-description": "1 yard per points",
@@ -870,6 +875,7 @@
"option-basic-speed": "Basic Speed",
"option-current-dodge": "Current Dodge",
"talent-level-label": "Talent Level:",
+ "talent-level-tooltip": "For use with Power Dodge, Power Parry, and Power Blocks formulas. See P167",
"formula-level-label": "Formula Level:",
"abbreviation-information-notes": "INFO Notes",
"fencing-unbalanced-tooltip": "If you enter F or U under the INFO column, the notes below will be replaced with appropriate notes. Any other value, and the text box will get cleared out. ",
@@ -887,7 +893,7 @@
"melee-attacks-label": "Melee Attacks",
"attacks-label": "Attacks",
"targets-label": "Targets",
- "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after the damage - eg. (2) - is an armor divisor. Enter this number in the Damage Notes as AD(#) or as Armor Divisor(#). ex: indicates the attack causes an explosion. See B269. Enter in the Damage Notes",
+ "melee-attack-damage-tooltip": "For an Armor Divisor: A number in parenthesis after the damage - eg. (2) - is an armor divisor. Enter this number in the Damage Notes as AD(#) or as Armor Divisor(#). ex: indicates the attack causes an explosion. See B269. Enter in the Damage Notes Macros You can also use @{thrust} and @{swing} for Melee Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.",
"damage-type-tooltip": "
Abbr
Name
aff
Affliction
burn
Burning
cor
Corrosion
cr
Crushing
cut
Cutting
fat
Fatigue
imp
Impaling
pi-
Small Piercing
pi
Piercing
pi+
Large Piercing
pi++
Huge Piercing
spec
Special
tox
Toxic
",
"reach-label": "Reach",
"melee-reach-tooltip": "The distance in yards that the weapon can reach. C: this weapon can be used in close combat. *: the weapon is awkward, and requires a Ready maneuver to switch between different reaches.",
@@ -930,7 +936,7 @@
"ranged-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat. Hint: Enter inline rolls for additional results. Example: Does an additional [[1d6]] fire damage.",
"ranged-critical-fail-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat. Hint: Enter inline rolls for additional results. Example: Does an additional [[1d6]] fire damage.",
"ranged-attacks-label": "Ranged Attacks",
- "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after the damage - eg. (2) - is an armor divisor. Enter this number in the Damage Notes as AD(#) or as Armor Divisor(#). ex: indicates the attack causes an explosion. [#d]: indicates the attack causes fragmentation. See B269. Enter in the Damage Notes",
+ "ranged-damage-tooltip": "For an Armor Divisor: A number in parenthesis after the damage - eg. (2) - is an armor divisor. Enter this number in the Damage Notes as AD(#) or as Armor Divisor(#). ex: indicates the attack causes an explosion. [#d]: indicates the attack causes fragmentation. See B269. Enter in the Damage Notes. Macros You can also use @{thrust} and @{swing} for Ranged Damage value, which is based on the values entered on the General page. You can even add additional modifiers such as @{thrust}+3.",
"abbreviation-range-label": "RNG",
"range-tooltip": "Range. See B269.",
"shots-label": "Shots",
@@ -1054,7 +1060,7 @@
"points-tooltip": "Points",
"spell-is-on-tooltip": "Enter a 1 or more to mark the spell as ON skill penalty for each spell that is ON. See B238 or M10. Click one at a time, wait until each penalty is applied before clicking the next one.",
"abbreviation-concentration-label": "CT",
- "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as Under Concentration. skill penalty for each spell. See B238 or M10. Click one at a time, wait until each penalty is applied before clicking the next one.",
+ "spell-concentration-tooltip": "Enter a 1 or more to mark the spell as under Concentration. skill penalty for each spell. See B238 or M10. Click one at a time, wait until each penalty is applied before clicking the next one.",
"abbreviation-resisted-by-label": "RESIST",
"spell-resisted-by-tooltip": "Resisted By",
"duration-label": "Duration",
@@ -1072,7 +1078,8 @@
"latest-changes-updated-label": "Latest Changes: Updated",
"sheet-options-label": "Sheet Options",
"rules-label": "Rules",
- "import-label": "Import",
+ "import-label": "Import GCA4",
+ "import-json-label": "Import",
"critical-roll-options-label": "Critical Roll Options",
"user-rules-as-written-label": "Use rules as written",
"critical-miss-notes": "Roll on the appropriate Critical Miss Table (B556).",
@@ -1214,5 +1221,9 @@
"rapid-fire-hits-note": "Max: (shots fired/recoil)",
"defense-encumbrance-notes": "Dodge was reduced due to encumberance.",
"resync-character-label": "Resync Character Sheet",
- "resync-label": "Resync"
+ "resync-label": "Resync",
+ "traits-default-critical-success-notes": "When you roll a critical success, the GM determines what happens to you. It is always something good! The lower the roll, the better **bonus** they give you. (B347)",
+ "traits-default-critical-failure-notes": "When you roll a critical failure, the GM determines what happens to you. It is always something bad - the higher the roll, the worse the result. (B348)",
+ "reference-abbreviation-label": "Reference",
+ "reference-label-tooltip": "Book abbreviation and page reference."
}
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