Merge pull request #7910 from danielsousat/the-elephant-and-macaw-banner-minor-fixes

[The elephant and macaw banner] minor fixes
This commit is contained in:
Miguel Peres
2020-12-14 15:48:43 -03:00
committed by GitHub
3 changed files with 9 additions and 8 deletions
@@ -841,7 +841,7 @@ div.sheet-shadow-bottom-left::after {
.sheet-settings-grid {
display: grid;
grid-template-columns: auto auto;
width: fit-content;
width: max-content;
gap: 5px;
}
@@ -473,7 +473,7 @@
<div class="initiative-box">
<button type="roll" class="roll-button" name="roll_initiative" title="@{initiative}"
value="&{template:main} {{charname=@{character_name}}} {{check=@{initiative_label}}} {{initiative=[[3d6cs>7cf<0]]}}"></button>
value="&{template:main} {{charname=@{character_name}}} {{check=@{initiative_label}}} {{initiative=[[3d6cs>7cf<0 &{tracker}]]}}"></button>
<span class="secondary-label secondary-font" data-i18n="initiative">Initiative</span>
</div>
@@ -823,7 +823,7 @@
understand how all the fields work on our Roll20 character sheet.</p>
<p>
<span class="secondary-font help-bold" data-i18n="names">Names</span>,
<span class="secondary-font help-bold" data-i18n="name">Name</span>,
<span class="secondary-font help-bold" data-i18n="characteristics">Characteristics</span>,
<span class="secondary-font help-bold" data-i18n="history">History</span> -
<span class="secondary-font help-default" data-i18n="names_chars_his_instructions">These fields should be filled in
@@ -923,7 +923,7 @@
<ol>
<li>
<span class="secondary-font help-default" data-i18n="rolling_skills_instructions4">modifier set for the test,
<span class="secondary-font help-default" data-i18n="rolling_skills_instructions4">modifier chosen when rolling,
</span>
</li>
<li>
@@ -938,7 +938,7 @@
</p>
<p>
<span class="secondary-font help-default" data-i18n="rolling_skills_instructions7">For example: A character receives a <i>Bless +2</i> during a battle, so the player should put 2 in the All tests modifier field. The character is using a rapier that gives +1 to <b>Fencing</b>, which should be represented as 1 in the skill´s Mod field. The player decides to make a normal melee attack (easy feat) on a creature with an Active Defense of 4. So after clicking the die beside <b>Fencing</b> for the test, the player should choose an easy feat and place -4 in the Mod field to subtract the creature´s defense. In the chat window, the “Mods” applied to the test should appear as -1, representing -4 + 2 + 1 for the three modifiers.
<span class="secondary-font help-default" data-i18n="rolling_skills_instructions7">For example: A character receives a <i>Bless +2</i> during a battle, so the player should put 2 in the All tests modifier field. The character is using an excepcional rapier that gives +1 to <b>Fencing</b>, which should be represented as 1 in the skill´s Mod field. The player decides to make a normal melee attack (easy feat) on a creature with an Active Defense of 4. So after clicking the die beside <b>Fencing</b> for the test, the player should choose an easy feat and place -4 in the Mod field to subtract the creature´s defense. In the chat window, the “Mods” applied to the test should appear as -1, representing -4 + 2 + 1 for the three modifiers.
</span>
</p>
+4 -3
View File
@@ -65,10 +65,10 @@
"rolling_skills_instructions2": "The result will be shown in the chat window as the sum of three values:\n ",
"rolling_skills_formula": "The 3d6 roll + the skill´s level bonus + other modifiers\n ",
"rolling_skills_instructions3": "Other modifiers include:\n ",
"rolling_skills_instructions4": "modifier set for the test,\n ",
"rolling_skills_instructions4": "modifier chosen when rolling,\n ",
"rolling_skills_instructions5": "the “Modify all skills” value and\n ",
"rolling_skills_instructions6": "the Mod value set for the individual skill.\n ",
"rolling_skills_instructions7": "For example: A character receives a <i>Bless +2</i> during a battle, so the player should put 2 in the All tests modifier field. The character is using a rapier that gives +1 to <b>Fencing</b>, which should be represented as 1 in the skill´s Mod field. The player decides to make a normal melee attack (easy feat) on a creature with an Active Defense of 4. So after clicking the die beside <b>Fencing</b> for the test, the player should choose an easy feat and place -4 in the Mod field to subtract the creature´s defense. In the chat window, the “Mods” applied to the test should appear as -1, representing -4 + 2 + 1 for the three modifiers.\n ",
"rolling_skills_instructions7": "For example: A character receives a <i>Bless +2</i> during a battle, so the player should put 2 in the All tests modifier field. The character is using an excepcional rapier that gives +1 to <b>Fencing</b>, which should be represented as 1 in the skill´s Mod field. The player decides to make a normal melee attack (easy feat) on a creature with an Active Defense of 4. So after clicking the die beside <b>Fencing</b> for the test, the player should choose an easy feat and place -4 in the Mod field to subtract the creature´s defense. In the chat window, the “Mods” applied to the test should appear as -1, representing -4 + 2 + 1 for the three modifiers.\n ",
"initiative_instructions": "Can be used for an initiative check. \n ",
"untrained_skill_instructions": "Can be used for level 0 tests against easy or intermediate feats, as explained in the rulebook.\n\n ",
"physical-condition": "Physical Condition",
@@ -90,5 +90,6 @@
"result": "Result",
"success": "Success",
"failure": "Failure",
"epic_failure": "Epic failure!"
"epic_failure": "Epic failure!",
"epic_success": "Epic success!"
}