New translations translation.json (Danish)

This commit is contained in:
wing-it
2022-07-28 20:16:55 -04:00
parent 6956131098
commit 6c2fdb7dca
+27 -2
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@@ -113,6 +113,7 @@
"move-slam-tooltip": "End your move with a slam. If using shield, add your shield's Defense Bonus to your damage roll. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. B371-372",
"flying-tackle-label": "Flying Tackle: +4",
"flying-tackle-tooltip": "End your move with a flying tackle, get 1 yard of extra movement and you become prone. At least two legs and one free arm. Can use Jumping to hit target. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B371-372",
"slam-label": "Slam",
"pounce-label": "Pounce: +4",
"pounce-tooltip": "As slam, get 1 yard of extra movement. Roll DX, Acrobatics, or Jumping to avoid falling prone. If a mount, rider must roll Riding-4 or fall off! Must have four or more legs. Movement: normal, but -2 to avoid obstacles. Active Defense: Dodge or Block. See B371-372",
"all-out-attack-title": "All-Out Attack",
@@ -573,6 +574,7 @@
"enhanced-water-move-tooltip": "Enhanced Water Move<br>Modifier box: steps of .5, you can use up and down arrows.<br>Points box: 10 points per half-level, you can use up and down arrows.<br>Each level doubles top water move. Half-level is a multiple of 1.5.<br>Level: <span name=\"attr_enhanced_water_move_level\" value=\"0\"></span>",
"jumping-label": "Jumping",
"skill-label": "Skill",
"select-skill-tooltip": "Select Skill or Attribute",
"jump-skill-tooltip": "\nJump Skill: If entered, automatically calculates using Jump Skill/2 (rounded down)\ninstead of Basic Move to calculate jumping distances. B352\n\t\t\t\t\t\t\t\t\t\t",
"gravity-label": "Gravity",
"jump-gravity-tooltip": "Affects jumping distance. See B350.",
@@ -717,6 +719,8 @@
"modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.<br>Use the pencil/paper icon to select modifiers.<br><b>NOTE:</b> Changing the modifier or check status of <i>Max skill of 9</i> will clear modifiers used by dialog box.",
"select-skill-modifiers-button": "Select Skill Modifiers",
"apply-encumbrance-tooltip": "Apply encumbrance penalty.",
"link-to-label": "Link To",
"option-nothing": "Nothing",
"option-strength": "ST",
"option-dexterity": "DX",
"option-intelligence": "IQ",
@@ -734,6 +738,7 @@
"reason-for-modifier-label": "Reason for MOD (Modifier):",
"reason-for-modifiers-skills-tooltip": "\nExamples:<br>\n+1 from Talent...<br>\n+1 from Default Skill...<br>\n+1 from Enchanted Item with...\n\t\t\t\t\t\t\t\t\t",
"show-skill-mod-notes-below-label": "Show Skill Modifier notes (refer to the actual skill description)",
"show-skill-conditional-below-label": "Show Skill Conditionals notes",
"custom-success-fail-notes-tooltip": "\n\t\t\t\t\t\t\t\t\tSuccess, critical success, fail, and critical fail<br>\n\t\t\t\t\t\t\t\t\tnotes will be added to roll results.<br>\n\t\t\t\t\t\t\t\t\tYou can add macros to these notes.<br>\n\t\t\t\t\t\t\t\t\tThe width of these note boxes are set to help you<br>\n\t\t\t\t\t\t\t\t\tvisualize what it will look like in chat.\n\t\t\t\t\t\t\t\t",
"success-note-label": "Success Note:",
"critical-success-note-label": "Critical Success Note:",
@@ -760,6 +765,7 @@
"option-spell": "Spell",
"option-technique": "Technique",
"option-striking-strength": "Striking ST",
"option-enter-my-own": "Enter My Own",
"copy-paste-row-id-tooltip": "Copy/paste the Skill or Spell Row ID to link that skill to this technique.<br>When the skill/spell is updated, the technique's parent name and base skill level<br>will be updated.<br>Once entered, this will change the Skill/Spell for this particular attack to match<br>the skill/spell level of the Base Skill. Do not change this skill Level number manually.",
"name-label": "Name:",
"damage-label": "Damage",
@@ -902,8 +908,9 @@
"melee-row-id-tooltip": "Use the melee row id to link an active defense to this skill.<br>This allows you to use your enhanced skill with this weapon for parries.",
"modifier-tooltip": "Enter the net value of all modifiers combined.<br>Can be a positive or a negative number.<br>Example: Enter 2 for Weapon’s Bond (+1) plus Magic (Accuracy: +1).<br>Once entered, this will change the Skill/Spell Level for this <b>particular</b><br>weapon to match the Base Skill/Spell level plus this MOD (Modifier).<br>Do not change this level number manually.",
"armor-divisor-label": "Armor Divisor",
"armor-divisor-tooltip": "Divide the target’s DR by this number before subtracting it from your damage. (B268). and round DOWN – Minimum 0 (B378).<br />For example, a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2<br /><b>Explosive</b> attacks (optional house rule: area effect attacks) only apply to the target of a direct hit. (B269)<br /><b>Afflictions: </b>divide the DR before determining modifiers to the HT roll. (B269)",
"armor-divisor-tooltip": "Divide the target's DR by this number before subtracting it from your damage. (B268). and round DOWN – Minimum 0 (B378).<br />For example, a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2<br /><b>Explosive</b> attacks (optional house rule: area effect attacks) only apply to the target of a direct hit. (B269)<br /><b>Afflictions: </b>divide the DR before determining modifiers to the HT roll. (B269)",
"divide-by-label": "Divide target DR by",
"round-down-note": "Round Down (B378)",
"weapon-notes-label": "Weapon Notes",
"melee-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
"private-notes-label": "Private Notes",
@@ -969,12 +976,30 @@
"shotgun-damage-resistance-multiplier-tooltip": "Damage Resistance Multiplier.",
"shotgun-notes-description": "\nEnter the stats of the shotgun, be sure to use half-damage range. The tool will calculate how \nclose you need to be with the shotgun, the RoF, close range damage, and DR multiplier.\nFor more information, see B409.\n\t\t\t\t\t\t",
"falling-collision-label": "Falling and Collision",
"slam-attack-label": "Slam Attack",
"slam-attack-notes": "Foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past him if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389).",
"slam-damage-notes": "<b>Damage Contest:</b> You and your foe each inflict dice of crushing damage on the other. If your damage roll equals or exceeds that of your foe, they must make a DX roll or fall down.<br /><br />You knock him down <b>automatically</b> if you roll twice their damage or more. If they rolls twice your damage or more, though, you fall down instead!",
"slam-attack-tooltip": "Slam requires an Attack, All-out Attack, or Move and Attack maneuver. Your foe may block, dodge, or parry (but your body counts as a heavy weapon; see Parrying Heavy Weapons B376). If your foe dodges, you must move at least two yards past them if you have enough movement. If you would hit someone else, see Hitting the Wrong Target (B389). You can use All-Out Attack (Strong), +2 to Damage (B365), to increase your damage! (B371)",
"slam-hit-points-tooltip": "Your Hit Points",
"slam-velocity-tooltip": "Relative velocity is Yards/Meters/Hexes Per Second (1 Yard Per Second is about 2 MPH B430) and is applied to both objects!<br />If collision, use relative velocity.<br>Head-on collision = Add velocity of both objects<br>Rearend collision = Faster object - slower object<br>Side collision = Speed of object causing collision.<br> B432",
"slam-link-to-note": "Slam uses either DX, Brawling, or Sumo Wrestling. Note that the -4 to hit and effective skill cap of 9 for a Move and Attack do not apply to slams. (B371)",
"slam-flying-tackle-tooltip": "+4 to hit and +1 to Reach, may use Jumping Skill for attack. You end up lying prone in the same hex as target. B372",
"slam-flying-tackle-label": "Flying Tackle",
"slam-pounce-label": "Pounce",
"slam-pounce-tooltip": "If you have four or more legs, you may pounce. +4 to hit and +1 to Reach, may use Jumping Skill for attack. After you attack, make a DX, Acrobatics, or Jumping roll. On a success, you stay on your feet! If a mount tries this, the rider must roll vs. Riding-4 or fall off! B372",
"slam-shield-rush-label": "Shield Rush",
"slam-shield-rush-tooltip": "Roll against Shield skill to hit, and add your shield's Defense Bonus to your damage roll. Your shield takes damage instead of you. B372",
"slam-shield-rush-db-label": "DB (added to damage!)",
"slam-overrun-label": "Overrun",
"slam-overrun-tooltip": "If your SM is 2 or more than the target, apply overrun damage. This inflicts additional crushing damage based on ST = Your HP/2. B432",
"extra-effort-label": "Extra Effort",
"slam-extra-effort-tooltip": "+2 damage and costs 1 FP.",
"abbreviation-yards-fallen-label": "Yds Fallen",
"yards-fallen-tooltip": "<i>Controlled Fall</i> Acrobatics skill to land properly can reduce fall by 5 yards.<br />If falling into water, you can attempt an Acrobatic skill or proper dive/ditch.<br /><b>Dive/Ditch</b> Swimming or Vehicle skill minus the speed penalty from <i>Size and Speed/Range Table</i> B550.<br />On a successful roll, you take no damage. B431",
"abbreviation-atmosphere-label": "Atm.",
"atmosphere-tooltip": "Atmosphere is used to determine the Terminal Velocity Multiplier. (B431)",
"velocity-label": "Velocity",
"falling-velocity-tooltip": "Velocity is Yards Per Second (1 Yard Per Second is about 2 MPH B430).<br />See Velocity Table and Formula on B430.<br />If collision, use relative velocity.<br>Head-on collision = Add velocity of both objects<br>Rearend collision = Faster object - slower object<br>Side collision = Speed of object causing collision.<br> B432",
"falling-velocity-tooltip": "Relative velocity is Yards/Meters/Hexes Per Second (1 Yard Per Second is about 2 MPH B430) and is applied to both objects!<br />See Velocity Table and Formula on B430.<br />If collision, use relative velocity.<br>Head-on collision = Add velocity of both objects<br>Rearend collision = Faster object - slower object<br>Side collision = Speed of object causing collision.<br> B432",
"terminal-label": "Terminal",
"terminal-velocity-tooltip": "<b>Terminal Velocity Multiplier</b><br /><i>Terminal Velocity</i> On Earth, human-shaped 60 (spread-eagle) to 100 (dive) yards/second. Dense objects can be up to 200 yards/second or more. (B431).<br />Use the <b>multiplier</b> below to determine the new terminal velocity.",
"abbreviation-hit-points-label": "HP",