diff --git a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt index c645b32cab..7e8d5a0c68 100644 --- a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt +++ b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt @@ -817,42 +817,6 @@ DamageAffinityInfusionResistantArmorDamagePoison Description='Resistance to Pois DamageAffinityInfusionResistantArmorDamagePsychic Description='Resistance to Psychic: damage is halved'. DamageAffinityInfusionResistantArmorDamageRadiant Description='Resistance to Radiant: damage is halved'. DamageAffinityInfusionResistantArmorDamageThunder Description='Resistance to Thunder: damage is halved'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid Title='Elemental Adept [Acid]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid Description='Acid damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic Title='Elemental Adept [Acid]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic Description='Acid damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold Title='Elemental Adept [Cold]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold Description='Cold damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic Title='Elemental Adept [Cold]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic Description='Cold damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire Title='Elemental Adept [Fire]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire Description='Fire damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic Title='Elemental Adept [Fire]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic Description='Fire damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning Title='Elemental Adept [Lightning]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning Description='Lightning damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic Title='Elemental Adept [Lightning]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic Description='Lightning damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison Title='Elemental Adept [Poison]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison Description='Poison damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoisonMagic Title='Elemental Adept [Poison]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoisonMagic Description='Poison damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder Title='Elemental Adept [Thunder]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder Description='Thunder damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic Title='Elemental Adept [Thunder]'. -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic Description='Thunder damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid Title='Elemental Master [Acid]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid Description='Acid damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold Title='Elemental Master [Cold]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold Description='Cold damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire Title='Elemental Master [Fire]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire Description='Fire damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning Title='Elemental Master [Lightning]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning Description='Lightning damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison Title='Elemental Master [Poison]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison Description='Poison damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder Title='Elemental Master [Thunder]'. -DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder Description='Thunder damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.'. ElementalBaneDamageAcid Title='Elemental Bane: Acid Damage'. ElementalBaneDamageCold Title='Elemental Bane: Cold Damage'. ElementalBaneDamageFire Title='Elemental Bane: Fire Damage'. @@ -945,7 +909,7 @@ FeatGroupFadeAway Description='You have learned a magical trick for fading away FeatGroupFeyTeleport Description='Increase one of your mental attributes by 1, to a maximum of 20. You can use misty step once per short rest, and you can cast this spell with your spell slots. You gain proficiency in Tirmarian.'. -FeatGroupFightingStyle Description='Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting'. +FeatGroupFightingStyle Description='Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Superior Technique, Torchbearer, Two Weapon Fighting'. FeatGroupFlamesOfPhlegethos Description='You learn to call on hellfire to serve your commands. You gain the following benefits: • Increase your Intelligence or Charisma by 1, to a maximum of 20. • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. @@ -953,28 +917,26 @@ FeatGroupFlamesOfPhlegethos Description='You learn to call on hellfire to serve FeatGroupFlameTouched Description='Increase one of your mental attributes by 1, to a maximum of 20. You gain the ability to cast the burning hands and scorching ray spells once per long rest, and you can cast these and hellish rebuke with your spell slots.'. FeatGroupGeneralAdept Description='Arcane Archer Adept, Eldritch Adept, Fighting Initiate, Infusion Adept, Magic Initiate, Martial Adept, Metamagic Adept, Monk Initiate, Versatility Adept'. -FeatGroupGrappler Description='You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: -• Increase your Strength or Dexterity score by 1, to a maximum of 20. -• You have advantage on attack rolls against a creature you are grappling. -• You no longer have movement penalties while grappling creatures of your size or smaller.'. +FeatGroupGiftOfTheGemDragon Description='Increase one of your mental attributes by 1, to a maximum of 20. +• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.'. FeatGroupGrudgeBearer Description='You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain the following benefits: • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.'. FeatGroupHalfAttributes Description='Half Charisma, Half Constitution, Half Dexterity, Half Intelligence, Half Strength, Half Wisdom'. -FeatGroupHalfCharisma Description='Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Baleful Scion [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Dragon Fear [Cha], Dragon Hide [Cha], Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Iridescent Touched [Cha], Menacing, Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]'. +FeatGroupHalfCharisma Description='Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Baleful Scion [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Dragon Fear [Cha], Dragon Hide [Cha], Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Gift of the Gem Dragon [Cha], Iridescent Touched [Cha], Menacing, Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]'. FeatGroupHalfConstitution Description='Awaken the Beast [Con], Badlands Marauder, Baleful Scion [Con], Chef [Con], Creed of Arun, Crusher [Con], Dragon Fear [Con], Dragon Hide [Con], Dwarven Fortitude, Enduring Body, Focused Sleeper, Frost Adaptation, Grudge Bearer [Con], Hard to Kill, Hardy [Con], Infernal Constitution, Orcish Aggression [Con], Orcish Fury [Con], Primal Rage [Con], Robust, Second Chance [Con], Sturdiness of the Tundra'. -FeatGroupHalfDexterity Description='Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Grappler [Dex], Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]'. -FeatGroupHalfIntelligence Description='Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Arcanist, Awaken the Beast [Int], Baleful Scion [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Theologian, Toxicologist [Int], Verdant Touched [Int]'. -FeatGroupHalfStrength Description='Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]'. -FeatGroupHalfWisdom Description='Aegis Touched [Wis], Apothecary [Wis], Awaken the Beast [Wis], Baleful Scion [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Grudge Bearer [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision'. +FeatGroupHalfDexterity Description='Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]'. +FeatGroupHalfIntelligence Description='Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Arcanist, Awaken the Beast [Int], Baleful Scion [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Gift of the Gem Dragon [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Theologian, Toxicologist [Int], Verdant Touched [Int]'. +FeatGroupHalfStrength Description='Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]'. +FeatGroupHalfWisdom Description='Aegis Touched [Wis], Apothecary [Wis], Awaken the Beast [Wis], Baleful Scion [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Gift of the Gem Dragon [Wis], Grudge Bearer [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision'. FeatGroupHardy Description='Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points.'. FeatGroupIridescentTouched Description='Increase one of your mental attributes by 1, to a maximum of 20. You gain the ability to cast the color spray, faerie fire and color burst spells once per long rest, and you can cast these spells with your spell slots.'. FeatGroupMagicInitiate Description='Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.'. FeatGroupMediumArmor Description='Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with medium armor and shields.'. -FeatGroupMeleeCombat Description='Always Ready, Baleful Scion, Blade Mastery, Bladestorm, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Shield Bash, Slasher, Spear Mastery, Trip Attack'. +FeatGroupMeleeCombat Description='Always Ready, Baleful Scion, Blade Mastery, Bladestorm, Brawler, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Shield Bash, Slasher, Spear Mastery, Trip Attack'. FeatGroupOldTactics Description='Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target.'. FeatGroupOrcishAggression Description='Your aggression burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. @@ -1009,7 +971,7 @@ When you hit a creature with an attack that deals slashing damage, you can reduc FeatGroupSpellCombat Description='Baleful Scion, Elemental Adept, Elemental Master, Flawless Concentration, Potent Spellcaster, Powerful Cantrip, Spell Sniper, War Caster'. FeatGroupSpellSniper Description='You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. FeatGroupSquatNimbleness Description='You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased.'. -FeatGroupSupportCombat Description='Battle Fervor, Brawler, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master'. +FeatGroupSupportCombat Description='Battle Fervor, Call for Charge, Chef, Gift of the Chromatic Dragon, Gift of the Gem Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master'. FeatGroupTelekinetic Description='Increase one of your mental attributes by 1, to a maximum of 20. As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing.'. FeatGroupTools Description='Initiate Alchemist, Initiate Enchanter, Lock Breaker, Master Alchemist, Master Enchanter, Poisoner, Scriber, Toxicologist'. diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/CleavingAttackToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/CleavingAttackToggle.json new file mode 100644 index 0000000000..9e709ea864 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/CleavingAttackToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9075, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "Toggle", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "None", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerMonkStunningStrike:5e112de763b0d40428c65e6b825a2f74", + "displayPowerTooltip": false, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&CleavingAttackToggleTitle", + "description": "Action/&CleavingAttackToggleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "84350ac22b68d5a42abeed6160869576", + "m_SubObjectName": "Whirlwind", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "ebe1228c-6d1c-51c5-9e52-7fd26d3483e4", + "contentPack": 9999, + "name": "CleavingAttackToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/DeadEyeToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/DeadEyeToggle.json new file mode 100644 index 0000000000..dc643b297d --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/DeadEyeToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9077, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "Toggle", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "None", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerMonkStunningStrike:5e112de763b0d40428c65e6b825a2f74", + "displayPowerTooltip": false, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&DeadEyeToggleTitle", + "description": "Action/&DeadEyeToggleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "bc467e2bd91fc4b4db9aacf70c5e1b1f", + "m_SubObjectName": "Volley", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "710267a7-e34d-57e1-8a42-834cfb0cb29a", + "contentPack": 9999, + "name": "DeadEyeToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/GrappleOnUnarmedToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/GrappleOnUnarmedToggle.json new file mode 100644 index 0000000000..171b5a327d --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/GrappleOnUnarmedToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9074, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "Toggle", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "None", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerMonkStunningStrike:5e112de763b0d40428c65e6b825a2f74", + "displayPowerTooltip": false, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&GrappleOnUnarmedToggleTitle", + "description": "Action/&GrappleOnUnarmedToggleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "f039effbc135454c9bb55de2851472b1", + "m_SubObjectName": "MetamagicToggle", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "905bb431-ccf9-5e27-90e6-3c1fda1e981e", + "contentPack": 9999, + "name": "GrappleOnUnarmedToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerAttackToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerAttackToggle.json new file mode 100644 index 0000000000..55dfad60ce --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerAttackToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9076, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "Toggle", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "None", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerMonkStunningStrike:5e112de763b0d40428c65e6b825a2f74", + "displayPowerTooltip": false, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&PowerAttackToggleTitle", + "description": "Action/&PowerAttackToggleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "84350ac22b68d5a42abeed6160869576", + "m_SubObjectName": "Whirlwind", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "d53f2489-40ca-51c2-950a-0a38052deebe", + "contentPack": 9999, + "name": "PowerAttackToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt index 2540f97ac5..c61e34f26f 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt +++ b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt @@ -29,6 +29,7 @@ CastInvocationNoCost ActionDefinition ActionDefinition 0a4870d5-055f-5c2a-a6bd-e CastPlaneMagicBonus ActionDefinition 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FeatDefinitionWithPrerequisites FeatDefinition 1393682a-f456-5f0e-b45f-f79a1cef8a1c +FeatPugilist FeatDefinition FeatDefinition 1393682a-f456-5f0e-b45f-f79a1cef8a1c FeatRangedExpert FeatDefinition FeatDefinition a13403e7-c25e-5242-8b71-df05c7e8a48c FeatRecklessAttack FeatDefinitionWithPrerequisites FeatDefinition 1717c42e-71cd-5b22-ac11-57d78db19b6c FeatRemarkableTechnique FeatDefinitionWithPrerequisites FeatDefinition 2c0b377d-e999-55aa-9b58-a8449ac22b0c @@ -1619,6 +1638,7 @@ ActionAffinityBalefulScionToggle FeatureDefinitionActionAffinity FeatureDefiniti ActionAffinityBrutalStrikeToggle FeatureDefinitionActionAffinity FeatureDefinition aafa871d-c44d-5fc7-b7a2-567516a9c10c ActionAffinityCaveWyrmkinBonusShove FeatureDefinitionActionAffinity FeatureDefinition feed7d9e-34bd-51b7-99a4-7a152bfab68f ActionAffinityCircleOfTheWildfireSpirit FeatureDefinitionActionAffinity FeatureDefinition f129168e-25fa-5478-bde2-57246aca7066 +ActionAffinityCleavingAttackToggle FeatureDefinitionActionAffinity FeatureDefinition 4bdf6060-103c-5ded-be1e-cf086c378b14 ActionAffinityCollegeOfValianceHeroicInspiration FeatureDefinitionActionAffinity FeatureDefinition 951aafe4-9c11-50cf-a43d-8c23ace8983f ActionAffinityCommandSpellHalt FeatureDefinitionActionAffinity FeatureDefinition aefc4f30-7712-50b2-8a52-9368185278ab ActionAffinityConditionBlind FeatureDefinitionActionAffinity FeatureDefinition ba8f244f-070a-5288-a482-e145ab83adef @@ -1626,6 +1646,7 @@ ActionAffinityCoordinatedAssaultToggle FeatureDefinitionActionAffinity FeatureDe ActionAffinityCrystalWyrmkinConditionCrystalDefense FeatureDefinitionActionAffinity FeatureDefinition 1274559b-34e5-5c07-acbe-9d51d149959e ActionAffinityCrystalWyrmkinCrystalDefense FeatureDefinitionActionAffinity FeatureDefinition e8479afd-3a9b-58cd-9834-82ab704a749c ActionAffinityCunningStrikeToggle FeatureDefinitionActionAffinity FeatureDefinition 931a2506-6cb6-572f-8177-206ce4e9bd88 +ActionAffinityDeadEyeToggle FeatureDefinitionActionAffinity FeatureDefinition 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ActionAffinityForcePoweredStrikeToggle FeatureDefinitionActionAffinity FeatureDefinition cbbd4334-c6c1-5523-a29d-08e16284f63f ActionAffinityGloomBladeToggle FeatureDefinitionActionAffinity FeatureDefinition 9072bd79-baa3-5e84-ac35-92c73dae5ed0 +ActionAffinityGrappleOnUnarmedToggle FeatureDefinitionActionAffinity FeatureDefinition a4891995-4db5-5484-aabe-b86340b9fbe2 ActionAffinityHailOfBladesToggle FeatureDefinitionActionAffinity FeatureDefinition 869c1170-11cd-5c19-88fe-eba8456f7fda ActionAffinityHeroicInfusion FeatureDefinitionActionAffinity FeatureDefinition edbfbc22-adb1-5e9f-9267-77d8638c7447 ActionAffinityImpForestInnateCunning FeatureDefinitionActionAffinity FeatureDefinition 5692e3e8-fb5c-5eee-8d61-ed7e369f75e7 @@ -1669,6 +1690,7 @@ ActionAffinityPathOfTheWildMagicSummonFree FeatureDefinitionActionAffinity Featu ActionAffinityPathOfTheWildMagicTeleport FeatureDefinitionActionAffinity FeatureDefinition 4e317955-9e8c-59cb-b1e6-a579feed847f 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ConditionAffinityRiftWalkerRestrainedImmunity FeatureDefinitionConditionAffinity FeatureDefinition 92cb7a89-3554-567c-a62e-f72c78cd34f1 ConditionAffinitySickeningRadiance FeatureDefinitionConditionAffinity FeatureDefinition fc61f40d-38f7-5a41-b8fb-d6e4464a3135 -ConditionGrappleTargetFlying FeatureDefinitionMoveMode FeatureDefinition 617fc4f1-520e-53b8-85bf-3dca03dc7231 CraftingAffinityInventorMagicItemAdept FeatureDefinitionCraftingAffinity FeatureDefinition 26842e0a-9c1e-5740-ad4d-871da69932b1 CustomCodeBarbarianPrimalChampion FeatureDefinition FeatureDefinition 85dac7d1-5e2a-5f02-983b-65b1905810b3 CustomInvocationPoolMalakhAngelicForm FeatureDefinitionCustomInvocationPool FeatureDefinition 89a4a18c-0d51-526b-aecf-1b7ff85e2bae @@ -2282,28 +2303,22 @@ DamageAffinityWayOfTheDragonAncestry FeatureDefinitionDamageAffinity FeatureDefi DieRollModifierCircleOfTheCosmosDragonAbility FeatureDefinitionDieRollModifier FeatureDefinition d01a3495-36ae-5cf6-a445-e4ed9c21b74d 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FeatureDefinitionDieRollModifier FeatureDefinition 6afc1513-7a53-503a-83af-a752ca2463da +DieRollModifierFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinition b6b039f1-1348-526f-901b-604aa2e1fffc +DieRollModifierFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinition d0f7b70d-ebf3-5d1f-9ddf-5d4e4a876271 +DieRollModifierFeatFlamesOfPhlegethos FeatureDefinitionDieRollModifier FeatureDefinition 62927d46-acf2-5883-9c65-d4ce78f03744 +DieRollModifierFeatSavageAttack FeatureDefinitionDieRollModifier FeatureDefinition 86abc9b9-b311-5c80-a080-c47f9c5f3502 DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinition d0ac05fa-8ec1-5c4f-a53d-d960e2482a77 DieRollModifierRoguishUmbralStalkerGloomBlade FeatureDefinitionDieRollModifier FeatureDefinition 95868c96-227e-5210-9c3e-5ef7e3e400cb DomainLifeSupremeHealing FeatureDefinition FeatureDefinition 550645d9-fe1a-508c-a44c-8a8832ca4696 @@ -2345,7 +2360,6 @@ FeatureExploiter FeatureDefinition FeatureDefinition 2c7faf39-4503-581f-a288-4e2 FeatureFeatBountifulLuck FeatureDefinition FeatureDefinition 6acae5c1-9683-5fd4-a875-6211b539393f FeatureFeatBowMastery FeatureDefinition FeatureDefinition d7f8fbf6-dad1-5079-a788-b99ea8472a4c FeatureFeatChargerExtraAttack FeatureDefinition FeatureDefinition 0a36808f-c6a1-5d08-94f2-836cd474886b -FeatureFeatCleavingAttack FeatureDefinition FeatureDefinition 16a5ffc5-3e26-5c4a-afb0-a3212426c5fa FeatureFeatCrusher FeatureDefinition FeatureDefinition 64e6fea6-765a-5c24-ad0d-83be18d62d96 FeatureFeatDwarvenFortitude FeatureDefinitionAttributeModifier FeatureDefinition bcbc96a9-451a-5735-af20-ad791bb4a340 FeatureFeatHardy FeatureDefinition FeatureDefinition b4f8d7ee-079f-57dd-b420-f0980b030849 @@ -2381,7 +2395,6 @@ FeatureInvocationPsychicBlast FeatureDefinition FeatureDefinition aa8346d5-fae6- FeatureInvocationRadiantBlast FeatureDefinition FeatureDefinition 58ecad00-b584-585d-9817-5e650a787246 FeatureInvocationThunderBlast FeatureDefinition FeatureDefinition fd07a5eb-23d7-5ee0-9086-d18da6bb97e1 FeatureLizardfolkClaws FeatureDefinition FeatureDefinition 91701ff4-6a19-5300-90f4-65378290c008 -FeatureLunger FeatureDefinition FeatureDefinition 73ae516c-da77-567e-910d-3fc6fd8a5713 FeatureMalakhAngelicForm FeatureDefinition FeatureDefinition 7e10a87e-79b3-5105-893e-5ee9f0930754 FeatureMartialArcaneArcherEverReadyShot FeatureDefinition FeatureDefinition 519f93ff-4ec1-5398-aee0-ae7255736dbf FeatureMartialArcaneArcherGuidedShot FeatureDefinition FeatureDefinition c2ad00e9-0c5d-5bbf-b2ad-2db7ef2cccb0 @@ -2440,8 +2453,7 @@ FeatureOathOfAltruismDefensiveStrike FeatureDefinition FeatureDefinition 427dfc9 FeatureOathOfAltruismSpiritualShielding FeatureDefinitionPower FeatureDefinition 5ae7a4f1-d00d-5c43-8abc-94f37e7fa58e FeatureOathOfAncientsAuraWarding FeatureDefinition FeatureDefinition 2ef3deba-17c1-5e5f-850e-a0086036a39f FeatureOathOfDemonHunterDemonHunter FeatureDefinition FeatureDefinition d9c0fcbe-242e-5017-8034-2dbd520f052f -FeatureOathOfDemonHunterDemonSlayerMagic FeatureDefinitionDieRollModifier FeatureDefinition 2bb84145-bd8e-5119-bd09-dbc1e0eb0018 -FeatureOathOfDemonHunterDemonSlayerPhysics FeatureDefinitionDieRollModifier FeatureDefinition dddc4f71-027a-5bb2-94f0-0b0284151bc9 +FeatureOathOfDemonHunterDemonSlayer FeatureDefinitionDieRollModifier FeatureDefinition 9da9aa52-ba53-5f0b-ba25-130dbf44f8f4 FeatureOathOfDemonHunterLightEnergyCrossbowBolt FeatureDefinition FeatureDefinition a2ce90d5-4589-56bb-b16f-e5c1f1a13a54 FeatureOathOfDreadAuraOfDomination FeatureDefinitionPower FeatureDefinition ca60e7b9-3cdd-5cce-8906-fe89888894a0 FeatureOathOfDreadHarrowingCrusade FeatureDefinition FeatureDefinition 2f23444c-7dad-5392-af85-bbcc9b0659b3 @@ -3298,6 +3310,9 @@ PowerFeatFellHandedAdvantage FeatureDefinitionPower FeatureDefinition 6634f39d-7 PowerFeatFellHandedDisadvantage FeatureDefinitionPower FeatureDefinition caebe29e-d82b-5056-8604-dc418a53f3eb PowerFeatFlamesOfPhlegethos FeatureDefinitionPower FeatureDefinition 8dc5d818-588d-5ad6-85d1-9bb23a856c66 PowerFeatFlamesOfPhlegethosRetaliate FeatureDefinitionPower FeatureDefinition f2e577bb-f117-59f7-811b-be08bf11966e +PowerFeatGiftOfTheGemDragon FeatureDefinitionPower FeatureDefinition df3f3efc-b884-5c2b-a311-ac56a64eee4c +PowerFeatGiftOfTheGemDragonCha FeatureDefinitionPower FeatureDefinition 88cd7e64-ea28-5af7-b90d-9b7325154f04 +PowerFeatGiftOfTheGemDragonWis FeatureDefinitionPower FeatureDefinition 627292c0-fee3-5c22-b02e-12e910ad4f32 PowerFeatHealerMedKit FeatureDefinitionPower FeatureDefinition 26cb929d-2f43-5b24-be1c-7b7c2cde50b8 PowerFeatHealerResuscitate FeatureDefinitionPower FeatureDefinition 8e82c80d-e8c0-533c-ac8b-a5a5ee85b655 PowerFeatHealerStabilize FeatureDefinitionPower FeatureDefinition 456c154f-34d4-511a-a25e-f0ad93009839 @@ -4082,7 +4097,6 @@ ProficiencyFeatPickPocket FeatureDefinitionProficiency FeatureDefinition 3b9d175 ProficiencyFeatPoisoner FeatureDefinitionProficiency FeatureDefinition 9fcf9187-9d80-5363-b82e-e1f162565cab ProficiencyFeatPolearmExpert FeatureDefinitionProficiency FeatureDefinition 1c75c89c-a39e-5546-8bba-022b6b9b1271 ProficiencyFeatProtection FeatureDefinitionProficiency FeatureDefinition 3db145d9-c49b-59da-93d2-df3587fd6104 -ProficiencyFeatPugilist FeatureDefinitionProficiency FeatureDefinition a213f59d-9130-5168-a0ac-0ae7f54fcdb1 ProficiencyFeatRemarkableTechnique FeatureDefinitionProficiency FeatureDefinition 11294f12-730d-550d-832c-049e9de2ae52 ProficiencyFeatRopeItUp FeatureDefinitionProficiency FeatureDefinition a85c3f98-b265-5c63-b11f-0e2299e0935c ProficiencyFeatSentinel FeatureDefinitionProficiency FeatureDefinition 69cd3b17-4a21-5c62-bd20-818e72c83031 @@ -4276,6 +4290,7 @@ ActionAffinityBalefulScionToggle FeatureDefinitionActionAffinity FeatureDefiniti ActionAffinityBrutalStrikeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity aafa871d-c44d-5fc7-b7a2-567516a9c10c ActionAffinityCaveWyrmkinBonusShove FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity feed7d9e-34bd-51b7-99a4-7a152bfab68f ActionAffinityCircleOfTheWildfireSpirit FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity f129168e-25fa-5478-bde2-57246aca7066 +ActionAffinityCleavingAttackToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 4bdf6060-103c-5ded-be1e-cf086c378b14 ActionAffinityCollegeOfValianceHeroicInspiration FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 951aafe4-9c11-50cf-a43d-8c23ace8983f ActionAffinityCommandSpellHalt FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity aefc4f30-7712-50b2-8a52-9368185278ab ActionAffinityConditionBlind FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity ba8f244f-070a-5288-a482-e145ab83adef @@ -4283,6 +4298,7 @@ ActionAffinityCoordinatedAssaultToggle FeatureDefinitionActionAffinity FeatureDe ActionAffinityCrystalWyrmkinConditionCrystalDefense FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 1274559b-34e5-5c07-acbe-9d51d149959e ActionAffinityCrystalWyrmkinCrystalDefense FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity e8479afd-3a9b-58cd-9834-82ab704a749c ActionAffinityCunningStrikeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 931a2506-6cb6-572f-8177-206ce4e9bd88 +ActionAffinityDeadEyeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity e85ce58f-dc93-5ad1-9eb2-a4123e385ec9 ActionAffinityDestructiveWrathToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 88ff8b4f-0b9c-5bd5-9e0d-63294b3f2563 ActionAffinityDragonHideToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 6dd47cc8-a766-5bb4-b37b-e2e90d7b14c0 ActionAffinityDyingLightToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 503a74fe-d34e-5fcf-84a8-d8a323810192 @@ -4290,9 +4306,9 @@ ActionAffinityFeatBrawlerGrappleBonus FeatureDefinitionActionAffinity FeatureDef ActionAffinityFeatCrusherToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity d3ad399d-6f58-5787-b967-64355be1a0ff ActionAffinityFeatPoisoner FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 84210b8c-a6cd-53b7-acde-c0424a98a02d ActionAffinityFeatShieldTechniques FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 3a3834af-2587-5622-9706-56ad45bde61e -ActionAffinityFightingStylePugilist FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity c4df47d8-b2cd-5e92-979e-89d8feaad835 ActionAffinityForcePoweredStrikeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity cbbd4334-c6c1-5523-a29d-08e16284f63f ActionAffinityGloomBladeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 9072bd79-baa3-5e84-ac35-92c73dae5ed0 +ActionAffinityGrappleOnUnarmedToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity a4891995-4db5-5484-aabe-b86340b9fbe2 ActionAffinityHailOfBladesToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 869c1170-11cd-5c19-88fe-eba8456f7fda ActionAffinityHeroicInfusion FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity edbfbc22-adb1-5e9f-9267-77d8638c7447 ActionAffinityImpForestInnateCunning FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 5692e3e8-fb5c-5eee-8d61-ed7e369f75e7 @@ -4326,6 +4342,7 @@ ActionAffinityPathOfTheWildMagicSummonFree FeatureDefinitionActionAffinity Featu ActionAffinityPathOfTheWildMagicTeleport FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 4e317955-9e8c-59cb-b1e6-a579feed847f ActionAffinityPathOfTheWildMagicTeleportFree FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 4873dfdf-57d6-5b97-ac1c-eb896707a67c ActionAffinityPathOfTheYeomanStaggeringBlow FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 5121306c-f96d-5159-8365-4b256bf27bcb +ActionAffinityPowerAttackToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 662a830a-0f98-5adb-805a-0fe7f8ecf5d7 ActionAffinityPowerSurgeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 61452ea0-047f-518a-92f1-349a78f77c3f ActionAffinityPressTheAdvantageToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 54e9367a-c1f0-537c-90c2-fa88d23e7d4d ActionAffinityPsychicWhipNoBonus FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 52bc1435-b0d7-5869-883b-4afe038cd8e8 @@ -4735,28 +4752,22 @@ DamageAffinityWayOfTheDragonAncestry FeatureDefinitionDamageAffinity FeatureDefi DieRollModifierCircleOfTheCosmosDragonAbility FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d01a3495-36ae-5cf6-a445-e4ed9c21b74d DieRollModifierCircleOfTheCosmosDragonConcentration FeatureDefinitionDieRollModifier FeatureDefinitionAffinity f7b3822f-5c7e-5c38-a41e-c6c44f7ff755 DieRollModifierCollegeOfEleganceGrace FeatureDefinitionDieRollModifier FeatureDefinitionAffinity b54e5790-8478-5388-bb37-3afe6788047f -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 3b3fbdc5-880d-5667-b856-6a1146591ed8 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 2cb14c0f-08cc-5cd7-b95f-b7d2bf5bdda3 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 05bfe5bc-d3e1-5857-b3fb-b25233de1645 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d35bb578-9510-5fd3-b8fd-c6a07acafb78 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire FeatureDefinitionDieRollModifier FeatureDefinitionAffinity e37a7371-b93a-5718-a96c-aeca5d61ed28 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 367967bf-e31f-55fa-98ae-09ce8c64aafc -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 9ecdb684-d6c6-54ba-8aab-7c3c80888d97 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 059deb68-4164-597e-95bb-ab9548f0a265 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 9bca2e0a-acb2-568a-919b-b5b9cd522149 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoisonMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 6d4fd87a-e1a0-571e-9333-e720c0b76803 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionAffinity f29d52ab-32d7-58f6-947f-e815bca59819 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 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a36dee8e-f490-58a2-bd99-7fe78bd693e7 DieRollModifierDivineHeartEmpoweredHealing FeatureDefinitionDieRollModifier FeatureDefinitionAffinity dc266e71-5aa1-5cf2-baa6-84bf5a0b952a -DieRollModifierFeatFlamesOfPhlegethosFire FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 40e36780-3ac8-57ef-adb4-49a992d5ed28 -DieRollModifierFeatSavageAttackMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 08d02a04-b835-5011-96aa-27c6da4d3d79 -DieRollModifierFeatSavageAttackNonMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a +DieRollModifierFeatBrawler FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 0385b5dd-fa3d-585a-b8f2-93dc70a10eb6 +DieRollModifierFeatElementalAdeptDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 59b50393-c24c-545f-a0ab-cdf1f44d0a2b +DieRollModifierFeatElementalAdeptDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 007e4975-f8a4-5260-a2eb-f7b545e56e33 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+DieRollModifierFeatElementalMasterDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 6afc1513-7a53-503a-83af-a752ca2463da +DieRollModifierFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionAffinity b6b039f1-1348-526f-901b-604aa2e1fffc +DieRollModifierFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d0f7b70d-ebf3-5d1f-9ddf-5d4e4a876271 +DieRollModifierFeatFlamesOfPhlegethos FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 62927d46-acf2-5883-9c65-d4ce78f03744 +DieRollModifierFeatSavageAttack FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 86abc9b9-b311-5c80-a080-c47f9c5f3502 DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinitionAffinity d0ac05fa-8ec1-5c4f-a53d-d960e2482a77 DieRollModifierRoguishUmbralStalkerGloomBlade FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 95868c96-227e-5210-9c3e-5ef7e3e400cb EquipmentAffinityBolgrifPowerfulBuild FeatureDefinitionEquipmentAffinity FeatureDefinitionAffinity f3cd0c6a-fce6-5c7c-89de-c76eac1444be @@ -4764,8 +4775,7 @@ EquipmentAffinityMule FeatureDefinitionEquipmentAffinity FeatureDefinitionAffini EquipmentAffinityOligathPowerfulBuild FeatureDefinitionEquipmentAffinity FeatureDefinitionAffinity c325468a-cbb7-5dc4-8576-6923fb20b7e7 EquipmentAffinityWendigoPowerfulBuild FeatureDefinitionEquipmentAffinity FeatureDefinitionAffinity d2f8cd80-99eb-552d-b605-99c3aae673f8 FeatureFeatPiercer FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 338a8e7d-d1be-5434-b3b1-8d23c2346a90 -FeatureOathOfDemonHunterDemonSlayerMagic FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 2bb84145-bd8e-5119-bd09-dbc1e0eb0018 -FeatureOathOfDemonHunterDemonSlayerPhysics FeatureDefinitionDieRollModifier FeatureDefinitionAffinity dddc4f71-027a-5bb2-94f0-0b0284151bc9 +FeatureOathOfDemonHunterDemonSlayer FeatureDefinitionDieRollModifier FeatureDefinitionAffinity 9da9aa52-ba53-5f0b-ba25-130dbf44f8f4 FeatureZenArcher FeatureDefinitionAttackModifier FeatureDefinitionAffinity e592b0d3-9a0c-56b4-b0ad-9aaca5718ccc LightAffinityAncientForestPhotosynthesis FeatureDefinitionLightAffinity FeatureDefinitionAffinity 6a1fe8de-c83b-5fd1-8cf7-702c54af21eb LightAffinityDarkelfLightSensitivity FeatureDefinitionLightAffinity FeatureDefinitionAffinity 3c201ed4-9197-5ddd-9045-ecec590dd752 @@ -5347,33 +5357,26 @@ DamageAffinityWayOfTheDragonAncestry FeatureDefinitionDamageAffinity FeatureDefi DieRollModifierCircleOfTheCosmosDragonAbility FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d01a3495-36ae-5cf6-a445-e4ed9c21b74d DieRollModifierCircleOfTheCosmosDragonConcentration FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier f7b3822f-5c7e-5c38-a41e-c6c44f7ff755 DieRollModifierCollegeOfEleganceGrace FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier b54e5790-8478-5388-bb37-3afe6788047f -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 3b3fbdc5-880d-5667-b856-6a1146591ed8 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 2cb14c0f-08cc-5cd7-b95f-b7d2bf5bdda3 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 05bfe5bc-d3e1-5857-b3fb-b25233de1645 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d35bb578-9510-5fd3-b8fd-c6a07acafb78 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier e37a7371-b93a-5718-a96c-aeca5d61ed28 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 367967bf-e31f-55fa-98ae-09ce8c64aafc -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 9ecdb684-d6c6-54ba-8aab-7c3c80888d97 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 059deb68-4164-597e-95bb-ab9548f0a265 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 9bca2e0a-acb2-568a-919b-b5b9cd522149 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoisonMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 6d4fd87a-e1a0-571e-9333-e720c0b76803 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier f29d52ab-32d7-58f6-947f-e815bca59819 -DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 37ab58e8-d515-58f2-a474-d4660e89a74a -DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 4ecf4dab-6dc5-5d04-a2ed-913c763e899a -DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 4650b491-44af-5caf-bf28-12baa1d53ada -DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier b9dd0f1e-c257-53ae-997b-e5b077c075d2 -DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 79da4630-7fbe-514f-8581-a20ee14bf5b5 -DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d886814c-b4f4-50ff-9358-de7625ead233 -DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier a36dee8e-f490-58a2-bd99-7fe78bd693e7 DieRollModifierDivineHeartEmpoweredHealing FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier dc266e71-5aa1-5cf2-baa6-84bf5a0b952a -DieRollModifierFeatFlamesOfPhlegethosFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 40e36780-3ac8-57ef-adb4-49a992d5ed28 -DieRollModifierFeatSavageAttackMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 08d02a04-b835-5011-96aa-27c6da4d3d79 -DieRollModifierFeatSavageAttackNonMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a +DieRollModifierFeatBrawler FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 0385b5dd-fa3d-585a-b8f2-93dc70a10eb6 +DieRollModifierFeatElementalAdeptDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 59b50393-c24c-545f-a0ab-cdf1f44d0a2b +DieRollModifierFeatElementalAdeptDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 007e4975-f8a4-5260-a2eb-f7b545e56e33 +DieRollModifierFeatElementalAdeptDamageFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier cc4de12f-c706-56ba-ad68-0283f4acd7f2 +DieRollModifierFeatElementalAdeptDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 62f3e04b-01aa-5a44-bd8f-f4320a7e8260 +DieRollModifierFeatElementalAdeptDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 768c2624-8f56-59e9-a094-12627f48a0eb +DieRollModifierFeatElementalAdeptDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier efe50cd1-d3c6-53e5-ae6a-8d8ac14a94d3 +DieRollModifierFeatElementalMasterDamageAcid FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 343d9b2a-00f6-5beb-ae22-408fe5b0e980 +DieRollModifierFeatElementalMasterDamageCold FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 5e6094ed-5b22-54a5-be33-999aa1133141 +DieRollModifierFeatElementalMasterDamageFire FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 0080e79d-b948-5219-90a7-916856f9015d +DieRollModifierFeatElementalMasterDamageLightning FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 6afc1513-7a53-503a-83af-a752ca2463da +DieRollModifierFeatElementalMasterDamagePoison FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier b6b039f1-1348-526f-901b-604aa2e1fffc +DieRollModifierFeatElementalMasterDamageThunder FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d0f7b70d-ebf3-5d1f-9ddf-5d4e4a876271 +DieRollModifierFeatFlamesOfPhlegethos FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 62927d46-acf2-5883-9c65-d4ce78f03744 +DieRollModifierFeatSavageAttack FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 86abc9b9-b311-5c80-a080-c47f9c5f3502 DieRollModifierInnovationVivisectionistStableSurgery FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier d0ac05fa-8ec1-5c4f-a53d-d960e2482a77 DieRollModifierRoguishUmbralStalkerGloomBlade FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 95868c96-227e-5210-9c3e-5ef7e3e400cb FeatureFeatPiercer FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 338a8e7d-d1be-5434-b3b1-8d23c2346a90 -FeatureOathOfDemonHunterDemonSlayerMagic FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 2bb84145-bd8e-5119-bd09-dbc1e0eb0018 -FeatureOathOfDemonHunterDemonSlayerPhysics FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier dddc4f71-027a-5bb2-94f0-0b0284151bc9 +FeatureOathOfDemonHunterDemonSlayer FeatureDefinitionDieRollModifier FeatureDefinitionDieRollModifier 9da9aa52-ba53-5f0b-ba25-130dbf44f8f4 EquipmentAffinityBolgrifPowerfulBuild FeatureDefinitionEquipmentAffinity FeatureDefinitionEquipmentAffinity f3cd0c6a-fce6-5c7c-89de-c76eac1444be EquipmentAffinityMule FeatureDefinitionEquipmentAffinity FeatureDefinitionEquipmentAffinity 981abafb-20e8-5aef-a332-e6bbc171505b EquipmentAffinityOligathPowerfulBuild FeatureDefinitionEquipmentAffinity FeatureDefinitionEquipmentAffinity c325468a-cbb7-5dc4-8576-6923fb20b7e7 @@ -5716,7 +5719,6 @@ MovementAffinityWizardGraviturgistDensityDecrease FeatureDefinitionMovementAffin MovementAffinityWizardGraviturgistDensityIncrease FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity d0d79e06-f8b4-5aff-b8ee-98a50ddde9d9 MovementAffinityWizardGraviturgistEventHorizon FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 90474524-85de-5766-8484-b84f2eb283eb MovementAffinityWizardGraviturgistEventHorizonSaved FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity fed3e079-b87f-5407-b4cf-a9a6428a8e7f -ConditionGrappleTargetFlying FeatureDefinitionMoveMode FeatureDefinitionMoveMode 617fc4f1-520e-53b8-85bf-3dca03dc7231 MoveModeFly0 FeatureDefinitionMoveMode FeatureDefinitionMoveMode b019af54-9539-548c-aad7-1b52e096bd83 MoveModeFly14 FeatureDefinitionMoveMode FeatureDefinitionMoveMode e36200ce-233b-500c-82e2-4dfbce7a6b58 MoveModeMove14 FeatureDefinitionMoveMode FeatureDefinitionMoveMode 9f0985b9-dcfb-5656-b53e-4c0b7c3e1676 @@ -6126,6 +6128,9 @@ PowerFeatFellHandedAdvantage FeatureDefinitionPower FeatureDefinitionPower 6634f PowerFeatFellHandedDisadvantage FeatureDefinitionPower FeatureDefinitionPower caebe29e-d82b-5056-8604-dc418a53f3eb PowerFeatFlamesOfPhlegethos FeatureDefinitionPower FeatureDefinitionPower 8dc5d818-588d-5ad6-85d1-9bb23a856c66 PowerFeatFlamesOfPhlegethosRetaliate FeatureDefinitionPower FeatureDefinitionPower f2e577bb-f117-59f7-811b-be08bf11966e +PowerFeatGiftOfTheGemDragon FeatureDefinitionPower FeatureDefinitionPower df3f3efc-b884-5c2b-a311-ac56a64eee4c +PowerFeatGiftOfTheGemDragonCha FeatureDefinitionPower FeatureDefinitionPower 88cd7e64-ea28-5af7-b90d-9b7325154f04 +PowerFeatGiftOfTheGemDragonWis FeatureDefinitionPower FeatureDefinitionPower 627292c0-fee3-5c22-b02e-12e910ad4f32 PowerFeatHealerMedKit FeatureDefinitionPower FeatureDefinitionPower 26cb929d-2f43-5b24-be1c-7b7c2cde50b8 PowerFeatHealerResuscitate FeatureDefinitionPower FeatureDefinitionPower 8e82c80d-e8c0-533c-ac8b-a5a5ee85b655 PowerFeatHealerStabilize FeatureDefinitionPower FeatureDefinitionPower 456c154f-34d4-511a-a25e-f0ad93009839 @@ -6899,7 +6904,6 @@ ProficiencyFeatPickPocket FeatureDefinitionProficiency FeatureDefinitionProficie ProficiencyFeatPoisoner FeatureDefinitionProficiency FeatureDefinitionProficiency 9fcf9187-9d80-5363-b82e-e1f162565cab ProficiencyFeatPolearmExpert FeatureDefinitionProficiency FeatureDefinitionProficiency 1c75c89c-a39e-5546-8bba-022b6b9b1271 ProficiencyFeatProtection FeatureDefinitionProficiency FeatureDefinitionProficiency 3db145d9-c49b-59da-93d2-df3587fd6104 -ProficiencyFeatPugilist FeatureDefinitionProficiency FeatureDefinitionProficiency a213f59d-9130-5168-a0ac-0ae7f54fcdb1 ProficiencyFeatRemarkableTechnique FeatureDefinitionProficiency FeatureDefinitionProficiency 11294f12-730d-550d-832c-049e9de2ae52 ProficiencyFeatRopeItUp FeatureDefinitionProficiency FeatureDefinitionProficiency a85c3f98-b265-5c63-b11f-0e2299e0935c ProficiencyFeatSentinel FeatureDefinitionProficiency FeatureDefinitionProficiency 69cd3b17-4a21-5c62-bd20-818e72c83031 diff --git a/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheYeoman.json b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheYeoman.json index 333a151d57..a51a0c8bbd 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheYeoman.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PathOfTheYeoman.json @@ -26,6 +26,11 @@ "featureDefinition": "Definition:PowerPathOfTheYeomanBulwark:e3368fa9-f97e-549c-a13f-f7e13332da2d", "level": 10 }, + { + "$type": "FeatureUnlockByLevel, Assembly-CSharp", + "featureDefinition": "Definition:PowerPathOfTheYeomanBulwarkTurnOff:db95a5fb-e030-5f0a-9849-cd62b3a37a59", + "level": 10 + }, { "$type": "FeatureUnlockByLevel, Assembly-CSharp", "featureDefinition": "Definition:PowerPathOfTheYeomanMightyShot:d0ac6190-172a-51d3-853a-51f6b1cd2ae0", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatBrawler.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatBrawler.json new file mode 100644 index 0000000000..dca27c009b --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatBrawler.json @@ -0,0 +1,157 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Beneficial", + "features": [ + "Definition:DieRollModifierFeatBrawler:0385b5dd-fa3d-585a-b8f2-93dc70a10eb6" + ], + "allowMultipleInstances": false, + "silentWhenAdded": true, + "silentWhenRemoved": true, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + "keepConditionIfSavingThrowSucceeds": false, + "interruptionSavingThrowAffinity": "None", + "conditionTags": [], + "recurrentEffectForms": [], + "cancellingConditions": [], + "additionalDamageWhenHit": false, + "additionalDamageTypeDetermination": "Specific", + "additionalDamageType": "", + "additionalDamageQuantity": "AbilityBonus", + "additionalDamageDieType": "D1", + "additionalDamageDieNumber": 1, + "additionalConditionWhenHit": false, + "additionalCondition": null, + "additionalConditionDurationType": "Round", + "additionalConditionDurationParameter": 1, + "additionalConditionTurnOccurenceType": "StartOfTurn", + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": null, + "characterShaderReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particlesBasedOnAncestryDamageType": false, + "ancestryType": "Sorcerer", + "acidParticleParameters": null, + "coldParticleParameters": null, + "fireParticleParameters": null, + "lightningParticleParameters": null, + "poisonParticleParameters": null, + "overrideCharacterShaderColors": false, + "firstCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "secondCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "timeToWaitBeforeApplyingShader": 0.5, + "timeToWaitBeforeRemovingShader": 0.5, + "possessive": false, + "amountOrigin": "None", + "baseAmount": 0, + "additiveAmount": false, + "sourceAbilityBonusMinValue": 1, + "subsequentOnRemoval": null, + "subsequentHasSavingThrow": false, + "subsequentSavingThrowAbilityScore": "Constitution", + "subsequentVariableForDC": "FrenzyExhaustionDC", + "subsequentDCIncrease": 5, + "effectFormsOnRemoved": [], + "forceBehavior": false, + "addBehavior": false, + "fearSource": false, + "battlePackage": null, + "explorationPackage": null, + "removedFromTheGame": false, + "permanentlyRemovedIfExtraPlanar": false, + "refundReceivedDamageWhenRemoved": false, + "followSourcePosition": false, + "disolveCharacterOnDeath": false, + "disolveParameters": { + "$type": "GraphicsCharacterDefinitions+DisolveParameters, Assembly-CSharp", + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "colorWidth": 0.0, + "noiseScale": 5.0, + "hueScale": 0.0, + "vertexOffset": 0.0, + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "startAfterDeathAnimation": false, + "duration": 0.0 + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "a7daf507-cbba-55d8-9e04-1fdc5d2932ce", + "contentPack": 9999, + "name": "ConditionFeatBrawler" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatCleavingAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatCleavingAttack.json index 127b9be619..9975db3afb 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatCleavingAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatCleavingAttack.json @@ -5,14 +5,14 @@ "conditionType": "Beneficial", "features": [], "allowMultipleInstances": false, - "silentWhenAdded": true, - "silentWhenRemoved": true, + "silentWhenAdded": false, + "silentWhenRemoved": false, "silentWhenRefreshed": false, "terminateWhenRemoved": false, - "specialDuration": false, - "durationType": "Hour", + "specialDuration": true, + "durationType": "Round", "durationParameterDie": "D4", - "durationParameter": 1, + "durationParameter": 0, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [], @@ -127,14 +127,14 @@ }, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatCleavingAttackTitle", - "description": "Feat/&FeatCleavingAttackDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "df79a8d92a082eb40a000919a6f5b27a", - "m_SubObjectName": "ConditionDivineFavor", - "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null }, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatDeadeye.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatDeadeye.json index 24c269a0a1..3ae63a7d24 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatDeadeye.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatDeadeye.json @@ -5,14 +5,14 @@ "conditionType": "Beneficial", "features": [], "allowMultipleInstances": false, - "silentWhenAdded": true, - "silentWhenRemoved": true, + "silentWhenAdded": false, + "silentWhenRemoved": false, "silentWhenRefreshed": false, "terminateWhenRemoved": false, - "specialDuration": false, - "durationType": "Hour", + "specialDuration": true, + "durationType": "Round", "durationParameterDie": "D4", - "durationParameter": 1, + "durationParameter": 0, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [], @@ -127,14 +127,14 @@ }, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatDeadeyeTitle", - "description": "Feat/&FeatDeadeyeDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "df79a8d92a082eb40a000919a6f5b27a", - "m_SubObjectName": "ConditionDivineFavor", - "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null }, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatPowerAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatPowerAttack.json index e314ab82dd..988c95ee64 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatPowerAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionFeatPowerAttack.json @@ -5,14 +5,14 @@ "conditionType": "Beneficial", "features": [], "allowMultipleInstances": false, - "silentWhenAdded": true, - "silentWhenRemoved": true, + "silentWhenAdded": false, + "silentWhenRemoved": false, "silentWhenRefreshed": false, "terminateWhenRemoved": false, - "specialDuration": false, - "durationType": "Hour", + "specialDuration": true, + "durationType": "Round", "durationParameterDie": "D4", - "durationParameter": 1, + "durationParameter": 0, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [], @@ -127,14 +127,14 @@ }, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatPowerAttackTitle", - "description": "Feat/&FeatPowerAttackDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "df79a8d92a082eb40a000919a6f5b27a", - "m_SubObjectName": "ConditionDivineFavor", - "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null }, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json index c6aae7c03c..4bdf3004d1 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSource.json @@ -38,10 +38,6 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", - "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", - "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", - "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", - "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -73,34 +69,8 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", - "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", - "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", - "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", - "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", - "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", - "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", - "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", - "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", - "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", - "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", - "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", - "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", - "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", - "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", - "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", - "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", - "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", - "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", - "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", - "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", - "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", - "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", - "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", - "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", - "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json index 6093aac3bb..50f4dd4858 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrappler.json @@ -37,10 +37,6 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", - "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", - "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", - "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", - "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -72,34 +68,8 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", - "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", - "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", - "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", - "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", - "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", - "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", - "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", - "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", - "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", - "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", - "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", - "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", - "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", - "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", - "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", - "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", - "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", - "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", - "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", - "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", - "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", - "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", - "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", - "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", - "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json index 4bf6b82cf9..c9c5bb8bcf 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleSourceWithGrapplerLarger.json @@ -38,10 +38,6 @@ "Definition:ConditionBanishedTimeshift:fa046e868c8816244bf8dcb28dbe7c72", "Definition:ConditionConfusedIncapacitated:5080467181c250c4c9c2b899f661fac4", "Definition:ConditionEyebiteAsleep:66d1a96e08e0a3a42b9b12658a3ba095", - "Definition:ConditionFlying:ec82fae48f9a55a41a49fd96d93b49b5", - "Definition:ConditionFlying12:33fb0e0fb4c74604e8fe76b8d3370510", - "Definition:ConditionFlyingAdaptive:cdef2a25e10345349a181ccf2b03cd97", - "Definition:ConditionFlyingBootsWinged:83fc6ceb7037bcb41b2fc67df5595685", "Definition:ConditionIncapacitated:24d96cfe3b77b9a4b951bfb0e02fc018", "Definition:ConditionIncapacitatedByHideousLaughter:cb230ea2d4d1a274f8f3f3e9e3c0a25a", "Definition:ConditionIncapacitatedByHilarity:8e613c59eefda07448859fe05d1ea9d0", @@ -73,34 +69,8 @@ "Definition:ConditionUnconscious:2d543b2740ecddd4a977d8a706a8a2c9", "Definition:ConditionBanishedByBanishment:2e051532-eaa9-5f4c-8af2-2c47b3a8f501", "Definition:ConditionBanishingSmiteEnemy:ba2fe0a0-1836-5755-af0e-876571bae0d2", - "Definition:ConditionFairyWings:27de7be0-5507-5bae-9f8a-27ac2947c208", - "Definition:ConditionMalakhAngelicFlight:94211922-11c5-58ee-b5c5-42a3382f1b4a", - "Definition:ConditionTieflingFeralWings:061f2f99-72c6-5208-aecb-d4661c750c49", - "Definition:ConditionCircleOfTheCosmosDragon10:1ebb0967-385a-5a5b-9034-d497f16b7e83", - "Definition:ConditionCircleOfTheCosmosDragon14:fdb072e6-9822-5798-875e-99e91e72e2b1", - "Definition:ConditionCollegeOfLifeFly:2b3fe597-4816-591d-bff0-c42ccc3cb1c3", - "Definition:ConditionMartialForceKnightPsionicPropulsion2:64f5aae2-4c8f-50d8-af9c-13014aedbe2a", - "Definition:ConditionMartialForceKnightPsionicPropulsion4:bc5a5b0e-10c1-5785-8033-a9e709d0b0fa", - "Definition:ConditionMartialForceKnightPsionicPropulsion6:64db6b23-1b3c-5fab-8f1f-c79bce424c47", - "Definition:ConditionMartialForceKnightPsionicPropulsion8:0419be93-3998-576b-8125-0f52f43b6e5e", - "Definition:ConditionMartialForceKnightPsionicPropulsion10:32fbb7c8-c36a-5146-92d9-c4c0b1399509", - "Definition:ConditionMartialForceKnightPsionicPropulsion12:48f70734-abb2-594c-b654-6b20d5b67e73", - "Definition:ConditionMartialForceKnightPsionicPropulsion14:d48e16ff-9ec1-54fc-8c19-c37abb9cc6f7", - "Definition:ConditionMartialForceKnightPsionicPropulsion16:86a0c80d-cfdd-57c3-bdb1-3ac2967b5d43", - "Definition:ConditionMartialForceKnightPsionicPropulsion18:880f6e36-1671-568b-908f-6fc5d7750f73", - "Definition:ConditionPathOfTheElementsElementalConduitStorm:6bfb1ce1-d289-5d7b-acc5-ddac3132b9ce", - "Definition:ConditionPathOfTheSpiritsHonedAnimalAspectsEagle:359acbb0-1ad4-53be-956f-8c412355e233", - "Definition:ConditionMoonlitScionFullMoonLunarEmbrace:435022b0-5c6e-5176-81c7-4fb13ec0f8ae", - "Definition:ConditionMoonlitScionNewMoonLunarEmbrace:963f9fcc-f686-50ab-895d-32906e40596f", - "Definition:ConditionRangerSkyWarriorCloudDance:cffb0a76-36fc-57fa-b711-178e04add971", - "Definition:ConditionDragonWings:d8583f8f-2243-5114-8b42-c2bc1e855b6a", "Definition:ConditionRogueDeviousStrikeKnockOut:8276a494-262e-545d-953e-203075253407", - "Definition:ConditionAbilityPseudo:1ce9f3de-0c8a-5bff-a458-af3d23dd4bab", - "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460", - "Definition:ConditionMysticalCloakLowerPlane:7ee4665f-89e5-58ea-9cf6-9f30501fd25e", - "Definition:ConditionMysticalCloakHigherPlane:c78e05c0-8fe7-54aa-9f37-da1b221c3fd1", - "Definition:ConditionDraconicTransformation:197dd005-8ebf-51c9-a706-fbc7d16798c8", - "Definition:ConditionReverseGravity:185248e1-0e90-560e-978c-86218a4747d9" + "Definition:ConditionInvocationTombOfFrost:b433cd22-643e-528e-b1a6-c061171d5460" ], "additionalDamageWhenHit": false, "additionalDamageTypeDetermination": "Specific", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleTarget.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleTarget.json index cf6e05aa7f..8ca68fcddc 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleTarget.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGrappleTarget.json @@ -6,7 +6,6 @@ "features": [ "Definition:ActionAffinityConditionRestrained:0a11d859909c2624086506f327824de8", "Definition:ActionAffinityGrappled:1c2c02a0e9f823c489b3d62d03534617", - "Definition:ConditionGrappleTargetFlying:617fc4f1-520e-53b8-85bf-3dca03dc7231", "Definition:MovementAffinityConditionRestrained:ed9d9d5986e47f845819579f936ee8cc" ], "allowMultipleInstances": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGreatWeapon.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGreatWeapon.json new file mode 100644 index 0000000000..abcde62e3f --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionGreatWeapon.json @@ -0,0 +1,157 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Beneficial", + "features": [ + "Definition:DieRollModifierFightingStyleGreatWeapon:3ae18874ff75d95478c32afeb9ca144e" + ], + "allowMultipleInstances": false, + "silentWhenAdded": true, + "silentWhenRemoved": true, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + "keepConditionIfSavingThrowSucceeds": false, + "interruptionSavingThrowAffinity": "None", + "conditionTags": [], + "recurrentEffectForms": [], + "cancellingConditions": [], + "additionalDamageWhenHit": false, + "additionalDamageTypeDetermination": "Specific", + "additionalDamageType": "", + "additionalDamageQuantity": "AbilityBonus", + "additionalDamageDieType": "D1", + "additionalDamageDieNumber": 1, + "additionalConditionWhenHit": false, + "additionalCondition": null, + "additionalConditionDurationType": "Round", + "additionalConditionDurationParameter": 1, + "additionalConditionTurnOccurenceType": "StartOfTurn", + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": null, + "characterShaderReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particlesBasedOnAncestryDamageType": false, + "ancestryType": "Sorcerer", + "acidParticleParameters": null, + "coldParticleParameters": null, + "fireParticleParameters": null, + "lightningParticleParameters": null, + "poisonParticleParameters": null, + "overrideCharacterShaderColors": false, + "firstCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "secondCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "timeToWaitBeforeApplyingShader": 0.5, + "timeToWaitBeforeRemovingShader": 0.5, + "possessive": false, + "amountOrigin": "None", + "baseAmount": 0, + "additiveAmount": false, + "sourceAbilityBonusMinValue": 1, + "subsequentOnRemoval": null, + "subsequentHasSavingThrow": false, + "subsequentSavingThrowAbilityScore": "Constitution", + "subsequentVariableForDC": "FrenzyExhaustionDC", + "subsequentDCIncrease": 5, + "effectFormsOnRemoved": [], + "forceBehavior": false, + "addBehavior": false, + "fearSource": false, + "battlePackage": null, + "explorationPackage": null, + "removedFromTheGame": false, + "permanentlyRemovedIfExtraPlanar": false, + "refundReceivedDamageWhenRemoved": false, + "followSourcePosition": false, + "disolveCharacterOnDeath": false, + "disolveParameters": { + "$type": "GraphicsCharacterDefinitions+DisolveParameters, Assembly-CSharp", + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "colorWidth": 0.0, + "noiseScale": 5.0, + "hueScale": 0.0, + "vertexOffset": 0.0, + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "startAfterDeathAnimation": false, + "duration": 0.0 + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "5bf3a74e-e67d-55d6-8862-91359e32db5c", + "contentPack": 9999, + "name": "ConditionGreatWeapon" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishUmbralStalkerGloomBlade.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishUmbralStalkerGloomBlade.json index c2829a3234..530a25e3d4 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishUmbralStalkerGloomBlade.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishUmbralStalkerGloomBlade.json @@ -18,9 +18,7 @@ "durationParameter": 1, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", - "specialInterruptions": [ - "Attacks" - ], + "specialInterruptions": [], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", "interruptionSavingThrowAbility": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionFlashFreeze.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionFlashFreeze.json new file mode 100644 index 0000000000..598b39c9b6 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionFlashFreeze.json @@ -0,0 +1,116 @@ +{ + "$type": "TA.AI.DecisionDefinition, Assembly-CSharp", + "decision": { + "$type": "TA.AI.DecisionDescription, Assembly-CSharp", + "description": "if restrained from ConditionFlashFreeze, is prone, and can use main action, try to break free", + "scorer": { + "$type": "TA.AI.ActivityScorerDefinition, Assembly-CSharp", + "scorer": { + "$type": "TA.AI.ActivityScorer, Assembly-CSharp", + "considerations": [ + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionFlashFreeze", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionFlashFreeze" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + 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"sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "909ba6d6-b645-5358-91f3-3779292aed18", + "contentPack": 9999, + "name": "DecisionBreakFreeIfProneConditionOathOfAncientsNaturesWrath" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionRestrainedByEntangle.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionRestrainedByEntangle.json new file mode 100644 index 0000000000..69dfa895ce --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionRestrainedByEntangle.json @@ -0,0 +1,116 @@ +{ + "$type": "TA.AI.DecisionDefinition, Assembly-CSharp", + "decision": { + "$type": "TA.AI.DecisionDescription, Assembly-CSharp", + "description": "if restrained from ConditionRestrainedByEntangle, is prone, and can use main action, try to break free", + "scorer": { + "$type": "TA.AI.ActivityScorerDefinition, Assembly-CSharp", + "scorer": { + "$type": "TA.AI.ActivityScorer, Assembly-CSharp", + "considerations": [ + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionRestrainedByEntangle", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionRestrainedByEntangle" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": 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"contentPack": 9999, + "name": "DecisionBreakFreeIfProneConditionRestrainedByEntangle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionVileBrew.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionVileBrew.json new file mode 100644 index 0000000000..0c734e4b07 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionVileBrew.json @@ -0,0 +1,116 @@ +{ + "$type": "TA.AI.DecisionDefinition, Assembly-CSharp", + "decision": { + "$type": "TA.AI.DecisionDescription, Assembly-CSharp", + "description": "if restrained from ConditionVileBrew, is prone, and can use main action, try to break free", + "scorer": { + "$type": "TA.AI.ActivityScorerDefinition, Assembly-CSharp", + "scorer": { + "$type": "TA.AI.ActivityScorer, Assembly-CSharp", + "considerations": [ + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionVileBrew", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionVileBrew" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionProne", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionProne" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "ActionTypeStatus", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "", + "floatParameter": 1.0, + "intParameter": 0, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "MainActionNotFullyConsumedIfProne" + }, + "weight": 1.0 + } + ] + }, + "name": "BreakFreeIfProneConditionVileBrew" + }, + "activityType": "BreakFree", + "stringParameter": "", + "stringSecParameter": "", + "boolParameter": false, + "boolSecParameter": false, + "floatParameter": 3.0, + "enumParameter": 1 + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "638460e8-400b-5be8-8e02-d88e11f0b6f5", + "contentPack": 9999, + "name": "DecisionBreakFreeIfProneConditionVileBrew" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionWrathfulSmiteEnemy.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionWrathfulSmiteEnemy.json new file mode 100644 index 0000000000..16590e6e89 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionDefinition/DecisionBreakFreeIfProneConditionWrathfulSmiteEnemy.json @@ -0,0 +1,116 @@ +{ + "$type": "TA.AI.DecisionDefinition, Assembly-CSharp", + "decision": { + "$type": "TA.AI.DecisionDescription, Assembly-CSharp", + "description": "if restrained from ConditionWrathfulSmiteEnemy, is prone, and can use main action, try to break free", + "scorer": { + "$type": "TA.AI.ActivityScorerDefinition, Assembly-CSharp", + "scorer": { + "$type": "TA.AI.ActivityScorer, Assembly-CSharp", + "considerations": [ + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionWrathfulSmiteEnemy", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionWrathfulSmiteEnemy" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "HasCondition", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "ConditionProne", + "floatParameter": 2.0, + "intParameter": 2, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "HasConditionProne" + }, + "weight": 1.0 + }, + { + "$type": "TA.AI.WeightedConsiderationDescription, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDefinition, Assembly-CSharp", + "consideration": { + "$type": "TA.AI.ConsiderationDescription, Assembly-CSharp", + "considerationType": "ActionTypeStatus", + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "stringParameter": "", + "floatParameter": 1.0, + "intParameter": 0, + "byteParameter": 0, + "boolParameter": true, + "boolSecParameter": false, + "boolTerParameter": false + }, + "name": "MainActionNotFullyConsumedIfProne" + }, + "weight": 1.0 + } + ] + }, + "name": "BreakFreeIfProneConditionWrathfulSmiteEnemy" + }, + "activityType": "BreakFree", + "stringParameter": "", + "stringSecParameter": "", + "boolParameter": false, + "boolSecParameter": false, + "floatParameter": 3.0, + "enumParameter": 1 + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "6d6e4da8-2b8c-53ba-ae3a-6342e9c0fe44", + "contentPack": 9999, + "name": "DecisionBreakFreeIfProneConditionWrathfulSmiteEnemy" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionFlashFreeze.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionFlashFreeze.json index 4a593575ad..7eaec26174 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionFlashFreeze.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionFlashFreeze.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionFlashFreeze:da3156da-4123-59f2-bdb9-461386b5b868", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionFlashFreeze:c1790fe7-d377-51c3-8bd4-3ff2556b771e", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappleTarget.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappleTarget.json index 9d75bc5174..fff380abf2 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappleTarget.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappleTarget.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionGrappleTarget:3889f82d-2b6c-5342-8919-2ec887b66f2b", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionGrappleTarget:b84b18f7-e427-5c41-a48c-5b161013a057", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedEnsnared.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedEnsnared.json index 1273568a74..60d2e65bf3 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedEnsnared.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedEnsnared.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionGrappledRestrainedEnsnared:f6a19109-a315-56a1-95ef-ab7539b2cbda", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionGrappledRestrainedEnsnared:69855aed-d774-527f-9de3-8de1e5a9743f", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedSpellWeb.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedSpellWeb.json index b374bffd43..257f7a1264 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedSpellWeb.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionGrappledRestrainedSpellWeb.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionGrappledRestrainedSpellWeb:d7a6b057-cf36-5ffb-88be-e438e92e14cd", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionGrappledRestrainedSpellWeb:61e7fc96-8cb5-5c2b-8a67-75fbef4f333a", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionOathOfAncientsNaturesWrath.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionOathOfAncientsNaturesWrath.json index a3f58ae08a..6708abc77f 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionOathOfAncientsNaturesWrath.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionOathOfAncientsNaturesWrath.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionOathOfAncientsNaturesWrath:909ba6d6-b645-5358-91f3-3779292aed18", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionOathOfAncientsNaturesWrath:25d7ad8d-27b8-5882-9bfb-acc37798812f", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionRestrainedByEntangle.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionRestrainedByEntangle.json index ac776b75a1..a2ed14e373 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionRestrainedByEntangle.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionRestrainedByEntangle.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionRestrainedByEntangle:599f0368-12a5-533e-be08-0d3d1399a2a9", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionRestrainedByEntangle:2a416669-5ec8-53c1-b07b-8fe6f29da4d2", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionWrathfulSmiteEnemy.json b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionWrathfulSmiteEnemy.json index 162a24d8c1..22af42dd06 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionWrathfulSmiteEnemy.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/DecisionPackageDefinition/BreakFreeAbilityCheckConditionWrathfulSmiteEnemy.json @@ -4,6 +4,13 @@ "package": { "$type": "TA.AI.DecisionPackageDescription, Assembly-CSharp", "weightedDecisions": [ + { + "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", + "decision": "Definition:DecisionBreakFreeIfProneConditionWrathfulSmiteEnemy:6d6e4da8-2b8c-53ba-ae3a-6342e9c0fe44", + "weight": 15.0, + "cooldown": 1, + "dynamicCooldown": false + }, { "$type": "TA.AI.WeightedDecisionDescription, Assembly-CSharp", "decision": "Definition:DecisionBreakFreeConditionWrathfulSmiteEnemy:6400794a-3234-55f7-973f-d443c38c9a20", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCleavingAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCleavingAttack.json index 61b3360832..0b7675971a 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCleavingAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatCleavingAttack.json @@ -12,9 +12,7 @@ "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:FeatureFeatCleavingAttack:16a5ffc5-3e26-5c4a-afb0-a3212426c5fa", - "Definition:PowerFeatCleavingAttack:6eb76d0e-6592-5a16-8cd8-77c11ed8f649", - "Definition:PowerFeatCleavingAttackTurnOff:d8ee2c18-1e49-55ec-8e09-96020537c490" + "Definition:ActionAffinityCleavingAttackToggle:4bdf6060-103c-5ded-be1e-cf086c378b14" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDeadeye.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDeadeye.json index d4cce4b556..fc6cdab86a 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDeadeye.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDeadeye.json @@ -12,9 +12,8 @@ "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:CombatAffinityFeatDeadeye:c0a8218e-2e56-5fef-a0ce-c904017593ca", - "Definition:PowerFeatDeadeye:6b6652ad-65b7-566f-b7bd-9e39cec7c35a", - "Definition:PowerFeatDeadeyeTurnOff:010980db-5af3-5c2c-866f-f14171d83568" + "Definition:ActionAffinityDeadEyeToggle:e85ce58f-dc93-5ad1-9eb2-a4123e385ec9", + "Definition:CombatAffinityFeatDeadeye:c0a8218e-2e56-5fef-a0ce-c904017593ca" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageAcid.json index f2a8098328..a909809d3c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageAcid.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid:3b3fbdc5-880d-5667-b856-6a1146591ed8", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic:2cb14c0f-08cc-5cd7-b95f-b7d2bf5bdda3" + "Definition:DieRollModifierFeatElementalAdeptDamageAcid:59b50393-c24c-545f-a0ab-cdf1f44d0a2b" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageCold.json index 17ac5bd053..cab260ee5e 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageCold.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageCold.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold:05bfe5bc-d3e1-5857-b3fb-b25233de1645", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic:d35bb578-9510-5fd3-b8fd-c6a07acafb78" + "Definition:DieRollModifierFeatElementalAdeptDamageCold:007e4975-f8a4-5260-a2eb-f7b545e56e33" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageFire.json index 8a87fac8b6..6bc3db682d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageFire.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageFire.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire:e37a7371-b93a-5718-a96c-aeca5d61ed28", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic:367967bf-e31f-55fa-98ae-09ce8c64aafc" + "Definition:DieRollModifierFeatElementalAdeptDamageFire:cc4de12f-c706-56ba-ad68-0283f4acd7f2" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageLightning.json index 02a50c6131..1f1209a286 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageLightning.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageLightning.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning:9ecdb684-d6c6-54ba-8aab-7c3c80888d97", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic:059deb68-4164-597e-95bb-ab9548f0a265" + "Definition:DieRollModifierFeatElementalAdeptDamageLightning:62f3e04b-01aa-5a44-bd8f-f4320a7e8260" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamagePoison.json index cd4c8b3215..60ff527a69 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamagePoison.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamagePoison.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison:9bca2e0a-acb2-568a-919b-b5b9cd522149", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoisonMagic:6d4fd87a-e1a0-571e-9333-e720c0b76803" + "Definition:DieRollModifierFeatElementalAdeptDamagePoison:768c2624-8f56-59e9-a094-12627f48a0eb" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageThunder.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageThunder.json index ee8133f5e6..8e00038a04 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageThunder.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalAdeptDamageThunder.json @@ -12,8 +12,7 @@ "familyTag": "ElementalAdept", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder:f29d52ab-32d7-58f6-947f-e815bca59819", - "Definition:DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic:37ab58e8-d515-58f2-a474-d4660e89a74a" + "Definition:DieRollModifierFeatElementalAdeptDamageThunder:efe50cd1-d3c6-53e5-ae6a-8d8ac14a94d3" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageAcid.json index 500ac8c3ac..5f747bcafb 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageAcid.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityAcidResistance:10a85b220b55a28479e26b695ba7392d", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid:4ecf4dab-6dc5-5d04-a2ed-913c763e899a" + "Definition:DieRollModifierFeatElementalMasterDamageAcid:343d9b2a-00f6-5beb-ae22-408fe5b0e980" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageCold.json index 1741d053cc..98a51add9b 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageCold.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageCold.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityColdResistance:277b59ebffdc36946879acc4e946affd", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold:4650b491-44af-5caf-bf28-12baa1d53ada" + "Definition:DieRollModifierFeatElementalMasterDamageCold:5e6094ed-5b22-54a5-be33-999aa1133141" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageFire.json index 040a12f969..0bf60e1aa8 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageFire.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageFire.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityFireResistance:65d64edf05bfa284999522d4c5375d17", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire:b9dd0f1e-c257-53ae-997b-e5b077c075d2" + "Definition:DieRollModifierFeatElementalMasterDamageFire:0080e79d-b948-5219-90a7-916856f9015d" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageLightning.json index 6565ee00a6..3bbdd08085 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageLightning.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageLightning.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityLightningResistance:443d9129d7904f14b8d9977881f95c08", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning:79da4630-7fbe-514f-8581-a20ee14bf5b5" + "Definition:DieRollModifierFeatElementalMasterDamageLightning:6afc1513-7a53-503a-83af-a752ca2463da" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamagePoison.json index 88247f1858..b851834b24 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamagePoison.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamagePoison.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityPoisonResistance:acd13ccc3c05d474a8a4472b0cc01a75", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison:d886814c-b4f4-50ff-9358-de7625ead233" + "Definition:DieRollModifierFeatElementalMasterDamagePoison:b6b039f1-1348-526f-901b-604aa2e1fffc" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageThunder.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageThunder.json index 0c1865fadb..8158941446 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageThunder.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatElementalMasterDamageThunder.json @@ -15,7 +15,7 @@ ], "features": [ "Definition:DamageAffinityThunderResistance:510045c677352854ca27ebea37c85d02", - "Definition:DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder:a36dee8e-f490-58a2-bd99-7fe78bd693e7" + "Definition:DieRollModifierFeatElementalMasterDamageThunder:d0f7b70d-ebf3-5d1f-9ddf-5d4e4a876271" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonCha.json similarity index 64% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonCha.json index f9bf57b72c..a1eb7766a3 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGrappler.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonCha.json @@ -9,14 +9,17 @@ "armorProficiencyPrerequisite": false, "armorProficiencyCategory": "", "hasFamilyTag": true, - "familyTag": "Grappler", + "familyTag": "FeatGiftOfTheGemDragon", "knownFeatsPrerequisite": [], - "features": [], + "features": [ + "Definition:AttributeModifierCreed_Of_Solasta:330246532ae609848887c37e44b7f7e4", + "Definition:PowerFeatGiftOfTheGemDragonCha:88cd7e64-ea28-5af7-b90d-9b7325154f04" + ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Feat/&FeatGroupGrapplerTitle", - "description": "You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller.", + "title": "Feat/&FeatGiftOfTheGemDragonChaTitle", + "description": "Feat/&FeatGiftOfTheGemDragonChaDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -36,7 +39,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "8d65c70d-4be7-5738-ba93-bff5ea389533", + "guid": "efe9cb2d-55fe-51a0-b8ff-312c3baf208e", "contentPack": 9999, - "name": "FeatGroupGrappler" + "name": "FeatGiftOfTheGemDragonCha" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonInt.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonInt.json new file mode 100644 index 0000000000..d23689889e --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonInt.json @@ -0,0 +1,45 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": false, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Strength", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": true, + "familyTag": "FeatGiftOfTheGemDragon", + "knownFeatsPrerequisite": [], + "features": [ + "Definition:AttributeModifierCreed_Of_Pakri:de9467691aafac34c890c3e25d2f306c", + "Definition:PowerFeatGiftOfTheGemDragon:df3f3efc-b884-5c2b-a311-ac56a64eee4c" + ], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGiftOfTheGemDragonIntTitle", + "description": "Feat/&FeatGiftOfTheGemDragonIntDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "c770ec76-ddd0-58e0-b18c-d54324d9de7e", + "contentPack": 9999, + "name": "FeatGiftOfTheGemDragonInt" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonWis.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonWis.json new file mode 100644 index 0000000000..6bde8e7e7c --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGiftOfTheGemDragonWis.json @@ -0,0 +1,45 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": false, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Strength", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": true, + "familyTag": "FeatGiftOfTheGemDragon", + "knownFeatsPrerequisite": [], + "features": [ + "Definition:AttributeModifierCreed_Of_Maraike:7fd526d5e743c6f48bad92aac9b1738d", + "Definition:PowerFeatGiftOfTheGemDragonWis:627292c0-fee3-5c22-b02e-12e910ad4f32" + ], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGiftOfTheGemDragonWisTitle", + "description": "Feat/&FeatGiftOfTheGemDragonWisDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "17fdcef7-cd88-5c61-9e06-660fb8200165", + "contentPack": 9999, + "name": "FeatGiftOfTheGemDragonWis" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json index b1641bca0b..c0ba682ab9 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerDex.json @@ -3,22 +3,22 @@ "compatibleClassesPrerequisite": [], "mustCastSpellsPrerequisite": false, "compatibleRacesPrerequisite": [], - "minimalAbilityScorePrerequisite": true, + "minimalAbilityScorePrerequisite": false, "minimalAbilityScoreValue": 13, - "minimalAbilityScoreName": "Dexterity", + "minimalAbilityScoreName": "Strength", "armorProficiencyPrerequisite": false, "armorProficiencyCategory": "", - "hasFamilyTag": true, - "familyTag": "Grappler", + "hasFamilyTag": false, + "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:AttributeModifierCreed_Of_Misaye:74d55f601f8ad8246b18a19766524280" + "Definition:ActionAffinityGrappleOnUnarmedToggle:a4891995-4db5-5484-aabe-b86340b9fbe2" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Feat/&FeatGrapplerDexTitle", - "description": "Feat/&FeatGrapplerDexDescription", + "title": "Feat/&FeatGrapplerStrTitle", + "description": "Feat/&FeatGrapplerStrDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json index 0676db5462..cf6e9b610d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGrapplerStr.json @@ -8,11 +8,11 @@ "minimalAbilityScoreName": "Strength", "armorProficiencyPrerequisite": false, "armorProficiencyCategory": "", - "hasFamilyTag": true, - "familyTag": "Grappler", + "hasFamilyTag": false, + "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e" + "Definition:ActionAffinityGrappleOnUnarmedToggle:a4891995-4db5-5484-aabe-b86340b9fbe2" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json index 499805a2db..24783b6506 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupFightingStyle.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupFightingStyleTitle", - "description": "Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting", + "description": "Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Superior Technique, Torchbearer, Two Weapon Fighting", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGiftOfTheGemDragon.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGiftOfTheGemDragon.json new file mode 100644 index 0000000000..7e85b310c0 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupGiftOfTheGemDragon.json @@ -0,0 +1,42 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + "minimalAbilityScorePrerequisite": false, + "minimalAbilityScoreValue": 13, + "minimalAbilityScoreName": "Strength", + "armorProficiencyPrerequisite": false, + "armorProficiencyCategory": "", + "hasFamilyTag": true, + "familyTag": "FeatGiftOfTheGemDragon", + "knownFeatsPrerequisite": [], + "features": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGroupGiftOfTheGemDragonTitle", + "description": "Increase one of your mental attributes by 1, to a maximum of 20.\n• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "fc126585-8b60-528b-9ce5-2a230f8fa1a1", + "contentPack": 9999, + "name": "FeatGroupGiftOfTheGemDragon" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json index e6054d4655..37e4c260d7 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfCharisma.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfCharismaTitle", - "description": "Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Baleful Scion [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Dragon Fear [Cha], Dragon Hide [Cha], Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Iridescent Touched [Cha], Menacing, Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]", + "description": "Aegis Touched [Cha], Apothecary [Cha], Awaken the Beast [Cha], Baleful Scion [Cha], Blessed Soul [Paladin], Celestial Touched [Cha], Charismatic Defense, Charismatic Precision, Creed of Solasta, Dragon Fear [Cha], Dragon Hide [Cha], Elven Accuracy [Cha], Fey Teleportation [Cha], Flame Touched [Cha], Flames of Phlegethos [Cha], Gift of the Gem Dragon [Cha], Iridescent Touched [Cha], Menacing, Peregrination Touched [Cha], Retinue Touched [Cha], Second Chance [Cha], Shadow Touched [Cha], Telekinetic [Cha], Toxicologist [Cha], Verdant Touched [Cha]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json index 8ab14fb581..ecd04c5eeb 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfDexterity.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfDexterityTitle", - "description": "Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Grappler [Dex], Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]", + "description": "Acrobat, Ambidextrous, Athlete [Dex], Awaken the Beast [Dex], Baleful Scion [Dex], Close Quarters [Dex], Creed of Misaye, Devastating Strikes [Dex], Discretion of the Coedymwarth, Eager for Battle, Elven Accuracy [Dex], Fade Away [Dex], Forest Runner, Longsword Finesse, Moderately Armored [Dex], Old Tactics [Dex], Piercer [Dex], Revenant Blade [Dex], Second Chance [Dex], Slasher [Dex], Squat Nimbleness [Dex], Stealthy, Uncanny Accuracy, Weapon Master [Dex]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json index cdc62a3032..3568d05855 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfIntelligence.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfIntelligenceTitle", - "description": "Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Arcanist, Awaken the Beast [Int], Baleful Scion [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Theologian, Toxicologist [Int], Verdant Touched [Int]", + "description": "Aegis Touched [Int], Apothecary [Int], Arcane Defense, Arcane Precision, Arcanist, Awaken the Beast [Int], Baleful Scion [Int], Celestial Touched [Int], Close Quarters [Int], Creed of Pakri, Elven Accuracy [Int], Fade Away [Int], Fey Teleportation [Int], Flame Touched [Int], Flames of Phlegethos [Int], Gift of the Gem Dragon [Int], Iridescent Touched [Int], Peregrination Touched [Int], Retinue Touched [Int], Scriber, Shadow Touched [Int], Telekinetic [Int], Theologian, Toxicologist [Int], Verdant Touched [Int]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json index 56dec1b357..e273ece9e9 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfStrength.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfStrengthTitle", - "description": "Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grappler [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]", + "description": "Athlete [Str], Awaken the Beast [Str], Baleful Scion [Str], Brawler, Creed of Einar, Crusher [Str], Devastating Strikes [Str], Dragon Fear [Str], Dragon Hide [Str], Grudge Bearer [Str], Hardy [Str], Hauler, Heavy Armor Master, Might of the Iron Legion, Moderately Armored [Str], Old Tactics [Str], Orcish Aggression [Str], Orcish Fury [Str], Piercer [Str], Primal Rage [Str], Revenant Blade [Str], Slasher [Str], Squat Nimbleness [Str], Thrown Weapons Master, Weapon Master [Str]", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json index aab7d84173..80a348a785 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupHalfWisdom.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupHalfWisdomTitle", - "description": "Aegis Touched [Wis], Apothecary [Wis], Awaken the Beast [Wis], Baleful Scion [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Grudge Bearer [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision", + "description": "Aegis Touched [Wis], Apothecary [Wis], Awaken the Beast [Wis], Baleful Scion [Wis], Blessed Soul [Cleric], Celestial Touched [Wis], Chef [Wis], Creed of Maraike, Elven Accuracy [Wis], Expand the Hunt, Fey Teleportation [Wis], Flame Touched [Wis], Gift of the Gem Dragon [Wis], Grudge Bearer [Wis], Iridescent Touched [Wis], Peregrination Touched [Wis], Retinue Touched [Wis], Shadow Touched [Wis], Telekinetic [Wis], Toxicologist [Wis], Verdant Touched [Wis], Wise Archery, Wise Defense, Wise Precision", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json index ec197498cd..b1f4f31b7e 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupMeleeCombat.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupMeleeCombatTitle", - "description": "Always Ready, Baleful Scion, Blade Mastery, Bladestorm, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Shield Bash, Slasher, Spear Mastery, Trip Attack", + "description": "Always Ready, Baleful Scion, Blade Mastery, Bladestorm, Brawler, Charger, Crusher, Daunting Push, Defensive Duelist, Devastating Strikes, Distracting Gambit, Elemental Touch, Fell Handed, Fencer, Great Weapon Master, Longsword Finesse, Old Tactics, Piercer, Polearm Master, Power Attack, Reckless Attack, Savage Attack, Shield Bash, Slasher, Spear Mastery, Trip Attack", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json index 0ba6f043cc..86fe1cc88c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatGroupSupportCombat.json @@ -16,7 +16,7 @@ "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, "title": "Feat/&FeatGroupSupportCombatTitle", - "description": "Battle Fervor, Brawler, Call for Charge, Chef, Gift of the Chromatic Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master", + "description": "Battle Fervor, Call for Charge, Chef, Gift of the Chromatic Dragon, Gift of the Gem Dragon, Grappler, Hardy, Healer, Improved Critical, Inspiring Leader, Lucky, Mage Slayer, Menacing, Mender, Merciless, Poisoner, Precision Focused, Sentinel, Superior Critical, Thrown Weapons Master, Weapon Master", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPowerAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPowerAttack.json index fa496e776a..39d154d430 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPowerAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPowerAttack.json @@ -12,8 +12,7 @@ "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:PowerFeatPowerAttack:e1511a66-bde7-544f-8baf-278e5c08e731", - "Definition:PowerFeatPowerAttackTurnOff:d5d3ae3a-b172-5540-9e82-4b06f7c657d4" + "Definition:ActionAffinityPowerAttackToggle:662a830a-0f98-5adb-805a-0fe7f8ecf5d7" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatPugilist.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPugilist.json similarity index 72% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatPugilist.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPugilist.json index ce97dd26e9..3b5eda4d3b 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatPugilist.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatPugilist.json @@ -1,5 +1,5 @@ { - "$type": "FeatDefinitionWithPrerequisites, SolastaUnfinishedBusiness", + "$type": "FeatDefinition, Assembly-CSharp", "compatibleClassesPrerequisite": [], "mustCastSpellsPrerequisite": false, "compatibleRacesPrerequisite": [], @@ -8,20 +8,18 @@ "minimalAbilityScoreName": "Strength", "armorProficiencyPrerequisite": false, "armorProficiencyCategory": "", - "hasFamilyTag": true, - "familyTag": "FightingStyle", + "hasFamilyTag": false, + "familyTag": "", "knownFeatsPrerequisite": [], - "features": [ - "Definition:ProficiencyFeatPugilist:a213f59d-9130-5168-a0ac-0ae7f54fcdb1" - ], + "features": [], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "FightingStyle/&PugilistTitle", - "description": "FightingStyle/&PugilistDescription", + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "4588cea5-c0a5-53ec-8d91-3229339c29ba", + "m_AssetGUID": "", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSavageAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSavageAttack.json index a1364c8d13..3063091353 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSavageAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSavageAttack.json @@ -12,8 +12,7 @@ "familyTag": "", "knownFeatsPrerequisite": [], "features": [ - "Definition:DieRollModifierFeatSavageAttackMagic:08d02a04-b835-5011-96aa-27c6da4d3d79", - "Definition:DieRollModifierFeatSavageAttackNonMagic:10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a" + "Definition:DieRollModifierFeatSavageAttack:86abc9b9-b311-5c80-a080-c47f9c5f3502" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json index a90264798c..335d97b512 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosCha.json @@ -13,7 +13,7 @@ "knownFeatsPrerequisite": [], "features": [ "Definition:AttributeModifierCreed_Of_Solasta:330246532ae609848887c37e44b7f7e4", - "Definition:DieRollModifierFeatFlamesOfPhlegethosFire:40e36780-3ac8-57ef-adb4-49a992d5ed28", + "Definition:DieRollModifierFeatFlamesOfPhlegethos:62927d46-acf2-5883-9c65-d4ce78f03744", "Definition:PowerFeatFlamesOfPhlegethos:8dc5d818-588d-5ad6-85d1-9bb23a856c66" ], "guiPresentation": { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json index 3e13d669f6..e05506c1d1 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatFlamesOfPhlegethosInt.json @@ -13,7 +13,7 @@ "knownFeatsPrerequisite": [], "features": [ "Definition:AttributeModifierCreed_Of_Pakri:de9467691aafac34c890c3e25d2f306c", - "Definition:DieRollModifierFeatFlamesOfPhlegethosFire:40e36780-3ac8-57ef-adb4-49a992d5ed28", + "Definition:DieRollModifierFeatFlamesOfPhlegethos:62927d46-acf2-5883-9c65-d4ce78f03744", "Definition:PowerFeatFlamesOfPhlegethos:8dc5d818-588d-5ad6-85d1-9bb23a856c66" ], "guiPresentation": { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFightingStylePugilist.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityCleavingAttackToggle.json similarity index 81% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFightingStylePugilist.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityCleavingAttackToggle.json index b26db9fc4a..cd591b64c9 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityFightingStylePugilist.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityCleavingAttackToggle.json @@ -12,7 +12,7 @@ "maxAttacksNumber": -1, "forbiddenActions": [], "authorizedActions": [ - "ShoveBonus" + 9075 ], "restrictedActions": [], "actionExecutionModifiers": [], @@ -22,9 +22,9 @@ "rechargeReactionsAtEveryTurn": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "FightingStyle/&PugilistTitle", - "description": "FightingStyle/&PugilistDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -44,7 +44,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "c4df47d8-b2cd-5e92-979e-89d8feaad835", + "guid": "4bdf6060-103c-5ded-be1e-cf086c378b14", "contentPack": 9999, - "name": "ActionAffinityFightingStylePugilist" + "name": "ActionAffinityCleavingAttackToggle" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatCleavingAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityDeadEyeToggle.json similarity index 55% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatCleavingAttack.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityDeadEyeToggle.json index bb14550845..7a0d95f964 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureFeatCleavingAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityDeadEyeToggle.json @@ -1,5 +1,25 @@ { - "$type": "FeatureDefinition, Assembly-CSharp", + "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp", + "allowedActionTypes": [ + true, + true, + true, + true, + true, + true + ], + "eitherMainOrBonus": false, + "maxAttacksNumber": -1, + "forbiddenActions": [], + "authorizedActions": [ + 9077 + ], + "restrictedActions": [], + "actionExecutionModifiers": [], + "specialBehaviour": "None", + "randomBehaviorDie": "D10", + "randomBehaviourOptions": [], + "rechargeReactionsAtEveryTurn": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, @@ -24,7 +44,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "16a5ffc5-3e26-5c4a-afb0-a3212426c5fa", + "guid": "e85ce58f-dc93-5ad1-9eb2-a4123e385ec9", "contentPack": 9999, - "name": "FeatureFeatCleavingAttack" + "name": "ActionAffinityDeadEyeToggle" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityGrappleOnUnarmedToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityGrappleOnUnarmedToggle.json new file mode 100644 index 0000000000..579b8969df --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityGrappleOnUnarmedToggle.json @@ -0,0 +1,50 @@ +{ + "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp", + "allowedActionTypes": [ + true, + true, + true, + true, + true, + true + ], + "eitherMainOrBonus": false, + "maxAttacksNumber": -1, + "forbiddenActions": [], + "authorizedActions": [ + 9074 + ], + "restrictedActions": [], + "actionExecutionModifiers": [], + "specialBehaviour": "None", + "randomBehaviorDie": "D10", + "randomBehaviourOptions": [], + "rechargeReactionsAtEveryTurn": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "a4891995-4db5-5484-aabe-b86340b9fbe2", + "contentPack": 9999, + "name": "ActionAffinityGrappleOnUnarmedToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureLunger.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerAttackToggle.json similarity index 55% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureLunger.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerAttackToggle.json index c7559e21f5..7a352b4e15 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureLunger.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerAttackToggle.json @@ -1,5 +1,25 @@ { - "$type": "FeatureDefinition, Assembly-CSharp", + "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp", + "allowedActionTypes": [ + true, + true, + true, + true, + true, + true + ], + "eitherMainOrBonus": false, + "maxAttacksNumber": -1, + "forbiddenActions": [], + "authorizedActions": [ + 9076 + ], + "restrictedActions": [], + "actionExecutionModifiers": [], + "specialBehaviour": "None", + "randomBehaviorDie": "D10", + "randomBehaviourOptions": [], + "rechargeReactionsAtEveryTurn": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, @@ -24,7 +44,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "73ae516c-da77-567e-910d-3fc6fd8a5713", + "guid": "662a830a-0f98-5adb-805a-0fe7f8ecf5d7", "contentPack": 9999, - "name": "FeatureLunger" + "name": "ActionAffinityPowerAttackToggle" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityPathOfTheWildMagicRetributionMelee.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityPathOfTheWildMagicRetributionMelee.json index 95d800675e..4f9f7f19e8 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityPathOfTheWildMagicRetributionMelee.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinityPathOfTheWildMagicRetributionMelee.json @@ -14,7 +14,7 @@ "healBackCap": 10, "retaliateWhenHit": true, "retaliateProximity": "Melee", - "retaliateRangeCells": 1, + "retaliateRangeCells": 3, "retaliatePower": "Definition:PowerPathOfTheWildMagicRetribution:bb1aeb6a-57bb-5757-aabf-a55ec0de8f8f", "retaliateFromSource": false, "knockOutAffinity": "None", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinitySkinOfRetribution.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinitySkinOfRetribution.json index fbcdd87888..5361c3218f 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinitySkinOfRetribution.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDamageAffinity/DamageAffinitySkinOfRetribution.json @@ -14,7 +14,7 @@ "healBackCap": 10, "retaliateWhenHit": true, "retaliateProximity": "Melee", - "retaliateRangeCells": 1, + "retaliateRangeCells": 3, "retaliatePower": "Definition:PowerSkinOfRetribution:88dab8ae-5388-555d-8212-b877be029dbc", "retaliateFromSource": false, "knockOutAffinity": "None", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid.json deleted file mode 100644 index 58486f57ad..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Acid]", - "description": "Acid damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "3b3fbdc5-880d-5667-b856-6a1146591ed8", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcid" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic.json deleted file mode 100644 index 96de097dcc..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Acid]", - "description": "Acid damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "2cb14c0f-08cc-5cd7-b95f-b7d2bf5bdda3", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageAcidMagic" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold.json deleted file mode 100644 index 55ed97c10e..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Cold]", - "description": "Cold damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "05bfe5bc-d3e1-5857-b3fb-b25233de1645", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageCold" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic.json deleted file mode 100644 index 87113ba6a2..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Cold]", - "description": "Cold damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "d35bb578-9510-5fd3-b8fd-c6a07acafb78", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageColdMagic" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire.json deleted file mode 100644 index 2e1589e3e2..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Fire]", - "description": "Fire damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "e37a7371-b93a-5718-a96c-aeca5d61ed28", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFire" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic.json deleted file mode 100644 index ef0de67158..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Fire]", - "description": "Fire damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "367967bf-e31f-55fa-98ae-09ce8c64aafc", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageFireMagic" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning.json deleted file mode 100644 index 868e81a634..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Lightning]", - "description": "Lightning damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "9ecdb684-d6c6-54ba-8aab-7c3c80888d97", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightning" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic.json deleted file mode 100644 index d8f168ce29..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Lightning]", - "description": "Lightning damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "059deb68-4164-597e-95bb-ab9548f0a265", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageLightningMagic" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison.json deleted file mode 100644 index 93411d705d..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamagePoison.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Poison]", - "description": "Poison damage type spells you cast ignore target's resistance to damage. 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In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "f29d52ab-32d7-58f6-947f-e815bca59819", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunder" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic.json deleted file mode 100644 index 026b1f4778..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalAdeptReroll", - "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Adept [Thunder]", - "description": "Thunder damage type spells you cast ignore target's resistance to damage. In addition, when you roll damage for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "37ab58e8-d515-58f2-a474-d4660e89a74a", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalAdeptDamageThunderMagic" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold.json deleted file mode 100644 index 89ed30abd2..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Master [Cold]", - "description": "Cold damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "4650b491-44af-5caf-bf28-12baa1d53ada", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamageCold" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire.json deleted file mode 100644 index 8ca5393d65..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Master [Fire]", - "description": "Fire damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "b9dd0f1e-c257-53ae-997b-e5b077c075d2", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamageFire" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning.json deleted file mode 100644 index 6d872ac951..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Master [Lightning]", - "description": "Lightning damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "79da4630-7fbe-514f-8581-a20ee14bf5b5", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamageLightning" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison.json deleted file mode 100644 index e38105a708..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Master [Poison]", - "description": "Poison damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "d886814c-b4f4-50ff-9358-de7625ead233", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamagePoison" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder.json deleted file mode 100644 index 127f8be5b2..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, - "maxRollValue": 0, - "minRerollValue": 1, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", - "forcedDamageOnDice": "None", - "validityContext": "AttackRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Elemental Master [Thunder]", - "description": "Thunder damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "a36dee8e-f490-58a2-bd99-7fe78bd693e7", - "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamageThunder" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDivineHeartEmpoweredHealing.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDivineHeartEmpoweredHealing.json index f962d2c8c4..570a07f060 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDivineHeartEmpoweredHealing.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDivineHeartEmpoweredHealing.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 2, "rerollCount": 1, - "rerollLocalizationKey": "Feature/&PowerDivineHeartEmpoweredHealingReroll", + "rerollLocalizationKey": "Feedback/&DivineHeartEmpoweredHealingReroll", "forcedDamageOnDice": "None", "validityContext": "HealValueRoll", "validSkills": [], @@ -16,8 +16,8 @@ "otherCharacterFamilyRestrictions": [], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feature/&PowerDivineHeartEmpoweredHealingTitle", + "hidden": true, + "title": "Feature/&NoContentTitle", "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackNonMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatBrawler.json similarity index 86% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackNonMagic.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatBrawler.json index 5c335e9f2a..30a502ec5d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackNonMagic.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatBrawler.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 1, "rerollCount": 1, - "rerollLocalizationKey": "Feat/&FeatSavageAttackReroll", + "rerollLocalizationKey": "Feedback/&FeatBrawlerReroll", "forcedDamageOnDice": "None", "validityContext": "AttackDamageValueRoll", "validSkills": [], @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "10aa4ff6-23ff-5bc7-8ce4-b1e54045a72a", + "guid": "0385b5dd-fa3d-585a-b8f2-93dc70a10eb6", "contentPack": 9999, - "name": "DieRollModifierFeatSavageAttackNonMagic" + "name": "DieRollModifierFeatBrawler" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageAcid.json similarity index 71% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageAcid.json index c392aca23e..f073d24c17 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethosFire.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageAcid.json @@ -1,12 +1,12 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 1, "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll", + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", "validSkills": [], "requireProficiency": false, "bardicInspirationAddChoice": false, @@ -16,9 +16,9 @@ "otherCharacterFamilyRestrictions": [], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatGroupFlamesOfPhlegethosTitle", - "description": "Feat/&FeatGroupFlamesOfPhlegethosDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "40e36780-3ac8-57ef-adb4-49a992d5ed28", + "guid": "59b50393-c24c-545f-a0ab-cdf1f44d0a2b", "contentPack": 9999, - "name": "DieRollModifierFeatFlamesOfPhlegethosFire" + "name": "DieRollModifierFeatElementalAdeptDamageAcid" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageCold.json new file mode 100644 index 0000000000..501dac0166 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageCold.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "007e4975-f8a4-5260-a2eb-f7b545e56e33", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalAdeptDamageCold" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageFire.json new file mode 100644 index 0000000000..4328cc06c3 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageFire.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "cc4de12f-c706-56ba-ad68-0283f4acd7f2", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalAdeptDamageFire" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageLightning.json new file mode 100644 index 0000000000..dcc8503559 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageLightning.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "62f3e04b-01aa-5a44-bd8f-f4320a7e8260", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalAdeptDamageLightning" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamagePoison.json new file mode 100644 index 0000000000..4ead6982a8 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamagePoison.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "768c2624-8f56-59e9-a094-12627f48a0eb", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalAdeptDamagePoison" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageThunder.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageThunder.json new file mode 100644 index 0000000000..0ffb9a0694 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalAdeptDamageThunder.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalAdeptReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "efe50cd1-d3c6-53e5-ae6a-8d8ac14a94d3", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalAdeptDamageThunder" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageAcid.json similarity index 71% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageAcid.json index d7d0f169b3..b557eab4c4 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageAcid.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 1, "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierFeatElementalMasterReroll", + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", "forcedDamageOnDice": "None", "validityContext": "AttackRoll", "validSkills": [], @@ -17,8 +17,8 @@ "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Elemental Master [Acid]", - "description": "Acid damage type spells you cast ignore target's immunity to damage. In addition, when you roll attack for these spells, you can reroll any 1s.", + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "4ecf4dab-6dc5-5d04-a2ed-913c763e899a", + "guid": "343d9b2a-00f6-5beb-ae22-408fe5b0e980", "contentPack": 9999, - "name": "DieRollModifierDamageTypeDependentFeatElementalMasterDamageAcid" + "name": "DieRollModifierFeatElementalMasterDamageAcid" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageCold.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageCold.json new file mode 100644 index 0000000000..70a801a657 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageCold.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", + "forcedDamageOnDice": "None", + "validityContext": "AttackRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "5e6094ed-5b22-54a5-be33-999aa1133141", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalMasterDamageCold" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageFire.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageFire.json new file mode 100644 index 0000000000..8f48ed8bc3 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageFire.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", + "forcedDamageOnDice": "None", + "validityContext": "AttackRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "0080e79d-b948-5219-90a7-916856f9015d", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalMasterDamageFire" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageLightning.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageLightning.json new file mode 100644 index 0000000000..8030250eba --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageLightning.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", + "forcedDamageOnDice": "None", + "validityContext": "AttackRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "6afc1513-7a53-503a-83af-a752ca2463da", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalMasterDamageLightning" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamagePoison.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamagePoison.json new file mode 100644 index 0000000000..c151eca8bf --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamagePoison.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", + "forcedDamageOnDice": "None", + "validityContext": "AttackRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "b6b039f1-1348-526f-901b-604aa2e1fffc", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalMasterDamagePoison" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageThunder.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageThunder.json new file mode 100644 index 0000000000..be9af16269 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatElementalMasterDamageThunder.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatElementalMasterReroll", + "forcedDamageOnDice": "None", + "validityContext": "AttackRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "d0f7b70d-ebf3-5d1f-9ddf-5d4e4a876271", + "contentPack": 9999, + "name": "DieRollModifierFeatElementalMasterDamageThunder" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethos.json similarity index 86% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackMagic.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethos.json index f0c4a21e76..4cebfc053d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttackMagic.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatFlamesOfPhlegethos.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 1, "rerollCount": 1, - "rerollLocalizationKey": "Feat/&FeatSavageAttackReroll", + "rerollLocalizationKey": "Feedback/&FlamesOfPhlegethosReroll", "forcedDamageOnDice": "None", "validityContext": "MagicDamageValueRoll", "validSkills": [], @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "08d02a04-b835-5011-96aa-27c6da4d3d79", + "guid": "62927d46-acf2-5883-9c65-d4ce78f03744", "contentPack": 9999, - "name": "DieRollModifierFeatSavageAttackMagic" + "name": "DieRollModifierFeatFlamesOfPhlegethos" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttack.json new file mode 100644 index 0000000000..f5a97fc57a --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierFeatSavageAttack.json @@ -0,0 +1,44 @@ +{ + "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", + "minRollValue": 0, + "maxRollValue": 0, + "minRerollValue": 1, + "rerollCount": 1, + "rerollLocalizationKey": "Feedback/&FeatSavageAttackReroll", + "forcedDamageOnDice": "None", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", + "validSkills": [], + "requireProficiency": false, + "bardicInspirationAddChoice": false, + "bardicInspirationForceMaxRoll": false, + "bardicInspirationAdvantage": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "86abc9b9-b311-5c80-a080-c47f9c5f3502", + "contentPack": 9999, + "name": "DieRollModifierFeatSavageAttack" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierRoguishUmbralStalkerGloomBlade.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierRoguishUmbralStalkerGloomBlade.json index f9ef513b08..012c5a760c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierRoguishUmbralStalkerGloomBlade.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/DieRollModifierRoguishUmbralStalkerGloomBlade.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 2, "rerollCount": 1, - "rerollLocalizationKey": "Feature/&GloomBladeAttackReroll", + "rerollLocalizationKey": "Feedback/&UmbralStalkerGloomBladeAttackReroll", "forcedDamageOnDice": "None", "validityContext": "AttackDamageValueRoll", "validSkills": [], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureFeatPiercer.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureFeatPiercer.json index 407ecdc555..d5a3a692ef 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureFeatPiercer.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureFeatPiercer.json @@ -1,10 +1,10 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 1, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 1, "rerollCount": 1, - "rerollLocalizationKey": "Feat/&FeatPiercerReroll", + "rerollLocalizationKey": "Feedback/&FeatPiercerReroll", "forcedDamageOnDice": "None", "validityContext": "AttackDamageValueRoll", "validSkills": [], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayer.json similarity index 71% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerMagic.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayer.json index 73f2b36072..3941eecf14 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerMagic.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayer.json @@ -1,12 +1,12 @@ { "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 3, + "minRollValue": 0, "maxRollValue": 0, "minRerollValue": 3, "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierOathOfDemonHunterDemonSlayer", + "rerollLocalizationKey": "Feedback/&OathOfDemonHunterDemonSlayerReroll", "forcedDamageOnDice": "None", - "validityContext": "MagicDamageValueRoll", + "validityContext": "MagicDamageValueRoll, AttackDamageValueRoll", "validSkills": [], "requireProficiency": false, "bardicInspirationAddChoice": false, @@ -17,8 +17,8 @@ "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, - "title": "Feature/&FeatureSetOathOfDemonHunterDemonSlayerTitle", - "description": "Feature/&FeatureSetOathOfDemonHunterDemonSlayerDescription", + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -38,7 +38,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "2bb84145-bd8e-5119-bd09-dbc1e0eb0018", + "guid": "9da9aa52-ba53-5f0b-ba25-130dbf44f8f4", "contentPack": 9999, - "name": "FeatureOathOfDemonHunterDemonSlayerMagic" + "name": "FeatureOathOfDemonHunterDemonSlayer" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerPhysics.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerPhysics.json deleted file mode 100644 index c3ebbdd152..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionDieRollModifier/FeatureOathOfDemonHunterDemonSlayerPhysics.json +++ /dev/null @@ -1,44 +0,0 @@ -{ - "$type": "FeatureDefinitionDieRollModifier, Assembly-CSharp", - "minRollValue": 3, - "maxRollValue": 0, - "minRerollValue": 3, - "rerollCount": 1, - "rerollLocalizationKey": "Feature/&DieRollModifierOathOfDemonHunterDemonSlayer", - "forcedDamageOnDice": "None", - "validityContext": "AttackDamageValueRoll", - "validSkills": [], - "requireProficiency": false, - "bardicInspirationAddChoice": false, - "bardicInspirationForceMaxRoll": false, - "bardicInspirationAdvantage": false, - "myselfFamilyRestrictions": [], - "otherCharacterFamilyRestrictions": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Feature/&FeatureSetOathOfDemonHunterDemonSlayerTitle", - "description": "Feature/&FeatureSetOathOfDemonHunterDemonSlayerDescription", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "dddc4f71-027a-5bb2-94f0-0b0284151bc9", - "contentPack": 9999, - "name": "FeatureOathOfDemonHunterDemonSlayerPhysics" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetOathOfDemonHunterDemonSlayer.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetOathOfDemonHunterDemonSlayer.json index 7d489448c0..e63e61fbb8 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetOathOfDemonHunterDemonSlayer.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetOathOfDemonHunterDemonSlayer.json @@ -1,8 +1,7 @@ { "$type": "FeatureDefinitionFeatureSet, Assembly-CSharp", "featureSet": [ - "Definition:FeatureOathOfDemonHunterDemonSlayerPhysics:dddc4f71-027a-5bb2-94f0-0b0284151bc9", - "Definition:FeatureOathOfDemonHunterDemonSlayerMagic:2bb84145-bd8e-5119-bd09-dbc1e0eb0018" + "Definition:FeatureOathOfDemonHunterDemonSlayer:9da9aa52-ba53-5f0b-ba25-130dbf44f8f4" ], "mode": "Union", "ancestryDamageTypeMap": [], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/ConditionGrappleTargetFlying.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/ConditionGrappleTargetFlying.json deleted file mode 100644 index 6434c27c3e..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMoveMode/ConditionGrappleTargetFlying.json +++ /dev/null @@ -1,32 +0,0 @@ -{ - "$type": "FeatureDefinitionMoveMode, Assembly-CSharp", - "moveMode": "Fly", - "speed": 0, - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feature/&ConditionGrappleTargetFlyingTitle", - "description": "Feature/&ConditionGrappleTargetFlyingDescription", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "617fc4f1-520e-53b8-85bf-3dca03dc7231", - "contentPack": 9999, - "name": "ConditionGrappleTargetFlying" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheWildfireSpiritTeleportDamage.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheWildfireSpiritTeleportDamage.json index fb33d65f9f..a9c4c8f939 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheWildfireSpiritTeleportDamage.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerCircleOfTheWildfireSpiritTeleportDamage.json @@ -123,7 +123,7 @@ "$type": "EffectParticleParameters, Assembly-CSharp", "casterParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "3406b6724a849a045a16346d63506fb5", + "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", "m_SubObjectName": "", "m_SubObjectType": "" }, @@ -147,7 +147,7 @@ }, "effectParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "72476ec2c3071fa449910d38162a16c9", + "m_AssetGUID": "", "m_SubObjectName": "", "m_SubObjectType": "" }, @@ -171,7 +171,7 @@ }, "impactParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", + "m_AssetGUID": "8ec6fce55ab85a5449a811ba713366ce", "m_SubObjectName": "", "m_SubObjectType": "" }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerDivineHeartDivineFount.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerDivineHeartDivineFount.json index 455ea25895..c88c1ce775 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerDivineHeartDivineFount.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerDivineHeartDivineFount.json @@ -311,7 +311,7 @@ "spellcastingFeature": null, "usesDetermination": "AbilityBonusPlusFixed", "abilityScoreDetermination": "Explicit", - "usesAbilityScoreName": "Wisdom", + "usesAbilityScoreName": "Charisma", "fixedUsesPerRecharge": 0, "abilityScore": "Intelligence", "attackHitComputation": "AbilityScore", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttack.json index 03c5eb43ee..05c485709c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttack.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,9 +30,9 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", - "durationType": "Permanent", - "durationParameter": 0, + "targetSide": "Enemy", + "durationType": "Instantaneous", + "durationParameter": 1, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatCleavingAttack", - "conditionDefinition": "Definition:ConditionFeatCleavingAttack:54761e94-7473-5954-8fcb-785683bde2f8", - "operation": "Add", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterSelfParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterQuickSpellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "targetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectSubTargetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "zoneParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "beforeImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "impactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { @@ -292,7 +139,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "NoCost", + "activationTime": "Action", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", @@ -321,18 +168,18 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatCleavingAttackTitle", - "description": "Feat/&FeatCleavingAttackDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "09a7e454-274f-5b56-af1c-156b29b9ae52", + "m_AssetGUID": "", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttackTurnOff.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttackTurnOff.json index fcb81489c8..7f25fc0b01 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttackTurnOff.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatCleavingAttackTurnOff.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,7 +30,7 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", + "targetSide": "Enemy", "durationType": "Instantaneous", "durationParameter": 1, "endOfEffect": "EndOfTurn", @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatCleavingAttack", - "conditionDefinition": "Definition:ConditionFeatCleavingAttack:54761e94-7473-5954-8fcb-785683bde2f8", - "operation": "Remove", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterSelfParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterQuickSpellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "targetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectSubTargetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "zoneParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "beforeImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "impactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { @@ -292,7 +139,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "NoCost", + "activationTime": "Action", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", @@ -321,7 +168,7 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeye.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeye.json index 7ea605a0a4..af2086d4f2 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeye.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeye.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,9 +30,9 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", - "durationType": "Permanent", - "durationParameter": 0, + "targetSide": "Enemy", + "durationType": "Instantaneous", + "durationParameter": 1, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatDeadeye", - "conditionDefinition": "Definition:ConditionFeatDeadeye:e52567dc-e3ed-5410-b116-8f57973a2422", - "operation": "Add", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterSelfParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterQuickSpellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "targetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectSubTargetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "zoneParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "beforeImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "impactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { @@ -292,7 +139,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "NoCost", + "activationTime": "Action", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", @@ -321,18 +168,18 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatDeadeyeTitle", - "description": "Feat/&FeatDeadeyeDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "9a520f02-972e-5046-add6-87d70ec26157", + "m_AssetGUID": "", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeyeTurnOff.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeyeTurnOff.json index 883e19ea17..ddde2f4aca 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeyeTurnOff.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatDeadeyeTurnOff.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,7 +30,7 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", + "targetSide": "Enemy", "durationType": "Instantaneous", "durationParameter": 1, "endOfEffect": "EndOfTurn", @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatDeadeye", - "conditionDefinition": "Definition:ConditionFeatDeadeye:e52567dc-e3ed-5410-b116-8f57973a2422", - "operation": "Remove", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - 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"reactionContext": "None", + "damageTypes": [], + "reactionName": "", + "reactionActingCharacterParamIdx": 0, + "reactionAttackerParamIdx": -1, + "hasCastingFailure": false, + "castingSuccessComputation": "CasterLevel", + "canUseInDialog": false, + "disableIfConditionIsOwned": null, + "disableIfTargetConditionIsOwned": null, + "rechargeRate": "LongRest", + "costPerUse": 1, + "spellcastingFeature": null, + "usesDetermination": "ProficiencyBonus", + "abilityScoreDetermination": "Explicit", + "usesAbilityScoreName": "Charisma", + "fixedUsesPerRecharge": 0, + "abilityScore": "Intelligence", + "attackHitComputation": "AbilityScore", + "fixedAttackHit": 0, + "abilityScoreBonusToAttack": false, + "proficiencyBonusToAttack": false, + "uniqueInstance": false, + "showCasting": true, + "shortTitleOverride": "", + "overriddenPower": null, + "includeBaseDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feat/&FeatGiftOfTheGemDragonWisTitle", + "description": "Feat/&FeatGiftOfTheGemDragonWisDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "627292c0-fee3-5c22-b02e-12e910ad4f32", + "contentPack": 9999, + "name": "PowerFeatGiftOfTheGemDragonWis" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttack.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttack.json index 02223e520a..980a809473 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttack.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttack.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,9 +30,9 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", - "durationType": "Permanent", - "durationParameter": 0, + "targetSide": "Enemy", + "durationType": "Instantaneous", + "durationParameter": 1, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatPowerAttack", - "conditionDefinition": "Definition:ConditionFeatPowerAttack:9138a303-cd3a-551f-95e6-94dba23f85b2", - "operation": "Add", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterSelfParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - 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"zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { @@ -292,7 +139,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "NoCost", + "activationTime": "Action", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", @@ -321,18 +168,18 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "Feat/&FeatPowerAttackTitle", - "description": "Feat/&FeatPowerAttackDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "09a7e454-274f-5b56-af1c-156b29b9ae52", + "m_AssetGUID": "", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttackTurnOff.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttackTurnOff.json index 156a36ef90..38a0ab6bb6 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttackTurnOff.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatPowerAttackTurnOff.json @@ -7,7 +7,7 @@ "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "Self", - "itemSelectionType": "None", + "itemSelectionType": "Equiped", "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", @@ -17,7 +17,7 @@ "targetExcludeCaster": false, "canBePlacedOnCharacter": true, "affectOnlyGround": false, - "targetFilteringMethod": "CharacterOnly", + "targetFilteringMethod": "AllCharacterAndGadgets", "targetFilteringTag": "No", "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, @@ -30,7 +30,7 @@ "trapRangeType": "Triggerer", "targetConditionName": "", "targetConditionAsset": null, - "targetSide": "Ally", + "targetSide": "Enemy", "durationType": "Instantaneous", "durationParameter": 1, "endOfEffect": "EndOfTurn", @@ -41,7 +41,7 @@ "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, "hasShoveRoll": false, - "createdByCharacter": true, + "createdByCharacter": false, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", "fixedSavingThrowDifficultyClass": 15, @@ -60,35 +60,7 @@ "effectPoolAmount": 60, "effectApplication": "All", "effectFormFilters": [], - "effectForms": [ - { - "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", - "addBonusMode": "None", - "applyLevel": "No", - "levelType": "ClassLevel", - "levelMultiplier": 1, - "diceByLevelTable": [], - "createdByCharacter": true, - "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", - "dcModifier": 0, - "canSaveToCancel": false, - "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionFeatPowerAttack", - "conditionDefinition": "Definition:ConditionFeatPowerAttack:9138a303-cd3a-551f-95e6-94dba23f85b2", - "operation": "Remove", - "conditionsList": [], - "applyToSelf": false, - "forceOnSelf": false - }, - "hasFilterId": false, - "filterId": 0 - } - ], + "effectForms": [], "specialFormsDescription": "", "effectAdvancement": { "$type": "EffectAdvancement, Assembly-CSharp", @@ -113,158 +85,33 @@ "offsetImpactTimePerTarget": 0.0, "effectParticleParameters": { "$type": "EffectParticleParameters, Assembly-CSharp", - "casterParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterSelfParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "casterQuickSpellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "targetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "effectSubTargetParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "zoneParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "beforeImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "impactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectImpactParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "activeEffectSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, "activeEffectSurfaceParticlePerIndex": "", "activeEffectSurfaceParticlePerIndexCount": 0, - "emissiveBorderCellStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderCellEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "emissiveBorderSurfaceEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionStartParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, - "conditionEndParticleReference": { - "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "", - "m_SubObjectName": "", - "m_SubObjectType": "" - }, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, "forceApplyZoneParticle": false, "applyEmissionColorOnWeapons": false, "emissionColor": { @@ -292,7 +139,7 @@ "delegatedToAction": false, "surrogateToSpell": null, "triggeredBySpecialMove": false, - "activationTime": "NoCost", + "activationTime": "Action", "autoActivationRequiredTargetSenseType": "None", "autoActivationRequiredTargetCreatureTag": "", "autoActivationPowerTag": "", @@ -321,7 +168,7 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInvocationPerniciousCloakRemove.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInvocationPerniciousCloakRemove.json index f54f8a697f..45f428c0ca 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInvocationPerniciousCloakRemove.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInvocationPerniciousCloakRemove.json @@ -22,7 +22,7 @@ "requiresVisibilityForPosition": true, "inviteOptionalAlly": false, "slotTypes": [], - "recurrentEffect": "OnActivation, OnTurnStart", + "recurrentEffect": "No", "retargetAfterDeath": false, "retargetActionType": "Bonus", "poolFilterDiceNumber": 5, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheYeomanBulwarkTurnOff.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheYeomanBulwarkTurnOff.json index 3391bf5f26..d4c9f5b48b 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheYeomanBulwarkTurnOff.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerPathOfTheYeomanBulwarkTurnOff.json @@ -327,12 +327,12 @@ "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Feature/&NoContentTitle", - "description": "Feature/&NoContentTitle", + "hidden": false, + "title": "Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle", + "description": "Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "", + "m_AssetGUID": "0d7d7f0c-5dd4-5858-9cd5-68c8c97772da", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDragonReactiveHide.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDragonReactiveHide.json index 232e0f1e48..0eaa98cf22 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDragonReactiveHide.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDragonReactiveHide.json @@ -327,7 +327,7 @@ "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, + "hidden": false, "title": "Feature/&PowerWayOfTheDragonReactiveHideTitle", "description": "Feature/&PowerWayOfTheDragonReactiveHideDescription", "spriteReference": { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatPugilist.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatPugilist.json deleted file mode 100644 index 3824556fe9..0000000000 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionProficiency/ProficiencyFeatPugilist.json +++ /dev/null @@ -1,35 +0,0 @@ -{ - "$type": "FeatureDefinitionProficiency, Assembly-CSharp", - "proficiencyType": "FightingStyle", - "proficiencies": [ - "Pugilist" - ], - "forbiddenItemTags": [], - "guiPresentation": { - "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "FightingStyle/&PugilistTitle", - "description": "FightingStyle/&PugilistDescription", - "spriteReference": { - "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "4588cea5-c0a5-53ec-8d91-3229339c29ba", - "m_SubObjectName": null, - "m_SubObjectType": null - }, - "color": { - "$type": "UnityEngine.Color, UnityEngine.CoreModule", - "r": 1.0, - "g": 1.0, - "b": 1.0, - "a": 1.0 - }, - "symbolChar": "221E", - "sortOrder": 0, - "unusedInSolastaCOTM": false, - "usedInValleyDLC": false - }, - "contentCopyright": "UserContent", - "guid": "a213f59d-9130-5168-a0ac-0ae7f54fcdb1", - "contentPack": 9999, - "name": "ProficiencyFeatPugilist" -} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Lunger.json b/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Lunger.json index 9fbaad60dd..58bda2a979 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Lunger.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Lunger.json @@ -1,8 +1,6 @@ { "$type": "FightingStyleDefinition, Assembly-CSharp", - "features": [ - "Definition:FeatureLunger:73ae516c-da77-567e-910d-3fc6fd8a5713" - ], + "features": [], "condition": "RangedWeaponAttack", "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Pugilist.json b/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Pugilist.json index 1fac868820..14782bc324 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Pugilist.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FightingStyleDefinition/Pugilist.json @@ -1,17 +1,15 @@ { "$type": "FightingStyleDefinition, Assembly-CSharp", - "features": [ - "Definition:ActionAffinityFightingStylePugilist:c4df47d8-b2cd-5e92-979e-89d8feaad835" - ], + "features": [], "condition": "RangedWeaponAttack", "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": false, - "title": "FightingStyle/&PugilistTitle", - "description": "FightingStyle/&PugilistDescription", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", - "m_AssetGUID": "4588cea5-c0a5-53ec-8d91-3229339c29ba", + "m_AssetGUID": "", "m_SubObjectName": null, "m_SubObjectType": null }, diff --git a/Documentation/Feats.md b/Documentation/Feats.md index 260ad1a457..5ba03b7e1d 100644 --- a/Documentation/Feats.md +++ b/Documentation/Feats.md @@ -102,6 +102,7 @@ Your people have extraordinary luck, which you have learned to mystically lend t You are an expert at hand-to-hand combat, gaining the following benefits: • Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. • When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature. +• When you make an unarmed attack, you can reroll any 1s on damage dice you roll as a part of that attack and must take the new result. # 21. - Burning Touch [SOL] @@ -194,7 +195,7 @@ When you are wielding a melee weapon with which you are proficient and another c Your melee attacks are especially deadly. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. -• Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus. +• Once per turn, when you hit a creature with a melee weapon or unarmed attack, you deal additional damage equal to your proficiency bonus. • Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. # 40. - Discretion of the Coedymwarth [SOL] @@ -308,7 +309,7 @@ You gain proficiency in Tirmarian. # 62. - *Fighting Initiate* © [UB] -Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Pugilist, Superior Technique, Torchbearer, Two Weapon Fighting +Archery, Astral Reach, Blind Fighting, Classical Swordplay, Crippling, Defense, Dueling, Executioner, Great Weapon Fighting, Interception, Lunger, Protection, Superior Technique, Torchbearer, Two Weapon Fighting # 63. - *Flames of Phlegethos* © [UB] @@ -352,436 +353,441 @@ You've manifested some of the power of chromatic dragons, granting you the follo • Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest. • Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. -# 71. - Grappler [UB] +# 71. - Gift of the Gem Dragon [UB] + +Increase one of your mental attributes by 1, to a maximum of 20. +• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed nor forced prone. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. + +# 72. - Grappler [UB] You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: -• Increase your Strength or Dexterity score by 1, to a maximum of 20. +• Once during your turn when you hit a creature with an unarmed strike, you can attempt to grapple it as a part of that attack. • You have advantage on attack rolls against a creature you are grappling. • You no longer have movement penalties while grappling creatures of your size or smaller. -# 72. - *Great Weapon Master* © [UB] +# 73. - *Great Weapon Master* © [UB] You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes: • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. -# 73. - *Grudge Bearer* © [UB] +# 74. - *Grudge Bearer* © [UB] You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain the following benefits: • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20. • During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage. • When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. -# 74. - Hard to Kill [SOL] +# 75. - Hard to Kill [SOL] +1 CON to a maximum of 20 You have advantage on death saving throws. If you succeed three times, you are not only stabilized, but you regain one hit die immediately. On a critical roll, you regain two hit dice instead. -# 75. - Hardy [UB] +# 76. - Hardy [UB] Increase your Strength or Constitution by 1, to a maximum of 20. Whenever you use your second wind feature, you gain 1D10 + your class level temporary hit points. -# 76. - Hauler [SOL] +# 77. - Hauler [SOL] You are trained to carry heavy loads. Increase your Strength by 1 (max 20), and your carrying capacity is doubled. -# 77. - *Healer* © [UB] +# 78. - *Healer* © [UB] You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier. -# 78. - *Heavy Armor Master* © [UB] +# 79. - *Heavy Armor Master* © [UB] You can use your armor to deflect strikes that would kill others. Increase your Strength by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3. -# 79. - Icy Touch [SOL] +# 80. - Icy Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional cold damage equal to your proficiency bonus. -# 80. - Improved Critical [UB] +# 81. - Improved Critical [UB] Your weapon attacks score a critical hit on a roll of 19 or 20. -# 81. - *Infernal Constitution* © [UB] +# 82. - *Infernal Constitution* © [UB] Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits: • Increase your Constitution by 1, to a maximum of 20. • You have resistance to cold and poison damage. • You have advantage on saving throws against being poisoned. -# 82. - Infusion Adept [UB] +# 83. - Infusion Adept [UB] You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class. -# 83. - Initiate Alchemist [SOL] +# 84. - Initiate Alchemist [SOL] You gain proficiency with the Herbalism Kit and Poisoner's Kit. You gain proficiency in Nature. If you were already proficient, you gain expertise in Nature instead. -# 84. - Initiate Enchanter [SOL] +# 85. - Initiate Enchanter [SOL] You gain proficiency with the Manacalon Rosary, which is required to enchant items. You gain proficiency in Arcana. If you were already proficient, you gain expertise in Arcana instead. -# 85. - *Inspiring Leader* © [UB] +# 86. - *Inspiring Leader* © [UB] You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. -# 86. - Lock Breaker [SOL] +# 87. - Lock Breaker [SOL] You have spent a lot of time studying locks - how to craft them and how to pick them. You gain proficiency with thieves' tools, or double your existing proficiency if you are already proficient. You have advantage when using thieves' tools to pick locks. -# 87. - Longsword Finesse [UB] +# 88. - Longsword Finesse [UB] You are descended from a master of the longsword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • While you are holding a longsword, you gain a +1 bonus to AC. • Longsword has the finesse property when you wield it. -# 88. - *Lucky* © [UB] +# 89. - *Lucky* © [UB] You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you miss an attack roll, fail an ability check, or a saving throw, you can spend one luck point to replace the d20. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. You regain your expended luck points when you finish a long rest. -# 89. - *Mage Slayer* © [UB] +# 90. - *Mage Slayer* © [UB] You have practiced techniques in melee combat against spell-casters, gaining the following benefits: • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. • If you fail an Intelligence, a Wisdom, or a Charisma Saving Throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Long Rest. -# 90. - *Magic Initiate* © [UB] +# 91. - *Magic Initiate* © [UB] Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. -# 91. - Manipulator [SOL] +# 92. - Manipulator [SOL] You gain proficiency in Intimidation, Persuasion, and Deception. If you were already proficient, you gain expertise instead in the corresponding skill. -# 92. - *Martial Adept* © [UB] +# 93. - *Martial Adept* © [UB] You have martial training that allows you to perform special combat techniques called maneuvers: • You learn two maneuvers of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. • You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. -# 93. - Master Alchemist [SOL] +# 94. - Master Alchemist [SOL] You have mastered the art of potion making. You need half the normal time to craft a potion and your proficiency bonus is doubled when making the roll to determine whether your crafting progresses. You have expert knowledge of all potions and can identify them automatically. -# 94. - Master Enchanter [SOL] +# 95. - Master Enchanter [SOL] You have mastered the art of enchanting items. You spend half the normal time to enchant an item and your proficiency bonus is doubled when performing the roll to determine whether your crafting progresses -# 95. - *Medium Armor Master* © [UB] +# 96. - *Medium Armor Master* © [UB] You have practiced moving in medium armor to gain the following benefits: • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. -# 96. - Melting Touch [SOL] +# 97. - Melting Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional acid damage equal to your proficiency bonus. -# 97. - *Menacing* © [UB] +# 98. - *Menacing* © [UB] Increase your Charisma by 1, to a maximum of 20. • You gain proficiency with Intimidation skill or expertise if you are already proficient. • You can replace one main attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. -# 98. - Mender [SOL] +# 99. - Mender [SOL] When you stabilize an ally with a Medicine check, they regain 1 HP. -# 99. - Merciless [UB] +# 100. - Merciless [UB] When you reduce a target to 0 HP using a melee weapon attack on your turn, enemies within a radius of the downed target equal to half of your proficiency bonus (rounded up) who can see the target must make a Wisdom save (DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If the triggering attack is a critical hit, the radius is instead equal to your proficiency bonus. -# 100. - *Metamagic Adept* © [UB] +# 101. - *Metamagic Adept* © [UB] You learn two metamagic options of your choice from the sorcerer class and gain half your proficiency bonus (rounded down) in sorcery points to spend on it. -# 101. - Might of the Iron Legion [SOL] +# 102. - Might of the Iron Legion [SOL] +1 STR to a maximum of 20 You gain proficiency with Heavy Armor. You gain proficiency with Longswords, Greatswords, and Battleaxes. -# 102. - Mighty Blow [SOL] +# 103. - Mighty Blow [SOL] When you attack with a two-handed melee weapon, you deal additional damage equal to half your strength modifier (rounded up). -# 103. - *Mobile* © [UB] +# 104. - *Mobile* © [UB] You are exceptionally speedy and agile. Your speed increases by 10 ft, and you are immune to difficult terrain when dashing. When you make a melee attack against a creature you are immune to attack of opportunity from the creature unless it has immunity to that. -# 104. - *Moderately Armored* © [UB] +# 105. - *Moderately Armored* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. You gain proficiency with medium armor and shields. -# 105. - Monk Initiate [UB] +# 106. - Monk Initiate [UB] You have learned some of the ways of the monk. You gain Ki points equals to your proficiency bonus, which you can spend to use Flurry of Blows, Patient Defense, or Step of the Wind. -# 106. - Natural Fluidity [UB] +# 107. - Natural Fluidity [UB] You may use a WildShape form to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 2 WildShape forms. You can use it once per long rest. -# 107. - Old Tactics [UB] +# 108. - Old Tactics [UB] Increase your Strength or Dexterity by 1. Once per round, when a prone enemy within range of your melee weapon stands up you may make an attack of opportunity against the target. -# 108. - *Orcish Aggression* © [UB] +# 109. - *Orcish Aggression* © [UB] Your aggression burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • As a bonus action, when wielding a melee weapon in main hand, you can charge up to your speed toward an enemy of your choice and free attack the creature with your main weapon. This feature can be used proficiency bonus times per long rest. -# 109. - *Orcish Fury* © [UB] +# 110. - *Orcish Fury* © [UB] Your fury burns tirelessly. You gain the following benefits: • Increase your Strength or Constitution by 1, up to a maximum of 20. • When you hit with an attack made with a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. -# 110. - Pickpocket [UB] +# 111. - Pickpocket [UB] You gain proficiency with Sleight of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks. -# 111. - *Piercer* © [UB] +# 112. - *Piercer* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes. -# 112. - *Poisoner* © [UB] +# 113. - *Poisoner* © [UB] You have a profound understanding on how to manipulate poisons: • You gain proficiency with the poisoner's kit, or expertise if already proficient. • You gain the ability to apply a poison to your weapon as a bonus action. • When you make a damage roll, you ignore resistance to poison damage. -# 113. - Poisonous Skin [UB] +# 114. - Poisonous Skin [UB] Any creature that hits you in melee or is hit by your unarmed attack, shoves you or is shoved by you needs to succeed on Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or become Poisoned for 1 minute. -# 114. - *Polearm Master* © [UB] +# 115. - *Polearm Master* © [UB] Your expert training with a polearm grants you these benefits: • When you take the Attack action and attack with only a polearm weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack and deals 1d4 bludgeoning damage. • Other creatures provoke an opportunity attack from you when they enter the reach you have with wielding a polearm weapon. -# 115. - Potent Spellcaster [UB] +# 116. - Potent Spellcaster [UB] You can add your spellcaster attribute modifier to the damage you deal with any cantrip in your repertoire. -# 116. - Power Attack [UB] +# 117. - Power Attack [UB] You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your attack roll in order to do additional damage equal to 3 + your proficiency bonus. -# 117. - Powerful Cantrip [SOL] +# 118. - Powerful Cantrip [SOL] When a creature succeeds on a saving throw against your cantrip or dodges your cantrip, the creature takes half damage but suffers no additional effect from the cantrip or from other sources like Agonizing Blast. -# 118. - Precision Focused [UB] +# 119. - Precision Focused [UB] Increase one of your mental attributes by 1, to a maximum of 20. You can use a bonus action to make weapon attacks count as magical and use selected mental attribute for attack and damage rolls for 1 minute. This feature can be used proficiency bonus times per long rest. -# 119. - Primal Rage [UB] +# 120. - Primal Rage [UB] Increase your Strength or Constitution by 1, to a maximum of 20. You gain one additional Rage usage between rests. -# 120. - Raise Shield [SOL] +# 121. - Raise Shield [SOL] When you are about to get hit by a ranged attack while wielding a shield, you can use your reaction to get +3 AC until the end of the attacker's turn. You also gain proficiency with shields. -# 121. - Ranged Mastery [UB] +# 122. - Ranged Mastery [UB] When you take the Attack action while holding a bow or a crossbow, you can use your bonus action to attack with the weapon. -# 122. - Ready or Not [SOL] +# 123. - Ready or Not [SOL] You have advantage on your attack rolls when using Ready Action. -# 123. - Reckless Attack [UB] +# 124. - Reckless Attack [UB] Before 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. -# 124. - *Revenant Blade* © [UB] +# 125. - *Revenant Blade* © [UB] You are descended from a master of the great sword, and some of that mastery has passed on to you. You gain the following benefits: • Increase your Dexterity or Strength by 1, to a maximum of 20. • While you are holding a great sword, you gain a +1 bonus to AC. • Great sword has the finesse property when you wield it. -# 125. - Robust [SOL] +# 126. - Robust [SOL] Sturdy and tough, you increase your Constitution score by 1 (max 20) and when you use a hit die to regain hit points, roll twice and take the higher value. -# 126. - Rush to Battle [SOL] +# 127. - Rush to Battle [SOL] You can use your bonus action to increase your movement speed by 3 cells until the end of your turn, and get -2 to your AC, until the start of your next turn. -# 127. - *Savage Attack* © [UB] +# 128. - *Savage Attack* © [UB] Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled). -# 128. - Scriber [UB] +# 129. - Scriber [UB] Increase your Intelligence by 1, to a maximum of 20. You gain proficiency with scroll kit and Arcana, or expertise if already proficient. -# 129. - *Second Chance* © [UB] +# 130. - *Second Chance* © [UB] Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest. -# 130. - *Sentinel* © [UB] +# 131. - *Sentinel* © [UB] You have mastered techniques to take advantage of every drop in any enemy's guard: • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature. -# 131. - *Sharpshooter* © [UB] +# 132. - *Sharpshooter* © [UB] You have learned to trade accuracy to land deadlier shots: • When attacking with a ranged weapon, you can choose to take a -5 penalty to your attack roll in order to do additional +10 damage. • Attacks at long range don't impose disadvantage and ranged weapon attack ignores half cover and three-quarters cover. -# 132. - Shield Bash [UB] +# 133. - Shield Bash [UB] You can use your bonus action to bash a creature using your shield, turning it momentarily into a special improvised weapon that you are proficient with. Make a melee weapon attack against a creature within 5 feet of you using your Strength modifier for the attack. If you hit, the creature takes 1d4 + Strength modifier as bludgeoning damage. -# 133. - *Shield Master* © [UB] +# 134. - *Shield Master* © [UB] You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. • If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make. • Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken. -# 134. - *Slasher* © [UB] +# 135. - *Slasher* © [UB] Increase your Strength or Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. -# 135. - Slay thy Enemies [UB] +# 136. - Slay thy Enemies [UB] You can use your bonus action and consume one ranger spell slot to focus your hunting knowledge against your enemies. You have a bonus to attack and damage rolls equal to the spell slot level used up to a maximum of 3. Against favored enemies you gain advantage on attack rolls instead pf attack roll bonus. This effect lasts for 2 rounds, plus 1 round per slot level used. -# 136. - *Spear Mastery* © [UB] +# 137. - *Spear Mastery* © [UB] Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it: • You gain a +1 bonus to attack rolls you make with a spear and its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. • As a bonus action you can brace your spear to intercept approaching enemies. You can use reaction to perform attack of opportunity with a spear on enemy that enters your reach and deal extra die of damage if that attack hits. • As a bonus action, you can increase your reach with a spear by 5 ft for the rest of your turn. -# 137. - *Spell Sniper* © [UB] +# 138. - *Spell Sniper* © [UB] You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. -# 138. - Spiritual Fluidity [UB] +# 139. - Spiritual Fluidity [UB] You may use a Channel Divinity usage to restore a spent spell slot, up to the maximum of a 3rd level spell slot. Alternatively, you may spend a 3rd level or higher spell slot to regain up to 3 Channel Divinity usages. You can use it once per long rest. -# 139. - *Squat Nimbleness* © [UB] +# 140. - *Squat Nimbleness* © [UB] You are uncommonly nimble for your race. Increase your Strength or Dexterity by 1, to a maximum of 20. Increase your walking speed by 5 ft. You gain proficiency or expertise in the Athletics skill if Strength is increased or Acrobatics skill if Dexterity is increased. -# 140. - *Stealthy* © [UB] +# 141. - *Stealthy* © [UB] You know how best to hide. You gain the following benefits: • Increase your Dexterity by 1, to a maximum of 20. • You gain proficiency with Stealth skill or expertise if you are already proficient. • If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible. -# 141. - Sturdiness of the Tundra [SOL] +# 142. - Sturdiness of the Tundra [SOL] +1 CON to a maximum of 20 You gain proficiency with Medium Armor. You gain proficiency with Warhammers, and Light and Heavy Crossbows. -# 142. - Superior Critical [UB] +# 143. - Superior Critical [UB] Your weapon attacks score a critical hit on a roll of 18, 19 or 20. -# 143. - Take Aim [SOL] +# 144. - Take Aim [SOL] You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions. -# 144. - *Telekinetic* © [UB] +# 145. - *Telekinetic* © [UB] Increase one of your mental attributes by 1, to a maximum of 20. As a bonus action during combat, you can telekinetically move one creature you can see within 30 ft of you. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your chosen attributes modifier) or be moved 5 ft in a direction of your choosing. -# 145. - *Theologian* © [UB] +# 146. - *Theologian* © [UB] Your extensive study of religion rewards you with the following benefits. • Increase your Intelligence by 1, to a maximum of 20. • You gain proficiency with Religious skill or expertise if you are already proficient. • You learn the Detect Evil and Good spell. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest. -# 146. - Thrown Weapons Master [UB] +# 147. - Thrown Weapons Master [UB] When you are making a ranged attack with a thrown weapon, increase its short range by 10 feet and its long range by 20 feet. In addition, the weapon returns into your hand immediately after it is used to make a thrown attack. -# 147. - Touched Magic [UB] +# 148. - Touched Magic [UB] Increase one of your mental attributes by 1, to a maximum of 20. You can pick a set from Aegis Touched, Celestial Touched, Flame Touched, Iridescent Touched, Peregrination Touched, Retinue Touched, Shadow Touched, Verdant Touched. Each set grants 3 spells. You can cast these spells once per long rest, and you can also cast these spells with your spell slots. -# 148. - *Tough* © [UB] +# 149. - *Tough* © [UB] Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. -# 149. - Toxic Touch [SOL] +# 150. - Toxic Touch [SOL] The first time each turn that you deal damage with an unarmed attack or weapon, you deal additional poison damage equal to your proficiency bonus. -# 150. - Toxicologist [UB] +# 151. - Toxicologist [UB] Increase one of your mental attributes by 1, to a maximum of 20. You gain proficiency with poisoner's kit and Nature, or expertise if already proficient. -# 151. - Trip Attack [SOL] +# 152. - Trip Attack [SOL] When you hit an enemy with a melee weapon ready attack, they must also make a contested roll as if you used the shove action or be knocked prone. -# 152. - Twin Blade [SOL] +# 153. - Twin Blade [SOL] When you are about to get hit by a melee attack while dual-wielding (not sword + shield), you can use your reaction to get +3 AC until the end of the attacker's turn. -# 153. - Unarmored Expert [UB] +# 154. - Unarmored Expert [UB] Increase one of your mental attributes by 1, to a maximum of 20. While you are not wearing any armor, your AC is equal to 10 + your Dexterity modifier + the selected mental attribute modifier. -# 154. - Uncanny Accuracy [SOL] +# 155. - Uncanny Accuracy [SOL] +1 DEX to a maximum of 20 You ignore half and three-quarters cover with your ranged attacks. -# 155. - Versatility Adept [UB] +# 156. - Versatility Adept [UB] You gain Eldritch Versatility, with its pool size increased by your proficiency bonus and Versatility Switch. You learn 1 versatility. Eldritch Versatility: You gain an Eldritch Pool, which has a maximum of your warlock level. You gain 1 Eldritch Point whenever you hit an enemy with Eldritch Blast. After a long rest, the pool is reset. Versatility Switch: Each turn, you can switch among Strength, Intelligence, Wisdom or Versatile. If you choose an ability score, treat the chosen ability score as 10 + 2 * [Proficiency Bonus] when using versatilities. If you choose Versatile, your Strength, Intelligence and Wisdom gain a bonus equal to the amount of versatilities you have learnt. -# 156. - *War Caster* © [UB] +# 157. - *War Caster* © [UB] You gain advantage on checks to maintain concentration. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature. -# 157. - *Weapon Master* © [UB] +# 158. - *Weapon Master* © [UB] You have practiced extensively with a variety of weapons, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. -# 158. - Wise Archery [UB] +# 159. - Wise Archery [UB] Your intuition guides your hand when using a bow. Increase your Wisdom attribute by 1, to a maximum of 20. You can use your Wisdom modifier instead of your Dexterity modifier for the attack and damage rolls with these weapons. -# 159. - *Wood-Elf Magic* © [UB] +# 160. - *Wood-Elf Magic* © [UB] You learn the magic of the primeval woods, which are revered and protected by your people. You learn one Druid cantrip of your choice. You also learn the Longstrider and Pass Without Trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. diff --git a/Documentation/FightingStyles.md b/Documentation/FightingStyles.md index 132f4ec072..fe5806f25b 100644 --- a/Documentation/FightingStyles.md +++ b/Documentation/FightingStyles.md @@ -4,7 +4,7 @@ You gain a +2 bonus to attack rolls with ranged weapons. # 2. - Astral Reach [UB] -Your Unarmed Strike reach increases by 5 ft. +Your unarmed reach increases by 5ft as long as both of your hands are free. # 3. - *Blind Fighting* © [UB] @@ -40,27 +40,23 @@ When a creature you can see hits a target, other than you, within 5 feet of you # 11. - Lunger [UB] -Your melee weapon reach increases by 5 ft while wielding a weapon without the heavy tag and no other weapon or shield. +Your melee weapon reach increases by 5 ft as long as wielding a weapon without the heavy tag and your other hand is free. # 12. - Protection [SOL] When a creature you can see attacks a target other than you that is within one cell of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. -# 13. - Pugilist [UB] - -Your unarmed strikes deal an additional 1d4 bludgeoning damage, and you can punch with your offhand as a bonus action. You can shove as a bonus action if you have no other weapon or shield. - -# 14. - *Superior Technique* © [UB] +# 13. - *Superior Technique* © [UB] You have martial training that allows you to perform special combat techniques called maneuvers: • You learn one maneuver of your choice from the Battle Master subclass. The Maneuver DC of these maneuvers is 8 + proficiency bonus + Strength or Dexterity modifier, whichever is higher. • You gain 1 Superiority Die. The die is a d6, and it doesn't increase in size if you are not a Battle Master. This die is used to fuel your maneuvers. It is expended when you use it, and is regained when you finish a short or long rest. -# 15. - Torchbearer [UB] +# 14. - Torchbearer [UB] As a bonus action, you may elect to use a light source you have equipped to attempt to set an enemy you can touch on fire. Your target must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take 1d4 fire damage per turn for 1 minute or until extinguished. -# 16. - Two Weapon Fighting [SOL] +# 15. - Two Weapon Fighting [SOL] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. diff --git a/Documentation/Subclasses.md b/Documentation/Subclasses.md index 9153f47540..7ad832ff0a 100644 --- a/Documentation/Subclasses.md +++ b/Documentation/Subclasses.md @@ -935,6 +935,10 @@ You may use a bonus action on your turn to assume a braced stance for one minute • Enemy ranged attacks with weapons against you have disadvantage. • You may use your reaction to perform an opportunity attack with a longbow against an enemy that moves within 5 feet of you. +* Disable Bulwark + +You may disable your Bulwark braced stance. + ### Level 14 @@ -3589,6 +3593,13 @@ You choose one type of dragon as your ancestor. The damage type associated with Once during your turn, you can forgo one of your main action attacks to exhale elemental energy. The shape and damage type of your breath depend on your Dragon Ancestry feature. Each creature affected by your breath must pass a Dexterity saving throw or receive three martial arts dice as damage type of your Dragon Ancestry feature (save for half). You can use this feature a number of times per long rest equal to your proficiency bonus, and you can spend 2 ki instead if you are out of uses. At 17th level, the damage of your breath increases to four martial arts dice. +### Level 6 + +* Reactive Skin + +When you are attacked, you can use your reaction and pay 1 Ki to gain resistance to all damage until the end of attacker's turn. If the attacker uses melee attacks against you, they receive one martial arts die as damage type of your Dragon Ancestry feature each time they hit you. + + ### Level 11 * Dragon's Fury @@ -5668,7 +5679,7 @@ Your connection to the divine allows you to learn and cast Cleric spells as Sorc * Divine Fount -As a Bonus Action, regain 1 sorcery point. Usable a number of times equal to your Wisdom bonus and all uses recharge after a long rest. +As a Bonus Action, regain 1 sorcery point. Usable a number of times equal to your Charisma bonus and all uses recharge after a long rest. * Empowered Healing diff --git a/SolastaUnfinishedBusiness/Resources/Powers/DeadeyeConcentrationIcon.png b/Media/DeadeyeConcentrationIcon.png similarity index 100% rename from SolastaUnfinishedBusiness/Resources/Powers/DeadeyeConcentrationIcon.png rename to Media/DeadeyeConcentrationIcon.png diff --git a/SolastaUnfinishedBusiness/Resources/Powers/DeadeyeIcon.png b/Media/DeadeyeIcon.png similarity index 100% rename from SolastaUnfinishedBusiness/Resources/Powers/DeadeyeIcon.png rename to Media/DeadeyeIcon.png diff --git a/SolastaUnfinishedBusiness/Resources/Powers/PowerAttackConcentrationIcon.png b/Media/PowerAttackConcentrationIcon.png similarity index 100% rename from SolastaUnfinishedBusiness/Resources/Powers/PowerAttackConcentrationIcon.png rename to Media/PowerAttackConcentrationIcon.png diff --git a/SolastaUnfinishedBusiness/Resources/Powers/PowerAttackIcon.png b/Media/PowerAttackIcon.png similarity index 100% rename from SolastaUnfinishedBusiness/Resources/Powers/PowerAttackIcon.png rename to Media/PowerAttackIcon.png diff --git a/SolastaUnfinishedBusiness/Resources/FightingStyles/Pugilist.png b/Media/Pugilist.png similarity index 100% rename from SolastaUnfinishedBusiness/Resources/FightingStyles/Pugilist.png rename to Media/Pugilist.png diff --git a/SolastaUnfinishedBusiness/Actions/CharacterActionToggle.cs b/SolastaUnfinishedBusiness/Actions/CharacterActionToggle.cs index b93890fcdf..002cd72882 100644 --- a/SolastaUnfinishedBusiness/Actions/CharacterActionToggle.cs +++ b/SolastaUnfinishedBusiness/Actions/CharacterActionToggle.cs @@ -12,7 +12,6 @@ public class CharacterActionToggle(CharacterActionParams actionParams) : Charact public override IEnumerator ExecuteImpl() { var rulesetCharacter = ActingCharacter.RulesetCharacter; - // var id = (ExtraActionId)ActionId; if (rulesetCharacter.IsToggleEnabled(ActionId)) { @@ -23,6 +22,9 @@ public override IEnumerator ExecuteImpl() rulesetCharacter.EnableToggle(ActionId); } + rulesetCharacter.RefreshAttackModes(); + rulesetCharacter.CharacterRefreshed?.Invoke(rulesetCharacter); + yield break; } } diff --git a/SolastaUnfinishedBusiness/Actions/CharacterActionWildshapeSwapAttackToggle.cs b/SolastaUnfinishedBusiness/Actions/CharacterActionWildshapeSwapAttackToggle.cs index 388409d37b..862a8aacc9 100644 --- a/SolastaUnfinishedBusiness/Actions/CharacterActionWildshapeSwapAttackToggle.cs +++ b/SolastaUnfinishedBusiness/Actions/CharacterActionWildshapeSwapAttackToggle.cs @@ -12,14 +12,14 @@ public override IEnumerator ExecuteImpl() { var rulesetCharacter = ActingCharacter.RulesetCharacter; - if (rulesetCharacter is not RulesetCharacterMonster monster) + if (rulesetCharacter is not RulesetCharacterMonster rulesetCharacterMonster) { yield break; } - var monsterDef = monster.MonsterDefinition; + var monsterDefinition = rulesetCharacterMonster.MonsterDefinition; - if (monsterDef.AttackIterations.Count < 2) + if (monsterDefinition.AttackIterations.Count < 2) { yield break; } @@ -31,9 +31,10 @@ public override IEnumerator ExecuteImpl() yield break; } - (monsterDef.AttackIterations[0], monsterDef.AttackIterations[1]) = - (monsterDef.AttackIterations[1], monsterDef.AttackIterations[0]); + (monsterDefinition.AttackIterations[0], monsterDefinition.AttackIterations[1]) = + (monsterDefinition.AttackIterations[1], monsterDefinition.AttackIterations[0]); - monster.RefreshAttackModes(); + rulesetCharacterMonster.RefreshAttackModes(); + rulesetCharacterMonster.CharacterRefreshed?.Invoke(rulesetCharacterMonster); } } diff --git a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs index 34c628709c..a4ecd20811 100644 --- a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs +++ b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs @@ -65,6 +65,8 @@ internal static class ActionDefinitions GetDefinition("UseIndomitableResistance"); internal static ActionDefinition Volley { get; } = GetDefinition("Volley"); + + internal static ActionDefinition WhirlwindAttack { get; } = GetDefinition("WhirlwindAttack"); internal static ActionDefinition WildShape { get; } = GetDefinition("WildShape"); } @@ -1435,6 +1437,21 @@ internal static FeatureDefinitionConditionAffinity ConditionAffinityWeatherChill internal static class FeatureDefinitionDamageAffinitys { + internal static FeatureDefinitionDamageAffinity DamageAffinityFireImmunityRemorhaz { get; } = + GetDefinition("DamageAffinityFireImmunityRemorhaz"); + + internal static FeatureDefinitionDamageAffinity DamageAffinityFireImmunityYoungRemorhaz { get; } = + GetDefinition("DamageAffinityFireImmunityYoungRemorhaz"); + + internal static FeatureDefinitionDamageAffinity DamageAffinityPatronTreePiercingBranch { get; } = + GetDefinition("DamageAffinityPatronTreePiercingBranch"); + + internal static FeatureDefinitionDamageAffinity DamageAffinityPatronTreePiercingBranchOneWithTheTree { get; } = + GetDefinition("DamageAffinityPatronTreePiercingBranchOneWithTheTree"); + + internal static FeatureDefinitionDamageAffinity DamageAffinityWightLord_NecroticImmunity { get; } = + GetDefinition("DamageAffinityWightLord_NecroticImmunity"); + internal static FeatureDefinitionDamageAffinity DamageAffinityConditionRagingBludgeoning { get; } = GetDefinition("DamageAffinityConditionRagingBludgeoning"); @@ -2347,6 +2364,9 @@ internal static class FeatureDefinitionProficiencys internal static class FeatureDefinitionDieRollModifiers { + internal static FeatureDefinitionDieRollModifier DieRollModifierFightingStyleGreatWeapon { get; } = + GetDefinition("DieRollModifierFightingStyleGreatWeapon"); + internal static FeatureDefinitionDieRollModifier DieRollModifierHalfingLucky { get; } = GetDefinition("DieRollModifierHalfingLucky"); } @@ -2514,6 +2534,9 @@ internal static class FeatureDefinitionTerrainTypeAffinitys internal static class FightingStyleDefinitions { + internal static FightingStyleDefinition GreatWeapon { get; } = + GetDefinition("GreatWeapon"); + internal static FightingStyleDefinition TwoWeapon { get; } = GetDefinition("TwoWeapon"); } diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs index 89ed20d996..d00180b69d 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs @@ -76,6 +76,10 @@ internal enum ExtraActionId Grapple, GrappleBonus, DisableGrapple, + GrappleOnUnarmedToggle, + CleavingAttackToggle, + PowerAttackToggle, + DeadEyeToggle, PrioritizeAction = 10000 } diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs index 2a7e25802a..9f4d419e4e 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/GameLocationCharacterExtensions.cs @@ -228,7 +228,8 @@ internal static IEnumerator MyReactToCastSpell( RulesetEffect = ServiceRepository.GetService() .InstantiateEffectSpell(ruleCaster, repertoire, spell, slotLevel, false), SpellRepertoire = repertoire, - TargetCharacters = { target } + TargetCharacters = { target }, + IsReactionEffect = true }; var count = actionService.PendingReactionRequestGroups.Count; @@ -262,7 +263,10 @@ internal static IEnumerator MyReactToDoNothing( yield break; } - var reactionParams = new CharacterActionParams(character, (Id)actionId) { StringParameter = stringParameter }; + var reactionParams = new CharacterActionParams(character, (Id)actionId) + { + StringParameter = stringParameter, IsReactionEffect = actionId == ExtraActionId.DoNothingReaction + }; var reactionRequest = new ReactionRequestCustom(type, reactionParams) { Resource = resource }; var count = actionManager.PendingReactionRequestGroups.Count; @@ -388,7 +392,8 @@ internal static IEnumerator MyReactToUsePower( RulesetEffect = implementationService.InstantiateEffectPower(character.RulesetCharacter, usablePower, false), UsablePower = usablePower, - targetCharacters = targets + targetCharacters = targets, + IsReactionEffect = actionId == Id.PowerReaction }; var count = actionService.PendingReactionRequestGroups.Count; @@ -480,12 +485,17 @@ public static bool CanPerceiveTarget( } internal static (RulesetAttackMode mode, ActionModifier modifier) GetFirstMeleeModeThatCanAttack( - this GameLocationCharacter instance, GameLocationCharacter target, IGameLocationBattleService service) + this GameLocationCharacter instance, + GameLocationCharacter target, + IGameLocationBattleService service, bool allowUnarmed = false) { foreach (var mode in instance.RulesetCharacter.AttackModes) { - if (mode.SourceObject is not RulesetItem rulesetItem || - !ValidatorsWeapon.IsMelee(rulesetItem)) + var rulesetItem = mode.SourceObject as RulesetItem; + + if (!ValidatorsWeapon.IsMelee(rulesetItem) && + (!allowUnarmed || + !ValidatorsWeapon.IsUnarmed(rulesetItem))) { continue; } @@ -494,8 +504,8 @@ internal static (RulesetAttackMode mode, ActionModifier modifier) GetFirstMeleeM var attackParams = new BattleDefinitions.AttackEvaluationParams(); var modifier = new ActionModifier(); - attackParams.FillForPhysicalReachAttack(instance, instance.LocationPosition, mode, - target, target.LocationPosition, modifier); + attackParams.FillForPhysicalReachAttack( + instance, instance.LocationPosition, mode, target, target.LocationPosition, modifier); // Check if the attack is possible and collect the attack modifier inside the attackParams if (service.CanAttack(attackParams)) @@ -512,7 +522,7 @@ internal static (RulesetAttackMode mode, ActionModifier modifier) GetFirstRanged { foreach (var mode in instance.RulesetCharacter.AttackModes) { - if (mode.Reach) + if (!mode.Ranged && !mode.Thrown) { continue; } @@ -521,8 +531,8 @@ internal static (RulesetAttackMode mode, ActionModifier modifier) GetFirstRanged var attackParams = new BattleDefinitions.AttackEvaluationParams(); var modifier = new ActionModifier(); - attackParams.FillForPhysicalRangeAttack(instance, instance.LocationPosition, mode, - target, target.LocationPosition, modifier); + attackParams.FillForPhysicalRangeAttack( + instance, instance.LocationPosition, mode, target, target.LocationPosition, modifier); // Check if the attack is possible and collect the attack modifier inside the attackParams if (service.CanAttack(attackParams)) diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs index 3a86bce35d..8e23e9dabe 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs @@ -352,4 +352,20 @@ internal static bool HasAnyConditionOfTypeOrSubType(this RulesetActor actor, par { return actor is RulesetCharacter && conditions.Any(actor.HasConditionOfTypeOrSubType); } + + + internal static void RemoveAllConditionsOfType(this RulesetActor actor, params string[] conditions) + { + var conditionsToRemove = actor.ConditionsByCategory + .SelectMany(x => x.Value) + .Where(x => conditions.Contains(x.ConditionDefinition.Name)) + .ToArray(); + + foreach (var condition in conditionsToRemove) + { + actor.RemoveCondition(condition, false); + } + + actor.RefreshAll(); + } } diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetCharacterExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetCharacterExtensions.cs index 337863a80f..1e6b3b5551 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetCharacterExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetCharacterExtensions.cs @@ -535,27 +535,6 @@ internal static bool IsMyFavoriteEnemy(this RulesetCharacter me, RulesetCharacte .Any(x => x.RequiredCharacterFamily.Name == enemy.CharacterFamily); } #if false - /** - * Removes all matching conditions and returns true if any was removed, false otherwise - */ - internal static bool RemoveAllConditionsOfType(this RulesetCharacter character, params string[] types) - { - //should we return number of removed conditions, instead of whether we removed any? - var conditions = character?.ConditionsByCategoryAndType - .SelectMany(x => x.Value) - .Where(c => types.Contains(c.conditionDefinition.Name)) - .ToList(); - - if (conditions == null || conditions.Count == 0) - { - return false; - } - - conditions.ForEach(c => character.RemoveCondition(c, false, false)); - character.RefreshAll(); - return true; - } - internal static void ShowLabel(this RulesetCharacter character, string text, string color = Gui.ColorBrokenWhite) { if (character == null) diff --git a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs index f7febde651..09702fd5f6 100644 --- a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs +++ b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs @@ -82,6 +82,11 @@ public virtual int Priority() return 0; } + internal static bool IsFreeOffhand(RulesetCharacter character) + { + return character.GetOffhandWeapon() == null; + } + protected abstract List GetAttackModes(RulesetCharacter character); protected virtual AttackModeOrder GetOrder(RulesetCharacter character) @@ -164,7 +169,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhandVanilla(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeMainHand, attackModifiers, @@ -207,7 +212,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeMainHand, attackModifiers, @@ -215,7 +220,7 @@ protected override List GetAttackModes([NotNull] RulesetChara mainHandItem ); - attackMode.AttackTags.Add(UpgradeWeaponDice.AbortUpgradeWeaponDice); + attackMode.AddAttackTagAsNeeded(UpgradeWeaponDice.AbortUpgradeWeaponDice); return [attackMode]; } @@ -252,7 +257,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeMainHand, hero.attackModifiers, @@ -301,7 +306,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeMainHand, hero.attackModifiers, @@ -325,7 +330,7 @@ protected override List GetAttackModes([NotNull] RulesetChara effectDamageForm.DamageForm.DiceNumber = 1; effectDamageForm.DamageForm.versatile = false; effectDamageForm.DamageForm.versatileDieType = effectDamageForm.DamageForm.DieType; - attackMode.AttackTags.Add(UpgradeWeaponDice.AbortUpgradeWeaponDice); + attackMode.AddAttackTagAsNeeded(UpgradeWeaponDice.AbortUpgradeWeaponDice); return [attackMode]; } @@ -363,7 +368,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeMainHand, hero.attackModifiers, @@ -386,7 +391,7 @@ protected override List GetAttackModes([NotNull] RulesetChara effectDamageForm.DamageForm.DiceNumber = 1; effectDamageForm.DamageForm.versatile = false; effectDamageForm.DamageForm.versatileDieType = effectDamageForm.DamageForm.DieType; - attackMode.AttackTags.Add(UpgradeWeaponDice.AbortUpgradeWeaponDice); + attackMode.AddAttackTagAsNeeded(UpgradeWeaponDice.AbortUpgradeWeaponDice); return [attackMode]; } @@ -428,7 +433,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionDefinitions.ActionType.Bonus, offHandItem.ItemDefinition, ShieldStrike.ShieldWeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeOffHand, attackModifiers, @@ -497,7 +502,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + IsFreeOffhand(hero), true, EquipmentDefinitions.SlotTypeOffHand, hero.attackModifiers, diff --git a/SolastaUnfinishedBusiness/Behaviors/ModifyAttackModeForWeapon.cs b/SolastaUnfinishedBusiness/Behaviors/ModifyAttackModeForWeapon.cs index 07f43ac752..997c0ce728 100644 --- a/SolastaUnfinishedBusiness/Behaviors/ModifyAttackModeForWeapon.cs +++ b/SolastaUnfinishedBusiness/Behaviors/ModifyAttackModeForWeapon.cs @@ -10,16 +10,7 @@ namespace SolastaUnfinishedBusiness.Behaviors; internal delegate int CustomModifierProvider(RulesetCharacter rulesetCharacter); -internal interface IModifyWeaponAttackAttribute -{ - void ModifyAttribute( - RulesetCharacter character, - RulesetAttackMode attackMode, - RulesetItem weapon, - bool canAddAbilityDamageBonus); -} - -internal class CanUseAttribute : IModifyWeaponAttackAttribute +internal class CanUseAttribute : IModifyWeaponAttackMode { private const string SpellCastingAbilityTag = "SpellCastingAbility"; @@ -39,10 +30,11 @@ internal CanUseAttribute( _validators = validators; } - public void ModifyAttribute( + public void ModifyWeaponAttackMode( RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode, - RulesetItem weapon, bool canAddAbilityDamageBonus) + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (attackMode == null) { @@ -171,7 +163,11 @@ protected ModifyWeaponAttackModeBase( { } - public void ModifyAttackMode(RulesetCharacter character, [NotNull] RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { //Doing this check at the very start since this one is least computation intensive if (unicityTag != null && attackMode.AttackTags.Contains(unicityTag)) @@ -191,7 +187,7 @@ public void ModifyAttackMode(RulesetCharacter character, [NotNull] RulesetAttack if (unicityTag != null) { - attackMode.AttackTags.TryAdd(unicityTag); + attackMode.AddAttackTagAsNeeded(unicityTag); } TryModifyAttackMode(character, attackMode); @@ -216,9 +212,7 @@ internal UpgradeWeaponDice( _getWeaponDice = getWeaponDice; } - protected override void TryModifyAttackMode( - RulesetCharacter character, - RulesetAttackMode attackMode) + protected override void TryModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) { var effectDescription = attackMode.EffectDescription; var damage = effectDescription.FindFirstDamageForm(); @@ -251,9 +245,7 @@ protected override void TryModifyAttackMode( } internal delegate (int number, DieType dieType, DieType versatileDieType) - GetWeaponDiceHandler( - RulesetCharacter character, - DamageForm damageForm); + GetWeaponDiceHandler(RulesetCharacter character, DamageForm damageForm); } internal sealed class AddTagToWeaponWeaponAttack : ModifyWeaponAttackModeBase @@ -266,30 +258,12 @@ internal AddTagToWeaponWeaponAttack(string tag, IsWeaponValidHandler isWeaponVal _tag = tag; } - protected override void TryModifyAttackMode( - RulesetCharacter character, RulesetAttackMode attackMode) + protected override void TryModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) { attackMode.AddAttackTagAsNeeded(_tag); } } -// internal class AddEffectToWeaponAttack : ModifyAttackModeForWeaponBase -// { -// private readonly EffectForm effect; -// -// internal AddEffectToWeaponAttack(EffectForm effect, IsWeaponValidHandler isWeaponValid, -// params CharacterValidator[] validators) : base(isWeaponValid, validators) -// { -// this.effect = effect; -// } -// -// protected override void TryModifyAttackMode(RulesetCharacter character, [NotNull] RulesetAttackMode attackMode, -// RulesetItem weapon) -// { -// attackMode.EffectDescription.AddEffectForms(effect); -// } -// } - internal sealed class BumpWeaponWeaponAttackRangeToMax : ModifyWeaponAttackModeBase { internal BumpWeaponWeaponAttackRangeToMax(IsWeaponValidHandler isWeaponValid, @@ -298,8 +272,7 @@ internal BumpWeaponWeaponAttackRangeToMax(IsWeaponValidHandler isWeaponValid, { } - protected override void TryModifyAttackMode( - RulesetCharacter character, RulesetAttackMode attackMode) + protected override void TryModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) { attackMode.closeRange = attackMode.maxRange; } @@ -320,9 +293,7 @@ internal IncreaseWeaponReach(int bonus, IsWeaponValidHandler isWeaponValid, stri _bonus = bonus; } - protected override void TryModifyAttackMode( - RulesetCharacter character, - RulesetAttackMode attackMode) + protected override void TryModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) { //maybe I'm paranoid, but I think I saw reach being 0 in some cases, hence the Math.Max attackMode.reachRange = Math.Max(attackMode.reachRange, 1) + _bonus; diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs index abedb3d353..6231c68387 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/AttackAfterMagicEffect.cs @@ -23,20 +23,35 @@ public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter return true; } - if (CanAttack(__instance.ActionParams.ActingCharacter, target)) + if (CanAttack(__instance.ActionParams.ActingCharacter, target, out var isReach)) { return true; } - var text = Main.Settings.AllowBladeCantripsToUseReach ? "Feedback/&WithinReach" : "Feedback/&Within5Ft"; + var text = isReach ? "Feedback/&WithinReach" : "Feedback/&Within5Ft"; __instance.actionModifier.FailureFlags.Add(Gui.Format("Failure/&TargetMeleeWeaponError", text)); return false; } - internal static bool CanAttack([NotNull] GameLocationCharacter caster, GameLocationCharacter target) + internal static bool CanAttack( + [NotNull] GameLocationCharacter caster, GameLocationCharacter target, out bool isReach) { + isReach = Main.Settings.AllowBladeCantripsToUseReach; + + // still debatable +#if false + // Spell Sniper should allow reach + if (!isReach) + { + var rulesetCaster = caster.RulesetCharacter; + + isReach = rulesetCaster.GetOriginalHero()?.TrainedFeats.Any(x => x.Name.StartsWith("FeatSpellSniper")) ?? + false; + } +#endif + var attackMode = caster.FindActionAttackMode(ActionDefinitions.Id.AttackMain); if (attackMode == null) @@ -51,8 +66,7 @@ internal static bool CanAttack([NotNull] GameLocationCharacter caster, GameLocat evalParams.FillForPhysicalReachAttack( caster, caster.LocationPosition, attackMode, target, target.LocationPosition, attackModifier); - return battleService.CanAttack(evalParams) && - (Main.Settings.AllowBladeCantripsToUseReach || caster.IsWithinRange(target, 1)); + return battleService.CanAttack(evalParams) && (isReach || caster.IsWithinRange(target, 1)); } internal static List PerformAttackAfterUse(CharacterActionMagicEffect actionMagicEffect) @@ -85,7 +99,7 @@ internal static List PerformAttackAfterUse(CharacterActio var caster = actionParams.ActingCharacter; var targets = actionParams.TargetCharacters - .Where(t => CanAttack(caster, t)) + .Where(t => CanAttack(caster, t, out _)) .ToArray(); if (targets.Length == 0) diff --git a/SolastaUnfinishedBusiness/ChangelogHistory.txt b/SolastaUnfinishedBusiness/ChangelogHistory.txt index 349fd1229a..97f882acd2 100644 --- a/SolastaUnfinishedBusiness/ChangelogHistory.txt +++ b/SolastaUnfinishedBusiness/ChangelogHistory.txt @@ -1,3 +1,31 @@ +1.5.97.35: + +- added final behaviors to Brawler, and Grappler feats [demoted Pugilist fighting style as redundant now] +- added Gift of the Gem Dragon feat [bumped with prone in addition to push] +- added key bindings for Select Character 5, Select Character 6, and Hide action [official UI keyboard section] +- fixed Armor of Agathys damage determination, and consideration on reach attacks +- fixed campaigns translator missing lore operations [i.e.: learn/unlearn/un-chart locations] +- fixed Chromatic Dragon power not tracking any usages instead of PB per long rest +- fixed Circle of Wildfire cauterizing flames not triggering on actor move step +- fixed Defensive Duelist validating attacker wielded weapons instead of feat owner to present reaction +- fixed Elemental Adept, and Elemental Master to reroll all damage dice of type instead of first instance only +- fixed Enhanced Bond, Mind Sculpt, Power Surge, and Radiant Soul effect range type damage determination +- fixed gadgets save soft lock under certain scenarios [i.e.: area activators] +- fixed grappled actor interaction with flying grappler, prone, and dangerous zones [i.e.: Spike Growth] +- fixed Great Weapon fighting style to reroll all damage dice instead of first instance only [VANILLA] +- fixed Great Weapon Master, Power Attack, and Sharpshooter to use vanilla toggles and play nice on multiplayer +- fixed Martial Warlord coordinated assault to also trigger if ally has unarmed instead of weapon only +- fixed Martial Warlord press the advantage triggering on all unarmed and weapon attacks instead of melee only +- fixed Patron Tree, Remorhaz, Wight Lord, and Young Remorhaz retribution consideration on reach attacks [VANILLA] +- fixed Umbral Stalker shadow strike re-rolling damage dice on all attacks instead of sneak only +- moved some mod settings to be offered under game official UI [check GUI, and keyboard sections] +- reorg mod UI with more intuitive grouping [check general sections under backgrounds, spells, subclasses, etc.] + +KNOWN ISSUES: + +- Artillerist Force Ballista tiny cannon won't force disadvantage if defender is within 5 ft +- Chaos Bolt spell damage won't deal the correct damage type if under multiplayer, twinned, and one bolt misses + 1.5.97.34: - fixed battles soft lock with reaction spells, and readied actions @@ -18,13 +46,6 @@ - fixed RESPEC invalid save state introduced on v32 [doesn't fix broken saves] - improved Grapple behavior with larger targets pathfinding, and movement blockers -KNOWN ISSUES: - -- Artillerist Force Ballista tiny cannon won't force disadvantage if defender is within 5 ft -- Chaos Bolt spell damage won't deal the correct damage type if under multiplayer, twinned, and one bolt misses -- Dissonant Whisper spell will de-synchronize sessions if under multiplayer -- Grappled character won't trigger OnMove or OnEnter environment effects if dragged - 1.5.97.32: - added General > Character > 'Add grapple action to all playable races' diff --git a/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs b/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs index 05da63a5ef..f3b22a4f41 100644 --- a/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs +++ b/SolastaUnfinishedBusiness/CustomUI/StopPowerConcentrationProvider.cs @@ -1,4 +1,5 @@ -using SolastaUnfinishedBusiness.Api.GameExtensions; +#if false +using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors; using UnityEngine.AddressableAssets; @@ -32,3 +33,4 @@ public void Stop(RulesetCharacter character) locationCharacter.MyExecuteActionSpendPower(usablePower, locationCharacter); } } +#endif diff --git a/SolastaUnfinishedBusiness/CustomUI/Tooltips.cs b/SolastaUnfinishedBusiness/CustomUI/Tooltips.cs index 192e07fcdd..12db9a6155 100644 --- a/SolastaUnfinishedBusiness/CustomUI/Tooltips.cs +++ b/SolastaUnfinishedBusiness/CustomUI/Tooltips.cs @@ -4,6 +4,7 @@ using SolastaUnfinishedBusiness.Api.Helpers; using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Behaviors.Specific; +using SolastaUnfinishedBusiness.Models; using TMPro; using UnityEngine; using static RuleDefinitions.EffectDifficultyClassComputation; @@ -13,9 +14,6 @@ namespace SolastaUnfinishedBusiness.CustomUI; internal static class Tooltips { - public const float MinScale = 1f; - public const float MaxScale = 2f; - public const float DefScale = 1f; private static GameObject _tooltipInfoCharacterDescription; private static GameObject _distanceTextObject; private static TextMeshProUGUI _tmpUGui; @@ -296,7 +294,7 @@ internal abstract class BaseTooltipWidthModifier : MonoBehaviour where T : Mo private const int Pad = 30; // default is 30? protected T Parent; - protected static int FinalWidth => (int)(Main.Settings.TooltipWidth * DefWidth); + protected static int FinalWidth => (int)(SettingsContext.GuiModManagerInstance.TooltipWidth * DefWidth); protected static int PaddedWidth => FinalWidth - (2 * Pad); internal void Apply() diff --git a/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs b/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs index bdfaa2f2f7..9173e78839 100644 --- a/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/BackgroundsAndRacesDisplay.cs @@ -8,9 +8,102 @@ internal static class BackgroundsAndRacesDisplay { private static bool _displayTabletop; - internal static void DisplayBackgroundsAndDeities() + private static void DisplayBackgroundsAndRacesGeneral() { + var toggle = Main.Settings.DisplayBackgroundsAndRacesGeneralToggle; + if (UI.DisclosureToggle(Gui.Localize("ModUi/&General"), ref toggle, 200)) + { + Main.Settings.DisplayBackgroundsAndRacesGeneralToggle = toggle; + } + + if (!Main.Settings.DisplayBackgroundsAndRacesGeneralToggle) + { + return; + } + + UI.Label(); + + toggle = Main.Settings.EnableFlexibleBackgrounds; + if (UI.Toggle(Gui.Localize("ModUi/&EnableFlexibleBackgrounds"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableFlexibleBackgrounds = toggle; + FlexibleBackgroundsContext.SwitchFlexibleBackgrounds(); + } + + toggle = Main.Settings.EnableFlexibleRaces; + if (UI.Toggle(Gui.Localize("ModUi/&EnableFlexibleRaces"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableFlexibleRaces = toggle; + FlexibleRacesContext.SwitchFlexibleRaces(); + } + UI.Label(); + + toggle = Main.Settings.ChangeDragonbornElementalBreathUsages; + if (UI.Toggle(Gui.Localize("ModUi/&ChangeDragonbornElementalBreathUsages"), ref toggle, UI.AutoWidth())) + { + Main.Settings.ChangeDragonbornElementalBreathUsages = toggle; + CharacterContext.SwitchDragonbornElementalBreathUsages(); + } + + + toggle = Main.Settings.EnableAlternateHuman; + if (UI.Toggle(Gui.Localize("ModUi/&EnableAlternateHuman"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableAlternateHuman = toggle; + CharacterContext.SwitchFirstLevelTotalFeats(); + } + + UI.Label(); + + toggle = Main.Settings.DisableSenseDarkVisionFromAllRaces; + if (UI.Toggle(Gui.Localize("ModUi/&DisableSenseDarkVisionFromAllRaces"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableSenseDarkVisionFromAllRaces = toggle; + } + + toggle = Main.Settings.DisableSenseSuperiorDarkVisionFromAllRaces; + if (UI.Toggle(Gui.Localize("ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableSenseSuperiorDarkVisionFromAllRaces = toggle; + } + + UI.Label(); + + toggle = Main.Settings.AddDarknessPerceptiveToDarkRaces; + if (UI.Toggle(Gui.Localize("ModUi/&AddDarknessPerceptiveToDarkRaces"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AddDarknessPerceptiveToDarkRaces = toggle; + CharacterContext.SwitchDarknessPerceptive(); + } + + UI.Label(); + + toggle = Main.Settings.RaceLightSensitivityApplyOutdoorsOnly; + if (UI.Toggle(Gui.Localize("ModUi/&RaceLightSensitivityApplyOutdoorsOnly"), ref toggle, UI.AutoWidth())) + { + Main.Settings.RaceLightSensitivityApplyOutdoorsOnly = toggle; + } + + UI.Label(); + } + + internal static void DisplayBackgroundsAndRaces() + { + UI.Label(); + + using (UI.HorizontalScope()) + { + UI.ActionButton(Gui.Localize("ModUi/&DocsBackgrounds").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("Backgrounds.md"), UI.Width(150f)); + UI.ActionButton(Gui.Localize("ModUi/&DocsRaces").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("Races.md"), UI.Width(150f)); + UI.ActionButton(Gui.Localize("ModUi/&DocsSubraces").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("Subraces.md"), UI.Width(150f)); + } + + UI.Label(); + DisplayBackgroundsAndRacesGeneral(); UI.Label(); using (UI.HorizontalScope()) @@ -80,8 +173,7 @@ internal static void DisplayBackgroundsAndDeities() BackgroundsContext.Backgrounds, Main.Settings.BackgroundEnabled, ref displayToggle, - ref sliderPos, - headerRendering: BackgroundsHeader); + ref sliderPos); Main.Settings.DisplayBackgroundsToggle = displayToggle; Main.Settings.BackgroundSliderPosition = sliderPos; @@ -93,8 +185,7 @@ internal static void DisplayBackgroundsAndDeities() RacesContext.Races, Main.Settings.RaceEnabled, ref displayToggle, - ref sliderPos, - headerRendering: RacesHeader); + ref sliderPos); Main.Settings.DisplayRacesToggle = displayToggle; Main.Settings.RaceSliderPosition = sliderPos; @@ -106,8 +197,7 @@ internal static void DisplayBackgroundsAndDeities() RacesContext.Subraces, Main.Settings.SubraceEnabled, ref displayToggle, - ref sliderPos, - headerRendering: SubracesHeader); + ref sliderPos); Main.Settings.DisplaySubracesToggle = displayToggle; Main.Settings.SubraceSliderPosition = sliderPos; @@ -129,28 +219,4 @@ internal static void DisplayBackgroundsAndDeities() UI.Label(); } - - private static void BackgroundsHeader() - { - UI.ActionButton(Gui.Localize("ModUi/&DocsBackgrounds").Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Backgrounds.md"), UI.Width(200f)); - - UI.Label(); - } - - private static void RacesHeader() - { - UI.ActionButton(Gui.Localize("ModUi/&DocsRaces").Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Races.md"), UI.Width(200f)); - - UI.Label(); - } - - private static void SubracesHeader() - { - UI.ActionButton(Gui.Localize("ModUi/&DocsSubraces").Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Subraces.md"), UI.Width(200f)); - - UI.Label(); - } } diff --git a/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs b/SolastaUnfinishedBusiness/Displays/CampaignsDisplay.cs similarity index 69% rename from SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs rename to SolastaUnfinishedBusiness/Displays/CampaignsDisplay.cs index 8af698db6e..94999f37ea 100644 --- a/SolastaUnfinishedBusiness/Displays/GameUiDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/CampaignsDisplay.cs @@ -2,20 +2,31 @@ using SolastaUnfinishedBusiness.Api.ModKit; using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Models; +using UnityEngine; namespace SolastaUnfinishedBusiness.Displays; -internal static class GameUiDisplay +internal static class CampaignsDisplay { + private static bool _selectedForSwap; + private static int _selectedX, _selectedY; + private static readonly string[] SetNames = ["1", "2", "3", "4", "5"]; + internal static void DisplayGameUi() { #region Campaign UI.Label(); - UI.Label(Gui.Localize("ModUi/&CampaignsAndLocations")); + UI.Label(Gui.Localize("ModUi/&Locations")); UI.Label(); - var toggle = Main.Settings.EnableAdditionalIconsOnLevelMap; + var toggle = Main.Settings.AltOnlyHighlightItemsInPartyFieldOfView; + if (UI.Toggle(Gui.Localize("ModUi/&AltOnlyHighlightItemsInPartyFieldOfView"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AltOnlyHighlightItemsInPartyFieldOfView = toggle; + } + + toggle = Main.Settings.EnableAdditionalIconsOnLevelMap; if (UI.Toggle(Gui.Localize("ModUi/&EnableAdditionalIconsOnLevelMap"), ref toggle, UI.AutoWidth())) { Main.Settings.EnableAdditionalIconsOnLevelMap = toggle; @@ -43,18 +54,18 @@ internal static void DisplayGameUi() UI.Label(); - toggle = Main.Settings.EnableHeroWithBestProficiencyToRollChoice; - if (UI.Toggle(Gui.Localize("ModUi/&EnableHeroWithBestProficiencyToRollChoice"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableHeroWithBestProficiencyToRollChoice = toggle; - } - toggle = Main.Settings.EnableLogDialoguesToConsole; if (UI.Toggle(Gui.Localize("ModUi/&EnableLogDialoguesToConsole"), ref toggle, UI.AutoWidth())) { Main.Settings.EnableLogDialoguesToConsole = toggle; } + toggle = Main.Settings.EnableHeroWithBestProficiencyToRollChoice; + if (UI.Toggle(Gui.Localize("ModUi/&EnableHeroWithBestProficiencyToRollChoice"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableHeroWithBestProficiencyToRollChoice = toggle; + } + toggle = Main.Settings.EnableAlternateVotingSystem; if (UI.Toggle(Gui.Localize("ModUi/&EnableAlternateVotingSystem"), ref toggle, UI.AutoWidth())) { @@ -77,25 +88,10 @@ internal static void DisplayGameUi() UI.Label(); - toggle = Main.Settings.AllowMoreRealStateOnRestPanel; - if (UI.Toggle(Gui.Localize("ModUi/&AllowMoreRealStateOnRestPanel"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowMoreRealStateOnRestPanel = toggle; - } - - toggle = Main.Settings.EnableRespec; - if (UI.Toggle(Gui.Localize("ModUi/&EnableRespec"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableRespec = toggle; - ToolsContext.SwitchRespec(); - } - - UI.Label(); - - toggle = Main.Settings.AddPaladinSmiteToggle; - if (UI.Toggle(Gui.Localize("ModUi/&AddPaladinSmiteToggle"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableStatsOnHeroTooltip; + if (UI.Toggle(Gui.Localize("ModUi/&EnableStatsOnHeroTooltip"), ref toggle, UI.AutoWidth())) { - Main.Settings.AddPaladinSmiteToggle = toggle; + Main.Settings.EnableStatsOnHeroTooltip = toggle; } toggle = Main.Settings.EnableActionSwitching; @@ -104,20 +100,6 @@ internal static void DisplayGameUi() Main.Settings.EnableActionSwitching = toggle; } - toggle = Main.Settings.DisableMultilineSpellOffering; - if (UI.Toggle(Gui.Localize("ModUi/&DisableMultilineSpellOffering"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisableMultilineSpellOffering = toggle; - } - - UI.Label(); - - toggle = Main.Settings.EnableStatsOnHeroTooltip; - if (UI.Toggle(Gui.Localize("ModUi/&EnableStatsOnHeroTooltip"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableStatsOnHeroTooltip = toggle; - } - toggle = Main.Settings.EnableCustomPortraits; if (UI.Toggle(Gui.Localize("ModUi/&EnableCustomPortraits"), ref toggle)) { @@ -143,14 +125,14 @@ internal static void DisplayGameUi() UI.Label(); } - toggle = Main.Settings.ShowChannelDivinityOnPortrait; - if (UI.Toggle(Gui.Localize("ModUi/&ShowChannelDivinityOnPortrait"), ref toggle, UI.AutoWidth())) + UI.Label(); + + toggle = Main.Settings.AllowMoreRealStateOnRestPanel; + if (UI.Toggle(Gui.Localize("ModUi/&AllowMoreRealStateOnRestPanel"), ref toggle, UI.AutoWidth())) { - Main.Settings.ShowChannelDivinityOnPortrait = toggle; + Main.Settings.AllowMoreRealStateOnRestPanel = toggle; } - UI.Label(); - toggle = Main.Settings.EnableAdditionalBackstoryDisplay; if (UI.Toggle(Gui.Localize("ModUi/&EnableAdditionalBackstoryDisplay"), ref toggle, UI.AutoWidth())) { @@ -163,6 +145,30 @@ internal static void DisplayGameUi() Main.Settings.EnableExtendedProficienciesPanelDisplay = toggle; } + UI.Label(); + + toggle = Main.Settings.HideMonsterHitPoints; + if (UI.Toggle(Gui.Localize("ModUi/&HideMonsterHitPoints"), ref toggle, UI.AutoWidth())) + { + Main.Settings.HideMonsterHitPoints = toggle; + } + + toggle = Main.Settings.RemoveBugVisualModels; + if (UI.Toggle(Gui.Localize("ModUi/&RemoveBugVisualModels"), ref toggle, UI.AutoWidth())) + { + Main.Settings.RemoveBugVisualModels = toggle; + } + + toggle = Main.Settings.ShowButtonWithControlledMonsterInfo; + if (UI.Toggle(Gui.Localize("ModUi/&ShowButtonWithControlledMonsterInfo"), ref toggle, UI.AutoWidth())) + { + Main.Settings.ShowButtonWithControlledMonsterInfo = toggle; + if (!toggle) + { + CustomCharacterStatsPanel.MaybeInstance?.Unbind(); + } + } + #endregion #region Combat @@ -203,16 +209,16 @@ internal static void DisplayGameUi() UI.Label(); } - toggle = Main.Settings.EnableDistanceOnTooltip; - if (UI.Toggle(Gui.Localize("ModUi/&EnableTooltipDistance"), ref toggle)) + toggle = Main.Settings.EnableCancelEditOnRightMouseClick; + if (UI.Toggle(Gui.Localize("ModUi/&EnableCancelEditOnRightMouseClick"), ref toggle)) { - Main.Settings.EnableDistanceOnTooltip = toggle; + Main.Settings.EnableCancelEditOnRightMouseClick = toggle; } - toggle = Main.Settings.ShiftToSnapLineSpells; - if (UI.Toggle(Gui.Localize("ModUi/&ShiftToSnapLineSpells"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableDistanceOnTooltip; + if (UI.Toggle(Gui.Localize("ModUi/&EnableTooltipDistance"), ref toggle)) { - Main.Settings.ShiftToSnapLineSpells = toggle; + Main.Settings.EnableDistanceOnTooltip = toggle; } toggle = Main.Settings.ShowMotionFormPreview; @@ -241,8 +247,6 @@ internal static void DisplayGameUi() (Main.Settings.HighContrastTargetingSingleSelectedColor + 1) % GameUiContext.HighContrastColors.Length; }, UI.Width(300f)); - UI.Label(); - color = GameUiContext.GridColorStrings[Main.Settings.GridSelectedColor]; title = Gui.Localize("ModUi/&GridSelectedColor").Replace("$$$$$$", color); @@ -278,78 +282,19 @@ internal static void DisplayGameUi() #endregion - #region Input - - UI.Label(); - UI.Label(Gui.Localize("ModUi/&Input")); - UI.Label(); - - toggle = Main.Settings.InvertAltBehaviorOnTooltips; - if (UI.Toggle(Gui.Localize("ModUi/&InvertAltBehaviorOnTooltips"), ref toggle, UI.AutoWidth())) - { - Main.Settings.InvertAltBehaviorOnTooltips = toggle; - } - - var floatValue = Main.Settings.TooltipWidth; - - if (UI.Slider(Gui.Localize("ModUi/&WidenTooltips"), ref floatValue, Tooltips.MinScale, Tooltips.MaxScale, - Tooltips.DefScale, 1, string.Empty, UI.AutoWidth())) - { - Main.Settings.TooltipWidth = floatValue; - } + #region Formation UI.Label(); - - toggle = Main.Settings.AltOnlyHighlightItemsInPartyFieldOfView; - if (UI.Toggle(Gui.Localize("ModUi/&AltOnlyHighlightItemsInPartyFieldOfView"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AltOnlyHighlightItemsInPartyFieldOfView = toggle; - } - + UI.Label(Gui.Localize("ModUi/&Formation")); UI.Label(); - toggle = Main.Settings.EnableHotkeySwapFormationSets; - if (UI.Toggle(Gui.Localize("ModUi/&FormationHotkey"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableHotkeySwapFormationSets = toggle; - } - - toggle = Main.Settings.EnableHotkeyToggleHud; - if (UI.Toggle(Gui.Localize("ModUi/&EnableHotkeyToggleHud"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableHotkeyToggleHud = toggle; - } - - toggle = Main.Settings.EnableCharacterExport; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCharacterExport"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableCharacterExport = toggle; - } - - toggle = Main.Settings.EnableTeleportParty; - if (UI.Toggle(Gui.Localize("ModUi/&EnableTeleportParty"), ref toggle)) - { - Main.Settings.EnableTeleportParty = toggle; - } - - toggle = Main.Settings.EnableRejoinParty; - if (UI.Toggle(Gui.Localize("ModUi/&EnableRejoinParty"), ref toggle)) + if (Global.IsMultiplayer) { - Main.Settings.EnableRejoinParty = toggle; + UI.Label(Gui.Localize("ModUi/&FormationError")); } - - toggle = Main.Settings.EnableVttCamera; - if (UI.Toggle(Gui.Localize("ModUi/&EnableVttCamera"), ref toggle)) + else { - Main.Settings.EnableVttCamera = toggle; - } - - UI.Label(); - - toggle = Main.Settings.EnableCancelEditOnRightMouseClick; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCancelEditOnRightMouseClick"), ref toggle)) - { - Main.Settings.EnableCancelEditOnRightMouseClick = toggle; + DisplayFormationGrid(); } #endregion @@ -366,6 +311,12 @@ internal static void DisplayGameUi() Main.Settings.AddCustomIconsToOfficialItems = toggle; } + toggle = Main.Settings.AddNewWeaponsAndRecipesToShops; + if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&AddNewWeaponsAndRecipesToShops")), ref toggle, UI.AutoWidth())) + { + Main.Settings.AddNewWeaponsAndRecipesToShops = toggle; + } + toggle = Main.Settings.DisableAutoEquip; if (UI.Toggle(Gui.Localize("ModUi/&DisableAutoEquip"), ref toggle, UI.AutoWidth())) { @@ -395,35 +346,12 @@ internal static void DisplayGameUi() UI.Label(); - toggle = Main.Settings.DontDisplayHelmets; - if (UI.Toggle(Gui.Localize("ModUi/&DontDisplayHelmets"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DontDisplayHelmets = toggle; - ItemCraftingMerchantContext.SwitchSetBeltOfDwarvenKindBeardChances(); - } - - toggle = Main.Settings.EnableCtrlClickDragToBypassQuestItemsOnDrop; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableCtrlClickDragToBypassQuestItemsOnDrop = toggle; - } - - toggle = Main.Settings.EnableInvisibleCrownOfTheMagister; - if (UI.Toggle(Gui.Localize("ModUi/&EnableInvisibleCrownOfTheMagister"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableInvisibleCrownOfTheMagister = toggle; - GameUiContext.SwitchCrownOfTheMagister(); - } - - UI.Label(); - toggle = Main.Settings.ShowCraftingRecipeInDetailedTooltips; if (UI.Toggle(Gui.Localize("ModUi/&ShowCraftingRecipeInDetailedTooltips"), ref toggle, UI.AutoWidth())) { Main.Settings.ShowCraftingRecipeInDetailedTooltips = toggle; } - toggle = Main.Settings.ShowCraftedItemOnRecipeIcon; if (UI.Toggle(Gui.Localize("ModUi/&ShowCraftedItemOnRecipeIcon"), ref toggle, UI.AutoWidth())) { @@ -439,33 +367,41 @@ internal static void DisplayGameUi() } } - #endregion - - #region Monster - - UI.Label(); - UI.Label(Gui.Localize("ModUi/&Monsters")); UI.Label(); - toggle = Main.Settings.HideMonsterHitPoints; - if (UI.Toggle(Gui.Localize("ModUi/&HideMonsterHitPoints"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.AddPickPocketableLoot; + if (UI.Toggle(Gui.Localize("ModUi/&AddPickPocketableLoot"), ref toggle, UI.AutoWidth())) { - Main.Settings.HideMonsterHitPoints = toggle; + Main.Settings.AddPickPocketableLoot = toggle; + if (toggle) + { + PickPocketContext.Load(); + } } - toggle = Main.Settings.RemoveBugVisualModels; - if (UI.Toggle(Gui.Localize("ModUi/&RemoveBugVisualModels"), ref toggle, UI.AutoWidth())) + UI.Label(); + + intValue = Main.Settings.SetBeltOfDwarvenKindBeardChances; + if (UI.Slider(Gui.Localize("ModUi/&SetBeltOfDwarvenKindBeardChances"), ref intValue, + 0, 100, 50, "%", UI.Width(500f))) { - Main.Settings.RemoveBugVisualModels = toggle; + Main.Settings.SetBeltOfDwarvenKindBeardChances = intValue; + ItemCraftingMerchantContext.SwitchSetBeltOfDwarvenKindBeardChances(); } - toggle = Main.Settings.ShowButtonWithControlledMonsterInfo; - if (UI.Toggle(Gui.Localize("ModUi/&ShowButtonWithControlledMonsterInfo"), ref toggle, UI.AutoWidth())) + UI.Label(); + + using (UI.HorizontalScope()) { - Main.Settings.ShowButtonWithControlledMonsterInfo = toggle; - if (!toggle) + UI.Label(Gui.Localize("ModUi/&EmpressGarbAppearance"), UI.Width(325f)); + + intValue = Main.Settings.EmpressGarbAppearanceIndex; + // ReSharper disable once InvertIf + if (UI.SelectionGrid(ref intValue, ItemCraftingMerchantContext.EmpressGarbAppearances, + ItemCraftingMerchantContext.EmpressGarbAppearances.Length, 2, UI.Width(440f))) { - CustomCharacterStatsPanel.MaybeInstance?.Unbind(); + Main.Settings.EmpressGarbAppearanceIndex = intValue; + GameUiContext.SwitchEmpressGarb(); } } @@ -473,4 +409,110 @@ internal static void DisplayGameUi() UI.Label(); } + + + private static void DisplayFormationGrid() + { + var selectedSet = Main.Settings.FormationGridSelectedSet; + + using (UI.HorizontalScope()) + { + UI.ActionButton(Gui.Localize("ModUi/&FormationResetAllSets"), () => + { + _selectedForSwap = false; + GameUiContext.ResetAllFormationGrids(); + }, + UI.Width(110f)); + + if (UI.SelectionGrid(ref selectedSet, SetNames, SetNames.Length, SetNames.Length, UI.Width(165f))) + { + _selectedForSwap = false; + Main.Settings.FormationGridSelectedSet = selectedSet; + GameUiContext.FillDefinitionFromFormationGrid(); + } + + UI.Label(Gui.Localize("ModUi/&FormationHelp1")); + } + + UI.Label(); + + for (var y = 0; y < GameUiContext.GridSize; y++) + { + using (UI.HorizontalScope()) + { + // first line + if (y == 0) + { + UI.ActionButton(Gui.Localize("ModUi/&FormationResetThisSet"), () => + { + _selectedForSwap = false; + GameUiContext.ResetFormationGrid(Main.Settings.FormationGridSelectedSet); + }, + UI.Width(110f)); + } + else + { + UI.Label("", UI.Width(110f)); + } + + for (var x = 0; x < GameUiContext.GridSize; x++) + { + var saveColor = GUI.color; + string label; + + if (Main.Settings.FormationGridSets[selectedSet][y][x] == 1) + { + // yep 256 not 255 for a light contrast + GUI.color = new Color(0x1E / 256f, 0x81 / 256f, 0xB0 / 256f); + label = "@"; + } + else + { + label = ".."; + } + + if (_selectedForSwap && _selectedX == x && _selectedY == y) + { + label = $"{label}"; + } + + UI.ActionButton(label, () => + { + // ReSharper disable once InlineTemporaryVariable + // ReSharper disable once AccessToModifiedClosure + var localX = x; + // ReSharper disable once InlineTemporaryVariable + // ReSharper disable once AccessToModifiedClosure + var localY = y; + + if (_selectedForSwap) + { + (Main.Settings.FormationGridSets[selectedSet][localY][localX], + Main.Settings.FormationGridSets[selectedSet][_selectedY][_selectedX]) = ( + Main.Settings.FormationGridSets[selectedSet][_selectedY][_selectedX], + Main.Settings.FormationGridSets[selectedSet][localY][localX]); + + GameUiContext.FillDefinitionFromFormationGrid(); + + _selectedForSwap = false; + } + else + { + _selectedX = localX; + _selectedY = localY; + _selectedForSwap = true; + } + }, UI.Width(30f)); + + GUI.color = saveColor; + } + + // first line + if (y <= 1) + { + UI.Label(Gui.Localize("ModUi/&FormationHelp" + (y + 2))); + } + } + } + } } diff --git a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs b/SolastaUnfinishedBusiness/Displays/ClassesDisplay.cs similarity index 50% rename from SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs rename to SolastaUnfinishedBusiness/Displays/ClassesDisplay.cs index 90c7c48618..3bb6816319 100644 --- a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/ClassesDisplay.cs @@ -1,53 +1,28 @@ -using SolastaUnfinishedBusiness.Api.ModKit; +using SolastaUnfinishedBusiness.Api.LanguageExtensions; +using SolastaUnfinishedBusiness.Api.ModKit; using SolastaUnfinishedBusiness.Models; +using SolastaUnfinishedBusiness.Subclasses; namespace SolastaUnfinishedBusiness.Displays; -internal static class CharacterDisplay +internal static class ClassesDisplay { - internal static void DisplayCharacter() + internal static void DisplayClasses() { UI.Label(); - UI.Label(Gui.Localize("ModUi/&InitialChoices")); - UI.Label(); - - var toggle = Main.Settings.EnableFlexibleBackgrounds; - if (UI.Toggle(Gui.Localize("ModUi/&EnableFlexibleBackgrounds"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableFlexibleBackgrounds = toggle; - FlexibleBackgroundsContext.SwitchFlexibleBackgrounds(); - } - - UI.Label(); - - toggle = Main.Settings.DisableSenseDarkVisionFromAllRaces; - if (UI.Toggle(Gui.Localize("ModUi/&DisableSenseDarkVisionFromAllRaces"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisableSenseDarkVisionFromAllRaces = toggle; - } - - toggle = Main.Settings.DisableSenseSuperiorDarkVisionFromAllRaces; - if (UI.Toggle(Gui.Localize("ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisableSenseSuperiorDarkVisionFromAllRaces = toggle; - } - toggle = Main.Settings.AddDarknessPerceptiveToDarkRaces; - if (UI.Toggle(Gui.Localize("ModUi/&AddDarknessPerceptiveToDarkRaces"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddDarknessPerceptiveToDarkRaces = toggle; - CharacterContext.SwitchDarknessPerceptive(); - } + UI.ActionButton(Gui.Localize("ModUi/&DocsClasses").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("Classes.md"), UI.Width(150f)); UI.Label(); - toggle = Main.Settings.RaceLightSensitivityApplyOutdoorsOnly; - if (UI.Toggle(Gui.Localize("ModUi/&RaceLightSensitivityApplyOutdoorsOnly"), ref toggle, UI.AutoWidth())) + var toggle = Main.Settings.EnableGauntletMainAttacks; + if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&EnableGauntletMainAttacks")), ref toggle, + UI.AutoWidth())) { - Main.Settings.RaceLightSensitivityApplyOutdoorsOnly = toggle; + Main.Settings.EnableGauntletMainAttacks = toggle; } - UI.Label(); UI.Label(); toggle = Main.Settings.AddFallProneActionToAllRaces; @@ -71,168 +46,44 @@ internal static void DisplayCharacter() CharacterContext.SwitchHelpPower(); } - toggle = Main.Settings.EnableAlternateHuman; - if (UI.Toggle(Gui.Localize("ModUi/&EnableAlternateHuman"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableAlternateHuman = toggle; - CharacterContext.SwitchFirstLevelTotalFeats(); - } - - toggle = Main.Settings.EnableFlexibleRaces; - if (UI.Toggle(Gui.Localize("ModUi/&EnableFlexibleRaces"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableFlexibleRaces = toggle; - FlexibleRacesContext.SwitchFlexibleRaces(); - } - UI.Label(); - toggle = Main.Settings.EnableEpicPointsAndArray; - if (UI.Toggle(Gui.Localize("ModUi/&EnableEpicPointsAndArray"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.AllowDruidToWearMetalArmor; + if (UI.Toggle(Gui.Localize("ModUi/&AllowDruidToWearMetalArmor"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableEpicPointsAndArray = toggle; + Main.Settings.AllowDruidToWearMetalArmor = toggle; + SrdAndHouseRulesContext.SwitchDruidAllowMetalArmor(); } - toggle = Main.Settings.ImproveLevelUpFeaturesSelection; - if (UI.Toggle(Gui.Localize("ModUi/&ImproveLevelUpFeaturesSelection"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableSignatureSpellsRelearn; + if (UI.Toggle(Gui.Localize("ModUi/&EnableSignatureSpellsRelearn"), ref toggle, UI.AutoWidth())) { - Main.Settings.ImproveLevelUpFeaturesSelection = toggle; + Main.Settings.EnableSignatureSpellsRelearn = toggle; } - UI.Label(); - UI.Label(); - - var intValue = Main.Settings.TotalFeatsGrantedFirstLevel; - if (UI.Slider(Gui.Localize("ModUi/&TotalFeatsGrantedFirstLevel"), ref intValue, - CharacterContext.MinInitialFeats, CharacterContext.MaxInitialFeats, 0, "", - UI.AutoWidth())) - { - Main.Settings.TotalFeatsGrantedFirstLevel = intValue; - CharacterContext.SwitchFirstLevelTotalFeats(); - } - - UI.Label(); - - toggle = Main.Settings.DisableLevelPrerequisitesOnModFeats; - if (UI.Toggle(Gui.Localize("ModUi/&DisableClassPrerequisitesOnModFeats"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisableLevelPrerequisitesOnModFeats = toggle; - } - - toggle = Main.Settings.DisableRacePrerequisitesOnModFeats; - if (UI.Toggle(Gui.Localize("ModUi/&DisableRacePrerequisitesOnModFeats"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisableRacePrerequisitesOnModFeats = toggle; - } - - toggle = Main.Settings.DisableCastSpellPreRequisitesOnModFeats; - if (UI.Toggle(Gui.Localize("ModUi/&DisableCastSpellPreRequisitesOnModFeats"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.GrantScimitarSpecializationToBardRogue; + if (UI.Toggle(Gui.Localize("ModUi/&GrantScimitarSpecializationToBarkMonkRogue"), ref toggle, UI.AutoWidth())) { - Main.Settings.DisableCastSpellPreRequisitesOnModFeats = toggle; + Main.Settings.GrantScimitarSpecializationToBardRogue = toggle; + CharacterContext.SwitchScimitarWeaponSpecialization(); } UI.Label(); - UI.Label(Gui.Localize("ModUi/&Progression")); - UI.Label(); - - toggle = Main.Settings.EnableLevel20; - if (UI.Toggle(Gui.Localize("ModUi/&EnableLevel20"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableLevel20 = toggle; - } - toggle = Main.Settings.EnableMulticlass; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMulticlass"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.AddPaladinSmiteToggle; + if (UI.Toggle(Gui.Localize("ModUi/&AddPaladinSmiteToggle"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableMulticlass = toggle; - Main.Settings.MaxAllowedClasses = MulticlassContext.DefaultClasses; - Main.Settings.EnableMinInOutAttributes = true; - Main.Settings.DisplayAllKnownSpellsDuringLevelUp = true; - Main.Settings.DisplayPactSlotsOnSpellSelectionPanel = true; + Main.Settings.AddPaladinSmiteToggle = toggle; } - if (Main.Settings.EnableMulticlass) + toggle = Main.Settings.ShowChannelDivinityOnPortrait; + if (UI.Toggle(Gui.Localize("ModUi/&ShowChannelDivinityOnPortrait"), ref toggle, UI.AutoWidth())) { - UI.Label(); - - intValue = Main.Settings.MaxAllowedClasses; - if (UI.Slider(Gui.Localize("ModUi/&MaxAllowedClasses"), ref intValue, - 2, MulticlassContext.MaxClasses, MulticlassContext.DefaultClasses, "", UI.AutoWidth())) - { - Main.Settings.MaxAllowedClasses = intValue; - } - - UI.Label(); - - toggle = Main.Settings.DisplayAllKnownSpellsDuringLevelUp; - if (UI.Toggle(Gui.Localize("ModUi/&DisplayAllKnownSpellsDuringLevelUp"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisplayAllKnownSpellsDuringLevelUp = toggle; - } - - toggle = Main.Settings.DisplayPactSlotsOnSpellSelectionPanel; - if (UI.Toggle(Gui.Localize("ModUi/&DisplayPactSlotsOnSpellSelectionPanel"), ref toggle, UI.AutoWidth())) - { - Main.Settings.DisplayPactSlotsOnSpellSelectionPanel = toggle; - } - - toggle = Main.Settings.EnableMinInOutAttributes; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMinInOutAttributes"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableMinInOutAttributes = toggle; - } - - UI.Label(); - UI.Label(Gui.Localize("ModUi/&MulticlassKeyHelp")); - UI.Label(); + Main.Settings.ShowChannelDivinityOnPortrait = toggle; } UI.Label(); - - toggle = Main.Settings.EnablesAsiAndFeat; - if (UI.Toggle(Gui.Localize("ModUi/&EnablesAsiAndFeat"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnablesAsiAndFeat = toggle; - CharacterContext.SwitchAsiAndFeat(); - } - - toggle = Main.Settings.EnableFeatsAtEveryFourLevels; - if (UI.Toggle(Gui.Localize("ModUi/&EnableFeatsAtEvenLevels"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableFeatsAtEveryFourLevels = toggle; - CharacterContext.SwitchEveryFourLevelsFeats(); - } - - toggle = Main.Settings.EnableFeatsAtEveryFourLevelsMiddle; - if (UI.Toggle(Gui.Localize("ModUi/&EnableFeatsAtEvenLevelsMiddle"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableFeatsAtEveryFourLevelsMiddle = toggle; - CharacterContext.SwitchEveryFourLevelsFeats(true); - } - - UI.Label(); - - toggle = Main.Settings.EnableBardHealingBalladOnLongRest; - if (UI.Toggle(Gui.Localize("ModUi/&EnableBardHealingBalladOnLongRest"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableBardHealingBalladOnLongRest = toggle; - CharacterContext.SwitchBardHealingBalladOnLongRest(); - } - - toggle = Main.Settings.EnableSorcererMagicalGuidance; - if (UI.Toggle(Gui.Localize("ModUi/&EnableSorcererMagicalGuidance"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableSorcererMagicalGuidance = toggle; - CharacterContext.SwitchSorcererMagicalGuidance(); - } - - toggle = Main.Settings.GrantScimitarSpecializationToBardRogue; - if (UI.Toggle(Gui.Localize("ModUi/&GrantScimitarSpecializationToBarkMonkRogue"), ref toggle, UI.AutoWidth())) - { - Main.Settings.GrantScimitarSpecializationToBardRogue = toggle; - CharacterContext.SwitchScimitarWeaponSpecialization(); - } - + UI.Label("" + Gui.Localize("Class/&BarbarianTitle") + ":"); UI.Label(); toggle = Main.Settings.EnableBarbarianBrutalStrike; @@ -254,6 +105,13 @@ internal static void DisplayCharacter() } } + toggle = Main.Settings.EnableBarbarianFightingStyle; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianFightingStyle"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBarbarianFightingStyle = toggle; + CharacterContext.SwitchBarbarianFightingStyle(); + } + toggle = Main.Settings.EnableBarbarianRecklessSameBuffDebuffDuration; if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration"), ref toggle, UI.AutoWidth())) { @@ -268,13 +126,8 @@ internal static void DisplayCharacter() CharacterContext.SwitchBarbarianRegainOneRageAtShortRest(); } - toggle = Main.Settings.EnableBarbarianFightingStyle; - if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianFightingStyle"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableBarbarianFightingStyle = toggle; - CharacterContext.SwitchBarbarianFightingStyle(); - } - + UI.Label(); + UI.Label("" + Gui.Localize("Class/&FighterTitle") + ":"); UI.Label(); toggle = Main.Settings.AddFighterLevelToIndomitableSavingReroll; @@ -291,6 +144,8 @@ internal static void DisplayCharacter() CharacterContext.SwitchFighterWeaponSpecialization(); } + UI.Label(); + UI.Label("" + Gui.Localize("Class/&MonkTitle") + ":"); UI.Label(); toggle = Main.Settings.EnableMonkAbundantKi; @@ -300,6 +155,14 @@ internal static void DisplayCharacter() CharacterContext.SwitchMonkAbundantKi(); } + toggle = Main.Settings.EnableMonkBodyAndMindToReplacePerfectSelf; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.EnableMonkBodyAndMindToReplacePerfectSelf = toggle; + CharacterContext.SwitchMonkBodyAndMindToReplacePerfectSelf(); + } + toggle = Main.Settings.EnableMonkFightingStyle; if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkFightingStyle"), ref toggle, UI.AutoWidth())) { @@ -314,12 +177,12 @@ internal static void DisplayCharacter() CharacterContext.SwitchMonkDoNotRequireAttackActionForFlurry(); } - toggle = Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall"), ref toggle, + toggle = Main.Settings.EnableMonkHandwrapsUseGauntletSlot; + if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&EnableMonkHandwrapsUseGauntletSlot")), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall = toggle; - CharacterContext.SwitchMonkImprovedUnarmoredMovementToMoveOnTheWall(); + Main.Settings.EnableMonkHandwrapsUseGauntletSlot = toggle; + CustomWeaponsContext.UpdateHandWrapsUseGauntletSlot(); } toggle = Main.Settings.EnableMonkHeightenedMetabolism; @@ -330,20 +193,12 @@ internal static void DisplayCharacter() CharacterContext.SwitchMonkHeightenedMetabolism(); } - toggle = Main.Settings.EnableMonkSuperiorDefenseToReplaceEmptyBody; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody"), ref toggle, - UI.AutoWidth())) - { - Main.Settings.EnableMonkSuperiorDefenseToReplaceEmptyBody = toggle; - CharacterContext.SwitchMonkSuperiorDefenseToReplaceEmptyBody(); - } - - toggle = Main.Settings.EnableMonkBodyAndMindToReplacePerfectSelf; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf"), ref toggle, + toggle = Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableMonkBodyAndMindToReplacePerfectSelf = toggle; - CharacterContext.SwitchMonkBodyAndMindToReplacePerfectSelf(); + Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall = toggle; + CharacterContext.SwitchMonkImprovedUnarmoredMovementToMoveOnTheWall(); } toggle = Main.Settings.EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack; @@ -354,6 +209,14 @@ internal static void DisplayCharacter() CharacterContext.SwitchMonkDoNotRequireAttackActionForBonusUnarmoredAttack(); } + toggle = Main.Settings.EnableMonkSuperiorDefenseToReplaceEmptyBody; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.EnableMonkSuperiorDefenseToReplaceEmptyBody = toggle; + CharacterContext.SwitchMonkSuperiorDefenseToReplaceEmptyBody(); + } + toggle = Main.Settings.EnableMonkWeaponSpecialization; if (UI.Toggle(Gui.Localize("ModUi/&EnableMonkWeaponSpecialization"), ref toggle, UI.AutoWidth())) { @@ -361,6 +224,8 @@ internal static void DisplayCharacter() CharacterContext.SwitchMonkWeaponSpecialization(); } + UI.Label(); + UI.Label("" + Gui.Localize("Class/&RangerTitle") + ":"); UI.Label(); toggle = Main.Settings.AddHumanoidFavoredEnemyToRanger; @@ -377,6 +242,8 @@ internal static void DisplayCharacter() CharacterContext.SwitchRangerNatureShroud(); } + UI.Label(); + UI.Label("" + Gui.Localize("Class/&RogueTitle") + ":"); UI.Label(); toggle = Main.Settings.EnableRogueCunningStrike; @@ -407,75 +274,40 @@ internal static void DisplayCharacter() } UI.Label(); - UI.Label(Gui.Localize("ModUi/&Visuals")); - UI.Label(); - - toggle = Main.Settings.AllowBeardlessDwarves; - if (UI.Toggle(Gui.Localize("ModUi/&AllowBeardlessDwarves"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowBeardlessDwarves = toggle; - } - + UI.Label("" + Gui.Localize("Class/&SorcererTitle") + ":"); UI.Label(); - toggle = Main.Settings.OfferAdditionalLoreFriendlyNames; - if (UI.Toggle(Gui.Localize("ModUi/&OfferAdditionalLoreFriendlyNames"), ref toggle, UI.AutoWidth())) - { - Main.Settings.OfferAdditionalLoreFriendlyNames = toggle; - } - - toggle = Main.Settings.UnlockAllNpcFaces; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockAllNpcFaces"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableSorcererMagicalGuidance; + if (UI.Toggle(Gui.Localize("ModUi/&EnableSorcererMagicalGuidance"), ref toggle, UI.AutoWidth())) { - Main.Settings.UnlockAllNpcFaces = toggle; + Main.Settings.EnableSorcererMagicalGuidance = toggle; + CharacterContext.SwitchSorcererMagicalGuidance(); } - UI.Label(); - - toggle = Main.Settings.AllowUnmarkedSorcerers; - if (UI.Toggle(Gui.Localize("ModUi/&AllowUnmarkedSorcerers"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableSorcererQuickenedAction; + if (UI.Toggle(Gui.Localize("ModUi/&EnableSorcererQuickenedAction"), ref toggle, UI.AutoWidth())) { - Main.Settings.AllowUnmarkedSorcerers = toggle; + Main.Settings.EnableSorcererQuickenedAction = toggle; } - toggle = Main.Settings.UnlockMarkAndTattoosForAllCharacters; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockMarkAndTattoosForAllCharacters"), ref toggle, UI.AutoWidth())) + if (Main.Settings.EnableSorcererQuickenedAction) { - Main.Settings.UnlockMarkAndTattoosForAllCharacters = toggle; + toggle = Main.Settings.HideQuickenedActionWhenMetamagicOff; + if (UI.Toggle(Gui.Localize("ModUi/&HideQuickenedActionWhenMetamagicOff"), ref toggle, UI.AutoWidth())) + { + Main.Settings.HideQuickenedActionWhenMetamagicOff = toggle; + } } - toggle = Main.Settings.UnlockGlowingColorsForAllMarksAndTattoos; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockGlowingColorsForAllMarksAndTattoos"), ref toggle, UI.AutoWidth())) + var intValue = Main.Settings.WildSurgeDieRollThreshold; + if (UI.Slider(Gui.Localize("ModUi/&WildSurgeDieRollThreshold"), ref intValue, 1, 20, + 2, string.Empty, UI.AutoWidth())) { - Main.Settings.UnlockGlowingColorsForAllMarksAndTattoos = toggle; + Main.Settings.WildSurgeDieRollThreshold = intValue; + SorcerousWildMagic.SwitchWildSurgeChanceDieThreshold(); } UI.Label(); - - toggle = Main.Settings.UnlockGlowingEyeColors; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockGlowingEyeColors"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UnlockGlowingEyeColors = toggle; - } - - toggle = Main.Settings.AddNewBrightEyeColors; - if (UI.Toggle(Gui.Localize("ModUi/&AddNewBrightEyeColors"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddNewBrightEyeColors = toggle; - } - - toggle = Main.Settings.UnlockEyeStyles; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockEyeStyles"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UnlockEyeStyles = toggle; - } - - toggle = Main.Settings.UnlockSkinColors; - if (UI.Toggle(Gui.Localize("ModUi/&UnlockSkinColors"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UnlockSkinColors = toggle; - } - UI.Label(); } } diff --git a/SolastaUnfinishedBusiness/Displays/DungeonMakerDisplay.cs b/SolastaUnfinishedBusiness/Displays/DungeonMakerDisplay.cs index 98a07d9500..73273be621 100644 --- a/SolastaUnfinishedBusiness/Displays/DungeonMakerDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/DungeonMakerDisplay.cs @@ -122,6 +122,6 @@ internal static void DisplayDungeonMaker() } UI.Label(); - UI.Label(); + TranslationsDisplay.DisplayTranslations(); } } diff --git a/SolastaUnfinishedBusiness/Displays/GameServicesDisplay.cs b/SolastaUnfinishedBusiness/Displays/GameServicesDisplay.cs index a64bb71311..b55c26488e 100644 --- a/SolastaUnfinishedBusiness/Displays/GameServicesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/GameServicesDisplay.cs @@ -16,44 +16,42 @@ internal static class GameServicesDisplay private static readonly Dictionary> TargetList = new() { { "None", null }, - { "Game", () => ServiceRepository.GetService()?.Game }, - { "ICameraService", ServiceRepository.GetService }, - { "ICharacterBuildingService", ServiceRepository.GetService }, - { "ICharacterPoolService", ServiceRepository.GetService }, - { "IGameCampaignService", ServiceRepository.GetService }, - { "IGameFactionService", ServiceRepository.GetService }, - { "IHeroBuildingCommandService", ServiceRepository.GetService }, - { "INetworkingService", ServiceRepository.GetService }, - { "IGameLocationActionService", ServiceRepository.GetService }, - { "IGameLocationAudioService", ServiceRepository.GetService }, - { "IGameLocationBanterService", ServiceRepository.GetService }, - { "IGameLocationBattleService", ServiceRepository.GetService }, - { "IGameLocationCharacterService", ServiceRepository.GetService }, - { "IGameLocationEnvironmentService", ServiceRepository.GetService }, - { "IGameLocationGadgetService", ServiceRepository.GetService }, - { "IGameLocationItemService", ServiceRepository.GetService }, - { "IGameLocationMapService", ServiceRepository.GetService }, - { "IGameLocationPathfindingService", ServiceRepository.GetService }, - { "IGameLocationPositioningService", ServiceRepository.GetService }, - { "IGameLocationSelectionService", ServiceRepository.GetService }, - { "IGameLocationService", ServiceRepository.GetService }, - { "IGameLocationTargetingService", ServiceRepository.GetService }, - { "IGameLocationTimelineService", ServiceRepository.GetService }, - { "IGameLocationVisibilityService", ServiceRepository.GetService }, - { "IGameLoreService", ServiceRepository.GetService }, - { "IGameQuestService", ServiceRepository.GetService }, - { "IGameRestingService", ServiceRepository.GetService }, - { "IGameScavengerService", ServiceRepository.GetService }, - { "IGameSerializationService", ServiceRepository.GetService }, - { "IGameService", ServiceRepository.GetService }, - { "IGameSettingsService", ServiceRepository.GetService }, - { "IGameVariableService", ServiceRepository.GetService }, - { "IGamingPlatformService", ServiceRepository.GetService }, - { "CharacterCreationScreen", Gui.GuiService.GetScreen }, { - "Party Heroes", () => ServiceRepository.GetService()?.PartyCharacters + "Heroes", () => ServiceRepository.GetService()?.PartyCharacters ?.Select(ch => ch.RulesetCharacter) - } + }, + { "Action Service", ServiceRepository.GetService }, + { "Audio Service", ServiceRepository.GetService }, + { "Banter Service", ServiceRepository.GetService }, + { "Battle Service", ServiceRepository.GetService }, + { "Building Command Service", ServiceRepository.GetService }, + { "Building Service", ServiceRepository.GetService }, + { "Camera Service", ServiceRepository.GetService }, + { "Campaign Service", ServiceRepository.GetService }, + { "Character Service", ServiceRepository.GetService }, + { "Environment Service", ServiceRepository.GetService }, + { "Faction Service", ServiceRepository.GetService }, + { "Gadget Service", ServiceRepository.GetService }, + { "Game Service", ServiceRepository.GetService }, + { "Item Service", ServiceRepository.GetService }, + { "Location Service", ServiceRepository.GetService }, + { "Lore Service", ServiceRepository.GetService }, + { "Map Service", ServiceRepository.GetService }, + { "Networking Service", ServiceRepository.GetService }, + { "Pathfinding Service", ServiceRepository.GetService }, + { "Platform Service", ServiceRepository.GetService }, + { "Pool Service", ServiceRepository.GetService }, + { "Positioning Service", ServiceRepository.GetService }, + { "Quest Service", ServiceRepository.GetService }, + { "Resting Service", ServiceRepository.GetService }, + { "Scavenger Service", ServiceRepository.GetService }, + { "Selection Service", ServiceRepository.GetService }, + { "Serialization Service", ServiceRepository.GetService }, + { "Settings Service", ServiceRepository.GetService }, + { "Targeting Service", ServiceRepository.GetService }, + { "Timeline Service", ServiceRepository.GetService }, + { "Variable Service", ServiceRepository.GetService }, + { "Visibility Service", ServiceRepository.GetService } }; private static readonly string[] TargetNames = TargetList.Keys.ToArray(); diff --git a/SolastaUnfinishedBusiness/Displays/ItemsAndCraftingDisplay.cs b/SolastaUnfinishedBusiness/Displays/ItemsAndCraftingDisplay.cs index a424f25636..8b3bdcc3f3 100644 --- a/SolastaUnfinishedBusiness/Displays/ItemsAndCraftingDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/ItemsAndCraftingDisplay.cs @@ -74,7 +74,6 @@ .. TagsDefinitions.AllWeaponTags internal static void DisplayItemsAndCrafting() { - DisplayGeneral(); DisplayCrafting(); DisplayFactionRelations(); DisplayItems(); @@ -82,40 +81,19 @@ internal static void DisplayItemsAndCrafting() UI.Label(); } - private static void DisplayGeneral() + private static void DisplayCrafting() { UI.Label(); - UI.Label(); - var toggle = Main.Settings.AddNewWeaponsAndRecipesToShops; - if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&AddNewWeaponsAndRecipesToShops")), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddNewWeaponsAndRecipesToShops = toggle; - } - - toggle = Main.Settings.AddPickPocketableLoot; - if (UI.Toggle(Gui.Localize("ModUi/&AddPickPocketableLoot"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddPickPocketableLoot = toggle; - if (toggle) - { - PickPocketContext.Load(); - } - } - - toggle = Main.Settings.EnableMonkHandwrapsUseGauntletSlot; - if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&EnableMonkHandwrapsUseGauntletSlot")), ref toggle, - UI.AutoWidth())) + var toggle = Main.Settings.DisplayCraftingToggle; + if (UI.DisclosureToggle(Gui.Localize("ModUi/&Crafting"), ref toggle, 200)) { - Main.Settings.EnableMonkHandwrapsUseGauntletSlot = toggle; - CustomWeaponsContext.UpdateHandWrapsUseGauntletSlot(); + Main.Settings.DisplayCraftingToggle = toggle; } - toggle = Main.Settings.EnableGauntletMainAttacks; - if (UI.Toggle(Gui.Localize(Gui.Localize("ModUi/&EnableGauntletMainAttacks")), ref toggle, - UI.AutoWidth())) + if (!Main.Settings.DisplayCraftingToggle) { - Main.Settings.EnableGauntletMainAttacks = toggle; + return; } UI.Label(); @@ -127,56 +105,12 @@ private static void DisplayGeneral() CraftingContext.UpdateRecipeCost(); } - UI.Label(); - intValue = Main.Settings.TotalCraftingTimeModifier; if (UI.Slider(Gui.Localize("ModUi/&TotalCraftingTimeModifier"), ref intValue, 0, 100, 0, "%", UI.AutoWidth())) { Main.Settings.TotalCraftingTimeModifier = intValue; } - UI.Label(); - - intValue = Main.Settings.SetBeltOfDwarvenKindBeardChances; - if (UI.Slider(Gui.Localize("ModUi/&SetBeltOfDwarvenKindBeardChances"), ref intValue, - 0, 100, 50, "%", UI.Width(500f))) - { - Main.Settings.SetBeltOfDwarvenKindBeardChances = intValue; - ItemCraftingMerchantContext.SwitchSetBeltOfDwarvenKindBeardChances(); - } - - UI.Label(); - - using (UI.HorizontalScope()) - { - UI.Label(Gui.Localize("ModUi/&EmpressGarbAppearance"), UI.Width(325f)); - - intValue = Main.Settings.EmpressGarbAppearanceIndex; - // ReSharper disable once InvertIf - if (UI.SelectionGrid(ref intValue, ItemCraftingMerchantContext.EmpressGarbAppearances, - ItemCraftingMerchantContext.EmpressGarbAppearances.Length, 2, UI.Width(440f))) - { - Main.Settings.EmpressGarbAppearanceIndex = intValue; - GameUiContext.SwitchEmpressGarb(); - } - } - } - - private static void DisplayCrafting() - { - UI.Label(); - - var toggle = Main.Settings.DisplayCraftingToggle; - if (UI.DisclosureToggle(Gui.Localize("ModUi/&Crafting"), ref toggle, 200)) - { - Main.Settings.DisplayCraftingToggle = toggle; - } - - if (!Main.Settings.DisplayCraftingToggle) - { - return; - } - UI.Label(); UI.Label(Gui.Localize("ModUi/&CraftingHelp")); UI.Label(); diff --git a/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs b/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs index 1db14aa91b..e6294a5023 100644 --- a/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/PatchesDisplay.cs @@ -176,16 +176,18 @@ private static void RefreshListOfPatchOwners() private static void RefreshPatchInfoOfAllMods() { - _patches = new Dictionary>(); + _patches = []; foreach (var method in Harmony.GetAllPatchedMethods()) { var patches = Harmony.GetPatchInfo(method); - _patches.Add(method, [.. patches.Prefixes - .Concat(patches.Transpilers) - .Concat(patches.Postfixes) - .OrderByDescending(patch => patch.priority)]); + _patches.Add(method, [ + .. patches.Prefixes + .Concat(patches.Transpilers) + .Concat(patches.Postfixes) + .OrderByDescending(patch => patch.priority) + ]); } } } diff --git a/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs b/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs index 9ba2f9d935..4b32d09ef2 100644 --- a/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/ProficienciesDisplay.cs @@ -8,6 +8,48 @@ internal static class ProficienciesDisplay { private static bool _displayTabletop; + private static void DisplayProficienciesGeneral() + { + var toggle = Main.Settings.DisplayProficienciesGeneralToggle; + if (UI.DisclosureToggle(Gui.Localize("ModUi/&General"), ref toggle, 200)) + { + Main.Settings.DisplayProficienciesGeneralToggle = toggle; + } + + if (!Main.Settings.DisplayProficienciesGeneralToggle) + { + return; + } + + UI.Label(); + + toggle = Main.Settings.DisableLevelPrerequisitesOnModFeats; + if (UI.Toggle(Gui.Localize("ModUi/&DisableClassPrerequisitesOnModFeats"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableLevelPrerequisitesOnModFeats = toggle; + } + + toggle = Main.Settings.DisableRacePrerequisitesOnModFeats; + if (UI.Toggle(Gui.Localize("ModUi/&DisableRacePrerequisitesOnModFeats"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableRacePrerequisitesOnModFeats = toggle; + } + + toggle = Main.Settings.DisableCastSpellPreRequisitesOnModFeats; + if (UI.Toggle(Gui.Localize("ModUi/&DisableCastSpellPreRequisitesOnModFeats"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableCastSpellPreRequisitesOnModFeats = toggle; + } + + UI.Label(); + + toggle = Main.Settings.AllowCantripsTriggeringOnWarMagic; + if (UI.Toggle(Gui.Localize("ModUi/&EnableCantripsTriggeringOnWarMagic"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AllowCantripsTriggeringOnWarMagic = toggle; + } + } + internal static void DisplayProficiencies() { UI.Label(); @@ -140,6 +182,10 @@ private static void OtherHeaders() UI.Label(); + DisplayProficienciesGeneral(); + + UI.Label(); + using (UI.HorizontalScope()) { var toggle = diff --git a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs index 5c3f78035e..775b04f5e3 100644 --- a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs @@ -1,6 +1,5 @@ using SolastaUnfinishedBusiness.Api.ModKit; using SolastaUnfinishedBusiness.Models; -using SolastaUnfinishedBusiness.Subclasses; namespace SolastaUnfinishedBusiness.Displays; @@ -12,7 +11,6 @@ internal static class RulesDisplay internal static void DisplayRules() { UI.Label(); - UI.Label(Gui.Localize("ModUi/&SRD")); UI.Label(); var toggle = Main.Settings.UseOfficialAdvantageDisadvantageRules; @@ -22,6 +20,33 @@ internal static void DisplayRules() Main.Settings.UseOfficialFlankingRulesAlsoForRanged = false; } + toggle = Main.Settings.UseOfficialFoodRationsWeight; + if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialFoodRationsWeight"), ref toggle, UI.AutoWidth())) + { + Main.Settings.UseOfficialFoodRationsWeight = toggle; + SrdAndHouseRulesContext.SwitchOfficialFoodRationsWeight(); + } + + toggle = Main.Settings.UseOfficialSmallRacesDisWithHeavyWeapons; + if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons"), ref toggle, UI.AutoWidth())) + { + Main.Settings.UseOfficialSmallRacesDisWithHeavyWeapons = toggle; + } + + toggle = Main.Settings.UseAlternateSpellPointsSystem; + if (UI.Toggle(Gui.Localize("ModUi/&UseAlternateSpellPointsSystem"), ref toggle, UI.AutoWidth())) + { + Main.Settings.UseAlternateSpellPointsSystem = toggle; + SpellPointsContext.SwitchFeatureDefinitionCastSpellSlots(); + } + + if (Main.Settings.UseAlternateSpellPointsSystem) + { + UI.Label(Gui.Localize("ModUi/&UseAlternateSpellPointsSystemHelp")); + } + + UI.Label(); + toggle = Main.Settings.UseOfficialFlankingRules; if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialFlankingRules"), ref toggle, UI.AutoWidth())) { @@ -72,12 +97,7 @@ internal static void DisplayRules() } } - toggle = Main.Settings.UseOfficialFoodRationsWeight; - if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialFoodRationsWeight"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UseOfficialFoodRationsWeight = toggle; - SrdAndHouseRulesContext.SwitchOfficialFoodRationsWeight(); - } + UI.Label(); toggle = Main.Settings.UseOfficialLightingObscurementAndVisionRules; if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialObscurementRules"), ref toggle, UI.AutoWidth())) @@ -138,24 +158,6 @@ internal static void DisplayRules() } } - toggle = Main.Settings.UseOfficialSmallRacesDisWithHeavyWeapons; - if (UI.Toggle(Gui.Localize("ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UseOfficialSmallRacesDisWithHeavyWeapons = toggle; - } - - toggle = Main.Settings.UseAlternateSpellPointsSystem; - if (UI.Toggle(Gui.Localize("ModUi/&UseAlternateSpellPointsSystem"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UseAlternateSpellPointsSystem = toggle; - SpellPointsContext.SwitchFeatureDefinitionCastSpellSlots(); - } - - if (Main.Settings.UseAlternateSpellPointsSystem) - { - UI.Label(Gui.Localize("ModUi/&UseAlternateSpellPointsSystemHelp")); - } - UI.Label(); toggle = Main.Settings.KeepStealthOnHeroIfPerceivedDuringSurpriseAttack; @@ -165,6 +167,14 @@ internal static void DisplayRules() Main.Settings.KeepStealthOnHeroIfPerceivedDuringSurpriseAttack = toggle; } + toggle = Main.Settings.StealthDoesNotBreakWithSubtle; + if (UI.Toggle(Gui.Localize("ModUi/&StealthDoesNotBreakWithSubtle"), ref toggle, UI.AutoWidth())) + { + Main.Settings.StealthDoesNotBreakWithSubtle = toggle; + } + + UI.Label(); + toggle = Main.Settings.StealthBreaksWhenAttackHits; if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenAttackHits"), ref toggle, UI.AutoWidth())) { @@ -177,6 +187,24 @@ internal static void DisplayRules() Main.Settings.StealthBreaksWhenAttackMisses = toggle; } + toggle = Main.Settings.StealthBreaksWhenCastingMaterial; + if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingMaterial"), ref toggle, UI.AutoWidth())) + { + Main.Settings.StealthBreaksWhenCastingMaterial = toggle; + } + + toggle = Main.Settings.StealthBreaksWhenCastingVerbose; + if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingVerbose"), ref toggle, UI.AutoWidth())) + { + Main.Settings.StealthBreaksWhenCastingVerbose = toggle; + } + + toggle = Main.Settings.StealthBreaksWhenCastingSomatic; + if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingSomatic"), ref toggle, UI.AutoWidth())) + { + Main.Settings.StealthBreaksWhenCastingSomatic = toggle; + } + UI.Label(); toggle = Main.Settings.AddDexModifierToEnemiesInitiativeRoll; @@ -201,21 +229,6 @@ internal static void DisplayRules() Main.Settings.DontEndTurnAfterReady = toggle; } - toggle = Main.Settings.EnableSorcererQuickenedAction; - if (UI.Toggle(Gui.Localize("ModUi/&EnableSorcererQuickenedAction"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableSorcererQuickenedAction = toggle; - } - - if (Main.Settings.EnableSorcererQuickenedAction) - { - toggle = Main.Settings.HideQuickenedActionWhenMetamagicOff; - if (UI.Toggle(Gui.Localize("ModUi/&HideQuickenedActionWhenMetamagicOff"), ref toggle, UI.AutoWidth())) - { - Main.Settings.HideQuickenedActionWhenMetamagicOff = toggle; - } - } - UI.Label(); toggle = Main.Settings.KeepInvisibilityWhenUsingItems; @@ -241,101 +254,38 @@ internal static void DisplayRules() UI.Label(); - toggle = Main.Settings.AllowTargetingSelectionWhenCastingChainLightningSpell; - if (UI.Toggle(Gui.Localize("ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell"), ref toggle, + var intValue = Main.Settings.TotalFeatsGrantedFirstLevel; + if (UI.Slider(Gui.Localize("ModUi/&TotalFeatsGrantedFirstLevel"), ref intValue, + CharacterContext.MinInitialFeats, CharacterContext.MaxInitialFeats, 0, "", UI.AutoWidth())) { - Main.Settings.AllowTargetingSelectionWhenCastingChainLightningSpell = toggle; - SrdAndHouseRulesContext.SwitchAllowTargetingSelectionWhenCastingChainLightningSpell(); - } - - toggle = Main.Settings.RemoveHumanoidFilterOnHideousLaughter; - if (UI.Toggle(Gui.Localize("ModUi/&RemoveHumanoidFilterOnHideousLaughter"), ref toggle, UI.AutoWidth())) - { - Main.Settings.RemoveHumanoidFilterOnHideousLaughter = toggle; - SrdAndHouseRulesContext.SwitchFilterOnHideousLaughter(); - } - - toggle = Main.Settings.AddBleedingToLesserRestoration; - if (UI.Toggle(Gui.Localize("ModUi/&AddBleedingToLesserRestoration"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddBleedingToLesserRestoration = toggle; - SrdAndHouseRulesContext.SwitchAddBleedingToLesserRestoration(); - } - - toggle = Main.Settings.BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove; - if (UI.Toggle(Gui.Localize("ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove"), ref toggle, - UI.AutoWidth())) - { - Main.Settings.BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove = toggle; - } - - toggle = Main.Settings.RemoveRecurringEffectOnEntangle; - if (UI.Toggle(Gui.Localize("ModUi/&RemoveRecurringEffectOnEntangle"), ref toggle, UI.AutoWidth())) - { - Main.Settings.RemoveRecurringEffectOnEntangle = toggle; - SrdAndHouseRulesContext.SwitchRecurringEffectOnEntangle(); - } - - toggle = Main.Settings.EnableUpcastConjureElementalAndFey; - if (UI.Toggle(Gui.Localize("ModUi/&EnableUpcastConjureElementalAndFey"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableUpcastConjureElementalAndFey = toggle; - Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey = false; - SrdAndHouseRulesContext.SwitchEnableUpcastConjureElementalAndFey(); - } - - if (Main.Settings.EnableUpcastConjureElementalAndFey) - { - toggle = Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey; - if (UI.Toggle(Gui.Localize("ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey"), ref toggle, - UI.AutoWidth())) - { - Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey = toggle; - } + Main.Settings.TotalFeatsGrantedFirstLevel = intValue; + CharacterContext.SwitchFirstLevelTotalFeats(); } UI.Label(); - toggle = Main.Settings.ChangeSleetStormToCube; - if (UI.Toggle(Gui.Localize("ModUi/&ChangeSleetStormToCube"), ref toggle, UI.AutoWidth())) - { - Main.Settings.ChangeSleetStormToCube = toggle; - SrdAndHouseRulesContext.SwitchChangeSleetStormToCube(); - } - - toggle = Main.Settings.UseHeightOneCylinderEffect; - if (UI.Toggle(Gui.Localize("ModUi/&UseHeightOneCylinderEffect"), ref toggle, UI.AutoWidth())) - { - Main.Settings.UseHeightOneCylinderEffect = toggle; - SrdAndHouseRulesContext.SwitchUseHeightOneCylinderEffect(); - } - - toggle = Main.Settings.FixEldritchBlastRange; - if (UI.Toggle(Gui.Localize("ModUi/&FixEldritchBlastRange"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnablesAsiAndFeat; + if (UI.Toggle(Gui.Localize("ModUi/&EnablesAsiAndFeat"), ref toggle, UI.AutoWidth())) { - Main.Settings.FixEldritchBlastRange = toggle; - SrdAndHouseRulesContext.SwitchEldritchBlastRange(); + Main.Settings.EnablesAsiAndFeat = toggle; + CharacterContext.SwitchAsiAndFeat(); } - UI.Label(); - - toggle = Main.Settings.EnableOneDndHealingSpellsBuf; - if (UI.Toggle(Gui.Localize("ModUi/&EnableOneDndHealingSpellsBuf"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableFeatsAtEveryFourLevels; + if (UI.Toggle(Gui.Localize("ModUi/&EnableFeatsAtEvenLevels"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableOneDndHealingSpellsBuf = toggle; - SrdAndHouseRulesContext.SwitchOneDndHealingSpellsBuf(); + Main.Settings.EnableFeatsAtEveryFourLevels = toggle; + CharacterContext.SwitchEveryFourLevelsFeats(); } - toggle = Main.Settings.FixRingOfRegenerationHealRate; - if (UI.Toggle(Gui.Localize("ModUi/&FixRingOfRegenerationHealRate"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableFeatsAtEveryFourLevelsMiddle; + if (UI.Toggle(Gui.Localize("ModUi/&EnableFeatsAtEvenLevelsMiddle"), ref toggle, UI.AutoWidth())) { - Main.Settings.FixRingOfRegenerationHealRate = toggle; - SrdAndHouseRulesContext.SwitchRingOfRegenerationHealRate(); + Main.Settings.EnableFeatsAtEveryFourLevelsMiddle = toggle; + CharacterContext.SwitchEveryFourLevelsFeats(true); } - UI.Label(); - UI.Label(Gui.Localize("ModUi/&House")); UI.Label(); toggle = Main.Settings.AllowAnyClassToUseArcaneShieldstaff; @@ -365,80 +315,6 @@ internal static void DisplayRules() UI.Label(); - toggle = Main.Settings.StealthBreaksWhenCastingMaterial; - if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingMaterial"), ref toggle, UI.AutoWidth())) - { - Main.Settings.StealthBreaksWhenCastingMaterial = toggle; - } - - toggle = Main.Settings.StealthBreaksWhenCastingVerbose; - if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingVerbose"), ref toggle, UI.AutoWidth())) - { - Main.Settings.StealthBreaksWhenCastingVerbose = toggle; - } - - toggle = Main.Settings.StealthBreaksWhenCastingSomatic; - if (UI.Toggle(Gui.Localize("ModUi/&StealthBreaksWhenCastingSomatic"), ref toggle, UI.AutoWidth())) - { - Main.Settings.StealthBreaksWhenCastingSomatic = toggle; - } - - toggle = Main.Settings.StealthDoesNotBreakWithSubtle; - if (UI.Toggle(Gui.Localize("ModUi/&StealthDoesNotBreakWithSubtle"), ref toggle, UI.AutoWidth())) - { - Main.Settings.StealthDoesNotBreakWithSubtle = toggle; - } - - UI.Label(); - - toggle = Main.Settings.AllowBladeCantripsToUseReach; - if (UI.Toggle(Gui.Localize("ModUi/&AllowBladeCantripsToUseReach"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowBladeCantripsToUseReach = toggle; - SrdAndHouseRulesContext.SwitchAllowBladeCantripsToUseReach(); - } - - toggle = Main.Settings.AllowHasteCasting; - if (UI.Toggle(Gui.Localize("ModUi/&AllowHasteCasting"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowHasteCasting = toggle; - SrdAndHouseRulesContext.SwitchHastedCasing(); - } - - toggle = Main.Settings.AllowStackedMaterialComponent; - if (UI.Toggle(Gui.Localize("ModUi/&AllowStackedMaterialComponent"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowStackedMaterialComponent = toggle; - } - - toggle = Main.Settings.EnableCantripsTriggeringOnWarMagic; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCantripsTriggeringOnWarMagic"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableCantripsTriggeringOnWarMagic = toggle; - } - - toggle = Main.Settings.EnableRelearnSpells; - if (UI.Toggle(Gui.Localize("ModUi/&EnableRelearnSpells"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableRelearnSpells = toggle; - } - - toggle = Main.Settings.RemoveSchoolRestrictionsFromShadowCaster; - if (UI.Toggle(Gui.Localize("ModUi/&RemoveSchoolRestrictionsFromShadowCaster"), ref toggle, UI.AutoWidth())) - { - Main.Settings.RemoveSchoolRestrictionsFromShadowCaster = toggle; - SrdAndHouseRulesContext.SwitchSchoolRestrictionsFromShadowCaster(); - } - - toggle = Main.Settings.RemoveSchoolRestrictionsFromSpellBlade; - if (UI.Toggle(Gui.Localize("ModUi/&RemoveSchoolRestrictionsFromSpellBlade"), ref toggle, UI.AutoWidth())) - { - Main.Settings.RemoveSchoolRestrictionsFromSpellBlade = toggle; - SrdAndHouseRulesContext.SwitchSchoolRestrictionsFromSpellBlade(); - } - - UI.Label(); - toggle = Main.Settings.AllowAnyClassToWearSylvanArmor; if (UI.Toggle(Gui.Localize("ModUi/&AllowAnyClassToWearSylvanArmor"), ref toggle, UI.AutoWidth())) { @@ -446,13 +322,6 @@ internal static void DisplayRules() SrdAndHouseRulesContext.SwitchUniversalSylvanArmorAndLightbringer(); } - toggle = Main.Settings.AllowDruidToWearMetalArmor; - if (UI.Toggle(Gui.Localize("ModUi/&AllowDruidToWearMetalArmor"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AllowDruidToWearMetalArmor = toggle; - SrdAndHouseRulesContext.SwitchDruidAllowMetalArmor(); - } - toggle = Main.Settings.AllowClubsToBeThrown; if (UI.Toggle(Gui.Localize("ModUi/&AllowClubsToBeThrown"), ref toggle, UI.AutoWidth())) { @@ -473,36 +342,11 @@ internal static void DisplayRules() SrdAndHouseRulesContext.SwitchMagicStaffFoci(); } - UI.Label(); - - var intValue = Main.Settings.WildSurgeDieRollThreshold; - if (UI.Slider(Gui.Localize("ModUi/&WildSurgeDieRollThreshold"), ref intValue, 1, 20, - 2, string.Empty, UI.AutoWidth())) - { - Main.Settings.WildSurgeDieRollThreshold = intValue; - SorcerousWildMagic.SwitchWildSurgeChanceDieThreshold(); - } - - UI.Label(); - - toggle = Main.Settings.AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness; - if (UI.Toggle(Gui.Localize("ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness"), ref toggle, - UI.AutoWidth())) - { - Main.Settings.AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness = toggle; - } - - toggle = Main.Settings.ChangeDragonbornElementalBreathUsages; - if (UI.Toggle(Gui.Localize("ModUi/&ChangeDragonbornElementalBreathUsages"), ref toggle, UI.AutoWidth())) - { - Main.Settings.ChangeDragonbornElementalBreathUsages = toggle; - CharacterContext.SwitchDragonbornElementalBreathUsages(); - } - - toggle = Main.Settings.EnableSignatureSpellsRelearn; - if (UI.Toggle(Gui.Localize("ModUi/&EnableSignatureSpellsRelearn"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.FixRingOfRegenerationHealRate; + if (UI.Toggle(Gui.Localize("ModUi/&FixRingOfRegenerationHealRate"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableSignatureSpellsRelearn = toggle; + Main.Settings.FixRingOfRegenerationHealRate = toggle; + SrdAndHouseRulesContext.SwitchRingOfRegenerationHealRate(); } UI.Label(); @@ -519,6 +363,8 @@ internal static void DisplayRules() Main.Settings.AccountForAllDiceOnSavageAttack = toggle; } + UI.Label(); + toggle = Main.Settings.AllowFlightSuspend; if (UI.Toggle(Gui.Localize("ModUi/&AllowFlightSuspend"), ref toggle, UI.AutoWidth())) { @@ -534,19 +380,6 @@ internal static void DisplayRules() } } - toggle = Main.Settings.EnableCharactersOnFireToEmitLight; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCharactersOnFireToEmitLight"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableCharactersOnFireToEmitLight = toggle; - SrdAndHouseRulesContext.SwitchMagicStaffFoci(); - } - - toggle = Main.Settings.EnableHigherGroundRules; - if (UI.Toggle(Gui.Localize("ModUi/&EnableHigherGroundRules"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableHigherGroundRules = toggle; - } - toggle = Main.Settings.EnablePullPushOnVerticalDirection; if (UI.Toggle(Gui.Localize("ModUi/&EnablePullPushOnVerticalDirection"), ref toggle, UI.AutoWidth())) { @@ -564,12 +397,6 @@ internal static void DisplayRules() } } - toggle = Main.Settings.EnableTeleportToRemoveRestrained; - if (UI.Toggle(Gui.Localize("ModUi/&EnableTeleportToRemoveRestrained"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableTeleportToRemoveRestrained = toggle; - } - toggle = Main.Settings.FullyControlConjurations; if (UI.Toggle(Gui.Localize("ModUi/&FullyControlConjurations"), ref toggle, UI.AutoWidth())) { @@ -579,6 +406,27 @@ internal static void DisplayRules() UI.Label(); + toggle = Main.Settings.EnableHigherGroundRules; + if (UI.Toggle(Gui.Localize("ModUi/&EnableHigherGroundRules"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableHigherGroundRules = toggle; + } + + toggle = Main.Settings.EnableTeleportToRemoveRestrained; + if (UI.Toggle(Gui.Localize("ModUi/&EnableTeleportToRemoveRestrained"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableTeleportToRemoveRestrained = toggle; + } + + UI.Label(); + + toggle = Main.Settings.EnableCharactersOnFireToEmitLight; + if (UI.Toggle(Gui.Localize("ModUi/&EnableCharactersOnFireToEmitLight"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableCharactersOnFireToEmitLight = toggle; + SrdAndHouseRulesContext.SwitchMagicStaffFoci(); + } + toggle = Main.Settings.ColdResistanceAlsoGrantsImmunityToChilledCondition; if (UI.Toggle(Gui.Localize("ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition"), ref toggle, UI.AutoWidth())) @@ -597,14 +445,6 @@ internal static void DisplayRules() UI.Label(); - toggle = Main.Settings.QuickCastLightCantripOnWornItemsFirst; - if (UI.Toggle(Gui.Localize("ModUi/&QuickCastLightCantripOnWornItemsFirst"), ref toggle, UI.AutoWidth())) - { - Main.Settings.QuickCastLightCantripOnWornItemsFirst = toggle; - } - - UI.Label(); - intValue = Main.Settings.SenseNormalVisionRangeMultiplier; using (UI.HorizontalScope()) diff --git a/SolastaUnfinishedBusiness/Displays/SpellsDisplay.cs b/SolastaUnfinishedBusiness/Displays/SpellsDisplay.cs index b31db5dffc..e4d0654b23 100644 --- a/SolastaUnfinishedBusiness/Displays/SpellsDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/SpellsDisplay.cs @@ -11,12 +11,164 @@ internal static class SpellsDisplay internal static int SpellLevelFilter { get; private set; } = ShowAll; + private static void DisplaySpellsGeneral() + { + var toggle = Main.Settings.DisplaySpellsGeneralToggle; + if (UI.DisclosureToggle(Gui.Localize("ModUi/&General"), ref toggle, 200)) + { + Main.Settings.DisplaySpellsGeneralToggle = toggle; + } + + if (!Main.Settings.DisplaySpellsGeneralToggle) + { + return; + } + + UI.Label(); + + toggle = Main.Settings.AllowBladeCantripsToUseReach; + if (UI.Toggle(Gui.Localize("ModUi/&AllowBladeCantripsToUseReach"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AllowBladeCantripsToUseReach = toggle; + SrdAndHouseRulesContext.SwitchAllowBladeCantripsToUseReach(); + } + + toggle = Main.Settings.QuickCastLightCantripOnWornItemsFirst; + if (UI.Toggle(Gui.Localize("ModUi/&QuickCastLightCantripOnWornItemsFirst"), ref toggle, UI.AutoWidth())) + { + Main.Settings.QuickCastLightCantripOnWornItemsFirst = toggle; + } + + UI.Label(); + + toggle = Main.Settings.AllowTargetingSelectionWhenCastingChainLightningSpell; + if (UI.Toggle(Gui.Localize("ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.AllowTargetingSelectionWhenCastingChainLightningSpell = toggle; + SrdAndHouseRulesContext.SwitchAllowTargetingSelectionWhenCastingChainLightningSpell(); + } + + toggle = Main.Settings.RemoveHumanoidFilterOnHideousLaughter; + if (UI.Toggle(Gui.Localize("ModUi/&RemoveHumanoidFilterOnHideousLaughter"), ref toggle, UI.AutoWidth())) + { + Main.Settings.RemoveHumanoidFilterOnHideousLaughter = toggle; + SrdAndHouseRulesContext.SwitchFilterOnHideousLaughter(); + } + + toggle = Main.Settings.AddBleedingToLesserRestoration; + if (UI.Toggle(Gui.Localize("ModUi/&AddBleedingToLesserRestoration"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AddBleedingToLesserRestoration = toggle; + SrdAndHouseRulesContext.SwitchAddBleedingToLesserRestoration(); + } + + toggle = Main.Settings.BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove; + if (UI.Toggle(Gui.Localize("ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove = toggle; + } + + toggle = Main.Settings.RemoveRecurringEffectOnEntangle; + if (UI.Toggle(Gui.Localize("ModUi/&RemoveRecurringEffectOnEntangle"), ref toggle, UI.AutoWidth())) + { + Main.Settings.RemoveRecurringEffectOnEntangle = toggle; + SrdAndHouseRulesContext.SwitchRecurringEffectOnEntangle(); + } + + toggle = Main.Settings.EnableUpcastConjureElementalAndFey; + if (UI.Toggle(Gui.Localize("ModUi/&EnableUpcastConjureElementalAndFey"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableUpcastConjureElementalAndFey = toggle; + Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey = false; + SrdAndHouseRulesContext.SwitchEnableUpcastConjureElementalAndFey(); + } + + if (Main.Settings.EnableUpcastConjureElementalAndFey) + { + toggle = Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey; + if (UI.Toggle(Gui.Localize("ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.OnlyShowMostPowerfulUpcastConjuredElementalOrFey = toggle; + } + } + + UI.Label(); + + toggle = Main.Settings.ChangeSleetStormToCube; + if (UI.Toggle(Gui.Localize("ModUi/&ChangeSleetStormToCube"), ref toggle, UI.AutoWidth())) + { + Main.Settings.ChangeSleetStormToCube = toggle; + SrdAndHouseRulesContext.SwitchChangeSleetStormToCube(); + } + + toggle = Main.Settings.UseHeightOneCylinderEffect; + if (UI.Toggle(Gui.Localize("ModUi/&UseHeightOneCylinderEffect"), ref toggle, UI.AutoWidth())) + { + Main.Settings.UseHeightOneCylinderEffect = toggle; + SrdAndHouseRulesContext.SwitchUseHeightOneCylinderEffect(); + } + + toggle = Main.Settings.FixEldritchBlastRange; + if (UI.Toggle(Gui.Localize("ModUi/&FixEldritchBlastRange"), ref toggle, UI.AutoWidth())) + { + Main.Settings.FixEldritchBlastRange = toggle; + SrdAndHouseRulesContext.SwitchEldritchBlastRange(); + } + + UI.Label(); + + toggle = Main.Settings.EnableOneDndHealingSpellsBuf; + if (UI.Toggle(Gui.Localize("ModUi/&EnableOneDndHealingSpellsBuf"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableOneDndHealingSpellsBuf = toggle; + SrdAndHouseRulesContext.SwitchOneDndHealingSpellsBuf(); + } + + UI.Label(); + + toggle = Main.Settings.AllowHasteCasting; + if (UI.Toggle(Gui.Localize("ModUi/&AllowHasteCasting"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AllowHasteCasting = toggle; + SrdAndHouseRulesContext.SwitchHastedCasing(); + } + + toggle = Main.Settings.AllowStackedMaterialComponent; + if (UI.Toggle(Gui.Localize("ModUi/&AllowStackedMaterialComponent"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AllowStackedMaterialComponent = toggle; + } + + toggle = Main.Settings.EnableRelearnSpells; + if (UI.Toggle(Gui.Localize("ModUi/&EnableRelearnSpells"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableRelearnSpells = toggle; + } + + UI.Label(); + + var intValue = SpellLevelFilter; + if (UI.Slider(Gui.Localize("ModUi/&SpellLevelFilter"), ref intValue, ShowAll, 9, ShowAll)) + { + SpellLevelFilter = intValue; + SpellsContext.RecalculateDisplayedSpells(); + } + } + internal static void DisplaySpells() { UI.Label(); - UI.ActionButton("Spells docs".Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Spells.md"), UI.Width(200f)); + UI.ActionButton(Gui.Localize("ModUi/&DocsSpells").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("Spells.md"), UI.Width(150f)); + + UI.Label(); + + DisplaySpellsGeneral(); + UI.Label(); @@ -38,15 +190,6 @@ internal static void DisplaySpells() UI.Label(); - var intValue = SpellLevelFilter; - if (UI.Slider(Gui.Localize("ModUi/&SpellLevelFilter"), ref intValue, ShowAll, 9, ShowAll)) - { - SpellLevelFilter = intValue; - SpellsContext.RecalculateDisplayedSpells(); - } - - UI.Label(); - using (UI.HorizontalScope()) { var displaySpellListsToggle = Main.Settings.DisplaySpellListsToggle.All(x => x.Value); @@ -110,7 +253,7 @@ internal static void DisplaySpells() void AdditionalRendering() { - toggle = spellListContext.IsSuggestedSetSelected; + var toggle = spellListContext.IsSuggestedSetSelected; if (UI.Toggle(Gui.Localize("ModUi/&SelectSuggested"), ref toggle, UI.Width(ModUi.PixelsPerColumn))) { spellListContext.SelectSuggestedSetInternal(toggle); diff --git a/SolastaUnfinishedBusiness/Displays/SubclassesDisplay.cs b/SolastaUnfinishedBusiness/Displays/SubclassesDisplay.cs index 45be88b893..ae770cce3a 100644 --- a/SolastaUnfinishedBusiness/Displays/SubclassesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/SubclassesDisplay.cs @@ -7,18 +7,60 @@ namespace SolastaUnfinishedBusiness.Displays; internal static class SubclassesDisplay { - internal static void DisplaySubclasses() + internal static void DisplaySubclassesGeneral() { + var toggle = Main.Settings.DisplaySubClassesGeneralToggle; + if (UI.DisclosureToggle(Gui.Localize("ModUi/&General"), ref toggle, 200)) + { + Main.Settings.DisplaySubClassesGeneralToggle = toggle; + } + + if (!Main.Settings.DisplaySubClassesGeneralToggle) + { + return; + } + UI.Label(); - using (UI.HorizontalScope()) + toggle = Main.Settings.AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness; + if (UI.Toggle(Gui.Localize("ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness"), ref toggle, + UI.AutoWidth())) + { + Main.Settings.AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness = toggle; + } + + toggle = Main.Settings.EnableBardHealingBalladOnLongRest; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBardHealingBalladOnLongRest"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBardHealingBalladOnLongRest = toggle; + CharacterContext.SwitchBardHealingBalladOnLongRest(); + } + + toggle = Main.Settings.RemoveSchoolRestrictionsFromShadowCaster; + if (UI.Toggle(Gui.Localize("ModUi/&RemoveSchoolRestrictionsFromShadowCaster"), ref toggle, UI.AutoWidth())) + { + Main.Settings.RemoveSchoolRestrictionsFromShadowCaster = toggle; + SrdAndHouseRulesContext.SwitchSchoolRestrictionsFromShadowCaster(); + } + + toggle = Main.Settings.RemoveSchoolRestrictionsFromSpellBlade; + if (UI.Toggle(Gui.Localize("ModUi/&RemoveSchoolRestrictionsFromSpellBlade"), ref toggle, UI.AutoWidth())) { - UI.ActionButton("Classes Docs".Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Classes.md"), UI.Width(200f)); - 20.Space(); - UI.ActionButton("Subclasses Docs".Bold().Khaki(), - () => UpdateContext.OpenDocumentation("Subclasses.md"), UI.Width(200f)); + Main.Settings.RemoveSchoolRestrictionsFromSpellBlade = toggle; + SrdAndHouseRulesContext.SwitchSchoolRestrictionsFromSpellBlade(); } + } + + internal static void DisplaySubclasses() + { + UI.Label(); + + UI.ActionButton(Gui.Localize("ModUi/&DocsSubclasses").Bold().Khaki(), + () => UpdateContext.OpenDocumentation("SubClasses.md"), UI.Width(150f)); + + UI.Label(); + + DisplaySubclassesGeneral(); UI.Label(); diff --git a/SolastaUnfinishedBusiness/Displays/ToolsDisplay.cs b/SolastaUnfinishedBusiness/Displays/ToolsDisplay.cs index 6f3f265d52..c3221c67e1 100644 --- a/SolastaUnfinishedBusiness/Displays/ToolsDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/ToolsDisplay.cs @@ -2,7 +2,6 @@ using System.Diagnostics; using SolastaUnfinishedBusiness.Api.ModKit; using SolastaUnfinishedBusiness.Models; -using UnityEngine; namespace SolastaUnfinishedBusiness.Displays; @@ -10,214 +9,121 @@ internal static class ToolsDisplay { internal const float DefaultFastTimeModifier = 1.5f; - private static bool _selectedForSwap; - private static int _selectedX, _selectedY; - private static readonly string[] SetNames = ["1", "2", "3", "4", "5"]; - private static string ExportFileName { get; set; } = ServiceRepository.GetService().GetUserName(); - private static void DisplayFormationGrid() - { - var selectedSet = Main.Settings.FormationGridSelectedSet; - - using (UI.HorizontalScope()) - { - UI.ActionButton(Gui.Localize("ModUi/&FormationResetAllSets"), () => - { - _selectedForSwap = false; - GameUiContext.ResetAllFormationGrids(); - }, - UI.Width(110f)); - - if (UI.SelectionGrid(ref selectedSet, SetNames, SetNames.Length, SetNames.Length, UI.Width(165f))) - { - _selectedForSwap = false; - Main.Settings.FormationGridSelectedSet = selectedSet; - GameUiContext.FillDefinitionFromFormationGrid(); - } - - UI.Label(Gui.Localize("ModUi/&FormationHelp1")); - } - - UI.Label(); - - for (var y = 0; y < GameUiContext.GridSize; y++) - { - using (UI.HorizontalScope()) - { - // first line - if (y == 0) - { - UI.ActionButton(Gui.Localize("ModUi/&FormationResetThisSet"), () => - { - _selectedForSwap = false; - GameUiContext.ResetFormationGrid(Main.Settings.FormationGridSelectedSet); - }, - UI.Width(110f)); - } - else - { - UI.Label("", UI.Width(110f)); - } - - for (var x = 0; x < GameUiContext.GridSize; x++) - { - var saveColor = GUI.color; - string label; - - if (Main.Settings.FormationGridSets[selectedSet][y][x] == 1) - { - // yep 256 not 255 for a light contrast - GUI.color = new Color(0x1E / 256f, 0x81 / 256f, 0xB0 / 256f); - label = "@"; - } - else - { - label = ".."; - } - - if (_selectedForSwap && _selectedX == x && _selectedY == y) - { - label = $"{label}"; - } - - UI.ActionButton(label, () => - { - // ReSharper disable once InlineTemporaryVariable - // ReSharper disable once AccessToModifiedClosure - var localX = x; - // ReSharper disable once InlineTemporaryVariable - // ReSharper disable once AccessToModifiedClosure - var localY = y; - - if (_selectedForSwap) - { - (Main.Settings.FormationGridSets[selectedSet][localY][localX], - Main.Settings.FormationGridSets[selectedSet][_selectedY][_selectedX]) = ( - Main.Settings.FormationGridSets[selectedSet][_selectedY][_selectedX], - Main.Settings.FormationGridSets[selectedSet][localY][localX]); - - GameUiContext.FillDefinitionFromFormationGrid(); - - _selectedForSwap = false; - } - else - { - _selectedX = localX; - _selectedY = localY; - _selectedForSwap = true; - } - }, UI.Width(30f)); - - GUI.color = saveColor; - } - - // first line - if (y <= 1) - { - UI.Label(Gui.Localize("ModUi/&FormationHelp" + (y + 2))); - } - } - } - } - - internal static void DisplayTools() + internal static void DisplayGameplay() { DisplayGeneral(); - DisplayAdventure(); DisplaySettings(); UI.Label(); } private static void DisplayGeneral() { + int intValue; + UI.Label(); using (UI.HorizontalScope()) { UI.ActionButton(Gui.Localize("ModUi/&Update"), () => UpdateContext.UpdateMod(), - UI.Width(250f)); + UI.Width(240f)); UI.ActionButton(Gui.Localize("ModUi/&Rollback"), UpdateContext.DisplayRollbackMessage, - UI.Width(250f)); + UI.Width(240f)); UI.ActionButton(Gui.Localize("ModUi/&Changelog"), UpdateContext.OpenChangeLog, - UI.Width(250f)); + UI.Width(240f)); } UI.Label(); - var toggle = Main.Settings.DisableUnofficialTranslations; - if (UI.Toggle(Gui.Localize("ModUi/&DisableUnofficialTranslations"), ref toggle, UI.AutoWidth())) + var toggle = Main.Settings.EnableEpicPointsAndArray; + if (UI.Toggle(Gui.Localize("ModUi/&EnableEpicPointsAndArray"), ref toggle, UI.AutoWidth())) { - Main.Settings.DisableUnofficialTranslations = toggle; - Main.Settings.FixAsianLanguagesTextWrap = !toggle; + Main.Settings.EnableEpicPointsAndArray = toggle; } - if (!Main.Settings.DisableUnofficialTranslations) + toggle = Main.Settings.EnableLevel20; + if (UI.Toggle(Gui.Localize("ModUi/&EnableLevel20"), ref toggle, UI.AutoWidth())) { - toggle = Main.Settings.FixAsianLanguagesTextWrap; - if (UI.Toggle(Gui.Localize("ModUi/&FixAsianLanguagesTextWrap"), ref toggle, UI.AutoWidth())) - { - Main.Settings.FixAsianLanguagesTextWrap = toggle; - } + Main.Settings.EnableLevel20 = toggle; } -#if false - toggle = Main.Settings.EnableBetaContent; - if (UI.Toggle(Gui.Localize("ModUi/&EnableBetaContent"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableMulticlass; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMulticlass"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableBetaContent = toggle; + Main.Settings.EnableMulticlass = toggle; + Main.Settings.MaxAllowedClasses = MulticlassContext.DefaultClasses; + Main.Settings.EnableMinInOutAttributes = true; + Main.Settings.DisplayAllKnownSpellsDuringLevelUp = true; + Main.Settings.DisplayPactSlotsOnSpellSelectionPanel = true; } -#endif - UI.Label(); - - toggle = Main.Settings.EnablePcgRandom; - if (UI.Toggle(Gui.Localize("ModUi/&EnablePcgRandom"), ref toggle, UI.AutoWidth())) + if (Main.Settings.EnableMulticlass) { - Main.Settings.EnablePcgRandom = toggle; - } + UI.Label(); - toggle = Main.Settings.EnableSaveByLocation; - if (UI.Toggle(Gui.Localize("ModUi/&EnableSaveByLocation"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableSaveByLocation = toggle; - } + intValue = Main.Settings.MaxAllowedClasses; + if (UI.Slider(Gui.Localize("ModUi/&MaxAllowedClasses"), ref intValue, + 2, MulticlassContext.MaxClasses, MulticlassContext.DefaultClasses, "", UI.AutoWidth())) + { + Main.Settings.MaxAllowedClasses = intValue; + } - UI.Label(); + UI.Label(); - toggle = Main.Settings.EnableTogglesToOverwriteDefaultTestParty; - if (UI.Toggle(Gui.Localize("ModUi/&EnableTogglesToOverwriteDefaultTestParty"), ref toggle)) - { - Main.Settings.EnableTogglesToOverwriteDefaultTestParty = toggle; + toggle = Main.Settings.DisplayAllKnownSpellsDuringLevelUp; + if (UI.Toggle(Gui.Localize("ModUi/&DisplayAllKnownSpellsDuringLevelUp"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisplayAllKnownSpellsDuringLevelUp = toggle; + } + + toggle = Main.Settings.DisplayPactSlotsOnSpellSelectionPanel; + if (UI.Toggle(Gui.Localize("ModUi/&DisplayPactSlotsOnSpellSelectionPanel"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisplayPactSlotsOnSpellSelectionPanel = toggle; + } + + toggle = Main.Settings.EnableMinInOutAttributes; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMinInOutAttributes"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableMinInOutAttributes = toggle; + } + + UI.Label(); + UI.Label(Gui.Localize("ModUi/&MulticlassKeyHelp")); } - toggle = Main.Settings.EnableCharacterChecker; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCharacterChecker"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableRespec; + if (UI.Toggle(Gui.Localize("ModUi/&EnableRespec"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableCharacterChecker = toggle; + Main.Settings.EnableRespec = toggle; + ToolsContext.SwitchRespec(); } UI.Label(); - toggle = Main.Settings.EnableCheatMenu; - if (UI.Toggle(Gui.Localize("ModUi/&EnableCheatMenu"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.DisableMultilineSpellOffering; + if (UI.Toggle(Gui.Localize("ModUi/&DisableMultilineSpellOffering"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableCheatMenu = toggle; + Main.Settings.DisableMultilineSpellOffering = toggle; } - toggle = Main.Settings.EnableHotkeyDebugOverlay; - if (UI.Toggle(Gui.Localize("ModUi/&EnableHotkeyDebugOverlay"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.DisableUnofficialTranslations; + if (UI.Toggle(Gui.Localize("ModUi/&DisableUnofficialTranslations"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableHotkeyDebugOverlay = toggle; + Main.Settings.DisableUnofficialTranslations = toggle; + } + + toggle = Main.Settings.EnablePcgRandom; + if (UI.Toggle(Gui.Localize("ModUi/&EnablePcgRandom"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnablePcgRandom = toggle; } - } - private static void DisplayAdventure() - { UI.Label(); - var toggle = Main.Settings.NoExperienceOnLevelUp; + toggle = Main.Settings.NoExperienceOnLevelUp; if (UI.Toggle(Gui.Localize("ModUi/&NoExperienceOnLevelUp"), ref toggle, UI.AutoWidth())) { Main.Settings.NoExperienceOnLevelUp = toggle; @@ -231,15 +137,20 @@ private static void DisplayAdventure() UI.Label(); - var intValue = Main.Settings.MultiplyTheExperienceGainedBy; + var floatValue = Main.Settings.FasterTimeModifier; + if (UI.Slider(Gui.Localize("ModUi/&FasterTimeModifier"), ref floatValue, + DefaultFastTimeModifier, 10f, DefaultFastTimeModifier, 1, string.Empty, UI.AutoWidth())) + { + Main.Settings.FasterTimeModifier = floatValue; + } + + intValue = Main.Settings.MultiplyTheExperienceGainedBy; if (UI.Slider(Gui.Localize("ModUi/&MultiplyTheExperienceGainedBy"), ref intValue, 0, 200, 100, string.Empty, UI.Width(100f))) { Main.Settings.MultiplyTheExperienceGainedBy = intValue; } - UI.Label(); - intValue = Main.Settings.OverridePartySize; if (UI.Slider(Gui.Localize("ModUi/&OverridePartySize"), ref intValue, ToolsContext.MinPartySize, ToolsContext.MaxPartySize, @@ -264,43 +175,6 @@ private static void DisplayAdventure() } } - UI.Label(); - - var floatValue = Main.Settings.FasterTimeModifier; - if (UI.Slider(Gui.Localize("ModUi/&FasterTimeModifier"), ref floatValue, - DefaultFastTimeModifier, 10f, DefaultFastTimeModifier, 1, string.Empty, UI.AutoWidth())) - { - Main.Settings.FasterTimeModifier = floatValue; - } - - #region Formation - - UI.Label(); - UI.Label(Gui.Localize("ModUi/&Formation")); - UI.Label(); - - if (Global.IsMultiplayer) - { - UI.Label(Gui.Localize("ModUi/&FormationError")); - } - else - { - DisplayFormationGrid(); - } - - #endregion - -#if false - UI.Label(); - - intValue = Main.Settings.EncounterPercentageChance; - if (UI.Slider(Gui.Localize("ModUi/&EncounterPercentageChance"), ref intValue, 0, 100, 5, string.Empty, - UI.AutoWidth())) - { - Main.Settings.EncounterPercentageChance = intValue; - } -#endif - if (!Gui.GameCampaign) { return; @@ -328,6 +202,9 @@ private static void DisplayAdventure() private static void DisplaySettings() { UI.Label(); + UI.Label(Gui.Localize("ModUi/&Multiplayer")); + UI.Label(); + UI.Label(Gui.Localize("ModUi/&SettingsHelp")); UI.Label(); @@ -360,13 +237,12 @@ private static void DisplaySettings() }, UI.Width(292f)); } - UI.Label(); - if (Main.SettingsFiles.Length == 0) { return; } + UI.Label(); UI.Label(Gui.Localize("ModUi/&SettingsLoad")); UI.Label(); diff --git a/SolastaUnfinishedBusiness/Displays/TranslationsDisplay.cs b/SolastaUnfinishedBusiness/Displays/TranslationsDisplay.cs index 9573163b98..0875579bf5 100644 --- a/SolastaUnfinishedBusiness/Displays/TranslationsDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/TranslationsDisplay.cs @@ -11,7 +11,7 @@ internal static class TranslationsDisplay internal static void DisplayTranslations() { UI.Label(); - UI.Label(Gui.Format("ModUi/&Campaigns")); + UI.Label(Gui.Format("ModUi/&Translations")); UI.Label(); using (UI.HorizontalScope()) diff --git a/SolastaUnfinishedBusiness/Displays/_ModUi.cs b/SolastaUnfinishedBusiness/Displays/_ModUi.cs index a1bcdd0d63..e40e6a18bc 100644 --- a/SolastaUnfinishedBusiness/Displays/_ModUi.cs +++ b/SolastaUnfinishedBusiness/Displays/_ModUi.cs @@ -8,20 +8,19 @@ using UnityModManagerNet; using static SolastaUnfinishedBusiness.Displays.BackgroundsAndRacesDisplay; using static SolastaUnfinishedBusiness.Displays.BlueprintDisplay; -using static SolastaUnfinishedBusiness.Displays.CharacterDisplay; +using static SolastaUnfinishedBusiness.Displays.ClassesDisplay; using static SolastaUnfinishedBusiness.Displays.CreditsDisplay; using static SolastaUnfinishedBusiness.Displays.DungeonMakerDisplay; using static SolastaUnfinishedBusiness.Displays.EffectsDisplay; using static SolastaUnfinishedBusiness.Displays.EncountersDisplay; using static SolastaUnfinishedBusiness.Displays.GameServicesDisplay; -using static SolastaUnfinishedBusiness.Displays.GameUiDisplay; +using static SolastaUnfinishedBusiness.Displays.CampaignsDisplay; using static SolastaUnfinishedBusiness.Displays.ItemsAndCraftingDisplay; using static SolastaUnfinishedBusiness.Displays.ProficienciesDisplay; using static SolastaUnfinishedBusiness.Displays.RulesDisplay; using static SolastaUnfinishedBusiness.Displays.SpellsDisplay; using static SolastaUnfinishedBusiness.Displays.SubclassesDisplay; using static SolastaUnfinishedBusiness.Displays.ToolsDisplay; -using static SolastaUnfinishedBusiness.Displays.TranslationsDisplay; namespace SolastaUnfinishedBusiness.Displays; @@ -98,6 +97,7 @@ internal static class ModUi "FeatEldritchAdept", "FeatFellHanded", "FeatGiftOfTheChromaticDragon", + "FeatGiftOfTheGemDragon", "FeatGroupAthlete", "FeatGroupBalefulScion", "FeatGroupChef", @@ -516,10 +516,11 @@ internal sealed class GameplayViewer : IMenuSelectablePage public void OnGUI(UnityModManager.ModEntry modEntry) { ModUi.DisplaySubMenu(ref _gamePlaySelectedPane, Name, - new NamedAction(Gui.Localize("ModUi/&Tools"), DisplayTools), - new NamedAction(Gui.Localize("ModUi/&GeneralMenu"), DisplayCharacter), + new NamedAction(Gui.Localize("ModUi/&GeneralMenu"), DisplayGameplay), new NamedAction(Gui.Localize("ModUi/&Rules"), DisplayRules), - new NamedAction(Gui.Localize("ModUi/&ItemsCraftingMerchants"), DisplayItemsAndCrafting)); + new NamedAction(Gui.Localize("ModUi/&Campaigns"), DisplayGameUi), + new NamedAction(Gui.Localize("ModUi/&ItemsCraftingMerchants"), DisplayItemsAndCrafting), + new NamedAction(Gui.Localize("ModUi/&DungeonMakerMenu"), DisplayDungeonMaker)); } } @@ -535,7 +536,9 @@ public void OnGUI(UnityModManager.ModEntry modEntry) { ModUi.DisplaySubMenu(ref _characterSelectedPane, Name, new NamedAction(Gui.Localize("ModUi/&BackgroundsAndRaces"), - DisplayBackgroundsAndDeities), + DisplayBackgroundsAndRaces), + new NamedAction(Gui.Localize("ModUi/&Classes"), + DisplayClasses), new NamedAction(Gui.Localize("Screen/&FeatureListingProficienciesTitle"), DisplayProficiencies), new NamedAction(Gui.Localize("ModUi/&SpellsMenu"), @@ -545,45 +548,13 @@ public void OnGUI(UnityModManager.ModEntry modEntry) } } -[UsedImplicitly] -internal sealed class InterfaceViewer : IMenuSelectablePage -{ - private int _interfaceSelectedPane; - public string Name => Gui.Localize("ModUi/&Interface"); - - public int Priority => 300; - - public void OnGUI(UnityModManager.ModEntry modEntry) - { - ModUi.DisplaySubMenu(ref _interfaceSelectedPane, Name, - new NamedAction(Gui.Localize("ModUi/&GameUi"), DisplayGameUi), - new NamedAction(Gui.Localize("ModUi/&DungeonMakerMenu"), DisplayDungeonMaker), - new NamedAction(Gui.Localize("ModUi/&Translations"), DisplayTranslations)); - } -} - -#if false -[UsedImplicitly] -internal sealed class PartyEditorViewer : IMenuSelectablePage -{ - public string Name => "PartyEditor".Localized(); - - public int Priority => 400; - - public void OnGUI(UnityModManager.ModEntry modEntry) - { - PartyEditor.OnGUI(); - } -} -#endif - [UsedImplicitly] internal sealed class EncountersViewer : IMenuSelectablePage { private int _encountersSelectedPane; public string Name => Gui.Localize("ModUi/&Encounters"); - public int Priority => 500; + public int Priority => 300; public void OnGUI(UnityModManager.ModEntry modEntry) { diff --git a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs index 5bff83a7c9..1a39511e14 100644 --- a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs @@ -425,7 +425,7 @@ private static IEnumerator HandleReaction( var (opportunityAttackMode, actionModifier) = helper.GetFirstMeleeModeThatCanAttack(defender, battleManager); - if (opportunityAttackMode == null || actionModifier == null) + if (opportunityAttackMode == null) { continue; } @@ -829,11 +829,12 @@ private static FeatDefinition BuildPotentSpellcaster(List feats) .SetGuiPresentation( Gui.Format("Feat/&FeatPotentSpellcasterTitle", classTitle), Gui.Format("Feat/&FeatPotentSpellcasterDescription", classTitle)) - .AddCustomSubFeatures(new ModifyEffectDescriptionFeatPotentSpellcaster(classes[i])) .SetValidators(validator) .SetFeatFamily("PotentSpellcaster") .AddToDB(); + featPotentSpellcaster.AddCustomSubFeatures( + new CustomBehaviorFeatPotentSpellcaster(featPotentSpellcaster, classes[i])); potentSpellcasterFeats.Add(featPotentSpellcaster); } @@ -846,8 +847,9 @@ private static FeatDefinition BuildPotentSpellcaster(List feats) return potentSpellcasterGroup; } - private sealed class ModifyEffectDescriptionFeatPotentSpellcaster(CharacterClassDefinition castingClass) - : IModifyEffectDescription, IModifyWeaponAttackMode + private sealed class CustomBehaviorFeatPotentSpellcaster( + FeatDefinition featDefinition, + CharacterClassDefinition castingClass) : IModifyEffectDescription, IModifyWeaponAttackMode { public bool IsValid( BaseDefinition definition, @@ -904,13 +906,17 @@ public EffectDescription GetEffectDescription( var bonus = AttributeDefinitions.ComputeAbilityScoreModifier(character.TryGetAttributeValue(attribute)); damage.BonusDamage += bonus; - damage.DamageBonusTrends.Add(new TrendInfo(bonus, FeatureSourceType.CharacterFeature, - "Feat/&FeatPotentSpellcasterTitle", null)); + damage.DamageBonusTrends.Add( + new TrendInfo(bonus, FeatureSourceType.CharacterFeature, featDefinition.Name, featDefinition)); return effectDescription; } - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (attackMode.SourceDefinition != CustomWeaponsContext.ProducedFlameDart) { @@ -936,8 +942,8 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac var bonus = AttributeDefinitions.ComputeAbilityScoreModifier(character.TryGetAttributeValue(attribute)); damage.BonusDamage += bonus; - damage.DamageBonusTrends.Add(new TrendInfo(bonus, FeatureSourceType.CharacterFeature, - "Feat/&FeatPotentSpellcasterTitle", null)); + damage.DamageBonusTrends.Add( + new TrendInfo(bonus, FeatureSourceType.CharacterFeature, featDefinition.Name, featDefinition)); } } diff --git a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs index 480bbd448e..52f094ec03 100644 --- a/SolastaUnfinishedBusiness/Feats/GroupFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/GroupFeats.cs @@ -15,7 +15,6 @@ internal static class GroupFeats internal const string Piercer = "Piercer"; internal const string Crusher = "Crusher"; internal const string DevastatingStrikes = "DevastatingStrikes"; - internal const string Grappler = "Grappler"; internal const string OldTactics = "OldTactics"; internal const string FightingStyle = "FightingStyle"; diff --git a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs index 4444bf7ae0..d857eb5730 100644 --- a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs @@ -166,14 +166,10 @@ private static FeatDefinition BuildSavageAttack() .SetGuiPresentation(Category.Feat) .SetFeatures( FeatureDefinitionDieRollModifierBuilder - .Create("DieRollModifierFeatSavageAttackNonMagic") + .Create("DieRollModifierFeatSavageAttack") .SetGuiPresentationNoContent(true) - .SetModifiers(AttackDamageValueRoll, 1, 1, 1, "Feat/&FeatSavageAttackReroll") - .AddToDB(), - FeatureDefinitionDieRollModifierBuilder - .Create("DieRollModifierFeatSavageAttackMagic") - .SetGuiPresentationNoContent(true) - .SetModifiers(MagicDamageValueRoll, 1, 1, 1, "Feat/&FeatSavageAttackReroll") + .SetModifiers(AttackDamageValueRoll | MagicDamageValueRoll, 1, 0, 1, + "Feedback/&FeatSavageAttackReroll") .AddToDB()) .AddToDB(); } @@ -489,7 +485,7 @@ private static bool HasFreeHandWithHeavyOrVersatileInMain( var itemDefinition = attackMode?.SourceDefinition as ItemDefinition ?? rulesetItem?.ItemDefinition; return - ValidatorsCharacter.HasFreeHand(character) && + ValidatorsCharacter.HasFreeHandConsiderGrapple(character) && ((attackMode != null && ValidatorsWeapon.IsMelee(attackMode)) || (attackMode == null && ValidatorsWeapon.IsMelee(character.GetMainWeapon()))) && ValidatorsWeapon.HasAnyWeaponTag(itemDefinition, TagsDefinitions.WeaponTagHeavy, @@ -750,7 +746,8 @@ public IEnumerator OnTryAlterOutcomeAttack( helper != defender || !helper.CanReact() || (rulesetEffect != null && rulesetEffect.EffectDescription.RangeType is not RangeType.MeleeHit) || - !ValidatorsWeapon.IsMelee(attackMode)) + !(ValidatorsWeapon.IsMelee(helper.RulesetCharacter.GetMainWeapon()) || + ValidatorsWeapon.IsMelee(helper.RulesetCharacter.GetOffhandWeapon()))) { yield break; } @@ -1016,10 +1013,24 @@ private static FeatDefinition BuildCleavingAttack() { const string Name = "FeatCleavingAttack"; - var concentrationProvider = new StopPowerConcentrationProvider( - Name, - "Tooltip/&CleavingAttackConcentration", - Sprites.GetSprite(Name, Resources.PowerAttackConcentrationIcon, 64, 64)); + // kept for backward compatibility + _ = ConditionDefinitionBuilder + .Create($"Condition{Name}") + .SetGuiPresentationNoContent(true) + .SetSpecialDuration() + .AddToDB(); + + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder + .Create($"Power{Name}") + .SetGuiPresentationNoContent(true) + .AddToDB(); + + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder + .Create($"Power{Name}TurnOff") + .SetGuiPresentationNoContent(true) + .AddToDB(); var conditionCleavingAttackFinish = ConditionDefinitionBuilder .Create($"Condition{Name}Finish") @@ -1028,78 +1039,67 @@ private static FeatDefinition BuildCleavingAttack() .AddCustomSubFeatures(new AddExtraMainHandAttack(ActionType.Bonus)) .AddToDB(); - var conditionCleavingAttack = ConditionDefinitionBuilder - .Create($"Condition{Name}") - .SetGuiPresentation(Name, Category.Feat, ConditionDefinitions.ConditionHeraldOfBattle) - .SetSilent(Silent.WhenAddedOrRemoved) - .AddToDB(); - - var powerCleavingAttack = FeatureDefinitionPowerBuilder - .Create($"Power{Name}") - .SetGuiPresentation(Name, Category.Feat, - Sprites.GetSprite(nameof(Resources.PowerAttackIcon), Resources.PowerAttackIcon, 128, 64)) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetDurationData(DurationType.Permanent) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionCleavingAttack, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures( - IgnoreInvisibilityInterruptionCheck.Marker, - new ValidatorsValidatePowerUse(ValidatorsCharacter.HasNoneOfConditions(conditionCleavingAttack.Name))) - .AddToDB(); - - var powerTurnOffCleavingAttack = FeatureDefinitionPowerBuilder - .Create($"Power{Name}TurnOff") + var actionAffinityCleavingAttackToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityCleavingAttackToggle") .SetGuiPresentationNoContent(true) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionCleavingAttack, ConditionForm.ConditionOperation.Remove) - .Build()) - .Build()) - .AddCustomSubFeatures(IgnoreInvisibilityInterruptionCheck.Marker) + .SetAuthorizedActions((Id)ExtraActionId.CleavingAttackToggle) .AddToDB(); var featCleavingAttack = FeatDefinitionBuilder .Create(Name) .SetGuiPresentation(Category.Feat) - .SetFeatures( - powerCleavingAttack, - powerTurnOffCleavingAttack, - FeatureDefinitionBuilder - .Create($"Feature{Name}") - .SetGuiPresentationNoContent(true) - .AddCustomSubFeatures(new CustomBehaviorCleaving(conditionCleavingAttackFinish)) - .AddToDB()) + .SetFeatures(actionAffinityCleavingAttackToggle) .AddToDB(); - concentrationProvider.StopPower = powerTurnOffCleavingAttack; - conditionCleavingAttack - .AddCustomSubFeatures( - concentrationProvider, - new ModifyWeaponAttackModeFeatCleavingAttack(featCleavingAttack)); + featCleavingAttack.AddCustomSubFeatures( + new CustomBehaviorCleaving(featCleavingAttack, conditionCleavingAttackFinish)); return featCleavingAttack; } private sealed class CustomBehaviorCleaving( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionCleavingAttackFinish) : IOnReducedToZeroHpByMe, IPhysicalAttackFinishedByMe + FeatDefinition featDefinition, + ConditionDefinition conditionCleavingAttackFinish) + : IOnReducedToZeroHpByMe, IPhysicalAttackFinishedByMe, IModifyWeaponAttackMode { + private const int ToHit = -5; + private const int ToDamage = +10; + + private readonly TrendInfo _attackTrendInfo = + new(ToHit, FeatureSourceType.Feat, featDefinition.Name, featDefinition); + + private readonly TrendInfo _damageTrendInfo = + new(ToDamage, FeatureSourceType.Feat, featDefinition.Name, featDefinition); + + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) + { + if (!character.IsToggleEnabled((Id)ExtraActionId.CleavingAttackToggle)) + { + return; + } + + if (!ValidateCleavingAttack(attackMode, true)) + { + return; + } + + var damage = attackMode.EffectDescription.FindFirstDamageForm(); + + if (damage == null) + { + return; + } + + attackMode.ToHitBonus += ToHit; + attackMode.ToHitBonusTrends.Add(_attackTrendInfo); + damage.BonusDamage += ToDamage; + damage.DamageBonusTrends.Add(_damageTrendInfo); + } + public IEnumerator HandleReducedToZeroHpByMe( GameLocationCharacter attacker, GameLocationCharacter downedCreature, @@ -1150,35 +1150,6 @@ private void InflictCondition(RulesetCharacter rulesetCharacter) } } - private sealed class ModifyWeaponAttackModeFeatCleavingAttack(FeatDefinition featDefinition) - : IModifyWeaponAttackMode - { - private const int ToHit = -5; - private const int ToDamage = +10; - - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) - { - if (!ValidateCleavingAttack(attackMode, true)) - { - return; - } - - attackMode.ToHitBonus += ToHit; - attackMode.ToHitBonusTrends.Add(new TrendInfo(ToHit, FeatureSourceType.Feat, - featDefinition.Name, featDefinition)); - var damage = attackMode.EffectDescription.FindFirstDamageForm(); - - if (damage == null) - { - return; - } - - damage.BonusDamage += ToDamage; - damage.DamageBonusTrends.Add(new TrendInfo(ToDamage, FeatureSourceType.Feat, - featDefinition.Name, featDefinition)); - } - } - private static bool ValidateCleavingAttack(RulesetAttackMode attackMode, bool validateHeavy = false) { if (attackMode?.SourceObject is not RulesetItem rulesetItem) @@ -1273,7 +1244,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( var rulesetAttacker = attacker.RulesetCharacter; if (!ValidatorsWeapon.IsMelee(attackMode) || - !ValidatorsWeapon.IsOfDamageType(DamageTypeBludgeoning)(attackMode, null, null)) + attackMode.EffectDescription.FindFirstDamageForm()?.DamageType != DamageTypeBludgeoning) { yield break; } @@ -1561,7 +1532,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( FeatureDefinitionDieRollModifierBuilder .Create("FeatureFeatPiercer") .SetGuiPresentationNoContent(true) - .SetModifiers(AttackDamageValueRoll, 1, 1, 1, "Feat/&FeatPiercerReroll") + .SetModifiers(AttackDamageValueRoll, 1, 0, 1, "Feedback/&FeatPiercerReroll") .AddCustomSubFeatures( new CustomAdditionalDamageFeatPiercer( FeatureDefinitionAdditionalDamageBuilder @@ -1602,7 +1573,7 @@ private static FeatDefinition BuildPiercerStr() private sealed class CustomAdditionalDamageFeatPiercer(IAdditionalDamageProvider provider) : CustomAdditionalDamage(provider), IValidateDieRollModifier, IAllowRerollDice { - public bool IsValid(RulesetActor rulesetActor, DamageForm damageForm) + public bool IsValid(RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm) { return damageForm.DamageType == DamageTypePiercing; } @@ -1643,69 +1614,38 @@ private static FeatDefinition BuildPowerAttack() { const string Name = "FeatPowerAttack"; - var concentrationProvider = new StopPowerConcentrationProvider( - "PowerAttack", - "Tooltip/&PowerAttackConcentration", - Sprites.GetSprite("FeatCleavingAttack", Resources.PowerAttackConcentrationIcon, 64, 64)); - - var conditionPowerAttack = ConditionDefinitionBuilder + // kept for backward compatibility + _ = ConditionDefinitionBuilder .Create($"Condition{Name}") - .SetGuiPresentation(Name, Category.Feat, ConditionDefinitions.ConditionHeraldOfBattle) - .SetSilent(Silent.WhenAddedOrRemoved) + .SetGuiPresentationNoContent(true) + .SetSpecialDuration() .AddToDB(); - var powerAttack = FeatureDefinitionPowerBuilder + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder .Create($"Power{Name}") - .SetGuiPresentation(Name, Category.Feat, - Sprites.GetSprite("PowerAttackIcon", Resources.PowerAttackIcon, 128, 64)) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetDurationData(DurationType.Permanent) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionPowerAttack, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures( - IgnoreInvisibilityInterruptionCheck.Marker, - new ValidatorsValidatePowerUse(ValidatorsCharacter.HasNoneOfConditions(conditionPowerAttack.Name))) + .SetGuiPresentationNoContent(true) .AddToDB(); - var powerTurnOffPowerAttack = FeatureDefinitionPowerBuilder + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder .Create($"Power{Name}TurnOff") .SetGuiPresentationNoContent(true) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionPowerAttack, ConditionForm.ConditionOperation.Remove) - .Build()) - .Build()) - .AddCustomSubFeatures(IgnoreInvisibilityInterruptionCheck.Marker) + .AddToDB(); + + var actionAffinityPowerAttackToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityPowerAttackToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((Id)ExtraActionId.PowerAttackToggle) .AddToDB(); var featPowerAttack = FeatDefinitionBuilder .Create(Name) .SetGuiPresentation(Category.Feat) - .SetFeatures( - powerAttack, - powerTurnOffPowerAttack) + .SetFeatures(actionAffinityPowerAttackToggle) .AddToDB(); - concentrationProvider.StopPower = powerTurnOffPowerAttack; - conditionPowerAttack.AddCustomSubFeatures( - concentrationProvider, - new ModifyWeaponAttackModeFeatPowerAttack(featPowerAttack)); + featPowerAttack.AddCustomSubFeatures(new ModifyWeaponAttackModeFeatPowerAttack(featPowerAttack)); return featPowerAttack; } @@ -1714,8 +1654,20 @@ private sealed class ModifyWeaponAttackModeFeatPowerAttack(FeatDefinition featDe { private const int ToHit = 3; - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + private readonly TrendInfo _attackTrendInfo = + new(-ToHit, FeatureSourceType.Feat, featDefinition.Name, featDefinition); + + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { + if (!character.IsToggleEnabled((Id)ExtraActionId.PowerAttackToggle)) + { + return; + } + // don't use IsMelee(attackMode) in IModifyWeaponAttackMode as it will always fail if (!ValidatorsWeapon.IsMelee(attackMode.SourceObject as RulesetItem) && !ValidatorsWeapon.IsUnarmed(attackMode)) @@ -1723,13 +1675,6 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac return; } - var proficiency = character.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); - var toDamage = ToHit + proficiency; - - attackMode.ToHitBonus -= ToHit; - attackMode.ToHitBonusTrends.Add( - new TrendInfo(-ToHit, FeatureSourceType.Feat, featDefinition.Name, featDefinition)); - var damage = attackMode.EffectDescription?.FindFirstDamageForm(); if (damage == null) @@ -1737,6 +1682,11 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac return; } + var proficiency = character.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); + var toDamage = ToHit + proficiency; + + attackMode.ToHitBonus -= ToHit; + attackMode.ToHitBonusTrends.Add(_attackTrendInfo); damage.BonusDamage += toDamage; damage.DamageBonusTrends.Add( new TrendInfo(toDamage, FeatureSourceType.Feat, featDefinition.Name, featDefinition)); diff --git a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs index a0a649b221..021bb4cc46 100644 --- a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs @@ -54,6 +54,7 @@ internal static void CreateFeats([NotNull] List feats) var featFightingInitiate = BuildFightingInitiate(); var featFrostAdaptation = BuildFrostAdaptation(); var featGiftOfTheChromaticDragon = BuildGiftOfTheChromaticDragon(); + var featGrappler = BuildGrappler(); var featHealer = BuildHealer(); var featInfusionAdept = BuildInfusionsAdept(); var featInspiringLeader = BuildInspiringLeader(); @@ -75,6 +76,7 @@ internal static void CreateFeats([NotNull] List feats) var spellSniperGroup = BuildSpellSniper(feats); var elementalAdeptGroup = BuildElementalAdept(feats); var elementalMasterGroup = BuildElementalMaster(feats); + var giftOfTheGemDragonGroup = BuildGiftOfTheGemDragon(feats); var weaponMasterGroup = BuildWeaponMaster(feats); var featMerciless = BuildMerciless(); @@ -92,8 +94,7 @@ internal static void CreateFeats([NotNull] List feats) featEldritchAdept, featFrostAdaptation, featGiftOfTheChromaticDragon, - FeatGrapplerStr, - FeatGrapplerDex, + featGrappler, featHealer, featInfusionAdept, featInspiringLeader, @@ -117,10 +118,6 @@ internal static void CreateFeats([NotNull] List feats) featVersatilityAdept, featWarCaster); - var featGroupGrappler = GroupFeats.MakeGroup("FeatGroupGrappler", GroupFeats.Grappler, - FeatGrapplerStr, - FeatGrapplerDex); - GroupFeats.FeatGroupBodyResilience.AddFeats( athleteGroup, featDungeonDelver, @@ -138,6 +135,7 @@ internal static void CreateFeats([NotNull] List feats) GroupFeats.FeatGroupMeleeCombat.AddFeats( balefulScionGroup, + featBrawler, featPolearmExpert, featShieldExpert); @@ -153,9 +151,8 @@ internal static void CreateFeats([NotNull] List feats) GroupFeats.FeatGroupSupportCombat.AddFeats( featGiftOfTheChromaticDragon, - featBrawler, chefGroup, - featGroupGrappler, + featGrappler, featHealer, featInspiringLeader, featLucky, @@ -164,6 +161,7 @@ internal static void CreateFeats([NotNull] List feats) featMerciless, featRopeIpUp, featSentinel, + giftOfTheGemDragonGroup, weaponMasterGroup); GroupFeats.FeatGroupUnarmoredCombat.AddFeats( @@ -592,12 +590,275 @@ private static FeatDefinition BuildPolearmExpert() #endregion + #region Gift of the Gem Dragon + + private static FeatDefinition BuildGiftOfTheGemDragon(List feats) + { + const string Name = "FeatGiftOfTheGemDragon"; + + var powerInt = FeatureDefinitionPowerBuilder + .Create($"Power{Name}") + .SetGuiPresentation($"{Name}Int", Category.Feat, hidden: true) + .SetUsesProficiencyBonus(ActivationTime.NoCost) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 2, TargetType.IndividualsUnique) + .SetSavingThrowData(false, + AttributeDefinitions.Strength, true, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, + AttributeDefinitions.Intelligence, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.HalfDamage) + .SetDamageForm(DamageTypeForce, 2, DieType.D8) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.PushFromOrigin, 2) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.FallProne) + .Build()) + .SetParticleEffectParameters(PowerSpellBladeSpellTyrant) + .Build()) + .AddToDB(); + + powerInt.AddCustomSubFeatures(new CustomBehaviorGiftOfTheGemDragon(powerInt)); + powerInt.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference = + Counterspell.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference; + + var featInt = FeatDefinitionBuilder + .Create($"{Name}Int") + .SetGuiPresentation(Category.Feat) + .SetFeatures(AttributeModifierCreed_Of_Pakri, powerInt) + .SetFeatFamily(Name) + .AddToDB(); + + var powerWis = FeatureDefinitionPowerBuilder + .Create($"Power{Name}Wis") + .SetGuiPresentation($"{Name}Wis", Category.Feat, hidden: true) + .SetUsesProficiencyBonus(ActivationTime.NoCost) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 2, TargetType.IndividualsUnique) + .SetSavingThrowData(false, + AttributeDefinitions.Strength, true, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, + AttributeDefinitions.Wisdom, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.HalfDamage) + .SetDamageForm(DamageTypeForce, 2, DieType.D8) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.PushFromOrigin, 2) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.FallProne) + .Build()) + .SetParticleEffectParameters(PowerSpellBladeSpellTyrant) + .Build()) + .AddToDB(); + + powerWis.AddCustomSubFeatures(new CustomBehaviorGiftOfTheGemDragon(powerWis)); + powerWis.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference = + Counterspell.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference; + + var featWis = FeatDefinitionBuilder + .Create($"{Name}Wis") + .SetGuiPresentation(Category.Feat) + .SetFeatures(AttributeModifierCreed_Of_Maraike, powerWis) + .SetFeatFamily(Name) + .AddToDB(); + + var powerCha = FeatureDefinitionPowerBuilder + .Create($"Power{Name}Cha") + .SetGuiPresentation($"{Name}Cha", Category.Feat, hidden: true) + .SetUsesProficiencyBonus(ActivationTime.NoCost) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 2, TargetType.IndividualsUnique) + .SetSavingThrowData(false, + AttributeDefinitions.Strength, true, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, + AttributeDefinitions.Charisma, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.HalfDamage) + .SetDamageForm(DamageTypeForce, 2, DieType.D8) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.PushFromOrigin, 2) + .Build(), + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.FallProne) + .Build()) + .SetParticleEffectParameters(PowerSpellBladeSpellTyrant) + .Build()) + .AddToDB(); + + powerCha.AddCustomSubFeatures(new CustomBehaviorGiftOfTheGemDragon(powerCha)); + powerCha.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference = + Counterspell.EffectDescription.EffectParticleParameters.casterQuickSpellParticleReference; + + var featCha = FeatDefinitionBuilder + .Create($"{Name}Cha") + .SetGuiPresentation(Category.Feat) + .SetFeatures(AttributeModifierCreed_Of_Solasta, powerCha) + .SetFeatFamily(Name) + .AddToDB(); + + feats.AddRange(featInt, featWis, featCha); + + return GroupFeats.MakeGroup("FeatGroupGiftOfTheGemDragon", Name, featInt, featWis, featCha); + } + + private sealed class CustomBehaviorGiftOfTheGemDragon(FeatureDefinitionPower powerGiftOfTheGemDragon) + : IPhysicalAttackFinishedOnMe, IMagicEffectFinishedOnMe, + IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + { + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetEffect rulesetEffect, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + defender.RulesetCharacter.DamageReceived += DamageReceived; + + yield break; + } + + public IEnumerator OnMagicEffectFinishedOnMe( + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + List targets) + { + defender.RulesetCharacter.DamageReceived -= DamageReceived; + + yield return HandleReaction(attacker, defender); + } + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + defender.RulesetCharacter.DamageReceived += DamageReceived; + + yield break; + } + + public IEnumerator OnPhysicalAttackFinishedOnMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + defender.RulesetCharacter.DamageReceived -= DamageReceived; + + yield return HandleReaction(attacker, defender); + } + + private static void DamageReceived( + RulesetActor rulesetActor, + int damage, + string damageType, + ulong sourceGuid, + RollInfo rollInfo) + { + var character = GameLocationCharacter.GetFromActor(rulesetActor); + + character.SetSpecialFeatureUses("GiftOfTheGemDragon", 1); + } + + private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationCharacter defender) + { + if (defender.GetSpecialFeatureUses("GiftOfTheGemDragon") <= 0) + { + defender.SetSpecialFeatureUses("GiftOfTheGemDragon", 0); + + yield break; + } + + defender.SetSpecialFeatureUses("GiftOfTheGemDragon", 0); + + var rulesetDefender = defender.RulesetCharacter; + var usablePower = PowerProvider.Get(powerGiftOfTheGemDragon, rulesetDefender); + + if (!defender.CanReact() || + !defender.IsWithinRange(attacker, 2) || + rulesetDefender.GetRemainingUsesOfPower(usablePower) == 0) + { + yield break; + } + + yield return defender.MyReactToUsePower( + Id.PowerReaction, + usablePower, + [attacker], + attacker, + "GiftOfTheGemDragon", + "UseGiftOfTheGemDragonDescription".Formatted(Category.Reaction, attacker.Name)); + } + } + + #endregion + #region Brawler private static FeatDefinition BuildBrawler() { const string Name = "FeatBrawler"; + var dieRollModifierBrawler = FeatureDefinitionDieRollModifierBuilder + .Create($"DieRollModifier{Name}") + .SetGuiPresentationNoContent(true) + .SetModifiers( + RollContext.AttackDamageValueRoll, 1, 0, 1, + "Feedback/&FeatBrawlerReroll") + .AddToDB(); + + var conditionBrawler = ConditionDefinitionBuilder + .Create($"Condition{Name}") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetFeatures(dieRollModifierBrawler) + .AddToDB(); + + conditionBrawler.AddCustomSubFeatures(new AllowRerollDiceBrawler()); + var actionAffinityGrappleBonus = FeatureDefinitionActionAffinityBuilder .Create($"ActionAffinity{Name}GrappleBonus") @@ -605,6 +866,7 @@ private static FeatDefinition BuildBrawler() .SetAuthorizedActions((Id)ExtraActionId.GrappleBonus) .AddCustomSubFeatures( new ValidateDefinitionApplication(ValidatorsCharacter.HasAttacked, ValidatorsCharacter.HasFreeHand), + new CustomBehaviorBrawler(conditionBrawler), new AddExtraUnarmedAttack( ActionType.Bonus, ValidatorsCharacter.HasAttacked, ValidatorsCharacter.HasFreeHand), new UpgradeWeaponDice((_, d) => (Math.Max(1, d.DiceNumber), DieType.D6, DieType.D6), @@ -623,25 +885,116 @@ private static FeatDefinition BuildBrawler() .AddToDB(); } + private sealed class AllowRerollDiceBrawler : IAllowRerollDice + { + public bool IsValid(RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm) + { + return attackModeDamage; + } + } + + private sealed class CustomBehaviorBrawler(ConditionDefinition conditionBrawler) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + { + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + if (!ValidatorsWeapon.IsUnarmed(attackMode)) + { + yield break; + } + + var rulesetAttacker = attacker.RulesetCharacter; + + rulesetAttacker.InflictCondition( + conditionBrawler.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + conditionBrawler.Name, + 0, + 0, + 0); + } + + public IEnumerator OnPhysicalAttackFinishedByMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + var rulesetAttacker = attacker.RulesetCharacter; + + if (rulesetAttacker.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionBrawler.Name, out var activeCondition)) + { + rulesetAttacker.RemoveCondition(activeCondition); + } + + yield break; + } + } + #endregion #region Grappler - private static readonly FeatDefinition FeatGrapplerDex = FeatDefinitionBuilder - .Create("FeatGrapplerDex") - .SetGuiPresentation(Category.Feat) - .AddFeatures(AttributeModifierCreed_Of_Misaye) - .SetAbilityScorePrerequisite(AttributeDefinitions.Dexterity, 13) - .SetFeatFamily(GroupFeats.Grappler) - .AddToDB(); + private static FeatDefinition FeatGrappler { get; set; } - private static readonly FeatDefinition FeatGrapplerStr = FeatDefinitionBuilder - .Create("FeatGrapplerStr") - .SetGuiPresentation(Category.Feat) - .AddFeatures(AttributeModifierCreed_Of_Einar) - .SetAbilityScorePrerequisite(AttributeDefinitions.Strength, 13) - .SetFeatFamily(GroupFeats.Grappler) - .AddToDB(); + private static readonly IsCharacterValidHandler IsValidGrappleOnUnarmedToggle = character => + { + var glc = GameLocationCharacter.GetFromActor(character); + + return Gui.Battle != null && + character.AttackModes.Any(x => + ValidatorsWeapon.IsUnarmed(x) && + glc.GetActionTypeStatus(x.ActionType) == ActionStatus.Available) && + glc.GetSpecialFeatureUses(FeatGrappler.Name) < 0; + }; + + private static FeatDefinition BuildGrappler() + { + var actionAffinityGrappleOnUnarmedToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityGrappleOnUnarmedToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((Id)ExtraActionId.GrappleOnUnarmedToggle) + .AddCustomSubFeatures( + new ValidateDefinitionApplication(IsValidGrappleOnUnarmedToggle), + new PhysicalAttackFinishedByMeGrappler()) + .AddToDB(); + + // kept for backward compatibility + _ = FeatDefinitionBuilder + .Create("FeatGrapplerDex") + .SetGuiPresentation("FeatGrapplerStr", Category.Feat, hidden: true) + .SetFeatures(actionAffinityGrappleOnUnarmedToggle) + .AddToDB(); + + FeatGrappler = FeatDefinitionBuilder + .Create("FeatGrapplerStr") + .SetGuiPresentation(Category.Feat) + .SetFeatures(actionAffinityGrappleOnUnarmedToggle) + .SetAbilityScorePrerequisite(AttributeDefinitions.Strength, 13) + .AddToDB(); + + return FeatGrappler; + } internal static void MaybeChangeGrapplerConditionForGrappleFeatBehavior( RulesetCharacter attacker, @@ -650,9 +1003,7 @@ internal static void MaybeChangeGrapplerConditionForGrappleFeatBehavior( { var hero = attacker.GetOriginalHero(); - if (hero != null && - (hero.TrainedFeats.Contains(FeatGrapplerDex) || - hero.TrainedFeats.Contains(FeatGrapplerStr))) + if (hero?.TrainedFeats.Contains(FeatGrappler) == true) { sourceConditionName = attacker.SizeDefinition.WieldingSize < defender.SizeDefinition.WieldingSize @@ -661,6 +1012,46 @@ internal static void MaybeChangeGrapplerConditionForGrappleFeatBehavior( } } + private sealed class PhysicalAttackFinishedByMeGrappler : IPhysicalAttackFinishedByMe + { + public IEnumerator OnPhysicalAttackFinishedByMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + var rulesetAttacker = attacker.RulesetCharacter; + + if (rollOutcome is not (RollOutcome.Success or RollOutcome.CriticalSuccess) || + !ValidatorsWeapon.IsUnarmed(attackMode) || + defender.RulesetCharacter is not { IsDeadOrDyingOrUnconscious: false } || + !rulesetAttacker.IsToggleEnabled((Id)ExtraActionId.GrappleOnUnarmedToggle) || + attacker.GetSpecialFeatureUses(FeatGrappler.Name) >= 0) + { + yield break; + } + + yield return attacker.MyReactToDoNothing( + ExtraActionId.DoNothingFree, + attacker, + "Grappler", + "CustomReactionGrapplerDescription".Formatted(Category.Reaction, defender.Name), + ReactionValidated); + + yield break; + + void ReactionValidated() + { + attacker.SetSpecialFeatureUses(FeatGrappler.Name, 0); + rulesetAttacker.DisableToggle((Id)ExtraActionId.GrappleOnUnarmedToggle); + GrappleContext.CustomBehaviorGrapple.ExecuteGrapple(attacker, defender).ExecuteUntilDone(); + } + } + } + #endregion #region Stealthy @@ -1509,27 +1900,17 @@ private static FeatDefinition BuildElementalAdept(List feats) foreach (var damageType in damageTypes) { var damageTitle = Gui.Localize($"Rules/&{damageType}Title"); - var guiPresentation = new GuiPresentationBuilder( - Gui.Format($"Feat/&{NAME}Title", damageTitle), - Gui.Format($"Feat/&{NAME}Description", damageTitle)) - .Build(); - var feat = FeatDefinitionBuilder .Create($"{NAME}{damageType}") - .SetGuiPresentation(guiPresentation) + .SetGuiPresentation( + Gui.Format($"Feat/&{NAME}Title", damageTitle), + Gui.Format($"Feat/&{NAME}Description", damageTitle)) .SetFeatures( FeatureDefinitionDieRollModifierBuilder - .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}") - .SetGuiPresentation(guiPresentation) - .SetModifiers(RollContext.AttackDamageValueRoll, 1, 1, 1, - "Feature/&DieRollModifierFeatElementalAdeptReroll") - .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType)) - .AddToDB(), - FeatureDefinitionDieRollModifierBuilder - .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}Magic") - .SetGuiPresentation(guiPresentation) - .SetModifiers(RollContext.MagicDamageValueRoll, 1, 1, 1, - "Feature/&DieRollModifierFeatElementalAdeptReroll") + .Create($"DieRollModifier{NAME}{damageType}") + .SetGuiPresentationNoContent(true) + .SetModifiers(RollContext.AttackDamageValueRoll | RollContext.MagicDamageValueRoll, 1, 0, 1, + "Feedback/&FeatElementalAdeptReroll") .AddCustomSubFeatures(new ModifyDamageResistanceElementalAdept(damageType)) .AddToDB()) .SetMustCastSpellsPrerequisite() @@ -1548,8 +1929,13 @@ private static FeatDefinition BuildElementalAdept(List feats) } private sealed class ModifyDamageResistanceElementalAdept(params string[] damageTypes) - : IModifyDamageAffinity, IValidateDieRollModifier + : IModifyDamageAffinity, IValidateDieRollModifier, IAllowRerollDice { + public bool IsValid(RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm) + { + return !attackModeDamage && damageTypes.Contains(damageForm.DamageType); + } + public void ModifyDamageAffinity(RulesetActor attacker, RulesetActor defender, List features) { features.RemoveAll(x => @@ -1586,20 +1972,17 @@ private static FeatDefinition BuildElementalMaster(List feats) foreach (var (damageType, featureResistance) in damageTypes) { var damageTitle = Gui.Localize($"Rules/&{damageType}Title"); - var guiPresentation = new GuiPresentationBuilder( - Gui.Format($"Feat/&{NAME}Title", damageTitle), - Gui.Format($"Feat/&{NAME}Description", damageTitle)) - .Build(); - var feat = FeatDefinitionBuilder .Create($"{NAME}{damageType}") - .SetGuiPresentation(guiPresentation) + .SetGuiPresentation( + Gui.Format($"Feat/&{NAME}Title", damageTitle), + Gui.Format($"Feat/&{NAME}Description", damageTitle)) .SetFeatures( FeatureDefinitionDieRollModifierBuilder - .Create($"DieRollModifierDamageTypeDependent{NAME}{damageType}") - .SetGuiPresentation(guiPresentation) - .SetModifiers(RollContext.AttackRoll, 1, 1, 1, - "Feature/&DieRollModifierFeatElementalMasterReroll") + .Create($"DieRollModifier{NAME}{damageType}") + .SetGuiPresentationNoContent(true) + .SetModifiers(RollContext.AttackRoll, 1, 0, 1, + "Feedback/&FeatElementalMasterReroll") .AddCustomSubFeatures(new ModifyDamageResistanceElementalMaster(damageType)) .AddToDB(), featureResistance) @@ -1645,7 +2028,9 @@ private static FeatDefinition BuildFightingInitiate() GroupFeats.FeatGroupFightingStyle.AddFeats( DatabaseRepository .GetDatabase() - .Where(x => !FightingStyleContext.DemotedFightingStyles.Contains(x.Name)) + .Where(x => + !FightingStyleContext.DemotedFightingStyles.Contains(x.Name) && + x.Name != FightingStyleContext.PugilistName) .Select(BuildFightingStyleFeat) .OfType() .ToArray()); @@ -1877,6 +2262,7 @@ private IEnumerator HandleReaction( void ReactionValidated() { defender.SpendActionType(ActionType.Reaction); + usablePower.Consume(); var conditionName = $"ConditionGiftOfTheChromaticDragon{damageType}"; @@ -2427,13 +2813,15 @@ internal static IEnumerator HandleEnemyCastSpellWithin5Ft( yield break; } - var (attackMode, actionModifier) = defender.GetFirstMeleeModeThatCanAttack(caster, battleManager); + var (attackMode, actionModifier) = defender.GetFirstMeleeModeThatCanAttack(defender, battleManager); if (attackMode == null || !defender.CanReact()) { yield break; } + attackMode.AddAttackTagAsNeeded(AttacksOfOpportunity.NotAoOTag); + yield return defender.MyReactForOpportunityAttack( caster, caster, @@ -2954,7 +3342,8 @@ private static FeatDefinition BuildRopeItUp() private sealed class ModifyWeaponAttackModeRopeItUp : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode(RulesetCharacter character, RulesetAttackMode attackMode, RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (attackMode?.thrown != true) { diff --git a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs index 79c31659e6..bbafbe6888 100644 --- a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs @@ -546,6 +546,9 @@ private sealed class ModifyAttackActionModifierGrudgeBearer( FeatureDefinition featureDefinition, string familyName) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -565,8 +568,7 @@ public void OnAttackComputeModifier( // always grant advantage on battle round zero if (battle == null) { - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); return; } @@ -577,8 +579,7 @@ public void OnAttackComputeModifier( } // battle round one from here - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } @@ -1054,7 +1055,11 @@ private static FeatDefinition BuildDragonHide(List feats) private sealed class ModifyWeaponAttackModeDragonHide : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!ValidatorsWeapon.IsUnarmed(attackMode) || !character.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.DragonHideToggle)) @@ -1062,7 +1067,7 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac return; } - var damage = attackMode?.EffectDescription.FindFirstDamageForm(); + var damage = attackMode.EffectDescription.FindFirstDamageForm(); if (damage == null) { @@ -1235,10 +1240,10 @@ private static FeatDefinition BuildFlamesOfPhlegethos(List feats new MagicEffectFinishedByMeFlamesOfPhlegethos(power)); var dieRollModifierFire = FeatureDefinitionDieRollModifierBuilder - .Create($"DieRollModifier{Name}Fire") - .SetGuiPresentation("FeatGroupFlamesOfPhlegethos", Category.Feat) - .SetModifiers(RollContext.MagicDamageValueRoll, 1, 1, 1, - "Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll") + .Create($"DieRollModifier{Name}") + .SetGuiPresentationNoContent(true) + .SetModifiers(RollContext.MagicDamageValueRoll, 1, 0, 1, + "Feedback/&FlamesOfPhlegethosReroll") .AddCustomSubFeatures(new ValidateDieRollModifierFlamesOfPhlegethos()) .AddToDB(); @@ -1878,7 +1883,7 @@ void ReactionValidated() attackMode.ToHitBonusTrends, false, actionModifier.AttackAdvantageTrends, - attackMode.ranged, + attackMode.Ranged, false, actionModifier.AttackRollModifier, out outcome, diff --git a/SolastaUnfinishedBusiness/Feats/RangedCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/RangedCombatFeats.cs index e889841faa..a9ce0f630f 100644 --- a/SolastaUnfinishedBusiness/Feats/RangedCombatFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/RangedCombatFeats.cs @@ -6,13 +6,13 @@ using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; -using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Interfaces; using SolastaUnfinishedBusiness.Models; -using SolastaUnfinishedBusiness.Properties; using SolastaUnfinishedBusiness.Subclasses; using SolastaUnfinishedBusiness.Validators; +using static ActionDefinitions; using static RuleDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.WeaponTypeDefinitions; namespace SolastaUnfinishedBusiness.Feats; @@ -81,23 +81,23 @@ private static FeatDefinition BuildBowMastery() new ValidateContextInsteadOfRestrictedProperty((_, _, character, _, _, mode, _) => (OperationType.Set, isLongOrShortBowOrCrossbow(mode, null, character))), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(LongbowType), ValidatorsCharacter.HasUsedWeaponType(LongbowType)), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(ShortbowType), ValidatorsCharacter.HasUsedWeaponType(ShortbowType)), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(HeavyCrossbowType), ValidatorsCharacter.HasUsedWeaponType(HeavyCrossbowType)), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(LightCrossbowType), ValidatorsCharacter.HasUsedWeaponType(LightCrossbowType)), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(CustomWeaponsContext.HandXbowWeaponType), ValidatorsCharacter.HasUsedWeaponType(CustomWeaponsContext.HandXbowWeaponType))) .AddToDB()) @@ -121,64 +121,36 @@ private static FeatDefinition BuildDeadEye() { const string Name = "FeatDeadeye"; - var concentrationProvider = new StopPowerConcentrationProvider( - "Deadeye", - "Tooltip/&DeadeyeConcentration", - Sprites.GetSprite(Name, Resources.DeadeyeConcentrationIcon, 64, 64)); - - var conditionDeadeye = ConditionDefinitionBuilder + // kept for backward compatibility + _ = ConditionDefinitionBuilder .Create($"Condition{Name}") - .SetGuiPresentation(Name, Category.Feat, - DatabaseHelper.ConditionDefinitions.ConditionHeraldOfBattle) - .SetSilent(Silent.WhenAddedOrRemoved) + .SetGuiPresentationNoContent(true) + .SetSpecialDuration() .AddToDB(); - var powerDeadeye = FeatureDefinitionPowerBuilder + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder .Create($"Power{Name}") - .SetGuiPresentation(Name, Category.Feat, - Sprites.GetSprite("DeadeyeIcon", Resources.DeadeyeIcon, 128, 64)) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetDurationData(DurationType.Permanent) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionDeadeye, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures( - IgnoreInvisibilityInterruptionCheck.Marker, - new ValidatorsValidatePowerUse(ValidatorsCharacter.HasNoneOfConditions(conditionDeadeye.Name))) + .SetGuiPresentationNoContent(true) .AddToDB(); - var powerTurnOffDeadeye = FeatureDefinitionPowerBuilder + // kept for backward compatibility + _ = FeatureDefinitionPowerBuilder .Create($"Power{Name}TurnOff") .SetGuiPresentationNoContent(true) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetEffectForms( - EffectFormBuilder - .Create() - .SetConditionForm(conditionDeadeye, ConditionForm.ConditionOperation.Remove) - .Build()) - .Build()) - .AddCustomSubFeatures(IgnoreInvisibilityInterruptionCheck.Marker) + .AddToDB(); + + var actionAffinityDeadEyeToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityDeadEyeToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((Id)ExtraActionId.DeadEyeToggle) .AddToDB(); var featDeadeye = FeatDefinitionBuilder .Create(Name) .SetGuiPresentation(Category.Feat) .SetFeatures( - powerDeadeye, - powerTurnOffDeadeye, + actionAffinityDeadEyeToggle, FeatureDefinitionCombatAffinityBuilder .Create($"CombatAffinity{Name}") .SetGuiPresentation(Name, Category.Feat, Gui.NoLocalization) @@ -187,9 +159,7 @@ private static FeatDefinition BuildDeadEye() .AddToDB()) .AddToDB(); - concentrationProvider.StopPower = powerTurnOffDeadeye; - conditionDeadeye.AddCustomSubFeatures( - concentrationProvider, new ModifyWeaponAttackModeFeatDeadeye(featDeadeye)); + featDeadeye.AddCustomSubFeatures(new ModifyWeaponAttackModeFeatDeadeye(featDeadeye)); return featDeadeye; } @@ -210,11 +180,11 @@ private static FeatDefinition BuildRangedExpert() ValidatorsCharacter.HasOffhandWeaponType( CustomWeaponsContext.HandXbowWeaponType, CustomWeaponsContext.LightningLauncherType), new RemoveRangedAttackInMeleeDisadvantage(), - new InnovationArmor.AddLauncherAttack(ActionDefinitions.ActionType.Bonus, + new InnovationArmor.AddLauncherAttack(ActionType.Bonus, InnovationArmor.InInfiltratorMode, ValidatorsCharacter.HasAttacked), new AddExtraRangedAttack( - ActionDefinitions.ActionType.Bonus, + ActionType.Bonus, ValidatorsWeapon.IsOfWeaponType(CustomWeaponsContext.HandXbowWeaponType), ValidatorsCharacter.HasAttacked)) .AddToDB()) @@ -225,35 +195,45 @@ private static FeatDefinition BuildRangedExpert() // HELPERS // - private sealed class ModifyWeaponAttackModeFeatDeadeye( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatDefinition featDefinition) : IModifyWeaponAttackMode + private sealed class ModifyWeaponAttackModeFeatDeadeye(FeatDefinition featDefinition) : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode) + private const int ToHit = -5; + private const int ToDamage = +10; + + private readonly TrendInfo _attackTrendInfo = + new(ToHit, FeatureSourceType.Feat, featDefinition.Name, featDefinition); + + private readonly TrendInfo _damageTrendInfo = + new(ToDamage, FeatureSourceType.Feat, featDefinition.Name, featDefinition); + + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { + if (!character.IsToggleEnabled((Id)ExtraActionId.DeadEyeToggle)) + { + return; + } + if (!ValidatorsWeapon.IsOfWeaponType(DartType)(attackMode, null, null) && attackMode is not { ranged: true }) { return; } - var damage = attackMode?.EffectDescription.FindFirstDamageForm(); + var damage = attackMode.EffectDescription.FindFirstDamageForm(); if (damage == null) { return; } - const int TO_HIT = -5; - const int TO_DAMAGE = +10; - - attackMode.ToHitBonus += TO_HIT; - attackMode.ToHitBonusTrends.Add(new TrendInfo(TO_HIT, FeatureSourceType.Feat, featDefinition.Name, - featDefinition)); - - damage.BonusDamage += TO_DAMAGE; - damage.DamageBonusTrends.Add(new TrendInfo(TO_DAMAGE, FeatureSourceType.Feat, featDefinition.Name, - featDefinition)); + attackMode.ToHitBonus += ToHit; + attackMode.ToHitBonusTrends.Add(_attackTrendInfo); + damage.BonusDamage += ToDamage; + damage.DamageBonusTrends.Add(_damageTrendInfo); } } } diff --git a/SolastaUnfinishedBusiness/Feats/_FeatHelpers.cs b/SolastaUnfinishedBusiness/Feats/_FeatHelpers.cs index 8b67bfe7e7..cf925ba749 100644 --- a/SolastaUnfinishedBusiness/Feats/_FeatHelpers.cs +++ b/SolastaUnfinishedBusiness/Feats/_FeatHelpers.cs @@ -1,5 +1,4 @@ using System.Linq; -using JetBrains.Annotations; using SolastaUnfinishedBusiness.Interfaces; using static RuleDefinitions; @@ -11,16 +10,22 @@ internal sealed class ModifyWeaponAttackModeTypeFilter( FeatDefinition source, params WeaponTypeDefinition[] weaponTypeDefinition) : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode) + private readonly TrendInfo _trendInfo = new(1, FeatureSourceType.Feat, source.Name, source); + + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { - if (attackMode?.sourceDefinition is not ItemDefinition { IsWeapon: true } sourceDefinition || + if (attackMode.SourceDefinition is not ItemDefinition { IsWeapon: true } sourceDefinition || !weaponTypeDefinition.Contains(sourceDefinition.WeaponDescription.WeaponTypeDefinition)) { return; } attackMode.ToHitBonus += 1; - attackMode.ToHitBonusTrends.Add(new TrendInfo(1, FeatureSourceType.Feat, source.Name, source)); + attackMode.ToHitBonusTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/FightingStyles/AstralReach.cs b/SolastaUnfinishedBusiness/FightingStyles/AstralReach.cs index 09281a6571..a8dbc77219 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/AstralReach.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/AstralReach.cs @@ -23,7 +23,9 @@ internal sealed class AstralReach : AbstractFightingStyle .Create(AstralReachFeatureName) .SetGuiPresentationNoContent(true) .AddCustomSubFeatures( - new IncreaseWeaponReach(1, (attackMode, _, _) => ValidatorsWeapon.IsUnarmed(attackMode))) + new IncreaseWeaponReach(1, (attackMode, _, character) => + ValidatorsCharacter.HasFreeHandConsiderGrapple(character) && + ValidatorsWeapon.IsUnarmed(attackMode))) .AddToDB()) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/FightingStyles/Lunger.cs b/SolastaUnfinishedBusiness/FightingStyles/Lunger.cs index 50939643c2..50c5d719c8 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Lunger.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Lunger.cs @@ -1,7 +1,7 @@ using System.Collections.Generic; +using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Builders; -using SolastaUnfinishedBusiness.Builders.Features; using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Models; using SolastaUnfinishedBusiness.Properties; @@ -17,26 +17,20 @@ internal sealed class Lunger : AbstractFightingStyle internal override FightingStyleDefinition FightingStyle { get; } = FightingStyleBuilder .Create(Name) .SetGuiPresentation(Category.FightingStyle, Sprites.GetSprite(Name, Resources.Lunger, 256)) - .SetFeatures( - FeatureDefinitionBuilder - .Create("FeatureLunger") - .SetGuiPresentationNoContent(true) - .AddCustomSubFeatures(new IncreaseWeaponReach(1, (mode, rulesetItem, _) => - { - RulesetItem attackModeRulesetItem = null; + .AddCustomSubFeatures(new IncreaseWeaponReach(1, (attackMode, rulesetItem, character) => + { + // this extra code is required to properly validate before an attack + // same code as ValidatorsWeapon.IsMelee but need this later to check on weapon tag + var finalRulesetItem = + attackMode?.SourceObject as RulesetItem ?? rulesetItem ?? character?.GetMainWeapon(); - if (mode?.SourceObject is RulesetItem rulesetItem1) - { - attackModeRulesetItem = rulesetItem1; - } - - var item = attackModeRulesetItem ?? rulesetItem; - - return ValidatorsWeapon.IsMelee(item) && - !ValidatorsWeapon.HasAnyWeaponTag(item?.ItemDefinition, TagsDefinitions.WeaponTagHeavy); - }, - Name)) - .AddToDB()) + return + ValidatorsCharacter.HasFreeHandConsiderGrapple(character) && + ValidatorsWeapon.IsMelee(finalRulesetItem) && + !ValidatorsWeapon.HasAnyWeaponTag( + finalRulesetItem?.ItemDefinition, TagsDefinitions.WeaponTagHeavy); + }, + Name)) .AddToDB(); internal override List FightingStyleChoice => diff --git a/SolastaUnfinishedBusiness/FightingStyles/Pugilist.cs b/SolastaUnfinishedBusiness/FightingStyles/Pugilist.cs deleted file mode 100644 index 19502dd2b7..0000000000 --- a/SolastaUnfinishedBusiness/FightingStyles/Pugilist.cs +++ /dev/null @@ -1,71 +0,0 @@ -using System.Collections.Generic; -using SolastaUnfinishedBusiness.Behaviors; -using SolastaUnfinishedBusiness.Builders; -using SolastaUnfinishedBusiness.Builders.Features; -using SolastaUnfinishedBusiness.CustomUI; -using SolastaUnfinishedBusiness.Interfaces; -using SolastaUnfinishedBusiness.Models; -using SolastaUnfinishedBusiness.Properties; -using SolastaUnfinishedBusiness.Validators; -using static ActionDefinitions; -using static RuleDefinitions; -using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionFightingStyleChoices; - -namespace SolastaUnfinishedBusiness.FightingStyles; - -internal sealed class Pugilist : AbstractFightingStyle -{ - private const string PugilistName = "Pugilist"; - - internal override FightingStyleDefinition FightingStyle { get; } = FightingStyleBuilder - .Create(PugilistName) - .SetGuiPresentation(Category.FightingStyle, Sprites.GetSprite("Pugilist", Resources.Pugilist, 256)) - .SetFeatures( - FeatureDefinitionActionAffinityBuilder - .Create("ActionAffinityFightingStylePugilist") - .SetGuiPresentation(PugilistName, Category.FightingStyle) - .SetAuthorizedActions(Id.ShoveBonus) - .AddCustomSubFeatures( - new AddExtraUnarmedAttack(ActionType.Bonus), - new AdditionalUnarmedDice(), - new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHand)) - .AddToDB()) - .AddToDB(); - - internal override List FightingStyleChoice => - [ - CharacterContext.FightingStyleChoiceBarbarian, - CharacterContext.FightingStyleChoiceMonk, - CharacterContext.FightingStyleChoiceRogue, - FightingStyleChampionAdditional, - FightingStyleFighter, - FightingStyleRanger - ]; - - private sealed class AdditionalUnarmedDice : IModifyWeaponAttackMode - { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) - { - if (!ValidatorsWeapon.IsUnarmed(attackMode)) - { - return; - } - - var effectDescription = attackMode.EffectDescription; - var damage = effectDescription.FindFirstDamageForm(); - var k = effectDescription.EffectForms.FindIndex(form => form.damageForm == damage); - - if (k < 0 || damage == null) - { - return; - } - - var additionalDice = EffectFormBuilder - .Create() - .SetDamageForm(damage.damageType, 1, DieType.D4) - .Build(); - - effectDescription.EffectForms.Insert(k + 1, additionalDice); - } - } -} diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json index 75737fca51..67cd252a07 100644 --- a/SolastaUnfinishedBusiness/Info.json +++ b/SolastaUnfinishedBusiness/Info.json @@ -1,7 +1,7 @@ { "Id": "SolastaUnfinishedBusiness", "DisplayName": "[Un] Finished Business", - "Version": "1.5.97.34", + "Version": "1.5.97.35", "GameVersion": "1.5.97", "ManagerVersion": "0.24.0", "AssemblyName": "SolastaUnfinishedBusiness.dll", diff --git a/SolastaUnfinishedBusiness/Interfaces/IAllowRerollDice.cs b/SolastaUnfinishedBusiness/Interfaces/IAllowRerollDice.cs index 01232a07e0..79f039a761 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IAllowRerollDice.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IAllowRerollDice.cs @@ -4,6 +4,5 @@ namespace SolastaUnfinishedBusiness.Interfaces; public interface IAllowRerollDice { - public bool IsValid( - [UsedImplicitly] RulesetActor rulesetActor, DamageForm damageForm); + public bool IsValid([UsedImplicitly] RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm); } diff --git a/SolastaUnfinishedBusiness/Interfaces/IModifyAttackActionModifier.cs b/SolastaUnfinishedBusiness/Interfaces/IModifyAttackActionModifier.cs index a5fb9f9deb..492ee09623 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IModifyAttackActionModifier.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IModifyAttackActionModifier.cs @@ -1,4 +1,6 @@ -namespace SolastaUnfinishedBusiness.Interfaces; +using JetBrains.Annotations; + +namespace SolastaUnfinishedBusiness.Interfaces; public interface IModifyAttackActionModifier { @@ -6,7 +8,7 @@ public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, BattleDefinitions.AttackProximity attackProximity, - RulesetAttackMode attackMode, + [CanBeNull] RulesetAttackMode attackMode, string effectName, ref ActionModifier attackModifier); } diff --git a/SolastaUnfinishedBusiness/Interfaces/IModifyWeaponAttackMode.cs b/SolastaUnfinishedBusiness/Interfaces/IModifyWeaponAttackMode.cs index 8a881075f9..4089992d20 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IModifyWeaponAttackMode.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IModifyWeaponAttackMode.cs @@ -1,6 +1,12 @@ +using JetBrains.Annotations; + namespace SolastaUnfinishedBusiness.Interfaces; public interface IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode); + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + [CanBeNull] RulesetItem weapon, + bool canAddAbilityDamageBonus); } diff --git a/SolastaUnfinishedBusiness/Models/AiContext.cs b/SolastaUnfinishedBusiness/Models/AiContext.cs index 592dddb298..ebad9f5dab 100644 --- a/SolastaUnfinishedBusiness/Models/AiContext.cs +++ b/SolastaUnfinishedBusiness/Models/AiContext.cs @@ -3,6 +3,7 @@ using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.LanguageExtensions; using SolastaUnfinishedBusiness.Builders; using TA.AI; using TA.AI.Activities; @@ -90,28 +91,27 @@ internal static DecisionPackageDefinition BuildDecisionPackageBreakFree( _ => null }; - var wcdHasCondition = GetWeightedConsiderationDescriptionByDecisionAndConsideration( - baseDecision, "HasCondition"); + // + // common consideration to validate if main action there + // - var hasConditionBreakFree = new WeightedConsiderationDescription( + var wcdActionTypeStatus = GetWeightedConsiderationDescriptionByDecisionAndConsideration( + baseDecision, "ActionTypeStatus"); + + var mainActionNotFullyConsumed = new WeightedConsiderationDescription( CreateConsiderationDefinition( - $"Has{conditionName}", + "MainActionNotFullyConsumed", new ConsiderationDescription { - considerationType = nameof(HasCondition), - curve = wcdHasCondition.Consideration.curve, - stringParameter = conditionName, + considerationType = nameof(ActionTypeStatus), + curve = wcdActionTypeStatus.Consideration.curve, boolParameter = true, - intParameter = 2, - floatParameter = 2f + floatParameter = 1f }), 1f); - var wcdActionTypeStatus = GetWeightedConsiderationDescriptionByDecisionAndConsideration( - baseDecision, "ActionTypeStatus"); - - var mainActionNotFullyConsumed = new WeightedConsiderationDescription( + var mainActionNotFullyConsumedIfProne = new WeightedConsiderationDescription( CreateConsiderationDefinition( - "MainActionNotFullyConsumed", + "MainActionNotFullyConsumedIfProne", new ConsiderationDescription { considerationType = nameof(ActionTypeStatus), @@ -120,6 +120,26 @@ internal static DecisionPackageDefinition BuildDecisionPackageBreakFree( floatParameter = 1f }), 1f); + // + // Decision that might use a random consideration + // + + var wcdHasCondition = GetWeightedConsiderationDescriptionByDecisionAndConsideration( + baseDecision, "HasCondition"); + + var hasConditionBreakFree = new WeightedConsiderationDescription( + CreateConsiderationDefinition( + $"Has{conditionName}", + new ConsiderationDescription + { + considerationType = nameof(HasCondition), + curve = wcdHasCondition.Consideration.curve, + stringParameter = conditionName, + boolParameter = true, + intParameter = 2, + floatParameter = 2f + }), 1f); + var scorerBreakFree = CreateActivityScorer(baseDecision, $"BreakFree{conditionName}", true, hasConditionBreakFree, mainActionNotFullyConsumed); @@ -151,13 +171,56 @@ internal static DecisionPackageDefinition BuildDecisionPackageBreakFree( floatParameter: 3f) .AddToDB(); + // + // Decision that takes Prone into account and don't use a random consideration at all + // + + var conditionProne = DatabaseHelper.ConditionDefinitions.ConditionProne; + var hasConditionProne = new WeightedConsiderationDescription( + CreateConsiderationDefinition( + $"Has{conditionProne.Name}", + new ConsiderationDescription + { + considerationType = nameof(HasCondition), + curve = wcdHasCondition.Consideration.curve, + stringParameter = conditionProne.Name, + boolParameter = true, + intParameter = 2, + floatParameter = 2f + }), 1f); + + var scorerBreakFreeIfProne = CreateActivityScorer(baseDecision, $"BreakFreeIfProne{conditionName}", true, + hasConditionBreakFree, + hasConditionProne, + mainActionNotFullyConsumedIfProne); + + var decisionBreakFreeIfProne = DecisionDefinitionBuilder + .Create($"DecisionBreakFreeIfProne{conditionName}") + .SetGuiPresentationNoContent(true) + .SetDecisionDescription( + $"if restrained from {conditionName}, is prone, and can use main action, try to break free", + nameof(BreakFree), + scorerBreakFreeIfProne, + enumParameter: 1, + floatParameter: 3f) + .AddToDB(); + // use weight 10f to ensure scenarios that don't prevent enemies from take actions to still consider this var packageBreakFree = DecisionPackageDefinitionBuilder .Create($"BreakFreeAbilityCheck{conditionName}") .SetGuiPresentationNoContent(true) - .SetWeightedDecisions(new WeightedDecisionDescription(decisionBreakFree, 10f, 1, false)) + .SetWeightedDecisions( + new WeightedDecisionDescription(decisionBreakFree, 10f, 1, false)) .AddToDB(); + // only add the break free if prone if vanilla break free has random otherwise it's redundant + if (decisionWithRandom) + { + packageBreakFree.Package.WeightedDecisions.SetRange( + new WeightedDecisionDescription(decisionBreakFreeIfProne, 15f, 1, false), + new WeightedDecisionDescription(decisionBreakFree, 10f, 1, false)); + } + return packageBreakFree; } diff --git a/SolastaUnfinishedBusiness/Models/BootContext.cs b/SolastaUnfinishedBusiness/Models/BootContext.cs index 0e219f1306..05d3e57750 100644 --- a/SolastaUnfinishedBusiness/Models/BootContext.cs +++ b/SolastaUnfinishedBusiness/Models/BootContext.cs @@ -60,6 +60,7 @@ internal static void Startup() CharacterExportContext.Load(); DmProEditorContext.Load(); GameUiContext.Load(); + InputContext.Load(); // Fighting Styles must be loaded before feats to allow feats to generate corresponding fighting style ones. FightingStyleContext.Load(); diff --git a/SolastaUnfinishedBusiness/Models/CharacterContext.cs b/SolastaUnfinishedBusiness/Models/CharacterContext.cs index 0f1bdbed3f..28391fe0a6 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterContext.cs @@ -280,7 +280,7 @@ private static void AddNameToRace(CharacterRaceDefinition raceDefinition, string private static void LoadAdditionalNames() { - if (!Main.Settings.OfferAdditionalLoreFriendlyNames) + if (!SettingsContext.GuiModManagerInstance.UnlockAdditionalLoreFriendlyNames) { return; } @@ -396,7 +396,7 @@ private static void LoadVisuals() { var dbMorphotypeElementDefinition = DatabaseRepository.GetDatabase(); - if (Main.Settings.UnlockSkinColors) + if (SettingsContext.GuiModManagerInstance.UnlockSkinColors) { foreach (var morphotype in dbMorphotypeElementDefinition.Where( x => x.Category == MorphotypeElementDefinition.ElementCategory.Skin && @@ -417,7 +417,7 @@ private static void LoadVisuals() } } - if (Main.Settings.UnlockGlowingColorsForAllMarksAndTattoos) + if (SettingsContext.GuiModManagerInstance.UnlockGlowingColorsForAllMarksAndTattoos) { foreach (var morphotype in dbMorphotypeElementDefinition.Where( x => x.Category == MorphotypeElementDefinition.ElementCategory.BodyDecorationColor && @@ -432,7 +432,7 @@ private static void LoadVisuals() Morphotypes.CreateBrightEyes(brightEyes); - if (!Main.Settings.AddNewBrightEyeColors) + if (!SettingsContext.GuiModManagerInstance.UnlockNewBrightEyeColors) { foreach (var morphotype in brightEyes) { @@ -444,7 +444,7 @@ private static void LoadVisuals() Morphotypes.CreateGlowingEyes(glowingEyes); - if (!Main.Settings.UnlockGlowingEyeColors) + if (!SettingsContext.GuiModManagerInstance.UnlockGlowingEyeColors) { foreach (var morphotype in glowingEyes) { @@ -452,7 +452,7 @@ private static void LoadVisuals() } } - if (Main.Settings.UnlockEyeStyles) + if (SettingsContext.GuiModManagerInstance.UnlockEyeStyles) { foreach (var morphotype in dbMorphotypeElementDefinition.Where(x => x.Category == MorphotypeElementDefinition.ElementCategory.Eye)) @@ -479,7 +479,7 @@ private static void LoadVisuals() } } - if (Main.Settings.UnlockAllNpcFaces) + if (SettingsContext.GuiModManagerInstance.UnlockAllNpcFaces) { HalfElf.RacePresentation.FemaleFaceShapeOptions.Add("FaceShape_NPC_Princess"); HalfElf.RacePresentation.MaleFaceShapeOptions.Add("FaceShape_HalfElf_NPC_Bartender"); @@ -494,7 +494,7 @@ private static void LoadVisuals() } } - if (Main.Settings.AllowBeardlessDwarves) + if (SettingsContext.GuiModManagerInstance.UnlockBeardlessDwarves) { Dwarf.RacePresentation.needBeard = false; DwarfHill.RacePresentation.needBeard = false; @@ -505,7 +505,7 @@ private static void LoadVisuals() Dwarf.RacePresentation.MaleBeardShapeOptions.Add(BeardShape_None.Name); } - if (Main.Settings.UnlockMarkAndTattoosForAllCharacters) + if (SettingsContext.GuiModManagerInstance.UnlockMarkAndTattoosForAllCharacters) { foreach (var morphotype in dbMorphotypeElementDefinition.Where(x => x.Category == MorphotypeElementDefinition.ElementCategory.BodyDecoration)) @@ -514,7 +514,7 @@ private static void LoadVisuals() } } - if (!Main.Settings.AllowUnmarkedSorcerers) + if (!SettingsContext.GuiModManagerInstance.UnlockUnmarkedSorcerers) { return; } @@ -594,8 +594,7 @@ private static void SwitchDruidKindredBeastToUseCustomInvocationPools() } // replace the original features with custom invocation pools - - if (!Main.Settings.ImproveLevelUpFeaturesSelection) + if (!Main.Settings.EnableLevelUpFeaturesSelection) { return; } @@ -805,7 +804,7 @@ private static void SwitchPathOfTheElementsElementalFuryToUseCustomInvocationPoo } // replace the original features with custom invocation pools - if (!Main.Settings.ImproveLevelUpFeaturesSelection) + if (!Main.Settings.EnableLevelUpFeaturesSelection) { return; } @@ -907,8 +906,7 @@ private static void SwitchRangerToUseCustomInvocationPools() } // replace the original features with custom invocation pools - - if (!Main.Settings.ImproveLevelUpFeaturesSelection) + if (!Main.Settings.EnableLevelUpFeaturesSelection) { return; } @@ -1017,7 +1015,8 @@ private static void SwitchSubclassAncestriesToUseCustomInvocationPools( .AddToDB(); } - if (!Main.Settings.ImproveLevelUpFeaturesSelection) + // replace the original features with custom invocation pools + if (!Main.Settings.EnableLevelUpFeaturesSelection) { return; } diff --git a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs index 3cbba90d63..c9c6ebbdf5 100644 --- a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs +++ b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs @@ -34,6 +34,7 @@ public static class CustomActionIdContext (Id)ExtraActionId.FeatCrusherToggle, (Id)ExtraActionId.ForcePoweredStrikeToggle, (Id)ExtraActionId.GloomBladeToggle, + (Id)ExtraActionId.GrappleOnUnarmedToggle, (Id)ExtraActionId.HailOfBladesToggle, (Id)ExtraActionId.ImpishWrathToggle, (Id)ExtraActionId.MasterfulWhirlToggle, @@ -45,7 +46,10 @@ public static class CustomActionIdContext (Id)ExtraActionId.QuiveringPalmToggle, (Id)ExtraActionId.ThunderousStrikeToggle, (Id)ExtraActionId.SupremeWillToggle, - (Id)ExtraActionId.ZenShotToggle + (Id)ExtraActionId.ZenShotToggle, + (Id)ExtraActionId.CleavingAttackToggle, + (Id)ExtraActionId.PowerAttackToggle, + (Id)ExtraActionId.DeadEyeToggle ]; private static readonly List ExtraActionIdPowers = @@ -360,6 +364,38 @@ private static void BuildCustomToggleActions() .SetActionId(ExtraActionId.SupremeWillToggle) .OverrideClassName("Toggle") .AddToDB(); + + ActionDefinitionBuilder + .Create(MetamagicToggle, "GrappleOnUnarmedToggle") + .SetOrUpdateGuiPresentation(Category.Action) + .RequiresAuthorization() + .SetActionId(ExtraActionId.GrappleOnUnarmedToggle) + .OverrideClassName("Toggle") + .AddToDB(); + + ActionDefinitionBuilder + .Create(MetamagicToggle, "CleavingAttackToggle") + .SetGuiPresentation(Category.Action, WhirlwindAttack) + .RequiresAuthorization() + .SetActionId(ExtraActionId.CleavingAttackToggle) + .OverrideClassName("Toggle") + .AddToDB(); + + ActionDefinitionBuilder + .Create(MetamagicToggle, "PowerAttackToggle") + .SetGuiPresentation(Category.Action, WhirlwindAttack) + .RequiresAuthorization() + .SetActionId(ExtraActionId.PowerAttackToggle) + .OverrideClassName("Toggle") + .AddToDB(); + + ActionDefinitionBuilder + .Create(MetamagicToggle, "DeadEyeToggle") + .SetGuiPresentation(Category.Action, Volley) + .RequiresAuthorization() + .SetActionId(ExtraActionId.DeadEyeToggle) + .OverrideClassName("Toggle") + .AddToDB(); } private static void BuildFarStepAction() diff --git a/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs b/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs index 16e6c483ee..fb1457b2e7 100644 --- a/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs +++ b/SolastaUnfinishedBusiness/Models/FightingStyleContext.cs @@ -10,6 +10,8 @@ namespace SolastaUnfinishedBusiness.Models; internal static class FightingStyleContext { + internal const string PugilistName = "Pugilist"; + internal static readonly List DemotedFightingStyles = [ "Merciless", @@ -26,6 +28,19 @@ private static Dictionary { "Language_Abyssal", "Language_Gnomish", "Language_Infernal" }; @@ -571,6 +589,16 @@ private static void FixMinorMagicEffectsIssues() } } + private static void FixMeleeRetaliationWithReach() + { + // max possible reach in game is 15 ft + DamageAffinityFireImmunityRemorhaz.retaliateRangeCells = 3; + DamageAffinityFireImmunityYoungRemorhaz.retaliateRangeCells = 3; + DamageAffinityPatronTreePiercingBranch.retaliateRangeCells = 3; + DamageAffinityPatronTreePiercingBranchOneWithTheTree.retaliateRangeCells = 3; + DamageAffinityWightLord_NecroticImmunity.retaliateRangeCells = 3; + } + private static void FixMountaineerBonusShoveRestrictions() { //BEHAVIOR: Makes Mountaineer's `Shield Push` bonus shove work only with shield equipped @@ -684,6 +712,11 @@ static void Report(ConditionDefinition condition) } } + private static void FixSpikeGrowthAffectingAir() + { + SpikeGrowth.EffectDescription.affectOnlyGround = true; + } + private static void FixAdditionalDamageRogueSneakAttack() { AdditionalDamageRogueSneakAttack.AddCustomSubFeatures( @@ -732,6 +765,77 @@ private static void AddAdditionalActionTitles() DatabaseHelper.ActionDefinitions.ActionSurge.GuiPresentation.Title; } + private sealed class AllowRerollDiceGreatWeapon : IAllowRerollDice + { + public bool IsValid(RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm) + { + return attackModeDamage; + } + } + + private sealed class CustomBehaviorGreatWeapon(ConditionDefinition conditionGreatWeapon) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + { + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + var rulesetAttacker = attacker.RulesetCharacter; + + // is not Two-Handed and is not Versatile with free hand + if (!ValidatorsWeapon.IsTwoHanded(attackMode) && + (!ValidatorsCharacter.HasFreeHandConsiderGrapple(rulesetAttacker) || + !ValidatorsWeapon.HasAnyWeaponTag( + attackMode.SourceDefinition as ItemDefinition, TagsDefinitions.WeaponTagVersatile))) + { + yield break; + } + + // allow damage die reroll from this point on + rulesetAttacker.InflictCondition( + conditionGreatWeapon.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + conditionGreatWeapon.Name, + 0, + 0, + 0); + } + + public IEnumerator OnPhysicalAttackFinishedByMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + var rulesetAttacker = attacker.RulesetCharacter; + + if (rulesetAttacker.TryGetConditionOfCategoryAndType( + TagEffect, conditionGreatWeapon.Name, out var activeCondition)) + { + rulesetAttacker.RemoveCondition(activeCondition); + } + + yield break; + } + } + private sealed class PhysicalAttackFinishedByMeStunningStrike : IPhysicalAttackFinishedByMe, IPowerOrSpellFinishedByMe { diff --git a/SolastaUnfinishedBusiness/Models/GameUiContext.cs b/SolastaUnfinishedBusiness/Models/GameUiContext.cs index 9a7fd96201..0116c0934d 100644 --- a/SolastaUnfinishedBusiness/Models/GameUiContext.cs +++ b/SolastaUnfinishedBusiness/Models/GameUiContext.cs @@ -108,37 +108,17 @@ internal static Color GetGridColor(bool isHighlighted) internal const int GridSize = 5; - // Toggle HUD components - private const InputCommands.Id CtrlShiftH = (InputCommands.Id)44440004; - - // Debug Overlay - private const InputCommands.Id CtrlShiftD = (InputCommands.Id)44440005; - - // Export Character - private const InputCommands.Id CtrlShiftE = (InputCommands.Id)44440006; - - // Spawn Encounter - private const InputCommands.Id CtrlShiftS = (InputCommands.Id)44440007; - - // Teleport Party - private const InputCommands.Id CtrlShiftT = (InputCommands.Id)44440008; - - // Rejoin Party - private const InputCommands.Id CtrlShiftR = (InputCommands.Id)44440009; - - // Formation - private const InputCommands.Id CtrlShift1 = (InputCommands.Id)44440010; - private const InputCommands.Id CtrlShift2 = (InputCommands.Id)44440011; - private const InputCommands.Id CtrlShift3 = (InputCommands.Id)44440012; - private const InputCommands.Id CtrlShift4 = (InputCommands.Id)44440013; - private const InputCommands.Id CtrlShift5 = (InputCommands.Id)44440014; - - // VTT Tactical Mode - private const InputCommands.Id CtrlShiftV = (InputCommands.Id)44440015; - private static readonly List SpellLineTables = []; private static ItemPresentation EmpressGarbOriginalItemPresentation { get; set; } + internal static void ToggleVttCamera() + { + var cameraService = ServiceRepository.GetService(); + + IsVttCameraEnabled = !IsVttCameraEnabled; + cameraService.DebugCameraEnabled = IsVttCameraEnabled; + } + internal static IEnumerator SelectPosition(CharacterAction action, FeatureDefinitionPower power) { var implementationService = ServiceRepository.GetService(); @@ -795,7 +775,7 @@ internal static void SwitchCrownOfTheMagister() { var maleBodyPartBehaviours = itemPresentation.GetBodyPartBehaviours(CreatureSex.Male); - maleBodyPartBehaviours[0] = Main.Settings.EnableInvisibleCrownOfTheMagister + maleBodyPartBehaviours[0] = SettingsContext.GuiModManagerInstance.HideCrownOfMagister ? GraphicsCharacterDefinitions.BodyPartBehaviour.Shape : GraphicsCharacterDefinitions.BodyPartBehaviour.Armor; } @@ -940,6 +920,12 @@ private static void FillFormationGridFromDefinition(int selectedSet) } #endif + internal static void SetFormationGrid(int set) + { + Main.Settings.FormationGridSelectedSet = set; + FillDefinitionFromFormationGrid(); + } + internal static void FillDefinitionFromFormationGrid() { var position = 0; @@ -975,145 +961,64 @@ internal static void Load() LoadFeatCrusherToggle(); LoadPaladinSmiteToggle(); LoadFormationGrid(); - - var inputService = ServiceRepository.GetService(); - - // Dungeon Maker - inputService.RegisterCommand(InputCommands.Id.EditorRotate, (int)KeyCode.R, (int)KeyCode.LeftShift); - - // HUD - inputService.RegisterCommand(CtrlShiftH, (int)KeyCode.H, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Debug Overlay - inputService.RegisterCommand(CtrlShiftD, (int)KeyCode.D, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Export Character - inputService.RegisterCommand(CtrlShiftE, (int)KeyCode.E, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Spawn Encounter - inputService.RegisterCommand(CtrlShiftS, (int)KeyCode.S, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Teleport - inputService.RegisterCommand(CtrlShiftT, (int)KeyCode.T, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Rejoin - inputService.RegisterCommand(CtrlShiftR, (int)KeyCode.R, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // Formation - inputService.RegisterCommand(CtrlShift1, (int)KeyCode.Alpha1, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - inputService.RegisterCommand(CtrlShift2, (int)KeyCode.Alpha2, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - inputService.RegisterCommand(CtrlShift3, (int)KeyCode.Alpha3, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - inputService.RegisterCommand(CtrlShift4, (int)KeyCode.Alpha4, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - inputService.RegisterCommand(CtrlShift5, (int)KeyCode.Alpha5, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); - - // VTT Tactical Mode - inputService.RegisterCommand(CtrlShiftV, (int)KeyCode.V, (int)KeyCode.LeftShift, - (int)KeyCode.LeftControl); } - internal static void HandleInput(GameLocationBaseScreen gameLocationBaseScreen, InputCommands.Id command) + internal static class GameHud { - // ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault - switch (command) + internal static void ShowAll([NotNull] GameLocationBaseScreen gameLocationBaseScreen) { - case CtrlShiftE when Main.Settings.EnableCharacterExport: - CharacterExportContext.ExportInspectedCharacter(); - break; - case CtrlShiftH when Main.Settings.EnableHotkeyToggleHud: - GameHud.ShowAll(gameLocationBaseScreen, GetInitiativeOrPartyPanel(), GetTimeAndNavigationPanel()); - break; - case CtrlShiftD when Main.Settings.EnableHotkeyDebugOverlay: - ServiceRepository.GetService()?.ToggleActivation(); - break; - case CtrlShiftT when Main.Settings.EnableTeleportParty: - Teleporter.ConfirmTeleportParty(Teleporter.GetEncounterPosition); - break; - case CtrlShiftR when Main.Settings.EnableRejoinParty: - Teleporter.ConfirmTeleportParty(Teleporter.GetLeaderPosition); - break; - case CtrlShiftV when Main.Settings.EnableVttCamera: - var cameraService = ServiceRepository.GetService(); - - IsVttCameraEnabled = !IsVttCameraEnabled; - cameraService.DebugCameraEnabled = IsVttCameraEnabled; - break; - case CtrlShiftS when EncountersSpawnContext.EncounterCharacters.Count > 0: - EncountersSpawnContext.ConfirmStageEncounter(); - break; - case CtrlShift1 when Main.Settings.EnableHotkeySwapFormationSets && !Global.IsMultiplayer: - Main.Settings.FormationGridSelectedSet = 0; - FillDefinitionFromFormationGrid(); - break; - case CtrlShift2 when Main.Settings.EnableHotkeySwapFormationSets && !Global.IsMultiplayer: - Main.Settings.FormationGridSelectedSet = 1; - FillDefinitionFromFormationGrid(); - break; - case CtrlShift3 when Main.Settings.EnableHotkeySwapFormationSets && !Global.IsMultiplayer: - Main.Settings.FormationGridSelectedSet = 2; - FillDefinitionFromFormationGrid(); - break; - case CtrlShift4 when Main.Settings.EnableHotkeySwapFormationSets && !Global.IsMultiplayer: - Main.Settings.FormationGridSelectedSet = 3; - FillDefinitionFromFormationGrid(); - break; - case CtrlShift5 when Main.Settings.EnableHotkeySwapFormationSets && !Global.IsMultiplayer: - Main.Settings.FormationGridSelectedSet = 4; - FillDefinitionFromFormationGrid(); - break; - } - - return; + var initiativeOrPartyPanel = GetInitiativeOrPartyPanel(); + var timeAndNavigationPanel = GetTimeAndNavigationPanel(); + var guiConsoleScreen = Gui.GuiService.GetScreen(); + var anyVisible = guiConsoleScreen.Visible || gameLocationBaseScreen.CharacterControlPanel.Visible; - [CanBeNull] - GuiPanel GetInitiativeOrPartyPanel() - { - return gameLocationBaseScreen switch + if (!anyVisible) { - GameLocationScreenExploration gameLocationScreenExploration => gameLocationScreenExploration - .partyControlPanel, - GameLocationScreenBattle gameLocationScreenBattle => gameLocationScreenBattle.initiativeTable, - _ => null - }; - } + if (initiativeOrPartyPanel) + { + anyVisible = initiativeOrPartyPanel.Visible; + } + } - [CanBeNull] - TimeAndNavigationPanel GetTimeAndNavigationPanel() - { - return gameLocationBaseScreen switch + if (!anyVisible) { - GameLocationScreenExploration gameLocationScreenExploration => gameLocationScreenExploration - .timeAndNavigationPanel, - GameLocationScreenBattle gameLocationScreenBattle => gameLocationScreenBattle.timeAndNavigationPanel, - _ => null - }; - } - } - - internal static class GameHud - { - internal static void ShowAll([NotNull] GameLocationBaseScreen gameLocationBaseScreen, - GuiPanel initiativeOrPartyPanel, - TimeAndNavigationPanel timeAndNavigationPanel) - { - var guiConsoleScreen = Gui.GuiService.GetScreen(); - var anyVisible = guiConsoleScreen.Visible || gameLocationBaseScreen.CharacterControlPanel.Visible || - initiativeOrPartyPanel.Visible || timeAndNavigationPanel.Visible; + if (timeAndNavigationPanel) + { + anyVisible = timeAndNavigationPanel.Visible; + } + } ShowCharacterControlPanel(gameLocationBaseScreen, anyVisible); TogglePanelVisibility(guiConsoleScreen, anyVisible); TogglePanelVisibility(initiativeOrPartyPanel); TogglePanelVisibility(timeAndNavigationPanel, anyVisible); + + return; + + [CanBeNull] + GuiPanel GetInitiativeOrPartyPanel() + { + return gameLocationBaseScreen switch + { + GameLocationScreenExploration gameLocationScreenExploration => gameLocationScreenExploration + .partyControlPanel, + GameLocationScreenBattle gameLocationScreenBattle => gameLocationScreenBattle.initiativeTable, + _ => null + }; + } + + [CanBeNull] + TimeAndNavigationPanel GetTimeAndNavigationPanel() + { + return gameLocationBaseScreen switch + { + GameLocationScreenExploration gameLocationScreenExploration => gameLocationScreenExploration + .timeAndNavigationPanel, + GameLocationScreenBattle gameLocationScreenBattle => + gameLocationScreenBattle.timeAndNavigationPanel, + _ => null + }; + } } private static void ShowCharacterControlPanel([NotNull] GameLocationBaseScreen gameLocationBaseScreen, @@ -1167,7 +1072,7 @@ internal static void RefreshCharacterControlPanel() } } - private static class Teleporter + internal static class Teleporter { internal static void ConfirmTeleportParty(Func getPosition) { diff --git a/SolastaUnfinishedBusiness/Models/GrappleContext.cs b/SolastaUnfinishedBusiness/Models/GrappleContext.cs index 869a5a58a9..0c7f9b6809 100644 --- a/SolastaUnfinishedBusiness/Models/GrappleContext.cs +++ b/SolastaUnfinishedBusiness/Models/GrappleContext.cs @@ -31,6 +31,13 @@ internal static class GrappleContext internal const string ConditionGrappleSourceWithGrapplerName = $"Condition{Grapple}SourceWithGrappler"; internal const string ConditionGrappleSourceWithGrapplerLargerName = $"Condition{Grapple}SourceWithGrapplerLarger"; + private static readonly string[] AllSourceGrappleConditionNames = + [ + ConditionGrappleSourceName, + ConditionGrappleSourceWithGrapplerName, + ConditionGrappleSourceWithGrapplerLargerName + ]; + private static readonly FeatureDefinitionPower PowerGrapple = FeatureDefinitionPowerBuilder .Create($"Power{Grapple}") .SetGuiPresentation($"Action{Grapple}", Category.Action, hidden: true) @@ -97,11 +104,6 @@ internal static void LateLoad() .SetBrain(battlePackage, true) .SetFeatures( ActionAffinityGrappled, - //prevent grappled target from falling while grappled - FeatureDefinitionMoveModeBuilder.Create($"{ConditionGrappleTargetName}Flying") - .SetGuiPresentation(Category.Feature) - .SetMode(MoveMode.Fly, 0) - .AddToDB(), ActionAffinityConditionRestrained, MovementAffinityConditionRestrained) .AddCustomSubFeatures(new OnConditionAddedOrRemovedConditionGrappleTarget()) @@ -135,7 +137,7 @@ internal static void LateLoad() .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); @@ -150,7 +152,7 @@ internal static void LateLoad() .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); @@ -166,7 +168,7 @@ internal static void LateLoad() .AddCustomSubFeatures(CustomBehaviorConditionGrappleSource.Marker) .SetCancellingConditions( DatabaseRepository.GetDatabase().Where(x => - x.IsSubtypeOf(ConditionIncapacitated) || x.IsSubtypeOf(ConditionFlying)).ToArray()) + x.IsSubtypeOf(ConditionIncapacitated)).ToArray()) .SetConditionParticleReference(ConditionDefinitions.ConditionSlowed) .AddToDB(); @@ -281,7 +283,7 @@ internal static void ValidateIfCastingValid( : "Failure/&FailureFlagMaterialComponentHandsFull"; } - private static bool HasGrappleSource(RulesetCharacter rulesetCharacter) + internal static bool HasGrappleSource(RulesetCharacter rulesetCharacter) { return rulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, ConditionGrappleSourceName) || @@ -329,13 +331,23 @@ private static int GetUnarmedReachRange(GameLocationCharacter character) return 1; } + public static bool IsGrappled(this GameLocationCharacter character) + { + return character.RulesetCharacter.HasConditionOfType(ConditionGrappleTargetName); + } + + public static void BreakGrapple(this GameLocationCharacter source) + { + source.RulesetCharacter.RemoveAllConditionsOfType(AllSourceGrappleConditionNames); + } + internal enum SpellValidationType { Somatic, Material } - private sealed class CustomBehaviorGrapple : IFilterTargetingCharacter, IPowerOrSpellFinishedByMe + internal sealed class CustomBehaviorGrapple : IFilterTargetingCharacter, IPowerOrSpellFinishedByMe { public bool EnforceFullSelection => false; @@ -378,11 +390,17 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, { var attacker = action.ActingCharacter; var defender = action.ActionParams.TargetCharacters[0]; - var abilityCheckData = new AbilityCheckData(); attacker.BurnOneMainAttack(); - yield return TryAlterOutcomeAttributeCheck.ResolveRolls( + yield return ExecuteGrapple(attacker, defender); + } + + public static IEnumerator ExecuteGrapple(GameLocationCharacter attacker, GameLocationCharacter defender) + { + var abilityCheckData = new AbilityCheckData(); + + yield return TryAlterOutcomeAttributeCheck.ResolveRolls( attacker, defender, ActionDefinitions.Id.NoAction, abilityCheckData); var success = @@ -475,9 +493,9 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo // empty } - // should remove source tracker condition as well public void OnConditionRemoved(RulesetCharacter target, RulesetCondition rulesetCondition) { + // should remove source tracker condition as well var rulesetSource = EffectHelpers.GetCharacterByGuid(rulesetCondition.SourceGuid); foreach (var conditionName in PossibleConditionsToRemove) @@ -499,7 +517,11 @@ private sealed class CustomBehaviorConditionGrappleSource internal static readonly CustomBehaviorConditionGrappleSource Marker = new(); // should not use a versatile weapon in two-handed mode - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { attackMode.UseVersatileDamage = false; } @@ -548,8 +570,8 @@ public void MoveStepStarted(GameLocationCharacter mover, int3 source, int3 desti if (canTeleport) { - target.StartTeleportTo(targetDestinationPosition, mover.Orientation, false); target.Pushed = true; + target.StartTeleportTo(targetDestinationPosition, mover.Orientation); target.FinishMoveTo(targetDestinationPosition, mover.Orientation); target.StopMoving(mover.Orientation); target.Pushed = false; diff --git a/SolastaUnfinishedBusiness/Models/InputContext.cs b/SolastaUnfinishedBusiness/Models/InputContext.cs new file mode 100644 index 0000000000..fcc507df28 --- /dev/null +++ b/SolastaUnfinishedBusiness/Models/InputContext.cs @@ -0,0 +1,190 @@ +using System; +using UnityEngine; + +namespace SolastaUnfinishedBusiness.Models; + +public static class InputContext +{ + private const int ModCommandBaseline = 424200; + + internal static void Load() + { + // register commands by name + const string Max = "Max"; + + var inputManager = ServiceRepository.GetService() as InputManager; + var commandByName = inputManager!.commandByName; + + commandByName.Remove(Max); + commandByName.Remove("SelectCharacter5"); + commandByName.Remove("SelectCharacter6"); + + foreach (InputCommandsExtra id in Enum.GetValues(typeof(InputCommandsExtra))) + { + commandByName.Add(id.ToString(), (InputCommands.Id)id); + } + + commandByName.Add(Max, (InputCommands.Id)commandByName.Count); + + // register default commands + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.ToggleHud, (int)KeyCode.H); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.CharacterExport, (int)KeyCode.X); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.DebugOverlay, (int)KeyCode.O); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.TeleportParty, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.RejoinParty, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.SpawnEncounter, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.VttCamera, (int)KeyCode.Backspace); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet1, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet2, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet3, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet4, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet5, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.FormationSet5, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.SelectCharacter5, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.SelectCharacter6, -1); + inputManager.RegisterCommand((InputCommands.Id)InputCommandsExtra.Hide, -1); + } + + // properly registers extended commands to use the InputModManager instance instead of the vanilla one + internal static void RegisterCommand( + InputManager __instance, InputCommands.Id command, + int primaryKeyCode, int primaryModifier1 = -1, int primaryModifier2 = -1, + int secondaryKeyCode = -1, int secondaryModifier1 = -1, int secondaryModifier2 = -1) + { + var input = string.Empty; + var commandMapping = new InputCommands.CommandMapping(); + var isExtendedCommand = (int)command > ModCommandBaseline; + var property = isExtendedCommand + ? typeof(SettingsContext.IInputModSettingsService).GetProperty(((InputCommandsExtra)command) + .ToString()) + : typeof(IInputSettingsService).GetProperty(command.ToString()); + object finalInstance = isExtendedCommand ? SettingsContext.InputModManagerInstance : __instance; + + if (property != null) + { + input = (string)Convert.ChangeType(property.GetValue(finalInstance, null), typeof(string)); + } + + if (string.IsNullOrEmpty(input)) + { + commandMapping.PrimaryKeyCode = primaryKeyCode; + commandMapping.PrimaryModifier1 = primaryModifier1; + commandMapping.PrimaryModifier2 = primaryModifier2; + commandMapping.SecondaryKeyCode = secondaryKeyCode; + commandMapping.SecondaryModifier1 = secondaryModifier1; + commandMapping.SecondaryModifier2 = secondaryModifier2; + property?.SetValue(finalInstance, commandMapping.DumpToString(), null); + } + else + { + commandMapping.ReadFromString(input); + } + + __instance.commandsMap[(int)command] = commandMapping; + } + + internal static void HandleInput(GameLocationBaseScreen gameLocationBaseScreen, InputCommands.Id command) + { + var isSinglePlayer = !Global.IsMultiplayer; + + // ReSharper disable once SwitchStatementHandlesSomeKnownEnumValuesWithDefault + switch ((InputCommandsExtra)command) + { + case InputCommandsExtra.CharacterExport: + CharacterExportContext.ExportInspectedCharacter(); + return; + case InputCommandsExtra.ToggleHud: + GameUiContext.GameHud.ShowAll(gameLocationBaseScreen); + return; + case InputCommandsExtra.DebugOverlay: + ServiceRepository.GetService()?.ToggleActivation(); + return; + case InputCommandsExtra.TeleportParty: + GameUiContext.Teleporter.ConfirmTeleportParty(GameUiContext.Teleporter.GetEncounterPosition); + return; + case InputCommandsExtra.RejoinParty: + GameUiContext.Teleporter.ConfirmTeleportParty(GameUiContext.Teleporter.GetLeaderPosition); + return; + case InputCommandsExtra.VttCamera: + GameUiContext.ToggleVttCamera(); + return; + case InputCommandsExtra.SpawnEncounter + when EncountersSpawnContext.EncounterCharacters.Count > 0: + EncountersSpawnContext.ConfirmStageEncounter(); + return; + case InputCommandsExtra.FormationSet1 when isSinglePlayer: + GameUiContext.SetFormationGrid(0); + return; + case InputCommandsExtra.FormationSet2 when isSinglePlayer: + GameUiContext.SetFormationGrid(1); + return; + case InputCommandsExtra.FormationSet3 when isSinglePlayer: + GameUiContext.SetFormationGrid(2); + return; + case InputCommandsExtra.FormationSet4 when isSinglePlayer: + GameUiContext.SetFormationGrid(3); + return; + case InputCommandsExtra.FormationSet5 when isSinglePlayer: + GameUiContext.SetFormationGrid(4); + return; + case InputCommandsExtra.Hide: + foreach (var selectedCharacter in ServiceRepository + .GetService().SelectedCharacters) + { + if (Gui.Battle == null) + { + selectedCharacter.SetStealthy(!selectedCharacter.Stealthy); + } + else if (!selectedCharacter.Stealthy) + { + if (selectedCharacter.GetActionStatus(ActionDefinitions.Id.HideBonus, + ActionDefinitions.ActionScope.Battle) == ActionDefinitions.ActionStatus.Available) + { + selectedCharacter.SetStealthy(true); + selectedCharacter.SpendActionType(ActionDefinitions.ActionType.Bonus); + } + else if (selectedCharacter.GetActionStatus(ActionDefinitions.Id.HideBonus, + ActionDefinitions.ActionScope.Battle) == ActionDefinitions.ActionStatus.Available) + { + selectedCharacter.SetStealthy(true); + selectedCharacter.SpendActionType(ActionDefinitions.ActionType.Main); + } + } + else + { + selectedCharacter.SetStealthy(false); + } + } + + break; + default: + return; + } + } + + internal static string GetCommandName(InputCommands.Id command) + { + return (int)command > ModCommandBaseline + ? ((InputCommandsExtra)command).ToString() + : command.ToString(); + } + + internal enum InputCommandsExtra + { + CharacterExport = ModCommandBaseline + 1, + DebugOverlay, + RejoinParty, + SpawnEncounter, + TeleportParty, + ToggleHud, + VttCamera, + FormationSet1 = ModCommandBaseline + 11, + FormationSet2, + FormationSet3, + FormationSet4, + FormationSet5, + SelectCharacter5, + SelectCharacter6, + Hide + } +} diff --git a/SolastaUnfinishedBusiness/Models/ItemCraftingMerchantContext.cs b/SolastaUnfinishedBusiness/Models/ItemCraftingMerchantContext.cs index baaa81ab19..8d4b68f346 100644 --- a/SolastaUnfinishedBusiness/Models/ItemCraftingMerchantContext.cs +++ b/SolastaUnfinishedBusiness/Models/ItemCraftingMerchantContext.cs @@ -53,7 +53,7 @@ internal static void Load() private static void LoadDontDisplayHelmets() { - if (!Main.Settings.DontDisplayHelmets) + if (!SettingsContext.GuiModManagerInstance.HideHelmets) { return; } diff --git a/SolastaUnfinishedBusiness/Models/Level20Context.cs b/SolastaUnfinishedBusiness/Models/Level20Context.cs index ec5a870f43..9b55d9a5d1 100644 --- a/SolastaUnfinishedBusiness/Models/Level20Context.cs +++ b/SolastaUnfinishedBusiness/Models/Level20Context.cs @@ -992,9 +992,13 @@ public IEnumerator OnPhysicalAttackInitiatedOnMe( private sealed class ModifyWeaponAttackModeRangerFoeSlayer(FeatureDefinition featureDefinition) : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { - var damage = attackMode?.EffectDescription.FindFirstDamageForm(); + var damage = attackMode.EffectDescription.FindFirstDamageForm(); if (damage == null) { @@ -1005,9 +1009,9 @@ public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAtta var wisdomModifier = AttributeDefinitions.ComputeAbilityScoreModifier(wisdom); damage.BonusDamage += wisdomModifier; - damage.DamageBonusTrends.Add(new TrendInfo(wisdomModifier, FeatureSourceType.CharacterFeature, - featureDefinition.Name, - featureDefinition)); + damage.DamageBonusTrends.Add( + new TrendInfo(wisdomModifier, FeatureSourceType.CharacterFeature, + featureDefinition.Name, featureDefinition)); } } diff --git a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs index 9ca08507c8..2e974b7c77 100644 --- a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs +++ b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs @@ -1681,6 +1681,9 @@ public void OnSavingThrowInitiated( private sealed class ModifyAttackActionModifierInquisitorZeal(FeatureDefinition featureDefinition) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -1701,8 +1704,7 @@ public void OnAttackComputeModifier( return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs b/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs index aa4eb0705d..13c171006b 100644 --- a/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs +++ b/SolastaUnfinishedBusiness/Models/SaveByLocationContext.cs @@ -82,7 +82,7 @@ private static SavePlace MostRecentFile(string dir, LocationType type) internal static void LateLoad() { - if (!Main.Settings.EnableSaveByLocation) + if (!SettingsContext.GuiModManagerInstance.EnableSaveByLocation) { return; } diff --git a/SolastaUnfinishedBusiness/Models/SettingsContext.cs b/SolastaUnfinishedBusiness/Models/SettingsContext.cs new file mode 100644 index 0000000000..6a25b6505e --- /dev/null +++ b/SolastaUnfinishedBusiness/Models/SettingsContext.cs @@ -0,0 +1,659 @@ +using System.Linq; +using System.Reflection; +using JetBrains.Annotations; +using static TacticalAdventuresApplication; + +namespace SolastaUnfinishedBusiness.Models; + +public static class SettingsContext +{ + internal static GuiModManager GuiModManagerInstance { get; } = new(); + internal static InputModManager InputModManagerInstance { get; } = new(); + + internal static Setting[] GetExtendedSettingList(IService serviceProvider, Setting[] __result, bool sortByPriority) + { + return serviceProvider switch + { + IGuiSettingsService => + AddSettings(__result, GuiModManagerInstance, sortByPriority), + IInputSettingsService => + AddSettings(__result, InputModManagerInstance, sortByPriority), + _ => __result + }; + } + + private static Setting[] AddSettings(Setting[] settings, object provider, bool sortByPriority) + { + const BindingFlags BindingAttr = BindingFlags.Instance | BindingFlags.Public | + BindingFlags.GetProperty | BindingFlags.SetProperty | + BindingFlags.FlattenHierarchy; + + var settingList = settings.ToList(); + + settingList.AddRange( + typeof(T) + .GetProperties(BindingAttr) + .Select(property => new + { + property, + customAttributes = + (SettingTypeAttribute[])property.GetCustomAttributes(typeof(SettingTypeAttribute), true) + }) + .Where(t => t.customAttributes.Length != 0) + .Select(t => new Setting(provider, t.property, t.customAttributes[0]))); + + if (sortByPriority && settingList.Count >= 2) + { + settingList.Sort((left, right) => + left.SettingTypeAttribute.SortOrder.CompareTo(right.SettingTypeAttribute.SortOrder)); + } + + return [.. settingList]; + } + + #region Gui Settings + + public interface IGuiModSettingsService + { + [SettingTypeHeader("ModHeader", SortOrder = 1000)] + [UsedImplicitly] + bool ModHeader { get; set; } + + [SettingTypeToggle("EnableCharacterChecker", SortOrder = 1011, DisplayFooter = true)] + [UsedImplicitly] + bool EnableCharacterChecker { get; set; } + + [SettingTypeToggle("EnableCheatMenu", SortOrder = 1012, DisplayFooter = true)] + [UsedImplicitly] + bool EnableCheatMenu { get; set; } + + [SettingTypeToggle("EnableSaveByLocation", SortOrder = 1013, DisplayFooter = true)] + [UsedImplicitly] + bool EnableSaveByLocation { get; set; } + + [SettingTypeToggle("EnablePartyToggles", SortOrder = 1014, DisplayFooter = false)] + [UsedImplicitly] + bool EnablePartyToggles { get; set; } + + [SettingTypeToggle("InvertTooltipBehavior", SortOrder = 1021, DisplayFooter = true)] + [UsedImplicitly] + bool InvertTooltipBehavior { get; set; } + + [SettingTypeSlider("TooltipWidth", SortOrder = 1022, MinValue = 1f, MaxValue = 2f, Default = 1f, Format = "0.0", + DisplayFooter = false)] + [UsedImplicitly] + float TooltipWidth { get; set; } + + [SettingTypeToggle("UnlockAdditionalLoreFriendlyNames", SortOrder = 1031, DisplayFooter = false)] + [UsedImplicitly] + bool UnlockAdditionalLoreFriendlyNames { get; set; } + + [SettingTypeToggle("UnlockAllNpcFaces", SortOrder = 1041, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockAllNpcFaces { get; set; } + + [SettingTypeToggle("UnlockUnmarkedSorcerers", SortOrder = 1042, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockUnmarkedSorcerers { get; set; } + + [SettingTypeToggle("UnlockMarkAndTattoosForAllCharacters", SortOrder = 1043, DisplayFooter = false)] + [UsedImplicitly] + bool UnlockMarkAndTattoosForAllCharacters { get; set; } + + [SettingTypeToggle("UnlockEyeStyles", SortOrder = 1051, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockEyeStyles { get; set; } + + [SettingTypeToggle("UnlockNewBrightEyeColors", SortOrder = 1052, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockNewBrightEyeColors { get; set; } + + [SettingTypeToggle("UnlockGlowingEyeColors", SortOrder = 1053, DisplayFooter = false)] + [UsedImplicitly] + bool UnlockGlowingEyeColors { get; set; } + + [SettingTypeToggle("UnlockGlowingColorsForAllMarksAndTattoos", SortOrder = 1061, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockGlowingColorsForAllMarksAndTattoos { get; set; } + + [SettingTypeToggle("UnlockSkinColors", SortOrder = 1062, DisplayFooter = false)] + [UsedImplicitly] + bool UnlockSkinColors { get; set; } + + [SettingTypeToggle("HideCrownOfMagister", SortOrder = 1071, DisplayFooter = true)] + [UsedImplicitly] + bool HideCrownOfMagister { get; set; } + + [SettingTypeToggle("HideHelmets", SortOrder = 1072, DisplayFooter = true)] + [UsedImplicitly] + bool HideHelmets { get; set; } + + [SettingTypeToggle("UnlockBeardlessDwarves", SortOrder = 1073, DisplayFooter = true)] + [UsedImplicitly] + bool UnlockBeardlessDwarves { get; set; } + } + + internal sealed class GuiModManager : IGuiModSettingsService + { + private bool _enableCharacterChecker = UserPreferences.GetValue("Settings/Gui/EnableCharacterChecker"); + private bool _enableCheatMenu = UserPreferences.GetValue("Settings/Gui/EnableCheatMenu"); + private bool _enablePartyToggles = UserPreferences.GetValue("Settings/Gui/EnablePartyToggles"); + private bool _enableSaveByLocation = UserPreferences.GetValue("Settings/Gui/EnableSaveByLocation"); + private bool _hideCrownOfMagister = UserPreferences.GetValue("Settings/Gui/HideCrownOfMagister"); + private bool _hideHelmets = UserPreferences.GetValue("Settings/Gui/HideHelmets"); + private bool _invertTooltipBehavior = UserPreferences.GetValue("Settings/Gui/InvertTooltipBehavior"); + private float _tooltipWidth = UserPreferences.GetValue("Settings/Gui/TooltipWidth"); + + private bool _unlockAdditionalLoreFriendlyNames = + UserPreferences.GetValue("Settings/Gui/UnlockAdditionalLoreFriendlyNames"); + + private bool _unlockAllNpcFaces = UserPreferences.GetValue("Settings/Gui/UnlockAllNpcFaces"); + private bool _unlockBeardlessDwarves = UserPreferences.GetValue("Settings/Gui/UnlockBeardlessDwarves"); + private bool _unlockEyeStyles = UserPreferences.GetValue("Settings/Gui/UnlockEyeStyles"); + + private bool _unlockGlowingColorsForAllMarksAndTattoos = + UserPreferences.GetValue("Settings/Gui/UnlockGlowingColorsForAllMarksAndTattoos"); + + private bool _unlockGlowingEyeColors = UserPreferences.GetValue("Settings/Gui/UnlockGlowingEyeColors"); + + private bool _unlockMarkAndTattoosForAllCharacters = + UserPreferences.GetValue("Settings/Gui/UnlockMarkAndTattoosForAllCharacters"); + + private bool _unlockNewBrightEyeColors = + UserPreferences.GetValue("Settings/Gui/UnlockNewBrightEyeColors"); + + private bool _unlockSkinColors = UserPreferences.GetValue("Settings/Gui/UnlockSkinColors"); + private bool _unlockUnmarkedSorcerers = UserPreferences.GetValue("Settings/Gui/UnlockUnmarkedSorcerers"); + + public bool ModHeader { get; set; } + + public bool HideCrownOfMagister + { + get => _hideCrownOfMagister; + set + { + _hideCrownOfMagister = value; + GameUiContext.SwitchCrownOfTheMagister(); + UserPreferences.SetValue("Settings/Gui/HideCrownOfMagister", _hideCrownOfMagister); + } + } + + public bool HideHelmets + { + get => _hideHelmets; + set + { + _hideHelmets = value; + UserPreferences.SetValue("Settings/Gui/HideHelmets", _hideHelmets); + } + } + + public bool UnlockBeardlessDwarves + { + get => _unlockBeardlessDwarves; + set + { + _unlockBeardlessDwarves = value; + UserPreferences.SetValue("Settings/Gui/UnlockBeardlessDwarves", _unlockBeardlessDwarves); + } + } + + public bool UnlockSkinColors + { + get => _unlockSkinColors; + set + { + _unlockSkinColors = value; + UserPreferences.SetValue("Settings/Gui/UnlockSkinColors", _unlockSkinColors); + } + } + + public bool UnlockGlowingColorsForAllMarksAndTattoos + { + get => _unlockGlowingColorsForAllMarksAndTattoos; + set + { + _unlockGlowingColorsForAllMarksAndTattoos = value; + UserPreferences.SetValue("Settings/Gui/UnlockGlowingColorsForAllMarksAndTattoos", + _unlockGlowingColorsForAllMarksAndTattoos); + } + } + + public bool UnlockGlowingEyeColors + { + get => _unlockGlowingEyeColors; + set + { + _unlockGlowingEyeColors = value; + UserPreferences.SetValue("Settings/Gui/UnlockGlowingEyeColors", _unlockGlowingEyeColors); + } + } + + public bool UnlockNewBrightEyeColors + { + get => _unlockNewBrightEyeColors; + set + { + _unlockNewBrightEyeColors = value; + UserPreferences.SetValue("Settings/Gui/UnlockNewBrightEyeColors", _unlockNewBrightEyeColors); + } + } + + public bool UnlockEyeStyles + { + get => _unlockEyeStyles; + set + { + _unlockEyeStyles = value; + UserPreferences.SetValue("Settings/Gui/UnlockEyeStyles", _unlockEyeStyles); + } + } + + public bool UnlockMarkAndTattoosForAllCharacters + { + get => _unlockMarkAndTattoosForAllCharacters; + set + { + _unlockMarkAndTattoosForAllCharacters = value; + UserPreferences.SetValue("Settings/Gui/UnlockMarkAndTattoosForAllCharacters", + _unlockMarkAndTattoosForAllCharacters); + } + } + + public bool UnlockUnmarkedSorcerers + { + get => _unlockUnmarkedSorcerers; + set + { + _unlockUnmarkedSorcerers = value; + UserPreferences.SetValue("Settings/Gui/UnlockUnmarkedSorcerers", _unlockUnmarkedSorcerers); + } + } + + public bool UnlockAllNpcFaces + { + get => _unlockAllNpcFaces; + set + { + _unlockAllNpcFaces = value; + UserPreferences.SetValue("Settings/Gui/UnlockAllNpcFaces", _unlockAllNpcFaces); + } + } + + public bool UnlockAdditionalLoreFriendlyNames + { + get => _unlockAdditionalLoreFriendlyNames; + set + { + _unlockAdditionalLoreFriendlyNames = value; + UserPreferences.SetValue("Settings/Gui/UnlockAdditionalLoreFriendlyNames", + _unlockAdditionalLoreFriendlyNames); + } + } + + public bool InvertTooltipBehavior + { + get => _invertTooltipBehavior; + set + { + _invertTooltipBehavior = value; + UserPreferences.SetValue("Settings/Gui/InvertTooltipBehavior", _invertTooltipBehavior); + } + } + + public float TooltipWidth + { + get => _tooltipWidth; + set + { + _tooltipWidth = value; + UserPreferences.SetValue("Settings/Gui/TooltipWidth", _tooltipWidth); + } + } + + public bool EnableSaveByLocation + { + get => _enableSaveByLocation; + set + { + _enableSaveByLocation = value; + UserPreferences.SetValue("Settings/Gui/EnableSaveByLocation", _enableSaveByLocation); + } + } + + public bool EnablePartyToggles + { + get => _enablePartyToggles; + set + { + _enablePartyToggles = value; + UserPreferences.SetValue("Settings/Gui/EnablePartyToggles", _enablePartyToggles); + } + } + + public bool EnableCharacterChecker + { + get => _enableCharacterChecker; + set + { + _enableCharacterChecker = value; + UserPreferences.SetValue("Settings/Gui/EnableCharacterChecker", _enableCharacterChecker); + } + } + + public bool EnableCheatMenu + { + get => _enableCheatMenu; + set + { + _enableCheatMenu = value; + UserPreferences.SetValue("Settings/Gui/EnableCheatMenu", _enableCheatMenu); + } + } + } + + #endregion + + #region Keyboard Settings + + internal interface IInputModSettingsService + { + [SettingTypeHeader("ModHeader", SortOrder = 500)] + [UsedImplicitly] + bool ModHeader { get; set; } + + [SettingTypeToggle("EnableCtrlClickDragToBypassQuestItemsOnDrop", SortOrder = 901, DisplayFooter = true)] + [UsedImplicitly] + bool EnableCtrlClickDragToBypassQuestItemsOnDrop { get; set; } + + [SettingTypeToggle("EnableShiftToSnapLineSpells", SortOrder = 902, DisplayFooter = false)] + [UsedImplicitly] + bool EnableShiftToSnapLineSpells { get; set; } + + [SettingTypeKeyMapping("DebugOverlay", DisplayFooter = true, SortOrder = 1001)] + [UsedImplicitly] + string DebugOverlay { get; set; } + + [SettingTypeKeyMapping("CharacterExport", DisplayFooter = true, SortOrder = 1002)] + [UsedImplicitly] + string CharacterExport { get; set; } + + [SettingTypeKeyMapping("SpawnEncounter", DisplayFooter = false, SortOrder = 1003)] + [UsedImplicitly] + string SpawnEncounter { get; set; } + + [SettingTypeKeyMapping("RejoinParty", DisplayFooter = true, SortOrder = 1011)] + [UsedImplicitly] + string RejoinParty { get; set; } + + [SettingTypeKeyMapping("TeleportParty", DisplayFooter = false, SortOrder = 1012)] + [UsedImplicitly] + string TeleportParty { get; set; } + + [SettingTypeKeyMapping("ToggleHud", DisplayFooter = true, SortOrder = 1021)] + [UsedImplicitly] + string ToggleHud { get; set; } + + [SettingTypeKeyMapping("VttCamera", DisplayFooter = false, SortOrder = 1022)] + [UsedImplicitly] + string VttCamera { get; set; } + + [SettingTypeKeyMapping("FormationSet1", DisplayFooter = true, SortOrder = 1031)] + [UsedImplicitly] + string FormationSet1 { get; set; } + + [SettingTypeKeyMapping("FormationSet2", DisplayFooter = true, SortOrder = 1032)] + [UsedImplicitly] + string FormationSet2 { get; set; } + + [SettingTypeKeyMapping("FormationSet3", DisplayFooter = true, SortOrder = 1033)] + [UsedImplicitly] + string FormationSet3 { get; set; } + + [SettingTypeKeyMapping("FormationSet4", DisplayFooter = true, SortOrder = 1034)] + [UsedImplicitly] + string FormationSet4 { get; set; } + + [SettingTypeKeyMapping("FormationSet5", DisplayFooter = false, SortOrder = 1035)] + [UsedImplicitly] + string FormationSet5 { get; set; } + + // + // these should blend with vanilla settings + // + + // order here matters as the sort routine will revert items in the collection if same sort order + + [SettingTypeKeyMapping("SelectCharacter6", DisplayFooter = true, SortOrder = 29)] + [UsedImplicitly] + string SelectCharacter6 { get; set; } + + [SettingTypeKeyMapping("SelectCharacter5", DisplayFooter = true, SortOrder = 29)] + [UsedImplicitly] + string SelectCharacter5 { get; set; } + + [SettingTypeKeyMapping("Hide", DisplayFooter = true, SortOrder = 22)] + [UsedImplicitly] + string Hide { get; set; } + } + + internal sealed class InputModManager : IInputModSettingsService + { + private string _characterExport = UserPreferences.GetValue("Settings/Keyboard/CharacterExport"); + private string _debugOverlay = UserPreferences.GetValue("Settings/Keyboard/DebugOverlay"); + + private bool _enableCtrlClickDragToBypassQuestItemsOnDrop = + UserPreferences.GetValue("Settings/Keyboard/EnableCtrlClickDragToBypassQuestItemsOnDrop"); + + private bool _enableShiftToSnapLineSpells = + UserPreferences.GetValue("Settings/Keyboard/EnableShiftToSnapLineSpells"); + + private string _formationSet1 = UserPreferences.GetValue("Settings/Keyboard/FormationSet1"); + private string _formationSet2 = UserPreferences.GetValue("Settings/Keyboard/FormationSet2"); + private string _formationSet3 = UserPreferences.GetValue("Settings/Keyboard/FormationSet3"); + private string _formationSet4 = UserPreferences.GetValue("Settings/Keyboard/FormationSet4"); + private string _formationSet5 = UserPreferences.GetValue("Settings/Keyboard/FormationSet5"); + private string _hide = UserPreferences.GetValue("Settings/Keyboard/Hide"); + private string _rejoinParty = UserPreferences.GetValue("Settings/Keyboard/RejoinParty"); + private string _selectCharacter5 = UserPreferences.GetValue("Settings/Keyboard/SelectCharacter5"); + private string _selectCharacter6 = UserPreferences.GetValue("Settings/Keyboard/SelectCharacter6"); + private string _spawnEncounter = UserPreferences.GetValue("Settings/Keyboard/SpawnEncounter"); + private string _teleportParty = UserPreferences.GetValue("Settings/Keyboard/TeleportParty"); + private string _toggleHud = UserPreferences.GetValue("Settings/Keyboard/ToggleHud"); + private string _vttCamera = UserPreferences.GetValue("Settings/Keyboard/VttCamera"); + + public bool ModHeader { get; set; } + + public bool EnableCtrlClickDragToBypassQuestItemsOnDrop + { + get => _enableCtrlClickDragToBypassQuestItemsOnDrop; + set + { + _enableCtrlClickDragToBypassQuestItemsOnDrop = value; + UserPreferences.SetValue( + "Settings/Keyboard/EnableCtrlClickDragToBypassQuestItemsOnDrop", + _enableCtrlClickDragToBypassQuestItemsOnDrop); + } + } + + public bool EnableShiftToSnapLineSpells + { + get => _enableShiftToSnapLineSpells; + set + { + _enableShiftToSnapLineSpells = value; + UserPreferences.SetValue("Settings/Keyboard/EnableShiftToSnapLineSpells", _enableShiftToSnapLineSpells); + } + } + + public string CharacterExport + { + get => _characterExport; + set + { + _characterExport = value; + UserPreferences.SetValue("Settings/Keyboard/CharacterExport", _characterExport); + } + } + + public string DebugOverlay + { + get => _debugOverlay; + set + { + _debugOverlay = value; + UserPreferences.SetValue("Settings/Keyboard/DebugOverlay", _debugOverlay); + } + } + + public string RejoinParty + { + get => _rejoinParty; + set + { + _rejoinParty = value; + UserPreferences.SetValue("Settings/Keyboard/RejoinParty", _rejoinParty); + } + } + + public string SpawnEncounter + { + get => _spawnEncounter; + set + { + _spawnEncounter = value; + UserPreferences.SetValue("Settings/Keyboard/SpawnEncounter", _spawnEncounter); + } + } + + public string TeleportParty + { + get => _teleportParty; + set + { + _teleportParty = value; + UserPreferences.SetValue("Settings/Keyboard/TeleportParty", _teleportParty); + } + } + + public string ToggleHud + { + get => _toggleHud; + set + { + _toggleHud = value; + UserPreferences.SetValue("Settings/Keyboard/ToggleHud", _toggleHud); + } + } + + public string VttCamera + { + get => _vttCamera; + set + { + _vttCamera = value; + UserPreferences.SetValue("Settings/Keyboard/VttCamera", _vttCamera); + } + } + + public string FormationSet1 + { + get => _formationSet1; + set + { + _formationSet1 = value; + UserPreferences.SetValue("Settings/Keyboard/FormationSet1", _formationSet1); + } + } + + public string FormationSet2 + { + get => _formationSet2; + set + { + _formationSet2 = value; + UserPreferences.SetValue("Settings/Keyboard/FormationSet2", _formationSet2); + } + } + + public string FormationSet3 + { + get => _formationSet3; + set + { + _formationSet3 = value; + UserPreferences.SetValue("Settings/Keyboard/FormationSet3", _formationSet3); + } + } + + public string FormationSet4 + { + get => _formationSet4; + set + { + _formationSet4 = value; + UserPreferences.SetValue("Settings/Keyboard/FormationSet4", _formationSet4); + } + } + + public string FormationSet5 + { + get => _formationSet5; + set + { + _formationSet5 = value; + UserPreferences.SetValue("Settings/Keyboard/FormationSet5", _formationSet5); + } + } + + public string SelectCharacter5 + { + get => _selectCharacter5; + set + { + _selectCharacter5 = value; + UserPreferences.SetValue("Settings/Keyboard/SelectCharacter5", _selectCharacter5); + } + } + + public string SelectCharacter6 + { + get => _selectCharacter6; + set + { + _selectCharacter6 = value; + UserPreferences.SetValue("Settings/Keyboard/SelectCharacter6", _selectCharacter6); + } + } + + public string Hide + { + get => _hide; + set + { + _hide = value; + UserPreferences.SetValue("Settings/Keyboard/Hide", _hide); + } + } + + internal void ResetDefaults() + { + _characterExport = string.Empty; + _debugOverlay = string.Empty; + _formationSet1 = string.Empty; + _formationSet2 = string.Empty; + _formationSet3 = string.Empty; + _formationSet4 = string.Empty; + _formationSet5 = string.Empty; + _rejoinParty = string.Empty; + _spawnEncounter = string.Empty; + _teleportParty = string.Empty; + _toggleHud = string.Empty; + _vttCamera = string.Empty; + _enableShiftToSnapLineSpells = false; + _enableCtrlClickDragToBypassQuestItemsOnDrop = false; + } + } + + #endregion +} diff --git a/SolastaUnfinishedBusiness/Models/TranslatorContext.cs b/SolastaUnfinishedBusiness/Models/TranslatorContext.cs index 0ed0357b0d..c2f4eff195 100644 --- a/SolastaUnfinishedBusiness/Models/TranslatorContext.cs +++ b/SolastaUnfinishedBusiness/Models/TranslatorContext.cs @@ -558,6 +558,7 @@ private static IEnumerator TranslateUserCampaignRoutine( [NotNull] string exportName, UserCampaign userCampaign) { + const string LoreOperation = "LoreOperation"; const string SetLocationStatus = "SetLocationStatus"; yield return null; @@ -590,7 +591,7 @@ private static IEnumerator TranslateUserCampaignRoutine( userCampaign.Description = Translate(userCampaign.Description, languageCode); userCampaign.TechnicalInfo = UbTranslationTag + Translate(userCampaign.TechnicalInfo, languageCode); - // magicSkySword : Translate location first, so that the translated cache of the location function can be used later + // Translate locations first, so that the translated cache of the location function can be used later // USER LOCATIONS foreach (var userLocation in userCampaign.UserLocations) { @@ -651,7 +652,7 @@ private static IEnumerator TranslateUserCampaignRoutine( } foreach (var functor in userDialogState.functors - .Where(functor => functor.type == SetLocationStatus)) + .Where(functor => functor.type is SetLocationStatus or LoreOperation)) { functor.StringParameter = Translate(functor.StringParameter, languageCode); } @@ -676,7 +677,6 @@ private static IEnumerator TranslateUserCampaignRoutine( } // USER QUESTS - //YiTaiV : Fixed an issue where some translation modules for triggered tasks were not recognized foreach (var quest in userCampaign.UserQuests) { quest.Title = Translate(quest.Title, languageCode); @@ -688,7 +688,7 @@ private static IEnumerator TranslateUserCampaignRoutine( userQuestStep.Description = Translate(userQuestStep.Description, languageCode); foreach (var outStart in userQuestStep.onStartFunctors - .Where(outStart => outStart.type == SetLocationStatus)) + .Where(outStart => outStart.type is SetLocationStatus or LoreOperation)) { outStart.StringParameter = Translate(outStart.StringParameter, languageCode); } @@ -698,17 +698,18 @@ private static IEnumerator TranslateUserCampaignRoutine( yield return Update(); outcome.DescriptionText = Translate(outcome.DescriptionText, languageCode); - // magicSkySword : Only place parameters can be translated outcome.validatorDescription.StringParameter = outcome.validatorDescription.type switch { - QuestDefinitions.QuestValidatorType.EnterLocation - or QuestDefinitions.QuestValidatorType.LeaveLocation => Translate( + QuestDefinitions.QuestValidatorType.EnterLocation or + QuestDefinitions.QuestValidatorType.EnterCampaignMap or + QuestDefinitions.QuestValidatorType.LeaveLocation or + QuestDefinitions.QuestValidatorType.LeaveCampaignMap => Translate( outcome.validatorDescription.StringParameter, languageCode), _ => outcome.validatorDescription.StringParameter }; foreach (var outComplete in outcome.OnCompleteFunctors - .Where(outComplete => outComplete.type == SetLocationStatus)) + .Where(outComplete => outComplete.type is SetLocationStatus or LoreOperation)) { outComplete.StringParameter = Translate(outComplete.StringParameter, languageCode); } diff --git a/SolastaUnfinishedBusiness/Patches/AiLocationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/AiLocationManagerPatcher.cs index 8328f27592..b8bde539ee 100644 --- a/SolastaUnfinishedBusiness/Patches/AiLocationManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/AiLocationManagerPatcher.cs @@ -14,7 +14,6 @@ namespace SolastaUnfinishedBusiness.Patches; [UsedImplicitly] public static class AiLocationManagerPatcher { - //TODO: move to separate class? private static T CreateDelegate(this MethodInfo method) where T : Delegate { return (T)Delegate.CreateDelegate(typeof(T), method); @@ -38,6 +37,7 @@ public static IEnumerator Postfix(IEnumerator values, AiLocationManager __instan } } + //PATCH: add mod activities to maps [HarmonyPatch(typeof(AiLocationManager), nameof(AiLocationManager.BuildActivitiesMaps))] [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] [UsedImplicitly] @@ -86,6 +86,7 @@ public static void Postfix(AiLocationManager __instance) } } + //PATCH: add mod considerations to maps [HarmonyPatch(typeof(AiLocationManager), nameof(AiLocationManager.BuildConsiderationsMap))] [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] [UsedImplicitly] diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs index 5424d6a524..7617e147fa 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs @@ -99,7 +99,7 @@ internal static IEnumerator ExecuteImpl(CharacterActionAttack __instance) // supports ValidatorsWeapon.IsMelee [dagger, dart, and javelin use cases which always have thrown on] if (actingCharacter.IsWithinRange(target, attackMode.ReachRange)) { - attackMode.AttackTags.Add(TagsDefinitions.WeaponTagMelee); + attackMode.AddAttackTagAsNeeded(TagsDefinitions.WeaponTagMelee); } // END PATCH @@ -844,12 +844,12 @@ internal static IEnumerator ExecuteImpl(CharacterActionAttack __instance) actingCharacter.MovingToDestination = false; } - target.RulesetActor.ProcessConditionsMatchingInterruption( + var rulesetDefender = target.RulesetActor; + + rulesetDefender.ProcessConditionsMatchingInterruption( ConditionInterruption.PhysicalAttackReceivedExecuted); //PATCH: allow condition interruption after target was attacked not by source - var rulesetDefender = target.RulesetActor; - if (!rulesetDefender.matchingInterruption) { rulesetDefender.matchingInterruption = true; diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionMoveStepWalkPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionMoveStepWalkPatcher.cs index a0576cb764..b7fa1e6929 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionMoveStepWalkPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionMoveStepWalkPatcher.cs @@ -1,8 +1,10 @@ -using HarmonyLib; +using System.Collections; +using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors.Specific; using SolastaUnfinishedBusiness.Interfaces; +using SolastaUnfinishedBusiness.Subclasses; namespace SolastaUnfinishedBusiness.Patches; @@ -33,31 +35,21 @@ public static void Prefix( } } -#if false - //PATCH: support for `IMoveStepFinished` + //PATCH: support for Circle of the Wildfire cauterizing flames [HarmonyPatch(typeof(CharacterActionMoveStepWalk), nameof(CharacterActionMoveStepWalk.ChangeEndProneStatusIfNecessary))] [UsedImplicitly] public static class ChangeEndProneStatusIfNecessary_Patch { [UsedImplicitly] - public static void Prefix(CharacterActionMoveStepWalk __instance) + public static IEnumerator Postfix(IEnumerator values, CharacterActionMoveStepWalk __instance) { - var mover = __instance.ActingCharacter; - - if (!MovementTracker.TryGetMovement(mover.Guid, out var movement)) - { - return; - } - - var source = movement.Item1; - var destination = movement.Item2; + yield return CircleOfTheWildfire.HandleCauterizingFlamesBehavior(__instance.ActingCharacter); - foreach (var moveStepFinished in mover.RulesetCharacter.GetSubFeaturesByType()) + while (values.MoveNext()) { - moveStepFinished.MoveStepFinished(mover, source, destination); + yield return values.Current; } } } -#endif } diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs index 57ccc3f5c5..1ef7396feb 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionPatcher.cs @@ -148,6 +148,9 @@ public static void Prefix(CharacterAction __instance) case CharacterActionMoveStepBase characterActionMoveStepBase: OtherFeats.NotifyFeatStealth(characterActionMoveStepBase); break; + case CharacterActionFreeFall: + actingCharacter.BreakGrapple(); + break; } } @@ -206,21 +209,14 @@ public static IEnumerator Postfix(IEnumerator values, CharacterAction __instance } //PATCH: support for Circle of the Wildfire cauterizing flames, and grapple scenarios + //no need to handle shove as pushed will do it case CharacterActionPushed: case CharacterActionPushedCustom: { yield return CircleOfTheWildfire.HandleCauterizingFlamesBehavior(actingCharacter); GrappleContext.ValidateGrappleAfterForcedMove(actingCharacter); - break; - } - case CharacterActionShove: - { - var target = __instance.ActionParams.TargetCharacters[0]; - - yield return CircleOfTheWildfire.HandleCauterizingFlamesBehavior(target); - GrappleContext.ValidateGrappleAfterForcedMove(target); break; } } @@ -257,8 +253,7 @@ public static IEnumerable Transpiler([NotNull] IEnumerable, CharacterAction, - bool>( - ComputeStealthBreak).Method; + bool>(ComputeStealthBreak).Method; return instructions .ReplaceCall(computeStealthBreakValueMethod, diff --git a/SolastaUnfinishedBusiness/Patches/CharactersPanelPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharactersPanelPatcher.cs index a3b7c23c6e..7d0ef7d192 100644 --- a/SolastaUnfinishedBusiness/Patches/CharactersPanelPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharactersPanelPatcher.cs @@ -52,7 +52,7 @@ public static class EnumeratePlates_Patch [UsedImplicitly] public static void Postfix(CharactersPanel __instance) { - if (!Main.Settings.EnableTogglesToOverwriteDefaultTestParty) + if (!SettingsContext.GuiModManagerInstance.EnablePartyToggles) { ToolsContext.Disable(__instance.charactersTable); @@ -104,7 +104,8 @@ public static class Refresh_Patch [UsedImplicitly] public static void Postfix(CharactersPanel __instance) { - __instance.characterCheckerButton.gameObject.SetActive(Main.Settings.EnableCharacterChecker); + __instance.characterCheckerButton.gameObject.SetActive( + SettingsContext.GuiModManagerInstance.EnableCharacterChecker); } } } diff --git a/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs b/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs index f6e9a45bce..c8ab61db9c 100644 --- a/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs @@ -8,6 +8,7 @@ using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.Helpers; using SolastaUnfinishedBusiness.CustomUI; +using SolastaUnfinishedBusiness.Models; using UnityEngine; namespace SolastaUnfinishedBusiness.Patches; @@ -178,7 +179,7 @@ private static Vector3 GetHoveredPosition(CursorLocation cursor) private static void InitMagnetic(CursorLocationGeometricShape cursor, bool _) { - cursor.hasMagneticTargeting = Main.Settings.ShiftToSnapLineSpells + cursor.hasMagneticTargeting = SettingsContext.InputModManagerInstance.EnableShiftToSnapLineSpells && Global.IsShiftPressed && cursor.shapeType == MetricsDefinitions.GeometricShapeType.Line; } diff --git a/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionBySavingThrowPatcher.cs b/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionBySavingThrowPatcher.cs index 43db339378..363ba64a10 100644 --- a/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionBySavingThrowPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/FunctorSetGadgetConditionBySavingThrowPatcher.cs @@ -63,7 +63,10 @@ private static IEnumerator ExecuteSaveOnCharacter( var implementationService = ServiceRepository.GetService(); var rulesetCharacter = actingCharacter.RulesetCharacter; var abilityScoreName = functorParameters.AbilityCheck.AbilityScoreName; - var gadgetDefinition = functorParameters.GadgetDefinition; + var worldGadget = !functorParameters.BoolParameter + ? functorParameters.TargetGadget + : functorParameters.SourceGadget; + var gadgetDefinition = functorParameters.GadgetDefinition ?? worldGadget.GadgetDefinition; var rolledSavingThrow = implementationService.TryRollSavingThrow( null, RuleDefinitions.Side.Enemy, @@ -87,10 +90,6 @@ private static IEnumerator ExecuteSaveOnCharacter( out var saveOutcome, out var saveOutcomeDelta); - var worldGadget = !functorParameters.BoolParameter - ? functorParameters.TargetGadget - : functorParameters.SourceGadget; - if (rolledSavingThrow) { var battleManager = ServiceRepository.GetService() diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBaseScreenPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBaseScreenPatcher.cs index 335bfebdab..f9ac7dd222 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationBaseScreenPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationBaseScreenPatcher.cs @@ -25,7 +25,7 @@ public static bool Prefix(GameLocationBaseScreen __instance, InputCommands.Id co } //PATCH: handles all hotkeys defined in the mod - GameUiContext.HandleInput(__instance, command); + InputContext.HandleInput(__instance, command); return true; } diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs index 3ed66dd7d1..feb0281920 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs @@ -148,7 +148,7 @@ public static void Postfix(ref bool __result, BattleDefinitions.AttackEvaluation if (attackAfterMagicEffect != null) { - __result = AttackAfterMagicEffect.CanAttack(attackParams.attacker, attackParams.defender); + __result = AttackAfterMagicEffect.CanAttack(attackParams.attacker, attackParams.defender, out _); } } } @@ -369,8 +369,8 @@ public static IEnumerator Postfix( GameLocationBattleManager __instance, GameLocationCharacter attacker, GameLocationCharacter defender, - RulesetAttackMode attackMode, - RulesetEffect rulesetEffect, + [CanBeNull] RulesetAttackMode attackMode, + [CanBeNull] RulesetEffect rulesetEffect, ActionModifier attackModifier, bool rolledSavingThrow, bool saveOutcomeSuccess) @@ -502,7 +502,7 @@ public static IEnumerator Postfix( var tag = $"{feature.Name}:{defender.Guid}:{totalReducedDamage}"; - attackMode?.AttackTags.Add(tag); + attackMode?.AddAttackTagAsNeeded(tag); rulesetEffect?.SourceTags.Add(tag); defenderCharacter.DamageReduced(defenderCharacter, feature, totalReducedDamage); diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs index b7d2a85fb2..86340cbf9f 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationCharacterPatcher.cs @@ -48,6 +48,38 @@ public static bool Prefix( } } + [HarmonyPatch(typeof(GameLocationCharacter), nameof(GameLocationCharacter.CanMoveInSituation))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class CanMoveInSituation_Patch + { + [UsedImplicitly] + public static void Postfix(GameLocationCharacter __instance, ref bool __result, + RulesetCharacter.MotionRange motionRange) + { + if (__result) { return; } + + //PATCH: allow standing on air if grappled + if (motionRange == RulesetCharacter.MotionRange.AboveGround) + { + __result = __instance.IsGrappled(); + } + } + } + + [HarmonyPatch(typeof(GameLocationCharacter), nameof(GameLocationCharacter.CheckMotionValidity))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class CheckMotionValidity_Patch + { + [UsedImplicitly] + public static bool Prefix(GameLocationCharacter __instance) + { + //PATCH: always allow prone when grappled + return !__instance.Prone || !__instance.IsGrappled(); + } + } + //PATCH: supports `UseOfficialLightingObscurementAndVisionRules` //let ADV/DIS be handled elsewhere in `GLBM.CanAttack` if alternate lighting and obscurement rules in place [HarmonyPatch(typeof(GameLocationCharacter), nameof(GameLocationCharacter.ComputeLightingModifierForIlluminable))] diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationManagerPatcher.cs index f325e21766..e4d1c51cf0 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationManagerPatcher.cs @@ -30,7 +30,7 @@ public static void Prefix( string userLocationName, string userCampaignName) { - if (!Main.Settings.EnableSaveByLocation) + if (!SettingsContext.GuiModManagerInstance.EnableSaveByLocation) { return; } diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationSelectionManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationSelectionManagerPatcher.cs new file mode 100644 index 0000000000..ca24b85aaa --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/GameLocationSelectionManagerPatcher.cs @@ -0,0 +1,135 @@ +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Linq; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; +using UnityEngine; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class GameLocationSelectionManagerPatcher +{ + [HarmonyPatch(typeof(GameLocationSelectionManager), nameof(GameLocationSelectionManager.OnCommandJustActivated))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class OnCommandJustActivated_Patch + { + [UsedImplicitly] + public static bool Prefix(GameLocationSelectionManager __instance, Queue queuedCommands) + { + OnCommandJustActivated(__instance, queuedCommands); + + return false; + } + + private static void OnCommandJustActivated(GameLocationSelectionManager __instance, Queue queuedCommands) + { + if (queuedCommands.Count <= 0) + { + return; + } + + var id = (InputCommands.Id)queuedCommands.Peek(); + var service = ServiceRepository.GetService(); + + if (service == null || service.IsBattleInProgress) + { + return; + } + + var playerController = ServiceRepository.GetService().ActivePlayerController; + + if (playerController?.ControlledCharacters == null || + playerController.ControlledCharacters.Count == 0) + { + return; + } + + if (id == InputCommands.Id.SelectAllCharacters) + { + __instance.SelectMultipleCharacters(playerController.ControlledCharacters, true); + } + else + { + var flag = false; + var index = -1; + + // ReSharper disable once SwitchStatementMissingSomeEnumCasesNoDefault + switch (id) + { + case InputCommands.Id.SelectCharacter1: + index = 0; + queuedCommands.Dequeue(); + break; + case InputCommands.Id.SelectCharacter2: + index = 1; + queuedCommands.Dequeue(); + break; + case InputCommands.Id.SelectCharacter3: + index = 2; + queuedCommands.Dequeue(); + break; + case InputCommands.Id.SelectCharacter4: + index = 3; + queuedCommands.Dequeue(); + break; + //BEGIN PATCH + case (InputCommands.Id)InputContext.InputCommandsExtra.SelectCharacter5: + index = 4; + queuedCommands.Dequeue(); + break; + case (InputCommands.Id)InputContext.InputCommandsExtra.SelectCharacter6: + index = 5; + queuedCommands.Dequeue(); + break; + //END PATCH + case InputCommands.Id.SelectNextCharacter: + { + if (__instance.IsCameraFree()) + { + __instance.selectedCharacters.Do(selectedCharacter => + __instance.SelectCharacter(selectedCharacter, false, true)); + + index = -1; + } + else + { + index = 0; + var a = __instance.selectedCharacters.Aggregate(-1, (current, selectedCharacter) => + Mathf.Max(current, playerController.ControlledCharacters.IndexOf(selectedCharacter))); + + if (a >= 0) + { + index = (a + 1) % playerController.ControlledCharacters.Count; + } + + flag = true; + } + + queuedCommands.Dequeue(); + break; + } + } + + if (index < 0 || index >= playerController.ControlledCharacters.Count) + { + return; + } + + var controlledCharacter = playerController.ControlledCharacters[index]; + + __instance.DeselectAll(); + __instance.SelectCharacter(controlledCharacter); + + if (!flag) + { + return; + } + + __instance.SelectCharacter(controlledCharacter); + } + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/GameMenuModalPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameMenuModalPatcher.cs index bce2f280b9..7b8abaf481 100644 --- a/SolastaUnfinishedBusiness/Patches/GameMenuModalPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameMenuModalPatcher.cs @@ -1,6 +1,7 @@ using System.Diagnostics.CodeAnalysis; using HarmonyLib; using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; namespace SolastaUnfinishedBusiness.Patches; @@ -16,7 +17,7 @@ public static class SetButtonAvailability_Patch public static void Postfix(GameMenuModal __instance, GameMenuModal.MenuButtonIndex index) { //PATCH: enables the cheats window during gameplay - if (!Main.Settings.EnableCheatMenu || index != GameMenuModal.MenuButtonIndex.Cheats) + if (!SettingsContext.GuiModManagerInstance.EnableCheatMenu || index != GameMenuModal.MenuButtonIndex.Cheats) { return; } diff --git a/SolastaUnfinishedBusiness/Patches/GameSerializationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameSerializationManagerPatcher.cs index 6e181f26ab..7d6c94fdbc 100644 --- a/SolastaUnfinishedBusiness/Patches/GameSerializationManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameSerializationManagerPatcher.cs @@ -17,7 +17,7 @@ public static class Refresh_Patch public static void Postfix(GameSerializationManager __instance) { //PATCH: update state of load buttons for SaveByLocation - if (!Main.Settings.EnableSaveByLocation) { return; } + if (!SettingsContext.GuiModManagerInstance.EnableSaveByLocation) { return; } __instance.hasSavedGames = SaveByLocationContext.GetMostRecentPlace().Count > 0; } @@ -32,7 +32,7 @@ public static class RefreshAsync_Patch public static void Postfix(GameSerializationManager __instance) { //PATCH: update state of load buttons for SaveByLocation - if (!Main.Settings.EnableSaveByLocation) { return; } + if (!SettingsContext.GuiModManagerInstance.EnableSaveByLocation) { return; } __instance.hasSavedGames = SaveByLocationContext.GetMostRecentPlace().Count > 0; } diff --git a/SolastaUnfinishedBusiness/Patches/InputManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/InputManagerPatcher.cs new file mode 100644 index 0000000000..b07009bd47 --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/InputManagerPatcher.cs @@ -0,0 +1,48 @@ +using System.Diagnostics.CodeAnalysis; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class InputManagerPatcher +{ + //PATCH: handle mod keybinding settings with the proper mod instance + [HarmonyPatch(typeof(InputManager), nameof(InputManager.RegisterCommand))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class RegisterCommand_Patch + { + [UsedImplicitly] + public static bool Prefix( + InputManager __instance, + InputCommands.Id command, + int primaryKeyCode, + int primaryModifier1, + int primaryModifier2, + int secondaryKeyCode, + int secondaryModifier1, + int secondaryModifier2) + { + InputContext.RegisterCommand( + __instance, command, + primaryKeyCode, primaryModifier1, primaryModifier2, + secondaryKeyCode, secondaryModifier1, secondaryModifier2); + + return false; + } + } + + [HarmonyPatch(typeof(InputManager), nameof(InputManager.ResetDefaults))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class ResetDefaults_Patch + { + [UsedImplicitly] + public static void Prefix() + { + SettingsContext.InputModManagerInstance.ResetDefaults(); + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/InventoryPanelPatcher.cs b/SolastaUnfinishedBusiness/Patches/InventoryPanelPatcher.cs index e6bfb526de..dc6d1925cf 100644 --- a/SolastaUnfinishedBusiness/Patches/InventoryPanelPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/InventoryPanelPatcher.cs @@ -83,7 +83,7 @@ public static class EndInteraction_Patch [UsedImplicitly] public static void Prefix(InventoryPanel __instance, out bool __state) { - __state = Main.Settings.EnableCtrlClickDragToBypassQuestItemsOnDrop && + __state = SettingsContext.InputModManagerInstance.EnableCtrlClickDragToBypassQuestItemsOnDrop && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && __instance.DraggedItem.ItemDefinition.ItemTags.Remove(TagsDefinitions.ItemTagQuest); } diff --git a/SolastaUnfinishedBusiness/Patches/LoadPanelPatcher.cs b/SolastaUnfinishedBusiness/Patches/LoadPanelPatcher.cs index 6cf91b608d..68b0db863c 100644 --- a/SolastaUnfinishedBusiness/Patches/LoadPanelPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/LoadPanelPatcher.cs @@ -7,6 +7,7 @@ using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Models; using static SolastaUnfinishedBusiness.Models.SaveByLocationContext; namespace SolastaUnfinishedBusiness.Patches; @@ -21,7 +22,7 @@ public static class OnBeginShow_Patch { private static bool NeedsCustomLogic(LoadPanel panel) { - return Main.Settings.EnableSaveByLocation && !panel.ImportSaveMode; + return SettingsContext.GuiModManagerInstance.EnableSaveByLocation && !panel.ImportSaveMode; } [UsedImplicitly] diff --git a/SolastaUnfinishedBusiness/Patches/MessageModalPatcher.cs b/SolastaUnfinishedBusiness/Patches/MessageModalPatcher.cs index 830012fcce..fffc3bf393 100644 --- a/SolastaUnfinishedBusiness/Patches/MessageModalPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/MessageModalPatcher.cs @@ -19,7 +19,7 @@ public static class OnEndShow_Patch public static void Postfix(MessageModal __instance) { //PATCH: offers an input field when in the context of character export - if (!Main.Settings.EnableCharacterExport || __instance.contentLabel.Text != InputModalMark) + if (__instance.contentLabel.Text != InputModalMark) { if (InputField) { diff --git a/SolastaUnfinishedBusiness/Patches/NewAdventurePanelPatcher.cs b/SolastaUnfinishedBusiness/Patches/NewAdventurePanelPatcher.cs index 13f35aed0f..fffd2faaab 100644 --- a/SolastaUnfinishedBusiness/Patches/NewAdventurePanelPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/NewAdventurePanelPatcher.cs @@ -14,7 +14,8 @@ public static class NewAdventurePanelPatcher { private static void AssignDefaultHeroes(NewAdventurePanel __instance) { - var max = Math.Min(Main.Settings.DefaultPartyHeroes.Count, + var max = Math.Min( + Main.Settings.DefaultPartyHeroes.Count, __instance.characterSessionPlatesTable.childCount); __instance.RecreateSession(); @@ -103,7 +104,7 @@ public static class OnEndShow_Patch [UsedImplicitly] public static void Postfix(NewAdventurePanel __instance) { - if (Global.IsMultiplayer || !Main.Settings.EnableTogglesToOverwriteDefaultTestParty) + if (Global.IsMultiplayer || !SettingsContext.GuiModManagerInstance.EnablePartyToggles) { return; } @@ -121,7 +122,7 @@ public static class SelectCampaignAndRecreateSession_Patch [UsedImplicitly] public static void Postfix(NewAdventurePanel __instance) { - if (Global.IsMultiplayer || !Main.Settings.EnableTogglesToOverwriteDefaultTestParty) + if (Global.IsMultiplayer || !SettingsContext.GuiModManagerInstance.EnablePartyToggles) { return; } diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs index f361dcd552..5a077415a2 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs @@ -19,6 +19,7 @@ using SolastaUnfinishedBusiness.Validators; using static RuleDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionAbilityCheckAffinitys; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.WeaponTypeDefinitions; namespace SolastaUnfinishedBusiness.Patches; @@ -537,8 +538,8 @@ public static void Prefix( ref RulesetItem weapon) { //PATCH: allow hand wraps to be put into gauntlet slot - CustomWeaponsContext.ModifyUnarmedAttackWithGauntlet(__instance, ref itemDefinition, ref weaponDescription, - ref weapon); + CustomWeaponsContext.ModifyUnarmedAttackWithGauntlet( + __instance, ref itemDefinition, ref weaponDescription, ref weapon); //PATCH: validate damage features attackModifiers.RemoveAll(provider => @@ -553,20 +554,17 @@ public static void Postfix( bool canAddAbilityDamageBonus, RulesetItem weapon) { - //PATCH: Allows changing what attribute is used for weapon's attack and damage rolls - var modifiers = __instance.GetSubFeaturesByType(); - - var mods = modifiers; + //PATCH: Allows changing damage and other stats of an attack mode + var weaponAttackModeModifiers = __instance.GetSubFeaturesByType(); if (__result.sourceObject is RulesetItem item) { - mods = item.GetSubFeaturesByType(); - mods.AddRange(modifiers); + weaponAttackModeModifiers.AddRange(item.GetSubFeaturesByType()); } - foreach (var modifier in mods) + foreach (var modifier in weaponAttackModeModifiers) { - modifier.ModifyAttribute(__instance, __result, weapon, canAddAbilityDamageBonus); + modifier.ModifyWeaponAttackMode(__instance, __result, weapon, canAddAbilityDamageBonus); } } } @@ -674,35 +672,12 @@ public static void Postfix(RulesetCharacterHero __instance) .OrderBy(provider => provider.Priority()) .Do(provider => provider.TryAddExtraAttack(__instance)); - //PATCH: Allows changing damage and other stats of an attack mode - var modifiers = __instance.GetSubFeaturesByType(); - - foreach (var attackMode in __instance.AttackModes) - { - var mods = modifiers; - - if (attackMode.sourceObject is RulesetItem item) - { - mods = item.GetSubFeaturesByType(); - mods.AddRange(modifiers); - } - - foreach (var modifier in mods) - { - modifier.ModifyAttackMode(__instance, attackMode); - } - } - //PATCH: add Main Action gauntlet attacks if needed CustomWeaponsContext.TryAddMainActionUnarmedAttacks(__instance); - //PATCH: remove invalid attacks - //used to prevent hand crossbows use with no free hand + //PATCH: remove invalid attacks to prevent hand crossbows use with no free hand __instance.AttackModes.RemoveAll(mode => SrdAndHouseRulesContext.IsAttackModeInvalid(__instance, mode)); - //PATCH: support for IAdditionalActionAttackValidator - //ValidateAdditionalActionAttack.ValidateAttackModes(__instance); - //refresh character if needed after postfix if (_callRefresh && __instance.CharacterRefreshed != null) { @@ -819,6 +794,28 @@ public static void Postfix(RulesetCharacterHero __instance) } } + //BUGFIX: allows gauntlet to be used by Druids + //as vanilla put them on simple weapon categories and Druids are proficient with specic ones + [HarmonyPatch(typeof(RulesetCharacterHero), nameof(RulesetCharacterHero.IsProficientWithItem))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class IsProficientWithItem_Patch + { + [UsedImplicitly] + public static bool Prefix(RulesetCharacterHero __instance, ref bool __result, ItemDefinition itemDefinition) + { + if (!itemDefinition.IsWeapon || + itemDefinition.WeaponDescription.WeaponTypeDefinition != UnarmedStrikeType) + { + return true; + } + + __result = true; + + return false; + } + } + [HarmonyPatch(typeof(RulesetCharacterHero), nameof(RulesetCharacterHero.AcknowledgeAttackUse))] [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] [UsedImplicitly] diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs index cfa66f7579..a0d71a4927 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterMonsterPatcher.cs @@ -175,7 +175,7 @@ public static void Postfix(RulesetCharacterMonster __instance) __instance.AttackModes .ForEach(attackMode => __instance.GetSubFeaturesByType() - .ForEach(provider => provider.ModifyAttackMode(__instance, attackMode))); + .ForEach(provider => provider.ModifyWeaponAttackMode(__instance, attackMode, null, false))); //refresh character if needed after postfix if (_callRefresh) diff --git a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs index 825f28afd5..8dbb173ffc 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetImplementationManagerPatcher.cs @@ -246,7 +246,7 @@ private static int RollDamage( if (rulesetCharacter .GetSubFeaturesByType() - .Any(x => x.IsValid(rulesetActor, damageForm))) + .Any(x => x.IsValid(rulesetActor, attackModeDamage, damageForm))) { canRerollDice = true; } diff --git a/SolastaUnfinishedBusiness/Patches/SessionState_SetupPatcher.cs b/SolastaUnfinishedBusiness/Patches/SessionState_SetupPatcher.cs index b80ccc4306..d71da1788e 100644 --- a/SolastaUnfinishedBusiness/Patches/SessionState_SetupPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/SessionState_SetupPatcher.cs @@ -27,7 +27,7 @@ private static void AssignCharacterToPlayer( string filename, bool notify) { - if (Main.Settings.EnableTogglesToOverwriteDefaultTestParty && + if (SettingsContext.GuiModManagerInstance.EnablePartyToggles && slotIndex < Main.Settings.DefaultPartyHeroes.Count) { var name = Main.Settings.DefaultPartyHeroes.ElementAt(slotIndex); diff --git a/SolastaUnfinishedBusiness/Patches/SettingKeyMappingItemPatcher.cs b/SolastaUnfinishedBusiness/Patches/SettingKeyMappingItemPatcher.cs new file mode 100644 index 0000000000..881258350a --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/SettingKeyMappingItemPatcher.cs @@ -0,0 +1,92 @@ +using System.Diagnostics.CodeAnalysis; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; +using UnityEngine; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class SettingKeyMappingItemPatcher +{ + //PATCH: extend mod keybinding settings into vanilla settings screen + [HarmonyPatch(typeof(SettingKeyMappingItem), nameof(SettingKeyMappingItem.OnValidateKeyCode))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class DoApplyKeyCode_Patch + { + [UsedImplicitly] + public static bool Prefix(SettingKeyMappingItem __instance, bool primaryBinding, KeyCode keyCode) + { + OnValidateKeyCode(__instance, primaryBinding, keyCode); + + return false; + } + + private static void OnValidateKeyCode(SettingKeyMappingItem __instance, bool primaryBinding, KeyCode keyCode) + { + var inputService = ServiceRepository.GetService(); + var commandIdFromName = inputService.GetCommandIdFromName(__instance.Setting.PropertyName); + + __instance.selectedKeyCode = (int)keyCode; + __instance.primaryBinding = primaryBinding; + + if (inputService.IsKeyCodeAlreadyMapped( + keyCode, commandIdFromName, out __instance.boundCommand, out __instance.boundPrimary)) + { + //PATCH: ensure we get a proper name here instead of a number on mod commands + var name = InputContext.GetCommandName(__instance.boundCommand); + var str = Gui.Localize("Setting/&" + name + "Title"); + + Gui.GuiService.ShowMessage( + MessageModal.Severity.Attention2, + "Message/&MessageKeyAlreadyBoundTitle", + Gui.FormatWithHighlight("Message/&MessageKeyAlreadyBoundDescription", keyCode.ToString(), str), + "Message/&MessageOverrideTitle", + "Message/&MessageCancelTitle", + __instance.DoOverride, + __instance.OnCancelKeyCode); + } + else + { + __instance.DoApplyKeyCode(); + } + } + } + + //PATCH: extend mod keybinding settings into vanilla settings screen + [HarmonyPatch(typeof(SettingKeyMappingItem), nameof(SettingKeyMappingItem.DoOverride))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class DoOverride_Patch + { + [UsedImplicitly] + public static bool Prefix(SettingKeyMappingItem __instance) + { + DoOverride(__instance); + + return false; + } + + private static void DoOverride(SettingKeyMappingItem __instance) + { + var commandMapping = + ServiceRepository.GetService().GetCommandMapping(__instance.boundCommand); + + if (__instance.boundPrimary) + { + commandMapping.PrimaryKeyCode = -1; + } + else + { + commandMapping.SecondaryKeyCode = -1; + } + + //PATCH: ensure we get a proper name here instead of a number on mod commands + SettingItem.ApplyValueToSetting?.Invoke( + InputContext.GetCommandName(__instance.boundCommand), commandMapping.DumpToString()); + + __instance.DoApplyKeyCode(); + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/SettingPatcher.cs b/SolastaUnfinishedBusiness/Patches/SettingPatcher.cs new file mode 100644 index 0000000000..dad1528243 --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/SettingPatcher.cs @@ -0,0 +1,39 @@ +using System; +using System.Diagnostics.CodeAnalysis; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class SettingPatcher +{ + //PATCH: extend vanilla keybinding settings with mod ones + [HarmonyPatch(typeof(Setting), nameof(Setting.GetSettings), + typeof(IService), typeof(bool))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class GetSetting_1_Patch + { + [UsedImplicitly] + public static void Postfix(ref Setting[] __result, IService serviceProvider, bool sortByPriority = false) + { + __result = SettingsContext.GetExtendedSettingList(serviceProvider, __result, sortByPriority); + } + } + + //PATCH: extend vanilla keybinding settings with mod ones + [HarmonyPatch(typeof(Setting), nameof(Setting.GetSettings), + typeof(object), typeof(Type), typeof(bool), typeof(bool))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class GetSetting_2_Patch + { + [UsedImplicitly] + public static void Postfix(ref Setting[] __result, object serviceProvider, bool sortByPriority = false) + { + __result = SettingsContext.GetExtendedSettingList((IService)serviceProvider, __result, sortByPriority); + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/TacticalAdventuresApplicationPatcher.cs b/SolastaUnfinishedBusiness/Patches/TacticalAdventuresApplicationPatcher.cs index f66c1b7be9..26984227fa 100644 --- a/SolastaUnfinishedBusiness/Patches/TacticalAdventuresApplicationPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/TacticalAdventuresApplicationPatcher.cs @@ -1,6 +1,7 @@ using System.Diagnostics.CodeAnalysis; using HarmonyLib; using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; using static SolastaUnfinishedBusiness.Models.SaveByLocationContext; namespace SolastaUnfinishedBusiness.Patches; @@ -11,7 +12,7 @@ public static class TacticalAdventuresApplicationPatcher private static bool EnableSaveByLocation(ref string __result) { //PATCH: EnableSaveByLocation - if (!Main.Settings.EnableSaveByLocation) + if (!SettingsContext.GuiModManagerInstance.EnableSaveByLocation) { return true; } diff --git a/SolastaUnfinishedBusiness/Patches/TooltipPanelPatcher.cs b/SolastaUnfinishedBusiness/Patches/TooltipPanelPatcher.cs index 830323eefb..f5ea925074 100644 --- a/SolastaUnfinishedBusiness/Patches/TooltipPanelPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/TooltipPanelPatcher.cs @@ -2,6 +2,7 @@ using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.CustomUI; +using SolastaUnfinishedBusiness.Models; namespace SolastaUnfinishedBusiness.Patches; @@ -14,10 +15,10 @@ public static class TooltipPanelPatcher public static class SetupFeatures_Patch { [UsedImplicitly] - public static void Prefix(TooltipPanel __instance, ref TooltipDefinitions.Scope scope) + public static void Prefix(ref TooltipDefinitions.Scope scope) { //PATCH: swaps holding ALT behavior for tooltips - if (!Main.Settings.InvertAltBehaviorOnTooltips) + if (!SettingsContext.GuiModManagerInstance.InvertTooltipBehavior) { return; } diff --git a/SolastaUnfinishedBusiness/Patches/ViewLocationPatcher.cs b/SolastaUnfinishedBusiness/Patches/ViewLocationPatcher.cs new file mode 100644 index 0000000000..6a9f2e7fe4 --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/ViewLocationPatcher.cs @@ -0,0 +1,53 @@ +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Models; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class ViewLocationPatcher +{ + [HarmonyPatch(typeof(ViewLocation), nameof(ViewLocation.OnCommandJustActivated))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class OnCommandJustActivated_Patch + { + [UsedImplicitly] + public static bool Prefix(ViewLocation __instance, Queue queuedCommands) + { + if (queuedCommands.Count <= 0) + { + return false; + } + + var id = (InputCommands.Id)queuedCommands.Peek(); + var battleService = ServiceRepository.GetService(); + + if (battleService is not { IsBattleInProgress: true }) + { + return false; + } + + var playerController = ServiceRepository.GetService().ActivePlayerController; + + // ReSharper disable once SwitchStatementHandlesSomeKnownEnumValuesWithDefault + switch (id) + { + case (InputCommands.Id)InputContext.InputCommandsExtra.SelectCharacter5: + __instance.CameraControllerLocation.FollowCharacterForBattle( + playerController.ControlledCharacters[4]); + queuedCommands.Dequeue(); + return false; + case (InputCommands.Id)InputContext.InputCommandsExtra.SelectCharacter6: + __instance.CameraControllerLocation.FollowCharacterForBattle( + playerController.ControlledCharacters[5]); + queuedCommands.Dequeue(); + return false; + default: + return true; + } + } + } +} diff --git a/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs b/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs index fb40cdc08d..06ee0ccded 100644 --- a/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs +++ b/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs @@ -1189,26 +1189,6 @@ public static byte[] Dawn { } } - /// - /// Looks up a localized resource of type System.Byte[]. - /// - public static byte[] DeadeyeConcentrationIcon { - get { - object obj = ResourceManager.GetObject("DeadeyeConcentrationIcon", resourceCulture); - return ((byte[])(obj)); - } - } - - /// - /// Looks up a localized resource of type System.Byte[]. - /// - public static byte[] DeadeyeIcon { - get { - object obj = ResourceManager.GetObject("DeadeyeIcon", resourceCulture); - return ((byte[])(obj)); - } - } - /// /// Looks up a localized resource of type System.Byte[]. /// @@ -3002,26 +2982,6 @@ public static byte[] PowerArdentHate { } } - /// - /// Looks up a localized resource of type System.Byte[]. - /// - public static byte[] PowerAttackConcentrationIcon { - get { - object obj = ResourceManager.GetObject("PowerAttackConcentrationIcon", resourceCulture); - return ((byte[])(obj)); - } - } - - /// - /// Looks up a localized resource of type System.Byte[]. - /// - public static byte[] PowerAttackIcon { - get { - object obj = ResourceManager.GetObject("PowerAttackIcon", resourceCulture); - return ((byte[])(obj)); - } - } - /// /// Looks up a localized resource of type System.Byte[]. /// @@ -4102,16 +4062,6 @@ public static byte[] PsychicWhip { } } - /// - /// Looks up a localized resource of type System.Byte[]. - /// - public static byte[] Pugilist { - get { - object obj = ResourceManager.GetObject("Pugilist", resourceCulture); - return ((byte[])(obj)); - } - } - /// /// Looks up a localized resource of type System.Byte[]. /// diff --git a/SolastaUnfinishedBusiness/Properties/Resources.resx b/SolastaUnfinishedBusiness/Properties/Resources.resx index 84f6c95c1e..472d2c28a7 100644 --- a/SolastaUnfinishedBusiness/Properties/Resources.resx +++ b/SolastaUnfinishedBusiness/Properties/Resources.resx @@ -901,27 +901,6 @@ PublicKeyToken=b77a5c561934e089 - - ../Resources/Powers/PowerAttackConcentrationIcon.png;System.Byte[], mscorlib, Version=4.0.0.0, - Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - - ../Resources/Powers/PowerAttackIcon.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - - - - ../Resources/Powers/DeadeyeConcentrationIcon.png;System.Byte[], mscorlib, Version=4.0.0.0, - Culture=neutral, - PublicKeyToken=b77a5c561934e089 - - - - ../Resources/Powers/DeadeyeIcon.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b77a5c561934e089 - - ../Resources/Items/Halberd.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 @@ -1346,11 +1325,6 @@ PublicKeyToken=b03f5f7f11d50a3a - - ../Resources/FightingStyles/Pugilist.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, - PublicKeyToken=b03f5f7f11d50a3a - - ../Resources/FightingStyles/Torchbearer.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a diff --git a/SolastaUnfinishedBusiness/Races/Lizardfolk.cs b/SolastaUnfinishedBusiness/Races/Lizardfolk.cs index 964349bc30..6fd0be81a9 100644 --- a/SolastaUnfinishedBusiness/Races/Lizardfolk.cs +++ b/SolastaUnfinishedBusiness/Races/Lizardfolk.cs @@ -142,9 +142,7 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, attackMode.HasPriority = true; attackMode.AddAttackTagAsNeeded(TagHungryJaws); - ApplyAttackModeModifiers(actingCharacter, attackMode); - // ReSharper disable once ForeachCanBePartlyConvertedToQueryUsingAnotherGetEnumerator foreach (var target in targets) { var attackModifier = new ActionModifier(); @@ -156,33 +154,6 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, attackModifier); } } - - private static void ApplyAttackModeModifiers( - // ReSharper disable once SuggestBaseTypeForParameter - GameLocationCharacter caster, - RulesetAttackMode attackMode) - { - // for handling Pugilist bonus damage specifically - if (caster.RulesetCharacter is not RulesetCharacterHero hero) - { - return; - } - - var modifiers = hero.GetSubFeaturesByType(); - - var mods = modifiers; - - if (attackMode.sourceObject is RulesetItem item) - { - mods = item.GetSubFeaturesByType(); - mods.AddRange(modifiers); - } - - foreach (var modifier in mods) - { - modifier.ModifyAttackMode(hero, attackMode); - } - } } private class PhysicalAttackFinishedByMeHungryJaws(FeatureDefinitionPower powerHungryJaws) diff --git a/SolastaUnfinishedBusiness/Races/Wendigo.cs b/SolastaUnfinishedBusiness/Races/Wendigo.cs index ef2d901135..4fb5215d55 100644 --- a/SolastaUnfinishedBusiness/Races/Wendigo.cs +++ b/SolastaUnfinishedBusiness/Races/Wendigo.cs @@ -73,7 +73,7 @@ private static CharacterRaceDefinition BuildWendigo() var featureWendigoNaturalLunger = FeatureDefinitionBuilder .Create("FeatureWendigoNaturalLunger") .SetGuiPresentation(Category.Feature) - .AddCustomSubFeatures(new IncreaseWeaponReach(1, ValidatorsWeapon.IsMelee, Lunger.Name)) + .AddCustomSubFeatures(new IncreaseWeaponReach(1, ValidatorsWeapon.AlwaysValid, Lunger.Name)) .AddToDB(); var racePresentation = Tiefling.RacePresentation.DeepCopy(); diff --git a/SolastaUnfinishedBusiness/Races/Wyrmkin.cs b/SolastaUnfinishedBusiness/Races/Wyrmkin.cs index cc39de1094..58abef3b65 100644 --- a/SolastaUnfinishedBusiness/Races/Wyrmkin.cs +++ b/SolastaUnfinishedBusiness/Races/Wyrmkin.cs @@ -125,7 +125,7 @@ private static CharacterRaceDefinition BuildCaveWyrmkin(CharacterRaceDefinition var caveWyrmkinRacePresentation = Dragonborn.RacePresentation.DeepCopy(); - caveWyrmkinRacePresentation.preferedSkinColors = Main.Settings.UnlockSkinColors + caveWyrmkinRacePresentation.preferedSkinColors = SettingsContext.GuiModManagerInstance.UnlockSkinColors ? new RangedInt(48, 53) : new RangedInt(14, 14); @@ -202,7 +202,7 @@ private static CharacterRaceDefinition BuildHighWyrmkin(CharacterRaceDefinition highWyrmkinRacePresentation.preferedSkinColors = - Main.Settings.UnlockSkinColors ? new RangedInt(65, 65) : new RangedInt(11, 11); + SettingsContext.GuiModManagerInstance.UnlockSkinColors ? new RangedInt(65, 65) : new RangedInt(11, 11); var raceHighWyrmkin = CharacterRaceDefinitionBuilder .Create(characterRaceDefinition, $"Race{Name}") @@ -459,7 +459,7 @@ private static CharacterRaceDefinition BuildCrystalWyrmkin(CharacterRaceDefiniti actionAffinityCrystalWyrmkinCrystalDefense, pointPoolCrystalWyrmkinInnateKnowledge) .AddToDB(); - raceCrystalWyrmkin.RacePresentation.preferedSkinColors = Main.Settings.UnlockSkinColors + raceCrystalWyrmkin.RacePresentation.preferedSkinColors = SettingsContext.GuiModManagerInstance.UnlockSkinColors ? new RangedInt(57, 59) : new RangedInt(3, 5); diff --git a/SolastaUnfinishedBusiness/Settings.cs b/SolastaUnfinishedBusiness/Settings.cs index d9c6fba456..0806b5778c 100644 --- a/SolastaUnfinishedBusiness/Settings.cs +++ b/SolastaUnfinishedBusiness/Settings.cs @@ -2,7 +2,6 @@ using System.Collections.Generic; using System.Xml.Serialization; using SolastaUnfinishedBusiness.Api.Infrastructure; -using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Displays; using SolastaUnfinishedBusiness.Models; using UnityModManagerNet; @@ -41,6 +40,10 @@ public class Settings : UnityModManager.ModSettings public bool DisplayFactionRelationsToggle { get; set; } public bool DisplayItemsToggle { get; set; } public bool DisplayMerchantsToggle { get; set; } + public bool DisplayBackgroundsAndRacesGeneralToggle { get; set; } + public bool DisplayProficienciesGeneralToggle { get; set; } + public bool DisplaySpellsGeneralToggle { get; set; } + public bool DisplaySubClassesGeneralToggle { get; set; } public SerializableDictionary DisplayKlassToggle { get; set; } = []; public SerializableDictionary DisplaySpellListsToggle { get; set; } = []; @@ -48,16 +51,17 @@ public class Settings : UnityModManager.ModSettings // SETTINGS HIDDEN ON UI // + public List DefaultPartyHeroes { get; } = []; public bool EnableCtrlClickOnlySwapsMainHand { get; set; } = true; public bool EnableDisplaySorceryPointBoxSorcererOnly { get; set; } = true; + public bool EnableLevelUpFeaturesSelection { get; set; } = true; public bool EnableSameWidthFeatSelection { get; set; } = true; public bool EnableSameWidthInvocationSelection { get; set; } = true; public bool EnableSortingFightingStyles { get; set; } = true; public bool EnableSortingSubclasses { get; set; } = true; public bool EnableSortingFutureFeatures { get; set; } = true; + public bool FixAsianLanguagesTextWrap { get; set; } = true; public bool KeepCharactersPanelOpenAndHeroSelectedAfterLevelUp { get; set; } = true; - - // TA made level ups of more than 1 level at a time disallowing unlearning spells/invocations to streamline process public bool DisableStreamlinedMultiLevelUp { get; set; } = true; public HashSet MonstersThatShouldHaveDarkvision { get; set; } = @@ -147,104 +151,31 @@ public class Settings : UnityModManager.ModSettings ]; // - // Gameplay - Tools + // Gameplay - General // - // General + public bool EnableEpicPointsAndArray { get; set; } + public bool EnableLevel20 { get; set; } + public bool EnableMulticlass { get; set; } + public bool EnableRespec { get; set; } + public int MaxAllowedClasses { get; set; } + public bool DisplayAllKnownSpellsDuringLevelUp { get; set; } + public bool DisplayPactSlotsOnSpellSelectionPanel { get; set; } + public bool EnableMinInOutAttributes { get; set; } + public bool DisableMultilineSpellOffering { get; set; } public bool DisableUnofficialTranslations { get; set; } - public bool FixAsianLanguagesTextWrap { get; set; } public bool EnablePcgRandom { get; set; } - public bool EnableSaveByLocation { get; set; } - public bool EnableTogglesToOverwriteDefaultTestParty { get; set; } - public List DefaultPartyHeroes { get; } = []; - public bool EnableCharacterChecker { get; set; } - public bool EnableCheatMenu { get; set; } - public bool EnableHotkeyDebugOverlay { get; set; } public bool NoExperienceOnLevelUp { get; set; } public bool OverrideMinMaxLevel { get; set; } public int MultiplyTheExperienceGainedBy { get; set; } = 100; public int OverridePartySize { get; set; } = ToolsContext.GamePartySize; public bool AllowAllPlayersOnNarrativeSequences { get; set; } public float FasterTimeModifier { get; set; } = ToolsDisplay.DefaultFastTimeModifier; - public int EncounterPercentageChance { get; set; } = 5; - - // - // Gameplay - General - // - - // Creation - public bool EnableFlexibleBackgrounds { get; set; } - public bool DisableSenseDarkVisionFromAllRaces { get; set; } - public bool DisableSenseSuperiorDarkVisionFromAllRaces { get; set; } - public bool AddFallProneActionToAllRaces { get; set; } - public bool AddGrappleActionToAllRaces { get; set; } - public bool AddHelpActionToAllRaces { get; set; } - public bool EnableAlternateHuman { get; set; } - public bool EnableFlexibleRaces { get; set; } - public bool EnableEpicPointsAndArray { get; set; } - public bool ImproveLevelUpFeaturesSelection { get; set; } - public int TotalFeatsGrantedFirstLevel { get; set; } - public bool DisableLevelPrerequisitesOnModFeats { get; set; } - public bool DisableRacePrerequisitesOnModFeats { get; set; } - public bool DisableCastSpellPreRequisitesOnModFeats { get; set; } - - // Progression - public bool EnableLevel20 { get; set; } - public bool EnableMulticlass { get; set; } - public int MaxAllowedClasses { get; set; } - public bool EnableMinInOutAttributes { get; set; } - public bool EnableRelearnSpells { get; set; } - public bool DisplayAllKnownSpellsDuringLevelUp { get; set; } - public bool DisplayPactSlotsOnSpellSelectionPanel { get; set; } - public bool EnablesAsiAndFeat { get; set; } - public bool EnableFeatsAtEveryFourLevels { get; set; } - public bool EnableFeatsAtEveryFourLevelsMiddle { get; set; } - public bool EnableBardHealingBalladOnLongRest { get; set; } - public bool GrantScimitarSpecializationToBardRogue { get; set; } - public bool EnableBarbarianBrutalStrike { get; set; } - public bool DisableBarbarianBrutalCritical { get; set; } - public bool EnableBarbarianFightingStyle { get; set; } - public bool EnableBarbarianRecklessSameBuffDebuffDuration { get; set; } - public bool EnableBarbarianRegainOneRageAtShortRest { get; set; } - public bool AddFighterLevelToIndomitableSavingReroll { get; set; } - public bool EnableFighterWeaponSpecialization { get; set; } - public bool AddHumanoidFavoredEnemyToRanger { get; set; } - public bool EnableRangerNatureShroudAt10 { get; set; } - public bool EnableMonkAbundantKi { get; set; } - public bool EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack { get; set; } - public bool EnableMonkDoNotRequireAttackActionForFlurry { get; set; } - public bool EnableMonkFightingStyle { get; set; } - public bool EnableMonkImprovedUnarmoredMovementToMoveOnTheWall { get; set; } - public bool EnableMonkHeightenedMetabolism { get; set; } - public bool EnableMonkSuperiorDefenseToReplaceEmptyBody { get; set; } - public bool EnableMonkBodyAndMindToReplacePerfectSelf { get; set; } - public bool EnableMonkWeaponSpecialization { get; set; } - public bool EnableRogueCunningStrike { get; set; } - public bool EnableRogueFightingStyle { get; set; } - public bool EnableRogueSteadyAim { get; set; } - public bool EnableRogueStrSaving { get; set; } - public bool EnableSorcererMagicalGuidance { get; set; } - public bool EnableSorcererQuickenedAction { get; set; } - public bool HideQuickenedActionWhenMetamagicOff { get; set; } - - // Visuals - public bool OfferAdditionalLoreFriendlyNames { get; set; } - public bool UnlockAllNpcFaces { get; set; } - public bool AllowUnmarkedSorcerers { get; set; } - public bool UnlockMarkAndTattoosForAllCharacters { get; set; } - public bool UnlockEyeStyles { get; set; } - public bool AddNewBrightEyeColors { get; set; } - public bool UnlockGlowingEyeColors { get; set; } - public bool UnlockGlowingColorsForAllMarksAndTattoos { get; set; } - public bool UnlockSkinColors { get; set; } - public bool AllowBeardlessDwarves { get; set; } // // Gameplay - Rules // - // SRD - public bool UseAlternateSpellPointsSystem { get; set; } public bool UseOfficialAdvantageDisadvantageRules { get; set; } public bool UseOfficialFlankingRules { get; set; } public bool UseMathFlankingRules { get; set; } @@ -252,74 +183,52 @@ public class Settings : UnityModManager.ModSettings public bool UseOfficialFlankingRulesAlsoForRanged { get; set; } public bool UseOfficialFlankingRulesAlsoForReach { get; set; } public bool UseOfficialFoodRationsWeight { get; set; } - public bool UseOfficialSmallRacesDisWithHeavyWeapons { get; set; } public bool UseOfficialLightingObscurementAndVisionRules { get; set; } public bool OfficialObscurementRulesInvisibleCreaturesCanBeTarget { get; set; } public bool OfficialObscurementRulesCancelAdvDisPairs { get; set; } public bool OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker { get; set; } public bool OfficialObscurementRulesMagicalDarknessAsProjectileBlocker { get; set; } public bool OfficialObscurementRulesTweakMonsters { get; set; } + public bool UseOfficialSmallRacesDisWithHeavyWeapons { get; set; } + public bool UseAlternateSpellPointsSystem { get; set; } public bool KeepStealthOnHeroIfPerceivedDuringSurpriseAttack { get; set; } + public bool StealthDoesNotBreakWithSubtle { get; set; } public bool StealthBreaksWhenAttackHits { get; set; } public bool StealthBreaksWhenAttackMisses { get; set; } + public bool StealthBreaksWhenCastingMaterial { get; set; } + public bool StealthBreaksWhenCastingVerbose { get; set; } + public bool StealthBreaksWhenCastingSomatic { get; set; } public bool AddDexModifierToEnemiesInitiativeRoll { get; set; } public bool EnemiesAlwaysRollInitiative { get; set; } public bool DontEndTurnAfterReady { get; set; } public bool KeepInvisibilityWhenUsingItems { get; set; } public bool IllusionSpellsAutomaticallyFailAgainstTrueSightInRange { get; set; } public bool BlindedConditionDontAllowAttackOfOpportunity { get; set; } - public bool AllowTargetingSelectionWhenCastingChainLightningSpell { get; set; } - public bool RemoveHumanoidFilterOnHideousLaughter { get; set; } - public bool AddBleedingToLesserRestoration { get; set; } - public bool BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove { get; set; } - public bool RemoveRecurringEffectOnEntangle { get; set; } - public bool EnableUpcastConjureElementalAndFey { get; set; } - public bool OnlyShowMostPowerfulUpcastConjuredElementalOrFey { get; set; } - public bool ChangeSleetStormToCube { get; set; } - public bool UseHeightOneCylinderEffect { get; set; } - public bool FixEldritchBlastRange { get; set; } - public bool FixRingOfRegenerationHealRate { get; set; } - public bool EnableOneDndHealingSpellsBuf { get; set; } - - // House + public int TotalFeatsGrantedFirstLevel { get; set; } + public bool EnablesAsiAndFeat { get; set; } + public bool EnableFeatsAtEveryFourLevels { get; set; } + public bool EnableFeatsAtEveryFourLevelsMiddle { get; set; } public bool AllowAnyClassToUseArcaneShieldstaff { get; set; } public bool IdentifyAfterRest { get; set; } public bool IncreaseMaxAttunedItems { get; set; } public bool RemoveAttunementRequirements { get; set; } - public bool StealthBreaksWhenCastingMaterial { get; set; } - public bool StealthBreaksWhenCastingVerbose { get; set; } - public bool StealthBreaksWhenCastingSomatic { get; set; } - public bool StealthDoesNotBreakWithSubtle { get; set; } - public bool QuickCastLightCantripOnWornItemsFirst { get; set; } - public bool AllowBladeCantripsToUseReach { get; set; } - public bool AllowHasteCasting { get; set; } - public bool AllowStackedMaterialComponent { get; set; } - public bool EnableCantripsTriggeringOnWarMagic { get; set; } - public bool RemoveSchoolRestrictionsFromShadowCaster { get; set; } - public bool RemoveSchoolRestrictionsFromSpellBlade { get; set; } public bool AllowAnyClassToWearSylvanArmor { get; set; } - public bool AllowDruidToWearMetalArmor { get; set; } public bool AllowClubsToBeThrown { get; set; } public bool IgnoreHandXbowFreeHandRequirements { get; set; } public bool MakeAllMagicStaveArcaneFoci { get; set; } - public int WildSurgeDieRollThreshold { get; set; } = 2; - public bool AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness { get; set; } - public bool ChangeDragonbornElementalBreathUsages { get; set; } - public bool EnableSignatureSpellsRelearn { get; set; } + public bool FixRingOfRegenerationHealRate { get; set; } public bool AccountForAllDiceOnFollowUpStrike { get; set; } public bool AccountForAllDiceOnSavageAttack { get; set; } public bool AllowFlightSuspend { get; set; } public bool FlightSuspendWingedBoots { get; set; } - public bool EnableCharactersOnFireToEmitLight { get; set; } - public bool EnableHigherGroundRules { get; set; } public bool EnablePullPushOnVerticalDirection { get; set; } - public bool ModifyGravitySlam { get; set; } = true; + public bool ModifyGravitySlam { get; set; } public bool FullyControlConjurations { get; set; } + public bool EnableHigherGroundRules { get; set; } public bool EnableTeleportToRemoveRestrained { get; set; } + public bool EnableCharactersOnFireToEmitLight { get; set; } public bool ColdResistanceAlsoGrantsImmunityToChilledCondition { get; set; } public bool ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition { get; set; } - public bool AddDarknessPerceptiveToDarkRaces { get; set; } - public bool RaceLightSensitivityApplyOutdoorsOnly { get; set; } public int SenseNormalVisionRangeMultiplier { get; set; } = 1; public int CriticalHitModeAllies { get; set; } public int CriticalHitModeEnemies { get; set; } @@ -328,16 +237,14 @@ public class Settings : UnityModManager.ModSettings // // Gameplay - Items, Crafting & Merchants // - public bool AddNewWeaponsAndRecipesToShops { get; set; } - public bool EnableMonkHandwrapsUseGauntletSlot { get; set; } - public bool EnableGauntletMainAttacks { get; set; } + public bool AddPickPocketableLoot { get; set; } - public int RecipeCost { get; set; } = 200; - public int TotalCraftingTimeModifier { get; set; } public int SetBeltOfDwarvenKindBeardChances { get; set; } = 50; public int EmpressGarbAppearanceIndex { get; set; } // Crafting + public int RecipeCost { get; set; } = 200; + public int TotalCraftingTimeModifier { get; set; } public List CraftingInStore { get; } = []; public List CraftingItemsInDm { get; } = []; public List CraftingRecipesInDm { get; } = []; @@ -354,22 +261,88 @@ public class Settings : UnityModManager.ModSettings public bool RestockTowerOfKnowledge { get; set; } // - // Characters - Races, Classes & Subclasses + // Interface - Dungeon Maker // + public bool EnableLoggingInvalidReferencesInUserCampaigns { get; set; } + public bool EnableSortingDungeonMakerAssets { get; set; } + public bool AllowGadgetsAndPropsToBePlacedAnywhere { get; set; } + public bool UnleashEnemyAsNpc { get; set; } + public bool AddNewWeaponsAndRecipesToEditor { get; set; } + public bool UnleashNpcAsEnemy { get; set; } + public bool EnableVariablePlaceholdersOnTexts { get; set; } + public bool EnableDungeonMakerModdedContent { get; set; } + public string SelectedLanguageCode { get; set; } = TranslatorContext.English; + + // + // Characters - Classes + // + + public bool EnableGauntletMainAttacks { get; set; } + public bool AddFallProneActionToAllRaces { get; set; } + public bool AddGrappleActionToAllRaces { get; set; } + public bool AddHelpActionToAllRaces { get; set; } + public bool AllowDruidToWearMetalArmor { get; set; } + public bool EnableSignatureSpellsRelearn { get; set; } + public bool GrantScimitarSpecializationToBardRogue { get; set; } + public bool AddPaladinSmiteToggle { get; set; } + public bool ShowChannelDivinityOnPortrait { get; set; } + public bool EnableBarbarianBrutalStrike { get; set; } + public bool DisableBarbarianBrutalCritical { get; set; } + public bool EnableBarbarianFightingStyle { get; set; } + public bool EnableBarbarianRecklessSameBuffDebuffDuration { get; set; } + public bool EnableBarbarianRegainOneRageAtShortRest { get; set; } + public bool AddFighterLevelToIndomitableSavingReroll { get; set; } + public bool EnableFighterWeaponSpecialization { get; set; } + public bool AddHumanoidFavoredEnemyToRanger { get; set; } + public bool EnableRangerNatureShroudAt10 { get; set; } + public bool EnableMonkAbundantKi { get; set; } + public bool EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack { get; set; } + public bool EnableMonkDoNotRequireAttackActionForFlurry { get; set; } + public bool EnableMonkFightingStyle { get; set; } + public bool EnableMonkImprovedUnarmoredMovementToMoveOnTheWall { get; set; } + public bool EnableMonkHandwrapsUseGauntletSlot { get; set; } + public bool EnableMonkHeightenedMetabolism { get; set; } + public bool EnableMonkSuperiorDefenseToReplaceEmptyBody { get; set; } + public bool EnableMonkBodyAndMindToReplacePerfectSelf { get; set; } + public bool EnableMonkWeaponSpecialization { get; set; } + public bool EnableRogueCunningStrike { get; set; } + public bool EnableRogueFightingStyle { get; set; } + public bool EnableRogueSteadyAim { get; set; } + public bool EnableRogueStrSaving { get; set; } + public bool EnableSorcererMagicalGuidance { get; set; } + public bool EnableSorcererQuickenedAction { get; set; } + public bool HideQuickenedActionWhenMetamagicOff { get; set; } + public int WildSurgeDieRollThreshold { get; set; } = 2; + + // + // Characters - Backgrounds, Races & Subraces + // + + public bool EnableFlexibleBackgrounds { get; set; } + public bool EnableFlexibleRaces { get; set; } + public bool DisableSenseDarkVisionFromAllRaces { get; set; } + public bool DisableSenseSuperiorDarkVisionFromAllRaces { get; set; } + public bool AddDarknessPerceptiveToDarkRaces { get; set; } + public bool RaceLightSensitivityApplyOutdoorsOnly { get; set; } + public bool EnableAlternateHuman { get; set; } + public bool ChangeDragonbornElementalBreathUsages { get; set; } public int RaceSliderPosition { get; set; } = ModUi.DontDisplayDescription; public List RaceEnabled { get; } = []; public int SubraceSliderPosition { get; set; } = ModUi.DontDisplayDescription; public List SubraceEnabled { get; } = []; public int BackgroundSliderPosition { get; set; } = ModUi.DontDisplayDescription; public List BackgroundEnabled { get; } = []; - public SerializableDictionary KlassListSliderPosition { get; set; } = []; - public SerializableDictionary> KlassListSubclassEnabled { get; set; } = []; + // // Characters - Feats, Groups, Fighting Styles, Invocations and Metamagic // + public bool DisableLevelPrerequisitesOnModFeats { get; set; } + public bool DisableRacePrerequisitesOnModFeats { get; set; } + public bool DisableCastSpellPreRequisitesOnModFeats { get; set; } + public bool AllowCantripsTriggeringOnWarMagic { get; set; } public int FeatSliderPosition { get; set; } = ModUi.DontDisplayDescription; public List FeatEnabled { get; } = []; public int FeatGroupSliderPosition { get; set; } = ModUi.DontDisplayDescription; @@ -385,52 +358,77 @@ public class Settings : UnityModManager.ModSettings // Characters - Spells // + public bool AllowBladeCantripsToUseReach { get; set; } + public bool QuickCastLightCantripOnWornItemsFirst { get; set; } + public bool AllowTargetingSelectionWhenCastingChainLightningSpell { get; set; } + public bool RemoveHumanoidFilterOnHideousLaughter { get; set; } + public bool AddBleedingToLesserRestoration { get; set; } + public bool BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove { get; set; } + public bool RemoveRecurringEffectOnEntangle { get; set; } + public bool EnableUpcastConjureElementalAndFey { get; set; } + public bool OnlyShowMostPowerfulUpcastConjuredElementalOrFey { get; set; } + public bool ChangeSleetStormToCube { get; set; } + public bool UseHeightOneCylinderEffect { get; set; } + public bool FixEldritchBlastRange { get; set; } + public bool EnableOneDndHealingSpellsBuf { get; set; } + public bool AllowHasteCasting { get; set; } + public bool AllowStackedMaterialComponent { get; set; } + public bool EnableRelearnSpells { get; set; } public bool AllowDisplayingOfficialSpells { get; set; } public bool AllowDisplayingNonSuggestedSpells { get; set; } public SerializableDictionary SpellListSliderPosition { get; set; } = []; public SerializableDictionary> SpellListSpellEnabled { get; set; } = []; + // + // Characters - Subclasses + // + + public bool AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness { get; set; } + public bool EnableBardHealingBalladOnLongRest { get; set; } + public bool RemoveSchoolRestrictionsFromShadowCaster { get; set; } + public bool RemoveSchoolRestrictionsFromSpellBlade { get; set; } + public SerializableDictionary KlassListSliderPosition { get; set; } = []; + public SerializableDictionary> KlassListSubclassEnabled { get; set; } = []; + // // Interface - Game UI // // Campaigns and Locations + public bool AltOnlyHighlightItemsInPartyFieldOfView { get; set; } public bool EnableAdditionalIconsOnLevelMap { get; set; } public bool HideExitsAndTeleportersGizmosIfNotDiscovered { get; set; } - public bool EnableHeroWithBestProficiencyToRollChoice { get; set; } public bool EnableLogDialoguesToConsole { get; set; } + public bool EnableHeroWithBestProficiencyToRollChoice { get; set; } public bool MarkInvisibleTeleportersOnLevelMap { get; set; } public bool EnableAlternateVotingSystem { get; set; } public bool EnableSumD20OnAlternateVotingSystem { get; set; } - public bool AllowMoreRealStateOnRestPanel { get; set; } - public bool EnableRespec { get; set; } - public bool AddPaladinSmiteToggle { get; set; } - public bool EnableActionSwitching { get; set; } - public bool DisableMultilineSpellOffering { get; set; } public bool EnableStatsOnHeroTooltip { get; set; } + public bool EnableActionSwitching { get; set; } public bool EnableCustomPortraits { get; set; } - public bool ShowChannelDivinityOnPortrait { get; set; } + public bool AllowMoreRealStateOnRestPanel { get; set; } public bool EnableAdditionalBackstoryDisplay { get; set; } public bool EnableExtendedProficienciesPanelDisplay { get; set; } + public bool HideMonsterHitPoints { get; set; } + public bool RemoveBugVisualModels { get; set; } + + public bool ShowButtonWithControlledMonsterInfo { get; set; } // Battle - public bool ShowMotionFormPreview { get; set; } - public bool ShiftToSnapLineSpells { get; set; } public bool DontFollowCharacterInBattle { get; set; } + public bool EnableElevationCameraToStayAtPosition { get; set; } public bool NeverMoveCameraOnEnemyTurn { get; set; } + public bool EnableCancelEditOnRightMouseClick { get; set; } public int DontFollowMargin { get; set; } = 5; public int GridSelectedColor { get; set; } = 1; public int MovementGridWidthModifier { get; set; } = 100; public int OutlineGridWidthModifier { get; set; } = 100; public int OutlineGridWidthSpeed { get; set; } = 100; - public bool EnableDistanceOnTooltip { get; set; } + public bool ShowMotionFormPreview { get; set; } public int HighContrastTargetingAoeSelectedColor { get; set; } public int HighContrastTargetingSingleSelectedColor { get; set; } - // Camera - public bool EnableElevationCameraToStayAtPosition { get; set; } - // Formation public int FormationGridSelectedSet { get; set; } = -1; @@ -458,55 +456,17 @@ public class Settings : UnityModManager.ModSettings ] ]; - // Input - public bool AltOnlyHighlightItemsInPartyFieldOfView { get; set; } - public bool InvertAltBehaviorOnTooltips { get; set; } - public float TooltipWidth { get; set; } = Tooltips.DefScale; - public bool EnableHotkeySwapFormationSets { get; set; } - public bool EnableHotkeyToggleHud { get; set; } - public bool EnableCharacterExport { get; set; } - public bool EnableTeleportParty { get; set; } - public bool EnableRejoinParty { get; set; } - public bool EnableVttCamera { get; set; } - public bool EnableCancelEditOnRightMouseClick { get; set; } - // Inventory and Items public bool AddCustomIconsToOfficialItems { get; set; } + public bool AddNewWeaponsAndRecipesToShops { get; set; } public bool DisableAutoEquip { get; set; } - public bool EnableCtrlClickDragToBypassQuestItemsOnDrop { get; set; } public bool EnableInventoryFilteringAndSorting { get; set; } public bool EnableInventoryTaintNonProficientItemsRed { get; set; } public bool EnableInventoryTintKnownRecipesRed { get; set; } - public bool EnableInvisibleCrownOfTheMagister { get; set; } - public bool DontDisplayHelmets { get; set; } public bool ShowCraftingRecipeInDetailedTooltips { get; set; } public bool ShowCraftedItemOnRecipeIcon { get; set; } public bool SwapCraftedItemAndRecipeIcons { get; set; } - // Monsters - public bool HideMonsterHitPoints { get; set; } - public bool RemoveBugVisualModels { get; set; } - public bool ShowButtonWithControlledMonsterInfo { get; set; } - - // - // Interface - Dungeon Maker - // - - public bool EnableLoggingInvalidReferencesInUserCampaigns { get; set; } - public bool EnableSortingDungeonMakerAssets { get; set; } - public bool AllowGadgetsAndPropsToBePlacedAnywhere { get; set; } - public bool UnleashEnemyAsNpc { get; set; } - public bool AddNewWeaponsAndRecipesToEditor { get; set; } - public bool UnleashNpcAsEnemy { get; set; } - public bool EnableVariablePlaceholdersOnTexts { get; set; } - public bool EnableDungeonMakerModdedContent { get; set; } - - // - // Interface - Translations - // - - public string SelectedLanguageCode { get; set; } = TranslatorContext.English; - // // Encounters - General // @@ -514,14 +474,14 @@ public class Settings : UnityModManager.ModSettings public bool EnableEnemiesControlledByPlayer { get; set; } public bool EnableHeroesControlledByComputer { get; set; } + // // Debug + // + public bool DebugDisableVerifyDefinitionNameIsNotInUse { get; set; } #if DEBUG public int WildSurgeEffectDie { get; set; } -#endif - -#if DEBUG public bool DebugLogDefinitionCreation { get; set; } public bool DebugLogFieldInitialization { get; set; } public bool DebugLogVariantMisuse { get; set; } diff --git a/SolastaUnfinishedBusiness/Settings/empty.xml b/SolastaUnfinishedBusiness/Settings/empty.xml index c101153b00..17d2cf907f 100644 --- a/SolastaUnfinishedBusiness/Settings/empty.xml +++ b/SolastaUnfinishedBusiness/Settings/empty.xml @@ -15,6 +15,10 @@ false false false + false + false + false + false @@ -203,13 +207,16 @@ + true true + true true true true true true + true true true @@ -287,85 +294,23 @@ SunlightBlade TrueStrike + false + false + false + false + 0 + false + false + false + false false - false false - false - false - - false - false - false false false 100 4 false 1.5 - 5 - false - false - false - false - false - false - false - false - false - false - 0 - false - false - false - false - false - 0 - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false - false false false false @@ -373,7 +318,6 @@ false false false - false false false false @@ -382,9 +326,15 @@ false false + false + false false + false false false + false + false + false false false false @@ -392,71 +342,41 @@ false false - false - false - false - false - - false - false - false - false - false - false - false - false + 0 + false + false + false false false false false - false - false - false - false - false - false - false - false - false - false - false false - false false false false - 2 - false - - false - false + false false false false false - false - false false - true + false false + false false + false false false - false - false 1 0 0 0 - false - false - false false - 200 - 0 50 0 + 200 + 0 @@ -469,16 +389,103 @@ false false false + false + false + false + false + false + false + false + false + en + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + + false + false + false + false + false + false + false + false + false + false + false + false + false + false + false + 2 + false + false + false + false + false + false + false + false 4 4 4 - + false + false + false + false + 4 + + 4 + + 4 + + 4 + + 4 + + false + false + false + false + false + false + + false + false + false + false + false + false + false + false + false + false + false + false + - Barbarian + SpellListInventor 4 @@ -486,7 +493,7 @@ - Bard + SpellListBard 4 @@ -494,7 +501,7 @@ - Cleric + SpellListCleric 4 @@ -502,7 +509,7 @@ - Druid + SpellListDruid 4 @@ -510,7 +517,7 @@ - Fighter + SpellListPaladin 4 @@ -518,7 +525,7 @@ - Monk + SpellListRanger 4 @@ -526,7 +533,7 @@ - Paladin + SpellListSorcerer 4 @@ -534,7 +541,7 @@ - Ranger + SpellListWarlock 4 @@ -542,7 +549,7 @@ - Rogue + SpellListMonkTraditionLight 4 @@ -550,41 +557,41 @@ - Sorcerer + SpellListWizard 4 + + - Warlock + SpellListInventor - 4 + - Wizard + SpellListBard - 4 + - Inventor + SpellListCleric - 4 + - - - Barbarian + SpellListDruid @@ -592,7 +599,7 @@ - Bard + SpellListPaladin @@ -600,7 +607,7 @@ - Cleric + SpellListRanger @@ -608,7 +615,7 @@ - Druid + SpellListSorcerer @@ -616,7 +623,7 @@ - Fighter + SpellListWarlock @@ -624,7 +631,7 @@ - Monk + SpellListMonkTraditionLight @@ -632,77 +639,70 @@ - Paladin + SpellListWizard + + false + + false + false + false + - Ranger + Barbarian - + 4 - Rogue + Bard - + 4 - Sorcerer + Cleric - + 4 - Warlock + Druid - + 4 - Wizard + Fighter - + 4 - Inventor + Monk - + 4 - - 4 - - 4 - - 4 - - 4 - - 4 - - false - false - - SpellListInventor + Paladin 4 @@ -710,7 +710,7 @@ - SpellListBard + Ranger 4 @@ -718,7 +718,7 @@ - SpellListCleric + Rogue 4 @@ -726,7 +726,7 @@ - SpellListDruid + Sorcerer 4 @@ -734,7 +734,7 @@ - SpellListPaladin + Warlock 4 @@ -742,7 +742,7 @@ - SpellListRanger + Wizard 4 @@ -750,41 +750,41 @@ - SpellListSorcerer + Inventor 4 + + - SpellListWarlock + Barbarian - 4 + - SpellListMonkTraditionLight + Bard - 4 + - SpellListWizard + Cleric - 4 + - - - SpellListInventor + Druid @@ -792,7 +792,7 @@ - SpellListBard + Fighter @@ -800,7 +800,7 @@ - SpellListCleric + Monk @@ -808,7 +808,7 @@ - SpellListDruid + Paladin @@ -816,7 +816,7 @@ - SpellListPaladin + Ranger @@ -824,7 +824,7 @@ - SpellListRanger + Rogue @@ -832,7 +832,7 @@ - SpellListSorcerer + Sorcerer @@ -840,7 +840,7 @@ - SpellListWarlock + Warlock @@ -848,7 +848,7 @@ - SpellListMonkTraditionLight + Wizard @@ -856,43 +856,43 @@ - SpellListWizard + Inventor - + + false false false - false false + false false false false - false - false - false - false - false false + false false - false + false false false - false - false + false + false + false false + false false + false 5 1 100 100 100 false + false 0 0 - false 0 @@ -1081,44 +1081,16 @@ - false - false - 1 - false - false - false - false - false - false - false false + false false - false false false false - false - false false false false - false - false - false - false - false - false - false - false - false - false - false - en false false false - 0 - false - false - false \ No newline at end of file diff --git a/SolastaUnfinishedBusiness/Settings/zappastuff.xml b/SolastaUnfinishedBusiness/Settings/zappastuff.xml index 3d4ed2b875..ebef69f0eb 100644 --- a/SolastaUnfinishedBusiness/Settings/zappastuff.xml +++ b/SolastaUnfinishedBusiness/Settings/zappastuff.xml @@ -15,6 +15,10 @@ false false false + false + false + false + false @@ -203,13 +207,16 @@ + true true + true true true true true true + false true true @@ -384,85 +391,23 @@ WaterBreathing WaterWalk + true + true + true + true + 3 + true + true + true + false true - false true - true - true - - true - true - false true true 100 2 false 3 - 5 - false - false - false - true - true - false - true - false - true - true - 0 - false - false - false - true - true - 3 - true - false - true - true - false - false - false - true - false - true - true - true - true - true - true - false - true - true - true - true - - true - false - true - true - true - true - false - true - false - true - true - true - true - false - true - true - true - true - true - true - true - true - true - true - false false true true @@ -470,7 +415,6 @@ false false true - true true false false @@ -479,9 +423,15 @@ false true + true + false true + true true true + false + false + false true false true @@ -489,71 +439,41 @@ true true - true - true - true - true - - true - true - false - true - true - true - true - true + 0 + false + false + false true true true false - false - false - false - true - false - true - true - true - false - false - false false - true true true true - 2 - false - - true - false + true true true true true - false - true false true true + true false + false true true - true - true 1 0 0 0 - true - true - false true - 200 - 0 50 0 + 200 + 0 PrimedItems EnchantingIngredients @@ -692,6 +612,60 @@ false false false + true + true + true + false + true + false + false + false + en + false + true + true + false + true + false + false + true + true + true + true + true + true + true + true + false + true + true + true + true + + true + false + true + true + true + true + true + false + true + false + true + true + true + true + false + 2 + false + false + false + false + true + true + true + true 4 RaceMalakh @@ -729,319 +703,10 @@ BackgroundMilitia BackgroundTroublemaker - - - - Barbarian - - - 4 - - - - - Bard - - - 4 - - - - - Cleric - - - 4 - - - - - Druid - - - 4 - - - - - Fighter - - - 4 - - - - - Monk - - - 4 - - - - - Paladin - - - 4 - - - - - Ranger - - - 4 - - - - - Rogue - - - 4 - - - - - Sorcerer - - - 4 - - - - - Warlock - - - 4 - - - - - Wizard - - - 4 - - - - - Inventor - - - 4 - - - - - - - Barbarian - - - - PathOfTheBattlerager - PathOfTheBeast - PathOfTheElements - PathOfTheLight - PathOfTheRavager - PathOfTheReaver - PathOfTheSavagery - PathOfTheSpirits - PathOfTheWildMagic - PathOfTheYeoman - - - - - - Bard - - - - CollegeOfAudacity - CollegeOfElegance - CollegeOfGuts - CollegeOfLife - CollegeOfThespian - CollegeOfValiance - - - - - - Cleric - - - - DomainDefiler - DomainNature - DomainSmith - DomainTempest - - - - - - Druid - - - - CircleOfTheAncientForest - CircleOfTheCosmos - CircleOfTheForestGuardian - CircleOfTheLife - CircleOfTheNight - CircleOfTheWildfire - - - - - - Fighter - - - - MartialArcaneArcher - MartialForceKnight - MartialGuardian - MartialRoyalKnight - MartialSpellShield - MartialTactician - MartialWarlord - MartialWeaponMaster - - - - - - Monk - - - - WayOfTheDiscordance - WayOfTheDragon - WayOfSilhouette - WayOfTheStormSoul - WayOfWealAndWoe - WayOfZenArchery - - - - - - Paladin - - - - OathOfAltruism - OathOfAncients - OathOfDemonHunter - OathOfDread - OathOfHatred - OathOfThunder - - - - - - Ranger - - - - RangerArcanist - RangerFeyWanderer - RangerGloomStalker - RangerHellWalker - RangerLightBearer - RangerSkyWarrior - RangerSurvivalist - RangerWildMaster - - - - - - Rogue - - - - RoguishAcrobat - RoguishArcaneScoundrel - RoguishBladeCaller - RoguishDuelist - RoguishOpportunist - RoguishRavenScion - RoguishSlayer - RoguishUmbralStalker - - - - - - Sorcerer - - - - SorcerousDivineHeart - SorcerousFieldManipulator - SorcerousPsion - SorcerousSorrAkkath - SorcerousSpellBlade - SorcerousWildMagic - - - - - - Warlock - - - - PatronArchfey - PatronCelestial - PatronEldritchSurge - PatronElementalist - PatronMoonlitScion - PatronMountain - PatronRiftWalker - PatronSoulBlade - - - - - - Wizard - - - - WizardArcaneFighter - WizardBladeDancer - WizardDeadMaster - WizardGraviturgist - WizardSpellMaster - WizardWarMagic - - - - - - Inventor - - - - InnovationAlchemy - InnovationArmor - InnovationArtillerist - InnovationVitriolist - InnovationVivisectionist - InnovationWeapon - - - - + false + false + false + false 4 FeatAcrobat @@ -1089,7 +754,6 @@ FeatGroupFlamesOfPhlegethos FeatFrostAdaptation FeatGiftOfTheChromaticDragon - FeatGrappler FeatCleavingAttack FeatGroupGrudgeBearer FeatGroupHardy @@ -1187,7 +851,6 @@ Executioner Interception Lunger - Pugilist RemarkableTechnique Torchbearer @@ -1243,6 +906,23 @@ MetamagicTransmutedSpell MetamagicWidenedSpell + true + false + true + true + true + true + + true + true + false + true + true + true + true + true + true + false false false @@ -1756,36 +1436,354 @@ - true - true - true - true - true - true + false + + true + false + false + + + + Barbarian + + + 4 + + + + + Bard + + + 4 + + + + + Cleric + + + 4 + + + + + Druid + + + 4 + + + + + Fighter + + + 4 + + + + + Monk + + + 4 + + + + + Paladin + + + 4 + + + + + Ranger + + + 4 + + + + + Rogue + + + 4 + + + + + Sorcerer + + + 4 + + + + + Warlock + + + 4 + + + + + Wizard + + + 4 + + + + + Inventor + + + 4 + + + + + + + Barbarian + + + + PathOfTheBattlerager + PathOfTheBeast + PathOfTheElements + PathOfTheLight + PathOfTheRavager + PathOfTheReaver + PathOfTheSavagery + PathOfTheSpirits + PathOfTheWildMagic + PathOfTheYeoman + + + + + + Bard + + + + CollegeOfAudacity + CollegeOfElegance + CollegeOfGuts + CollegeOfLife + CollegeOfThespian + CollegeOfValiance + + + + + + Cleric + + + + DomainDefiler + DomainNature + DomainSmith + DomainTempest + + + + + + Druid + + + + CircleOfTheAncientForest + CircleOfTheCosmos + CircleOfTheForestGuardian + CircleOfTheLife + CircleOfTheNight + CircleOfTheWildfire + + + + + + Fighter + + + + MartialArcaneArcher + MartialForceKnight + MartialGuardian + MartialRoyalKnight + MartialSpellShield + MartialTactician + MartialWarlord + MartialWeaponMaster + + + + + + Monk + + + + WayOfTheDiscordance + WayOfTheDragon + WayOfSilhouette + WayOfTheStormSoul + WayOfWealAndWoe + WayOfZenArchery + + + + + + Paladin + + + + OathOfAltruism + OathOfAncients + OathOfDemonHunter + OathOfDread + OathOfHatred + OathOfThunder + + + + + + Ranger + + + + RangerArcanist + RangerFeyWanderer + RangerGloomStalker + RangerHellWalker + RangerLightBearer + RangerSkyWarrior + RangerSurvivalist + RangerWildMaster + + + + + + Rogue + + + + RoguishAcrobat + RoguishArcaneScoundrel + RoguishBladeCaller + RoguishDuelist + RoguishOpportunist + RoguishRavenScion + RoguishSlayer + RoguishUmbralStalker + + + + + + Sorcerer + + + + SorcerousDivineHeart + SorcerousFieldManipulator + SorcerousPsion + SorcerousSorrAkkath + SorcerousSpellBlade + SorcerousWildMagic + + + + + + Warlock + + + + PatronArchfey + PatronCelestial + PatronEldritchSurge + PatronElementalist + PatronMoonlitScion + PatronMountain + PatronRiftWalker + PatronSoulBlade + + + + + + Wizard + + + + WizardArcaneFighter + WizardBladeDancer + WizardDeadMaster + WizardGraviturgist + WizardSpellMaster + WizardWarMagic + + + + + + Inventor + + + + InnovationAlchemy + InnovationArmor + InnovationArtillerist + InnovationVitriolist + InnovationVivisectionist + InnovationWeapon + + + + + true + true + true + true + true + true + true true - true - true - true - true - false true + true true - true + true true false - true - false + true + false + true true + true true + true 5 1 100 0 100 true + true 0 0 - true 0 @@ -1974,39 +1972,15 @@ - true - true - 1 - true - true - true - true - true - true - true true + true true - true true true true - false - false true true true - true - false - true - true - true - true - false - true - false - false - false - en false false true diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj index b4426a4e75..1c3cf48821 100644 --- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj +++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj @@ -3,7 +3,7 @@ 12 net48 - 1.5.97.34 + 1.5.97.35 https://github.com/SolastaMods/SolastaUnfinishedBusiness git Debug Install;Release Install diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs index f5af68beb5..40359ed10e 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs @@ -1156,12 +1156,12 @@ public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter // handle first target like AttackAfterMagicEffect if (__instance.SelectionService.SelectedTargets.Count == 0) { - if (AttackAfterMagicEffect.CanAttack(__instance.ActionParams.ActingCharacter, target)) + if (AttackAfterMagicEffect.CanAttack(__instance.ActionParams.ActingCharacter, target, out var isReach)) { return true; } - var text = Main.Settings.AllowBladeCantripsToUseReach ? "Feedback/&WithinReach" : "Feedback/&Within5Ft"; + var text = isReach ? "Feedback/&WithinReach" : "Feedback/&Within5Ft"; __instance.actionModifier.FailureFlags.Add(Gui.Format("Failure/&TargetMeleeWeaponError", text)); diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs index 80c6687980..3bdec65363 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs @@ -1694,7 +1694,7 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, yield return pathfindingService .ComputeValidDestinationsAsync(target, target.LocationPosition, target.MaxTacticalMoves * 2); - + var positioningService = ServiceRepository.GetService(); var casterPosition = action.ActingCharacter.LocationPosition; var destinationPosition = target.LocationPosition; @@ -2216,12 +2216,12 @@ public void OnConditionRemoved(RulesetCharacter target, RulesetCondition ruleset private const int TempHpPerLevelSkinOfRetribution = 5; + private const string SkinOfRetributionName = "SkinOfRetribution"; + internal static SpellDefinition BuildSkinOfRetribution() { - const string NAME = "SkinOfRetribution"; - var powerSkinOfRetribution = FeatureDefinitionPowerBuilder - .Create($"Power{NAME}") + .Create($"Power{SkinOfRetributionName}") .SetGuiPresentationNoContent(true) .SetUsesFixed(ActivationTime.NoCost) .SetEffectDescription( @@ -2233,14 +2233,18 @@ internal static SpellDefinition BuildSkinOfRetribution() .Build()) .AddToDB(); + powerSkinOfRetribution.AddCustomSubFeatures( + new ModifyEffectDescriptionSkinOfRetribution(powerSkinOfRetribution)); + var damageAffinitySkinOfRetribution = FeatureDefinitionDamageAffinityBuilder - .Create($"DamageAffinity{NAME}") + .Create($"DamageAffinity{SkinOfRetributionName}") .SetGuiPresentationNoContent(true) - .SetRetaliate(powerSkinOfRetribution, 1) + // max possible reach in game is 15 ft + .SetRetaliate(powerSkinOfRetribution, 3) .AddToDB(); var conditionSkinOfRetribution = ConditionDefinitionBuilder - .Create($"Condition{NAME}") + .Create($"Condition{SkinOfRetributionName}") .SetGuiPresentation(Category.Condition, Sprites.GetSprite("ConditionMirrorImage", Resources.ConditionMirrorImage, 32)) .SetSilent(Silent.WhenAdded) @@ -2250,11 +2254,12 @@ internal static SpellDefinition BuildSkinOfRetribution() .AddToDB(); conditionSkinOfRetribution.AddCustomSubFeatures( - new CustomBehaviorSkinOfRetribution(conditionSkinOfRetribution, powerSkinOfRetribution)); + new CustomBehaviorSkinOfRetribution(conditionSkinOfRetribution)); return SpellDefinitionBuilder - .Create(NAME) - .SetGuiPresentation(Category.Spell, Sprites.GetSprite(NAME, Resources.SkinOfRetribution, 128)) + .Create(SkinOfRetributionName) + .SetGuiPresentation(Category.Spell, + Sprites.GetSprite(SkinOfRetributionName, Resources.SkinOfRetribution, 128)) .SetSchoolOfMagic(SchoolOfMagicDefinitions.SchoolAbjuration) .SetSpellLevel(1) .SetCastingTime(ActivationTime.Action) @@ -2282,50 +2287,9 @@ internal static SpellDefinition BuildSkinOfRetribution() .AddToDB(); } - private sealed class CustomBehaviorSkinOfRetribution( - ConditionDefinition conditionSkinOfRetribution, - FeatureDefinitionPower powerSkinOfRetribution) - : IPhysicalAttackInitiatedOnMe, IMagicEffectAttackInitiatedOnMe, - IPhysicalAttackFinishedOnMe, IMagicEffectFinishedOnMe, IModifyEffectDescription + private sealed class ModifyEffectDescriptionSkinOfRetribution(FeatureDefinitionPower powerSkinOfRetribution) + : IModifyEffectDescription { - public IEnumerator OnMagicEffectAttackInitiatedOnMe( - CharacterActionMagicEffect action, - RulesetEffect activeEffect, - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier attackModifier, - bool firstTarget, - bool checkMagicalAttackDamage) - { - var rulesetDefender = defender.RulesetCharacter; - - if (rulesetDefender.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) - { - defender.SetSpecialFeatureUses("SkinOfRetribution", activeCondition.EffectLevel); - } - - yield break; - } - - public IEnumerator OnMagicEffectFinishedOnMe( - CharacterAction action, - GameLocationCharacter attacker, - GameLocationCharacter defender, - List targets) - { - var rulesetDefender = defender.RulesetCharacter; - - if (rulesetDefender.TemporaryHitPoints == 0 && - rulesetDefender.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) - { - rulesetDefender.RemoveCondition(activeCondition); - } - - yield break; - } - public bool IsValid( BaseDefinition definition, RulesetCharacter character, @@ -2347,52 +2311,95 @@ public EffectDescription GetEffectDescription( return effectDescription; } - var effectLevel = glc.GetSpecialFeatureUses("SkinOfRetribution", 1); + var effectLevel = glc.GetSpecialFeatureUses(SkinOfRetributionName, 1); var damageForm = effectDescription.FindFirstDamageForm(); damageForm.BonusDamage = TempHpPerLevelSkinOfRetribution * effectLevel; return effectDescription; } + } - public IEnumerator OnPhysicalAttackFinishedOnMe( + private sealed class CustomBehaviorSkinOfRetribution(ConditionDefinition conditionSkinOfRetribution) + : IMagicEffectBeforeHitConfirmedOnMe, IMagicEffectFinishedOnMe, + IPhysicalAttackBeforeHitConfirmedOnMe, IPhysicalAttackFinishedOnMe + { + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetEffect rulesetEffect, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + Set(defender); + + yield break; + } + + public IEnumerator OnMagicEffectFinishedOnMe( CharacterAction action, GameLocationCharacter attacker, GameLocationCharacter defender, - RulesetAttackMode attackMode, - RollOutcome rollOutcome, - int damageAmount) + List targets) { - var rulesetDefender = defender.RulesetCharacter; + Reset(defender.RulesetCharacter); - if (rulesetDefender.TemporaryHitPoints == 0 && - rulesetDefender.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) - { - rulesetDefender.RemoveCondition(activeCondition); - } + yield break; + } + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, bool criticalHit) + { + Set(defender); yield break; } - public IEnumerator OnPhysicalAttackInitiatedOnMe( + + public IEnumerator OnPhysicalAttackFinishedOnMe( GameLocationBattleManager battleManager, CharacterAction action, GameLocationCharacter attacker, GameLocationCharacter defender, - ActionModifier attackModifier, - RulesetAttackMode attackMode) + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + Reset(defender.RulesetCharacter); + + yield break; + } + + private void Set(GameLocationCharacter defender) { var rulesetDefender = defender.RulesetCharacter; if (rulesetDefender.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) { - defender.SetSpecialFeatureUses("SkinOfRetribution", activeCondition.EffectLevel); + defender.SetSpecialFeatureUses(SkinOfRetributionName, activeCondition.EffectLevel); } + } - yield break; + private void Reset(RulesetCharacter rulesetDefender) + { + if (rulesetDefender.TemporaryHitPoints == 0 && + rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSkinOfRetribution.Name, out var activeCondition)) + { + rulesetDefender.RemoveCondition(activeCondition); + } } } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs index f6da9cb9b1..39a4254a9e 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs @@ -1045,11 +1045,12 @@ private static FeatureUnlockByLevel BuildShadowBladeFeatureBySlotLevel(int level return new FeatureUnlockByLevel(attackModifierShadowBladeLevel, level); } - private sealed class ModifyAttackActionModifierShadowBlade( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - [NotNull] ItemDefinition itemShadowBlade) + private sealed class ModifyAttackActionModifierShadowBlade(ItemDefinition itemShadowBlade) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.Equipment, itemShadowBlade.Name, itemShadowBlade); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -1074,8 +1075,7 @@ public void OnAttackComputeModifier( return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.Equipment, itemShadowBlade.Name, itemShadowBlade)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel04.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel04.cs index 927ec60eb3..c0e566b075 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel04.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel04.cs @@ -1420,11 +1420,12 @@ internal static SpellDefinition BuildForestGuardian() return spell; } - private sealed class ModifyAttackActionModifierBeast( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionBeast) + private sealed class ModifyAttackActionModifierBeast(ConditionDefinition conditionBeast) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.Condition, conditionBeast.Name, conditionBeast); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -1435,17 +1436,17 @@ public void OnAttackComputeModifier( { if (attackMode?.AbilityScore == AttributeDefinitions.Strength) { - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.Condition, conditionBeast.Name, conditionBeast)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } } - private sealed class CustomBehaviorTree( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionTree) + private sealed class CustomBehaviorTree(ConditionDefinition conditionTree) : IModifyAttackActionModifier, IRollSavingThrowInitiated { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.Condition, conditionTree.Name, conditionTree); + public void OnAttackComputeModifier(RulesetCharacter myself, RulesetCharacter defender, BattleDefinitions.AttackProximity attackProximity, @@ -1460,8 +1461,7 @@ public void OnAttackComputeModifier(RulesetCharacter myself, || attackProximity == BattleDefinitions.AttackProximity.MagicRange || attackProximity == BattleDefinitions.AttackProximity.MagicReach) { - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.Condition, conditionTree.Name, conditionTree)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs index 4568bd0684..b591fe75f6 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs @@ -1133,7 +1133,7 @@ protected override List GetAttackModes([NotNull] RulesetChara ActionType, strikeDefinition, strikeDefinition.WeaponDescription, - ValidatorsCharacter.IsFreeOffhand(hero), + ValidatorsCharacter.IsFreeOffhandVanilla(hero), true, EquipmentDefinitions.SlotTypeMainHand, hero.attackModifiers, diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs index 1911d66100..9871fb1f86 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs @@ -1038,6 +1038,9 @@ private sealed class SwiftThrow(ItemDefinition concealedDagger, FeatureDefinitio { private const int DaggerCloseRange = 4; + private readonly TrendInfo _trendInfo = + new(-1, FeatureSourceType.Equipment, "Tooltip/&ProximityLongRangeTitle", null); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -1058,8 +1061,7 @@ public void OnAttackComputeModifier( glcDefender != null && !glcMyself.IsWithinRange(glcDefender, DaggerCloseRange)) { - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(-1, FeatureSourceType.Equipment, "Tooltip/&ProximityLongRangeTitle", null)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } @@ -1091,10 +1093,10 @@ public IEnumerator OnPowerOrSpellFinishedByMe(CharacterActionMagicEffect action, attackModeCopy.SourceDefinition = concealedDagger; attackModeCopy.EffectDescription = concealedDagger.WeaponDescription.EffectDescription; attackModeCopy.AttackTags.SetRange(concealedDagger.WeaponDescription.WeaponTags); - attackModeCopy.closeRange = DaggerCloseRange; - attackModeCopy.maxRange = 12; - attackModeCopy.thrown = true; - attackModeCopy.ranged = true; + attackModeCopy.CloseRange = DaggerCloseRange; + attackModeCopy.MaxRange = 12; + attackModeCopy.Thrown = true; + attackModeCopy.Ranged = true; attackModeCopy.EffectDescription.EffectForms.RemoveAll(x => x.FormType == EffectForm.EffectFormType.Damage); attackModeCopy.EffectDescription.EffectForms.AddRange( @@ -1272,6 +1274,9 @@ private sealed class Feint(FeatureDefinitionPower pool) { private const string ConditionGambitFeint = "ConditionGambitFeint"; + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.Condition, ConditionGambitFeint, null); + public void OnAttackComputeModifier(RulesetCharacter myself, RulesetCharacter defender, BattleDefinitions.AttackProximity attackProximity, @@ -1286,8 +1291,7 @@ public void OnAttackComputeModifier(RulesetCharacter myself, return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.Condition, ConditionGambitFeint, null)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } public IEnumerator OnPhysicalAttackFinishedByMe( diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs index 05de0ae004..5fb2467dd1 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs @@ -801,7 +801,6 @@ internal static InvocationDefinition BuildPerniciousCloak() EffectDescriptionBuilder .Create() .SetTargetingData(Side.All, RangeType.Self, 0, TargetType.Self) - .SetRecurrentEffect(RecurrentEffect.OnTurnStart | RecurrentEffect.OnActivation) .SetEffectForms( EffectFormBuilder.ConditionForm( conditionPerniciousCloak, ConditionForm.ConditionOperation.Remove), diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheNight.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheNight.cs index e2bfc0fc95..2d4524b5ef 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheNight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheNight.cs @@ -408,7 +408,7 @@ public void OnAttackComputeModifier( if (myself.HasConditionOfType(ConditionWildShapeSubstituteForm) && attackProximity == BattleDefinitions.AttackProximity.PhysicalReach) { - attackMode?.AttackTags.TryAdd(TagsDefinitions.MagicalWeapon); + attackMode?.AddAttackTagAsNeeded(TagsDefinitions.MagicalWeapon); } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs index ea11a946a5..afe13e2c54 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheWildfire.cs @@ -65,7 +65,6 @@ public sealed class CircleOfTheWildfire : AbstractSubclass .SetBonusMode(AddBonusMode.AbilityBonus) .SetDamageForm(DamageTypeFire, 2, DieType.D10) .Build()) - //.SetCasterEffectParameters(HeatMetal) .SetImpactEffectParameters(FireBolt) .Build()) .AddToDB(); @@ -88,7 +87,6 @@ public sealed class CircleOfTheWildfire : AbstractSubclass HealingComputation.Dice, 0, DieType.D10, 1, false, HealingCap.MaximumHitPoints) .Build()) - //.SetCasterEffectParameters(HeatMetal) .SetImpactEffectParameters(CureWounds) .Build()) .AddToDB(); @@ -134,7 +132,7 @@ public CircleOfTheWildfire() .SetBonusMode(AddBonusMode.Proficiency) .SetDamageForm(DamageTypeFire, 1, DieType.D6) .Build()) - .SetParticleEffectParameters(PowerDomainElementalFireBurst) + .SetImpactEffectParameters(BurningHands) .Build()) .AddToDB(); @@ -750,7 +748,13 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( bool firstTarget, bool criticalHit) { - if (!HasSpirit(attacker.Guid) || !firstTarget) + if (!HasSpirit(attacker.Guid)) + { + yield break; + } + + if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique && + !firstTarget) { yield break; } @@ -768,7 +772,7 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( var newDamageForm = EffectFormBuilder .Create() .HasSavingThrow(EffectSavingThrowType.Negates) - .SetDamageForm(DamageTypeFire, 1, DieType.D12) + .SetDamageForm(DamageTypeFire, 1, DieType.D8) .Build(); newDamageForm.DamageForm.IgnoreCriticalDoubleDice = true; @@ -867,10 +871,8 @@ public IEnumerator HandleReducedToZeroHpByMeOrAlly( { var rulesetAlly = ally.RulesetCharacter; - if (downedCreature.RulesetCharacter is not RulesetCharacterMonster rulesetCharacterMonster || - rulesetAlly.GetRemainingPowerUses(PowerCauterizingFlames) == 0 || - (rulesetCharacterMonster.MonsterDefinition.SizeDefinition != CharacterSizeDefinitions.Small && - rulesetCharacterMonster.MonsterDefinition.SizeDefinition != CharacterSizeDefinitions.Medium)) + if (downedCreature.RulesetCharacter is not RulesetCharacterMonster || + rulesetAlly.GetRemainingPowerUses(PowerCauterizingFlames) == 0) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs index dbc04a015a..257e7b3fca 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs @@ -185,7 +185,7 @@ public InnovationArtillerist() .Create($"ActionAffinity{Name}{Flamethrower}Tiny") .SetGuiPresentationNoContent(true) .SetAuthorizedActions((Id)ExtraActionId.CannonFlamethrowerBonus) - .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHand)) + .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHandConsiderGrapple)) .AddToDB(); var actionAffinityForceBallistaTiny = @@ -193,7 +193,7 @@ public InnovationArtillerist() .Create($"ActionAffinity{Name}{ForceBallista}Tiny") .SetGuiPresentationNoContent(true) .SetAuthorizedActions((Id)ExtraActionId.CannonForceBallistaBonus) - .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHand)) + .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHandConsiderGrapple)) .AddToDB(); var actionAffinityProtectorTiny = @@ -201,7 +201,7 @@ public InnovationArtillerist() .Create($"ActionAffinity{Name}{Protector}Tiny") .SetGuiPresentationNoContent(true) .SetAuthorizedActions((Id)ExtraActionId.CannonProtectorBonus) - .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHand)) + .AddCustomSubFeatures(new ValidateDefinitionApplication(ValidatorsCharacter.HasFreeHandConsiderGrapple)) .AddToDB(); // Medium Cannon Conditions diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs index 71ab2a281a..859a7ffea1 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs @@ -740,7 +740,7 @@ void ReactionValidated() attackModifier.AttacktoHitTrends, attackModifier.IgnoreAdvantage, attackModifier.AttackAdvantageTrends, - attackMode.ranged, + attackMode.Ranged, false, attackModifier.AttackRollModifier, out var outcome, diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs index d52ee2181d..e9f82df882 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs @@ -793,7 +793,11 @@ private static string FormatReactionDescription( private sealed class ModifyWeaponModifyAttackModeForceDrive : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { attackMode.reachRange += 6; } diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs index 7cd7543de0..854e48afb8 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs @@ -78,7 +78,7 @@ public MartialWarlord() .AddCustomSubFeatures( new MagicEffectFinishedByMePressTheAdvantage(), new RestrictReactionAttackMode((_, attacker, _, mode, _) => - mode != null && // IsWeaponOrUnarmedAttack + ValidatorsWeapon.IsMelee(mode) && attacker.OnceInMyTurnIsValid(PressTheAdvantageMarker) && attacker.RulesetCharacter.IsToggleEnabled(PressTheAdvantageToggle))) .AddToDB(); @@ -554,7 +554,8 @@ public IEnumerator OnPhysicalAttackFinishedByMe( var actionParams = action.actionParams; // non-reaction melee hits only - if (attackMode.ranged || rollOutcome is RollOutcome.CriticalFailure or RollOutcome.Failure || + if (!ValidatorsWeapon.IsMelee(attackMode) || + rollOutcome is RollOutcome.CriticalFailure or RollOutcome.Failure || actionParams.actionDefinition.Id == ActionDefinitions.Id.AttackOpportunity) { yield break; @@ -572,8 +573,8 @@ public IEnumerator OnPhysicalAttackFinishedByMe( if (!rulesetCharacterMonster.TryGetConditionOfCategoryAndType(AttributeDefinitions.TagConjure, ConditionConjuredCreature, - out var activeCondition) - || activeCondition.SourceGuid != attacker.Guid) + out var activeCondition) || + activeCondition.SourceGuid != attacker.Guid) { continue; } @@ -591,28 +592,13 @@ public IEnumerator OnPhysicalAttackFinishedByMe( foreach (var partyCharacter in allies) { - RulesetAttackMode mode; - ActionModifier modifier; - - //prefer melee if main hand is melee or if enemy is close - var preferMelee = - ValidatorsWeapon.IsMelee(partyCharacter.RulesetCharacter.GetMainWeapon()) || - partyCharacter.IsWithinRange(defender, 1); - - var (meleeMode, meleeModifier) = partyCharacter.GetFirstMeleeModeThatCanAttack(defender, battleManager); + var (meleeMode, meleeModifier) = + partyCharacter.GetFirstMeleeModeThatCanAttack(defender, battleManager, true); var (rangedMode, rangedModifier) = partyCharacter.GetFirstRangedModeThatCanAttack(defender, battleManager); - if (preferMelee) - { - mode = meleeMode ?? rangedMode; - modifier = meleeModifier ?? rangedModifier; - } - else - { - mode = rangedMode ?? meleeMode; - modifier = rangedModifier ?? meleeModifier; - } + var mode = meleeMode ?? rangedMode; + var modifier = meleeModifier ?? rangedModifier; if (mode == null) { diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs index 96dd4fb933..8a1de784ef 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs @@ -231,11 +231,12 @@ private static bool HasSpecializedWeapon( // Specialization // - private sealed class ModifyAttackActionModifierSpecializationDisadvantage( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinition featureDefinition) + private sealed class ModifyAttackActionModifierSpecializationDisadvantage(FeatureDefinition featureDefinition) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(-1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -249,8 +250,7 @@ public void OnAttackComputeModifier( return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(-1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } @@ -262,7 +262,11 @@ private sealed class ModifyWeaponAttackModeSpecialization( { public readonly WeaponTypeDefinition WeaponTypeDefinition = weaponTypeDefinition; - public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { var damage = attackMode?.EffectDescription?.FindFirstDamageForm(); @@ -287,12 +291,12 @@ public void ModifyAttackMode(RulesetCharacter character, [CanBeNull] RulesetAtta : 1; attackMode.ToHitBonus += bonus; - attackMode.ToHitBonusTrends.Add(new TrendInfo(bonus, FeatureSourceType.CharacterFeature, - featureDefinition.Name, featureDefinition)); + attackMode.ToHitBonusTrends.Add( + new TrendInfo(bonus, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); damage.BonusDamage += bonus; - damage.DamageBonusTrends.Add(new TrendInfo(bonus, FeatureSourceType.CharacterFeature, - featureDefinition.Name, featureDefinition)); + damage.DamageBonusTrends.Add( + new TrendInfo(bonus, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); } private static bool IsWeaponMaster(RulesetCharacter rulesetCharacter) @@ -305,10 +309,11 @@ private static bool IsWeaponMaster(RulesetCharacter rulesetCharacter) // Focused Strikes // - private sealed class CustomBehaviorFocusedStrikes( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinition featureDefinition) : IModifyAttackActionModifier + private sealed class CustomBehaviorFocusedStrikes(FeatureDefinition featureDefinition) : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + public void OnAttackComputeModifier(RulesetCharacter myself, RulesetCharacter defender, BattleDefinitions.AttackProximity attackProximity, @@ -321,8 +326,7 @@ public void OnAttackComputeModifier(RulesetCharacter myself, return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs index 81ce432fb7..1edd75a808 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs @@ -131,26 +131,18 @@ public OathOfDemonHunter() const string DEMON_SLAYER_NAME = $"FeatureSet{Name}DemonSlayer"; - var dieRollModifierDemonSlayerPhysics = FeatureDefinitionDieRollModifierBuilder - .Create($"Feature{Name}DemonSlayerPhysics") - .SetGuiPresentation(DEMON_SLAYER_NAME, Category.Feature, hidden: true) - .SetModifiers(RollContext.AttackDamageValueRoll, 1, 3, 3, $"Feature/&DieRollModifier{Name}DemonSlayer") - .AddCustomSubFeatures(ValidateDieRollModifierDemonSlayerDamageTypeRadiant.Marker) - .AddToDB(); - - var dieRollModifierDemonSlayerMagic = FeatureDefinitionDieRollModifierBuilder - .Create($"Feature{Name}DemonSlayerMagic") - .SetGuiPresentation(DEMON_SLAYER_NAME, Category.Feature, hidden: true) - .SetModifiers(RollContext.MagicDamageValueRoll, 1, 3, 3, $"Feature/&DieRollModifier{Name}DemonSlayer") + var dieRollModifierDemonSlayer = FeatureDefinitionDieRollModifierBuilder + .Create($"Feature{Name}DemonSlayer") + .SetGuiPresentationNoContent(true) + .SetModifiers(RollContext.AttackDamageValueRoll | RollContext.MagicDamageValueRoll, 1, 0, 3, + "Feedback/&OathOfDemonHunterDemonSlayerReroll") .AddCustomSubFeatures(ValidateDieRollModifierDemonSlayerDamageTypeRadiant.Marker) .AddToDB(); var featureSetDemonSlayer = FeatureDefinitionFeatureSetBuilder .Create(DEMON_SLAYER_NAME) .SetGuiPresentation(Category.Feature) - .AddFeatureSet( - dieRollModifierDemonSlayerPhysics, - dieRollModifierDemonSlayerMagic) + .AddFeatureSet(dieRollModifierDemonSlayer) .AddToDB(); Subclass = CharacterSubclassDefinitionBuilder @@ -235,7 +227,11 @@ public IEnumerator OnPhysicalAttackFinishedByMe( private sealed class ModifyCrossbowAttackModeDivineCrossbow : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!IsOathOfDemonHunterWeapon(attackMode, null, null)) { @@ -250,8 +246,8 @@ private sealed class ValidateDieRollModifierDemonSlayerDamageTypeRadiant : IVali { internal static readonly ValidateDieRollModifierDemonSlayerDamageTypeRadiant Marker = new(); - public bool CanModifyRoll(RulesetCharacter character, List features, - List damageTypes) + public bool CanModifyRoll( + RulesetCharacter character, List features, List damageTypes) { return damageTypes.Contains(DamageTypeRadiant); } diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs index d4473db186..c96e6077b3 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfThunder.cs @@ -277,11 +277,12 @@ public OathOfThunder() // ReSharper disable once UnassignedGetOnlyAutoProperty internal override DeityDefinition DeityDefinition { get; } - private sealed class ModifyWeaponModifyAttackModeHammerAndAxeBoon( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinition featureHammersBoon) : - IModifyWeaponAttackMode, IModifyAttackActionModifier + private sealed class ModifyWeaponModifyAttackModeHammerAndAxeBoon(FeatureDefinition featureHammersBoon) + : IModifyWeaponAttackMode, IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(-1, FeatureSourceType.CharacterFeature, featureHammersBoon.Name, featureHammersBoon); + public void OnAttackComputeModifier( RulesetCharacter myself, RulesetCharacter defender, @@ -295,11 +296,14 @@ public void OnAttackComputeModifier( return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(-1, FeatureSourceType.CharacterFeature, featureHammersBoon.Name, featureHammersBoon)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!IsOathOfThunderWeapon(attackMode, null, character)) { diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheBattlerager.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheBattlerager.cs index a9c9ca02dc..5f5f5bbb14 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheBattlerager.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheBattlerager.cs @@ -237,7 +237,11 @@ public IEnumerator OnActionFinishedByMe(CharacterAction action) private class ModifyAttackModeBattleragerArmor : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!ValidatorsWeapon.IsUnarmed(attackMode)) { @@ -256,7 +260,7 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac if (equipedItem != null && equipedItem.ItemDefinition.IsArmor && equipedItem.ItemDefinition.Magical) { - attackMode.attackTags.Add(TagsDefinitions.MagicalWeapon); + attackMode.AddAttackTagAsNeeded(TagsDefinitions.MagicalWeapon); } } diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheBeast.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheBeast.cs index 5e8893ad3b..514e86a8f9 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheBeast.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheBeast.cs @@ -352,7 +352,8 @@ protected override AttackModeOrder GetOrder(RulesetCharacter character) protected override List GetAttackModes(RulesetCharacter character) { - if (character is not RulesetCharacterHero hero || !ValidatorsCharacter.HasFreeHand(character)) + if (character is not RulesetCharacterHero hero || + !ValidatorsCharacter.HasFreeHandConsiderGrapple(character)) { return null; } @@ -589,7 +590,11 @@ private static FeatureDefinitionPower BuildPowerBestialSoul() private class BestialSoulMagicalAttack : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (attackMode.sourceDefinition is not ItemDefinition item || !item.ItemTags.Contains(TagBeastWeapon)) @@ -597,7 +602,7 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac return; } - attackMode.AttackTags.Add("MagicalWeapon"); + attackMode.AddAttackTagAsNeeded(TagsDefinitions.MagicalWeapon); } } diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs index 7ed8db5271..953bb356dd 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheWildMagic.cs @@ -506,7 +506,8 @@ private static WildSurgeEffect BuildWildSurgeRetribution() var featureWildSurgeRetributionMelee = FeatureDefinitionDamageAffinityBuilder .Create($"DamageAffinity{Name}RetributionMelee") .SetGuiPresentationNoContent(true) - .SetRetaliate(powerWildSurgeRetribution, 1) + // max possible reach in game is 15 ft + .SetRetaliate(powerWildSurgeRetribution, 3) .AddToDB(); featureWildSurgeRetributionMelee.retaliateProximity = AttackProximity.Melee; @@ -1043,9 +1044,13 @@ private ConditionDefinition GetExistingWildSurgeCondition(RulesetCharacter chara private sealed class WildSurgeWeaponModifyAttackMode : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { - if (attackMode?.SourceObject is not RulesetItem rulesetItem) + if (attackMode.SourceObject is not RulesetItem rulesetItem) { return; } @@ -1059,11 +1064,6 @@ public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attac attackMode.maxRange = 12; } - if (attackMode.EffectDescription?.EffectForms == null) - { - return; - } - foreach (var damageForm in attackMode.EffectDescription.EffectForms .Select(item => item.DamageForm) .Where(damageForm => damageForm != null)) diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs index 2f6c399359..d380d6d5d1 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheYeoman.cs @@ -104,18 +104,18 @@ public PathOfTheYeoman() .Create($"Condition{Name}Bulwark") .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionEncumbered) .SetPossessive() - .AddFeatures( - movementAffinityBulwark, - combatAffinityBulwark) + .AddFeatures(movementAffinityBulwark, combatAffinityBulwark) .SetSpecialInterruptions(ConditionInterruption.BattleEnd) .AddCustomSubFeatures( new RemoveRangedAttackInMeleeDisadvantage(IsLongBow), new CanMakeAoOOnReachEntered { WeaponValidator = IsLongBow, AllowRange = true }) .AddToDB(); + var sprite = Sprites.GetSprite("Bulwark", Resources.PowerBulwark, 256, 128); + var powerBulwark = FeatureDefinitionPowerBuilder .Create($"Power{Name}Bulwark") - .SetGuiPresentation(Category.Feature, Sprites.GetSprite("Bulwark", Resources.PowerBulwark, 256, 128)) + .SetGuiPresentation(Category.Feature, sprite) .SetUsesAbilityBonus(ActivationTime.BonusAction, RechargeRate.LongRest, AttributeDefinitions.Constitution) .SetEffectDescription( EffectDescriptionBuilder @@ -130,7 +130,7 @@ public PathOfTheYeoman() var powerBulwarkTurnOff = FeatureDefinitionPowerBuilder .Create($"Power{Name}BulwarkTurnOff") - .SetGuiPresentationNoContent(true) + .SetGuiPresentation(Category.Feature, sprite) .SetUsesFixed(ActivationTime.NoCost) .SetEffectDescription( EffectDescriptionBuilder @@ -142,17 +142,10 @@ public PathOfTheYeoman() .SetConditionForm(conditionBulwark, ConditionForm.ConditionOperation.Remove) .Build()) .Build()) - .AddCustomSubFeatures(IgnoreInvisibilityInterruptionCheck.Marker) + .AddCustomSubFeatures( + IgnoreInvisibilityInterruptionCheck.Marker) .AddToDB(); - movementAffinityBulwark.AddCustomSubFeatures(new StopPowerConcentrationProvider( - "Bulwark", - "Tooltip/&BulwarkConcentration", - Sprites.GetSprite("FeatDeadeye", Resources.DeadeyeConcentrationIcon, 64, 64)) - { - StopPower = powerBulwarkTurnOff - }); - // LEVEL 14 // Mighty Shot @@ -191,7 +184,7 @@ public PathOfTheYeoman() .SetGuiPresentation(Category.Subclass, Sprites.GetSprite(Name, Resources.PathOfTheYeoman, 256)) .AddFeaturesAtLevel(3, proficiencyFletcher, featureStrongBow) .AddFeaturesAtLevel(6, actionAffinityStaggeringBlow, featureKeenEye) - .AddFeaturesAtLevel(10, powerBulwark) + .AddFeaturesAtLevel(10, powerBulwark, powerBulwarkTurnOff) .AddFeaturesAtLevel(14, powerMightyShot) .AddToDB(); } diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs index 93b210a483..92a0a0d110 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs @@ -272,7 +272,8 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( bool firstTarget, bool criticalHit) { - if (!firstTarget) + if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique && + !firstTarget) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronSoulBlade.cs b/SolastaUnfinishedBusiness/Subclasses/PatronSoulBlade.cs index 7dcd7f0fe1..e99f278508 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronSoulBlade.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronSoulBlade.cs @@ -231,11 +231,16 @@ private static bool CanWeaponBeEmpowered(RulesetAttackMode mode, RulesetItem ite } var canWeaponBeEmpowered = CanWeaponBeEnchanted(mode, item, character); - var canTwoHandedBeEmpowered = - ValidatorsWeapon.HasTwoHandedTag(mode) && - hero.ActiveFeatures.Any(p => p.Value.Contains(FeatureDefinitionFeatureSets.FeatureSetPactBlade)); - return canWeaponBeEmpowered || canTwoHandedBeEmpowered; + // give one last chance if a pact blade wielding a two handed + if (!canWeaponBeEmpowered) + { + canWeaponBeEmpowered = + ValidatorsWeapon.IsTwoHanded(mode) && + hero.ActiveFeatures.Any(p => p.Value.Contains(FeatureDefinitionFeatureSets.FeatureSetPactBlade)); + } + + return canWeaponBeEmpowered; } private sealed class ModifyCriticalThresholdHex( diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs b/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs index fa634a0906..cda7572081 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs @@ -390,7 +390,7 @@ void ReactionValidated() attackMode.ToHitBonusTrends, false, actionModifier.AttackAdvantageTrends, - attackMode.ranged, + attackMode.Ranged, false, actionModifier.AttackRollModifier, out outcome, diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs index 6661be91e5..9d45390430 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs @@ -464,7 +464,7 @@ public void OnAttackComputeModifier( string effectName, ref ActionModifier attackModifier) { - attackMode?.AttackTags.TryAdd(TagsDefinitions.MagicalWeapon); + attackMode?.AddAttackTagAsNeeded(TagsDefinitions.MagicalWeapon); } } diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs index ac1318d228..d5118e568d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs @@ -191,7 +191,11 @@ public RoguishBladeCaller() private sealed class ModifyWeaponAttackModeBladeBond : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!IsBladeCallerWeapon(attackMode, null, character)) { diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs index cdb7bc3db7..b853de06be 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs @@ -283,10 +283,12 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( // Opportunity // - private sealed class ModifyAttackActionModifierOpportunity( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinition featureOpportunistQuickStrike) : IModifyAttackActionModifier + private sealed class ModifyAttackActionModifierOpportunity(FeatureDefinition featureDefinition) + : IModifyAttackActionModifier { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + public void OnAttackComputeModifier( RulesetCharacter rulesetAttacker, RulesetCharacter rulesetDefender, @@ -320,9 +322,7 @@ attackProximity is not return; } - attackModifier.AttackAdvantageTrends.Add(new TrendInfo( - 1, FeatureSourceType.CharacterFeature, - featureOpportunistQuickStrike.Name, featureOpportunistQuickStrike)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } } diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs index 409d303597..78dcce780b 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs @@ -287,7 +287,7 @@ void ReactionValidated() attackModifier.AttacktoHitTrends, false, attackModifier.AttackAdvantageTrends, - attackMode.ranged, + attackMode.Ranged, false, attackModifier.AttackRollModifier, out var outcome, diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs index 905c44420d..dbbe3ac105 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs @@ -153,10 +153,12 @@ internal static void InflictConditionChainOfExecution( // Elimination // - private sealed class CustomBehaviorElimination( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinition featureDefinition) : IModifyAttackActionModifier, IModifyAttackCriticalThreshold + private sealed class CustomBehaviorElimination(FeatureDefinition featureDefinition) + : IModifyAttackActionModifier, IModifyAttackCriticalThreshold { + private readonly TrendInfo _trendInfo = + new(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition); + // Allow advantage if first round and higher initiative order vs defender public void OnAttackComputeModifier( RulesetCharacter myself, @@ -171,8 +173,7 @@ public void OnAttackComputeModifier( // always grant advantage on battle round zero if (battle == null) { - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); return; } @@ -199,8 +200,7 @@ public void OnAttackComputeModifier( return; } - attackModifier.AttackAdvantageTrends.Add( - new TrendInfo(1, FeatureSourceType.CharacterFeature, featureDefinition.Name, featureDefinition)); + attackModifier.AttackAdvantageTrends.Add(_trendInfo); } public int GetCriticalThreshold( diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs index 2a237d2472..86e9718799 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs @@ -64,7 +64,7 @@ public RoguishUmbralStalker() var dieRollModifierDieRollModifier = FeatureDefinitionDieRollModifierBuilder .Create($"DieRollModifier{Name}GloomBlade") .SetGuiPresentationNoContent(true) - .SetModifiers(AttackDamageValueRoll, 1, 1, 2, "Feature/&GloomBladeAttackReroll") + .SetModifiers(AttackDamageValueRoll, 1, 0, 2, "Feedback/&UmbralStalkerGloomBladeAttackReroll") .AddToDB(); var additionalDamageGloomBlade = FeatureDefinitionAdditionalDamageBuilder @@ -77,21 +77,23 @@ public RoguishUmbralStalker() .SetImpactParticleReference(Power_HornOfBlasting) .AddToDB(); - additionalDamageGloomBlade.AddCustomSubFeatures(new CustomBehaviorGloomBlade(additionalDamageGloomBlade)); + additionalDamageGloomBlade.AddCustomSubFeatures( + new ModifyAdditionalDamageGloomBlade(additionalDamageGloomBlade)); var conditionGloomBlade = ConditionDefinitionBuilder .Create($"Condition{Name}GloomBlade") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .AddFeatures(dieRollModifierDieRollModifier, additionalDamageGloomBlade) - .SetSpecialInterruptions(ConditionInterruption.Attacks) .AddToDB(); + conditionGloomBlade.AddCustomSubFeatures(new AllowRerollDiceGloomBlade()); + var actionAffinityHailOfBladesToggle = FeatureDefinitionActionAffinityBuilder .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityGloomBladeToggle") .SetGuiPresentation(Category.Feature) .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.GloomBladeToggle) - .AddCustomSubFeatures(new PhysicalAttackBeforeHitConfirmedOnEnemyGloomBlade(conditionGloomBlade)) + .AddCustomSubFeatures(new CustomBehaviorGloomBlade(conditionGloomBlade)) .AddToDB(); // LEVEL 9 @@ -254,14 +256,17 @@ private static bool CanUseShadowStride(RulesetCharacter character, bool enableOf // Gloom Blade // - private sealed class CustomBehaviorGloomBlade( - FeatureDefinitionAdditionalDamage additionalDamage) : IModifyAdditionalDamage, IAllowRerollDice + private sealed class AllowRerollDiceGloomBlade : IAllowRerollDice { - public bool IsValid(RulesetActor rulesetActor, DamageForm damageForm) + public bool IsValid(RulesetActor rulesetActor, bool attackModeDamage, DamageForm damageForm) { - return true; + return attackModeDamage; } + } + private sealed class ModifyAdditionalDamageGloomBlade(FeatureDefinitionAdditionalDamage additionalDamage) + : IModifyAdditionalDamage + { public void ModifyAdditionalDamage( GameLocationCharacter attacker, GameLocationCharacter defender, @@ -287,8 +292,8 @@ public void ModifyAdditionalDamage( } } - private sealed class PhysicalAttackBeforeHitConfirmedOnEnemyGloomBlade( - ConditionDefinition conditionGloomBlade) : IPhysicalAttackBeforeHitConfirmedOnEnemy + private sealed class CustomBehaviorGloomBlade(ConditionDefinition conditionGloomBlade) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe { public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, @@ -309,6 +314,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( var rulesetAttacker = attacker.RulesetCharacter; + // allow damage die reroll from this point on rulesetAttacker.InflictCondition( conditionGloomBlade.Name, DurationType.Round, @@ -351,6 +357,26 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( (ConsoleStyleDuplet.ParameterType.AbilityInfo, Gui.Localize("Tooltip/&TagDamageNecroticTitle")) ]); } + + public IEnumerator OnPhysicalAttackFinishedByMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + var rulesetAttacker = attacker.RulesetCharacter; + + if (rulesetAttacker.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionGloomBlade.Name, out var activeCondition)) + { + rulesetAttacker.RemoveCondition(activeCondition); + } + + yield break; + } } // diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousDivineHeart.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousDivineHeart.cs index 3a04cc5d27..b919956334 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousDivineHeart.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousDivineHeart.cs @@ -97,13 +97,8 @@ public SorcerousDivineHeart() var dieRollModifierEmpoweredHealing = FeatureDefinitionDieRollModifierBuilder .Create($"DieRollModifier{Name}EmpoweredHealing") - .SetGuiPresentation($"Power{Name}EmpoweredHealing", Category.Feature, Gui.NoLocalization) - .SetModifiers( - RollContext.HealValueRoll, - 1, - 1, - 2, - $"Feature/&Power{Name}EmpoweredHealingReroll") + .SetGuiPresentationNoContent(true) + .SetModifiers(RollContext.HealValueRoll, 1, 0, 2, "Feedback/&DivineHeartEmpoweredHealingReroll") .AddToDB(); var conditionDivineHeartEmpoweredHealing = ConditionDefinitionBuilder @@ -137,7 +132,7 @@ public SorcerousDivineHeart() .Create($"Power{Name}DivineFount") .SetGuiPresentation(Category.Feature, BeaconOfHope) .SetUsesAbilityBonus( - ActivationTime.BonusAction, RechargeRate.LongRest, AttributeDefinitions.Wisdom) + ActivationTime.BonusAction, RechargeRate.LongRest, AttributeDefinitions.Charisma) .SetEffectDescription( EffectDescriptionBuilder .Create() diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs index 7483c84dc1..b695049137 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs @@ -298,7 +298,8 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( attacker.UsedSpecialFeatures[MindSculptTag] = hasDamageChanged ? 1 : 0; - if (!firstTarget) + if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique && + !firstTarget) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousWildMagic.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousWildMagic.cs index 2f610478e9..6a14c2a23b 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousWildMagic.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousWildMagic.cs @@ -664,7 +664,7 @@ void ReactionValidated() attackMode.ToHitBonusTrends, false, actionModifier.AttackAdvantageTrends, - attackMode.ranged, + attackMode.Ranged, false, actionModifier.AttackRollModifier, out outcome, diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs index 38a094b5db..d14d3633ac 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs @@ -438,7 +438,11 @@ private static void UsePower( private sealed class ModifyWeaponAttackModeChaosChanneling : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode + (RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!ValidatorsWeapon.IsUnarmed(attackMode)) { diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs index 83c3e04af7..a908b69160 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs @@ -343,7 +343,7 @@ private static FeatureDefinition[] BuildReactiveHidePower() var powerReactiveHide = FeatureDefinitionPowerBuilder .Create($"Power{Name}ReactiveHide") - .SetGuiPresentation(Category.Feature, hidden: true) + .SetGuiPresentation(Category.Feature) .SetUsesFixed(ActivationTime.NoCost, RechargeRate.KiPoints) .SetEffectDescription( EffectDescriptionBuilder @@ -356,6 +356,7 @@ private static FeatureDefinition[] BuildReactiveHidePower() .AddToDB(); powerReactiveHide.AddCustomSubFeatures( + ModifyPowerVisibility.Hidden, new CustomBehaviorReactiveHide(powerReactiveHide, powerReactiveHideDamage, conditionReactiveHide)); return [powerReactiveHide, powerReactiveHideDamage]; diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs index c6caca28c6..b079acd7f3 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheZenArchery.cs @@ -182,7 +182,11 @@ public WayOfZenArchery() // when attack tags have a proper hide tag private sealed class ModifyWeaponAttackModeFlurryOfArrows : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter rulesetCharacter, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter rulesetCharacter, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { var character = GameLocationCharacter.GetFromActor(rulesetCharacter); @@ -279,7 +283,8 @@ private sealed class ModifyWeaponAttackModeUnerringPrecision( // ReSharper disable once SuggestBaseTypeForParameterInConstructor FeatureDefinition featureUnerringPrecision) : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode(RulesetCharacter character, RulesetAttackMode attackMode, RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!ValidatorsCharacter.HasBowWithoutArmor(character)) { diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs b/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs index f14ca797e7..e187fd86cd 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs @@ -348,19 +348,13 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( bool firstTarget, bool criticalHit) { - if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique) + if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique && + !firstTarget) { - if (firstTarget) - { - HandlePowerSurge(attacker, actualEffectForms); - } - } - else - { - HandlePowerSurge(attacker, actualEffectForms); + yield break; } - yield break; + HandlePowerSurge(attacker, actualEffectForms); } public IEnumerator OnMagicEffectFinishedByMe( diff --git a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs index accc1372b3..19839ab597 100644 --- a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs @@ -146,16 +146,22 @@ internal static class CommonBuilders internal static bool CanWeaponBeEnchanted(RulesetAttackMode mode, RulesetItem _, RulesetCharacter character) { - if (character is not RulesetCharacterHero hero || ValidatorsWeapon.HasTwoHandedTag(mode)) + if (character is not RulesetCharacterHero hero) { return false; } - return mode.ActionType != ActionDefinitions.ActionType.Bonus || - ValidatorsWeapon.IsPolearmType(mode) || - ValidatorsWeapon.IsTwoHandedRanged(mode) || - hero.TrainedFeats.Contains(MeleeCombatFeats.FeatFencer) || - hero.TrainedFightingStyles.Contains(DatabaseHelper.FightingStyleDefinitions.TwoWeapon); + if (mode.ActionType != ActionDefinitions.ActionType.Bonus) + { + return !ValidatorsWeapon.IsTwoHanded(mode); + } + + // only allows a weapon to be enchanted if a bonus action coming from these sources + return + ValidatorsWeapon.IsPolearmType(mode) || + ValidatorsWeapon.IsTwoHandedRanged(mode) || + hero.TrainedFeats.Contains(MeleeCombatFeats.FeatFencer) || + hero.TrainedFightingStyles.Contains(DatabaseHelper.FightingStyleDefinitions.TwoWeapon); } private sealed class AttackReplaceWithCantrip : IAttackReplaceWithCantrip; @@ -172,7 +178,7 @@ public IEnumerator OnMagicEffectFinishedByMe( if (Gui.Battle == null || action.ActionType is not (ActionDefinitions.ActionType.Main or ActionDefinitions.ActionType.Bonus) || action.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || - (!Main.Settings.EnableCantripsTriggeringOnWarMagic && + (!Main.Settings.AllowCantripsTriggeringOnWarMagic && rulesetEffectSpell.SpellDefinition.SpellLevel <= 0)) { yield break; @@ -198,22 +204,20 @@ action.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || internal class ModifyWeaponAttackUnarmedStrikeDamage(DieType dieType) : IModifyWeaponAttackMode { - public void ModifyAttackMode(RulesetCharacter character, RulesetAttackMode attackMode) + public void ModifyWeaponAttackMode( + RulesetCharacter character, + RulesetAttackMode attackMode, + RulesetItem weapon, + bool canAddAbilityDamageBonus) { if (!ValidatorsWeapon.IsUnarmed(attackMode)) { return; } - var effectDescription = attackMode.EffectDescription; - var damage = effectDescription.FindFirstDamageForm(); - - if (damage == null) - { - return; - } + var damage = attackMode.EffectDescription.FindFirstDamageForm(); - if (damage.DieType < dieType) + if (damage != null && damage.DieType < dieType) { damage.DieType = dieType; } diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt index daab96581e..d8856230ad 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=Sie haben Erfahrung im Nahkampf und profit Feat/&FeatCloseQuartersIntTitle=Nahkampf [Int] Feat/&FeatCunningEscapeDescription=Wenn Sie die Aktion „Sprint“ als Bonusaktion verwenden, provoziert Ihre Bewegung für den Rest des Zuges keine Gelegenheitsangriffe. Feat/&FeatCunningEscapeTitle=Listige Flucht -Feat/&FeatDevastatingStrikesDexDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Ihre Geschicklichkeit wird um 1 erhöht, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einer Nahkampfwaffe treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. +Feat/&FeatDevastatingStrikesDexDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Ihre Geschicklichkeit wird um 1 erhöht, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einer Nahkampfwaffe oder einem waffenlosen Angriff treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. Feat/&FeatDevastatingStrikesDexTitle=Verheerende Schläge [Geschick] -Feat/&FeatDevastatingStrikesStrDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Ihre Stärke wird um 1 erhöht, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einem Nahkampfangriff treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. +Feat/&FeatDevastatingStrikesStrDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Ihre Stärke wird um 1 erhöht, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einer Nahkampfwaffe oder einem waffenlosen Angriff treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. Feat/&FeatDevastatingStrikesStrTitle=Verheerende Schläge [Str] Feat/&FeatExpandTheHuntDescription=Erhöhen Sie Ihre Weisheit um 1 bis zu einem Maximum von 20. Sie können einen zusätzlichen bevorzugten Feind, eine Sprache und einen Geländetyp wählen. Feat/&FeatExpandTheHuntTitle=Erweitern Sie die Jagd diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt index c698853701..2eab41f7e3 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Group-de.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Kampf: Verteidigung Feat/&FeatGroupDefenseExpertDescription=Erhöhen Sie eine Ihrer geistigen Eigenschaften um 1 bis zu einem Maximum von 20.\nWenn Sie keine Rüstung tragen, beträgt Ihre AC 10 + Ihr Geschicklichkeitsmodifikator + der ausgewählte geistige Attributmodifikator. Feat/&FeatGroupDefenseExpertTitle=Ungepanzerter Experte -Feat/&FeatGroupDevastatingStrikesDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Sie erhöhen Ihren Stärke- oder Geschicklichkeitswert um 1, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einer Nahkampfwaffe treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. +Feat/&FeatGroupDevastatingStrikesDescription=Ihre Nahkampfangriffe sind besonders tödlich. Sie erhalten die folgenden Vorteile:\n• Sie erhöhen Ihren Stärke- oder Geschicklichkeitswert um 1, bis zu einem Maximum von 20.\n• Einmal pro Runde verursachen Sie zusätzlichen Schaden in Höhe Ihres Kompetenzbonus, wenn Sie eine Kreatur mit einer Nahkampfwaffe oder einem waffenlosen Angriff treffen.\n• Immer wenn Sie mit einer Nahkampfwaffe einen kritischen Treffer landen, würfeln Sie einen zusätzlichen Waffenwürfel und ignorieren die Resistenzen der Zielkreatur für diesen Angriff. Feat/&FeatGroupDevastatingStrikesTitle=Verheerende Schläge Feat/&FeatGroupDragonFearDescription=Wenn Sie wütend sind, strahlen Sie Bedrohung aus. Sie erhalten die folgenden Vorteile:\n• Steigern Sie Ihre Stärke, Konstitution oder Charisma um 1, bis zu einem Maximum von 20.\n• Anstatt zerstörerische Energie auszuatmen, können Sie Ihre Atemwaffe einsetzen, um zu brüllen, wodurch jede Kreatur Ihrer Wahl innerhalb von 30 Fuß um Sie herum gezwungen wird, einen Weisheitsrettungswurf zu machen (DC 8 + Ihr Kompetenzbonus + Ihr Charismamodifikator). Bei einem misslungenen Rettungswurf wird ein Ziel 1 Minute lang verängstigt. Das Ziel kann den Rettungswurf am Ende jeder seiner Runden wiederholen und bei einem Erfolg den Effekt auf sich selbst beenden. Feat/&FeatGroupDragonFearTitle=Drachenangst @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Du lernst, Höllenfeuer anzurufen, Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammen von Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Allgemeiner Adept und Eingeweihter -Feat/&FeatGroupGrapplerDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihr Stärke- oder Geschicklichkeitswert wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. -Feat/&FeatGroupGrapplerTitle=Greifer +Feat/&FeatGroupGiftOfTheGemDragonDescription=Erhöhen Sie eine Ihrer geistigen Eigenschaften um 1 bis zu einem Maximum von 20.\n• Wenn Sie von einer Kreatur Schaden erleiden, die sich in einem Umkreis von 10 Fuß um Sie befindet, können Sie Ihre Reaktion nutzen, um telekinetische Energie auszusenden. Die Kreatur, die Ihnen Schaden zugefügt hat, muss einen Stärkerettungswurf machen (DC entspricht 8 + Ihrem Kompetenzbonus + dem Fähigkeitsmodifikator des durch dieses Talent erhöhten Punktestands). Bei einem misslungenen Rettungswurf erleidet die Kreatur 2W8 Kraftschaden, wird bis zu 10 Fuß von Ihnen weggestoßen und muss sich hinlegen. Bei einem erfolgreichen Rettungswurf erleidet die Kreatur nur halb so viel Schaden und wird weder gestoßen noch hingelegt. Sie können diese Reaktion so oft verwenden, wie Ihr Kompetenzbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Rast beenden. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Geschenk des Edelsteindrachen Feat/&FeatGroupGrudgeBearerDescription=Sie empfinden einen tiefen Hass auf eine bestimmte Art von Kreatur. Wählen Sie Ihre Feinde, eine Art von Kreatur, die die Last Ihres Zorns trägt: Anomalien, Bestien, Himmlische, Konstrukte, Drachen, Elementare, Feenwesen, Unholde, Riesen, Monstrositäten, Schleime, Pflanzen oder Untote. Sie erhalten die folgenden Vorteile:\n• Erhöhen Sie Ihren Stärke-, Konstitutions- oder Weisheitswert um 1, bis zu einem Maximum von 20.\n• Während der ersten Runde eines Kampfes gegen Ihre ausgewählten Feinde haben Ihre Angriffswürfe gegen jeden von ihnen einen Vorteil.\n• Wenn einer Ihrer ausgewählten Feinde einen Gelegenheitsangriff gegen Sie durchführt, ist der Angriffswurf im Nachteil. Feat/&FeatGroupGrudgeBearerTitle=Grollträger Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt index 16fd080b7e..ad7bb954ad 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Great Weapon Master aktivieren/deaktivieren +Action/&CleavingAttackToggleTitle=Großer Waffenmeister +Action/&PowerAttackToggleDescription=Power Attack aktivieren/deaktivieren +Action/&PowerAttackToggleTitle=Mächtiger Angriff Condition/&ConditionFeatCleavingAttackFinishDescription=Lass sie kommen! Condition/&ConditionFeatCleavingAttackFinishTitle=Großer Waffenmeister Condition/&ConditionFeatCrusherCriticalHitDescription=Sie wurden durch einen kritischen Treffer niedergestreckt und die Angriffe gegen Sie sind im Vorteil. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Erhöhen Sie Ihre Stärke um 1. Einmal pro Ru Feat/&FeatOldTacticsStrTitle=Alte Taktiken [Str] Feat/&FeatPiercerDexDescription=Sie haben im Kampf eine durchdringende Präzision erreicht. Erhöhen Sie Ihre Geschicklichkeit um 1, bis zu einem Maximum von 20. Wenn Sie eine Kreatur mit einem Angriff treffen, der Stichschaden verursacht, können Sie die Würfel neu werfen, wenn Sie eine 1 würfeln, und müssen den neuen Wurf verwenden. Wenn Sie einen kritischen Treffer erzielen, können Sie einen zusätzlichen Schadenswürfel werfen, wenn Sie den zusätzlichen Stichschaden bestimmen, den das Ziel erleidet. Feat/&FeatPiercerDexTitle=Piercer [Dex] -Feat/&FeatPiercerReroll=Aufgrund von Piercer würfelt {0} den {1} Würfel von einer {2} auf eine {3} neu Feat/&FeatPiercerStrDescription=Du hast im Kampf eine durchdringende Präzision erreicht. Erhöhe deine Stärke um 1, bis zu einem Maximum von 20. Wenn du ein Wesen mit einem Angriff triffst, der Stichschaden verursacht, kannst du die Würfel wiederholen, wenn du eine 1 würfelst, und musst den neuen Wurf verwenden. Wenn du einen kritischen Treffer erzielst, kannst du einen zusätzlichen Schadenswürfel werfen, wenn du den zusätzlichen Stichschaden berechnest, den das Ziel erleidet. Feat/&FeatPiercerStrTitle=Piercer [Str] Feat/&FeatPowerAttackDescription=Sie haben gelernt, Genauigkeit gegen tödlichere Schläge einzutauschen. Wenn Sie unbewaffnet oder mit Nahkampfwaffen angreifen, können Sie sich für einen Malus von -3 auf Ihren Angriffswurf entscheiden, um zusätzlichen Schaden in Höhe von 3 + Ihrem Fertigkeitsbonus zu verursachen. Feat/&FeatPowerAttackTitle=Mächtiger Angriff Feat/&FeatSavageAttackDescription=Würfeln Sie Waffen- und Zauberschadenswürfel erneut, wenn Sie eine 1 würfeln (Nicht alle Schadensquellen würfeln erneut. Beispielsweise werden Schleichangriffs- und Schlagschadenswürfel nicht erneut gewürfelt). -Feat/&FeatSavageAttackReroll=Aufgrund des wilden Angreifers würfelt {0} den {1}-Würfel von {2} auf {3} neu. Feat/&FeatSavageAttackTitle=Wilder Angriff Feat/&FeatSlasherDexDescription=Sie haben gelernt, wo Sie schneiden müssen, um die besten Ergebnisse zu erzielen. Erhöhen Sie Ihre Geschicklichkeit um 1, bis zu einem Maximum von 20. Wenn Sie eine Kreatur mit einem Angriff treffen, der Hiebschaden verursacht, können Sie die Geschwindigkeit des Ziels bis zum Beginn Ihres nächsten Zuges um 10 Fuß verringern. Wenn Sie einen kritischen Treffer erzielen, verwunden Sie es schwer. Bis zum Beginn Ihres nächsten Zuges hat das Ziel bei allen Angriffswürfen einen Nachteil. Feat/&FeatSlasherDexTitle=Schlitzer [Geschick] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} durchdringt kritisch {1} Feedback/&AdditionalDamageSpearMasteryFormat=Speermeisterschaft! Feedback/&AdditionalDamageSpearMasteryLine={0} hat den Speer bereit und fügt {1} zusätzlichen {2} Schaden zu! +Feedback/&FeatPiercerReroll={0} verwendet Piercer, um einen {1} Schadenswürfel von {2} auf {3} neu zu würfeln. +Feedback/&FeatSavageAttackReroll={0} verwendet Savage Attack, um einen {1} Schadenswürfel von {2} auf {3} neu zu würfeln. Reaction/&ReactionAttackOldTacticsDescription={0} ist aufgestanden. Du kannst eine Reaktion nutzen, um einen Nahkampfangriff dagegen auszuführen. Reaction/&ReactionAttackOldTacticsReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackOldTacticsReactTitle=Attacke diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt index 8e45500f3c..bddc10a0d2 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Grapple bei unbewaffneten Angriffen aktivieren/deaktivieren +Action/&GrappleOnUnarmedToggleTitle=Unbewaffneter Ringkampf Condition/&ConditionFeatMobileAfterDashDescription=Verleiht Immunität gegen Bewegungseinschränkungen und Fesselung. Condition/&ConditionFeatMobileAfterDashTitle=Freiheit Failure/&MustBeHumanoid=Muss humanoid sein @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Sie können kosmische Kräfte des Bösen ka Feat/&FeatBalefulScionStrTitle=Unheilvoller Spross [Str] Feat/&FeatBalefulScionWisDescription=Sie können kosmische Kräfte des Bösen kanalisieren, um diese Vorteile zu erlangen:\n• Erhöhen Sie Ihre Weisheit um 1, bis zu einem Maximum von 20.\n• Einmal pro Runde können Sie einer Kreatur, die Sie in einem Umkreis von 60 Fuß sehen können, Schaden zufügen und ihr außerdem nekrotischen Schaden zufügen. Der nekrotische Schaden entspricht 1W6 + Ihrem Kompetenzbonus und Sie erhalten eine Anzahl an Trefferpunkten zurück, die 1W6 + Ihrem Kompetenzbonus entspricht. Sie können diesen Vorteil so oft nutzen, wie Ihr Kompetenzbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Ruhepause beenden. Feat/&FeatBalefulScionWisTitle=Unheilvoller Spross [Weisheit] -Feat/&FeatBrawlerDescription=Sie sind ein Experte im Nahkampf und profitieren von den folgenden Vorteilen: \n• Ihre unbewaffneten Schläge verursachen Schlagschaden von 1W6+Stärkemodifikator. Wenn Sie beim Angriffswurf keine Waffen oder keinen Schild tragen, wird der W6 zu einem W8.\n• Wenn Sie die Angriffsaktion ausführen und mindestens eine freie Hand haben, können Sie Ihre Bonusaktion verwenden, um entweder einen unbewaffneten Schlag auszuführen oder eine Kreatur zu packen. +Feat/&FeatBrawlerDescription=Sie sind ein Experte im Nahkampf und erlangen die folgenden Vorteile: \n• Ihre unbewaffneten Schläge verursachen Schlagschaden von 1W6+Stärkemodifikator. Wenn Sie beim Angriffswurf weder eine Waffe noch einen Schild tragen, wird der W6 zu einem W8.\n• Wenn Sie die Angriffsaktion ausführen und mindestens eine Hand frei haben, können Sie Ihre Bonusaktion verwenden, um entweder einen unbewaffneten Schlag auszuführen oder eine Kreatur festzuhalten.\n• Wenn Sie einen unbewaffneten Angriff ausführen, können Sie alle 1er auf den Schadenswürfeln, die Sie als Teil dieses Angriffs werfen, wiederholen und müssen das neue Ergebnis akzeptieren. Feat/&FeatBrawlerTitle=Zänker Feat/&FeatChefConDescription=Erhöhen Sie Ihre Konstitution um 1 bis zu einem Maximum von 20.\nSie können 1 Stunde damit verbringen, eine Mahlzeit zu kochen, die Sie und Ihre Gefährten um 1W8 HP heilt.\nEinmal am Tag können Sie eine Stunde damit verbringen, eine Anzahl an Leckereien zu kochen, die Ihrem Kompetenzbonus entspricht und beim Verzehr 5 temporäre HP gewährt. Feat/&FeatChefConTitle=Koch [mit] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=Erhöhen Sie Ihre Konstitution um 1 bis zu Feat/&FeatFrostAdaptationTitle=Frostanpassung Feat/&FeatGiftOfTheChromaticDragonDescription=Sie haben etwas von der Macht chromatischer Drachen manifestiert, was Ihnen die folgenden Vorteile verleiht:\n• Chromatische Infusion: Als Bonusaktion können Sie eine einfache Waffe oder eine Kampfwaffe berühren und sie mit einer der folgenden Schadensarten erfüllen: Säure, Kälte, Feuer, Blitz oder Gift. In der nächsten Minute verursacht die Waffe bei einem Treffer zusätzliche 1W4 Schaden der gewählten Art. Nachdem Sie diese Bonusaktion verwendet haben, können Sie sie nicht erneut tun, bis Sie eine lange Rast beendet haben.\n• Reaktive Resistenz: Wenn Sie Säure-, Kälte-, Feuer-, Blitz- oder Giftschaden erleiden, können Sie Ihre Reaktion nutzen, um sich bis zum Ende seines Zuges Resistenz gegen diesen Schadensfall zu verleihen. Sie können diese Reaktion so oft verwenden, wie es Ihrem Kompetenzbonus entspricht, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Rast beendet haben. Feat/&FeatGiftOfTheChromaticDragonTitle=Geschenk des chromatischen Drachen -Feat/&FeatGrapplerDexDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihre Geschicklichkeit wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. -Feat/&FeatGrapplerDexTitle=Greifer (Geschick) +Feat/&FeatGiftOfTheGemDragonChaDescription=Erhöhen Sie Ihr Charisma um 1 bis zu einem Maximum von 20.\n• Wenn Sie von einer Kreatur Schaden erleiden, die sich in einem Umkreis von 10 Fuß um Sie befindet, können Sie Ihre Reaktion nutzen, um telekinetische Energie auszusenden. Die Kreatur, die Ihnen Schaden zugefügt hat, muss einen Stärkerettungswurf machen (DC entspricht 8 + Ihrem Kompetenzbonus + dem Fähigkeitsmodifikator des durch dieses Talent erhöhten Punktestands). Bei einem misslungenen Rettungswurf erleidet die Kreatur 2W8 Kraftschaden, wird bis zu 10 Fuß von Ihnen weggestoßen und muss sich hinlegen. Bei einem erfolgreichen Rettungswurf erleidet die Kreatur nur halb so viel Schaden und wird weder gestoßen noch hingelegt. Sie können diese Reaktion so oft verwenden, wie Ihr Kompetenzbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Rast beenden. +Feat/&FeatGiftOfTheGemDragonChaTitle=Gabe des Edelsteindrachen [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=Erhöhen Sie Ihre Intelligenz um 1 bis zu einem Maximum von 20.\n• Wenn Sie von einer Kreatur Schaden erleiden, die sich in einem Umkreis von 10 Fuß um Sie befindet, können Sie Ihre Reaktion nutzen, um telekinetische Energie auszusenden. Die Kreatur, die Ihnen Schaden zugefügt hat, muss einen Stärkerettungswurf machen (DC entspricht 8 + Ihrem Kompetenzbonus + dem Fähigkeitsmodifikator des durch dieses Talent erhöhten Punktestands). Bei einem misslungenen Rettungswurf erleidet die Kreatur 2W8 Kraftschaden, wird bis zu 10 Fuß von Ihnen weggestoßen und muss sich hinlegen. Bei einem erfolgreichen Rettungswurf erleidet die Kreatur nur halb so viel Schaden und wird weder gestoßen noch hingelegt. Sie können diese Reaktion so oft verwenden, wie Ihr Kompetenzbonus beträgt, und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Rast beenden. +Feat/&FeatGiftOfTheGemDragonIntTitle=Gabe des Edelsteindrachen [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Erhöhe deine Weisheit um 1 bis zu einem Maximum von 20.\n• Wenn du von einer Kreatur Schaden erleidest, die sich in einem Umkreis von 10 Fuß um dich befindet, kannst du deine Reaktion nutzen, um telekinetische Energie auszusenden. Die Kreatur, die dir Schaden zugefügt hat, muss einen Stärkerettungswurf machen (DC entspricht 8 + deinem Kompetenzbonus + dem Fähigkeitsmodifikator des durch dieses Talent erhöhten Punktestands). Bei einem misslungenen Rettungswurf erleidet die Kreatur 2W8 Kraftschaden, wird bis zu 10 Fuß von dir weggestoßen und niedergestreckt. Bei einem erfolgreichen Rettungswurf erleidet die Kreatur nur halb so viel Schaden und wird weder gestoßen noch niedergestreckt. Du kannst diese Reaktion so oft verwenden, wie es deinem Kompetenzbonus entspricht, und du erhältst alle verbrauchten Anwendungen zurück, wenn du eine lange Rast beendest. +Feat/&FeatGiftOfTheGemDragonWisTitle=Gabe des Edelsteindrachen [Weisheit] Feat/&FeatGrapplerStrDescription=Sie haben die notwendigen Fähigkeiten entwickelt, um sich im Nahkampf zu behaupten. Sie erhalten die folgenden Vorteile: \n• Ihre Stärke wird um 1 erhöht, bis zu einem Maximum von 20. \n• Sie haben einen Vorteil bei Angriffswürfen gegen eine Kreatur, mit der Sie ringen. \n• Sie erleiden keine Bewegungseinbußen mehr, wenn Sie mit Kreaturen Ihrer Größe oder kleiner ringen. Feat/&FeatGrapplerStrTitle=Grappler [Str] Feat/&FeatGroupSkillExpertDescription=Sie haben Ihre Kenntnisse in bestimmten Fertigkeiten verfeinert, wodurch Sie die folgenden Vorteile erhalten:\n• Erhöhen Sie einen Fähigkeitswert Ihrer Wahl um 1 bis zu einem Maximum von 20.\n• Sie erlangen Kenntnisse in einer Fertigkeit Ihrer Wahl.\n• Sie erlangen Fachwissen in einer Fertigkeit Ihrer Wahl. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Sie haben ausgiebig mit einer Vielzahl von Feat/&FeatWeaponMasterStrTitle=Waffenmeister [Str] Feature/&CastSpellFeatMagicInitiateTitle=Einleiten Feature/&CastSpellFeatSpellSniperTitle=Scharfschütze -Feature/&DieRollModifierFeatElementalAdeptReroll=Aufgrund von Elemental Adept würfelt {0} den {1}-Würfel von {2} auf {3} neu. -Feature/&DieRollModifierFeatElementalMasterReroll=Aufgrund von Elemental Master würfelt {0} den {1}-Würfel von einer {2} auf eine {3} neu. Feature/&PowerFeatAcrobatDescription=Als Bonusaktion können Sie einen Geschicklichkeitswurf (Akrobatik) mit SG 15 durchführen. Wenn Sie erfolgreich sind, kostet Sie schwieriges Gelände bis zum Ende der aktuellen Runde keine zusätzliche Bewegung. Feature/&PowerFeatAcrobatTitle=Akrobat Feature/&PowerFeatBalefulScionDescription=Einmal pro Runde kannst du einer Kreatur, die du innerhalb von 60 Fuß von dir aus sehen kannst, Schaden zufügen und ihr außerdem nekrotischen Schaden zufügen. Der nekrotische Schaden entspricht 1W6 + deinem Kompetenzbonus und du erhältst eine Anzahl an Trefferpunkten zurück, die 1W6 + deinem Kompetenzbonus entspricht. Du kannst diesen Vorteil so oft nutzen, wie dein Kompetenzbonus beträgt, und du erhältst alle verbrauchten Anwendungen zurück, wenn du eine lange Rast beendest. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Chromatische In Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatische Infusion verursacht zusätzlichen +{2} Blitzschaden! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatische Infusion: Gift Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatische Infusion verursacht zusätzlichen +{2} Giftschaden! +Feedback/&FeatBrawlerReroll=Wenn Sie einen unbewaffneten Angriff ausführen, können Sie im Rahmen dieses Angriffs alle 1er auf den Schadenswürfeln wiederholen und müssen das neue Ergebnis akzeptieren. +Feedback/&FeatElementalAdeptReroll={0} verwendet Elemental Adept, um einen {1} Angriffswürfel von {2} auf {3} neu zu würfeln. +Feedback/&FeatElementalMasterReroll={0} verwendet Elemental Master, um einen {1} Angriffswürfel von {2} auf {3} neu zu würfeln. Feedback/&IsNotLuckyHigher={0} hat überhaupt kein Glück und würfelt eine höhere {2} als Ersatz für eine {3}. Feedback/&IsNotLuckyLower={0} hat überhaupt kein Glück und würfelt eine niedrigere {2} als Ersatz für eine {3}. Feedback/&LuckyAttackToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Angriffswurf zu ersetzen. @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3 Feedback/&LuckySavingToHitRoll={0} hat {1} verwendet und würfelt beim Rettungswurf eine {2}, um {3} zu ersetzen Item/&ItemFeatChefTreatDescription=Essen Sie diese Leckerei vom Küchenchef und erhalten Sie 5 temporäre Trefferpunkte. Item/&ItemFeatChefTreatTitle=Leckerbissen vom Küchenchef +Reaction/&CustomReactionGrapplerDescription=Du kannst {0} ringen. +Reaction/&CustomReactionGrapplerReactDescription=Packe das Ziel. +Reaction/&CustomReactionGrapplerReactTitle=Greifer +Reaction/&CustomReactionGrapplerTitle=Greifer Reaction/&ReactionAttackMageSlayerDescription={0} Wirke einen Zauber in einem Umkreis von 1,5 m um dich herum. Du kannst deine Reaktion zum Angreifen nutzen. Reaction/&ReactionAttackMageSlayerReactDescription=Verwenden Sie die Reaktion, um das Ziel anzugreifen. Reaction/&ReactionAttackMageSlayerReactTitle=Attacke @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Reaktiver Widerstand Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Aktion auswählen Reaction/&SubitemSelectReactionAttackSentinelTitle=Aktion auswählen Reaction/&SubitemSelectReactionWarcasterTitle=Aktion auswählen +Reaction/&UseGiftOfTheGemDragonDescription={0} hat dir Schaden zugefügt! Du kannst deine Reaktion nutzen, um es 10 Fuß weit zu stoßen und 2W8 psychischen Schaden zuzufügen. +Reaction/&UseGiftOfTheGemDragonReactDescription=Leisten Sie Widerstand. +Reaction/&UseGiftOfTheGemDragonReactTitle=Reagieren +Reaction/&UseGiftOfTheGemDragonTitle=Geschenk des Edelsteindrachen Reaction/&WarcasterAttackDescription=Angriffsziel. Reaction/&WarcasterAttackTitle=Attacke Tag/&InitiateCantripSpecialTagTitle=Cantrips einleiten diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt index 0058f77b8a..0762b891e4 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Du lernst die Magie der Urwälder, die von dei Feat/&FeatWoodElfMagicTitle=Waldelfenmagie Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Solange Sie ein Großschwert halten, erhalten Sie einen Bonus von +1 auf die RK. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Wiedergängerklinge -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Aufgrund der Flammen von Phlegethos würfelt {0} den {1}-Würfel von {2} auf {3} neu. Feature/&PowerFeatDragonFearDescription=Du kannst eine Verwendung deiner Atemwaffe nutzen, um zu brüllen, wodurch jede Kreatur deiner Wahl innerhalb von 30 Fuß um dich herum einen Weisheitsrettungswurf machen muss (DC 8 + dein Kompetenzbonus + dein Charismamodifikator). Bei einem misslungenen Rettungswurf wird das Ziel für 1 Minute verängstigt. Wenn das verängstigte Ziel Schaden nimmt, kann es den Rettungswurf wiederholen und bei einem Erfolg den Effekt auf sich selbst beenden. Feature/&PowerFeatDragonFearTitle=Drachenangst Feature/&PowerFeatOrcishAggressionDescription=Wenn Sie in der Haupthand eine Nahkampfwaffe tragen, können Sie als Bonusaktion mit Ihrer Geschwindigkeit auf einen Feind Ihrer Wahl zustürmen und die Kreatur mit Ihrer Hauptwaffe frei angreifen. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} hat {1} verwendet und würfelt eine { Feedback/&BountifulLuckCheckToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Kontrollwurf zu ersetzen. Feedback/&BountifulLuckSavingToHitRoll={0} hat {1} verwendet und würfelt beim Rettungswurf eine {2}, um {3} zu ersetzen Feedback/&DwarvenFortitudeHitDieRolled={0} hat eine {2} gewürfelt und {3} = {4} geheilt. +Feedback/&FlamesOfPhlegethosReroll={0} verwendet die Flammen des Phlegethos, um einen {1} magischen Schadenswürfel von {2} auf {3} neu zu würfeln. Reaction/&CustomReactionBountifulLuckAttackDescription={0} haben {1} verfehlt. {2} kann reagieren, indem sie einen W20 würfeln und den Angriffswurf ersetzen. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Würfeln Sie einen W20, um den Angriffswurf zu ersetzen. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Reichhaltiges Glück diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/RangedCombat-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/RangedCombat-de.txt index eb43421b31..99208cd080 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/RangedCombat-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/RangedCombat-de.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Scharfschütze aktivieren/deaktivieren +Action/&DeadEyeToggleTitle=Scharfschütze Condition/&ConditionFeatSteadyAimAdvantageDescription=Sie haben bei Ihrem nächsten Angriffswurf einen Vorteil. Condition/&ConditionFeatSteadyAimAdvantageTitle=Zielsicher Condition/&ConditionFeatSteadyAimRestrainedDescription=Bis zum Ende deines Zuges kannst du dich nicht bewegen. diff --git a/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt b/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt index ddcd9313dd..403f43e38a 100644 --- a/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/FightingStyles-de.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Lähmender Schaden! Feedback/&AdditionalDamageCripplingLine={1} erleidet lähmenden Schaden. Feedback/&AdditionalDamageExecutionerFormat=Ausführung! Feedback/&AdditionalDamageExecutionerLine={0} führt {1} aus und verursacht +{2} zusätzlichen Schaden! -FightingStyle/&AstralReachDescription=Die Reichweite Ihres unbewaffneten Schlags erhöht sich um 5 Fuß. +FightingStyle/&AstralReachDescription=Ihre unbewaffnete Reichweite erhöht sich um 1,52 m, solange beide Hände frei sind. FightingStyle/&AstralReachTitle=Astrale Reichweite FightingStyle/&BlindFightingDescription=Sie haben blinde Sicht mit einer Reichweite von 10 Fuß. Innerhalb dieser Reichweite können Sie effektiv alles sehen, was sich nicht in vollständiger Deckung befindet, selbst wenn Sie geblendet sind oder sich in der Dunkelheit befinden. Darüber hinaus können Sie eine unsichtbare Kreatur innerhalb dieser Reichweite sehen, es sei denn, die Kreatur versteckt sich erfolgreich vor Ihnen. FightingStyle/&BlindFightingTitle=Blindes Kämpfen @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=Sie erhalten einen Bonus von +1 auf Ihre FightingStyle/&HandAndAHalfTitle=Klassischer Schwertkampf FightingStyle/&InterceptionDescription=Wenn eine Kreatur, die Sie sehen können, ein Ziel, das nicht Sie selbst ist, innerhalb von 1,5 Metern von Ihnen entfernt mit einem Angriff trifft, können Sie Ihre Reaktion nutzen, um den Schaden, den das Ziel erleidet, um 1W10 + Ihren Kompetenzbonus zu reduzieren. Sie müssen einen Schild oder eine einfache oder Kampfwaffe tragen, um diese Reaktion nutzen zu können. FightingStyle/&InterceptionTitle=Abfangen -FightingStyle/&LungerDescription=Die Reichweite Ihrer Nahkampfwaffe erhöht sich um 1,5 m, wenn Sie eine Waffe ohne schweres Kennzeichen und keine andere Waffe oder keinen anderen Schild tragen. +FightingStyle/&LungerDescription=Die Reichweite Ihrer Nahkampfwaffe erhöht sich um 1,5 m, solange Sie eine Waffe ohne schweres Etikett tragen und Ihre andere Hand frei ist. FightingStyle/&LungerTitle=Lunge FightingStyle/&MercilessDescription=Wenn Sie in Ihrem Zug die KP eines Ziels mit einem Nahkampfangriff auf 0 reduzieren, müssen Feinde in einem Radius um das niedergeschlagene Ziel, der der Hälfte Ihres Kompetenzbonus (aufgerundet) entspricht und die das Ziel sehen können, einen Weisheitswurf (DC 8 + Ihr Kompetenzbonus + Ihr Stärkemodifikator) bestehen oder haben bis zum Ende Ihres nächsten Zuges Angst vor Ihnen. Wenn der auslösende Angriff ein kritischer Treffer ist, entspricht der Radius stattdessen Ihrem Kompetenzbonus. FightingStyle/&MercilessTitle=Gnadenlos diff --git a/SolastaUnfinishedBusiness/Translations/de/KeyBindings-de.txt b/SolastaUnfinishedBusiness/Translations/de/KeyBindings-de.txt new file mode 100644 index 0000000000..0236f8ddf9 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/de/KeyBindings-de.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Ermöglicht Ihnen, den aktuell ausgewählten Charakter zu exportieren. +Setting/&CharacterExportTitle=Zeichen exportieren +Setting/&DebugOverlayDescription=Ermöglicht Ihnen, das Vanilla-Debug-Overlay zu öffnen. +Setting/&DebugOverlayTitle=Debug-Overlay +Setting/&EnableCharacterCheckerDescription=Ermöglicht Ihnen die Vorschau von Schauspielern mit einer neuen Schaltfläche, die zum Charakterpool hinzugefügt wurde. +Setting/&EnableCharacterCheckerTitle=Zeichenprüfung aktivieren +Setting/&EnableCheatMenuDescription=Ermöglicht Ihnen, während des normalen Spiels auf das Cheat-Menü des Dungeon Maker zuzugreifen. +Setting/&EnableCheatMenuTitle=Aktiviere das Cheat-Menü +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=STRG, um die Überprüfung auf Questgegenstände beim Ablegen zu umgehen +Setting/&EnablePartyTogglesDescription=Ermöglicht Ihnen, Helden im Charakterpool umzuschalten, um sie als Ihre Standardgruppe beim Testen des Dungeon-Makers und beim regulären neuen Gameplay zu verwenden. +Setting/&EnablePartyTogglesTitle=Standardmäßige Party-Umschalter aktivieren +Setting/&EnableSaveByLocationDescription=Ermöglicht Ihnen, Ihre Speicherungen nach Kampagnen und/oder Standorten zu organisieren. +Setting/&EnableSaveByLocationTitle=Speichern nach Standort aktivieren +Setting/&EnableShiftToSnapLineSpellsTitle=UMSCHALT, um Linienzauber am Raster auszurichten +Setting/&FormationSet1Description=Ermöglicht Ihnen, den Formationssatz 1 auszuwählen. +Setting/&FormationSet1Title=Formationssatz 1 +Setting/&FormationSet2Description=Ermöglicht Ihnen, den Formationssatz 2 auszuwählen. +Setting/&FormationSet2Title=Formationssatz 2 +Setting/&FormationSet3Description=Ermöglicht Ihnen, den Formationssatz 3 auszuwählen. +Setting/&FormationSet3Title=Formationssatz 3 +Setting/&FormationSet4Description=Ermöglicht Ihnen, den Formationssatz 4 auszuwählen. +Setting/&FormationSet4Title=Formationssatz 4 +Setting/&FormationSet5Description=Ermöglicht Ihnen, den Formationssatz 5 auszuwählen. +Setting/&FormationSet5Title=Formationssatz 5 +Setting/&HideCrownOfMagisterTitle=Krone des Magisters verstecken +Setting/&HideHelmetsTitle=Helme ausblenden +Setting/&HideTitle=Verstecken +Setting/&InvertTooltipBehaviorDescription=Zeigen Sie den erweiterten Tooltip anstelle des standardmäßigen zusammengefassten an. +Setting/&InvertTooltipBehaviorTitle=Tooltips-Verhalten umkehren +Setting/&ModHeaderTitle=Unerledigte Geschäfte +Setting/&RejoinPartyDescription=Ermöglicht es Ihnen, sich wieder der Gruppe um den ersten Helden anzuschließen, falls jemand gefangen ist. +Setting/&RejoinPartyTitle=Der Party wieder beitreten +Setting/&SelectCharacter5Title=Wähle Charakter 5 +Setting/&SelectCharacter6Title=Wähle Charakter 6 +Setting/&SpawnEncounterDescription=Ermöglicht Ihnen, den Begegnungssatz auf der Registerkarte „Mod-UI-Begegnungen“ zu erzeugen. +Setting/&SpawnEncounterTitle=Begegnung spawnen +Setting/&TeleportPartyDescription=Ermöglicht Ihnen, die Gruppe zum Standort in der Bildschirmmitte zu teleportieren. +Setting/&TeleportPartyTitle=Teleport-Party +Setting/&ToggleHudDescription=Ermöglicht Ihnen, das HUD ein-/auszuschalten. +Setting/&ToggleHudTitle=HUD umschalten +Setting/&TooltipWidthDescription=Ändern Sie den Tooltip-Breitenmultiplikator. +Setting/&TooltipWidthTitle=Tooltip-Breite +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Schalte weitere lorefreundliche Namen frei +Setting/&UnlockAllNpcFacesTitle=Schalte NPC-Gesichter frei +Setting/&UnlockBeardlessDwarvesTitle=Schalte bartlose Zwerge frei +Setting/&UnlockEyeStylesTitle=Augenstile freischalten +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Schalte leuchtende Markierungen und Tattoofarben frei +Setting/&UnlockGlowingEyeColorsTitle=Schalte leuchtende Augenfarben frei +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Markierungen und Tätowierungen freischalten +Setting/&UnlockNewBrightEyeColorsTitle=Schalte leuchtende Augenfarben frei +Setting/&UnlockSkinColorsTitle=Hautfarben freischalten +Setting/&UnlockUnmarkedSorcerersTitle=Schalte unmarkierte Zauberer frei +Setting/&VttCameraDescription=Ermöglicht Ihnen, den VTT-Kameramodus umzuschalten. +Setting/&VttCameraTitle=MTB-Kamera diff --git a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt index ad30bcb83c..1502630890 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Geblendet Feature/&AttributeModifierMonkAbundantKiDescription=Fügen Sie Ihrem Ki-Punkte-Pool die Hälfte Ihres Kompetenzbonus (abgerundet) hinzu. Feature/&AttributeModifierMonkAbundantKiTitle=Reichlich Ki Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Folgt Grappler -Feature/&ConditionGrappleTargetFlyingTitle=Fliegen Feature/&EnhancedIndomitableResistanceDescription=Wenn dir ein Rettungswurf misslingt, kannst du ihn mit einem Bonus wiederholen, der deiner Kämpferstufe entspricht. Wenn du das tust, musst du den neuen Wurf verwenden und kannst diese Funktion nicht erneut verwenden, bis du eine lange Pause beendet hast. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Erweiterte Zauber diff --git a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt index dbaa5f3bf6..8574716ac3 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt @@ -1,355 +1,319 @@ ModUi/&AccountForAllDiceOnFollowUpStrike=Füge alle zusätzlichen Effekte der Basiswaffe zum Talent Folgeschlag hinzu. -ModUi/&AccountForAllDiceOnSavageAttack=Fügen Sie alle Würfel vom Basiswaffenschaden zu Funktionen hinzu, die Basiswaffenschaden hinzufügen, anstatt nur 1 Würfel [Wilder Angriff, 2H-Waffen usw.] +ModUi/&AccountForAllDiceOnSavageAttack=Füge alle Würfel vom Basiswaffenschaden zu Funktionen hinzu, die Basiswaffenschaden hinzufügen, anstatt nur 1 Würfel [Wilder Angriff, 2H-Waffen usw.] ModUi/&AddAllToStore=Alle zum Shop hinzufügen -ModUi/&AddBleedingToLesserRestoration=Fügen Sie den Zustand Blutung zu den Zuständen hinzu, die durch Größere und Geringere Wiederherstellung entfernt wurden -ModUi/&AddCustomIconsToOfficialItems=Fügen Sie benutzerdefinierte Symbole zu offiziellen Spielgegenständen hinzu [Munition, Rezepte, Kits usw.] [Neustart erforderlich] -ModUi/&AddDarknessPerceptiveToDarkRaces=Aktivieren Sie Darkness Perceptive für Darkelf, Dark Kobold und Gray Dwarf \n[Gewährt Vorteil bei Wahrnehmungsprüfungen, wenn es nicht beleuchtet ist oder sich in magischer Dunkelheit befindet] +ModUi/&AddBleedingToLesserRestoration=Füge den Zustand Blutung zu denen hinzu, die durch Größere und Geringere Wiederherstellung entfernt wurden. +ModUi/&AddCustomIconsToOfficialItems=Fügen Sie offiziellen Spielgegenständen benutzerdefinierte Symbole hinzu [Munition, Rezepte, Kits usw.] [Neustart erforderlich] +ModUi/&AddDarknessPerceptiveToDarkRaces=Aktiviere Dunkelheitswahrnehmung bei Dunkelelf, Dunkelkobold und Grauem Zwerg \n[gewährt einen Vorteil bei Wahrnehmungsprüfungen im unbeleuchteten Zustand oder in magischer Dunkelheit] ModUi/&AddDexModifierToEnemiesInitiativeRoll=DEX-Modifikator zu Feinden hinzufügen Initiative Roll -ModUi/&AddFallProneActionToAllRaces=Füge die Aktion In den Bauch fallen zu allen spielbaren Rassen hinzu [du kannst kostenlos in den Bauch fallen] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Aktivieren Sie Kämpfer, um die Klassenstufe als Bonus zur Wiederholung des Unbezwingbaren Widerstands-Rettungswurfs hinzuzufügen -ModUi/&AddGrappleActionToAllRaces=Füge die Aktion Greifen zu allen spielbaren Rennen hinzu. -ModUi/&AddHelpActionToAllRaces=Füge die Aktion Hilfe zu allen spielbaren Rassen hinzu [Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur innerhalb einer Zelle um dich anzugreifen] -ModUi/&AddHumanoidFavoredEnemyToRanger=Aktiviere Ranger humanoide bevorzugte Feinde -ModUi/&AddNewBrightEyeColors=Fügen Sie neue leuchtende Augenfarben hinzu -ModUi/&AddNewWeaponsAndRecipesToShops=Füge neue Waffen und Rezepte zu Shops hinzu [Handwickel, Hellebarden, Piken, lange Streitkolben, Handarmbrüste] [Neustart erforderlich] -ModUi/&AddPaladinSmiteToggle=Fügen Sie einen Schalter hinzu, um Paladinen zu erlauben, nur bei kritischen Treffern Schläge zu aktivieren [nützlich, um Reaktionsaufforderungen zu minimieren] -ModUi/&AddPickPocketableLoot=Füge Taschendieb-Beute hinzu [empfohlen, wenn das Talent Taschendieb aktiviert ist] +ModUi/&AddFallProneActionToAllRaces=Füge allen Klassen die Aktion In die Hocke fallen hinzu [Du kannst kostenlos in die Hocke fallen] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Füge die Klassenstufe als Bonus zur Wiederholung des Rettungswurfs für Unbezwingbaren Widerstand hinzu +ModUi/&AddGrappleActionToAllRaces=Fügen Sie allen Klassen die Aktion Greifen hinzu +ModUi/&AddHelpActionToAllRaces=Füge allen Klassen die Aktion Hilfe hinzu [Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur innerhalb von 1 Zelle von dir anzugreifen] +ModUi/&AddHumanoidFavoredEnemyToRanger=Aktivieren Sie Humanoide als bevorzugte Feinde +ModUi/&AddNewWeaponsAndRecipesToShops=Neue Waffen und Rezepte zu den Läden hinzufügen [Handbandagen, Hellebarden, Piken, lange Streitkolben, Handarmbrüste] [Neustart erforderlich] +ModUi/&AddPaladinSmiteToggle=Fügen Sie einen Schalter hinzu, um Paladinen zu erlauben, Smites nur bei kritischen Treffern zu aktivieren [nützlich, um Reaktionsaufforderungen zu minimieren] +ModUi/&AddPickPocketableLoot=Beute, die durch Taschendiebstahl gestohlen werden kann, hinzufügen [empfohlen, wenn die Fähigkeit Taschendiebstahl aktiviert ist] ModUi/&AddToStore=Zum Shop hinzufügen ModUi/&Advanced=Erweitert: [Neustart erforderlich] -ModUi/&AdvancedHelp=• ACHTUNG: Diese Einstellungen erfordern, dass der Player diesen Mod installiert hat +ModUi/&AdvancedHelp=• ACHTUNG: Diese Einstellungen erfordern, dass der Spieler diesen Mod installiert hat ModUi/&AllItemInDm=Alle Artikel in DM -ModUi/&AllRecipesInDm=Alle Rezepte in DM +ModUi/&AllRecipesInDm=Alle Rezepte im DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Alle Spieler in Erzählsequenzen zulassen ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Erlaubt Verbündeten, Ranger GloomStalker in natürlicher Dunkelheit wahrzunehmen -ModUi/&AllowAnyClassToWearSylvanArmor=Erlaube jeder Klasse, Sylvan-Rüstung oder Lichtbringer-Kleidung zu tragen -ModUi/&AllowBeardlessDwarves=Erlaube bartlose Zwerge +ModUi/&AllowAnyClassToWearSylvanArmor=Erlaubt jeder Klasse, Sylvan-Rüstung oder Lichtbringer-Kleidung zu tragen. ModUi/&AllowBladeCantripsToUseReach=Erlaube Blade Cantrips, eine Reichweite statt 5 Fuß zu verwenden. ModUi/&AllowClubsToBeThrown=Ermöglicht das Werfen von Keulen wie Dolche oder Faustäxte. -ModUi/&AllowDisplayingNonSuggestedSpells=Erlaube nicht vom Mod vorgeschlagene Zauber auf jeder Liste -ModUi/&AllowDisplayingOfficialSpells=Lassen Sie in jeder Liste spieloffizielle Zaubersprüche zu -ModUi/&AllowDruidToWearMetalArmor=Erlaube Druiden, Metallrüstungen zu tragen +ModUi/&AllowDisplayingNonSuggestedSpells=Erlaube Mods, die keine vorgeschlagenen Zaubersprüche auf jeder Liste haben +ModUi/&AllowDisplayingOfficialSpells=Offizielle Spielzauber auf jeder Liste zulassen +ModUi/&AllowDruidToWearMetalArmor=Erlaubt Druiden, eine Metallrüstung zu tragen ModUi/&AllowDungeonsMaxLevel20=Erlaube Dungeons mit max. Level 20 -ModUi/&AllowFlightSuspend=Erlaubt die vorübergehende Aussetzung des Flugs durch Gegenstände und Zauber [betrifft keine Wildform- oder Flugrassen] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Aktivieren Sie STRG, um jegliche Prüfung beim Platzieren von Gadgets oder Requisiten zu umgehen -ModUi/&AllowHasteCasting=Erlaube das Wirken von Zaubersprüchen mit zusätzlicher Aktion, bevor du beschleunigt wirst [Du bist immer noch auf 1 Hauptaktionszauber pro Runde beschränkt] -ModUi/&AllowHornsOnAllRaces=Erlaube Hörner bei allen Rennen [Ergebnisse können je nach Rasse, Kopf und Hupe schrecklich aussehen] -ModUi/&AllowMoreRealStateOnRestPanel=Ermöglichen Sie einen realistischeren Status im Ruhebereich [Aktionen nach Ruhe im Bereich vor dem Bereich ausblenden und Wiederherstellungsfunktionen im Bereich nach dem Bereich ausblenden] -ModUi/&AllowStackedMaterialComponent=Gestapelte Materialkomponente zulassen[z.B. 2x500gp Diamant entspricht 1000gp Diamant] +ModUi/&AllowFlightSuspend=Erlaubt die vorübergehende Unterbrechung des Flugs durch Gegenstände und Zauber [betrifft keine Wildform- oder Flugrassen] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Aktivieren Sie STRG-Klick, um alle Überprüfungen beim Platzieren von Gadgets oder Requisiten zu umgehen +ModUi/&AllowHasteCasting=Erlaubt das Wirken von Zaubersprüchen mit zusätzlicher Aktion durch Beschleunigung [Sie sind weiterhin auf 1 Hauptaktionszauber pro Runde beschränkt] +ModUi/&AllowHornsOnAllRaces=Hörner bei allen Rassen zulassen [die Ergebnisse können je nach Rasse, Kopf und Horn schrecklich aussehen] +ModUi/&AllowMoreRealStateOnRestPanel=Realistischeren Status im Ruhebereich zulassen [Aktionen nach dem Ruhebereich im Bereich davor und Wiederherstellungsfunktionen im Bereich danach ausblenden] +ModUi/&AllowStackedMaterialComponent=Gestapelte Materialkomponente zulassen [z. B. 2x500gp Diamant entsprechen 1000gp Diamant] ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Erlaubt Zielauswahl beim Wirken des Zaubers Kettenblitzschlag -ModUi/&AllowUnmarkedSorcerers=Erlaube Sorcerer ohne Ursprungsmarkierungen und Tätowierungen -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Die ALT-Taste hebt nur Gadgets im Sichtfeld der Gruppe hervor [nur benutzerdefinierte Dungeons] -ModUi/&ArcaneShieldstaffOptions=Ermöglichen Sie die Abstimmung von Arkaner Schildstab durch jede Klasse +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Die Taste ALT hebt nur Gadgets im Sichtfeld der Gruppe hervor [nur benutzerdefinierte Dungeons] +ModUi/&ArcaneShieldstaffOptions=Erlaubt die Abstimmung von Arkaner Schildstab durch jede Klasse ModUi/&Backgrounds=Hintergründe ModUi/&BackgroundsAndRaces=Hintergründe & Rassen ModUi/&Basic=Grundlegend: ModUi/&Bestiary=Bestiarium -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Fluch verleihen erfordert keine Konzentration, wenn es mit einem L5+-Zauberslot gewirkt wird -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=Der Zustand Blind erlaubt keinen Gelegenheitsangriff +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Verfluchen erfordert keine Konzentration, wenn es mit einem Zauberplatz L5+ gewirkt wird. +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=Der Zustand Geblendet erlaubt keinen Gelegenheitsangriff ModUi/&Blueprints=Blaupausen -ModUi/&Campaigns=Kampagnen: -ModUi/&CampaignsAndLocations=Kampagnen und Standorte: +ModUi/&Campaigns=Spiel-UI ModUi/&Category=Kategorie -ModUi/&ChangeDragonbornElementalBreathUsages=Ändere die Verwendung von Drachenblut-Elementaratem pro kurzer Pause in einen Konstitutionsmodifikator -ModUi/&ChangeSleetStormToCube=Ändern Sie Seet Storm, um einen Würfel anstelle eines Zylinders zu verwenden +ModUi/&ChangeDragonbornElementalBreathUsages=Ändere die Verwendung des Elementaratems von Dragonborn in einen Konstitutionsmodifikator pro kurzer Pause. +ModUi/&ChangeSleetStormToCube=Ändern Sie Schneeregen, um einen Würfel statt eines Zylinders zu verwenden. ModUi/&Changelog=Änderungsprotokoll ModUi/&Character=Charakter -ModUi/&CharactersPool=Zeichenpool -ModUi/&Classes=Klassen -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Kälteimmunität gewährt auch Immunität gegen gekühlte und gefrorene Bedingungen -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Kälteresistenz gewährt außerdem Immunität gegen den gekühlten Zustand und reduziert den Zustand „gefroren“ auf „gekühlt“. +ModUi/&CharactersPool=Charaktere-Pool +ModUi/&Classes=Klassen +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Kälteimmunität verleiht auch Immunität gegen unterkühlte und gefrorene Zustände +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Kälteresistenz verleiht außerdem Immunität gegen unterkühlten Zustand und reduziert gefrorenen zu unterkühlten Zustand. ModUi/&Combat=Kampf: ModUi/&Crafting=Herstellung: -ModUi/&CraftingHelp=• Drücken Sie die Taste, um Rezepte sofort auf der aktiven Gruppe zu lernen.\n• Für Artikel, die zu Geschäften hinzugefügt werden, muss die Gruppe möglicherweise den Ort verlassen und zurückkommen +ModUi/&CraftingHelp=• Drücken Sie die Taste, um Rezepte sofort für die aktive Gruppe zu lernen.\n• Für zu Geschäften hinzugefügte Artikel kann es erforderlich sein, dass die Gruppe den Standort verlässt und wieder zurückkommt. ModUi/&Credits=Credits ModUi/&CreditsAndDiagnostics=Credits & Diagnose ModUi/&Critical=Kritischer Treffer: -ModUi/&CriticalOption0=0: Spielstandard, werfen Sie alle Schadenswürfel zweimal, addieren Sie das Ergebnis und fügen Sie Modifikatoren hinzu [XdY+XdY+Z] -ModUi/&CriticalOption1=1: Summiere das maximale Ergebnis für die Schadenswürfel und addiere es zum Schaden des Angriffs [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: Wirf alle Schadenswürfel, die das höchstmögliche Ergebnis erzielen, erneut und addiere es zum Gesamtschaden +ModUi/&CriticalOption0=0: Spielvorgabe, wirf beliebige Schadenswürfel zweimal, addiere das Ergebnis und füge Modifikatoren hinzu [XdY+XdY+Z] +ModUi/&CriticalOption1=1: Summiere das maximale Ergebnis der Schadenswürfel und addiere es zum Schaden des Angriffs [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: Wirf alle Schadenswürfel mit dem höchstmöglichen Ergebnis erneut und addiere sie zum Gesamtschaden ModUi/&CriticalOption3=3: Verdoppeln Sie den Gesamtschaden Ihres Angriffs, anstatt zusätzliche Würfel zu werfen. [(XdY+Z)*2] ModUi/&Deities=Gottheiten -ModUi/&DisableAutoEquip=Deaktivieren Sie die automatische Ausrüstung von Gegenständen im Inventar -ModUi/&DisableBarbarianBrutalCritical=+ Deaktivieren Sie außerdem Barbar Brutal Critical auf den Stufen 9, 13 und 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Deaktivieren Sie die Zaubervoraussetzungen für Talente, die von diesem Mod bereitgestellt werden [Neustart erforderlich] -ModUi/&DisableClassPrerequisitesOnModFeats=Deaktivieren Sie die Levelvoraussetzungen für die von diesem Mod bereitgestellten Talente. +ModUi/&DisableAutoEquip=Automatisches Ausrüsten von Gegenständen im Inventar deaktivieren +ModUi/&DisableBarbarianBrutalCritical=+ Deaktivieren Sie außerdem Brutal Critical auf den Stufen 9, 13 und 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Deaktivieren Sie die Voraussetzungen für das Wirken von Zaubern bei Mod feats [Neustart erforderlich] +ModUi/&DisableClassPrerequisitesOnModFeats=Deaktivieren Sie Levelvoraussetzungen für Talente ModUi/&DisableMultilineSpellOffering=Deaktivieren Sie das Anbieten von mehrzeiligen Zaubersprüchen in der Aktionsleiste [hauptsächlich für Controller-Benutzer, die Helden ohne Multicaster verwenden] -ModUi/&DisableRacePrerequisitesOnModFeats=Deaktivieren Sie die Rennvoraussetzungen für Talente, die von diesem Mod bereitgestellt werden -ModUi/&DisableSenseDarkVisionFromAllRaces=Deaktiviere Sense Dark Vision für alle spielbaren Rassen [Neustart erforderlich] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Deaktivieren Sie Superior Sense Dark Vision für alle spielbaren Rassen [Neustart erforderlich] -ModUi/&DisableUnofficialTranslations=Deaktivieren Sie die Unterstützung inoffizieller Übersetzungen, um den Mod zu beschleunigen [es sei denn, ich spreche Chinesisch, Italienisch, Japanisch, Koreanisch oder Spanisch] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Zeigt beim Levelaufstieg alle bekannten Zauber anderer Klassen an -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Paktslots für Hexenmeister bei der Zauberauswahl anstelle des Charakterfensters anzeigen +ModUi/&DisableRacePrerequisitesOnModFeats=Deaktivieren Sie Rassenvoraussetzungen für Talente +ModUi/&DisableSenseDarkVisionFromAllRaces=Deaktivieren Sie Dunkelsicht spüren bei allen spielbaren Rassen [Neustart erforderlich] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Deaktivieren Sie Überlegener Sinn für Dunkelsicht bei allen spielbaren Rassen [Neustart erforderlich] +ModUi/&DisableUnofficialTranslations=Deaktivieren Sie die Unterstützung für inoffizielle Übersetzungen, um den Mod zu beschleunigen [es sei denn, ich spreche Chinesisch, Italienisch, Japanisch, Koreanisch oder Spanisch] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Alle bekannten Zaubersprüche anderer Klassen beim Levelaufstieg anzeigen +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Warlock-Paktplätze in der Zauberauswahl statt im Charakterfenster anzeigen ModUi/&DocsArcaneShots=Arkane Schüsse ModUi/&DocsBackgrounds=Hintergründe +ModUi/&DocsClasses=Klassen ModUi/&DocsFeats=Talente ModUi/&DocsFightingStyles=Kampfstile -ModUi/&DocsInfusions=Aufgüsse -ModUi/&DocsInvocations=Anrufungen +ModUi/&DocsInfusions=Infusionen +ModUi/&DocsInvocations=Aufrufe ModUi/&DocsManeuvers=Manöver ModUi/&DocsMetamagic=Metamagie ModUi/&DocsRaces=Rennen ModUi/&DocsSpells=Zauber ModUi/&DocsSubclasses=Unterklassen -ModUi/&DocsSubraces=Subraces +ModUi/&DocsSubraces=Unterrassen ModUi/&DocsVersatilities=Vielseitigkeit ModUi/&Donate=Spenden: {0} -ModUi/&DontDisplayHelmets=Keine Helme auf Grafikcharakteren anzeigen [Neustart erforderlich] ModUi/&DontEndTurnAfterReady=Beenden Sie den Zug nicht nach der Verwendung von Bereitschaftsaktion [ermöglicht die Verwendung von Bonusaktionen oder zusätzlichen Hauptaktionen aus Eile oder anderen Quellen] -ModUi/&DontFollowCharacterInBattle=Die Kampfkamera folgt nicht, wenn der Charakter bereits auf dem Bildschirm ist -ModUi/&DontFollowMargin=+ Es sei denn, der Held ist ausgeschaltet oder innerhalb von % des Bildschirmrands -ModUi/&DungeonMakerBasicHelp=• Für diese Einstellungen ist es nicht erforderlich, dass der Player diesen Mod installiert hat +ModUi/&DontFollowCharacterInBattle=Die Kampfkamera folgt nicht, wenn die Figur bereits auf dem Bildschirm ist +ModUi/&DontFollowMargin=+ Sofern der Held nicht ausgeschaltet ist oder sich innerhalb von % des Bildschirmrands befindet +ModUi/&DungeonMakerBasicHelp=• Diese Einstellungen erfordern nicht, dass der Spieler diesen Mod installiert hat ModUi/&DungeonMakerMenu=Dungeon-Ersteller ModUi/&Effects=Auswirkungen -ModUi/&EmpressGarbAppearance=Kaiserin-Gewand Aussehen +ModUi/&EmpressGarbAppearance=Kaiseringewand Aussehen ModUi/&EnableActionSwitching=Aktivieren Sie die Aktionswechselleiste [nützlich, um die volle Kontrolle über Ihre Aktionsabfolge zu haben] -ModUi/&EnableAdditionalBackstoryDisplay=Aktivieren Sie die zusätzliche Anzeige von Hintergrundgeschichten bei der Hintergrundinspektion -ModUi/&EnableAdditionalIconsOnLevelMap=Aktivieren Sie zusätzliche Symbole für Lager, Ausgänge und Teleporter auf der Levelkarte +ModUi/&EnableAdditionalBackstoryDisplay=Aktivieren Sie die Anzeige zusätzlicher Hintergrundgeschichten bei der Hintergrundüberprüfung +ModUi/&EnableAdditionalIconsOnLevelMap=Zusätzliche Symbole für Lager, Ausgänge und Teleporter auf der Levelkarte aktivieren ModUi/&EnableAdditionalItemsInDungeonMaker=Modifizierte Elemente zum Editor hinzufügen -ModUi/&EnableAlternateHuman=Aktiviere den alternativen Mensch [+1 Talent / +2 Attributauswahl / +1 Fertigkeit] -ModUi/&EnableAlternateVotingSystem=Aktivieren Sie das alternative Abstimmungssystem [choiceweight = votes * hero Charisma modifier] -ModUi/&EnableBarbarianBrutalStrike=Aktiviere Barbar Brutal Strike und Brutal Strike Improvement auf den Stufen 9, 13 und 17 -ModUi/&EnableBarbarianFightingStyle=Aktiviere die Wahl des Barbaren Kampfstils auf Stufe 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Aktivieren Sie die Stärkung und Schwächung von Barbar Rücksichtsloser Angriff, damit sie zu Beginn der nächsten Runde endet -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Aktivieren Sie Barbaren, um auf Stufe 7 während einer kurzen Pause eine Wut-Anwendung zurückzugewinnen -ModUi/&EnableBardHealingBalladOnLongRest=Aktiviere Bard College of Hope Heilende Ballade bei langer Pause -ModUi/&EnableBetaContent=Beta-Inhalt aktivieren [Neustart erforderlich] -ModUi/&EnableCancelEditOnRightMouseClick=Abbruchaktionen per Rechtsklick aktivieren -ModUi/&EnableCantripsTriggeringOnWarMagic=Aktivieren Sie Cantrips, um einen zusätzlichen Kriegsmagie-Bonusangriff auszulösen -ModUi/&EnableCharacterChecker=Aktivieren Sie die Schaltfläche „Charakterprüfung“ auf dem Hauptbildschirm > Charaktere -ModUi/&EnableCharacterExport=Aktivieren Sie STRG-UMSCHALT-(E), um das Zeichen zu exportieren +ModUi/&EnableAlternateHuman=Aktiviere den alternativen Menschen [+1 Talent / +2 Attributauswahl / +1 Fertigkeit] +ModUi/&EnableAlternateVotingSystem=Alternatives Abstimmungssystem aktivieren [Auswahlgewicht = Stimmen * Charisma-Modifikator des Helden] +ModUi/&EnableBarbarianBrutalStrike=Aktiviere Brutal Strike und Brutal Strike Improvement auf den Leveln 9, 13 und 17. +ModUi/&EnableBarbarianFightingStyle=Aktiviere die Auswahl Kampfstil auf Stufe 2. +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Aktivieren Sie den Buff und Debuff von Reckless Attack, um ihn zu Beginn der nächsten Runde zu beenden. +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Aktiviere die Wiedererlangung einer Wut-Anwendung während einer kurzen Pause auf Level 7 +ModUi/&EnableBardHealingBalladOnLongRest=Aktivieren Sie Bard College of Hope Heilungsballade bei langer Pause +ModUi/&EnableBetaContent=Beta-Inhalte aktivieren [Neustart erforderlich] +ModUi/&EnableCancelEditOnRightMouseClick=Abbruchaktionen mit rechtem Mausklick aktivieren +ModUi/&EnableCantripsTriggeringOnWarMagic=Erlaube Cantrips, um einen zusätzlichen Bonusangriff von Kriegsmagie auszulösen ModUi/&EnableCharactersOnFireToEmitLight=Charaktere, die in Flammen stehen, sollten Licht ausstrahlen [Lichtwürfel, Feuerelementar, Feuernarr, Feuerfischadler, Feuerspinne und Familie der in Flammen stehenden Personen] -ModUi/&EnableCheatMenu=Aktivieren Sie das Cheats-Menü -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Aktivieren Sie STRG Klicken-Ziehen, um die Überprüfung auf Questgegenstände beim Ablegen zu umgehen. ModUi/&EnableCustomPortraits=Aktivieren Sie Benutzerdefinierte Porträts -ModUi/&EnableCustomPortraitsHelp=• Platzieren Sie Ihre benutzerdefinierten Porträts in den Unterordnern Personal oder PreGen , benannt nach dem Vornamen des Helden [d. h.: Anton, Celia, Nialla usw.]\n• Verwenden Sie PNG Bilder, 256 x 384 Pixel groß, mit einer Transparenzebene [verwenden Sie GIMP für beste Ergebnisse] -ModUi/&EnableDungeonMakerModdedContent=Aktivieren Sie Dungeon Maker Pro\n[einschließlich flacher Räume, Dungeongrößen von 150 x 150 und 200 x 200 und ohne Schnickschnack, bei dem Assets aus allen Umgebungen gemischt werden] -ModUi/&EnableElevationCameraToStayAtPosition=+ Aktivieren Sie die Höhenkamera während des Gefechts, damit sie nach der Deaktivierung an ihrer Position bleibt und ihre Reichweite verdreifacht. -ModUi/&EnableEpicPointsAndArray=Aktivieren Sie ein episches 35-Punkte-Kaufsystem und Array [17,15,13,12,10,8] [Neustart erforderlich] -ModUi/&EnableExtendedProficienciesPanelDisplay=Aktivieren Sie die Anzeige der erweiterten Kompetenzen [Arkane Schüsse, Infusionen, Manöver und Vielseitigkeiten]\n[Leistung Treffer bei der Charakterinspektion. Nutzung auf eigene Gefahr] -ModUi/&EnableFeatsAtEvenLevels=Aktivieren Sie die Auswahl von Talenten auf den Stufen 2, 10 und 18 +ModUi/&EnableCustomPortraitsHelp=• Platzieren Sie Ihre benutzerdefinierten Porträts in den Unterordnern Personal oder PreGen, benannt nach dem Vornamen des Helden [z. B.: Anton, Celia, Nialla usw.]\n• Verwenden Sie PNG-Bilder mit einer Größe von 256 x 384 Pixeln und einer Transparenzebene [verwenden Sie GIMP für beste Ergebnisse] +ModUi/&EnableDungeonMakerModdedContent=Aktivieren Sie Dungeon Maker Pro\n[einschließlich flacher Räume, Dungeon-Größen von 150 x 150 und 200 x 200 und ohne Schnickschnack, indem Sie Elemente aus allen Umgebungen mischen] +ModUi/&EnableElevationCameraToStayAtPosition=+ Aktivieren Sie die Höhenkamera während des Gefechts, damit sie nach der Deaktivierung an ihrer Position bleibt und ihre Reichweite verdreifacht +ModUi/&EnableEpicPointsAndArray=Aktiviere ein episches 35-Punkte-Kaufsystem und -Array [17,15,13,12,10,8] [Neustart erforderlich] +ModUi/&EnableExtendedProficienciesPanelDisplay=Anzeige des erweiterten Kompetenzfelds aktivieren [Arkane Schüsse, Infusionen, Manöver und Vielseitigkeit]\n[Leistungseinbußen bei der Charakterüberprüfung. Verwendung auf eigene Gefahr] +ModUi/&EnableFeatsAtEvenLevels=Aktiviere die Auswahl von Fähigkeiten auf den Stufen 2, 10 und 18 ModUi/&EnableFeatsAtEvenLevelsMiddle=Aktiviere die Auswahl von Fähigkeiten auf den Stufen 6 und 14. -ModUi/&EnableFighterWeaponSpecialization=Aktivieren Sie Kämpfer Waffenspezialisierung auf den Stufen 8 und 16 [erhalten Sie +1 auf Treffer und Schaden, aber einen Nachteil bei jeder anderen Waffe Typ] -ModUi/&EnableFlexibleBackgrounds=Aktivieren Sie flexible Hintergründe [wählen Sie Fähigkeiten und Werkzeugkenntnisse aus Hintergründen aus] -ModUi/&EnableFlexibleRaces=Aktivieren Sie flexible Rassen [Weisen Sie Fähigkeitspunktepunkte anstelle der Rassenstandards zu] -ModUi/&EnableGauntletMainAttacks=Erlaube Unbewaffneten Angriff mit Hauptaktion für den Charakter, wenn dieser ein Mönch ist oder Handwickel oder Panzerhandschuhe ausgerüstet hat +ModUi/&EnableFighterWeaponSpecialization=Aktivieren Sie Waffenspezialisierung auf den Stufen 8 und 16 [erhalten Sie +1 auf Treffer und Schaden, sind Sie jedoch bei allen anderen Waffentypen im Nachteil] +ModUi/&EnableFlexibleBackgrounds=Flexible Hintergründe aktivieren [Fertigkeiten und Werkzeugkenntnisse aus Hintergründen auswählen] +ModUi/&EnableFlexibleRaces=Flexible Rassen aktivieren [Fähigkeitspunkte statt der Rassenstandards zuweisen] +ModUi/&EnableGauntletMainAttacks=Erlaube Unbewaffneten Angriff mit Hauptaktion für den Charakter, wenn dieser ein Mönch ist oder Handwickel oder Panzerhandschuhe ausgerüstet hat. ModUi/&EnableHeroWithBestProficiencyToRollChoice=Ermöglichen Sie dem Helden mit der besten Fertigkeit, Dialogoptionen zu würfeln [es funktioniert, aber die Erzählungen sehen bei offiziellen Kampagnen seltsam aus] -ModUi/&EnableHigherGroundRules=Aktivieren Sie höhere Bodenregeln [+1 für Treffer, wenn Sie von einem höheren Boden aus angreifen] -ModUi/&EnableHotkeyDebugOverlay=Aktivieren Sie STRG-UMSCHALT-(D), um das Debug-Overlay anzuzeigen -ModUi/&EnableHotkeyToggleHud=Aktivieren Sie STRG-UMSCHALT-(H), um die HUD-Anzeige umzuschalten -ModUi/&EnableInventoryFilteringAndSorting=Aktivieren Sie die Filterung und Sortierung des Inventars -ModUi/&EnableInventoryTaintNonProficientItemsRed=Färbe alle Gegenstände rot, mit denen der Held nicht vertraut ist -ModUi/&EnableInventoryTintKnownRecipesRed=Bekannte Rezepte rot tönen -ModUi/&EnableInvisibleCrownOfTheMagister=Verstecke die Krone des Magisters auf der Spieloberfläche -ModUi/&EnableLevel20=Aktivieren Sie Level 20 [Neustart erforderlich] -ModUi/&EnableLogDialoguesToConsole=Aktivieren Sie die Protokollierung von Dialogen während Erzählsequenzen auf der Spielekonsole +ModUi/&EnableHigherGroundRules=Regeln für höheres Gelände aktivieren [+1 zum Treffen bei Angriffen von höherem Gelände] +ModUi/&EnableInventoryFilteringAndSorting=Aktivieren Sie die Inventarfilterung und -sortierung +ModUi/&EnableInventoryTaintNonProficientItemsRed=Färben Sie alle Gegenstände rot, mit denen der Held nicht vertraut ist +ModUi/&EnableInventoryTintKnownRecipesRed=Bekannte Rezepte zum Rotfärben +ModUi/&EnableLevel20=Level 20 aktivieren [Neustart erforderlich] +ModUi/&EnableLogDialoguesToConsole=Aktivieren Sie die Protokollierung von Dialogen auf der Spielkonsole während Erzählsequenzen ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Aktivieren Sie die Protokollierung ungültiger Referenzen in benutzerdefinierten Kampagnen ModUi/&EnableMinInOutAttributes=+ Mindestfähigkeitswerte für die Teilnahme und den Abschluss von Vorbedingungen durchsetzen -ModUi/&EnableMonkAbundantKi=Aktivieren Sie Mönch reichlich vorhandenes Ki auf Stufe 2 [Sie erhalten zusätzliches Ki, das der Hälfte des aufgerundeten Fähigkeitsbonus entspricht] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Aktiviere Mönch Körper und Geist, um Perfektes Selbst auf Stufe 20 zu ersetzen -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Aktivieren Sie Mönch Kampfkunst – Bonus für unbewaffnete Schläge, damit vor der Verwendung keine Angriffsaktion erforderlich ist -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Aktivieren Sie Mönch Flurry of Blows, damit vor der Verwendung keine Angriffsaktion erforderlich ist -ModUi/&EnableMonkFightingStyle=Aktiviere die Wahl des Mönchs Kampfstils auf Stufe 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Aktivieren Sie Mönchs-Handwickel und Stulpen, damit diese im Stulpenschlitz funktionieren -ModUi/&EnableMonkHeightenedMetabolism=Aktiviere Mönch Erhöhter Stoffwechsel auf Stufe 10 [Schlaghagel, Geduldige Verteidigung und Schritt des Windes erhalten zusätzliche Vorteile] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Aktivieren Sie Mönch Verbesserte ungepanzerte Bewegung, um sich entlang vertikaler Flächen zu bewegen, ohne zu fallen -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Aktivieren Sie Mönch Überlegene Verteidigung, um Leeren Körper auf Stufe 18 zu ersetzen -ModUi/&EnableMonkWeaponSpecialization=Aktiviere Mönch Waffenspezialisierung auf den Stufen 2 und 11 [der ausgewählte Waffentyp wird für dich zu einer Mönchswaffe] -ModUi/&EnableMulticlass=Aktivieren Sie Multiclass [Neustart erforderlich] -ModUi/&EnableOneDndHealingSpellsBuf=Aktiviere den OneDnd-Heilwürfel-Buf für Wunden heilen, Heilendes Wort, Massenhafte Wunden heilen und Massenhaftes Heilendes Wort +ModUi/&EnableMonkAbundantKi=Aktiviere Reichlich Ki auf Stufe 2 [erhalte zusätzliches Ki in Höhe der Hälfte des aufgerundeten Kompetenzbonus] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Aktiviere Körper und Geist, um Perfektes Selbst auf Stufe 20 zu ersetzen. +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Aktivieren Sie Kampfkunst – Bonus für unbewaffnete Schläge, damit vor der Verwendung keine Angriffsaktion erforderlich ist. +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Aktivieren Sie Schlaghagel, damit vor der Verwendung keine Angriffsaktion erforderlich ist. +ModUi/&EnableMonkFightingStyle=Aktiviere die Auswahl Kampfstil auf Stufe 2. +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Aktivieren Sie Handwickel und Stulpen, damit sie im Stulpenschlitz funktionieren. +ModUi/&EnableMonkHeightenedMetabolism=Aktiviere Erhöhter Stoffwechsel auf Stufe 10 [Schlaghagel, Geduldige Verteidigung und Schritt des Windes erhalten zusätzliche Vorteile] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Aktivieren Sie Verbesserte ungepanzerte Bewegung, um sich an vertikalen Oberflächen zu bewegen, ohne zu fallen. +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Aktiviere Überlegene Verteidigung, um Leeren Körper auf Level 18 zu ersetzen. +ModUi/&EnableMonkWeaponSpecialization=Aktiviere Waffenspezialisierung auf den Stufen 2 und 11 [der ausgewählte Waffentyp wird für dich zu einer Mönchswaffe] +ModUi/&EnableMulticlass=Multiclass aktivieren [Neustart erforderlich] +ModUi/&EnableOneDndHealingSpellsBuf=Aktiviere den OneDnd-Heilwürfel-Buff für Wunden heilen, Heilendes Wort, Massenhafte Wunden heilen und Massenhaftes Heilendes Wort ModUi/&EnablePcgRandom=Aktivieren Sie einen besseren Zufallsgenerator-Algorithmus [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Aktivieren Sie Push- und Pull-Bewegungseffekte, damit diese auch auf der Auf-/Ab-Achse funktionieren -ModUi/&EnableRangerNatureShroudAt10=Aktiviere die Funktion Waldläufer Naturschleier auf Stufe 10 [als Bonusaktion kannst du bis zum Beginn der nächsten Runde auf magische Weise unsichtbar werden ] -ModUi/&EnableRejoinParty=Aktivieren Sie STRG-UMSCHALT-(R), um sich der Gruppe um den ausgewählten Helden oder den Anführer wieder anzuschließen, wenn keiner ausgewählt ist [nützlich bei Gruppen von 5 oder 6 Personen ] -ModUi/&EnableRelearnSpells=Aktivieren Sie die Auswahl von Cantrips oder Zaubersprüchen, die bereits aus anderen Quellen gelernt wurden +ModUi/&EnableRangerNatureShroudAt10=Aktivieren Sie die Funktion Nature's Veil auf Stufe 10 [als Bonusaktion können Sie bis zum Beginn der nächsten Runde auf magische Weise unsichtbar werden] +ModUi/&EnableRelearnSpells=Aktivieren Sie die Auswahl von Zaubersprüchen oder Zaubersprüchen, die Sie bereits aus anderen Quellen gelernt haben. ModUi/&EnableRespec=Aktivieren Sie RESPEC nach der Rest-Aktion [RESPEC nicht während einer Multiplayer-Sitzung verwenden] -ModUi/&EnableRogueCunningStrike=Aktivieren Sie Rogue Cunning Strike und Devious Strike auf Level 5 und 14 [Sie lassen auf 1 verzichten Schleichangriffswürfel für zusätzliche Treffereffekte] -ModUi/&EnableRogueFightingStyle=Aktivieren Sie die Wahl des Schurken Kampfstils auf Stufe 2 -ModUi/&EnableRogueSteadyAim=Aktivieren Sie Rogue Steady Aim auf Stufe 3 [Bonusaktion verschafft Ihnen einen Vorteil bei Ihrem nächsten Angriffswurf in der aktuellen Runde, wenn Sie Haven haben Noch nicht verschoben] -ModUi/&EnableRogueStrSaving=Aktivieren Sie Schurke, um DEX- oder STR-Modifikatoren für Listiger/hinterhältiger Schlag, Schwächender/verbesserter Schlag und Klingenhagel zu verwenden -ModUi/&EnableSaveByLocation=Aktivieren Sie die Speicherung nach Kampagnen/Standorten -ModUi/&EnableSignatureSpellsRelearn=Aktivieren Sie Zauberer-Signaturzauber, die bei jeder langen Pause [statt einmal auf Stufe 20] vorbereitet werden -ModUi/&EnableSorcererMagicalGuidance=Aktiviere Zauberer Magische Führung auf Stufe 5 +ModUi/&EnableRogueCunningStrike=Aktiviere Cunning Strike und Devious Strike auf den Leveln 5 und 14 [du lässt 1 Schleichangriffswürfel für zusätzliche Treffereffekte weg] +ModUi/&EnableRogueFightingStyle=Aktiviere die Auswahl Kampfstil auf Stufe 2. +ModUi/&EnableRogueSteadyAim=Aktivieren Sie Zielen ohne Unterbrechung auf Stufe 3 [Bonusaktion verschafft einen Vorteil bei Ihrem nächsten Angriffswurf in der aktuellen Runde, wenn Sie sich noch nicht bewegt haben] +ModUi/&EnableRogueStrSaving=Aktiviere DEX- oder STR-Modifikatoren für Cunning/Devious Strike, Debilitating/Improved Strike und Hail of Blades. +ModUi/&EnableSignatureSpellsRelearn=Aktivieren Sie die Vorbereitung der Signaturzauber des Zauberers bei jeder langen Pause [statt einmal auf Stufe 20] +ModUi/&EnableSorcererMagicalGuidance=Aktiviere Magische Führung auf Stufe 5. ModUi/&EnableSorcererQuickenedAction=Aktivieren Sie die Aktion Beschleunigter Zauber, um das Wirken des Hauptaktionszaubers mit angewandter beschleunigter Metamagie zu ermöglichen. -ModUi/&EnableSortingDungeonMakerAssets=Aktivieren Sie die Asset-Sortierung im Dungeon Maker-Editor +ModUi/&EnableSortingDungeonMakerAssets=Aktivieren Sie die Sortierung von Assets im Dungeon Maker-Editor. ModUi/&EnableStatsOnHeroTooltip=Statistiken im Tooltip des Helden anzeigen [z. B.: kritische Treffer, kritische Fehlschläge usw.] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ Außerdem fügt jeder Held für ein wenig Zufälligkeit einen D20-Wurf zum Gewicht hinzu [Auswahlgewicht = Stimmen * Helden-Charisma-Modifikator + D20-Wurf] -ModUi/&EnableTeleportParty=Aktivieren Sie STRG-UMSCHALT-(T), um die Gruppe zu teleportieren [Sie könnten Quests abbrechen, wenn Sie sich an einen unentdeckten Ort teleportieren] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Außerdem fügt jeder Held einen D20-Wurf zur Gewichtung hinzu, um ein wenig Zufälligkeit zu erzeugen [Wahlgewicht = Stimmen * Charisma-Modifikator des Helden + D20-Wurf] ModUi/&EnableTeleportToRemoveRestrained=Aktivieren Sie Teleportieren, um alle eingeschränkten Bedingungen vom Ziel zu entfernen -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Aktivieren Sie die Schalter für den Charakterpool, um Ihre Standardspiel- und Testgruppe festzulegen -ModUi/&EnableTooltipDistance=Aktivieren Sie die Anzeige der Entfernung in Tooltips, wenn Sie im Kampf mit der Maus über einen Charakter fahren -ModUi/&EnableUpcastConjureElementalAndFey=Aktivieren Sie die Übertragung von Elementar beschwören und Fee beschwören +ModUi/&EnableTooltipDistance=Aktivieren Sie die Anzeige der Entfernung in den Tooltips, wenn Sie mit der Maus über einen Charakter im Kampf fahren. +ModUi/&EnableUpcastConjureElementalAndFey=Aktiviere Upcast von Elementar beschwören und Feenbeschwören ModUi/&EnableVariablePlaceholdersOnTexts=Aktivieren Sie variable Platzhalter in Beschreibungen [verwenden Sie {VARIABLE_NAME} als Platzhalter] -ModUi/&EnableVttCamera=Aktivieren Sie STRG-UMSCHALT-(V), um die VTT-Kamera umzuschalten [rechtsklicken und ziehen, um die Kamera zu positionieren, WASD zum Schwenken und Bild auf/ Seite nach unten zum Vergrößern] -ModUi/&EnablesAsiAndFeat=Aktivieren Sie sowohl die Erhöhung der Attributwerte als auch die Auswahl von Leistungen [anstelle einer exklusiven Auswahl] -ModUi/&EncounterPercentageChance=Legen Sie die prozentuale Chance auf zufällige Begegnungen fest +ModUi/&EnablesAsiAndFeat=Aktivieren Sie sowohl die Erhöhung der Attributwerte als auch die Auswahl von Talenten [anstelle einer exklusiven Auswahl] +ModUi/&EncounterPercentageChance=Prozentuale Wahrscheinlichkeit für Zufallsbegegnungen festlegen ModUi/&Encounters=Begegnungen -ModUi/&EnemiesAlwaysRollInitiative=+ Gegner würfeln immer Initiative anstelle eines erzwungenen Wertes [d. h.: Sorak-Attentäter] -ModUi/&ExpandAll=Alle erweitern -ModUi/&FactionHelp=Laden Sie ein offizielles Kampagnenspiel, um die Fraktionsbeziehungen zu ändern... +ModUi/&EnemiesAlwaysRollInitiative=+ Feinde würfeln immer die Initiative statt eines erzwungenen Wertes [z. B.: Sorak-Assassine] +ModUi/&ExpandAll=Alles erweitern +ModUi/&FactionHelp=Laden Sie ein offizielles Kampagnenspiel, um die Fraktionsbeziehungen zu ändern … ModUi/&FactionRelations=Fraktionen: ModUi/&FasterTimeModifier=Spielzeitmodifikator beim Drücken der Leertaste -ModUi/&FeatGroups=Feature-Gruppen -ModUi/&FeatGroupsHelp=• Jede Gruppe ist eine Konsolidierung ähnlicher Leistungen [d. h.: Glaubensbekenntnisse, Kampfstile, Metamagie usw.]\n• Leistungen in diesen Gruppen werden in der Kompetenzauswahlphase nicht mehr direkt sichtbar sein.\n• Wenn die Gruppe ausgewählt ist, werden sie in einer Dropdown-Liste angezeigt, um den Spielbildschirm übersichtlicher zu gestalten +ModUi/&FeatGroups=Talentgruppen +ModUi/&FeatGroupsHelp=• Jede Gruppe ist eine Zusammenfassung ähnlicher Fähigkeiten [z. B.: Glaubensbekenntnisse, Kampfstile, Metamagie usw.]\n• Fähigkeiten in diesen Gruppen sind in der Phase der Kompetenzauswahl nicht mehr direkt sichtbar.\n• Wenn die Gruppe ausgewählt ist, werden sie in einer Dropdown-Liste angeboten, um den Spielbildschirm übersichtlicher zu gestalten. ModUi/&Feats=Talente ModUi/&FightingStyles=Kampfstile -ModUi/&FixAsianLanguagesTextWrap=Korrigieren Sie den Textumbruch in der Spiel-Benutzeroberfläche für asiatische Sprachen [Neustart erforderlich] -ModUi/&FixEldritchBlastRange=Verwenden Sie den offiziellen 24-Zellen-Bereich mit Eldritch Blast [anstelle von 12] -ModUi/&FixRingOfRegenerationHealRate=Stellen Sie die Heilungsrate des Rings der Regeneration auf 1 HP alle 3 Minuten ein -ModUi/&FlightSuspendWingedBoots=+ Offizielle Regeln für Winged Boots verwenden [verbleibende Dauer wird bei Flugunterbrechung nicht gezählt] +ModUi/&FixAsianLanguagesTextWrap=Textumbruch der Spiel-UI in asiatischen Sprachen korrigieren [Neustart erforderlich] +ModUi/&FixEldritchBlastRange=Nutze 24 Zellen Reichweite mit Eldritch Blast [anstelle von 12] +ModUi/&FixRingOfRegenerationHealRate=Setzt die Heilrate des Rings der Regeneration auf 1 HP alle 3 Minuten. +ModUi/&FlightSuspendWingedBoots=+ Offizielle Regeln für geflügelte Stiefel verwenden [verbleibende Dauer wird bei Flugunterbrechung nicht gezählt] ModUi/&Formation=Formation: -ModUi/&FormationError=Sie können Ihre Formation während eines Mehrspielerspiels nicht ändern... +ModUi/&FormationError=Sie können Ihre Aufstellung während eines Mehrspielerspiels nicht ändern... ModUi/&FormationHelp1=• Verwenden Sie die Zifferntasten, um einen bestimmten Satz zu bearbeiten [erwägen Sie die Aktivierung von Hotkeys unter der Eingabe] -ModUi/&FormationHelp2=• @ repräsentieren relative Heldenpositionen +ModUi/&FormationHelp2=• @ stellen relative Heldenpositionen dar ModUi/&FormationHelp3=• Klicken Sie auf zwei beliebige Schaltflächen, um ihre Positionen zu tauschen -ModUi/&FormationHotkey=Aktivieren Sie STRG-UMSCHALT-(1..5), um Formationssätze im Spiel auszutauschen ModUi/&FormationResetAllSets=Alles zurücksetzen ModUi/&FormationResetThisSet=Setzen Sie dies zurück ModUi/&FormationSelected=Formationssatz {0} ausgewählt -ModUi/&FullyControlConjurations=Beherrsche Beschwörungen [Tiere, Elementare usw.] vollständig -ModUi/&GameUi=Spiel-Benutzeroberfläche -ModUi/&Gameplay=Spielweise -ModUi/&General=Allgemein: +ModUi/&FullyControlConjurations=Vollständige Kontrolle über Beschwörungen [Tiere, Elementare usw.] +ModUi/&Gameplay=Spielablauf +ModUi/&General=Allgemeines: ModUi/&GeneralMenu=Allgemein -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Gewähre Waffenspezialisierung für den Krummsäbel an Barden und Schurken -ModUi/&GridSelectedColor=Ändern Sie die Bewegung Gitterfarbe +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Verleiht Barden und Schurken die Waffenspezialisierung Krummsäbel +ModUi/&GridSelectedColor=Ändern Sie die Bewegung Rasterfarbe ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Verstecke die visuellen Effekte von Ausgängen und Teleportern, falls sie noch nicht entdeckt wurden -ModUi/&HideMonsterHitPoints=Zeigt die Gesundheit der Monster in Schritten von 25 % / 50 % / 75 % / 100 % anstelle der genauen Trefferpunkte an +ModUi/&HideMonsterHitPoints=Zeigt die Gesundheit von Monstern in Schritten von 25 % / 50 % / 75 % / 100 % an, statt in exakten Trefferpunkten. ModUi/&HideQuickenedActionWhenMetamagicOff=+ Diese Aktion verbergen, wenn die Metamagie-Umschaltung ausgeschaltet ist -ModUi/&HighContrastTargetingAoeColor=AoE-Kreaturen ändern Farbe auswählen -ModUi/&HighContrastTargetingSingleColor=Einzelne Kreaturen ändern Farbe auswählen -ModUi/&House=Haus: -ModUi/&IdentifyAfterRest=Füge während einer kurzen oder langen Pause eine Kraft hinzu, um magische Gegenstände zu identifizieren -ModUi/&IgnoreHandXbowFreeHandRequirements=Für die Verwendung von Handarmbrüsten ist keine freie Hand erforderlich +ModUi/&HighContrastTargetingAoeColor=AoE-Kreaturen ändern Auswahlfarbe hervorheben +ModUi/&HighContrastTargetingSingleColor=Einzelne Kreaturen ändern Ausgewählte Farbe hervorheben +ModUi/&IdentifyAfterRest=Füge eine Kraft hinzu, um während einer kurzen oder langen Pause magische Gegenstände zu identifizieren +ModUi/&IgnoreHandXbowFreeHandRequirements=Für die Verwendung von Handarmbrüsten ist keine freie Hand erforderlich. ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Illusionszauber schlagen automatisch fehl, wenn Ziele mit TrueSight in Reichweite sind. -ModUi/&ImproveLevelUpFeaturesSelection=Verbesserung der Auswahl der Levelaufstiegsfunktionen [Neustart erforderlich]\n[Auswirkungen auf Waldläufer Bevorzugter Feind und Geländeaffinität, Druide Verwandtes Biest, Barbar Pfad der Elemente und Unterklassen Drakonische Entscheidungen] ModUi/&IncreaseGameTimeBy=Erhöhen Sie die Spielzeit um ModUi/&IncreaseMaxAttunedItems=Erhöhen Sie die maximalen abgestimmten Gegenstände auf 4 auf Level 10 und auf 5 auf Level 18. -ModUi/&InitialChoices=Erstellung: -ModUi/&Input=Eingabe: -ModUi/&Interface=Schnittstelle ModUi/&InventoryAndItems=Inventar und Gegenstände: -ModUi/&InvertAltBehaviorOnTooltips=Kehren Sie das Verhalten der ALT-Taste in Tooltips um ModUi/&Invocations=Aufrufe ModUi/&ItemInDm=Artikel in DM ModUi/&Items=Artikel: -ModUi/&ItemsCraftingMerchants=Handwerk, Gegenstände und Händler -ModUi/&ItemsHelp1=Öffnen Sie den Charakterinspektionsbildschirm, um Gegenstände zu Helden hinzuzufügen... -ModUi/&ItemsHelp2=Drücken Sie +, um Gegenstände zum Bodenbehälter hinzuzufügen -ModUi/&KeepInvisibilityWhenUsingItems=Aktivieren Sie die Verwendung von Gegenständen, ohne die Unsichtbarkeit zu beeinträchtigen -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Aktualisiere die Tarnung des Helden nach dem Angriff, wenn er in der Überraschungsrunde wahrgenommen wird [nur erster Held] -ModUi/&MakeAllMagicStaveArcaneFoci=Machen Sie alle Zauberstäbe zu arkanen Brennpunkten [außer dem Stab der Heilung, der universell ist] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Markieren Sie nach der Entdeckung auch die Position unsichtbarer Teleporter auf der Levelkarte. +ModUi/&ItemsCraftingMerchants=Handwerk & Händler +ModUi/&ItemsHelp1=Öffnen Sie den Charakterüberprüfungsbildschirm, um Helden Gegenstände hinzuzufügen... +ModUi/&ItemsHelp2=Drücken Sie +, um Elemente zum Bodencontainer hinzuzufügen +ModUi/&KeepInvisibilityWhenUsingItems=Aktivieren Sie die Verwendung von Elementen, ohne die Unsichtbarkeit zu beeinträchtigen. +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Aktualisiere die Tarnung des Helden nach einem Angriff, wenn dieser in einer Überraschungsrunde wahrgenommen wird [nur erster Held] +ModUi/&Locations=Standorte: +ModUi/&MakeAllMagicStaveArcaneFoci=Machen Sie alle Zauberstäbe zu arkanen Fokussen [außer dem Stab der Heilung, der universell ist] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Markieren Sie auch die Position unsichtbarer Teleporter auf der Levelkarte, nachdem Sie diese entdeckt haben ModUi/&MaxAllowedClasses=Maximal zulässige Klassen ModUi/&Merchants=Händler: ModUi/&Metamagic=Metamagie ModUi/&ModifyGravitySlam=+ Ändern Sie den Zauber Gravitationsschlag, um betroffene Ziele nach unten zu drücken und einen Zylinder statt einer Kugel anzuzeigen -ModUi/&Monsters=Monster: ModUi/&MovementGridWidthModifier=Multiplizieren Sie die Breite des Bewegungsrasters mit [%] -ModUi/&MulticlassKeyHelp=UMSCHALT-Klick auf einen Zauber kehrt den verbrauchten Standardrepertoire-Slottyp um.\n[Hexenmeister gibt weiße Zauberslots aus und andere geben Paktgrüne aus] -ModUi/&MultiplyTheExperienceGainedBy=Multiplizieren Sie die gewonnene Erfahrung mit [%] -ModUi/&NeverMoveCameraOnEnemyTurn=+ Die Kamera bewegt sich nie während der Züge des Gegners +ModUi/&MulticlassKeyHelp=Ein SHIFT-Klick auf einen Zauber kehrt den Typ des verbrauchten Repertoireplatzes um\n[Hexenmeister verbraucht weiße Zauberplätze und andere verbrauchen grüne Paktplätze] +ModUi/&Multiplayer=Mehrspieler: +ModUi/&MultiplyTheExperienceGainedBy=Multipliziere die gewonnene Erfahrung um [%] +ModUi/&NeverMoveCameraOnEnemyTurn=+ Die Kamera bewegt sich nie, während der Gegner am Zug ist ModUi/&NoExperienceOnLevelUp=Für den Levelaufstieg ist keine Erfahrung erforderlich -ModUi/&OfferAdditionalLoreFriendlyNames=Bieten Sie bei der Charaktererstellung zusätzliche Lore-freundliche Namen an -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Abbrechen Vorteil/Nachteil geblendete, unsichtbare und wahrgenommene Paare [nützlich in Verbindung mit offiziellem Vorteil/Nachteil Regeln] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Ändern Sie stark verdeckte Bereiche in Projektilblocker [Cloud Kill, Nebelwolke , Brandwolke, Blütenblattsturm, Graupelsturm, Stinkende Wolke] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Unsichtbare Kreaturen sind stark verdeckt und können als Ziel ausgewählt werden, Angriffswürfe gegen die Kreatur haben einen Nachteil und die Angriffswürfe der Kreatur haben einen Vorteil +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Aufheben von Vorteil / Nachteil geblendeten, unsichtbaren und wahrgenommenen Paaren [nützlich in Verbindung mit offiziellen Vorteil / Nachteil-Regeln] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ stark verdeckte Bereiche in Projektilblocker ändern [Cloud Kill, Nebelwolke, Brandwolke, Blütenblattsturm, Schneeregensturm, Stinkende Wolke] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Unsichtbare Kreaturen sind stark verdeckt und können zum Ziel werden, Angriffswürfe gegen die Kreatur haben einen Nachteil und die Angriffswürfe der Kreatur haben einen Vorteil ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ magisch verborgene Bereiche in Projektilblocker ändern [jede Quelle des Zaubereffekts Dunkelheit] ModUi/&OfficialObscurementRulesTweakMonsters=+ Füge Monstern und NPCs bei Bedarf Dunkelsicht, Blindsicht und Wahrsicht hinzu ModUi/&OfficialObscurementRulesTweakMonstersHelp=[Einstellungssammlungen Monster, die über Dunkelsicht verfügen sollten, Monster, die über echte Sicht verfügen sollten, Monster, die über blinde Sicht verfügen sollten] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Zeigt nur die mächtigsten Kreaturen in der Beschwörungsliste an +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Nur die mächtigsten Kreaturen in der Beschwörungsliste anzeigen ModUi/&OutlineGridWidthModifier=Multiplizieren Sie die Breite des Umrissgitters mit [%] -ModUi/&OutlineGridWidthSpeed=Multiplizieren Sie die Animationsgeschwindigkeit des Umrissgitters mit [%] +ModUi/&OutlineGridWidthSpeed=Multiplizieren Sie die Geschwindigkeit der Umrissgitteranimation mit [%] ModUi/&OverrideMinMaxLevel=Überschreiben Sie die erforderlichen Mindest- und Höchststufen, wenn Sie neue Abenteuer beginnen -ModUi/&OverridePartySize=Überschreiben Sie die Gruppengröße +ModUi/&OverridePartySize=Gruppengröße überschreiben ModUi/&Patches=Patches: -ModUi/&PortraitsOpenFolder=Öffnen Sie den Ordner „Porträts“. -ModUi/&PrimedItems=Vorbereitete Gegenstände -ModUi/&Progression=Fortschritt: +ModUi/&PortraitsOpenFolder=Ordner „Portraits“ öffnen +ModUi/&PrimedItems=Grundierte Gegenstände ModUi/&QuickCastLightCantripOnWornItemsFirst=Aktivieren Sie den Schnellzauber Light Cantrip, um zuerst am Kopf, Hals oder Rumpf getragene Gegenstände zu verwenden. -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Aktivieren Sie Lichtempfindlichkeit für Darkelf, Dark Kobold und Gray Dwarf soll nur im Freien ausgelöst werden\n[Innenbereiche an Orten im Freien, die ohne Ladebildschirm zugänglich sind, werden von der Spiel-Engine als im Freien betrachtet] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Aktivieren Sie Lichtempfindlichkeit bei Dunkelelf, Dunkelkobold und Grauer Zwerg, damit diese nur im Freien ausgelöst wird\n[Innenbereiche an Außenbereichen, die ohne Ladebildschirm zugänglich sind, werden von der Spiel-Engine als Außenbereiche betrachtet] ModUi/&Races=Rennen ModUi/&RecipeCost=Kosten des Rezepts ModUi/&RecipesInDm=Rezepte in DM -ModUi/&RelicForgeries=Reliktfälschungen -ModUi/&RemoveAttunementRequirements=Einstimmungsanforderungen entfernen [Neustart erforderlich] +ModUi/&RelicForgeries=Reliquienfälschungen +ModUi/&RemoveAttunementRequirements=Abstimmungsanforderungen entfernen [Neustart erforderlich] ModUi/&RemoveBugVisualModels=Ersetzen Sie im Spiel spinnenähnliche Modelle durch bärenähnliche Modelle [Spinnenphobie] [Neustart erforderlich] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Entferne den Humanoidenfilter für Abscheuliches Lachen -ModUi/&RemoveRecurringEffectOnEntangle=Wenden Sie beim Wirken nur den Effekt Verwickeln an und erzwingen Sie außerdem eine Stärkeprüfung, um sich von den Ranken zu befreien -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Schulbeschränkungen aus Shadowcaster entfernen -ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Entferne die Schulbeschränkungen von Spellblade -ModUi/&RestockAntiquarians=Antiquare [Halman Summer] auffüllen -ModUi/&RestockArcaneum=Arcaneum [Heddlon Surespell] auffüllen -ModUi/&RestockCircleOfDanantar=Füllen Sie den Kreis von Danantar [Joriel Foxeye] auf -ModUi/&RestockHelp=• Überschreiben Sie die Standardeinstellungen, um zu erzwingen, dass alle Lagerbestände des Händlers im Laufe der Zeit wieder aufgefüllt werden [ausgenommen Handbücher und Wälzer]\n• Beachten Sie, dass einige Artikel bis zu 7 Spieltage dauern können aufzufüllen -ModUi/&RestockTowerOfKnowledge=Füllen Sie den Turm des Wissens [Maddy Greenisle] auf -ModUi/&Rollback=Rollback +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Humanoidenfilter bei Greuelhaftes Gelächter entfernen +ModUi/&RemoveRecurringEffectOnEntangle=Wende den Verstricken-Effekt nur beim Zaubern an und erzwinge außerdem eine Stärkeprüfung, um sich von den Ranken zu befreien. +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Schulbeschränkungen von Shadowcaster entfernen +ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Schulbeschränkungen von Spellblade entfernen +ModUi/&RestockAntiquarians=Antiquariatslager auffüllen [Halman Summer] +ModUi/&RestockArcaneum=Arkaneum auffüllen [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Kreis von Danantar auffüllen [Joriel Foxeye] +ModUi/&RestockHelp=• Überschreiben Sie die Standardeinstellungen, um zu erzwingen, dass der gesamte Lagerbestand des Händlers im Laufe der Zeit wieder aufgefüllt wird [ausgenommen Handbücher und Folianten]\n• Beachten Sie, dass es bei manchen Artikeln bis zu 7 Spieltage dauern kann, bis der Lagerbestand wieder aufgefüllt wird. +ModUi/&RestockTowerOfKnowledge=Turm des Wissens auffüllen [Maddy Greenisle] +ModUi/&Rollback=Zurücksetzen ModUi/&Rules=Regeln -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Skalieren Sie Händlerpreise korrekt / genau [keine Rundungsfehler mehr bei der Umrechnung von Münzwerten] -ModUi/&SelectAll=Wählen Sie Alle -ModUi/&SelectDisplayed=Wählen Sie Angezeigt aus -ModUi/&SelectSuggested=Wählen Sie „Vorgeschlagen“ aus -ModUi/&SelectTabletop=Wählen Sie Tischplatte -ModUi/&SenseNormalVisionRangeMultiplier=Ändern Sie den Bereich der Normalen Sicht [nur in Schlachten] +ModUi/&ScaleMerchantPricesCorrectly=Händlerpreise richtig/genau skalieren [keine Rundungsfehler mehr beim Umrechnen von Münzwerten] +ModUi/&SelectAll=Alles auswählen +ModUi/&SelectDisplayed=Angezeigt auswählen +ModUi/&SelectSuggested=Wählen Sie Vorgeschlagene +ModUi/&SelectTabletop=Tischplatte auswählen +ModUi/&SenseNormalVisionRangeMultiplier=Ändern Sie die Reichweite der normalen Sicht [nur in Schlachten] ModUi/&Services=Dienstleistungen -ModUi/&SetBeltOfDwarvenKindBeardChances=Gürtel der Zwergen Bart-Erscheinungschancen +ModUi/&SetBeltOfDwarvenKindBeardChances=Gürtel der Zwergenart Wahrscheinlichkeit für Barterscheinen ModUi/&SettingsExport=Export -ModUi/&SettingsHelp=• Als Host können Sie Ihre aktuelle Konfiguration exportieren, den Exportordner öffnen und ganz einfach mit Ihren Kollegen teilen.\n• Als Gast können Sie den Exportordner öffnen, die freigegebene Datei vom Host einfügen und über [Neustart erforderlich] -ModUi/&SettingsLoad=• Laden Sie eine exportierte Einstellung -ModUi/&SettingsOpenFolder=Öffnen Sie den Ordner mit den exportierten Einstellungen -ModUi/&SettingsRefresh=Aktualisierung +ModUi/&SettingsHelp=• Als Host können Sie Ihre aktuelle Konfiguration exportieren, den Exportordner öffnen und ihn einfach mit Ihren Kollegen teilen.\n• Als Gast können Sie den Exportordner öffnen, die freigegebene Datei vom Host einfügen und sie über [Neustart erforderlich] laden. +ModUi/&SettingsLoad=• Eine exportierte Einstellung laden +ModUi/&SettingsOpenFolder=Exportierten Einstellungsordner öffnen +ModUi/&SettingsRefresh=Aktualisieren ModUi/&SettingsRemove=Entfernen -ModUi/&ShiftToSnapLineSpells=Halten Sie UMSCHALT gedrückt, um Linienzauber am Raster auszurichten [ohne Ausrichten kann die tatsächliche Linienplatzierung von der Vorschau abweichen] -ModUi/&ShowButtonWithControlledMonsterInfo=Schaltfläche anzeigen, die Informationen über das kontrollierte Monster [wildförmige Druiden, Beschwörungen, NPC-Anhänger usw.] öffnet -ModUi/&ShowChannelDivinityOnPortrait=Zeigt an, wie viele Channel Divinity-Einsätze ein Held auf seinem Porträt hat, ähnlich wie Zauberpunkte +ModUi/&ShowButtonWithControlledMonsterInfo=Schaltfläche anzeigen, die Informationen über kontrollierte Monster öffnet [wildförmige Druiden, Beschwörungen, NPC-Anhänger usw.] +ModUi/&ShowChannelDivinityOnPortrait=Zeigt an, wie viele Channel Divinity-Anwendungen ein Held auf seinem Portrait hat, ähnlich wie Zauberpunkte. ModUi/&ShowCraftedItemOnRecipeIcon=Symbol für hergestellte Gegenstände neben Rezeptgegenständen im Shop und Inventar anzeigen [Wenn Sie mit der Maus darüber fahren, wird ein Tooltip für hergestellte Gegenstände angezeigt] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Handwerksrezepte in detaillierten Tooltips anzeigen +ModUi/&ShowCraftingRecipeInDetailedTooltips=Herstellungsrezept in ausführlichen Tooltips anzeigen ModUi/&ShowDescriptions=Beschreibungen anzeigen ModUi/&ShowMotionFormPreview=Vorschau der Push- und Pull-Effekte anzeigen -ModUi/&SpellLevelFilter=Zauberstufenfilter [-1 zeigt alles an] +ModUi/&SpellLevelFilter=Zauberstufenfilter [-1 zeigt alle an] ModUi/&SpellsMenu=Zauber ModUi/&StealthBreaksWhenAttackHits=Aktivieren Sie den Verlust der Tarnung, wenn ein Waffen- oder Zauberangriff trifft -ModUi/&StealthBreaksWhenAttackMisses=Aktivieren Sie den Stealth-Verlust, wenn ein Waffen- oder Zauberangriff fehlschlägt +ModUi/&StealthBreaksWhenAttackMisses=Aktivieren Sie den Tarnverlust, wenn Waffen- oder Zauberangriffe fehlschlagen ModUi/&StealthBreaksWhenCastingMaterial=Aktiviere Tarnverlust beim Wirken von Material [jeder Nichtangriffszauber mit Ziel ALLE oder FEIND] ModUi/&StealthBreaksWhenCastingSomatic=Aktiviere den Verlust der Tarnung beim Wirken von Somatic [jeder Nichtangriffszauber mit Ziel ALLE oder FEINDE] ModUi/&StealthBreaksWhenCastingVerbose=Aktivieren Sie den Verlust der Tarnung beim Wirken von Verbal [jeder Nichtangriffszauber mit Ziel ALLE oder FEIND] ModUi/&StealthDoesNotBreakWithSubtle=Aktivieren Sie Tarnung ohne Rollen, wenn Subtile Metamagie und keine materielle Komponente vorhanden ist. -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Lagern Sie Gorims Laden mit aller nicht-magischen Kleidung [Neustart erforderlich] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Lagern Sie Gorims Laden mit allen nicht-magischen Musikinstrumenten [Neustart erforderlich] -ModUi/&StockHugoStoreWithAdditionalFoci=Lagern Sie Hugos Laden mit Arkanstab, Druidenhals, Stab und Keule als Fokuselemente festlegen +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Füllen Sie Gorims Laden mit allen nicht magischen Kleidungsstücken auf [Neustart erforderlich] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Füllen Sie Gorims Laden mit allen nicht magischen Musikinstrumenten auf [Neustart erforderlich] +ModUi/&StockHugoStoreWithAdditionalFoci=Füllen Sie Hugos Laden mit Arkanstab, Druidenhals, Stab und Keule als Fokusgegenständen ModUi/&Subclasses=Unterklassen -ModUi/&Subraces=Subraces +ModUi/&Subraces=Unterrassen ModUi/&SwapCraftedItemAndRecipeIcons=+ Rezepte und Symbole für hergestellte Gegenstände im Shop austauschen ModUi/&TargetLanguage=Zielsprache -ModUi/&Tools=Werkzeuge ModUi/&TotalCraftingTimeModifier=Reduzieren Sie die Herstellungszeit um -ModUi/&TotalFeatsGrantedFirstLevel=Gesamtzahl der auf der ersten Stufe gewährten Talente +ModUi/&TotalFeatsGrantedFirstLevel=Insgesamt die auf der ersten Stufe verliehenen Talente ModUi/&Translate=Übersetzen -ModUi/&TranslateCancel=Stornieren Sie {0} um {1} +ModUi/&TranslateCancel=Stornieren Sie {0} bei {1} ModUi/&Translations=Übersetzungen -ModUi/&UnleashEnemyAsNpc=Ermöglicht die Auswahl von Monstern auf NPC-Gadgets -ModUi/&UnleashNpcAsEnemy=Schalte die Monsterauswahl frei -ModUi/&UnlockAllNpcFaces=Schalte NPC-Gesichter frei -ModUi/&UnlockEyeStyles=Schalten Sie Augenstile frei -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Schalten Sie leuchtende Farben für alle Markierungen und Tätowierungen frei -ModUi/&UnlockGlowingEyeColors=Fügen Sie leuchtende Augenfarben hinzu -ModUi/&UnlockMarkAndTattoosForAllCharacters=Schalte Zauberer-Ursprungsmarkierungen und Tätowierungen für alle Charaktere frei -ModUi/&UnlockSkinColors=Schalte Hautfarben frei +ModUi/&UnleashEnemyAsNpc=Erlaube die Auswahl von Monstern auf NPC-Geräten +ModUi/&UnleashNpcAsEnemy=Monsterauswahl freischalten ModUi/&Update=Aktualisieren -ModUi/&UseAlternateSpellPointsSystem=Benutze offizielle Varianten-Zauberpunkt-Regeln +ModUi/&UseAlternateSpellPointsSystem=Benutze Varianten der Zauberpunkte-Regeln ModUi/&UseAlternateSpellPointsSystemHelp=[Sie verfügen über einen Pool an Zauberpunkten, der mit der Zauberstufe steigt\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nKosten zum Wirken von Zaubersprüchen sind SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nDie Wiederherstellungsfunktionen für kurze Ruheslots werden unter diesem System nicht ausgelöst] -ModUi/&UseElfFaceModelsOnTieflings=Verwenden Sie Elfen-Gesichtsmodelle für Tieflings -ModUi/&UseHeightOneCylinderEffect=Verwenden Sie einen Zylindereffekt der Höhe 1, wenn Sie Black Tentacles, Entangle, Grease [square] oder Spike Growth [round] -ModUi/&UseMathFlankingRules=+ Verwenden Sie präzise Mathematik, um flankierende [kann sich auf langsamen Maschinen auf die Leistung auswirken] zu bestimmen -ModUi/&UseOfficialAdvantageDisadvantageRules=Benutze die offiziellen Vorteils-/Nachteilregeln [Wenn Umstände dazu führen, dass ein Wurf beides hat, wird davon ausgegangen, dass du keines davon hast] -ModUi/&UseOfficialFlankingRules=Verwenden Sie die offiziellen Flankierungsregeln [ein Angreifer hat einen Vorteil, wenn sich ein Verbündeter auf der gegenüberliegenden Seite des Ziels befindet] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Auch für Fernangriffe aktivieren [Präzise Mathematik deaktivieren] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Auch für Reichweitenangriffe aktivieren [Präzise Mathematik deaktivieren] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Anstelle des Vorteils gewähre +1 auf den Angriffswurf -ModUi/&UseOfficialFoodRationsWeight=Verwenden Sie die offizielle Lebensmittelration mit einem Gewicht von 2 Pfund -ModUi/&UseOfficialObscurementRules=Benutze die offiziellen Kampfregeln für Beleuchtung, Verdunkelung und Sicht +ModUi/&UseElfFaceModelsOnTieflings=Verwenden Sie Elfen-Gesichtsmodelle bei Tieflingen +ModUi/&UseHeightOneCylinderEffect=Verwenden Sie einen Zylindereffekt der Höhe 1, wenn Sie Schwarze Tentakeln, Verstricken, Fett [Quadrat] oder Spitzenwachstum [rund] wirken. +ModUi/&UseMathFlankingRules=+ Verwenden Sie präzise Mathematik, um die Flankierung zu bestimmen [kann die Leistung auf langsamen Maschinen beeinträchtigen] +ModUi/&UseOfficialAdvantageDisadvantageRules=Verwenden Sie die Regeln für Vorteile/Nachteile [wenn die Umstände dazu führen, dass ein Wurf beides hat, wird davon ausgegangen, dass Sie keinen von beiden haben] +ModUi/&UseOfficialFlankingRules=Nutze die Flankierungsregeln [ein Angreifer hat einen Vorteil, wenn sich ein Verbündeter auf der gegenüberliegenden Seite des Ziels befindet] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Auch für Fernangriffe aktivieren [präzise Mathematik deaktivieren] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Auch für Reichweitenangriffe aktivieren [präzise Mathematik deaktivieren] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Statt Vorteil gewähren wir +1 auf den Angriffswurf +ModUi/&UseOfficialFoodRationsWeight=Verwenden Sie eine Lebensmittelration mit einem Gewicht von 2 Pfund +ModUi/&UseOfficialObscurementRules=Nutze die Kampfregeln Beleuchtung, Verdunkelung und Sicht ModUi/&UseOfficialObscurementRulesHelp=[Angreifer, der wahrnimmt, Verteidiger, der es nicht wahrnehmen kann, erhält ADV, und Angreifer, der es nicht wahrnimmt, Verteidiger, der es wahrnehmen kann, erhält DIS\n stark verdeckte Bereiche verursachen den Zustand der Erblindung, wobei Angriffswürfe gegen die Kreatur ADV haben und die Angriffswürfe der Kreatur DIS\n alle Distanzzauber, die auf Einzelpersonen zielen, können nicht gewirkt werden, wenn der Angreifer keine Sicht hat, außer denen, bei denen nicht klar angegeben ist, dass Sicht erforderlich ist] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Befolgen Sie die offiziellen Regeln für kleine Rassen, wenn Sie schwere Waffen einsetzen [Ihre Angriffe haben Nachteile] -ModUi/&Visuals=Visuals: [Neustart erforderlich] -ModUi/&WidenTooltips=Tooltip-Breite multiplizieren mit: +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Benutze die Regeln für kleine Rassen, wenn du schwere Waffen führst [deine Angriffe sind im Nachteil] ModUi/&WildSurgeDieRollThreshold=Setze den Schwellenwert für die Chance des Sorcerer Wild Magic-Würfels:\n[Wild Surge wird ausgelöst, wenn der Würfel kleiner oder gleich dem Schwellenwert ist] diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt index b5d836f998..0c1c807c02 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheCosmos-de.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} verwendet {1}, um einen W6 zu würfeln und {2} zum Angriffswurf hinzuzufügen Feedback/&CosmosOmenCheckToHitRoll={0} verwendet {1}, um einen W6 zu würfeln und {2} zum Kontrollwurf hinzuzufügen ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} verwendet {1}, um einen W6 zu würfeln und {2} zum Rettungswurf hinzuzufügen ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Aufgrund des Drachens wird der Würfel von {0} auf 10 gezwungen. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} nutzt die Drachenform, um einen Fähigkeitstest zu erzwingen, bei dem {1} auf 10 würfelt. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} haben {1} verfehlt. {2} kann reagieren, indem sie einen W6 würfeln und das Ergebnis zum Angriffswurf addieren. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Würfeln Sie einen W6, um es zum Angriffswurf hinzuzufügen. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Wohl diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfElegance-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfElegance-de.txt index f75c5d40ce..bf710bbf65 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfElegance-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfElegance-de.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Elegante Schritte: Ausklinken Feature/&PowerCollegeOfEleganceDodgeDescription=Sie können 1 Bardenwürfel ausgeben, um in Ihrem Zug die Ausweichaktion als Bonusaktion auszuführen. Feature/&PowerCollegeOfEleganceDodgeTitle=Elegante Schritte: Ausweichen Feedback/&AmazingDisplayNotTriggered={1} hat die Kraft „Amazing Display“ nicht ausgelöst, da keine anvisierbaren Feinde gefunden wurden -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Aufgrund der Gnade zwingt {0} den {1}-Würfel auf 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} verwendet Elegance Grace, um einen Fähigkeitstest von {1} auf 10 zu erzwingen. Feedback/&EvasiveFootworkACIncrease={0} verwendet {1}, um einen Bardenwürfel ({2}) zu werfen und AC um {3} zu erhöhen. Reaction/&CustomReactionEvasiveFootworkDescription=Du wirst gleich getroffen! Mit deiner ausweichenden Beinarbeit kannst du den Treffer verhindern. Reaction/&CustomReactionEvasiveFootworkReactDescription=Verwenden Sie Ihre Ausweichbewegung, um den Treffer zu verhindern. diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationVivisectionist-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationVivisectionist-de.txt index 3c6d52a5ba..e69ba5c65e 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationVivisectionist-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationVivisectionist-de.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Medizinisc Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Lernen und immer vorbereitet sein:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Vivisektionistische Zauber Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Wenn Sie eine andere Kreatur heilen, behandeln Sie alle 1er-Würfe stattdessen als 2er-Würfe. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Aufgrund einer stabilen Operation wird durch {0} der Würfel {1} auf 2 reduziert. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} verwendet eine stabile Chirurgie, um einen Heilungswürfel von {1} auf 2 zu erzwingen. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Stabile Chirurgie Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Sie können eine Bonusaktion ausführen, um „Geringere Wiederherstellung“ oder „Fluch aufheben“ auf einen Verbündeten innerhalb von 1,5 Metern anzuwenden. Sie können dies so oft tun, wie Ihr Kompetenzbonus beträgt. Alle Anwendungen werden nach einer langen Pause wieder aufgeladen. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Entfernen Sie einen schädlichen Zustand von einem Verbündeten. diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDemonHunter-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDemonHunter-de.txt index 5ce6d0ad5d..94041b053a 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDemonHunter-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/OathOfDemonHunter-de.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Sie erleiden zusätzli Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Versuchsmarke Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=Ab der 15. Stufe verleihen Sie Ihrer Armbrust göttliche Kraft. Sie erhalten die folgenden Vorteile:\n· Die Reichweite Ihrer Armbrust erhöht sich um 30 Fuß.\n· Ihre kritische Treffergefahr erhöht sich um 1 Punkt. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Göttliche Armbrust -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Aufgrund der Dämonentöter-Fähigkeit würfelt {0} {1} Würfel von {2} bis {3} neu. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=Ab der 3. Stufe können Sie Ihre Fähigkeit „Göttlicher Schlag“ anwenden, wenn Sie einen Feind mit einer leichten Armbrust, einer Handarmbrust oder einer schweren Armbrust treffen. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Geisterjäger Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=Ab der 7. Stufe haben Sie keinen Nachteil mehr, wenn Sie mit Armbrüsten in der Nähe befindliche Feinde angreifen. Wenn Sie eine Kreatur ohne Prüfzeichen treffen, können Sie göttliche Kraft kanalisieren und ihr das Prüfzeichen verleihen. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=Als Bonusaktion kanalisieren Feature/&PowerOathOfDemonHunterTrialMarkTitle=Channel Divinity: Prüfungszeichen Feedback/&AdditionalDamageTrialMarkFormat=Beurteilung! Feedback/&AdditionalDamageTrialMarkLine={0} beurteilt {1} und verursacht zusätzlichen Strahlungsschaden (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Aufgrund der Dämonentöter-Fähigkeit würfelt {0} {1} Würfel von {2} bis {3} neu. Reaction/&UseLightEnergyCrossbowBoltDescription=Sie können eine Reaktion nutzen, um göttliche Kraft zu kanalisieren und dem Ziel das Prüfzeichen hinzuzufügen. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Kanalisieren Sie göttliche Kraft und wenden Sie das Prüfzeichen an. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Beurteilung diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheYeoman-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheYeoman-de.txt index 851f100422..025793be16 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheYeoman-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheYeoman-de.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Ihre Geschwindigkeit Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Bollwerk Feature/&PowerPathOfTheYeomanBulwarkDescription=Sie können während Ihres Zuges eine Bonusaktion nutzen, um für eine Minute eine gestützte Haltung einzunehmen. Die Haltung endet nur vorzeitig, wenn Sie bewusstlos werden. Während Sie gestützt sind, ist Ihre Bewegungsgeschwindigkeit auf 0 gesetzt und kann nicht erhöht werden. Außerdem erhalten Sie die folgenden Vorteile:\n• Feinde neben Ihnen verursachen keinen Nachteil bei Angriffen, die Sie mit einem Langbogen ausführen.\n• Feindliche Fernangriffe mit Waffen gegen Sie haben einen Nachteil.\n• Sie können Ihre Reaktion nutzen, um einen Gelegenheitsangriff mit einem Langbogen gegen einen Feind auszuführen, der sich innerhalb von 5 Fuß von Ihnen bewegt. Feature/&PowerPathOfTheYeomanBulwarkTitle=Bollwerk +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Sie können Ihre Bollwerk-gestützte Haltung deaktivieren. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Bollwerk deaktivieren Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Erlernen Sie die Kenntnisse von Smith's Tools. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=Barbaren, die dem Pfad des Yeoman folgen, ignorieren Nahkampfwaffen und meistern stattdessen den Langbogen. Sie sind nicht weniger stark als Barbaren, die anderen Pfaden folgen. Ihre Pfeile strecken die mächtigsten Feinde nieder und ihre zielstrebige Konzentration steigert ihre ohnehin schon gewaltige Verteidigung auf unglaubliche Höhen. diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/RoguishUmbralStalker-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/RoguishUmbralStalker-de.txt index 8fa7aef9eb..8709f9ec9e 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/RoguishUmbralStalker-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/RoguishUmbralStalker-de.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Sie gewöhnen si Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Eins mit Schatten Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Du erhältst Widerstand gegen Kälte und nekrotischen Schaden. Außerdem erhältst du jedes Mal, wenn deine Trefferpunkte auf 0 sinken, eine Anzahl Trefferpunkte zurück, die dem doppelten Schurkenlevel entspricht, und stehst auf. Du kannst diese Funktion einmal pro langer Pause nutzen. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Umbral-Konstitution -Feature/&GloomBladeAttackReroll=Wegen Gloomblade wird bei {0} ein {1} Schadenswürfel von {2} auf {3} neu gewürfelt. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Sie können Ihre Bonusaktion nutzen, um sich eine Minute lang mit einem wirbelnden Nimbus aus Schattenenergie zu stärken. Solange diese Schattenenergie anhält, sind Sie von magischer Dunkelheit umgeben, durch die Sie hindurchsehen können, und wann immer Sie durch einen hinterhältigen Angriff Schaden verursachen und bei einem Ihrer Angriffswürfel die Höchstzahl würfeln, würfeln Sie diesen Würfel erneut und addieren ihn zum Schaden. Sie können diese Funktion einmal pro langer Pause nutzen. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Schattentanz Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Einmal pro Runde kannst du als freie Aktion jede beliebige Strecke deiner Bewegung durch eine Teleportation über die entsprechende Distanz ersetzen. Wenn du dich auf diese Weise teleportierst, müssen sowohl dein Start- als auch dein Zielort in schwachem Licht oder Dunkelheit liegen. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Umbrale Seele Feedback/&AdditionalDamageGloomBladeFormat=Schattenschlag Feedback/&AdditionalDamageGloomBladeLine=Schattenschlag verursacht zusätzlichen +{2} Schaden! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} ändert den Schaden zu {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} verwendet Gloomblade, um einen {1} Schadenswürfel von {2} auf {3} neu zu würfeln. Reaction/&SpendPowerUmbralSoulDescription=Du erhältst eine Anzahl an Trefferpunkten zurück, die der doppelten Stufe deines Schurken entspricht, und stehst auf. Reaction/&SpendPowerUmbralSoulReactDescription=Du erhältst eine Anzahl an Trefferpunkten zurück, die der doppelten Stufe deines Schurken entspricht, und stehst auf. Reaction/&SpendPowerUmbralSoulReactTitle=Umbral-Konstitution diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousDivineHeart-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousDivineHeart-de.txt index b65d95638a..c9f7a89fad 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousDivineHeart-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousDivineHeart-de.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Wählen Sie die göttliche Feature/&FeatureSetDivineHeartDeityChoiceTitle=Wahl der Gottheit Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Ihre Verbindung zum Göttlichen ermöglicht es Ihnen, Klerikerzauber wie Zaubererzauber zu erlernen und zu wirken. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Göttliche Magie -Feature/&PowerDivineHeartDivineFountDescription=Als Bonusaktion erhältst du 1 Zauberpunkt zurück. Kann so oft verwendet werden, wie dein Weisheitsbonus beträgt, und alle Verwendungen werden nach einer langen Pause wieder aufgeladen. +Feature/&PowerDivineHeartDivineFountDescription=Als Bonusaktion erhältst du 1 Zauberpunkt zurück. Kann so oft verwendet werden, wie dein Charismabonus beträgt, und alle Verwendungen werden nach einer langen Pause wieder aufgeladen. Feature/&PowerDivineHeartDivineFountTitle=Göttliche Quelle Feature/&PowerDivineHeartDivineRecoveryDescription=Als Bonusaktion können Sie 70 Trefferpunkte wiederherstellen und Blindheit und Krankheiten beseitigen. Einmal pro langer Pause nutzbar. Feature/&PowerDivineHeartDivineRecoveryTitle=Göttliche Genesung Feature/&PowerDivineHeartEmpoweredHealingDescription=Bis zum Beginn deines nächsten Zuges würfelst du beim Wirken eines Heilzaubers Heilungswürfelwürfe von 1 oder 2 neu und behältst das neue Ergebnis. Aktiviere diese Kraft als Bonusaktion und verbrauche dabei 1 Zaubererpunkt. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Aufgrund von Empowered Healing würfelt {0} einen {1} Schadenswürfel von {2} auf {3} neu. Feature/&PowerDivineHeartEmpoweredHealingTitle=Kraftvolle Heilung Feature/&PowerDivineHeartPlanarPortalDescription=Öffnet ein Portal, das Sie und eine befreundete Kreatur zu einem bestimmten Ziel bringen kann. Feature/&PowerDivineHeartPlanarPortalTitle=Planares Portal +Feedback/&DivineHeartEmpoweredHealingReroll={0} verwendet Empowered Healing, um einen {1} Heilungswürfel von {2} auf {3} neu zu würfeln. Subclass/&SorcerousDivineHeartDescription=Ihre angeborene Magie wurde Ihnen von einer Gottheit zu einem Zweck verliehen, den Sie vielleicht verstehen, vielleicht aber auch nicht. Subclass/&SorcerousDivineHeartTitle=Göttliche Seele diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfWealAndWoe-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfWealAndWoe-de.txt index f8a02ff0d3..2b57cc341e 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfWealAndWoe-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfWealAndWoe-de.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=Nachdem Sie einen Angriffswurf mi Feature/&FeatureWayOfWealAndWoeWealTitle=Wohl Feature/&FeatureWayOfWealAndWoeWoeDescription=Wenn Sie einen Angriffswurf mit einer Mönchswaffe oder einen unbewaffneten Angriff ausführen und kritisch verfehlen, erleiden Sie Schaden in Höhe eines Wurfs Ihres Kampfkunstwürfels. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=Aufgrund von {1} wird beim Angriffswurf durch {0} ein Würfel von {2} auf {3} geändert. +Feedback/&WoeReroll={0} verwendet Woe, um einen {1} Angriffswürfel von {2} auf {3} neu zu würfeln. Subclass/&WayOfWealAndWoeDescription=Mönche des Wegs von Wohl und Wehe konzentrieren sich sowohl auf Wohlstand als auch auf Widrigkeiten, um ihren Feinden in die Schlacht zu ziehen. Subclass/&WayOfWealAndWoeTitle=Weg des Wohls und des Leids diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt index 9585888843..93345a3976 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=You are experienced with fighting in close Feat/&FeatCloseQuartersIntTitle=Close Quarters [Int] Feat/&FeatCunningEscapeDescription=Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn. Feat/&FeatCunningEscapeTitle=Cunning Escape -Feat/&FeatDevastatingStrikesDexDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. +Feat/&FeatDevastatingStrikesDexDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon or unarmed attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. Feat/&FeatDevastatingStrikesDexTitle=Devastating Strikes [Dex] -Feat/&FeatDevastatingStrikesStrDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Strength by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. +Feat/&FeatDevastatingStrikesStrDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Strength by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon or unarmed attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. Feat/&FeatDevastatingStrikesStrTitle=Devastating Strikes [Str] Feat/&FeatExpandTheHuntDescription=Increase your Wisdom by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type. Feat/&FeatExpandTheHuntTitle=Expand the Hunt diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt index 0155b6f340..ed26f3e094 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Group-en.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Combat: Defense Feat/&FeatGroupDefenseExpertDescription=Increase one of your mental attributes by 1, to a maximum of 20.\nWhile you are not wearing any armor, your AC is equal to 10 + your Dexterity modifier + the selected mental attribute modifier. Feat/&FeatGroupDefenseExpertTitle=Unarmored Expert -Feat/&FeatGroupDevastatingStrikesDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. +Feat/&FeatGroupDevastatingStrikesDescription=Your melee attacks are especially deadly. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20.\n• Once per turn, when you hit a creature with a melee weapon or unarmed attack, you deal additional damage equal to your proficiency bonus.\n• Whenever you land a critical hit with a melee weapon, you roll an additional weapon die and ignore target creature's resistances for that attack. Feat/&FeatGroupDevastatingStrikesTitle=Devastating Strikes Feat/&FeatGroupDragonFearDescription=When angered, you radiate menace. You gain the following benefits:\n• Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.\n• Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Feat/&FeatGroupDragonFearTitle=Dragon Fear @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=You learn to call on hellfire to se Feat/&FeatGroupFlamesOfPhlegethosTitle=Flames of Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=General Adept & Initiate -Feat/&FeatGroupGrapplerDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength or Dexterity score by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. -Feat/&FeatGroupGrapplerTitle=Grappler +Feat/&FeatGroupGiftOfTheGemDragonDescription=Increase one of your mental attributes by 1, to a maximum of 20.\n• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed nor forced prone. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Gift of the Gem Dragon Feat/&FeatGroupGrudgeBearerDescription=You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. You gain the following benefits:\n• Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.\n• During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.\n• When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage. Feat/&FeatGroupGrudgeBearerTitle=Grudge Bearer Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt index c1ef12c63b..418c8de10a 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Activate/deactivate Great Weapon Master +Action/&CleavingAttackToggleTitle=Great Weapon Master +Action/&PowerAttackToggleDescription=Activate/deactivate Power Attack +Action/&PowerAttackToggleTitle=Power Attack Condition/&ConditionFeatCleavingAttackFinishDescription=Keep them coming! Condition/&ConditionFeatCleavingAttackFinishTitle=Great Weapon Master Condition/&ConditionFeatCrusherCriticalHitDescription=You've been crushed by a critical hit and attacks against you have advantage. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Increase your Strength by 1. Once per round, Feat/&FeatOldTacticsStrTitle=Old Tactics [Str] Feat/&FeatPiercerDexDescription=You have achieved a penetrating precision in combat. Increase your Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes. Feat/&FeatPiercerDexTitle=Piercer [Dex] -Feat/&FeatPiercerReroll=Because of Piercer {0} re-rolls the {1} die from a {2} to a {3} Feat/&FeatPiercerStrDescription=You have achieved a penetrating precision in combat. Increase your Strength by 1, to a maximum of 20. When you hit a creature with an attack that deals piercing damage, you can re-roll dice when you roll a 1, and you must use the new roll. When you score a critical hit you can roll one additional damage die when determining the extra piercing damage the target takes. Feat/&FeatPiercerStrTitle=Piercer [Str] Feat/&FeatPowerAttackDescription=You have learned to trade accuracy to land deadlier blows. When attacking unarmed or with melee weapons, you can choose to take a -3 penalty to your attack roll in order to do additional damage equal to 3 + your proficiency bonus. Feat/&FeatPowerAttackTitle=Power Attack Feat/&FeatSavageAttackDescription=Reroll weapon and spell damage dice when you roll a 1 (Not all damage sources re-roll dice. For example, sneak attack and smite damage are not re-rolled). -Feat/&FeatSavageAttackReroll=Because of Savage Attacker {0} re-rolls the {1} die from a {2} to a {3}. Feat/&FeatSavageAttackTitle=Savage Attack Feat/&FeatSlasherDexDescription=You've learned where to cut to have the greatest results. Increase your Dexterity by 1, to a maximum of 20. When you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 ft until the start of your next turn. When you score a critical hit you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. Feat/&FeatSlasherDexTitle=Slasher [Dex] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} critically pierces {1} Feedback/&AdditionalDamageSpearMasteryFormat=Spear Mastery! Feedback/&AdditionalDamageSpearMasteryLine={0} has readied spear and deals extra {2} damage to {1}! +Feedback/&FeatPiercerReroll={0} uses Piercer to reroll a {1} damage die from {2} to {3}. +Feedback/&FeatSavageAttackReroll={0} uses Savage Attack to reroll a {1} damage die from {2} to {3}. Reaction/&ReactionAttackOldTacticsDescription={0} stood up. You can use a reaction to make a melee weapon attack against it. Reaction/&ReactionAttackOldTacticsReactDescription=Use your reaction to attack. Reaction/&ReactionAttackOldTacticsReactTitle=Attack diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt index 031b79c5ae..db45c26bd0 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Activate/deactivate Grapple on unarmed attacks +Action/&GrappleOnUnarmedToggleTitle=Grapple on Unarmed Condition/&ConditionFeatMobileAfterDashDescription=Grants immunity to movement restrictions as well as being restrained. Condition/&ConditionFeatMobileAfterDashTitle=Freedom Failure/&MustBeHumanoid=Must be humanoid @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=You can channel cosmic forces of evil to ga Feat/&FeatBalefulScionStrTitle=Baleful Scion [Str] Feat/&FeatBalefulScionWisDescription=You can channel cosmic forces of evil to gain these benefits:\n• Increase your Wisdom by 1, to a maximum of 20.\n• Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to 1D6 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Feat/&FeatBalefulScionWisTitle=Baleful Scion [Wis] -Feat/&FeatBrawlerDescription=You are an expert at hand-to-hand combat, gaining the following benefits: \n• Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.\n• When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature. +Feat/&FeatBrawlerDescription=You are an expert at hand-to-hand combat, gaining the following benefits: \n• Your Unarmed Strikes deal 1d6+Strength modifier bludgeoning damage. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.\n• When you take the Attack action and got at least one free hand, you can use your bonus action to either make an unarmed strike or grapple a creature.\n• When you make an unarmed attack, you can reroll any 1s on damage dice you roll as a part of that attack and must take the new result. Feat/&FeatBrawlerTitle=Brawler Feat/&FeatChefConDescription=Increase your Constitution by 1, to a maximum of 20.\nYou can spend 1 hour to cook a meal to heal you and your companions for 1d8 HP.\nOnce a day, you may spend an hour to cook a number of treats equal to your proficiency bonus that provide 5 temporary HP when eaten. Feat/&FeatChefConTitle=Chef [Con] @@ -42,10 +44,14 @@ Feat/&FeatFrostAdaptationDescription=Increase your Constitution by 1, to a maxim Feat/&FeatFrostAdaptationTitle=Frost Adaptation Feat/&FeatGiftOfTheChromaticDragonDescription=You've manifested some of the power of chromatic dragons, granting you the following benefits:\n• Chromatic Infusion: As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.\n• Reactive Resistance: When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage until the end of its turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Feat/&FeatGiftOfTheChromaticDragonTitle=Gift of the Chromatic Dragon -Feat/&FeatGrapplerDexDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Dexterity by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. -Feat/&FeatGrapplerDexTitle=Grappler [Dex] -Feat/&FeatGrapplerStrDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Increase your Strength by 1, to a maximum of 20. \n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. -Feat/&FeatGrapplerStrTitle=Grappler [Str] +Feat/&FeatGiftOfTheGemDragonChaDescription=Increase your Charisma by 1, to a maximum of 20.\n• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed nor forced prone. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Feat/&FeatGiftOfTheGemDragonChaTitle=Gift of the Gem Dragon [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=Increase your Intelligence by 1, to a maximum of 20.\n• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed nor forced prone. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Feat/&FeatGiftOfTheGemDragonIntTitle=Gift of the Gem Dragon [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Increase your Wisdom by 1, to a maximum of 20.\n• When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage, is pushed up to 10 feet away from you, and is forced prone. On a successful save, the creature takes half as much damage and isn't pushed nor forced prone. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Feat/&FeatGiftOfTheGemDragonWisTitle=Gift of the Gem Dragon [Wis] +Feat/&FeatGrapplerStrDescription=You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:\n• Once during your turn when you hit a creature with an unarmed strike, you can attempt to grapple it as a part of that attack.\n• You have advantage on attack rolls against a creature you are grappling. \n• You no longer have movement penalties while grappling creatures of your size or smaller. +Feat/&FeatGrapplerStrTitle=Grappler Feat/&FeatGroupSkillExpertDescription=You have honed your proficiency with particular skills, granting you the following benefits:\n• Increase one ability score of your choice by 1, to a maximum of 20.\n• You gain proficiency in one skill of your choice.\n• You gain expertise in one skill of your choice. Feat/&FeatGroupSkillExpertTitle=Skill Expert Feat/&FeatHealerDescription=You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per long rest equal to your Wisdom modifier. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=You have practiced extensively with a varie Feat/&FeatWeaponMasterStrTitle=Weapon Master [Str] Feature/&CastSpellFeatMagicInitiateTitle=Initiate Feature/&CastSpellFeatSpellSniperTitle=Sniper -Feature/&DieRollModifierFeatElementalAdeptReroll=Because of Elemental Adept {0} re-rolls the {1} die from a {2} to a {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=Because of Elemental Master {0} re-rolls the {1} die from a {2} to a {3}. Feature/&PowerFeatAcrobatDescription=As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn. Feature/&PowerFeatAcrobatTitle=Acrobat Feature/&PowerFeatBalefulScionDescription=Once per turn, when you damage a creature you can see within 60 feet of yourself, you can also deal necrotic damage to it. The necrotic damage equals 1d6 + your proficiency bonus, and you regain a number of hit points equal to 1D6 + your proficiency bonus. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Chromatic Infus Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatic Infusion deals extra +{2} lightning damage! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatic Infusion: Poison Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusion deals extra +{2} poison damage! +Feedback/&FeatBrawlerReroll={0} uses Brawler to reroll a {1} damage die from {2} to {3}. +Feedback/&FeatElementalAdeptReroll={0} uses Elemental Adept to reroll a {1} attack roll die from {2} to {3}. +Feedback/&FeatElementalMasterReroll={0} uses Elemental Master to reroll a {1} attack roll die from {2} to {3}. Feedback/&IsNotLuckyHigher={0} isn't lucky at all, rolling a higher {2} to replace a {3}. Feedback/&IsNotLuckyLower={0} isn't lucky at all, rolling a lower {2} to replace a {3}. Feedback/&LuckyAttackToHitRoll={0} used {1} and rolls a {2} to replace {3} on the attack roll @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} used {1} and rolls a {2} to replace {3} on the Feedback/&LuckySavingToHitRoll={0} used {1} and rolls a {2} to replace {3} on the saving roll Item/&ItemFeatChefTreatDescription=Eat this Chef's treat and gain 5 temporary hit points. Item/&ItemFeatChefTreatTitle=Chef's Treat +Reaction/&CustomReactionGrapplerDescription=You can grapple {0}. +Reaction/&CustomReactionGrapplerReactDescription=Grapple the target. +Reaction/&CustomReactionGrapplerReactTitle=Grapple +Reaction/&CustomReactionGrapplerTitle=Grappler Reaction/&ReactionAttackMageSlayerDescription={0} cast a spell within 5 ft of you. You can use your reaction to attack. Reaction/&ReactionAttackMageSlayerReactDescription=Use reaction to attack target. Reaction/&ReactionAttackMageSlayerReactTitle=Attack @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Reactive Resistance Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Select action Reaction/&SubitemSelectReactionAttackSentinelTitle=Select action Reaction/&SubitemSelectReactionWarcasterTitle=Select action +Reaction/&UseGiftOfTheGemDragonDescription={0} damaged you! You can use your reaction to push it by 10 ft, force it prone, and inflict 2d8 psychic damage. +Reaction/&UseGiftOfTheGemDragonReactDescription=Give yourself resistance. +Reaction/&UseGiftOfTheGemDragonReactTitle=React +Reaction/&UseGiftOfTheGemDragonTitle=Gift of the Gem Dragon Reaction/&WarcasterAttackDescription=Attack target. Reaction/&WarcasterAttackTitle=Attack Tag/&InitiateCantripSpecialTagTitle=Initiate Cantrips diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt index 54499fa110..8ac708fd9b 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=You learn the magic of the primeval woods, whi Feat/&FeatWoodElfMagicTitle=Wood-Elf Magic Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=While you are holding a great sword, you gain a +1 bonus to AC. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Revenant Blade -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Because of Flames of Phlegethos {0} re-rolls the {1} die from a {2} to a {3}. Feature/&PowerFeatDragonFearDescription=You can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Feature/&PowerFeatDragonFearTitle=Dragon Fear Feature/&PowerFeatOrcishAggressionDescription=As a bonus action, when wielding a melee weapon in main hand, you can charge up to your speed toward an enemy of your choice and free attack the creature with your main weapon. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} used {1} and rolls a {2} to replace { Feedback/&BountifulLuckCheckToHitRoll={0} used {1} and rolls a {2} to replace {3} on the check roll Feedback/&BountifulLuckSavingToHitRoll={0} used {1} and rolls a {2} to replace {3} on the saving roll Feedback/&DwarvenFortitudeHitDieRolled={0} rolled a {2} and healed {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} uses Flames of Phlegethos to reroll a {1} magic damage die from {2} to {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} have missed {1}. {2} can react to roll a d20 and replace the attack roll. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Roll a d20 to replace the attack roll. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Bountiful Luck diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/RangedCombat-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/RangedCombat-en.txt index 3dc8637394..726eb2c3cc 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/RangedCombat-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/RangedCombat-en.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Activate/deactivate Sharpshooter +Action/&DeadEyeToggleTitle=Sharpshooter Condition/&ConditionFeatSteadyAimAdvantageDescription=You have advantage on your next attack roll. Condition/&ConditionFeatSteadyAimAdvantageTitle=Steady Aim Condition/&ConditionFeatSteadyAimRestrainedDescription=You cannot move until the end of your turn. diff --git a/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt b/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt index 521867e542..f25064e787 100644 --- a/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/FightingStyles-en.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Crippling Damage! Feedback/&AdditionalDamageCripplingLine={1} suffers crippling damage. Feedback/&AdditionalDamageExecutionerFormat=Execution! Feedback/&AdditionalDamageExecutionerLine={0} executes {1} for +{2} extra damage! -FightingStyle/&AstralReachDescription=Your Unarmed Strike reach increases by 5 ft. +FightingStyle/&AstralReachDescription=Your unarmed reach increases by 5ft as long as both of your hands are free. FightingStyle/&AstralReachTitle=Astral Reach FightingStyle/&BlindFightingDescription=You have blind sight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. FightingStyle/&BlindFightingTitle=Blind Fighting @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=You gain a +1 bonus to your attack rolls FightingStyle/&HandAndAHalfTitle=Classical Swordplay FightingStyle/&InterceptionDescription=When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus. You must wield a shield or a simple or martial weapon to use this reaction. FightingStyle/&InterceptionTitle=Interception -FightingStyle/&LungerDescription=Your melee weapon reach increases by 5 ft while wielding a weapon without the heavy tag and no other weapon or shield. +FightingStyle/&LungerDescription=Your melee weapon reach increases by 5 ft as long as wielding a weapon without the heavy tag and your other hand is free. FightingStyle/&LungerTitle=Lunger FightingStyle/&MercilessDescription=When you reduce a target to 0 HP using a melee weapon attack on your turn, enemies within a radius of the downed target equal to half of your proficiency bonus (rounded up) who can see the target must make a Wisdom save (DC 8 + your proficiency bonus + your Strength modifier) or become frightened of you until the end of your next turn. If the triggering attack is a critical hit, the radius is instead equal to your proficiency bonus. FightingStyle/&MercilessTitle=Merciless diff --git a/SolastaUnfinishedBusiness/Translations/en/KeyBindings-en.txt b/SolastaUnfinishedBusiness/Translations/en/KeyBindings-en.txt new file mode 100644 index 0000000000..27fd52ae50 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/en/KeyBindings-en.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Allows you to export the current selected character. +Setting/&CharacterExportTitle=Export Character +Setting/&DebugOverlayDescription=Allows you to open the vanilla debug overlay. +Setting/&DebugOverlayTitle=Debug Overlay +Setting/&EnableCharacterCheckerDescription=Allows you to preview actors with a new button added to the character pool. +Setting/&EnableCharacterCheckerTitle=Enable character checker +Setting/&EnableCheatMenuDescription=Allows you to have the dungeon maker cheats menu during regular gameplay. +Setting/&EnableCheatMenuTitle=Enable the cheats menu +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL to bypass quest items check on drop +Setting/&EnablePartyTogglesDescription=Allows you to toggle heroes on character pool to be used as your default party on dungeon maker testing, and regular new gameplay. +Setting/&EnablePartyTogglesTitle=Enable default party toggles +Setting/&EnableSaveByLocationDescription=Allows you to organize your saves by campaigns and/or locations. +Setting/&EnableSaveByLocationTitle=Enable save by location +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFT to snap line spells to grid +Setting/&FormationSet1Description=Allows you to choose the formation set 1. +Setting/&FormationSet1Title=Formation Set 1 +Setting/&FormationSet2Description=Allows you to choose the formation set 2. +Setting/&FormationSet2Title=Formation Set 2 +Setting/&FormationSet3Description=Allows you to choose the formation set 3. +Setting/&FormationSet3Title=Formation Set 3 +Setting/&FormationSet4Description=Allows you to choose the formation set 4. +Setting/&FormationSet4Title=Formation Set 4 +Setting/&FormationSet5Description=Allows you to choose the formation set 5. +Setting/&FormationSet5Title=Formation Set 5 +Setting/&HideCrownOfMagisterTitle=Hide Crown of the Magister +Setting/&HideHelmetsTitle=Hide helmets +Setting/&HideTitle=Hide +Setting/&InvertTooltipBehaviorDescription=Display the extended tooltip instead of the default summarized one. +Setting/&InvertTooltipBehaviorTitle=Invert tooltips behavior +Setting/&ModHeaderTitle=Unfinished Business +Setting/&RejoinPartyDescription=Allows you to rejoin the party around the first hero, in case anyone gets trapped. +Setting/&RejoinPartyTitle=Rejoin Party +Setting/&SelectCharacter5Title=Select Character 5 +Setting/&SelectCharacter6Title=Select Character 6 +Setting/&SpawnEncounterDescription=Allows you to spawn the encounter set on the Mod UI Encounters tab. +Setting/&SpawnEncounterTitle=Spawn Encounter +Setting/&TeleportPartyDescription=Allows you to teleport the party to the location on center of screen. +Setting/&TeleportPartyTitle=Teleport Party +Setting/&ToggleHudDescription=Allows you to toggle the HUD on/off. +Setting/&ToggleHudTitle=Toggle HUD +Setting/&TooltipWidthDescription=Change the tooltip width multiplier. +Setting/&TooltipWidthTitle=Tooltip width +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Unlock additional lore friendly names +Setting/&UnlockAllNpcFacesTitle=Unlock NPC faces +Setting/&UnlockBeardlessDwarvesTitle=Unlock beardless Dwarves +Setting/&UnlockEyeStylesTitle=Unlock eye styles +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Unlock glowing marks and tattoos colors +Setting/&UnlockGlowingEyeColorsTitle=Unlock glowing eye colors +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Unlock marks and tattoos +Setting/&UnlockNewBrightEyeColorsTitle=Unlock bright eye colors +Setting/&UnlockSkinColorsTitle=Unlock skin colors +Setting/&UnlockUnmarkedSorcerersTitle=Unlock unmarked Sorcerers +Setting/&VttCameraDescription=Allows you to toggle the VTT camera mode. +Setting/&VttCameraTitle=VTT Camera diff --git a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt index 269db8ecce..84af0f0f95 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Dazzled Feature/&AttributeModifierMonkAbundantKiDescription=Add half your proficiency bonus (rounded down) to your Ki Points pool. Feature/&AttributeModifierMonkAbundantKiTitle=Abundant Ki Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Follows grappler -Feature/&ConditionGrappleTargetFlyingTitle=Flying Feature/&EnhancedIndomitableResistanceDescription=If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Expanded Spells diff --git a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt index 8d1e7f1b3a..4f3901aa4a 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt @@ -5,12 +5,11 @@ ModUi/&AddBleedingToLesserRestoration=Add the Bleeding co ModUi/&AddCustomIconsToOfficialItems=Add custom icons to official game items [ammunition, recipes, kits, etc.] [Requires Restart] ModUi/&AddDarknessPerceptiveToDarkRaces=Enable Darkness Perceptive on Darkelf, Dark Kobold, and Gray Dwarf \n[grants advantage on perception checks when unlit or under magical darkness] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Add DEX modifier to enemies Initiative Roll -ModUi/&AddFallProneActionToAllRaces=Add the Fall Prone action to all playable races [you can fall prone at no cost] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Enable Fighter to add the class level as a bonus to Indomitable Resistance saving throw reroll -ModUi/&AddGrappleActionToAllRaces=Add the Grapple action to all playable races -ModUi/&AddHelpActionToAllRaces=Add the Help action to all playable races [you can aid a friendly creature in attacking a creature within 1 cell of you] -ModUi/&AddHumanoidFavoredEnemyToRanger=Enable Ranger humanoid preferred enemies -ModUi/&AddNewBrightEyeColors=Add new bright eye colors +ModUi/&AddFallProneActionToAllRaces=Add the Fall Prone action to all classes [you can fall prone at no cost] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Add the class level as a bonus to Indomitable Resistance saving throw reroll +ModUi/&AddGrappleActionToAllRaces=Add the Grapple action to all classes +ModUi/&AddHelpActionToAllRaces=Add the Help action to all classes [you can aid a friendly creature in attacking a creature within 1 cell of you] +ModUi/&AddHumanoidFavoredEnemyToRanger=Enable Humanoid preferred enemies ModUi/&AddNewWeaponsAndRecipesToShops=Add new weapons and recipes to shops [hand wraps, halberds, pikes, long maces, hand crossbows] [Requires Restart] ModUi/&AddPaladinSmiteToggle=Add a toggle to allow Paladins to only enable smites on critical hits [useful to minimize reaction prompts] ModUi/&AddPickPocketableLoot=Add pickpocketable loot [suggested if Pickpocket feat is enabled] @@ -20,9 +19,8 @@ ModUi/&AdvancedHelp=• ATTENTION: These setting ModUi/&AllItemInDm=All items in DM ModUi/&AllRecipesInDm=All recipes in DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Allow all players on narrative sequences -ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Allow allies to perceive Ranger GloomStalker when in natural darkness +ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Allow allies to perceive GloomStalker when in natural darkness ModUi/&AllowAnyClassToWearSylvanArmor=Allow any class to wear Sylvan Armor or Lightbringer Clothes -ModUi/&AllowBeardlessDwarves=Allow beardless Dwarves ModUi/&AllowBladeCantripsToUseReach=Allow Blade Cantrips to use reach instead of 5 ft ModUi/&AllowClubsToBeThrown=Allow Clubs to be thrown like Daggers or Hand Axes ModUi/&AllowDisplayingNonSuggestedSpells=Allow mod non suggested spells on each list @@ -36,7 +34,6 @@ ModUi/&AllowHornsOnAllRaces=Allow horns on all races [results ModUi/&AllowMoreRealStateOnRestPanel=Allow more real state on rest panel [hide after rest actions on before panel and recovery features on after panel] ModUi/&AllowStackedMaterialComponent=Allow stacked material component [e.g. 2x500gp diamond is equivalent to 1000gp diamond] ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Allow target selection when casting the Chain Lightning spell -ModUi/&AllowUnmarkedSorcerers=Allow Sorcerer without origin markings and tattoos ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT key only highlights gadgets in party field of view [custom dungeons only] ModUi/&ArcaneShieldstaffOptions=Allow Arcane Shieldstaff to be attuned by any class ModUi/&Backgrounds=Backgrounds @@ -46,15 +43,15 @@ ModUi/&Bestiary=Bestiary ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Bestow Curse does not require concentration when cast with a L5+ spell slot ModUi/&BlindedConditionDontAllowAttackOfOpportunity=The Blinded condition doesn't allow attack of opportunity ModUi/&Blueprints=Blueprints -ModUi/&Campaigns=Campaigns: -ModUi/&CampaignsAndLocations=Campaigns and locations: +ModUi/&Campaigns=Campaigns +ModUi/&Locations=Locations: ModUi/&Category=Category ModUi/&ChangeDragonbornElementalBreathUsages=Change Dragonborn elemental breath usages to Constitution modifier per short rest ModUi/&ChangeSleetStormToCube=Change Sleet Storm to use a cube instead of a cylinder ModUi/&Changelog=Change Log ModUi/&Character=Character ModUi/&CharactersPool=Characters Pool -ModUi/&Classes=Classes +ModUi/&Classes=Classes ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Cold Immunity also grants immunity to chilled and frozen conditions ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Cold Resistance also grants immunity to chilled condition and reduces frozen to chilled ModUi/&Combat=Combat: @@ -69,11 +66,11 @@ ModUi/&CriticalOption2=2: keep re-rolling any dama ModUi/&CriticalOption3=3: Double your attack's total damage instead of rolling additional dice. [(XdY+Z)*2] ModUi/&Deities=Deities ModUi/&DisableAutoEquip=Disable auto-equip of items in inventory -ModUi/&DisableBarbarianBrutalCritical=+ Also disable Barbarian Brutal Critical at levels 9, 13 and 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disable cast spell pre-requisites on feats provided by this mod [Requires Restart] -ModUi/&DisableClassPrerequisitesOnModFeats=Disable level pre-requisites on feats provided by this mod +ModUi/&DisableBarbarianBrutalCritical=+ Also disable Brutal Critical at levels 9, 13 and 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disable cast spell pre-requisites on mod feats [Requires Restart] +ModUi/&DisableClassPrerequisitesOnModFeats=Disable level pre-requisites on feats ModUi/&DisableMultilineSpellOffering=Disable multi-line spell offering on action bar [mainly for controller users using non multicaster heroes] -ModUi/&DisableRacePrerequisitesOnModFeats=Disable race pre-requisites on feats provided by this mod +ModUi/&DisableRacePrerequisitesOnModFeats=Disable race pre-requisites on feats ModUi/&DisableSenseDarkVisionFromAllRaces=Disable Sense Dark Vision from all playable races [Requires Restart] ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Disable Superior Sense Dark Vision from all playable races [Requires Restart] ModUi/&DisableUnofficialTranslations=Disable unofficial translations support to speed up mod [unless I speak Chinese, Italian, Japanese, Korean or Spanish] @@ -81,6 +78,7 @@ ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Display all known spells from oth ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Display Warlock pact slots on spell selection instead of character panel ModUi/&DocsArcaneShots=Arcane Shots ModUi/&DocsBackgrounds=Backgrounds +ModUi/&DocsClasses=Classes ModUi/&DocsFeats=Feats ModUi/&DocsFightingStyles=Fighting Styles ModUi/&DocsInfusions=Infusions @@ -93,7 +91,6 @@ ModUi/&DocsSubclasses=Subclasses ModUi/&DocsSubraces=Subraces ModUi/&DocsVersatilities=Versatilities ModUi/&Donate=Donate: {0} -ModUi/&DontDisplayHelmets=Don't display helmets on graphic characters [Requires Restart] ModUi/&DontEndTurnAfterReady=Don't end turn after using Ready Action [allows to use Bonus Action or any extra Main actions from Haste or other sources] ModUi/&DontFollowCharacterInBattle=Battle camera doesn't follow when character is already on screen ModUi/&DontFollowMargin=+ Unless hero is off or within % of screen edge @@ -107,19 +104,15 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Enable additional icons for camps, exits ModUi/&EnableAdditionalItemsInDungeonMaker=Add modded items to Editor ModUi/&EnableAlternateHuman=Enable the alternate Human [+1 feat / +2 attribute choices / +1 skill] ModUi/&EnableAlternateVotingSystem=Enable alternate voting system [choice weight = votes * hero Charisma modifier] -ModUi/&EnableBarbarianBrutalStrike=Enable Barbarian Brutal Strike and Brutal Strike Improvement at levels 9, 13 and 17 -ModUi/&EnableBarbarianFightingStyle=Enable Barbarian Fighting Style choice at level 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Enable Barbarian Reckless Attack buff and debuff to finish at start of next turn -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Enable Barbarian regain one Rage use over a short rest at level 7 -ModUi/&EnableBardHealingBalladOnLongRest=Enable Bard College of Hope Healing Ballad on long rest +ModUi/&EnableBarbarianBrutalStrike=Enable Brutal Strike and Brutal Strike Improvement at levels 9, 13 and 17 +ModUi/&EnableBarbarianFightingStyle=Enable Fighting Style choice at level 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Enable Reckless Attack buff and debuff to finish at start of next turn +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Enable regain one Rage use over a short rest at level 7 +ModUi/&EnableBardHealingBalladOnLongRest=Enable College of Hope Healing Ballad on long rest ModUi/&EnableBetaContent=Enable beta content [Requires Restart] ModUi/&EnableCancelEditOnRightMouseClick=Enable cancel actions with right mouse click -ModUi/&EnableCantripsTriggeringOnWarMagic=Enable cantrips to trigger War Magic extra bonus attack -ModUi/&EnableCharacterChecker=Enable the Character Checker button on Main Screen > Characters -ModUi/&EnableCharacterExport=Enable CTRL-SHIFT-(E) to export the character +ModUi/&EnableCantripsTriggeringOnWarMagic=Allow cantrips to trigger War Magic extra bonus attack ModUi/&EnableCharactersOnFireToEmitLight=Characters On Fire should emit light [Cube of Light, Fire Elemental, Fire Jester, Fire Osprey, Fire Spider, and on fire condition family] -ModUi/&EnableCheatMenu=Enable the cheats menu -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Enable CTRL click-drag to bypass quest items checks on drop ModUi/&EnableCustomPortraits=Enable Custom Portraits ModUi/&EnableCustomPortraitsHelp=• Place your custom portraits under subfolders Personal or PreGen, named after the hero first name [i.e.: Anton, Celia, Nialla, etc.]\n• Use PNG images, 256 x 384 pixels in size, with a transparency layer [use GIMP for best results] ModUi/&EnableDungeonMakerModdedContent=Enable Dungeon Maker Pro\n[include flat rooms, 150x150 & 200x200 dungeon sizes and no frills mixing assets from all environments] @@ -128,58 +121,50 @@ ModUi/&EnableEpicPointsAndArray=Enable an epic 35 points buy system and array [Arcane Shots, Infusions, Maneuvers, and Versatilities]\n[performance hit on character inspection. use at your own risk] ModUi/&EnableFeatsAtEvenLevels=Enable feats selection at levels 2, 10 and 18 ModUi/&EnableFeatsAtEvenLevelsMiddle=Enable feats selection at levels 6 and 14 -ModUi/&EnableFighterWeaponSpecialization=Enable Fighter Weapon Specialization at levels 8 and 16 [get +1 to hit and to damage but disadvantage with any other weapon type] +ModUi/&EnableFighterWeaponSpecialization=Enable Weapon Specialization at levels 8 and 16 [get +1 to hit and to damage but disadvantage with any other weapon type] ModUi/&EnableFlexibleBackgrounds=Enable flexible backgrounds [select skill and tool proficiencies from backgrounds] ModUi/&EnableFlexibleRaces=Enable flexible races [assign ability score points instead of the racial defaults] ModUi/&EnableGauntletMainAttacks=Allow Unarmed Attack with main action for character if a Monk or has Handwraps or Gauntlet equipped ModUi/&EnableHeroWithBestProficiencyToRollChoice=Enable the hero with best proficiency to roll dialogue choices [it works but narrations look odd on official campaigns] ModUi/&EnableHigherGroundRules=Enable higher ground rules [+1 to hit if attacking from a higher ground] -ModUi/&EnableHotkeyDebugOverlay=Enable CTRL-SHIFT-(D) to display the debug overlay -ModUi/&EnableHotkeyToggleHud=Enable CTRL-SHIFT-(H) to toggle the HUD display ModUi/&EnableInventoryFilteringAndSorting=Enable inventory filtering and sorting ModUi/&EnableInventoryTaintNonProficientItemsRed=Tint red any item the hero isn't proficient with ModUi/&EnableInventoryTintKnownRecipesRed=Tint known recipes red -ModUi/&EnableInvisibleCrownOfTheMagister=Hide the Crown of the Magister on game UI ModUi/&EnableLevel20=Enable level 20 [Requires Restart] ModUi/&EnableLogDialoguesToConsole=Enable log dialogues to game console during narrative sequences ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Enable logging invalid references in custom campaigns ModUi/&EnableMinInOutAttributes=+ Enforce ability scores minimum in & out pre-requisites -ModUi/&EnableMonkAbundantKi=Enable Monk Abundant Ki at level 2 [gain additional Ki equals to half the proficiency bonus rounded up] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Enable Monk Body and Mind to replace Perfect Self at level 20 -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Enable Monk Martial Arts - Bonus Unarmed Strikes to not require an attack action before usage -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Enable Monk Flurry of Blows to not require an attack action before usage -ModUi/&EnableMonkFightingStyle=Enable Monk Fighting Style choice at level 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Enable Monk handwraps and gauntlets to work in gauntlet slot -ModUi/&EnableMonkHeightenedMetabolism=Enable Monk Heightened Metabolism at level 10 [Flurry of Blows, Patient Defense, and Step of the Wind gain additional benefits] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Enable Monk Improved Unarmored Movement to move along vertical surfaces without falling -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Enable Monk Superior Defense to replace Empty Body at level 18 -ModUi/&EnableMonkWeaponSpecialization=Enable Monk Weapon Specialization at levels 2 and 11 [the selected weapon type becomes a monk weapon to you] +ModUi/&EnableMonkAbundantKi=Enable Abundant Ki at level 2 [gain additional Ki equals to half the proficiency bonus rounded up] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Enable Body and Mind to replace Perfect Self at level 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Enable Martial Arts - Bonus Unarmed Strikes to not require an attack action before usage +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Enable Flurry of Blows to not require an attack action before usage +ModUi/&EnableMonkFightingStyle=Enable Fighting Style choice at level 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Enable Handwraps and Gauntlets to work in gauntlet slot +ModUi/&EnableMonkHeightenedMetabolism=Enable Heightened Metabolism at level 10 [Flurry of Blows, Patient Defense, and Step of the Wind gain additional benefits] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Enable Improved Unarmored Movement to move along vertical surfaces without falling +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Enable Superior Defense to replace Empty Body at level 18 +ModUi/&EnableMonkWeaponSpecialization=Enable Weapon Specialization at levels 2 and 11 [the selected weapon type becomes a monk weapon to you] ModUi/&EnableMulticlass=Enable multiclass [Requires Restart] ModUi/&EnableOneDndHealingSpellsBuf=Enable OneDnd healing dice buff on Cure Wounds, Healing Word, Mass Cure Wounds, and Mass Healing Word ModUi/&EnablePcgRandom=Enable a better random generator algorithm [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Enable push and pull motion effects to also work on up/down axis -ModUi/&EnableRangerNatureShroudAt10=Enable Ranger Nature's Veil feature at level 10 [as a bonus action, you can magically become invisible until start of next turn] -ModUi/&EnableRejoinParty=Enable CTRL-SHIFT-(R) to rejoin the party around the selected hero or the leader if none is selected [useful with parties of 5 or 6] +ModUi/&EnableRangerNatureShroudAt10=Enable Nature's Veil feature at level 10 [as a bonus action, you can magically become invisible until start of next turn] ModUi/&EnableRelearnSpells=Enable selection of cantrips or spells already learned from other sources ModUi/&EnableRespec=Enable the RESPEC after rest action [don't use RESPEC during a multiplayer session] -ModUi/&EnableRogueCunningStrike=Enable Rogue Cunning Strike and Devious Strike at levels 5 and 14 [you let forgo 1 sneak attack dice for additional hit effects] -ModUi/&EnableRogueFightingStyle=Enable Rogue Fighting Style choice at level 2 -ModUi/&EnableRogueSteadyAim=Enable Rogue Steady Aim at level 3 [bonus action gives advantage on your next attack roll in the current turn if you haven't moved yet] -ModUi/&EnableRogueStrSaving=Enable Rogue to use DEX or STR modifiers on Cunning/Devious Strike, Debilitating/Improved Strike, and Hail of Blades -ModUi/&EnableSaveByLocation=Enable save by campaigns / locations +ModUi/&EnableRogueCunningStrike=Enable Cunning Strike and Devious Strike at levels 5 and 14 [you let forgo 1 sneak attack dice for additional hit effects] +ModUi/&EnableRogueFightingStyle=Enable Fighting Style choice at level 2 +ModUi/&EnableRogueSteadyAim=Enable Steady Aim at level 3 [bonus action gives advantage on your next attack roll in the current turn if you haven't moved yet] +ModUi/&EnableRogueStrSaving=Enable DEX or STR modifiers on Cunning/Devious Strike, Debilitating/Improved Strike, and Hail of Blades ModUi/&EnableSignatureSpellsRelearn=Enable Wizard signature spells to be prepared every long rest [instead of once at level 20] -ModUi/&EnableSorcererMagicalGuidance=Enable Sorcerer Magical Guidance at level 5 +ModUi/&EnableSorcererMagicalGuidance=Enable Magical Guidance at level 5 ModUi/&EnableSorcererQuickenedAction=Enable Quickened Spell action to allow cast main action spell with quickened metamagic applied ModUi/&EnableSortingDungeonMakerAssets=Enable assets sorting on Dungeon Maker editor ModUi/&EnableStatsOnHeroTooltip=Display stats on hero's tooltip [i.e.: critical hits, critical failures, etc.] ModUi/&EnableSumD20OnAlternateVotingSystem=+ Also each hero adds a D20 roll to weight for a bit of randomness [choice weight = votes * hero Charisma modifier + D20 roll] -ModUi/&EnableTeleportParty=Enable CTRL-SHIFT-(T) to teleport the party [you might break quests if you teleport to an undiscovered place] ModUi/&EnableTeleportToRemoveRestrained=Enable Teleport to remove all restrained conditions from target -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Enable toggles on character pool to set your default play and test party ModUi/&EnableTooltipDistance=Enable showing distance on tooltips when hovering over a character in combat ModUi/&EnableUpcastConjureElementalAndFey=Enable upcast of Conjure Elemental and Conjure Fey ModUi/&EnableVariablePlaceholdersOnTexts=Enable variable placeholders on descriptions [use {VARIABLE_NAME} as placeholder] -ModUi/&EnableVttCamera=Enable CTRL-SHIFT-(V) to toggle the VTT camera [right-click and drag to position the camera, WASD to pan and Page Up/Page Down to zoom] ModUi/&EnablesAsiAndFeat=Enable both attribute scores increase and feats selection [instead of an exclusive choice] ModUi/&EncounterPercentageChance=Set random encounters percentage chances ModUi/&Encounters=Encounters @@ -193,7 +178,7 @@ ModUi/&FeatGroupsHelp=• Each group is a consolidation of similar Feats ModUi/&FightingStyles=Fighting Styles ModUi/&FixAsianLanguagesTextWrap=Fix Asian languages' game UI text wrap [Requires Restart] -ModUi/&FixEldritchBlastRange=Use official 24 cells range with Eldritch Blast [instead of 12] +ModUi/&FixEldritchBlastRange=Use 24 cells range with Eldritch Blast [instead of 12] ModUi/&FixRingOfRegenerationHealRate=Set Ring of Regeneration heal rate to 1 HP per 3 minutes ModUi/&FlightSuspendWingedBoots=+ Use Winged Boots official rules [remaining duration not counted when flight suspended] ModUi/&Formation=Formation: @@ -201,12 +186,10 @@ ModUi/&FormationError=You cannot change your formation during a ModUi/&FormationHelp1=• Use the numeric buttons to edit a given set [consider enabling hotkeys under input] ModUi/&FormationHelp2=• @ represent relative hero positions ModUi/&FormationHelp3=• Click any 2 buttons to swap their positions -ModUi/&FormationHotkey=Enable CTRL-SHIFT-(1..5) to swap formation sets in game ModUi/&FormationResetAllSets=Reset all ModUi/&FormationResetThisSet=Reset this ModUi/&FormationSelected=Formation set {0} selected ModUi/&FullyControlConjurations=Fully control conjurations [animals, elementals, etc] -ModUi/&GameUi=Game UI ModUi/&Gameplay=Gameplay ModUi/&General=General: ModUi/&GeneralMenu=General @@ -217,22 +200,16 @@ ModUi/&HideMonsterHitPoints=Display Monsters' health in steps of 25% / 50% / 75% ModUi/&HideQuickenedActionWhenMetamagicOff=+ Hide this action when metamagic toggle is off ModUi/&HighContrastTargetingAoeColor=Change AoE creatures highlight select color ModUi/&HighContrastTargetingSingleColor=Change single creatures highlight select color -ModUi/&House=House: ModUi/&IdentifyAfterRest=Add a power to identify magic items over a short or long rest ModUi/&IgnoreHandXbowFreeHandRequirements=Do not require free hand to use Hand Crossbows ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Illusion spells automatically fail against targets with TrueSight in range -ModUi/&ImproveLevelUpFeaturesSelection=Improve level up features selection [Requires Restart]\n[impacts Ranger Preferred Enemy and Terrain Affinity, Druid Kindred Beast, Barbarian Path of the Elements and subclasses Draconic choices] ModUi/&IncreaseGameTimeBy=Increase game time by ModUi/&IncreaseMaxAttunedItems=Increase max Attuned Items to 4 at level 10th and 5 at level 18th -ModUi/&InitialChoices=Creation: -ModUi/&Input=Input: -ModUi/&Interface=Interface ModUi/&InventoryAndItems=Inventory and items: -ModUi/&InvertAltBehaviorOnTooltips=Invert ALT key behavior on tooltips. [Will show extended tooltip by default] ModUi/&Invocations=Invocations ModUi/&ItemInDm=Items in DM ModUi/&Items=Items: -ModUi/&ItemsCraftingMerchants=Crafting, Items & Merchants +ModUi/&ItemsCraftingMerchants=Crafting & Merchants ModUi/&ItemsHelp1=Open the character inspection screen to add items to heroes... ModUi/&ItemsHelp2=Press + to add items to the ground container ModUi/&KeepInvisibilityWhenUsingItems=Enable item usage not breaking Invisibility @@ -243,13 +220,12 @@ ModUi/&MaxAllowedClasses=Max allowed classes ModUi/&Merchants=Merchants: ModUi/&Metamagic=Metamagic ModUi/&ModifyGravitySlam=+ Modify Gravity Slam spell to push affected targets down and be a cylinder instead of a sphere -ModUi/&Monsters=Monsters: ModUi/&MovementGridWidthModifier=Multiply the movement grid width by [%] ModUi/&MulticlassKeyHelp=SHIFT click on a spell inverts the default repertoire slot type consumed\n[Warlock spends white spell slots and others spend pact green ones] +ModUi/&Multiplayer=Multiplayer: ModUi/&MultiplyTheExperienceGainedBy=Multiply the experience gained by [%] ModUi/&NeverMoveCameraOnEnemyTurn=+ Camera never moves during enemy turns ModUi/&NoExperienceOnLevelUp=No experience is required to level up -ModUi/&OfferAdditionalLoreFriendlyNames=Offer additional lore friendly names on character creation ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancel advantage / disadvantage blinded, invisible, and perceived pairs [useful in conjunction with official advantage / disadvantage rules] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Change heavily obscured areas to be projectile blockers [Cloud Kill, Fog Cloud, Incendiary Cloud, Petal Storm, Sleet Storm, Stinking Cloud] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Invisible creatures are heavily obscured and can be target, attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage @@ -264,7 +240,6 @@ ModUi/&OverridePartySize=Override the party size ModUi/&Patches=Patches: ModUi/&PortraitsOpenFolder=Open portraits folder ModUi/&PrimedItems=Primed Items -ModUi/&Progression=Progression: ModUi/&QuickCastLightCantripOnWornItemsFirst=Enable quick cast Light Cantrip to use head, neck or torso worn items first ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Enable Light Sensitivity on Darkelf, Dark Kobold, and Gray Dwarf to only trigger outdoors\n[indoor areas in outdoor locations accessible without a load screen are considered outdoor by the game engine] ModUi/&Races=Races @@ -284,7 +259,6 @@ ModUi/&RestockHelp=• Override defaults to force all merchant's stock to restoc ModUi/&RestockTowerOfKnowledge=Restock Tower of Knowledge [Maddy Greenisle] ModUi/&Rollback=Rollback ModUi/&Rules=Rules -ModUi/&SRD=SRD: ModUi/&ScaleMerchantPricesCorrectly=Scale merchant prices correctly / exactly [no more rounding errors when converting coin values] ModUi/&SelectAll=Select All ModUi/&SelectDisplayed=Select Displayed @@ -299,7 +273,6 @@ ModUi/&SettingsLoad=• Load an exported setting ModUi/&SettingsOpenFolder=Open exported settings folder ModUi/&SettingsRefresh=Refresh ModUi/&SettingsRemove=Remove -ModUi/&ShiftToSnapLineSpells=Hold SHIFT to snap line spells to grid [without snapping actual line placement might differ from preview] ModUi/&ShowButtonWithControlledMonsterInfo=Show button that opens info about controlled monster [wild-shaped druids, summons, NPC followers, etc.] ModUi/&ShowChannelDivinityOnPortrait=Show how many Channel Divinity uses a hero has on their portrait, similar to sorcery points ModUi/&ShowCraftedItemOnRecipeIcon=Show crafted item icon near recipe item in shop and inventory [Hovering over it will show tooltip for crafted item] @@ -321,35 +294,26 @@ ModUi/&Subclasses=Subclasses ModUi/&Subraces=Subraces ModUi/&SwapCraftedItemAndRecipeIcons=+ Swap recipe and crafted item icons in shop ModUi/&TargetLanguage=Target Language -ModUi/&Tools=Tools ModUi/&TotalCraftingTimeModifier=Reduce crafting time by ModUi/&TotalFeatsGrantedFirstLevel=Total feats granted at first level ModUi/&Translate=Translate ModUi/&TranslateCancel=Cancel {0} at {1} -ModUi/&Translations=Translations +ModUi/&Translations=Translations: ModUi/&UnleashEnemyAsNpc=Allow monsters to be selected on NPC gadgets ModUi/&UnleashNpcAsEnemy=Unlock monsters selection -ModUi/&UnlockAllNpcFaces=Unlock NPC faces -ModUi/&UnlockEyeStyles=Unlock eye styles -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Unlock glowing colors for all markings and tattoos -ModUi/&UnlockGlowingEyeColors=Add glowing eye colors -ModUi/&UnlockMarkAndTattoosForAllCharacters=Unlock Sorcerer origin markings and tattoos for all characters -ModUi/&UnlockSkinColors=Unlock skin colors ModUi/&Update=Update -ModUi/&UseAlternateSpellPointsSystem=Use official variant spell points rules +ModUi/&UseAlternateSpellPointsSystem=Use variant spell points rules ModUi/&UseAlternateSpellPointsSystemHelp=[You have a pool of spell points that increases with caster level\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nCost to cast spells is SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nShort rest slots recovery features won't be triggered under this system] ModUi/&UseElfFaceModelsOnTieflings=Use Elf face models on Tieflings ModUi/&UseHeightOneCylinderEffect=Use a height 1 cylinder effect when casting Black Tentacles, Entangle, Grease [square] or Spike Growth [round] ModUi/&UseMathFlankingRules=+ Use precise math to determine flanking [may have a performance impact on slow machines] -ModUi/&UseOfficialAdvantageDisadvantageRules=Use official advantage / disadvantage rules [if circumstances cause a roll to have both, you are considered to have neither of them] -ModUi/&UseOfficialFlankingRules=Use official flanking rules [an attacker has advantage if an ally is on target's opposite side] +ModUi/&UseOfficialAdvantageDisadvantageRules=Use advantage / disadvantage rules [if circumstances cause a roll to have both, you are considered to have neither of them] +ModUi/&UseOfficialFlankingRules=Use flanking rules [an attacker has advantage if an ally is on target's opposite side] ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Also enable for ranged attacks [disable precise math] ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Also enable for reach attacks [disable precise math] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Instead of advantage grant +1 to attack roll -ModUi/&UseOfficialFoodRationsWeight=Use official food ration weight of 2 pounds -ModUi/&UseOfficialObscurementRules=Use official lighting, obscurement, and vision combat rules +ModUi/&UseOfficialFoodRationsWeight=Use food ration weight of 2 pounds +ModUi/&UseOfficialObscurementRules=Use lighting, obscurement, and vision combat rules ModUi/&UseOfficialObscurementRulesHelp=[attacker who perceive defender who cannot perceive it gets ADV, and attacker who doesn't perceive defender who can perceive it gets DIS\n heavily obscured areas inflict blinded condition, where attack rolls against the creature have ADV, and the creature's attack rolls have DIS\n all distance spells targeting individuals cannot be cast if attacker has no sight, except for the ones that clearly don't state sight is required] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use official small races rules when wielding heavy weapons [your attacks have disadvantage] -ModUi/&Visuals=Visuals: [Requires Restart] -ModUi/&WidenTooltips=Multiply tooltip width by: +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use small races rules when wielding heavy weapons [your attacks have disadvantage] ModUi/&WildSurgeDieRollThreshold=Set Sorcerer Wild Magic chance die threshold:\n[wild surge triggers if rolls less or equal threshold] diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt index d3e3ce08a0..79ba2e1610 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CircleOfTheCosmos-en.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} uses {1} to roll a D6 and add {2} to the attack roll Feedback/&CosmosOmenCheckToHitRoll={0} uses {1} to roll a D6 and add {2} to the check roll ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} uses {1} to roll a D6 and add {2} to the saving roll ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Because of Dragon {0} forces the {1} die to a 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} uses Dragon form to force an ability check {1} die to 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} have missed {1}. {2} can react to roll a D6 and add the result to the attack roll. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Roll a D6 to add it to the attack roll. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Weal diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CollegeOfElegance-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CollegeOfElegance-en.txt index fbf52d6d4d..2cdca4bf44 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/CollegeOfElegance-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/CollegeOfElegance-en.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Elegant Steps: Disengage Feature/&PowerCollegeOfEleganceDodgeDescription=You can spend 1 bardic die to take the Dodge action as a bonus action on your turn. Feature/&PowerCollegeOfEleganceDodgeTitle=Elegant Steps: Dodge Feedback/&AmazingDisplayNotTriggered={1} didn't trigger Amazing Display power as no targetable enemies were found -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Because of Grace {0} forces the {1} die to a 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} uses Elegance Grace to force an ability check {1} die to 10. Feedback/&EvasiveFootworkACIncrease={0} uses {1} to roll a bardic die ({2}) and increase AC by {3} Reaction/&CustomReactionEvasiveFootworkDescription=You are about to be hit! You can use your evasive footwork to prevent the hit. Reaction/&CustomReactionEvasiveFootworkReactDescription=Use your evasive footwork to prevent the hit. diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationVivisectionist-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationVivisectionist-en.txt index b262fcf9e3..090afcd7ae 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationVivisectionist-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationVivisectionist-en.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Medical Ac Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Learn and have always prepared:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Vivisectionist Spells Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Whenever you heal another creature, you treat all 1 rolls as 2 instead. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Because of Stable Surgery {0} forces the {1} die to a 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} uses Stable Surgery to force a {1} healing die to 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Stable Surgery Feature/&PowerInnovationVivisectionistEmergencyCureDescription=You can take a bonus action to use Lesser Restoration or Remove Curse on an ally within 5 feet. You may do this a number of times equal to your proficiency bonus. All uses recharge after a long rest. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Remove a detrimental condition from an ally. diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDemonHunter-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDemonHunter-en.txt index a72d5b1ac1..293aff84fa 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDemonHunter-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/OathOfDemonHunter-en.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=You take additional ra Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Trial Mark Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=Starting at 15th level, you infuse your crossbow with divine power. You gain the following benefits:\n· The range of your crossbow weapons increases by 30 feet.\n· Your critical hit threat range increases by 1 point. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Divine Crossbow -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Due to Demon Slayer ability {0} re-rolls {1} die from {2} to {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=Starting at 3rd level, You can apply your Divine Smite ability when you hit an enemy with a Light Crossbow, a Hand Crossbow or a Heavy Crossbow. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Demon Hunter Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=Starting at 7th level, you do not have disadvantage when using crossbow weapons to attack enemies nearby. When you hit a creature without the Trial Mark, you can channel divine power and apply the Trial Mark to it. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=As a bonus action, you chann Feature/&PowerOathOfDemonHunterTrialMarkTitle=Channel Divinity: Trial Mark Feedback/&AdditionalDamageTrialMarkFormat=Judgment! Feedback/&AdditionalDamageTrialMarkLine={0} judges {1}, dealing extra radiant damage (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Due to Demon Slayer ability {0} re-rolls {1} die from {2} to {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=You can use a reaction to channel divine power and apply the Trial Mark to the target. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Channel divine power and apply the Trial Mark. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Judgment diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheYeoman-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheYeoman-en.txt index 5ec3943483..83f1881bac 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheYeoman-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheYeoman-en.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Your speed is reduced Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Bulwark Feature/&PowerPathOfTheYeomanBulwarkDescription=You may use a bonus action on your turn to assume a braced stance for one minute. The stance only ends early if you fall unconscious. While braced your movement speed is set to 0 and cannot be increased, and you gain the following benefits:\n• Enemies adjacent to you do not impose disadvantage on attacks you make with a longbow.\n• Enemy ranged attacks with weapons against you have disadvantage.\n• You may use your reaction to perform an opportunity attack with a longbow against an enemy that moves within 5 feet of you. Feature/&PowerPathOfTheYeomanBulwarkTitle=Bulwark +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=You may disable your Bulwark braced stance. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Disable Bulwark Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Gain proficiency with Smith's Tools. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=Barbarians following the Path of the Yeoman ignore melee weapons to master the longbow. No less strong than barbarians that follow other paths, their arrows fell the mightiest of foes and their single-minded focus increases their already formidable defenses to incredible heights. diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/RoguishUmbralStalker-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/RoguishUmbralStalker-en.txt index e57b40c55d..67b121ffc7 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/RoguishUmbralStalker-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/RoguishUmbralStalker-en.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=You become accus Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=One with Shadows Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=You gain resistance to cold and necrotic damage. In addition, whenever you are reduced to 0 hit points, you regain a number of hit points equal to twice your rogue level and stand up. You can use this feature once per long rest. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Umbral Constitution -Feature/&GloomBladeAttackReroll=Because of Gloomblade {0} re-rolls a {1} damage die from {2} to {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=You can use your bonus action to empower yourself with a swirling nimbus of shadow energy for one minute. While this shadow energy persists, you are obscured by magical darkness which you can see through, and whenever you deal sneak attack damage and roll the maximum number on one of your dice attack, you reroll that die and add it to the damage. You can use this feature once per long rest. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Shadow Dance Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Once per turn as a free action, you can substitute any amount of your movement for a teleportation of the equivalent distance. When teleporting in this way, both your starting and final location must be in dim light or darkness. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Umbral Soul Feedback/&AdditionalDamageGloomBladeFormat=Shadowstrike Feedback/&AdditionalDamageGloomBladeLine=Shadowstrike deals extra +{2} damage! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} changes the damage to {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} uses Gloomblade to reroll a {1} damage die from {2} to {3}. Reaction/&SpendPowerUmbralSoulDescription=You regain a number of hit points equal to twice your rogue level, and stand up. Reaction/&SpendPowerUmbralSoulReactDescription=You regain a number of hit points equal to twice your rogue level, and stand up. Reaction/&SpendPowerUmbralSoulReactTitle=Umbral Constitution diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousDivineHeart-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousDivineHeart-en.txt index f64ae70454..c4a19974ee 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousDivineHeart-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousDivineHeart-en.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Select the Divine source of Feature/&FeatureSetDivineHeartDeityChoiceTitle=Deity Choice Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Your connection to the divine allows you to learn and cast Cleric spells as Sorcerer spells. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Divine Magic -Feature/&PowerDivineHeartDivineFountDescription=As a Bonus Action, regain 1 sorcery point. Usable a number of times equal to your Wisdom bonus and all uses recharge after a long rest. +Feature/&PowerDivineHeartDivineFountDescription=As a Bonus Action, regain 1 sorcery point. Usable a number of times equal to your Charisma bonus and all uses recharge after a long rest. Feature/&PowerDivineHeartDivineFountTitle=Divine Fount Feature/&PowerDivineHeartDivineRecoveryDescription=As a Bonus Action, you can restore 70 hit points to yourself and remove blindness and diseases. Usable once per long rest. Feature/&PowerDivineHeartDivineRecoveryTitle=Divine Recovery Feature/&PowerDivineHeartEmpoweredHealingDescription=Until the start of your next turn, when casting a healing spell you reroll healing dice rolls of 1 or 2, keeping the new result. Activate this power as a Bonus Action expending 1 sorcerer point. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Because of Empowered Healing {0} re-rolls a {1} damage die from {2} to {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Empowered Healing Feature/&PowerDivineHeartPlanarPortalDescription=Opens a portal that can carry a friendly creature and yourself to a specified destination. Feature/&PowerDivineHeartPlanarPortalTitle=Planar Portal +Feedback/&DivineHeartEmpoweredHealingReroll={0} uses Empowered Healing to reroll a {1} healing die from {2} to {3}. Subclass/&SorcerousDivineHeartDescription=Your innate magic has been imparted to you by a Deity for a purpose you may or may not understand. Subclass/&SorcerousDivineHeartTitle=Divine Soul diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfWealAndWoe-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfWealAndWoe-en.txt index 1a67db31f1..83d58f18f5 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfWealAndWoe-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfWealAndWoe-en.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=After you make an attack roll wit Feature/&FeatureWayOfWealAndWoeWealTitle=Weal Feature/&FeatureWayOfWealAndWoeWoeDescription=After you make an attack roll with a monk weapon or an unarmed attack, and critically miss, you take damage equal to one roll of your martial arts die. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=Because of {1} {0} re-rolls the attack roll die from a {2} to a {3} +Feedback/&WoeReroll={0} uses Woe to reroll a {1} attack roll die from {2} to {3}. Subclass/&WayOfWealAndWoeDescription=Monks of the Way of Weal and Woe focus on both prosperity and adversity to engage their enemies in battle. Subclass/&WayOfWealAndWoeTitle=Way of Weal and Woe diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt index faae26b32a..1e7405e2ca 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=Tienes experiencia en pelear cuerpo a cuer Feat/&FeatCloseQuartersIntTitle=Espacio cerrado [Int] Feat/&FeatCunningEscapeDescription=Siempre que uses la acción Correr como acción adicional, tu movimiento no provocará ataques de oportunidad durante el resto del turno. Feat/&FeatCunningEscapeTitle=Escape astuto -Feat/&FeatDevastatingStrikesDexDescription=Tus ataques cuerpo a cuerpo son especialmente letales. Obtienes los siguientes beneficios:\n• Aumenta tu Destreza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un ataque de arma cuerpo a cuerpo, infliges daño adicional igual a tu bonificación por competencia.\n• Siempre que asestes un golpe crítico con un arma cuerpo a cuerpo, lanzas un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. +Feat/&FeatDevastatingStrikesDexDescription=Tus ataques cuerpo a cuerpo son especialmente letales. Obtienes los siguientes beneficios:\n• Aumenta tu Destreza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un arma cuerpo a cuerpo o un ataque desarmado, infliges daño adicional igual a tu bonificación por competencia.\n• Siempre que asestes un golpe crítico con un arma cuerpo a cuerpo, lanzas un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. Feat/&FeatDevastatingStrikesDexTitle=Golpes devastadores [Dex] -Feat/&FeatDevastatingStrikesStrDescription=Tus ataques cuerpo a cuerpo son especialmente letales. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un ataque de arma cuerpo a cuerpo, infliges daño adicional igual a tu bonificación por competencia.\n• Siempre que asestes un golpe crítico con un arma cuerpo a cuerpo, lanzas un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. +Feat/&FeatDevastatingStrikesStrDescription=Tus ataques cuerpo a cuerpo son especialmente letales. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un arma cuerpo a cuerpo o un ataque desarmado, infliges daño adicional igual a tu bonificación por competencia.\n• Siempre que asestes un golpe crítico con un arma cuerpo a cuerpo, lanzas un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. Feat/&FeatDevastatingStrikesStrTitle=Golpes devastadores [Fuerza] Feat/&FeatExpandTheHuntDescription=Aumenta tu Sabiduría en 1, hasta un máximo de 20. Puedes elegir un enemigo, idioma y tipo de terreno favoritos adicionales. Feat/&FeatExpandTheHuntTitle=Ampliar la caza diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt index 324260ae19..f3ad50f290 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Group-es.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Combate: Defensa Feat/&FeatGroupDefenseExpertDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\nMientras no lleves ninguna armadura, tu CA es igual a 10 + tu modificador de Destreza + el modificador del atributo mental seleccionado. Feat/&FeatGroupDefenseExpertTitle=Experto sin armadura -Feat/&FeatGroupDevastatingStrikesDescription=Tus ataques cuerpo a cuerpo son especialmente mortales. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza o Destreza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un ataque de arma cuerpo a cuerpo, le infliges daño adicional equivalente a tu bonificación de competencia.\n• Siempre que asestas un golpe crítico con un arma cuerpo a cuerpo, tiras un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. +Feat/&FeatGroupDevastatingStrikesDescription=Tus ataques cuerpo a cuerpo son especialmente letales. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza o Destreza en 1, hasta un máximo de 20.\n• Una vez por turno, cuando golpeas a una criatura con un arma cuerpo a cuerpo o un ataque desarmado, infliges daño adicional igual a tu bonificación por competencia.\n• Siempre que asestes un golpe crítico con un arma cuerpo a cuerpo, lanzas un dado de arma adicional e ignoras las resistencias de la criatura objetivo para ese ataque. Feat/&FeatGroupDevastatingStrikesTitle=Golpes devastadores Feat/&FeatGroupDragonFearDescription=Cuando te enfadas, irradias amenaza. Obtienes los siguientes beneficios:\n• Aumentas tu Fuerza, Constitución o Carisma en 1, hasta un máximo de 20.\n• En lugar de exhalar energía destructiva, puedes gastar un uso de tu atributo Arma de aliento para rugir, obligando a cada criatura que elijas a 30 pies de ti a realizar una tirada de salvación de Sabiduría (CD 8 + tu bonificador de competencia + tu modificador de Carisma). Si la tirada falla, el objetivo queda asustado durante 1 minuto. El objetivo puede repetir la tirada de salvación al final de cada uno de sus turnos, terminando el efecto sobre sí mismo si tiene éxito. Feat/&FeatGroupDragonFearTitle=Miedo al dragón @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Aprendes a invocar el fuego del inf Feat/&FeatGroupFlamesOfPhlegethosTitle=Llamas de Flegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto general e iniciado -Feat/&FeatGroupGrapplerDescription=Has desarrollado las habilidades necesarias para defenderte en combate cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza o Destreza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. -Feat/&FeatGroupGrapplerTitle=Luchador +Feat/&FeatGroupGiftOfTheGemDragonDescription=Aumenta uno de tus atributos mentales en 1, hasta un máximo de 20.\n• Cuando recibes daño de una criatura que está a 10 pies o menos de ti, puedes usar tu reacción para emanar energía telequinética. La criatura que te infligió daño debe realizar una tirada de salvación de Fuerza (CD igual a 8 + tu bonificador por competencia + el modificador de característica de la puntuación incrementada por esta dote). Si falla la tirada de salvación, la criatura recibe 2d8 puntos de daño por fuerza, es empujada hasta 10 pies lejos de ti y queda tumbada a la fuerza. Si tiene éxito, la criatura recibe la mitad del daño y no es empujada ni tumbada a la fuerza. Puedes usar esta reacción una cantidad de veces igual a tu bonificador por competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Regalo del dragón gema Feat/&FeatGroupGrudgeBearerDescription=Sientes un profundo odio hacia un tipo particular de criatura. Elige a tus enemigos, un tipo de criatura que soportará la carga de tu ira: aberraciones, bestias, celestiales, constructos, dragones, elementales, hadas, demonios, gigantes, monstruosidades, cienos, plantas o no-muertos. Obtienes los siguientes beneficios:\n• Aumenta tu puntuación de Fuerza, Constitución o Sabiduría en 1, hasta un máximo de 20.\n• Durante la primera ronda de cualquier combate contra tus enemigos elegidos, tus tiradas de ataque contra cualquiera de ellos tienen ventaja.\n• Cuando cualquiera de tus enemigos elegidos realiza un ataque de oportunidad contra ti, realiza la tirada de ataque con desventaja. Feat/&FeatGroupGrudgeBearerTitle=Portador de rencor Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt index 34d51f47af..e997cca6e1 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Activar/desactivar Gran maestro de armas +Action/&CleavingAttackToggleTitle=Gran maestro de armas +Action/&PowerAttackToggleDescription=Activar/desactivar Ataque de Poder +Action/&PowerAttackToggleTitle=Ataque de poder Condition/&ConditionFeatCleavingAttackFinishDescription=¡Manténlos viniendo! Condition/&ConditionFeatCleavingAttackFinishTitle=Gran maestro de armas Condition/&ConditionFeatCrusherCriticalHitDescription=Has sido aplastado por un golpe crítico y los ataques contra ti tienen ventaja. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Aumenta tu Fuerza en 1. Una vez por ronda, cu Feat/&FeatOldTacticsStrTitle=Viejas tácticas [Str] Feat/&FeatPiercerDexDescription=Has conseguido una precisión penetrante en combate. Aumenta tu Destreza en 1, hasta un máximo de 20. Cuando golpeas a una criatura con un ataque que inflige daño perforante, puedes volver a tirar los dados cuando saques un 1, y debes usar la nueva tirada. Cuando consigues un golpe crítico, puedes tirar un dado de daño adicional para determinar el daño perforante adicional que recibe el objetivo. Feat/&FeatPiercerDexTitle=Perforador [Dex] -Feat/&FeatPiercerReroll=Debido a Piercer, {0} vuelve a tirar el dado {1} de un {2} a un {3} Feat/&FeatPiercerStrDescription=Has conseguido una precisión penetrante en combate. Aumenta tu Fuerza en 1, hasta un máximo de 20. Cuando golpeas a una criatura con un ataque que inflige daño perforante, puedes volver a tirar los dados cuando saques un 1, y debes usar la nueva tirada. Cuando consigues un golpe crítico, puedes tirar un dado de daño adicional para determinar el daño perforante adicional que recibe el objetivo. Feat/&FeatPiercerStrTitle=Perforador [Str] Feat/&FeatPowerAttackDescription=Has aprendido a sacrificar la precisión para asestar golpes más letales. Cuando ataques desarmado o con armas cuerpo a cuerpo, puedes optar por aplicar una penalización de -3 a tu tirada de ataque para infligir daño adicional equivalente a 3 + tu bonificación por competencia. Feat/&FeatPowerAttackTitle=Ataque de poder Feat/&FeatSavageAttackDescription=Vuelve a tirar los dados de daño de armas y hechizos cuando obtengas un 1 (no todas las fuentes de daño vuelven a tirar los dados. Por ejemplo, el daño de ataque furtivo y de golpe no se vuelven a tirar). -Feat/&FeatSavageAttackReroll=Debido a que el Atacante Salvaje {0} vuelve a tirar el dado {1} de un {2} a un {3}. Feat/&FeatSavageAttackTitle=Ataque salvaje Feat/&FeatSlasherDexDescription=Has aprendido dónde cortar para obtener los mejores resultados. Aumenta tu Destreza en 1, hasta un máximo de 20. Cuando golpeas a una criatura con un ataque que inflige daño cortante, puedes reducir la velocidad del objetivo en 10 pies hasta el comienzo de tu siguiente turno. Cuando logras un golpe crítico, lo hieres gravemente. Hasta el comienzo de tu siguiente turno, el objetivo tiene desventaja en todas las tiradas de ataque. Feat/&FeatSlasherDexTitle=Cortador [Dex] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=¡Perforadores! Feedback/&AdditionalDamagePiercerLine={0} perfora críticamente a {1} Feedback/&AdditionalDamageSpearMasteryFormat=¡Maestría en la lanza! Feedback/&AdditionalDamageSpearMasteryLine=¡{0} ha preparado su lanza e inflige {2} daño adicional a {1}! +Feedback/&FeatPiercerReroll={0} usa Piercer para repetir un dado de daño {1} de {2} a {3}. +Feedback/&FeatSavageAttackReroll={0} usa Ataque salvaje para repetir un dado de daño {1} de {2} a {3}. Reaction/&ReactionAttackOldTacticsDescription={0} se puso de pie. Puedes usar una reacción para atacarlo con un arma cuerpo a cuerpo. Reaction/&ReactionAttackOldTacticsReactDescription=Utilice su reacción para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt index 57138c55a5..26d27daa17 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Activar/desactivar Grapple en ataques desarmados +Action/&GrappleOnUnarmedToggleTitle=Lucha sin armas Condition/&ConditionFeatMobileAfterDashDescription=Otorga inmunidad a las restricciones de movimiento, así como a la inmovilización. Condition/&ConditionFeatMobileAfterDashTitle=Libertad Failure/&MustBeHumanoid=Debe ser humanoide @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Puedes canalizar fuerzas cósmicas del mal Feat/&FeatBalefulScionStrTitle=Vástago funesto [Str] Feat/&FeatBalefulScionWisDescription=Puedes canalizar fuerzas cósmicas del mal para obtener estos beneficios:\n• Aumenta tu Sabiduría en 1, hasta un máximo de 20.\n• Una vez por turno, cuando dañas a una criatura que puedes ver a 60 pies o menos de ti, también puedes infligirle daño necrótico. El daño necrótico es igual a 1d6 + tu bonificador por competencia, y recuperas una cantidad de puntos de golpe igual a 1D6 + tu bonificador por competencia. Puedes usar este beneficio una cantidad de veces igual a tu bonificador por competencia, y recuperas todos los usos gastados cuando terminas un descanso prolongado. Feat/&FeatBalefulScionWisTitle=Vástago funesto [Sabiduría] -Feat/&FeatBrawlerDescription=Eres un experto en combate cuerpo a cuerpo, lo que te permite obtener los siguientes beneficios: \n• Tus ataques sin armas infligen 1d6 + tu modificador de Fuerza de daño contundente. Si no llevas armas ni escudo cuando haces la tirada de ataque, el d6 se convierte en un d8.\n• Cuando realizas la acción de Ataque y tienes al menos una mano libre, puedes usar tu acción adicional para realizar un ataque sin armas o apresar a una criatura. +Feat/&FeatBrawlerDescription=Eres un experto en combate cuerpo a cuerpo, lo que te permite obtener los siguientes beneficios: \n• Tus ataques sin armas infligen 1d6 + tu modificador de Fuerza de daño contundente. Si no llevas armas ni escudo cuando haces la tirada de ataque, el d6 se convierte en un d8.\n• Cuando realizas la acción de Ataque y tienes al menos una mano libre, puedes usar tu acción adicional para realizar un ataque sin armas o apresar a una criatura.\n• Cuando realizas un ataque sin armas, puedes repetir cualquier 1 en los dados de daño que hayas obtenido como parte de ese ataque y debes aceptar el nuevo resultado. Feat/&FeatBrawlerTitle=Alborotador Feat/&FeatChefConDescription=Aumenta tu Constitución en 1, hasta un máximo de 20.\nPuedes dedicar 1 hora a cocinar una comida para curarte a ti y a tus compañeros 1d8 HP.\nUna vez al día, puedes dedicar una hora a cocinar una cantidad de delicias igual a tu bonificación de competencia que proporcionan 5 HP temporales cuando se comen. Feat/&FeatChefConTitle=Chef [Con] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=Aumenta tu Constitución en 1, hasta un má Feat/&FeatFrostAdaptationTitle=Adaptación a las heladas Feat/&FeatGiftOfTheChromaticDragonDescription=Has manifestado parte del poder de los dragones cromáticos, lo que te otorga los siguientes beneficios:\n• Infusión cromática: como acción adicional, puedes tocar un arma simple o marcial e infundirle uno de los siguientes tipos de daño: ácido, frío, fuego, relámpago o veneno. Durante el siguiente minuto, el arma inflige 1d4 puntos de daño adicional del tipo elegido cuando impacta. Después de usar esta acción adicional, no puedes volver a hacerlo hasta que termines un descanso prolongado.\n• Resistencia reactiva: cuando recibes daño por ácido, frío, fuego, relámpago o veneno, puedes usar tu reacción para darte resistencia a esa instancia de daño hasta el final de su turno. Puedes usar esta reacción una cantidad de veces igual a tu bonificación por competencia, y recuperas todos los usos gastados cuando terminas un descanso prolongado. Feat/&FeatGiftOfTheChromaticDragonTitle=Regalo del Dragón Cromático -Feat/&FeatGrapplerDexDescription=Has desarrollado las habilidades necesarias para defenderte en combates cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu Destreza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. -Feat/&FeatGrapplerDexTitle=Luchador [Dex] +Feat/&FeatGiftOfTheGemDragonChaDescription=Aumenta tu Carisma en 1, hasta un máximo de 20.\n• Cuando recibes daño de una criatura que está a 10 pies o menos de ti, puedes usar tu reacción para emanar energía telequinética. La criatura que te infligió daño debe realizar una tirada de salvación de Fuerza (CD igual a 8 + tu bonificador por competencia + el modificador de característica de la puntuación incrementada por esta dote). Si falla la tirada de salvación, la criatura recibe 2d8 puntos de daño por fuerza, es empujada hasta 10 pies lejos de ti y queda tumbada a la fuerza. Si tiene éxito, la criatura recibe la mitad del daño y no es empujada ni tumbada a la fuerza. Puedes usar esta reacción una cantidad de veces igual a tu bonificador por competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado. +Feat/&FeatGiftOfTheGemDragonChaTitle=Regalo del dragón de gemas [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=Aumenta tu Inteligencia en 1, hasta un máximo de 20.\n• Cuando recibes daño de una criatura que está a 10 pies o menos de ti, puedes usar tu reacción para emanar energía telequinética. La criatura que te infligió daño debe realizar una tirada de salvación de Fuerza (CD igual a 8 + tu bonificador por competencia + el modificador de característica de la puntuación incrementada por esta dote). Si falla la tirada de salvación, la criatura recibe 2d8 puntos de daño por fuerza, es empujada hasta 10 pies lejos de ti y queda tumbada. Si tiene éxito, la criatura recibe la mitad del daño y no es empujada ni tumbada. Puedes usar esta reacción una cantidad de veces igual a tu bonificador por competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado. +Feat/&FeatGiftOfTheGemDragonIntTitle=Regalo del dragón de gemas [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Aumenta tu Sabiduría en 1, hasta un máximo de 20.\n• Cuando recibes daño de una criatura que está a 10 pies o menos de ti, puedes usar tu reacción para emanar energía telequinética. La criatura que te infligió daño debe realizar una tirada de salvación de Fuerza (CD igual a 8 + tu bonificador por competencia + el modificador de característica de la puntuación incrementada por esta dote). Si falla la tirada de salvación, la criatura recibe 2d8 puntos de daño por fuerza, es empujada hasta 10 pies lejos de ti y queda tumbada a la fuerza. Si tiene éxito, la criatura recibe la mitad del daño y no es empujada ni tumbada a la fuerza. Puedes usar esta reacción una cantidad de veces igual a tu bonificador por competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado. +Feat/&FeatGiftOfTheGemDragonWisTitle=Don del dragón de gemas [Sab] Feat/&FeatGrapplerStrDescription=Has desarrollado las habilidades necesarias para defenderte en combates cuerpo a cuerpo. Obtienes los siguientes beneficios:\n• Aumenta tu Fuerza en 1, hasta un máximo de 20. \n• Tienes ventaja en las tiradas de ataque contra una criatura a la que estás agarrando. \n• Ya no tienes penalizaciones de movimiento mientras agarras criaturas de tu tamaño o más pequeñas. Feat/&FeatGrapplerStrTitle=Luchador [Fuerza] Feat/&FeatGroupSkillExpertDescription=Has perfeccionado tu competencia con habilidades específicas, lo que te otorga los siguientes beneficios:\n• Aumenta una puntuación de característica de tu elección en 1, hasta un máximo de 20.\n• Obtienes competencia en una habilidad de tu elección.\n• Obtienes experiencia en una habilidad de tu elección. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Has practicado extensamente con una varieda Feat/&FeatWeaponMasterStrTitle=Maestro de armas [Fue] Feature/&CastSpellFeatMagicInitiateTitle=Iniciado Feature/&CastSpellFeatSpellSniperTitle=Francotirador -Feature/&DieRollModifierFeatElementalAdeptReroll=Debido a que Elemental Adept {0} vuelve a tirar el dado {1} de un {2} a un {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=Debido a Elemental Master, {0} vuelve a tirar el dado {1} de un {2} a un {3}. Feature/&PowerFeatAcrobatDescription=Como acción adicional, puedes realizar una prueba de Destreza (Acrobacias) CD 15. Si tienes éxito, el terreno difícil no te costará movimiento adicional hasta el final del turno actual. Feature/&PowerFeatAcrobatTitle=Acróbata Feature/&PowerFeatBalefulScionDescription=Una vez por turno, cuando dañas a una criatura que puedes ver a 60 pies de ti, también puedes causarle daño necrótico. El daño necrótico es igual a 1d6 + tu bonificador por competencia, y recuperas una cantidad de puntos de golpe igual a 1d6 + tu bonificador por competencia. Puedes usar este beneficio una cantidad de veces igual a tu bonificador por competencia, y recuperas todos los usos gastados cuando terminas un descanso prolongado. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusión crom Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=¡La infusión cromática causa +{2} daño de rayo adicional! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusión cromática: veneno Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=¡La infusión cromática inflige +{2} de daño por veneno adicional! +Feedback/&FeatBrawlerReroll=Cuando realizas un ataque desarmado, puedes repetir cualquier 1 en los dados de daño que tires como parte de ese ataque y debes aceptar el nuevo resultado. +Feedback/&FeatElementalAdeptReroll={0} usa Adepto Elemental para repetir un dado de ataque {1} de {2} a {3}. +Feedback/&FeatElementalMasterReroll={0} usa Maestro elemental para repetir un dado de ataque {1} de {2} a {3}. Feedback/&IsNotLuckyHigher={0} no tiene suerte en absoluto, ya que obtiene un {2} más alto para reemplazar un {3}. Feedback/&IsNotLuckyLower={0} no tiene suerte en absoluto, ya que obtiene un {2} más bajo para reemplazar un {3}. Feedback/&LuckyAttackToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ataque @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} usó {1} y saca un {2} para reemplazar a {3} e Feedback/&LuckySavingToHitRoll={0} usó {1} y saca un {2} para reemplazar a {3} en la tirada de salvación Item/&ItemFeatChefTreatDescription=Come esta delicia del chef y gana 5 puntos de vida temporales. Item/&ItemFeatChefTreatTitle=Delicia del chef +Reaction/&CustomReactionGrapplerDescription=Puedes agarrar a {0}. +Reaction/&CustomReactionGrapplerReactDescription=Agarrar el objetivo. +Reaction/&CustomReactionGrapplerReactTitle=Luchar +Reaction/&CustomReactionGrapplerTitle=Luchador Reaction/&ReactionAttackMageSlayerDescription={0} lanza un hechizo a 5 pies de ti. Puedes usar tu reacción para atacar. Reaction/&ReactionAttackMageSlayerReactDescription=Utilice la reacción para atacar al objetivo. Reaction/&ReactionAttackMageSlayerReactTitle=Ataque @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Resistencia reactiva Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Seleccione la acción Reaction/&SubitemSelectReactionAttackSentinelTitle=Seleccione la acción Reaction/&SubitemSelectReactionWarcasterTitle=Seleccione la acción +Reaction/&UseGiftOfTheGemDragonDescription={0} ¡Te ha hecho daño! Puedes usar tu reacción para empujarlo 10 pies y causarle 2d8 de daño psíquico. +Reaction/&UseGiftOfTheGemDragonReactDescription=Date resistencia. +Reaction/&UseGiftOfTheGemDragonReactTitle=Reaccionar +Reaction/&UseGiftOfTheGemDragonTitle=Regalo del dragón gema Reaction/&WarcasterAttackDescription=Objetivo del ataque. Reaction/&WarcasterAttackTitle=Ataque Tag/&InitiateCantripSpecialTagTitle=Iniciar trucos diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt index 1f4b1fae78..b3ad90ae95 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Aprendes la magia de los bosques primitivos, q Feat/&FeatWoodElfMagicTitle=Magia de los elfos del bosque Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Mientras sostienes una gran espada, obtienes un bono de +1 a la CA. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Espada renacido -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Debido a Llamas de Phlegethos, {0} vuelve a tirar el dado {1} de un {2} a un {3}. Feature/&PowerFeatDragonFearDescription=Puedes gastar un uso de tu atributo Arma de aliento para rugir, obligando a cada criatura que elijas a 30 pies de ti a realizar una tirada de salvación de Sabiduría (CD 8 + tu bonificador por competencia + tu modificador de Carisma). Si la tirada falla, el objetivo queda asustado durante 1 minuto. Si el objetivo asustado recibe algún daño, puede repetir la tirada de salvación y, si tiene éxito, el efecto sobre sí mismo terminará. Feature/&PowerFeatDragonFearTitle=Miedo al dragón Feature/&PowerFeatOrcishAggressionDescription=Como acción adicional, al manejar un arma cuerpo a cuerpo en la mano principal, puedes cargar hasta tu velocidad hacia un enemigo de tu elección y atacar libremente a la criatura con tu arma principal. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} usó {1} y lanza un {2} para reemplaz Feedback/&BountifulLuckCheckToHitRoll={0} usó {1} y saca un {2} para reemplazar a {3} en la tirada de verificación Feedback/&BountifulLuckSavingToHitRoll={0} usó {1} y saca un {2} para reemplazar a {3} en la tirada de salvación Feedback/&DwarvenFortitudeHitDieRolled={0} sacó un {2} y curó a {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} usa Llamas de Phlegethos para repetir un dado de daño mágico {1} de {2} a {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} ha omitido {1}. {2} puede reaccionar para tirar un d20 y reemplazar la tirada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Lanza un d20 para reemplazar la tirada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Suerte abundante diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/RangedCombat-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/RangedCombat-es.txt index be722e2f9f..1d46b4c57b 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/RangedCombat-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/RangedCombat-es.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Activar/desactivar Sharpshooter +Action/&DeadEyeToggleTitle=Tirador de primera Condition/&ConditionFeatSteadyAimAdvantageDescription=Tienes ventaja en tu siguiente tirada de ataque. Condition/&ConditionFeatSteadyAimAdvantageTitle=Buena puntería Condition/&ConditionFeatSteadyAimRestrainedDescription=No puedes moverte hasta el final de tu turno. diff --git a/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt b/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt index 4c3da44217..76112bae00 100644 --- a/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/FightingStyles-es.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=¡Daño paralizante! Feedback/&AdditionalDamageCripplingLine={1} sufre un daño paralizante. Feedback/&AdditionalDamageExecutionerFormat=¡Ejecución! Feedback/&AdditionalDamageExecutionerLine=¡{0} ejecuta {1} por +{2} de daño extra! -FightingStyle/&AstralReachDescription=Tu alcance de Golpe desarmado aumenta en 5 pies. +FightingStyle/&AstralReachDescription=Tu alcance desarmado aumenta en 5 pies siempre que tengas ambas manos libres. FightingStyle/&AstralReachTitle=Alcance Astral FightingStyle/&BlindFightingDescription=Tienes visión ciega con un alcance de 10 pies. Dentro de ese alcance, puedes ver con eficacia cualquier cosa que no esté detrás de una cobertura total, incluso si estás cegado o en la oscuridad. Además, puedes ver a una criatura invisible dentro de ese alcance, a menos que la criatura se oculte de ti con éxito. FightingStyle/&BlindFightingTitle=Lucha a ciegas @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=Obtienes un bonificador de +1 a tus tirad FightingStyle/&HandAndAHalfTitle=Esgrima clásica FightingStyle/&InterceptionDescription=Cuando una criatura que puedes ver golpea a un objetivo que no seas tú y que se encuentra a 5 pies de ti con un ataque, puedes usar tu reacción para reducir el daño que recibe el objetivo en 1d10 + tu bonificación por competencia. Debes usar un escudo o un arma simple o marcial para usar esta reacción. FightingStyle/&InterceptionTitle=Interceptación -FightingStyle/&LungerDescription=El alcance de tu arma cuerpo a cuerpo aumenta en 5 pies mientras empuñas un arma sin la etiqueta pesada y sin otra arma o escudo. +FightingStyle/&LungerDescription=El alcance de tu arma cuerpo a cuerpo aumenta en 5 pies siempre que uses un arma sin la etiqueta pesada y tu otra mano esté libre. FightingStyle/&LungerTitle=Pulmones FightingStyle/&MercilessDescription=Cuando reduces a 0 los PV de un objetivo con un ataque de arma cuerpo a cuerpo en tu turno, los enemigos que se encuentren en un radio del objetivo derribado igual a la mitad de tu bonificación por competencia (redondeado hacia arriba) y que puedan ver al objetivo deben realizar una tirada de salvación de Sabiduría (CD 8 + tu bonificación por competencia + tu modificador de Fuerza) o te tendrán miedo hasta el final de tu siguiente turno. Si el ataque desencadenante es un golpe crítico, el radio es igual a tu bonificación por competencia. FightingStyle/&MercilessTitle=Despiadado diff --git a/SolastaUnfinishedBusiness/Translations/es/KeyBindings-es.txt b/SolastaUnfinishedBusiness/Translations/es/KeyBindings-es.txt new file mode 100644 index 0000000000..1d8e0f39b0 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/es/KeyBindings-es.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Le permite exportar el personaje seleccionado actualmente. +Setting/&CharacterExportTitle=Exportar personaje +Setting/&DebugOverlayDescription=Le permite abrir la superposición de depuración de vainilla. +Setting/&DebugOverlayTitle=Superposición de depuración +Setting/&EnableCharacterCheckerDescription=Le permite obtener una vista previa de los actores con un nuevo botón agregado al grupo de personajes. +Setting/&EnableCharacterCheckerTitle=Habilitar el verificador de caracteres +Setting/&EnableCheatMenuDescription=Te permite tener el menú de trucos del creador de mazmorras durante el juego normal. +Setting/&EnableCheatMenuTitle=Habilitar el menú de trucos +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL para omitir la verificación de objetos de misión al soltarlos +Setting/&EnablePartyTogglesDescription=Te permite alternar héroes en el grupo de personajes para usarlos como tu grupo predeterminado en las pruebas de Dungeon Maker y en el juego nuevo habitual. +Setting/&EnablePartyTogglesTitle=Habilitar los botones de grupo predeterminados +Setting/&EnableSaveByLocationDescription=Le permite organizar sus partidas guardadas por campañas y/o ubicaciones. +Setting/&EnableSaveByLocationTitle=Habilitar guardar por ubicación +Setting/&EnableShiftToSnapLineSpellsTitle=MAYÚS para ajustar los hechizos de línea a la cuadrícula +Setting/&FormationSet1Description=Permite elegir el conjunto de formación 1. +Setting/&FormationSet1Title=Conjunto de formación 1 +Setting/&FormationSet2Description=Permite elegir el conjunto de formación 2. +Setting/&FormationSet2Title=Conjunto de formación 2 +Setting/&FormationSet3Description=Permite elegir el conjunto de formación 3. +Setting/&FormationSet3Title=Conjunto de formación 3 +Setting/&FormationSet4Description=Permite elegir el conjunto de formación 4. +Setting/&FormationSet4Title=Conjunto de formación 4 +Setting/&FormationSet5Description=Permite elegir el conjunto de formación 5. +Setting/&FormationSet5Title=Conjunto de formación 5 +Setting/&HideCrownOfMagisterTitle=Ocultar la corona del magister +Setting/&HideHelmetsTitle=Ocultar cascos +Setting/&HideTitle=Esconder +Setting/&InvertTooltipBehaviorDescription=Muestra la información sobre herramientas extendida en lugar del resumen predeterminado. +Setting/&InvertTooltipBehaviorTitle=Invertir el comportamiento de las descripciones emergentes +Setting/&ModHeaderTitle=Asuntos pendientes +Setting/&RejoinPartyDescription=Te permite volver a unirte al grupo alrededor del primer héroe, en caso de que alguien quede atrapado. +Setting/&RejoinPartyTitle=Reincorporarse a la fiesta +Setting/&SelectCharacter5Title=Seleccionar personaje 5 +Setting/&SelectCharacter6Title=Seleccionar personaje 6 +Setting/&SpawnEncounterDescription=Le permite generar el conjunto de encuentros en la pestaña Encuentros de Mod UI. +Setting/&SpawnEncounterTitle=Encuentro de spawn +Setting/&TeleportPartyDescription=Le permite teletransportar al grupo a la ubicación en el centro de la pantalla. +Setting/&TeleportPartyTitle=Fiesta de teletransporte +Setting/&ToggleHudDescription=Le permite activar o desactivar el HUD. +Setting/&ToggleHudTitle=Activar o desactivar HUD +Setting/&TooltipWidthDescription=Cambiar el multiplicador de ancho de la información sobre herramientas. +Setting/&TooltipWidthTitle=Ancho de la información sobre herramientas +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Desbloquea nombres adicionales compatibles con la tradición +Setting/&UnlockAllNpcFacesTitle=Desbloquear caras de NPC +Setting/&UnlockBeardlessDwarvesTitle=Desbloquea enanos sin barba +Setting/&UnlockEyeStylesTitle=Desbloquear estilos de ojos +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Desbloquea marcas brillantes y colores de tatuajes. +Setting/&UnlockGlowingEyeColorsTitle=Desbloquea colores de ojos brillantes +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Desbloquea marcas y tatuajes +Setting/&UnlockNewBrightEyeColorsTitle=Desbloquea colores de ojos brillantes +Setting/&UnlockSkinColorsTitle=Desbloquear colores de piel +Setting/&UnlockUnmarkedSorcerersTitle=Desbloquea hechiceros sin marcar +Setting/&VttCameraDescription=Le permite alternar el modo de cámara VTT. +Setting/&VttCameraTitle=Cámara de montaña diff --git a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt index 7ca2ada1a1..44b311111b 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Deslumbrado Feature/&AttributeModifierMonkAbundantKiDescription=Añade la mitad de tu bonificación de competencia (redondeada hacia abajo) a tu reserva de puntos Ki. Feature/&AttributeModifierMonkAbundantKiTitle=Ki abundante Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Sigue al luchador -Feature/&ConditionGrappleTargetFlyingTitle=Vuelo Feature/&EnhancedIndomitableResistanceDescription=Si fallas una tirada de salvación, puedes repetirla con una bonificación igual a tu nivel de luchador. Si lo haces, debes usar la nueva tirada y no puedes volver a usar esta característica hasta que termines un descanso prolongado. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Hechizos ampliados diff --git a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt index f2879e8593..0f1103a858 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt @@ -1,86 +1,83 @@ ModUi/&AccountForAllDiceOnFollowUpStrike=Añade todos los efectos adicionales del arma base a la dote Golpe de seguimiento -ModUi/&AccountForAllDiceOnSavageAttack=Añade todos los dados del daño base del arma a funciones que añaden daño base del arma en lugar de 1 dado solamente [Ataque salvaje, armas 2H, etc.] +ModUi/&AccountForAllDiceOnSavageAttack=Añade todos los dados del daño del arma base a las características que agregan daño del arma base en lugar de solo 1 dado. [Ataque salvaje, armas a 2 manos, etc.] ModUi/&AddAllToStore=Agregar todo a la tienda -ModUi/&AddBleedingToLesserRestoration=Agregue la condición de Sangrado a las eliminadas por Mayor y Restauración menor -ModUi/&AddCustomIconsToOfficialItems=Añade íconos personalizados a los elementos oficiales del juego [municiones, recetas, kits, etc.] [Requiere reinicio] -ModUi/&AddDarknessPerceptiveToDarkRaces=Habilite Percepción de oscuridad en Darkelf, Dark Kobold y Grey Dwarf. color> \n[otorga ventaja en las pruebas de percepción cuando no está iluminado o bajo oscuridad mágica] +ModUi/&AddBleedingToLesserRestoration=Agregue la condición Sangrado a las eliminadas por Mayor y Restauración menor +ModUi/&AddCustomIconsToOfficialItems=Añade íconos personalizados a los elementos oficiales del juego [municiones, recetas, kits, etc.] [Requiere reinicio] +ModUi/&AddDarknessPerceptiveToDarkRaces=Habilita Percepción de la oscuridad en Darkelf, Kóbold oscuro y Enano gris \n[otorga ventaja en las pruebas de percepción cuando no está iluminado o bajo oscuridad mágica] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Añade el modificador DEX a los enemigos Tiro de iniciativa -ModUi/&AddFallProneActionToAllRaces=Añade la acción Caer boca abajo a todas las razas jugables [puedes caer boca abajo sin coste] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Habilite Luchador para agregar el nivel de clase como bonificación a la repetición de la tirada de salvación de Resistencia Indomable. -ModUi/&AddGrappleActionToAllRaces=Añade la acción Grip a todas las razas jugables -ModUi/&AddHelpActionToAllRaces=Agrega la acción Ayuda a todas las razas jugables [puedes ayudar a una criatura amiga a atacar a una criatura dentro de 1 celda de ti] -ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar enemigos preferidos humanoides Ranger -ModUi/&AddNewBrightEyeColors=Añade nuevos colores de ojos brillantes -ModUi/&AddNewWeaponsAndRecipesToShops=Añade nuevas armas y recetas a las tiendas [vendas, alabardas, picas, mazas largas, ballestas de mano] [Requiere reinicio] -ModUi/&AddPaladinSmiteToggle=Añade un interruptor para permitir que Paladines solo habilite los ataques en golpes críticos [útil para minimizar las indicaciones de reacción] -ModUi/&AddPickPocketableLoot=Añadir botín carterista [sugerido si la hazaña Carterista está habilitada] +ModUi/&AddFallProneActionToAllRaces=Añade la acción Caer boca abajo a todas las clases [puedes caer boca abajo sin coste] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Añade el nivel de clase como bonificación a la repetición de la tirada de salvación de Resistencia indomable. +ModUi/&AddGrappleActionToAllRaces=Agregue la acción Grapple a todas las clases +ModUi/&AddHelpActionToAllRaces=Añade la acción Ayuda a todas las clases [puedes ayudar a una criatura amistosa a atacar a una criatura a 1 celda de ti] +ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar enemigos preferidos humanoides +ModUi/&AddNewWeaponsAndRecipesToShops=Añade nuevas armas y recetas a las tiendas [vendas de mano, alabardas, picas, mazas largas, ballestas de mano] [Requiere reinicio] +ModUi/&AddPaladinSmiteToggle=Agregar un interruptor para permitir que los Paladines solo habiliten golpes críticos. [útil para minimizar las solicitudes de reacción] +ModUi/&AddPickPocketableLoot=Agregar botín que se pueda robar [sugerido si la dote Robar está habilitada] ModUi/&AddToStore=Añadir a la tienda ModUi/&Advanced=Avanzado: [Requiere reinicio] -ModUi/&AdvancedHelp=• ATENCIÓN: Esta configuración requerirá que el reproductor tenga instalado este mod. +ModUi/&AdvancedHelp=• ATENCIÓN: Estas configuraciones requerirán que el jugador tenga este mod instalado ModUi/&AllItemInDm=Todos los artículos en DM -ModUi/&AllRecipesInDm=Todas las recetas en DM. +ModUi/&AllRecipesInDm=Todas las recetas en DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Permitir a todos los jugadores en secuencias narrativas ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Permitir que los aliados perciban a Ranger GloomStalker cuando se encuentran en oscuridad natural -ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que cualquier clase use Armadura Sylvan o Ropa de Iluminador -ModUi/&AllowBeardlessDwarves=Permitir Enanos imberbes -ModUi/&AllowBladeCantripsToUseReach=Permitir que los trucos de espada utilicen alcance en lugar de 5 pies +ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que cualquier clase use Armadura de Sylvan o Ropa de Portador de Luz +ModUi/&AllowBladeCantripsToUseReach=Permitir que los trucos de espadas utilicen el alcance en lugar de 5 pies ModUi/&AllowClubsToBeThrown=Permitir que los garrotes se arrojen como dagas o hachas de mano -ModUi/&AllowDisplayingNonSuggestedSpells=Permitir hechizos mod no sugeridos en cada lista -ModUi/&AllowDisplayingOfficialSpells=Permitir hechizos oficiales del juego en cada lista. -ModUi/&AllowDruidToWearMetalArmor=Permitir que druida use armadura de metal +ModUi/&AllowDisplayingNonSuggestedSpells=Permitir hechizos no sugeridos por mods en cada lista +ModUi/&AllowDisplayingOfficialSpells=Permitir hechizos oficiales del juego en cada lista +ModUi/&AllowDruidToWearMetalArmor=Permitir que el druida use armadura de metal ModUi/&AllowDungeonsMaxLevel20=Permitir mazmorras con nivel máximo 20 -ModUi/&AllowFlightSuspend=Permitir suspender temporalmente el vuelo de objetos y hechizos [no afecta la forma salvaje ni las carreras voladoras] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilite CTRL y haga clic para omitir cualquier verificación al colocar dispositivos o accesorios. -ModUi/&AllowHasteCasting=Permitir que se apresure el lanzamiento de hechizos con acción adicional [todavía estás limitado a 1 hechizo de acción principal por ronda] -ModUi/&AllowHornsOnAllRaces=Permitir bocinas en todas las razas [los resultados pueden verse terribles según la raza, la cabeza y la bocina] -ModUi/&AllowMoreRealStateOnRestPanel=Permitir más estado real en el panel de descanso [ocultar acciones después del descanso en el panel anterior y funciones de recuperación en el panel posterior] -ModUi/&AllowStackedMaterialComponent=Permitir el componente de material apilado [p. ej. 2 diamantes de 500 po equivalen a 1000 po de diamante] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Permitir la selección de objetivos al lanzar el hechizo Chain Lightning -ModUi/&AllowUnmarkedSorcerers=Permitir Hechicero sin marcas de origen ni tatuajes -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La tecla ALT solo resalta los gadgets en el campo de visión del grupo [solo mazmorras personalizadas] -ModUi/&ArcaneShieldstaffOptions=Permitir que cualquier clase sintonice Arcane Shieldstaff +ModUi/&AllowFlightSuspend=Permitir suspender temporalmente el vuelo de objetos y hechizos [no afecta a las razas voladoras ni a las de forma salvaje] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilite el clic con CTRL para omitir cualquier verificación al colocar dispositivos o accesorios +ModUi/&AllowHasteCasting=Permite lanzar hechizos con acción adicional al estar Acelerado [aún estás limitado a 1 hechizo de acción principal por ronda] +ModUi/&AllowHornsOnAllRaces=Permitir cuernos en todas las razas [los resultados pueden verse terribles dependiendo de la raza, la cabeza y el cuerno] +ModUi/&AllowMoreRealStateOnRestPanel=Permitir más estado real en el panel de descanso [ocultar las acciones posteriores al descanso en el panel anterior y las funciones de recuperación en el panel posterior] +ModUi/&AllowStackedMaterialComponent=Permitir componente de material apilado [p. ej., 2 diamantes de 500 gp equivalen a 1000 gp] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Permitir la selección de objetivo al lanzar el hechizo Cadena de relámpagos +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La tecla ALT solo resalta los dispositivos en el campo de visión del grupo. [solo mazmorras personalizadas] +ModUi/&ArcaneShieldstaffOptions=Permitir que cualquier clase sintonice Bastón escudo arcano ModUi/&Backgrounds=Fondos -ModUi/&BackgroundsAndRaces=Fondos y razas +ModUi/&BackgroundsAndRaces=Antecedentes y razas ModUi/&Basic=Básico: ModUi/&Bestiary=Bestiario -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Otorgar maldición no requiere concentración cuando se lanza con un espacio de hechizo N5+ -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condición Cegado no permite ataques de oportunidad. +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Otorgar maldición no requiere concentración cuando se lanza con un espacio de hechizo L5+ +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condición Cegado no permite el ataque de oportunidad. ModUi/&Blueprints=Planos -ModUi/&Campaigns=Campañas: -ModUi/&CampaignsAndLocations=Campañas y ubicaciones: +ModUi/&Campaigns=Interfaz de usuario del juego ModUi/&Category=Categoría -ModUi/&ChangeDragonbornElementalBreathUsages=Cambia los usos del aliento elemental de Dragonborn al modificador de Constitución por un breve descanso. -ModUi/&ChangeSleetStormToCube=Cambie Sleet Storm para usar un cubo en lugar de un cilindro. +ModUi/&ChangeDragonbornElementalBreathUsages=Cambiar los usos del aliento elemental de Dragonborn a modificador de Constitución por cada descanso corto +ModUi/&ChangeSleetStormToCube=Cambie Tormenta de aguanieve para utilizar un cubo en lugar de un cilindro ModUi/&Changelog=Registro de cambios ModUi/&Character=Personaje -ModUi/&CharactersPool=Piscina de personajes -ModUi/&Classes=Clases -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Inmunidad al frío también otorga inmunidad al frío y al congelamiento. -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistencia al frío también otorga inmunidad a la condición de frío y reduce la condición de congelado a frío. +ModUi/&CharactersPool=Grupo de personajes +ModUi/&Classes=Clases +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Inmunidad al frío también otorga inmunidad a condiciones de frío y congelación. +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistencia al frío también otorga inmunidad a la condición de frío y reduce el estado de congelado a frío. ModUi/&Combat=Combate: ModUi/&Crafting=Elaboración: -ModUi/&CraftingHelp=• Presione el botón para aprender recetas al instante en el grupo activo.\n• Es posible que los artículos agregados a las tiendas necesiten que el grupo se aleje de la ubicación y regrese. +ModUi/&CraftingHelp=• Presiona el botón para aprender recetas instantáneamente en el grupo activo\n• Los artículos agregados a las tiendas podrían requerir que el grupo viaje fuera de la ubicación y regrese. ModUi/&Credits=Créditos -ModUi/&CreditsAndDiagnostics=Créditos y Diagnóstico +ModUi/&CreditsAndDiagnostics=Créditos y diagnósticos ModUi/&Critical=Golpe crítico: -ModUi/&CriticalOption0=0: valor predeterminado del juego, tira cualquier dado de daño dos veces, suma el resultado y agrega modificadores [XdY+XdY+Z] -ModUi/&CriticalOption1=1: suma el resultado máximo del dado de daño y lo suma al daño del ataque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: sigue tirando los dados de daño que obtengan el resultado más alto posible y súmalo al daño total. -ModUi/&CriticalOption3=3: duplica el daño total de tu ataque en lugar de tirar dados adicionales. [(XdY+Z)*2] +ModUi/&CriticalOption0=0: valor predeterminado del juego, tira los dados de daño dos veces, suma el resultado y agrega modificadores [XdY+XdY+Z] +ModUi/&CriticalOption1=1: suma el resultado máximo de los dados de daño y súmalo al daño del ataque [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: sigue tirando los dados de daño que obtengan el resultado más alto posible y añádelo al daño total. +ModUi/&CriticalOption3=3: Duplica el daño total de tu ataque en lugar de tirar dados adicionales. [(XdY+Z)*2] ModUi/&Deities=Deidades -ModUi/&DisableAutoEquip=Deshabilitar el autoequipamiento de artículos en el inventario -ModUi/&DisableBarbarianBrutalCritical=+ También desactiva Bárbaro Crítico Brutal en los niveles 9, 13 y 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desactiva los requisitos previos para lanzar hechizos en dotes proporcionadas por este mod [Requiere reinicio] -ModUi/&DisableClassPrerequisitesOnModFeats=Desactiva los requisitos previos de nivel en las dotes proporcionadas por este mod -ModUi/&DisableMultilineSpellOffering=Deshabilitar la oferta de hechizos multilínea en la barra de acción [principalmente para usuarios de controlador que usan héroes que no son multicaster] -ModUi/&DisableRacePrerequisitesOnModFeats=Desactiva los requisitos previos de carrera en las dotes proporcionadas por este mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Desactiva Detectar visión oscura de todas las razas jugables [Requiere reinicio] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desactiva Superior Sense Dark Vision de todas las razas jugables [Requiere reinicio] -ModUi/&DisableUnofficialTranslations=Desactiva la compatibilidad con traducciones no oficiales para acelerar el mod [a menos que hable chino, italiano, japonés, coreano o español] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Muestra todos los hechizos conocidos de otras clases al subir de nivel -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Mostrar espacios de pacto Brujo en la selección de hechizos en lugar del panel de personajes +ModUi/&DisableAutoEquip=Deshabilitar el equipamiento automático de artículos en el inventario +ModUi/&DisableBarbarianBrutalCritical=+ Desactiva también el Crítico brutal en los niveles 9, 13 y 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Deshabilitar los requisitos previos para lanzar hechizos en el mod dotes [Requiere reinicio] +ModUi/&DisableClassPrerequisitesOnModFeats=Deshabilitar los requisitos previos de nivel en dotes +ModUi/&DisableMultilineSpellOffering=Desactivar la oferta de hechizos multilínea en la barra de acción [principalmente para usuarios de controlador que usan héroes que no son multicaster] +ModUi/&DisableRacePrerequisitesOnModFeats=Deshabilitar los requisitos previos de raza en dotes +ModUi/&DisableSenseDarkVisionFromAllRaces=Desactivar Sentir visión en la oscuridad en todas las razas jugables [Requiere reinicio] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desactivar Sentido superior Visión en la oscuridad en todas las razas jugables [Requiere reinicio] +ModUi/&DisableUnofficialTranslations=Desactivar el soporte de traducciones no oficiales para acelerar el mod [a menos que hable chino, italiano, japonés, coreano o español] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Mostrar todos los hechizos conocidos de otras clases al subir de nivel +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Mostrar las ranuras del pacto del Brujo en la selección de hechizos en lugar del panel de personajes ModUi/&DocsArcaneShots=Disparos arcanos ModUi/&DocsBackgrounds=Antecedentes +ModUi/&DocsClasses=Clases ModUi/&DocsFeats=Hazañas ModUi/&DocsFightingStyles=Estilos de lucha ModUi/&DocsInfusions=Infusiones @@ -93,263 +90,230 @@ ModUi/&DocsSubclasses=Subclases ModUi/&DocsSubraces=Subrazas ModUi/&DocsVersatilities=Versatilidades ModUi/&Donate=Donar: {0} -ModUi/&DontDisplayHelmets=No mostrar cascos en personajes gráficos [Requiere reinicio] -ModUi/&DontEndTurnAfterReady=No finalice el turno después de usar Acción lista [permite usar Acción adicional o cualquier acción principal adicional de Prisa u otras fuentes] +ModUi/&DontEndTurnAfterReady=No finalice el turno después de usar Acción preparada [permite usar Acción adicional o cualquier acción principal adicional de Prisa u otras fuentes] ModUi/&DontFollowCharacterInBattle=La cámara de batalla no sigue cuando el personaje ya está en la pantalla ModUi/&DontFollowMargin=+ A menos que el héroe esté fuera o dentro del % del borde de la pantalla -ModUi/&DungeonMakerBasicHelp=• Estas configuraciones no requerirán que el reproductor tenga este mod instalado +ModUi/&DungeonMakerBasicHelp=• Estas configuraciones no requerirán que el jugador tenga este mod instalado ModUi/&DungeonMakerMenu=Creador de mazmorras ModUi/&Effects=Efectos -ModUi/&EmpressGarbAppearance=Traje de emperatriz apariencia +ModUi/&EmpressGarbAppearance=Apariencia de la Traje de Emperatriz ModUi/&EnableActionSwitching=Habilitar la barra de cambio de acciones [útil para tener control total sobre tu secuencia de acciones] -ModUi/&EnableAdditionalBackstoryDisplay=Habilitar la visualización de antecedentes adicionales en la inspección de antecedentes -ModUi/&EnableAdditionalIconsOnLevelMap=Habilite íconos adicionales para campamentos, salidas y teletransportadores en el mapa de niveles -ModUi/&EnableAdditionalItemsInDungeonMaker=Agregar elementos modificados al Editor -ModUi/&EnableAlternateHuman=Habilite el Humano [+1 hazaña / +2 opciones de atributos / +1 habilidad] -ModUi/&EnableAlternateVotingSystem=Habilitar sistema de votación alternativo [peso de elección = votos * modificador de carisma del héroe] -ModUi/&EnableBarbarianBrutalStrike=Habilite Bárbaro Golpe brutal y Mejora de golpe brutal en los niveles 9, 13 y 17. -ModUi/&EnableBarbarianFightingStyle=Habilite la opción Bárbaro Estilo de lucha en el nivel 2. -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Habilite la ventaja y desventaja del Bárbaro Ataque imprudente para finalizar al comienzo del siguiente turno. -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permite que el bárbaro recupere un uso de Furia durante un breve descanso en el nivel 7 -ModUi/&EnableBardHealingBalladOnLongRest=Habilite Bard College of Hope Healing Ballad en descanso prolongado. +ModUi/&EnableAdditionalBackstoryDisplay=Habilitar visualización de antecedentes adicionales en la inspección de antecedentes +ModUi/&EnableAdditionalIconsOnLevelMap=Habilitar íconos adicionales para campamentos, salidas y teletransportadores en el mapa de niveles +ModUi/&EnableAdditionalItemsInDungeonMaker=Agregar elementos modificados al editor +ModUi/&EnableAlternateHuman=Habilitar el Humano alternativo [+1 dote / +2 opciones de atributo / +1 habilidad] +ModUi/&EnableAlternateVotingSystem=Habilitar sistema de votación alternativo [peso de la elección = votos * modificador de Carisma del héroe] +ModUi/&EnableBarbarianBrutalStrike=Habilita Golpe brutal y Mejora de golpe brutal en los niveles 9, 13 y 17 +ModUi/&EnableBarbarianFightingStyle=Habilitar la opción Estilo de lucha en el nivel 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Habilitar el beneficio y desventaja de Ataque imprudente para que finalicen al comienzo del siguiente turno +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permite recuperar un uso de Furia durante un descanso corto en el nivel 7 +ModUi/&EnableBardHealingBalladOnLongRest=Habilitar Bard College of Hope Healing Ballad en descanso prolongado ModUi/&EnableBetaContent=Habilitar contenido beta [Requiere reinicio] ModUi/&EnableCancelEditOnRightMouseClick=Habilitar acciones de cancelación con clic derecho del mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Habilite trucos para activar Magia de guerra ataque adicional adicional -ModUi/&EnableCharacterChecker=Habilite el botón Comprobador de personajes en la pantalla principal > Personajes -ModUi/&EnableCharacterExport=Habilite CTRL-SHIFT-(E) para exportar el carácter. +ModUi/&EnableCantripsTriggeringOnWarMagic=Permitir que los trucos activen el ataque adicional adicional de Magia de guerra ModUi/&EnableCharactersOnFireToEmitLight=Los personajes On Fire deben emitir luz [Cubo de luz, Elemental de fuego, Bufón de fuego, Águila pescadora de fuego, Araña de fuego y familia de condición en llamas] -ModUi/&EnableCheatMenu=Habilitar el menú de trucos -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Habilite la función CTRL de clic y arrastre para omitir las comprobaciones de objetos de misión al soltarlos ModUi/&EnableCustomPortraits=Habilitar Retratos personalizados -ModUi/&EnableCustomPortraitsHelp=• Coloque sus retratos personalizados en las subcarpetas Personal o PreGen , que lleva el nombre del nombre del héroe [es decir: Anton, Celia, Nialla, etc.]\n• Utilice PNG imágenes, de 256 x 384 píxeles de tamaño, con una capa de transparencia [use GIMP para obtener mejores resultados] -ModUi/&EnableDungeonMakerModdedContent=Habilite Dungeon Maker Pro\n[incluye salas planas, tamaños de mazmorra de 150 x 150 y 200 x 200 y una combinación sencilla de recursos de todos los entornos] -ModUi/&EnableElevationCameraToStayAtPosition=+ Habilita la cámara de elevación durante la batalla para permanecer en la posición después de deshabilitarla y triplicar su alcance -ModUi/&EnableEpicPointsAndArray=Habilite un sistema de compra épico de 35 puntos y una matriz [17,15,13,12,10,8] [Requiere reinicio] -ModUi/&EnableExtendedProficienciesPanelDisplay=Habilitar visualización del panel de competencias extendidas [Disparos arcanos, infusiones, maniobras y versatilidades]\n[rendimiento éxito en la inspección del personaje. úsalo bajo tu propia responsabilidad] -ModUi/&EnableFeatsAtEvenLevels=Habilite la selección de dotes en los niveles 2, 10 y 18 +ModUi/&EnableCustomPortraitsHelp=• Coloca tus retratos personalizados en las subcarpetas Personal o PreGen, nombradas como el nombre del héroe [es decir: Anton, Celia, Nialla, etc.]\n• Usa imágenes PNG, de 256 x 384 píxeles de tamaño, con una capa de transparencia [usa GIMP para obtener mejores resultados] +ModUi/&EnableDungeonMakerModdedContent=Habilitar Dungeon Maker Pro\n[incluye habitaciones planas, tamaños de mazmorras de 150x150 y 200x200 y sin lujos que combinen recursos de todos los entornos] +ModUi/&EnableElevationCameraToStayAtPosition=+ Habilita la cámara de elevación durante la batalla para que permanezca en la posición después de deshabilitarla y triplicar su alcance +ModUi/&EnableEpicPointsAndArray=Habilitar un sistema de compra épico de 35 puntos y una matriz [17,15,13,12,10,8] [Requiere reinicio] +ModUi/&EnableExtendedProficienciesPanelDisplay=Habilitar la visualización del panel de competencias extendidas [Disparos arcanos, infusiones, maniobras y versatilidades]\n[reducción del rendimiento en la inspección del personaje. úsalo bajo tu propio riesgo] +ModUi/&EnableFeatsAtEvenLevels=Habilitar la selección de dotes en los niveles 2, 10 y 18 ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilitar la selección de dotes en los niveles 6 y 14 -ModUi/&EnableFighterWeaponSpecialization=Habilita Luchador Especialización en armas en los niveles 8 y 16 [obtiene +1 para golpear y dañar, pero está en desventaja con cualquier otra arma tipo] -ModUi/&EnableFlexibleBackgrounds=Habilite fondos flexibles [seleccione habilidades y conocimientos de herramientas de los fondos] -ModUi/&EnableFlexibleRaces=Habilitar razas flexibles [asignar puntos de puntuación de habilidad en lugar de los valores raciales predeterminados] -ModUi/&EnableGauntletMainAttacks=Permitir Ataque sin armas con acción principal para el personaje si es un Monje o tiene Manos o Guantelete equipados -ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permite que el héroe con mayor competencia elija opciones de diálogo. [funciona, pero las narraciones se ven extrañas en las campañas oficiales] -ModUi/&EnableHigherGroundRules=Habilite reglas básicas más altas [+1 para golpear si ataca desde un terreno más alto] -ModUi/&EnableHotkeyDebugOverlay=Habilite CTRL-SHIFT-(D) para mostrar la superposición de depuración -ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar la visualización del HUD -ModUi/&EnableInventoryFilteringAndSorting=Habilitar el filtrado y la clasificación de inventario +ModUi/&EnableFighterWeaponSpecialization=Habilita la Especialización en armas en los niveles 8 y 16 [obtienes +1 para golpear y dañar pero desventaja con cualquier otro tipo de arma] +ModUi/&EnableFlexibleBackgrounds=Habilitar fondos flexibles [seleccionar habilidades y competencias de herramientas de los fondos] +ModUi/&EnableFlexibleRaces=Habilitar razas flexibles [asignar puntos de habilidad en lugar de los valores raciales predeterminados] +ModUi/&EnableGauntletMainAttacks=Permitir Ataque sin armas con acción principal para el personaje si es un Monje o tiene Manos o Guantelete equipado +ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permite que el héroe con mayor habilidad realice elecciones de diálogo. [funciona, pero las narraciones se ven extrañas en las campañas oficiales] +ModUi/&EnableHigherGroundRules=Habilitar reglas de terreno más alto [+1 para golpear si ataca desde un terreno más alto] +ModUi/&EnableInventoryFilteringAndSorting=Habilitar el filtrado y la clasificación del inventario ModUi/&EnableInventoryTaintNonProficientItemsRed=Tiñe de rojo cualquier objeto con el que el héroe no sea competente. -ModUi/&EnableInventoryTintKnownRecipesRed=Teñir de rojo recetas conocidas -ModUi/&EnableInvisibleCrownOfTheMagister=Ocultar la Corona del Magister en la interfaz de usuario del juego +ModUi/&EnableInventoryTintKnownRecipesRed=Recetas conocidas para teñir de rojo ModUi/&EnableLevel20=Habilitar nivel 20 [Requiere reinicio] -ModUi/&EnableLogDialoguesToConsole=Habilite los diálogos de registro en la consola de juegos durante las secuencias narrativas. -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Habilite el registro de referencias no válidas en campañas personalizadas -ModUi/&EnableMinInOutAttributes=+ Hacer cumplir los requisitos previos mínimos de entrada y salida de puntuaciones de capacidad -ModUi/&EnableMonkAbundantKi=Habilite Monje Abundante Ki en el nivel 2 [obtener Ki adicional equivale a la mitad del bono de competencia redondeado hacia arriba] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Habilita Monje Cuerpo y Mente para reemplazar Yo Perfecto en el nivel 20. -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Habilite Monje Artes marciales: ataques extra sin armas para que no requiera una acción de ataque antes de su uso. -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Habilite Monje Ráfaga de golpes para que no requiera una acción de ataque antes de su uso. -ModUi/&EnableMonkFightingStyle=Habilita la elección de Monje Estilo de lucha en el nivel 2. -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Habilitar las vendas y los guanteletes de Monje para que funcionen en la ranura de guantelete -ModUi/&EnableMonkHeightenedMetabolism=Activa Monje Metabolismo intensificado en el nivel 10 [Ráfaga de golpes, Defensa del paciente. y El Paso del Viento obtienen beneficios adicionales] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Habilite Monje Movimiento sin armadura mejorado para moverse a lo largo de superficies verticales sin caerse. -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Habilite Monje Defensa superior para reemplazar Cuerpo vacío en el nivel 18. -ModUi/&EnableMonkWeaponSpecialization=Habilita Monje Especialización en armas en los niveles 2 y 11 [el tipo de arma seleccionada se convierte en un arma de monje para ti] +ModUi/&EnableLogDialoguesToConsole=Habilitar diálogos de registro en la consola de juegos durante secuencias narrativas +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Habilitar el registro de referencias no válidas en campañas personalizadas +ModUi/&EnableMinInOutAttributes=+ Hacer cumplir los requisitos mínimos de puntuación de habilidad para entrar y salir +ModUi/&EnableMonkAbundantKi=Habilita Ki abundante en el nivel 2 [obtienes Ki adicional equivalente a la mitad de la bonificación de competencia redondeada hacia arriba] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Habilita Cuerpo y Mente para reemplazar a Perfección Personal en el nivel 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Habilitar Artes marciales - Golpes sin armas adicionales para que no requieran una acción de ataque antes de su uso +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Habilitar Ráfaga de golpes para que no requiera una acción de ataque antes de su uso +ModUi/&EnableMonkFightingStyle=Habilitar la opción Estilo de lucha en el nivel 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Habilite Manos y Guanteletes para que funcionen en la ranura del guantelete +ModUi/&EnableMonkHeightenedMetabolism=Habilita Metabolismo acelerado en el nivel 10. [Ráfaga de golpes, Defensa paciente y Paso del viento obtienen beneficios adicionales] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Habilite Movimiento sin armadura mejorado para moverse por superficies verticales sin caerse +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Habilita Defensa superior para reemplazar Cuerpo vacío en el nivel 18 +ModUi/&EnableMonkWeaponSpecialization=Habilita la Especialización en armas en los niveles 2 y 11 [el tipo de arma seleccionado se convierte en un arma de monje para ti] ModUi/&EnableMulticlass=Habilitar multiclase [Requiere reinicio] -ModUi/&EnableOneDndHealingSpellsBuf=Habilite la mejora de dados de curación OneDnd en Curar heridas, Palabra de curación, Curar heridas en masa y Palabra de sanación masiva -ModUi/&EnablePcgRandom=Habilite un mejor algoritmo generador aleatorio [https://www.pcg-random.org] +ModUi/&EnableOneDndHealingSpellsBuf=Habilitar la mejora de dados de sanación OneDnd en Curar heridas, Palabra de sanación, Curar heridas en masa y Palabra de sanación en masa +ModUi/&EnablePcgRandom=Habilitar un mejor algoritmo generador aleatorio [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Habilite los efectos de movimiento de empujar y tirar para que funcionen también en el eje arriba/abajo -ModUi/&EnableRangerNatureShroudAt10=Activa la función Ranger Velo de la Naturaleza en el nivel 10 [como acción adicional, puedes volverte invisible mágicamente hasta el comienzo del siguiente turno. ] -ModUi/&EnableRejoinParty=Habilite CTRL-SHIFT-(R) para volver a unirse al grupo alrededor del héroe seleccionado o del líder si no se selecciona ninguno [útil con grupos de 5 o 6 ] -ModUi/&EnableRelearnSpells=Habilitar la selección de trucos o hechizos ya aprendidos de otras fuentes. -ModUi/&EnableRespec=Habilite la acción RESPEC después del descanso [no use RESPEC durante una sesión multijugador] -ModUi/&EnableRogueCunningStrike=Habilita Pícaro Golpe astuto y Golpe tortuoso en los niveles 5 y 14 [dejaste renunciar a 1 dados de ataque furtivo para efectos de golpe adicionales] -ModUi/&EnableRogueFightingStyle=Habilita la elección de Pícaro Estilo de lucha en el nivel 2. -ModUi/&EnableRogueSteadyAim=Habilita Rogue Steady Aim en el nivel 3 [la acción adicional te da ventaja en tu próxima tirada de ataque en el turno actual si ya lo has hecho. aún no se ha movido] -ModUi/&EnableRogueStrSaving=Habilite a Pícaro para que use modificadores de DEX o STR en Golpe astuto/desviado, Golpe debilitante/mejorado y Lluvia de espadas. -ModUi/&EnableSaveByLocation=Habilitar guardar por campañas/ubicaciones -ModUi/&EnableSignatureSpellsRelearn=Habilite los hechizos característicos del Mago para que se preparen cada descanso prolongado [en lugar de una vez en el nivel 20] -ModUi/&EnableSorcererMagicalGuidance=Habilitar Guía mágica del hechicero en el nivel 5 +ModUi/&EnableRangerNatureShroudAt10=Habilita la característica Velo de la Naturaleza en el nivel 10 [como acción adicional, puedes volverte invisible mágicamente hasta el comienzo del siguiente turno] +ModUi/&EnableRelearnSpells=Habilitar la selección de trucos o hechizos ya aprendidos de otras fuentes +ModUi/&EnableRespec=Habilitar la acción RESPECT después del descanso [no usar RESPECT durante una sesión multijugador] +ModUi/&EnableRogueCunningStrike=Habilita Golpe astuto y Golpe tortuoso en los niveles 5 y 14 [dejas de usar 1 dado de ataque furtivo para obtener efectos de golpe adicionales] +ModUi/&EnableRogueFightingStyle=Habilitar la opción Estilo de lucha en el nivel 2 +ModUi/&EnableRogueSteadyAim=Habilita Apunta firme en el nivel 3 [la acción adicional otorga ventaja en tu próxima tirada de ataque en el turno actual si aún no te has movido] +ModUi/&EnableRogueStrSaving=Habilita los modificadores DEX o STR en Golpe astuto/desviado, Golpe debilitante/mejorado y Lluvia de espadas +ModUi/&EnableSignatureSpellsRelearn=Permite que los hechizos característicos del Mago se preparen cada descanso prolongado [en lugar de una vez en el nivel 20] +ModUi/&EnableSorcererMagicalGuidance=Habilitar Guía mágica en el nivel 5 ModUi/&EnableSorcererQuickenedAction=Habilitar la acción Hechizo acelerado para permitir lanzar un hechizo de acción principal con metamagia acelerada aplicada -ModUi/&EnableSortingDungeonMakerAssets=Habilitar la clasificación de recursos en el editor de Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Muestra estadísticas en la información sobre herramientas del héroe [es decir: golpes críticos, fallos críticos, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ Además, cada héroe agrega una tirada D20 al peso para darle un poco de aleatoriedad [peso elegido = votos * modificador de carisma del héroe + tirada D20] -ModUi/&EnableTeleportParty=Activa CTRL-SHIFT-(T) para teletransportar al grupo [podrías interrumpir las misiones si te teletransportas a un lugar desconocido] +ModUi/&EnableSortingDungeonMakerAssets=Habilitar la clasificación de activos en el editor de Dungeon Maker +ModUi/&EnableStatsOnHeroTooltip=Mostrar estadísticas en la información sobre herramientas del héroe [es decir: golpes críticos, fallos críticos, etc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Además, cada héroe suma un D20 en la tirada para darle un poco de aleatoriedad. [peso de la elección = votos * modificador de Carisma del héroe + tirada del D20] ModUi/&EnableTeleportToRemoveRestrained=Habilite Teletransporte para eliminar todas las condiciones restringidas del objetivo -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Habilite los cambios en el grupo de personajes para configurar su grupo de prueba y juego predeterminado -ModUi/&EnableTooltipDistance=Habilite mostrar la distancia en la información sobre herramientas al pasar el cursor sobre un personaje en combate. -ModUi/&EnableUpcastConjureElementalAndFey=Habilitar transmisión ascendente de Conjure Elemental y Conjure Fey +ModUi/&EnableTooltipDistance=Habilitar la visualización de la distancia en las descripciones emergentes al pasar el cursor sobre un personaje en combate +ModUi/&EnableUpcastConjureElementalAndFey=Habilitar la conversión ascendente de Conjurar elemental y Conjurar feérico ModUi/&EnableVariablePlaceholdersOnTexts=Habilitar marcadores de posición de variables en las descripciones [use {VARIABLE_NAME} como marcador de posición] -ModUi/&EnableVttCamera=Habilite CTRL-SHIFT-(V) para alternar la cámara VTT [haga clic derecho y arrastre para posicionar la cámara, WASD para desplazarse y Re Pág/ Avance de página para hacer zoom] -ModUi/&EnablesAsiAndFeat=Habilite el aumento de puntuaciones de atributos y la selección de dotes [en lugar de una elección exclusiva] -ModUi/&EncounterPercentageChance=Establecer porcentaje de posibilidades de encuentros aleatorios +ModUi/&EnablesAsiAndFeat=Habilitar tanto el aumento de las puntuaciones de atributos como la selección de dotes [en lugar de una elección exclusiva] +ModUi/&EncounterPercentageChance=Establecer porcentajes de posibilidades de encuentros aleatorios ModUi/&Encounters=Encuentros -ModUi/&EnemiesAlwaysRollInitiative=+ Los enemigos siempre tiran iniciativa en lugar de un valor forzado [es decir: Sorak Assassin] +ModUi/&EnemiesAlwaysRollInitiative=+ Los enemigos siempre tiran iniciativa en lugar de un valor forzado [es decir: Asesino Sorak] ModUi/&ExpandAll=Expandir todo -ModUi/&FactionHelp=Carga un juego de campaña oficial para modificar las relaciones entre facciones... +ModUi/&FactionHelp=Cargue un juego de campaña oficial para modificar las relaciones entre facciones... ModUi/&FactionRelations=Facciones: -ModUi/&FasterTimeModifier=Modificador de tiempo de juego al presionar la barra espaciadora -ModUi/&FeatGroups=Grupos de funciones -ModUi/&FeatGroupsHelp=• Cada grupo es una consolidación de dotes [es decir: credos, estilos de lucha, metamagia, etc.] similares\n• Las dotes de estos grupos ya no serán visibles directamente en la etapa de selección de competencia.\n• El grupo, cuando se selecciona, las ofrece en una lista desplegable para ordenar la pantalla del juego. -ModUi/&Feats=Dotes +ModUi/&FasterTimeModifier=Modificador del tiempo de juego al presionar la barra espaciadora +ModUi/&FeatGroups=Grupos de dotes +ModUi/&FeatGroupsHelp=• Cada grupo es una consolidación de dotes similares [es decir: credos, estilos de lucha, metamagia, etc.]\n• Los dotes en estos grupos ya no serán visibles directamente en la etapa de selección de competencia\n• El grupo, cuando se selecciona, los ofrece en una lista desplegable para despejar la pantalla del juego. +ModUi/&Feats=Hazañas ModUi/&FightingStyles=Estilos de lucha -ModUi/&FixAsianLanguagesTextWrap=Se corrigió el ajuste de texto de la interfaz de usuario del juego en idiomas asiáticos [Requiere reinicio] -ModUi/&FixEldritchBlastRange=Utilice el rango oficial de 24 celdas con Eldritch Blast [en lugar de 12] +ModUi/&FixAsianLanguagesTextWrap=Corregir el error de ajuste de texto de la interfaz de usuario del juego en idiomas asiáticos [Requiere reinicio] +ModUi/&FixEldritchBlastRange=Utilice un rango de 24 celdas con Eldritch Blast [en lugar de 12] ModUi/&FixRingOfRegenerationHealRate=Establece la tasa de curación del Anillo de regeneración en 1 HP cada 3 minutos. -ModUi/&FlightSuspendWingedBoots=+ Usar las reglas oficiales de Winged Boots [la duración restante no se cuenta cuando se suspende el vuelo] +ModUi/&FlightSuspendWingedBoots=+ Usa las reglas oficiales de Winged Boots [la duración restante no se cuenta cuando el vuelo está suspendido] ModUi/&Formation=Formación: -ModUi/&FormationError=No puedes cambiar tu formación durante una partida multijugador... -ModUi/&FormationHelp1=• Utilice los botones numéricos para editar un conjunto determinado [considere habilitar teclas de acceso rápido en entrada] -ModUi/&FormationHelp2=• @ representa posiciones relativas de héroe -ModUi/&FormationHelp3=• Haga clic en 2 botones cualesquiera para intercambiar sus posiciones -ModUi/&FormationHotkey=Habilita CTRL-SHIFT-(1..5) para intercambiar conjuntos de formaciones en el juego. -ModUi/&FormationResetAllSets=Resetear todo +ModUi/&FormationError=No puedes cambiar tu formación durante un juego multijugador... +ModUi/&FormationHelp1=• Utilice los botones numéricos para editar un conjunto determinado [considere habilitar teclas de acceso rápido en la entrada] +ModUi/&FormationHelp2=• @ representan posiciones relativas de los héroes +ModUi/&FormationHelp3=• Haga clic en cualquiera de los dos botones para intercambiar sus posiciones +ModUi/&FormationResetAllSets=Restablecer todo ModUi/&FormationResetThisSet=Restablecer esto ModUi/&FormationSelected=Conjunto de formación {0} seleccionado -ModUi/&FullyControlConjurations=Controla completamente los conjuros [animales, elementales, etc] -ModUi/&GameUi=Interfaz de usuario del juego -ModUi/&Gameplay=Como se Juega +ModUi/&FullyControlConjurations=Controla completamente los conjuros [animales, elementales, etc.] +ModUi/&Gameplay=Jugabilidad ModUi/&General=General: ModUi/&GeneralMenu=General -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Otorga especialización en armas en cimitarra a bardos y pícaros. +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Otorga la especialización en armas Cimitarra a los bardos y a los pícaros ModUi/&GridSelectedColor=Cambiar el movimiento color de la cuadrícula -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar salidas y efectos visuales de teletransportadores si aún no se han descubierto +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar los efectos visuales de las salidas y los teletransportadores si aún no se han descubierto ModUi/&HideMonsterHitPoints=Muestra la salud de los monstruos en pasos de 25% / 50% / 75% / 100% en lugar de puntos de vida exactos. ModUi/&HideQuickenedActionWhenMetamagicOff=+ Ocultar esta acción cuando la opción metamágica esté desactivada -ModUi/&HighContrastTargetingAoeColor=Cambiar criaturas AoE resaltar seleccionar color -ModUi/&HighContrastTargetingSingleColor=Cambiar criaturas individuales resaltar seleccionar color -ModUi/&House=Casa: +ModUi/&HighContrastTargetingAoeColor=Cambiar criaturas de área de efecto resaltar color de selección +ModUi/&HighContrastTargetingSingleColor=Cambiar criaturas individuales resaltar seleccionar color ModUi/&IdentifyAfterRest=Añade un poder para identificar objetos mágicos durante un descanso corto o largo. -ModUi/&IgnoreHandXbowFreeHandRequirements=No necesitas tener la mano libre para usar Ballestas de mano +ModUi/&IgnoreHandXbowFreeHandRequirements=No se requiere mano libre para utilizar Ballestas de mano ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Los hechizos de ilusión fallan automáticamente contra objetivos con TrueSight dentro del alcance. -ModUi/&ImproveLevelUpFeaturesSelection=Mejorar la selección de funciones para subir de nivel [Requiere reinicio]\n[impactos Ranger Enemigo preferido y afinidad de terreno, Druida Bestia afín, Bárbaro Camino de los Elementos y subclases Opciones dracónicas] -ModUi/&IncreaseGameTimeBy=Aumentar el tiempo de juego en -ModUi/&IncreaseMaxAttunedItems=Aumentar el máximo de Objetos sintonizados a 4 en el nivel 10 y a 5 en el nivel 18. -ModUi/&InitialChoices=Creación: -ModUi/&Input=Entrada: -ModUi/&Interface=Interfaz +ModUi/&IncreaseGameTimeBy=Aumenta el tiempo de juego en +ModUi/&IncreaseMaxAttunedItems=Aumenta el máximo de Elementos armonizados a 4 en el nivel 10 y a 5 en el nivel 18. ModUi/&InventoryAndItems=Inventario y artículos: -ModUi/&InvertAltBehaviorOnTooltips=Invertir el comportamiento de la tecla ALT en la información sobre herramientas ModUi/&Invocations=Invocaciones ModUi/&ItemInDm=Artículos en DM ModUi/&Items=Artículos: -ModUi/&ItemsCraftingMerchants=Artesanía, artículos y comerciantes +ModUi/&ItemsCraftingMerchants=Artesanía y comerciantes ModUi/&ItemsHelp1=Abre la pantalla de inspección de personajes para agregar elementos a los héroes... -ModUi/&ItemsHelp2=Presione + para agregar elementos al contenedor terrestre -ModUi/&KeepInvisibilityWhenUsingItems=Habilitar el uso de elementos sin romper la Invisibilidad -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Actualiza el sigilo del héroe después del ataque si se percibe en la ronda sorpresa [solo el primer héroe] -ModUi/&MakeAllMagicStaveArcaneFoci=Haz que todos los bastones mágicos sean focos arcanos [excepto el Bastón de curación que es universal] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ También marca la ubicación de los teletransportadores invisibles en el mapa de niveles después del descubrimiento +ModUi/&ItemsHelp2=Presione + para agregar elementos al contenedor de tierra +ModUi/&KeepInvisibilityWhenUsingItems=Habilitar el uso de elementos que no alteren la invisibilidad +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Actualiza el sigilo del héroe después del ataque si lo percibes en una ronda sorpresa. [solo el primer héroe] +ModUi/&Locations=Ubicaciones: +ModUi/&MakeAllMagicStaveArcaneFoci=Convierte todos los bastones mágicos en focos arcanos. [excepto el Bastón de sanación, que es universal] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ También marca la ubicación de los teletransportadores invisibles en el mapa de nivel después del descubrimiento ModUi/&MaxAllowedClasses=Clases máximas permitidas ModUi/&Merchants=Comerciantes: -ModUi/&Metamagic=Metamagia +ModUi/&Metamagic=Metamágica ModUi/&ModifyGravitySlam=+ Modificar el hechizo Golpe de gravedad para empujar a los objetivos afectados hacia abajo y que sea un cilindro en lugar de una esfera -ModUi/&Monsters=Monstruos: ModUi/&MovementGridWidthModifier=Multiplica el ancho de la cuadrícula de movimiento por [%] -ModUi/&MulticlassKeyHelp=SHIFT hace clic en un hechizo para invertir el tipo de espacio de repertorio predeterminado consumido\n[Brujo gasta espacios de hechizo blancos y otros gastan los verdes de pacto] -ModUi/&MultiplyTheExperienceGainedBy=Multiplica la experiencia obtenida por [%] +ModUi/&MulticlassKeyHelp=SHIFT hacer clic en un hechizo invierte el tipo de espacio de repertorio predeterminado consumido\n[Brujo gasta espacios de hechizo blancos y los demás gastan espacios verdes del pacto] +ModUi/&Multiplayer=Multijugador: +ModUi/&MultiplyTheExperienceGainedBy=Multiplica la experiencia adquirida por [%] ModUi/&NeverMoveCameraOnEnemyTurn=+ La cámara nunca se mueve durante los turnos del enemigo ModUi/&NoExperienceOnLevelUp=No se requiere experiencia para subir de nivel. -ModUi/&OfferAdditionalLoreFriendlyNames=Ofrecer nombres adicionales amigables con la historia en la creación de personajes. -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar ventaja/desventaja pares cegados, invisibles y percibidos [útil junto con la ventaja/desventaja oficial reglas] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia las áreas muy oscurecidas para que sean bloqueadores de proyectiles [Cloud Kill, Nube de niebla , Nube incendiaria, Tormenta de pétalos, Tormenta de aguanieve, Nube apestosa] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Las criaturas invisibles están muy oscurecidas y pueden ser objetivos, las tiradas de ataque contra la criatura tienen desventaja y las tiradas de ataque de la criatura tienen ventaja -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia las áreas oscurecidas mágicamente para que sean bloqueadores de proyectiles [cualquier fuente del efecto de hechizo Oscuridad] -ModUi/&OfficialObscurementRulesTweakMonsters=+ Añade Darkvision, BlindSight y TrueSight a monstruos y NPC cuando sea apropiado -ModUi/&OfficialObscurementRulesTweakMonstersHelp=[colecciones de configuración MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar los pares ventaja / desventaja cegados, invisibles y percibidos [útil junto con las reglas oficiales de ventaja / desventaja] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia las áreas muy oscurecidas para que sean bloqueadores de proyectiles [Nube asesina, Nube de niebla, Nube incendiaria, Tormenta de pétalos, Tormenta de aguanieve, Nube apestosa] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Las criaturas invisibles están muy oscurecidas y pueden ser objetivo, las tiradas de ataque contra la criatura tienen desventaja y las tiradas de ataque de la criatura tienen ventaja +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambiar las áreas oscuras mágicamente para que sean bloqueadores de proyectiles [cualquier fuente del efecto del hechizo Oscuridad] +ModUi/&OfficialObscurementRulesTweakMonsters=+ Agrega Visión en la oscuridad, Vista ciega y Vista verdadera a monstruos y PNJ cuando sea apropiado +ModUi/&OfficialObscurementRulesTweakMonstersHelp=[colecciones de configuraciones MonstruosQueDeberíanTenerVisiónOscura, MonstruosQueDeberíanTenerVistaVerdadera, MonstruosQueDeberíanTenerVistaCiego] ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar solo las criaturas más poderosas en la lista de conjuración ModUi/&OutlineGridWidthModifier=Multiplica el ancho de la cuadrícula del contorno por [%] -ModUi/&OutlineGridWidthSpeed=Multiplica la velocidad de animación de la cuadrícula del contorno por [%] -ModUi/&OverrideMinMaxLevel=Anula los niveles mínimo y máximo requeridos al iniciar nuevas aventuras +ModUi/&OutlineGridWidthSpeed=Multiplica la velocidad de animación de la cuadrícula de contorno por [%] +ModUi/&OverrideMinMaxLevel=Anula los niveles mínimos y máximos requeridos al iniciar nuevas aventuras ModUi/&OverridePartySize=Anular el tamaño del grupo ModUi/&Patches=Parches: ModUi/&PortraitsOpenFolder=Abrir carpeta de retratos -ModUi/&PrimedItems=Artículos imprimados -ModUi/&Progression=Progresión: -ModUi/&QuickCastLightCantripOnWornItemsFirst=Habilite el lanzamiento rápido Light Cantrip para usar primero los elementos que se usan en la cabeza, el cuello o el torso. -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Habilite Sensibilidad a la luz en Darkelf, Dark Kobold y Grey Dwarf. color> para activarse solo en exteriores\n[las áreas interiores en ubicaciones exteriores a las que se puede acceder sin una pantalla de carga se consideran exteriores según el motor del juego] -ModUi/&Races=Carreras +ModUi/&PrimedItems=Artículos preparados +ModUi/&QuickCastLightCantripOnWornItemsFirst=Habilita el lanzamiento rápido de truco ligero para usar primero los objetos que se usan en la cabeza, el cuello o el torso +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Habilita la Sensibilidad a la luz en Darkelf, Dark Kobold y Gray Dwarf para que solo se activen en exteriores\n[las áreas interiores en ubicaciones exteriores accesibles sin una pantalla de carga se consideran exteriores por el motor del juego] +ModUi/&Races=Razas ModUi/&RecipeCost=Costo de la receta ModUi/&RecipesInDm=Recetas en DM ModUi/&RelicForgeries=Falsificaciones de reliquias -ModUi/&RemoveAttunementRequirements=Eliminar los requisitos de sintonía [Requiere reinicio] -ModUi/&RemoveBugVisualModels=Reemplace modelos con forma de araña con modelos con forma de oso en el juego [arachnophobia] [Requiere reinicio] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Elimina el filtro humanoide en Risa horrible +ModUi/&RemoveAttunementRequirements=Eliminar requisitos de sintonización [Requiere reinicio] +ModUi/&RemoveBugVisualModels=Reemplaza los modelos tipo araña por modelos tipo oso en el juego. [arachnophobia] [Requiere reinicio] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Eliminar filtro humanoide en Risas espantosas ModUi/&RemoveRecurringEffectOnEntangle=Solo aplica el efecto Enredar en el momento del lanzamiento y también fuerza una prueba de fuerza para liberarte de las enredaderas. ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Eliminar las restricciones escolares de Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Eliminar las restricciones escolares de Spellblade -ModUi/&RestockAntiquarians=Reabastecer a los anticuarios [Halman Summer] -ModUi/&RestockArcaneum=Reabastecer Arcaneum [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=Reabastecer el círculo de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Anular los valores predeterminados para obligar a que todas las existencias del comerciante se repongan con el tiempo [excluyendo manuales y tomos]\n• Tenga en cuenta que algunos artículos pueden tardar hasta 7 días de juego reponer -ModUi/&RestockTowerOfKnowledge=Reabastecer la Torre del Conocimiento [Maddy Greenisle] +ModUi/&RestockAntiquarians=Reposición de Anticuarios [Halman Summer] +ModUi/&RestockArcaneum=Reposición de Arcaneum [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Reposición del Círculo de Danantar [Joriel Foxeye] +ModUi/&RestockHelp=• Anular los valores predeterminados para obligar a que el stock de todos los comerciantes se reponga con el tiempo [excluidos los manuales y tomos]\n• Ten en cuenta que algunos artículos pueden tardar hasta 7 días de juego en reponerse. +ModUi/&RestockTowerOfKnowledge=Reposición de la Torre del Conocimiento [Maddy Greenisle] ModUi/&Rollback=Revertir ModUi/&Rules=Normas -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Escale los precios comerciales correctamente/exactamente [no más errores de redondeo al convertir valores de monedas] +ModUi/&ScaleMerchantPricesCorrectly=Escalar los precios de los comerciantes de forma correcta/exacta [no más errores de redondeo al convertir valores de monedas] ModUi/&SelectAll=Seleccionar todo ModUi/&SelectDisplayed=Seleccionar Mostrado ModUi/&SelectSuggested=Seleccione Sugerido -ModUi/&SelectTabletop=Seleccionar tablero -ModUi/&SenseNormalVisionRangeMultiplier=Modificar el rango de Visión normal [solo en batallas] +ModUi/&SelectTabletop=Seleccionar Mesa +ModUi/&SenseNormalVisionRangeMultiplier=Modificar el alcance de Visión normal [solo en batallas] ModUi/&Services=Servicios -ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturón de los enanos Probabilidades de aparición de barba +ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturón de los enanos Posibilidades de aparición de barba ModUi/&SettingsExport=Exportar -ModUi/&SettingsHelp=• Como anfitrión, puedes exportar tu configuración actual, abrir la carpeta de exportaciones y compartirla fácilmente con tus compañeros.\n• Como invitado, puedes abrir la carpeta de exportaciones, pegar el archivo compartido desde el anfitrión y cargarlo <. i>[Requiere reinicio] +ModUi/&SettingsHelp=• Como anfitrión, puede exportar su configuración actual, abrir la carpeta de exportaciones y compartirla fácilmente con sus compañeros\n• Como invitado, puede abrir la carpeta de exportaciones, pegar el archivo compartido desde el anfitrión y cargarlo en [Requiere reinicio] ModUi/&SettingsLoad=• Cargar una configuración exportada ModUi/&SettingsOpenFolder=Abrir la carpeta de configuración exportada -ModUi/&SettingsRefresh=Actualizar +ModUi/&SettingsRefresh=Refrescar ModUi/&SettingsRemove=Eliminar -ModUi/&ShiftToSnapLineSpells=Mantenga presionada la tecla SHIFT para ajustar los hechizos de línea a la cuadrícula [sin ajustar, la ubicación real de la línea puede diferir de la vista previa] -ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botón que abre información sobre el monstruo controlado [druidas de forma salvaje, invocaciones, seguidores de NPC, etc.] -ModUi/&ShowChannelDivinityOnPortrait=Muestra cuántos usos de Channel Divinity tiene un héroe en su retrato, similar a los puntos de hechicería. -ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar el icono del artículo elaborado cerca del artículo de receta en la tienda y el inventario [Al pasar el cursor sobre él se mostrará información sobre herramientas para el artículo elaborado] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receta de elaboración en información sobre herramientas detallada +ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botón que abre información sobre el monstruo controlado [druidas con forma salvaje, invocaciones, seguidores NPC, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Muestra cuántos usos de Canal Divinidad tiene un héroe en su retrato, de forma similar a los puntos de hechicería. +ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar el icono del objeto elaborado cerca del objeto de receta en la tienda y el inventario [Al pasar el cursor sobre él se mostrará la información sobre herramientas del objeto elaborado] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar la receta de elaboración en descripciones emergentes detalladas ModUi/&ShowDescriptions=Mostrar descripciones ModUi/&ShowMotionFormPreview=Mostrar vista previa de los efectos Push y Pull -ModUi/&SpellLevelFilter=filtro de nivel de hechizo [-1 muestra todo] +ModUi/&SpellLevelFilter=filtro de nivel de hechizo [-1 muestra todos] ModUi/&SpellsMenu=Hechizos -ModUi/&StealthBreaksWhenAttackHits=Habilite la pérdida de sigilo cuando se produzca un ataque con arma o hechizo. -ModUi/&StealthBreaksWhenAttackMisses=Habilitar la pérdida de sigilo cuando falla el ataque con arma o hechizo. +ModUi/&StealthBreaksWhenAttackHits=Habilitar la pérdida de sigilo cuando un arma o un ataque de hechizo impacta +ModUi/&StealthBreaksWhenAttackMisses=Habilitar pérdida de sigilo cuando falla un ataque con arma o hechizo ModUi/&StealthBreaksWhenCastingMaterial=Habilitar pérdida de sigilo al lanzar Material [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] ModUi/&StealthBreaksWhenCastingSomatic=Habilita la pérdida de sigilo al lanzar Somático [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] -ModUi/&StealthBreaksWhenCastingVerbose=Habilite la pérdida de sigilo al lanzar Verbal [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] +ModUi/&StealthBreaksWhenCastingVerbose=Habilita la pérdida de sigilo al lanzar Verbal [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] ModUi/&StealthDoesNotBreakWithSubtle=Habilitar sigilo sin rodar si hay Metamagia sutil y ningún componente Material -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Almacene la tienda de Gorim con toda la ropa no mágica [Requiere reinicio] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Abastece la tienda de Gorim con todos los instrumentos musicales no mágicos [Requiere reinicio] -ModUi/&StockHugoStoreWithAdditionalFoci=Abastece la tienda de Hugo con Bastón Arcano, Cuello de Druida, Bastón y Club establecer como elementos de foco +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Llena la tienda de Gorim con toda la ropa no mágica. [Requiere reinicio] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Llena la tienda de Gorim con todos los instrumentos musicales no mágicos. [Requiere reinicio] +ModUi/&StockHugoStoreWithAdditionalFoci=Llena la tienda de Hugo con Bastón Arcano, Cuello de Druida, Bastón y Maza como elementos de foco ModUi/&Subclasses=Subclases ModUi/&Subraces=Subrazas -ModUi/&SwapCraftedItemAndRecipeIcons=+ Intercambiar iconos de recetas y artículos elaborados en la tienda +ModUi/&SwapCraftedItemAndRecipeIcons=+ Intercambia íconos de recetas y objetos elaborados en la tienda ModUi/&TargetLanguage=Lengua de llegada -ModUi/&Tools=Herramientas -ModUi/&TotalCraftingTimeModifier=Reducir el tiempo de elaboración en -ModUi/&TotalFeatsGrantedFirstLevel=Total de dotes concedidas en el primer nivel +ModUi/&TotalCraftingTimeModifier=Reducir el tiempo de elaboración +ModUi/&TotalFeatsGrantedFirstLevel=Total de dotes otorgados en el primer nivel ModUi/&Translate=Traducir ModUi/&TranslateCancel=Cancelar {0} a las {1} ModUi/&Translations=Traducciones -ModUi/&UnleashEnemyAsNpc=Permitir que se seleccionen monstruos en dispositivos NPC -ModUi/&UnleashNpcAsEnemy=Desbloquear la selección de monstruos. -ModUi/&UnlockAllNpcFaces=Desbloquear caras de NPC -ModUi/&UnlockEyeStyles=Desbloquear estilos de ojos -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Desbloquea colores brillantes para todas las marcas y tatuajes. -ModUi/&UnlockGlowingEyeColors=Añade colores de ojos brillantes -ModUi/&UnlockMarkAndTattoosForAllCharacters=Desbloquea marcas de origen y tatuajes de Hechicero para todos los personajes. -ModUi/&UnlockSkinColors=Desbloquear colores de piel -ModUi/&Update=Actualizar -ModUi/&UseAlternateSpellPointsSystem=Utilice las reglas oficiales de puntos de hechizo variantes -ModUi/&UseAlternateSpellPointsSystemHelp=[Tienes una reserva de puntos de hechizo que aumenta con el nivel del lanzador\nL01: 04 L02: 06 L03 : 14 L04: 17 L05: 27 L06: 32 L07: < color=blanco>38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nEl costo de lanzar hechizos es SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nLas funciones de recuperación de espacios de descanso breves no se activarán en este sistema ] -ModUi/&UseElfFaceModelsOnTieflings=Utilice modelos de cara de Elfo en Teflings -ModUi/&UseHeightOneCylinderEffect=Utilice un efecto de cilindro de altura 1 al lanzar Tentáculos negros, Enredar, Grasa [cuadrado] o Crecimiento máximo [ronda] -ModUi/&UseMathFlankingRules=+ Utilice matemáticas precisas para determinar el flanqueo [puede tener un impacto en el rendimiento en máquinas lentas] -ModUi/&UseOfficialAdvantageDisadvantageRules=Utilice las reglas oficiales de ventaja/desventaja [si las circunstancias hacen que una tirada tenga ambas, se considera que no tiene ninguna de ellas] -ModUi/&UseOfficialFlankingRules=Utilice las reglas oficiales de flanqueo [un atacante tiene ventaja si un aliado está en el lado opuesto del objetivo] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ También habilitar para ataques a distancia [deshabilitar matemáticas precisas] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Habilitar también para ataques de alcance [deshabilitar matemáticas precisas] +ModUi/&UnleashEnemyAsNpc=Permitir que se seleccionen monstruos en los dispositivos NPC +ModUi/&UnleashNpcAsEnemy=Desbloquea la selección de monstruos +ModUi/&Update=Actualización +ModUi/&UseAlternateSpellPointsSystem=Utilice las reglas de puntos de hechizo variantes +ModUi/&UseAlternateSpellPointsSystemHelp=[Tienes una reserva de puntos de hechizo que aumenta con el nivel del lanzador\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nEl costo para lanzar hechizos es SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nLas funciones de recuperación de espacios de descanso cortos no se activarán con este sistema.] +ModUi/&UseElfFaceModelsOnTieflings=Utilice modelos de caras de Elfo en Tieflings +ModUi/&UseHeightOneCylinderEffect=Usa un efecto de cilindro de 1 altura al lanzar Tentáculos negros, Enredar, Engrasar [cuadrado] o Crecimiento de púas [redondo] +ModUi/&UseMathFlankingRules=+ Use matemáticas precisas para determinar el flanqueo [puede tener un impacto en el rendimiento en máquinas lentas] +ModUi/&UseOfficialAdvantageDisadvantageRules=Utiliza las reglas de ventaja/desventaja [si las circunstancias hacen que una tirada tenga ambas, se considera que no tienes ninguna de ellas] +ModUi/&UseOfficialFlankingRules=Utilice las reglas de flanqueo [un atacante tiene ventaja si un aliado está en el lado opuesto del objetivo] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ También habilitar ataques a distancia [deshabilitar cálculo preciso] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ También habilitar ataques de alcance [deshabilitar matemática precisa] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ En lugar de ventaja otorga +1 a la tirada de ataque -ModUi/&UseOfficialFoodRationsWeight=Utilice una ración de alimentos oficial de 2 libras -ModUi/&UseOfficialObscurementRules=Utilice las reglas oficiales de combate de iluminación, oscurecimiento y visión -ModUi/&UseOfficialObscurementRulesHelp=[el atacante que percibe al defensor que no puede percibirlo obtiene ADV, y el atacante que no percibe al defensor que puede percibirlo obtiene DIS\n las áreas muy oscurecidas infligen una condición de ceguera, donde el ataque rueda contra el La criatura tiene ADV y las tiradas de ataque de la criatura tienen DIS\n todos los hechizos de distancia dirigidos a individuos no se pueden lanzar si el atacante no tiene vista, excepto aquellos que claramente no indican que se requiere vista] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Usa las reglas oficiales de razas pequeñas cuando empuñas armas pesadas [tus ataques tienen desventaja] -ModUi/&Visuals=Imágenes visuales: [Requiere reinicio] -ModUi/&WidenTooltips=Multiplica el ancho de la información sobre herramientas por: -ModUi/&WildSurgeDieRollThreshold=Establecer umbral de dados de probabilidad de Magia salvaje de hechicero:<99}[la oleada salvaje se activa si los resultados son menores o iguales al umbral] +ModUi/&UseOfficialFoodRationsWeight=Utilice un peso de ración de alimentos de 2 libras +ModUi/&UseOfficialObscurementRules=Utilice las reglas de combate de iluminación, oscurecimiento y visión +ModUi/&UseOfficialObscurementRulesHelp=[el atacante que percibe al defensor que no puede percibirlo obtiene ADV, y el atacante que no percibe al defensor que puede percibirlo obtiene DIS\n las áreas muy oscurecidas infligen condición de ceguera, donde las tiradas de ataque contra la criatura tienen ADV, y las tiradas de ataque de la criatura tienen DIS\n todos los hechizos de distancia dirigidos a individuos no se pueden lanzar si el atacante no tiene vista, excepto los que claramente no indican que se requiere vista] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utiliza las reglas de razas pequeñas cuando uses armas pesadas [tus ataques tienen desventaja] +ModUi/&WildSurgeDieRollThreshold=Establecer umbral de dados de probabilidad de Magia salvaje de hechicero:\n[la oleada salvaje se activa si los resultados son menores o iguales al umbral] diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt index 55a12a77ec..38fa19ac56 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheCosmos-es.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} usa {1} para tirar un D6 y añadir {2} a la tirada de ataque Feedback/&CosmosOmenCheckToHitRoll={0} usa {1} para tirar un D6 y añadir {2} a la tirada de verificación ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} usa {1} para tirar un D6 y añadir {2} a la tirada de salvación ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Debido a que Dragón {0} fuerza el dado {1} a 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} usa la forma de Dragón para forzar una prueba de habilidad de {1} a 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} ha fallado {1}. {2} puede reaccionar tirando un D6 y añadir el resultado a la tirada de ataque. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Lanza un D6 para añadirlo a la tirada de ataque. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Roncha diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfElegance-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfElegance-es.txt index 935e6c1507..98ed2d570a 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfElegance-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfElegance-es.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Pasos elegantes: desengancharse Feature/&PowerCollegeOfEleganceDodgeDescription=Puedes gastar 1 dado de bardo para realizar la acción Esquivar como acción adicional en tu turno. Feature/&PowerCollegeOfEleganceDodgeTitle=Pasos elegantes: esquivar Feedback/&AmazingDisplayNotTriggered={1} no activó el poder de Exhibición asombrosa ya que no se encontraron enemigos a los que apuntar. -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Debido a la gracia, {0} fuerza el dado {1} a 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} usa Elegancia Gracia para forzar una prueba de habilidad de {1} dado a 10. Feedback/&EvasiveFootworkACIncrease={0} usa {1} para lanzar un dado de bardo ({2}) y aumentar la CA en {3} Reaction/&CustomReactionEvasiveFootworkDescription=¡Estás a punto de recibir un golpe! Puedes usar tu juego de pies evasivo para evitarlo. Reaction/&CustomReactionEvasiveFootworkReactDescription=Utilice su juego de pies evasivo para evitar el golpe. diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationVivisectionist-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationVivisectionist-es.txt index e026297fd0..415eaf10dd 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationVivisectionist-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationVivisectionist-es.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Precisión Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Aprende y ten siempre preparado:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Hechizos de viviseccionista Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Siempre que sanes a otra criatura, tratas todas las tiradas de 1 como si fueran 2. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Debido a la Cirugía Estable, {0} fuerza al dado {1} a 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} usa Cirugía estable para forzar un dado de curación de {1} a 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Cirugía estable Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Puedes realizar una acción adicional para usar Restauración menor o Quitar maldición sobre un aliado que se encuentre a 5 pies o menos. Puedes hacer esto una cantidad de veces igual a tu bonificación por competencia. Todos los usos se recargan después de un descanso prolongado. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Eliminar una condición perjudicial de un aliado. diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDemonHunter-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDemonHunter-es.txt index 185a7a25bb..9cc9d4c83e 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDemonHunter-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/OathOfDemonHunter-es.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Recibes daño radiante Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Marca de prueba Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=A partir del nivel 15, imbuyes tu ballesta con poder divino. Obtienes los siguientes beneficios:\n· El alcance de tus armas de ballesta aumenta en 30 pies.\n· Tu alcance de amenaza de golpe crítico aumenta en 1 punto. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Ballesta divina -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Debido a la habilidad Demon Slayer, {0} repite {1} dado de {2} a {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=A partir del nivel 3, puedes aplicar tu habilidad Golpe divino cuando golpeas a un enemigo con una ballesta ligera, una ballesta de mano o una ballesta pesada. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Cazador de demonios Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=A partir del nivel 7, no tienes desventaja al usar armas de ballesta para atacar a los enemigos cercanos. Cuando golpeas a una criatura sin la Marca de Prueba, puedes canalizar el poder divino y aplicarle la Marca de Prueba. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=Como acción adicional, cana Feature/&PowerOathOfDemonHunterTrialMarkTitle=Canal Divinidad: Marca de prueba Feedback/&AdditionalDamageTrialMarkFormat=¡Juicio! Feedback/&AdditionalDamageTrialMarkLine={0} juzga a {1} e inflige daño radiante adicional (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Debido a la habilidad Demon Slayer, {0} repite {1} dado de {2} a {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=Puedes usar una reacción para canalizar el poder divino y aplicar la Marca de prueba al objetivo. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Canaliza el poder divino y aplica la Marca de Prueba. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Juicio diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt index 23304e0aac..8858124930 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt @@ -14,7 +14,7 @@ Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=A partir del nivel Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Explosión elemental Feature/&FeatureSetPathOfTheElementsElementalConduitDescription=A partir del nivel 14, obtienes poderes adicionales según la calamidad elemental elegida en el nivel 3.\n• Tormenta: {0}\n• Ventisca: {1}\n• Incendio forestal: {2} Feature/&FeatureSetPathOfTheElementsElementalConduitTitle=Conducto elemental -Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=A partir del nivel 3, elige una calamidad elemental. La calamidad dicta el tipo de manto mágico que creas mientras estás furioso, así como las características que obtienes en niveles superiores mientras sigues este camino. Si algún efecto requiere una tirada de salvación, la CD es igual a 8 + tu bonificación de competencia + tu modificador de Constitución.\n• Tormenta: mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por rayo. cuando finalizas tu turno.\n• Ventisca: mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por frío cuando finalizas tu turno.\n• Fuego salvaje< /b>: Mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por fuego cuando finalizas tu turno.\n Estos daños aumentan a 1d10 en el nivel 6, 2d6 en el nivel 10 y 2d10 en el nivel 14. +Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=A partir del nivel 3, elige una calamidad elemental. La calamidad dicta el tipo de manto mágico que creas mientras estás furioso, así como las características que obtienes en niveles superiores mientras sigues este camino. Si algún efecto requiere una tirada de salvación, la CD es igual a 8 + tu bonificación de competencia + tu modificador de Constitución.\n• Tormenta: mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por rayo. cuando finalizas tu turno.\n• Ventisca: mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por frío cuando finalizas tu turno.\n• Fuego salvaje: Mientras estás furioso, todos los enemigos a 5 pies de ti reciben 1D6 de daño por fuego cuando finalizas tu turno.\n Estos daños aumentan a 1d10 en el nivel 6, 2d6 en el nivel 10 y 2d10 en el nivel 14. Feature/&FeatureSetPathOfTheElementsElementalFuryTitle=Furia elemental Feature/&PowerPathOfTheElementsElementalBurstBlizzardDescription=Mientras estás enfurecido, puedes apuntar a un área de 3x3 en un radio de 60 pies y usar tu acción adicional para enviar una ráfaga de viento helado. Si fallas una tirada de salvación de Fuerza, cada criatura enemiga dentro de esa área recibe 3d8 puntos de daño por frío y queda boca abajo (salvación para la mitad del daño, salvación para evitar quedar boca abajo). Puedes usar esta característica una vez por descanso corto. El daño aumenta a 4d8 en el nivel 13 y a 5d8 en el nivel 17. Feature/&PowerPathOfTheElementsElementalBurstBlizzardTitle=Explosión de ventisca diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheYeoman-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheYeoman-es.txt index c7f785a9de..fc80abfe45 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheYeoman-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheYeoman-es.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Tu velocidad se reduc Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Baluarte Feature/&PowerPathOfTheYeomanBulwarkDescription=Puedes usar una acción adicional en tu turno para adoptar una postura preparada durante un minuto. La postura solo termina antes de tiempo si caes inconsciente. Mientras estés preparado, tu velocidad de movimiento se establece en 0 y no se puede aumentar, y obtienes los siguientes beneficios:\n• Los enemigos adyacentes a ti no imponen desventaja en los ataques que realices con un arco largo.\n• Los ataques a distancia de los enemigos con armas contra ti tienen desventaja.\n• Puedes usar tu reacción para realizar un ataque de oportunidad con un arco largo contra un enemigo que se mueva a 5 pies o menos de ti. Feature/&PowerPathOfTheYeomanBulwarkTitle=Baluarte +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Puedes desactivar tu postura reforzada de Baluarte. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Deshabilitar baluarte Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Adquiera competencia con las herramientas de Smith. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=Los bárbaros que siguen el camino del Yeoman ignoran las armas cuerpo a cuerpo para dominar el arco largo. No son menos fuertes que los bárbaros que siguen otros caminos, sus flechas derriban a los enemigos más poderosos y su concentración absoluta aumenta sus ya formidables defensas a niveles increíbles. diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/RoguishUmbralStalker-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/RoguishUmbralStalker-es.txt index 4d9fb47cbd..de16ac6d76 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/RoguishUmbralStalker-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/RoguishUmbralStalker-es.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Te acostumbras a Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Uno con sombras Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Obtienes resistencia al daño por frío y necrótico. Además, cuando tus puntos de golpe se reducen a 0, recuperas una cantidad de puntos de golpe igual al doble de tu nivel de pícaro y te pones de pie. Puedes usar esta característica una vez por cada descanso prolongado. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Constitución Umbral -Feature/&GloomBladeAttackReroll=Debido a Gloomblade, {0} vuelve a tirar un dado de daño de {1} de {2} a {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Puedes usar tu acción adicional para potenciarte con un nimbo giratorio de energía de las sombras durante un minuto. Mientras esta energía de las sombras persista, estarás cubierto por una oscuridad mágica a través de la cual podrás ver y, siempre que inflijas daño con un ataque furtivo y obtengas el número máximo en uno de tus dados de ataque, volverás a lanzar ese dado y lo sumarás al daño. Puedes usar esta característica una vez por cada descanso prolongado. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Baile de las sombras Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Una vez por turno, como acción gratuita, puedes sustituir cualquier cantidad de tu movimiento por una teletransportación de la distancia equivalente. Al teletransportarte de esta manera, tanto tu ubicación inicial como tu ubicación final deben estar en penumbra o en la oscuridad. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Alma Umbral Feedback/&AdditionalDamageGloomBladeFormat=Golpe de las sombras Feedback/&AdditionalDamageGloomBladeLine=¡Golpe de sombra inflige +{2} de daño adicional! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} cambia el daño a {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} usa Gloomblade para volver a tirar un dado de daño {1} de {2} a {3}. Reaction/&SpendPowerUmbralSoulDescription=Recuperas una cantidad de puntos de vida igual al doble de tu nivel de pícaro y te levantas. Reaction/&SpendPowerUmbralSoulReactDescription=Recuperas una cantidad de puntos de vida igual al doble de tu nivel de pícaro y te pones de pie. Reaction/&SpendPowerUmbralSoulReactTitle=Constitución Umbral diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousDivineHeart-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousDivineHeart-es.txt index 02ab1528a1..ec2667015c 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousDivineHeart-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousDivineHeart-es.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Selecciona la fuente divina Feature/&FeatureSetDivineHeartDeityChoiceTitle=Elección de la deidad Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Tu conexión con lo divino te permite aprender y lanzar hechizos de clérigo como hechizos de hechicero. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Magia divina -Feature/&PowerDivineHeartDivineFountDescription=Como acción adicional, recupera 1 punto de hechicería. Puede utilizarse una cantidad de veces igual a su bonificación de Sabiduría y todos los usos se recargan después de un descanso prolongado. +Feature/&PowerDivineHeartDivineFountDescription=Como acción adicional, recupera 1 punto de hechicería. Puede utilizarse una cantidad de veces igual a su bonificación de carisma y todos los usos se recargan después de un descanso prolongado. Feature/&PowerDivineHeartDivineFountTitle=Fuente Divina Feature/&PowerDivineHeartDivineRecoveryDescription=Como acción adicional, puedes recuperar 70 puntos de vida y eliminar la ceguera y las enfermedades. Se puede usar una vez por descanso prolongado. Feature/&PowerDivineHeartDivineRecoveryTitle=Recuperación divina Feature/&PowerDivineHeartEmpoweredHealingDescription=Hasta el comienzo de tu siguiente turno, cuando lances un hechizo de sanación, repetirás las tiradas de dados de sanación de 1 o 2, conservando el nuevo resultado. Activa este poder como una acción adicional que gasta 1 punto de hechicero. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Debido a la curación potenciada, {0} vuelve a tirar un dado de daño de {1} de {2} a {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Sanación empoderada Feature/&PowerDivineHeartPlanarPortalDescription=Abre un portal que puede llevarte a ti y a una criatura amistosa a un destino específico. Feature/&PowerDivineHeartPlanarPortalTitle=Portal plano +Feedback/&DivineHeartEmpoweredHealingReroll={0} usa Curación potenciada para volver a tirar un dado de curación {1} de {2} a {3}. Subclass/&SorcerousDivineHeartDescription=Tu magia innata te ha sido impartida por una Deidad para un propósito que quizás comprendas o no. Subclass/&SorcerousDivineHeartTitle=Alma Divina diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfWealAndWoe-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfWealAndWoe-es.txt index f2dcc911ff..09eec1bae0 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfWealAndWoe-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfWealAndWoe-es.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=Después de realizar una tirada d Feature/&FeatureWayOfWealAndWoeWealTitle=Roncha Feature/&FeatureWayOfWealAndWoeWoeDescription=Después de realizar una tirada de ataque con un arma de monje o un ataque desarmado, y fallar críticamente, sufres un daño igual a una tirada de tu dado de artes marciales. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=Debido a que {1} {0} vuelve a tirar el dado de ataque de {2} a {3} +Feedback/&WoeReroll={0} usa Woe para repetir un dado de ataque {1} de {2} a {3}. Subclass/&WayOfWealAndWoeDescription=Los monjes del Camino de la Riqueza y la Pena se centran tanto en la prosperidad como en la adversidad para enfrentarse a sus enemigos en la batalla. Subclass/&WayOfWealAndWoeTitle=Camino de prosperidad y de desgracia diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt index 155a87b4f7..29ae6ae4ac 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=Vous avez l'expérience du combat rapproch Feat/&FeatCloseQuartersIntTitle=Quartiers rapprochés [Int] Feat/&FeatCunningEscapeDescription=À chaque fois que vous utilisez l'action Dash comme action bonus, votre mouvement ne provoque pas d'attaques d'opportunité pour le reste du tour. Feat/&FeatCunningEscapeTitle=Évasion astucieuse -Feat/&FeatDevastatingStrikesDexDescription=Vos attaques au corps à corps sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre Dextérité de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une attaque d'arme au corps à corps, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme au corps à corps, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. +Feat/&FeatDevastatingStrikesDexDescription=Vos attaques de mêlée sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre Dextérité de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une arme de mêlée ou une attaque à mains nues, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme de mêlée, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. Feat/&FeatDevastatingStrikesDexTitle=Frappes dévastatrices [Dex] -Feat/&FeatDevastatingStrikesStrDescription=Vos attaques de mêlée sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre Force de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une attaque d'arme de mêlée, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme de mêlée, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. +Feat/&FeatDevastatingStrikesStrDescription=Vos attaques de mêlée sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre Force de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une arme de mêlée ou une attaque à mains nues, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme de mêlée, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. Feat/&FeatDevastatingStrikesStrTitle=Frappes dévastatrices [Str] Feat/&FeatExpandTheHuntDescription=Augmentez votre Sagesse de 1, jusqu'à un maximum de 20. Vous pouvez choisir un ennemi favori, une langue et un type de terrain supplémentaires. Feat/&FeatExpandTheHuntTitle=Élargissez la chasse diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt index 162cecd0b1..5a6a2f4c04 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Group-fr.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Combat : Défense Feat/&FeatGroupDefenseExpertDescription=Augmentez l'un de vos attributs mentaux de 1, jusqu'à un maximum de 20.\nLorsque vous ne portez aucune armure, votre CA est égale à 10 + votre modificateur de Dextérité + le modificateur d'attribut mental sélectionné. Feat/&FeatGroupDefenseExpertTitle=Expert sans armure -Feat/&FeatGroupDevastatingStrikesDescription=Vos attaques au corps à corps sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Force ou de Dextérité de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une attaque d'arme au corps à corps, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme au corps à corps, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. +Feat/&FeatGroupDevastatingStrikesDescription=Vos attaques de mêlée sont particulièrement mortelles. Vous bénéficiez des avantages suivants :\n• Augmentez votre score de Force ou de Dextérité de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous touchez une créature avec une arme de mêlée ou une attaque à mains nues, vous infligez des dégâts supplémentaires égaux à votre bonus de maîtrise.\n• À chaque fois que vous réussissez un coup critique avec une arme de mêlée, vous lancez un dé d'arme supplémentaire et ignorez les résistances de la créature ciblée pour cette attaque. Feat/&FeatGroupDevastatingStrikesTitle=Des grèves dévastatrices Feat/&FeatGroupDragonFearDescription=En colère, vous irradiez la menace. Vous obtenez les avantages suivants :\n• Augmentez votre Force, votre Constitution ou votre Charisme de 1, jusqu'à un maximum de 20.\n• Au lieu d'exhaler de l'énergie destructrice, vous pouvez dépenser une utilisation de votre trait Souffle pour rugir, forçant chaque créature de votre choix dans un rayon de 9 mètres autour de vous à effectuer un jet de sauvegarde de Sagesse (DD 8 + votre bonus de maîtrise + votre modificateur de Charisme). En cas d'échec, la cible est effrayée pendant 1 minute. La cible peut répéter le jet de sauvegarde à la fin de chacun de ses tours, mettant fin à l'effet sur elle-même en cas de réussite. Feat/&FeatGroupDragonFearTitle=Peur du dragon @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Vous apprenez à invoquer le feu de Feat/&FeatGroupFlamesOfPhlegethosTitle=Flammes de Phlégéthos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepte général et initié -Feat/&FeatGroupGrapplerDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre score de Force ou de Dextérité de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage sur les jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. -Feat/&FeatGroupGrapplerTitle=Grappin +Feat/&FeatGroupGiftOfTheGemDragonDescription=Augmentez l'une de vos caractéristiques mentales de 1, jusqu'à un maximum de 20.\n• Lorsque vous subissez des dégâts d'une créature qui se trouve à 3 mètres ou moins de vous, vous pouvez utiliser votre réaction pour émaner de l'énergie télékinétique. La créature qui vous a infligé des dégâts doit effectuer un jet de sauvegarde de Force (DD égal à 8 + votre bonus de maîtrise + le modificateur de caractéristique du résultat augmenté par ce don). En cas d'échec, la créature subit 2d8 dégâts de force, est poussée jusqu'à 3 mètres de vous et est forcée de se mettre à terre. En cas de réussite, la créature subit la moitié des dégâts et n'est ni poussée ni forcée de se mettre à terre. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Don du Dragon Gemme Feat/&FeatGroupGrudgeBearerDescription=Vous éprouvez une haine profonde pour un type particulier de créature. Choisissez vos ennemis, un type de créature qui portera le fardeau de votre colère : aberrations, bêtes, célestes, créatures artificielles, dragons, élémentaires, fées, démons, géants, monstruosités, limons, plantes ou morts-vivants. Vous obtenez les avantages suivants :\n• Augmentez votre score de Force, de Constitution ou de Sagesse de 1, jusqu'à un maximum de 20.\n• Pendant le premier round de tout combat contre vos ennemis choisis, vos jets d'attaque contre n'importe lequel d'entre eux ont l'avantage.\n• Lorsque l'un de vos ennemis choisis effectue une attaque d'opportunité contre vous, il fait en sorte que le jet d'attaque soit désavantagé. Feat/&FeatGroupGrudgeBearerTitle=Le rancunier Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt index 3abd09b0f0..7c3cf6709d 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Activer/désactiver le Maître des Grandes Armes +Action/&CleavingAttackToggleTitle=Grand Maître d'Armes +Action/&PowerAttackToggleDescription=Activer/désactiver l'attaque puissante +Action/&PowerAttackToggleTitle=Attaque puissante Condition/&ConditionFeatCleavingAttackFinishDescription=Laissez-les venir! Condition/&ConditionFeatCleavingAttackFinishTitle=Grand Maître d'Armes Condition/&ConditionFeatCrusherCriticalHitDescription=Vous avez été écrasé par un coup critique et les attaques contre vous ont l'avantage. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Augmentez votre Force de 1. Une fois par tour Feat/&FeatOldTacticsStrTitle=Anciennes tactiques [Str] Feat/&FeatPiercerDexDescription=Vous avez atteint une précision pénétrante au combat. Augmentez votre Dextérité de 1, jusqu'à un maximum de 20. Lorsque vous touchez une créature avec une attaque qui inflige des dégâts perforants, vous pouvez relancer les dés lorsque vous obtenez un 1, et vous devez utiliser le nouveau résultat. Lorsque vous réussissez un coup critique, vous pouvez lancer un dé de dégâts supplémentaire pour déterminer les dégâts perforants supplémentaires subis par la cible. Feat/&FeatPiercerDexTitle=Perceur [Dex] -Feat/&FeatPiercerReroll=À cause de Piercer {0} relance le dé {1} de {2} à {3} Feat/&FeatPiercerStrDescription=Vous avez atteint une précision pénétrante au combat. Augmentez votre Force de 1, jusqu'à un maximum de 20. Lorsque vous touchez une créature avec une attaque qui inflige des dégâts perforants, vous pouvez relancer les dés lorsque vous obtenez un 1, et vous devez utiliser le nouveau résultat. Lorsque vous réussissez un coup critique, vous pouvez lancer un dé de dégâts supplémentaire pour déterminer les dégâts perforants supplémentaires subis par la cible. Feat/&FeatPiercerStrTitle=Perceur [Str] Feat/&FeatPowerAttackDescription=Vous avez appris à échanger votre précision contre des coups plus mortels. Lorsque vous attaquez à mains nues ou avec des armes de mêlée, vous pouvez choisir de subir une pénalité de -3 à votre jet d'attaque afin d'infliger des dégâts supplémentaires égaux à 3 + votre bonus de maîtrise. Feat/&FeatPowerAttackTitle=Attaque puissante Feat/&FeatSavageAttackDescription=Relancez les dés de dégâts des armes et des sorts lorsque vous obtenez un 1 (toutes les sources de dégâts ne relancent pas les dés. Par exemple, les dégâts d'attaque sournoise et de châtiment ne sont pas relancés). -Feat/&FeatSavageAttackReroll=À cause de Savage Attacker, {0} relance le dé {1} de {2} à {3}. Feat/&FeatSavageAttackTitle=Attaque sauvage Feat/&FeatSlasherDexDescription=Vous avez appris où couper pour obtenir les meilleurs résultats. Augmentez votre Dextérité de 1, jusqu'à un maximum de 20. Lorsque vous touchez une créature avec une attaque qui inflige des dégâts tranchants, vous pouvez réduire la vitesse de la cible de 3 m jusqu'au début de votre prochain tour. Lorsque vous réussissez un coup critique, vous la blessez gravement. Jusqu'au début de votre prochain tour, la cible subit un désavantage sur tous les jets d'attaque. Feat/&FeatSlasherDexTitle=Tueur à gages [Dex] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Les perceurs ! Feedback/&AdditionalDamagePiercerLine={0} perce de manière critique {1} Feedback/&AdditionalDamageSpearMasteryFormat=Maîtrise de la lance ! Feedback/&AdditionalDamageSpearMasteryLine={0} a préparé sa lance et inflige {2} dégâts supplémentaires à {1} ! +Feedback/&FeatPiercerReroll={0} utilise Piercer pour relancer un dé de dégâts {1} de {2} à {3}. +Feedback/&FeatSavageAttackReroll={0} utilise Attaque sauvage pour relancer un dé de dégâts {1} de {2} à {3}. Reaction/&ReactionAttackOldTacticsDescription={0} s'est levé. Vous pouvez utiliser une réaction pour effectuer une attaque d'arme de mêlée contre lui. Reaction/&ReactionAttackOldTacticsReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackOldTacticsReactTitle=Attaque diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt index a8444d55fc..f41cdab21c 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Activer/désactiver le grappin sur les attaques à mains nues +Action/&GrappleOnUnarmedToggleTitle=Grappin sur non armé Condition/&ConditionFeatMobileAfterDashDescription=Accorde l'immunité aux restrictions de mouvement ainsi qu'à la contention. Condition/&ConditionFeatMobileAfterDashTitle=Liberté Failure/&MustBeHumanoid=Doit être humanoïde @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Vous pouvez canaliser les forces cosmiques Feat/&FeatBalefulScionStrTitle=Scion funeste [Str] Feat/&FeatBalefulScionWisDescription=Vous pouvez canaliser les forces cosmiques du mal pour obtenir les avantages suivants :\n• Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\n• Une fois par tour, lorsque vous blessez une créature que vous pouvez voir à 18 mètres ou moins de vous, vous pouvez également lui infliger des dégâts nécrotiques. Les dégâts nécrotiques sont égaux à 1d6 + votre bonus de maîtrise, et vous récupérez un nombre de points de vie égal à 1D6 + votre bonus de maîtrise. Vous pouvez utiliser cet avantage un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. Feat/&FeatBalefulScionWisTitle=Scion funeste [Sag] -Feat/&FeatBrawlerDescription=Vous êtes un expert du combat au corps à corps, ce qui vous permet d'obtenir les avantages suivants : \n• Vos attaques à mains nues infligent 1d6 + modificateur de Force de dégâts contondants. Si vous ne portez pas d'armes ou de bouclier lorsque vous effectuez le jet d'attaque, le d6 devient un d8.\n• Lorsque vous effectuez l'action Attaquer et que vous avez au moins une main libre, vous pouvez utiliser votre action bonus pour effectuer une attaque à mains nues ou pour agripper une créature. +Feat/&FeatBrawlerDescription=Vous êtes un expert du combat au corps à corps, ce qui vous permet d'obtenir les avantages suivants : \n• Vos attaques à mains nues infligent 1d6 + modificateur de Force de dégâts contondants. Si vous ne portez pas d'armes ou de bouclier lorsque vous effectuez le jet d'attaque, le d6 devient un d8.\n• Lorsque vous effectuez l'action Attaquer et que vous avez au moins une main libre, vous pouvez utiliser votre action bonus pour effectuer une attaque à mains nues ou pour agripper une créature.\n• Lorsque vous effectuez une attaque à mains nues, vous pouvez relancer les 1 des dés de dégâts que vous lancez dans le cadre de cette attaque et devez prendre le nouveau résultat. Feat/&FeatBrawlerTitle=Bagarreur Feat/&FeatChefConDescription=Augmentez votre Constitution de 1, jusqu'à un maximum de 20.\nVous pouvez passer 1 heure à préparer un repas pour vous soigner, vous et vos compagnons, de 1d8 PV.\nUne fois par jour, vous pouvez passer une heure à préparer un nombre de friandises égal à votre bonus de maîtrise qui fournissent 5 PV temporaires lorsqu'elles sont consommées. Feat/&FeatChefConTitle=Chef [Avec] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=Augmentez votre Constitution de 1, jusqu'à Feat/&FeatFrostAdaptationTitle=Adaptation au gel Feat/&FeatGiftOfTheChromaticDragonDescription=Vous avez manifesté une partie du pouvoir des dragons chromatiques, ce qui vous confère les avantages suivants :\n• Infusion chromatique : par une action bonus, vous pouvez toucher une arme simple ou martiale et l'imprégner de l'un des types de dégâts suivants : acide, froid, feu, foudre ou poison. Pendant la minute qui suit, l'arme inflige 1d4 dégâts supplémentaires du type choisi lorsqu'elle touche. Après avoir utilisé cette action bonus, vous ne pouvez plus le faire avant d'avoir terminé un repos long.\n• Résistance réactive : lorsque vous subissez des dégâts d'acide, de froid, de feu, de foudre ou de poison, vous pouvez utiliser votre réaction pour vous donner une résistance à cette instance de dégâts jusqu'à la fin de son tour. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. Feat/&FeatGiftOfTheChromaticDragonTitle=Don du Dragon Chromatique -Feat/&FeatGrapplerDexDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre Dextérité de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage aux jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. -Feat/&FeatGrapplerDexTitle=Grappin [Dex] +Feat/&FeatGiftOfTheGemDragonChaDescription=Augmentez votre Charisme de 1, jusqu'à un maximum de 20.\n• Lorsque vous subissez des dégâts d'une créature qui se trouve à 3 mètres ou moins de vous, vous pouvez utiliser votre réaction pour émaner de l'énergie télékinétique. La créature qui vous a infligé des dégâts doit effectuer un jet de sauvegarde de Force (DD égal à 8 + votre bonus de maîtrise + le modificateur de caractéristique du résultat augmenté par ce don). En cas d'échec, la créature subit 2d8 dégâts de force, est poussée jusqu'à 3 mètres de vous et est forcée de se mettre à terre. En cas de réussite, la créature subit la moitié des dégâts et n'est ni poussée ni forcée de se mettre à terre. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. +Feat/&FeatGiftOfTheGemDragonChaTitle=Don du Dragon Gemme [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=Augmentez votre Intelligence de 1, jusqu'à un maximum de 20.\n• Lorsque vous subissez des dégâts d'une créature qui se trouve à 3 mètres ou moins de vous, vous pouvez utiliser votre réaction pour émaner de l'énergie télékinétique. La créature qui vous a infligé des dégâts doit effectuer un jet de sauvegarde de Force (DD égal à 8 + votre bonus de maîtrise + le modificateur de caractéristique du résultat augmenté par ce don). En cas d'échec, la créature subit 2d8 dégâts de force, est poussée jusqu'à 3 mètres de vous et est forcée de se mettre à terre. En cas de réussite, la créature subit la moitié des dégâts et n'est ni poussée ni forcée de se mettre à terre. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. +Feat/&FeatGiftOfTheGemDragonIntTitle=Don du Dragon Gemme [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Augmentez votre Sagesse de 1, jusqu'à un maximum de 20.\n• Lorsque vous subissez des dégâts d'une créature qui se trouve à 3 mètres ou moins de vous, vous pouvez utiliser votre réaction pour émaner de l'énergie télékinétique. La créature qui vous a infligé des dégâts doit effectuer un jet de sauvegarde de Force (DD égal à 8 + votre bonus de maîtrise + le modificateur de caractéristique du résultat augmenté par ce don). En cas d'échec, la créature subit 2d8 dégâts de force, est poussée jusqu'à 3 mètres de vous et est forcée de se mettre à terre. En cas de réussite, la créature subit la moitié des dégâts et n'est ni poussée ni forcée de se mettre à terre. Vous pouvez utiliser cette réaction un nombre de fois égal à votre bonus de maîtrise et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. +Feat/&FeatGiftOfTheGemDragonWisTitle=Don du Dragon Gemme [Sag] Feat/&FeatGrapplerStrDescription=Vous avez développé les compétences nécessaires pour vous défendre en combat rapproché. Vous obtenez les avantages suivants :\n• Augmentez votre Force de 1, jusqu'à un maximum de 20. \n• Vous bénéficiez d'un avantage sur les jets d'attaque contre une créature que vous luttez. \n• Vous n'avez plus de pénalités de mouvement lorsque vous luttez contre des créatures de votre taille ou plus petites. Feat/&FeatGrapplerStrTitle=Grappin [Str] Feat/&FeatGroupSkillExpertDescription=Vous avez perfectionné votre maîtrise de compétences particulières, ce qui vous confère les avantages suivants :\n• Augmentez une caractéristique de votre choix de 1, jusqu'à un maximum de 20.\n• Vous gagnez la maîtrise d'une compétence de votre choix.\n• Vous gagnez une expertise dans une compétence de votre choix. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Vous avez beaucoup pratiqué avec une grand Feat/&FeatWeaponMasterStrTitle=Maître d'armes [Str] Feature/&CastSpellFeatMagicInitiateTitle=Lancer Feature/&CastSpellFeatSpellSniperTitle=Tireur d'élite -Feature/&DieRollModifierFeatElementalAdeptReroll=À cause de l'Adepte Élémentaire {0}, relancez le dé {1} de {2} à {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=À cause du Maître Élémentaire {0}, relancez le dé {1} de {2} à {3}. Feature/&PowerFeatAcrobatDescription=En tant qu'action bonus, vous pouvez effectuer un test de Dextérité (Acrobaties) DD 15. Si vous réussissez, les terrains difficiles ne vous coûtent pas de déplacement supplémentaire jusqu'à la fin du tour en cours. Feature/&PowerFeatAcrobatTitle=Acrobate Feature/&PowerFeatBalefulScionDescription=Une fois par tour, lorsque vous blessez une créature que vous pouvez voir à 18 mètres ou moins de vous, vous pouvez également lui infliger des dégâts nécrotiques. Les dégâts nécrotiques sont égaux à 1d6 + votre bonus de maîtrise, et vous récupérez un nombre de points de vie égal à 1D6 + votre bonus de maîtrise. Vous pouvez utiliser cet avantage un nombre de fois égal à votre bonus de maîtrise, et vous récupérez tous les points dépensés lorsque vous terminez un repos long. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusion Chroma Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=L'infusion chromatique inflige +{2} dégâts de foudre supplémentaires ! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusion Chromatique : Poison Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'infusion chromatique inflige +{2} dégâts de poison supplémentaires ! +Feedback/&FeatBrawlerReroll=Lorsque vous effectuez une attaque à mains nues, vous pouvez relancer tous les 1 sur les dés de dégâts que vous lancez dans le cadre de cette attaque et devez prendre le nouveau résultat. +Feedback/&FeatElementalAdeptReroll={0} utilise Adepte élémentaire pour relancer un dé d'attaque {1} de {2} à {3}. +Feedback/&FeatElementalMasterReroll={0} utilise Maître élémentaire pour relancer un dé d'attaque {1} de {2} à {3}. Feedback/&IsNotLuckyHigher={0} n'a pas de chance du tout, il obtient un {2} plus élevé pour remplacer un {3}. Feedback/&IsNotLuckyLower={0} n'a pas de chance du tout, il lance un {2} inférieur pour remplacer un {3}. Feedback/&LuckyAttackToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} au jet d'attaque @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer Feedback/&LuckySavingToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de sauvegarde Item/&ItemFeatChefTreatDescription=Mangez cette friandise du chef et gagnez 5 points de vie temporaires. Item/&ItemFeatChefTreatTitle=Régal du chef +Reaction/&CustomReactionGrapplerDescription=Vous pouvez attraper {0}. +Reaction/&CustomReactionGrapplerReactDescription=Attrapez la cible. +Reaction/&CustomReactionGrapplerReactTitle=Grappin +Reaction/&CustomReactionGrapplerTitle=Grappin Reaction/&ReactionAttackMageSlayerDescription={0} lance un sort à 1,50 m de vous. Vous pouvez utiliser votre réaction pour attaquer. Reaction/&ReactionAttackMageSlayerReactDescription=Utilisez la réaction pour attaquer la cible. Reaction/&ReactionAttackMageSlayerReactTitle=Attaque @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Résistance réactive Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Sélectionnez l'action Reaction/&SubitemSelectReactionAttackSentinelTitle=Sélectionnez l'action Reaction/&SubitemSelectReactionWarcasterTitle=Sélectionnez l'action +Reaction/&UseGiftOfTheGemDragonDescription={0} vous a blessé ! Vous pouvez utiliser votre réaction pour le pousser de 3 mètres et lui infliger 2d8 dégâts psychiques. +Reaction/&UseGiftOfTheGemDragonReactDescription=Donnez-vous de la résistance. +Reaction/&UseGiftOfTheGemDragonReactTitle=Réagir +Reaction/&UseGiftOfTheGemDragonTitle=Don du Dragon Gemme Reaction/&WarcasterAttackDescription=Cible d'attaque. Reaction/&WarcasterAttackTitle=Attaque Tag/&InitiateCantripSpecialTagTitle=Initier des tours de passe-passe diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt index 1230a9cfad..9f38c6ab95 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Vous apprenez la magie des bois primitifs, qui Feat/&FeatWoodElfMagicTitle=Magie des elfes des bois Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Lorsque vous tenez une grande épée, vous obtenez un bonus de +1 à la CA. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Lame de Revenant -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=À cause des Flammes de Phlégéthos, {0} relance le dé {1} de {2} à {3}. Feature/&PowerFeatDragonFearDescription=Vous pouvez dépenser une utilisation de votre trait Souffle pour rugir, forçant chaque créature de votre choix à moins de 9 mètres de vous à effectuer un jet de sauvegarde de Sagesse (DD 8 + votre bonus de maîtrise + votre modificateur de Charisme). En cas d'échec, la cible devient effrayée pendant 1 minute. Si la cible effrayée subit des dégâts, elle peut répéter le jet de sauvegarde, mettant ainsi fin à l'effet sur elle-même en cas de réussite. Feature/&PowerFeatDragonFearTitle=Peur du dragon Feature/&PowerFeatOrcishAggressionDescription=En tant qu'action bonus, lorsque vous utilisez une arme de mêlée dans votre main principale, vous pouvez charger jusqu'à votre vitesse vers un ennemi de votre choix et attaquer gratuitement la créature avec votre arme principale. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} a utilisé {1} et lance un {2} pour r Feedback/&BountifulLuckCheckToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de contrôle Feedback/&BountifulLuckSavingToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de sauvegarde Feedback/&DwarvenFortitudeHitDieRolled={0} a lancé un {2} et a soigné {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} utilise les Flammes de Phlégéthos pour relancer un dé de dégâts magiques {1} de {2} à {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} a raté {1}. {2} peut réagir pour lancer un d20 et remplacer le jet d'attaque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Lancez un d20 pour remplacer le jet d'attaque. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Chance abondante diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/RangedCombat-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/RangedCombat-fr.txt index f3ff59b537..87637b2ae3 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/RangedCombat-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/RangedCombat-fr.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Activer/désactiver Sharpshooter +Action/&DeadEyeToggleTitle=Tireur d'élite Condition/&ConditionFeatSteadyAimAdvantageDescription=Vous avez l'avantage sur votre prochain jet d'attaque. Condition/&ConditionFeatSteadyAimAdvantageTitle=Visez fermement Condition/&ConditionFeatSteadyAimRestrainedDescription=Vous ne pouvez pas bouger jusqu'à la fin de votre tour. diff --git a/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt index 1eeaaa052b..8f8e154e34 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/FightingStyles-fr.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Dégâts paralysants ! Feedback/&AdditionalDamageCripplingLine={1} subit des dégâts paralysants. Feedback/&AdditionalDamageExecutionerFormat=Exécution! Feedback/&AdditionalDamageExecutionerLine={0} exécute {1} pour +{2} dégâts supplémentaires ! -FightingStyle/&AstralReachDescription=La portée de votre frappe à mains nues augmente de 1,50 m. +FightingStyle/&AstralReachDescription=Votre portée sans arme augmente de 5 pieds tant que vos deux mains sont libres. FightingStyle/&AstralReachTitle=Portée astrale FightingStyle/&BlindFightingDescription=Vous avez une vue aveugle d'une portée de 3 mètres. Dans cette portée, vous pouvez voir efficacement tout ce qui n'est pas à couvert, même si vous êtes aveuglé ou dans l'obscurité. De plus, vous pouvez voir une créature invisible dans cette portée, à moins que la créature ne parvienne à se cacher de vous. FightingStyle/&BlindFightingTitle=Combat à l'aveugle @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=Vous obtenez un bonus de +1 à vos jets d FightingStyle/&HandAndAHalfTitle=Le jeu d'épée classique FightingStyle/&InterceptionDescription=Lorsqu'une créature que vous pouvez voir touche une cible autre que vous, à moins de 1,50 mètre de vous avec une attaque, vous pouvez utiliser votre réaction pour réduire les dégâts subis par la cible de 1d10 + votre bonus de maîtrise. Vous devez manier un bouclier ou une arme simple ou martiale pour utiliser cette réaction. FightingStyle/&InterceptionTitle=Interception -FightingStyle/&LungerDescription=La portée de votre arme de mêlée augmente de 1,5 m lorsque vous utilisez une arme sans étiquette lourde et aucune autre arme ou bouclier. +FightingStyle/&LungerDescription=La portée de votre arme de mêlée augmente de 1,50 m tant que vous utilisez une arme sans l'étiquette lourde et que votre autre main est libre. FightingStyle/&LungerTitle=Poumons FightingStyle/&MercilessDescription=Lorsque vous réduisez une cible à 0 PV en utilisant une attaque d'arme de mêlée pendant votre tour, les ennemis dans un rayon autour de la cible à terre égal à la moitié de votre bonus de maîtrise (arrondi au supérieur) qui peuvent voir la cible doivent réussir un jet de Sagesse (DD 8 + votre bonus de maîtrise + votre modificateur de Force) ou avoir peur de vous jusqu'à la fin de votre prochain tour. Si l'attaque qui déclenche le sort est un coup critique, le rayon est égal à votre bonus de maîtrise. FightingStyle/&MercilessTitle=Sans merci diff --git a/SolastaUnfinishedBusiness/Translations/fr/KeyBindings-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/KeyBindings-fr.txt new file mode 100644 index 0000000000..7dc65b32ec --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/fr/KeyBindings-fr.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Permet d'exporter le personnage actuellement sélectionné. +Setting/&CharacterExportTitle=Exporter le caractère +Setting/&DebugOverlayDescription=Permet d'ouvrir la superposition de débogage vanilla. +Setting/&DebugOverlayTitle=Superposition de débogage +Setting/&EnableCharacterCheckerDescription=Vous permet de prévisualiser les acteurs avec un nouveau bouton ajouté au pool de personnages. +Setting/&EnableCharacterCheckerTitle=Activer le vérificateur de caractères +Setting/&EnableCheatMenuDescription=Vous permet d'avoir le menu de triche du créateur de donjon pendant le jeu normal. +Setting/&EnableCheatMenuTitle=Activer le menu des astuces +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL pour contourner la vérification des objets de quête lors de la chute +Setting/&EnablePartyTogglesDescription=Vous permet de basculer les héros du pool de personnages à utiliser comme groupe par défaut lors des tests du créateur de donjons et dans un nouveau gameplay régulier. +Setting/&EnablePartyTogglesTitle=Activer les bascules de groupe par défaut +Setting/&EnableSaveByLocationDescription=Vous permet d'organiser vos sauvegardes par campagnes et/ou par emplacements. +Setting/&EnableSaveByLocationTitle=Activer la sauvegarde par emplacement +Setting/&EnableShiftToSnapLineSpellsTitle=MAJ pour aligner les sorts de ligne sur la grille +Setting/&FormationSet1Description=Permet de choisir l'ensemble de formation 1. +Setting/&FormationSet1Title=Ensemble de formation 1 +Setting/&FormationSet2Description=Permet de choisir l'ensemble de formation 2. +Setting/&FormationSet2Title=Ensemble de formation 2 +Setting/&FormationSet3Description=Permet de choisir l'ensemble de formation 3. +Setting/&FormationSet3Title=Formation Ensemble 3 +Setting/&FormationSet4Description=Permet de choisir l'ensemble de formation 4. +Setting/&FormationSet4Title=Ensemble de formation 4 +Setting/&FormationSet5Description=Permet de choisir l'ensemble de formation 5. +Setting/&FormationSet5Title=Formation Set 5 +Setting/&HideCrownOfMagisterTitle=Cacher la Couronne du Magister +Setting/&HideHelmetsTitle=Masquer les casques +Setting/&HideTitle=Cacher +Setting/&InvertTooltipBehaviorDescription=Afficher l'info-bulle étendue au lieu de l'info-bulle résumée par défaut. +Setting/&InvertTooltipBehaviorTitle=Inverser le comportement des info-bulles +Setting/&ModHeaderTitle=Affaires inachevées +Setting/&RejoinPartyDescription=Vous permet de rejoindre le groupe autour du premier héros, au cas où quelqu'un serait piégé. +Setting/&RejoinPartyTitle=Rejoindre le groupe +Setting/&SelectCharacter5Title=Sélectionnez le personnage 5 +Setting/&SelectCharacter6Title=Sélectionnez le personnage 6 +Setting/&SpawnEncounterDescription=Vous permet de générer l'ensemble de rencontres dans l'onglet Rencontres de l'interface utilisateur du mod. +Setting/&SpawnEncounterTitle=Rencontre de spawn +Setting/&TeleportPartyDescription=Vous permet de téléporter le groupe à l'emplacement au centre de l'écran. +Setting/&TeleportPartyTitle=Groupe de téléportation +Setting/&ToggleHudDescription=Vous permet d'activer/désactiver le HUD. +Setting/&ToggleHudTitle=Basculer le HUD +Setting/&TooltipWidthDescription=Modifiez le multiplicateur de largeur de l'info-bulle. +Setting/&TooltipWidthTitle=Largeur de l'info-bulle +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Débloquez des noms supplémentaires respectueux de l'histoire +Setting/&UnlockAllNpcFacesTitle=Débloquez les visages des PNJ +Setting/&UnlockBeardlessDwarvesTitle=Débloquez les nains imberbes +Setting/&UnlockEyeStylesTitle=Débloquer les styles d'yeux +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Débloquez des couleurs de tatouages ​​et de marques lumineuses +Setting/&UnlockGlowingEyeColorsTitle=Débloquez des couleurs d'yeux éclatantes +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Déverrouiller les marques et les tatouages +Setting/&UnlockNewBrightEyeColorsTitle=Débloquez des couleurs vives pour les yeux +Setting/&UnlockSkinColorsTitle=Débloquer les couleurs de peau +Setting/&UnlockUnmarkedSorcerersTitle=Débloquez les sorciers non marqués +Setting/&VttCameraDescription=Permet de basculer le mode caméra VTT. +Setting/&VttCameraTitle=VTT Camera diff --git a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt index aa1426692e..baada37ec1 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Ébloui Feature/&AttributeModifierMonkAbundantKiDescription=Ajoutez la moitié de votre bonus de maîtrise (arrondi à l'inférieur) à votre réserve de points Ki. Feature/&AttributeModifierMonkAbundantKiTitle=Ki abondant Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Suivre le grappler -Feature/&ConditionGrappleTargetFlyingTitle=Vol Feature/&EnhancedIndomitableResistanceDescription=Si vous ratez un jet de sauvegarde, vous pouvez le relancer avec un bonus égal à votre niveau de Combattant. Dans ce cas, vous devez utiliser le nouveau jet et vous ne pouvez pas utiliser cette fonction à nouveau avant d'avoir terminé un repos long. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Sorts étendus diff --git a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt index 1a5eeaae58..e20765b842 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt @@ -1,355 +1,319 @@ -ModUi/&AccountForAllDiceOnFollowUpStrike=Ajoutez tous les effets supplémentaires de l'arme de base au don Frappe de suivi. -ModUi/&AccountForAllDiceOnSavageAttack=Ajoutez tous les dés des dégâts de base de l'arme aux fonctionnalités qui ajoutent des dégâts de base de l'arme au lieu de 1 dé seulement [Attaque sauvage, armes 2H, etc.] -ModUi/&AddAllToStore=Tout ajouter au magasin -ModUi/&AddBleedingToLesserRestoration=Ajoutez la condition Saignement à celles supprimées par la Grande et la Restauration moindre -ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux objets officiels du jeu [munitions, recettes, kits, etc.] [Nécessite un redémarrage] -ModUi/&AddDarknessPerceptiveToDarkRaces=Activez Darkness Perceptive sur Darkelf, Dark Kobold et Grey Dwarf \n[accorde un avantage sur les tests de perception lorsqu'il n'est pas éclairé ou dans l'obscurité magique] +ModUi/&AccountForAllDiceOnFollowUpStrike=Ajoutez tous les effets supplémentaires de l'arme de base à l'exploit Frappe de suivi +ModUi/&AccountForAllDiceOnSavageAttack=Ajoutez tous les dés des dégâts de base de l'arme aux fonctionnalités qui ajoutent des dégâts de base de l'arme au lieu d'un seul dé [Attaque sauvage, armes à 2 mains, etc.] +ModUi/&AddAllToStore=Ajouter tout au magasin +ModUi/&AddBleedingToLesserRestoration=Ajoutez la condition Saignement à celles supprimées par Restauration supérieure et Restauration inférieure +ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux éléments de jeu officiels [munitions, recettes, kits, etc.] [Nécessite un redémarrage] +ModUi/&AddDarknessPerceptiveToDarkRaces=Activez la Perception des Ténèbres sur Darkelf, Dark Kobold et Gray Dwarf \n[accorde un avantage aux tests de perception lorsqu'il n'est pas éclairé ou sous l'obscurité magique] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Ajoutez un modificateur DEX aux ennemis Initiative Roll -ModUi/&AddFallProneActionToAllRaces=Ajoutez l'action Tomber à terre à toutes les races jouables [vous pouvez tomber à terre sans frais] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Activez Combattant pour ajouter le niveau de classe en bonus à la relance du jet de sauvegarde de la Résistance indomptable. -ModUi/&AddGrappleActionToAllRaces=Ajoutez l'action Grappin à toutes les races jouables -ModUi/&AddHelpActionToAllRaces=Ajoutez l'action Aide à toutes les races jouables [vous pouvez aider une créature amie à attaquer une créature à moins d'une cellule de vous] -ModUi/&AddHumanoidFavoredEnemyToRanger=Activer les ennemis préférés humanoïdes Ranger -ModUi/&AddNewBrightEyeColors=Ajouter de nouvelles couleurs d'yeux vives -ModUi/&AddNewWeaponsAndRecipesToShops=Ajoutez de nouvelles armes et recettes aux boutiques [enveloppements pour les mains, hallebardes, piques, masses longues, arbalètes à main] [Nécessite un redémarrage] -ModUi/&AddPaladinSmiteToggle=Ajoutez une option permettant aux Paladins d'activer uniquement les châtiments sur les coups critiques [utile pour minimiser les invites de réaction] -ModUi/&AddPickPocketableLoot=Ajouter du butin pickpocketable [suggéré si la fonctionnalité Pickpocket est activée] +ModUi/&AddFallProneActionToAllRaces=Ajoutez l'action Tomber à terre à toutes les classes [vous pouvez tomber à terre sans frais] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Ajoutez le niveau de classe comme bonus à la relance du jet de sauvegarde de Résistance indomptable +ModUi/&AddGrappleActionToAllRaces=Ajoutez l'action Grappin à toutes les classes +ModUi/&AddHelpActionToAllRaces=Ajoutez l'action Aider à toutes les classes [vous pouvez aider une créature amicale à attaquer une créature à 1 cellule de vous] +ModUi/&AddHumanoidFavoredEnemyToRanger=Activer les ennemis préférés des humanoïdes +ModUi/&AddNewWeaponsAndRecipesToShops=Ajoutez de nouvelles armes et recettes aux magasins [bandages de main, hallebardes, piques, longues masses, arbalètes à main] [Nécessite un redémarrage] +ModUi/&AddPaladinSmiteToggle=Ajoutez une option pour permettre aux paladins d'activer uniquement les coups critiques [utile pour minimiser les invites de réaction] +ModUi/&AddPickPocketableLoot=Ajouter un butin pouvant être volé à la tire [suggéré si l'exploit Pickpocket est activé] ModUi/&AddToStore=Ajouter au magasin ModUi/&Advanced=Avancé : [Nécessite un redémarrage] -ModUi/&AdvancedHelp=• ATTENTION : Ces paramètres nécessiteront que le joueur ait installé ce mod. +ModUi/&AdvancedHelp=• ATTENTION : Ces paramètres nécessiteront que le joueur ait installé ce mod ModUi/&AllItemInDm=Tous les articles en DM ModUi/&AllRecipesInDm=Toutes les recettes en DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Autoriser tous les joueurs sur les séquences narratives ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Permettre aux alliés de percevoir Ranger GloomStalker lorsqu'ils sont dans l'obscurité naturelle ModUi/&AllowAnyClassToWearSylvanArmor=Autoriser n'importe quelle classe à porter une armure sylvestre ou des vêtements de porteur de lumière -ModUi/&AllowBeardlessDwarves=Autoriser les Nains imberbes ModUi/&AllowBladeCantripsToUseReach=Autoriser les sorties de lame à utiliser la portée au lieu de 1,50 m ModUi/&AllowClubsToBeThrown=Autoriser les matraques à être lancées comme des dagues ou des haches à main -ModUi/&AllowDisplayingNonSuggestedSpells=Autoriser les sorts mod non suggérés sur chaque liste +ModUi/&AllowDisplayingNonSuggestedSpells=Autoriser les sorts non suggérés par le mod sur chaque liste ModUi/&AllowDisplayingOfficialSpells=Autoriser les sorts officiels du jeu sur chaque liste -ModUi/&AllowDruidToWearMetalArmor=Autoriser le Druide à porter une armure métallique +ModUi/&AllowDruidToWearMetalArmor=Autoriser le Druide à porter une armure en métal ModUi/&AllowDungeonsMaxLevel20=Autoriser les donjons avec un niveau maximum de 20 -ModUi/&AllowFlightSuspend=Autoriser la suspension temporaire du vol des objets et des sorts [n'affecte pas les formes sauvages ou les courses volantes] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Activez le clic CTRL pour contourner toute vérification lors du placement de gadgets ou d'accessoires. -ModUi/&AllowHasteCasting=Autoriser le lancement de sorts avec une action supplémentaire en étant hâté [vous êtes toujours limité à 1 sort d'action principale par tour] -ModUi/&AllowHornsOnAllRaces=Autoriser les klaxons sur toutes les courses [les résultats peuvent paraître terribles selon la race, la tête et le klaxon] -ModUi/&AllowMoreRealStateOnRestPanel=Autoriser davantage d'état réel sur le panneau de repos [masquer les actions après le repos sur le panneau avant et les fonctionnalités de récupération sur le panneau après] -ModUi/&AllowStackedMaterialComponent=Autoriser les composants de matériaux empilés [par ex. 2x500gp diamant équivaut à 1000gp diamant] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Autoriser la sélection de cible lors du lancement du sort Chaîne d'éclairs -ModUi/&AllowUnmarkedSorcerers=Autoriser Sorcier sans marques d'origine ni tatouages -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La touche ALT ne met en évidence que les gadgets dans le champ de vision du groupe [donjons personnalisés uniquement] -ModUi/&ArcaneShieldstaffOptions=Permettre au Bâton de bouclier arcanique d'être harmonisé par n'importe quelle classe. +ModUi/&AllowFlightSuspend=Autoriser la suspension temporaire du vol des objets et des sorts [n'affecte pas les races de forme sauvage ou volantes] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Activez le clic CTRL pour contourner toute vérification lors du placement de gadgets ou d'accessoires +ModUi/&AllowHasteCasting=Autoriser le lancement de sorts avec une action supplémentaire en étant accéléré [vous êtes toujours limité à 1 sort d'action principale par tour] +ModUi/&AllowHornsOnAllRaces=Autoriser les cornes sur toutes les races [les résultats peuvent être terribles selon la race, la tête et la corne] +ModUi/&AllowMoreRealStateOnRestPanel=Autoriser plus d'état réel sur le panneau de repos [masquer les actions après le repos sur le panneau avant et les fonctions de récupération sur le panneau après] +ModUi/&AllowStackedMaterialComponent=Autoriser les composants de matériaux empilés [par exemple, 2x500gp diamant équivaut à 1000gp diamant] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Autoriser la sélection de la cible lors du lancement du sort Chaîne d'éclairs +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La touche ALT met en surbrillance uniquement les gadgets dans le champ de vision du groupe [donjons personnalisés uniquement] +ModUi/&ArcaneShieldstaffOptions=Autoriser l'harmonisation de Arcane Shieldstaff avec n'importe quelle classe ModUi/&Backgrounds=Arrière-plans -ModUi/&BackgroundsAndRaces=Milieux et courses +ModUi/&BackgroundsAndRaces=Origines et races ModUi/&Basic=Basique : ModUi/&Bestiary=Bestiaire -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Accorder une malédiction ne nécessite pas de concentration lorsqu'il est lancé avec un emplacement de sort L5+. -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condition Aveuglé ne permet pas l'attaque d'opportunité. +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Conférer une malédiction ne nécessite pas de concentration lorsqu'il est lancé avec un emplacement de sort de niveau 5+ +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condition Aveuglé ne permet pas d'attaquer par opportunité ModUi/&Blueprints=Plans -ModUi/&Campaigns=Campagnes : -ModUi/&CampaignsAndLocations=Campagnes et emplacements : +ModUi/&Campaigns=Interface utilisateur du jeu ModUi/&Category=Catégorie -ModUi/&ChangeDragonbornElementalBreathUsages=Remplacez l'utilisation du souffle élémentaire de Dragonborn par un modificateur de Constitution par court repos. -ModUi/&ChangeSleetStormToCube=Modifiez Sleet Storm pour utiliser un cube au lieu d'un cylindre. +ModUi/&ChangeDragonbornElementalBreathUsages=Changer les utilisations du souffle élémentaire de Dragonborn en modificateur de Constitution par repos court +ModUi/&ChangeSleetStormToCube=Changez Sleet Storm pour utiliser un cube au lieu d'un cylindre ModUi/&Changelog=Journal des modifications ModUi/&Character=Personnage -ModUi/&CharactersPool=Piscine de personnages -ModUi/&Classes=Cours -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=L'Immunité au froid confère également l'immunité au froid et au gel. -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=La Résistance au froid confère également l'immunité au froid et réduit le gel au froid. +ModUi/&CharactersPool=Groupe de personnages +ModUi/&Classes=Cours +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=L'immunité au froid confère également l'immunité aux conditions de froid et de gel +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=La résistance au froid confère également l'immunité à l'état froid et réduit l'état gelé à l'état froid ModUi/&Combat=Combat : -ModUi/&Crafting=Fabrication : -ModUi/&CraftingHelp=• Appuyez sur le bouton pour apprendre instantanément les recettes du groupe actif.\n• Les articles ajoutés aux magasins peuvent nécessiter que le groupe s'éloigne de l'emplacement et revienne. +ModUi/&Crafting=Artisanat : +ModUi/&CraftingHelp=• Appuyez sur le bouton pour apprendre instantanément des recettes sur le groupe actif\n• Les articles ajoutés aux magasins peuvent nécessiter que le groupe s'éloigne de l'emplacement et revienne ModUi/&Credits=Crédits -ModUi/&CreditsAndDiagnostics=Crédits & Diagnostics +ModUi/&CreditsAndDiagnostics=Crédits et diagnostics ModUi/&Critical=Coup critique : -ModUi/&CriticalOption0=0 : jeu par défaut, lancez deux fois les dés de dégâts, ajoutez le résultat et ajoutez des modificateurs [XdY+XdY+Z] -ModUi/&CriticalOption1=1 : additionnez le résultat maximum des dés de dégâts et ajoutez-le aux dégâts de l'attaque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2 : continuez à relancer tous les dés de dégâts qui obtiennent le résultat le plus élevé possible et ajoutez-le au total des dégâts. +ModUi/&CriticalOption0=0 : valeur par défaut du jeu, lancer deux fois les dés de dégâts, additionner le résultat et ajouter les modificateurs [XdY+XdY+Z] +ModUi/&CriticalOption1=1 : additionnez le résultat maximum des dés de dégâts et ajoutez-le aux dégâts de l'attaque [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2 : continuez à relancer tous les dés de dégâts qui obtiennent le résultat le plus élevé possible et ajoutez-le au total des dégâts ModUi/&CriticalOption3=3 : doublez les dégâts totaux de votre attaque au lieu de lancer des dés supplémentaires. [(XdY+Z)*2] ModUi/&Deities=Divinités -ModUi/&DisableAutoEquip=Désactiver l'équipement automatique des articles en inventaire -ModUi/&DisableBarbarianBrutalCritical=+ Désactivez également Barbare Critique brutal aux niveaux 9, 13 et 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Désactivez les pré-requis pour lancer des sorts sur les exploits fournis par ce mod [Nécessite un redémarrage] -ModUi/&DisableClassPrerequisitesOnModFeats=Désactiver les pré-requis de niveau sur les exploits fournis par ce mod +ModUi/&DisableAutoEquip=Désactiver l'équipement automatique des objets dans l'inventaire +ModUi/&DisableBarbarianBrutalCritical=+ Désactivez également les critiques brutaux aux niveaux 9, 13 et 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Désactiver les prérequis de lancement de sorts sur le mod feats [Nécessite un redémarrage] +ModUi/&DisableClassPrerequisitesOnModFeats=Désactiver les prérequis de niveau sur les exploits ModUi/&DisableMultilineSpellOffering=Désactiver l'offre de sorts multilignes sur la barre d'action [principalement pour les utilisateurs de contrôleur utilisant des héros non multicasters] -ModUi/&DisableRacePrerequisitesOnModFeats=Désactivez les pré-requis de course sur les exploits fournis par ce mod. -ModUi/&DisableSenseDarkVisionFromAllRaces=Désactivez Sense Dark Vision de toutes les races jouables [Nécessite un redémarrage] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Désactivez la Vision dans les ténèbres supérieure de toutes les races jouables [Nécessite un redémarrage] -ModUi/&DisableUnofficialTranslations=Désactivez la prise en charge des traductions non officielles pour accélérer le mod [sauf si je parle chinois, italien, japonais, coréen ou espagnol] +ModUi/&DisableRacePrerequisitesOnModFeats=Désactiver les prérequis de course sur les exploits +ModUi/&DisableSenseDarkVisionFromAllRaces=Désactiver Sens de la vision dans le noir de toutes les races jouables [Nécessite un redémarrage] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Désactiver Sens supérieur de la vision sombre de toutes les races jouables [Nécessite un redémarrage] +ModUi/&DisableUnofficialTranslations=Désactiver la prise en charge des traductions non officielles pour accélérer le mod [sauf si je parle chinois, italien, japonais, coréen ou espagnol] ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Afficher tous les sorts connus des autres classes lors de la montée de niveau -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Afficher les emplacements de pacte Warlock lors de la sélection des sorts au lieu du panneau de personnage -ModUi/&DocsArcaneShots=Tirs arcaniques -ModUi/&DocsBackgrounds=Arrière-plans +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Afficher les emplacements de pacte du Démoniste lors de la sélection des sorts au lieu du panneau de personnage +ModUi/&DocsArcaneShots=Tirs des arcanes +ModUi/&DocsBackgrounds=Contexte +ModUi/&DocsClasses=Cours ModUi/&DocsFeats=Exploits ModUi/&DocsFightingStyles=Styles de combat ModUi/&DocsInfusions=Infusions ModUi/&DocsInvocations=Invocations ModUi/&DocsManeuvers=Manœuvres ModUi/&DocsMetamagic=Métamagie -ModUi/&DocsRaces=Les courses +ModUi/&DocsRaces=Courses ModUi/&DocsSpells=Sorts ModUi/&DocsSubclasses=Sous-classes ModUi/&DocsSubraces=Sous-races -ModUi/&DocsVersatilities=Polyvalences +ModUi/&DocsVersatilities=Polyvalence ModUi/&Donate=Faire un don : {0} -ModUi/&DontDisplayHelmets=Ne pas afficher les casques sur les personnages graphiques [Nécessite un redémarrage] ModUi/&DontEndTurnAfterReady=Ne terminez pas le tour après avoir utilisé Action Prête [permet d'utiliser une Action Bonus ou toute action Principale supplémentaire à partir de la Hâte ou d'autres sources] ModUi/&DontFollowCharacterInBattle=La caméra de combat ne suit pas lorsque le personnage est déjà à l'écran ModUi/&DontFollowMargin=+ Sauf si le héros est éteint ou à % du bord de l'écran -ModUi/&DungeonMakerBasicHelp=• Ces paramètres ne nécessiteront pas que le joueur ait ce mod installé -ModUi/&DungeonMakerMenu=Créateur de donjon +ModUi/&DungeonMakerBasicHelp=• Ces paramètres ne nécessiteront pas que le joueur ait installé ce mod +ModUi/&DungeonMakerMenu=Créateur de donjons ModUi/&Effects=Effets -ModUi/&EmpressGarbAppearance=Apparence de l'Vêtement d'impératrice +ModUi/&EmpressGarbAppearance=Apparence de Impératrice Garb ModUi/&EnableActionSwitching=Activer la barre de changement d'action [utile pour avoir un contrôle total sur votre séquence d'actions] -ModUi/&EnableAdditionalBackstoryDisplay=Activer l'affichage supplémentaire de l'histoire lors de l'inspection en arrière-plan +ModUi/&EnableAdditionalBackstoryDisplay=Activer l'affichage d'une trame de fond supplémentaire lors de l'inspection en arrière-plan ModUi/&EnableAdditionalIconsOnLevelMap=Activer des icônes supplémentaires pour les camps, les sorties et les téléporteurs sur la carte des niveaux ModUi/&EnableAdditionalItemsInDungeonMaker=Ajouter des éléments modifiés à l'éditeur ModUi/&EnableAlternateHuman=Activer l'Humain alternatif [+1 don / +2 choix d'attributs / +1 compétence] ModUi/&EnableAlternateVotingSystem=Activer un système de vote alternatif [poids du choix = votes * modificateur de charisme du héros] -ModUi/&EnableBarbarianBrutalStrike=Activez Barbare Frappe brutale et Amélioration de la frappe brutale aux niveaux 9, 13 et 17. -ModUi/&EnableBarbarianFightingStyle=Activer le choix Barbare Style de combat au niveau 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Activez le buff et le débuff Barbare Attaque téméraire pour terminer au début du prochain tour. -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permet au Barbare de récupérer une utilisation de Rage sur un repos court au niveau 7 -ModUi/&EnableBardHealingBalladOnLongRest=Activer le Bard College of Hope Healing Ballad en cas de repos long. +ModUi/&EnableBarbarianBrutalStrike=Activez Frappe brutale et Amélioration de la frappe brutale aux niveaux 9, 13 et 17 +ModUi/&EnableBarbarianFightingStyle=Activer le choix du Style de combat au niveau 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Activez le buff et le debuff Attaque imprudente pour qu'ils se terminent au début du prochain tour +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permet de récupérer une utilisation de Rage sur un repos court au niveau 7 +ModUi/&EnableBardHealingBalladOnLongRest=Activer la ballade de guérison du Bard College of Hope lors d'un repos prolongé ModUi/&EnableBetaContent=Activer le contenu bêta [Nécessite un redémarrage] ModUi/&EnableCancelEditOnRightMouseClick=Activer les actions d'annulation avec un clic droit de la souris -ModUi/&EnableCantripsTriggeringOnWarMagic=Activer les cantrips pour déclencher une attaque bonus supplémentaire de Magie de guerre -ModUi/&EnableCharacterChecker=Activez le bouton Vérificateur de caractères sur l'écran principal > Personnages -ModUi/&EnableCharacterExport=Activez CTRL-SHIFT-(E) pour exporter le caractère +ModUi/&EnableCantripsTriggeringOnWarMagic=Autoriser les tours de passe-passe à déclencher une attaque bonus supplémentaire de Magie de guerre ModUi/&EnableCharactersOnFireToEmitLight=Les personnages En feu doivent émettre de la lumière [Cube de lumière, Élémentaire de feu, Bouffon de feu, Balbuzard pêcheur de feu, Araignée de feu et famille de conditions en feu] -ModUi/&EnableCheatMenu=Activer le menu des astuces -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Activez le clic-glisser CTRL pour contourner les vérifications des objets de quête lors de la chute ModUi/&EnableCustomPortraits=Activer les portraits personnalisés -ModUi/&EnableCustomPortraitsHelp=• Placez vos portraits personnalisés dans les sous-dossiers Personnel ou PreGen. , nommé d'après le prénom du héros [c'est-à-dire : Anton, Celia, Nialla, etc.]\n• Utiliser PNG images, d'une taille de 256 x 384 pixels, avec un calque de transparence [utilisez GIMP pour de meilleurs résultats] -ModUi/&EnableDungeonMakerModdedContent=Activer Dungeon Maker Pro\n[inclut des salles plates, des donjons de 150 x 150 et 200 x 200 et un mélange sans fioritures des ressources de tous les environnements] +ModUi/&EnableCustomPortraitsHelp=• Placez vos portraits personnalisés dans les sous-dossiers Personal ou PreGen, nommés d'après le prénom du héros [c'est-à-dire : Anton, Celia, Nialla, etc.]\n• Utilisez des images PNG, de 256 x 384 pixels, avec un calque de transparence [utilisez GIMP pour de meilleurs résultats] +ModUi/&EnableDungeonMakerModdedContent=Activer Dungeon Maker Pro\n[inclure des salles plates, des tailles de donjon 150x150 et 200x200 et aucun fioriture mélangeant des ressources de tous les environnements] ModUi/&EnableElevationCameraToStayAtPosition=+ Activez la caméra d'élévation pendant la bataille pour rester en position après avoir été désactivée et tripler sa portée -ModUi/&EnableEpicPointsAndArray=Activez un système et un tableau d'achat épiques de 35 points [17,15,13,12,10,8] [Nécessite un redémarrage] -ModUi/&EnableExtendedProficienciesPanelDisplay=Activer l'affichage du panneau de compétences étendues [Tirs arcaniques, infusions, manœuvres et polyvalences]\n[performance frappé sur l'inspection du caractère. utilisez à vos propres risques] +ModUi/&EnableEpicPointsAndArray=Activer un système d'achat épique de 35 points et un tableau [17,15,13,12,10,8] [Nécessite un redémarrage] +ModUi/&EnableExtendedProficienciesPanelDisplay=Activer l'affichage du panneau des compétences étendues [Tirs des arcanes, Infusions, Manœuvres et Polyvalence]\n[baisse des performances lors de l'inspection des personnages. À utiliser à vos risques et périls] ModUi/&EnableFeatsAtEvenLevels=Activer la sélection des exploits aux niveaux 2, 10 et 18 ModUi/&EnableFeatsAtEvenLevelsMiddle=Activer la sélection des exploits aux niveaux 6 et 14 -ModUi/&EnableFighterWeaponSpecialization=Activer Combattant Spécialisation d'arme aux niveaux 8 et 16 [obtenez +1 pour toucher et infliger des dégâts mais désavantagez avec toute autre arme tapez] -ModUi/&EnableFlexibleBackgrounds=Activer les arrière-plans flexibles [sélectionner les compétences et les outils à partir des arrière-plans] -ModUi/&EnableFlexibleRaces=Activer les races flexibles [attribuer des points de score de capacité au lieu des valeurs raciales par défaut] -ModUi/&EnableGauntletMainAttacks=Autoriser une attaque à mains nues avec l'action principale du personnage s'il est un moine ou s'il a des bandages ou un gantelet équipés +ModUi/&EnableFighterWeaponSpecialization=Activez la spécialisation des armes aux niveaux 8 et 16 [obtenez +1 pour toucher et pour endommager mais désavantagez-vous avec tout autre type d'arme] +ModUi/&EnableFlexibleBackgrounds=Activer les arrière-plans flexibles [sélectionnez les compétences et les outils à partir des arrière-plans] +ModUi/&EnableFlexibleRaces=Activer les races flexibles [attribuer des points de score de capacité au lieu des valeurs par défaut raciales] +ModUi/&EnableGauntletMainAttacks=Autoriser une attaque à mains nues avec l'action principale du personnage s'il est un moine ou s'il est équipé de bandages ou de gantelets ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permettre au héros le plus compétent de faire des choix de dialogue [ça marche mais les narrations semblent étranges dans les campagnes officielles] -ModUi/&EnableHigherGroundRules=Activer les règles de terrain plus élevées [+1 pour toucher si vous attaquez depuis un terrain plus élevé] -ModUi/&EnableHotkeyDebugOverlay=Activez CTRL-SHIFT-(D) pour afficher la superposition de débogage -ModUi/&EnableHotkeyToggleHud=Activez CTRL-SHIFT-(H) pour basculer l'affichage du HUD. -ModUi/&EnableInventoryFilteringAndSorting=Activer le filtrage et le tri des stocks -ModUi/&EnableInventoryTaintNonProficientItemsRed=Teinter en rouge tout objet avec lequel le héros ne maîtrise pas +ModUi/&EnableHigherGroundRules=Activer les règles de terrain plus élevé [+1 pour toucher si vous attaquez depuis un terrain plus élevé] +ModUi/&EnableInventoryFilteringAndSorting=Activer le filtrage et le tri de l'inventaire +ModUi/&EnableInventoryTaintNonProficientItemsRed=Teindre en rouge tout objet que le héros ne maîtrise pas ModUi/&EnableInventoryTintKnownRecipesRed=Teinter les recettes connues en rouge -ModUi/&EnableInvisibleCrownOfTheMagister=Masquer la Couronne du Magister sur l'interface utilisateur du jeu ModUi/&EnableLevel20=Activer le niveau 20 [Nécessite un redémarrage] -ModUi/&EnableLogDialoguesToConsole=Activer les dialogues de journal sur la console de jeu pendant les séquences narratives -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Activer la journalisation des références invalides dans les campagnes personnalisées -ModUi/&EnableMinInOutAttributes=+ Imposer les scores de capacité minimum à l'entrée et à la sortie -ModUi/&EnableMonkAbundantKi=Activer Moine Ki abondant au niveau 2 [gagner du Ki supplémentaire égal à la moitié du bonus de compétence arrondi au supérieur] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Activez Moine Corps et esprit pour remplacer Perfect Self au niveau 20. -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Activez Moine Arts martiaux - Bonus de frappes à mains nues pour ne pas nécessiter d'action d'attaque avant utilisation. -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Activez Moine Flurry of Blows pour ne pas nécessiter d'action d'attaque avant utilisation. -ModUi/&EnableMonkFightingStyle=Activer le choix Moine Style de combat au niveau 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Activer les bandages et les gantelets de moine pour qu'ils fonctionnent dans l'emplacement du gantelet -ModUi/&EnableMonkHeightenedMetabolism=Activer Moine Métabolisme accru au niveau 10 [Rafale de coups, Défense du patient et Pas du Vent gagnent des avantages supplémentaires] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Permet au Moine Mouvement sans armure amélioré de se déplacer le long des surfaces verticales sans tomber. -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Activez Moine Défense supérieure pour remplacer Corps vide au niveau 18 -ModUi/&EnableMonkWeaponSpecialization=Activez la Moine Spécialisation d'arme aux niveaux 2 et 11 [le type d'arme sélectionné devient une arme de moine pour vous] +ModUi/&EnableLogDialoguesToConsole=Activer les dialogues du journal sur la console de jeu pendant les séquences narratives +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Activer la journalisation des références non valides dans les campagnes personnalisées +ModUi/&EnableMinInOutAttributes=+ Appliquer les scores de capacité minimum dans et hors des prérequis +ModUi/&EnableMonkAbundantKi=Activez Ki abondant au niveau 2 [gagnez du Ki supplémentaire égal à la moitié du bonus de maîtrise arrondi au supérieur] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Activez Corps et esprit pour remplacer Soi parfait au niveau 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Activez Arts martiaux - Bonus de frappes à mains nues pour ne pas nécessiter d'action d'attaque avant utilisation +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Activez Flurry of Blows pour ne pas nécessiter d'action d'attaque avant utilisation +ModUi/&EnableMonkFightingStyle=Activer le choix du Style de combat au niveau 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Activer les bandages et les gantelets pour fonctionner dans l'emplacement du gantelet +ModUi/&EnableMonkHeightenedMetabolism=Activez le Métabolisme renforcé au niveau 10 [Rafale de coups, Défense patiente et Pas du vent gagnent des avantages supplémentaires] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Activez Mouvement sans armure amélioré pour vous déplacer le long des surfaces verticales sans tomber +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Activez la Défense supérieure pour remplacer le Corps vide au niveau 18 +ModUi/&EnableMonkWeaponSpecialization=Activez la spécialisation des armes aux niveaux 2 et 11 [le type d'arme sélectionné devient une arme de moine pour vous] ModUi/&EnableMulticlass=Activer le multiclasse [Nécessite un redémarrage] -ModUi/&EnableOneDndHealingSpellsBuf=Activez le bonus des dés de guérison OneDnd sur Cure Wounds, Healing Word, Mass Cure Wounds et Mot de guérison de masse +ModUi/&EnableOneDndHealingSpellsBuf=Activer le buff de dés de soin OneDnd sur Soin des blessures, Mot de soin, Soin de masse des blessures et Mot de soin de masse ModUi/&EnablePcgRandom=Activer un meilleur algorithme de générateur aléatoire [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Activez les effets de mouvement de poussée et de traction pour qu'ils fonctionnent également sur l'axe haut/bas -ModUi/&EnableRangerNatureShroudAt10=Activez la fonctionnalité Ranger Voile de la nature au niveau 10 [en tant qu'action bonus, vous pouvez devenir invisible par magie jusqu'au début du prochain tour. ] -ModUi/&EnableRejoinParty=Activez CTRL-SHIFT-(R) pour rejoindre le groupe autour du héros sélectionné ou du chef si aucun n'est sélectionné [utile avec des groupes de 5 ou 6 personnes ] -ModUi/&EnableRelearnSpells=Activer la sélection de cantrips ou de sorts déjà appris à partir d'autres sources +ModUi/&EnableRangerNatureShroudAt10=Activez la fonction Voile de la nature au niveau 10 [en tant qu'action bonus, vous pouvez devenir invisible par magie jusqu'au début du prochain tour] +ModUi/&EnableRelearnSpells=Activer la sélection de sorts ou de sorts déjà appris à partir d'autres sources ModUi/&EnableRespec=Activer l'action RESPEC après le repos [ne pas utiliser RESPEC pendant une session multijoueur] -ModUi/&EnableRogueCunningStrike=Activez Rogue Cunning Strike et Devious Strike aux niveaux 5 et 14 [vous laissez renoncer à 1 dés d'attaque sournoise pour des effets de coup supplémentaires] -ModUi/&EnableRogueFightingStyle=Activer le choix Voleur Style de combat au niveau 2 -ModUi/&EnableRogueSteadyAim=Activez Rogue Steady Aim au niveau 3 [l'action bonus donne un avantage lors de votre prochain jet d'attaque dans le tour en cours si vous l'avez fait. il n'a pas encore bougé] -ModUi/&EnableRogueStrSaving=Activez Rogue pour utiliser les modificateurs DEX ou STR sur Frappe rusée/sournoise, Frappe débilitante/améliorée et Grêle de lames. -ModUi/&EnableSaveByLocation=Activer la sauvegarde par campagnes/emplacements -ModUi/&EnableSignatureSpellsRelearn=Activer la préparation des sorts de signature de Assistant à chaque repos long [au lieu d'une fois au niveau 20] -ModUi/&EnableSorcererMagicalGuidance=Activer Sorcier Conseil magique au niveau 5 +ModUi/&EnableRogueCunningStrike=Activez Cunning Strike et Devious Strike aux niveaux 5 et 14 [vous renoncez à 1 dé d'attaque sournoise pour des effets de coup supplémentaires] +ModUi/&EnableRogueFightingStyle=Activer le choix du Style de combat au niveau 2 +ModUi/&EnableRogueSteadyAim=Activez la Visée constante au niveau 3 [l'action bonus donne un avantage sur votre prochain jet d'attaque dans le tour en cours si vous n'avez pas encore bougé] +ModUi/&EnableRogueStrSaving=Activer les modificateurs DEX ou STR sur Attaque rusée/sournoise, Attaque débilitante/améliorée et Grêle de lames +ModUi/&EnableSignatureSpellsRelearn=Permettre aux sorts de signature du Sorcier d'être préparés à chaque repos long [au lieu d'une fois au niveau 20] +ModUi/&EnableSorcererMagicalGuidance=Activer la guidance magique au niveau 5 ModUi/&EnableSorcererQuickenedAction=Activez l'action Sort accéléré pour permettre de lancer le sort d'action principal avec la métamagie accélérée appliquée -ModUi/&EnableSortingDungeonMakerAssets=Activer le tri des actifs sur l'éditeur Dungeon Maker +ModUi/&EnableSortingDungeonMakerAssets=Activer le tri des ressources sur l'éditeur Dungeon Maker ModUi/&EnableStatsOnHeroTooltip=Afficher les statistiques dans l'infobulle du héros [c'est-à-dire : coups critiques, échecs critiques, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ De plus, chaque héros ajoute un jet de D20 au poids pour un peu de hasard [poids du choix = votes * modificateur de Charisme du héros + jet de D20] -ModUi/&EnableTeleportParty=Activez CTRL-SHIFT-(T) pour téléporter le groupe [vous pourriez interrompre les quêtes si vous vous téléportez dans un endroit inconnu] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ De plus, chaque héros ajoute un jet de D20 pour pondérer un peu le caractère aléatoire [poids du choix = votes * modificateur de Charisme du héros + jet de D20] ModUi/&EnableTeleportToRemoveRestrained=Activez la téléportation pour supprimer toutes les conditions de restriction de la cible -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Activez les bascules sur le pool de personnages pour définir votre jeu par défaut et votre groupe de test ModUi/&EnableTooltipDistance=Activer l'affichage de la distance dans les info-bulles lors du survol d'un personnage en combat -ModUi/&EnableUpcastConjureElementalAndFey=Activer la diffusion ascendante de Conjure Elemental et Conjure Fey +ModUi/&EnableUpcastConjureElementalAndFey=Activer la conversion ascendante de Conjure Elemental et Conjure Fey ModUi/&EnableVariablePlaceholdersOnTexts=Activer les espaces réservés aux variables dans les descriptions [utiliser {VARIABLE_NAME} comme espace réservé] -ModUi/&EnableVttCamera=Activez CTRL-SHIFT-(V) pour basculer la caméra VTT [cliquez avec le bouton droit et faites glisser pour positionner la caméra, WASD pour effectuer un panoramique et Page précédente/ Page suivante pour zoomer] -ModUi/&EnablesAsiAndFeat=Activer l'augmentation des scores d'attribut et la sélection des exploits [au lieu d'un choix exclusif] -ModUi/&EncounterPercentageChance=Définir le pourcentage de chances de rencontres aléatoires +ModUi/&EnablesAsiAndFeat=Activer à la fois l'augmentation des scores d'attributs et la sélection des exploits [au lieu d'un choix exclusif] +ModUi/&EncounterPercentageChance=Définir des pourcentages de chances de rencontres aléatoires ModUi/&Encounters=Rencontres -ModUi/&EnemiesAlwaysRollInitiative=+ Les ennemis lancent toujours l'initiative au lieu d'une valeur forcée [c'est-à-dire : Sorak Assassin] +ModUi/&EnemiesAlwaysRollInitiative=+ Les ennemis lancent toujours l'initiative au lieu d'une valeur forcée [par exemple : Sorak Assassin] ModUi/&ExpandAll=Développer tout -ModUi/&FactionHelp=Charger un jeu de campagne officiel pour modifier les relations entre factions... +ModUi/&FactionHelp=Chargez une campagne officielle pour modifier les relations entre factions... ModUi/&FactionRelations=Factions : ModUi/&FasterTimeModifier=Modificateur de temps de jeu en appuyant sur la barre d'espace -ModUi/&FeatGroups=Groupes d'exploits -ModUi/&FeatGroupsHelp=• Chaque groupe est une consolidation de exploits similaires [c'est-à-dire : croyances, styles de combat, métamagie, etc.]\n• Les exploits de ces groupes ne seront plus directement visibles lors de l'étape de sélection des compétences.\n• Le groupe, une fois sélectionné, les propose dans une liste déroulante pour désencombrer l'écran de jeu. -ModUi/&Feats=Exploits +ModUi/&FeatGroups=Groupes Feat +ModUi/&FeatGroupsHelp=• Chaque groupe est une consolidation d'exploits similaires [c'est-à-dire : croyances, styles de combat, métamagie, etc.]\n• Les exploits de ces groupes ne seront plus directement visibles lors de l'étape de sélection des compétences\n• Le groupe, une fois sélectionné, les propose dans une liste déroulante pour désencombrer l'écran de jeu +ModUi/&Feats=Prouesses ModUi/&FightingStyles=Styles de combat -ModUi/&FixAsianLanguagesTextWrap=Correction du retour à la ligne du texte de l'interface utilisateur du jeu dans les langues asiatiques [Nécessite un redémarrage] -ModUi/&FixEldritchBlastRange=Utilisez la gamme officielle de 24 cellules avec Eldritch Blast [au lieu de 12] -ModUi/&FixRingOfRegenerationHealRate=Réglez le taux de guérison de l'Anneau de régénération à 1 HP toutes les 3 minutes. -ModUi/&FlightSuspendWingedBoots=+ Utiliser les règles officielles des bottes ailées [durée restante non comptée lorsque le vol est suspendu] +ModUi/&FixAsianLanguagesTextWrap=Correction du retour à la ligne du texte de l'interface utilisateur du jeu en langues asiatiques [Nécessite un redémarrage] +ModUi/&FixEldritchBlastRange=Utilisez une plage de 24 cellules avec Eldritch Blast [au lieu de 12] +ModUi/&FixRingOfRegenerationHealRate=Réglez la fréquence de soin de l'Anneau de régénération à 1 HP toutes les 3 minutes +ModUi/&FlightSuspendWingedBoots=+ Règles officielles d'utilisation des bottes ailées [la durée restante n'est pas comptabilisée lorsque le vol est suspendu] ModUi/&Formation=Formation : -ModUi/&FormationError=Vous ne pouvez pas changer de formation lors d'une partie multijoueur... -ModUi/&FormationHelp1=• Utilisez les touches numériques pour modifier un ensemble donné [pensez à activer les raccourcis clavier sous la saisie] -ModUi/&FormationHelp2=• @ représente les positions relatives des héros. -ModUi/&FormationHelp3=• Cliquez sur 2 boutons quelconques pour échanger leurs positions. -ModUi/&FormationHotkey=Activez CTRL-SHIFT-(1..5) pour échanger les ensembles de formations dans le jeu. -ModUi/&FormationResetAllSets=Effacer tout +ModUi/&FormationError=Vous ne pouvez pas changer de formation pendant une partie multijoueur... +ModUi/&FormationHelp1=• Utilisez les touches numériques pour modifier un ensemble donné [pensez à activer les raccourcis clavier lors de la saisie] +ModUi/&FormationHelp2=• @ représentent les positions relatives des héros +ModUi/&FormationHelp3=• Cliquez sur 2 boutons pour échanger leurs positions +ModUi/&FormationResetAllSets=Réinitialiser tout ModUi/&FormationResetThisSet=Réinitialiser ceci -ModUi/&FormationSelected=Ensemble de formations {0} sélectionné +ModUi/&FormationSelected=Ensemble de formation {0} sélectionné ModUi/&FullyControlConjurations=Contrôlez entièrement les conjurations [animaux, élémentaires, etc.] -ModUi/&GameUi=Interface utilisateur du jeu ModUi/&Gameplay=Gameplay ModUi/&General=Général : ModUi/&GeneralMenu=Général -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Accordez la spécialisation en arme Cimeterre aux bardes et aux voleurs. -ModUi/&GridSelectedColor=Changer la couleur de la grille du mouvement -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Masquer les effets visuels des sorties et des téléporteurs s'ils ne sont pas encore découverts -ModUi/&HideMonsterHitPoints=Afficher la santé des monstres par incréments de 25 %/50 %/75 %/100 % au lieu des points de vie exacts +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Accorder la spécialisation en arme Cimeterre aux bardes et aux voleurs +ModUi/&GridSelectedColor=Changer la couleur de la grille de mouvement +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Masquer les sorties et les effets visuels des téléporteurs s'ils ne sont pas encore découverts +ModUi/&HideMonsterHitPoints=Affiche la santé des monstres par paliers de 25 % / 50 % / 75 % / 100 % au lieu des points de vie exacts ModUi/&HideQuickenedActionWhenMetamagicOff=+ Masquer cette action lorsque la bascule métamagique est désactivée -ModUi/&HighContrastTargetingAoeColor=Changer les créatures AoE surligner la couleur sélectionnée -ModUi/&HighContrastTargetingSingleColor=Changer des créatures uniques surligner la couleur sélectionnée -ModUi/&House=Maison : -ModUi/&IdentifyAfterRest=Ajoute un pouvoir pour identifier les objets magiques pendant un repos court ou long. -ModUi/&IgnoreHandXbowFreeHandRequirements=Ne nécessite pas d'avoir les mains libres pour utiliser les arbalètes à main. -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Les sorts d'illusion échouent automatiquement contre les cibles avec TrueSight à portée. -ModUi/&ImproveLevelUpFeaturesSelection=Améliorer la sélection des fonctionnalités de niveau supérieur [Nécessite un redémarrage]\n[impacts Ranger Ennemi préféré et affinité avec le terrain, Druide Bête vampire, Barbare Voie des éléments et sous-classes Choix draconiques] -ModUi/&IncreaseGameTimeBy=Augmentez le temps de jeu de -ModUi/&IncreaseMaxAttunedItems=Augmentez le nombre maximum d'objets adaptés à 4 au niveau 10 et 5 au niveau 18. -ModUi/&InitialChoices=Création : -ModUi/&Input=Entrée : -ModUi/&Interface=Interface -ModUi/&InventoryAndItems=Inventaire et articles : -ModUi/&InvertAltBehaviorOnTooltips=Inverser le comportement de la touche ALT dans les info-bulles +ModUi/&HighContrastTargetingAoeColor=Changer les créatures AoE mettre en surbrillance la couleur de sélection +ModUi/&HighContrastTargetingSingleColor=Changer des créatures individuelles mettre en surbrillance la couleur de sélection +ModUi/&IdentifyAfterRest=Ajoutez un pouvoir pour identifier les objets magiques lors d'un repos court ou long +ModUi/&IgnoreHandXbowFreeHandRequirements=Ne nécessite pas de main libre pour utiliser les arbalètes à main +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Les sorts d'illusion échouent automatiquement contre les cibles ayant TrueSight à portée +ModUi/&IncreaseGameTimeBy=Augmenter le temps de jeu de +ModUi/&IncreaseMaxAttunedItems=Augmentez le nombre maximum d'objets accordés à 4 au niveau 10 et à 5 au niveau 18 +ModUi/&InventoryAndItems=Inventaire et objets : ModUi/&Invocations=Invocations ModUi/&ItemInDm=Articles en DM ModUi/&Items=Articles : -ModUi/&ItemsCraftingMerchants=Artisanat, objets et marchands +ModUi/&ItemsCraftingMerchants=Artisanat et marchands ModUi/&ItemsHelp1=Ouvrez l'écran d'inspection des personnages pour ajouter des objets aux héros... -ModUi/&ItemsHelp2=Appuyez sur + pour ajouter des éléments au conteneur terrestre -ModUi/&KeepInvisibilityWhenUsingItems=Activer l'utilisation des objets sans rompre l'Invisibilité -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Mettre à jour la furtivité du héros après l'attaque s'il est perçu lors du round de surprise [premier héros uniquement] -ModUi/&MakeAllMagicStaveArcaneFoci=Créez des foyers arcaniques pour tous les bâtons magiques [sauf le Bâton de guérison qui est universel] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marquez également l'emplacement des téléporteurs invisibles sur la carte de niveau après la découverte -ModUi/&MaxAllowedClasses=Classes maximales autorisées -ModUi/&Merchants=Marchands : +ModUi/&ItemsHelp2=Appuyez sur + pour ajouter des éléments au conteneur au sol +ModUi/&KeepInvisibilityWhenUsingItems=Activer l'utilisation des objets sans rompre l'invisibilité +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Mettre à jour la furtivité du héros après une attaque si perçue lors d'un tour de surprise [premier héros uniquement] +ModUi/&Locations=Emplacements : +ModUi/&MakeAllMagicStaveArcaneFoci=Faites de tous les bâtons magiques des foyers arcaniques [à l'exception du Bâton de guérison qui est universel] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marquez également l'emplacement des téléporteurs invisibles sur la carte du niveau après la découverte +ModUi/&MaxAllowedClasses=Nombre maximal de cours autorisés +ModUi/&Merchants=Commerçants : ModUi/&Metamagic=Métamagie ModUi/&ModifyGravitySlam=+ Modifier le sort Gravity Slam pour pousser les cibles affectées vers le bas et être un cylindre au lieu d'une sphère -ModUi/&Monsters=Monstres : ModUi/&MovementGridWidthModifier=Multipliez la largeur de la grille de mouvement par [%] -ModUi/&MulticlassKeyHelp=SHIFT cliquez sur un sort pour inverser le type d'emplacement de répertoire par défaut consommé\n[Warlock dépense des emplacements de sorts blancs et d'autres dépensent des verts du pacte] +ModUi/&MulticlassKeyHelp=SHIFT cliquez sur un sort pour inverser le type d'emplacement de répertoire par défaut consommé\n[Warlock dépense des emplacements de sorts blancs et les autres dépensent des emplacements de sorts verts de pacte] +ModUi/&Multiplayer=Multijoueur : ModUi/&MultiplyTheExperienceGainedBy=Multipliez l'expérience acquise par [%] ModUi/&NeverMoveCameraOnEnemyTurn=+ La caméra ne bouge jamais pendant les tours ennemis ModUi/&NoExperienceOnLevelUp=Aucune expérience n'est requise pour passer au niveau supérieur -ModUi/&OfferAdditionalLoreFriendlyNames=Proposer des noms supplémentaires conviviaux lors de la création de personnages -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annuler l'avantage/inconvénient les paires aveuglées, invisibles et perçues [utile en conjonction avec l'avantage/inconvénient officiel règles] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Remplacer les zones fortement obscurcies par des bloqueurs de projectiles [Cloud Kill, Nuage de brouillard , Nuage incendiaire, Tempête de pétales, Tempête de grésil, Nuage puant] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Les créatures invisibles sont fortement obscurcies et peuvent être ciblées, les jets d'attaque contre la créature ont un désavantage et les jets d'attaque de la créature ont un avantage -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Changer les zones obscurcies par magie en bloqueurs de projectiles [n'importe quelle source de l'effet du sort Obscurité] -ModUi/&OfficialObscurementRulesTweakMonsters=+ Ajoutez Darkvision, BlindSight et TrueSight aux monstres et aux PNJ lorsque cela est approprié +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annuler les paires avantage / inconvénient aveuglées, invisibles et perçues [utile en conjonction avec les règles officielles avantage / inconvénient] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Changez les zones fortement obscurcies en bloqueurs de projectiles [Nuage tueur, Nuage de brouillard, Nuage incendiaire, Tempête de pétales, Tempête de grésil, Nuage puant] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Les créatures invisibles sont fortement masquées et peuvent être ciblées, les jets d'attaque contre la créature ont un désavantage et les jets d'attaque de la créature ont un avantage +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Changez les zones obscurcies par magie en bloqueurs de projectiles [toute source de l'effet du sort Ténèbres] +ModUi/&OfficialObscurementRulesTweakMonsters=+ Ajoutez Darkvision, BlindSight et TrueSight aux monstres et aux PNJ lorsque cela est approprié ModUi/&OfficialObscurementRulesTweakMonstersHelp=[collections de paramètres MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Afficher uniquement les créatures les plus puissantes de la liste de conjuration +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Afficher uniquement les créatures les plus puissantes dans la liste de conjuration ModUi/&OutlineGridWidthModifier=Multipliez la largeur de la grille de contour par [%] ModUi/&OutlineGridWidthSpeed=Multipliez la vitesse d'animation de la grille de contour par [%] -ModUi/&OverrideMinMaxLevel=Remplacez les niveaux minimum et maximum requis lorsque vous démarrez de nouvelles aventures +ModUi/&OverrideMinMaxLevel=Remplacez les niveaux minimum et maximum requis lors du démarrage de nouvelles aventures ModUi/&OverridePartySize=Remplacer la taille du groupe -ModUi/&Patches=Corrections : +ModUi/&Patches=Correctifs : ModUi/&PortraitsOpenFolder=Ouvrir le dossier des portraits -ModUi/&PrimedItems=Articles préparés -ModUi/&Progression=Progression : +ModUi/&PrimedItems=Articles apprêtés ModUi/&QuickCastLightCantripOnWornItemsFirst=Activez l'incantation rapide Cantrip léger pour utiliser d'abord les objets portés sur la tête, le cou ou le torse -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Activez la Sensibilité à la lumière sur Darkelf, Dark Kobold et Grey Dwarf pour déclencher uniquement en extérieur\n[les zones intérieures des emplacements extérieurs accessibles sans écran de chargement sont considérées comme extérieures par le moteur de jeu] -ModUi/&Races=Courses +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Activez la sensibilité à la lumière sur Darkelf, Dark Kobold et Gray Dwarf pour qu'elle ne se déclenche qu'à l'extérieur\n[les zones intérieures dans les emplacements extérieurs accessibles sans écran de chargement sont considérées comme extérieures par le moteur de jeu] +ModUi/&Races=Les courses ModUi/&RecipeCost=Coût de la recette ModUi/&RecipesInDm=Recettes en DM ModUi/&RelicForgeries=Contrefaçons de reliques ModUi/&RemoveAttunementRequirements=Supprimer les exigences d'harmonisation [Nécessite un redémarrage] -ModUi/&RemoveBugVisualModels=Remplacez les modèles ressemblant à des araignées par des modèles ressemblant à des ours dans le jeu [arachnophobie] [Nécessite un redémarrage] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Supprimer le filtre humanoïde sur Rires hideux -ModUi/&RemoveRecurringEffectOnEntangle=Appliquez uniquement l'effet Entangle au moment du lancement et forcez également un test de force pour vous libérer des vignes. +ModUi/&RemoveBugVisualModels=Remplacez les modèles ressemblant à des araignées par des modèles ressemblant à des ours dans le jeu [arachnophobie] [Nécessite un redémarrage] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Supprimer le filtre humanoïde sur Hideous Laugher +ModUi/&RemoveRecurringEffectOnEntangle=Appliquez uniquement l'effet Enchevêtrement au moment de l'incantation et forcez également un test de force pour vous libérer des vignes ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Supprimer les restrictions scolaires de Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Supprimer les restrictions scolaires de Spellblade ModUi/&RestockAntiquarians=Réapprovisionner les antiquaires [Halman Summer] -ModUi/&RestockArcaneum=Réapprovisionner Arcaneum [Heddlon Surespell] +ModUi/&RestockArcaneum=Réapprovisionner Arcaneum [Sort de sûreté Heddlon] ModUi/&RestockCircleOfDanantar=Réapprovisionner le Cercle de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Remplacer les valeurs par défaut pour forcer le réapprovisionnement de tous les stocks du marchand au fil du temps. [à l'exclusion des manuels et des tomes]\n• Notez que certains articles peuvent prendre jusqu'à sept jours de jeu. se réapprovisionner -ModUi/&RestockTowerOfKnowledge=Réapprovisionner la Tour de la connaissance [Maddy Greenisle] -ModUi/&Rollback=Restaurer +ModUi/&RestockHelp=• Remplacer les valeurs par défaut pour forcer le réapprovisionnement de tous les stocks des marchands au fil du temps [à l'exception des manuels et des tomes]\n• Notez que certains objets peuvent prendre jusqu'à 7 jours de jeu pour être réapprovisionnés +ModUi/&RestockTowerOfKnowledge=Réapprovisionner la Tour de la Connaissance [Maddy Greenisle] +ModUi/&Rollback=Retour en arrière ModUi/&Rules=Règles -ModUi/&SRD=SRD : -ModUi/&ScaleMerchantPricesCorrectly=Adaptez correctement / exactement les prix des marchands [plus d'erreurs d'arrondi lors de la conversion des valeurs des pièces] -ModUi/&SelectAll=Tout sélectionner -ModUi/&SelectDisplayed=Sélectionnez Affiché -ModUi/&SelectSuggested=Sélectionnez suggéré -ModUi/&SelectTabletop=Sélectionnez une table -ModUi/&SenseNormalVisionRangeMultiplier=Modifier la portée de la Vision normale [uniquement en bataille] -ModUi/&Services=Prestations de service -ModUi/&SetBeltOfDwarvenKindBeardChances=Ceinture des nains chances d'apparition de la barbe +ModUi/&ScaleMerchantPricesCorrectly=Échelle des prix marchands correctement / exactement [plus d'erreurs d'arrondi lors de la conversion des valeurs des pièces] +ModUi/&SelectAll=Sélectionner tout +ModUi/&SelectDisplayed=Sélectionner Affiché +ModUi/&SelectSuggested=Sélectionnez Suggéré +ModUi/&SelectTabletop=Sélectionnez Tabletop +ModUi/&SenseNormalVisionRangeMultiplier=Modifier la portée de vision normale [uniquement dans les batailles] +ModUi/&Services=Services +ModUi/&SetBeltOfDwarvenKindBeardChances=Ceinture de Nain chances d'apparition de la barbe ModUi/&SettingsExport=Exporter -ModUi/&SettingsHelp=• En tant qu'hôte, vous pouvez exporter votre configuration actuelle, ouvrir le dossier des exportations et la partager facilement avec vos pairs.\n• En tant qu'invité, vous pouvez ouvrir le dossier des exportations, coller le fichier partagé depuis l'hôte et le charger sur [Redémarrage requis] +ModUi/&SettingsHelp=• En tant qu'hôte, vous pouvez exporter votre configuration actuelle, ouvrir le dossier d'exportation et le partager facilement avec vos pairs\n• En tant qu'invité, vous pouvez ouvrir le dossier d'exportation, coller le fichier partagé depuis l'hôte et le charger sur [Nécessite un redémarrage] ModUi/&SettingsLoad=• Charger un paramètre exporté ModUi/&SettingsOpenFolder=Ouvrir le dossier des paramètres exportés ModUi/&SettingsRefresh=Rafraîchir ModUi/&SettingsRemove=Retirer -ModUi/&ShiftToSnapLineSpells=Maintenez MAJ enfoncé pour aligner les sorts de ligne sur la grille [sans alignement, le placement réel des lignes peut différer de l'aperçu] -ModUi/&ShowButtonWithControlledMonsterInfo=Afficher le bouton qui ouvre les informations sur les monstres contrôlés [druides de forme sauvage, invocations, adeptes PNJ, etc.] -ModUi/&ShowChannelDivinityOnPortrait=Montrez combien de Channel Divinity utilise un héros sur son portrait, semblable aux points de sorcellerie. -ModUi/&ShowCraftedItemOnRecipeIcon=Afficher l'icône de l'objet fabriqué à proximité de l'objet de recette dans la boutique et l'inventaire [En passant la souris dessus, l'info-bulle de l'objet fabriqué s'affichera] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Afficher la recette de fabrication dans des info-bulles détaillées +ModUi/&ShowButtonWithControlledMonsterInfo=Afficher le bouton qui ouvre les informations sur le monstre contrôlé [druides de forme sauvage, invocations, adeptes PNJ, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Affichez le nombre d'utilisations de Channel Divinity qu'un héros possède sur son portrait, de manière similaire aux points de sorcellerie +ModUi/&ShowCraftedItemOnRecipeIcon=Afficher l'icône de l'objet fabriqué à côté de l'objet de recette dans la boutique et l'inventaire [Le survol affichera une info-bulle pour l'objet fabriqué] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Afficher la recette d'artisanat dans des infobulles détaillées ModUi/&ShowDescriptions=Afficher les descriptions ModUi/&ShowMotionFormPreview=Afficher l'aperçu des effets Push et Pull -ModUi/&SpellLevelFilter=Filtre de niveau de sort [-1 affiche tout] +ModUi/&SpellLevelFilter=filtre de niveau d'orthographe [-1 affiche tout] ModUi/&SpellsMenu=Sorts -ModUi/&StealthBreaksWhenAttackHits=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort frappe -ModUi/&StealthBreaksWhenAttackMisses=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort échoue +ModUi/&StealthBreaksWhenAttackHits=Activer la perte de furtivité lorsque l'attaque d'arme ou de sort touche +ModUi/&StealthBreaksWhenAttackMisses=Activer la perte de furtivité lorsque l'attaque d'arme ou de sort échoue ModUi/&StealthBreaksWhenCastingMaterial=Activer la perte de furtivité lors du lancement de Matériel [tout sort non offensif avec pour cible TOUS ou ENNEMI] ModUi/&StealthBreaksWhenCastingSomatic=Activer la perte de furtivité lors du lancement de Somatique [tout sort non offensif avec pour cible TOUS ou ENNEMI] ModUi/&StealthBreaksWhenCastingVerbose=Activer la perte de furtivité lors du lancement de Verbal [tout sort non offensif avec pour cible TOUS ou ENNEMI] ModUi/&StealthDoesNotBreakWithSubtle=Activer la furtivité sans lancer de dés si Métamagie subtile et aucun composant Matériel -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Stockez le magasin de Gorim avec tous les vêtements non magiques [Redémarrage nécessaire] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Stockez le magasin de Gorim avec tous les instruments de musique non magiques [Redémarrage nécessaire] -ModUi/&StockHugoStoreWithAdditionalFoci=Stockez le magasin Hugo avec le Bâton des Arcanes, le Druid Neck, le Bâton et le Club défini comme éléments de focus +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Remplissez la boutique de Gorim avec tous les vêtements non magiques [Nécessite un redémarrage] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Remplissez le magasin de Gorim avec tous les instruments de musique non magiques [Nécessite un redémarrage] +ModUi/&StockHugoStoreWithAdditionalFoci=Remplissez la boutique Hugo avec le bâton arcanique, le cou de druide, le bâton et le club définis comme objets prioritaires ModUi/&Subclasses=Sous-classes -ModUi/&Subraces=Sous-accolades -ModUi/&SwapCraftedItemAndRecipeIcons=+ Échangez les icônes de recettes et d'objets fabriqués dans la boutique +ModUi/&Subraces=Sous-races +ModUi/&SwapCraftedItemAndRecipeIcons=+ Échangez les icônes de recettes et d'objets fabriqués dans la boutique ModUi/&TargetLanguage=Langue cible -ModUi/&Tools=Outils ModUi/&TotalCraftingTimeModifier=Réduisez le temps de fabrication de ModUi/&TotalFeatsGrantedFirstLevel=Total des exploits accordés au premier niveau ModUi/&Translate=Traduire ModUi/&TranslateCancel=Annuler {0} à {1} ModUi/&Translations=Traductions -ModUi/&UnleashEnemyAsNpc=Autoriser la sélection de monstres sur les gadgets des PNJ -ModUi/&UnleashNpcAsEnemy=Débloquez la sélection de monstres -ModUi/&UnlockAllNpcFaces=Débloquez les visages des PNJ -ModUi/&UnlockEyeStyles=Débloquez des styles d'yeux -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Débloquez des couleurs éclatantes pour tous les marquages et tatouages -ModUi/&UnlockGlowingEyeColors=Ajoutez des couleurs d'yeux éclatantes -ModUi/&UnlockMarkAndTattoosForAllCharacters=Débloquez les marques et tatouages d'origine Sorcier pour tous les personnages. -ModUi/&UnlockSkinColors=Débloquez les couleurs de peau +ModUi/&UnleashEnemyAsNpc=Autoriser la sélection des monstres sur les gadgets PNJ +ModUi/&UnleashNpcAsEnemy=Débloquer la sélection de monstres ModUi/&Update=Mise à jour -ModUi/&UseAlternateSpellPointsSystem=Utiliser les règles officielles des variantes de points de sort -ModUi/&UseAlternateSpellPointsSystemHelp=[Vous disposez d'une réserve de points de sort qui augmente avec le niveau du lanceur de sorts\nL01 : 04 L02 : 06 L03 : 14 L04 : 17 L05 : 27 L06 : 32 L07 : < color=white>38 L08 : 44 L09 : 57 L10 : 64\nL11 : 73 L12 : 73 L13 : 83 L14 : 83 L15 : 94 L16 : 94 L17 : 107 L18 : 114 L19 : 123 L20 : 133\nLe coût pour lancer des sorts est SL1 : 2 SL2 : 3 SL3 : 5 SL4 : 6 SL5 : 7 SL6 : 9 SL7 : 10 SL8 : 11 SL9 : 13\nLes fonctionnalités de récupération des créneaux de repos courts ne seront pas déclenchées avec ce système ] -ModUi/&UseElfFaceModelsOnTieflings=Utilisez des modèles de visage Elfe sur les Tieflings -ModUi/&UseHeightOneCylinderEffect=Utilisez un effet de cylindre de hauteur 1 lors du lancement de Tentacules noires, enchevêtrement, graisse [carré] ou Pic de croissance [rond] -ModUi/&UseMathFlankingRules=+ Utilisez des calculs précis pour déterminer le contournement [peut avoir un impact sur les performances sur les machines lentes] -ModUi/&UseOfficialAdvantageDisadvantageRules=Utilisez les règles officielles avantage/désavantage [si les circonstances font qu'un jet a les deux, vous êtes considéré comme n'ayant aucun des deux] -ModUi/&UseOfficialFlankingRules=Utilisez les règles officielles de flancage [un attaquant a un avantage si un allié est du côté opposé de la cible] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Activer également les attaques à distance [désactiver les calculs précis] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Activer également les attaques par portée [désactiver les calculs précis] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Au lieu de l'avantage, accordez +1 au jet d'attaque -ModUi/&UseOfficialFoodRationsWeight=Utilisez une ration alimentaire officielle d'un poids de 2 livres. -ModUi/&UseOfficialObscurementRules=Utilisez les règles officielles de combat d'éclairage, d'obscurcissement et de vision. -ModUi/&UseOfficialObscurementRulesHelp=[l'attaquant qui perçoit le défenseur qui ne peut pas le percevoir obtient l'ADV, et l'attaquant qui ne perçoit pas le défenseur qui peut le percevoir obtient le DIS\n les zones fortement obscurcies infligent un état aveuglé, où l'attaque lance un jet contre le la créature a ADV, et les jets d'attaque de la créature ont DIS\n tous les sorts à distance ciblant des individus ne peuvent pas être lancés si l'attaquant n'a pas de vue, sauf ceux qui n'indiquent clairement pas que la vue est requise] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilisez les règles officielles des petites races lorsque vous maniez des armes lourdes [vos attaques ont un désavantage] -ModUi/&Visuals=Visuels : [Nécessite un redémarrage] -ModUi/&WidenTooltips=Multipliez la largeur de l'info-bulle par : +ModUi/&UseAlternateSpellPointsSystem=Utilisez les règles de points de sorts variants +ModUi/&UseAlternateSpellPointsSystemHelp=[Vous disposez d'une réserve de points de sorts qui augmente avec le niveau du lanceur de sorts\nL01 : 04 L02 : 06 L03 : 14 L04 : 17 L05 : 27 L06 : 32 L07 : 38 L08 : 44 L09 : 57 L10 : 64\nL11 : 73 L12 : 73 L13 : 83 L14 : 83 L15 : 94 L16 : 94 L17 : 107 L18 : 114 L19 : 123 L20 : 133\nLe coût de lancement des sorts est SL1 : 2 SL2 : 3 SL3 : 5 SL4 : 6 SL5 : 7 SL6 : 9 SL7 : 10 SL8 : 11 SL9 : 13\nLes fonctionnalités de récupération des emplacements de repos courts ne seront pas déclenchées dans ce système] +ModUi/&UseElfFaceModelsOnTieflings=Utilisez les modèles de visage Elfe sur les Tieflings +ModUi/&UseHeightOneCylinderEffect=Utilisez un effet de cylindre de hauteur 1 lorsque vous lancez Tentacules noirs, Enchevêtrement, Graisse [carré] ou Croissance en pointes [rond] +ModUi/&UseMathFlankingRules=+ Utilisez des mathématiques précises pour déterminer le flanquement [peut avoir un impact sur les performances sur les machines lentes] +ModUi/&UseOfficialAdvantageDisadvantageRules=Utilisez les règles avantage / désavantage [si les circonstances font qu'un jet a les deux, vous êtes considéré comme n'ayant aucun des deux] +ModUi/&UseOfficialFlankingRules=Utiliser les règles de flancage [un attaquant a l'avantage si un allié est du côté opposé à la cible] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Activer également pour les attaques à distance [désactiver les calculs précis] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Activer également les attaques de portée [désactiver les calculs précis] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Au lieu d'un avantage, accordez +1 au jet d'attaque +ModUi/&UseOfficialFoodRationsWeight=Utilisez une ration alimentaire d'un poids de 2 livres +ModUi/&UseOfficialObscurementRules=Utilisez les règles de combat éclairage, obscurcissement et vision +ModUi/&UseOfficialObscurementRulesHelp=[l'attaquant qui perçoit le défenseur qui ne peut pas le percevoir obtient l'ADV, et l'attaquant qui ne perçoit pas le défenseur qui peut le percevoir obtient la DIS\n les zones fortement obscurcies infligent un état d'aveuglement, où les jets d'attaque contre la créature ont l'ADV, et les jets d'attaque de la créature ont la DIS\n tous les sorts de distance ciblant des individus ne peuvent pas être lancés si l'attaquant n'a pas la vue, à l'exception de ceux qui n'indiquent clairement pas que la vue est requise] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilisez les règles des petites races lorsque vous maniez des armes lourdes [vos attaques ont un désavantage] ModUi/&WildSurgeDieRollThreshold=Définissez le seuil de chances de dé de Magie sauvage du sorcier :\n[la poussée sauvage se déclenche si le résultat est inférieur ou égal au seuil] diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt index 45c2a6fcad..b8ebcdffcb 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CircleOfTheCosmos-fr.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} utilise {1} pour lancer un D6 et ajouter {2} au jet d'attaque Feedback/&CosmosOmenCheckToHitRoll={0} utilise {1} pour lancer un D6 et ajouter {2} au jet de contrôle ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} utilise {1} pour lancer un D6 et ajouter {2} au jet de sauvegarde ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=À cause du Dragon {0}, le dé {1} est forcé à 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} utilise la forme Dragon pour forcer un test de capacité {1} à 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} a raté {1}. {2} peut réagir pour lancer un D6 et ajouter le résultat au jet d'attaque. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Lancez un D6 pour l'ajouter au jet d'attaque. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Bonheur diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfElegance-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfElegance-fr.txt index b91a1991ee..27d56f696b 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfElegance-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/CollegeOfElegance-fr.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Étapes élégantes : se désengag Feature/&PowerCollegeOfEleganceDodgeDescription=Vous pouvez dépenser 1 dé bardique pour effectuer l'action Esquiver en tant qu'action bonus lors de votre tour. Feature/&PowerCollegeOfEleganceDodgeTitle=Étapes élégantes : Dodge Feedback/&AmazingDisplayNotTriggered={1} n'a pas déclenché le pouvoir Affichage incroyable car aucun ennemi ciblable n'a été trouvé -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=À cause de la grâce {0}, le dé {1} est forcé à 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} utilise Élégance Grâce pour forcer un test de capacité {1} dé à 10. Feedback/&EvasiveFootworkACIncrease={0} utilise {1} pour lancer un dé bardique ({2}) et augmenter la CA de {3} Reaction/&CustomReactionEvasiveFootworkDescription=Vous êtes sur le point d'être touché ! Vous pouvez utiliser votre jeu de jambes évasif pour éviter le coup. Reaction/&CustomReactionEvasiveFootworkReactDescription=Utilisez votre jeu de jambes évasif pour éviter le coup. diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt index d19bc9036a..31f6653d6e 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationVivisectionist-fr.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Précision Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Apprenez et soyez toujours préparé :\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Sorts de vivisection Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=À chaque fois que vous soignez une autre créature, vous traitez tous les jets de 1 comme des 2 à la place. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=En raison d'une chirurgie stable, {0} force le dé {1} à 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} utilise la chirurgie stable pour forcer un dé de guérison {1} à 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Chirurgie stable Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Vous pouvez effectuer une action bonus pour utiliser Restauration mineure ou Retrait de malédiction sur un allié à moins de 1,50 mètre. Vous pouvez effectuer cette action un nombre de fois égal à votre bonus de maîtrise. Toutes les utilisations se rechargent après un long repos. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Supprime une condition nuisible à un allié. diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDemonHunter-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDemonHunter-fr.txt index 18f9c2c5a8..cdccfbc818 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDemonHunter-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/OathOfDemonHunter-fr.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Vous subissez des dég Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Marque d'essai Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=À partir du niveau 15, vous imprégnez votre arbalète d'un pouvoir divin. Vous obtenez les avantages suivants :\n· La portée de vos arbalètes augmente de 9 mètres.\n· La portée de votre menace de coup critique augmente de 1 point. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Arbalète divine -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=En raison de la capacité Tueur de démons {0}, relancez {1} dé de {2} à {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=À partir du niveau 3, vous pouvez appliquer votre capacité Châtiment divin lorsque vous frappez un ennemi avec une arbalète légère, une arbalète à main ou une arbalète lourde. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Chasseur de démon Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=À partir du niveau 7, vous ne subissez plus de désavantage lorsque vous utilisez des arbalètes pour attaquer des ennemis proches. Lorsque vous touchez une créature sans la Marque d'Épreuve, vous pouvez canaliser la puissance divine et lui appliquer la Marque d'Épreuve. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=En tant qu'action bonus, vou Feature/&PowerOathOfDemonHunterTrialMarkTitle=Channel Divinity : Marque d'essai Feedback/&AdditionalDamageTrialMarkFormat=Jugement! Feedback/&AdditionalDamageTrialMarkLine={0} juge {1}, infligeant des dégâts radiants supplémentaires (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=En raison de la capacité Tueur de démons {0}, relancez {1} dé de {2} à {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=Vous pouvez utiliser une réaction pour canaliser le pouvoir divin et appliquer la marque d'épreuve à la cible. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Canalisez le pouvoir divin et appliquez la marque d'essai. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Jugement diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheYeoman-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheYeoman-fr.txt index b2da9bbc48..7c7248cdf4 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheYeoman-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheYeoman-fr.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Votre vitesse est ré Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Rempart Feature/&PowerPathOfTheYeomanBulwarkDescription=Vous pouvez utiliser une action bonus pendant votre tour pour adopter une posture de protection pendant une minute. Cette posture ne prend fin prématurément que si vous perdez connaissance. Lorsque vous êtes en posture de protection, votre vitesse de déplacement est fixée à 0 et ne peut pas être augmentée, et vous bénéficiez des avantages suivants :\n• Les ennemis adjacents à vous n'infligent pas de désavantage aux attaques que vous effectuez avec un arc long.\n• Les attaques à distance ennemies avec des armes contre vous ont un désavantage.\n• Vous pouvez utiliser votre réaction pour effectuer une attaque d'opportunité avec un arc long contre un ennemi qui se déplace à moins de 1,50 mètre de vous. Feature/&PowerPathOfTheYeomanBulwarkTitle=Rempart +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Vous pouvez désactiver votre position renforcée du Rempart. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Désactiver Bulwark Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Acquérir des compétences avec les outils Smith. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=Les barbares qui suivent la voie du Yeoman ignorent les armes de mêlée pour maîtriser l'arc long. Pas moins forts que les barbares qui suivent d'autres voies, leurs flèches abattent les ennemis les plus puissants et leur concentration sans faille augmente leurs défenses déjà redoutables à des hauteurs incroyables. diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt index deec1a1293..2d3ab8f6a3 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RoguishUmbralStalker-fr.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Vous vous habitu Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Un avec les ombres Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Vous gagnez une résistance aux dégâts de froid et nécrotiques. De plus, lorsque vous êtes réduit à 0 point de vie, vous récupérez un nombre de points de vie égal à deux fois votre niveau de voleur et vous vous relevez. Vous pouvez utiliser cette capacité une fois par repos long. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Constitution de l'Umbral -Feature/&GloomBladeAttackReroll=À cause de Gloomblade, {0} relance un dé de dégâts de {1} de {2} à {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Vous pouvez utiliser votre action bonus pour vous doter d'un halo tourbillonnant d'énergie d'ombre pendant une minute. Tant que cette énergie d'ombre persiste, vous êtes obscurci par des ténèbres magiques à travers lesquelles vous pouvez voir, et chaque fois que vous infligez des dégâts d'attaque sournoise et que vous obtenez le nombre maximum sur l'une de vos attaques de dés, vous relancez ce dé et l'ajoutez aux dégâts. Vous pouvez utiliser cette fonction une fois par repos long. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Danse de l'ombre Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Une fois par tour, en tant qu'action gratuite, vous pouvez remplacer n'importe quelle quantité de votre mouvement par une téléportation d'une distance équivalente. Lorsque vous vous téléportez de cette manière, vos emplacements de départ et d'arrivée doivent être dans une faible lumière ou dans l'obscurité. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Âme de l'ombre Feedback/&AdditionalDamageGloomBladeFormat=Frappe de l'ombre Feedback/&AdditionalDamageGloomBladeLine=Shadowstrike inflige +{2} dégâts supplémentaires ! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} modifie les dégâts en {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} utilise Gloomblade pour relancer un dé de dégâts {1} de {2} à {3}. Reaction/&SpendPowerUmbralSoulDescription=Vous récupérez un nombre de points de vie égal à deux fois votre niveau de voleur, et vous vous relevez. Reaction/&SpendPowerUmbralSoulReactDescription=Vous récupérez un nombre de points de vie égal à deux fois votre niveau de voleur et vous relevez. Reaction/&SpendPowerUmbralSoulReactTitle=Constitution de l'Umbral diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousDivineHeart-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousDivineHeart-fr.txt index a006fca329..b94321a610 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousDivineHeart-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousDivineHeart-fr.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Sélectionnez la source div Feature/&FeatureSetDivineHeartDeityChoiceTitle=Choix de la divinité Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Votre connexion au divin vous permet d'apprendre et de lancer des sorts de Clerc comme des sorts de Sorcier. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Magie divine -Feature/&PowerDivineHeartDivineFountDescription=En action bonus, récupérez 1 point de sorcellerie. Utilisable un nombre de fois égal à votre bonus de Sagesse et toutes utilisations se rechargent après un long repos. +Feature/&PowerDivineHeartDivineFountDescription=En tant qu'action bonus, récupérez 1 point de sorcellerie. Utilisable un nombre de fois égal à votre bonus de Charisme et toutes les utilisations se rechargent après un long repos. Feature/&PowerDivineHeartDivineFountTitle=Source divine Feature/&PowerDivineHeartDivineRecoveryDescription=En tant qu'action bonus, vous pouvez récupérer 70 points de vie et supprimer la cécité et les maladies. Utilisable une fois par repos long. Feature/&PowerDivineHeartDivineRecoveryTitle=Récupération divine Feature/&PowerDivineHeartEmpoweredHealingDescription=Jusqu'au début de votre prochain tour, lorsque vous lancez un sort de soin, vous relancez les jets de dés de soin de 1 ou 2, en conservant le nouveau résultat. Activez ce pouvoir en tant qu'action bonus en dépensant 1 point de sorcier. -Feature/&PowerDivineHeartEmpoweredHealingReroll=En raison de la guérison renforcée, {0} relance un dé de dégâts de {1} de {2} à {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Guérison renforcée Feature/&PowerDivineHeartPlanarPortalDescription=Ouvre un portail qui peut transporter une créature amicale et vous-même vers une destination spécifiée. Feature/&PowerDivineHeartPlanarPortalTitle=Portail planaire +Feedback/&DivineHeartEmpoweredHealingReroll={0} utilise Guérison renforcée pour relancer un dé de guérison {1} de {2} à {3}. Subclass/&SorcerousDivineHeartDescription=Votre magie innée vous a été transmise par une divinité dans un but que vous pouvez ou non comprendre. Subclass/&SorcerousDivineHeartTitle=Âme divine diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfWealAndWoe-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfWealAndWoe-fr.txt index 42e3ad3872..ec608d2b66 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfWealAndWoe-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfWealAndWoe-fr.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=Après avoir effectué un jet d'a Feature/&FeatureWayOfWealAndWoeWealTitle=Bonheur Feature/&FeatureWayOfWealAndWoeWoeDescription=Après avoir effectué un jet d'attaque avec une arme de moine ou une attaque à mains nues et avoir échoué de manière critique, vous subissez des dégâts égaux à un jet de votre dé d'arts martiaux. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=À cause de {1}, {0} relance le dé d'attaque de {2} à {3} +Feedback/&WoeReroll={0} utilise Malheur pour relancer un dé d'attaque {1} de {2} à {3}. Subclass/&WayOfWealAndWoeDescription=Les moines de la Voie du Bien et du Malheur se concentrent à la fois sur la prospérité et l'adversité pour engager leurs ennemis dans la bataille. Subclass/&WayOfWealAndWoeTitle=La voie du bonheur et du malheur diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt index 747142484f..42266e69c0 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=Hai esperienza nel combattimento ravvicina Feat/&FeatCloseQuartersIntTitle=Ravvicinato [Int] Feat/&FeatCunningEscapeDescription=Ogni volta che usi l'azione Scattare come azione bonus, il tuo movimento non provoca attacchi di opportunità per il resto del turno. Feat/&FeatCunningEscapeTitle=Fuga astuta -Feat/&FeatDevastatingStrikesDexDescription=I tuoi attacchi in mischia sono particolarmente mortali. Ottieni i seguenti vantaggi:\n• Aumenta la tua Destrezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un attacco con arma da mischia, infliggi danni aggiuntivi pari al tuo bonus di competenza .\n• Ogni volta che sferra un colpo critico con un'arma da mischia, lancia un dado arma aggiuntivo e ignora le resistenze della creatura bersaglio per quell'attacco. +Feat/&FeatDevastatingStrikesDexDescription=I tuoi attacchi in mischia sono particolarmente letali. Ottieni i seguenti benefici:\n• Aumenta la tua Destrezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un'arma da mischia o un attacco disarmato, infliggi danni aggiuntivi pari al tuo bonus di competenza.\n• Ogni volta che ottieni un colpo critico con un'arma da mischia, tiri un dado arma aggiuntivo e ignori le resistenze della creatura bersaglio per quell'attacco. Feat/&FeatDevastatingStrikesDexTitle=Colpi Devastanti [DES] -Feat/&FeatDevastatingStrikesStrDescription=I tuoi attacchi in mischia sono particolarmente letali. Ottieni i seguenti benefici:\n• Aumenta la tua Forza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un attacco con arma da mischia, infliggi danni aggiuntivi pari al tuo bonus di competenza.\n• Ogni volta che infliggi un colpo critico con un'arma da mischia, tiri un dado arma aggiuntivo e ignori le resistenze della creatura bersaglio per quell'attacco. +Feat/&FeatDevastatingStrikesStrDescription=I tuoi attacchi in mischia sono particolarmente letali. Ottieni i seguenti benefici:\n• Aumenta la tua Forza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un'arma da mischia o un attacco disarmato, infliggi danni aggiuntivi pari al tuo bonus di competenza.\n• Ogni volta che infliggi un colpo critico con un'arma da mischia, tiri un dado arma aggiuntivo e ignori le resistenze della creatura bersaglio per quell'attacco. Feat/&FeatDevastatingStrikesStrTitle=Colpi devastanti [Str] Feat/&FeatExpandTheHuntDescription=Aumenta la tua Saggezza di 1, fino a un massimo di 20. Puoi scegliere un nemico preferito, una lingua e un tipo di terreno aggiuntivi. Feat/&FeatExpandTheHuntTitle=Espandi la caccia diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt index 6222a2abbd..389476d275 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Group-it.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Combattimento: Difesa Feat/&FeatGroupDefenseExpertDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\nQuando non indossi alcuna armatura, la tua CA è pari a 10 + il tuo modificatore di Destrezza + il modificatore dell'attributo mentale selezionato. Feat/&FeatGroupDefenseExpertTitle=Esperto senza armatura -Feat/&FeatGroupDevastatingStrikesDescription=I tuoi attacchi in mischia sono particolarmente letali. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza o Destrezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un attacco con arma da mischia, infliggi danni aggiuntivi pari al tuo bonus di competenza.\n• Ogni volta che ottieni un colpo critico con un'arma da mischia, tiri un dado arma aggiuntivo e ignori le resistenze della creatura bersaglio per quell'attacco. +Feat/&FeatGroupDevastatingStrikesDescription=I tuoi attacchi in mischia sono particolarmente letali. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza o Destrezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando colpisci una creatura con un'arma da mischia o un attacco disarmato, infliggi danni aggiuntivi pari al tuo bonus di competenza.\n• Ogni volta che infliggi un colpo critico con un'arma da mischia, tiri un dado arma aggiuntivo e ignori le resistenze della creatura bersaglio per quell'attacco. Feat/&FeatGroupDevastatingStrikesTitle=Colpi devastanti Feat/&FeatGroupDragonFearDescription=Quando sei arrabbiato, irradi minaccia. Ottieni i seguenti benefici:\n• Aumenta la tua Forza, Costituzione o Carisma di 1, fino a un massimo di 20.\n• Invece di esalare energia distruttiva, puoi spendere un uso del tuo tratto Arma a Soffio per ruggire, costringendo ogni creatura a tua scelta entro 30 piedi da te a effettuare un tiro salvezza su Saggezza (CD 8 + il tuo bonus di competenza + il tuo modificatore di Carisma). In caso di tiro salvezza fallito, un bersaglio diventa spaventato per 1 minuto. Il bersaglio può ripetere il tiro salvezza alla fine di ogni suo turno, terminando l'effetto su se stesso in caso di successo. Feat/&FeatGroupDragonFearTitle=Paura del drago @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Impari a invocare il fuoco infernal Feat/&FeatGroupFlamesOfPhlegethosTitle=Fiamme di Flegeto Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto generale e iniziato -Feat/&FeatGroupGrapplerDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza o Destrezza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. -Feat/&FeatGroupGrapplerTitle=Lottatore +Feat/&FeatGroupGiftOfTheGemDragonDescription=Aumenta uno dei tuoi attributi mentali di 1, fino a un massimo di 20.\n• Quando subisci danni da una creatura che si trova entro 10 piedi da te, puoi usare la tua reazione per emanare energia telecinetica. La creatura che ti ha inflitto danni deve effettuare un tiro salvezza su Forza (CD pari a 8 + il tuo bonus di competenza + il modificatore di caratteristica del punteggio aumentato da questo talento). Se fallisce il tiro salvezza, la creatura subisce 2d8 danni da forza, viene spinta fino a 10 piedi di distanza da te ed è costretta a prona. Se supera il tiro salvezza, la creatura subisce metà dei danni e non viene spinta né costretta a prona. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Dono del Drago Gemma Feat/&FeatGroupGrudgeBearerDescription=Hai un profondo odio per un particolare tipo di creatura. Scegli i tuoi nemici, un tipo di creatura che sopporti il peso della tua ira: aberrazioni, bestie, celestiali, costrutti, draghi, elementali, fate, demoni, giganti, mostruosità, melme, piante o non morti. Ottieni i seguenti benefici:\n• Aumenta il tuo punteggio di Forza, Costituzione o Saggezza di 1, fino a un massimo di 20.\n• Durante il primo round di qualsiasi combattimento contro i tuoi nemici scelti, i tuoi tiri per colpire contro uno qualsiasi di loro hanno vantaggio.\n• Quando uno qualsiasi dei tuoi nemici scelti effettua un attacco di opportunità contro di te, effettua il tiro per colpire con svantaggio. Feat/&FeatGroupGrudgeBearerTitle=Portatore di rancore Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt index 0f91477808..7689ff0039 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Attiva/disattiva Grande Maestro d'Armi +Action/&CleavingAttackToggleTitle=Grande Maestro d'Armi +Action/&PowerAttackToggleDescription=Attiva/disattiva Attacco di potenza +Action/&PowerAttackToggleTitle=Attacco di potenza Condition/&ConditionFeatCleavingAttackFinishDescription=Continua a farli venire! Condition/&ConditionFeatCleavingAttackFinishTitle=Grande Maestro d'Armi Condition/&ConditionFeatCrusherCriticalHitDescription=Sei stato colpito da un colpo critico e gli attacchi contro di te hanno vantaggio. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Aumenta la tua Forza di 1. Una volta per roun Feat/&FeatOldTacticsStrTitle=Vecchie tattiche [Str] Feat/&FeatPiercerDexDescription=Hai raggiunto una precisione penetrante in combattimento. Aumenta la tua Destrezza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni perforanti, puoi ripetere il tiro dei dadi quando ottieni 1, e devi usare il nuovo tiro. Quando ottieni un colpo critico puoi tirare un dado di danno aggiuntivo quando determini i danni perforanti extra subiti dal bersaglio. Feat/&FeatPiercerDexTitle=Perforatore [Dex] -Feat/&FeatPiercerReroll=A causa di Piercer, {0} lancia nuovamente il dado {1} da {2} a {3} Feat/&FeatPiercerStrDescription=Hai raggiunto una precisione penetrante in combattimento. Aumenta la tua Forza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni perforanti, puoi ripetere il tiro dei dadi quando ottieni 1, e devi usare il nuovo tiro. Quando ottieni un colpo critico puoi tirare un dado di danno aggiuntivo quando determini i danni perforanti extra subiti dal bersaglio. Feat/&FeatPiercerStrTitle=Perforatore [Str] Feat/&FeatPowerAttackDescription=Hai imparato a barattare la precisione per sferrare colpi più letali. Quando attacchi disarmato o con armi da mischia, puoi scegliere di subire una penalità di -3 al tuo tiro per colpire per infliggere danni aggiuntivi pari a 3 + il tuo bonus di competenza. Feat/&FeatPowerAttackTitle=Attacco di POTENZA Feat/&FeatSavageAttackDescription=Rilancia i dadi di danno dell'arma e degli incantesimi quando ottieni 1 (non tutte le fonti di danno rilanciano i dadi. Ad esempio, i danni di attacco furtivo e di punizione non vengono rilanciati). -Feat/&FeatSavageAttackReroll=A causa dell'Attaccante Selvaggio {0} rilancia il dado {1} da {2} a {3}. Feat/&FeatSavageAttackTitle=Attacco selvaggio Feat/&FeatSlasherDexDescription=Hai imparato dove tagliare per ottenere i migliori risultati. Aumenta la tua Destrezza di 1, fino a un massimo di 20. Quando colpisci una creatura con un attacco che infligge danni taglienti, puoi ridurre la velocità del bersaglio di 3 metri fino all'inizio del tuo turno successivo. Quando ottieni un colpo critico, lo ferisci gravemente. Fino all'inizio del tuo turno successivo, il bersaglio ha svantaggio su tutti i tiri per colpire. Feat/&FeatSlasherDexTitle=Slasher [Dex] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} trafigge criticamente {1} Feedback/&AdditionalDamageSpearMasteryFormat=Padronanza della lancia! Feedback/&AdditionalDamageSpearMasteryLine={0} ha preparato la lancia e infligge {2} danni extra a {1}! +Feedback/&FeatPiercerReroll={0} usa Piercer per rilanciare un dado danno {1} da {2} a {3}. +Feedback/&FeatSavageAttackReroll={0} usa Attacco Selvaggio per rilanciare un dado danno {1} da {2} a {3}. Reaction/&ReactionAttackOldTacticsDescription={0} si alzò. Puoi usare una reazione per effettuare un attacco con arma da mischia contro di lui. Reaction/&ReactionAttackOldTacticsReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackOldTacticsReactTitle=Attacco diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt index 9ee0c59e97..82d4307269 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Attiva/disattiva Grapple sugli attacchi disarmati +Action/&GrappleOnUnarmedToggleTitle=Affrontare Disarmato Condition/&ConditionFeatMobileAfterDashDescription=Garantisce l'immunità alle restrizioni di movimento e all'essere trattenuto. Condition/&ConditionFeatMobileAfterDashTitle=Libertà Failure/&MustBeHumanoid=Deve essere umanoide @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Puoi incanalare le forze cosmiche del male Feat/&FeatBalefulScionStrTitle=Rampollo funesto [Str] Feat/&FeatBalefulScionWisDescription=Puoi incanalare le forze cosmiche del male per ottenere questi benefici:\n• Aumenta la tua Saggezza di 1, fino a un massimo di 20.\n• Una volta per turno, quando danneggi una creatura che puoi vedere entro 60 piedi da te, puoi anche infliggerle danni necrotici. Il danno necrotico è pari a 1d6 + il tuo bonus di competenza e recuperi un numero di punti ferita pari a 1D6 + il tuo bonus di competenza. Puoi usare questo beneficio un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. Feat/&FeatBalefulScionWisTitle=Rampollo funesto [Sag] -Feat/&FeatBrawlerDescription=Sei un esperto nel combattimento corpo a corpo, ottenendo i seguenti benefici: \n• I tuoi Colpi senz'armi infliggono 1d6+modificatore Forza danni contundenti. Se non stai impugnando armi o uno scudo quando effettui il tiro per colpire, il d6 diventa un d8.\n• Quando esegui l'azione Attacco e hai almeno una mano libera, puoi usare la tua azione bonus per effettuare un colpo senz'armi o afferrare una creatura. +Feat/&FeatBrawlerDescription=Sei un esperto nel combattimento corpo a corpo, ottenendo i seguenti benefici: \n• I tuoi Colpi senz'armi infliggono 1d6+modificatore Forza danni contundenti. Se non stai impugnando armi o uno scudo quando effettui il tiro per colpire, il d6 diventa un d8.\n• Quando esegui l'azione Attacco e hai almeno una mano libera, puoi usare la tua azione bonus per effettuare un colpo senz'armi o afferrare una creatura.\n• Quando effettui un attacco senz'armi, puoi ripetere il tiro di qualsiasi 1 sui dadi di danno che tiri come parte di quell'attacco e devi prendere il nuovo risultato. Feat/&FeatBrawlerTitle=Rissa Feat/&FeatChefConDescription=Aumenta la tua Costituzione di 1, fino a un massimo di 20.\nPuoi impiegare 1 ora per cucinare un pasto che guarisca te e i tuoi compagni di 1d8 PV.\nUna volta al giorno, puoi impiegare un'ora per cucinare un numero di dolcetti pari al tuo bonus di competenza che forniscono 5 PV temporanei quando vengono mangiati. Feat/&FeatChefConTitle=Cuoco [Con] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=Aumenta la tua Costituzione di 1, fino a un Feat/&FeatFrostAdaptationTitle=Adattamento al gelo Feat/&FeatGiftOfTheChromaticDragonDescription=Hai manifestato parte del potere dei draghi cromatici, che ti garantisce i seguenti benefici:\n• Infusione cromatica: come azione bonus, puoi toccare un'arma semplice o da guerra e infonderla con uno dei seguenti tipi di danno: acido, freddo, fuoco, fulmine o veleno. Per il minuto successivo, l'arma infligge 1d4 danni extra del tipo scelto quando colpisce. Dopo aver usato questa azione bonus, non puoi farlo di nuovo finché non hai completato un lungo riposo.\n• Resistenza reattiva: quando subisci danni da acido, freddo, fuoco, fulmine o veleno, puoi usare la tua reazione per darti resistenza a quell'istanza di danno fino alla fine del suo turno. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando completi un lungo riposo. Feat/&FeatGiftOfTheChromaticDragonTitle=Dono del Drago Cromatico -Feat/&FeatGrapplerDexDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta la tua Destrezza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. -Feat/&FeatGrapplerDexTitle=Lottatore [Dex] +Feat/&FeatGiftOfTheGemDragonChaDescription=Aumenta il tuo Carisma di 1, fino a un massimo di 20.\n• Quando subisci danni da una creatura che si trova entro 10 piedi da te, puoi usare la tua reazione per emanare energia telecinetica. La creatura che ti ha inflitto danni deve effettuare un tiro salvezza su Forza (CD pari a 8 + il tuo bonus di competenza + il modificatore di caratteristica del punteggio aumentato da questo talento). Se fallisce il tiro salvezza, la creatura subisce 2d8 danni da forza, viene spinta fino a 10 piedi di distanza da te ed è costretta a prona. Se supera il tiro salvezza, la creatura subisce metà dei danni e non viene spinta né costretta a prona. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. +Feat/&FeatGiftOfTheGemDragonChaTitle=Dono del Drago Gemma [Car] +Feat/&FeatGiftOfTheGemDragonIntDescription=Aumenta la tua Intelligenza di 1, fino a un massimo di 20.\n• Quando subisci danni da una creatura che si trova entro 10 piedi da te, puoi usare la tua reazione per emanare energia telecinetica. La creatura che ti ha inflitto danni deve effettuare un tiro salvezza su Forza (CD pari a 8 + il tuo bonus di competenza + il modificatore di caratteristica del punteggio aumentato da questo talento). Se fallisce il tiro salvezza, la creatura subisce 2d8 danni da forza, viene spinta fino a 10 piedi di distanza da te ed è costretta a prona. Se supera il tiro salvezza, la creatura subisce metà dei danni e non viene spinta né costretta a prona. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. +Feat/&FeatGiftOfTheGemDragonIntTitle=Dono del Drago Gemma [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Aumenta la tua Saggezza di 1, fino a un massimo di 20.\n• Quando subisci danni da una creatura che si trova entro 10 piedi da te, puoi usare la tua reazione per emanare energia telecinetica. La creatura che ti ha inflitto danni deve effettuare un tiro salvezza su Forza (CD pari a 8 + il tuo bonus di competenza + il modificatore di caratteristica del punteggio aumentato da questo talento). Se fallisce il tiro salvezza, la creatura subisce 2d8 danni da forza, viene spinta fino a 10 piedi di distanza da te ed è costretta a prona. Se supera il tiro salvezza, la creatura subisce metà dei danni e non viene spinta né costretta a prona. Puoi usare questa reazione un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. +Feat/&FeatGiftOfTheGemDragonWisTitle=Dono del Drago Gemma [Sag] Feat/&FeatGrapplerStrDescription=Hai sviluppato le abilità necessarie per tenere testa alla lotta ravvicinata. Ottieni i seguenti benefici:\n• Aumenta la tua Forza di 1, fino a un massimo di 20. \n• Hai vantaggio sui tiri per colpire contro una creatura che stai lottando. \n• Non hai più penalità al movimento mentre stai lottando con creature della tua taglia o più piccole. Feat/&FeatGrapplerStrTitle=Affrontatore [Str] Feat/&FeatGroupSkillExpertDescription=Hai affinato la tua competenza con particolari abilità, garantendoti i seguenti vantaggi:\n• Aumenta un punteggio di caratteristica a tua scelta di 1, fino a un massimo di 20.\n• Ottieni competenza in un'abilità a tua scelta.{0}• Acquisisci esperienza in un'abilità a tua scelta. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Hai fatto molta pratica con una varietà di Feat/&FeatWeaponMasterStrTitle=Maestro d'armi [Str] Feature/&CastSpellFeatMagicInitiateTitle=Iniziato Feature/&CastSpellFeatSpellSniperTitle=Cecchino -Feature/&DieRollModifierFeatElementalAdeptReroll=Poiché l'Adepto Elementale {0} rilancia il dado {1} da {2} a {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=Poiché il Maestro Elementale {0} rilancia il dado {1} da {2} a {3}. Feature/&PowerFeatAcrobatDescription=Come azione bonus, puoi effettuare una prova di Destrezza (Acrobazia) con CD 15. Se hai successo, il terreno difficile non ti costerà movimento extra fino alla fine del turno corrente. Feature/&PowerFeatAcrobatTitle=Acrobata Feature/&PowerFeatBalefulScionDescription=Una volta per turno, quando danneggi una creatura che puoi vedere entro 60 piedi da te, puoi anche infliggerle danni necrotici. Il danno necrotico è pari a 1d6 + il tuo bonus di competenza e recuperi un numero di punti ferita pari a 1D6 + il tuo bonus di competenza. Puoi usare questo beneficio un numero di volte pari al tuo bonus di competenza e recuperi tutti gli usi spesi quando termini un riposo lungo. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusione croma Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=L'infusione cromatica infligge +{2} danni da fulmine extra! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusione cromatica: Veleno Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'infusione cromatica infligge +{2} danni da veleno extra! +Feedback/&FeatBrawlerReroll=Quando effettui un attacco senz'armi, puoi ritirare qualsiasi 1 sui dadi di danno che hai ottenuto come parte di quell'attacco e devi accettare il nuovo risultato. +Feedback/&FeatElementalAdeptReroll={0} usa Elemental Adept per rilanciare un dado di attacco {1} da {2} a {3}. +Feedback/&FeatElementalMasterReroll={0} usa Elemental Master per rilanciare un dado di attacco {1} da {2} a {3}. Feedback/&IsNotLuckyHigher={0} non è affatto fortunato, tirando un {2} più alto per sostituire un {3}. Feedback/&IsNotLuckyLower={0} non è affatto fortunato, tirando un {2} più basso per sostituire un {3}. Feedback/&LuckyAttackToHitRoll={0} ha usato {1} e tira un {2} per sostituire {3} nel tiro di attacco @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} ha usato {1} e tira un {2} per sostituire {3} Feedback/&LuckySavingToHitRoll={0} ha usato {1} e tira un {2} per sostituire {3} nel tiro salvezza Item/&ItemFeatChefTreatDescription=Mangia questa delizia dello Chef e ottieni 5 punti ferita temporanei. Item/&ItemFeatChefTreatTitle=La delizia dello chef +Reaction/&CustomReactionGrapplerDescription=Puoi afferrare {0}. +Reaction/&CustomReactionGrapplerReactDescription=Afferrare il bersaglio. +Reaction/&CustomReactionGrapplerReactTitle=Afferrare +Reaction/&CustomReactionGrapplerTitle=Lottatore Reaction/&ReactionAttackMageSlayerDescription={0} lancia un incantesimo entro 5 piedi da te. Puoi usare la tua reazione per attaccare. Reaction/&ReactionAttackMageSlayerReactDescription=Usa la reazione per attaccare il bersaglio. Reaction/&ReactionAttackMageSlayerReactTitle=Attacco @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Resistenza reattiva Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Seleziona azione Reaction/&SubitemSelectReactionAttackSentinelTitle=Seleziona azione Reaction/&SubitemSelectReactionWarcasterTitle=Seleziona azione +Reaction/&UseGiftOfTheGemDragonDescription={0} ti ha danneggiato! Puoi usare la tua reazione per spingerlo di 10 piedi e infliggergli 2d8 danni psichici. +Reaction/&UseGiftOfTheGemDragonReactDescription=Creati una resistenza. +Reaction/&UseGiftOfTheGemDragonReactTitle=Reagire +Reaction/&UseGiftOfTheGemDragonTitle=Dono del Drago Gemma Reaction/&WarcasterAttackDescription=Attaccare il bersaglio. Reaction/&WarcasterAttackTitle=Attacco Tag/&InitiateCantripSpecialTagTitle=Inizia Trucchetti diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt index 0d0eb521ef..b1b91c0367 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Impari la magia dei boschi primordiali, che so Feat/&FeatWoodElfMagicTitle=Magia degli elfi dei boschi Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Quando impugni una spada grande, ottieni un bonus di +1 alla CA. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Lama del Revenant -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=A causa delle Fiamme di Flegeto {0} rilancia il dado {1} da {2} a {3}. Feature/&PowerFeatDragonFearDescription=Puoi spendere un uso del tuo tratto Arma a Soffio per ruggire, costringendo ogni creatura a tua scelta entro 30 piedi da te a effettuare un tiro salvezza su Saggezza (CD 8 + il tuo bonus di competenza + il tuo modificatore di Carisma). Se il tiro salvezza fallisce, un bersaglio diventa spaventato per 1 minuto. Se il bersaglio spaventato subisce danni, può ripetere il tiro salvezza, terminando l'effetto su se stesso in caso di successo. Feature/&PowerFeatDragonFearTitle=La paura del drago Feature/&PowerFeatOrcishAggressionDescription=Come azione bonus, quando impugni un'arma da mischia nella mano principale, puoi caricare alla tua velocità verso un nemico a tua scelta e attaccare liberamente la creatura con la tua arma principale. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} ha usato {1} e tira un {2} per sostit Feedback/&BountifulLuckCheckToHitRoll={0} ha usato {1} e tira un {2} per sostituire {3} nel tiro di controllo Feedback/&BountifulLuckSavingToHitRoll={0} ha usato {1} e tira un {2} per sostituire {3} nel tiro salvezza Feedback/&DwarvenFortitudeHitDieRolled={0} ha tirato un {2} e ha curato {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} usa Fiamme di Flegeto per rilanciare un dado danno magico {1} da {2} a {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} hanno mancato {1}. {2} possono reagire tirando un d20 e sostituire il tiro per colpire. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Tira un d20 per sostituire il tiro per colpire. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Fortuna abbondante diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/RangedCombat-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/RangedCombat-it.txt index 91694f7ef0..34ea4650b3 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/RangedCombat-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/RangedCombat-it.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Attiva/disattiva Sharpshooter +Action/&DeadEyeToggleTitle=Tiratore scelto Condition/&ConditionFeatSteadyAimAdvantageDescription=Hai vantaggio sul tuo prossimo tiro d'attacco. Condition/&ConditionFeatSteadyAimAdvantageTitle=Mira stabile Condition/&ConditionFeatSteadyAimRestrainedDescription=Non puoi muoverti fino alla fine del tuo turno. diff --git a/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt b/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt index 260523e58b..c1610cbe42 100644 --- a/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/FightingStyles-it.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Danno paralizzante! Feedback/&AdditionalDamageCripplingLine={1} subisce danni invalidanti. Feedback/&AdditionalDamageExecutionerFormat=Esecuzione! Feedback/&AdditionalDamageExecutionerLine={0} esegue {1} per +{2} danni extra! -FightingStyle/&AstralReachDescription=La portata del tuo Colpo Senz'Armi aumenta di 1,5 metri. +FightingStyle/&AstralReachDescription=La tua portata senza armi aumenta di 1,5 metri se entrambe le tue mani sono libere. FightingStyle/&AstralReachTitle=Raggiungimento astrale FightingStyle/&BlindFightingDescription=Hai una vista cieca con una gittata di 10 piedi. Entro quella gittata, puoi vedere efficacemente qualsiasi cosa che non sia dietro una copertura totale, anche se sei accecato o al buio. Inoltre, puoi vedere una creatura invisibile entro quella gittata, a meno che la creatura non si nasconda con successo da te. FightingStyle/&BlindFightingTitle=Combattimento cieco @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=Ottieni un bonus di +1 ai tuoi tiri per c FightingStyle/&HandAndAHalfTitle=Scherma classica FightingStyle/&InterceptionDescription=Quando una creatura che puoi vedere colpisce un bersaglio, diverso da te, entro 5 piedi da te con un attacco, puoi usare la tua reazione per ridurre il danno che il bersaglio subisce di 1d10 + il tuo bonus di competenza. Devi impugnare uno scudo o un'arma semplice o marziale per usare questa reazione. FightingStyle/&InterceptionTitle=Intercettazione -FightingStyle/&LungerDescription=La portata della tua arma da mischia aumenta di 1,5 metri quando impugni un'arma senza l'etichetta pesante e senza altre armi o scudi. +FightingStyle/&LungerDescription=La portata della tua arma da mischia aumenta di 1,5 metri se impugni un'arma senza l'etichetta pesante e hai l'altra mano libera. FightingStyle/&LungerTitle=Polmoni FightingStyle/&MercilessDescription=Quando riduci un bersaglio a 0 HP usando un attacco con arma da mischia nel tuo turno, i nemici entro un raggio dal bersaglio abbattuto pari alla metà del tuo bonus di competenza (arrotondato per eccesso) che possono vedere il bersaglio devono effettuare un tiro salvezza su Saggezza (CD 8 + il tuo bonus di competenza + il tuo modificatore di Forza) o avere paura di te fino alla fine del tuo turno successivo. Se l'attacco scatenante è un colpo critico, il raggio è invece pari al tuo bonus di competenza. FightingStyle/&MercilessTitle=Senza pietà diff --git a/SolastaUnfinishedBusiness/Translations/it/KeyBindings-it.txt b/SolastaUnfinishedBusiness/Translations/it/KeyBindings-it.txt new file mode 100644 index 0000000000..67082d808f --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/it/KeyBindings-it.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Consente di esportare il carattere attualmente selezionato. +Setting/&CharacterExportTitle=Esporta carattere +Setting/&DebugOverlayDescription=Consente di aprire l'overlay di debug originale. +Setting/&DebugOverlayTitle=Sovrapposizione di debug +Setting/&EnableCharacterCheckerDescription=Consente di visualizzare in anteprima gli attori con un nuovo pulsante aggiunto al pool dei personaggi. +Setting/&EnableCharacterCheckerTitle=Abilita il controllo dei caratteri +Setting/&EnableCheatMenuDescription=Ti consente di avere a disposizione il menu dei trucchi del dungeon maker durante il gioco normale. +Setting/&EnableCheatMenuTitle=Abilita il menu dei trucchi +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL per ignorare il controllo degli oggetti della missione al momento del rilascio +Setting/&EnablePartyTogglesDescription=Ti consente di attivare o disattivare gli eroi nel pool dei personaggi da usare come gruppo predefinito nei test del creatore di dungeon e nelle nuove sessioni di gioco regolari. +Setting/&EnablePartyTogglesTitle=Abilita i toggle predefiniti delle feste +Setting/&EnableSaveByLocationDescription=Ti consente di organizzare i tuoi salvataggi in base a campagne e/o posizioni. +Setting/&EnableSaveByLocationTitle=Abilita il salvataggio in base alla posizione +Setting/&EnableShiftToSnapLineSpellsTitle=MAIUSC per agganciare la linea alla griglia +Setting/&FormationSet1Description=Permette di scegliere il set di formazione 1. +Setting/&FormationSet1Title=Formazione Set 1 +Setting/&FormationSet2Description=Permette di scegliere il set di formazione 2. +Setting/&FormationSet2Title=Formazione Set 2 +Setting/&FormationSet3Description=Permette di scegliere la formazione impostata 3. +Setting/&FormationSet3Title=Formazione Set 3 +Setting/&FormationSet4Description=Permette di scegliere la formazione impostata 4. +Setting/&FormationSet4Title=Formazione Set 4 +Setting/&FormationSet5Description=Permette di scegliere la formazione impostata 5. +Setting/&FormationSet5Title=Formazione Set 5 +Setting/&HideCrownOfMagisterTitle=Nascondi Corona del Magister +Setting/&HideHelmetsTitle=Nascondi i caschi +Setting/&HideTitle=Nascondere +Setting/&InvertTooltipBehaviorDescription=Visualizza il suggerimento esteso anziché quello riepilogativo predefinito. +Setting/&InvertTooltipBehaviorTitle=Inverti il ​​comportamento dei suggerimenti +Setting/&ModHeaderTitle=Affari incompiuti +Setting/&RejoinPartyDescription=Ti consente di riunirti al gruppo attorno al primo eroe, nel caso in cui qualcuno rimanga intrappolato. +Setting/&RejoinPartyTitle=Rientrare nel gruppo +Setting/&SelectCharacter5Title=Seleziona il personaggio 5 +Setting/&SelectCharacter6Title=Seleziona il personaggio 6 +Setting/&SpawnEncounterDescription=Ti consente di generare il set di incontri nella scheda Incontri dell'interfaccia utente della Mod. +Setting/&SpawnEncounterTitle=Incontro di spawn +Setting/&TeleportPartyDescription=Permette di teletrasportare il gruppo nella posizione al centro dello schermo. +Setting/&TeleportPartyTitle=Festa di teletrasporto +Setting/&ToggleHudDescription=Consente di attivare/disattivare l'HUD. +Setting/&ToggleHudTitle=Attiva/disattiva HUD +Setting/&TooltipWidthDescription=Modifica il moltiplicatore della larghezza del tooltip. +Setting/&TooltipWidthTitle=Larghezza del suggerimento +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Sblocca nomi aggiuntivi adatti alla tradizione +Setting/&UnlockAllNpcFacesTitle=Sblocca i volti dei PNG +Setting/&UnlockBeardlessDwarvesTitle=Sblocca i nani senza barba +Setting/&UnlockEyeStylesTitle=Sblocca stili occhi +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Sblocca i segni luminosi e i colori dei tatuaggi +Setting/&UnlockGlowingEyeColorsTitle=Sblocca i colori degli occhi luminosi +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Sbloccare segni e tatuaggi +Setting/&UnlockNewBrightEyeColorsTitle=Sblocca colori brillanti per gli occhi +Setting/&UnlockSkinColorsTitle=Sblocca i colori della pelle +Setting/&UnlockUnmarkedSorcerersTitle=Sblocca gli stregoni non contrassegnati +Setting/&VttCameraDescription=Consente di alternare la modalità della telecamera VTT. +Setting/&VttCameraTitle=Fotocamera MTB diff --git a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt index 605b77dfcf..5d9a23b965 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Abbagliato Feature/&AttributeModifierMonkAbundantKiDescription=Aggiungi metà del tuo bonus di competenza (arrotondato per difetto) al tuo pool di Punti Ki. Feature/&AttributeModifierMonkAbundantKiTitle=Ki abbondante Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Segue il lottatore -Feature/&ConditionGrappleTargetFlyingTitle=Volare Feature/&EnhancedIndomitableResistanceDescription=Se fallisci un tiro salvezza, puoi rilanciarlo con un bonus pari al tuo livello da Guerriero. Se lo fai, devi usare il nuovo tiro e non puoi usare di nuovo questa caratteristica finché non finisci un riposo lungo. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Incantesimi espansi diff --git a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt index 885fdde801..7f66f2a4c6 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt @@ -1,327 +1,299 @@ -ModUi/&AccountForAllDiceOnFollowUpStrike=Aggiungi tutti gli effetti aggiuntivi dell'arma base al talento Attacco Successivo -ModUi/&AccountForAllDiceOnSavageAttack=Aggiungi tutti i dadi dal danno base dell'arma alle funzionalità che aggiungono danno base dell'arma invece di 1 solo dado [Attacco selvaggio, armi 2H, ecc.] +ModUi/&AccountForAllDiceOnFollowUpStrike=Aggiungi tutti gli effetti aggiuntivi dell'arma base al talento Colpo successivo +ModUi/&AccountForAllDiceOnSavageAttack=Aggiungi tutti i dadi del danno base dell'arma alle caratteristiche che aggiungono danno base dell'arma invece di 1 solo dado [Attacco selvaggio, armi a 2 mani, ecc.] ModUi/&AddAllToStore=Aggiungi tutto al negozio -ModUi/&AddBleedingToLesserRestoration=Aggiungi la condizione Sanguinamento a quelle rimosse da Maggiore e Restauro Minore -ModUi/&AddCustomIconsToOfficialItems=Aggiungi icone personalizzate agli oggetti di gioco ufficiali [munizioni, ricette, kit, ecc.] [Richiede il riavvio] -ModUi/&AddDarknessPerceptiveToDarkRaces=Abilita Percettivo dell'oscurità su Elfo Oscuro, Coboldo Oscuro e Nano Grigio \n[concede vantaggio alle prove di percezione quando spento o nell'oscurità magica] +ModUi/&AddBleedingToLesserRestoration=Aggiungi la condizione Sanguinamento a quelle rimosse da Maggiore e Ripristino Minore +ModUi/&AddCustomIconsToOfficialItems=Aggiungi icone personalizzate agli oggetti di gioco ufficiali [munizioni, ricette, kit, ecc.] [Richiede il riavvio] +ModUi/&AddDarknessPerceptiveToDarkRaces=Abilita Percezione dell'oscurità su Elfo scuro, Kobold oscuro e Nano grigio \n[concede vantaggio sui controlli di percezione quando non è illuminato o sotto oscurità magica] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Aggiungi modificatore DEX al tiro di iniziativa dei nemici -ModUi/&AddFallProneActionToAllRaces=Aggiungi l'azione Cadere prono a tutte le razze giocabili [puoi cadere prono senza alcun costo] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Abilita Guerriero per aggiungere il livello di classe come bonus al tiro salvezza di Resistenza indomabile -ModUi/&AddGrappleActionToAllRaces=Aggiungi l'azione Afferrare a tutte le razze giocabili -ModUi/&AddHelpActionToAllRaces=Aggiungi l'azione Aiuto a tutte le razze giocabili [puoi aiutare una creatura amica ad attaccare una creatura entro 1 cella da te] -ModUi/&AddHumanoidFavoredEnemyToRanger=Abilita i nemici preferiti umanoidi Ranger -ModUi/&AddNewBrightEyeColors=Aggiungi nuovi colori brillanti per gli occhi -ModUi/&AddNewWeaponsAndRecipesToShops=Aggiungi nuove armi e ricette ai negozi [fasce, alabarde, picche, mazze lunghe, balestre a mano] [Richiede il riavvio] -ModUi/&AddPaladinSmiteToggle=Aggiungi un interruttore per consentire ai Paladini di abilitare le punizioni solo sui colpi critici [utile per ridurre al minimo le richieste di reazione] -ModUi/&AddPickPocketableLoot=Aggiungi bottino borseggiabile [suggerito se il talento Borseggiatore è abilitato] +ModUi/&AddFallProneActionToAllRaces=Aggiungi l'azione Cadere prono a tutte le classi [puoi cadere prono senza alcun costo] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Aggiungere il livello di classe come bonus al tiro salvezza ripetuto di Resistenza indomabile. +ModUi/&AddGrappleActionToAllRaces=Aggiungere l'azione Lotta a tutte le classi +ModUi/&AddHelpActionToAllRaces=Aggiungi l'azione Aiuto a tutte le classi [puoi aiutare una creatura amica ad attaccare una creatura entro 1 cella da te] +ModUi/&AddHumanoidFavoredEnemyToRanger=Abilita i nemici preferiti Umanoidi +ModUi/&AddNewWeaponsAndRecipesToShops=Aggiungi nuove armi e ricette ai negozi [fasce per le mani, alabarde, picche, mazze lunghe, balestre a mano] [Richiede riavvio] +ModUi/&AddPaladinSmiteToggle=Aggiungi un'opzione per consentire ai Paladini di abilitare le punizioni solo sui colpi critici [utile per ridurre al minimo le richieste di reazione] +ModUi/&AddPickPocketableLoot=Aggiungi bottino borseggiabile [suggerito se è abilitata l'abilità Borsino] ModUi/&AddToStore=Aggiungi al negozio -ModUi/&Advanced=Avanzate: [Richiede il riavvio] +ModUi/&Advanced=Avanzato: [Richiede riavvio] ModUi/&AdvancedHelp=• ATTENZIONE: Queste impostazioni richiederanno che il giocatore abbia installato questa mod ModUi/&AllItemInDm=Tutti gli articoli in DM ModUi/&AllRecipesInDm=Tutte le ricette in DM -ModUi/&AllowAllPlayersOnNarrativeSequences=+ Consenti a tutti i giocatori sequenze narrative +ModUi/&AllowAllPlayersOnNarrativeSequences=+ Consenti a tutti i giocatori di partecipare alle sequenze narrative ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Consenti agli alleati di percepire Ranger GloomStalker quando si trovano nell'oscurità naturale -ModUi/&AllowAnyClassToWearSylvanArmor=Consenti a qualsiasi classe di indossare Armatura Silvana o Abiti da Portatore di Luce -ModUi/&AllowBeardlessDwarves=Consenti Nani senza barba +ModUi/&AllowAnyClassToWearSylvanArmor=Consenti a qualsiasi classe di indossare Armatura silvana o Vestiti del Portatore di Luce ModUi/&AllowBladeCantripsToUseReach=Consenti a Trucchetti Lama di usare la portata invece di 5 piedi ModUi/&AllowClubsToBeThrown=Consentire che i mazze vengano lanciati come pugnali o asce -ModUi/&AllowDisplayingNonSuggestedSpells=Consenti incantesimi non suggeriti dal mod in ogni elenco -ModUi/&AllowDisplayingOfficialSpells=Consenti gli incantesimi ufficiali del gioco in ogni elenco +ModUi/&AllowDisplayingNonSuggestedSpells=Consenti mod incantesimi non suggeriti in ogni elenco +ModUi/&AllowDisplayingOfficialSpells=Consenti incantesimi ufficiali di gioco su ogni elenco ModUi/&AllowDruidToWearMetalArmor=Consenti al Druido di indossare un'armatura di metallo ModUi/&AllowDungeonsMaxLevel20=Consenti dungeon con livello massimo 20 -ModUi/&AllowFlightSuspend=Consenti la sospensione temporanea del volo da oggetti e incantesimi [non influenza le razze selvagge o volanti] +ModUi/&AllowFlightSuspend=Consenti la sospensione temporanea del volo da oggetti e incantesimi [non influisce sulle razze di forma selvaggia o volanti] ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Abilita il clic CTRL per ignorare qualsiasi controllo quando si posizionano gadget o oggetti di scena -ModUi/&AllowHasteCasting=Consenti di lanciare incantesimi con azione extra dall'avere fretta [sei ancora limitato a 1 incantesimo di azione principale per round] -ModUi/&AllowHornsOnAllRaces=Consenti corni a tutte le razze [i risultati potrebbero sembrare terribili a seconda della razza, della testa e del corno] -ModUi/&AllowMoreRealStateOnRestPanel=Consenti più stato reale nel pannello di riposo [nascondi le azioni dopo il riposo nel pannello prima e le funzionalità di ripristino nel pannello dopo] -ModUi/&AllowStackedMaterialComponent=Consenti componente materiale impilato [ad es. 2 diamanti da 500 mo equivalgono a 1000 mo di diamanti] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Consenti la selezione del bersaglio quando lanci l'incantesimo Catena di Fulmini -ModUi/&AllowUnmarkedSorcerers=Consenti Stregone senza segni di origine e tatuaggi +ModUi/&AllowHasteCasting=Consenti di lanciare incantesimi con azione extra essendo Frettato [sei ancora limitato a 1 incantesimo di azione principale per round] +ModUi/&AllowHornsOnAllRaces=Consenti le corna su tutte le razze [i risultati potrebbero sembrare terribili a seconda della razza, della testa e del corno] +ModUi/&AllowMoreRealStateOnRestPanel=Consenti più stato reale sul pannello di riposo [nascondi le azioni dopo il riposo sul pannello prima e le funzionalità di ripristino sul pannello dopo] +ModUi/&AllowStackedMaterialComponent=Consenti componente materiale impilato [ad esempio 2x500gp diamante equivalgono a 1000gp diamante] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Consenti la selezione del bersaglio quando lanci l'incantesimo Catena di fulmini ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Il tasto ALT evidenzia solo i gadget nel campo visivo del gruppo [solo dungeon personalizzati] -ModUi/&ArcaneShieldstaffOptions=Consenti al Bastone dello Scudo Arcano di essere sintonizzato da qualsiasi classe +ModUi/&ArcaneShieldstaffOptions=Consenti a Arcane Shieldstaff di essere sintonizzato da qualsiasi classe ModUi/&Backgrounds=Sfondi -ModUi/&BackgroundsAndRaces=Sfondi e razze +ModUi/&BackgroundsAndRaces=Background e razze ModUi/&Basic=Base: ModUi/&Bestiary=Bestiario -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Lancia Maledizione non richiede concentrazione se lanciato con uno slot incantesimo L5+ +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Conferisci Maledizione non richiede concentrazione se lanciato con uno slot incantesimo L5+ ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condizione Accecato non consente attacchi di opportunità ModUi/&Blueprints=Progetti -ModUi/&Campaigns=Campagne: -ModUi/&CampaignsAndLocations=Campagne e posizioni: +ModUi/&Campaigns=Interfaccia utente del gioco ModUi/&Category=Categoria -ModUi/&ChangeDragonbornElementalBreathUsages=Cambia l'utilizzo del respiro elementale Dragonborn nel modificatore di Costituzione per riposo breve -ModUi/&ChangeSleetStormToCube=Cambia Tempesta di nevischio per utilizzare un cubo invece di un cilindro -ModUi/&Changelog=Registro modifiche +ModUi/&ChangeDragonbornElementalBreathUsages=Cambia l'uso del respiro elementale di Dragonborn in modificatore di Costituzione per riposo breve +ModUi/&ChangeSleetStormToCube=Cambia Tempesta di nevischio per usare un cubo invece di un cilindro +ModUi/&Changelog=Registro delle modifiche ModUi/&Character=Carattere -ModUi/&CharactersPool=Piscina di personaggi -ModUi/&Classes=Classi -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Immunità al freddo garantisce anche l'immunità alle condizioni fredde e congelate -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistenza al freddo garantisce inoltre l'immunità alla condizione di freddo e riduce il congelamento a freddo +ModUi/&CharactersPool=Pool di personaggi +ModUi/&Classes=Lezioni +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Immunità al freddo garantisce anche l'immunità alle condizioni di freddo e congelamento +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistenza al freddo garantisce anche l'immunità alla condizione di freddo e riduce lo stato congelato a freddo ModUi/&Combat=Combattimento: ModUi/&Crafting=Creazione: -ModUi/&CraftingHelp=• Premi il pulsante per apprendere istantaneamente le ricette del gruppo attivo\n• Gli articoli aggiunti ai negozi potrebbero richiedere che il gruppo si allontani dal luogo e ritorni +ModUi/&CraftingHelp=• Premi il pulsante per apprendere le ricette all'istante sul gruppo attivo\n• Gli articoli aggiunti ai negozi potrebbero richiedere che il gruppo si allontani dalla posizione e torni indietro ModUi/&Credits=Crediti -ModUi/&CreditsAndDiagnostics=Crediti e diagnostica +ModUi/&CreditsAndDiagnostics=Crediti e diagnosi ModUi/&Critical=Colpo critico: -ModUi/&CriticalOption0=0: impostazione predefinita del gioco, lancia due volte i dadi di danno, aggiungi il risultato e aggiungi i modificatori [XdY+XdY+Z] -ModUi/&CriticalOption1=1: somma il risultato massimo dei dadi di danno e aggiungilo al danno dell'attacco [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: continua a ripetere il lancio di tutti i dadi di danno che ottengono il risultato più alto possibile e aggiungilo al danno totale -ModUi/&CriticalOption3=3: raddoppia il danno totale del tuo attacco invece di lanciare dadi aggiuntivi. [(XdY+Z)*2] +ModUi/&CriticalOption0=0: impostazione predefinita del gioco, tira due volte i dadi danno, aggiungi il risultato e aggiungi i modificatori [XdY+XdY+Z] +ModUi/&CriticalOption1=1: somma il risultato massimo dei dadi danno e aggiungilo al danno dell'attacco [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: continua a rilanciare tutti i dadi danno che danno il risultato più alto possibile e aggiungili al danno totale +ModUi/&CriticalOption3=3: Raddoppia il danno totale del tuo attacco invece di tirare dadi aggiuntivi. [(XdY+Z)*2] ModUi/&Deities=Divinità ModUi/&DisableAutoEquip=Disabilita l'equipaggiamento automatico degli oggetti nell'inventario -ModUi/&DisableBarbarianBrutalCritical=+ Disabilita anche Barbaro Critico Brutale ai livelli 9, 13 e 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disabilita i prerequisiti di lancio degli incantesimi sui talenti forniti da questo mod [Richiede il riavvio] -ModUi/&DisableClassPrerequisitesOnModFeats=Disabilita i prerequisiti di livello sui talenti forniti da questo mod +ModUi/&DisableBarbarianBrutalCritical=+ Disattiva anche Brutal Critical ai livelli 9, 13 e 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disabilita i prerequisiti per lanciare incantesimi sui mod talenti [Richiede riavvio] +ModUi/&DisableClassPrerequisitesOnModFeats=Disattiva i prerequisiti di livello per imprese ModUi/&DisableMultilineSpellOffering=Disabilita l'offerta di incantesimi multi-linea sulla barra delle azioni [principalmente per gli utenti controller che usano eroi non multicaster] -ModUi/&DisableRacePrerequisitesOnModFeats=Disabilita i prerequisiti di razza sui talenti forniti da questo mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Disattiva Percepire visione oscura da tutte le razze giocabili [Richiede il riavvio] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Disabilita Senso superiore, visione oscura da tutte le razze giocabili [Richiede il riavvio] -ModUi/&DisableUnofficialTranslations=Disattiva il supporto delle traduzioni non ufficiali per velocizzare la mod [a meno che non parli cinese, italiano, giapponese, coreano o spagnolo] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Visualizza tutti gli incantesimi conosciuti di altre classi durante l'aumento di livello -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Visualizza gli slot patto Stregone nella selezione degli incantesimi invece che nel pannello del personaggio -ModUi/&DocsArcaneShots=Colpi arcani +ModUi/&DisableRacePrerequisitesOnModFeats=Disattiva i prerequisiti di razza per le imprese +ModUi/&DisableSenseDarkVisionFromAllRaces=Disattiva Sense Dark Vision da tutte le razze giocabili [Richiede riavvio] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Disattiva Visione oscura superiore da tutte le razze giocabili [Richiede riavvio] +ModUi/&DisableUnofficialTranslations=Disabilita il supporto alle traduzioni non ufficiali per velocizzare la mod [a meno che non parli cinese, italiano, giapponese, coreano o spagnolo] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Mostra tutti gli incantesimi conosciuti delle altre classi durante l'aumento di livello +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Visualizza gli slot del patto Warlock nella selezione degli incantesimi invece che nel pannello del personaggio +ModUi/&DocsArcaneShots=Colpi Arcani ModUi/&DocsBackgrounds=Sfondi -ModUi/&DocsFeats=Talenti +ModUi/&DocsClasses=Lezioni +ModUi/&DocsFeats=Imprese ModUi/&DocsFightingStyles=Stili di combattimento ModUi/&DocsInfusions=Infusi ModUi/&DocsInvocations=Invocazioni ModUi/&DocsManeuvers=Manovre ModUi/&DocsMetamagic=Metamagia -ModUi/&DocsRaces=Razze +ModUi/&DocsRaces=Gare ModUi/&DocsSpells=Incantesimi ModUi/&DocsSubclasses=Sottoclassi ModUi/&DocsSubraces=Sottorazze ModUi/&DocsVersatilities=Versatilità -ModUi/&Donate=Dona: {0} -ModUi/&DontDisplayHelmets=Non visualizzare caschi sui personaggi grafici [Richiede riavvio] -ModUi/&DontEndTurnAfterReady=Non terminare il turno dopo aver utilizzato Azione pronta [consente di utilizzare Azione bonus o qualsiasi azione principale extra da Rapidità o altre fonti]< /i> +ModUi/&Donate=Fai una donazione: {0} +ModUi/&DontEndTurnAfterReady=Non terminare il turno dopo aver usato Azione pronta [consente di usare Azione bonus o qualsiasi azione principale extra da Fretta o altre fonti] ModUi/&DontFollowCharacterInBattle=La telecamera di battaglia non segue quando il personaggio è già sullo schermo -ModUi/&DontFollowMargin=+ A meno che l'eroe non sia spento o si trovi entro la % del bordo dello schermo -ModUi/&DungeonMakerBasicHelp=• Queste impostazioni non richiedono che il giocatore abbia installato questa mod -ModUi/&DungeonMakerMenu=Creatore di dungeon +ModUi/&DontFollowMargin=+ A meno che l'eroe non sia spento o entro % dal bordo dello schermo +ModUi/&DungeonMakerBasicHelp=• Queste impostazioni non richiederanno che il giocatore abbia installato questa mod +ModUi/&DungeonMakerMenu=Creatore di Dungeon ModUi/&Effects=Effetti -ModUi/&EmpressGarbAppearance=Aspetto Abito dell'Imperatrice +ModUi/&EmpressGarbAppearance=Aspetto Abito dell'imperatrice ModUi/&EnableActionSwitching=Abilita la barra di cambio azione [utile per avere il pieno controllo sulla sequenza delle tue azioni] -ModUi/&EnableAdditionalBackstoryDisplay=Abilita la visualizzazione aggiuntiva del retroscena durante l'ispezione in background -ModUi/&EnableAdditionalIconsOnLevelMap=Abilita icone aggiuntive per accampamenti, uscite e teletrasporti sulla mappa dei livelli +ModUi/&EnableAdditionalBackstoryDisplay=Abilita la visualizzazione aggiuntiva della storia di fondo durante l'ispezione dello sfondo +ModUi/&EnableAdditionalIconsOnLevelMap=Abilita icone aggiuntive per campi, uscite e teletrasporti sulla mappa del livello ModUi/&EnableAdditionalItemsInDungeonMaker=Aggiungi elementi modificati all'editor -ModUi/&EnableAlternateHuman=Abilita l'Umano alternativo [+1 talento / +2 scelte di attributo / +1 abilità] -ModUi/&EnableAlternateVotingSystem=Abilita il sistema di voto alternativo [peso scelta = voti * modificatore carisma eroe] -ModUi/&EnableBarbarianBrutalStrike=Abilita Barbaro Colpo Brutale e Miglioramento Colpo Brutale ai livelli 9, 13 e 17 -ModUi/&EnableBarbarianFightingStyle=Abilita la scelta Barbaro Stile di combattimento al livello 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Abilita il buff e il debuff Barbaro Attacco spericolato per terminare all'inizio del turno successivo -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Abilita Barbaro e recupera un utilizzo di Furia durante un breve riposo al livello 7 -ModUi/&EnableBardHealingBalladOnLongRest=Abilita Bard College of Hope Ballata Curativa con riposo lungo -ModUi/&EnableBetaContent=Abilita contenuto beta [Richiede il riavvio] -ModUi/&EnableCancelEditOnRightMouseClick=Abilita le azioni di annullamento con il clic destro del mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Abilita i trucchetti per attivare l'attacco bonus extra Magia di guerra -ModUi/&EnableCharacterChecker=Abilita il pulsante Controllo caratteri nella schermata principale > Personaggi -ModUi/&EnableCharacterExport=Abilita CTRL-MAIUSC-(E) per esportare il carattere +ModUi/&EnableAlternateHuman=Abilita l'alternativa Umano [+1 talento / +2 scelte attributo / +1 abilità] +ModUi/&EnableAlternateVotingSystem=Abilita il sistema di voto alternativo [peso della scelta = voti * modificatore Carisma dell'eroe] +ModUi/&EnableBarbarianBrutalStrike=Abilita Colpo Brutale e Miglioramento Colpo Brutale ai livelli 9, 13 e 17 +ModUi/&EnableBarbarianFightingStyle=Abilita la scelta Stile di combattimento al livello 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Abilita il buff e il debuff Attacco sconsiderato per terminare all'inizio del turno successivo +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Abilita il recupero di un utilizzo di Rabbia durante un breve riposo al livello 7 +ModUi/&EnableBardHealingBalladOnLongRest=Abilita Collegio della Speranza dei Bardi Ballata di Guarigione durante il riposo lungo +ModUi/&EnableBetaContent=Abilita contenuto beta [Richiede riavvio] +ModUi/&EnableCancelEditOnRightMouseClick=Abilita l'annullamento delle azioni con il clic destro del mouse +ModUi/&EnableCantripsTriggeringOnWarMagic=Consenti ai trucchetti di attivare l'attacco bonus extra Magia di guerra ModUi/&EnableCharactersOnFireToEmitLight=I personaggi In fiamme dovrebbero emettere luce [Cubo di luce, Elementale di fuoco, Giullare di fuoco, Falco pescatore di fuoco, Ragno di fuoco e famiglia di condizioni in fiamme] -ModUi/&EnableCheatMenu=Abilita il menu dei trucchi -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Abilita CTRL clic-trascinamento per ignorare i controlli oggetti missione al momento del rilascio ModUi/&EnableCustomPortraits=Abilita Ritratti personalizzati -ModUi/&EnableCustomPortraitsHelp=• Inserisci i tuoi ritratti personalizzati nelle sottocartelle Personale o PreGen , che prende il nome dal nome dell'eroe [es.: Anton, Celia, Nialla, ecc.]\n• Usa PNG immagini, dimensioni 256 x 384 pixel, con un livello di trasparenza [usa GIMP per i migliori risultati] -ModUi/&EnableDungeonMakerModdedContent=Abilita Dungeon Maker Pro\n[include stanze piatte, dimensioni di dungeon 150x150 e 200x200 e senza fronzoli mescolando risorse da tutti gli ambienti] -ModUi/&EnableElevationCameraToStayAtPosition=+ Abilita la telecamera di elevazione durante la battaglia per rimanere nella posizione dopo la disattivazione e triplicarne la portata -ModUi/&EnableEpicPointsAndArray=Abilita un sistema di acquisto epico da 35 punti e un array [17,15,13,12,10,8] [Richiede il riavvio] -ModUi/&EnableExtendedProficienciesPanelDisplay=Abilita la visualizzazione del pannello delle competenze estese [Tiri arcani, infusioni, manovre e versatilità]\n[prestazioni colpo sull'ispezione del carattere. utilizzare a proprio rischio] -ModUi/&EnableFeatsAtEvenLevels=Abilita la selezione dei talenti ai livelli 2, 10 e 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Abilita la selezione dei talenti ai livelli 6 e 14 -ModUi/&EnableFighterWeaponSpecialization=Abilita Combattente specializzazione arma ai livelli 8 e 16 [ottieni +1 per colpire e per danneggiare ma svantaggio con qualsiasi altra arma tipo] -ModUi/&EnableFlexibleBackgrounds=Abilita sfondi flessibili [seleziona abilità e competenze negli strumenti dagli sfondi] -ModUi/&EnableFlexibleRaces=Abilita razze flessibili [assegna punti di abilità invece delle impostazioni razziali predefinite] +ModUi/&EnableCustomPortraitsHelp=• Posiziona i tuoi ritratti personalizzati nelle sottocartelle Personale o PreGen, chiamate con il nome dell'eroe [ad esempio: Anton, Celia, Nialla, ecc.]\n• Utilizza immagini PNG, di dimensioni 256 x 384 pixel, con un livello di trasparenza [utilizza GIMP per risultati migliori] +ModUi/&EnableDungeonMakerModdedContent=Abilita Dungeon Maker Pro\n{101}{101}[includi stanze piatte, dimensioni dungeon 150x150 e 200x200 e mix di risorse senza fronzoli da tutti gli ambienti] +ModUi/&EnableElevationCameraToStayAtPosition=+ Abilita la telecamera di elevazione durante la battaglia per mantenerla in posizione dopo la disattivazione e triplicarne la portata +ModUi/&EnableEpicPointsAndArray=Abilita un sistema di acquisto epico da 35 punti e schiera [17,15,13,12,10,8] [Richiede riavvio] +ModUi/&EnableExtendedProficienciesPanelDisplay=Abilita la visualizzazione del pannello delle competenze estese [Colpi arcani, infusioni, manovre e versatilità]\n[prestazioni ridotte durante l'ispezione del personaggio. Usa a tuo rischio e pericolo] +ModUi/&EnableFeatsAtEvenLevels=Abilita la selezione di talenti ai livelli 2, 10 e 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Abilita la selezione di talenti ai livelli 6 e 14 +ModUi/&EnableFighterWeaponSpecialization=Abilita Specializzazione nelle armi ai livelli 8 e 16 [ottieni +1 per colpire e per danneggiare ma svantaggio con qualsiasi altro tipo di arma] +ModUi/&EnableFlexibleBackgrounds=Abilita sfondi flessibili [seleziona le competenze di abilità e strumenti dagli sfondi] +ModUi/&EnableFlexibleRaces=Abilita razze flessibili [assegna punti abilità invece dei valori razziali predefiniti] ModUi/&EnableGauntletMainAttacks=Consenti Attacco disarmato con azione principale per il personaggio se è un monaco o ha fasce o guanto equipaggiati ModUi/&EnableHeroWithBestProficiencyToRollChoice=Abilita l'eroe con la migliore competenza a effettuare scelte di dialogo [funziona ma le narrazioni sembrano strane nelle campagne ufficiali] -ModUi/&EnableHigherGroundRules=Abilita le regole per i terreni più elevati [+1 per colpire se attacchi da un terreno più elevato] -ModUi/&EnableHotkeyDebugOverlay=Abilita CTRL-MAIUSC-(D) per visualizzare l'overlay di debug -ModUi/&EnableHotkeyToggleHud=Abilita CTRL-MAIUSC-(H) per attivare/disattivare la visualizzazione dell'HUD +ModUi/&EnableHigherGroundRules=Abilita le regole per i terreni più alti [+1 per colpire se si attacca da un terreno più alto] ModUi/&EnableInventoryFilteringAndSorting=Abilita il filtraggio e l'ordinamento dell'inventario -ModUi/&EnableInventoryTaintNonProficientItemsRed=Colora di rosso qualsiasi oggetto in cui l'eroe non è competente -ModUi/&EnableInventoryTintKnownRecipesRed=Tinta di rosso le ricette conosciute -ModUi/&EnableInvisibleCrownOfTheMagister=Nascondi la Corona del Magister nell'interfaccia utente del gioco -ModUi/&EnableLevel20=Abilita il livello 20 [Richiede il riavvio] +ModUi/&EnableInventoryTaintNonProficientItemsRed=Tingi di rosso qualsiasi oggetto con cui l'eroe non è competente +ModUi/&EnableInventoryTintKnownRecipesRed=Tinta ricette note rosso +ModUi/&EnableLevel20=Abilita livello 20 [Richiede riavvio] ModUi/&EnableLogDialoguesToConsole=Abilita i dialoghi di registro sulla console di gioco durante le sequenze narrative ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Abilita la registrazione dei riferimenti non validi nelle campagne personalizzate -ModUi/&EnableMinInOutAttributes=+ Applica i prerequisiti minimi di entrata e uscita dei punteggi di abilità -ModUi/&EnableMonkAbundantKi=Abilita Monaco Ki abbondante al livello 2 [ottieni Ki aggiuntivo pari alla metà del bonus di competenza arrotondato per eccesso] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Abilita Mistico Corpo e Mente per sostituire Sé Perfetto al livello 20 -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Abilita Monaco Arti marziali - Colpi senz'armi bonus per non richiedere un'azione di attacco prima dell'uso -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Abilita Mistico Raffica di Colpi per non richiedere un'azione di attacco prima dell'uso -ModUi/&EnableMonkFightingStyle=Abilita la scelta dello Mistico Stile di combattimento al livello 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Abilita le fasce e i guanti del monaco per funzionare nello slot del guanto -ModUi/&EnableMonkHeightenedMetabolism=Abilita Mistico Metabolismo potenziato al livello 10 [Raffica di colpi, Difesa del paziente e Step of the Wind ottengono ulteriori vantaggi] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Abilita Mistico Movimento senza armatura migliorato per muoversi lungo superfici verticali senza cadere -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Abilita Mistico Difesa superiore per sostituire Corpo Vuoto al livello 18 -ModUi/&EnableMonkWeaponSpecialization=Abilita Monaco specializzazione arma ai livelli 2 e 11 [il tipo di arma selezionato diventa per te un'arma da monaco] -ModUi/&EnableMulticlass=Abilita multiclasse [Richiede il riavvio] -ModUi/&EnableOneDndHealingSpellsBuf=Abilita il potenziamento dei dadi di guarigione OneDnd su Cura ferite, Parola curativa, Cura ferite di massa e Parola di guarigione di massa +ModUi/&EnableMinInOutAttributes=+ Applica i punteggi minimi di abilità in entrata e in uscita dai prerequisiti +ModUi/&EnableMonkAbundantKi=Abilita Ki abbondante al livello 2 [guadagna Ki aggiuntivo pari alla metà del bonus di competenza arrotondato per eccesso] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Abilita Corpo e Mente per sostituire Sé Perfetto al livello 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Abilita Arti marziali - Colpi bonus senz'armi per non richiedere un'azione di attacco prima dell'utilizzo +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Abilita Raffica di colpi per non richiedere un'azione di attacco prima dell'utilizzo +ModUi/&EnableMonkFightingStyle=Abilita la scelta Stile di combattimento al livello 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Abilita Fasce per le mani e Guanti per funzionare nello slot dei guanti +ModUi/&EnableMonkHeightenedMetabolism=Abilita Metabolismo elevato al livello 10 [Raffica di colpi, Difesa paziente e Passo del vento ottengono ulteriori benefici] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Abilita Movimento senza armatura migliorato per muoverti lungo le superfici verticali senza cadere +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Abilita Difesa superiore per sostituire Corpo vuoto al livello 18 +ModUi/&EnableMonkWeaponSpecialization=Abilita Specializzazione nelle armi ai livelli 2 e 11 [il tipo di arma selezionato diventa per te un'arma da monaco] +ModUi/&EnableMulticlass=Abilita multiclasse [Richiede riavvio] +ModUi/&EnableOneDndHealingSpellsBuf=Abilita il buff dei dadi curativi OneDnd su Cura Ferite, Parola Curativa, Cura Ferite di Massa e Parola Curativa di Massa ModUi/&EnablePcgRandom=Abilita un algoritmo di generazione casuale migliore [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Abilita gli effetti di movimento push e pull per funzionare anche sull'asse su/giù -ModUi/&EnableRangerNatureShroudAt10=Abilita la funzione Ranger Velo della Natura al livello 10 [come azione bonus, puoi diventare magicamente invisibile fino all'inizio del turno successivo ] -ModUi/&EnableRejoinParty=Abilita CTRL-MAIUSC-(R) per unirsi al gruppo attorno all'eroe selezionato o al leader se non è selezionato nessuno [utile con gruppi di 5 o 6 ] +ModUi/&EnableRangerNatureShroudAt10=Abilita la funzione Velo della Natura al livello 10 [come azione bonus, puoi diventare magicamente invisibile fino all'inizio del turno successivo] ModUi/&EnableRelearnSpells=Abilita la selezione di trucchetti o incantesimi già appresi da altre fonti ModUi/&EnableRespec=Abilita RESPEC dopo l'azione di riposo [non usare RESPEC durante una sessione multigiocatore] -ModUi/&EnableRogueCunningStrike=Abilita Ladro Colpo astuto e Colpo subdolo ai livelli 5 e 14 [hai lasciato rinunciare 1 dadi di attacco furtivo per effetti di colpo aggiuntivi] -ModUi/&EnableRogueFightingStyle=Abilita la scelta dello Ladro Stile di combattimento al livello 2 -ModUi/&EnableRogueSteadyAim=Abilita Ladro Mira costante al livello 3 [l'azione bonus dà vantaggio al tuo prossimo tiro per colpire nel turno corrente se hai non ancora spostato] -ModUi/&EnableRogueStrSaving=Abilita Ladro per usare i modificatori DEX o FOR su Colpo astuto/subdolo, Colpo debilitante/migliorato e Pianta di lame -ModUi/&EnableSaveByLocation=Abilita il salvataggio per campagne/località -ModUi/&EnableSignatureSpellsRelearn=Abilita gli incantesimi distintivi Mago da preparare ogni riposo lungo [invece di una volta al livello 20] -ModUi/&EnableSorcererMagicalGuidance=Abilita Stregone Guida magica al livello 5 +ModUi/&EnableRogueCunningStrike=Abilita Colpo astuto e Colpo subdolo ai livelli 5 e 14 [rinuncia a 1 dado di attacco furtivo per effetti di colpo aggiuntivi] +ModUi/&EnableRogueFightingStyle=Abilita la scelta Stile di combattimento al livello 2 +ModUi/&EnableRogueSteadyAim=Abilita Mira Fissa al livello 3 [l'azione bonus fornisce vantaggio al tuo prossimo tiro di attacco nel turno corrente se non ti sei ancora mosso] +ModUi/&EnableRogueStrSaving=Abilita i modificatori DEX o STR su Colpo astuto/subdolo, Colpo debilitante/migliorato e Grandine di lame +ModUi/&EnableSignatureSpellsRelearn=Abilita gli incantesimi distintivi del Mago da preparare a ogni riposo lungo [invece di una volta al livello 20] +ModUi/&EnableSorcererMagicalGuidance=Abilita Guida magica al livello 5 ModUi/&EnableSorcererQuickenedAction=Abilita l'azione Incantesimo accelerato per consentire il lancio dell'incantesimo di azione principale con metamagia accelerata applicata ModUi/&EnableSortingDungeonMakerAssets=Abilita l'ordinamento delle risorse nell'editor di Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Visualizza le statistiche nel tooltip dell'eroe [es.: colpi critici, fallimenti critici, ecc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ Inoltre ogni eroe aggiunge un tiro di D20 al peso per un po' di casualità [peso scelta = voti * modificatore di carisma dell'eroe + tiro di D20] -ModUi/&EnableTeleportParty=Abilita CTRL-MAIUSC-(T) per teletrasportare il gruppo [potresti interrompere le missioni se ti teletrasporti in un luogo sconosciuto] +ModUi/&EnableStatsOnHeroTooltip=Visualizza le statistiche nel tooltip dell'eroe [ad esempio: colpi critici, fallimenti critici, ecc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Inoltre ogni eroe aggiunge un tiro di D20 al peso per un po' di casualità [peso della scelta = voti * modificatore del Carisma dell'eroe + tiro di D20] ModUi/&EnableTeleportToRemoveRestrained=Abilita Teletrasporto per rimuovere tutte le condizioni limitate dal bersaglio -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Abilita gli interruttori sul pool di personaggi per impostare il gioco predefinito e il gruppo di prova -ModUi/&EnableTooltipDistance=Abilita la visualizzazione della distanza sui tooltip quando si passa sopra un personaggio in combattimento +ModUi/&EnableTooltipDistance=Abilita la visualizzazione della distanza nei suggerimenti quando passi il mouse sopra un personaggio in combattimento ModUi/&EnableUpcastConjureElementalAndFey=Abilita l'upcast di Evoca Elementale e Evoca Fata ModUi/&EnableVariablePlaceholdersOnTexts=Abilita segnaposto variabili nelle descrizioni [usa {VARIABLE_NAME} come segnaposto] -ModUi/&EnableVttCamera=Abilita CTRL-SHIFT-(V) per attivare/disattivare la telecamera VTT [fai clic con il pulsante destro del mouse e trascina per posizionare la telecamera, WASD per eseguire la panoramica e Pagina su/ Pagina giù per ingrandire] -ModUi/&EnablesAsiAndFeat=Abilita sia l'aumento dei punteggi degli attributi che la selezione dei talenti [invece di una scelta esclusiva] -ModUi/&EncounterPercentageChance=Imposta la percentuale di possibilità di incontri casuali +ModUi/&EnablesAsiAndFeat=Abilita sia l'aumento dei punteggi degli attributi che la selezione delle imprese [invece di una scelta esclusiva] +ModUi/&EncounterPercentageChance=Imposta le percentuali di probabilità di incontri casuali ModUi/&Encounters=Incontri -ModUi/&EnemiesAlwaysRollInitiative=+ I nemici tirano sempre l'iniziativa invece di un valore forzato [es: Sorak Assassin] +ModUi/&EnemiesAlwaysRollInitiative=+ I nemici tirano sempre l'iniziativa invece di un valore forzato [ad esempio: Sorak Assassin] ModUi/&ExpandAll=Espandi tutto -ModUi/&FactionHelp=Carica un gioco di campagna ufficiale per modificare le relazioni tra fazioni... +ModUi/&FactionHelp=Carica una partita di campagna ufficiale per modificare le relazioni tra fazioni... ModUi/&FactionRelations=Fazioni: ModUi/&FasterTimeModifier=Modificatore del tempo di gioco quando si preme la barra spaziatrice -ModUi/&FeatGroups=Gruppi di talenti -ModUi/&FeatGroupsHelp=• Ogni gruppo è un consolidamento di talenti [ad esempio: credi, stili di combattimento, metamagia, ecc.]\n• I talenti di questi gruppi non saranno più direttamente visibili nella fase di selezione delle competenze\n• Il gruppo, una volta selezionato, li offre in un elenco a discesa per ordinare la schermata di gioco -ModUi/&Feats=Talenti +ModUi/&FeatGroups=Gruppi di imprese +ModUi/&FeatGroupsHelp=• Ogni gruppo è un consolidamento di imprese simili [ad esempio: credi, stili di combattimento, metamagia, ecc.]\n• Le imprese in questi gruppi non saranno più visibili direttamente nella fase di selezione delle competenze\n• Il gruppo, quando selezionato, le offre in un elenco a discesa per riordinare la schermata di gioco +ModUi/&Feats=Imprese ModUi/&FightingStyles=Stili di combattimento -ModUi/&FixAsianLanguagesTextWrap=Risolto il problema con il testo a capo dell'interfaccia utente del gioco delle lingue asiatiche [Richiede il riavvio] -ModUi/&FixEldritchBlastRange=Utilizza l'intervallo ufficiale di 24 celle con Eldritch Blast [invece di 12] -ModUi/&FixRingOfRegenerationHealRate=Imposta la velocità di guarigione dell'Anello della rigenerazione su 1 HP ogni 3 minuti -ModUi/&FlightSuspendWingedBoots=+ Usa le regole ufficiali degli Stivali Alati [la durata rimanente non viene conteggiata quando il volo è sospeso] +ModUi/&FixAsianLanguagesTextWrap=Correggi l'interruzione di testo dell'interfaccia utente del gioco nelle lingue asiatiche [Richiede il riavvio] +ModUi/&FixEldritchBlastRange=Usa un raggio di 24 celle con Eldritch Blast [invece di 12] +ModUi/&FixRingOfRegenerationHealRate=Imposta la velocità di cura dell'Anello di Rigenerazione a 1 HP ogni 3 minuti +ModUi/&FlightSuspendWingedBoots=+ Usa le regole ufficiali degli Stivali Alati [durata rimanente non conteggiata quando il volo è sospeso] ModUi/&Formation=Formazione: -ModUi/&FormationError=Non puoi cambiare la tua formazione durante una partita multiplayer... -ModUi/&FormationHelp1=• Utilizza i pulsanti numerici per modificare un determinato set [considera l'abilitazione dei tasti di scelta rapida sotto input] +ModUi/&FormationError=Non puoi cambiare la tua formazione durante una partita multigiocatore... +ModUi/&FormationHelp1=• Utilizzare i pulsanti numerici per modificare un set dato [considerare l'abilitazione dei tasti di scelta rapida in input] ModUi/&FormationHelp2=• @ rappresentano le posizioni relative degli eroi ModUi/&FormationHelp3=• Fare clic su 2 pulsanti qualsiasi per scambiare le loro posizioni -ModUi/&FormationHotkey=Abilita CTRL-SHIFT-(1..5) per scambiare i set di formazioni nel gioco -ModUi/&FormationResetAllSets=Resetta tutto +ModUi/&FormationResetAllSets=Reimposta tutto ModUi/&FormationResetThisSet=Reimposta questo -ModUi/&FormationSelected=Set di formazione {0} selezionato -ModUi/&FullyControlConjurations=Controlla completamente gli incantesimi [animali, elementali, ecc.] -ModUi/&GameUi=Interfaccia utente del gioco -ModUi/&Gameplay=Gioco +ModUi/&FormationSelected=Formazione impostata {0} selezionata +ModUi/&FullyControlConjurations=Controllo completo delle evocazioni [animali, elementali, ecc.] +ModUi/&Gameplay=Modalità di gioco ModUi/&General=Generale: ModUi/&GeneralMenu=Generale -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Concede la specializzazione nell'arma della Scimitarra ai Bardi e ai Ladri -ModUi/&GridSelectedColor=Cambia il colore della griglia del movimento -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Nascondi gli effetti visivi delle uscite e del teletrasporto se non ancora scoperti -ModUi/&HideMonsterHitPoints=Visualizza la salute dei mostri in incrementi del 25%/50%/75%/100% anziché i punti ferita esatti +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Concedi la specializzazione in arma Scimitar ai bardi e ai ladri +ModUi/&GridSelectedColor=Cambia il colore della griglia del movimento +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Nascondi gli effetti visivi delle uscite e dei teletrasporti se non sono ancora stati scoperti +ModUi/&HideMonsterHitPoints=Visualizza la salute dei mostri in incrementi del 25% / 50% / 75% / 100% invece dei punti ferita esatti ModUi/&HideQuickenedActionWhenMetamagicOff=+ Nascondi questa azione quando l'interruttore metamagia è disattivato ModUi/&HighContrastTargetingAoeColor=Cambia le creature AoE evidenzia seleziona colore -ModUi/&HighContrastTargetingSingleColor=Cambia singole creature evidenzia seleziona colore -ModUi/&House=Casa: -ModUi/&IdentifyAfterRest=Aggiungi un potere per identificare gli oggetti magici durante un riposo breve o lungo -ModUi/&IgnoreHandXbowFreeHandRequirements=Non è necessaria la mano libera per usare le balestre a mano +ModUi/&HighContrastTargetingSingleColor=Cambia le singole creature evidenzia seleziona colore +ModUi/&IdentifyAfterRest=Aggiungi un potere per identificare oggetti magici durante un riposo breve o lungo +ModUi/&IgnoreHandXbowFreeHandRequirements=Non è necessario avere la mano libera per usare le balestre a mano ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Gli incantesimi di illusione falliscono automaticamente contro bersagli con TrueSight nel raggio d'azione -ModUi/&ImproveLevelUpFeaturesSelection=Migliora la selezione delle funzionalità di aumento di livello [Richiede il riavvio]\n[impatta Ranger Nemico preferito e affinità con il terreno, Druido Bestia affine, Barbaro Sentiero degli Elementi e sottoclassi Scelte draconiche] ModUi/&IncreaseGameTimeBy=Aumenta il tempo di gioco di ModUi/&IncreaseMaxAttunedItems=Aumenta il numero massimo di Oggetti sintonizzati a 4 al livello 10° e 5 al livello 18° -ModUi/&InitialChoices=Creazione: -ModUi/&Input=Inserimento: -ModUi/&Interface=Interfaccia -ModUi/&InventoryAndItems=Inventario e articoli: -ModUi/&InvertAltBehaviorOnTooltips=Inverti il comportamento del tasto ALT nelle descrizioni comandi +ModUi/&InventoryAndItems=Inventario e oggetti: ModUi/&Invocations=Invocazioni -ModUi/&ItemInDm=Articoli nel DM -ModUi/&Items=Articoli: -ModUi/&ItemsCraftingMerchants=Crafting, oggetti e commercianti +ModUi/&ItemInDm=Articoli in DM +ModUi/&Items=Oggetti: +ModUi/&ItemsCraftingMerchants=Artigianato e commercianti ModUi/&ItemsHelp1=Apri la schermata di ispezione del personaggio per aggiungere oggetti agli eroi... -ModUi/&ItemsHelp2=Premi + per aggiungere oggetti al contenitore a terra -ModUi/&KeepInvisibilityWhenUsingItems=Abilita l'utilizzo degli oggetti senza interrompere l'Invisibilità -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Aggiorna la furtività dell'eroe dopo l'attacco se percepita nel round a sorpresa [solo primo eroe] -ModUi/&MakeAllMagicStaveArcaneFoci=Rendi tutti i bastoni magici punti di fuoco arcani [eccetto Bastone della Guarigione che è universale] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Contrassegna anche la posizione dei teletrasporti invisibili sulla mappa dei livelli dopo la scoperta -ModUi/&MaxAllowedClasses=Classi massime consentite +ModUi/&ItemsHelp2=Premi + per aggiungere elementi al contenitore di terra +ModUi/&KeepInvisibilityWhenUsingItems=Abilita l'utilizzo degli oggetti senza interrompere Invisibilità +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Aggiorna la furtività dell'eroe dopo l'attacco se percepito nel round a sorpresa [solo primo eroe] +ModUi/&Locations=Posizioni: +ModUi/&MakeAllMagicStaveArcaneFoci=Rendi tutti i bastoni magici dei fuochi arcani [tranne Bastone della Guarigione che è Universale] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Segna anche la posizione dei teletrasporti invisibili sulla mappa del livello dopo la scoperta +ModUi/&MaxAllowedClasses=Numero massimo di classi consentite ModUi/&Merchants=Commercianti: ModUi/&Metamagic=Metamagia ModUi/&ModifyGravitySlam=+ Modifica l'incantesimo Gravity Slam per spingere verso il basso i bersagli colpiti e trasformarlo in un cilindro anziché in una sfera -ModUi/&Monsters=Mostri: ModUi/&MovementGridWidthModifier=Moltiplica la larghezza della griglia di movimento per [%] -ModUi/&MulticlassKeyHelp=MAIUSC fare clic su un incantesimo inverte il tipo di slot di repertorio predefinito consumato\n[Stregone spende slot incantesimo bianchi e altri spendono quelli verdi del patto] -ModUi/&MultiplyTheExperienceGainedBy=Moltiplica l'esperienza acquisita per [%] -ModUi/&NeverMoveCameraOnEnemyTurn=+ La telecamera non si muove mai durante i turni nemici -ModUi/&NoExperienceOnLevelUp=Non è richiesta alcuna esperienza per salire di livello -ModUi/&OfferAdditionalLoreFriendlyNames=Offri ulteriori nomi amichevoli della tradizione sulla creazione del personaggio -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annulla vantaggio/svantaggio coppie accecate, invisibili e percepite [utile insieme al vantaggio/svantaggio ufficiale regole] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia le aree fortemente oscurate in bloccanti di proiettili [Nuvola Uccidi, Nuvola di Nebbia , Nube incendiaria, Tempesta di petali, Tempesta di nevischio, Nuvola Puzzolente] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Le creature invisibili sono pesantemente oscurate e possono essere bersagli, i tiri per colpire contro la creatura hanno svantaggio e i tiri per colpire della creatura hanno vantaggio -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia le aree magicamente oscurate in bloccanti dei proiettili [qualsiasi fonte dell'effetto dell'incantesimo Oscurità] -ModUi/&OfficialObscurementRulesTweakMonsters=+ Aggiungi Scurovisione, BlindSight e TrueSight a mostri e NPC quando appropriato +ModUi/&MulticlassKeyHelp=MAIUSC fare clic su un incantesimo inverte il tipo di slot del repertorio predefinito consumato\n[Warlock spende gli slot incantesimo bianchi e gli altri spendono quelli verdi del patto] +ModUi/&Multiplayer=Multigiocatore: +ModUi/&MultiplyTheExperienceGainedBy=Moltiplica l'esperienza guadagnata per [%] +ModUi/&NeverMoveCameraOnEnemyTurn=+ La telecamera non si muove mai durante i turni del nemico +ModUi/&NoExperienceOnLevelUp=Non è richiesta esperienza per salire di livello +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annulla vantaggio / svantaggio coppie accecate, invisibili e percepite [utile in combinazione con le regole ufficiali vantaggio / svantaggio] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia le aree pesantemente oscurate in bloccanti proiettili [Nube Uccisiva, Nube Nebbiosa, Nube Incendiaria, Tempesta di Petali, Tempesta di Nevischio, Nube Puzzolente] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Le creature invisibili sono pesantemente oscurate e possono essere bersaglio, i tiri per colpire contro la creatura hanno svantaggio e i tiri per colpire della creatura hanno vantaggio +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia le aree oscurate magicamente in bloccanti proiettili [qualsiasi fonte dell'effetto dell'incantesimo Oscurità] +ModUi/&OfficialObscurementRulesTweakMonsters=+ Aggiungi Visione Oscura, Vista Cieca e Vista Vera a mostri e PNG quando appropriato ModUi/&OfficialObscurementRulesTweakMonstersHelp=[raccolte di impostazioni MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostra solo le creature più potenti nell'elenco degli incantesimi +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostra solo le creature più potenti nell'elenco delle evocazioni ModUi/&OutlineGridWidthModifier=Moltiplica la larghezza della griglia del contorno per [%] -ModUi/&OutlineGridWidthSpeed=Moltiplica la velocità di animazione della griglia del contorno per [%] +ModUi/&OutlineGridWidthSpeed=Moltiplica la velocità di animazione della griglia di contorno per [%] ModUi/&OverrideMinMaxLevel=Sostituisci i livelli minimo e massimo richiesti quando inizi nuove avventure ModUi/&OverridePartySize=Sostituisci la dimensione del gruppo ModUi/&Patches=Patch: -ModUi/&PortraitsOpenFolder=Apri la cartella dei ritratti +ModUi/&PortraitsOpenFolder=Apri cartella ritratti ModUi/&PrimedItems=Articoli innescati -ModUi/&Progression=Progressione: ModUi/&QuickCastLightCantripOnWornItemsFirst=Abilita il lancio rapido Trucchetto Luce per usare prima gli oggetti indossati sulla testa, sul collo o sul busto -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Abilita Sensibilità alla luce su Elfo scuro, Coboldo scuro e Nano grigio per attivarsi solo all'aperto\n[le aree interne in luoghi esterni accessibili senza schermata di caricamento sono considerate esterne dal motore di gioco] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Abilita Sensibilità alla luce su Elfo oscuro, Kobold oscuro e Nano grigio per attivarli solo all'aperto\n[le aree interne in luoghi all'aperto accessibili senza una schermata di caricamento sono considerate all'aperto dal motore di gioco] ModUi/&Races=Razze ModUi/&RecipeCost=Costo della ricetta ModUi/&RecipesInDm=Ricette in DM ModUi/&RelicForgeries=Falsificazioni di reliquie -ModUi/&RemoveAttunementRequirements=Rimuovi i requisiti di attivazione [Richiede il riavvio] -ModUi/&RemoveBugVisualModels=Sostituisci i modelli simili a ragni con modelli simili a orsi nel gioco [aracnofobia] [Richiede il riavvio] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Rimuovi il filtro umanoide su Risate Orribili -ModUi/&RemoveRecurringEffectOnEntangle=Applica l'effetto Intralcia solo al momento del lancio e forza anche un controllo di forza per liberarsi dai rampicanti -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Rimuovi le restrizioni scolastiche da Incantatrice +ModUi/&RemoveAttunementRequirements=Rimuovi i requisiti di sintonizzazione [Richiede riavvio] +ModUi/&RemoveBugVisualModels=Sostituisci i modelli simili a ragni con modelli simili a orsi nel gioco [aracnofobia] [Richiede riavvio] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Rimuovi filtro umanoide su Risata orribile +ModUi/&RemoveRecurringEffectOnEntangle=Applica l'effetto Intrappolamento solo al momento del lancio e forza anche un controllo di forza per liberarti dai tralci +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Rimuovi le restrizioni scolastiche da Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Rimuovi le restrizioni scolastiche da Spellblade -ModUi/&RestockAntiquarians=Rifornisci gli antiquari [Halman Summer] -ModUi/&RestockArcaneum=Rifornisci l'Arcaneum [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=Rifornisci il Circolo di Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Sostituisci le impostazioni predefinite per forzare il rifornimento di tutte le scorte del commerciante nel tempo [esclusi manuali e tomi]\n• Tieni presente che alcuni articoli possono richiedere fino a 7 giorni di gioco per rifornire +ModUi/&RestockAntiquarians=Rifornisci gli antiquari [Estate Halman] +ModUi/&RestockArcaneum=Rifornimento Arcaneum [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Rifornimento Cerchio di Danantar [Joriel Foxeye] +ModUi/&RestockHelp=• Sostituisci le impostazioni predefinite per forzare il rifornimento nel tempo di tutte le scorte dei commercianti [esclusi manuali e tomi]\n• Nota che alcuni oggetti possono richiedere fino a 7 giorni di gioco per essere riforniti ModUi/&RestockTowerOfKnowledge=Rifornisci la Torre della Conoscenza [Maddy Greenisle] ModUi/&Rollback=Ripristino ModUi/&Rules=Regole -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Ridimensiona i prezzi del commerciante in modo corretto/esatto [nessun più errore di arrotondamento durante la conversione dei valori delle monete] +ModUi/&ScaleMerchantPricesCorrectly=Scala i prezzi dei commercianti correttamente / esattamente [non ci saranno più errori di arrotondamento quando si convertono i valori delle monete] ModUi/&SelectAll=Seleziona tutto ModUi/&SelectDisplayed=Seleziona Visualizzato -ModUi/&SelectSuggested=Seleziona Consigliato -ModUi/&SelectTabletop=Seleziona Da tavolo -ModUi/&SenseNormalVisionRangeMultiplier=Modifica il raggio Visione normale [solo nelle battaglie] +ModUi/&SelectSuggested=Seleziona suggerito +ModUi/&SelectTabletop=Seleziona il tavolo +ModUi/&SenseNormalVisionRangeMultiplier=Modifica la portata della Visione normale [solo in battaglia] ModUi/&Services=Servizi -ModUi/&SetBeltOfDwarvenKindBeardChances=Cintura della razza nanica possibilità di apparizione della barba +ModUi/&SetBeltOfDwarvenKindBeardChances=Cintura dei nani Possibilità di comparsa della barba ModUi/&SettingsExport=Esportare -ModUi/&SettingsHelp=• Come host puoi esportare la tua configurazione attuale, aprire la cartella delle esportazioni e condividerla facilmente con i tuoi colleghi\n• Come ospite puoi aprire la cartella delle esportazioni, incollare il file condiviso dall'host e caricarlo [Richiede il riavvio] -ModUi/&SettingsLoad=• Caricare un'impostazione esportata +ModUi/&SettingsHelp=• Come host puoi esportare la tua configurazione corrente, aprire la cartella delle esportazioni e condividerla facilmente con i tuoi peer\n• Come guest puoi aprire la cartella delle esportazioni, incollare il file condiviso dall'host e caricarlo su [Richiede il riavvio] +ModUi/&SettingsLoad=• Carica un'impostazione esportata ModUi/&SettingsOpenFolder=Apri la cartella delle impostazioni esportate -ModUi/&SettingsRefresh=Ricaricare +ModUi/&SettingsRefresh=Aggiornare ModUi/&SettingsRemove=Rimuovere -ModUi/&ShiftToSnapLineSpells=Tieni premuto MAIUSC per agganciare gli incantesimi lineari alla griglia [senza agganciare il posizionamento effettivo della linea potrebbe differire dall'anteprima] -ModUi/&ShowButtonWithControlledMonsterInfo=Mostra il pulsante che apre le informazioni sui mostri controllati [druidi dalla forma selvaggia, evocazioni, seguaci NPC, ecc.] -ModUi/&ShowChannelDivinityOnPortrait=Mostra quanti usi di Canale Divinità ha un eroe sul suo ritratto, in modo simile ai punti stregoneria -ModUi/&ShowCraftedItemOnRecipeIcon=Mostra l'icona dell'oggetto creato vicino all'oggetto della ricetta nel negozio e nell'inventario [Passando il mouse sopra verrà mostrato un suggerimento per l'oggetto creato] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostra la ricetta di creazione nelle descrizioni comandi dettagliate +ModUi/&ShowButtonWithControlledMonsterInfo=Mostra il pulsante che apre le informazioni sui mostri controllati [druidi di forma selvaggia, evocazioni, seguaci PNG, ecc.] +ModUi/&ShowChannelDivinityOnPortrait=Mostra quanti utilizzi di Canale Divinità ha un eroe sul suo ritratto, simili ai punti stregoneria +ModUi/&ShowCraftedItemOnRecipeIcon=Mostra l'icona dell'oggetto creato vicino all'oggetto della ricetta nel negozio e nell'inventario [Passandoci sopra il mouse verrà visualizzata la descrizione per l'oggetto creato] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostra la ricetta di creazione in tooltip dettagliati ModUi/&ShowDescriptions=Mostra descrizioni ModUi/&ShowMotionFormPreview=Mostra l'anteprima degli effetti Push e Pull -ModUi/&SpellLevelFilter=filtro del livello dell'incantesimo [-1 mostra tutto] +ModUi/&SpellLevelFilter=filtro livello incantesimo [-1 visualizza tutto] ModUi/&SpellsMenu=Incantesimi -ModUi/&StealthBreaksWhenAttackHits=Abilita la perdita furtiva quando l'arma o l'attacco con incantesimo colpisce +ModUi/&StealthBreaksWhenAttackHits=Abilita la perdita furtiva quando un attacco con arma o incantesimo colpisce ModUi/&StealthBreaksWhenAttackMisses=Abilita la perdita furtiva quando l'attacco con arma o incantesimo fallisce ModUi/&StealthBreaksWhenCastingMaterial=Abilita la perdita furtiva quando lanci Materiale [qualsiasi incantesimo non di attacco con bersaglio TUTTI o NEMICO] ModUi/&StealthBreaksWhenCastingSomatic=Abilita la perdita furtiva quando lanci Somatico [qualsiasi incantesimo non di attacco con bersaglio TUTTI o NEMICO] ModUi/&StealthBreaksWhenCastingVerbose=Abilita la perdita furtiva quando lanci Verbale [qualsiasi incantesimo non di attacco con bersaglio TUTTI o NEMICO] ModUi/&StealthDoesNotBreakWithSubtle=Abilita la furtività senza rotolamento se Metamagia sottile e nessun componente Materiale -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Rifornisci il negozio di Gorim con tutti gli indumenti non magici [Richiede il riavvio] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Rifornisci il negozio di Gorim con tutti gli strumenti musicali non magici [Richiede il riavvio] -ModUi/&StockHugoStoreWithAdditionalFoci=Rifornisci il negozio di Hugo con Bastone arcano, Collo da druido, Bastone e Club impostato come elementi focus +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Riempi il negozio di Gorim con tutti gli abiti non magici [Richiede riavvio] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Riempi il negozio di Gorim con tutti gli strumenti musicali non magici [Richiede riavvio] +ModUi/&StockHugoStoreWithAdditionalFoci=Fai scorta nel negozio di Hugo con Bastone Arcano, Collo del Druido, Bastone e Mazza impostati come oggetti principali ModUi/&Subclasses=Sottoclassi ModUi/&Subraces=Sottorazze -ModUi/&SwapCraftedItemAndRecipeIcons=+ Scambia le icone delle ricette e degli oggetti artigianali nel negozio +ModUi/&SwapCraftedItemAndRecipeIcons=+ Scambia le icone delle ricette e degli oggetti realizzati nel negozio ModUi/&TargetLanguage=Lingua di destinazione -ModUi/&Tools=Utensili ModUi/&TotalCraftingTimeModifier=Riduci il tempo di creazione di ModUi/&TotalFeatsGrantedFirstLevel=Totale talenti concessi al primo livello ModUi/&Translate=Tradurre @@ -329,27 +301,19 @@ ModUi/&TranslateCancel=Annulla {0} alle {1} ModUi/&Translations=Traduzioni ModUi/&UnleashEnemyAsNpc=Consenti la selezione dei mostri sui gadget NPC ModUi/&UnleashNpcAsEnemy=Sblocca la selezione dei mostri -ModUi/&UnlockAllNpcFaces=Sblocca i volti degli NPC -ModUi/&UnlockEyeStyles=Sblocca gli stili degli occhi -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Sblocca colori brillanti per tutti i segni e i tatuaggi -ModUi/&UnlockGlowingEyeColors=Aggiungi colori luminosi per gli occhi -ModUi/&UnlockMarkAndTattoosForAllCharacters=Sblocca i segni di origine e i tatuaggi Stregone per tutti i personaggi -ModUi/&UnlockSkinColors=Sblocca i colori della pelle ModUi/&Update=Aggiorna -ModUi/&UseAlternateSpellPointsSystem=Utilizza le regole ufficiali dei varianti punti incantesimo -ModUi/&UseAlternateSpellPointsSystemHelp=[Hai una riserva di punti incantesimo che aumenta con il livello dell'incantatore\nL01: 04 L02: 06 L03 : 14 L04: 17 L05: 27 L06: 32 L07: < color=white>38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nIl costo per lanciare incantesimi è SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nLe funzionalità di recupero degli slot di riposo brevi non verranno attivate con questo sistema ] -ModUi/&UseElfFaceModelsOnTieflings=Usa i modelli del volto di Elfo su Tiefling -ModUi/&UseHeightOneCylinderEffect=Usa un effetto del cilindro di altezza 1 quando lanci Tentacoli neri, Intralciare, Ungere [quadrato] o Picco di crescita [turno] -ModUi/&UseMathFlankingRules=+ Utilizza calcoli precisi per determinare il fiancheggiamento [potrebbe avere un impatto sulle prestazioni sulle macchine lente] -ModUi/&UseOfficialAdvantageDisadvantageRules=Utilizza le regole ufficiali vantaggio/svantaggio [se le circostanze fanno sì che un tiro abbia entrambi, sei considerato non avere nessuno dei due] -ModUi/&UseOfficialFlankingRules=Utilizza le regole ufficiali di fiancamento [un attaccante ha vantaggio se un alleato è sul lato opposto del bersaglio] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Abilita anche gli attacchi a distanza [disabilita matematica precisa] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Abilita anche gli attacchi di portata [disabilita matematica precisa] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Invece del vantaggio concedi +1 al tiro per colpire -ModUi/&UseOfficialFoodRationsWeight=Usa la razione alimentare ufficiale del peso di 2 libbre -ModUi/&UseOfficialObscurementRules=Utilizza le regole ufficiali di combattimento illuminazione, oscuramento e visione -ModUi/&UseOfficialObscurementRulesHelp=[l'attaccante che percepisce il difensore che non può percepirlo ottiene ADV, e l'attaccante che non percepisce il difensore che può percepirlo ottiene DIS\n le aree fortemente oscurate infliggono una condizione di accecato, dove i tiri di attacco contro la creatura ha ADV e i tiri per colpire della creatura hanno DIS\n tutti gli incantesimi a distanza che hanno come bersaglio individui non possono essere lanciati se l'attaccante non ha vista, ad eccezione di quelli che chiaramente non indicano che la vista è richiesta] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilizza le regole ufficiali delle piccole razze quando impugni armi pesanti [i tuoi attacchi hanno svantaggio] -ModUi/&Visuals=Immagini: [Richiede il riavvio] -ModUi/&WidenTooltips=Moltiplica la larghezza del suggerimento per: -ModUi/&WildSurgeDieRollThreshold=Imposta la soglia di probabilità di dado Magia selvaggia dello stregone:{0}[L'ondata selvaggia si attiva se il tiro è inferiore o uguale alla soglia] +ModUi/&UseAlternateSpellPointsSystem=Usa le regole dei punti magia varianti +ModUi/&UseAlternateSpellPointsSystemHelp=[Hai un pool di punti magia che aumenta con il livello dell'incantatore\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nIl costo per lanciare gli incantesimi è SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nLe funzionalità di recupero degli slot di riposo breve non verranno attivate con questo sistema] +ModUi/&UseElfFaceModelsOnTieflings=Usa modelli di volti Elfo su Tiefling +ModUi/&UseHeightOneCylinderEffect=Usa un effetto cilindro di altezza 1 quando lanci Tentacoli neri, Intrappolamento, Grasso [quadrato] o Crescita di punte [rotondo] +ModUi/&UseMathFlankingRules=+ Usa la matematica precisa per determinare il fiancheggiamento [potrebbe avere un impatto sulle prestazioni su macchine lente] +ModUi/&UseOfficialAdvantageDisadvantageRules=Usa le regole vantaggio/svantaggio [se le circostanze fanno sì che un tiro abbia entrambi, si considera che non hai nessuno dei due] +ModUi/&UseOfficialFlankingRules=Usa le regole di fiancheggiamento [un attaccante ha vantaggio se un alleato si trova sul lato opposto del bersaglio] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Abilita anche per gli attacchi a distanza [disabilita matematica precisa] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Abilita anche per gli attacchi di portata [disabilita matematica precisa] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Invece di vantaggio, concedi +1 al tiro di attacco +ModUi/&UseOfficialFoodRationsWeight=Usa razione alimentare del peso di 2 libbre +ModUi/&UseOfficialObscurementRules=Usa le regole di combattimento illuminazione, oscuramento e visione +ModUi/&UseOfficialObscurementRulesHelp=[l'attaccante che percepisce il difensore che non riesce a percepirlo ottiene ADV, e l'attaccante che non percepisce il difensore che riesce a percepirlo ottiene DIS\n le aree pesantemente oscurate infliggono la condizione di accecamento, dove i tiri per colpire contro la creatura hanno ADV, e i tiri per colpire della creatura hanno DIS\n tutti gli incantesimi a distanza che prendono di mira gli individui non possono essere lanciati se l'attaccante non ha vista, eccetto quelli che chiaramente non dichiarano che la vista è richiesta] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Usa le regole per le razze piccole quando usi armi pesanti [i tuoi attacchi hanno svantaggio] +ModUi/&WildSurgeDieRollThreshold=Imposta la soglia di probabilità di dado Magia selvaggia dello stregone:{99[L'ondata selvaggia si innesca se i tiri sono inferiori o uguali alla soglia] diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt index a37965ada0..9bf81dafb2 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CircleOfTheCosmos-it.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} usa {1} per tirare un D6 e aggiungere {2} al tiro di attacco Feedback/&CosmosOmenCheckToHitRoll={0} usa {1} per tirare un D6 e aggiungere {2} al tiro di controllo ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} usa {1} per lanciare un D6 e aggiungere {2} al tiro salvezza ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Poiché il drago {0} forza il dado {1} a 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} usa la forma di drago per forzare un controllo di abilità {1} a 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} hanno mancato {1}. {2} possono reagire tirando un D6 e aggiungendo il risultato al tiro per l'attacco. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Tira un D6 per aggiungerlo al tiro per l'attacco. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Benessere diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CollegeOfElegance-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CollegeOfElegance-it.txt index ad7f49097b..ac3cdf3d9e 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/CollegeOfElegance-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/CollegeOfElegance-it.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Passi eleganti: disimpegnarsi Feature/&PowerCollegeOfEleganceDodgeDescription=Puoi spendere 1 dado bardico per effettuare l'azione Schivare come azione bonus durante il tuo turno. Feature/&PowerCollegeOfEleganceDodgeTitle=Passi eleganti: schivata Feedback/&AmazingDisplayNotTriggered={1} non ha attivato il potere Amazing Display poiché non sono stati trovati nemici bersagliabili -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=A causa della Grazia {0} forza il dado {1} a 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} usa Elegance Grace per forzare un controllo di abilità {1} a 10. Feedback/&EvasiveFootworkACIncrease={0} usa {1} per tirare un dado bardico ({2}) e aumentare la CA di {3} Reaction/&CustomReactionEvasiveFootworkDescription=Stai per essere colpito! Puoi usare il tuo gioco di gambe evasivo per evitare il colpo. Reaction/&CustomReactionEvasiveFootworkReactDescription=Usa il gioco di gambe evasivo per evitare il colpo. diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationVivisectionist-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationVivisectionist-it.txt index af4fa3e193..f28a427d99 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationVivisectionist-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationVivisectionist-it.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Precisione Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Impara e preparati sempre:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Incantesimi vivisezionisti Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Ogni volta che curi un'altra creatura, consideri tutti i tiri 1 come se fossero 2. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Grazie alla chirurgia stabile {0} forza il dado {1} a 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} usa Chirurgia Stabile per forzare un dado di cura {1} a 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Chirurgia stabile Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Puoi compiere un'azione bonus per usare Lesser Restoration o Remove Curse su un alleato entro 5 piedi. Puoi farlo un numero di volte pari al tuo bonus di competenza. Tutti gli usi si ricaricano dopo un lungo riposo. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Rimuove una condizione dannosa da un alleato. diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDemonHunter-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDemonHunter-it.txt index 7a1e678ba7..851a7b612b 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDemonHunter-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/OathOfDemonHunter-it.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Subisci danni radianti Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Marchio di prova Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=A partire dal 15° livello, infondi la tua balestra con potere divino. Ottieni i seguenti benefici:\n· La gittata delle tue armi da balestra aumenta di 30 piedi.\n· La tua gittata di minaccia di colpo critico aumenta di 1 punto. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Balestra divina -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=A causa dell'abilità dell'Ammazza Demoni, {0} ripete il tiro di {1} dado da {2} a {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=A partire dal 3° livello, puoi applicare la tua capacità Colpo Divino quando colpisci un nemico con una Balestra Leggera, una Balestra a Mano o una Balestra Pesante. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Cacciatore di demoni Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=A partire dal 7° livello, non hai svantaggio quando usi armi da balestra per attaccare nemici nelle vicinanze. Quando colpisci una creatura senza il Marchio della Prova, puoi incanalare il potere divino e applicargli il Marchio della Prova. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=Come azione bonus, canalizzi Feature/&PowerOathOfDemonHunterTrialMarkTitle=Divinità Incanalata: Marchio di Prova Feedback/&AdditionalDamageTrialMarkFormat=Giudizio! Feedback/&AdditionalDamageTrialMarkLine={0} giudici {1}, infliggendo danni radianti extra (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=A causa dell'abilità dell'Ammazza Demoni, {0} ripete il tiro di {1} dado da {2} a {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=Puoi usare una reazione per incanalare il potere divino e applicare il Marchio della Prova al bersaglio. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Incanala il potere divino e applica il Marchio della Prova. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Giudizio diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheYeoman-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheYeoman-it.txt index 3e9dd0493f..eaabf97d60 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheYeoman-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheYeoman-it.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=La tua velocità è r Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Murata Feature/&PowerPathOfTheYeomanBulwarkDescription=Puoi usare un'azione bonus nel tuo turno per assumere una posizione rinforzata per un minuto. La posizione termina prima solo se perdi i sensi. Mentre sei rinforzato, la tua velocità di movimento è impostata a 0 e non può essere aumentata, e ottieni i seguenti benefici:\n• I nemici adiacenti a te non impongono svantaggio agli attacchi che effettui con un arco lungo.\n• Gli attacchi a distanza dei nemici con armi contro di te hanno svantaggio.\n• Puoi usare la tua reazione per eseguire un attacco di opportunità con un arco lungo contro un nemico che si muove entro 5 piedi da te. Feature/&PowerPathOfTheYeomanBulwarkTitle=Murata +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Puoi disattivare la tua posizione rinforzata Bulwark. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Disattivare il baluardo Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Acquisisci competenza nell'uso degli strumenti Smith. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=I barbari che seguono il Sentiero dello Yeoman ignorano le armi da mischia per padroneggiare l'arco lungo. Non meno forti dei barbari che seguono altri percorsi, le loro frecce abbattono i nemici più potenti e la loro concentrazione aumenta le loro già formidabili difese a livelli incredibili. diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/RoguishUmbralStalker-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/RoguishUmbralStalker-it.txt index 1f721fd17d..21b4e2630d 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/RoguishUmbralStalker-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/RoguishUmbralStalker-it.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Ti abitui all'os Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Uno con le ombre Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Ottieni resistenza al freddo e ai danni necrotici. Inoltre, ogni volta che vieni ridotto a 0 punti ferita, recuperi un numero di punti ferita pari al doppio del tuo livello da ladro e ti alzi. Puoi usare questa capacità una volta per ogni riposo lungo. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Costituzione Umbrale -Feature/&GloomBladeAttackReroll=A causa di Gloomblade {0} rilancia un dado danno {1} da {2} a {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Puoi usare la tua azione bonus per potenziarti con un vorticoso alone di energia d'ombra per un minuto. Mentre questa energia d'ombra persiste, sei oscurato da un'oscurità magica attraverso la quale puoi vedere, e ogni volta che infliggi danni da attacco furtivo e tiri il numero massimo su uno dei tuoi dadi di attacco, rilanci quel dado e lo aggiungi al danno. Puoi usare questa caratteristica una volta per riposo lungo. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Danza dell'ombra Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Una volta per turno, come azione gratuita, puoi sostituire qualsiasi quantità del tuo movimento con un teletrasporto della distanza equivalente. Quando ti teletrasporti in questo modo, sia la tua posizione iniziale che quella finale devono essere in penombra o al buio. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Anima ombrosa Feedback/&AdditionalDamageGloomBladeFormat=Colpo d'ombra Feedback/&AdditionalDamageGloomBladeLine=Shadowstrike infligge +{2} danni extra! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} cambia il danno in {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} usa Gloomblade per rilanciare un dado danno {1} da {2} a {3}. Reaction/&SpendPowerUmbralSoulDescription=Recuperi un numero di punti ferita pari al doppio del tuo livello da ladro e ti alzi. Reaction/&SpendPowerUmbralSoulReactDescription=Recuperi un numero di punti ferita pari al doppio del tuo livello da ladro e ti rialzi. Reaction/&SpendPowerUmbralSoulReactTitle=Costituzione ombrosa diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousDivineHeart-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousDivineHeart-it.txt index 00c3e7ca8c..ef877de4ee 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousDivineHeart-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousDivineHeart-it.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Seleziona la fonte divina d Feature/&FeatureSetDivineHeartDeityChoiceTitle=Scelta della divinità Feature/&MagicAffinityDivineHeartClericSpellsListDescription=La tua connessione con il divino ti consente di apprendere e lanciare incantesimi da Chierico come se fossero degli Stregoni. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Magia divina -Feature/&PowerDivineHeartDivineFountDescription=Come Azione Bonus, recupera 1 punto stregoneria. Utilizzabile un numero di volte pari al tuo bonus di Saggezza e tutti gli utilizzi si ricaricano dopo un lungo riposo. +Feature/&PowerDivineHeartDivineFountDescription=Come Azione Bonus, recupera 1 punto stregoneria. Utilizzabile un numero di volte pari al tuo bonus Carisma e tutti gli usi si ricaricano dopo un lungo riposo. Feature/&PowerDivineHeartDivineFountTitle=Fonte divina Feature/&PowerDivineHeartDivineRecoveryDescription=Come Azione Bonus, puoi ripristinare 70 punti ferita a te stesso e rimuovere cecità e malattie. Utilizzabile una volta per riposo lungo. Feature/&PowerDivineHeartDivineRecoveryTitle=Recupero divino Feature/&PowerDivineHeartEmpoweredHealingDescription=Fino all'inizio del tuo prossimo turno, quando lanci un incantesimo di guarigione, ripeti i tiri di dado di guarigione di 1 o 2, mantenendo il nuovo risultato. Attiva questo potere come Azione Bonus spendendo 1 punto stregone. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Grazie alla Guarigione Potenziata {0} rilancia un dado danno {1} da {2} a {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Guarigione potenziata Feature/&PowerDivineHeartPlanarPortalDescription=Apre un portale che può trasportare te e una creatura amica verso una destinazione specifica. Feature/&PowerDivineHeartPlanarPortalTitle=Portale planare +Feedback/&DivineHeartEmpoweredHealingReroll={0} usa Guarigione Potenziata per rilanciare un dado di cura {1} da {2} a {3}. Subclass/&SorcerousDivineHeartDescription=La tua magia innata ti è stata trasmessa da una Divinità per uno scopo che potresti comprendere o meno. Subclass/&SorcerousDivineHeartTitle=Anima Divina diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfWealAndWoe-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfWealAndWoe-it.txt index db5c9b00ff..09272ba1a0 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfWealAndWoe-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfWealAndWoe-it.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=Dopo aver effettuato un tiro per Feature/&FeatureWayOfWealAndWoeWealTitle=Benessere Feature/&FeatureWayOfWealAndWoeWoeDescription=Dopo aver effettuato un tiro per colpire con un'arma da monaco o un attacco senz'armi e aver mancato un colpo critico, subisci un danno pari a un tiro del tuo dado di arti marziali. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=A causa di {1} {0} rilancia il dado di attacco da un {2} a un {3} +Feedback/&WoeReroll={0} usa Woe per rilanciare un dado di attacco {1} da {2} a {3}. Subclass/&WayOfWealAndWoeDescription=I monaci della Via della Ricchezza e della Sventura si concentrano sia sulla prosperità che sulle avversità per affrontare i loro nemici in battaglia. Subclass/&WayOfWealAndWoeTitle=Via del benessere e del dolore diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt index 465e041b30..1acc180597 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=あなたは接近戦での戦闘に慣れ Feat/&FeatCloseQuartersIntTitle=接近戦 [Int] Feat/&FeatCunningEscapeDescription=ダッシュ アクションをボーナス アクションとして使用する場合、その動きはターンの残りの間、機会攻撃を引き起こしません。 Feat/&FeatCunningEscapeTitle=狡猾な逃走 -Feat/&FeatDevastatingStrikesDexDescription=あなたの近接攻撃は特に致命的です。あなたは以下の利益を得ます:\n• 敏捷性が 1 増加し、最大 20 になります。\n• 1 ターンに 1 回、近接武器攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを出すたびに、追加の武器ダイスを 1 つロールし、その攻撃に対する対象クリーチャーの抵抗を無視します。 +Feat/&FeatDevastatingStrikesDexDescription=あなたの近接攻撃は特に致命的です。あなたは以下の利益を得ます:\n• 敏捷性が 1 増加し、最大 20 になります。\n• 1 ターンに 1 回、近接武器または素手攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを出すたびに、追加の武器ダイスを 1 つロールし、その攻撃に対する対象クリーチャーの抵抗を無視します。 Feat/&FeatDevastatingStrikesDexTitle=壊滅的な打撃 [Dex] -Feat/&FeatDevastatingStrikesStrDescription=あなたの近接攻撃は特に致命的です。以下の利点を得ます:\n• 強さが 1 増加し、最大 20 になります。\n• 1 ターンに 1 回、近接武器攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを出すたびに、追加の武器ダイスを 1 つロールし、その攻撃に対する対象クリーチャーの抵抗を無視します。 +Feat/&FeatDevastatingStrikesStrDescription=あなたの近接攻撃は特に致命的です。以下の利点を得ます:\n• 強さが 1 増加します (最大 20)。\n• 1 ターンに 1 回、近接武器または素手攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを出すたびに、追加の武器ダイスを 1 つロールし、その攻撃に対する対象クリーチャーの抵抗を無視します。 Feat/&FeatDevastatingStrikesStrTitle=壊滅的な打撃 [Str] Feat/&FeatExpandTheHuntDescription=知恵を 1 ずつ増やして、最大 20 まで増やします。さらに好みの敵、言語、地形の種類を 1 つ選択できます。 Feat/&FeatExpandTheHuntTitle=狩りを拡張する diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt index 71bc195ded..b0f6729cf7 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Group-ja.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=戦闘:防御 Feat/&FeatGroupDefenseExpertDescription=精神属性の 1 つを 1 つ増やし、最大 20 まで増やします。\n鎧を着ていない間、鎧クラスは 10 + 器用さ修正値 + 選択した精神属性修正値に等しくなります。 Feat/&FeatGroupDefenseExpertTitle=非武装のエキスパート -Feat/&FeatGroupDevastatingStrikesDescription=あなたの近接攻撃は特に致命的です。あなたは以下の利益を得ます:\n• 筋力または敏捷性のスコアが 1 増加し、最大 20 になります。\n• 1 ターンに 1 回、近接武器攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを命中させるたびに、追加の武器ダイスを 1 つロールし、その攻撃に対するターゲット クリーチャーの抵抗を無視します。 +Feat/&FeatGroupDevastatingStrikesDescription=あなたの近接攻撃は特に致命的です。あなたは以下の利益を得ます:\n• 筋力または敏捷性の値が 1 増加し、最大 20 になります。\n• 1 ターンに 1 回、近接武器または素手攻撃でクリーチャーに命中すると、熟練度ボーナスに等しい追加ダメージを与えます。\n• 近接武器でクリティカル ヒットを命中させるたびに、追加の武器ダイスを 1 つロールし、その攻撃に対するターゲット クリーチャーの抵抗を無視します。 Feat/&FeatGroupDevastatingStrikesTitle=壊滅的な打撃 Feat/&FeatGroupDragonFearDescription=怒ると威嚇を発します。次の利点が得られます。\n• 強さ、体質、またはカリスマ性が 1 増加し、最大 20 になります。\n• 破壊的なエネルギーを吐き出す代わりに、ブレス ウェポン特性を使用して咆哮をあげることができます。あなたから 30 フィート以内のあなたの選択した各クリーチャーに、知恵セーヴィング スロー (難易度 8 + 熟練度ボーナス + カリスマ修正値) を強制します。セーブに失敗すると、ターゲットは 1 分間怯えます。ターゲットは各ターンの終わりにセーヴィング・スローを繰り返すことができ、成功すると自身への効果を終了することができます。 Feat/&FeatGroupDragonFearTitle=ドラゴンフィアー @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=あなたは、命令を実行す Feat/&FeatGroupFlamesOfPhlegethosTitle=フレゲトスの炎 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=一般的なアデプトとイニシエイト -Feat/&FeatGroupGrapplerDescription=あなたは、接近戦での格闘に耐えるために必要なスキルを身につけました。あなたは以下の利益を得ます:\n• 筋力または敏捷性の値が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーと格闘しているときに、移動ペナルティを受けなくなります。 -Feat/&FeatGroupGrapplerTitle=グラップラー +Feat/&FeatGroupGiftOfTheGemDragonDescription=精神能力値の 1 つを 1 増加します (最大 20)。\n• 10 フィート以内にいるクリーチャーからダメージを受けた場合、反応を使用してテレキネシス エネルギーを放射できます。ダメージを与えたクリーチャーは筋力セーヴィング スロー (難易度は 8 + 習熟ボーナス + この特技によって増加したスコアの能力値修正値) を行わなければなりません。セーヴィング スローに失敗すると、クリーチャーは 2d8 の力場ダメージを受け、プレイヤーから 10 フィートまで押し出され、伏せ状態に強制されます。セーヴィング スローに成功すると、クリーチャーは半分のダメージを受け、押し出されたり伏せ状態に強制されたりしません。この反応は習熟ボーナスに等しい回数使用でき、大休憩を終えると消費した使用回数をすべて回復します。 +Feat/&FeatGroupGiftOfTheGemDragonTitle=宝石ドラゴンの贈り物 Feat/&FeatGroupGrudgeBearerDescription=あなたは特定の種類の生き物に対して深い憎しみを持っています。あなたの怒りの重荷を負う敵、つまり異形、獣、天体、構築物、ドラゴン、エレメンタル、フェイ、悪魔、巨人、怪物、滲出液、植物、またはアンデッドの種類を選択してください。次の利点が得られます。\n• 体力、体質、または知恵のスコアが 1 増加し、最大 20 になります。\n• 選択した敵との戦闘の最初のラウンドで、攻撃は次のいずれかに対して行われます。 \n• あなたが選んだ敵のいずれかがあなたに対して機会攻撃を行うと、その攻撃は不利になります。 Feat/&FeatGroupGrudgeBearerTitle=恨みを抱く者 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt index 0dc614ab9b..3bdc4c5db1 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=グレートウェポンマスターを有効化/無効化 +Action/&CleavingAttackToggleTitle=偉大な武器の達人 +Action/&PowerAttackToggleDescription=パワーアタックを有効化/無効化 +Action/&PowerAttackToggleTitle=パワーアタック Condition/&ConditionFeatCleavingAttackFinishDescription=これからも来てください! Condition/&ConditionFeatCleavingAttackFinishTitle=グレートウェポンマスター Condition/&ConditionFeatCrusherCriticalHitDescription=あなたはクリティカルヒットで潰されており、あなたに対する攻撃が有利です。 @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=あなたの強さを 1 増加させます。 Feat/&FeatOldTacticsStrTitle=古の戦術 [Str] Feat/&FeatPiercerDexDescription=あなたは戦闘において貫通精度を達成しました。あなたの器用さを 1 増加させ、最大 20 まで増加させます。貫通ダメージを与える攻撃でクリーチャーを攻撃したとき、1 をロールしたときにダイスを振り直すことができ、新しいロールを使用する必要があります。クリティカルヒットを獲得すると、ターゲットが受ける追加の貫通ダメージを決定する際に、追加のダメージダイスを 1 つ振ることができます。 Feat/&FeatPiercerDexTitle=ピアサー【デックス】 -Feat/&FeatPiercerReroll=ピアサーのおかげで{0}は{1}のダイスを{2}から{3}に再ロールします Feat/&FeatPiercerStrDescription=あなたは戦闘において貫通精度を達成しました。あなたの強さは 1 増加し、最大 20 になります。貫通ダメージを与える攻撃でクリーチャーを攻撃したとき、1 をロールしたときにダイスを振り直すことができ、新しいロールを使用する必要があります。クリティカルヒットを獲得すると、ターゲットが受ける追加の貫通ダメージを決定する際に、追加のダメージダイスを 1 つ振ることができます。 Feat/&FeatPiercerStrTitle=ピアサー【Str】 Feat/&FeatPowerAttackDescription=あなたは精度を犠牲にしてより致命的な打撃を与えることを学びました。非武装または近接武器で攻撃する場合、3 + 熟練度ボーナスに等しい追加ダメージを与えるために、攻撃ロールに -3 のペナルティを受けることを選択できます。 Feat/&FeatPowerAttackTitle=パワーアタック Feat/&FeatSavageAttackDescription=1 を振ったときに武器と呪文ダメージのダイスを再ロールします (すべてのダメージ源がダイスを再ロールするわけではありません。たとえば、急所攻撃や打撃ダメージは再ロールされません)。 -Feat/&FeatSavageAttackReroll=サベージのため、攻撃者 {0} は {1} のダイスを {2} から {3} に振り直します。 Feat/&FeatSavageAttackTitle=サベージアタック Feat/&FeatSlasherDexDescription=最大の結果を得るにはどこをカットすればよいかを学びました。あなたの敏捷性が 1 増加し、最大 20 になります。斬撃ダメージを与える攻撃でクリーチャーを攻撃すると、次のターンの開始時までターゲットの速度を 10 フィート低下させることができます。クリティカルヒットを決めたとき、あなたはそれをひどく傷つけます。次のあなたのターンの開始まで、対象はすべての攻撃ロールにおいて不利になります。 Feat/&FeatSlasherDexTitle=スラッシャー【デックス】 @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=ピアッサー! Feedback/&AdditionalDamagePiercerLine={0}は{1}をクリティカル貫通します Feedback/&AdditionalDamageSpearMasteryFormat=槍の達人! Feedback/&AdditionalDamageSpearMasteryLine={0} は槍を準備しており、{1} に追加の {2} ダメージを与えます。 +Feedback/&FeatPiercerReroll={0}はピアサーを使用して、{1}ダメージダイスを{2}から{3}に再ロールします。 +Feedback/&FeatSavageAttackReroll={0}はサベージアタックを使用して、{1}ダメージダイスを{2}から{3}に再ロールします。 Reaction/&ReactionAttackOldTacticsDescription={0} が立ち上がりました。反応を使用して近接武器攻撃を行うことができます。 Reaction/&ReactionAttackOldTacticsReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackOldTacticsReactTitle=攻撃 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt index 78d278ef2d..b9a9a2f576 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=素手攻撃時にグラップルを有効/無効にする +Action/&GrappleOnUnarmedToggleTitle=非武装状態でのグラップル Condition/&ConditionFeatMobileAfterDashDescription=拘束されるだけでなく、移動制限に対する免疫も付与されます。 Condition/&ConditionFeatMobileAfterDashTitle=自由 Failure/&MustBeHumanoid=人型でなければならない @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=宇宙の悪の力を利用して次のよ Feat/&FeatBalefulScionStrTitle=凶悪な末裔[Str] Feat/&FeatBalefulScionWisDescription=宇宙の悪の力を誘導して次のような利点を得ることができます:\n• 知恵が 1 増加し、最大 20 まで増加します。\n• ターンに 1 回、自分から 60 フィート以内に見えるクリーチャーにダメージを与えると、壊死的なダメージを与えることもできます。壊死ダメージは 1d6 + 熟練度ボーナスに等しく、あなたは 1D6 + 熟練度ボーナスに等しいヒット ポイントを回復します。この特典は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると、消費した使用分はすべて取り戻されます。 Feat/&FeatBalefulScionWisTitle=凶悪な末裔 [Wis] -Feat/&FeatBrawlerDescription=あなたは近接戦闘の達人であり、以下の利益を得ています: \n• 素手攻撃は 1d6+筋力修正値の打撃ダメージを与えます。攻撃ロールを行うときに武器や盾を装備していない場合、d6 は d8 になります。\n• 攻撃アクションを実行し、少なくとも片方の手が空いている場合、ボーナス アクションを使用して素手攻撃を行うか、クリーチャーと組み合うことができます。 +Feat/&FeatBrawlerDescription=あなたは近接戦闘の達人であり、以下の利益を得ています: \n• 素手打撃は 1d6+筋力修正値の打撃ダメージを与えます。攻撃ロールを行うときに武器や盾を装備していない場合、d6 は d8 になります。\n• 攻撃アクションを行い、少なくとも片方の手が空いている場合、ボーナス アクションを使用して素手打撃を行うか、クリーチャーを組みつくことができます。\n• 素手攻撃を行うとき、その攻撃の一部としてロールしたダメージ ダイスの 1 を再ロールし、新しい結果を使用する必要があります。 Feat/&FeatBrawlerTitle=喧嘩屋 Feat/&FeatChefConDescription=体質を 1 増やして、最大 20 まで増加させます。\n1 時間かけて料理を作ると、自分と仲間の HP を 1d8 回復できます。\n1 日に 1 回、1 時間かけて料理を作ることができます。熟練度ボーナスに等しいおやつを食べたときに一時的に 5 の HP を提供します。 Feat/&FeatChefConTitle=シェフ【あり】 @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=体質を 1 増加させ、最大 20 まで Feat/&FeatFrostAdaptationTitle=霜への適応 Feat/&FeatGiftOfTheChromaticDragonDescription=あなたはクロマティック ドラゴンの力の一部を明らかにし、次の恩恵をもたらしました:\n• クロマティック インフュージョン: ボーナス アクションとして、単純な武器または武道武器に触れて、次のいずれかのダメージ タイプを注入できます: 酸、冷気、火、雷、または毒。次の 1 分間、武器が命中すると、選択したタイプに追加の 1d4 ダメージを与えます。このボーナス アクションを使用すると、長い休憩が終了するまで再度行うことはできません。\n• 反応耐性: 酸、冷気、火、雷、毒のダメージを受けると、その反応を利用して次の効果を与えることができます。ターン終了時まで、あなた自身がそのダメージに対する抵抗力を持ちます。この反応は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると消費した使用量はすべて回復します。 Feat/&FeatGiftOfTheChromaticDragonTitle=クロマティック・ドラゴンの贈り物 -Feat/&FeatGrapplerDexDescription=接近戦での格闘に耐えるために必要なスキルを習得しました。以下の利点を得ます:\n• 敏捷性が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーを格闘しているときに移動ペナルティを受けなくなります。 -Feat/&FeatGrapplerDexTitle=グラップラー[Dex] +Feat/&FeatGiftOfTheGemDragonChaDescription=【魅力】を 1 増加します (最大 20)。\n• 10 フィート以内にいるクリーチャーからダメージを受けた場合、反応を使用してテレキネシス エネルギーを放出できます。ダメージを与えたクリーチャーは、【筋力】セーヴィング スロー (難易度は 8 + 習熟ボーナス + この特技によって増加したスコアの能力値修正値) を行わなければなりません。セーヴィング スローに失敗すると、クリーチャーは 2d8 のフォース ダメージを受け、プレイヤーから 10 フィートまで押し出され、伏せ状態に強制されます。セーヴィング スローに成功すると、クリーチャーは半分のダメージを受け、押し出されたり伏せ状態に強制されたりしません。この反応は習熟ボーナスに等しい回数使用でき、大休憩を終えると消費した使用回数をすべて回復します。 +Feat/&FeatGiftOfTheGemDragonChaTitle=宝石竜の贈り物 [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=【知力】を 1 増加します (最大 20)。\n• 10 フィート以内にいるクリーチャーからダメージを受けた場合、反応を使用してテレキネシス エネルギーを発散できます。ダメージを与えたクリーチャーは、【筋力】セーヴィング スロー (難易度は 8 + 習熟ボーナス + この特技によって増加したスコアの能力値修正値) を行わなければなりません。セーヴィング スローに失敗すると、クリーチャーは 2d8 のフォース ダメージを受け、プレイヤーから 10 フィートまで押し出され、伏せ状態に強制されます。セーヴィング スローに成功すると、クリーチャーは半分のダメージを受け、押し出されたり伏せ状態に強制されたりしません。この反応は習熟ボーナスに等しい回数使用でき、大休憩を終えると消費した使用回数をすべて回復します。 +Feat/&FeatGiftOfTheGemDragonIntTitle=宝石ドラゴンの贈り物 [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=あなたの【判断力】を 1 増加させます (最大 20)。\n• 10 フィート以内にいるクリーチャーからダメージを受けた場合、反応を使用してテレキネシス エネルギーを放出できます。あなたにダメージを与えたクリーチャーは、【筋力】セーヴィング スロー (難易度は 8 + あなたの習熟ボーナス + この特技によって増加したスコアの能力値修正値) を行わなければなりません。セーヴィング スローに失敗すると、クリーチャーは 2d8 の【力場】ダメージを受け、あなたから 10 フィートまで押し出され、伏せ状態に強制されます。セーヴィング スローに成功すると、クリーチャーは半分のダメージを受け、押し出されたり伏せ状態に強制されたりしません。この反応は習熟ボーナスに等しい回数使用でき、大休憩を終えると消費した使用回数をすべて回復します。 +Feat/&FeatGiftOfTheGemDragonWisTitle=宝石ドラゴンの贈り物 [Wis] Feat/&FeatGrapplerStrDescription=接近戦での格闘に耐えるために必要なスキルを習得しました。以下の利点を得ます:\n• 筋力が 1 増加し、最大 20 になります。\n• 格闘しているクリーチャーに対する攻撃ロールにアドバンテージがあります。\n• 自分と同じサイズかそれより小さいクリーチャーと格闘しているときに移動ペナルティを受けなくなります。 Feat/&FeatGrapplerStrTitle=グラップラー [Str] Feat/&FeatGroupSkillExpertDescription=特定のスキルの習熟度を磨き、次のようなメリットが得られます。\n• 選択した 1 つの能力スコアが 1 増加し、最大 20 になります。\n• 選択した 1 つのスキルの習熟度が上がります。\n• 選択した 1 つのスキルについて専門知識を得ることができます。 @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=さまざまな武器を使って徹底的 Feat/&FeatWeaponMasterStrTitle=ウェポンマスター[Str] Feature/&CastSpellFeatMagicInitiateTitle=開始する Feature/&CastSpellFeatSpellSniperTitle=スナイパー -Feature/&DieRollModifierFeatElementalAdeptReroll=エレメンタル アデプトにより、{0} は {1} のダイスを {2} から {3} に振り直します。 -Feature/&DieRollModifierFeatElementalMasterReroll=エレメンタルマスターのおかげで、{0} は {1} のダイスを {2} から {3} に振り直します。 Feature/&PowerFeatAcrobatDescription=ボーナス アクションとして、難易度 15 の器用さ (軽業) チェックを行うことができます。成功すると、現在のターンが終了するまで、難しい地形でも追加の移動コストがかかりません。 Feature/&PowerFeatAcrobatTitle=アクロバット Feature/&PowerFeatBalefulScionDescription=ターンごとに 1 回、自分から 60 フィート以内に見えるクリーチャーにダメージを与えると、それに壊死ダメージを与えることもできます。壊死ダメージは 1d6 + 熟練度ボーナスに等しく、あなたは 1D6 + 熟練度ボーナスに等しいヒット ポイントを回復します。この特典は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると、消費した使用分はすべて取り戻されます。 @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=クロマティ Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Chromatic Infusionは追加の+{2}雷ダメージを与えます! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=クロマティック・インフュージョン:ポイズン Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusionは追加の+{2}毒ダメージを与えます! +Feedback/&FeatBrawlerReroll=素手攻撃を行う場合、その攻撃の一部としてロールしたダメージ ダイスの 1 を再ロールすることができ、新しい結果を使用する必要があります。 +Feedback/&FeatElementalAdeptReroll={0} はエレメンタル アデプトを使用して、{1} 攻撃ロール ダイスを {2} から {3} に再ロールします。 +Feedback/&FeatElementalMasterReroll={0}はエレメンタルマスターを使用して、{1}攻撃ロールダイスを{2}から{3}に再ロールします。 Feedback/&IsNotLuckyHigher={0} はまったく幸運ではありません。{3} の代わりに、より高い {2} をロールします。 Feedback/&IsNotLuckyLower={0} はまったく幸運ではありません。低い {2} を出して {3} を置き換えます。 Feedback/&LuckyAttackToHitRoll={0} は {1} を使用し、アタックロールで {3} を置き換えるために {2} をロールしました。 @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} は {1} を使用し、チェックロール Feedback/&LuckySavingToHitRoll={0} は {1} を使用し、セービング ロールの {3} を置き換えるために {2} をロールしました。 Item/&ItemFeatChefTreatDescription=このシェフのおやつを食べると、一時的に 5 ヒット ポイントを獲得します。 Item/&ItemFeatChefTreatTitle=シェフのごちそう +Reaction/&CustomReactionGrapplerDescription={0} と格闘できます。 +Reaction/&CustomReactionGrapplerReactDescription=ターゲットを掴みます。 +Reaction/&CustomReactionGrapplerReactTitle=グラップル +Reaction/&CustomReactionGrapplerTitle=グラップラー Reaction/&ReactionAttackMageSlayerDescription={0} はあなたの 5 フィート以内で呪文を唱えます。反応を利用して攻撃することができます。 Reaction/&ReactionAttackMageSlayerReactDescription=リアクションを利用してターゲットを攻撃します。 Reaction/&ReactionAttackMageSlayerReactTitle=攻撃 @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=反応抵抗 Reaction/&SubitemSelectReactionAttackAoOEnterTitle=アクションの選択 Reaction/&SubitemSelectReactionAttackSentinelTitle=アクションの選択 Reaction/&SubitemSelectReactionWarcasterTitle=アクションの選択 +Reaction/&UseGiftOfTheGemDragonDescription={0} があなたにダメージを与えました! 反応を使用して、それを 10 フィート押し出し、2d8 の精神ダメージを与えることができます。 +Reaction/&UseGiftOfTheGemDragonReactDescription=自分自身に抵抗を与えてください。 +Reaction/&UseGiftOfTheGemDragonReactTitle=反応する +Reaction/&UseGiftOfTheGemDragonTitle=宝石ドラゴンの贈り物 Reaction/&WarcasterAttackDescription=攻撃対象。 Reaction/&WarcasterAttackTitle=攻撃 Tag/&InitiateCantripSpecialTagTitle=キャントリップを開始する diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt index 0c2691e127..26d5b6d5a3 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=あなたは、人々に尊敬され守られ Feat/&FeatWoodElfMagicTitle=ウッドエルフの魔法 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=あなたがグレートソードを持っている間、あなたはアーマークラスに+1のボーナスを獲得します。 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=レヴナントブレード -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=フレゲトスの炎により、{0} は {1} のダイスを {2} から {3} に振り直します。 Feature/&PowerFeatDragonFearDescription=あなたはブレスウェポンの特性を使用して咆哮をあげることができ、あなたから30フィート以内にいるあなたが選んだ各クリーチャーに知恵のセーヴィングスローを強制することができます(DC 8 + 熟練度ボーナス + カリスマ修正値)。セーブに失敗すると、ターゲットは 1 分間怯えます。怯えたターゲットがダメージを受けた場合、セーヴィング・スローを繰り返し、成功すると自身への効果を終了することができます。 Feature/&PowerFeatDragonFearTitle=ドラゴンフィアー Feature/&PowerFeatOrcishAggressionDescription=ボーナスアクションとして、メインハンドで近接武器を使用すると、選択した敵に向かって自分の速度までチャージし、メイン武器でクリーチャーをフリー攻撃することができます。 @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} は {1} を使用し、アタック Feedback/&BountifulLuckCheckToHitRoll={0} は {1} を使用し、チェックロールの {3} を置き換えるために {2} をロールしました。 Feedback/&BountifulLuckSavingToHitRoll={0} は {1} を使用し、セービング ロールの {3} を置き換えるために {2} をロールしました。 Feedback/&DwarvenFortitudeHitDieRolled={0} は {2} を出して、{3} = {4} を回復しました。 +Feedback/&FlamesOfPhlegethosReroll={0}はフレゲトスの炎を使用して、{1}魔法ダメージダイスを{2}から{3}に再ロールします。 Reaction/&CustomReactionBountifulLuckAttackDescription={0} は {1} を欠席しました。 {2} は d20 のロールに反応して攻撃ロールを置き換えることができます。 Reaction/&CustomReactionBountifulLuckAttackReactDescription=D20をロールして攻撃ロールを置き換えます。 Reaction/&CustomReactionBountifulLuckAttackReactTitle=豊かな幸運 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/RangedCombat-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/RangedCombat-ja.txt index c60e16c630..395356397a 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/RangedCombat-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/RangedCombat-ja.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=シャープシューターを有効化/無効化 +Action/&DeadEyeToggleTitle=シャープシューター Condition/&ConditionFeatSteadyAimAdvantageDescription=次の攻撃ロールではあなたにアドバンテージがあります。 Condition/&ConditionFeatSteadyAimAdvantageTitle=着実な狙い Condition/&ConditionFeatSteadyAimRestrainedDescription=ターン終了まで移動できません。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt index 8bcdb908c8..e77e63b5b8 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/FightingStyles-ja.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=致命的なダメージ! Feedback/&AdditionalDamageCripplingLine={1}は壊滅的なダメージを受けます。 Feedback/&AdditionalDamageExecutionerFormat=実行! Feedback/&AdditionalDamageExecutionerLine={0} は {1} を実行して +{2} の追加ダメージを与えます! -FightingStyle/&AstralReachDescription=素手攻撃のリーチが 5 フィート増加します。 +FightingStyle/&AstralReachDescription=両手が自由である限り、素手攻撃のリーチが 5 フィート増加します。 FightingStyle/&AstralReachTitle=アストラルリーチ FightingStyle/&BlindFightingDescription=10 フィートの範囲で盲視が可能です。その範囲内では、たとえ目が見えなくなっていても、暗闇にいても、完全に遮蔽されていないものはすべて実質的に見ることができます。さらに、その生物があなたからうまく隠れない限り、その範囲内に目に見えない生物が見える可能性があります。 FightingStyle/&BlindFightingTitle=ブラインドファイティング @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=近接片手武器または汎用武器 FightingStyle/&HandAndAHalfTitle=古典剣術 FightingStyle/&InterceptionDescription=あなたが見ることができるクリーチャーがあなた以外の、あなたから5フィート以内にいるターゲットに攻撃を命中させたとき、あなたはその反応を利用してターゲットが受けるダメージを1d10 + 熟練度ボーナスだけ減らすことができます。この反応を使用するには、盾、または単純な武器または格闘用の武器を使用する必要があります。 FightingStyle/&InterceptionTitle=傍受 -FightingStyle/&LungerDescription=ヘビータグを付けずに武器を使用し、他の武器やシールドを使用しない場合、近接武器のリーチが 5 フィート増加します。 +FightingStyle/&LungerDescription=ヘビータグなしで武器を装備し、もう一方の手が自由である限り、近接武器のリーチが 5 フィート増加します。 FightingStyle/&LungerTitle=肺 FightingStyle/&MercilessDescription=自分のターンに近接武器攻撃を使用してターゲットの HP を 0 に減らすと、ダウンしたターゲットの半径内であなたの熟練度ボーナスの半分 (切り上げ) に等しいターゲットを視認できる敵は知恵セーブを行わなければなりません (難易度 8 +)熟練度ボーナス + 筋力修正値)、または次のターンの終わりまであなたを怖がるようになります。トリガーとなる攻撃がクリティカル ヒットの場合、半径は熟練度ボーナスと同じになります。 FightingStyle/&MercilessTitle=無慈悲な diff --git a/SolastaUnfinishedBusiness/Translations/ja/KeyBindings-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/KeyBindings-ja.txt new file mode 100644 index 0000000000..37943fd130 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ja/KeyBindings-ja.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=現在選択されている文字をエクスポートできます。 +Setting/&CharacterExportTitle=文字のエクスポート +Setting/&DebugOverlayDescription=バニラ デバッグ オーバーレイを開くことができます。 +Setting/&DebugOverlayTitle=デバッグオーバーレイ +Setting/&EnableCharacterCheckerDescription=キャラクター プールに追加された新しいボタンを使用して、俳優をプレビューできます。 +Setting/&EnableCharacterCheckerTitle=文字チェッカーを有効にする +Setting/&EnableCheatMenuDescription=通常のゲームプレイ中にダンジョン メーカー チート メニューを使用できるようになります。 +Setting/&EnableCheatMenuTitle=チートメニューを有効にする +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=ドロップ時にクエストアイテムのチェックをバイパスするにはCtrlキーを押します +Setting/&EnablePartyTogglesDescription=ダンジョン メーカーのテストや通常の新しいゲームプレイでデフォルトのパーティとして使用するヒーローをキャラクター プールで切り替えることができます。 +Setting/&EnablePartyTogglesTitle=デフォルトのパーティ切り替えを有効にする +Setting/&EnableSaveByLocationDescription=キャンペーンや場所ごとに保存内容を整理できます。 +Setting/&EnableSaveByLocationTitle=場所による保存を有効にする +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFTキーを押すと、線がグリッドにスナップします。 +Setting/&FormationSet1Description=フォーメーションセット1を選択できます。 +Setting/&FormationSet1Title=フォーメーションセット1 +Setting/&FormationSet2Description=フォーメーションセット2を選択できます。 +Setting/&FormationSet2Title=フォーメーションセット2 +Setting/&FormationSet3Description=フォーメーションセット3を選択できます。 +Setting/&FormationSet3Title=フォーメーションセット3 +Setting/&FormationSet4Description=フォーメーションセット4を選択できます。 +Setting/&FormationSet4Title=フォーメーションセット4 +Setting/&FormationSet5Description=フォーメーションセット5を選択できます。 +Setting/&FormationSet5Title=フォーメーションセット5 +Setting/&HideCrownOfMagisterTitle=マジスターの王冠を隠す +Setting/&HideHelmetsTitle=ヘルメットを隠す +Setting/&HideTitle=隠れる +Setting/&InvertTooltipBehaviorDescription=デフォルトの要約ツールチップの代わりに拡張ツールチップを表示します。 +Setting/&InvertTooltipBehaviorTitle=ツールチップの動作を反転する +Setting/&ModHeaderTitle=未完の仕事 +Setting/&RejoinPartyDescription=誰かが閉じ込められた場合に備えて、最初のヒーローの周りのパーティーに再び参加できるようにします。 +Setting/&RejoinPartyTitle=パーティーに再参加 +Setting/&SelectCharacter5Title=キャラクター5を選択 +Setting/&SelectCharacter6Title=キャラクター6を選択 +Setting/&SpawnEncounterDescription=Mod UI の Encounters タブで設定されたエンカウンターを生成できます。 +Setting/&SpawnEncounterTitle=スポーンエンカウンター +Setting/&TeleportPartyDescription=パーティを画面中央の場所にテレポートできます。 +Setting/&TeleportPartyTitle=テレポートパーティー +Setting/&ToggleHudDescription=HUD のオン/オフを切り替えることができます。 +Setting/&ToggleHudTitle=HUDを切り替える +Setting/&TooltipWidthDescription=ツールチップの幅の乗数を変更します。 +Setting/&TooltipWidthTitle=ツールチップの幅 +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=追加の伝承フレンドリーな名前をアンロックする +Setting/&UnlockAllNpcFacesTitle=NPCの顔をアンロックする +Setting/&UnlockBeardlessDwarvesTitle=ひげのないドワーフをアンロックする +Setting/&UnlockEyeStylesTitle=アイスタイルのロックを解除 +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=光るマークとタトゥーの色のロックを解除します +Setting/&UnlockGlowingEyeColorsTitle=輝く目の色をアン​​ロック +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=マークとタトゥーのロックを解除する +Setting/&UnlockNewBrightEyeColorsTitle=明るい目の色を解き放つ +Setting/&UnlockSkinColorsTitle=肌の色をアン​​ロック +Setting/&UnlockUnmarkedSorcerersTitle=マークされていないソーサラーをアンロックする +Setting/&VttCameraDescription=VTT カメラ モードを切り替えることができます。 +Setting/&VttCameraTitle=MTBカメラ diff --git a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt index 495dd5110e..eaf6f52406 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=AC Penalty Feature/&AttributeModifierMonkAbundantKiDescription=熟練度ボーナスの半分(切り捨て)を Ki ポイント プールに追加します。 Feature/&AttributeModifierMonkAbundantKiTitle=豊かな気 Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=グラップラーに従う -Feature/&ConditionGrappleTargetFlyingTitle=フライング Feature/&EnhancedIndomitableResistanceDescription=セーヴィング スローに失敗した場合は、ファイター レベルに等しいボーナスを獲得して再ロールできます。その場合は、新しいロールを使用する必要があり、長い休憩が終了するまでこの機能を再度使用することはできません。 Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=拡張された呪文 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt index e77ecc77bd..0d16d659ec 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt @@ -1,86 +1,83 @@ ModUi/&AccountForAllDiceOnFollowUpStrike=基本武器のすべての追加効果を追撃攻撃特技に追加します -ModUi/&AccountForAllDiceOnSavageAttack=基本武器ダメージからのすべてのダイスを、1 つのダイスのみではなく基本武器ダメージを追加する機能に追加します[サベージ アタック、2H 武器など] +ModUi/&AccountForAllDiceOnSavageAttack=基本武器ダメージからのすべてのダイスを、1 つのダイスのみではなく、基本武器ダメージを追加する機能に追加します [サベージ アタック、2H 武器など] ModUi/&AddAllToStore=すべてをストアに追加 -ModUi/&AddBleedingToLesserRestoration=出血状態をより大きな修復と小さな修復によって除去された状態に追加します。 -ModUi/&AddCustomIconsToOfficialItems=公式ゲーム アイテム [弾薬、レシピ、キットなど] [再起動が必要] にカスタム アイコンを追加します。 -ModUi/&AddDarknessPerceptiveToDarkRaces=ダークエルフ、ダークコボルト、グレイドワーフの闇の知覚を有効にするcolor> \n[照明が当たっていないとき、または魔法の暗闇の下で知覚チェックで有利になる] +ModUi/&AddBleedingToLesserRestoration=Greater と Lesser Restoration によって除去された状態に加えて、Bleeding 状態を追加します。 +ModUi/&AddCustomIconsToOfficialItems=公式ゲームアイテムにカスタムアイコンを追加します [弾薬、レシピ、キットなど] [再起動が必要] +ModUi/&AddDarknessPerceptiveToDarkRaces=ダークエルフ、ダークコボルド、グレイドワーフに闇知覚を有効にする \n[照明が消えているときや魔法の暗闇にいるときに知覚判定に有利を与える] ModUi/&AddDexModifierToEnemiesInitiativeRoll=敵に DEX 修飾子を追加する イニシアティブ ロール -ModUi/&AddFallProneActionToAllRaces=すべてのプレイ可能な種族に うつ伏せになる アクションを追加します [コストをかけずにうつ伏せになることができます] -ModUi/&AddFighterLevelToIndomitableSavingReroll=ファイターを有効にして、不屈の抵抗セービングスローのリロールにボーナスとしてクラスレベルを追加します -ModUi/&AddGrappleActionToAllRaces=すべてのプレイ可能な種族にグラップルアクションを追加します -ModUi/&AddHelpActionToAllRaces=すべてのプレイ可能な種族に助けるアクションを追加します[味方のクリーチャーが自分の1マス以内にいるクリーチャーを攻撃するのを助けることができます] -ModUi/&AddHumanoidFavoredEnemyToRanger=レンジャー が好む人型の敵を有効にする -ModUi/&AddNewBrightEyeColors=新しい明るい目の色を追加 -ModUi/&AddNewWeaponsAndRecipesToShops=新しい武器とレシピをショップに追加[ハンドラップ、ハルバード、パイク、ロングメイス、ハンドクロスボウ] [再起動が必要です] -ModUi/&AddPaladinSmiteToggle=パラディン がクリティカル ヒット時の打撃のみを有効にするためのトグルを追加しました[反応プロンプトを最小限に抑えるのに役立ちます] -ModUi/&AddPickPocketableLoot=スリ可能な戦利品を追加[スリ特技が有効な場合に推奨] +ModUi/&AddFallProneActionToAllRaces=すべてのクラスに うつ伏せになる アクションを追加します [コストをかけずにうつ伏せになることができます] +ModUi/&AddFighterLevelToIndomitableSavingReroll=不屈の抵抗セーヴィングスローの再ロールにクラスレベルをボーナスとして追加します +ModUi/&AddGrappleActionToAllRaces=すべてのクラスにグラップルアクションを追加します +ModUi/&AddHelpActionToAllRaces=すべてのクラスに ヘルプ アクションを追加します [1 セル以内のクリーチャーを攻撃する友好的なクリーチャーを支援できます] +ModUi/&AddHumanoidFavoredEnemyToRanger=ヒューマノイド優先敵を有効にする +ModUi/&AddNewWeaponsAndRecipesToShops=新しい武器とレシピをショップに追加します [ハンドラップ、ハルバード、パイク、ロングメイス、ハンドクロスボウ] [再起動が必要です] +ModUi/&AddPaladinSmiteToggle=パラディンがクリティカルヒット時にのみスマイトを有効にするようにするトグルを追加します [反応プロンプトを最小限に抑えるのに役立ちます] +ModUi/&AddPickPocketableLoot=スリ可能な戦利品を追加 [スリ 能力が有効になっている場合に推奨] ModUi/&AddToStore=ストアに追加 ModUi/&Advanced=詳細: [再起動が必要] -ModUi/&AdvancedHelp=• 注意: これらの設定を行うには、プレーヤーにこの MOD がインストールされている必要があります。 +ModUi/&AdvancedHelp=• 注意: これらの設定を行うには、プレイヤーがこのMODをインストールしている必要があります。 ModUi/&AllItemInDm=DM内のすべてのアイテム -ModUi/&AllRecipesInDm=すべてのレシピはDMにあります -ModUi/&AllowAllPlayersOnNarrativeSequences=+ すべてのプレイヤーに物語シーケンスを許可 -ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=自然の暗闇にいるときに味方がレンジャー グロウムストーカーを感知できるようにする -ModUi/&AllowAnyClassToWearSylvanArmor=どのクラスも森の鎧またはライトブリンガーの服を着用できるようにする -ModUi/&AllowBeardlessDwarves=ひげのないドワーフを許可する +ModUi/&AllRecipesInDm=DMのすべてのレシピ +ModUi/&AllowAllPlayersOnNarrativeSequences=+ ナラティブ シーケンスですべてのプレイヤーを許可する +ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=自然の暗闇にいるときに味方が レンジャー グロウムストーカー を感知できるようにする +ModUi/&AllowAnyClassToWearSylvanArmor=どのクラスでも シルヴァンアーマー または ライトブリンガー服 を着用できるようにします ModUi/&AllowBladeCantripsToUseReach=ブレード・カントリップが5フィートではなくリーチを使用できるようにする ModUi/&AllowClubsToBeThrown=クラブをダガーやハンドアックスのように投げられるようになります -ModUi/&AllowDisplayingNonSuggestedSpells=各リストで MOD 非推奨呪文を許可する -ModUi/&AllowDisplayingOfficialSpells=各リストでゲームの公式呪文を許可する +ModUi/&AllowDisplayingNonSuggestedSpells=各リストでmodの非推奨呪文を許可する +ModUi/&AllowDisplayingOfficialSpells=各リストでゲーム公式呪文を許可する ModUi/&AllowDruidToWearMetalArmor=ドルイドが金属鎧を着用できるようにする -ModUi/&AllowDungeonsMaxLevel20=最大レベル20のダンジョンを許可します -ModUi/&AllowFlightSuspend=アイテムや呪文による飛行の一時停止を許可します[ワイルドシェイプや飛行種族には影響しません] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=CTRL クリックを有効にして、ガジェットやプロップを配置する際のチェックを回避します -ModUi/&AllowHasteCasting=追加のアクションを持つ呪文をヘイスト状態からキャストできるようにします[メイン アクションの呪文はラウンドごとに 1 つに制限されています] -ModUi/&AllowHornsOnAllRaces=すべての種族で角を許可します [種族、頭、角によっては結果がひどいものになる可能性があります] -ModUi/&AllowMoreRealStateOnRestPanel=残りのパネルでより実際の状態を許可します[前のパネルでは休憩後のアクションを非表示にし、後のパネルでは回復機能を非表示にします] -ModUi/&AllowStackedMaterialComponent=スタックされたマテリアル コンポーネントを許可します[例: 2x500gp ダイヤモンドは 1000gp ダイヤモンドに相当します] +ModUi/&AllowDungeonsMaxLevel20=最大レベル20のダンジョンを許可する +ModUi/&AllowFlightSuspend=アイテムや呪文による飛行を一時的に停止できるようにします [ワイルドシェイプや飛行種族には影響しません] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=ガジェットや小道具を配置する際のチェックをバイパスするために、CTRL クリックを有効にします +ModUi/&AllowHasteCasting=速攻により追加アクションの呪文を唱えられるようになります [1 ラウンドあたりメインアクション呪文は 1 つに制限されます] +ModUi/&AllowHornsOnAllRaces=すべての人種で角を許可します [人種、頭、角によっては結果がひどくなる可能性があります] +ModUi/&AllowMoreRealStateOnRestPanel=休憩パネルでよりリアルな状態を許可 [休憩前のパネルでの休憩後のアクションと休憩後のパネルでの回復機能を非表示にする] +ModUi/&AllowStackedMaterialComponent=積み重ねられた材料コンポーネントを許可します [例: 2x500gp ダイヤモンドは 1000gp ダイヤモンドに相当します] ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=チェインライトニング呪文を唱える際にターゲット選択を許可します -ModUi/&AllowUnmarkedSorcerers=起源のマークやタトゥーのない魔術師を許可する -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT キーはパーティの視野内のガジェットのみを強調表示します[カスタム ダンジョンのみ] -ModUi/&ArcaneShieldstaffOptions=アルケイン・シールドスタッフをどのクラスでも調整できるようにする +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT キーはパーティの視野内のガジェットのみをハイライト表示します [カスタム ダンジョンのみ] +ModUi/&ArcaneShieldstaffOptions=アーケイン シールドスタッフをどのクラスでも調整できるようにする ModUi/&Backgrounds=背景 ModUi/&BackgroundsAndRaces=背景と人種 ModUi/&Basic=基本: -ModUi/&Bestiary=獣寓話 -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=授与の呪いは、L5以上の呪文スロットでキャストする場合は集中力を必要としません -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=盲目状態では機会攻撃は許可されません -ModUi/&Blueprints=青写真 -ModUi/&Campaigns=キャンペーン: -ModUi/&CampaignsAndLocations=キャンペーンと場所: -ModUi/&Category=カテゴリー -ModUi/&ChangeDragonbornElementalBreathUsages=Dragonbornのエレメンタルブレスの使用量を短い休息ごとに体質修正に変更する -ModUi/&ChangeSleetStormToCube=みぞれの嵐を円柱の代わりに立方体を使用するように変更します +ModUi/&Bestiary=動物図鑑 +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=呪いの付与は、L5以上の呪文スロットで唱える場合、集中力を必要としません。 +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=盲目状態は機会攻撃を許可しません +ModUi/&Blueprints=設計図 +ModUi/&Campaigns=ゲームUI +ModUi/&Category=カテゴリ +ModUi/&ChangeDragonbornElementalBreathUsages=Dragonborn のエレメンタルブレスの使用量を、短い休憩ごとに体力補正に変更します +ModUi/&ChangeSleetStormToCube=Sleet Storm を、円柱の代わりに立方体を使用するように変更します。 ModUi/&Changelog=変更ログ ModUi/&Character=キャラクター ModUi/&CharactersPool=キャラクタープール -ModUi/&Classes=クラス -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=寒さに対する耐性は、冷蔵および冷凍状態に対する耐性も付与します。 -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=耐寒性は、低温状態に対する耐性を与え、凍結状態を冷却状態に軽減します。 +ModUi/&Classes=クラス +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=寒さ耐性は、冷気や凍結状態に対する耐性も付与します。 +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=耐寒性は、冷気状態に対する耐性も付与し、凍結状態を冷気状態に軽減します。 ModUi/&Combat=戦闘: ModUi/&Crafting=クラフト: -ModUi/&CraftingHelp=• アクティブなパーティでボタンを押すとレシピを即座に学習できます\n• ストアにアイテムを追加するには、パーティがその場所から移動して戻ってくる必要がある場合があります +ModUi/&CraftingHelp=• ボタンを押すと、アクティブなパーティーでレシピを即座に学習できます\n• ストアに追加されたアイテムは、パーティーがその場所から離れて戻ってくる必要がある場合があります ModUi/&Credits=クレジット ModUi/&CreditsAndDiagnostics=クレジットと診断 ModUi/&Critical=クリティカルヒット: -ModUi/&CriticalOption0=0: ゲームのデフォルト。ダメージ ダイスを 2 回振り、結果を加算して修飾子を追加します。[XdY+XdY+Z] -ModUi/&CriticalOption1=1: ダメージ ダイスの最大結果を合計し、攻撃のダメージに加算します [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: 可能な限り最高の結果が出たダメージ ダイスを再度振り続け、それを合計ダメージに追加します。 -ModUi/&CriticalOption3=3: 追加のサイコロを振る代わりに、攻撃の合計ダメージが2倍になります。 [(XdY+Z)*2] +ModUi/&CriticalOption0=0: ゲームのデフォルト。ダメージダイスを 2 回ロールし、その結果と修正値を追加します [XdY+XdY+Z] +ModUi/&CriticalOption1=1: ダメージダイスの最大結果を合計し、それを攻撃のダメージに加えます [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: 可能な限り最高の結果を出したダメージダイスを再度振り直し、合計ダメージに加えます。 +ModUi/&CriticalOption3=3: 追加のサイコロを振る代わりに、攻撃の合計ダメージを 2 倍にします。[(XdY+Z)*2] ModUi/&Deities=神々 ModUi/&DisableAutoEquip=インベントリ内のアイテムの自動装備を無効にする -ModUi/&DisableBarbarianBrutalCritical=+ レベル 9、13、17 でバーバリアンのブルータル クリティカルも無効化します -ModUi/&DisableCastSpellPreRequisitesOnModFeats=この MOD によって提供される特技の呪文の前提条件を無効にします[再起動が必要] -ModUi/&DisableClassPrerequisitesOnModFeats=この MOD によって提供される特技のレベルの前提条件を無効にします +ModUi/&DisableBarbarianBrutalCritical=+ レベル 9、13、17 で Brutal Critical も無効にします +ModUi/&DisableCastSpellPreRequisitesOnModFeats=モッド feats の呪文詠唱の前提条件を無効にします [再起動が必要] +ModUi/&DisableClassPrerequisitesOnModFeats=特技のレベル前提条件を無効にする ModUi/&DisableMultilineSpellOffering=アクションバーでの複数行の呪文の提供を無効にする [主に非マルチキャスターヒーローを使用するコントローラーユーザー向け] -ModUi/&DisableRacePrerequisitesOnModFeats=この MOD によって提供される特技のレースの前提条件を無効にします +ModUi/&DisableRacePrerequisitesOnModFeats=特技の種族の前提条件を無効にする ModUi/&DisableSenseDarkVisionFromAllRaces=プレイ可能なすべての種族の 暗視感知 を無効にします [再起動が必要] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=プレイ可能なすべての種族の優れた感覚ダークビジョンを無効にする[再起動が必要] -ModUi/&DisableUnofficialTranslations=非公式翻訳サポートを無効にして MOD [中国語、イタリア語、日本語、韓国語、またはスペイン語を話せない場合] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ レベルアップ中に他のクラスの既知の呪文をすべて表示します -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ キャラクターパネルの代わりに呪文選択時にウォーロックの協定スロットを表示する -ModUi/&DocsArcaneShots=秘術ショット +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=すべてのプレイ可能な種族の 優れた暗視感覚 を無効にします [再起動が必要] +ModUi/&DisableUnofficialTranslations=非公式翻訳サポートを無効にして、mod の速度を上げます [中国語、イタリア語、日本語、韓国語、スペイン語を話さない限り] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ レベルアップ中に他のクラスの既知の呪文をすべて表示 +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ キャラクターパネルの代わりに呪文選択時に ウォーロック 契約スロットを表示する +ModUi/&DocsArcaneShots=アーケインショット ModUi/&DocsBackgrounds=背景 +ModUi/&DocsClasses=クラス ModUi/&DocsFeats=偉業 ModUi/&DocsFightingStyles=戦闘スタイル ModUi/&DocsInfusions=点滴 @@ -90,266 +87,233 @@ ModUi/&DocsMetamagic=メタマジック ModUi/&DocsRaces=レース ModUi/&DocsSpells=呪文 ModUi/&DocsSubclasses=サブクラス -ModUi/&DocsSubraces=サブレース -ModUi/&DocsVersatilities=多用途性 +ModUi/&DocsSubraces=亜人種 +ModUi/&DocsVersatilities=汎用性 ModUi/&Donate=寄付: {0} -ModUi/&DontDisplayHelmets=グラフィック キャラクターに ヘルメット を表示しない [再起動が必要] ModUi/&DontEndTurnAfterReady=準備アクションを使用した後にターンを終了しない [ボーナスアクションまたはヘイストやその他のソースからの追加のメインアクションの使用を許可する] -ModUi/&DontFollowCharacterInBattle=キャラクターがすでに画面上にある場合、戦闘カメラが追従しない -ModUi/&DontFollowMargin=+ ヒーローがオフまたは画面端の % 以内でない場合 -ModUi/&DungeonMakerBasicHelp=• これらの設定では、プレーヤーがこの MOD をインストールする必要はありません +ModUi/&DontFollowCharacterInBattle=キャラクターがすでに画面上にいる場合、戦闘カメラは追従しません +ModUi/&DontFollowMargin=+ ヒーローが画面外にいるか、画面端の % 以内にいる場合を除く +ModUi/&DungeonMakerBasicHelp=• これらの設定では、プレイヤーがこのMODをインストールする必要はありません ModUi/&DungeonMakerMenu=ダンジョンメーカー ModUi/&Effects=効果 ModUi/&EmpressGarbAppearance=皇后の衣装の外観 ModUi/&EnableActionSwitching=アクション切り替えバーを有効にします [アクションシーケンスを完全に制御するのに便利です] -ModUi/&EnableAdditionalBackstoryDisplay=バックグラウンド検査で追加のバックストーリー表示を有効にする +ModUi/&EnableAdditionalBackstoryDisplay=背景調査で追加のバックストーリー表示を有効にする ModUi/&EnableAdditionalIconsOnLevelMap=レベルマップ上のキャンプ、出口、テレポーターの追加アイコンを有効にする ModUi/&EnableAdditionalItemsInDungeonMaker=エディターに改造アイテムを追加する -ModUi/&EnableAlternateHuman=代替の人間[特技+1 / 属性選択+2 / スキル+1]を有効にする -ModUi/&EnableAlternateVotingSystem=代替投票システムを有効にする [選択の重み = 投票数 * ヒーローのカリスマ修飾子] -ModUi/&EnableBarbarianBrutalStrike=レベル9、13、17でバーバリアンのブルータルストライクブルータルストライクの改善を有効にします -ModUi/&EnableBarbarianFightingStyle=レベル 2 で野蛮人の戦闘スタイルの選択が可能になります -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=野蛮人 の無謀な攻撃のバフとデバフを有効にし、次のターンの開始時に終了します -ModUi/&EnableBarbarianRegainOneRageAtShortRest=レベル 7 で、バーバリアン が短い休憩中に 1 回の 怒り 使用を回復できるようになります。 -ModUi/&EnableBardHealingBalladOnLongRest=長い休憩時に希望の吟遊詩人大学の癒しのバラードを有効にする -ModUi/&EnableBetaContent=ベータ コンテンツを有効にする [再起動が必要] -ModUi/&EnableCancelEditOnRightMouseClick=マウスの右クリックによるキャンセルアクションを有効にする -ModUi/&EnableCantripsTriggeringOnWarMagic=キャントリップを有効にして戦争魔法の追加ボーナス攻撃を発動 -ModUi/&EnableCharacterChecker=メイン画面 > キャラクターでキャラクターチェッカーボタンを有効にします -ModUi/&EnableCharacterExport=CTRL-SHIFT-(E) を有効にして文字をエクスポートします -ModUi/&EnableCharactersOnFireToEmitLight=On Fire のキャラクターは、[Cube of Light、Fire Elemental、Fire Jester、Fire Osprey、Fire Spider、および On Fire 状態ファミリー] を発するはずです。 -ModUi/&EnableCheatMenu=チートメニューを有効にする -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=CTRL クリックドラッグを有効にすると、ドロップ時の クエストアイテム チェックをバイパスできます +ModUi/&EnableAlternateHuman=代替の 人間 を有効にする [+1 特技 / +2 属性選択 / +1 スキル] +ModUi/&EnableAlternateVotingSystem=代替投票システムを有効にする [選択の重み = 投票数 * ヒーローのカリスマ性補正値] +ModUi/&EnableBarbarianBrutalStrike=レベル9、13、17で残忍な一撃と残忍な一撃の改善を有効にする +ModUi/&EnableBarbarianFightingStyle=レベル2で戦闘スタイルの選択を有効にする +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=無謀な攻撃の強化と弱体化を有効にして、次のターンの開始時に終了します +ModUi/&EnableBarbarianRegainOneRageAtShortRest=レベル 7 で、短い休憩中に 1 回の Rage 使用を回復できるようになります。 +ModUi/&EnableBardHealingBalladOnLongRest=長い休息時にバード カレッジ オブ ホープのヒーリング バラードを有効にする +ModUi/&EnableBetaContent=ベータ版コンテンツを有効にする [再起動が必要] +ModUi/&EnableCancelEditOnRightMouseClick=マウスの右クリックでキャンセルアクションを有効にする +ModUi/&EnableCantripsTriggeringOnWarMagic=呪文で戦争魔法の追加ボーナス攻撃を発動できるようにする +ModUi/&EnableCharactersOnFireToEmitLight=On Fire のキャラクターは、[Cube of Light、Fire Elemental、Fire Jester、Fire Osprey、Fire Spider、および On Fire 状態ファミリー] を発します。 ModUi/&EnableCustomPortraits=カスタムポートレートを有効にする -ModUi/&EnableCustomPortraitsHelp=• カスタム ポートレートをサブフォルダ Personal または PreGen に配置します。 、主人公の名前にちなんで名付けられました [例: アントン、セリア、ニアラなど]\n• PNG を使用します画像、サイズ 256 x 384 ピクセル、透明レイヤーあり [最良の結果を得るには GIMP を使用] -ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro を有効にする\n[フラット ルーム、150x150 および 200x200 のダンジョン サイズ、あらゆる環境のアセットを簡単に混合する機能が含まれます] +ModUi/&EnableCustomPortraitsHelp=• カスタムポートレートを、主人公のファーストネームにちなんで名付けたサブフォルダ Personal または PreGen に配置します [例: Anton、Celia、Nialla など]\n• 透明レイヤー付きの 256 x 384 ピクセルの PNG 画像を使用します [最良の結果を得るには GIMP を使用します] +ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro を有効にします\n[フラットな部屋、150x150 および 200x200 のダンジョン サイズ、あらゆる環境からの無駄のない混合アセットを含む] ModUi/&EnableElevationCameraToStayAtPosition=+ 戦闘中に高度カメラを有効にすると、無効になった後もその位置に留まり、範囲が 3 倍になります -ModUi/&EnableEpicPointsAndArray=壮大な 35 ポイント購入システムと配列 [17,15,13,12,10,8] [再起動が必要] -ModUi/&EnableExtendedProficienciesPanelDisplay=拡張熟練度パネル表示を有効にする [秘術ショット、注入、マニューバー、多用途性]\n[パフォーマンス]文字検査でヒットしました。ご自身の責任で使用してください] -ModUi/&EnableFeatsAtEvenLevels=レベル 2、10、18 で特技の選択を有効にします -ModUi/&EnableFeatsAtEvenLevelsMiddle=レベル6と14で特技の選択を有効にします -ModUi/&EnableFighterWeaponSpecialization=レベル 8 と 16 で ファイター の武器スペシャライゼーションを有効にします[攻撃力とダメージ力が +1 されますが、他の武器では不利になります。タイプ] -ModUi/&EnableFlexibleBackgrounds=柔軟な背景を有効にする [スキルとツールの習熟度を背景から選択] -ModUi/&EnableFlexibleRaces=柔軟な種族を有効にする [種族のデフォルトの代わりに能力スコア ポイントを割り当てる] +ModUi/&EnableEpicPointsAndArray=壮大な 35 ポイント購入システムと配列を有効にします [17,15,13,​​12,10,8] [再起動が必要] +ModUi/&EnableExtendedProficienciesPanelDisplay=拡張熟練度パネルの表示を有効にする [アーケイン ショット、インフュージョン、マニューバ、および汎用性]\n[キャラクター検査時にパフォーマンスが低下します。自己責任で使用してください] +ModUi/&EnableFeatsAtEvenLevels=レベル2、10、18で特技選択を有効にする +ModUi/&EnableFeatsAtEvenLevelsMiddle=レベル6と14で特技選択を有効にする +ModUi/&EnableFighterWeaponSpecialization=レベル 8 と 16 で 武器特化 を有効にします [命中とダメージが +1 になりますが、他の武器タイプでは不利になります] +ModUi/&EnableFlexibleBackgrounds=柔軟な背景を有効にする [背景からスキルとツールの熟練度を選択] +ModUi/&EnableFlexibleRaces=柔軟な種族を有効にする [種族のデフォルトではなく能力値ポイントを割り当てる] ModUi/&EnableGauntletMainAttacks=モンクまたはハンドラップまたはガントレットを装備している場合、キャラクターのメインアクションで素手攻撃が可能になります ModUi/&EnableHeroWithBestProficiencyToRollChoice=最も熟練度の高いヒーローが会話の選択肢をロールできるようにします [機能しますが、公式キャンペーンではナレーションが奇妙に見えます] -ModUi/&EnableHigherGroundRules=高地ルールを有効にする [高地から攻撃する場合、ヒット数 +1] -ModUi/&EnableHotkeyDebugOverlay=CTRL-SHIFT-(D) を有効にしてデバッグ オーバーレイを表示します -ModUi/&EnableHotkeyToggleHud=CTRL-SHIFT-(H) を有効にして HUD 表示を切り替えます +ModUi/&EnableHigherGroundRules=高所ルールを有効にする [高所から攻撃する場合、命中率 +1] ModUi/&EnableInventoryFilteringAndSorting=在庫のフィルタリングと並べ替えを有効にする -ModUi/&EnableInventoryTaintNonProficientItemsRed=主人公が習熟していないアイテムを赤く染める -ModUi/&EnableInventoryTintKnownRecipesRed=既知のレシピを赤に着色する -ModUi/&EnableInvisibleCrownOfTheMagister=ゲーム UI の魔術師の冠を非表示にします -ModUi/&EnableLevel20=レベル 20 [再起動が必要] を有効にする -ModUi/&EnableLogDialoguesToConsole=物語シーケンス中にゲームコンソールへのログダイアログを有効にする -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=カスタム キャンペーンで無効な参照のログを有効にする -ModUi/&EnableMinInOutAttributes=+ 前提条件の内外での能力スコアの最小値を強制する -ModUi/&EnableMonkAbundantKi=モンク の豊富な気力をレベル 2 で有効にします[熟練度ボーナスの切り上げの半分に等しい追加気力を獲得] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=レベル 20 でモンクの肉体と精神完璧な自己に置き換えられるようにします -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=モンクの格闘技 - ボーナス素手攻撃を有効にすると、使用前に攻撃アクションが不要になります。 -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=モンク の連打を有効にして、使用前に攻撃アクションを必要としないようにします -ModUi/&EnableMonkFightingStyle=レベル 2 でモンクの戦闘スタイルの選択が可能になります -ModUi/&EnableMonkHandwrapsUseGauntletSlot=モンクのハンドラップガントレットをガントレットスロットで機能させる -ModUi/&EnableMonkHeightenedMetabolism=モンク の新陳代謝の向上をレベル 10 で有効にします。 [連打患者の防御力] 風のステップ には追加のメリットが得られます] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=モンク の非武装での移動の改善が可能になり、落下せずに垂直面に沿って移動できるようになります -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=レベル18でモンクの優れた防御力を有効にして空の体を置き換えます。 -ModUi/&EnableMonkWeaponSpecialization=レベル 2 と 11 でモンクの武器特化を有効にします[選択した武器タイプがモンク武器になります] -ModUi/&EnableMulticlass=マルチクラス [再起動が必要] を有効にする -ModUi/&EnableOneDndHealingSpellsBuf=Cure Wounds、Healing Word、Mass Cure Wounds、Mass Healing Word で OneDnd ヒーリング ダイス バッファーを有効にします。 +ModUi/&EnableInventoryTaintNonProficientItemsRed=ヒーローが熟練していないアイテムを赤く着色する +ModUi/&EnableInventoryTintKnownRecipesRed=知られているレシピを赤く染める +ModUi/&EnableLevel20=レベル 20 を有効にする [再起動が必要] +ModUi/&EnableLogDialoguesToConsole=ナレーションシーケンス中にゲームコンソールにダイアログをログ記録できるようにする +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=カスタムキャンペーンで無効な参照のログ記録を有効にする +ModUi/&EnableMinInOutAttributes=+ 入退室の前提条件として最低限の能力値を適用する +ModUi/&EnableMonkAbundantKi=レベル 2 で 豊富な気力 を有効にする [熟練度ボーナスの半分に等しい気力を追加で獲得] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=レベル20で肉体と精神を完璧な自分と置き換えます +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=格闘技 - ボーナス素手攻撃を有効にすると、使用前に攻撃アクションが不要になります +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=連打を有効にすると、使用前に攻撃アクションが不要になります +ModUi/&EnableMonkFightingStyle=レベル2で戦闘スタイルの選択を有効にする +ModUi/&EnableMonkHandwrapsUseGauntletSlot=ハンドラップとガントレットをガントレットスロットで機能させる +ModUi/&EnableMonkHeightenedMetabolism=レベル 10 で 代謝の強化 を有効にする [連打忍耐強い防御風のステップ が追加のメリットを得る] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=非装甲移動の強化を有効にすると、落下せずに垂直面に沿って移動できます。 +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=レベル18で優れた防御力を有効にして空の体を置き換えます +ModUi/&EnableMonkWeaponSpecialization=レベル 2 と 11 で 武器特化 を有効にします [選択した武器の種類がモンク武器になります] +ModUi/&EnableMulticlass=マルチクラスを有効にする [再起動が必要] +ModUi/&EnableOneDndHealingSpellsBuf=Cure Wounds、Healing Word、Mass Cure Wounds、Mass Healing Word に OneDnd ヒーリング ダイス バフを有効にします。 ModUi/&EnablePcgRandom=より優れたランダム生成アルゴリズムを有効にする [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=プッシュとプルのモーション効果を上下軸でも有効にします -ModUi/&EnableRangerNatureShroudAt10=レンジャー の自然のベール機能をレベル 10 で有効にします[ボーナス アクションとして、次のターンの開始時まで魔法のように透明になることができます。 ] -ModUi/&EnableRejoinParty=CTRL-SHIFT-(R) を有効にすると、何も選択されていない場合、選択したヒーローまたはリーダーを中心としたパーティーに再参加できます[5 人または 6 人のパーティーで便利です] ] -ModUi/&EnableRelearnSpells=他のソースからすでに学習したキャントリップまたは呪文の選択を有効にする +ModUi/&EnableRangerNatureShroudAt10=レベル 10 で 自然のベール 機能を有効にします [ボーナス アクションとして、次のターンの開始時まで魔法で透明になることができます] +ModUi/&EnableRelearnSpells=他のソースからすでに学習したキャントリップや呪文を選択できるようにする ModUi/&EnableRespec=休憩アクション後に RESPEC を有効にします [マルチプレイヤーセッション中は RESPEC を使用しないでください] -ModUi/&EnableRogueCunningStrike=ローグ の狡猾な攻撃邪悪な攻撃をレベル5とレベル14で有効にします[1を省略します]追加のヒット効果のための急所攻撃ダイス] -ModUi/&EnableRogueFightingStyle=レベル 2 でローグの戦闘スタイルの選択が可能になります -ModUi/&EnableRogueSteadyAim=ローグ のステディエイムをレベル 3 で有効にします。[ボーナスアクションにより、現在のターンの次の攻撃ロールで有利になります。まだ移動していません] -ModUi/&EnableRogueStrSaving=ローグが狡猾/邪悪な一撃衰弱/改善された一撃刃の雹でDEXまたはSTR修正を使用できるようにします -ModUi/&EnableSaveByLocation=キャンペーン/地域ごとの保存を有効にする -ModUi/&EnableSignatureSpellsRelearn=ウィザードの特徴的な呪文を[レベル20で1回ではなく]長い休憩ごとに準備できるようにする -ModUi/&EnableSorcererMagicalGuidance=レベル5でソーサラーの魔法のガイダンスを有効にする +ModUi/&EnableRogueCunningStrike=レベル 5 と 14 で 狡猾な一撃 と 邪悪な一撃 を有効にします [追加のヒット効果を得るために、スニーク アタック ダイスを 1 つ放棄します] +ModUi/&EnableRogueFightingStyle=レベル2で戦闘スタイルの選択を有効にする +ModUi/&EnableRogueSteadyAim=レベル 3 で Steady Aim を有効にします [ボーナス アクションにより、まだ移動していない場合、現在のターンの次の攻撃ロールにアドバンテージが与えられます] +ModUi/&EnableRogueStrSaving=狡猾な一撃、弱体化/強化された一撃、ヘイル オブ ブレード に DEX または STR の修飾子を有効にします。 +ModUi/&EnableSignatureSpellsRelearn=ウィザードのシグネチャー スペルを、大休憩ごとに準備できるようにします [レベル 20 で 1 回ではなく] +ModUi/&EnableSorcererMagicalGuidance=レベル5で魔法のガイダンスを有効にする ModUi/&EnableSorcererQuickenedAction=クイック呪文アクションを有効にすると、クイック呪文メタマジックを適用したメインアクション呪文をキャストできるようになります。 -ModUi/&EnableSortingDungeonMakerAssets=Dungeon Maker エディターでアセットのソートを有効にする -ModUi/&EnableStatsOnHeroTooltip=ヒーローのツールチップに統計情報を表示します [例: クリティカル ヒット、クリティカル失敗など] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ また、各ヒーローは、ランダム性を高めるためにウェイトに D20 ロールを追加します[ウェイトの選択 = 投票数 * ヒーローのカリスマ修正値 + D20 ロール] -ModUi/&EnableTeleportParty=CTRL-SHIFT-(T) を有効にしてパーティをテレポートします。[未発見の場所にテレポートするとクエストが中断される可能性があります] +ModUi/&EnableSortingDungeonMakerAssets=ダンジョンメーカーエディタでアセットの並べ替えを有効にする +ModUi/&EnableStatsOnHeroTooltip=ヒーローのツールチップに統計情報を表示します [例: クリティカルヒット、クリティカル失敗など] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ また、各ヒーローはランダム性を高めるために D20 ロールを重みに追加します [選択重み = 投票数 * ヒーローのカリスマ修正値 + D20 ロール] ModUi/&EnableTeleportToRemoveRestrained=テレポートを有効にすると、ターゲットからすべての拘束状態が解除されます。 -ModUi/&EnableTogglesToOverwriteDefaultTestParty=キャラクタープールの切り替えを有効にして、デフォルトのプレイおよびテストパーティーを設定します -ModUi/&EnableTooltipDistance=戦闘中にキャラクターの上にマウスを置いたときにツールチップに距離を表示できるようになります -ModUi/&EnableUpcastConjureElementalAndFey=コンジュア・エレメンタルとコンジュア・フェイのアップキャストを有効にする +ModUi/&EnableTooltipDistance=戦闘中のキャラクターにマウスを移動したときにツールチップに距離が表示されるようにする +ModUi/&EnableUpcastConjureElementalAndFey=エレメンタル召喚とフェイ召喚のアップキャストを有効にする ModUi/&EnableVariablePlaceholdersOnTexts=説明に変数プレースホルダーを有効にする [プレースホルダーとして {VARIABLE_NAME} を使用する] -ModUi/&EnableVttCamera=CTRL-SHIFT-(V) を有効にして VTT カメラを切り替えます[右クリックしてドラッグしてカメラの位置を決め、WASD でパンして Page Up/ページを下に移動してズーム] -ModUi/&EnablesAsiAndFeat=属性スコアの増加と特技の選択[排他的な選択肢の代わりに]の両方を有効にします -ModUi/&EncounterPercentageChance=ランダムな遭遇確率を設定する +ModUi/&EnablesAsiAndFeat=属性スコアの増加と 特技 の選択の両方を有効にします [排他的選択の代わりに] +ModUi/&EncounterPercentageChance=ランダムエンカウントの確率を設定する ModUi/&Encounters=出会い -ModUi/&EnemiesAlwaysRollInitiative=+ 敵は強制値の代わりに常にイニシアチブをロールします[例: ソラク・アサシン] +ModUi/&EnemiesAlwaysRollInitiative=+ 敵は常に強制値ではなくイニシアチブをロールします [例: Sorak Assassin] ModUi/&ExpandAll=すべて展開 -ModUi/&FactionHelp=公式キャンペーン ゲームをロードして派閥関係を変更します... +ModUi/&FactionHelp=派閥関係を変更するには、公式キャンペーン ゲームをロードします... ModUi/&FactionRelations=派閥: -ModUi/&FasterTimeModifier=スペースバーを押したときのゲーム時間変更子 +ModUi/&FasterTimeModifier=スペースバーを押したときのゲーム時間の変更 ModUi/&FeatGroups=特技グループ -ModUi/&FeatGroupsHelp=• 各グループは類似の特技 [例: 信条、戦闘スタイル、メタマジックなど]\n• これらのグループの特技は、熟練度選択ステージで直接表示されなくなります。\n• グループを選択すると、ゲーム画面が整理されるためにドロップダウン リストに特技が表示されます。 +ModUi/&FeatGroupsHelp=• 各グループは、類似の 特技 [例: 信条、戦闘スタイル、メタマジックなど] を統合したものです\n• これらのグループの特技は、熟練度選択ステージで直接表示されなくなります\n• グループを選択すると、ゲーム画面を整理するためにドロップダウン リストで表示されます ModUi/&Feats=特技 ModUi/&FightingStyles=戦闘スタイル -ModUi/&FixAsianLanguagesTextWrap=アジア言語のゲーム UI テキストの回り込みを修正 [再起動が必要] -ModUi/&FixEldritchBlastRange=エルドリッチ ブラスト [12 の代わりに] で公式の 24 セル範囲を使用します -ModUi/&FixRingOfRegenerationHealRate=再生のリングの回復速度を3分あたり1 HPに設定 -ModUi/&FlightSuspendWingedBoots=+ ウイングドブーツの公式ルールを使用 [フライトが一時停止された場合、残りの飛行時間はカウントされません] +ModUi/&FixAsianLanguagesTextWrap=アジア言語のゲーム UI テキストの折り返しを修正 [再起動が必要] +ModUi/&FixEldritchBlastRange=エルドリッチ ブラストで24セルの範囲を使用します [12の代わりに] +ModUi/&FixRingOfRegenerationHealRate=再生の指輪の回復速度を3分ごとに1HPに設定 +ModUi/&FlightSuspendWingedBoots=+ ウィングドブーツの公式ルールを使用 [飛行が中断されると残り時間はカウントされません] ModUi/&Formation=フォーメーション: -ModUi/&FormationError=マルチプレイヤー ゲーム中にフォーメーションを変更することはできません... -ModUi/&FormationHelp1=• 数字ボタンを使用して特定のセットを編集します[入力時にホットキーを有効にすることを検討してください] -ModUi/&FormationHelp2=• @ はヒーローの相対的な位置を表します -ModUi/&FormationHelp3=• 任意の 2 つのボタンをクリックして位置を入れ替えます。 -ModUi/&FormationHotkey=CTRL-SHIFT-(1..5) を有効にしてゲーム内でフォーメーション セットを交換します +ModUi/&FormationError=マルチプレイヤーゲーム中はフォーメーションを変更できません... +ModUi/&FormationHelp1=• 数字ボタンを使用して、特定のセットを編集します [入力時にホットキーを有効にすることを検討してください] +ModUi/&FormationHelp2=• @ は相対的なヒーローの位置を表します +ModUi/&FormationHelp3=• 任意の2つのボタンをクリックすると、位置が入れ替わります ModUi/&FormationResetAllSets=すべてリセット -ModUi/&FormationResetThisSet=これをリセットします -ModUi/&FormationSelected=フォーメーション セット {0} が選択されました -ModUi/&FullyControlConjurations=魔法を完全に制御[動物、エレメンタルなど] -ModUi/&GameUi=ゲームUI +ModUi/&FormationResetThisSet=これをリセット +ModUi/&FormationSelected=フォーメーションセット{0}が選択されました +ModUi/&FullyControlConjurations=召喚を完全に制御します [動物、精霊など] ModUi/&Gameplay=ゲームプレイ -ModUi/&General=全般: +ModUi/&General=一般: ModUi/&GeneralMenu=一般的な -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=吟遊詩人とローグにシミターの武器特化を付与する -ModUi/&GridSelectedColor=動きのグリッドの色を変更します。 -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=まだ発見されていない場合は、出口とテレポーターの視覚効果を非表示にします -ModUi/&HideMonsterHitPoints=正確なヒットポイントではなく、モンスターの体力を 25% / 50% / 75% / 100% の段階で表示します +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=吟遊詩人と盗賊にシミターの武器特化を付与します +ModUi/&GridSelectedColor=動きのグリッドの色を変更します +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=まだ発見されていない場合は出口とテレポーターの視覚効果を非表示にします +ModUi/&HideMonsterHitPoints=モンスターの体力を正確なヒットポイントではなく、25% / 50% / 75% / 100% の単位で表示します。 ModUi/&HideQuickenedActionWhenMetamagicOff=+ メタマジックトグルがオフのときはこのアクションを非表示にする -ModUi/&HighContrastTargetingAoeColor=範囲クリーチャーを変更する選択した色をハイライト表示 -ModUi/&HighContrastTargetingSingleColor=単一のクリーチャーを変更する選択した色をハイライト表示 -ModUi/&House=家: -ModUi/&IdentifyAfterRest=短いまたは長い休憩中に魔法のアイテムを識別する能力を追加します -ModUi/&IgnoreHandXbowFreeHandRequirements=ハンドクロスボウを使用するのにフリーハンドは必要ありません -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=イリュージョン呪文は範囲内にトゥルーサイトがあるターゲットに対して自動的に失敗します。 -ModUi/&ImproveLevelUpFeaturesSelection=レベルアップ機能の選択を改善 [再起動が必要]\n[影響 レンジャー 優先敵と地形親和性、ドルイド 同族の獣、バーバリアン エレメントとサブクラスのパス ドラコニックの選択] -ModUi/&IncreaseGameTimeBy=ゲーム時間を延長する +ModUi/&HighContrastTargetingAoeColor=AoE クリーチャーを変更する 選択した色を強調表示 +ModUi/&HighContrastTargetingSingleColor=単一のクリーチャーを変更する 選択した色を強調表示 +ModUi/&IdentifyAfterRest=短い休憩または長い休憩中に魔法のアイテムを識別するパワーを追加します +ModUi/&IgnoreHandXbowFreeHandRequirements=ハンドクロスボウを使用するのに自由な手は必要ありません +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻惑呪文は範囲内のTrueSightを持つターゲットに対しては自動的に失敗する +ModUi/&IncreaseGameTimeBy=ゲーム時間を増やす ModUi/&IncreaseMaxAttunedItems=レベル 10 で最大 調整アイテム を 4 個、レベル 18 で 5 個に増加 -ModUi/&InitialChoices=作成: -ModUi/&Input=入力: -ModUi/&Interface=インターフェース -ModUi/&InventoryAndItems=在庫とアイテム: -ModUi/&InvertAltBehaviorOnTooltips=ツールヒントの ALT キーの動作を反転します -ModUi/&Invocations=呼び出し +ModUi/&InventoryAndItems=インベントリとアイテム: +ModUi/&Invocations=召喚 ModUi/&ItemInDm=DM内のアイテム ModUi/&Items=アイテム: -ModUi/&ItemsCraftingMerchants=クラフト、アイテム、商人 +ModUi/&ItemsCraftingMerchants=クラフトと商人 ModUi/&ItemsHelp1=キャラクター検査画面を開いてヒーローにアイテムを追加します... -ModUi/&ItemsHelp2=+ を押して地上コンテナにアイテムを追加します -ModUi/&KeepInvisibilityWhenUsingItems=非表示を壊さないアイテムの使用を有効にする -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=奇襲ラウンド [最初のヒーローのみ] で認識された場合、攻撃後にヒーローのステルスを更新します -ModUi/&MakeAllMagicStaveArcaneFoci=すべての魔法の杖を秘術の焦点にします[万能の治癒の杖を除く] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 発見後にレベルマップ上に目に見えないテレポーターの位置もマークします -ModUi/&MaxAllowedClasses=許可されるクラスの最大数 -ModUi/&Merchants=販売者: +ModUi/&ItemsHelp2=+ を押すと地上コンテナにアイテムが追加されます +ModUi/&KeepInvisibilityWhenUsingItems=不可視性を破壊しないアイテムの使用を有効にする +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=奇襲ラウンドで攻撃を察知した場合、攻撃後にヒーローのステルスを更新します [最初のヒーローのみ] +ModUi/&Locations=場所: +ModUi/&MakeAllMagicStaveArcaneFoci=すべての魔法の杖をアーケイン フォーカスにします [ユニバーサルな 治癒の杖 を除く] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 発見後、レベルマップ上に目に見えないテレポーターの位置もマークします +ModUi/&MaxAllowedClasses=最大許容クラス数 +ModUi/&Merchants=商人: ModUi/&Metamagic=メタマジック ModUi/&ModifyGravitySlam=+ 重力スラム 呪文を変更して、影響を受けたターゲットを押し下げ、球体ではなく円筒形になるようにします -ModUi/&Monsters=モンスター: -ModUi/&MovementGridWidthModifier=移動グリッドの幅を乗算します [%] -ModUi/&MulticlassKeyHelp=SHIFT で呪文をクリックすると、消費されるデフォルトのレパートリー スロット タイプが反転します\n[ウォーロックは白い呪文スロットを消費します他の人は協定の緑のものを使います] -ModUi/&MultiplyTheExperienceGainedBy=得られる経験値を [%]で倍増します +ModUi/&MovementGridWidthModifier=移動グリッドの幅を [%] で乗算します +ModUi/&MulticlassKeyHelp=SHIFT キーを押しながら呪文をクリックすると、消費されるデフォルトのレパートリー スロットの種類が反転します\n[ウォーロック は白の呪文スロットを消費し、その他のプレイヤーはパクトの緑の呪文スロットを消費します] +ModUi/&Multiplayer=#F0DAA0>マルチプレイヤー: +ModUi/&MultiplyTheExperienceGainedBy=獲得経験値を [%] 倍にします ModUi/&NeverMoveCameraOnEnemyTurn=+ 敵のターン中はカメラが動かない ModUi/&NoExperienceOnLevelUp=レベルアップに経験は必要ありません -ModUi/&OfferAdditionalLoreFriendlyNames=キャラクター作成時に追加の伝承にわかりやすい名前を提供する -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 盲目、不可視、認識された有利 / 不利のペアをキャンセル[公式の有利/不利と併用すると便利]ルール] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+非常に遮蔽されたエリアを発射物ブロッカーに変更[クラウドキル、フォグクラウド、焼夷雲、ペタルストーム、みぞれの嵐、臭い雲] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 目に見えないクリーチャーは大きく隠されており、対象となる可能性があり、そのクリーチャーに対する攻撃ロールは不利になり、クリーチャーの攻撃ロールは有利になります -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+魔法で隠されたエリアを発射物ブロッカーに変更[ダークネスの呪文効果の発生源] -ModUi/&OfficialObscurementRulesTweakMonsters=+ モンスターや NPC に適切な場合に、Darkvision、BlindSight、TrueSight を追加します +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 盲目、不可視、知覚されたペアの 利点 / 不利 をキャンセルします [公式の 利点 / 不利 ルールと併用すると便利です] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 非常に遮蔽されたエリアを投射物ブロッカーに変更します [クラウドキル、霧雲、焼夷雲、花びら嵐、みぞれ嵐、悪臭雲] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 不可視のクリーチャーは、非常に隠蔽されており、ターゲットにすることができます。そのクリーチャーに対する攻撃ロールは不利となり、そのクリーチャーの攻撃ロールは有利となります +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 魔法で隠された領域を、発射物ブロッカー [闇 呪文効果の任意のソース] +ModUi/&OfficialObscurementRulesTweakMonsters=+ 必要に応じてモンスターと NPC に Darkvision、BlindSight、TrueSight を追加します ModUi/&OfficialObscurementRulesTweakMonstersHelp=[設定のコレクション MonstersThatShouldHaveDarkvisionMonstersThatShouldHaveTrueSightMonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 召喚リストで最も強力なクリーチャーのみを表示 -ModUi/&OutlineGridWidthModifier=アウトライングリッドの幅を[%]で乗算します。 -ModUi/&OutlineGridWidthSpeed=アウトライン グリッドのアニメーション速度を 2 倍します [%] -ModUi/&OverrideMinMaxLevel=新しい冒険を開始するときに必要な最小レベルと最大レベルを上書きします -ModUi/&OverridePartySize=パーティのサイズを上書きする +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 召喚リストに最も強力なクリーチャーのみを表示する +ModUi/&OutlineGridWidthModifier=アウトライングリッドの幅を [%] で乗算します +ModUi/&OutlineGridWidthSpeed=アウトライングリッドアニメーションの速度を [%] で乗算します。 +ModUi/&OverrideMinMaxLevel=新しい冒険を始めるときに必要な最小レベルと最大レベルを上書きする +ModUi/&OverridePartySize=パーティーサイズを上書きする ModUi/&Patches=パッチ: -ModUi/&PortraitsOpenFolder=ポートレートフォルダーを開く +ModUi/&PortraitsOpenFolder=ポートレートフォルダを開く ModUi/&PrimedItems=プライムアイテム -ModUi/&Progression=進行状況: ModUi/&QuickCastLightCantripOnWornItemsFirst=クイックキャストライトカントリップを有効にすると、頭、首、または胴体に装備したアイテムを最初に使用できます。 -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=ダークエルフ、ダークコボルト、グレイドワーフの光感度を有効にするcolor> 屋外のみをトリガーする\n[ロード画面なしでアクセスできる屋外の屋内エリアは、ゲーム エンジンによって屋外とみなされます] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Darkelf、Dark Kobold、Gray Dwarf の Light Sensitivity を有効にすると、屋外でのみトリガーされます\n[ロード画面なしでアクセス可能な屋外の場所の屋内エリアは、ゲーム エンジンによって屋外とみなされます] ModUi/&Races=レース ModUi/&RecipeCost=レシピのコスト -ModUi/&RecipesInDm=レシピはDMにて -ModUi/&RelicForgeries=遺物偽造品 -ModUi/&RemoveAttunementRequirements=アチューンメント要件を削除[再起動が必要] +ModUi/&RecipesInDm=DMのレシピ +ModUi/&RelicForgeries=遺物の偽造 +ModUi/&RemoveAttunementRequirements=調整要件を削除します [再起動が必要です] ModUi/&RemoveBugVisualModels=ゲーム内のクモのようなモデルをクマのようなモデルに置き換えます [クモ恐怖症] [再起動が必要] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=おぞましい笑いの人型フィルターを削除 -ModUi/&RemoveRecurringEffectOnEntangle=もつれ効果は詠唱時にのみ適用し、蔓から解放するために強度チェックも強制します -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=シャドウキャスターから学校の制限を削除する -ModUi/&RemoveSchoolRestrictionsFromSpellBlade=スペルブレードから学校の制限を削除する -ModUi/&RestockAntiquarians=古物収集者 [ハルマン サマー] を補充する -ModUi/&RestockArcaneum=Arcaneum [ヘドロン・シュアスペル] を補充する -ModUi/&RestockCircleOfDanantar=サークル オブ ダナンタル [ジョリエル フォックスアイ] を再入荷 -ModUi/&RestockHelp=• デフォルトを上書きすると、時間の経過とともにすべての販売者の在庫が強制的に補充されます[マニュアルと書籍を除く]\n• 一部のアイテムには最大 7 ゲーム日かかる場合があることに注意してください補充する -ModUi/&RestockTowerOfKnowledge=知識の塔 [マディ グリーンアイル] を補充する +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Hideous Laughter のヒューマノイド フィルターを削除します +ModUi/&RemoveRecurringEffectOnEntangle=絡みつく効果は詠唱時にのみ適用され、蔓から逃れるには筋力チェックも強制される。 +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Shadowcaster から学校制限を削除します +ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Spellblade から学校制限を削除します +ModUi/&RestockAntiquarians=古物商の補充 [ハルマン サマー] +ModUi/&RestockArcaneum=アーケイナムを補充 [ヘドロン シュアスペル] +ModUi/&RestockCircleOfDanantar=ダナンターのサークル [ジョリエル・フォックスアイ] を補充 +ModUi/&RestockHelp=• デフォルトを上書きして、すべての商人の在庫を時間の経過とともに強制的に補充します [マニュアルとトームを除く]\n• 一部のアイテムは補充に最大 7 ゲーム日かかる場合があることに注意してください +ModUi/&RestockTowerOfKnowledge=知識の塔を補充 [マディ・グリーンアイル] ModUi/&Rollback=ロールバック ModUi/&Rules=ルール -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=販売者の価格を正しく / 正確にスケールします[コインの価値を変換する際の四捨五入エラーがなくなりました] +ModUi/&ScaleMerchantPricesCorrectly=商人の価格を正確に調整します [コイン値を変換する際の丸め誤差がなくなります] ModUi/&SelectAll=すべて選択 ModUi/&SelectDisplayed=表示を選択 -ModUi/&SelectSuggested=提案されたものを選択してください -ModUi/&SelectTabletop=テーブルトップを選択してください -ModUi/&SenseNormalVisionRangeMultiplier=通常の視力範囲を変更[戦闘時のみ] +ModUi/&SelectSuggested=提案を選択 +ModUi/&SelectTabletop=テーブルトップを選択 +ModUi/&SenseNormalVisionRangeMultiplier=通常視界範囲を変更する [戦闘中のみ] ModUi/&Services=サービス -ModUi/&SetBeltOfDwarvenKindBeardChances=ドワーフ族のベルト ひげが出現するチャンス +ModUi/&SetBeltOfDwarvenKindBeardChances=ドワーフ族のベルト ひげの出現確率 ModUi/&SettingsExport=輸出 -ModUi/&SettingsHelp=• ホストとして、現在の構成をエクスポートし、エクスポート フォルダを開いてピアと簡単に共有できます。\n• ゲストとして、エクスポート フォルダを開いて、ホストから共有ファイルを貼り付け、[再起動が必要] -ModUi/&SettingsLoad=• エクスポートした設定をロードする -ModUi/&SettingsOpenFolder=エクスポートされた設定フォルダーを開く +ModUi/&SettingsHelp=• ホストとして、現在の構成をエクスポートし、エクスポート フォルダーを開いて、簡単に同僚と共有できます\n• ゲストとして、エクスポート フォルダーを開き、ホストから共有ファイルを貼り付けて、[再起動が必要] に読み込むことができます +ModUi/&SettingsLoad=• エクスポートした設定を読み込む +ModUi/&SettingsOpenFolder=エクスポートされた設定フォルダを開く ModUi/&SettingsRefresh=リフレッシュ ModUi/&SettingsRemove=取り除く -ModUi/&ShiftToSnapLineSpells=SHIFT キーを押したままにして、ライン スペルをグリッドにスナップします [スナップしない場合、実際のライン配置はプレビューと異なる場合があります] -ModUi/&ShowButtonWithControlledMonsterInfo=制御モンスターに関する情報を開くボタンを表示します[野生のドルイド僧、召喚獣、NPC フォロワーなど] -ModUi/&ShowChannelDivinityOnPortrait=ヒーローがポートレートに持っている神性チャンネルの使用数を表示します(ソーサリーポイントと同様) -ModUi/&ShowCraftedItemOnRecipeIcon=ショップやインベントリのレシピ アイテムの近くに作成されたアイテムのアイコンを表示します [カーソルを合わせると作成されたアイテムのツールチップが表示されます] -ModUi/&ShowCraftingRecipeInDetailedTooltips=詳細なツールチップにクラフトレシピを表示 +ModUi/&ShowButtonWithControlledMonsterInfo=操作しているモンスターの情報を開くボタンを表示します [野生形態のドルイド、召喚獣、NPC フォロワーなど] +ModUi/&ShowChannelDivinityOnPortrait=ヒーローのポートレートに、ソーサリーポイントと同様に、チャネルディヴィニティの使用回数を表示します。 +ModUi/&ShowCraftedItemOnRecipeIcon=ショップとインベントリのレシピアイテムの近くにクラフトアイテムアイコンを表示します [マウスオーバーするとクラフトアイテムのツールチップが表示されます] +ModUi/&ShowCraftingRecipeInDetailedTooltips=詳細なツールチップにクラフトレシピを表示する ModUi/&ShowDescriptions=説明を表示 ModUi/&ShowMotionFormPreview=プッシュプル効果のプレビューを表示 -ModUi/&SpellLevelFilter=スペル レベル フィルタ [-1 がすべて表示] +ModUi/&SpellLevelFilter=スペルレベルフィルター [-1 はすべて表示] ModUi/&SpellsMenu=呪文 -ModUi/&StealthBreaksWhenAttackHits=武器または呪文攻撃がヒットしたときにステルス喪失を有効にする -ModUi/&StealthBreaksWhenAttackMisses=武器または呪文の攻撃が失敗した場合のステルス損失を有効にする +ModUi/&StealthBreaksWhenAttackHits=武器や呪文攻撃がヒットしたときにステルス解除を有効にする +ModUi/&StealthBreaksWhenAttackMisses=武器や呪文攻撃が外れた場合にステルス状態が解除される ModUi/&StealthBreaksWhenCastingMaterial=マテリアル [ALL または ENEMY をターゲットとする非攻撃呪文] をキャストするときにステルスを失うようにします。 ModUi/&StealthBreaksWhenCastingSomatic=Somatic [ALL または ENEMY をターゲットとする非攻撃呪文] をキャストするときにステルスを失うようにします。 -ModUi/&StealthBreaksWhenCastingVerbose=Verbal [ALL または ENEMY をターゲットとする非攻撃呪文] をキャストするときにステルスを失うことを有効にします。 +ModUi/&StealthBreaksWhenCastingVerbose=Verbal [ALL または ENEMY をターゲットとする非攻撃呪文] をキャストするときにステルスを失うようにします。 ModUi/&StealthDoesNotBreakWithSubtle=微妙なメタマジックとマテリアルコンポーネントがない場合、ステルスをロールしないようにする -ModUi/&StockGorimStoreWithAllNonMagicalClothing=ゴリムのストアに魔法以外の衣類をすべて揃える[再起動が必要] +ModUi/&StockGorimStoreWithAllNonMagicalClothing=ゴリムの店に魔法以外の衣類をすべて揃える [再起動が必要] ModUi/&StockGorimStoreWithAllNonMagicalInstruments=ゴリムの店に魔法以外の楽器をすべて揃える [再起動が必要] -ModUi/&StockHugoStoreWithAdditionalFoci=ヒューゴのストアに秘術のスタッフ、ドルイドの首、スタッフ、クラブ フォーカスアイテムとして設定 +ModUi/&StockHugoStoreWithAdditionalFoci=ヒューゴの店に、アーケイン スタッフ、ドルイド ネック、スタッフ、クラブをフォーカス アイテムとして設定して在庫します。 ModUi/&Subclasses=サブクラス -ModUi/&Subraces=サブレース -ModUi/&SwapCraftedItemAndRecipeIcons=+ ショップでレシピと作成アイテムのアイコンを交換 -ModUi/&TargetLanguage=目標とする言語 -ModUi/&Tools=ツール -ModUi/&TotalCraftingTimeModifier=作成時間を短縮します -ModUi/&TotalFeatsGrantedFirstLevel=最初のレベルで付与された合計特技 +ModUi/&Subraces=亜種族 +ModUi/&SwapCraftedItemAndRecipeIcons=+ ショップでレシピとクラフトアイテムのアイコンを交換 +ModUi/&TargetLanguage=対象言語 +ModUi/&TotalCraftingTimeModifier=クラフト時間を短縮 +ModUi/&TotalFeatsGrantedFirstLevel=第 1 レベルで付与される 特技 の合計 ModUi/&Translate=翻訳する ModUi/&TranslateCancel={1} で {0} をキャンセル ModUi/&Translations=翻訳 -ModUi/&UnleashEnemyAsNpc=NPC ガジェットでモンスターを選択できるようにします -ModUi/&UnleashNpcAsEnemy=モンスター選択のロックを解除する -ModUi/&UnlockAllNpcFaces=NPCの顔のロックを解除する -ModUi/&UnlockEyeStyles=目のスタイルのロックを解除する -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=すべてのマーキングとタトゥーの輝く色のロックを解除します -ModUi/&UnlockGlowingEyeColors=輝く目の色を追加する -ModUi/&UnlockMarkAndTattoosForAllCharacters=すべてのキャラクターのソーサラーのオリジンマークとタトゥーをロック解除する -ModUi/&UnlockSkinColors=肌の色のロックを解除する +ModUi/&UnleashEnemyAsNpc=NPCガジェットでモンスターを選択できるようにする +ModUi/&UnleashNpcAsEnemy=モンスター選択のロックを解除 ModUi/&Update=更新 -ModUi/&UseAlternateSpellPointsSystem=公式のバリアントスペルポイントルールを使用する +ModUi/&UseAlternateSpellPointsSystem=バリアントスペルポイントルールを使用する ModUi/&UseAlternateSpellPointsSystemHelp=[呪文ポイントのプールがあり、術者レベルに応じて増加します\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\n呪文を唱えるためのコストは SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nこのシステムでは、短い休憩スロットの回復機能はトリガーされません] -ModUi/&UseElfFaceModelsOnTieflings=ティーフリングでエルフの顔モデルを使用する -ModUi/&UseHeightOneCylinderEffect=黒い触手、絡まり、グリース [square] または スパイク成長 [ラウンド] -ModUi/&UseMathFlankingRules=+ 正確な計算を使用して側面攻撃を決定します[遅いマシンではパフォーマンスに影響を与える可能性があります] -ModUi/&UseOfficialAdvantageDisadvantageRules=公式の有利/不利ルールを使用してください[状況によってロールに両方が存在する場合、どちらも持っていないとみなされます] -ModUi/&UseOfficialFlankingRules=公式の側面攻撃ルールを使用してください[味方がターゲットの反対側にいる場合、攻撃側が有利] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 遠距離攻撃も有効にします[正確な計算を無効にする] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ リーチ攻撃も有効にします[正確な計算を無効にする] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ アドバンテージの代わりに攻撃ロールに +1 を与える -ModUi/&UseOfficialFoodRationsWeight=公式の食料配給量の重量は2ポンドを使用してください -ModUi/&UseOfficialObscurementRules=公式の照明、遮蔽、視覚戦闘ルールを使用する -ModUi/&UseOfficialObscurementRulesHelp=[それを知覚する攻撃者は ADV を獲得し、それを知覚しない攻撃者は DIS を獲得します。それを知覚できる防御者は DIS を獲得します\n 非常に隠された領域は盲目状態を引き起こし、クリーチャーに対する攻撃ロールには ADV が付与され、クリーチャーの攻撃ロールには DIS が付与されます\n 攻撃者に視力がない場合、個人をターゲットとするすべての遠距離呪文は発動できません。ただし、視力が必要であると明確に述べられていない呪文は除きます] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=重火器を使用するときは小種族の公式ルールを使用してください[攻撃には不利] -ModUi/&Visuals=ビジュアル: [再起動が必要] -ModUi/&WidenTooltips=ツールチップの幅を次の値で乗算します: -ModUi/&WildSurgeDieRollThreshold=ソーサラー ワイルド マジック の確率ダイスしきい値を設定します:{0}[ロールがしきい値以下であればワイルド サージが発動します] +ModUi/&UseElfFaceModelsOnTieflings=エルフの顔モデルをティフリングに使用します +ModUi/&UseHeightOneCylinderEffect=ブラック テンタクルズ、エンタングル、グリース [square] または スパイク グロース [round] をキャストするときに、高さ 1 のシリンダー効果を使用します。 +ModUi/&UseMathFlankingRules=+ 側面攻撃を決定するために正確な計算を使用する [低速マシンではパフォーマンスに影響する可能性があります] +ModUi/&UseOfficialAdvantageDisadvantageRules=利点 / 不利 ルールを使用します [状況によりロールに両方が含まれる場合、どちらも含まれていないとみなされます] +ModUi/&UseOfficialFlankingRules=側面攻撃ルールを使用する [味方がターゲットの反対側にいる場合、攻撃側は有利になる] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 遠距離攻撃にも有効にする [正確な計算を無効にする] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ リーチ攻撃も有効にする [正確な計算を無効にする] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ アドバンテージの代わりに攻撃ロールに +1 を付与 +ModUi/&UseOfficialFoodRationsWeight=食糧配給 重量2ポンドを使用する +ModUi/&UseOfficialObscurementRules=照明、遮蔽、視界の戦闘ルールを使用する +ModUi/&UseOfficialObscurementRulesHelp=[それを知覚する攻撃者は ADV を獲得し、それを知覚しない攻撃者は DIS を獲得します。それを知覚できる防御者は DIS を獲得します\n 非常に隠された領域は盲目状態を引き起こし、クリーチャーに対する攻撃ロールには ADV が付与され、クリーチャーの攻撃ロールには DIS が付与されます\n 攻撃者が視力を持たない場合、個人をターゲットとするすべての遠距離呪文は、視力が必要であると明確に述べられていない呪文を除いて、キャストできません] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=重火器を使用するときは、小型種族ルールを使用します [攻撃に不利があります] +ModUi/&WildSurgeDieRollThreshold=ソーサラー ワイルド マジック の確率ダイスしきい値を設定します:\n[ロールがしきい値以下であればワイルド サージが発動します] diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt index 9d59563e09..a80859a8fa 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CircleOfTheCosmos-ja.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} は {1} を使用して D6 をロールし、攻撃ロールに {2} を追加します Feedback/&CosmosOmenCheckToHitRoll={0} は {1} を使用して D6 をロールし、チェックロール ({3}) に {2} を追加します。 Feedback/&CosmosOmenSavingToHitRoll={0} は {1} を使用して D6 をロールし、{2} をセービング ロール ({3}) に追加します。 -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=ドラゴンのせいで{0}は{1}のダイスを10にします。 +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} はドラゴンフォームを使用して、能力チェックを {1} ダイスで 10 に強制します。 Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} は {1} を欠席しました。 {2} は D6 をロールすることに反応し、その結果を攻撃ロールに追加できます。 Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=D6 をロールして攻撃ロールに追加します。 Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=ウェル diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CollegeOfElegance-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CollegeOfElegance-ja.txt index 2ead204a87..43958c64f1 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CollegeOfElegance-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/CollegeOfElegance-ja.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=エレガントなステップ: Feature/&PowerCollegeOfEleganceDodgeDescription=吟遊詩人のダイスを 1 つ費やして、自分のターンのボーナス アクションとして回避アクションを実行できます。 Feature/&PowerCollegeOfEleganceDodgeTitle=エレガントなステップ: 回避 Feedback/&AmazingDisplayNotTriggered=ターゲット可能な敵が見つからなかったため、{1} は驚くべき表示パワーをトリガーしませんでした -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=恵みのおかげで、{0} は {1} のダイスを 10 にします。 +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} はエレガンス グレースを使用して、能力チェックのダイスを {1} 個 10 に強制します。 Feedback/&EvasiveFootworkACIncrease={0}は{1}を使用して吟遊詩人のダイス({2})をロールし、ACを{3}増加させます。 Reaction/&CustomReactionEvasiveFootworkDescription=あなたは今まさに殴られそうになっています!回避フットワークを利用して攻撃を防ぐことができます。 Reaction/&CustomReactionEvasiveFootworkReactDescription=回避フットワークを使って攻撃を防ぎましょう。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationVivisectionist-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationVivisectionist-ja.txt index d4e186ae7f..d3fdb54652 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationVivisectionist-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationVivisectionist-ja.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=医療の Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=以下のことを学び、常に準備してきました。\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=生体解剖学者の呪文 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=他のクリーチャーを治療するたびに、代わりにすべての 1 ロールを 2 として扱います。 -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=安定した手術により、{0} は {1} のダイスを 2 にします。 +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} は Stable Surgery を使用して、{1} 個の治癒ダイスを 2 に強制します。 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=安定した手術 Feature/&PowerInnovationVivisectionistEmergencyCureDescription=5 フィート以内の味方に Lesser Restoration または Remove Curse を使用するボーナス アクションを実行できます。これを熟練度ボーナスに等しい回数だけ行うことができます。すべての使用は長い休憩の後に再充電されます。 Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=味方の有害な状態を解除します。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDemonHunter-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDemonHunter-ja.txt index b5f38781bf..f5b49e0139 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDemonHunter-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/OathOfDemonHunter-ja.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=トライアルマー Condition/&ConditionOathOfDemonHunterTrialMarkTitle=トライアルマーク Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=15 レベルから、クロスボウに神の力を注入します。以下の利点が得られます:\n· クロスボウ武器の射程距離が 30 フィート増加します。\n· クリティカル ヒットの脅威範囲が 1 ポイント増加します。 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=神聖なクロスボウ -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=デーモン スレイヤーの能力により、{0} は {1} 個のダイスを {2} から {3} に振り直します。 Feature/&FeatureOathOfDemonHunterDemonHunterDescription=3 レベル以降、ライト クロスボウ、ハンド クロスボウ、またはヘビー クロスボウで敵を攻撃するときにディバイン スマイト アビリティを適用できます。 Feature/&FeatureOathOfDemonHunterDemonHunterTitle=悪魔ハンター Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=7 レベル以降、クロスボウ武器を使用して近くの敵を攻撃する際に不利な点はありません。試練の印を持たないクリーチャーを攻撃すると、神聖な力を流し、それに試練の印を適用することができます。 @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=ボーナス アクション Feature/&PowerOathOfDemonHunterTrialMarkTitle=チャネル・ディヴィニティ:トライアル・マーク Feedback/&AdditionalDamageTrialMarkFormat=判定! Feedback/&AdditionalDamageTrialMarkLine={0} が {1} を判定し、追加の放射ダメージ (+{2}) を与える +Feedback/&OathOfDemonHunterDemonSlayerReroll=デーモン スレイヤーの能力により、{0} は {1} 個のダイスを {2} から {3} に振り直します。 Reaction/&UseLightEnergyCrossbowBoltDescription=リアクションを使用して神聖な力を流し、ターゲットにトライアルマークを適用することができます。 Reaction/&UseLightEnergyCrossbowBoltReactDescription=神の力を伝え、トライアルマークを適用します。 Reaction/&UseLightEnergyCrossbowBoltReactTitle=判定 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheYeoman-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheYeoman-ja.txt index 4d071d96b9..58164f3016 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheYeoman-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheYeoman-ja.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=速度が 0 になり Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=ブルワーク Feature/&PowerPathOfTheYeomanBulwarkDescription=あなたは自分のターンにボーナスアクションを使用して、1分間、構えをとることができます。この構えは、意識を失った場合にのみ早く終了します。構えている間、あなたの移動速度は0に設定され、増加することはできません。また、以下の利点を得ます:\n• あなたに隣接する敵は、あなたがロングボウで行う攻撃に不利を課しません。\n• あなたに対する敵の武器による遠隔攻撃は不利になります。\n• 反応を使用して、5フィート以内に移動する敵に対してロングボウによる機会攻撃を行うことができます。 Feature/&PowerPathOfTheYeomanBulwarkTitle=ブルワーク +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=ブルワークの支柱姿勢を無効にすることができます。 +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=防壁を無効にする Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Smith's Tools の習熟度を高めます。 Feature/&ProficiencyPathOfTheYeomanFletcherTitle=フレッチャー Subclass/&PathOfTheYeomanDescription=ヨーマンの道をたどる野蛮人は、長弓を使いこなすために近接武器を無視します。他の道を歩む野蛮人に負けず劣らず強い彼らの矢は、最も強力な敵を撃ち落とし、彼らのひたむきな集中力は、すでに恐るべき防御力を信じられないほどの高みにまで高めます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt index 0405ebd837..1e6dfd4270 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RoguishUmbralStalker-ja.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=あなたは暗 Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=影と一体 Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=冷気と壊死ダメージに対する耐性を得ます。さらに、ヒット ポイントが 0 になったときはいつでも、ローグ レベルの 2 倍に等しいヒット ポイントを回復し、立ち上がります。この特徴は、大休憩ごとに 1 回使用できます。 Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=アンブラル憲法 -Feature/&GloomBladeAttackReroll=Gloomblade により、{0} は {1} 個のダメージ ダイスを {2} から {3} に振り直します。 Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=ボーナス アクションを使用して、1 分間、渦巻く影のエネルギーで自分自身に力を与えることができます。この影のエネルギーが持続している間、あなたは透けて見える魔法の闇に覆われており、急所攻撃のダメージを与えてダイス攻撃の 1 つに最大の目を振るたびに、そのダイスを振り直してダメージに追加されます。この機能は長い休憩ごとに 1 回使用できます。 Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=シャドーダンス Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=フリーアクションとして 1 ターンに 1 回、任意の量の移動を同等の距離のテレポートに置き換えることができます。この方法でテレポートする場合、開始場所と最終場所の両方が薄暗い場所または暗闇の中にある必要があります。 @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=アンブラルソウル Feedback/&AdditionalDamageGloomBladeFormat=シャドウストライク Feedback/&AdditionalDamageGloomBladeLine=シャドウストライクは追加で +{2} ダメージを与えます。 Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1}はダメージを{2}に変更します +Feedback/&UmbralStalkerGloomBladeAttackReroll={0}はGloombladeを使用して、{1}ダメージダイスを{2}から{3}に再ロールします。 Reaction/&SpendPowerUmbralSoulDescription=あなたは、あなたのローグ レベルの 2 倍に等しいヒット ポイントを回復し、立ち上がります。 Reaction/&SpendPowerUmbralSoulReactDescription=あなたは、あなたのローグ レベルの 2 倍に等しいヒット ポイントを回復し、立ち上がります。 Reaction/&SpendPowerUmbralSoulReactTitle=アンブラル憲法 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousDivineHeart-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousDivineHeart-ja.txt index 21c8d1d809..36023ac486 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousDivineHeart-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousDivineHeart-ja.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=あなたの魔法の神聖 Feature/&FeatureSetDivineHeartDeityChoiceTitle=神の選択 Feature/&MagicAffinityDivineHeartClericSpellsListDescription=神とのつながりにより、クレリック呪文をソーサラー呪文として学び、唱えることができます。 Feature/&MagicAffinityDivineHeartClericSpellsListTitle=神聖魔法 -Feature/&PowerDivineHeartDivineFountDescription=ボーナス アクションとして、1 ソーサリー ポイントを回復します。知恵ボーナスに等しい回数使用でき、すべての使用は長い休憩後にリチャージされます。 +Feature/&PowerDivineHeartDivineFountDescription=ボーナス アクションとして、1 ソーサリー ポイントを回復します。魅力ボーナスに等しい回数使用でき、すべての使用回数は長い休憩後に再充電されます。 Feature/&PowerDivineHeartDivineFountTitle=神の泉 Feature/&PowerDivineHeartDivineRecoveryDescription=ボーナスアクションとして、自分自身のヒットポイントを70回復し、失明や病気を取り除くことができます。長期休憩ごとに1回使用可能。 Feature/&PowerDivineHeartDivineRecoveryTitle=神聖な回復 Feature/&PowerDivineHeartEmpoweredHealingDescription=次のターンの開始まで、治癒呪文を唱えるとき、1 または 2 の治癒ダイスロールを再ロールし、新しい結果を維持します。このパワーは、1 ソーサラー ポイントを消費してボーナス アクションとしてアクティブになります。 -Feature/&PowerDivineHeartEmpoweredHealingReroll=Empowered Healing により、{0} は {1} ダメージのダイスを {2} から {3} に振り直します。 Feature/&PowerDivineHeartEmpoweredHealingTitle=エンパワードヒーリング Feature/&PowerDivineHeartPlanarPortalDescription=友好的な生き物と自分自身を指定された目的地に運ぶことができるポータルを開きます。 Feature/&PowerDivineHeartPlanarPortalTitle=平面ポータル +Feedback/&DivineHeartEmpoweredHealingReroll={0} は Empowered Healing を使用して、{1} の治癒ダイスを {2} から {3} に再ロールします。 Subclass/&SorcerousDivineHeartDescription=あなたに生来備わっている魔法は、あなたが理解できるかもしれないし、理解できないかもしれない目的のために、神によってあなたに授けられました。 Subclass/&SorcerousDivineHeartTitle=ディバインソウル diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfWealAndWoe-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfWealAndWoe-ja.txt index a945856527..611198be61 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfWealAndWoe-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfWealAndWoe-ja.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=モンク武器または素手攻 Feature/&FeatureWayOfWealAndWoeWealTitle=ウェル Feature/&FeatureWayOfWealAndWoeWoeDescription=モンク武器または素手攻撃で攻撃ロールを行い、クリティカルミスをした後、武術ダイスの 1 ロールに等しいダメージを受けます。 Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll={1} のため、{0} は攻撃ロールダイスを {2} から {3} に再ロールします。 +Feedback/&WoeReroll={0}はWoeを使用して、{1}の攻撃ロールダイスを{2}から{3}に再ロールします。 Subclass/&WayOfWealAndWoeDescription=貧富の道の修道士は、繁栄と逆境の両方に焦点を当てて敵と戦います。 Subclass/&WayOfWealAndWoeTitle=幸と不幸の道 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt index 96e09eb12b..62192a4b44 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=근접 전투 경험이 있으며 다음 Feat/&FeatCloseQuartersIntTitle=클로즈 쿼터스 [지능] Feat/&FeatCunningEscapeDescription=당신이 질주 행동을 보너스 행동으로 사용할 때마다 당신의 움직임은 남은 턴 동안 기회 공격을 유발하지 않습니다. Feat/&FeatCunningEscapeTitle=교활한 탈출 -Feat/&FeatDevastatingStrikesDexDescription=근접 공격은 특히 치명적입니다. 다음과 같은 이점을 얻습니다.\n• 민첩성이 1 증가하여 최대 20까지 증가합니다.\n• 턴당 한 번, 근접 무기 공격으로 생물을 공격할 때 숙련도 보너스와 동일한 추가 피해를 입힙니다. .\n• 근접 무기로 치명타를 입힐 때마다 추가 무기 주사위를 굴리고 해당 공격에 대한 대상 생물의 저항을 무시합니다. +Feat/&FeatDevastatingStrikesDexDescription=근접 공격은 특히 치명적입니다. 다음과 같은 혜택을 얻습니다:\n• 민첩성을 1만큼 증가시켜 최대 20까지 증가시킵니다.\n• 턴당 한 번, 근접 무기나 비무장 공격으로 생물을 공격하면 숙련도 보너스와 같은 추가 피해를 입힙니다.\n• 근접 무기로 치명타를 적중시킬 때마다 무기 주사위를 하나 더 굴리고 해당 공격에 대한 대상 생물의 저항력을 무시합니다. Feat/&FeatDevastatingStrikesDexTitle=파괴적인 일격 [덱스] -Feat/&FeatDevastatingStrikesStrDescription=근접 공격은 특히 치명적입니다. 다음과 같은 이점이 있습니다.\n• 힘이 1 증가하여 최대 20까지 증가합니다.\n• 턴당 한 번, 근접 무기 공격으로 생물을 공격할 때 숙련도 보너스와 동일한 추가 피해를 입힙니다. .\n• 근접 무기로 치명타를 입힐 때마다 추가 무기 주사위를 굴리고 해당 공격에 대한 대상 생물의 저항을 무시합니다. +Feat/&FeatDevastatingStrikesStrDescription=근접 공격은 특히 치명적입니다. 다음과 같은 혜택을 얻습니다:\n• 최대 20까지 힘을 1만큼 증가시킵니다.\n• 턴당 한 번, 근접 무기 또는 비무장 공격으로 생물을 공격하면 숙련도 보너스와 동일한 추가 피해를 입힙니다.\n• 근접 무기로 치명타를 적중시킬 때마다 무기 주사위를 하나 더 굴리고 해당 공격에 대한 대상 생물의 저항력을 무시합니다. Feat/&FeatDevastatingStrikesStrTitle=파괴적인 일격 [Str] Feat/&FeatExpandTheHuntDescription=지혜 점수를 1씩 최대 20까지 높이십시오. 선호하는 적, 언어 및 지형 유형을 하나 더 선택할 수 있습니다. Feat/&FeatExpandTheHuntTitle=확장된 사냥 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt index 464b30a369..5072e54a49 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Group-ko.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=전투: 방어 Feat/&FeatGroupDefenseExpertDescription=정신적 속성 중 하나를 1 올려 최대 20까지 늘립니다.\n갑옷을 착용하지 않은 동안 갑옷 클래스는 10 + 민첩 수정치 + 선택한 정신적 속성 수정치와 같습니다. Feat/&FeatGroupDefenseExpertTitle=비무장 전문가 -Feat/&FeatGroupDevastatingStrikesDescription=근접 공격은 특히 치명적입니다. 다음과 같은 이점이 있습니다.\n• 힘 또는 민첩 점수가 1씩 증가하여 최대 20이 됩니다.\n• 턴당 한 번, 근접 무기 공격으로 생물을 공격하면 다음과 같은 추가 피해를 입힙니다. 숙련 보너스.\n• 근접 무기로 치명타를 입힐 때마다 추가 무기 주사위를 굴리고 해당 공격에 대한 대상 생물의 저항을 무시합니다. +Feat/&FeatGroupDevastatingStrikesDescription=근접 공격은 특히 치명적입니다. 다음과 같은 혜택을 얻습니다:\n• 힘 또는 민첩성 점수를 1만큼 증가시켜 최대 20까지 증가시킵니다.\n• 턴당 한 번, 근접 무기 또는 비무장 공격으로 생물을 공격하면 숙련도 보너스와 동일한 추가 피해를 입힙니다.\n• 근접 무기로 치명타를 적중시킬 때마다 무기 주사위를 하나 더 굴리고 해당 공격에 대한 대상 생물의 저항력을 무시합니다. Feat/&FeatGroupDevastatingStrikesTitle=파괴적인 일격 Feat/&FeatGroupDragonFearDescription=화가 나면 위협을 발산합니다. 다음과 같은 이점을 얻을 수 있습니다.\n• 힘, 체력 또는 카리스마가 1 증가하여 최대 20까지 증가합니다.\n• 파괴적인 에너지를 내뿜는 대신 숨결 무기 특성을 사용하여 포효할 수 있습니다. 당신으로부터 30피트 이내에 있는 당신이 선택한 각 생물이 지혜 내성 굴림을 하도록 강제합니다(DC 8 + 숙련 보너스 + 카리스마 수정치). 저장에 실패하면 대상은 1분 동안 겁을 먹습니다. 겁에 질린 대상이 피해를 입으면 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료할 수 있습니다. Feat/&FeatGroupDragonFearTitle=드래곤 피어 @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=당신은 당신의 명령을 따 Feat/&FeatGroupFlamesOfPhlegethosTitle=플레게토스의 불꽃 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=일반 숙련자 및 입회자 -Feat/&FeatGroupGrapplerDescription=근접 격투에서 스스로를 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 혜택을 얻습니다.\n• 힘 또는 민첩성 점수가 1만큼 증가하여 최대 20까지 증가합니다.\n• 격투하는 생물에 대한 공격 굴림에서 유리합니다.\n• 더 이상 자신과 같은 크기 또는 더 작은 생물을 격투하는 동안 이동 패널티가 없습니다. -Feat/&FeatGroupGrapplerTitle=그래플러 +Feat/&FeatGroupGiftOfTheGemDragonDescription=정신적 속성 중 하나를 1씩 증가시켜 최대 20까지 증가시킵니다.\n• 10피트 이내에 있는 생명체에게 피해를 입으면 반응을 사용하여 염력 에너지를 발산할 수 있습니다. 피해를 입힌 생명체는 힘 세이빙 스로우를 해야 합니다(DC는 8 + 숙련도 보너스 + 이 특기로 증가한 점수의 능력치 수정치). 세이브에 실패하면 생명체는 2d8의 힘 피해를 입고, 당신에게서 최대 10피트 떨어진 곳으로 밀려나고, 강제로 엎드립니다. 세이브에 성공하면 생명체는 절반의 피해를 입고, 밀려나거나 강제로 엎드리지 않습니다. 이 반응은 숙련도 보너스와 같은 횟수만큼 사용할 수 있으며, 긴 휴식을 마치면 소모한 모든 사용 횟수를 회복합니다. +Feat/&FeatGroupGiftOfTheGemDragonTitle=보석 드래곤의 선물 Feat/&FeatGroupGrudgeBearerDescription=당신은 특정 종류의 생물에 대해 깊은 증오심을 가지고 있습니다. 당신의 진노의 짐을 짊어질 생물의 유형인 적을 선택하십시오: 돌연변이, 야수, 천체, 구조물, 용, 정령, 요정, 악마, 거인, 괴물, 수액, 식물, 언데드. 다음과 같은 이점이 있습니다.\n• 힘, 체력 또는 지혜 점수가 1씩 증가하여 최대 20이 됩니다.\n• 선택한 적과의 전투 첫 라운드 동안 공격은 다음 중 하나에 대해 적용됩니다. 그들은 이점을 가지고 있습니다.\n• 귀하가 선택한 적 중 누구라도 귀하에게 기회 공격을 가하면 공격 굴림에 불이익이 발생합니다. Feat/&FeatGroupGrudgeBearerTitle=원한을 품은 자 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt index bc64c40cd6..e9ecefc31b 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=그레이트 웨폰 마스터 활성화/비활성화 +Action/&CleavingAttackToggleTitle=위대한 무기의 달인 +Action/&PowerAttackToggleDescription=파워 어택 활성화/비활성화 +Action/&PowerAttackToggleTitle=파워 어택 Condition/&ConditionFeatCleavingAttackFinishDescription=계속 오세요! Condition/&ConditionFeatCleavingAttackFinishTitle=위대한 무기 마스터 Condition/&ConditionFeatCrusherCriticalHitDescription=당신은 치명타에 압도당했고 당신에 대한 공격이 유리합니다. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=힘을 1만큼 증가시킵니다. 라운드 Feat/&FeatOldTacticsStrTitle=오래된 전술 [Str] Feat/&FeatPiercerDexDescription=당신은 전투에서 관통하는 정확성을 달성했습니다. 민첩성을 1 증가시켜 최대 20까지 증가시킵니다. 관통 피해를 주는 공격으로 생물을 공격할 때 1이 나올 때 주사위를 다시 굴릴 수 있으며 새 굴림을 사용해야 합니다. 치명타를 기록하면 대상이 받는 추가 관통 피해를 결정할 때 추가 피해 주사위를 하나 굴릴 수 있습니다. Feat/&FeatPiercerDexTitle=피어서 [덱스] -Feat/&FeatPiercerReroll=Piercer 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Feat/&FeatPiercerStrDescription=당신은 전투에서 관통하는 정확성을 달성했습니다. 힘을 1 증가시켜 최대 20까지 증가시킵니다. 관통 피해를 주는 공격으로 생물을 공격할 때 주사위를 굴릴 때 1이 나올 때 주사위를 다시 굴릴 수 있으며 새 굴림을 사용해야 합니다. 치명타를 기록하면 대상이 받는 추가 관통 피해를 결정할 때 추가 피해 주사위를 하나 굴릴 수 있습니다. Feat/&FeatPiercerStrTitle=피어싱 [Str] Feat/&FeatPowerAttackDescription=당신은 더 치명적인 타격을 가하기 위해 정확성을 교환하는 방법을 배웠습니다. 비무장 또는 근접 무기로 공격할 때, 3 + 숙련도 보너스에 해당하는 추가 피해를 입히기 위해 타격에 -3 페널티를 받는 것을 선택할 수 있습니다. Feat/&FeatPowerAttackTitle=파워어택 Feat/&FeatSavageAttackDescription=1이 나올 때 무기와 주문 피해 주사위를 다시 굴립니다(모든 피해 소스가 주사위를 다시 굴리는 것은 아닙니다. 예를 들어, 은밀한 공격과 강타 피해는 다시 굴리지 않습니다). -Feat/&FeatSavageAttackReroll=Savage Attacker 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Feat/&FeatSavageAttackTitle=야만적인 공격 Feat/&FeatSlasherDexDescription=최고의 결과를 얻으려면 어디를 잘라야 하는지 배웠습니다. 민첩성을 1 증가시켜 최대 20까지 증가시킵니다. 날카로운 피해를 주는 공격으로 생물을 공격하면 다음 턴이 시작될 때까지 대상의 속도를 10피트만큼 줄일 수 있습니다. 치명타를 가하면 심각한 상처를 입게 됩니다. 다음 턴이 시작될 때까지 대상은 모든 공격 굴림에 불리한 입장을 취합니다. Feat/&FeatSlasherDexTitle=슬래셔 [덱스] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=피어싱! Feedback/&AdditionalDamagePiercerLine={0}이(가) {1}을(를) 치명적으로 관통함 Feedback/&AdditionalDamageSpearMasteryFormat=스피어 마스터리! Feedback/&AdditionalDamageSpearMasteryLine={0}이(가) 창을 준비했으며 {1}에 추가로 {2}의 피해를 입혔습니다! +Feedback/&FeatPiercerReroll={0}은 Piercer를 사용하여 {1} 데미지 주사위를 {2}에서 {3}으로 다시 굴립니다. +Feedback/&FeatSavageAttackReroll={0}은 Savage Attack을 사용하여 {1} 데미지 주사위를 {2}에서 {3}으로 다시 굴립니다. Reaction/&ReactionAttackOldTacticsDescription={0}이(가) 일어섰습니다. 반응을 사용하여 근접 무기 공격을 할 수 있습니다. Reaction/&ReactionAttackOldTacticsReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackOldTacticsReactTitle=공격 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt index 666bb316d6..6f8faa0fc5 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=무장하지 않은 공격에 대해 그래플을 활성화/비활성화합니다. +Action/&GrappleOnUnarmedToggleTitle=무장하지 않은 상태에서 씨름하기 Condition/&ConditionFeatMobileAfterDashDescription=이동 제한 및 구속에 면역이 됩니다. Condition/&ConditionFeatMobileAfterDashTitle=자유 Failure/&MustBeHumanoid=인간형이어야 해 @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=우주의 악의 힘을 집중시켜 다음 Feat/&FeatBalefulScionStrTitle=불길한 자손 [Str] Feat/&FeatBalefulScionWisDescription=우주의 악의 세력을 집중시켜 다음 혜택을 얻을 수 있습니다.\n• 지혜가 1 증가하여 최대 20까지 증가합니다.\n• 턴당 한 번, 자신으로부터 60피트 이내에 볼 수 있는 생물에 피해를 입힐 때, 괴사 피해를 입힐 수도 있습니다. 괴사 피해는 1d6 + 숙련 보너스와 동일하며, 이 괴사 피해와 동일한 체력을 회복합니다. 이 혜택은 숙련도 보너스만큼 여러 번 사용할 수 있으며, 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. Feat/&FeatBalefulScionWisTitle=불길한 자손 [Wis] -Feat/&FeatBrawlerDescription=당신은 백병전의 전문가이며, 다음과 같은 이점을 얻습니다: \n• 당신의 비무장 타격은 1d6+근력 수정치의 둔기 피해를 입힙니다. 공격 굴림을 할 때 무기나 방패를 사용하지 않았다면, d6는 d8이 됩니다.\n• 공격 행동을 취하고 적어도 한 손이 비어 있으면, 보너스 행동을 사용하여 비무장 타격을 하거나 생물을 붙잡을 수 있습니다. +Feat/&FeatBrawlerDescription=당신은 백병전의 전문가이며, 다음과 같은 혜택을 얻습니다: \n• 당신의 비무장 타격은 1d6+근력 수정치의 둔기 피해를 입힙니다. 공격 굴림을 할 때 무기나 방패를 사용하지 않았다면, d6는 d8이 됩니다.\n• 공격 액션을 취하고 적어도 한 손이 비어 있다면, 보너스 액션을 사용하여 비무장 타격을 하거나 생물을 붙잡을 수 있습니다.\n• 비무장 공격을 할 때, 그 공격의 일부로 굴린 피해 주사위의 1을 다시 굴릴 수 있으며, 새로운 결과를 가져와야 합니다. Feat/&FeatBrawlerTitle=싸움꾼 Feat/&FeatChefConDescription=체력을 1 올려 최대 20까지 높입니다.\n1시간 동안 요리를 하여 자신과 동료의 HP를 1d8만큼 치유할 수 있습니다.\n하루에 한 번, 1시간 동안 요리를 할 수 있습니다. 먹으면 일시적으로 5 HP를 제공하는 숙련도 보너스와 동일한 간식입니다. Feat/&FeatChefConTitle=셰프 [함께] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=체력이 1 증가하여 최대 20까지 Feat/&FeatFrostAdaptationTitle=서리 적응 Feat/&FeatGiftOfTheChromaticDragonDescription=당신은 크로매틱 드래곤의 힘을 일부 발휘하여 다음과 같은 이점을 제공합니다.\n• 크로매틱 주입: 보너스 액션으로 단순 무기나 군용 무기를 터치하고 여기에 다음 손상 유형 중 하나를 주입할 수 있습니다. , 추위, 불, 번개 또는 독. 다음 1분 동안 무기가 명중할 때 선택한 유형의 추가 1d4 피해를 입힙니다. 이 보너스 액션을 사용한 후에는 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다.\n• 반응 저항: 산성, 냉기, 화염, 번개 또는 독 피해를 입을 때 반응을 사용하여 다음을 제공할 수 있습니다. 턴이 끝날 때까지 자신은 해당 피해 인스턴스에 대한 저항력을 갖게 됩니다. 이 반응은 숙련도 보너스만큼 여러 번 사용할 수 있으며 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. Feat/&FeatGiftOfTheChromaticDragonTitle=오색용의 선물 -Feat/&FeatGrapplerDexDescription=근접 격투에서 스스로를 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 혜택을 얻습니다.\n• 민첩성이 1 증가하여 최대 20까지 증가합니다.\n• 격투하는 생물에 대한 공격 굴림에서 유리합니다.\n• 자신과 같은 크기 또는 그보다 작은 생물을 격투하는 동안 더 이상 이동 패널티가 없습니다. -Feat/&FeatGrapplerDexTitle=그래플러[덱스] +Feat/&FeatGiftOfTheGemDragonChaDescription=카리스마를 1 증가시켜 최대 20까지 증가시킵니다.\n• 10피트 이내에 있는 생명체에게 피해를 입으면 반응을 사용하여 염력 에너지를 발산할 수 있습니다. 피해를 입힌 생명체는 힘 세이빙 스로우를 해야 합니다(DC는 8 + 숙련도 보너스 + 이 특기로 증가한 점수의 능력치 수정치). 세이브에 실패하면 생명체는 2d8의 힘 피해를 입고, 당신에게서 최대 10피트 떨어진 곳으로 밀려나고, 강제로 엎드립니다. 세이브에 성공하면 생명체는 절반의 피해를 입고, 밀려나거나 강제로 엎드리지 않습니다. 이 반응은 숙련도 보너스와 같은 횟수만큼 사용할 수 있으며, 긴 휴식을 마치면 소모한 모든 사용 횟수를 회복합니다. +Feat/&FeatGiftOfTheGemDragonChaTitle=보석 용의 선물 [차] +Feat/&FeatGiftOfTheGemDragonIntDescription=지능을 1만큼 증가시키고 최대 20까지 증가시킵니다.\n• 10피트 이내에 있는 생명체에게 피해를 입으면 반응을 사용하여 염력 에너지를 발산할 수 있습니다. 피해를 입힌 생명체는 힘 세이빙 스로우를 해야 합니다(DC는 8 + 숙련도 보너스 + 이 특기로 증가한 점수의 능력치 수정치). 세이브에 실패하면 생명체는 2d8의 힘 피해를 입고, 당신에게서 최대 10피트 떨어진 곳으로 밀려나고, 강제로 엎드립니다. 세이브에 성공하면 생명체는 절반의 피해를 입고, 밀려나거나 강제로 엎드리지 않습니다. 이 반응은 숙련도 보너스와 같은 횟수만큼 사용할 수 있으며, 긴 휴식을 마치면 소모한 모든 사용 횟수를 회복합니다. +Feat/&FeatGiftOfTheGemDragonIntTitle=보석 용의 선물 [지능] +Feat/&FeatGiftOfTheGemDragonWisDescription=지혜를 1 증가시켜 최대 20까지 증가시킵니다.\n• 10피트 이내에 있는 생명체에게 피해를 입으면 반응을 사용하여 염력 에너지를 발산할 수 있습니다. 피해를 입힌 생명체는 힘 세이빙 스로우를 해야 합니다(DC는 8 + 숙련도 보너스 + 이 특기로 증가한 점수의 능력치 수정치). 세이브에 실패하면 생명체는 2d8의 힘 피해를 입고, 당신에게서 최대 10피트 떨어진 곳으로 밀려나고, 강제로 엎드립니다. 세이브에 성공하면 생명체는 절반의 피해를 입고, 밀려나거나 강제로 엎드리지 않습니다. 이 반응은 숙련도 보너스만큼 사용할 수 있으며, 긴 휴식을 마치면 소모한 모든 사용 횟수를 회복합니다. +Feat/&FeatGiftOfTheGemDragonWisTitle=보석 용의 선물 [Wis] Feat/&FeatGrapplerStrDescription=근접 격투에서 자신을 지탱하는 데 필요한 기술을 개발했습니다. 다음과 같은 이점을 얻습니다.\n• 최대 20까지 힘을 1만큼 증가시킵니다. \n• 격투하는 생물에 대한 공격 굴림에서 유리합니다. \n• 자신과 같은 크기 또는 더 작은 생물을 격투하는 동안 더 이상 이동 패널티를 받지 않습니다. Feat/&FeatGrapplerStrTitle=그래플러 [Str] Feat/&FeatGroupSkillExpertDescription=특정 기술에 대한 숙련도를 연마하여 다음과 같은 이점을 얻을 수 있습니다.\n• 선택한 하나의 능력 점수를 1씩 최대 20까지 늘립니다.\n• 선택한 하나의 기술에 대한 숙련도를 얻습니다.\n• 선택한 한 가지 기술에 대한 전문 지식을 얻습니다. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=다양한 무기를 사용하여 광범위 Feat/&FeatWeaponMasterStrTitle=웨폰 마스터 [Str] Feature/&CastSpellFeatMagicInitiateTitle=시작하다 Feature/&CastSpellFeatSpellSniperTitle=저격병 -Feature/&DieRollModifierFeatElementalAdeptReroll=Elemental Adept 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. -Feature/&DieRollModifierFeatElementalMasterReroll=Elemental Master로 인해 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Feature/&PowerFeatAcrobatDescription=보너스 액션으로 DC 15 민첩(곡예) 체크를 할 수 있습니다. 성공하면 어려운 지형에서는 현재 턴이 끝날 때까지 추가 이동 비용이 들지 않습니다. Feature/&PowerFeatAcrobatTitle=곡예사 Feature/&PowerFeatBalefulScionDescription=턴당 한 번, 자신으로부터 60피트 이내에 있는 생물에게 피해를 입히면 괴사 피해를 입힐 수도 있습니다. 괴사 피해는 1d6 + 숙련 보너스와 동일하며, 이 괴사 피해와 동일한 체력을 회복합니다. 이 혜택은 숙련도 보너스만큼 여러 번 사용할 수 있으며, 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=색채 주입: Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=색채 주입은 추가 +{2} 번개 피해를 줍니다! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=색채 주입: 독 Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=색채 주입은 추가 +{2} 독 피해를 입힙니다! +Feedback/&FeatBrawlerReroll=비무장 공격을 할 경우, 해당 공격의 일부로 굴린 피해 주사위에서 나온 1을 다시 굴릴 수 있으며, 새로운 결과를 적용해야 합니다. +Feedback/&FeatElementalAdeptReroll={0}은 Elemental Adept를 사용하여 {1} 공격 굴림 주사위를 {2}에서 {3}으로 다시 굴립니다. +Feedback/&FeatElementalMasterReroll={0}은 Elemental Master를 사용하여 {1} 공격 굴림 주사위를 {2}에서 {3}으로 다시 굴립니다. Feedback/&IsNotLuckyHigher={0}은 전혀 운이 좋지 않습니다. {3}을 대체하기 위해 더 높은 {2}를 굴립니다. Feedback/&IsNotLuckyLower={0}은 전혀 운이 좋지 않습니다. {3}을 대체하기 위해 더 낮은 {2}를 굴립니다. Feedback/&LuckyAttackToHitRoll={0}는 {1}을 사용하고 공격 굴림에서 {3}을 대체하기 위해 {2}를 굴립니다. @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0}은(는) {1}을(를) 사용했고 수표 판정 Feedback/&LuckySavingToHitRoll={0}은(는) {1}을(를) 사용했고 {2}를 굴려 저장 판정의 {3}을 대체했습니다. Item/&ItemFeatChefTreatDescription=이 요리사의 간식을 먹고 5개의 임시 체력을 얻으십시오. Item/&ItemFeatChefTreatTitle=셰프의 간식 +Reaction/&CustomReactionGrapplerDescription={0}을(를) 붙잡을 수 있습니다. +Reaction/&CustomReactionGrapplerReactDescription=목표물을 붙잡으세요. +Reaction/&CustomReactionGrapplerReactTitle=잡다 +Reaction/&CustomReactionGrapplerTitle=그래플러 Reaction/&ReactionAttackMageSlayerDescription={0}님이 당신으로부터 5피트 이내에 주문을 걸었습니다. 반응을 이용해 공격할 수 있습니다. Reaction/&ReactionAttackMageSlayerReactDescription=반응을 사용하여 대상을 공격합니다. Reaction/&ReactionAttackMageSlayerReactTitle=공격 @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=반응성 저항 Reaction/&SubitemSelectReactionAttackAoOEnterTitle=작업 선택 Reaction/&SubitemSelectReactionAttackSentinelTitle=작업 선택 Reaction/&SubitemSelectReactionWarcasterTitle=작업 선택 +Reaction/&UseGiftOfTheGemDragonDescription={0}이(가) 피해를 입혔습니다! 반응을 사용해 10피트 밀어내고 2d8의 사이킥 피해를 입힐 수 있습니다. +Reaction/&UseGiftOfTheGemDragonReactDescription=자신에게 저항력을 주세요. +Reaction/&UseGiftOfTheGemDragonReactTitle=반응하다 +Reaction/&UseGiftOfTheGemDragonTitle=보석 드래곤의 선물 Reaction/&WarcasterAttackDescription=공격 대상. Reaction/&WarcasterAttackTitle=공격 Tag/&InitiateCantripSpecialTagTitle=캔트립 시작 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt index cfe2d7f93d..654c885cc4 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=당신은 당신의 사람들이 존경하고 Feat/&FeatWoodElfMagicTitle=우드엘프 매직 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=당신이 위대한 검을 들고 있는 동안, 당신은 갑옷 등급에 +1 보너스를 얻습니다. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=레버넌트 블레이드 -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Flames of Phlegethos 때문에 {0}는 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Feature/&PowerFeatDragonFearDescription=숨결 무기 특성을 사용하여 포효하여 30피트 이내의 선택한 각 생물이 지혜 내성 굴림(DC 8 + 숙련도 보너스 + 카리스마 수정치)을 하도록 할 수 있습니다. 저장에 실패하면 대상은 1분 동안 겁을 먹습니다. 겁에 질린 대상이 피해를 입으면 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료할 수 있습니다. Feature/&PowerFeatDragonFearTitle=드래곤 피어 Feature/&PowerFeatOrcishAggressionDescription=보너스 액션으로, 근접 무기를 주무기로 휘두를 때, 원하는 적을 향해 최대 속도로 돌진하고 주무기로 그 생명체를 자유롭게 공격할 수 있습니다. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0}는 {1}을 사용하고 공격 굴림 Feedback/&BountifulLuckCheckToHitRoll={0}은(는) {1}을(를) 사용했고 수표 판정의 {3}을(를) 대체하기 위해 {2}를 굴렸습니다. Feedback/&BountifulLuckSavingToHitRoll={0}은(는) {1}을(를) 사용했고 {2}를 굴려 저장 판정의 {3}을 대체했습니다. Feedback/&DwarvenFortitudeHitDieRolled={0}이(가) {2}를 굴리고 {3} = {4}을(를) 치료했습니다. +Feedback/&FlamesOfPhlegethosReroll={0}은 플레게토스의 불꽃을 사용하여 {1} 마법 피해 주사위를 {2}에서 {3}으로 다시 굴립니다. Reaction/&CustomReactionBountifulLuckAttackDescription={0}님이 {1}님을 놓쳤습니다. {2}는 d20을 굴리고 공격 굴림을 대체하는 데 반응할 수 있습니다. Reaction/&CustomReactionBountifulLuckAttackReactDescription=공격 굴림을 대체하려면 d20을 굴립니다. Reaction/&CustomReactionBountifulLuckAttackReactTitle=풍성한 행운 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/RangedCombat-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/RangedCombat-ko.txt index 7d9ab6dc32..db2494289b 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/RangedCombat-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/RangedCombat-ko.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=샤프슈터 활성화/비활성화 +Action/&DeadEyeToggleTitle=명사수 Condition/&ConditionFeatSteadyAimAdvantageDescription=당신은 다음 공격 굴림에서 이점을 얻습니다. Condition/&ConditionFeatSteadyAimAdvantageTitle=꾸준한 목표 Condition/&ConditionFeatSteadyAimRestrainedDescription=자신의 턴이 끝날 때까지 이동할 수 없습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt index aeb3c7b413..bb671de453 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/FightingStyles-ko.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=치명적인 손상! Feedback/&AdditionalDamageCripplingLine={1}이 심각한 피해를 입었습니다. Feedback/&AdditionalDamageExecutionerFormat=실행! Feedback/&AdditionalDamageExecutionerLine={0}는 +{2}의 추가 피해를 위해 {1}을 실행합니다! -FightingStyle/&AstralReachDescription=비무장 타격 범위가 5피트 증가합니다. +FightingStyle/&AstralReachDescription=두 손이 모두 자유로운 경우 비무장 상태일 때 도달 범위가 5피트 늘어납니다. FightingStyle/&AstralReachTitle=아스트랄 리치 FightingStyle/&BlindFightingDescription=당신은 10피트 범위의 맹인 시야를 가지고 있습니다. 그 범위 내에서는 눈이 멀거나 어둠 속에 있더라도 전체 덮개 뒤에 있지 않은 모든 것을 효과적으로 볼 수 있습니다. 더욱이, 그 생물이 당신에게서 성공적으로 숨지 않는 한, 당신은 그 범위 안에 있는 보이지 않는 생물을 볼 수 있습니다. FightingStyle/&BlindFightingTitle=맹목적인 싸움 @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=당신은 근접 한손 또는 다용도 FightingStyle/&HandAndAHalfTitle=고전 검술 FightingStyle/&InterceptionDescription=당신이 볼 수 있는 생물이 공격으로 당신이 아닌 당신으로부터 5피트 이내에 있는 목표를 공격할 때, 당신은 반응을 사용하여 목표가 받는 피해를 1d10 + 당신의 숙련 보너스만큼 줄일 수 있습니다. 이 반응을 사용하려면 방패나 단순 무기 또는 군용 무기를 휘두르어야 합니다. FightingStyle/&InterceptionTitle=차단 -FightingStyle/&LungerDescription=무거운 태그가 없고 다른 무기나 방패가 없는 무기를 휘두르는 동안 근접 무기의 도달 범위가 5피트 증가합니다. +FightingStyle/&LungerDescription=무거운 태그가 없는 무기를 사용하고 다른 손이 비어 있는 경우 근접 무기의 범위가 5피트 증가합니다. FightingStyle/&LungerTitle=폐 FightingStyle/&MercilessDescription=당신의 차례에 근접 무기 공격을 사용하여 목표를 0 HP로 줄이면, 목표를 볼 수 있는 숙련도 보너스(반올림)의 절반에 해당하는 쓰러진 목표 반경 내의 적들은 지혜 내성(DC 8 + 숙련 보너스 + 힘 수정치) 또는 다음 턴이 끝날 때까지 당신을 두려워하게 됩니다. 유발 공격이 치명타인 경우 반경은 대신 숙련도 보너스와 같습니다. FightingStyle/&MercilessTitle=무자비한 diff --git a/SolastaUnfinishedBusiness/Translations/ko/KeyBindings-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/KeyBindings-ko.txt new file mode 100644 index 0000000000..433d9d0128 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ko/KeyBindings-ko.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=현재 선택된 문자를 내보낼 수 있습니다. +Setting/&CharacterExportTitle=문자 내보내기 +Setting/&DebugOverlayDescription=바닐라 디버그 오버레이를 열 수 있습니다. +Setting/&DebugOverlayTitle=디버그 오버레이 +Setting/&EnableCharacterCheckerDescription=캐릭터 풀에 새로운 버튼이 추가되어 배우를 미리 볼 수 있습니다. +Setting/&EnableCharacterCheckerTitle=문자 검사기 활성화 +Setting/&EnableCheatMenuDescription=일반 게임 플레이 중에 던전 메이커 치트 메뉴를 사용할 수 있습니다. +Setting/&EnableCheatMenuTitle=치트 메뉴 활성화 +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL 키를 눌러 퀘스트 아이템 드롭 시 체크를 우회합니다. +Setting/&EnablePartyTogglesDescription=던전 메이커 테스트 및 정기적인 새로운 게임 플레이에서 캐릭터 풀에 있는 영웅을 기본 파티로 전환하여 사용할 수 있습니다. +Setting/&EnablePartyTogglesTitle=기본 파티 토글 활성화 +Setting/&EnableSaveByLocationDescription=캠페인 및/또는 위치별로 저장 내용을 구성할 수 있습니다. +Setting/&EnableSaveByLocationTitle=위치별 저장 활성화 +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFT를 눌러 선 주문을 그리드에 맞춥니다. +Setting/&FormationSet1Description=1번 포메이션 세트를 선택할 수 있습니다. +Setting/&FormationSet1Title=포메이션 세트 1 +Setting/&FormationSet2Description=2번째 포메이션 세트를 선택할 수 있습니다. +Setting/&FormationSet2Title=포메이션 세트 2 +Setting/&FormationSet3Description=3개의 포메이션 세트를 선택할 수 있습니다. +Setting/&FormationSet3Title=포메이션 세트 3 +Setting/&FormationSet4Description=4개의 포메이션 세트를 선택할 수 있습니다. +Setting/&FormationSet4Title=포메이션 세트 4 +Setting/&FormationSet5Description=5개의 포메이션 세트를 선택할 수 있습니다. +Setting/&FormationSet5Title=포메이션 세트 5 +Setting/&HideCrownOfMagisterTitle=마법사의 왕관을 숨기다 +Setting/&HideHelmetsTitle=헬멧 숨기기 +Setting/&HideTitle=숨다 +Setting/&InvertTooltipBehaviorDescription=기본 요약된 설명 대신 확장된 도구 설명을 표시합니다. +Setting/&InvertTooltipBehaviorTitle=도구 설명 동작 반전 +Setting/&ModHeaderTitle=미완의 사업 +Setting/&RejoinPartyDescription=누군가 갇힐 경우 첫 번째 영웅을 중심으로 파티에 다시 합류할 수 있습니다. +Setting/&RejoinPartyTitle=파티에 다시 합류하다 +Setting/&SelectCharacter5Title=캐릭터 선택 5 +Setting/&SelectCharacter6Title=캐릭터 선택 6 +Setting/&SpawnEncounterDescription=Mod UI Encounters 탭에서 설정된 만남을 생성할 수 있습니다. +Setting/&SpawnEncounterTitle=스폰 인카운터 +Setting/&TeleportPartyDescription=파티를 화면 중앙의 위치로 순간이동시킬 수 있습니다. +Setting/&TeleportPartyTitle=텔레포트 파티 +Setting/&ToggleHudDescription=HUD를 켜거나 끌 수 있습니다. +Setting/&ToggleHudTitle=HUD 전환 +Setting/&TooltipWidthDescription=도구 설명 너비 배수를 변경합니다. +Setting/&TooltipWidthTitle=툴팁 너비 +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=추가적인 전설 친화적 이름 잠금 해제 +Setting/&UnlockAllNpcFacesTitle=NPC 얼굴 잠금 해제 +Setting/&UnlockBeardlessDwarvesTitle=수염 없는 드워프 잠금 해제 +Setting/&UnlockEyeStylesTitle=눈 스타일 잠금 해제 +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=빛나는 표시와 문신 색상을 잠금 해제하세요 +Setting/&UnlockGlowingEyeColorsTitle=빛나는 눈 색깔 잠금 해제 +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=마크와 문신 잠금 해제 +Setting/&UnlockNewBrightEyeColorsTitle=밝은 눈 색깔 잠금 해제 +Setting/&UnlockSkinColorsTitle=피부색 잠금 해제 +Setting/&UnlockUnmarkedSorcerersTitle=표시되지 않은 마법사 잠금 해제 +Setting/&VttCameraDescription=VTT 카메라 모드를 전환할 수 있습니다. +Setting/&VttCameraTitle=MTB 카메라 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt index a167c0f30f..43729004ec 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=AC Penalty Feature/&AttributeModifierMonkAbundantKiDescription=당신의 숙련도 보너스 절반(반올림)을 Ki 포인트 풀에 추가하십시오. Feature/&AttributeModifierMonkAbundantKiTitle=풍부한 기 Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=그래플러를 따라간다 -Feature/&ConditionGrappleTargetFlyingTitle=나는 Feature/&EnhancedIndomitableResistanceDescription=내성 굴림에 실패하면 파이터 레벨과 동일한 보너스를 받아 다시 굴릴 수 있습니다. 그럴 경우 새 롤을 사용해야 하며, 긴 휴식을 마칠 때까지 이 기능을 다시 사용할 수 없습니다. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=확장된 주문 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt index fd274d4e3f..f3852ff291 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt @@ -1,86 +1,83 @@ -ModUi/&AccountForAllDiceOnFollowUpStrike=기본 무기의 모든 추가 효과를 후속 공격 피트에 추가 -ModUi/&AccountForAllDiceOnSavageAttack=주사위 1개만 추가하는 대신 기본 무기 피해를 추가하는 기능에 기본 무기 피해의 모든 주사위를 추가합니다. [야만적 공격, 2H 무기 등] -ModUi/&AddAllToStore=스토어에 모두 추가 -ModUi/&AddBleedingToLesserRestoration=상급 및 하급 복원으로 제거된 상태에 출혈 상태를 추가합니다. -ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 사용자 정의 아이콘 추가 [탄약, 조리법, 키트 등] [다시 시작해야 함] -ModUi/&AddDarknessPerceptiveToDarkRaces=Darkelf, Dark Kobold 및 Gray Dwarf에서 Darkness Perceptive를 활성화하세요. color> \n[빛이 없거나 마법의 어둠 속에서 인지 검사에 이점을 부여합니다.] +ModUi/&AccountForAllDiceOnFollowUpStrike=기본 무기의 모든 추가 효과를 추적 공격 특기에 추가합니다. +ModUi/&AccountForAllDiceOnSavageAttack=기본 무기 데미지를 추가하는 기능에는 1개의 주사위만 추가하는 대신 기본 무기 데미지를 추가하는 모든 주사위를 추가합니다. [야만적 공격, 2H 무기 등] +ModUi/&AddAllToStore=모두 저장에 추가 +ModUi/&AddBleedingToLesserRestoration=상위 및 하위 회복으로 제거된 상태에 출혈 상태를 추가합니다. +ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 사용자 지정 아이콘 추가 [탄약, 레시피, 키트 등] [재시작 필요] +ModUi/&AddDarknessPerceptiveToDarkRaces=다크엘프, 다크 코볼드, 그레이 드워프에게 어둠 지각을 활성화합니다. \n[조명이 없거나 마법적 어둠에 있을 때 지각 검사에 유리합니다] ModUi/&AddDexModifierToEnemiesInitiativeRoll=적에게 DEX 수정치를 추가합니다 이니셔티브 롤 -ModUi/&AddFallProneActionToAllRaces=모든 플레이 가능한 종족에 엎드려 넘어지기 액션을 추가합니다. [비용 없이 엎드려 넘어질 수 있습니다] -ModUi/&AddFighterLevelToIndomitableSavingReroll=파이터를 활성화하여 클래스 레벨을 불굴의 저항 저장 던지기 재굴림에 보너스로 추가하세요. -ModUi/&AddGrappleActionToAllRaces=모든 플레이 가능한 종족에 Grapple 액션을 추가합니다. -ModUi/&AddHelpActionToAllRaces=플레이 가능한 모든 종족에 도움말 액션을 추가하세요. [당신은 1셀 내의 생물을 공격하는 아군 생물을 도울 수 있습니다] -ModUi/&AddHumanoidFavoredEnemyToRanger=레인저 인간형 선호 적 활성화 -ModUi/&AddNewBrightEyeColors=새로운 밝은 눈 색깔 추가 -ModUi/&AddNewWeaponsAndRecipesToShops=상점에 새로운 무기와 제조법 추가 [핸드 랩, 미늘창, 창, 긴 철퇴, 손 석궁] [재시작 필요] -ModUi/&AddPaladinSmiteToggle=팔라딘이 치명타 시에만 강타를 활성화할 수 있도록 토글을 추가하세요. [반응 메시지를 최소화하는 데 유용함] -ModUi/&AddPickPocketableLoot=소매치기 가능한 전리품 추가 [소매치기 기능이 활성화된 경우 권장] -ModUi/&AddToStore=스토어에 추가 -ModUi/&Advanced=고급: [다시 시작 필요] -ModUi/&AdvancedHelp=• 주의: 이 설정을 사용하려면 플레이어에 이 모드가 설치되어 있어야 합니다. -ModUi/&AllItemInDm=DM의 모든 항목 -ModUi/&AllRecipesInDm=모든 레시피는 DM에 있어요 +ModUi/&AddFallProneActionToAllRaces=모든 직업에 엎드려 넘어짐 액션을 추가합니다. [비용 없이 엎드려 넘어질 수 있습니다] +ModUi/&AddFighterLevelToIndomitableSavingReroll=불굴의 저항력 세이빙 스로우 재시전에 보너스로 클래스 레벨을 추가합니다. +ModUi/&AddGrappleActionToAllRaces=모든 클래스에 Grapple 액션을 추가합니다. +ModUi/&AddHelpActionToAllRaces=모든 클래스에 도움 액션을 추가합니다. [당신은 1셀 이내의 생물을 공격하는 데 아군 생물을 도울 수 있습니다] +ModUi/&AddHumanoidFavoredEnemyToRanger=인간형 선호 적 활성화 +ModUi/&AddNewWeaponsAndRecipesToShops=상점에 새로운 무기와 제조법을 추가하세요 [손가락 묶는 무기, 도끼창, 창, 긴 메이스, 손 석궁] [재시작 필요] +ModUi/&AddPaladinSmiteToggle=성기사가 치명타에만 스마이트를 사용할 수 있도록 토글을 추가합니다. [반응 프롬프트를 최소화하는 데 유용함] +ModUi/&AddPickPocketableLoot=주머니털이 가능한 전리품 추가 [주머니털이 특기가 활성화된 경우 추천] +ModUi/&AddToStore=매장에 추가 +ModUi/&Advanced=고급: [재시작 필요] +ModUi/&AdvancedHelp=• 주의: 이러한 설정을 사용하려면 플레이어에 이 모드가 설치되어 있어야 합니다. +ModUi/&AllItemInDm=DM의 모든 아이템 +ModUi/&AllRecipesInDm=DM의 모든 레시피 ModUi/&AllowAllPlayersOnNarrativeSequences=+ 내러티브 시퀀스에서 모든 플레이어 허용 ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=자연스러운 어둠 속에서 아군이 레인저 글룸스토커를 인식하도록 허용합니다. -ModUi/&AllowAnyClassToWearSylvanArmor=모든 클래스가 실반 갑옷 또는 빛의 인도자 옷을 착용할 수 있도록 허용합니다. -ModUi/&AllowBeardlessDwarves=수염이 없는 드워프 허용 -ModUi/&AllowBladeCantripsToUseReach=블레이드 캔트립이 5피트 대신 리치를 사용하도록 허용 +ModUi/&AllowAnyClassToWearSylvanArmor=모든 직업군이 실반 갑옷 또는 빛을 가져오는 옷을 착용할 수 있도록 허용합니다. +ModUi/&AllowBladeCantripsToUseReach=블레이드 캔트립이 5피트 대신 도달 범위를 사용하도록 허용 ModUi/&AllowClubsToBeThrown=곤봉을 단검이나 손도끼처럼 던질 수 있도록 허용합니다. -ModUi/&AllowDisplayingNonSuggestedSpells=각 목록에서 Mod가 제안하지 않은 주문을 허용합니다. -ModUi/&AllowDisplayingOfficialSpells=각 목록에 게임 공식 주문을 허용합니다. -ModUi/&AllowDruidToWearMetalArmor=드루이드가 금속 방어구를 착용하도록 허용 -ModUi/&AllowDungeonsMaxLevel20=최대 레벨 20까지 던전 허용 -ModUi/&AllowFlightSuspend=아이템과 주문의 비행을 일시적으로 중단하도록 허용합니다. [야생형 또는 비행 종족에는 영향을 주지 않습니다] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=가젯이나 소품을 배치할 때 확인을 우회하려면 CTRL 클릭을 활성화하세요. -ModUi/&AllowHasteCasting=추가 행동이 포함된 주문의 시전이 가속되지 않도록 허용 [여전히 라운드당 주 행동 주문이 1개로 제한됩니다] -ModUi/&AllowHornsOnAllRaces=모든 인종에 경적 허용 [인종, 머리, 경적에 따라 결과가 끔찍해 보일 수 있음] -ModUi/&AllowMoreRealStateOnRestPanel=나머지 패널에서 더 많은 실제 상태 허용 [전 패널의 휴식 작업 후 숨기기 및 후 패널의 복구 기능] -ModUi/&AllowStackedMaterialComponent=스택된 재료 구성요소 허용 [예: 2x500gp 다이아몬드는 1000gp 다이아몬드와 같습니다.] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=연쇄 번개 주문 시전 시 대상 선택 허용 -ModUi/&AllowUnmarkedSorcerers=원산지 표시와 문신 없이 Sorcerer를 허용합니다. -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT 키만 파티 시야에 있는 가젯을 강조 표시합니다. [사용자 정의 던전만 해당] -ModUi/&ArcaneShieldstaffOptions=모든 클래스가 아케인 쉴드스태프를 조정할 수 있도록 허용 +ModUi/&AllowDisplayingNonSuggestedSpells=각 목록에 제안되지 않은 주문 허용 +ModUi/&AllowDisplayingOfficialSpells=각 목록에 게임 공식 주문 허용 +ModUi/&AllowDruidToWearMetalArmor=드루이드가 금속 갑옷을 착용할 수 있도록 허용 +ModUi/&AllowDungeonsMaxLevel20=최대 레벨 20인 던전 허용 +ModUi/&AllowFlightSuspend=아이템과 주문의 비행을 일시적으로 중단할 수 있습니다. [야생형이나 비행 종족에는 영향을 미치지 않습니다.] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=가젯이나 소품을 배치할 때 모든 검사를 우회하려면 CTRL 클릭을 활성화하세요. +ModUi/&AllowHasteCasting=서두름으로 인해 추가 액션이 있는 주문을 시전할 수 있습니다. [라운드당 주요 액션 주문은 여전히 ​​1개로 제한됩니다.] +ModUi/&AllowHornsOnAllRaces=모든 종족에 뿔 허용 [종족, 머리, 뿔에 따라 결과가 끔찍해 보일 수 있음] +ModUi/&AllowMoreRealStateOnRestPanel=휴식 패널에서 더 많은 실제 상태 허용 [이전 패널에서 휴식 작업 숨기기 및 이후 패널에서 복구 기능 숨기기] +ModUi/&AllowStackedMaterialComponent=중첩된 재료 구성요소 허용 [예: 2x500gp 다이아몬드는 1000gp 다이아몬드와 동일함] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=체인 라이트닝 주문을 시전할 때 대상 선택을 허용합니다. +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT 키는 파티 시야에 있는 가젯만 강조 표시합니다. [사용자 지정 던전만 해당] +ModUi/&ArcaneShieldstaffOptions=비전 방패지팡이가 모든 직업군에 의해 조율되도록 허용합니다. ModUi/&Backgrounds=배경 -ModUi/&BackgroundsAndRaces=배경 및 인종 +ModUi/&BackgroundsAndRaces=배경 및 종족 ModUi/&Basic=기본: ModUi/&Bestiary=동물 우화집 -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=저주 부여는 L5+ 주문 슬롯으로 시전할 때 집중이 필요하지 않습니다. -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=맹인 상태는 기회 공격을 허용하지 않습니다. +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=저주 부여는 L5+ 주문 슬롯으로 시전할 경우 집중이 필요하지 않습니다. +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=눈멀음 상태에서는 기회공격이 허용되지 않습니다. ModUi/&Blueprints=청사진 -ModUi/&Campaigns=캠페인: -ModUi/&CampaignsAndLocations=캠페인 및 위치: +ModUi/&Campaigns=게임 UI ModUi/&Category=범주 -ModUi/&ChangeDragonbornElementalBreathUsages=짧은 휴식마다 드래곤본 원소 호흡 사용량을 체질 수정자로 변경 -ModUi/&ChangeSleetStormToCube=원통형 대신 큐브를 사용하도록 진눈깨비 변경 +ModUi/&ChangeDragonbornElementalBreathUsages=드래곤본 원소 숨결 사용을 짧은 휴식당 체력 수정치로 변경 +ModUi/&ChangeSleetStormToCube=눈보라 폭풍을 실린더 대신 큐브를 사용하도록 변경합니다. ModUi/&Changelog=변경 로그 ModUi/&Character=성격 ModUi/&CharactersPool=캐릭터 풀 -ModUi/&Classes=수업 -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=냉기 면역은 냉각 및 동결 조건에도 면역을 부여합니다. -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=냉기 저항은 또한 냉각 상태에 대한 면역을 부여하고 냉동에서 냉각으로 감소시킵니다. +ModUi/&Classes=수업 +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=추위 면역은 또한 냉각 및 동결 조건에 대한 면역을 부여합니다. +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=저온 저항은 냉각 상태에 대한 면역성을 부여하고 동결 상태를 냉각 상태로 줄입니다. ModUi/&Combat=전투: ModUi/&Crafting=제작: -ModUi/&CraftingHelp=• 버튼을 누르면 활성 파티에서 즉시 레시피를 배울 수 있습니다.\n• 상점에 추가된 항목은 파티가 해당 위치를 떠나 다시 돌아와야 할 수도 있습니다. +ModUi/&CraftingHelp=• 활성 파티에서 즉시 요리법을 배우려면 버튼을 누르세요.\n• 상점에 추가된 아이템은 파티가 위치에서 멀리 이동해서 돌아와야 할 수도 있습니다. ModUi/&Credits=크레딧 ModUi/&CreditsAndDiagnostics=크레딧 및 진단 ModUi/&Critical=치명타: -ModUi/&CriticalOption0=0: 게임 기본값, 피해 주사위를 두 번 굴리고 결과를 추가하고 수정자를 추가합니다 [XdY+XdY+Z] -ModUi/&CriticalOption1=1: 피해 주사위의 최대 결과를 합산하여 공격 피해에 추가합니다. [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: 가능한 가장 높은 결과를 굴리는 피해 주사위를 계속해서 다시 굴려 총 피해량에 추가합니다. -ModUi/&CriticalOption3=3: 추가 주사위를 굴리는 대신 공격의 총 피해를 두 배로 늘립니다. [(XdY+Z)*2] +ModUi/&CriticalOption0=0: 게임 기본값, 데미지 주사위를 두 번 굴리고 결과를 더하고 수정자를 추가합니다. [XdY+XdY+Z] +ModUi/&CriticalOption1=1: 데미지 주사위의 최대 결과를 합산하여 공격의 데미지에 더합니다. [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: 가능한 가장 높은 결과가 나오는 모든 데미지 주사위를 계속 다시 굴려 총 데미지에 추가합니다. +ModUi/&CriticalOption3=3: 추가 주사위를 굴리는 대신 공격의 총 데미지를 두 배로 늘립니다. [(XdY+Z)*2] ModUi/&Deities=신들 -ModUi/&DisableAutoEquip=인벤토리 내 아이템 자동 장착 비활성화 -ModUi/&DisableBarbarianBrutalCritical=+ 또한 레벨 9, 13, 17에서 야만인 잔혹한 치명적을 비활성화합니다. -ModUi/&DisableCastSpellPreRequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 시전 주문 전제 조건을 비활성화합니다. [다시 시작 필요] -ModUi/&DisableClassPrerequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 레벨 전제 조건을 비활성화합니다. +ModUi/&DisableAutoEquip=인벤토리에 있는 아이템의 자동 장착을 비활성화합니다. +ModUi/&DisableBarbarianBrutalCritical=+ 레벨 9, 13, 17에서 잔혹한 치명타도 비활성화합니다. +ModUi/&DisableCastSpellPreRequisitesOnModFeats=특기 모드에서 주문 시전 전제 조건 비활성화 [재시작 필요] +ModUi/&DisableClassPrerequisitesOnModFeats=특기에 레벨 전제 조건 비활성화 ModUi/&DisableMultilineSpellOffering=액션 바에서 다중 줄 주문 제공 비활성화 [주로 멀티캐스터 영웅을 사용하지 않는 컨트롤러 사용자를 위해] -ModUi/&DisableRacePrerequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 레이스 전제 조건을 비활성화합니다. -ModUi/&DisableSenseDarkVisionFromAllRaces=모든 플레이 가능한 종족에서 암흑 비전 감지를 비활성화합니다. [다시 시작 필요] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=플레이 가능한 모든 종족에서 Superior Sense Dark Vision을 비활성화합니다. [다시 시작 필요] -ModUi/&DisableUnofficialTranslations=모드 속도를 높이기 위해 비공식 번역 지원을 비활성화합니다. [중국어, 이탈리아어, 일본어, 한국어 또는 스페인어를 구사하지 않는 한] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ 레벨 업 중에 다른 클래스의 알려진 모든 주문 표시 -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ 캐릭터 패널 대신 주문 선택 시 워록 조약 슬롯 표시 -ModUi/&DocsArcaneShots=신비한 사격 +ModUi/&DisableRacePrerequisitesOnModFeats=특기에 대한 종족 전제 조건 비활성화 +ModUi/&DisableSenseDarkVisionFromAllRaces=모든 플레이 가능 종족의 어둠의 시야 감지를 비활성화합니다. [재시작 필요] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=모든 플레이 가능 종족의 Superior Sense Dark Vision 비활성화 [재시작 필요] +ModUi/&DisableUnofficialTranslations=비공식 번역 지원을 비활성화하여 모드 속도를 높이세요 [중국어, 이탈리아어, 일본어, 한국어 또는 스페인어를 구사하지 않는 한] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ 레벨업 중 다른 클래스의 알려진 모든 주문을 표시합니다. +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ 캐릭터 패널 대신 주문 선택에 워록 계약 슬롯을 표시합니다. +ModUi/&DocsArcaneShots=아케인 샷 ModUi/&DocsBackgrounds=배경 +ModUi/&DocsClasses=수업 ModUi/&DocsFeats=업적 ModUi/&DocsFightingStyles=격투 스타일 ModUi/&DocsInfusions=주입 @@ -89,267 +86,234 @@ ModUi/&DocsManeuvers=연습 ModUi/&DocsMetamagic=메타매직 ModUi/&DocsRaces=경마 대회 ModUi/&DocsSpells=주문 -ModUi/&DocsSubclasses=서브클래스 -ModUi/&DocsSubraces=하위 경주 -ModUi/&DocsVersatilities=다양성 -ModUi/&Donate=기부: {0} -ModUi/&DontDisplayHelmets=그래픽 캐릭터에 헬멧을 표시하지 마세요 [재시작 필요] +ModUi/&DocsSubclasses=하위 클래스 +ModUi/&DocsSubraces=아종 +ModUi/&DocsVersatilities=다재다능함 +ModUi/&Donate=기부하기: {0} ModUi/&DontEndTurnAfterReady=준비 행동을 사용한 후에 턴을 끝내지 마세요 [서둘러서 또는 다른 출처에서 보너스 행동이나 추가 주요 행동을 사용할 수 있음] -ModUi/&DontFollowCharacterInBattle=캐릭터가 이미 화면에 있으면 전투 카메라가 따라오지 않습니다. -ModUi/&DontFollowMargin=+ 영웅이 꺼져 있거나 화면 가장자리의 % 내에 있지 않은 경우 -ModUi/&DungeonMakerBasicHelp=• 이 설정에서는 플레이어에 이 모드를 설치할 필요가 없습니다. +ModUi/&DontFollowCharacterInBattle=캐릭터가 이미 화면에 있는 경우 전투 카메라가 따라가지 않습니다. +ModUi/&DontFollowMargin=+ 영웅이 화면 가장자리 밖에 있거나 % 이내에 있지 않는 한 +ModUi/&DungeonMakerBasicHelp=• 이러한 설정은 플레이어가 이 모드를 설치하도록 요구하지 않습니다. ModUi/&DungeonMakerMenu=던전메이커 ModUi/&Effects=효과 -ModUi/&EmpressGarbAppearance=복 황후 등장 +ModUi/&EmpressGarbAppearance=황후 복장 모습 ModUi/&EnableActionSwitching=동작 전환 막대 활성화 [동작 순서를 완벽하게 제어하는 ​​데 유용함] -ModUi/&EnableAdditionalBackstoryDisplay=배경 검사 시 추가 배경 스토리 표시 활성화 -ModUi/&EnableAdditionalIconsOnLevelMap=레벨 맵에서 캠프, 출구 및 텔레포터에 대한 추가 아이콘을 활성화합니다. +ModUi/&EnableAdditionalBackstoryDisplay=배경 검사에서 추가 배경 스토리 표시 활성화 +ModUi/&EnableAdditionalIconsOnLevelMap=레벨 맵에서 캠프, 출구 및 텔레포터에 대한 추가 아이콘 활성화 ModUi/&EnableAdditionalItemsInDungeonMaker=편집기에 수정된 항목 추가 -ModUi/&EnableAlternateHuman=대체 인간 [+1 재주 / +2 속성 선택 / +1 기술] 활성화 -ModUi/&EnableAlternateVotingSystem=대체 투표 시스템 활성화 [선택 가중치 = 투표 * 영웅 카리스마 수정자] -ModUi/&EnableBarbarianBrutalStrike=레벨 9, 13, 17에서 야만인 잔혹한 일격잔혹한 일격 개선을 활성화하세요. -ModUi/&EnableBarbarianFightingStyle=레벨 2에서 야만인 격투 스타일 선택 활성화 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=야만인 무모한 공격 버프 및 디버프를 활성화하여 다음 턴 시작 시 완료 -ModUi/&EnableBarbarianRegainOneRageAtShortRest=레벨 7에서 야만인이 짧은 휴식 시간 동안 분노를 한 번 회복할 수 있도록 합니다. -ModUi/&EnableBardHealingBalladOnLongRest=장기 휴식 시 Bard College of Hope 힐링 발라드 활성화 -ModUi/&EnableBetaContent=베타 콘텐츠 활성화 [다시 시작 필요] -ModUi/&EnableCancelEditOnRightMouseClick=마우스 오른쪽 버튼 클릭으로 취소 작업 활성화 -ModUi/&EnableCantripsTriggeringOnWarMagic=전쟁 마법 추가 보너스 공격을 발동하려면 캔트립을 활성화하세요. -ModUi/&EnableCharacterChecker=메인 화면 > 캐릭터에서 문자 검사기 버튼을 활성화하세요. -ModUi/&EnableCharacterExport=캐릭터를 내보내려면 CTRL-SHIFT-(E)를 활성화하세요. -ModUi/&EnableCharactersOnFireToEmitLight=불타는 캐릭터는 빛을 내야 합니다. [빛의 큐브, 불의 정령, 불의 광대, 불의 물수리, 불의 거미, 불의 상태의 종족] -ModUi/&EnableCheatMenu=치트 메뉴 활성화 -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=CTRL 클릭-드래그를 활성화하여 드롭 시 퀘스트 아이템 검사를 무시합니다. -ModUi/&EnableCustomPortraits=맞춤 초상화 활성화 -ModUi/&EnableCustomPortraitsHelp=• 사용자 정의 초상화를 하위 폴더 개인 또는 PreGen 아래에 배치하세요. , 영웅의 이름을 따서 명명됨 [예: Anton, Celia, Nialla 등]\n• PNG 사용 투명 레이어가 있는 256 x 384 픽셀 크기의 이미지 [최상의 결과를 얻으려면 김프 사용] -ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro 활성화\n[플랫 룸, 150x150 및 200x200 던전 크기 및 모든 환경의 자산을 혼합하는 장식 없음] +ModUi/&EnableAlternateHuman=대체 인간 [+1 특기 / +2 속성 선택 / +1 기술]을 활성화합니다. +ModUi/&EnableAlternateVotingSystem=대체 투표 시스템 활성화 [선택 가중치 = 투표 수 * 영웅 카리스마 수정치] +ModUi/&EnableBarbarianBrutalStrike=레벨 9, 13, 17에서 잔혹한 일격과 잔혹한 일격 개선을 활성화합니다. +ModUi/&EnableBarbarianFightingStyle=레벨 2에서 격투 스타일 선택 가능 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=다음 턴 시작 시 무모한 공격 버프와 디버프가 완료되도록 활성화합니다. +ModUi/&EnableBarbarianRegainOneRageAtShortRest=7레벨에서 짧은 휴식 시간 동안 격노 한 번 회복 가능 +ModUi/&EnableBardHealingBalladOnLongRest=긴 휴식 시 Bard College of Hope 힐링 발라드 활성화 +ModUi/&EnableBetaContent=베타 콘텐츠 활성화 [재시작 필요] +ModUi/&EnableCancelEditOnRightMouseClick=마우스 오른쪽 클릭으로 취소 작업 활성화 +ModUi/&EnableCantripsTriggeringOnWarMagic=주문이 전쟁 마법 추가 보너스 공격을 발동하도록 허용합니다. +ModUi/&EnableCharactersOnFireToEmitLight=불타는 캐릭터는 빛을 내야 합니다. [빛의 큐브, 불의 정령, 불의 광대, 불의 물수리, 불의 거미, 불의 상태 패밀리] +ModUi/&EnableCustomPortraits=사용자 정의 초상화 활성화 +ModUi/&EnableCustomPortraitsHelp=• 영웅의 이름을 따서 Personal 또는 PreGen 하위 폴더에 사용자 지정 초상화를 넣습니다. [예: Anton, Celia, Nialla 등]\n• 투명 레이어가 있는 256 x 384픽셀 크기의 PNG 이미지를 사용합니다. [최상의 결과를 위해 GIMP를 사용하세요] +ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro 활성화\n[평평한 방, 150x150 및 200x200 던전 크기, 모든 환경의 자산을 혼합한 단순함 포함] ModUi/&EnableElevationCameraToStayAtPosition=+ 전투 중 고도 카메라를 활성화하여 비활성화 후에도 위치를 유지하고 범위를 3배로 늘립니다. -ModUi/&EnableEpicPointsAndArray=엄청난 35포인트 구매 시스템 및 배열 활성화 [17,15,13,12,10,8] [다시 시작 필요] -ModUi/&EnableExtendedProficienciesPanelDisplay=확장된 숙련도 패널 표시 활성화 [비전 사격, 주입, 기동 및 다용도]\n[performance 캐릭터 점검에 들어갑니다. 사용에 따른 책임은 본인에게 있습니다] -ModUi/&EnableFeatsAtEvenLevels=레벨 2, 10, 18에서 재능 선택 활성화 -ModUi/&EnableFeatsAtEvenLevelsMiddle=레벨 6과 14에서 재능 선택 활성화 -ModUi/&EnableFighterWeaponSpecialization=레벨 8과 16에서 전투기 무기 전문화 활성화 [적중 및 피해에 +1을 주지만 다른 무기에 대해서는 불리함을 얻습니다. 유형] -ModUi/&EnableFlexibleBackgrounds=유연한 배경 활성화 [배경에서 기술 및 도구 숙련도 선택] -ModUi/&EnableFlexibleRaces=유연한 종족 활성화 [인종 기본값 대신 능력 점수 포인트 할당] +ModUi/&EnableEpicPointsAndArray=35포인트의 장대한 구매 시스템과 배열을 활성화하세요 [17,15,13,12,10,8] [재시작 필요] +ModUi/&EnableExtendedProficienciesPanelDisplay=확장된 숙련도 패널 표시 활성화 [비밀의 사격, 주입, 기동 및 다양성]\n[캐릭터 검사 시 성능 저하. 사용 시 모든 위험을 감수해야 함] +ModUi/&EnableFeatsAtEvenLevels=레벨 2, 10, 18에서 특기 선택 활성화 +ModUi/&EnableFeatsAtEvenLevelsMiddle=레벨 6과 14에서 특기 선택 활성화 +ModUi/&EnableFighterWeaponSpecialization=레벨 8과 16에서 무기 전문화 활성화 [명중률과 피해량이 +1 증가하지만 다른 무기 유형에는 불리함] +ModUi/&EnableFlexibleBackgrounds=유연한 배경 사용 [배경에서 기술 및 도구 숙련도 선택] +ModUi/&EnableFlexibleRaces=유연한 종족 활성화 [종족 기본값 대신 능력치 점수 할당] ModUi/&EnableGauntletMainAttacks=수도사 또는 핸드랩 또는 건틀릿을 장착한 경우 캐릭터가 주요 행동으로 비무장 공격을 허용합니다. ModUi/&EnableHeroWithBestProficiencyToRollChoice=가장 뛰어난 능력을 가진 영웅이 대화 선택을 할 수 있도록 합니다. [작동하지만 공식 캠페인에서는 내레이션이 이상하게 보입니다.] -ModUi/&EnableHigherGroundRules=더 높은 지대 규칙 활성화 [더 높은 지대에서 공격할 경우 적중률 +1] -ModUi/&EnableHotkeyDebugOverlay=디버그 오버레이를 표시하려면 CTRL-SHIFT-(D)를 활성화하세요. -ModUi/&EnableHotkeyToggleHud=HUD 디스플레이를 전환하려면 CTRL-SHIFT-(H)를 활성화하세요. +ModUi/&EnableHigherGroundRules=더 높은 곳의 규칙 활성화 [더 높은 곳에서 공격할 경우 적중률 +1] ModUi/&EnableInventoryFilteringAndSorting=재고 필터링 및 정렬 활성화 -ModUi/&EnableInventoryTaintNonProficientItemsRed=영웅이 능숙하지 않은 모든 아이템을 빨간색으로 물들입니다. -ModUi/&EnableInventoryTintKnownRecipesRed=알려진 레시피를 빨간색으로 틴트 -ModUi/&EnableInvisibleCrownOfTheMagister=게임 UI에서 마지스터의 왕관 숨기기 -ModUi/&EnableLevel20=레벨 20 활성화 [다시 시작해야 함] -ModUi/&EnableLogDialoguesToConsole=내러티브 시퀀스 중에 게임 콘솔에 대한 로그 대화 활성화 -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=맞춤 캠페인에서 잘못된 참조 기록 활성화 -ModUi/&EnableMinInOutAttributes=+ 능력 점수 최소 입력 및 출력 전제 조건 시행 -ModUi/&EnableMonkAbundantKi=레벨 2에서 몽크 풍부한 Ki 활성화 [숙련 보너스 반올림에 해당하는 추가 Ki 획득] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=수도사 몸과 정신을 활성화하여 레벨 20에서 완벽한 자아를 대체하세요. -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=몽크 무술 - 보너스 비무장 공격을 활성화하여 사용 전에 공격 조치가 필요하지 않도록 하세요. -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=몽크 Flurry of Blows를 활성화하면 사용 전에 공격 조치가 필요하지 않습니다. -ModUi/&EnableMonkFightingStyle=레벨 2에서 몽크 격투 스타일 선택 활성화 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=몽크 핸드랩건틀릿이 건틀릿 슬롯에서 작동하도록 활성화합니다. -ModUi/&EnableMonkHeightenedMetabolism=레벨 10 [폭풍의 타격, 환자 방어에서 몽크 신진대사 강화 활성화 바람의 발걸음은 추가 혜택을 얻습니다.] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=추락하지 않고 수직 표면을 따라 이동하려면 몽크 향상된 비무장 이동을 활성화하세요. -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=레벨 18에서 Empty Body를 대체하려면 몽크 우수 방어를 활성화하세요. -ModUi/&EnableMonkWeaponSpecialization=레벨 2와 11에서 몽크 무기 전문화를 활성화하세요. [선택한 무기 유형이 몽크 무기가 됩니다] -ModUi/&EnableMulticlass=멀티클래스 활성화 [다시 시작 필요] -ModUi/&EnableOneDndHealingSpellsBuf=상처 치료, 치유의 말씀, 상처 대량 치료 및 대량 치유의 말씀 -ModUi/&EnablePcgRandom=더 나은 무작위 생성기 알고리즘 활성화 [https://www.pcg-random.org] +ModUi/&EnableInventoryTaintNonProficientItemsRed=영웅이 능숙하지 않은 모든 아이템을 빨간색으로 칠합니다. +ModUi/&EnableInventoryTintKnownRecipesRed=알려진 레시피를 빨간색으로 칠하다 +ModUi/&EnableLevel20=레벨 20 활성화 [재시작 필요] +ModUi/&EnableLogDialoguesToConsole=내러티브 시퀀스 중 게임 콘솔에 로그 대화 활성화 +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=사용자 정의 캠페인에서 잘못된 참조 로깅 활성화 +ModUi/&EnableMinInOutAttributes=+ 최소 입출력 전제 조건 능력치 적용 +ModUi/&EnableMonkAbundantKi=2레벨에서 풍부한 기를 활성화합니다. [숙련도 보너스의 절반에 해당하는 추가 기를 얻습니다(올림)] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=레벨 20에서 완벽한 자아를 대체하기 위해 신체와 정신을 활성화합니다. +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=무술 - 보너스 비무장 타격을 활성화하여 사용 전에 공격 동작이 필요하지 않도록 합니다. +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=사용 전에 공격 동작이 필요하지 않도록 Flurry of Blows를 활성화합니다. +ModUi/&EnableMonkFightingStyle=레벨 2에서 격투 스타일 선택 가능 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=핸드랩과 건틀릿이 건틀릿 슬롯에서 작동하도록 활성화합니다. +ModUi/&EnableMonkHeightenedMetabolism=레벨 10에서 높아진 신진대사 활성화 [연타격, 환자 방어, 바람의 발걸음이 추가 혜택을 얻습니다] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=개선된 비무장 이동을 활성화하여 떨어지지 않고 수직 표면을 따라 이동합니다. +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=레벨 18에서 빈 몸을 대체하기 위해 우수한 방어력을 활성화합니다. +ModUi/&EnableMonkWeaponSpecialization=레벨 2와 11에서 무기 전문화를 활성화합니다. [선택한 무기 유형이 당신에게 수도사 무기가 됩니다] +ModUi/&EnableMulticlass=다중 클래스 활성화 [재시작 필요] +ModUi/&EnableOneDndHealingSpellsBuf=상처 치료, 치유의 말씀, 대량 상처 치료, 대량 치유의 말씀에 OneDnd 치유 주사위 버프를 활성화합니다. +ModUi/&EnablePcgRandom=더 나은 난수 생성 알고리즘을 활성화하세요 [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=위/아래 축에서도 푸시 및 풀 모션 효과를 작동하도록 설정 -ModUi/&EnableRangerNatureShroudAt10=레벨 10에서 레인저 자연의 장막 기능을 활성화하세요. [보너스 액션으로 다음 턴이 시작될 때까지 마법처럼 투명해질 수 있습니다 ] -ModUi/&EnableRejoinParty=CTRL-SHIFT-(R)을 활성화하면 선택한 영웅이나 리더를 중심으로 파티에 다시 합류할 수 있습니다. [5인 또는 6인 파티에 유용합니다. ] -ModUi/&EnableRelearnSpells=다른 소스에서 이미 배운 캔트립이나 주문 선택 활성화 +ModUi/&EnableRangerNatureShroudAt10=레벨 10에서 자연의 베일 기능을 활성화합니다. [보너스 액션으로 다음 턴이 시작될 때까지 마법으로 투명해질 수 있습니다.] +ModUi/&EnableRelearnSpells=다른 출처에서 이미 배운 주문이나 주문 선택 가능 ModUi/&EnableRespec=휴식 동작 후 RESPEC 활성화 [멀티플레이어 세션 동안 RESPEC 사용하지 마세요] -ModUi/&EnableRogueCunningStrike=레벨 5와 14에서 도적 교활한 일격악랄한 일격을 활성화하세요. [1은 포기하세요. 추가 적중 효과를 위한 몰래 공격 주사위] -ModUi/&EnableRogueFightingStyle=레벨 2에서 도적 격투 스타일 선택 활성화 -ModUi/&EnableRogueSteadyAim=레벨 3에서 도적 고정 조준을 활성화하세요. [보너스 액션은 다음 공격 굴림에 이점을 제공합니다. 아직 움직이지 않았습니다] -ModUi/&EnableRogueStrSaving=도적을 활성화하여 교활한/악랄한 일격, 약화/개선된 일격칼날비에 DEX 또는 STR 수정자를 사용하세요. -ModUi/&EnableSaveByLocation=캠페인/위치별 저장 활성화 -ModUi/&EnableSignatureSpellsRelearn=긴 휴식마다 준비되도록 마법사 시그니처 주문을 활성화하세요. [레벨 20에 한 번이 아닌] -ModUi/&EnableSorcererMagicalGuidance=레벨 5에서 마법사 마법의 인도를 활성화합니다. +ModUi/&EnableRogueCunningStrike=레벨 5와 14에서 교활한 일격과 사악한 일격을 활성화합니다. [추가 적중 효과를 위해 몰래 공격 주사위 1개를 포기합니다] +ModUi/&EnableRogueFightingStyle=레벨 2에서 격투 스타일 선택 가능 +ModUi/&EnableRogueSteadyAim=레벨 3에서 안정적인 조준을 활성화합니다. [현재 턴에서 아직 이동하지 않았다면 다음 공격 굴림에 보너스 액션이 유리해집니다.] +ModUi/&EnableRogueStrSaving=교활한/사악한 일격, 약화시키는/향상된 일격, 칼날 우박에 DEX 또는 STR 수정치를 활성화합니다. +ModUi/&EnableSignatureSpellsRelearn=마법사 고유 주문을 긴 휴식마다 준비할 수 있도록 합니다. [레벨 20에서 한 번만] +ModUi/&EnableSorcererMagicalGuidance=레벨 5에서 ​​마법의 안내를 활성화합니다. ModUi/&EnableSorcererQuickenedAction=빠른 주문 동작을 활성화하여 빠른 메타매직이 적용된 주요 동작 주문을 시전할 수 있습니다. ModUi/&EnableSortingDungeonMakerAssets=Dungeon Maker 편집기에서 자산 정렬 활성화 ModUi/&EnableStatsOnHeroTooltip=영웅의 툴팁에 통계 표시 [예: 치명타, 치명타 실패 등] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ 또한 각 영웅은 약간의 무작위성을 위해 가중치에 D20 롤을 추가합니다. [선택 가중치 = 투표 * 영웅 카리스마 수정자 + D20 롤] -ModUi/&EnableTeleportParty=파티를 순간이동하려면 CTRL-SHIFT-(T)를 활성화하세요. [발견되지 않은 장소로 순간이동하면 퀘스트가 중단될 수 있습니다] 나> -ModUi/&EnableTeleportToRemoveRestrained=텔레포트를 활성화하여 대상의 제한 조건을 모두 제거하세요. -ModUi/&EnableTogglesToOverwriteDefaultTestParty=기본 플레이 및 테스트 파티를 설정하려면 캐릭터 풀의 토글을 활성화하세요. -ModUi/&EnableTooltipDistance=전투 중 캐릭터 위로 마우스를 가져갈 때 툴팁에 거리 표시 활성화 -ModUi/&EnableUpcastConjureElementalAndFey=정령 창조 및 페이 창조의 업캐스트를 활성화합니다. +ModUi/&EnableSumD20OnAlternateVotingSystem=+ 또한 각 영웅은 약간의 무작위성을 위해 D20 롤을 가중치에 추가합니다 [선택 가중치 = 투표 * 영웅 카리스마 수정치 + D20 롤] +ModUi/&EnableTeleportToRemoveRestrained=순간이동을 활성화하여 대상의 모든 제한된 조건을 제거합니다. +ModUi/&EnableTooltipDistance=전투 중 캐릭터 위에 마우스를 올려 놓으면 툴팁에 거리 표시가 활성화됩니다. +ModUi/&EnableUpcastConjureElementalAndFey=원소 소환과 요정 소환의 업캐스트를 활성화합니다. ModUi/&EnableVariablePlaceholdersOnTexts=설명에 변수 플레이스홀더 활성화 [플레이스홀더로 {VARIABLE_NAME} 사용] -ModUi/&EnableVttCamera=CTRL-SHIFT-(V)를 활성화하여 VTT 카메라를 전환합니다. [카메라 위치를 마우스 오른쪽 버튼으로 클릭하고 드래그하고, 팬 및 페이지 위로 이동하려면 WASD/ 확대하려면 페이지를 아래로 내리세요] -ModUi/&EnablesAsiAndFeat=속성 점수 증가와 feats 선택 [독점 선택 대신]을 모두 활성화합니다. +ModUi/&EnablesAsiAndFeat=속성 점수 증가와 특기 선택을 모두 활성화합니다. [독점 선택 대신] ModUi/&EncounterPercentageChance=무작위 만남 확률 설정 ModUi/&Encounters=만남 -ModUi/&EnemiesAlwaysRollInitiative=+ 적들은 강제 값 대신 항상 주도권을 굴립니다. [예: 설악 암살자] +ModUi/&EnemiesAlwaysRollInitiative=+ 적은 항상 강제된 값 대신 주도권을 굴립니다. [예: 소락 암살자] ModUi/&ExpandAll=모두 확장 -ModUi/&FactionHelp=진영 관계를 수정하려면 공식 캠페인 게임을 로드하세요... +ModUi/&FactionHelp=공식 캠페인 게임을 불러와서 파벌 관계를 수정하세요... ModUi/&FactionRelations=진영: -ModUi/&FasterTimeModifier=스페이스바를 누를 때의 게임 시간 수정 -ModUi/&FeatGroups=피트 그룹 -ModUi/&FeatGroupsHelp=• 각 그룹은 유사한 공적 [예: 신조, 전투 스타일, 메타마법 등]의 통합입니다.\n• 이 그룹의 업적은 더 이상 숙련도 선택 단계에서 직접 표시되지 않습니다.\n• 그룹을 선택하면 게임 화면을 깔끔하게 정리하기 위해 드롭다운 목록에 해당 업적이 제공됩니다. -ModUi/&Feats=특징 +ModUi/&FasterTimeModifier=스페이스바를 누를 때 게임 시간 수정 +ModUi/&FeatGroups=특기 그룹 +ModUi/&FeatGroupsHelp=• 각 그룹은 유사한 특기의 통합입니다. [예: 신조, 전투 스타일, 메타매직 등]\n• 이러한 그룹의 특기는 더 이상 숙련도 선택 단계에서 직접 볼 수 없습니다.\n• 그룹을 선택하면 게임 화면을 정리하기 위해 드롭다운 목록에 특기가 제공됩니다. +ModUi/&Feats=특기 ModUi/&FightingStyles=격투 스타일 -ModUi/&FixAsianLanguagesTextWrap=아시아 언어의 게임 UI 텍스트 줄바꿈 수정 [다시 시작 필요] -ModUi/&FixEldritchBlastRange=Eldritch Blast와 함께 공식 24셀 범위를 사용하세요. [12 대신] -ModUi/&FixRingOfRegenerationHealRate=재생의 고리 치유 속도를 3분당 HP 1로 설정 +ModUi/&FixAsianLanguagesTextWrap=아시아 언어 게임 UI 텍스트 줄바꿈 수정 [재시작 필요] +ModUi/&FixEldritchBlastRange=Eldritch Blast에 24개 셀 범위를 사용하세요. [12개 대신] +ModUi/&FixRingOfRegenerationHealRate=재생의 반지 회복 속도를 3분당 1HP로 설정합니다. ModUi/&FlightSuspendWingedBoots=+ Winged Boots 공식 규칙 사용 [비행 중단 시 남은 시간은 계산되지 않음] -ModUi/&Formation=형성: +ModUi/&Formation=포메이션: ModUi/&FormationError=멀티플레이어 게임 중에는 포메이션을 변경할 수 없습니다... -ModUi/&FormationHelp1=• 주어진 세트를 편집하려면 숫자 버튼을 사용하세요. [입력 시 단축키 활성화를 고려하세요] -ModUi/&FormationHelp2=• @는 상대적 영웅 위치를 나타냅니다. -ModUi/&FormationHelp3=• 위치를 바꾸려면 버튼 2개를 클릭하세요. -ModUi/&FormationHotkey=게임에서 포메이션 세트를 교체하려면 CTRL-SHIFT-(1..5)를 활성화하세요. -ModUi/&FormationResetAllSets=모두 초기화 -ModUi/&FormationResetThisSet=재설정 -ModUi/&FormationSelected=포메이션 세트 {0} 선택됨 -ModUi/&FullyControlConjurations=마법 [동물, 원소 등]을 완전히 제어합니다. -ModUi/&GameUi=게임 UI -ModUi/&Gameplay=게임플레이 +ModUi/&FormationHelp1=• 숫자 버튼을 사용하여 주어진 세트를 편집합니다. [입력 아래에 단축키를 활성화하는 것을 고려하세요] +ModUi/&FormationHelp2=• @는 상대적인 영웅 위치를 나타냅니다. +ModUi/&FormationHelp3=• 2개의 버튼을 클릭하여 위치를 바꾸십시오. +ModUi/&FormationResetAllSets=모두 재설정 +ModUi/&FormationResetThisSet=이것을 재설정 +ModUi/&FormationSelected=형성 세트 {0} 선택됨 +ModUi/&FullyControlConjurations=[동물, 정령 등]의 주문을 완벽하게 제어합니다. +ModUi/&Gameplay=게임 플레이 ModUi/&General=일반: ModUi/&GeneralMenu=일반적인 -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=음유시인 및 도적에게 시미터 무기 전문화 부여 -ModUi/&GridSelectedColor=그리드 색상 이동 변경 -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=아직 발견되지 않은 경우 출구 및 텔레포터 시각 효과 숨기기 -ModUi/&HideMonsterHitPoints=정확한 체력 대신 몬스터의 체력을 25% / 50% / 75% / 100% 단계로 표시합니다. +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=바드와 도적에게 무기 전문화를 부여합니다. +ModUi/&GridSelectedColor=움직임 변경 격자 색상 +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=아직 발견되지 않았다면 출구와 텔레포터 시각 효과를 숨깁니다. +ModUi/&HideMonsterHitPoints=정확한 체력 대신 25% / 50% / 75% / 100% 단계로 몬스터의 체력을 표시합니다. ModUi/&HideQuickenedActionWhenMetamagicOff=+ 메타매직 토글이 꺼져 있을 때 이 동작을 숨깁니다. -ModUi/&HighContrastTargetingAoeColor=AoE 생물 변경 선택 색상 강조 표시 -ModUi/&HighContrastTargetingSingleColor=단일 생물 변경 선택 색상 강조 표시 -ModUi/&House=집: -ModUi/&IdentifyAfterRest=짧거나 긴 휴식을 통해 마법 아이템을 식별하는 능력을 추가하세요. -ModUi/&IgnoreHandXbowFreeHandRequirements=손석궁을 사용하는 데 자유손이 필요하지 않습니다. -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=환영 주문은 범위 내에 TrueSight가 있는 대상에게는 자동으로 실패합니다. -ModUi/&ImproveLevelUpFeaturesSelection=레벨 업 기능 선택 개선 [다시 시작 필요]\n[영향 레인저 선호하는 적 및 지형 친화력, 드루이드 혈통 야수, 야만인 원소의 길 및 하위클래스 드라코닉 선택] -ModUi/&IncreaseGameTimeBy=게임 시간을 늘립니다. +ModUi/&HighContrastTargetingAoeColor=AoE 생물 변경 선택 색상 강조 +ModUi/&HighContrastTargetingSingleColor=단일 생물 변경 선택 색상 강조 +ModUi/&IdentifyAfterRest=짧은 휴식이나 긴 휴식 동안 마법 아이템 식별 능력을 추가합니다. +ModUi/&IgnoreHandXbowFreeHandRequirements=손 석궁을 사용할 때 자유로운 손이 필요하지 않습니다. +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=환상 주문은 범위 내에 TrueSight가 있는 대상에 대해 자동으로 실패합니다. +ModUi/&IncreaseGameTimeBy=게임 시간을 늘리세요 ModUi/&IncreaseMaxAttunedItems=레벨 10에서 최대 조정 아이템을 4개로, 레벨 18에서 5개로 증가시킵니다. -ModUi/&InitialChoices=생성: -ModUi/&Input=입력: -ModUi/&Interface=상호 작용 ModUi/&InventoryAndItems=인벤토리 및 아이템: -ModUi/&InvertAltBehaviorOnTooltips=툴팁에서 ALT 키 동작 반전 ModUi/&Invocations=호출 -ModUi/&ItemInDm=DM의 항목 -ModUi/&Items=항목: -ModUi/&ItemsCraftingMerchants=제작, 아이템, 상인 -ModUi/&ItemsHelp1=캐릭터 검사 화면을 열어 영웅에 아이템을 추가하세요... -ModUi/&ItemsHelp2=+를 눌러 지상 컨테이너에 항목을 추가하세요 -ModUi/&KeepInvisibilityWhenUsingItems=투명화가 깨지지 않는 아이템 사용 활성화 -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=기습 라운드 [첫 번째 영웅만]에서 감지되면 공격 후 영웅의 스텔스 기능을 업데이트하세요. -ModUi/&MakeAllMagicStaveArcaneFoci=모든 마법 지팡이를 신비한 초점으로 만듭니다. [보편적인 치유의 지팡이 제외] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 발견 후 레벨 지도에 보이지 않는 텔레포터의 위치도 표시 -ModUi/&MaxAllowedClasses=최대 허용 수업 -ModUi/&Merchants=상점: +ModUi/&ItemInDm=DM의 아이템 +ModUi/&Items=아이템: +ModUi/&ItemsCraftingMerchants=크래프팅 & 상인 +ModUi/&ItemsHelp1=영웅에게 아이템을 추가하려면 캐릭터 검사 화면을 여세요... +ModUi/&ItemsHelp2=지상 컨테이너에 아이템을 추가하려면 +를 누르세요. +ModUi/&KeepInvisibilityWhenUsingItems=아이템 사용을 활성화해도 투명성이 깨지지 않습니다. +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=깜짝 라운드에서 감지된 경우 공격 후 영웅의 은신 상태를 업데이트합니다. [첫 번째 영웅만 해당] +ModUi/&Locations=위치: +ModUi/&MakeAllMagicStaveArcaneFoci=모든 마법 지팡이를 비전 초점으로 만듭니다. [일반적인 치유의 지팡이는 제외] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 발견 후 레벨 맵에 보이지 않는 텔레포터의 위치도 표시 +ModUi/&MaxAllowedClasses=최대 허용 클래스 +ModUi/&Merchants=상인: ModUi/&Metamagic=메타매직 ModUi/&ModifyGravitySlam=+ 중력 강타 주문을 수정하여 영향을 받는 대상을 아래로 밀어내고 구체 대신 원통형으로 만듭니다. -ModUi/&Monsters=괴물: -ModUi/&MovementGridWidthModifier=이동 그리드 너비에 [%]를 곱합니다. -ModUi/&MulticlassKeyHelp=주문을 SHIFT 클릭하면 소비되는 기본 레퍼토리 슬롯 유형이 반전됩니다.\n[워록은 흰색 주문 슬롯을 소비합니다. 다른 사람들은 녹색 계약을 사용합니다.] -ModUi/&MultiplyTheExperienceGainedBy=경험치 획득량 [%] 곱하기 -ModUi/&NeverMoveCameraOnEnemyTurn=+ 적의 턴 중에는 카메라가 움직이지 않습니다 -ModUi/&NoExperienceOnLevelUp=레벨업에는 경험치가 필요하지 않습니다. -ModUi/&OfferAdditionalLoreFriendlyNames=캐릭터 생성 시 추가 지식 친화적인 이름 제공 -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 장점 / 단점 취소 눈먼, 보이지 않는 및 인지된 쌍 [공식 장점 / 단점과 함께 유용함 규칙] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 심하게 가려진 영역을 발사체 차단기로 변경 [Cloud Kill, 안개 구름 , 발화구름, 꽃잎 폭풍, 진눈깨비, 악취나는 구름] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 투명 생물은 심하게 가려져 표적이 될 수 있으며 생물에 대한 공격 굴림에는 불리한 점이 있고 생물의 공격 굴림에는 이점이 있습니다. -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 마법으로 가려진 영역을 발사체 차단기로 변경 [어둠 주문 효과의 모든 소스] -ModUi/&OfficialObscurementRulesTweakMonsters=+ 필요할 때마다 몬스터와 NPC에 Darkvision, BlindSight 및 TrueSight를 추가합니다. -ModUi/&OfficialObscurementRulesTweakMonstersHelp=[설정 컬렉션 암흑시야를 가져야 하는 괴물, 진정한 시야를 가져야 하는 괴물, 시야를 가져야 하는 괴물] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 소환 목록에서 가장 강력한 생물만 표시 -ModUi/&OutlineGridWidthModifier=윤곽선 그리드 너비에 [%]를 곱합니다. -ModUi/&OutlineGridWidthSpeed=윤곽선 그리드 애니메이션 속도에 [%]를 곱합니다. -ModUi/&OverrideMinMaxLevel=새로운 모험을 시작할 때 필요한 최소 및 최대 레벨을 재정의하세요 -ModUi/&OverridePartySize=파티 규모 재정의 +ModUi/&MovementGridWidthModifier=이동 그리드 너비를 [%]로 곱합니다. +ModUi/&MulticlassKeyHelp=SHIFT로 주문을 클릭하면 소모된 기본 레퍼토리 슬롯 유형이 반전됩니다.\n[워록은 흰색 주문 슬롯을 소모하고 다른 이들은 계약 녹색 주문 슬롯을 소모합니다] +ModUi/&Multiplayer=#F0DAA0>멀티플레이어: +ModUi/&MultiplyTheExperienceGainedBy=획득한 경험치를 [%] 곱합니다. +ModUi/&NeverMoveCameraOnEnemyTurn=+ 적의 턴 동안 카메라는 절대 움직이지 않습니다. +ModUi/&NoExperienceOnLevelUp=레벨업에 경험치는 필요하지 않습니다. +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 이점 / 단점을 취소합니다. 보이지 않는 쌍, 보이지 않는 쌍, 인식된 쌍 [공식 이점 / 단점 규칙과 함께 사용하면 유용함] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 매우 가려진 영역을 투사체 차단 장치로 변경 [죽음의 구름, 안개 구름, 방화 구름, 꽃잎 폭풍, 진눈깨비 폭풍, 악취 나는 구름] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 보이지 않는 생물은 심하게 가려져 있어 대상이 될 수 있으며, 생물에 대한 공격 굴림은 불리하고 생물의 공격 굴림은 유리합니다. +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 마법적으로 가려진 영역을 투사체 차단 장치로 변경 [어둠 주문 효과의 모든 소스] +ModUi/&OfficialObscurementRulesTweakMonsters=+ 적절한 경우 몬스터와 NPC에게 암흑 시야, 맹시력, 진시력을 추가합니다. +ModUi/&OfficialObscurementRulesTweakMonstersHelp=[설정 컬렉션 어둠의 시야를 가져야 하는 괴물, 진정한 시야를 가져야 하는 괴물, 눈먼 시야를 가져야 하는 괴물] +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 소환 목록에서 가장 강력한 생물만 표시합니다. +ModUi/&OutlineGridWidthModifier=윤곽선 그리드 너비를 [%]로 곱합니다. +ModUi/&OutlineGridWidthSpeed=윤곽선 그리드 애니메이션 속도를 [%]로 곱합니다. +ModUi/&OverrideMinMaxLevel=새로운 모험을 시작할 때 필요한 최소 및 최대 레벨을 재정의합니다. +ModUi/&OverridePartySize=파티 크기 재정의 ModUi/&Patches=패치: -ModUi/&PortraitsOpenFolder=인물 사진 폴더 열기 -ModUi/&PrimedItems=프라임 아이템 -ModUi/&Progression=진행 상황: +ModUi/&PortraitsOpenFolder=초상화 폴더 열기 +ModUi/&PrimedItems=프라이밍된 아이템 ModUi/&QuickCastLightCantripOnWornItemsFirst=머리, 목 또는 몸통에 착용한 아이템을 먼저 사용하려면 빠른 시전 Light Cantrip을 활성화하세요. -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Darkelf, Dark Kobold 및 Gray Dwarf에서 빛 감도를 활성화합니다. color>는 실외에서만 실행됩니다.\n[로드 화면 없이 접근 가능한 실외 위치의 실내 영역은 게임 엔진에 의해 실외로 간주됩니다.] -ModUi/&Races=경주 +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=다크엘프, 다크 코볼드, 그레이 드워프에 조명 감도를 활성화하면 야외에서만 작동합니다.\n[로드 화면 없이 접근할 수 있는 야외 위치의 실내 공간은 게임 엔진에서 야외로 간주됨] +ModUi/&Races=종족 ModUi/&RecipeCost=레시피 비용 ModUi/&RecipesInDm=DM의 레시피 -ModUi/&RelicForgeries=유물 위조품 -ModUi/&RemoveAttunementRequirements=조율 요구 사항 제거 [다시 시작 필요] +ModUi/&RelicForgeries=유물 위조 +ModUi/&RemoveAttunementRequirements=조율 요구 사항 제거 [재시작 필요] ModUi/&RemoveBugVisualModels=게임에서 거미와 유사한 모델을 곰과 유사한 모델로 교체 [거미공포증] [재시작 필요] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=끔찍한 웃음에서 인간형 필터 제거 -ModUi/&RemoveRecurringEffectOnEntangle=시전 시에만 얽힘 효과를 적용하고 덩굴에서 벗어나기 위해 강도 검사를 강제 적용합니다. -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Shadowcaster에서 학교 제한을 제거하세요. -ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Spellblade에서 학교 제한을 제거하세요. -ModUi/&RestockAntiquarians=골동품 재입고 [Halman Summer] -ModUi/&RestockArcaneum=비전 마법 재입고 [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=다난타 서클 재입고 [Joriel Foxeye] -ModUi/&RestockHelp=• 기본값을 재정의하여 시간이 지남에 따라 모든 판매자의 재고를 강제로 재입고합니다. [설명서 및 책 제외]\n• 일부 항목은 게임 최대 7일이 걸릴 수 있습니다. 재입고하다 -ModUi/&RestockTowerOfKnowledge=지식의 탑 재입고 [Maddy Greenisle] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=끔찍한 웃음에서 인간형 필터를 제거하세요 +ModUi/&RemoveRecurringEffectOnEntangle=시전 시에만 얽힘 효과를 적용하고 덩굴에서 벗어나기 위해 힘 검사를 강제로 시행합니다. +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=섀도우캐스터의 학교 제한을 해제하세요 +ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Spellblade에서 학교 제한을 해제하세요 +ModUi/&RestockAntiquarians=골동품점 재고 보충 [할먼 서머] +ModUi/&RestockArcaneum=아르케네움 재보급 [헤들론 슈어스펠] +ModUi/&RestockCircleOfDanantar=다난타르 서클 재입고 [조리엘 폭스아이] +ModUi/&RestockHelp=• 모든 상인의 재고가 시간이 지남에 따라 재입고되도록 기본값 재정의 [매뉴얼 및 책 제외]\n• 일부 아이템은 재입고되는 데 최대 7일이 걸릴 수 있습니다. +ModUi/&RestockTowerOfKnowledge=지식의 탑 재보급 [매디 그리니슬] ModUi/&Rollback=롤백 ModUi/&Rules=규칙 -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=판매자 가격을 정확하게 / 정확히 [동전 값을 변환할 때 반올림 오류가 더 이상 없음] +ModUi/&ScaleMerchantPricesCorrectly=상인 가격을 올바르게/정확하게 조정합니다. [코인 가치를 변환할 때 더 이상 반올림 오류가 발생하지 않습니다.] ModUi/&SelectAll=모두 선택 -ModUi/&SelectDisplayed=표시 선택 -ModUi/&SelectSuggested=추천 선택 -ModUi/&SelectTabletop=탁상 선택 +ModUi/&SelectDisplayed=표시된 항목을 선택하세요 +ModUi/&SelectSuggested=제안된 항목을 선택하세요 +ModUi/&SelectTabletop=테이블탑 선택 ModUi/&SenseNormalVisionRangeMultiplier=일반 시야 범위 수정 [전투에서만] ModUi/&Services=서비스 -ModUi/&SetBeltOfDwarvenKindBeardChances=드워프족의 허리띠 수염 출현 확률 +ModUi/&SetBeltOfDwarvenKindBeardChances=드워프족의 벨트 수염이 나타날 확률 ModUi/&SettingsExport=내보내다 -ModUi/&SettingsHelp=• 호스트는 현재 구성을 내보내고 내보내기 폴더를 열고 동료와 쉽게 공유할 수 있습니다.\n• 게스트는 내보내기 폴더를 열고 호스트에서 공유 파일을 붙여넣고 에서 로드할 수 있습니다. i>[다시 시작해야 함] +ModUi/&SettingsHelp=• 호스트로서 현재 구성을 내보내고, 내보내기 폴더를 열고, 동료와 쉽게 공유할 수 있습니다.\n• 게스트로서 내보내기 폴더를 열고, 호스트에서 공유된 파일을 붙여넣고 로드할 수 있습니다. [재시작 필요] ModUi/&SettingsLoad=• 내보낸 설정 로드 ModUi/&SettingsOpenFolder=내보낸 설정 폴더 열기 ModUi/&SettingsRefresh=새로 고치다 ModUi/&SettingsRemove=제거하다 -ModUi/&ShiftToSnapLineSpells=SHIFT를 누르고 있으면 선 주문이 격자에 맞춰집니다. [스냅하지 않으면 실제 선 배치가 미리 보기와 다를 수 있음] -ModUi/&ShowButtonWithControlledMonsterInfo=조종되는 몬스터 [야생 모양의 드루이드, 소환수, NPC 추종자 등]에 대한 정보를 여는 표시 버튼 -ModUi/&ShowChannelDivinityOnPortrait=영웅의 초상화에 얼마나 많은 채널 신성을 사용했는지 표시합니다. 이는 마법 포인트와 유사합니다. -ModUi/&ShowCraftedItemOnRecipeIcon=상점과 인벤토리의 제작 아이템 근처에 제작 아이템 아이콘 표시 [마우스를 위에 올리면 제작 아이템에 대한 툴팁이 표시됩니다] -ModUi/&ShowCraftingRecipeInDetailedTooltips=자세한 툴팁에 제작법 표시 -ModUi/&ShowDescriptions=설명 표시 +ModUi/&ShowButtonWithControlledMonsterInfo=제어되는 몬스터 [야생형 드루이드, 소환수, NPC 추종자 등]에 대한 정보를 여는 버튼을 표시합니다. +ModUi/&ShowChannelDivinityOnPortrait=영웅이 초상화에 사용한 채널 디비니티 사용 횟수를 마법 포인트와 비슷하게 표시합니다. +ModUi/&ShowCraftedItemOnRecipeIcon=상점과 인벤토리의 레시피 아이템 근처에 제작된 아이템 아이콘 표시 [마우스를 올려 놓으면 제작된 아이템에 대한 툴팁이 표시됩니다.] +ModUi/&ShowCraftingRecipeInDetailedTooltips=자세한 툴팁으로 제작 레시피 표시 +ModUi/&ShowDescriptions=설명 보기 ModUi/&ShowMotionFormPreview=밀기당기기 효과의 미리보기 표시 -ModUi/&SpellLevelFilter=주문 수준 필터 [-1은 모두 표시] +ModUi/&SpellLevelFilter=주문 레벨 필터 [-1은 모두 표시] ModUi/&SpellsMenu=주문 -ModUi/&StealthBreaksWhenAttackHits=무기나 주문 공격이 적중할 때 스텔스 손실 활성화 -ModUi/&StealthBreaksWhenAttackMisses=무기나 주문 공격이 빗나갔을 때 스텔스 손실 활성화 +ModUi/&StealthBreaksWhenAttackHits=무기 또는 주문 공격이 적중하면 은신 해제를 활성화합니다. +ModUi/&StealthBreaksWhenAttackMisses=무기 또는 주문 공격이 빗나갔을 때 은신 손실을 활성화합니다. ModUi/&StealthBreaksWhenCastingMaterial=재료를 시전할 때 은신 해제를 활성화합니다. [대상이 모두 또는 적인 모든 비공격 주문] -ModUi/&StealthBreaksWhenCastingSomatic=체학 [대상이 전체 또는 적인 모든 비공격 주문]인 경우 은신 해제를 활성화합니다. -ModUi/&StealthBreaksWhenCastingVerbose=구두 시전 시 은신 해제 활성화 [대상이 전체 또는 적인 모든 비공격 주문] +ModUi/&StealthBreaksWhenCastingSomatic=체마틱 시전 시 은신 해제 활성화 [대상이 전체 또는 적인 모든 비공격 주문] +ModUi/&StealthBreaksWhenCastingVerbose=구두 시전 시 은신 해제 활성화 [대상 전체 또는 적에게 공격이 아닌 모든 주문] ModUi/&StealthDoesNotBreakWithSubtle=미묘한 메타매직과 재료 구성 요소가 없는 경우 스텔스 활성화 굴리기 -ModUi/&StockGorimStoreWithAllNonMagicalClothing=마법이 아닌 모든 의류를 갖춘 고림의 상점 [다시 시작 필요] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=마법이 아닌 악기를 모두 갖춘 고림의 상점 [다시 시작 필요] -ModUi/&StockHugoStoreWithAdditionalFoci=아케인 스태프, 드루이드 넥, 스태프 및 클럽<으로 Hugo의 상점을 구입하세요. /color> 초점 항목으로 설정 -ModUi/&Subclasses=하위 클래스 -ModUi/&Subraces=하위 경주 -ModUi/&SwapCraftedItemAndRecipeIcons=+ 상점에서 레시피와 제작 아이템 아이콘 교체 +ModUi/&StockGorimStoreWithAllNonMagicalClothing=고림의 상점에 마법이 아닌 모든 의류를 비치하세요 [재시작 필요] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=고림의 상점에 마법이 아닌 모든 악기를 채워 넣으세요 [재시작 필요] +ModUi/&StockHugoStoreWithAdditionalFoci=비전 지팡이, 드루이드 목, 지팡이 및 클럽 세트를 초점 아이템으로 휴고의 상점에 비축하세요. +ModUi/&Subclasses=서브클래스 +ModUi/&Subraces=아종 +ModUi/&SwapCraftedItemAndRecipeIcons=+ 상점에서 레시피와 제작 아이템 아이콘 교환 ModUi/&TargetLanguage=대상 언어 -ModUi/&Tools=도구 -ModUi/&TotalCraftingTimeModifier=제작 시간 단축 -ModUi/&TotalFeatsGrantedFirstLevel=첫 번째 레벨에서 부여된 총 공적 +ModUi/&TotalCraftingTimeModifier=제작 시간을 다음과 같이 줄이세요. +ModUi/&TotalFeatsGrantedFirstLevel=1레벨에서 부여된 총 특기 ModUi/&Translate=번역하다 ModUi/&TranslateCancel={1}에 {0} 취소 ModUi/&Translations=번역 -ModUi/&UnleashEnemyAsNpc=NPC 가젯에서 몬스터를 선택할 수 있도록 허용 +ModUi/&UnleashEnemyAsNpc=NPC 가젯에서 몬스터 선택 허용 ModUi/&UnleashNpcAsEnemy=몬스터 선택 잠금 해제 -ModUi/&UnlockAllNpcFaces=NPC 얼굴 잠금 해제 -ModUi/&UnlockEyeStyles=눈 스타일 잠금 해제 -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=모든 표시와 문신에 대해 빛나는 색상을 잠금 해제하세요. -ModUi/&UnlockGlowingEyeColors=빛나는 눈 색깔 추가 -ModUi/&UnlockMarkAndTattoosForAllCharacters=모든 캐릭터의 소서러 원산지 표시와 문신을 잠금 해제하세요. -ModUi/&UnlockSkinColors=피부색 잠금 해제 ModUi/&Update=업데이트 -ModUi/&UseAlternateSpellPointsSystem=공식 변형 주문 포인트 규칙을 사용하세요. -ModUi/&UseAlternateSpellPointsSystemHelp=[시전자 레벨에 따라 증가하는 주문 포인트 풀이 있습니다.\nL01: 04 L02: 06 L03 : 14 L04: 17 L05: 27 L06: 32 L07: < color=white>38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\n주문 시전 비용은 SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\n이 시스템에서는 짧은 휴식 슬롯 복구 기능이 실행되지 않습니다. ] -ModUi/&UseElfFaceModelsOnTieflings=티플링에서 엘프 얼굴 모델을 사용하세요. -ModUi/&UseHeightOneCylinderEffect=Black Tentacles, Entangle, Grease [square] 또는 를 시전할 때 높이 1 원통 효과를 사용하세요. 급상승 [round] -ModUi/&UseMathFlankingRules=+ 정확한 수학을 사용하여 측면 공격 결정 [느린 시스템에서는 성능에 영향을 미칠 수 있음] -ModUi/&UseOfficialAdvantageDisadvantageRules=공식 장점/단점 규칙을 사용하세요[상황에 따라 두 가지 모두가 있는 경우 둘 다 없는 것으로 간주됩니다] 나> -ModUi/&UseOfficialFlankingRules=공식 측면 공격 규칙을 사용하세요 [아군이 대상의 반대편에 있으면 공격자가 유리합니다] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 원거리 공격도 활성화 [정확한 수학 비활성화] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 도달 공격도 활성화 [정확한 수학 비활성화] +ModUi/&UseAlternateSpellPointsSystem=변형 주문 포인트 규칙을 사용하세요 +ModUi/&UseAlternateSpellPointsSystemHelp=[주문자 레벨에 따라 증가하는 주문 포인트 풀이 있습니다.\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\n주문 시전 비용은 SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\n이 시스템에서는 짧은 휴식 슬롯 회복 기능이 작동하지 않습니다] +ModUi/&UseElfFaceModelsOnTieflings=티플링에 엘프 얼굴 모델을 사용하세요 +ModUi/&UseHeightOneCylinderEffect=검은 촉수, 얽힘, 기름 [사각형] 또는 스파이크 성장 [둥근 모양]을 시전할 때 높이 1의 원통 효과를 사용하세요. +ModUi/&UseMathFlankingRules=+ 정확한 수학을 사용하여 플랭킹을 결정합니다. [느린 컴퓨터에서는 성능에 영향을 미칠 수 있음] +ModUi/&UseOfficialAdvantageDisadvantageRules=이점/단점 규칙을 사용하세요 [두 가지 모두 나타나는 상황이 발생하면 두 가지 모두 없는 것으로 간주됩니다] +ModUi/&UseOfficialFlankingRules=플랭킹 규칙을 사용하세요 [아군이 타겟의 반대편에 있으면 공격자가 유리합니다] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 원거리 공격에도 활성화 [정밀한 수학 비활성화] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 도달 공격도 활성화 [정밀한 수학 비활성화] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 이점 대신 공격 굴림에 +1을 부여합니다. -ModUi/&UseOfficialFoodRationsWeight=공식 식량 배급 무게 2파운드를 사용하세요. -ModUi/&UseOfficialObscurementRules=공식 조명, 모호함, 시야 전투 규칙을 사용하세요. -ModUi/&UseOfficialObscurementRulesHelp=[인지할 수 없는 방어자를 감지한 공격자는 ADV를 얻고, 감지할 수 있는 방어자를 감지하지 못한 공격자는 DIS를 얻습니다.\n 심하게 가려진 영역은 실명 상태를 유발합니다. 생물에는 ADV가 있고 생물의 공격 굴림에는 DIS가 있습니다.\n 개인을 대상으로 하는 모든 거리 주문은 공격자가 시력이 없으면 시전할 수 없습니다. 단, 시력이 필요하다고 명확하게 명시하지 않은 주문은 제외합니다.] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=무거운 무기를 휘두를 때 공식 소규모 종족 규칙을 사용하세요. [공격에 불이익이 있습니다] -ModUi/&Visuals=시각적: [다시 시작 필요] -ModUi/&WidenTooltips=도구 설명 너비를 곱합니다: +ModUi/&UseOfficialFoodRationsWeight=2파운드 무게의 식량 배급량을 사용하세요 +ModUi/&UseOfficialObscurementRules=조명, 흐릿함, 비전 전투 규칙을 사용하세요 +ModUi/&UseOfficialObscurementRulesHelp=[공격자가 감지할 수 없는 방어자를 감지하면 ADV를 얻고, 공격자가 감지할 수 있는 방어자를 감지하지 못하면 DIS를 얻습니다.\n 매우 어두운 지역은 실명 상태를 유발하고, 생물에 대한 공격 굴림은 ADV를 얻고 생물의 공격 굴림은 DIS를 얻습니다.\n 공격자가 시력이 없으면 개인을 대상으로 하는 모든 원거리 주문을 시전할 수 없습니다. 다만 시력이 필요하다는 것이 명확히 명시되지 않은 주문은 예외입니다.] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=무거운 무기를 사용할 때는 소규모 종족 규칙을 사용하세요 [공격에 불이익이 있습니다] ModUi/&WildSurgeDieRollThreshold=마법사 야생 마법 확률 주사위 임계값 설정:\n[임계값 이하로 굴리면 야생 급증이 발동] diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt index db2280d070..fd32ca3c35 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CircleOfTheCosmos-ko.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0}는 {1}을 사용하여 D6을 굴리고 공격 굴림에 {2}를 추가합니다. Feedback/&CosmosOmenCheckToHitRoll={0}는 {1}를 사용하여 D6을 굴리고 수표 굴림({3})에 {2}를 추가합니다. Feedback/&CosmosOmenSavingToHitRoll={0}는 {1}를 사용하여 D6을 굴리고 저장 굴림({3})에 {2}를 추가합니다. -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=드래곤 때문에 {0}은 {1} 주사위를 10으로 강제합니다. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0}은 드래곤 형태를 사용해 능력치 판정 {1} 주사위를 10으로 강제합니다. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0}님이 {1}님을 놓쳤습니다. {2}는 반응하여 D6을 굴리고 그 결과를 공격 굴림에 추가할 수 있습니다. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=D6을 굴려 공격 굴림에 추가합니다. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=복리 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfElegance-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfElegance-ko.txt index 44bde010f0..6389085d64 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfElegance-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfElegance-ko.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=우아한 단계: 분리 Feature/&PowerCollegeOfEleganceDodgeDescription=당신은 음유시인 주사위 1개를 소비하여 당신의 차례에 보너스 행동으로 회피 행동을 취할 수 있습니다. Feature/&PowerCollegeOfEleganceDodgeTitle=우아한 발걸음: 회피 Feedback/&AmazingDisplayNotTriggered=대상으로 삼을 수 있는 적이 발견되지 않았기 때문에 {1}이(가) 놀라운 표시 능력을 발동하지 않았습니다. -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Grace 때문에 {0}은 {1} 주사위를 10으로 강제합니다. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0}은(는) 우아함의 우아함을 사용하여 능력치 검사 {1} 주사위를 10으로 강제합니다. Feedback/&EvasiveFootworkACIncrease={0}는 {1}을 사용하여 음유시인 주사위({2})를 굴리고 AC를 {3}만큼 증가시킵니다. Reaction/&CustomReactionEvasiveFootworkDescription=당신은 곧 맞을 것입니다! 회피적인 발놀림을 사용하여 타격을 방지할 수 있습니다. Reaction/&CustomReactionEvasiveFootworkReactDescription=공격을 방지하려면 회피적인 발놀림을 사용하십시오. diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationVivisectionist-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationVivisectionist-ko.txt index 4411c3d4d1..3af0ca59e5 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationVivisectionist-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationVivisectionist-ko.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=의학적 Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=다음 사항을 배우고 항상 준비해 왔습니다.\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=생체 해부 주문 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=다른 생물을 치료할 때마다 대신 굴림 1개를 모두 2개로 처리합니다. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=안정적인 수술로 인해 {0}은 {1} 주사위를 2로 강제합니다. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0}은 안정된 수술을 사용하여 {1} 치유 주사위를 2로 강제로 만듭니다. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=안정적인 수술 Feature/&PowerInnovationVivisectionistEmergencyCureDescription=5피트 내의 아군에게 하급 복원 또는 저주 제거를 사용하는 보너스 조치를 취할 수 있습니다. 당신은 숙련도 보너스만큼 이 작업을 여러 번 수행할 수 있습니다. 모두 오랜 휴식 후 재충전하여 사용합니다. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=아군에게서 해로운 상태를 제거합니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDemonHunter-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDemonHunter-ko.txt index 7c471987ce..915f52a7c7 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDemonHunter-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/OathOfDemonHunter-ko.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=시험 표식 소스 Condition/&ConditionOathOfDemonHunterTrialMarkTitle=시험 마크 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=15레벨부터 당신은 석궁에 신성한 힘을 불어넣습니다. 다음과 같은 이점이 있습니다.\n· 석궁 무기의 사거리가 30피트 증가합니다.\n· 치명타 위협 범위가 1포인트 증가합니다. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=신성한 석궁 -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Demon Slayer 능력으로 인해 {0}은 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=3레벨부터 가벼운 석궁, 손 석궁, 대형 석궁으로 적을 공격할 때 Divine Smite 능력을 적용할 수 있습니다. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=악마 사냥꾼 Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=7레벨부터는 석궁 무기를 사용하여 근처의 적을 공격할 때 불이익이 없습니다. 시험 표시가 없는 생물을 공격하면 신성한 힘을 집중하여 시험 표시를 적용할 수 있습니다. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=보너스 행동으로, 당 Feature/&PowerOathOfDemonHunterTrialMarkTitle=채널 신성: 시험 마크 Feedback/&AdditionalDamageTrialMarkFormat=심판! Feedback/&AdditionalDamageTrialMarkLine={0} 심사위원 {1}, 추가 방사 피해 처리 (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Demon Slayer 능력으로 인해 {0}은 {1} 주사위를 {2}에서 {3}로 다시 굴립니다. Reaction/&UseLightEnergyCrossbowBoltDescription=반응을 사용하여 신성한 힘을 전달하고 시험 표식을 대상에 적용할 수 있습니다. Reaction/&UseLightEnergyCrossbowBoltReactDescription=신성한 힘을 전달하고 시험 마크를 적용하세요. Reaction/&UseLightEnergyCrossbowBoltReactTitle=심판 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheYeoman-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheYeoman-ko.txt index b0c40833a2..dd5fe2eef5 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheYeoman-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheYeoman-ko.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=속도가 0으로 감 Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=성채 Feature/&PowerPathOfTheYeomanBulwarkDescription=당신은 당신의 차례에 보너스 액션을 사용하여 1분 동안 꼿꼿한 자세를 취할 수 있습니다. 의식을 잃은 경우에만 자세가 일찍 종료됩니다. 보호대를 착용한 동안 이동 속도는 0으로 설정되고 증가할 수 없으며 다음과 같은 이점을 얻습니다.\n• 장궁으로 하는 공격에 인접한 적에게 불이익이 가해지지 않습니다.\n• 무기를 사용하는 적의 원거리 공격 불리한 점이 있습니다.\n• 당신은 당신의 반응을 이용하여 당신으로부터 5피트 이내로 움직이는 적에 대해 장궁으로 기회 공격을 수행할 수 있습니다. Feature/&PowerPathOfTheYeomanBulwarkTitle=성채 +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=방어벽을 강화한 자세를 비활성화할 수 있습니다. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=불워크 비활성화 Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Smith 도구를 능숙하게 사용해 보세요. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=플레처 Subclass/&PathOfTheYeomanDescription=요만의 길을 따르는 야만인들은 장궁을 익히기 위해 근접 무기를 무시합니다. 다른 길을 따라가는 야만인 못지않게 강력하며, 그들의 화살은 가장 강력한 적들을 쓰러뜨렸고, 그들의 한결같은 집중은 이미 가공할 만한 방어력을 믿을 수 없을 만큼 높은 수준으로 높였습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RoguishUmbralStalker-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RoguishUmbralStalker-ko.txt index 04ba450248..8769cc794a 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RoguishUmbralStalker-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RoguishUmbralStalker-ko.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=당신은 어둠 Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=그림자와 하나 Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=당신은 추위와 괴사 피해에 대한 저항력을 얻습니다. 게다가, 당신의 체력이 0으로 감소할 때마다, 당신은 당신의 도적 레벨의 두 배에 해당하는 체력을 회복하고 일어섭니다. 당신은 긴 휴식당 한 번 이 기능을 사용할 수 있습니다. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=엄브랄 체질 -Feature/&GloomBladeAttackReroll=Gloomblade 때문에 {0}는 {1} 피해 주사위를 {2}에서 {3}로 다시 굴립니다. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=보너스 액션을 사용하여 1분 동안 소용돌이치는 암흑 에너지 후광으로 자신의 힘을 강화할 수 있습니다. 이 그림자 에너지가 지속되는 동안 당신은 꿰뚫어 볼 수 있는 마법의 어둠에 의해 가려지고, 은밀한 공격 피해를 입히고 주사위 공격 중 하나에 최대 수치를 굴릴 때마다 해당 주사위를 다시 굴려 피해에 추가합니다. 이 기능은 장기간 휴식할 때마다 한 번씩 사용할 수 있습니다. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=그림자 춤 Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=턴당 한 번씩 자유 행동으로 이동량에 관계없이 동일한 거리의 순간 이동을 대체할 수 있습니다. 이런 방식으로 순간이동할 때 시작 위치와 최종 위치는 모두 희미한 빛이나 어둠 속에 있어야 합니다. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=암영의 영혼 Feedback/&AdditionalDamageGloomBladeFormat=섀도우스트라이크 Feedback/&AdditionalDamageGloomBladeLine=섀도우스트라이크는 추가로 +{2}의 데미지를 입힙니다! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1}은 피해를 {2}로 변경합니다. +Feedback/&UmbralStalkerGloomBladeAttackReroll={0}은 Gloomblade를 사용하여 {1} 데미지 주사위를 {2}에서 {3}으로 다시 굴립니다. Reaction/&SpendPowerUmbralSoulDescription=당신은 도적 레벨의 두 배에 해당하는 생명력을 회복하고 일어섭니다. Reaction/&SpendPowerUmbralSoulReactDescription=당신은 로그 레벨의 두 배에 해당하는 체력을 회복하고 일어서게 됩니다. Reaction/&SpendPowerUmbralSoulReactTitle=엄브랄 체질 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousDivineHeart-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousDivineHeart-ko.txt index 821965b031..496f0109ea 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousDivineHeart-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousDivineHeart-ko.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=마법의 신성한 원천 Feature/&FeatureSetDivineHeartDeityChoiceTitle=신의 선택 Feature/&MagicAffinityDivineHeartClericSpellsListDescription=신성과의 연결을 통해 성직자 주문을 소서러 주문으로 배우고 시전할 수 있습니다. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=신성한 마법 -Feature/&PowerDivineHeartDivineFountDescription=보너스 액션으로 마법 포인트 1점을 회복하세요. 지혜 보너스만큼 여러 번 사용할 수 있으며 모두 긴 휴식 후 재충전을 사용합니다. +Feature/&PowerDivineHeartDivineFountDescription=보너스 액션으로 마법 포인트 1개를 회복합니다. 카리스마 보너스와 같은 횟수만큼 사용할 수 있으며, 긴 휴식 후 모든 사용이 재충전됩니다. Feature/&PowerDivineHeartDivineFountTitle=신성한 샘 Feature/&PowerDivineHeartDivineRecoveryDescription=보너스 액션으로 자신의 체력을 70 회복하고 실명과 질병을 제거할 수 있습니다. 긴 휴식당 한 번만 사용할 수 있습니다. Feature/&PowerDivineHeartDivineRecoveryTitle=신성한 회복 Feature/&PowerDivineHeartEmpoweredHealingDescription=다음 턴이 시작될 때까지 치유 주문을 시전할 때 1 또는 2의 치유 주사위 굴림을 다시 굴려 새로운 결과를 유지합니다. 이 능력을 마법사 포인트 1점을 소모하는 보너스 액션으로 활성화하세요. -Feature/&PowerDivineHeartEmpoweredHealingReroll=강화된 치유로 인해 {0}는 {1} 피해 주사위를 {2}에서 {3}로 다시 굴립니다. Feature/&PowerDivineHeartEmpoweredHealingTitle=강화된 치유 Feature/&PowerDivineHeartPlanarPortalDescription=아군 생물과 자신을 지정된 목적지로 이동할 수 있는 포털을 엽니다. Feature/&PowerDivineHeartPlanarPortalTitle=평면 포털 +Feedback/&DivineHeartEmpoweredHealingReroll={0}은 강화된 치유를 사용하여 {1} 치유 주사위를 {2}에서 {3}으로 다시 굴립니다. Subclass/&SorcerousDivineHeartDescription=당신이 이해할 수도 있고 이해하지 못할 수도 있는 목적을 위해 신이 당신에게 타고난 마법을 부여했습니다. Subclass/&SorcerousDivineHeartTitle=신성한 영혼 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfWealAndWoe-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfWealAndWoe-ko.txt index fadfc503ad..b3f947bac8 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfWealAndWoe-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfWealAndWoe-ko.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=수도사 무기나 비무장 공 Feature/&FeatureWayOfWealAndWoeWealTitle=복리 Feature/&FeatureWayOfWealAndWoeWoeDescription=수도사 무기나 비무장 공격으로 공격 굴림을 하고 치명타 피해를 입은 후에는 무술 주사위 굴림 1개에 해당하는 피해를 입습니다. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll={1} {0} 때문에 공격 굴림 주사위를 {2}에서 {3}으로 다시 굴립니다. +Feedback/&WoeReroll={0}은 Woe를 사용하여 {1} 공격 굴림 주사위를 {2}에서 {3}으로 다시 굴립니다. Subclass/&WayOfWealAndWoeDescription=복과 비의 길의 승려들은 번영과 역경 모두에 초점을 맞춰 적과 전투를 벌입니다. Subclass/&WayOfWealAndWoeTitle=행복과 비애의 길 diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt index 26632351d2..0da2d6644b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=Você tem experiência em lutar em ambient Feat/&FeatCloseQuartersIntTitle=Combate corpo a corpo [Int] Feat/&FeatCunningEscapeDescription=Sempre que você usa a ação Correr como uma ação bônus, seu movimento não provoca ataques de oportunidade pelo resto do turno. Feat/&FeatCunningEscapeTitle=Fuga astuta -Feat/&FeatDevastatingStrikesDexDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumenta sua Destreza em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com um ataque de arma corpo a corpo, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. +Feat/&FeatDevastatingStrikesDexDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumenta sua Destreza em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com uma arma corpo a corpo ou ataque desarmado, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. Feat/&FeatDevastatingStrikesDexTitle=Ataques Devastadores [Dex] -Feat/&FeatDevastatingStrikesStrDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumenta sua Força em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com um ataque de arma corpo a corpo, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. +Feat/&FeatDevastatingStrikesStrDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumenta sua Força em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com uma arma corpo a corpo ou ataque desarmado, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. Feat/&FeatDevastatingStrikesStrTitle=Ataques Devastadores [For] Feat/&FeatExpandTheHuntDescription=Aumente sua Sabedoria em 1, até um máximo de 20. Você pode escolher um inimigo favorito adicional, idioma e tipo de terreno. Feat/&FeatExpandTheHuntTitle=Expanda a Caça diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt index c2ffae0620..7c779c978d 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Group-pt-BR.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=Combate: Defesa Feat/&FeatGroupDefenseExpertDescription=Aumente um de seus atributos mentais em 1, até um máximo de 20.\nEnquanto você não estiver usando nenhuma armadura, sua CA será igual a 10 + seu modificador de Destreza + o modificador de atributo mental selecionado. Feat/&FeatGroupDefenseExpertTitle=Especialista sem armadura -Feat/&FeatGroupDevastatingStrikesDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força ou Destreza em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com um ataque de arma corpo a corpo, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. +Feat/&FeatGroupDevastatingStrikesDescription=Seus ataques corpo a corpo são especialmente mortais. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força ou Destreza em 1, até um máximo de 20.\n• Uma vez por turno, quando você atinge uma criatura com uma arma corpo a corpo ou ataque desarmado, você causa dano adicional igual ao seu bônus de proficiência.\n• Sempre que você acerta um acerto crítico com uma arma corpo a corpo, você rola um dado de arma adicional e ignora as resistências da criatura alvo para aquele ataque. Feat/&FeatGroupDevastatingStrikesTitle=Ataques devastadores Feat/&FeatGroupDragonFearDescription=Quando irritado, você irradia ameaça. Você ganha os seguintes benefícios:\n• Aumenta sua Força, Constituição ou Carisma em 1, até um máximo de 20.\n• Em vez de exalar energia destrutiva, você pode gastar o uso de sua característica Sopro para rugir, forçando cada criatura de sua escolha a até 9 metros de você a fazer um teste de resistência de Sabedoria (CD 8 + seu bônus de proficiência + seu modificador de Carisma). Se falhar na resistência, o alvo fica assustado por 1 minuto. O alvo pode repetir o teste de resistência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo se obtiver sucesso. Feat/&FeatGroupDragonFearTitle=Medo do Dragão @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Você aprende a invocar o fogo do i Feat/&FeatGroupFlamesOfPhlegethosTitle=Chamas de Phlegethos Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Adepto Geral e Iniciado -Feat/&FeatGroupGrapplerDescription=Você desenvolveu as habilidades necessárias para se defender em luta corpo a corpo. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força ou Destreza em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. -Feat/&FeatGroupGrapplerTitle=Lutador +Feat/&FeatGroupGiftOfTheGemDragonDescription=Aumente um dos seus atributos mentais em 1, até um máximo de 20.\n• Quando você recebe dano de uma criatura que está a até 10 pés de você, você pode usar sua reação para emanar energia telecinética. A criatura que lhe causou dano deve fazer um teste de resistência de Força (CD igual a 8 + seu bônus de proficiência + o modificador de habilidade da pontuação aumentada por este talento). Em uma falha na resistência, a criatura recebe 2d8 de dano de força, é empurrada até 10 pés de distância de você e é forçada a ficar prostrada. Em uma resistência bem-sucedida, a criatura recebe metade do dano e não é empurrada nem forçada a ficar prostrada. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos quando termina um descanso longo. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Presente do Dragão Gema Feat/&FeatGroupGrudgeBearerDescription=Você tem um ódio profundo por um tipo específico de criatura. Escolha seus inimigos, um tipo de criatura para suportar o fardo de sua ira: aberrações, bestas, celestiais, construtos, dragões, elementais, fadas, demônios, gigantes, monstruosidades, limos, plantas ou mortos-vivos. Você ganha os seguintes benefícios:\n• Aumente sua pontuação de Força, Constituição ou Sabedoria em 1, até um máximo de 20.\n• Durante a primeira rodada de qualquer combate contra seus inimigos escolhidos, suas jogadas de ataque contra qualquer um deles têm vantagem.\n• Quando qualquer um de seus inimigos escolhidos faz um ataque de oportunidade contra você, ele faz a jogada de ataque com desvantagem. Feat/&FeatGroupGrudgeBearerTitle=Portador de rancor Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt index f2f3502928..abe9160020 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Ativar/desativar Grande Mestre de Armas +Action/&CleavingAttackToggleTitle=Grande Mestre de Armas +Action/&PowerAttackToggleDescription=Ativar/desativar Ataque de Poder +Action/&PowerAttackToggleTitle=Ataque de poder Condition/&ConditionFeatCleavingAttackFinishDescription=Continuem mandando! Condition/&ConditionFeatCleavingAttackFinishTitle=Grande Mestre de Armas Condition/&ConditionFeatCrusherCriticalHitDescription=Você foi esmagado por um golpe crítico e os ataques contra você têm vantagem. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Aumente sua Força em 1. Uma vez por rodada, Feat/&FeatOldTacticsStrTitle=Táticas Antigas [Str] Feat/&FeatPiercerDexDescription=Você atingiu uma precisão penetrante em combate. Aumente sua Destreza em 1, até um máximo de 20. Quando você atinge uma criatura com um ataque que causa dano perfurante, você pode rolar novamente os dados quando tirar 1, e você deve usar a nova jogada. Quando você acerta um acerto crítico, você pode rolar um dado de dano adicional ao determinar o dano perfurante extra que o alvo recebe. Feat/&FeatPiercerDexTitle=Perfurador [Dex] -Feat/&FeatPiercerReroll=Por causa do Piercer {0} re-rola o dado {1} de um {2} para um {3} Feat/&FeatPiercerStrDescription=Você alcançou uma precisão penetrante em combate. Aumente sua Força em 1, até um máximo de 20. Quando você atinge uma criatura com um ataque que causa dano perfurante, você pode rolar novamente os dados quando tirar 1, e você deve usar a nova jogada. Quando você acerta um acerto crítico, você pode rolar um dado de dano adicional ao determinar o dano perfurante extra que o alvo recebe. Feat/&FeatPiercerStrTitle=Perfurador [Str] Feat/&FeatPowerAttackDescription=Você aprendeu a trocar precisão para desferir golpes mais mortais. Ao atacar desarmado ou com armas corpo a corpo, você pode escolher receber uma penalidade de -3 em sua jogada de ataque para causar dano adicional igual a 3 + seu bônus de proficiência. Feat/&FeatPowerAttackTitle=Ataque de poder Feat/&FeatSavageAttackDescription=Repita a rolagem dos dados de dano de arma e magia quando você rolar 1 (nem todas as fontes de dano repetem os dados. Por exemplo, ataque furtivo e dano de destruição não são repetem). -Feat/&FeatSavageAttackReroll=Por causa do Atacante Selvagem {0} re-rola o dado {1} de um {2} para um {3}. Feat/&FeatSavageAttackTitle=Ataque Selvagem Feat/&FeatSlasherDexDescription=Você aprendeu onde cortar para ter os melhores resultados. Aumente sua Destreza em 1, até um máximo de 20. Quando você atinge uma criatura com um ataque que causa dano cortante, você pode reduzir a velocidade do alvo em 10 pés até o início do seu próximo turno. Quando você acerta um acerto crítico, você o fere gravemente. Até o início do seu próximo turno, o alvo tem desvantagem em todas as jogadas de ataque. Feat/&FeatSlasherDexTitle=Cortador [Dex] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Perfuradores! Feedback/&AdditionalDamagePiercerLine={0} perfura criticamente {1} Feedback/&AdditionalDamageSpearMasteryFormat=Maestria com Lança! Feedback/&AdditionalDamageSpearMasteryLine={0} preparou a lança e causa {2} de dano extra a {1}! +Feedback/&FeatPiercerReroll={0} usa Piercer para rolar novamente um dado de dano {1} de {2} para {3}. +Feedback/&FeatSavageAttackReroll={0} usa Ataque Selvagem para rolar novamente um dado de dano {1} de {2} para {3}. Reaction/&ReactionAttackOldTacticsDescription={0} se levantou. Você pode usar uma reação para fazer um ataque de arma corpo a corpo contra ele. Reaction/&ReactionAttackOldTacticsReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt index b31873f198..2b49758326 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Ativar/desativar Grapple em ataques desarmados +Action/&GrappleOnUnarmedToggleTitle=Luta em Desarmado Condition/&ConditionFeatMobileAfterDashDescription=Concede imunidade a restrições de movimento, além de ser contido. Condition/&ConditionFeatMobileAfterDashTitle=Liberdade Failure/&MustBeHumanoid=Deve ser humanoide @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Você pode canalizar forças cósmicas do m Feat/&FeatBalefulScionStrTitle=Descendente Maligno [For] Feat/&FeatBalefulScionWisDescription=Você pode canalizar forças cósmicas do mal para ganhar estes benefícios:\n• Aumente sua Sabedoria em 1, até um máximo de 20.\n• Uma vez por turno, quando você causa dano a uma criatura que você pode ver a até 60 pés de você, você também pode causar dano necrótico a ela. O dano necrótico é igual a 1d6 + seu bônus de proficiência, e você recupera um número de pontos de vida igual a 1D6 + seu bônus de proficiência. Você pode usar este benefício um número de vezes igual ao seu bônus de proficiência, e você recupera todos os usos gastos quando termina um descanso longo. Feat/&FeatBalefulScionWisTitle=Descendente Maligno [Wis] -Feat/&FeatBrawlerDescription=Você é um especialista em combate corpo a corpo, ganhando os seguintes benefícios: \n• Seus Ataques Desarmados causam 1d6+modificador de Força de dano contundente. Se você não estiver empunhando nenhuma arma ou escudo quando fizer a jogada de ataque, o d6 se torna um d8.\n• Quando você realiza a ação de Ataque e tem pelo menos uma mão livre, você pode usar sua ação bônus para fazer um ataque desarmado ou agarrar uma criatura. +Feat/&FeatBrawlerDescription=Você é um especialista em combate corpo a corpo, ganhando os seguintes benefícios: \n• Seus Ataques Desarmados causam 1d6+modificador de Força de dano contundente. Se você não estiver empunhando nenhuma arma ou escudo quando fizer a jogada de ataque, o d6 se torna um d8.\n• Quando você realiza a ação de Ataque e tem pelo menos uma mão livre, você pode usar sua ação bônus para fazer um ataque desarmado ou agarrar uma criatura.\n• Quando você faz um ataque desarmado, você pode rolar novamente qualquer 1 em dados de dano que você rolar como parte daquele ataque e deve pegar o novo resultado. Feat/&FeatBrawlerTitle=Brigão Feat/&FeatChefConDescription=Aumente sua Constituição em 1, até um máximo de 20.\nVocê pode gastar 1 hora para cozinhar uma refeição para curar você e seus companheiros em 1d8 PV.\nUma vez por dia, você pode gastar uma hora para cozinhar uma quantidade de guloseimas igual ao seu bônus de proficiência que fornecem 5 PV temporários quando comidas. Feat/&FeatChefConTitle=Chef [Com] @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=Aumente sua Constituição em 1, até um m Feat/&FeatFrostAdaptationTitle=Adaptação à geada Feat/&FeatGiftOfTheChromaticDragonDescription=Você manifestou parte do poder dos dragões cromáticos, concedendo a você os seguintes benefícios:\n• Infusão Cromática: Como uma ação bônus, você pode tocar uma arma simples ou marcial e infundi-la com um dos seguintes tipos de dano: ácido, frio, fogo, raio ou veneno. Pelo próximo minuto, a arma causa 1d4 de dano extra do tipo escolhido quando atinge. Depois de usar esta ação bônus, você não pode fazê-lo novamente até terminar um descanso longo.\n• Resistência Reativa: Quando você recebe dano de ácido, frio, fogo, raio ou veneno, você pode usar sua reação para se dar resistência àquela instância de dano até o fim do turno dela. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência, e você recupera todos os usos gastos quando termina um descanso longo. Feat/&FeatGiftOfTheChromaticDragonTitle=Presente do Dragão Cromático -Feat/&FeatGrapplerDexDescription=Você desenvolveu as habilidades necessárias para se defender em lutas corpo a corpo. Você ganha os seguintes benefícios:\n• Aumente sua Destreza em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. -Feat/&FeatGrapplerDexTitle=Lutador [Dex] +Feat/&FeatGiftOfTheGemDragonChaDescription=Aumente seu Carisma em 1, até um máximo de 20.\n• Quando você recebe dano de uma criatura que está a até 10 pés de você, você pode usar sua reação para emanar energia telecinética. A criatura que lhe causou dano deve fazer um teste de resistência de Força (CD igual a 8 + seu bônus de proficiência + o modificador de habilidade da pontuação aumentada por este talento). Em uma falha na resistência, a criatura recebe 2d8 de dano de força, é empurrada até 10 pés de distância de você e é forçada a ficar prostrada. Em uma resistência bem-sucedida, a criatura recebe metade do dano e não é empurrada nem forçada a ficar prostrada. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos quando termina um descanso longo. +Feat/&FeatGiftOfTheGemDragonChaTitle=Presente do Dragão de Gemas [Cha] +Feat/&FeatGiftOfTheGemDragonIntDescription=Aumente sua Inteligência em 1, até um máximo de 20.\n• Quando você recebe dano de uma criatura que está a até 10 pés de você, você pode usar sua reação para emanar energia telecinética. A criatura que lhe causou dano deve fazer um teste de resistência de Força (CD igual a 8 + seu bônus de proficiência + o modificador de habilidade da pontuação aumentada por este talento). Em uma falha na resistência, a criatura recebe 2d8 de dano de força, é empurrada até 10 pés de distância de você e é forçada a ficar prostrada. Em uma resistência bem-sucedida, a criatura recebe metade do dano e não é empurrada nem forçada a ficar prostrada. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos quando termina um descanso longo. +Feat/&FeatGiftOfTheGemDragonIntTitle=Presente do Dragão de Gemas [Int] +Feat/&FeatGiftOfTheGemDragonWisDescription=Aumente sua Sabedoria em 1, até um máximo de 20.\n• Quando você recebe dano de uma criatura que está a até 10 pés de você, você pode usar sua reação para emanar energia telecinética. A criatura que lhe causou dano deve fazer um teste de resistência de Força (CD igual a 8 + seu bônus de proficiência + o modificador de habilidade da pontuação aumentada por este talento). Em uma falha na resistência, a criatura recebe 2d8 de dano de força, é empurrada até 10 pés de distância de você e é forçada a ficar prostrada. Em uma resistência bem-sucedida, a criatura recebe metade do dano e não é empurrada nem forçada a ficar prostrada. Você pode usar esta reação um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos quando termina um descanso longo. +Feat/&FeatGiftOfTheGemDragonWisTitle=Presente do Dragão Gema [Sab] Feat/&FeatGrapplerStrDescription=Você desenvolveu as habilidades necessárias para se defender em lutas corpo a corpo. Você ganha os seguintes benefícios:\n• Aumenta sua Força em 1, até um máximo de 20. \n• Você tem vantagem em jogadas de ataque contra uma criatura que esteja agarrando. \n• Você não tem mais penalidades de movimento ao agarrar criaturas do seu tamanho ou menores. Feat/&FeatGrapplerStrTitle=Lutador [For] Feat/&FeatGroupSkillExpertDescription=Você aprimorou sua proficiência com habilidades específicas, o que lhe concede os seguintes benefícios:\n• Aumenta uma habilidade de sua escolha em 1, até um máximo de 20.\n• Você ganha proficiência em uma habilidade de sua escolha.\n• Você ganha perícia em uma habilidade de sua escolha. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Você praticou extensivamente com uma varie Feat/&FeatWeaponMasterStrTitle=Mestre de Armas [For] Feature/&CastSpellFeatMagicInitiateTitle=Iniciar Feature/&CastSpellFeatSpellSniperTitle=Atirador de elite -Feature/&DieRollModifierFeatElementalAdeptReroll=Por causa do Adepto Elemental {0} re-rola o dado {1} de um {2} para um {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=Por causa do Mestre Elemental {0} re-rola o dado {1} de um {2} para um {3}. Feature/&PowerFeatAcrobatDescription=Como uma ação bônus, você pode fazer um teste de Destreza (Acrobacia) CD 15. Se for bem-sucedido, terrenos difíceis não custam movimento extra até o final do turno atual. Feature/&PowerFeatAcrobatTitle=Acrobata Feature/&PowerFeatBalefulScionDescription=Uma vez por turno, quando você causa dano a uma criatura que você pode ver a até 60 pés de você, você também pode causar dano necrótico a ela. O dano necrótico é igual a 1d6 + seu bônus de proficiência, e você recupera um número de pontos de vida igual a 1D6 + seu bônus de proficiência. Você pode usar esse benefício um número de vezes igual ao seu bônus de proficiência, e você recupera todos os usos gastos quando termina um descanso longo. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Infusão Cromá Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Infusão Cromática causa dano extra de +{2} relâmpago! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusão Cromática: Veneno Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Infusão Cromática causa dano extra de +{2} veneno! +Feedback/&FeatBrawlerReroll=Quando você faz um ataque desarmado, você pode rolar novamente qualquer 1 nos dados de dano que você rolar como parte daquele ataque e deve escolher o novo resultado. +Feedback/&FeatElementalAdeptReroll={0} usa Adepto Elemental para rolar novamente um dado de ataque {1} de {2} para {3}. +Feedback/&FeatElementalMasterReroll={0} usa Mestre Elemental para rolar novamente um dado de ataque {1} de {2} para {3}. Feedback/&IsNotLuckyHigher={0} não teve nenhuma sorte, rolando um {2} maior para substituir um {3}. Feedback/&IsNotLuckyLower={0} não tem sorte alguma, rolando um {2} menor para substituir um {3}. Feedback/&LuckyAttackToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de ataque @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} usou {1} e rola um {2} para substituir {3} na Feedback/&LuckySavingToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de salvamento Item/&ItemFeatChefTreatDescription=Coma esta delícia do Chef e ganhe 5 pontos de vida temporários. Item/&ItemFeatChefTreatTitle=Delícia do Chef +Reaction/&CustomReactionGrapplerDescription=Você pode agarrar {0}. +Reaction/&CustomReactionGrapplerReactDescription=Agarre o alvo. +Reaction/&CustomReactionGrapplerReactTitle=Agarrar +Reaction/&CustomReactionGrapplerTitle=Lutador Reaction/&ReactionAttackMageSlayerDescription={0} lança uma magia a até 5 pés de você. Você pode usar sua reação para atacar. Reaction/&ReactionAttackMageSlayerReactDescription=Use a reação para atacar o alvo. Reaction/&ReactionAttackMageSlayerReactTitle=Ataque @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Resistência reativa Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Selecionar ação Reaction/&SubitemSelectReactionAttackSentinelTitle=Selecionar ação Reaction/&SubitemSelectReactionWarcasterTitle=Selecionar ação +Reaction/&UseGiftOfTheGemDragonDescription={0} causou dano a você! Você pode usar sua reação para empurrá-lo por 10 pés e infligir 2d8 de dano psíquico. +Reaction/&UseGiftOfTheGemDragonReactDescription=Dê a si mesmo resistência. +Reaction/&UseGiftOfTheGemDragonReactTitle=Reagir +Reaction/&UseGiftOfTheGemDragonTitle=Presente do Dragão Gema Reaction/&WarcasterAttackDescription=Alvo de ataque. Reaction/&WarcasterAttackTitle=Ataque Tag/&InitiateCantripSpecialTagTitle=Iniciar truques diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt index 1c40cc1c05..db083dd74b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Você aprende a magia das florestas primitivas Feat/&FeatWoodElfMagicTitle=Magia dos Elfos da Floresta Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Enquanto você estiver segurando uma espada grande, você ganha um bônus de +1 na CA. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Lâmina Revenant -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Por causa das Chamas de Phlegethos, {0} repete o dado {1} de {2} para {3}. Feature/&PowerFeatDragonFearDescription=Você pode gastar um uso de sua característica Breath Weapon para rugir, forçando cada criatura de sua escolha a até 30 pés de você a fazer um teste de resistência de Sabedoria (CD 8 + seu bônus de proficiência + seu modificador de Carisma). Em um teste de resistência falho, um alvo fica assustado por 1 minuto. Se o alvo assustado receber qualquer dano, ele pode repetir o teste de resistência, encerrando o efeito sobre si mesmo em um sucesso. Feature/&PowerFeatDragonFearTitle=Medo de Dragão Feature/&PowerFeatOrcishAggressionDescription=Como uma ação bônus, ao empunhar uma arma corpo a corpo na mão principal, você pode avançar até sua velocidade em direção a um inimigo de sua escolha e atacar livremente a criatura com sua arma principal. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} usou {1} e rola um {2} para substitui Feedback/&BountifulLuckCheckToHitRoll={0} usou {1} e rola um {2} para substituir {3} no teste Feedback/&BountifulLuckSavingToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de salvamento Feedback/&DwarvenFortitudeHitDieRolled={0} rolou um {2} e curou {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} usa Chamas de Phlegethos para rolar novamente um dado de dano mágico {1} de {2} para {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} errou {1}. {2} pode reagir rolando um d20 e substituindo a jogada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Role um d20 para substituir a jogada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Sorte abundante diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/RangedCombat-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/RangedCombat-pt-BR.txt index 67d15cbfc4..9a9c11479b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/RangedCombat-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/RangedCombat-pt-BR.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Ativar/desativar o Sharpshooter +Action/&DeadEyeToggleTitle=Atirador de Elite Condition/&ConditionFeatSteadyAimAdvantageDescription=Você tem vantagem na sua próxima jogada de ataque. Condition/&ConditionFeatSteadyAimAdvantageTitle=Mira firme Condition/&ConditionFeatSteadyAimRestrainedDescription=Você não pode se mover até o final do seu turno. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt index 206a02e5a0..801bc3937f 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/FightingStyles-pt-BR.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Danos incapacitantes! Feedback/&AdditionalDamageCripplingLine={1} sofre dano incapacitante. Feedback/&AdditionalDamageExecutionerFormat=Execução! Feedback/&AdditionalDamageExecutionerLine={0} executa {1} para +{2} de dano extra! -FightingStyle/&AstralReachDescription=O alcance do seu Ataque Desarmado aumenta em 1,5 m. +FightingStyle/&AstralReachDescription=Seu alcance desarmado aumenta em 1,5 m, desde que ambas as mãos estejam livres. FightingStyle/&AstralReachTitle=Alcance Astral FightingStyle/&BlindFightingDescription=Você tem visão cega com um alcance de 10 pés. Dentro desse alcance, você pode efetivamente ver qualquer coisa que não esteja atrás de cobertura total, mesmo se estiver cego ou na escuridão. Além disso, você pode ver uma criatura invisível dentro desse alcance, a menos que a criatura se esconda de você com sucesso. FightingStyle/&BlindFightingTitle=Luta às Cegas @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=Você ganha um bônus de +1 em suas jogad FightingStyle/&HandAndAHalfTitle=Esgrima Clássica FightingStyle/&InterceptionDescription=Quando uma criatura que você pode ver atinge um alvo, diferente de você, a até 1,5 m de você com um ataque, você pode usar sua reação para reduzir o dano que o alvo recebe em 1d10 + seu bônus de proficiência. Você deve empunhar um escudo ou uma arma simples ou marcial para usar esta reação. FightingStyle/&InterceptionTitle=Interceptação -FightingStyle/&LungerDescription=O alcance da sua arma corpo a corpo aumenta em 1,5 m ao empunhar uma arma sem a etiqueta pesada e nenhuma outra arma ou escudo. +FightingStyle/&LungerDescription=O alcance da sua arma corpo a corpo aumenta em 1,5 m enquanto você estiver empunhando uma arma sem a etiqueta pesada e sua outra mão estiver livre. FightingStyle/&LungerTitle=Pulmões FightingStyle/&MercilessDescription=Quando você reduz um alvo a 0 HP usando um ataque de arma corpo a corpo no seu turno, inimigos dentro de um raio do alvo abatido igual à metade do seu bônus de proficiência (arredondado para cima) que podem ver o alvo devem fazer um teste de Sabedoria (CD 8 + seu bônus de proficiência + seu modificador de Força) ou ficarão com medo de você até o final do seu próximo turno. Se o ataque desencadeador for um acerto crítico, o raio é igual ao seu bônus de proficiência. FightingStyle/&MercilessTitle=Impiedoso diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/KeyBindings-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/KeyBindings-pt-BR.txt new file mode 100644 index 0000000000..841a8918e9 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/KeyBindings-pt-BR.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Permite que você exporte o caractere selecionado atualmente. +Setting/&CharacterExportTitle=Exportar Caractere +Setting/&DebugOverlayDescription=Permite que você abra a sobreposição de depuração vanilla. +Setting/&DebugOverlayTitle=Sobreposição de depuração +Setting/&EnableCharacterCheckerDescription=Permite que você visualize os atores com um novo botão adicionado ao conjunto de personagens. +Setting/&EnableCharacterCheckerTitle=Habilitar verificador de caracteres +Setting/&EnableCheatMenuDescription=Permite que você tenha o menu de truques do Dungeon Maker durante o jogo normal. +Setting/&EnableCheatMenuTitle=Habilitar o menu de cheats +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL para ignorar a verificação de itens de missão ao soltar +Setting/&EnablePartyTogglesDescription=Permite que você alterne heróis no conjunto de personagens para serem usados ​​como seu grupo padrão nos testes do criador de masmorras e na nova jogabilidade regular. +Setting/&EnablePartyTogglesTitle=Habilitar alternâncias de grupo padrão +Setting/&EnableSaveByLocationDescription=Permite que você organize seus salvamentos por campanhas e/ou locais. +Setting/&EnableSaveByLocationTitle=Habilitar salvar por local +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFT para ajustar as linhas de feitiços à grade +Setting/&FormationSet1Description=Permite que você escolha o conjunto de formação 1. +Setting/&FormationSet1Title=Conjunto de formação 1 +Setting/&FormationSet2Description=Permite que você escolha o conjunto de formação 2. +Setting/&FormationSet2Title=Conjunto de formação 2 +Setting/&FormationSet3Description=Permite que você escolha o conjunto de formação 3. +Setting/&FormationSet3Title=Conjunto de formação 3 +Setting/&FormationSet4Description=Permite que você escolha o conjunto de formação 4. +Setting/&FormationSet4Title=Conjunto de formação 4 +Setting/&FormationSet5Description=Permite que você escolha o conjunto de formação 5. +Setting/&FormationSet5Title=Conjunto de formação 5 +Setting/&HideCrownOfMagisterTitle=Esconder a Coroa do Magister +Setting/&HideHelmetsTitle=Esconder capacetes +Setting/&HideTitle=Esconder +Setting/&InvertTooltipBehaviorDescription=Exiba a dica de ferramenta estendida em vez da resumida padrão. +Setting/&InvertTooltipBehaviorTitle=Inverter comportamento de dicas de ferramentas +Setting/&ModHeaderTitle=Negócios inacabados +Setting/&RejoinPartyDescription=Permite que você se junte novamente ao grupo em torno do primeiro herói, caso alguém fique preso. +Setting/&RejoinPartyTitle=Reentrar na festa +Setting/&SelectCharacter5Title=Selecione o personagem 5 +Setting/&SelectCharacter6Title=Selecione o personagem 6 +Setting/&SpawnEncounterDescription=Permite que você gere o conjunto de encontros na aba Encontros da IU do Mod. +Setting/&SpawnEncounterTitle=Encontro de Spawn +Setting/&TeleportPartyDescription=Permite que você teletransporte o grupo para o local no centro da tela. +Setting/&TeleportPartyTitle=Festa de Teletransporte +Setting/&ToggleHudDescription=Permite que você ligue/desligue o HUD. +Setting/&ToggleHudTitle=Alternar HUD +Setting/&TooltipWidthDescription=Altere o multiplicador de largura da dica de ferramenta. +Setting/&TooltipWidthTitle=Largura da dica de ferramenta +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Desbloqueie nomes adicionais amigáveis ​​à tradição +Setting/&UnlockAllNpcFacesTitle=Desbloqueie rostos de NPC +Setting/&UnlockBeardlessDwarvesTitle=Desbloqueie anões sem barba +Setting/&UnlockEyeStylesTitle=Desbloquear estilos de olhos +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Desbloqueie marcas brilhantes e cores de tatuagens +Setting/&UnlockGlowingEyeColorsTitle=Desbloqueie cores de olhos brilhantes +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Desbloqueie marcas e tatuagens +Setting/&UnlockNewBrightEyeColorsTitle=Desbloqueie cores brilhantes para os olhos +Setting/&UnlockSkinColorsTitle=Desbloquear cores de pele +Setting/&UnlockUnmarkedSorcerersTitle=Desbloqueie Feiticeiros não marcados +Setting/&VttCameraDescription=Permite alternar o modo de câmera VTT. +Setting/&VttCameraTitle=Câmera BTT diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt index 9bab648cdd..fb73c02c25 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Deslumbrado Feature/&AttributeModifierMonkAbundantKiDescription=Adicione metade do seu bônus de proficiência (arredondado para baixo) ao seu conjunto de Pontos Ki. Feature/&AttributeModifierMonkAbundantKiTitle=Ki abundante Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Segue o grappler -Feature/&ConditionGrappleTargetFlyingTitle=Vôo Feature/&EnhancedIndomitableResistanceDescription=Se você falhar em um teste de resistência, você pode refazê-lo com um bônus igual ao seu nível de Guerreiro. Se fizer isso, você deve usar o novo teste, e você não pode usar esse recurso novamente até terminar um descanso longo. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Feitiços Expandidos diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt index 2e57f0595d..8c8df1df73 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt @@ -1,355 +1,319 @@ -ModUi/&AccountForAllDiceOnFollowUpStrike=Adiciona todos os efeitos adicionais da arma base ao talento Ataque de Acompanhamento -ModUi/&AccountForAllDiceOnSavageAttack=Adicione todos os dados do dano base da arma aos recursos que adicionam o dano base da arma em vez de apenas 1 dado [Ataque Selvagem, armas 2H, etc.] +ModUi/&AccountForAllDiceOnFollowUpStrike=Adicione todos os efeitos adicionais da arma base ao talento Ataque de Acompanhamento +ModUi/&AccountForAllDiceOnSavageAttack=Adicione todos os dados do dano base da arma aos recursos que adicionam dano base da arma em vez de apenas 1 dado [Ataque Selvagem, armas 2H, etc.] ModUi/&AddAllToStore=Adicionar tudo à loja -ModUi/&AddBleedingToLesserRestoration=Adicione a condição Sangramento àquelas removidas por Maior e Restauração Menor -ModUi/&AddCustomIconsToOfficialItems=Adicione ícones personalizados aos itens oficiais do jogo [munições, receitas, kits, etc.] [Requer reinicialização] -ModUi/&AddDarknessPerceptiveToDarkRaces=Ative Darkness Perceptive em Darkelf, Dark Kobold e Gray Dwarf \n[concede vantagem em testes de percepção quando apagado ou sob escuridão mágica] -ModUi/&AddDexModifierToEnemiesInitiativeRoll=Adicionado modificador de DES aos inimigos Rolagem de Iniciativa -ModUi/&AddFallProneActionToAllRaces=Adicione a ação Cair De bruços a todas as raças jogáveis ​​[você pode cair de bruços sem custo] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Habilite Lutador para adicionar o nível de classe como um bônus na nova rolagem do teste de resistência de Resistência Indomável -ModUi/&AddGrappleActionToAllRaces=Adicione a ação Agarrar a todas as raças jogáveis -ModUi/&AddHelpActionToAllRaces=Adicionada a ação Ajuda a todas as raças jogáveis [você pode ajudar uma criatura aliada a atacar uma criatura a até 1 espaço de você] -ModUi/&AddHumanoidFavoredEnemyToRanger=Ativar inimigos humanóides preferidos do Ranger -ModUi/&AddNewBrightEyeColors=Adicione novas cores de olhos brilhantes -ModUi/&AddNewWeaponsAndRecipesToShops=Adicione novas armas e receitas às lojas [bandagens, alabardas, lanças, maças longas, bestas manuais] [Requer reinicialização] -ModUi/&AddPaladinSmiteToggle=Adicionado um botão para permitir que Paladinos ativem golpes apenas em acertos críticos [útil para minimizar avisos de reação] -ModUi/&AddPickPocketableLoot=Adicionar itens que podem ser roubados [sugerido se o talento Pickpocket estiver ativado] +ModUi/&AddBleedingToLesserRestoration=Adicione a condição Sangramento àquelas removidas por Maior e Menor Restauração +ModUi/&AddCustomIconsToOfficialItems=Adicionar ícones personalizados aos itens oficiais do jogo [munição, receitas, kits, etc.] [Requer reinicialização] +ModUi/&AddDarknessPerceptiveToDarkRaces=Habilitar Percepção da Escuridão em Elfo Escuro, Kobold Escuro e Anão Cinzento \n[concede vantagem em testes de percepção quando apagado ou sob escuridão mágica] +ModUi/&AddDexModifierToEnemiesInitiativeRoll=Adicione modificador de DEX aos inimigos Rolagem de Iniciativa +ModUi/&AddFallProneActionToAllRaces=Adicione a ação Cair Prostrado a todas as classes [você pode cair prostrado sem custo] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Adicione o nível de classe como um bônus para a nova jogada de resistência de Resistência Indomável +ModUi/&AddGrappleActionToAllRaces=Adicione a ação Grapple a todas as classes +ModUi/&AddHelpActionToAllRaces=Adicione a ação Ajudar a todas as classes [você pode ajudar uma criatura aliada a atacar uma criatura dentro de 1 célula de você] +ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar inimigos preferenciais Humanoides +ModUi/&AddNewWeaponsAndRecipesToShops=Adicionar novas armas e receitas às lojas [bandagens de mão, alabardas, lanças, maças longas, bestas de mão] [Requer reinicialização] +ModUi/&AddPaladinSmiteToggle=Adicione uma alternância para permitir que Paladinos habilitem golpes somente em acertos críticos [útil para minimizar prompts de reação] +ModUi/&AddPickPocketableLoot=Adicionar saque que pode ser roubado [sugerido se o talento Batedor de carteira estiver habilitado] ModUi/&AddToStore=Adicionar à loja ModUi/&Advanced=Avançado: [Requer reinicialização] ModUi/&AdvancedHelp=• ATENÇÃO: Essas configurações exigirão que o jogador tenha este mod instalado -ModUi/&AllItemInDm=Todos os itens no DM +ModUi/&AllItemInDm=Todos os itens em DM ModUi/&AllRecipesInDm=Todas as receitas em DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Permitir todos os jogadores em sequências narrativas ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Permitir que os aliados percebam Ranger GloomStalker quando na escuridão natural -ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que qualquer classe use Armadura Sylvan ou Roupas Lightbringer -ModUi/&AllowBeardlessDwarves=Permitir Anões sem barba +ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que qualquer classe use Armadura Silvestre ou Roupas de Portador da Luz ModUi/&AllowBladeCantripsToUseReach=Permitir que Blade Cantrips usem alcance em vez de 5 pés -ModUi/&AllowClubsToBeThrown=Permitir que Clubs sejam lançados como Daggers ou Hand Axes -ModUi/&AllowDisplayingNonSuggestedSpells=Permitir mods de feitiços não sugeridos em cada lista -ModUi/&AllowDisplayingOfficialSpells=Permitir feitiços oficiais do jogo em cada lista +ModUi/&AllowClubsToBeThrown=Permitir que Clubes sejam lançados como Adagas ou Machados de Mão +ModUi/&AllowDisplayingNonSuggestedSpells=Permitir mod feitiços não sugeridos em cada lista +ModUi/&AllowDisplayingOfficialSpells=Permitir magias oficiais do jogo em cada lista ModUi/&AllowDruidToWearMetalArmor=Permitir que Druida use armadura de metal ModUi/&AllowDungeonsMaxLevel20=Permitir masmorras com nível máximo 20 -ModUi/&AllowFlightSuspend=Permitir a suspensão temporária do voo de itens e feitiços [não afeta formas selvagens ou corridas voadoras] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Ative o clique CTRL para ignorar qualquer verificação ao colocar gadgets ou acessórios -ModUi/&AllowHasteCasting=Permitir que feitiços com ação extra sejam lançados com aceleração [você ainda está limitado a 1 feitiço de ação principal por rodada] -ModUi/&AllowHornsOnAllRaces=Permitir buzinas em todas as corridas [os resultados podem parecer terríveis dependendo da raça, da cabeça e da buzina] +ModUi/&AllowFlightSuspend=Permitir a suspensão temporária do voo de itens e magias [não afeta raças selvagens ou voadoras] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilitar clique CTRL para ignorar qualquer verificação ao colocar gadgets ou adereços +ModUi/&AllowHasteCasting=Permitir conjurar magias com ação extra por ser Acelerado [você ainda está limitado a 1 magia de ação principal por rodada] +ModUi/&AllowHornsOnAllRaces=Permitir chifres em todas as raças [os resultados podem parecer terríveis dependendo da raça, cabeça e chifre] ModUi/&AllowMoreRealStateOnRestPanel=Permitir mais estado real no painel de descanso [ocultar ações após o descanso no painel anterior e recursos de recuperação no painel posterior] -ModUi/&AllowStackedMaterialComponent=Permitir componente de material empilhado [por exemplo Um diamante de 2x500gp equivale a um diamante de 1000gp] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Permitir seleção de alvo ao lançar o feitiço Chain Lightning -ModUi/&AllowUnmarkedSorcerers=Permitir Feiticeiro sem marcas de origem e tatuagens -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=A tecla ALT apenas destaca gadgets no campo de visão do grupo [somente masmorras personalizadas] -ModUi/&ArcaneShieldstaffOptions=Permitir que Cajado de Escudo Arcano seja sintonizado por qualquer classe -ModUi/&Backgrounds=Planos de fundo -ModUi/&BackgroundsAndRaces=Antecedentes e Corridas +ModUi/&AllowStackedMaterialComponent=Permitir componente de material empilhado [por exemplo, 2x500gp diamante é equivalente a 1000gp diamante] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Permitir seleção de alvo ao conjurar o feitiço Chain Lightning +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=A tecla ALT destaca apenas os gadgets no campo de visão do grupo [apenas masmorras personalizadas] +ModUi/&ArcaneShieldstaffOptions=Permitir que Arcane Shieldstaff seja sintonizado por qualquer classe +ModUi/&Backgrounds=Fundos +ModUi/&BackgroundsAndRaces=Origens e Raças ModUi/&Basic=Básico: ModUi/&Bestiary=Bestiário -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Conceder Maldição não requer concentração quando lançado com um espaço de feitiço L5+ -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=A condição Cego não permite ataque de oportunidade -ModUi/&Blueprints=Plantas -ModUi/&Campaigns=Campanhas: -ModUi/&CampaignsAndLocations=Campanhas e locais: +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Conceder Maldição não requer concentração quando conjurado com um espaço de magia L5+ +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=A condição Blinded não permite ataque de oportunidade +ModUi/&Blueprints=Projetos +ModUi/&Campaigns=Interface do jogo ModUi/&Category=Categoria -ModUi/&ChangeDragonbornElementalBreathUsages=Altere o uso da respiração elemental do Dragonborn para o modificador de Constituição por descanso curto -ModUi/&ChangeSleetStormToCube=Altere Sleet Storm para usar um cubo em vez de um cilindro +ModUi/&ChangeDragonbornElementalBreathUsages=Alterar usos de sopro elemental de Dragonborn para modificador de Constituição por descanso curto +ModUi/&ChangeSleetStormToCube=Alterar Sleet Storm para usar um cubo em vez de um cilindro ModUi/&Changelog=Registro de alterações ModUi/&Character=Personagem -ModUi/&CharactersPool=Conjunto de personagens -ModUi/&Classes=Aulas -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Imunidade ao Frio também concede imunidade a condições de resfriamento e congelamento -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistência ao Frio também concede imunidade à condição de resfriado e reduz a condição de congelado a resfriado +ModUi/&CharactersPool=Personagens Pool +ModUi/&Classes=Aulas +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Imunidade ao Frio também concede imunidade a condições de frio e congelamento +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistência ao Frio também concede imunidade à condição de frio e reduz congelado a resfriado ModUi/&Combat=Combate: ModUi/&Crafting=Artesanato: -ModUi/&CraftingHelp=• Pressione o botão para aprender receitas instantaneamente no grupo ativo\n• Os itens adicionados às lojas podem exigir que o grupo viaje para longe do local e volte +ModUi/&CraftingHelp=• Pressione o botão para aprender receitas instantaneamente no grupo ativo\n• Itens adicionados às lojas podem exigir que o grupo viaje para longe do local e volte ModUi/&Credits=Créditos -ModUi/&CreditsAndDiagnostics=Créditos e diagnósticos -ModUi/&Critical=Acerto crítico: -ModUi/&CriticalOption0=0: padrão do jogo, jogue qualquer dado de dano duas vezes, some o resultado e adicione modificadores [XdY+XdY+Z] -ModUi/&CriticalOption1=1: soma o resultado máximo dos dados de dano e adiciona ao dano do ataque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: continue jogando novamente quaisquer dados de dano que obtiverem o resultado mais alto possível e adicione-o ao dano total -ModUi/&CriticalOption3=3: Dobre o dano total do seu ataque em vez de lançar dados adicionais. [(XdY+Z)*2] +ModUi/&CreditsAndDiagnostics=Créditos e Diagnósticos +ModUi/&Critical=Acerto Crítico: +ModUi/&CriticalOption0=0: padrão do jogo, role qualquer dado de dano duas vezes, adicione o resultado e adicione modificadores [XdY+XdY+Z] +ModUi/&CriticalOption1=1: some o resultado máximo dos dados de dano e adicione-o ao dano do ataque [XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2: continue rolando novamente todos os dados de dano que rolarem o maior resultado possível e adicione-os ao dano total +ModUi/&CriticalOption3=3: Duplique o dano total do seu ataque em vez de rolar dados adicionais. [(XdY+Z)*2] ModUi/&Deities=Divindades -ModUi/&DisableAutoEquip=Desative o equipamento automático de itens no inventário -ModUi/&DisableBarbarianBrutalCritical=+ Desative também Bárbaro Brutal Critical nos níveis 9, 13 e 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desative os pré-requisitos de lançamento de feitiço em talentos fornecidos por este mod [Requer reinicialização] -ModUi/&DisableClassPrerequisitesOnModFeats=Desative os pré-requisitos de nível em talentos fornecidos por este mod +ModUi/&DisableAutoEquip=Desabilitar equipamento automático de itens no inventário +ModUi/&DisableBarbarianBrutalCritical=+ Também desabilite Brutal Critical nos níveis 9, 13 e 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desabilitar pré-requisitos de conjuração de magias em talentos do mod [Requer reinicialização] +ModUi/&DisableClassPrerequisitesOnModFeats=Desabilitar pré-requisitos de nível em talentos ModUi/&DisableMultilineSpellOffering=Desabilitar oferta de magia multi-linha na barra de ação [principalmente para usuários de controle que usam heróis não multicaster] -ModUi/&DisableRacePrerequisitesOnModFeats=Desative os pré-requisitos de corrida em talentos fornecidos por este mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Desativar Sense Dark Vision de todas as raças jogáveis [Requer reinicialização] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desativar Superior Sense Dark Vision de todas as raças jogáveis [Requer reinicialização] -ModUi/&DisableUnofficialTranslations=Desative o suporte a traduções não oficiais para acelerar o mod [a menos que eu fale chinês, italiano, japonês, coreano ou espanhol] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Exibir todos os feitiços conhecidos de outras classes durante a subida de nível -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Exibir espaços de pacto de Warlock na seleção de feitiços em vez do painel de personagens +ModUi/&DisableRacePrerequisitesOnModFeats=Desabilitar pré-requisitos de corrida em talentos +ModUi/&DisableSenseDarkVisionFromAllRaces=Desabilitar Sense Dark Vision de todas as raças jogáveis ​​[Requer reinicialização] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desabilitar Sentido Superior de Visão no Escuro de todas as raças jogáveis ​​[Requer reinicialização] +ModUi/&DisableUnofficialTranslations=Desabilite o suporte a traduções não oficiais para acelerar o mod [a menos que eu fale chinês, italiano, japonês, coreano ou espanhol] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Exibe todas as magias conhecidas de outras classes durante o aumento de nível +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Exibir espaços de pacto Warlock na seleção de magia em vez do painel de personagem ModUi/&DocsArcaneShots=Tiros Arcanos -ModUi/&DocsBackgrounds=Planos de fundo -ModUi/&DocsFeats=Talentos +ModUi/&DocsBackgrounds=Fundos +ModUi/&DocsClasses=Aulas +ModUi/&DocsFeats=Feitos ModUi/&DocsFightingStyles=Estilos de luta ModUi/&DocsInfusions=Infusões ModUi/&DocsInvocations=Invocações ModUi/&DocsManeuvers=Manobras -ModUi/&DocsMetamagic=Metamágica -ModUi/&DocsRaces=Corridas +ModUi/&DocsMetamagic=Metamagia +ModUi/&DocsRaces=Raças ModUi/&DocsSpells=Feitiços ModUi/&DocsSubclasses=Subclasses ModUi/&DocsSubraces=Sub-raças ModUi/&DocsVersatilities=Versatilidades -ModUi/&Donate=Doe: {0} -ModUi/&DontDisplayHelmets=Não exibir capacetes em personagens gráficos [Requer reinicialização] +ModUi/&Donate=Doar: {0} ModUi/&DontEndTurnAfterReady=Não termine o turno após usar Ação Pronta [permite usar Ação Bônus ou quaisquer ações Principais extras de Aceleração ou outras fontes] ModUi/&DontFollowCharacterInBattle=A câmera de batalha não segue quando o personagem já está na tela ModUi/&DontFollowMargin=+ A menos que o herói esteja desligado ou dentro de % da borda da tela -ModUi/&DungeonMakerBasicHelp=• Essas configurações não exigirão que o jogador tenha este mod instalado +ModUi/&DungeonMakerBasicHelp=• Essas configurações não exigirão que o jogador tenha esse mod instalado ModUi/&DungeonMakerMenu=Criador de Masmorras ModUi/&Effects=Efeitos -ModUi/&EmpressGarbAppearance=Aparência do Traje de Imperatriz +ModUi/&EmpressGarbAppearance=Aparência de Traje de Imperatriz ModUi/&EnableActionSwitching=Habilitar a barra de alternância de ações [útil para ter controle total sobre sua sequência de ações] -ModUi/&EnableAdditionalBackstoryDisplay=Habilitar exibição adicional de histórico na inspeção de histórico -ModUi/&EnableAdditionalIconsOnLevelMap=Habilite ícones adicionais para acampamentos, saídas e teletransportadores no mapa de níveis -ModUi/&EnableAdditionalItemsInDungeonMaker=Adicione itens modificados ao Editor -ModUi/&EnableAlternateHuman=Habilite o Humano [+1 talento / +2 escolhas de atributos / +1 habilidade] alternativo] -ModUi/&EnableAlternateVotingSystem=Ativar sistema de votação alternativo [peso da escolha = votos * modificador de carisma do herói] -ModUi/&EnableBarbarianBrutalStrike=Habilite Bárbaro Golpe Brutal e Melhoria de Ataque Brutal nos níveis 9, 13 e 17 -ModUi/&EnableBarbarianFightingStyle=Habilite a escolha do Bárbaro Estilo de Luta no nível 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Ative o buff e o debuff do Bárbaro Ataque Imprudente para terminar no início do próximo turno -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Habilitar Bárbaro para recuperar um uso de Fúria durante um descanso curto no nível 7 -ModUi/&EnableBardHealingBalladOnLongRest=Ative a Bard College of Hope Healing Ballad no descanso longo -ModUi/&EnableBetaContent=Ativar conteúdo beta [Requer reinicialização] -ModUi/&EnableCancelEditOnRightMouseClick=Habilite ações de cancelamento com clique direito do mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Habilite truques para acionar ataque bônus extra de War Magic -ModUi/&EnableCharacterChecker=Habilite o botão Verificador de Caracteres na Tela Principal > Caracteres -ModUi/&EnableCharacterExport=Habilite CTRL-SHIFT-(E) para exportar o caractere +ModUi/&EnableAdditionalBackstoryDisplay=Habilitar exibição de história de fundo adicional na inspeção de fundo +ModUi/&EnableAdditionalIconsOnLevelMap=Habilitar ícones adicionais para acampamentos, saídas e teletransportadores no mapa de nível +ModUi/&EnableAdditionalItemsInDungeonMaker=Adicionar itens modificados ao Editor +ModUi/&EnableAlternateHuman=Habilitar o Humano alternativo [+1 talento / +2 escolhas de atributo / +1 habilidade] +ModUi/&EnableAlternateVotingSystem=Habilitar sistema de votação alternativo [peso da escolha = votos * modificador de Carisma do herói] +ModUi/&EnableBarbarianBrutalStrike=Habilitar Golpe Brutal e Melhoria do Golpe Brutal nos níveis 9, 13 e 17 +ModUi/&EnableBarbarianFightingStyle=Habilitar a escolha Estilo de luta no nível 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Habilitar o bônus e o debuff Ataque Reckless para terminar no início do próximo turno +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Habilitar recuperar um uso de Fúria durante um descanso curto no nível 7 +ModUi/&EnableBardHealingBalladOnLongRest=Habilitar Bard College of Hope Healing Ballad em descanso longo +ModUi/&EnableBetaContent=Habilitar conteúdo beta [Requer reinicialização] +ModUi/&EnableCancelEditOnRightMouseClick=Habilitar ações de cancelamento com clique direito do mouse +ModUi/&EnableCantripsTriggeringOnWarMagic=Permitir que truques desencadeiem um ataque bônus extra de Magia de Guerra ModUi/&EnableCharactersOnFireToEmitLight=Personagens Em Chamas devem emitir luz [Cubo de Luz, Elemental de Fogo, Bobo da Corte de Fogo, Águia Pescadora de Fogo, Aranha de Fogo e família de condição em chamas] -ModUi/&EnableCheatMenu=Habilite o menu de cheats -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Habilitar CTRL clicar e arrastar para ignorar as verificações de itens de missão ao soltar ModUi/&EnableCustomPortraits=Habilitar Retratos personalizados -ModUi/&EnableCustomPortraitsHelp=• Coloque seus retratos personalizados nas subpastas Pessoal ou Pré-geração , nomeado após o nome do herói [ou seja: Anton, Celia, Nialla, etc.]\n• Use PNG imagens, tamanho 256 x 384 pixels, com uma camada de transparência [use o GIMP para obter melhores resultados] -ModUi/&EnableDungeonMakerModdedContent=Ative o Dungeon Maker Pro\n[inclua salas planas, tamanhos de masmorras de 150 x 150 e 200 x 200 e mistura simples de recursos de todos os ambientes] +ModUi/&EnableCustomPortraitsHelp=• Coloque seus retratos personalizados em subpastas Pessoal ou PreGen, nomeadas com base no primeiro nome do herói [por exemplo: Anton, Celia, Nialla, etc.]\n• Use imagens PNG, com tamanho de 256 x 384 pixels, com uma camada de transparência [use o GIMP para obter melhores resultados] +ModUi/&EnableDungeonMakerModdedContent=Habilitar Dungeon Maker Pro\n[incluir salas planas, masmorras de 150x150 e 200x200 e recursos de mistura simples de todos os ambientes] ModUi/&EnableElevationCameraToStayAtPosition=+ Habilitar câmera de elevação durante a batalha para permanecer na posição após desabilitada e triplicar seu alcance -ModUi/&EnableEpicPointsAndArray=Habilite um sistema e matriz de compra épico de 35 pontos [17,15,13,12,10,8] [Requer reinicialização] -ModUi/&EnableExtendedProficienciesPanelDisplay=Ative a exibição do painel de proficiências estendidas [Arcane Shots, Infusions, Maneuvers, and Versatilities]\n[desempenho acertar na inspeção do personagem. use por sua conta e risco] -ModUi/&EnableFeatsAtEvenLevels=Ative a seleção de talentos nos níveis 2, 10 e 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Ative a seleção de talentos nos níveis 6 e 14 -ModUi/&EnableFighterWeaponSpecialization=Habilite Fighter Especialização em Armas nos níveis 8 e 16 [obtenha +1 para acertar e causar dano, mas tenha desvantagem com qualquer outra arma tipo] -ModUi/&EnableFlexibleBackgrounds=Habilite planos de fundo flexíveis [selecione habilidades e proficiências em ferramentas dos planos de fundo] -ModUi/&EnableFlexibleRaces=Habilite corridas flexíveis [atribua pontos de pontuação de habilidade em vez dos padrões raciais] -ModUi/&EnableGauntletMainAttacks=Permitir Ataque Desarmado com ação principal para o personagem se um Monge ou tiver Manoplas ou Manopla equipada +ModUi/&EnableEpicPointsAndArray=Habilitar um sistema épico de compra de 35 pontos e array [17,15,13,12,10,8] [Requer reinicialização] +ModUi/&EnableExtendedProficienciesPanelDisplay=Habilitar exibição do painel de proficiências estendidas [Tiros Arcanos, Infusões, Manobras e Versatilidades]\n[queda de desempenho na inspeção de personagem. use por sua conta e risco] +ModUi/&EnableFeatsAtEvenLevels=Habilitar seleção de talentos nos níveis 2, 10 e 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilitar seleção de talentos nos níveis 6 e 14 +ModUi/&EnableFighterWeaponSpecialization=Habilite Especialização em Armas nos níveis 8 e 16 [receba +1 para acertar e causar dano, mas desvantagem com qualquer outro tipo de arma] +ModUi/&EnableFlexibleBackgrounds=Habilitar fundos flexíveis [selecione habilidades e proficiências em ferramentas dos fundos] +ModUi/&EnableFlexibleRaces=Habilitar raças flexíveis [atribuir pontos de habilidade em vez dos padrões raciais] +ModUi/&EnableGauntletMainAttacks=Permitir Ataque Desarmado com ação principal para o personagem se for um Monge ou tiver Handwraps ou Gauntlet equipados ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permita que o herói com melhor proficiência role escolhas de diálogo [funciona, mas as narrações parecem estranhas em campanhas oficiais] -ModUi/&EnableHigherGroundRules=Habilite regras de terreno mais alto [+1 para acertar se estiver atacando de um terreno mais alto] -ModUi/&EnableHotkeyDebugOverlay=Ative CTRL-SHIFT-(D) para exibir a sobreposição de depuração -ModUi/&EnableHotkeyToggleHud=Ative CTRL-SHIFT-(H) para alternar a exibição do HUD -ModUi/&EnableInventoryFilteringAndSorting=Ativar filtragem e classificação de inventário -ModUi/&EnableInventoryTaintNonProficientItemsRed=Pinte de vermelho qualquer item com o qual o herói não seja proficiente -ModUi/&EnableInventoryTintKnownRecipesRed=Tinja receitas conhecidas de vermelho -ModUi/&EnableInvisibleCrownOfTheMagister=Oculte a Coroa do Magister na UI do jogo -ModUi/&EnableLevel20=Ativar nível 20 [Requer reinicialização] -ModUi/&EnableLogDialoguesToConsole=Habilite diálogos de registro no console de jogos durante sequências narrativas -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Ativar o registro de referências inválidas em campanhas personalizadas -ModUi/&EnableMinInOutAttributes=+ Aplicar pontuações mínimas de habilidade nos pré-requisitos de entrada e saída -ModUi/&EnableMonkAbundantKi=Habilite Monge Ki Abundante no nível 2 [ganhe Ki adicional igual à metade do bônus de proficiência arredondado para cima] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Habilite Monge Corpo e Mente para substituir Eu Perfeito no nível 20 -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Ative Monk Artes Marciais - Ataques Desarmados Bônus para não exigir uma ação de ataque antes do uso -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Ative Monk Flurry of Blows para não exigir uma ação de ataque antes do uso -ModUi/&EnableMonkFightingStyle=Habilite a escolha de Monk Estilo de Luta no nível 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Habilitar handwraps e manoplas de Monge para funcionar no slot de manopla -ModUi/&EnableMonkHeightenedMetabolism=Ativar Monk Metabolismo Acelerado no nível 10 [Rajada de Golpes, Defesa do Paciente e Passo do Vento ganham benefícios adicionais] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Ative o Monk Movimento sem armadura aprimorado para se mover em superfícies verticais sem cair -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Habilite Monk Defesa Superior para substituir Corpo Vazio no nível 18 -ModUi/&EnableMonkWeaponSpecialization=Habilite Monk Especialização em Armas nos níveis 2 e 11 [o tipo de arma selecionado torna-se uma arma de monge para você] -ModUi/&EnableMulticlass=Ativar multiclasse [Requer reinicialização] -ModUi/&EnableOneDndHealingSpellsBuf=Ative o bônus de dados de cura OneDnd em Curar Feridas, Palavra de Cura, Curar Feridas em Massa e Palavra de Cura em Massa -ModUi/&EnablePcgRandom=Habilite um algoritmo gerador aleatório melhor [https://www.pcg-random.org] +ModUi/&EnableHigherGroundRules=Habilitar regras de terreno mais alto [+1 para acertar se estiver atacando de um terreno mais alto] +ModUi/&EnableInventoryFilteringAndSorting=Habilitar filtragem e classificação de inventário +ModUi/&EnableInventoryTaintNonProficientItemsRed=Tingir de vermelho qualquer item com o qual o herói não seja proficiente +ModUi/&EnableInventoryTintKnownRecipesRed=Tingir receitas conhecidas de vermelho +ModUi/&EnableLevel20=Habilitar nível 20 [Requer reinicialização] +ModUi/&EnableLogDialoguesToConsole=Habilitar diálogos de log para o console do jogo durante sequências narrativas +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Habilitar registro de referências inválidas em campanhas personalizadas +ModUi/&EnableMinInOutAttributes=+ Aplicar pontuações de habilidade mínimas dentro e fora dos pré-requisitos +ModUi/&EnableMonkAbundantKi=Habilitar Ki Abundante no nível 2 [ganhe Ki adicional igual à metade do bônus de proficiência arredondado para cima] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Habilitar Corpo e Mente para substituir Eu Perfeito no nível 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Habilite Artes Marciais - Ataques Desarmados Bônus para não exigir uma ação de ataque antes do uso +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Habilitar Rajada de Golpes para não exigir uma ação de ataque antes do uso +ModUi/&EnableMonkFightingStyle=Habilitar a escolha Estilo de luta no nível 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Habilitar Handwraps e Gauntlets para funcionar no slot de manopla +ModUi/&EnableMonkHeightenedMetabolism=Habilite Metabolismo Acelerado no nível 10 [Rajada de Golpes, Defesa do Paciente e Passo do Vento ganham benefícios adicionais] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Habilitar Movimento sem armadura aprimorado para se mover em superfícies verticais sem cair +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Habilitar Defesa Superior para substituir Corpo Vazio no nível 18 +ModUi/&EnableMonkWeaponSpecialization=Habilite Especialização em Armas nos níveis 2 e 11 [o tipo de arma selecionado se torna uma arma de monge para você] +ModUi/&EnableMulticlass=Habilitar multiclasse [Requer reinicialização] +ModUi/&EnableOneDndHealingSpellsBuf=Habilitar o bônus de dados de cura OneDnd em Curar Ferimentos, Palavra de Cura, Curar Ferimentos em Massa e Palavra de Cura em Massa +ModUi/&EnablePcgRandom=Habilitar um algoritmo de gerador aleatório melhor [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Habilitar efeitos de movimento de empurrar e puxar para também funcionarem no eixo para cima/baixo -ModUi/&EnableRangerNatureShroudAt10=Habilite o recurso Ranger Nature's Veil no nível 10 [como uma ação bônus, você pode ficar invisível magicamente até o início do próximo turno ] -ModUi/&EnableRejoinParty=Ative CTRL-SHIFT-(R) para voltar ao grupo em torno do herói ou líder selecionado se nenhum estiver selecionado [útil com grupos de 5 ou 6 ] -ModUi/&EnableRelearnSpells=Habilite a seleção de truques ou feitiços já aprendidos de outras fontes -ModUi/&EnableRespec=Ative a ação RESPEC após descanso [não use RESPEC durante uma sessão multijogador] -ModUi/&EnableRogueCunningStrike=Habilite Rogue Cunning Strike e Devious Strike nos níveis 5 e 14 [você deixou de lado 1 dados de ataque furtivo para efeitos de acerto adicionais] -ModUi/&EnableRogueFightingStyle=Habilite a escolha de Rogue Estilo de luta no nível 2 -ModUi/&EnableRogueSteadyAim=Habilite Rogue Steady Aim no nível 3 [a ação bônus dá vantagem em sua próxima jogada de ataque no turno atual se você não tiver ainda não mudei] -ModUi/&EnableRogueStrSaving=Habilite Rogue para usar modificadores de DES ou FOR em Ataque Astuto/Tortuoso, Ataque Debilitante/Aprimorado e Golpe de Lâminas -ModUi/&EnableSaveByLocation=Ativar salvar por campanhas/locais -ModUi/&EnableSignatureSpellsRelearn=Habilite que os feitiços característicos do Assistente sejam preparados a cada descanso longo [em vez de uma vez no nível 20] -ModUi/&EnableSorcererMagicalGuidance=Habilitar Orientação Mágica do Feiticeiro no nível 5 +ModUi/&EnableRangerNatureShroudAt10=Habilite o recurso Véu da Natureza no nível 10 [como uma ação bônus, você pode magicamente ficar invisível até o início do próximo turno] +ModUi/&EnableRelearnSpells=Habilitar seleção de truques ou magias já aprendidas de outras fontes +ModUi/&EnableRespec=Habilitar RESPEC após a ação de descanso [não usar RESPEC durante uma sessão multijogador] +ModUi/&EnableRogueCunningStrike=Habilite Golpe Astuto e Golpe Desonesto nos níveis 5 e 14 [você deixa de lado 1 dado de ataque furtivo para efeitos de acerto adicionais] +ModUi/&EnableRogueFightingStyle=Habilitar a escolha Estilo de luta no nível 2 +ModUi/&EnableRogueSteadyAim=Habilite Miração Firme no nível 3 [ação bônus dá vantagem na sua próxima jogada de ataque no turno atual se você ainda não se moveu] +ModUi/&EnableRogueStrSaving=Habilitar modificadores de DEX ou FOR em Golpe Astuto/Desonesto, Golpe Debilitante/Aprimorado e Gravata de Lâminas +ModUi/&EnableSignatureSpellsRelearn=Habilitar que as magias de assinatura do Mago sejam preparadas a cada descanso longo [em vez de uma vez no nível 20] +ModUi/&EnableSorcererMagicalGuidance=Habilitar Orientação Mágica no nível 5 ModUi/&EnableSorcererQuickenedAction=Habilitar ação Feitiço Acelerado para permitir conjurar feitiço de ação principal com metamagia acelerada aplicada -ModUi/&EnableSortingDungeonMakerAssets=Habilite a classificação de ativos no editor Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Exibir estatísticas na dica do herói [ou seja: acertos críticos, falhas críticas, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=+ Além disso, cada herói adiciona um teste D20 ao peso para um pouco de aleatoriedade [peso da escolha = votos * modificador de Carisma do herói + teste D20] -ModUi/&EnableTeleportParty=Ative CTRL-SHIFT-(T) para teletransportar o grupo [você pode interromper as missões se se teletransportar para um lugar desconhecido] +ModUi/&EnableSortingDungeonMakerAssets=Habilitar classificação de ativos no editor do Dungeon Maker +ModUi/&EnableStatsOnHeroTooltip=Exibir estatísticas na dica de ferramenta do herói [por exemplo: acertos críticos, falhas críticas, etc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Além disso, cada herói adiciona um teste de D20 ao peso para um pouco de aleatoriedade [peso da escolha = votos * modificador de Carisma do herói + teste de D20] ModUi/&EnableTeleportToRemoveRestrained=Habilitar Teletransporte para remover todas as condições restritas do alvo -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Ative o conjunto de personagens para definir seu grupo de jogo e teste padrão -ModUi/&EnableTooltipDistance=Ativar a exibição da distância nas dicas de ferramentas ao passar o mouse sobre um personagem em combate -ModUi/&EnableUpcastConjureElementalAndFey=Ativar upcast de Conjure Elemental e Conjure Fey +ModUi/&EnableTooltipDistance=Habilitar a exibição da distância nas dicas de ferramentas ao passar o mouse sobre um personagem em combate +ModUi/&EnableUpcastConjureElementalAndFey=Habilitar upcast de Conjure Elemental e Conjure Fey ModUi/&EnableVariablePlaceholdersOnTexts=Habilitar marcadores de posição variáveis ​​em descrições [usar {VARIABLE_NAME} como marcador de posição] -ModUi/&EnableVttCamera=Ative CTRL-SHIFT-(V) para alternar a câmera VTT [clique com o botão direito e arraste para posicionar a câmera, WASD para panoramizar e Page Up/ Desça a página para ampliar] -ModUi/&EnablesAsiAndFeat=Ative o aumento de pontuação de atributos e a seleção de talentos [em vez de uma escolha exclusiva] -ModUi/&EncounterPercentageChance=Definir chances percentuais de encontros aleatórios +ModUi/&EnablesAsiAndFeat=Habilitar aumento de pontuação de atributos e seleção de talentos [em vez de uma escolha exclusiva] +ModUi/&EncounterPercentageChance=Defina chances percentuais de encontros aleatórios ModUi/&Encounters=Encontros -ModUi/&EnemiesAlwaysRollInitiative=+ Os inimigos sempre rolam a iniciativa em vez de um valor forçado [ou seja: Sorak Assassin] -ModUi/&ExpandAll=Expandir todos -ModUi/&FactionHelp=Carregue um jogo de campanha oficial para modificar as relações entre facções... +ModUi/&EnemiesAlwaysRollInitiative=+ Os inimigos sempre rolam a iniciativa em vez de um valor forçado [por exemplo: Sorak Assassin] +ModUi/&ExpandAll=Expandir tudo +ModUi/&FactionHelp=Carregue um jogo de campanha oficial para modificar as relações de facção... ModUi/&FactionRelations=Facções: ModUi/&FasterTimeModifier=Modificador de tempo de jogo ao pressionar a barra de espaço -ModUi/&FeatGroups=Grupos de Talentos -ModUi/&FeatGroupsHelp=• Cada grupo é uma consolidação de talentos [ou seja: credos, estilos de luta, metamágica, etc.]\n• Os talentos nesses grupos não ficarão mais diretamente visíveis no estágio de seleção de proficiência\n• O grupo, quando selecionado, os oferece em uma lista suspensa para organizar a tela do jogo -ModUi/&Feats=Talentos +ModUi/&FeatGroups=Grupos de talentos +ModUi/&FeatGroupsHelp=• Cada grupo é uma consolidação de talentos semelhantes [por exemplo: credos, estilos de luta, metamagia, etc.]\n• Os talentos nesses grupos não serão mais diretamente visíveis no estágio de seleção de proficiência\n• O grupo, quando selecionado, os oferece em uma lista suspensa para organizar a tela do jogo +ModUi/&Feats=Feitos ModUi/&FightingStyles=Estilos de luta -ModUi/&FixAsianLanguagesTextWrap=Corrigir quebra automática de texto da IU do jogo em idiomas asiáticos [Requer reinicialização] -ModUi/&FixEldritchBlastRange=Use o intervalo oficial de 24 células com Eldritch Blast [em vez de 12] +ModUi/&FixAsianLanguagesTextWrap=Corrigir quebra de texto da interface do usuário do jogo em idiomas asiáticos [Requer reinicialização] +ModUi/&FixEldritchBlastRange=Use o intervalo de 24 células com Explosão Eldritch [em vez de 12] ModUi/&FixRingOfRegenerationHealRate=Defina a taxa de cura do Anel de Regeneração para 1 HP a cada 3 minutos -ModUi/&FlightSuspendWingedBoots=+ Regras oficiais de uso de Winged Boots [duração restante não contada quando o voo é suspenso] +ModUi/&FlightSuspendWingedBoots=+ Use as regras oficiais das Botas Aladas [duração restante não contada quando o voo é suspenso] ModUi/&Formation=Formação: -ModUi/&FormationError=Você não pode alterar sua formação durante um jogo multijogador... -ModUi/&FormationHelp1=• Use os botões numéricos para editar um determinado conjunto [considere ativar teclas de atalho na entrada] -ModUi/&FormationHelp2=• @ representa posições relativas de heróis +ModUi/&FormationError=Você não pode mudar sua formação durante um jogo multijogador... +ModUi/&FormationHelp1=• Use os botões numéricos para editar um determinado conjunto [considere habilitar teclas de atalho na entrada] +ModUi/&FormationHelp2=• @ representam posições relativas de heróis ModUi/&FormationHelp3=• Clique em quaisquer 2 botões para trocar suas posições -ModUi/&FormationHotkey=Ative CTRL-SHIFT-(1..5) para trocar conjuntos de formação no jogo -ModUi/&FormationResetAllSets=Reiniciar tudo -ModUi/&FormationResetThisSet=Redefinir isso +ModUi/&FormationResetAllSets=Redefinir tudo +ModUi/&FormationResetThisSet=Redefinir isto ModUi/&FormationSelected=Conjunto de formação {0} selecionado -ModUi/&FullyControlConjurations=Controle totalmente as conjurações [animais, elementais, etc] -ModUi/&GameUi=IU do jogo +ModUi/&FullyControlConjurations=Controle total de conjurações [animais, elementais, etc] ModUi/&Gameplay=Jogabilidade ModUi/&General=Geral: ModUi/&GeneralMenu=Em geral -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Conceda especialização em armas de cimitarra para bardos e ladinos -ModUi/&GridSelectedColor=Alterar a cor da grade do movimento -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar efeitos visuais de saídas e teletransportadores se ainda não forem descobertos -ModUi/&HideMonsterHitPoints=Exibe a saúde dos monstros em passos de 25% / 50% / 75% / 100% em vez dos pontos de vida exatos +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Conceda Especialização em Arma Cimitarra para Bardos e Ladinos +ModUi/&GridSelectedColor=Alterar o movimento cor da grade +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar saídas e efeitos visuais de teletransporte se ainda não foram descobertos +ModUi/&HideMonsterHitPoints=Exibir a saúde dos monstros em etapas de 25% / 50% / 75% / 100% em vez de pontos de vida exatos ModUi/&HideQuickenedActionWhenMetamagicOff=+ Ocultar esta ação quando a alternância de metamagia estiver desligada -ModUi/&HighContrastTargetingAoeColor=Alterar criaturas AoE destaque e selecione cor -ModUi/&HighContrastTargetingSingleColor=Alterar criaturas únicas destacar cor e selecionar -ModUi/&House=Casa: -ModUi/&IdentifyAfterRest=Adicionado um poder para identificar itens mágicos durante um descanso curto ou longo -ModUi/&IgnoreHandXbowFreeHandRequirements=Não é necessário ter mão livre para usar Bestas de Mão -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Feitiços de ilusão falham automaticamente contra alvos com TrueSight ao alcance -ModUi/&ImproveLevelUpFeaturesSelection=Melhorar a seleção de recursos para subir de nível [Requer reinicialização]\n[impactos Ranger Inimigo Preferido e Afinidade com Terreno, Druida Besta Membro, Bárbaro Caminho dos Elementos e subclasses Escolhas Dracônicas] -ModUi/&IncreaseGameTimeBy=Aumente o tempo de jogo em +ModUi/&HighContrastTargetingAoeColor=Alterar criaturas AoE destacar cor selecionada +ModUi/&HighContrastTargetingSingleColor=Alterar criaturas individuais destacar cor selecionada +ModUi/&IdentifyAfterRest=Adicione um poder para identificar itens mágicos durante um descanso curto ou longo +ModUi/&IgnoreHandXbowFreeHandRequirements=Não requer mão livre para usar Bestas de Mão +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Os feitiços de ilusão falham automaticamente contra alvos com TrueSight ao alcance +ModUi/&IncreaseGameTimeBy=Aumentar o tempo de jogo em ModUi/&IncreaseMaxAttunedItems=Aumentar o máximo de Itens Sintonizados para 4 no nível 10 e 5 no nível 18 -ModUi/&InitialChoices=Criação: -ModUi/&Input=Entrada: -ModUi/&Interface=Interface ModUi/&InventoryAndItems=Inventário e itens: -ModUi/&InvertAltBehaviorOnTooltips=Inverta o comportamento da tecla ALT nas dicas de ferramentas ModUi/&Invocations=Invocações ModUi/&ItemInDm=Itens em DM ModUi/&Items=Itens: -ModUi/&ItemsCraftingMerchants=Artesanato, itens e comerciantes -ModUi/&ItemsHelp1=Abra a tela de inspeção de personagens para adicionar itens aos heróis... -ModUi/&ItemsHelp2=Pressione + para adicionar itens ao contêiner de solo -ModUi/&KeepInvisibilityWhenUsingItems=Habilite o uso de itens sem quebrar a Invisibilidade -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Atualizar a furtividade do herói após o ataque se for percebido na rodada surpresa [apenas o primeiro herói] -ModUi/&MakeAllMagicStaveArcaneFoci=Faça com que todos os cajados mágicos sejam focos arcanos [exceto Cajado de Cura que é Universal] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marque também a localização dos teletransportadores invisíveis no mapa de nível após a descoberta +ModUi/&ItemsCraftingMerchants=Artesanato e comerciantes +ModUi/&ItemsHelp1=Abra a tela de inspeção de personagem para adicionar itens aos heróis... +ModUi/&ItemsHelp2=Pressione + para adicionar itens ao contêiner terrestre +ModUi/&KeepInvisibilityWhenUsingItems=Habilitar o uso do item sem quebrar Invisibilidade +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Atualizar a furtividade do herói após o ataque se percebido na rodada surpresa [somente o primeiro herói] +ModUi/&Locations=Localizações: +ModUi/&MakeAllMagicStaveArcaneFoci=Faça todos os cajados mágicos focos arcanos [exceto Cajado de Cura que é Universal] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marque também a localização dos teletransportadores invisíveis no mapa do nível após a descoberta ModUi/&MaxAllowedClasses=Máximo de classes permitidas ModUi/&Merchants=Comerciantes: ModUi/&Metamagic=Metamágica -ModUi/&ModifyGravitySlam=+ Modificar o feitiço Gravity Slam para empurrar os alvos afetados para baixo e torná-lo um cilindro em vez de uma esfera -ModUi/&Monsters=Monstros: +ModUi/&ModifyGravitySlam=+ Modificar o feitiço Gravity Slam para empurrar os alvos afetados para baixo e torná-los um cilindro em vez de uma esfera ModUi/&MovementGridWidthModifier=Multiplique a largura da grade de movimento por [%] -ModUi/&MulticlassKeyHelp=SHIFT clicar em um feitiço inverte o tipo de slot de repertório padrão consumido\n[Warlock gasta slots de feitiço branco e outros gastam os verdes do pacto] +ModUi/&MulticlassKeyHelp=SHIFT clicar em uma magia inverte o tipo de slot de repertório padrão consumido\n[Warlock gasta slots de magia brancos e outros gastam slots de pacto verdes] +ModUi/&Multiplayer=Multijogador: ModUi/&MultiplyTheExperienceGainedBy=Multiplique a experiência adquirida por [%] ModUi/&NeverMoveCameraOnEnemyTurn=+ A câmera nunca se move durante os turnos do inimigo -ModUi/&NoExperienceOnLevelUp=Nenhuma experiência é necessária para subir de nível -ModUi/&OfferAdditionalLoreFriendlyNames=Ofereça nomes adicionais amigáveis à história na criação de personagens -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar vantagem/desvantagem pares cegos, invisíveis e percebidos [útil em conjunto com vantagem/desvantagem oficial regras] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Alterar áreas fortemente obscurecidas para serem bloqueadores de projéteis [Cloud Kill, Fog Cloud , Nuvem Incendiária, Tempestade de Pétalas, Tempestade de Granizo, Nuvem fedorenta] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Criaturas invisíveis são fortemente obscurecidas e podem ser alvo, as jogadas de ataque contra a criatura têm desvantagem e as jogadas de ataque da criatura têm vantagem -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Alterar áreas magicamente obscurecidas para serem bloqueadores de projéteis [qualquer fonte do efeito do feitiço Escuridão] -ModUi/&OfficialObscurementRulesTweakMonsters=+ Adicione Darkvision, BlindSight e TrueSight a monstros e NPCs sempre que apropriado -ModUi/&OfficialObscurementRulesTweakMonstersHelp=[coleções de configurações MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar apenas as criaturas mais poderosas da lista de conjuração +ModUi/&NoExperienceOnLevelUp=Não é necessária experiência para subir de nível +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar vantagem / desvantagem pares cegos, invisíveis e percebidos [útil em conjunto com as regras oficiais de vantagem / desvantagem] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Alterar áreas fortemente obscurecidas para serem bloqueadores de projéteis [Nuvem Mortal, Nuvem de Névoa, Nuvem Incendiária, Tempestade de Pétalas, Tempestade de Granizo, Nuvem Fedorenta] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Criaturas invisíveis são fortemente obscurecidas e podem ser alvos, jogadas de ataque contra a criatura têm desvantagem, e as jogadas de ataque da criatura têm vantagem +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Alterar áreas magicamente obscurecidas para serem bloqueadores de projéteis [qualquer fonte do efeito do feitiço Escuridão] +ModUi/&OfficialObscurementRulesTweakMonsters=+ Adicione Visão no Escuro, Visão Cega e Visão Verdadeira aos monstros e PNJs sempre que apropriado +ModUi/&OfficialObscurementRulesTweakMonstersHelp=[configurações de coleções MonstrosQueDeveriamTerVisãoNoEscuro, MonstrosQueDeveriamTerVisãoVerdadeira, MonstrosQueDeveriamTerVisãoCega] +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar apenas as criaturas mais poderosas na lista de conjuração ModUi/&OutlineGridWidthModifier=Multiplique a largura da grade de contorno por [%] -ModUi/&OutlineGridWidthSpeed=Multiplique a velocidade de animação da grade de contorno por [%] -ModUi/&OverrideMinMaxLevel=Substitua os níveis mínimo e máximo exigidos ao iniciar novas aventuras +ModUi/&OutlineGridWidthSpeed=Multiplique a velocidade da animação da grade de contorno por [%] +ModUi/&OverrideMinMaxLevel=Substitua os níveis mínimo e máximo necessários ao iniciar novas aventuras ModUi/&OverridePartySize=Substituir o tamanho do grupo -ModUi/&Patches=Patches: -ModUi/&PortraitsOpenFolder=Abra a pasta de retratos +ModUi/&Patches=Correções: +ModUi/&PortraitsOpenFolder=Abrir pasta de retratos ModUi/&PrimedItems=Itens preparados -ModUi/&Progression=Progressão: -ModUi/&QuickCastLightCantripOnWornItemsFirst=Habilite o lançamento rápido Light Cantrip para usar itens usados na cabeça, pescoço ou tronco primeiro -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Ative a Sensibilidade à Luz em Darkelf, Dark Kobold e Gray Dwarf para acionar apenas em ambientes externos\n[áreas internas em locais externos acessíveis sem uma tela de carregamento são consideradas externas pelo mecanismo de jogo] +ModUi/&QuickCastLightCantripOnWornItemsFirst=Habilite o lançamento rápido Light Cantrip para usar itens usados ​​na cabeça, pescoço ou tronco primeiro +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Habilite Sensibilidade à Luz em Darkelf, Dark Kobold e Gray Dwarf para serem acionados somente em ambientes externos\n[áreas internas em locais externos acessíveis sem uma tela de carregamento são consideradas externas pelo mecanismo do jogo] ModUi/&Races=Corridas ModUi/&RecipeCost=Custo da receita ModUi/&RecipesInDm=Receitas em DM ModUi/&RelicForgeries=Falsificações de relíquias ModUi/&RemoveAttunementRequirements=Remover requisitos de sintonização [Requer reinicialização] -ModUi/&RemoveBugVisualModels=Substitua modelos semelhantes a aranhas por modelos semelhantes a ursos no jogo [arachnophobia] [Requer reinicialização] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Remover filtro humanóide em Hideous Laughter -ModUi/&RemoveRecurringEffectOnEntangle=Aplique apenas o efeito Entangle no momento do lançamento e também force um teste de força para se libertar das vinhas. -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Remover restrições escolares do Shadowcaster -ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Remover restrições escolares do Spellblade -ModUi/&RestockAntiquarians=Reabastecer Antiquários [Halman Summer] -ModUi/&RestockArcaneum=Reabasteça Arcaneum [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=Reabasteça o Círculo de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Substitua os padrões para forçar o reabastecimento de todo o estoque do comerciante ao longo do tempo [excluindo Manuais e Tomos]\n• Alguns itens podem levar até 7 dias de jogo reabastecer -ModUi/&RestockTowerOfKnowledge=Reabastecer a Torre do Conhecimento [Maddy Greenisle] -ModUi/&Rollback=Reversão +ModUi/&RemoveBugVisualModels=Substitua modelos semelhantes a aranhas por modelos semelhantes a ursos no jogo [aracnofobia] [Requer reinicialização] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Remover filtro humanoide em Risada Hedionda +ModUi/&RemoveRecurringEffectOnEntangle=Aplique o efeito Entangle somente no momento do lançamento e também force um teste de força para se libertar das videiras +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Remover restrições escolares de Shadowcaster +ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Remover restrições escolares de Spellblade +ModUi/&RestockAntiquarians=Reabastecer Antiquários [Verão Halman] +ModUi/&RestockArcaneum=Reabastecer Arcaneum [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Reabastecer Círculo de Danantar [Joriel Foxeye] +ModUi/&RestockHelp=• Substituir padrões para forçar o estoque de todos os comerciantes a reabastecer ao longo do tempo [excluindo Manuais e Tomos]\n• Observe que alguns itens podem levar até 7 dias de jogo para reabastecer +ModUi/&RestockTowerOfKnowledge=Reabastecer Torre do Conhecimento [Maddy Greenisle] +ModUi/&Rollback=Reverter ModUi/&Rules=Regras -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Escale os preços dos comerciantes corretamente/exatamente [sem mais erros de arredondamento ao converter valores de moedas] +ModUi/&ScaleMerchantPricesCorrectly=Dimensione os preços dos comerciantes corretamente / exatamente [não há mais erros de arredondamento ao converter valores de moedas] ModUi/&SelectAll=Selecionar tudo -ModUi/&SelectDisplayed=Selecione Exibido -ModUi/&SelectSuggested=Selecione sugerido +ModUi/&SelectDisplayed=Selecionar Exibido +ModUi/&SelectSuggested=Selecione Sugerido ModUi/&SelectTabletop=Selecione Mesa -ModUi/&SenseNormalVisionRangeMultiplier=Modifique o alcance da Visão Normal [apenas em batalhas] +ModUi/&SenseNormalVisionRangeMultiplier=Modificar alcance da Visão Normal [somente em batalhas] ModUi/&Services=Serviços -ModUi/&SetBeltOfDwarvenKindBeardChances=Cinto da Raça Anã chance de aparecimento de barba +ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturão da raça dos anões chance de aparecimento de barba ModUi/&SettingsExport=Exportar -ModUi/&SettingsHelp=• Como host, você pode exportar sua configuração atual, abrir a pasta de exportações e compartilhar facilmente com seus colegas\n• Como convidado, você pode abrir a pasta de exportações, colar o arquivo compartilhado do host e carregá-lo em [Requer reinicialização] +ModUi/&SettingsHelp=• Como host, você pode exportar sua configuração atual, abrir a pasta de exportações e compartilhar facilmente com seus colegas\n• Como convidado, você pode abrir a pasta de exportações, colar o arquivo compartilhado do host e carregá-lo [Requer reinicialização] ModUi/&SettingsLoad=• Carregar uma configuração exportada -ModUi/&SettingsOpenFolder=Abra a pasta de configurações exportadas +ModUi/&SettingsOpenFolder=Abrir pasta de configurações exportadas ModUi/&SettingsRefresh=Atualizar ModUi/&SettingsRemove=Remover -ModUi/&ShiftToSnapLineSpells=Segure SHIFT para encaixar as linhas de feitiços na grade [sem encaixar, o posicionamento real das linhas pode ser diferente da visualização] -ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botão que abre informações sobre monstros controlados [druidas em forma selvagem, invocações, seguidores de NPCs, etc.] -ModUi/&ShowChannelDivinityOnPortrait=Mostre quantos usos de Canal Divindade um herói tem em seu retrato, semelhante a pontos de feitiçaria -ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar ícone de item criado próximo ao item de receita na loja e no inventário [Passar o mouse sobre ele exibirá uma dica para o item criado] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receita de artesanato em dicas detalhadas +ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botão que abre informações sobre o monstro controlado [druidas de formato selvagem, invocações, seguidores de NPCs, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Mostre quantos usos de Canalizar Divindade um herói tem em seu retrato, semelhante a pontos de feitiçaria +ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar ícone de item criado próximo ao item de receita na loja e no inventário [Passar o mouse sobre ele mostrará a dica de ferramenta para o item criado] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receita de criação em dicas de ferramentas detalhadas ModUi/&ShowDescriptions=Mostrar descrições ModUi/&ShowMotionFormPreview=Mostrar pré-visualização dos efeitos Push e Pull -ModUi/&SpellLevelFilter=filtro de nível de feitiço [-1 exibe tudo] +ModUi/&SpellLevelFilter=filtro de nível de magia [-1 exibe tudo] ModUi/&SpellsMenu=Feitiços -ModUi/&StealthBreaksWhenAttackHits=Ative a perda furtiva quando o ataque de arma ou feitiço atingir -ModUi/&StealthBreaksWhenAttackMisses=Habilite a perda furtiva quando o ataque de arma ou feitiço erra +ModUi/&StealthBreaksWhenAttackHits=Habilitar perda de furtividade quando ataque de arma ou magia acerta +ModUi/&StealthBreaksWhenAttackMisses=Habilitar perda de furtividade quando o ataque de arma ou magia erra ModUi/&StealthBreaksWhenCastingMaterial=Habilitar perda de furtividade ao conjurar Material [qualquer magia que não seja de ataque com alvo TODOS ou INIMIGO] ModUi/&StealthBreaksWhenCastingSomatic=Habilitar perda de furtividade ao conjurar Somático [qualquer magia que não seja de ataque com alvo TODOS ou INIMIGO] ModUi/&StealthBreaksWhenCastingVerbose=Habilitar perda de furtividade ao conjurar Verbal [qualquer magia que não seja de ataque com alvo TODOS ou INIMIGO] ModUi/&StealthDoesNotBreakWithSubtle=Habilitar stealth sem rolagem se Subtle Metamagic e nenhum componente Material -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Abasteça a loja de Gorim com todas as roupas não mágicas [Requer reinicialização] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Abasteça a loja de Gorim com todos os instrumentos musicais não mágicos [Requer reinicialização] -ModUi/&StockHugoStoreWithAdditionalFoci=Abasteça a loja de Hugo com Cajado Arcano, Pescoço Druida, Cajado e Clube definido como itens de foco +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Estoque a loja de Gorim com todas as roupas não mágicas [Requer reinicialização] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Estoque a loja de Gorim com todos os instrumentos musicais não mágicos [Requer reinicialização] +ModUi/&StockHugoStoreWithAdditionalFoci=Estoque a loja de Hugo com Cajado Arcano, Pescoço de Druida, Cajado e Clube definidos como itens focais ModUi/&Subclasses=Subclasses ModUi/&Subraces=Sub-raças -ModUi/&SwapCraftedItemAndRecipeIcons=+ Trocar receitas e ícones de itens criados na loja -ModUi/&TargetLanguage=Idioma alvo -ModUi/&Tools=Ferramentas -ModUi/&TotalCraftingTimeModifier=Reduza o tempo de elaboração +ModUi/&SwapCraftedItemAndRecipeIcons=+ Troque ícones de receitas e itens criados na loja +ModUi/&TargetLanguage=Língua alvo +ModUi/&TotalCraftingTimeModifier=Reduza o tempo de criação em ModUi/&TotalFeatsGrantedFirstLevel=Total de talentos concedidos no primeiro nível ModUi/&Translate=Traduzir ModUi/&TranslateCancel=Cancelar {0} em {1} ModUi/&Translations=Traduções -ModUi/&UnleashEnemyAsNpc=Permitir que monstros sejam selecionados em dispositivos NPC +ModUi/&UnleashEnemyAsNpc=Permitir que monstros sejam selecionados em gadgets de NPC ModUi/&UnleashNpcAsEnemy=Desbloquear seleção de monstros -ModUi/&UnlockAllNpcFaces=Desbloquear rostos de NPCs -ModUi/&UnlockEyeStyles=Desbloqueie estilos de olhos -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Desbloqueie cores brilhantes para todas as marcações e tatuagens -ModUi/&UnlockGlowingEyeColors=Adicione cores de olhos brilhantes -ModUi/&UnlockMarkAndTattoosForAllCharacters=Desbloqueie marcas de origem e tatuagens do Feiticeiro para todos os personagens -ModUi/&UnlockSkinColors=Desbloquear cores de pele -ModUi/&Update=Atualização -ModUi/&UseAlternateSpellPointsSystem=Use regras oficiais de pontos de feitiço variantes -ModUi/&UseAlternateSpellPointsSystemHelp=[Você tem um conjunto de pontos de feitiço que aumenta com o nível de conjurador\nL01: 04 L02: 06 L03 : 14 L04: 17 L05: 27 L06: 32 L07: < color=branco>38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nO custo para lançar feitiços é SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nOs recursos de recuperação de intervalos de descanso curtos não serão acionados neste sistema ] -ModUi/&UseElfFaceModelsOnTieflings=Use modelos de rosto de Elfo em Tieflings -ModUi/&UseHeightOneCylinderEffect=Use um efeito de cilindro de altura 1 ao lançar Black Tentacles, Entangle, Grease [square] ou Pico de crescimento [rodada] +ModUi/&Update=Atualizar +ModUi/&UseAlternateSpellPointsSystem=Use regras de pontos de magia variantes +ModUi/&UseAlternateSpellPointsSystemHelp=[Você tem um conjunto de pontos de magia que aumenta com o nível do conjurador\nL01: 04 L02: 06 L03: 14 L04: 17 L05: 27 L06: 32 L07: 38 L08: 44 L09: 57 L10: 64\nL11: 73 L12: 73 L13: 83 L14: 83 L15: 94 L16: 94 L17: 107 L18: 114 L19: 123 L20: 133\nO custo para conjurar magias é SL1: 2 SL2: 3 SL3: 5 SL4: 6 SL5: 7 SL6: 9 SL7: 10 SL8: 11 SL9: 13\nOs recursos de recuperação de intervalos de descanso curto não serão acionados neste sistema] +ModUi/&UseElfFaceModelsOnTieflings=Use modelos de rosto de elfos em tieflings +ModUi/&UseHeightOneCylinderEffect=Use um efeito de cilindro de altura 1 ao conjurar Tentáculos Negros, Emaranhado, Graxa [quadrado] ou Crescimento de Espinhos [redondo] ModUi/&UseMathFlankingRules=+ Use matemática precisa para determinar o flanqueamento [pode ter um impacto no desempenho em máquinas lentas] -ModUi/&UseOfficialAdvantageDisadvantageRules=Use as regras oficiais de vantagem/desvantagem [se as circunstâncias fizerem com que uma jogada tenha ambas, considera-se que você não tem nenhuma delas] -ModUi/&UseOfficialFlankingRules=Use regras oficiais de flanqueamento [um atacante tem vantagem se um aliado estiver no lado oposto do alvo] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Ativar também ataques à distância [desativar matemática precisa] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Ativar também ataques de alcance [desativar matemática precisa] +ModUi/&UseOfficialAdvantageDisadvantageRules=Use as regras de vantagem/desvantagem [se as circunstâncias fizerem com que um teste tenha ambos, você é considerado como não tendo nenhum deles] +ModUi/&UseOfficialFlankingRules=Use as regras de flanqueamento [um atacante tem vantagem se um aliado estiver no lado oposto do alvo] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Também habilitar para ataques à distância [desabilitar matemática precisa] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Também habilitar para ataques de alcance [desabilitar matemática precisa] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Em vez de vantagem, conceda +1 na jogada de ataque -ModUi/&UseOfficialFoodRationsWeight=Use ração alimentar oficial com peso de 2 libras -ModUi/&UseOfficialObscurementRules=Use regras oficiais de combate de iluminação, obscurecimento e visão -ModUi/&UseOfficialObscurementRulesHelp=[o atacante que percebe o defensor que não consegue perceber recebe ADV, e o atacante que não percebe o defensor que consegue perceber recebe DIS\n áreas fortemente obscurecidas infligem condição cega, onde jogadas de ataque contra o a criatura tem ADV e as jogadas de ataque da criatura têm DIS\n todos os feitiços de distância direcionados a indivíduos não podem ser lançados se o atacante não tiver visão, exceto aqueles que claramente não declaram que a visão é necessária] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use as regras oficiais das raças pequenas ao empunhar armas pesadas [seus ataques têm desvantagem] -ModUi/&Visuals=Visuais: [Requer reinicialização] -ModUi/&WidenTooltips=Multiplicar a largura da dica de ferramenta por: +ModUi/&UseOfficialFoodRationsWeight=Use ração alimentar com peso de 2 libras +ModUi/&UseOfficialObscurementRules=Use regras de combate de iluminação, obscurecimento e visão +ModUi/&UseOfficialObscurementRulesHelp=[atacante que percebe um defensor que não consegue percebê-lo recebe ADV, e atacante que não percebe um defensor que consegue percebê-lo recebe DIS\n áreas muito obscurecidas infligem condição de cegueira, onde jogadas de ataque contra a criatura têm ADV, e as jogadas de ataque da criatura têm DIS\n todas as magias de distância que tenham como alvo indivíduos não podem ser conjuradas se o atacante não tiver visão, exceto aquelas que claramente não declaram que a visão é necessária] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use as regras de pequenas raças ao empunhar armas pesadas [seus ataques têm desvantagem] ModUi/&WildSurgeDieRollThreshold=Definir limite de dado de chance de Magia Selvagem do Feiticeiro:\n[onda selvagem é acionada se a rolagem for menor ou igual ao limite] diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt index c4e359cc36..fe2eec466f 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheCosmos-pt-BR.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} usa {1} para rolar um D6 e adicionar {2} à jogada de ataque Feedback/&CosmosOmenCheckToHitRoll={0} usa {1} para rolar um D6 e adicionar {2} ao teste ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} usa {1} para rolar um D6 e adicionar {2} ao teste de resistência ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Por causa do Dragão {0} força o dado {1} a ser 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} usa a forma de Dragão para forçar um teste de habilidade {1} dado para 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} errou {1}. {2} pode reagir rolando um D6 e adicionar o resultado à jogada de ataque. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Role um D6 para adicioná-lo à jogada de ataque. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Bem diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfElegance-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfElegance-pt-BR.txt index faca5df232..9129b79afa 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfElegance-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfElegance-pt-BR.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Passos Elegantes: Desengatar Feature/&PowerCollegeOfEleganceDodgeDescription=Você pode gastar 1 dado de bárdico para realizar a ação de Esquiva como uma ação bônus no seu turno. Feature/&PowerCollegeOfEleganceDodgeTitle=Passos Elegantes: Esquiva Feedback/&AmazingDisplayNotTriggered={1} não ativou o poder do Amazing Display, pois nenhum inimigo alvo foi encontrado -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Por causa de Grace, {0} força o dado {1} a 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} usa Elegância, Graça para forçar um teste de habilidade {1} dado para 10. Feedback/&EvasiveFootworkACIncrease={0} usa {1} para rolar um dado bárdico ({2}) e aumentar a CA em {3} Reaction/&CustomReactionEvasiveFootworkDescription=Você está prestes a ser atingido! Você pode usar seu jogo de pés evasivo para evitar o golpe. Reaction/&CustomReactionEvasiveFootworkReactDescription=Use seu jogo de pés evasivo para evitar o golpe. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationVivisectionist-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationVivisectionist-pt-BR.txt index f1107a6ddc..1cb1906ef3 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationVivisectionist-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationVivisectionist-pt-BR.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Precisão Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Aprenda e esteja sempre preparado:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Feitiços Viviseccionistas Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Sempre que você cura outra criatura, você trata todos os resultados de 1 como 2. -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Devido à cirurgia estável, {0} força o dado {1} a um 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} usa Cirurgia Estável para forçar um dado de cura {1} para 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Cirurgia Estável Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Você pode fazer uma ação bônus para usar Restauração Menor ou Remover Maldição em um aliado a até 1,5 m. Você pode fazer isso um número de vezes igual ao seu bônus de proficiência. Todos os usos recarregam após um descanso longo. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Remova uma condição prejudicial de um aliado. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDemonHunter-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDemonHunter-pt-BR.txt index b5c6dbc20e..eddcfcf14b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDemonHunter-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/OathOfDemonHunter-pt-BR.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Você sofre dano radia Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Marca de julgamento Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=A partir do 15º nível, você infunde poder divino em sua besta. Você ganha os seguintes benefícios:\n· O alcance de suas armas de besta aumenta em 9 metros.\n· O alcance da ameaça de acerto crítico aumenta em 1 ponto. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Besta Divina -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Devido à habilidade de Demon Slayer {0} rola novamente {1} dado de {2} a {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=A partir do 3º nível, você pode aplicar sua habilidade Punição Divina ao atingir um inimigo com uma Besta Leve, uma Besta de Mão ou uma Besta Pesada. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Caçador de Demônios Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=A partir do 7º nível, você não tem desvantagem ao usar armas de besta para atacar inimigos próximos. Quando você acerta uma criatura sem a Trial Mark, você pode canalizar poder divino e aplicar a Trial Mark a ela. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=Como uma ação bônus, voc Feature/&PowerOathOfDemonHunterTrialMarkTitle=Canal Divindade: Marca de Julgamento Feedback/&AdditionalDamageTrialMarkFormat=Julgamento! Feedback/&AdditionalDamageTrialMarkLine={0} juízes {1}, causando dano radiante extra (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Devido à habilidade de Demon Slayer {0} rola novamente {1} dado de {2} a {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=Você pode usar uma reação para canalizar poder divino e aplicar a Marca de Prova ao alvo. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Canalize o poder divino e aplique a Marca de Prova. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Julgamento diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheYeoman-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheYeoman-pt-BR.txt index 1b08cca67d..cd9378549f 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheYeoman-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheYeoman-pt-BR.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Sua velocidade é red Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Baluarte Feature/&PowerPathOfTheYeomanBulwarkDescription=Você pode usar uma ação bônus no seu turno para assumir uma postura reforçada por um minuto. A postura só termina mais cedo se você cair inconsciente. Enquanto estiver reforçado, sua velocidade de movimento é definida como 0 e não pode ser aumentada, e você ganha os seguintes benefícios:\n• Inimigos adjacentes a você não impõem desvantagem em ataques que você faz com um arco longo.\n• Ataques à distância inimigos com armas contra você têm desvantagem.\n• Você pode usar sua reação para executar um ataque de oportunidade com um arco longo contra um inimigo que se mova a até 1,5 m de você. Feature/&PowerPathOfTheYeomanBulwarkTitle=Baluarte +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Você pode desabilitar sua postura reforçada Bulwark. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Desabilitar Baluarte Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Ganhe proficiência com as Ferramentas Smith. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Fletcher Subclass/&PathOfTheYeomanDescription=Bárbaros que seguem o Caminho do Yeoman ignoram armas corpo a corpo para dominar o arco longo. Não menos fortes do que bárbaros que seguem outros caminhos, suas flechas derrubam os mais poderosos inimigos e seu foco único aumenta suas defesas já formidáveis a alturas incríveis. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RoguishUmbralStalker-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RoguishUmbralStalker-pt-BR.txt index 75ae0a5b1a..89e1c94b0b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RoguishUmbralStalker-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RoguishUmbralStalker-pt-BR.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Você se acostum Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Um com Sombras Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Você ganha resistência a dano de frio e necrótico. Além disso, sempre que você for reduzido a 0 pontos de vida, você recupera um número de pontos de vida igual ao dobro do seu nível de ladino e se levanta. Você pode usar esse recurso uma vez por descanso longo. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Constituição Umbral -Feature/&GloomBladeAttackReroll=Por causa de Gloomblade, {0} repete um dado de dano {1} de {2} para {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Você pode usar sua ação bônus para se fortalecer com um nimbo giratório de energia das sombras por um minuto. Enquanto essa energia das sombras persistir, você será obscurecido por uma escuridão mágica que você pode ver através, e sempre que você causar dano de ataque furtivo e rolar o número máximo em um de seus dados de ataque, você rola novamente aquele dado e o adiciona ao dano. Você pode usar essa habilidade uma vez por descanso longo. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Dança de sombra Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Uma vez por turno, como uma ação livre, você pode substituir qualquer quantidade de seu movimento por um teletransporte de distância equivalente. Ao teletransportar dessa forma, tanto sua localização inicial quanto final devem ser em penumbra ou escuridão. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Alma Umbral Feedback/&AdditionalDamageGloomBladeFormat=Ataque das Sombras Feedback/&AdditionalDamageGloomBladeLine=Ataque Sombrio causa dano extra de +{2}! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} altera o dano para {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} usa Gloomblade para rolar novamente um dado de dano {1} de {2} para {3}. Reaction/&SpendPowerUmbralSoulDescription=Você recupera uma quantidade de pontos de vida igual ao dobro do seu nível de ladino e se levanta. Reaction/&SpendPowerUmbralSoulReactDescription=Você recupera uma quantidade de pontos de vida igual ao dobro do seu nível de ladino e se levanta. Reaction/&SpendPowerUmbralSoulReactTitle=Constituição Umbral diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousDivineHeart-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousDivineHeart-pt-BR.txt index 021f1fbe81..277550a989 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousDivineHeart-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousDivineHeart-pt-BR.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Selecione a fonte Divina da Feature/&FeatureSetDivineHeartDeityChoiceTitle=Escolha da Divindade Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Sua conexão com o divino permite que você aprenda e lance magias de Clérigo como magias de Feiticeiro. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Magia Divina -Feature/&PowerDivineHeartDivineFountDescription=Como uma Ação Bônus, recupere 1 ponto de feitiçaria. Pode ser usado um número de vezes igual ao seu bônus de Sabedoria e todos os usos recarregam após um descanso longo. +Feature/&PowerDivineHeartDivineFountDescription=Como uma Ação Bônus, recupere 1 ponto de feitiçaria. Pode ser usado um número de vezes igual ao seu bônus de Carisma e todos os usos recarregam após um descanso longo. Feature/&PowerDivineHeartDivineFountTitle=Fonte Divina Feature/&PowerDivineHeartDivineRecoveryDescription=Como uma Ação Bônus, você pode restaurar 70 pontos de vida para si mesmo e remover cegueira e doenças. Utilizável uma vez por descanso longo. Feature/&PowerDivineHeartDivineRecoveryTitle=Recuperação Divina Feature/&PowerDivineHeartEmpoweredHealingDescription=Até o início do seu próximo turno, ao conjurar uma magia de cura, você repete jogadas de dados de cura de 1 ou 2, mantendo o novo resultado. Ative este poder como uma Ação Bônus gastando 1 ponto de feiticeiro. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Por causa da Cura Fortalecida, {0} repete um dado de dano {1} de {2} para {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Cura Empoderada Feature/&PowerDivineHeartPlanarPortalDescription=Abre um portal que pode levar você e uma criatura amiga para um destino específico. Feature/&PowerDivineHeartPlanarPortalTitle=Portal Planar +Feedback/&DivineHeartEmpoweredHealingReroll={0} usa Cura Fortalecida para rolar novamente um dado de cura {1} de {2} para {3}. Subclass/&SorcerousDivineHeartDescription=Sua magia inata foi transmitida a você por uma Divindade com um propósito que você pode ou não entender. Subclass/&SorcerousDivineHeartTitle=Alma Divina diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfWealAndWoe-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfWealAndWoe-pt-BR.txt index 858ce83aa2..bc31ff34d0 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfWealAndWoe-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfWealAndWoe-pt-BR.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=Depois de fazer uma jogada de ata Feature/&FeatureWayOfWealAndWoeWealTitle=Bem Feature/&FeatureWayOfWealAndWoeWoeDescription=Depois de fazer uma jogada de ataque com uma arma de monge ou um ataque desarmado e errar gravemente, você sofre dano igual a uma jogada do seu dado de artes marciais. Feature/&FeatureWayOfWealAndWoeWoeTitle=Woe -Feedback/&WoeReroll=Por causa de {1} {0} re-rola o dado de ataque de um {2} para um {3} +Feedback/&WoeReroll={0} usa Aflição para rolar novamente um dado de ataque {1} de {2} para {3}. Subclass/&WayOfWealAndWoeDescription=Os monges do Caminho da Prosperidade e da Infelicidade concentram-se tanto na prosperidade quanto na adversidade para enfrentar seus inimigos na batalha. Subclass/&WayOfWealAndWoeTitle=Caminho da prosperidade e da desgraça diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt index 652f49f4d4..ec0a7af9f6 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Group-ru.txt @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=Вы научились призы Feat/&FeatGroupFlamesOfPhlegethosTitle=Пламя Флегетоса Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=Адепт и Посвящённый широкого профиля -Feat/&FeatGroupGrapplerDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Силы или Ловкости на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. -Feat/&FeatGroupGrapplerTitle=Борец +Feat/&FeatGroupGiftOfTheGemDragonDescription=Вы проявляете в себе некоторые силы самоцветного дракона, получая следующие преимущества:\n• Увеличьте значение вашего Интеллекта, Мудрости или Харизмы на 1, при максимуме 20.\n• Когда вы получаете урон от существа, которое находится в пределах 10 футов от вас, вы можете реакцией начать излучать телекинетическую энергию. Существо, которое причинило вам урон, должно совершить спасбросок Силы (Сл 8 + ваш бонус мастерства + ваш модификатор характеристики, которую вы увеличили этой чертой). При провале существо получает 2d8 урона силовым полем, отталкивается от вас на 10 футов и падает ничком. При успехе существо не отталкивается, не падает ничком и получает половину урона. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. +Feat/&FeatGroupGiftOfTheGemDragonTitle=Дар самоцветного дракона Feat/&FeatGroupGrudgeBearerDescription=Вы испытываете глубокую ненависть к определённому виду существ. Выберите себе противника, тип существ, на которых ляжет бремя вашего гнева: аберрации, звери, небожители, конструкты, драконы, элементали, феи, исчадия, великаны, монстры, слизь, растения или нежить. Вы получаете следующие преимущества:\n• Увеличьте значение вашей Силы, Телосложения или Мудрости на 1 при максимуме 20.\n• В течение первого раунда любого боя с выбранными вами противниками, броски атаки по любому из них вы совершаете с преимуществом.\n• Когда любой из выбранных вами противников атакует вас, он совершает бросок атаки с помехой. Feat/&FeatGroupGrudgeBearerTitle=Затаивший обиду Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt index 8145adf035..33e8f2d32c 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=Активировать/деактивировать Мастера большого оружия +Action/&CleavingAttackToggleTitle=Мастер большого оружия +Action/&PowerAttackToggleDescription=Активировать/деактивировать Мощную атаку +Action/&PowerAttackToggleTitle=Мощная атака Condition/&ConditionFeatCleavingAttackFinishDescription=Пускай подходят! Condition/&ConditionFeatCleavingAttackFinishTitle=Мастер большого оружия Condition/&ConditionFeatCrusherCriticalHitDescription=Вас сокрушили критическим ударом, и атаки по вам совершаются с преимуществом. @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=Увеличьте значение ваше Feat/&FeatOldTacticsStrTitle=Старая тактика [СИЛ] Feat/&FeatPiercerDexDescription=Увеличьте значение вашей Ловкости на 1 при максимуме 20.\nКогда вы попадаете по существу атакой, которая наносит колющий урон, вы можете перебросить одну из костей урона, на которой выпало 1, и должны использовать новый результат. Когда вы наносите критический удар, причиняющий колющий урон существу, вы можете бросить одну дополнительную кость урона и добавить выпавшее значение к колющему урону, наносимому ударом. Feat/&FeatPiercerDexTitle=Пронзатель [ЛОВ] -Feat/&FeatPiercerReroll=Благодаря навыку Пронзатель, {0} перебрасывает кость {1} с {2} на {3} Feat/&FeatPiercerStrDescription=Увеличьте значение вашей Силы на 1 при максимуме 20.\nКогда вы попадаете по существу атакой, которая наносит колющий урон, вы можете перебросить одну из костей урона, на которой выпало 1, и должны использовать новый результат. Когда вы наносите критический удар, причиняющий колющий урон существу, вы можете бросить одну дополнительную кость урона и добавить выпавшее значение к колющему урону, наносимому ударом. Feat/&FeatPiercerStrTitle=Пронзатель [СИЛ] Feat/&FeatPowerAttackDescription=Вы научились жертвовать точностью в угоду более тяжёлым ударам. Совершая безоружную атаку либо атаку оружием ближнего боя, вы можете принять штраф -3 к броску атаки, чтобы нанести дополнительный урон, равный 3 + ваш бонус мастерства. Feat/&FeatPowerAttackTitle=Мощная атака Feat/&FeatSavageAttackDescription=Перебросьте кость урона оружием или заклинанием, когда выбрасываете 1 (Не все источники урона требуют переброса. Например, скрытая атака или урон кары не перебрасываются). -Feat/&FeatSavageAttackReroll=Благодаря навыку Свирепая атака, {0} перебрасывает кость {1} c {2} на {3}. Feat/&FeatSavageAttackTitle=Свирепая атака Feat/&FeatSlasherDexDescription=Вы узнали, где необходимо резать, чтобы получить наилучшие результаты. Увеличьте значение вашей Ловкости на 1 при максимуме 20. Когда вы попадаете по существу атакой, которая наносит рубящий урон, вы можете уменьшить скорость цели на 10 футов до начала вашего следующего хода. Когда вы наносите критический удар, причиняющий рубящий урон существу, вы тяжело раните цель. До начала вашего следующего хода цель совершает все свои броски атак с помехой. Feat/&FeatSlasherDexTitle=Рубака [ЛОВ] @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=Пронзатель! Feedback/&AdditionalDamagePiercerLine={0} критически пронзает {1} Feedback/&AdditionalDamageSpearMasteryFormat=Мастер владения копьём! Feedback/&AdditionalDamageSpearMasteryLine={0} подготовил копьё и наносит дополнительные {2} урона {1}! +Feedback/&FeatPiercerReroll={0} использует черту Пронзатель, чтобы перебросить кость урона {1} с {2} на {3}. +Feedback/&FeatSavageAttackReroll={0} использует черту Свирепая атака, чтобы перебросить кость урона {1} с {2} на {3}. Reaction/&ReactionAttackOldTacticsDescription={0} встаёт. Реакцией вы можете совершить по нему рукопашную атаку оружием. Reaction/&ReactionAttackOldTacticsReactDescription=Используйте реакцию для атаки. Reaction/&ReactionAttackOldTacticsReactTitle=Атака diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt index d71c29a3ab..776ace388f 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=Активировать/деактивировать захват безоружной атакой +Action/&GrappleOnUnarmedToggleTitle=Захват безоружной атакой Condition/&ConditionFeatMobileAfterDashDescription=Обеспечивает иммунитет к ограничению передвижения, а также к состоянию "Опутанный". Condition/&ConditionFeatMobileAfterDashTitle=Свобода Failure/&MustBeHumanoid=Должен быть гуманоидом @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=Вы можете направлять ко Feat/&FeatBalefulScionStrTitle=Зловещий наследник [СИЛ] Feat/&FeatBalefulScionWisDescription=Вы можете направлять космические силы зла, чтобы получить следующие преимущества:\n• Увеличьте значение Мудрости на 1 при максимуме 20.\n• Один раз за ход, когда вы наносите урон видимому существу, на растоянии до 60 футов от себя, вы можете нанести ему дополнительный урон некротической энергией 1d6 + ваш бонус мастерства, и вы восстанавливаете количество хитов, равное 1d6 + ваш бонус мастерства. Вы можете использовать это преимущество количество раз, равное вашему бонусу мастерства, и вы восстанавливаете все потраченные использования, когда заканчиваете продолжительный отдых. Feat/&FeatBalefulScionWisTitle=Зловещий наследник [МДР] -Feat/&FeatBrawlerDescription=Вы - эксперт в рукопашном бою и получаете следующие преимущества:\n• Ваши безоружные удары наносят 1d6 + ваш модификатор Силы дробящего урона. Если во время броска атаки вы не используете оружие или щит, кость урона d6 превращается в d8.\n• Если вы используете действие Атака, и у вас есть хотя бы одна свободная рука, вы можете бонусным действием совершить безоружный удар или схватить существо. +Feat/&FeatBrawlerDescription=Вы - эксперт в рукопашном бою и получаете следующие преимущества:\n• Ваши безоружные удары наносят 1d6 + ваш модификатор Силы дробящего урона. Если во время броска атаки вы не используете оружие или щит, кость урона d6 превращается в d8.\n• Если вы используете действие Атака, и у вас есть хотя бы одна свободная рука, вы можете бонусным действием совершить безоружный удар или схватить существо.\n• Когда вы совершаете безоружную атаку, вы можете перебросить любые «1» на костях урона, но должны использовать новые результаты. Feat/&FeatBrawlerTitle=Драчун Feat/&FeatChefConDescription=Увеличьте значение вашего Телосложения на 1 при максимуме 20.\nВы можете потратить 1 час на приготовление еды, которая исцелит вас и ваших спутников на 1d8 хитов.\nРаз в день вы можете потратить час на приготовление лакомств в количестве, равном вашему бонусу мастерства, которые при употреблении в пищу дают 5 временных хитов. Feat/&FeatChefConTitle=Шеф-повар [ТЕЛ] @@ -42,10 +44,14 @@ Feat/&FeatFrostAdaptationDescription=Увеличьте значение Тел Feat/&FeatFrostAdaptationTitle=Адаптация к холоду Feat/&FeatGiftOfTheChromaticDragonDescription=Вы проявляете в себе некоторые силы цветного дракона, получая следующие преимущества:\n• Цветная инфузия: Бонусным действием вы касаетесь простого или воинского оружия и наполняете его одним из указанных ниже видов урона: кислота, огонь, электричество, холод или яд. В течение следующей минуты это оружие будет при попадании дополнительно наносить 1d4 урона выбранного вами вида. Как только вы используете это преимущество, вы не можете использовать его снова, пока не закончите продолжительный отдых.\n• Мгновенное сопротивление: Когда вы получаете урон кислотой, огнём, электричеством, холодом или ядом, вы можете реакцией получить сопротивление получаемому урону до конца этого хода. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. Feat/&FeatGiftOfTheChromaticDragonTitle=Дар цветного дракона -Feat/&FeatGrapplerDexDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Ловкости на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. -Feat/&FeatGrapplerDexTitle=Борец [ЛОВ] -Feat/&FeatGrapplerStrDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Увеличьте значение Силы на 1 при максимуме 20.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. -Feat/&FeatGrapplerStrTitle=Борец [СИЛ] +Feat/&FeatGiftOfTheGemDragonChaDescription=Увеличьте значение вашей Харизмы на 1, при максимуме 20.\n• Когда вы получаете урон от существа, которое находится в пределах 10 футов от вас, вы можете реакцией начать излучать телекинетическую энергию. Существо, которое причинило вам урон, должно совершить спасбросок Силы (Сл 8 + ваш бонус мастерства + ваш модификатор Харизмы). При провале существо получает 2d8 урона силовым полем, отталкивается от вас на 10 футов и падает ничком. При успехе существо не отталкивается, не падает ничком и получает половину урона. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. +Feat/&FeatGiftOfTheGemDragonChaTitle=Дар самоцветного дракона [ХАР] +Feat/&FeatGiftOfTheGemDragonIntDescription=Увеличьте значение вашего Интеллекта на 1, при максимуме 20.\n• Когда вы получаете урон от существа, которое находится в пределах 10 футов от вас, вы можете реакцией начать излучать телекинетическую энергию. Существо, которое причинило вам урон, должно совершить спасбросок Силы (Сл 8 + ваш бонус мастерства + ваш модификатор Интеллекта). При провале существо получает 2d8 урона силовым полем, отталкивается от вас на 10 футов и падает ничком. При успехе существо не отталкивается, не падает ничком и получает половину урона. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. +Feat/&FeatGiftOfTheGemDragonIntTitle=Дар самоцветного дракона [ИНТ] +Feat/&FeatGiftOfTheGemDragonWisDescription=Увеличьте значение вашей Мудрости на 1, при максимуме 20.\n• Когда вы получаете урон от существа, которое находится в пределах 10 футов от вас, вы можете реакцией начать излучать телекинетическую энергию. Существо, которое причинило вам урон, должно совершить спасбросок Силы (Сл 8 + ваш бонус мастерства + ваш модификатор Мудрости). При провале существо получает 2d8 урона силовым полем, отталкивается от вас на 10 футов и падает ничком. При успехе существо не отталкивается, не падает ничком и получает половину урона. Вы можете использовать эту реакцию количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. +Feat/&FeatGiftOfTheGemDragonWisTitle=Дар самоцветного дракона [МДР] +Feat/&FeatGrapplerStrDescription=Вы развили навыки, необходимые для того, чтобы держаться уверенно в рукопашной борьбе. Вы получаете следующие преимущества:\n• Один раз в свой ход, когда вы поражаете существо безоружным ударом, вы можете попытаться схватить его частью этой атаки.\n• Вы совершаете с преимуществом броски атаки по существу, которое держите в захвате.\n• Вы больше не получаете штрафов на передвижение, когда держите в захвате существ вашего размера или меньше. +Feat/&FeatGrapplerStrTitle=Борец Feat/&FeatGroupSkillExpertDescription=Вы отточили своё мастерство в использовании определённых умений, что даёт вам следующие преимущества:\n• Увеличьте значение одной вашей характеристики по вашему выбору на 1 при максимуме 20.\n• Вы получаете владение одним навыком на ваш выбор.\n• Выберите один навык, которым вы владеете. Вы получаете компетентность в этом навыке. Feat/&FeatGroupSkillExpertTitle=Эксперт в навыке Feat/&FeatHealerDescription=Вы получаете владение или компетентность в навыке Медицины. Вы получаете способность стабилизировать умирающее существо, либо воскресить существо, умершее не более 12 секунд назад, один раз до продолжительного отдыха. Вы можете действием восстановить 1d6 + 4 + уровень существа хитов количество раз, равное вашему модификатору Мудрости, затем вам необходимо закончить продолжительный отдых, чтобы воспользоваться этим умением вновь. @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=Вы знаете как пользоват Feat/&FeatWeaponMasterStrTitle=Мастер оружия [СИЛ] Feature/&CastSpellFeatMagicInitiateTitle=Посвящённый Feature/&CastSpellFeatSpellSniperTitle=Снайпер -Feature/&DieRollModifierFeatElementalAdeptReroll=Благодаря умению Стихийный адепт {0} перебрасывает кость {1} с {2} на {3}. -Feature/&DieRollModifierFeatElementalMasterReroll=Благодаря умению Стихийный магистр {0} перебрасывает кость {1} с {2} на {3}. Feature/&PowerFeatAcrobatDescription=Бонусным действием вы можете совершить проверку Ловкости (Акробатика) Сл 15. Если вы преуспели в броске, то вы двигаетесь без штрафов по труднопроходимой местности до конца текущего хода. Feature/&PowerFeatAcrobatTitle=Акробат Feature/&PowerFeatBalefulScionDescription=Один раз за ход, когда вы наносите урон видимому существу, на растоянии до 60 футов от себя, вы можете нанести ему дополнительный урон некротической энергией 1d6 + ваш бонус мастерства, и вы восстанавливаете количество хитов, равное 1d6 + ваш бонус мастерства. Вы можете использовать это преимущество количество раз, равное вашему бонусу мастерства, и вы восстанавливаете все потраченные использования, когда заканчиваете продолжительный отдых. @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=Цветная Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=Цветная инфузия наносит дополнительный урон электричеством +{2}! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Цветная инфузия: Яд Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Цветная инфузия наносит дополнительный урон ядом +{2}! +Feedback/&FeatBrawlerReroll={0} использует черту Драчун, чтобы перебросить кость урона {1} с {2} на {3}. +Feedback/&FeatElementalAdeptReroll={0} использует черту Стихийный адепт, чтобы перебросить кость урона {1} с {2} на {3}. +Feedback/&FeatElementalMasterReroll={0} использует черту Стихийный магистр, чтобы перебросить кость броска атаки {1} с {2} на {3}. Feedback/&IsNotLuckyHigher={0} совсем не везёт, бросок {2}, который заменяет {3}, оказался больше. Feedback/&IsNotLuckyLower={0} совсем не везёт, бросок {2}, который заменяет {3}, оказался меньше. Feedback/&LuckyAttackToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить {3} на бросок атаки @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} использовал {1}, чтобы бро Feedback/&LuckySavingToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить {3} на спасбросок Item/&ItemFeatChefTreatDescription=Съешьте это лакомство от шеф-повара и получите 5 временных хитов. Item/&ItemFeatChefTreatTitle=Лакомство от шеф-повара +Reaction/&CustomReactionGrapplerDescription=Вы можете схватить {0}. +Reaction/&CustomReactionGrapplerReactDescription=Схватить цель. +Reaction/&CustomReactionGrapplerReactTitle=Схватить +Reaction/&CustomReactionGrapplerTitle=Борец Reaction/&ReactionAttackMageSlayerDescription={0} наложил заклинание в пределах 5 футов от вас. Вы можете использовать свою реакцию для атаки. Reaction/&ReactionAttackMageSlayerReactDescription=Используйте реакцию, чтобы атаковать цель. Reaction/&ReactionAttackMageSlayerReactTitle=Атака @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=Мгновенное сопроти Reaction/&SubitemSelectReactionAttackAoOEnterTitle=Выбрать действие Reaction/&SubitemSelectReactionAttackSentinelTitle=Выбрать действие Reaction/&SubitemSelectReactionWarcasterTitle=Выбрать действие +Reaction/&UseGiftOfTheGemDragonDescription={0} нанёс вам урон! Вы можете использовать свою реакцию, чтобы оттолкнуть его на 10 футов, заставить упасть ничком и нанести 2d8 урона силовым полем. +Reaction/&UseGiftOfTheGemDragonReactDescription=Телекинетическое возмездие. +Reaction/&UseGiftOfTheGemDragonReactTitle=Реакция +Reaction/&UseGiftOfTheGemDragonTitle=Дар самоцветного дракона Reaction/&WarcasterAttackDescription=Атаковать цель. Reaction/&WarcasterAttackTitle=Атака Tag/&InitiateCantripSpecialTagTitle=Заговоры посвящённого diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt index e0fb145dc9..74fd8210e1 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=Вы изучаете магию первоб Feat/&FeatWoodElfMagicTitle=Магия лесных эльфов Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=Пока вы держите двуручный меч, вы получаете бонус +1 к КД. Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=Призрак двуручного меча -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=Из-за Пламени Флегетоса {0} перебрасывает кость {1} с {2} на {3}. Feature/&PowerFeatDragonFearDescription=Вы можете потратить использование своей черты «Оружие дыхания» на рев, заставляя каждое существо по вашему выбору в пределах 30 футов от вас совершить спасбросок Мудрости (DC 8 + ваш бонус мастерства + ваш модификатор Харизмы). В случае провала цель становится напуганной на 1 минуту. Если напуганная цель получает какой-либо урон, она может повторить спасбросок, прекращая эффект на себе в случае успеха. Feature/&PowerFeatDragonFearTitle=Страх Дракона Feature/&PowerFeatOrcishAggressionDescription=Если вы держите рукопашное оружие в основной руке, бонусным действием вы можете броситься на расстояние вплоть до полного значения своей скорости к выбранному вами противнику и атаковать его оружием в вашей основной руке. @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} использовал {1}, чтоб Feedback/&BountifulLuckCheckToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить {3} на бросок проверки Feedback/&BountifulLuckSavingToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить {3} на спасбросок Feedback/&DwarvenFortitudeHitDieRolled={0} выкинул {2} и восстановил {3} = {4}. +Feedback/&FlamesOfPhlegethosReroll={0} использует черту Пламя Флегетоса, чтобы перебросить кость магического урона {1} с {2} на {3}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} промахнулся по {1}. {2} может использовать реакцию для броска d20 и замены броска атаки. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Бросьте d20, чтобы заменить бросок атаки. Reaction/&CustomReactionBountifulLuckAttackReactTitle=Бездонная удача diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/RangedCombat-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/RangedCombat-ru.txt index 6a7723484c..e8e350c937 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/RangedCombat-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/RangedCombat-ru.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=Активировать/деактивировать Меткого стрелка +Action/&DeadEyeToggleTitle=Меткий стрелок Condition/&ConditionFeatSteadyAimAdvantageDescription=Вы обладаете преимуществом на следующий бросок атаки. Condition/&ConditionFeatSteadyAimAdvantageTitle=Точное прицеливание Condition/&ConditionFeatSteadyAimRestrainedDescription=Вы не можете двигаться до конца своего хода. diff --git a/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt index abd7d37ff5..695bf30ea9 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/FightingStyles-ru.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=Калечащий урон! Feedback/&AdditionalDamageCripplingLine={1} получает сокрушительный урон. Feedback/&AdditionalDamageExecutionerFormat=Казнь! Feedback/&AdditionalDamageExecutionerLine={0} казнит {1}, нанося +{2} дополнительного урона! -FightingStyle/&AstralReachDescription=Дальность вашего безоружного удара увеличивается на 5 футов. +FightingStyle/&AstralReachDescription=Дальность вашего безоружного удара увеличивается на 5 футов, если обе ваши руки свободны. FightingStyle/&AstralReachTitle=Астральная досягаемость FightingStyle/&BlindFightingDescription=Вы получаете слепое зрение в пределах 10 футов. В пределах этой дистанции вы можете видеть всё, что не находится за полным укрытием, даже если вы ослеплены или находитесь в темноте. Более того, вы можете увидеть невидимое существо в пределах этой дистанции, если только оно не преуспело в попытке спрятаться от вас. FightingStyle/&BlindFightingTitle=Сражение вслепую diff --git a/SolastaUnfinishedBusiness/Translations/ru/KeyBindings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/KeyBindings-ru.txt new file mode 100644 index 0000000000..9d9a02d44a --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ru/KeyBindings-ru.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=Позволяет экспортировать выбранного персонажа. +Setting/&CharacterExportTitle=Экспортировать персонажа +Setting/&DebugOverlayDescription=Позволяет открыть ванильное меню отладки. +Setting/&DebugOverlayTitle=Меню отладки +Setting/&EnableCharacterCheckerDescription=Позволяет просматривать модели с помощью новой кнопки, добавленной в пул персонажей. +Setting/&EnableCharacterCheckerTitle=Включить предпросмотр персонажа +Setting/&EnableCheatMenuDescription=Позволяет использовать меню читов из Создателя подземелий во время обычной игры. +Setting/&EnableCheatMenuTitle=Включить меню читов +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=CTRL для обхода проверки квестовых предметов при выкидывании +Setting/&EnablePartyTogglesDescription=Позволяет выбирать персонажей в пуле, которые будут использованы в качестве группы по умолчанию при тестировании в Создателе подземелий и в обычной новой игре. +Setting/&EnablePartyTogglesTitle=Включить выбору группы по умолчанию +Setting/&EnableSaveByLocationDescription=Позволяет вам упорядочить ваши сохранения по кампаниям и/или локациям. +Setting/&EnableSaveByLocationTitle=Включить сохранения по локациям +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFT для привязки к сетке заклинаний в форме линий +Setting/&FormationSet1Description=Позволяет выбрать боевой порядок 1. +Setting/&FormationSet1Title=Боевой порядок 1 +Setting/&FormationSet2Description=Позволяет выбрать боевой порядок 2. +Setting/&FormationSet2Title=Боевой порядок 2 +Setting/&FormationSet3Description=Позволяет выбрать боевой порядок 3. +Setting/&FormationSet3Title=Боевой порядок 3 +Setting/&FormationSet4Description=Позволяет выбрать боевой порядок 4. +Setting/&FormationSet4Title=Боевой порядок 4 +Setting/&FormationSet5Description=Позволяет выбрать боевой порядок 5. +Setting/&FormationSet5Title=Боевой порядок 5 +Setting/&HideCrownOfMagisterTitle=Скрыть Корону Магистра +Setting/&HideHelmetsTitle=Скрыть шлемы +Setting/&HideTitle=Скрыть +Setting/&InvertTooltipBehaviorDescription=Отображать расширенную всплывающую подсказку вместо обычной краткой. +Setting/&InvertTooltipBehaviorTitle=Изменить поведение всплывающих подсказок +Setting/&ModHeaderTitle=Неоконченное Дело +Setting/&RejoinPartyDescription=Позволяет сгруппировать персонажей вокруг первого героя в случае, если кто-то застрял. +Setting/&RejoinPartyTitle=Воссоединение группы +Setting/&SelectCharacter5Title=Выбрать пятого персонажа +Setting/&SelectCharacter6Title=Выбрать шестого персонажа +Setting/&SpawnEncounterDescription=Позволяет вызвать набор событий из вкладки События в интерфейсе мода. +Setting/&SpawnEncounterTitle=Вызвать событие +Setting/&TeleportPartyDescription=Позволяет телепортировать группу в место в центре экрана. +Setting/&TeleportPartyTitle=Телепорт группы +Setting/&ToggleHudDescription=Позволяет включать/отключать интерфейс. +Setting/&ToggleHudTitle=Переключатель интерфейса +Setting/&TooltipWidthDescription=Изменяет множитель ширины поля всплывающей подсказки. +Setting/&TooltipWidthTitle=Ширина всплывающей подсказки +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=Разблокировать дополнительные имена, подходящие по истории +Setting/&UnlockAllNpcFacesTitle=Разблокировать лица НИП +Setting/&UnlockBeardlessDwarvesTitle=Разблокировать безбородых Дварфов +Setting/&UnlockEyeStylesTitle=Разблокировать стили глаз +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=Разблокировать светящиеся цвета для отметин и татуировок +Setting/&UnlockGlowingEyeColorsTitle=Разблокировать светящиеся цвета глаз +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=Разблокировать родовые отметины и татуировки +Setting/&UnlockNewBrightEyeColorsTitle=Разблокировать яркие цвета глаз +Setting/&UnlockSkinColorsTitle=Разблокировать цвета кожи +Setting/&UnlockUnmarkedSorcerersTitle=Разблокировать Чародеев без родовых отметин +Setting/&VttCameraDescription=Позволяет переключать камеру в режим виртуальной настолькой игры. +Setting/&VttCameraTitle=Камера ВНИ diff --git a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt index 1cac51de00..6e9d466a7f 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=Ослеплён Feature/&AttributeModifierMonkAbundantKiDescription=Добавьте половину бонуса мастерства (округленного в меньшую сторону) к вашему запасу очков Ки. Feature/&AttributeModifierMonkAbundantKiTitle=Обильная Ци Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=Следует за борцом -Feature/&ConditionGrappleTargetFlyingTitle=Летающий Feature/&EnhancedIndomitableResistanceDescription=Вы можете перебросить проваленный спасбросок с бонусом, равным вашему уровню Воина, и должны использовать новый результат. После этого вы можете повторно использовать это умение только после завершения продолжительного отдыха. Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Расширенные заклинания diff --git a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt index 02e20b34b9..923769180a 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt @@ -5,12 +5,11 @@ ModUi/&AddBleedingToLesserRestoration=Добавить Крово ModUi/&AddCustomIconsToOfficialItems=Добавить кастомные значки к официальным игровым предметам [боеприпасы, рецепты, наборы и т.д.] [Необходим перезапуск] ModUi/&AddDarknessPerceptiveToDarkRaces=Включить Восприятие тьмы для рас Тёмных эльфов, Тёмных кобольдов и Серых дварфов \n[даёт преимущество при проверках восприятия, когда персонаж не на свету или находится в магической темноте] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Добавлять модификатор Ловкости к броскам Инициативы противников -ModUi/&AddFallProneActionToAllRaces=Добавить действие Упасть ничком всем игровым расам [вы можете упасть ничком без затрат каких-либо действий] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Включить Воинам добавление уровня класса к повторным спасброскам умения Упорный -ModUi/&AddGrappleActionToAllRaces=Добавить действие Захват всем игровым расам -ModUi/&AddHelpActionToAllRaces=Добавить действие Помощь всем игровым расам [вы можете помочь дружественному существу атаковать другое существо, находящееся в пределах 1 клетки от вас] -ModUi/&AddHumanoidFavoredEnemyToRanger=Включить гуманоидов в список предпочтительных противников для Следопытам -ModUi/&AddNewBrightEyeColors=Добавить новые яркие цвета глаз +ModUi/&AddFallProneActionToAllRaces=Добавить действие Упасть ничком всем классам [вы можете упасть ничком без затрат каких-либо действий] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Добавлять уровень класса к повторным спасброскам умения Упорный +ModUi/&AddGrappleActionToAllRaces=Добавить действие Захват всем классам +ModUi/&AddHelpActionToAllRaces=Добавить действие Помощь всем классам [вы можете помочь дружественному существу атаковать другое существо, находящееся в пределах 1 клетки от вас] +ModUi/&AddHumanoidFavoredEnemyToRanger=Включить Гуманоидов в список предпочтительных противников ModUi/&AddNewWeaponsAndRecipesToShops=Добавить новые оружия и рецепты в магазины [обмотки, алебарды, пики, длинные булавы, ручные арбалеты] [Необходим перезапуск] ModUi/&AddPaladinSmiteToggle=Добавить переключатель, чтобы позволить Паладинам использовать кару только при критах [полезно для уменьшения количества запросов на реакции] ModUi/&AddPickPocketableLoot=Добавить лута для кражи [рекомендуется, если черта Кража включена] @@ -22,7 +21,6 @@ ModUi/&AllRecipesInDm=Все рецепты в СП ModUi/&AllowAllPlayersOnNarrativeSequences=+ Позволить всем игрокам участвовать в нарративных последовательностях ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=Позволить союзникам замечать Сумрачного охотника в естественной темноте ModUi/&AllowAnyClassToWearSylvanArmor=Позволить всем классам носить Доспехи Сильвана или Одежды Несущего свет -ModUi/&AllowBeardlessDwarves=Разрешить безбородых Дварфов [как, вообще, можно подумать о чём-то столь противоестественном?] ModUi/&AllowBladeCantripsToUseReach=Позволить Заговорам клинков использовать досягаемость персонажа вместо обычных 5 футов ModUi/&AllowClubsToBeThrown=Позволить метать Дубинки, как Кинжалы или Топорики ModUi/&AllowDisplayingNonSuggestedSpells=Отображать не рекомендуемые заклинания модификации в каждом списке @@ -36,7 +34,6 @@ ModUi/&AllowHornsOnAllRaces=Разрешить всем расам носить ModUi/&AllowMoreRealStateOnRestPanel=Разрешить более реальные состояния на панели отдыха [скрыть действия после отдыха на панели ДО и восстанавливаемые способности на панели ПОСЛЕ] ModUi/&AllowStackedMaterialComponent=Позволить стакаться материальным компонентам [например, 2 бриллианта стоимостью 500 ЗМ равны одному стоимостью 1000 ЗМ] ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=Позволить выбирать цели при накладывании заклинания Цепная молния -ModUi/&AllowUnmarkedSorcerers=Разрешить Чародеев без родовых отметин и татуировок ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Клавиша ALT подсвечивает только предметы в зоне видимости группы [только для кастомных подземелий] ModUi/&ArcaneShieldstaffOptions=Позволить настраиваться любому классу на Магический защитный посох ModUi/&Backgrounds=Предыстории @@ -46,15 +43,14 @@ ModUi/&Bestiary=Бестиарий ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Проклятие не требует концентрации, когда наложено с помощью ячейки заклинания 5-го уровня и выше ModUi/&BlindedConditionDontAllowAttackOfOpportunity=Состояние Ослеплённый не позволяет совершать атаку по возможности ModUi/&Blueprints=Чертежи -ModUi/&Campaigns=Кампании: -ModUi/&CampaignsAndLocations=Кампании и локации: +ModUi/&Campaigns=Кампании ModUi/&Category=Категория ModUi/&ChangeDragonbornElementalBreathUsages=Изменить количество использований Драконорождёнными стихийного дыхания на модификатор Телосложения до короткого отдыха ModUi/&ChangeSleetStormToCube=Использовать для Метели куб вместо цилиндра ModUi/&Changelog=Список изменений ModUi/&Character=Персонаж ModUi/&CharactersPool=Пул персонажей -ModUi/&Classes=Классы +ModUi/&Classes=Классы ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Иммунитет к урону холодом также даёт иммунитет к состояниям охлаждения и замерзания ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Сопротивление урону холодом также даёт иммунитет к состоянию охлаждения, а состояние замерзания нивелирует до охлаждения ModUi/&Combat=Бой: @@ -69,11 +65,11 @@ ModUi/&CriticalOption2=2: продолжает к ModUi/&CriticalOption3=3: полностью удваивает урон вместо бросания дополнительных костей. [(XdY+Z)*2] ModUi/&Deities=Божества ModUi/&DisableAutoEquip=Отключить автонадевание предметов в инвентаре -ModUi/&DisableBarbarianBrutalCritical=+ Также отключить Варварам Сильный критический удар на уровнях 9, 13 и 17 +ModUi/&DisableBarbarianBrutalCritical=+ Также отключить Сильный критический удар на уровнях 9, 13 и 17 ModUi/&DisableCastSpellPreRequisitesOnModFeats=Отключить обязательные условия наложения заклинаний для черт из этого мода [Необходим перезапуск] -ModUi/&DisableClassPrerequisitesOnModFeats=Отключить требования по уровню для черт из этого мода +ModUi/&DisableClassPrerequisitesOnModFeats=Отключить требования по уровню для черт ModUi/&DisableMultilineSpellOffering=Отключить многострочное отображение заклинаний на панели действий [в первую очередь для пользователей контроллеров, играющих за персонажей, не являющихся мультикастерами] -ModUi/&DisableRacePrerequisitesOnModFeats=Отключить требования по расе для черт из этого мода +ModUi/&DisableRacePrerequisitesOnModFeats=Отключить требования по расе для черт ModUi/&DisableSenseDarkVisionFromAllRaces=Отключить Тёмное зрение для всех игровых рас [Необходим перезапуск] ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Отключить Улучшенное тёмное зрение для всех игровых рас [Необходим перезапуск] ModUi/&DisableUnofficialTranslations=Отключить поддержку неофициальных переводов для ускорения загрузки мода [если вы не знаете китайского, итальянского, японского, корейского или испанского языков] @@ -81,6 +77,7 @@ ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Отображать все из ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Отображать ячейки заклинаний Колдуна на панели выбора заклинаний вместо панели персонажа ModUi/&DocsArcaneShots=Магические выстрелы ModUi/&DocsBackgrounds=Предыстории +ModUi/&DocsClasses=Классы ModUi/&DocsFeats=Черты ModUi/&DocsFightingStyles=Боевые стили ModUi/&DocsInfusions=Инфузии @@ -93,7 +90,6 @@ ModUi/&DocsSubclasses=Архетипы ModUi/&DocsSubraces=Разновидности ModUi/&DocsVersatilities=Универсалии ModUi/&Donate=Задонатить: {0} -ModUi/&DontDisplayHelmets=Скрывать шлемы на персонажах [Необходим перезапуск] ModUi/&DontEndTurnAfterReady=Не заканчивать ход после использования действия Подготовка [позволяет использовать Бонусное действие или любые дополнительные основные действия от Ускорения или других источников] ModUi/&DontFollowCharacterInBattle=Боевая камера не следует за персонажем, если он уже на экране ModUi/&DontFollowMargin=+ Только если герой вне или в рамках % от границы экрана @@ -107,19 +103,15 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Включить дополнительн ModUi/&EnableAdditionalItemsInDungeonMaker=Добавить предметы мода в редактор ModUi/&EnableAlternateHuman=Включить альтернативное происхождение Человека [+1 черта / +2 очка характеристик / +1 навык] ModUi/&EnableAlternateVotingSystem=Включить альтернативную систему голосования [весомость выбора = голоса * модификатор Харизмы героя] -ModUi/&EnableBarbarianBrutalStrike=Включить Жестокий удар и Улучшенный жестокий удар Варварам на уровнях 9, 13 и 17 -ModUi/&EnableBarbarianFightingStyle=Включить Варварам выбор Боевого стиля на уровне 2 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Включить для Варваров завершение эффектов Безрассудной атаки в начале следующего хода -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Включить Варварам на уровне 7 возможность восстанавливать один заряд Ярости за короткий отдых +ModUi/&EnableBarbarianBrutalStrike=Включить Жестокий удар и Улучшенный жестокий удар на уровнях 9, 13 и 17 +ModUi/&EnableBarbarianFightingStyle=Включить выбор Боевого стиля на уровне 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Включить завершение эффектов Безрассудной атаки в начале следующего хода +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Включить на уровне 7 возможность восстанавливать один заряд Ярости за короткий отдых ModUi/&EnableBardHealingBalladOnLongRest=Включить Бардам коллегии надежды работу умения Целительная баллада при длительном отдыхе ModUi/&EnableBetaContent=Включить бета-контент [Необходим перезапуск] ModUi/&EnableCancelEditOnRightMouseClick=Включить отмену действия правым кликом мыши -ModUi/&EnableCantripsTriggeringOnWarMagic=Включить срабатывание дополнительной бонусной атаки Боевой магии от заговоров -ModUi/&EnableCharacterChecker=Включить кнопку "Тест персонажа" в меню "Персонажи" -ModUi/&EnableCharacterExport=Включить экспорт персонажа по нажатию CTRL-SHIFT-(E) +ModUi/&EnableCantripsTriggeringOnWarMagic=Разрешить срабатывание дополнительной бонусной атаки Боевой магии от заговоров ModUi/&EnableCharactersOnFireToEmitLight=Горящие персонажи должны излучать свет [Куб света, Огненный элементаль, Огненный балагур, Огненная скопа, Огненный паук, а также любые горящие существа] -ModUi/&EnableCheatMenu=Включить меню читов -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=Включить обход проверки квестовых предметов для выкидывания при перетаскивание с зажатым CTRL ModUi/&EnableCustomPortraits=Включить Пользовательские портреты ModUi/&EnableCustomPortraitsHelp=• Поместите свои пользовательские портреты в подпапки Personal или PreGen с именами, соответствующими именам героев [т.е.: Антон, Селия, Ниалла и т. д.]\n• Используйте изображения размером 256 x 384 пикселей с прозрачным фоном [для достижения наилучших результатов используйте GIMP] ModUi/&EnableDungeonMakerModdedContent=Включить Создатель Подземелий ПРО\n[включает простые комнаты, размеры подземелий 150x150 и 200x200, а также смешивание ассетов из разных наборов окружений без танцев с бубном] @@ -128,58 +120,50 @@ ModUi/&EnableEpicPointsAndArray=Включить эпические вариан ModUi/&EnableExtendedProficienciesPanelDisplay=Включить отображение панели расширенных владений [Магические выстрелы, Инфузии, Приёмы и Универсалии]\n[снижает производительность при просмотре персонажа, используйте на свой страх и риск] ModUi/&EnableFeatsAtEvenLevels=Включить возможность выбора черты на уровнях 2, 10 и 18 ModUi/&EnableFeatsAtEvenLevelsMiddle=Включить возможность выбора черты на уровнях 6 и 14 -ModUi/&EnableFighterWeaponSpecialization=Включить Специализацию на оружии для Воина на уровнях 8 и 16 [получает +1 к атаке и урону, но помеху при атаке любым другим типом оружия] +ModUi/&EnableFighterWeaponSpecialization=Включить Специализацию на оружии на уровнях 8 и 16 [получает +1 к атаке и урону, но помеху при атаке любым другим типом оружия] ModUi/&EnableFlexibleBackgrounds=Включить гибкие предыстории [выберите навык и владение инструментами из предыстории] ModUi/&EnableFlexibleRaces=Включить гибкие расы [самостоятельно распределяйте расовые очки характеристик] ModUi/&EnableGauntletMainAttacks=Позволить совершать персонажу Безоружную атаку основным действием, если он Монах или он использует Обмотки или Перчатки ModUi/&EnableHeroWithBestProficiencyToRollChoice=Включить возможность персонажу с лучшими владениями проходить проверки в диалогах [работает, но повествование выглядит странно в официальных кампаниях] ModUi/&EnableHigherGroundRules=Включить правила возвышенности [+1 к атаке с высоты] -ModUi/&EnableHotkeyDebugOverlay=Включить отображение дебаг-меню по нажатию CTRL-SHIFT-(D) -ModUi/&EnableHotkeyToggleHud=Включить отображение/скрытие интерфейса по нажатию CTRL-SHIFT-(H) ModUi/&EnableInventoryFilteringAndSorting=Включить фильтры и сортировку инвентаря ModUi/&EnableInventoryTaintNonProficientItemsRed=Отмечать красным цветом предметы, которыми герой не владеет ModUi/&EnableInventoryTintKnownRecipesRed=Отмечать красным цветом известные рецепты -ModUi/&EnableInvisibleCrownOfTheMagister=Скрывать Корону Магистра в игровом интерфейсе ModUi/&EnableLevel20=Включить 20-й уровень [Необходим перезапуск] ModUi/&EnableLogDialoguesToConsole=Включить лог диалогов в консоли игры во время нарративных последовательностей ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Включить лог неверных ссылок в пользовательских кампаниях ModUi/&EnableMinInOutAttributes=+ Принудительно устанавливать минимальные характеристики для соответствия требованиям -ModUi/&EnableMonkAbundantKi=Включить Монаху Обильное Ци на уровне 2 [вы получаете дополнительные очки Ци, равные половине бонуса мастерства, округлённого в большую сторону] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Включить Монахам Тело и разум вместо Совершенства на уровне 20 -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Позволить Монаху использовать Боевые искусства - бонусный безоружный удар без требования тратить действие на атаку -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Позволить Монаху использовать Шквал ударов без требования тратить действие на атаку -ModUi/&EnableMonkFightingStyle=Включить Монахам выбор Боевого стиля на уровне 2 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=Позволить обмоткам и перчаткам Монахов работать в слоте экипировки перчаток -ModUi/&EnableMonkHeightenedMetabolism=Включить Монахам Повышенный метаболизм на уровне 10 [Шквал ударов, Терпеливая оборона и Поступь ветра получают дополнительные преимущества] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Позволить Монаху использовать Улучшенное движение без доспехов для перемещения по вертикальным поверхностям, не падая во время движения -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Включить Монахам Превосходную защиту вместо Пустого тела на уровне 18 -ModUi/&EnableMonkWeaponSpecialization=Включить Специализацию на оружии для Монаха на уровнях 2 и 11 [оружие выбранного типа становится для вас оружием монаха] +ModUi/&EnableMonkAbundantKi=Включить Обильное Ци на уровне 2 [вы получаете дополнительные очки Ци, равные половине бонуса мастерства, округлённого в большую сторону] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=Включить Тело и разум вместо Совершенства на уровне 20 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Позволить использовать Боевые искусства - бонусный безоружный удар без требования тратить действие на атаку +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Позволить использовать Шквал ударов без требования тратить действие на атаку +ModUi/&EnableMonkFightingStyle=Включить выбор Боевого стиля на уровне 2 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=Позволить Обмоткам и Перчаткам работать в слоте экипировки перчаток +ModUi/&EnableMonkHeightenedMetabolism=Включить Повышенный метаболизм на уровне 10 [Шквал ударов, Терпеливая оборона и Поступь ветра получают дополнительные преимущества] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Позволить использовать Улучшенное движение без доспехов для перемещения по вертикальным поверхностям, не падая во время движения +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=Включить Превосходную защиту вместо Пустого тела на уровне 18 +ModUi/&EnableMonkWeaponSpecialization=Включить Специализацию на оружии на уровнях 2 и 11 [оружие выбранного типа становится для вас оружием монаха] ModUi/&EnableMulticlass=Включить мультиклассирование [Необходим перезапуск] ModUi/&EnableOneDndHealingSpellsBuf=Включить улучшение костей лечения из OneDnd для Лечения ран, Лечащего слова, Множественного лечения ран и Множественного лечащего слова ModUi/&EnablePcgRandom=Включить улучшенный алгоритм генерации случайных чисел [https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=Включить работу эффектов толкания и притяжения по вертикальным осям -ModUi/&EnableRangerNatureShroudAt10=Включить умение Следопыта Природная завеса на уровне 10 [бонусным действием вы можете волшебным образом стать невидимым до начала следующего хода] -ModUi/&EnableRejoinParty=Включить принудительную группировку персонажей вокруг выбранного героя или лидера, если никто не выбран, по нажатию CTRL-SHIFT-(R) [полезно в пати из 5 или 6 персонажей] +ModUi/&EnableRangerNatureShroudAt10=Включить умение Природная завеса на уровне 10 [бонусным действием вы можете волшебным образом стать невидимым до начала следующего хода] ModUi/&EnableRelearnSpells=Включить возможность выбирать заговоры или заклинания, уже известные из других источников ModUi/&EnableRespec=Включить возможность РЕСПЕКа после отдыха [не используйте РЕСПЕК в многопользовательских сессиях] -ModUi/&EnableRogueCunningStrike=Включить умения Хитрого удара и Коварного удара Плуту на уровнях 5 и 14 соответственно [вы отказываетесь от 1 кости скрытой атаки для применения дополнительных эффектов] -ModUi/&EnableRogueFightingStyle=Включить Плутам выбор Боевого стиля на уровне 2. -ModUi/&EnableRogueSteadyAim=Включить Плутам Точное прицеливание на уровне 3 [бонусным действием даёт преимущество на следующий бросок атаки в текущем ходу, если вы ещё не перемещались] -ModUi/&EnableRogueStrSaving=Включить Плутам использование модификаторов ЛОВ или СИЛ для Хитрого/Коварного удара, Ослабляющего/Улучшенного ослабляющего удара и Града клинков -ModUi/&EnableSaveByLocation=Включить сохранения по кампаниям/локациям +ModUi/&EnableRogueCunningStrike=Включить умения Хитрого удара и Коварного удара на уровнях 5 и 14 соответственно [вы отказываетесь от 1 кости скрытой атаки для применения дополнительных эффектов] +ModUi/&EnableRogueFightingStyle=Включить выбор Боевого стиля на уровне 2 +ModUi/&EnableRogueSteadyAim=Включить Точное прицеливание на уровне 3 [бонусным действием даёт преимущество на следующий бросок атаки в текущем ходу, если вы ещё не перемещались] +ModUi/&EnableRogueStrSaving=Включить использование модификаторов ЛОВ или СИЛ для Хитрого/Коварного удара, Ослабляющего/Улучшенного ослабляющего удара и Града клинков ModUi/&EnableSignatureSpellsRelearn=Включить Волшебникам подготовку фирменных заклинаний после каждого продолжительного отдыха [вместо того, чтобы выбирать их один раз на 20-м уровне] -ModUi/&EnableSorcererMagicalGuidance=Включить Чародеям Волшебное указание на уровне 5 +ModUi/&EnableSorcererMagicalGuidance=Включить Волшебное указание на уровне 5 ModUi/&EnableSorcererQuickenedAction=Включить действие Ускоренное заклинание, позволяющее накладывать заклинание основного действия с применением метамагии Ускоренного заклинания. ModUi/&EnableSortingDungeonMakerAssets=Включить сортировку ассетов в редакторе Создателя Подземелий ModUi/&EnableStatsOnHeroTooltip=Отображать статистику на всплывающей подсказке о герое [например: критические удары, критические промахи и т.д.] ModUi/&EnableSumD20OnAlternateVotingSystem=+ Также каждый герой добавляет к весомости результат броска D20 для привнесения элемента случайности [весомость выбора = голоса * модификатор Харизмы героя + бросок D20] -ModUi/&EnableTeleportParty=Включить телепорт группы по нажатию CTRL-SHIFT-(T) [вы можете сломать квесты, если телепортируетесь в ещё не открытую область] ModUi/&EnableTeleportToRemoveRestrained=Включить возможность Телепортации снимать все состояния задержки с цели -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Включить в списке персонажей возможность выбирать группу по умолчанию ModUi/&EnableTooltipDistance=Включить отображение расстояния во всплывающей подсказке панели при наведении курсора на персонажа в бою ModUi/&EnableUpcastConjureElementalAndFey=Включить возможность накладывать на высоких уровнях Призыв элементаля и Призыв феи ModUi/&EnableVariablePlaceholdersOnTexts=Включить заглушки для переменных описаний [использовать {VARIABLE_NAME} в качесте заглушки] -ModUi/&EnableVttCamera=Включать камеру виртуальной настольной игры по нажатию CTRL-SHIFT-(V) [позиционирование камеры правой кнопкой мыши, WASD для панорамного вида и зум по нажатию Page Up/Page Down] ModUi/&EnablesAsiAndFeat=Включить возможность и повышать характеристики, и выбирать черту одновременно [вместо того, чтобы делать выбор между этими вариантами] ModUi/&EncounterPercentageChance=Вероятность случайных событий в процентах ModUi/&Encounters=События @@ -193,7 +177,7 @@ ModUi/&FeatGroupsHelp=• Каждая группа объединяет схо ModUi/&Feats=Черты ModUi/&FightingStyles=Боевые стили ModUi/&FixAsianLanguagesTextWrap=Исправить перенос текста интерфейсом для азиатских языков [Необходим перезапуск] -ModUi/&FixEldritchBlastRange=Использовать официальную дальность в 24 клетки для Мистического заряда [вместо 12] +ModUi/&FixEldritchBlastRange=Использовать дальность в 24 клетки для Мистического заряда [вместо 12] ModUi/&FixRingOfRegenerationHealRate=Установить скорость лечения от Кольца регенерации на 1 ОЗ в 3 минуты ModUi/&FlightSuspendWingedBoots=+ Использовать официальные правила Крылатых сапог [оставшееся время использования не учитывается при приостановке полёта] ModUi/&Formation=Боевой порядок: @@ -201,12 +185,10 @@ ModUi/&FormationError=Вы не можете изменить ModUi/&FormationHelp1=• Используйте клавиши цифр, чтобы изменить заданные условия [удобнее будет включить и использовать нампад] ModUi/&FormationHelp2=• @ представляет относительное положение персонажа ModUi/&FormationHelp3=• Нажмите любые 2 кнопки, чтобы поменять их местами -ModUi/&FormationHotkey=Включить выбор настроенных боевых порядков в игре по нажатию CTRL-SHIFT-(1..5) ModUi/&FormationResetAllSets=Сбросить все ModUi/&FormationResetThisSet=Сбросить набор ModUi/&FormationSelected=Выбран {0} боевой порядок ModUi/&FullyControlConjurations=Полностью контролировать призванных существ [животных, элементалей и т.д.] -ModUi/&GameUi=Игровой интерфейс ModUi/&Gameplay=Игровой процесс ModUi/&General=Основные: ModUi/&GeneralMenu=Основные @@ -217,39 +199,33 @@ ModUi/&HideMonsterHitPoints=Отображать здоровье противн ModUi/&HideQuickenedActionWhenMetamagicOff=+ Скрыть это действие, когда переключатель метамагии выключен ModUi/&HighContrastTargetingAoeColor=Изменить цвет подсветки эффектов по площади ModUi/&HighContrastTargetingSingleColor=Изменить цвет подсветки цели -ModUi/&House=Домашние правила: ModUi/&IdentifyAfterRest=Добавить возможность опознавать магические предметы после короткого или продолжительного отдыха ModUi/&IgnoreHandXbowFreeHandRequirements=Не требовать наличие свободной руки для использования ручных арбалетов ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Заклинания иллюзии автоматически проваливаются против целей с Истинным зрением в области видимости -ModUi/&ImproveLevelUpFeaturesSelection=Улучшить выбор умений при повышении уровня [Необходим перезапуск]\n[затрагивает Предпочтительного противника и Родство с местностью Следопыта, Родственного зверя Друида, Путь элементов и Драконьи архетипы Варвара] ModUi/&IncreaseGameTimeBy=Увеличить время игры на ModUi/&IncreaseMaxAttunedItems=Увеличить максимальное возможное для Настройки количество предметов до 4 на 10-м уровне и до 5 на 18-м уровне -ModUi/&InitialChoices=Создание: -ModUi/&Input=Клавиши: -ModUi/&Interface=Интерфейс ModUi/&InventoryAndItems=Инвентарь и предметы: -ModUi/&InvertAltBehaviorOnTooltips=Обратить поведение клавиши ALT на всплывающих подсказках ModUi/&Invocations=Воззвания ModUi/&ItemInDm=Предметы в СП ModUi/&Items=Предметы: -ModUi/&ItemsCraftingMerchants=Крафт, предметы и торговцы +ModUi/&ItemsCraftingMerchants=Крафт и торговцы ModUi/&ItemsHelp1=Откройте экран персонажа, чтобы добавить предметы героям... ModUi/&ItemsHelp2=Нажмите + для добавления предметов в хранилище на земле ModUi/&KeepInvisibilityWhenUsingItems=Включить возможность использования предметов без прекращения Невидимости ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Обновить состояние скрытности на персонаже после атаки, если он обнаружен в нулевом раунде [только для первого персонажа] +ModUi/&Locations=локации: ModUi/&MakeAllMagicStaveArcaneFoci=Сделать все волшебные посохи подходящими для магической фокусировки [кроме Посоха лечения, который является универсальным] ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Также помечать местонахождение невидимых телепортов на карте уровня после того, как они открыты ModUi/&MaxAllowedClasses=Максимальное разрешённое количество классов ModUi/&Merchants=Торговцы: ModUi/&Metamagic=Метамагия ModUi/&ModifyGravitySlam=+ Изменить заклинание Гравитационный толчок, чтобы оно толкало поражённые цели вниз и принимало форму цилиндра вместо сферы -ModUi/&Monsters=Монстры: ModUi/&MovementGridWidthModifier=Увеличить ширину сетки передвижения на множитель [%] ModUi/&MulticlassKeyHelp=Нажатие с SHIFT по заклинанию переключает тип затрачиваемой ячейки по умолчанию\n[Колдун тратит белые ячейки заклинаний, а остальные - зелёные ячейки колдуна] +ModUi/&Multiplayer=Мультиплеер: ModUi/&MultiplyTheExperienceGainedBy=Множитель получаемого опыта [в %] ModUi/&NeverMoveCameraOnEnemyTurn=+ Неподвижная камера во время хода противника ModUi/&NoExperienceOnLevelUp=Отключить систему повышения уровня на основе полученного опыта -ModUi/&OfferAdditionalLoreFriendlyNames=Предлагать при создании персонажа дополнительные имена, подходящие по истории ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Отменить преимущество/помеху для ослеплённых, невидимых и видимых [полезно в сочетании с официальными правилами преимущества/помехи] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Позволить сильно заслонённой местности блокировать снаряды [Облако смерти, Туманное облако, Зажигательное облако, Шквал лепестков, Метель, Зловонное облако] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Невидимые существа являются сильно заслонёнными и могут быть целью, броски атаки по таким существам совершаются с помехой, а броски атаки существа - с преимуществом @@ -264,7 +240,6 @@ ModUi/&OverridePartySize=Размер группы ModUi/&Patches=Патчи: ModUi/&PortraitsOpenFolder=Открыть папку с портретами ModUi/&PrimedItems=Подготовленные предметы -ModUi/&Progression=Развитие: ModUi/&QuickCastLightCantripOnWornItemsFirst=Включить выбор экипировки, надетой на голову, шею или торс в первую очередь при быстром наложении заговора Свет ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Включить срабатывание Чувствительности к свету для рас Тёмных эльфов, Тёмных кобольдов и Серых дварфов только вне помещений\n[помещения в открытых локациях, доступные без экрана загрузки, считаются открытыми с точки зрения движка игры] ModUi/&Races=Расы @@ -284,7 +259,6 @@ ModUi/&RestockHelp=• Игнорировать настройки по умол ModUi/&RestockTowerOfKnowledge=Пополнять Башню Знаний [Мэдди Гринайл] ModUi/&Rollback=Откатить ModUi/&Rules=Правила -ModUi/&SRD=SRD: ModUi/&ScaleMerchantPricesCorrectly=Масштабировать цены торговцев корректно/точно [больше никаких ошибок округления при конвертировании монет разного номинала] ModUi/&SelectAll=Выбрать все ModUi/&SelectDisplayed=Выбрать отображаемые @@ -299,7 +273,6 @@ ModUi/&SettingsLoad=• Загрузить экспортированные на ModUi/&SettingsOpenFolder=Открыть папку экспортированных настроек ModUi/&SettingsRefresh=Обновить ModUi/&SettingsRemove=Удалить -ModUi/&ShiftToSnapLineSpells=Удерживайте SHIFT для привязки заклинаний в форме линий к сетке [без привязки фактическое положение линий может отличаться от предварительного просмотра] ModUi/&ShowButtonWithControlledMonsterInfo=Показать кнопку, открывающую информацию о контролируемом монстре [друиды в облике зверя, призванные, НИП-спутники и т.д.] ModUi/&ShowChannelDivinityOnPortrait=Показывать на портрете героя, сколько использований Божественного Канала у него осталось (как очки чародейства у чародеев) ModUi/&ShowCraftedItemOnRecipeIcon=Показывать иконку создаваемого предмета рядом с рецептом в магазине и инвентаре [При наведении курсора будет отображаться информация о создаваемом предмете] @@ -321,35 +294,26 @@ ModUi/&Subclasses=Архетипы ModUi/&Subraces=Подрасы ModUi/&SwapCraftedItemAndRecipeIcons=+ Заменить значок рецепта значком создаваемого предмета в магазине ModUi/&TargetLanguage=Язык перевода -ModUi/&Tools=Инструменты ModUi/&TotalCraftingTimeModifier=Уменьшить время крафта на ModUi/&TotalFeatsGrantedFirstLevel=Общее количество черт, получаемых на первом уровне ModUi/&Translate=Перевести ModUi/&TranslateCancel=Отменить {0} перевод на {1} -ModUi/&Translations=Переводы +ModUi/&Translations=Переводы: ModUi/&UnleashEnemyAsNpc=Позволить выбирать монстров в качестве НИП-предметов ModUi/&UnleashNpcAsEnemy=Разблокировать выбор монстров -ModUi/&UnlockAllNpcFaces=Разблокировать лица НИП -ModUi/&UnlockEyeStyles=Разблокировать стили глаз -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Разблокировать светящиеся цвета для всех отметин и татуировок -ModUi/&UnlockGlowingEyeColors=Добавить светящиеся цвета глаз -ModUi/&UnlockMarkAndTattoosForAllCharacters=Разблокировать родовые отметины и татуировки Чародея для всех персонажей -ModUi/&UnlockSkinColors=Разблокировать цвета кожи ModUi/&Update=Обновить -ModUi/&UseAlternateSpellPointsSystem=Использовать официальные правила альтернативной системы Очков заклинаний +ModUi/&UseAlternateSpellPointsSystem=Использовать альтернативную систему Очков заклинаний ModUi/&UseAlternateSpellPointsSystemHelp=[Вы обладаете запасом очков заклинаний, который увеличивается с уровнем заклинателя.\nУр1: 04 Ур2: 06 Ур3: 14 Ур4: 17 Ур5: 27 Ур6: 32 Ур7: 38 Ур8: 44 Ур9: 57 Ур10: 64\nУр11: 73 Ур12: 73 Ур13: 83 Ур14: 83 Ур15: 94 Ур16: 94 Ур17: 107 Ур18: 114 Ур19: 123 Ур20: 133\nСтоимость наложения заклинаний следующая УЗ1: 2 УЗ2: 3 УЗ3: 5 УЗ4: 6 УЗ5: 7 УЗ6: 9 УЗ7: 10 УЗ8: 11 УЗ9: 13\nСпособности восстановления ячеек заклинаний после короткого отдыха не будут работать в этой системе] ModUi/&UseElfFaceModelsOnTieflings=Использовать Эльфийские лица на Тифлингах ModUi/&UseHeightOneCylinderEffect=Ограничить высоту эффекта одним уровнем при накладывании Чёрных щупалец, Опутывания, Смазки [квадрат] или Шипов [круг] ModUi/&UseMathFlankingRules=+ Использовать точную математику для определения окружения [может повлиять на производительность на медленных компьютерах] ModUi/&UseOfficialAdvantageDisadvantageRules=Использовать официальные правила для преимущества/помехи [если условия вызывают бросок одновременно с преимуществом и помехой, вы не получаете ни того, ни другого] -ModUi/&UseOfficialFlankingRules=Использовать официальные правила положения [атакующий получает преимущество, если союзник находится на противоположной стороне от цели] +ModUi/&UseOfficialFlankingRules=Использовать правила положения [атакующий получает преимущество, если союзник находится на противоположной стороне от цели] ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Включить эти правила для дальнобойных атак [отключить точную математику] ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Также включить для атак досягаемости [отключить точную математику] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Вместо преимущества давать +1 к броскам атаки -ModUi/&UseOfficialFoodRationsWeight=Использовать официальный вес Рационов (2 фунта) -ModUi/&UseOfficialObscurementRules=Использовать официальные правила освещения, затемнения и видимости в бою +ModUi/&UseOfficialFoodRationsWeight=Принять вес Рационов равным 2 фунтам +ModUi/&UseOfficialObscurementRules=Использовать правила освещения, затемнения и видимости в бою ModUi/&UseOfficialObscurementRulesHelp=[преимущество для атакующего, который видит цель, которая не видит его, и помеха для атакующего, который не видит цель, которая видит его\n сильно заслонённая местность накладывает состояние слепоты, при которой броски атаки по существу совершаются с преимуществом, а броски атаки существа совершаются с помехой\n дистанционные заклинания, целями которых являются существа, не могут быть наложены, если атакующий не видит цель, кроме тех, для которых не указано специально, что необходима видимость] ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Использовать официальные правила рас маленького размера при использовании тяжёлого оружия [вы совершаете атаки с помехой] -ModUi/&Visuals=Визуальные настройки: [Необходим перезапуск] -ModUi/&WidenTooltips=Множитель ширины поля всплывающих подсказок: ModUi/&WildSurgeDieRollThreshold=Установить пороговое значение вероятности срабатывания Дикой магии Чародея:\n[Волна дикой магии срабатывает, если бросок меньше или равен пороговому значению] diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt index 4dfedde338..bbabde8a6a 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CircleOfTheCosmos-ru.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Горе Feedback/&CosmosOmenAttackToHitRoll={0} использует {1}, чтобы бросить D6 и добавить {2} к броску атаки Feedback/&CosmosOmenCheckToHitRoll={0} использует {1}, чтобы бросить D6 и добавить {2} к броску проверки ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} использует {1}, чтобы бросить D6 и добавить {2} к спасброску ({3}) -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=Благодаря созвездию Дракона {0} заставляет кость {1} выпасть на 10. +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} использует созвездие Дракона, чтобы заставить кость проверки характеристики {1} выпасть на 10. Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} промахивается по {1}. {2} может реакцией бросить D6 и добавить результат к броску атаки. Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=Бросьте D6, чтобы добавить его к броску атаки. Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=Благо diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CollegeOfElegance-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CollegeOfElegance-ru.txt index 980855959a..a2db155bf2 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CollegeOfElegance-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/CollegeOfElegance-ru.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=Элегантные шаги: О Feature/&PowerCollegeOfEleganceDodgeDescription=Вы можете потратить 1 кость бардовского вдохновения, чтобы совершить действие Уклонение бонусным действием в свой ход. Feature/&PowerCollegeOfEleganceDodgeTitle=Элегантные шаги: Уклонение Feedback/&AmazingDisplayNotTriggered={1} не активировал умение Удивительное зрелище, так как не было обнаружено подходящих в качестве целей противников -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=Благодаря Грации, {0} считает значение на кости {1} равным 10. +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} использует умение Грация, чтобы заставить кость проверки характеристики {1} выпасть на 10. Feedback/&EvasiveFootworkACIncrease={0} использует {1}, чтобы бросить кость бардовского вдохновения ({2}) и увеличить КД на {3} Reaction/&CustomReactionEvasiveFootworkDescription=Вас вот-вот поразит атака! Вы можете использовать Уклончивые движения ног, чтобы предотвратить удар. Reaction/&CustomReactionEvasiveFootworkReactDescription=Используйте Уклончивые движения ног, чтобы предотвратить удар. diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationVivisectionist-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationVivisectionist-ru.txt index 0b766439be..ae37e98aa8 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationVivisectionist-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/InnovationVivisectionist-ru.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=Хирур Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=Вы изучаете следующие заклинания, они всегда считаются подготовленными:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=Заклинания Вивисектора Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=Каждый раз, когда вы лечите другое существо, результаты всех бросков лечения, при которых выпало "1", считаются как "2". -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=Благодаря Стационарной хирургии,{0} меняет значение кости {1} на 2. +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} использует умение Стационарная хирургия, чтобы заставить кость лечения {1} выпасть на 2. Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=Стационарная хирургия Feature/&PowerInnovationVivisectionistEmergencyCureDescription=Бонусным действием вы можете использовать Малое восстановление или Снятие проклятия на союзнике в радиусе 5 футов. Вы можете использовать это умение количество раз, равное вашему бонусу мастерства. Все использования восстанавливаются по окончании продолжительного отдыха. Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=Избавить союзника от пагубного состояния. diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDemonHunter-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDemonHunter-ru.txt index d7b94be8a6..da7d1d3180 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDemonHunter-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/OathOfDemonHunter-ru.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=Вы получает Condition/&ConditionOathOfDemonHunterTrialMarkTitle=Метка испытания Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=Начиная с 15 уровня, вы наделяете свой арбалет божественной силой. Вы получаете следующие преимущества:\n• Дальность стрельбы из арбалета увеличивается на 30 футов.\n• Диапазон критических попаданий увеличивается на 1 пункт. Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=Божественный арбалет -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=Благодаря умению Истребитель демонов, {0} перебрасывает кость {1} с {2} на {3}. Feature/&FeatureOathOfDemonHunterDemonHunterDescription=Начиная с 3-го уровня, вы можете применять свою Божественную кару, когда поражаете противника из лёгкого, ручного или тяжёлого арбалета. Feature/&FeatureOathOfDemonHunterDemonHunterTitle=Охотник на демонов Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=Начиная с 7-го уровня, вы не имеете помех при использовании арбалетов для атаки врагов вблизи. Когда вы поражаете существо без Метки испытания, вы можете направить божественную силу и наложить на него Метку испытания. @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=Бонусным дейст Feature/&PowerOathOfDemonHunterTrialMarkTitle=Божественный канал: Метка испытания Feedback/&AdditionalDamageTrialMarkFormat=Приговор! Feedback/&AdditionalDamageTrialMarkLine={0} приговаривает {1}, нанося дополнительный урон излучением (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=Благодаря умению Истребитель демонов, {0} перебрасывает кость {1} с {2} на {3}. Reaction/&UseLightEnergyCrossbowBoltDescription=Вы можете использовать реакцию, чтобы направить божественную силу и наложить на цель Метку испытания. Reaction/&UseLightEnergyCrossbowBoltReactDescription=Направьте божественную силу и наложите Метку испытания. Reaction/&UseLightEnergyCrossbowBoltReactTitle=Приговор diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheYeoman-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheYeoman-ru.txt index cf8f8eeaf8..f1d988657c 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheYeoman-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheYeoman-ru.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=Ваша скорос Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=Оплот Feature/&PowerPathOfTheYeomanBulwarkDescription=Бонусным действием в свой ход вы можете принять укреплённую боевую стойку на одну минуту. Стойка заканчивается раньше, только если вы потеряете сознание. Пока вы находитесь в стойке, ваша скорость передвижения равна 0 и не может быть увеличена, вы также получаете следующие преимущества:\n• Противники, находящиеся рядом с вами, не накладывают помеху на ваши атаки, совершённые длинным луком.\n• Противники совершают с помехой атаки дальнобойным оружием по вам.\n• Вы можете использовать свою реакцию, чтобы совершить атаку длинным луком по противнику, который движется в пределах 5 футов от вас. Feature/&PowerPathOfTheYeomanBulwarkTitle=Оплот +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=Вы можете отключить укреплённую боевую стойку Оплота. +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=Отключить Оплот Feature/&ProficiencyPathOfTheYeomanFletcherDescription=Получите владение Инструментами кузнеца. Feature/&ProficiencyPathOfTheYeomanFletcherTitle=Стрелодел Subclass/&PathOfTheYeomanDescription=Варвары, следующие по Пути Йомена, пренебрегают оружием ближнего боя, чтобы овладеть длинным луком. Не менее сильные, чем варвары, идущие по другим путям, их стрелы сражают самых могучих врагов, а сосредоточенность на своем деле поднимает их и без того впечатляющую защиту до невероятных высот. diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RoguishUmbralStalker-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RoguishUmbralStalker-ru.txt index 10a27fc3c9..0c158e0d0c 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RoguishUmbralStalker-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RoguishUmbralStalker-ru.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=Вы привы Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=Единение с тенями Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=Вы получаете сопротивление урону холодом и некротической энергией. Кроме того, когда ваши хиты опускаются до 0, вы восстанавливаете количество хитов, равное вашему удвоенному уровню Плута, и встаёте на ноги. Вы можете использовать эту способность один раз до продолжительного отдыха. Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=Телосложение тени -Feature/&GloomBladeAttackReroll=Благодаря Сумрачному клинку, {0} перебрасывает кость урона {1} с {2} на {3}. Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=Бонусным действием вы можете наделить себя кружащимся нимбом теневой энергии на одну минуту. Пока эта энергия сохраняется, вас окутывает магическая тьма, сквозь которую вы можете видеть, и каждый раз, когда вы наносите урон скрытой атакой и выбрасываете максимальное значение на одной из костей, вы перебрасываете эту кость и добавляете выпавшее значение к урону. Вы можете использовать эту способность один раз до продолжительного отдыха. Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=Танец тени Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=Один раз за ход свободным действием вы можете заменить любое количество футов своего перемещения на телепортацию на эквивалентное расстояние. При подобной телепортации и начальная точка, и конечное местоположение должны находиться в тусклом свете или темноте. @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=Душа тени Feedback/&AdditionalDamageGloomBladeFormat=Удар тени Feedback/&AdditionalDamageGloomBladeLine=Удар тени наносит дополнительно +{2} урона! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} изменяет урон на {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} использует Удар тени, чтобы перебросить кость урона {1} с {2} на {3}. Reaction/&SpendPowerUmbralSoulDescription=Вы восстанавливаете количество хитов, равное вашему удвоенному уровню Плута, и встаёте на ноги. Reaction/&SpendPowerUmbralSoulReactDescription=Вы восстанавливаете количество хитов, равное вашему удвоенному уровню Плута, и встаёте на ноги. Reaction/&SpendPowerUmbralSoulReactTitle=Телосложение тени diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousDivineHeart-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousDivineHeart-ru.txt index 6a848dffa5..50b49bbc87 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousDivineHeart-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/SorcerousDivineHeart-ru.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=Выберите божес Feature/&FeatureSetDivineHeartDeityChoiceTitle=Выбор божества Feature/&MagicAffinityDivineHeartClericSpellsListDescription=Ваша связь с божеством позволяет вам изучать и накладывать заклинания Жреца в качестве заклинаний Чародея. Feature/&MagicAffinityDivineHeartClericSpellsListTitle=Божественная магия -Feature/&PowerDivineHeartDivineFountDescription=Бонусным действием восстановите 1 единицу чародейства. Вы можете использовать это умение количество раз, равное вашему модификатору Мудрости, все использования восстанавливаются после продолжительного отдыха. +Feature/&PowerDivineHeartDivineFountDescription=Бонусным действием восстановите 1 единицу чародейства. Вы можете использовать это умение количество раз, равное вашему модификатору Харизмы, все использования восстанавливаются после продолжительного отдыха. Feature/&PowerDivineHeartDivineFountTitle=Божественный источник Feature/&PowerDivineHeartDivineRecoveryDescription=Бонусным действием вы можете восстановить 70 хитов себе и снять эффекты слепоты и болезней. Вы можете использовать это умение один раз до продолжительного отдыха. Feature/&PowerDivineHeartDivineRecoveryTitle=Божественное восстановление Feature/&PowerDivineHeartEmpoweredHealingDescription=До начала своего следующего хода при наложении заклинания лечения вы перебрасываете кости исцеления, на которых выпало 1 или 2, используя новый результат. Активируйте эту силу бонусным действием, потратив 1 единицу чародейства. -Feature/&PowerDivineHeartEmpoweredHealingReroll=Благодаря Усиленному исцелению, {0} перебрасывает кость {1} с {2} на {3}. Feature/&PowerDivineHeartEmpoweredHealingTitle=Усиленное исцеление Feature/&PowerDivineHeartPlanarPortalDescription=Открывает портал, который может перенести вас и дружественное существо в выбранное место назначения. Feature/&PowerDivineHeartPlanarPortalTitle=Планарный портал +Feedback/&DivineHeartEmpoweredHealingReroll={0} использует Усиленное исцеление, чтобы перебросить кость лечения {1} с {2} на {3}. Subclass/&SorcerousDivineHeartDescription=Ваша врождённая магия была дарована вам божеством с целью, которую вы возможно понимаете, а возможно и нет. Subclass/&SorcerousDivineHeartTitle=Божественная душа diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfWealAndWoe-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfWealAndWoe-ru.txt index 44163226de..405f4c68f5 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfWealAndWoe-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfWealAndWoe-ru.txt @@ -2,12 +2,12 @@ Feature/&FeatureWayOfWealAndWoeBrutalWealDescription=После того, как Feature/&FeatureWayOfWealAndWoeBrutalWealTitle=Жестокое благо Feature/&FeatureWayOfWealAndWoeSelfPropelledWealDescription=После того, как вы совершаете бросок атаки оружием монаха или безоружной атаки и критически попадаете, вы восстанавливаете 1 очко Ци. Feature/&FeatureWayOfWealAndWoeSelfPropelledWealTitle=Побуждённое благо -Feature/&FeatureWayOfWealAndWoeTheirWoeDescription=После того, как вы совершаете бросок атаки оружием монаха или безоржной атаки и критически промахиваетесь, вы вместо этого наносите урон Горя цели вместо себя. +Feature/&FeatureWayOfWealAndWoeTheirWoeDescription=После того, как вы совершаете бросок атаки оружием монаха или безоружной атаки и критически промахиваетесь, вы вместо этого наносите урон Горя цели вместо себя. Feature/&FeatureWayOfWealAndWoeTheirWoeTitle=Их горе Feature/&FeatureWayOfWealAndWoeWealDescription=После того, как вы совершаете бросок атаки оружием монаха или безоружной атаки, увеличьте диапазон ваших критических попадания и промаха на 1. Он возвращается к значениям 20 и 1 соответственно после продолжительного отдыха, критического попадания или критического промаха. Feature/&FeatureWayOfWealAndWoeWealTitle=Благо Feature/&FeatureWayOfWealAndWoeWoeDescription=После того, как вы совершаете бросок атаки оружием монаха или безоружной атаки и критически промахиваетесь, вы получаете урон, равный одному броску вашей кости боевых искусств. Feature/&FeatureWayOfWealAndWoeWoeTitle=Горе -Feedback/&WoeReroll=Из-за {1} {0} перебрасывает кость броска атаки с {2} на {3} +Feedback/&WoeReroll={0} использует Горе, чтобы перебросить кость броска атаки {1} с {2} на {3}. Subclass/&WayOfWealAndWoeDescription=Монахи Пути блага и горя сосредотачиваются как на процветании, так и на невзгодах, чтобы вовлечь своих врагов в битву. Subclass/&WayOfWealAndWoeTitle=Путь блага и горя diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt index f28aebcb22..1f58f63174 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt @@ -14,9 +14,9 @@ Feat/&FeatCloseQuartersIntDescription=你是近身战斗的专家,获得如下 Feat/&FeatCloseQuartersIntTitle=短兵相接【智力】 Feat/&FeatCunningEscapeDescription=每当你使用冲刺动作作为附赠动作时,你的移动在本回合剩余时间内不会引发借机攻击。 Feat/&FeatCunningEscapeTitle=灵巧逃脱 -Feat/&FeatDevastatingStrikesDexDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 敏捷增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 +Feat/&FeatDevastatingStrikesDexDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 敏捷增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器或徒手攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 Feat/&FeatDevastatingStrikesDexTitle=毁灭性打击[敏捷] -Feat/&FeatDevastatingStrikesStrDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 力量增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 +Feat/&FeatDevastatingStrikesStrDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 力量增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器或徒手攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 Feat/&FeatDevastatingStrikesStrTitle=毁灭性打击 [力量] Feat/&FeatExpandTheHuntDescription=你的感知 +1,上限为 20。你可以选择一个额外的宿敌、语言和地形类型。 Feat/&FeatExpandTheHuntTitle=拓展狩猎 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt index 4058a9da70..f70b49d0df 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt @@ -32,7 +32,7 @@ Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=战斗:防御 Feat/&FeatGroupDefenseExpertDescription=你的一项精神属性 +1,上限为 20。\n当你没有穿着任何护甲时,你的护甲等级等于 10 + 你的敏捷调整值 + 选定的精神属性调整值。 Feat/&FeatGroupDefenseExpertTitle=裸甲专家 -Feat/&FeatGroupDevastatingStrikesDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 您的力量或敏捷得分增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您都会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 +Feat/&FeatGroupDevastatingStrikesDescription=您的近战攻击尤其致命。您将获得以下好处:\n• 您的力量或敏捷得分增加 1,最高可达 20。\n• 每回合一次,当您使用近战武器或徒手攻击击中生物时,您会造成等同于您的熟练奖励的额外伤害。\n• 每当您使用近战武器造成致命一击时,您都会额外掷一个武器骰子,并忽略目标生物对该攻击的抵抗力。 Feat/&FeatGroupDevastatingStrikesTitle=毁灭性打击 Feat/&FeatGroupDragonFearDescription=当你生气时,你会散发出威胁的气息。你将获得以下好处:\n• 你的力量、体质或魅力 +1,上限为 20。\n• 你可以使用一次喷吐武器特质来咆哮,而不是呼出破坏性能量,迫使你周围 30 尺内你选择的每个生物进行一次感知豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值)。豁免失败后,目标会受到恐慌 1 分钟。如果恐慌的目标受到任何伤害,它可以重复豁免检定,成功后结束对自身的效果。 Feat/&FeatGroupDragonFearTitle=龙之恐惧 @@ -58,8 +58,8 @@ Feat/&FeatGroupFlamesOfPhlegethosDescription=你学会召唤地狱之火来执 Feat/&FeatGroupFlamesOfPhlegethosTitle=弗莱格索斯之焰 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=一般熟练者和初学者 -Feat/&FeatGroupGrapplerDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下好处:\n• 您的力量或敏捷值增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗与您体型相同或更小的生物时,您不再受到移动惩罚。 -Feat/&FeatGroupGrapplerTitle=抓钩 +Feat/&FeatGroupGiftOfTheGemDragonDescription=将你的一项精神属性增加 1,最多增加 20。\n• 当你受到 10 英尺范围内的生物的伤害时,你可以使用你的反应来散发心灵感应能量。对你造成伤害的生物必须进行力量豁免检定(DC 等于 8 + 你的熟练加值 + 此专长增加的分数的能力修正值)。如果豁免失败,该生物将受到 2d8 力量伤害,被推到离你 10 英尺远的地方,并被迫俯卧。如果豁免成功,该生物将受到一半的伤害,并且不会被推或被迫俯卧。你可以使用此反应的次数等于你的熟练加值,当你完成长时间休息时,你可以恢复所有已消耗的使用次数。 +Feat/&FeatGroupGiftOfTheGemDragonTitle=宝石龙的礼物 Feat/&FeatGroupGrudgeBearerDescription=你对某种特定的生物怀有深深的仇恨。选择你的敌人,一种承受你愤怒负担的生物:异怪、野兽、天界生物、构装生物、龙、元素生物、精类生物、邪魔、巨人、怪兽、泥怪、植物或不死生物。你将获得以下好处:\n• 你的力量、体质或感知 +1,上限为 20。\n• 在与你选择的敌人进行战斗的第一轮中,你对其中任何一个人的攻击检定都具有优势。\n• 当你选择的任何敌人对你进行借机攻击时,攻击检定就会处于劣势。 Feat/&FeatGroupGrudgeBearerTitle=怨恨者 Feat/&FeatGroupHalfAttributesDescription={0} diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt index 7342134c05..0733ee895b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt @@ -1,3 +1,7 @@ +Action/&CleavingAttackToggleDescription=激活/停用大武器大师 +Action/&CleavingAttackToggleTitle=伟大的武器大师 +Action/&PowerAttackToggleDescription=激活/停用强力攻击 +Action/&PowerAttackToggleTitle=强力攻击 Condition/&ConditionFeatCleavingAttackFinishDescription=让他们来吧! Condition/&ConditionFeatCleavingAttackFinishTitle=巨武器大师 Condition/&ConditionFeatCrusherCriticalHitDescription=你被重击破碎,对你的攻击有优势。 @@ -42,13 +46,11 @@ Feat/&FeatOldTacticsStrDescription=你的力量 +1。每轮一次,当你的近 Feat/&FeatOldTacticsStrTitle=故技重施【力量】 Feat/&FeatPiercerDexDescription=你掌握了穿刺的精髓技巧。你的敏捷 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 Feat/&FeatPiercerDexTitle=穿刺者【敏捷】 -Feat/&FeatPiercerReroll=由于穿刺者专长 {0} 将 {1} 的骰子从 {2} 重投到 {3} Feat/&FeatPiercerStrDescription=你掌握了穿刺的精髓技巧。你的力量 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 Feat/&FeatPiercerStrTitle=穿刺者【力量】 Feat/&FeatPowerAttackDescription=你学会了用准确性换取更致命的打击。当徒手或使用近战武器攻击时,你可以选择对你的攻击检定承受 -3 减值,其伤害掷骰获得 3 + 你的熟练加值。 Feat/&FeatPowerAttackTitle=猛力攻击 Feat/&FeatSavageAttackDescription=当你掷出 1 时重掷武器和法术伤害骰子(并非所有伤害源都重掷骰子。例如,偷袭和重击伤害不会重掷)。 -Feat/&FeatSavageAttackReroll=由于凶蛮打手专长 {0} 将 {1} 骰子从 {2} 重投到 {3}。 Feat/&FeatSavageAttackTitle=凶蛮打手 Feat/&FeatSlasherDexDescription=你学会了如何挥砍薄弱处。你的敏捷 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 Feat/&FeatSlasherDexTitle=劈砍者【敏捷】 @@ -80,6 +82,8 @@ Feedback/&AdditionalDamagePiercerFormat=穿刺者! Feedback/&AdditionalDamagePiercerLine={0} 重击贯穿 {1} Feedback/&AdditionalDamageSpearMasteryFormat=长矛精通! Feedback/&AdditionalDamageSpearMasteryLine={0} 已准备好长矛并对 {1} 造成额外的 {2} 伤害! +Feedback/&FeatPiercerReroll={0} 使用 Piercer 重新掷出 {1} 个伤害骰子,从 {2} 变为 {3}。 +Feedback/&FeatSavageAttackReroll={0} 使用 Savage Attack 重新掷出 {1} 个伤害骰子,从 {2} 到 {3}。 Reaction/&ReactionAttackOldTacticsDescription={0} 站了起来。你可以做出反应,用近战武器攻击它。 Reaction/&ReactionAttackOldTacticsReactDescription=利用你的反应来攻击。 Reaction/&ReactionAttackOldTacticsReactTitle=攻击 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt index 567f11f9e5..9f74dee548 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt @@ -1,3 +1,5 @@ +Action/&GrappleOnUnarmedToggleDescription=在徒手攻击时激活/停用抓钩 +Action/&GrappleOnUnarmedToggleTitle=徒手搏斗 Condition/&ConditionFeatMobileAfterDashDescription=免疫束缚及移动限制效应。 Condition/&ConditionFeatMobileAfterDashTitle=行动自如 Failure/&MustBeHumanoid=必须是类人生物 @@ -24,7 +26,7 @@ Feat/&FeatBalefulScionStrDescription=你可以引导宇宙邪恶力量来获得 Feat/&FeatBalefulScionStrTitle=恶意后继者【力量】 Feat/&FeatBalefulScionWisDescription=你可以引导宇宙邪恶力量来获得以下好处:\n• 你的感知 +1,上限为 20。\n• 每回合一次,当你伤害自己 60 尺范围内可见的生物时,你还可以对其造成黯蚀伤害。黯蚀伤害等于 1d6 + 你的熟练加值,然后你将恢复这一黯蚀伤害实际造成伤害数额的生命值。你可以使用这一增益的次数等于你的熟练加值次,并且当你完成长休时,你会恢复所有已消耗的使用次数。 Feat/&FeatBalefulScionWisTitle=恶意后继者【感知】 -Feat/&FeatBrawlerDescription=您是徒手搏斗的专家,可获得以下优势:\n• 您的徒手攻击可造成 1d6+力量调整值的钝击伤害。如果您在进行攻击掷骰时未携带任何武器或盾牌,则 d6 会变成 d8。\n• 当您采取攻击行动并至少有一只自由手时,您可以使用奖励行动进行徒手攻击或擒抱生物。 +Feat/&FeatBrawlerDescription=您是徒手战斗的专家,可获得以下优势:\n• 您的徒手攻击可造成 1d6+力量调整值的钝击伤害。如果您在进行攻击掷骰时未携带任何武器或盾牌,则 d6 会变成 d8。\n• 当您采取攻击行动并至少有一只自由手时,您可以使用您的奖励行动进行徒手攻击或擒抱生物。\n• 当您进行徒手攻击时,您可以重新掷出您在该攻击中掷出的伤害骰子上的任何 1,并且必须接受新的结果。 Feat/&FeatBrawlerTitle=格斗者 Feat/&FeatChefConDescription=你的体质 +1,上限为 20。\n你可以花 1 小时做饭,恢复你及同伴 1d8 的生命值。\n每日一次,你可以花 1 小时做出数量为你的熟练加值,食用时可提供 5 点临时生命值的美味。 Feat/&FeatChefConTitle=大厨【体质】 @@ -42,8 +44,12 @@ Feat/&FeatFrostAdaptationDescription=你的体质 +1,上限为 20。\n你对 Feat/&FeatFrostAdaptationTitle=霜冻适应 Feat/&FeatGiftOfTheChromaticDragonDescription=你已经展现了色彩龙的一些力量,为你带来以下好处:\n• 繁彩注魔:长休一次,作为附赠动作,你可以触摸简单武器或军用武器并向其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。\n• 反应抵抗:当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以使用反应来给予你自己对该类伤害的抗性,直到回合结束。每次长休后你可以使用该反应的次数等于你的熟练加值。 Feat/&FeatGiftOfTheChromaticDragonTitle=色彩龙之赐 -Feat/&FeatGrapplerDexDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下优势:\n• 敏捷度增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗体型与您相同或比您小的生物时,您不再受到移动惩罚。 -Feat/&FeatGrapplerDexTitle=擒抱者[敏捷] +Feat/&FeatGiftOfTheGemDragonChaDescription=增加 1 点魅力值,最高可达 20 点。\n• 当您受到 10 英尺范围内生物的伤害时,您可以使用您的反应来散发心灵感应能量。对您造成伤害的生物必须进行力量豁免检定(DC 等于 8 + 您的熟练加值 + 此专长增加的分数的属性修正值)。如果豁免失败,该生物将受到 2d8 力量伤害,被推到离您 10 英尺远的地方,并被迫俯卧。如果豁免成功,该生物将受到一半的伤害,并且不会被推或被迫俯卧。您可以使用此反应的次数等于您的熟练加值,当您完成长时间休息时,您将恢复所有已消耗的使用次数。 +Feat/&FeatGiftOfTheGemDragonChaTitle=宝石龙的馈赠[魅力] +Feat/&FeatGiftOfTheGemDragonIntDescription=将您的智力提高 1,最高可达 20。\n• 当您受到 10 英尺范围内生物的伤害时,您可以使用您的反应来散发心灵感应能量。对您造成伤害的生物必须进行力量豁免检定(DC 等于 8 + 您的熟练加值 + 此专长增加的分数的能力修正值)。如果豁免失败,该生物将受到 2d8 力量伤害,被推到离您 10 英尺远的地方,并被迫俯卧。如果豁免成功,该生物将受到一半的伤害,并且不会被推或被迫俯卧。您可以使用此反应的次数等于您的熟练加值,当您完成长时间休息时,您将恢复所有已消耗的使用次数。 +Feat/&FeatGiftOfTheGemDragonIntTitle=宝石龙的礼物 [智力] +Feat/&FeatGiftOfTheGemDragonWisDescription=将您的智慧值提高 1,最高可达 20。\n• 当您受到 10 英尺范围内的生物的伤害时,您可以使用您的反应来散发心灵感应能量。对您造成伤害的生物必须进行力量豁免检定(DC 等于 8 + 您的熟练加值 + 此专长增加的分数的能力修正值)。如果豁免失败,该生物将受到 2d8 力量伤害,被推到离您 10 英尺远的地方,并被迫俯卧。如果豁免成功,该生物将受到一半的伤害,并且不会被推或被迫俯卧。您可以使用此反应的次数等于您的熟练加值,当您完成长时间休息时,您将恢复所有已消耗的使用次数。 +Feat/&FeatGiftOfTheGemDragonWisTitle=宝石龙之赐福[智慧] Feat/&FeatGrapplerStrDescription=您已经掌握了近距离搏斗所需的技能。您将获得以下优势:\n• 力量增加 1,最高可达 20。\n• 您在对抗搏斗生物时具有攻击优势。\n• 在搏斗体型与您相同或比您小的生物时,您不再受到移动惩罚。 Feat/&FeatGrapplerStrTitle=擒抱者 [力量] Feat/&FeatGroupSkillExpertDescription=你已经磨练了自己对特定技能的熟练程度,从而获得以下好处:\n• 你选择的一项属性值 +1,上限为 20。\n• 获得一项技能的熟练项\n• 将一项已经熟练的技能进阶为专精。 @@ -88,8 +94,6 @@ Feat/&FeatWeaponMasterStrDescription=你已广泛练习使用各种武器,获 Feat/&FeatWeaponMasterStrTitle=武器大师【力量】 Feature/&CastSpellFeatMagicInitiateTitle=魔法学徒 Feature/&CastSpellFeatSpellSniperTitle=法术狙手 -Feature/&DieRollModifierFeatElementalAdeptReroll=由于元素专家专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 -Feature/&DieRollModifierFeatElementalMasterReroll=由于元素大师专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 Feature/&PowerFeatAcrobatDescription=以一个附赠动作,你可以进行 DC 15 敏捷(特技)检定。如果你成功了,困难的地形不会花费你额外的移动力,直到当前回合结束。 Feature/&PowerFeatAcrobatTitle=特技演员 Feature/&PowerFeatBalefulScionDescription=每回合一次,当你伤害自己 60 尺范围内可见的生物时,你还可以对其造成黯蚀伤害。黯蚀伤害等于 1d6 + 你的熟练加值,然后你将恢复这一黯蚀伤害实际造成伤害数额的生命值。你可以使用这一增益的次数等于你的熟练加值次,并且当你完成长休时,你会恢复所有已消耗的使用次数。 @@ -126,6 +130,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=繁彩注魔: Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=繁彩注魔造成额外 +{2} 闪电伤害! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=繁彩注魔:毒素 Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=繁彩注魔造成额外 +{2} 毒素伤害! +Feedback/&FeatBrawlerReroll=当你进行徒手攻击时,你可以重新掷出在该次攻击中掷出的伤害骰子上的任何 1,并且必须接受新的结果。 +Feedback/&FeatElementalAdeptReroll={0} 使用元素熟练者将 {1} 个攻击掷骰子从 {2} 重新掷到 {3}。 +Feedback/&FeatElementalMasterReroll={0} 使用元素大师将 {1} 个攻击掷骰子从 {2} 重新掷到 {3}。 Feedback/&IsNotLuckyHigher={0} 一点也不幸运,掷出更高的 {2} 来替换 {3}。 Feedback/&IsNotLuckyLower={0} 一点也不幸运,掷出较低的 {2} 来替换 {3}。 Feedback/&LuckyAttackToHitRoll={0} 使用 {1} 并掷出 {2} 以替换攻击检定上的 {3} @@ -133,6 +140,10 @@ Feedback/&LuckyCheckToHitRoll={0} 使用 {1} 并掷出 {2} 以替换检定结果 Feedback/&LuckySavingToHitRoll={0} 使用 {1} 并掷出 {2} 以替换豁免检定上的 {3} Item/&ItemFeatChefTreatDescription=吃下大厨的美味并获得 5 点临时生命值。 Item/&ItemFeatChefTreatTitle=大厨的美味 +Reaction/&CustomReactionGrapplerDescription=你可以搏斗{0}。 +Reaction/&CustomReactionGrapplerReactDescription=抓住目标。 +Reaction/&CustomReactionGrapplerReactTitle=抓钩 +Reaction/&CustomReactionGrapplerTitle=抓钩 Reaction/&ReactionAttackMageSlayerDescription={0} 在距你 5 尺的范围内施展了法术。你可以利用你的反应来攻击。 Reaction/&ReactionAttackMageSlayerReactDescription=利用反应来攻击目标。 Reaction/&ReactionAttackMageSlayerReactTitle=攻击 @@ -168,6 +179,10 @@ Reaction/&SpendPowerReactiveResistanceTitle=反应抗性 Reaction/&SubitemSelectReactionAttackAoOEnterTitle=选择动作 Reaction/&SubitemSelectReactionAttackSentinelTitle=选择动作 Reaction/&SubitemSelectReactionWarcasterTitle=选择动作 +Reaction/&UseGiftOfTheGemDragonDescription={0> 对你造成了伤害!你可以利用你的反应将其推开 10 英尺并造成 2d8 点精神伤害。 +Reaction/&UseGiftOfTheGemDragonReactDescription=给自己抵抗力。 +Reaction/&UseGiftOfTheGemDragonReactTitle=反应 +Reaction/&UseGiftOfTheGemDragonTitle=宝石龙的礼物 Reaction/&WarcasterAttackDescription=攻击目标。 Reaction/&WarcasterAttackTitle=攻击 Tag/&InitiateCantripSpecialTagTitle=魔法学徒 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt index 29c0806111..fad00ad80d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt @@ -57,7 +57,6 @@ Feat/&FeatWoodElfMagicDescription=你学习了原始森林的魔力,它们受 Feat/&FeatWoodElfMagicTitle=木精灵魔法 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=当你手持一把巨剑时,你的护甲等级获得 +1 加值。 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=英魂之刃 -Feature/&DieRollModifierFeatFlamesOfPhlegethosReroll=由于弗莱格索斯之焰,{0} 将 {1} 骰子从 {2} 重新投掷到 {3}。 Feature/&PowerFeatDragonFearDescription=你可以使用一次喷吐武器特质来咆哮,迫使你选择的 30 尺范围内的每个生物进行一次感知豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值)。豁免失败后,目标会受到恐慌 1 分钟。如果恐慌的目标受到任何伤害,它可以重复豁免检定,成功后结束对自身的效果。 Feature/&PowerFeatDragonFearTitle=龙之威怖 Feature/&PowerFeatOrcishAggressionDescription=作为附赠动作,当你在主手中挥舞近战武器时,你可以以你的速度冲向你选择的敌人,并用你的主武器自由攻击该生物。 @@ -68,6 +67,7 @@ Feedback/&BountifulLuckAttackToHitRoll={0} 使用 {1} 并掷出 {2} 以替换攻 Feedback/&BountifulLuckCheckToHitRoll={0} 使用 {1} 并掷出 {2} 以替换检定结果上的 {3} Feedback/&BountifulLuckSavingToHitRoll={0} 使用 {1} 并掷出 {2} 以替换豁免结果上的 {3} Feedback/&DwarvenFortitudeHitDieRolled={0}掷出{2}并治愈了{3} = {4}。 +Feedback/&FlamesOfPhlegethosReroll={0} 使用弗莱格索斯之焰重新掷出 {1} 个魔法伤害骰子,从 {2} 变为 {3}。 Reaction/&CustomReactionBountifulLuckAttackDescription={0}未命中{1}。 {2} 可以作出反应来投掷 d20 以替换攻击检定。 Reaction/&CustomReactionBountifulLuckAttackReactDescription=投掷 d20 以替换攻击检定。 Reaction/&CustomReactionBountifulLuckAttackReactTitle=好运连连 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt index 04ddeca8f5..e5bfcdf313 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt @@ -1,3 +1,5 @@ +Action/&DeadEyeToggleDescription=激活/停用神射手 +Action/&DeadEyeToggleTitle=神射手 Condition/&ConditionFeatSteadyAimAdvantageDescription=你在下一次攻击检定上有优势。 Condition/&ConditionFeatSteadyAimAdvantageTitle=稳定瞄准 Condition/&ConditionFeatSteadyAimRestrainedDescription=在你的回合结束之前你不能移动。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt index 512fdbdcdf..396e89f050 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/FightingStyles-zh-CN.txt @@ -6,7 +6,7 @@ Feedback/&AdditionalDamageCripplingFormat=致残伤害! Feedback/&AdditionalDamageCripplingLine={1} 遭受致残伤害。 Feedback/&AdditionalDamageExecutionerFormat=处刑! Feedback/&AdditionalDamageExecutionerLine={0} 处刑 {1} +{2} 额外伤害! -FightingStyle/&AstralReachDescription=你的徒手攻击范围增加 5 尺。 +FightingStyle/&AstralReachDescription=只要您的双手空闲,您的徒手攻击距离就可以增加 5 英尺。 FightingStyle/&AstralReachTitle=星界触及 FightingStyle/&BlindFightingDescription=你有 10 尺范围的盲视。在这个范围内,即使你被致盲或身处黑暗,你依然能看到任何没有完全遮蔽的物体。此外,你可以看到该范围内的隐形生物,除非其隐藏成功。 FightingStyle/&BlindFightingTitle=盲斗 @@ -18,7 +18,7 @@ FightingStyle/&HandAndAHalfDescription=当使用近战单手武器或两用武 FightingStyle/&HandAndAHalfTitle=古典剑术 FightingStyle/&InterceptionDescription=当你看到的生物攻击距离你 5 尺内的目标(除了你)时,你可以利用你的反应来减少目标受到的伤害 1d10 + 你的熟练加值。你必须使用盾牌或简单或军用武器才能使用此反应。 FightingStyle/&InterceptionTitle=拦截 -FightingStyle/&LungerDescription=当只使用一件没有重型标签的近战武器时,该武器的攻击范围增加到 10 尺。 +FightingStyle/&LungerDescription=只要您手持不带重型标签的武器且另一只手空闲,您的近战武器射程就会增加 5 英尺。 FightingStyle/&LungerTitle=突刺者 FightingStyle/&MercilessDescription=当你在回合中使用近战武器攻击将目标生命值降至 0 时,在被击倒目标半径等于你熟练加值一半(向上取整)的范围内,能够看到目标的敌人必须进行感知豁免(DC 8 + 你的熟练加值+ 你的力量调整值)或者变得恐慌你,直到你的下一个回合结束。如果触发攻击是重击,则半径等于你的熟练加值。 FightingStyle/&MercilessTitle=无情 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/KeyBindings-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/KeyBindings-zh-CN.txt new file mode 100644 index 0000000000..81daf60b73 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/KeyBindings-zh-CN.txt @@ -0,0 +1,54 @@ +Setting/&CharacterExportDescription=允许您导出当前选定的字符。 +Setting/&CharacterExportTitle=导出角色 +Setting/&DebugOverlayDescription=允许您打开原始调试覆盖。 +Setting/&DebugOverlayTitle=调试覆盖 +Setting/&EnableCharacterCheckerDescription=允许您使用角色池中添加的新按钮来预览演员。 +Setting/&EnableCharacterCheckerTitle=启用字符检查器 +Setting/&EnableCheatMenuDescription=允许您在常规游戏过程中拥有地牢制作器作弊菜单。 +Setting/&EnableCheatMenuTitle=启用作弊菜单 +Setting/&EnableCtrlClickDragToBypassQuestItemsOnDropTitle=按 CTRL 键可绕过掉落任务物品检查 +Setting/&EnablePartyTogglesDescription=允许您在角色池中切换英雄,将其用作地下城制作器测试和常规新游戏的默认队伍。 +Setting/&EnablePartyTogglesTitle=启用默认派对切换 +Setting/&EnableSaveByLocationDescription=允许您根据活动和/或位置来组织您的保存。 +Setting/&EnableSaveByLocationTitle=启用按位置保存 +Setting/&EnableShiftToSnapLineSpellsTitle=SHIFT 将线法术捕捉到网格 +Setting/&FormationSet1Description=允许您选择阵型集 1。 +Setting/&FormationSet1Title=阵型组合 1 +Setting/&FormationSet2Description=允许您选择阵型集 2。 +Setting/&FormationSet2Title=阵型组合 2 +Setting/&FormationSet3Description=允许您选择阵型设置 3。 +Setting/&FormationSet3Title=阵型组合 3 +Setting/&FormationSet4Description=允许您选择阵型设置4。 +Setting/&FormationSet4Title=阵型组合 4 +Setting/&FormationSet5Description=允许您选择阵型设置 5。 +Setting/&FormationSet5Title=阵型组合 5 +Setting/&HideCrownOfMagisterTitle=隐藏魔导师王冠 +Setting/&HideHelmetsTitle=隐藏头盔 +Setting/&HideTitle=隐藏 +Setting/&InvertTooltipBehaviorDescription=显示扩展的工具提示而不是默认的摘要工具提示。 +Setting/&InvertTooltipBehaviorTitle=反转工具提示行为 +Setting/&ModHeaderTitle=未竟事业 +Setting/&RejoinPartyDescription=允许您重新加入围绕第一个英雄的队伍,以防有人被困。 +Setting/&RejoinPartyTitle=重新加入派对 +Setting/&SelectCharacter5Title=选择角色 5 +Setting/&SelectCharacter6Title=选择角色 6 +Setting/&SpawnEncounterDescription=允许您在 Mod UI 遭遇选项卡上生成遭遇集。 +Setting/&SpawnEncounterTitle=重生遭遇 +Setting/&TeleportPartyDescription=允许您将派对传送到屏幕中心的位置。 +Setting/&TeleportPartyTitle=传送派对 +Setting/&ToggleHudDescription=允许您打开/关闭 HUD。 +Setting/&ToggleHudTitle=切换HUD +Setting/&TooltipWidthDescription=更改工具提示宽度乘数。 +Setting/&TooltipWidthTitle=工具提示宽度 +Setting/&UnlockAdditionalLoreFriendlyNamesTitle=解锁更多传说中友好的名字 +Setting/&UnlockAllNpcFacesTitle=解锁NPC面孔 +Setting/&UnlockBeardlessDwarvesTitle=解锁无胡须矮人 +Setting/&UnlockEyeStylesTitle=解锁眼睛风格 +Setting/&UnlockGlowingColorsForAllMarksAndTattoosTitle=解锁发光标记和纹身颜色 +Setting/&UnlockGlowingEyeColorsTitle=解锁闪亮的眼眸色彩 +Setting/&UnlockMarkAndTattoosForAllCharactersTitle=解锁标记和纹身 +Setting/&UnlockNewBrightEyeColorsTitle=解锁明亮的眼睛色彩 +Setting/&UnlockSkinColorsTitle=解锁肤色 +Setting/&UnlockUnmarkedSorcerersTitle=解锁未标记的巫师 +Setting/&VttCameraDescription=允许您切换 VTT 相机模式。 +Setting/&VttCameraTitle=山地车相机 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt index 88a1c37da2..05fcf1a400 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt @@ -92,8 +92,6 @@ Feature/&AttributeModifierDazzledTitle=AC Penalty Feature/&AttributeModifierMonkAbundantKiDescription=将你的一半熟练度奖励(向下舍入)添加到你的 Ki 点数池中。 Feature/&AttributeModifierMonkAbundantKiTitle=气量充沛 Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&ConditionGrappleTargetFlyingDescription=跟随擒抱者 -Feature/&ConditionGrappleTargetFlyingTitle=飞行 Feature/&EnhancedIndomitableResistanceDescription=如果你的豁免检定失败,你可以重骰该豁免并获得等于你的战士等级的加值。不过你必须采用重掷的结果。你必须完成一次长休才能再次使用该特性。 Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=扩展法术 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt index bf7c0c6dc5..addfa4cc3b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt @@ -1,355 +1,319 @@ -ModUi/&AccountForAllDiceOnFollowUpStrike=将基础武器的所有附加效果添加到后续打击专长 -ModUi/&AccountForAllDiceOnSavageAttack=将所有添加武器伤害骰的特性以添加武器基础伤害骰取代只有 1 个骰[半兽人的凶蛮攻击特性、双手武器等等] -ModUi/&AddAllToStore=全部添加到商店 -ModUi/&AddBleedingToLesserRestoration=将流血状态添加到高等复原术和次级复原术的移除列表里 -ModUi/&AddCustomIconsToOfficialItems=为官方游戏物品添加自定义图标[弹药、配方、工具包等][需要重启] -ModUi/&AddDarknessPerceptiveToDarkRaces=对黑暗精灵、黑暗狗头人和灰矮人启用黑暗感知\n[在未照明或在魔法黑暗下时察觉检定具有优势] +ModUi/&AccountForAllDiceOnFollowUpStrike=将基础武器的所有附加效果添加到后续打击专长中 +ModUi/&AccountForAllDiceOnSavageAttack=将基础武器伤害中的所有骰子添加到添加基础武器伤害的功能中,而不仅仅是 1 个骰子[野蛮攻击、双手武器等] +ModUi/&AddAllToStore=全部添加至商店 +ModUi/&AddBleedingToLesserRestoration=将出血状况添加到较大和较小恢复所消除的状况中 +ModUi/&AddCustomIconsToOfficialItems=为官方游戏物品添加自定义图标[弹药、配方、工具包等] [需要重启] +ModUi/&AddDarknessPerceptiveToDarkRaces=对暗精灵、黑暗狗头人和灰矮人启用黑暗感知 \n[在无光或在魔法黑暗下时在感知检查上获得优势] ModUi/&AddDexModifierToEnemiesInitiativeRoll=为敌人添加 DEX 修正值主动掷骰 -ModUi/&AddFallProneActionToAllRaces=为所有可玩种族添加倒地动作[你可以无代价倒地] -ModUi/&AddFighterLevelToIndomitableSavingReroll=将战士等级添加到不屈豁免重投中 -ModUi/&AddGrappleActionToAllRaces=为所有可玩种族添加抓钩动作 -ModUi/&AddHelpActionToAllRaces=为所有可玩种族添加帮助动作[你可以帮助友方生物攻击距离你5尺以内的生物] -ModUi/&AddHumanoidFavoredEnemyToRanger=启用游侠类人生物宿敌 -ModUi/&AddNewBrightEyeColors=添加新的亮色眼睛颜色 -ModUi/&AddNewWeaponsAndRecipesToShops=向商店添加新的武器和配方[护腕、戟、长矛、长狼牙棒、手弩] [需要重启] -ModUi/&AddPaladinSmiteToggle=添加一个开关以允许圣武士仅在暴击时启用至圣斩[有助于减少反应动作提示] -ModUi/&AddPickPocketableLoot=添加可扒窃的战利品[建议扒窃专长开启时启用] -ModUi/&AddToStore=添加到商店 -ModUi/&Advanced=高级:[需要重启] -ModUi/&AdvancedHelp=•注意:这些设置将要求玩家安装此模组 -ModUi/&AllItemInDm=DM中的所有项目 -ModUi/&AllRecipesInDm=冒险中的所有配方 -ModUi/&AllowAllPlayersOnNarrativeSequences=+允许所有玩家进行叙述序列 +ModUi/&AddFallProneActionToAllRaces=将倒地动作添加到所有类别[你可以无代价倒地] +ModUi/&AddFighterLevelToIndomitableSavingReroll=将职业等级作为奖励添加到不屈抵抗豁免检定重掷中 +ModUi/&AddGrappleActionToAllRaces=为所有职业添加抓钩动作 +ModUi/&AddHelpActionToAllRaces=为所有类别添加帮助操作[你可以协助友方生物攻击你 1 个单元格范围内的生物] +ModUi/&AddHumanoidFavoredEnemyToRanger=启用人形首选敌人 +ModUi/&AddNewWeaponsAndRecipesToShops=在商店中添加新武器和配方[手套、戟、长矛、长钉头锤、手弩] [需要重启] +ModUi/&AddPaladinSmiteToggle=添加一个开关以允许圣骑士仅在暴击时启用惩击[有助于最大限度地减少反应提示] +ModUi/&AddPickPocketableLoot=添加可扒窃的战利品[建议在启用扒窃功能时添加] +ModUi/&AddToStore=添加至商店 +ModUi/&Advanced=高级: [需要重启] +ModUi/&AdvancedHelp=• 注意:这些设置需要玩家安装此模组 +ModUi/&AllItemInDm=DM 中的所有商品 +ModUi/&AllRecipesInDm=所有食谱尽在DM +ModUi/&AllowAllPlayersOnNarrativeSequences=+ 允许所有玩家参与叙事序列 ModUi/&AllowAlliesToPerceiveRangerGloomStalkerInNaturalDarkness=允许盟友在自然黑暗中感知Ranger GloomStalker -ModUi/&AllowAnyClassToWearSylvanArmor=允许任何职业穿森林之甲或光明使者之衣 -ModUi/&AllowBeardlessDwarves=允许无须矮人 +ModUi/&AllowAnyClassToWearSylvanArmor=允许任何职业穿戴Sylvan Armor或Lightbringer Clothes ModUi/&AllowBladeCantripsToUseReach=允许剑术戏法使用触及范围,而不是 5 英尺 ModUi/&AllowClubsToBeThrown=允许将棍棒像匕首或手斧一样投掷 -ModUi/&AllowDisplayingNonSuggestedSpells=允许在每个列表上使用 mod 非建议的法术 -ModUi/&AllowDisplayingOfficialSpells=允许每个列表中使用游戏官方法术 -ModUi/&AllowDruidToWearMetalArmor=允许德鲁伊穿上金属盔甲 -ModUi/&AllowDungeonsMaxLevel20=允许最高等级为 20 的地城 -ModUi/&AllowFlightSuspend=允许暂时中止物品和法术的飞行[不影响荒野形态或飞行种族] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=在放置小工具或道具时启用CTRL点击绕过任何检定 -ModUi/&AllowHasteCasting=允许使用加速术赋予的额外动作施法(你仍然每轮只能释放一个标准动作法术) -ModUi/&AllowHornsOnAllRaces=允许所有种族长角[根据种族、头和角的不同,结果可能看起来很怪] -ModUi/&AllowMoreRealStateOnRestPanel=允许在休息面板上显示更多真实状态[在面板打开后隐藏休息动作,在面板关闭后恢复功能] -ModUi/&AllowStackedMaterialComponent=允许堆叠材料组件[例如2x500gp钻石相当于1000gp钻石] -ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=允许在施展连锁闪电法术时选择目标 -ModUi/&AllowUnmarkedSorcerers=允许术士没有起源标记和纹身 -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=按ALT键只高亮队伍视野中的可用物品[仅限自定义地下城] -ModUi/&ArcaneShieldstaffOptions=允许奥术盾杖被任何职业同调 +ModUi/&AllowDisplayingNonSuggestedSpells=允许每个列表中的 mod 非建议咒语 +ModUi/&AllowDisplayingOfficialSpells=允许每个列表中的游戏官方咒语 +ModUi/&AllowDruidToWearMetalArmor=允许德鲁伊穿戴金属盔甲 +ModUi/&AllowDungeonsMaxLevel20=允许最高等级为 20 的地下城 +ModUi/&AllowFlightSuspend=允许暂时中止因物品和法术而产生的飞行[不影响野性变身或飞行种族] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=启用CTRL单击以在放置小工具或道具时绕过任何检查 +ModUi/&AllowHasteCasting=允许施放具有额外行动的法术而不会因加速而受到影响[你每轮仍然被限制为 1 个主要行动法术] +ModUi/&AllowHornsOnAllRaces=允许所有种族拥有犄角[结果可能看起来很糟糕,具体取决于种族、头部和犄角] +ModUi/&AllowMoreRealStateOnRestPanel=允许在休息面板上显示更多真实状态[在前面板上隐藏休息后操作并在后面板上隐藏恢复功能] +ModUi/&AllowStackedMaterialComponent=允许堆叠材料成分[例如 2x500gp 钻石相当于 1000gp 钻石] +ModUi/&AllowTargetingSelectionWhenCastingChainLightningSpell=施放连锁闪电法术时允许选择目标 +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT 键仅突出显示队伍视野内的装置[仅限自定义地牢] +ModUi/&ArcaneShieldstaffOptions=允许任何职业调教奥术盾杖 ModUi/&Backgrounds=背景 ModUi/&BackgroundsAndRaces=背景与种族 ModUi/&Basic=基本: -ModUi/&Bestiary=怪物池 -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=降咒使用5环以上法术位施放时不需要专注 -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=被致盲时不允许借机攻击 +ModUi/&Bestiary=动物寓言集 +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=使用 L5+ 法术位施放施放诅咒时不需要集中注意力 +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=失明状态不允许借机攻击 ModUi/&Blueprints=蓝图 -ModUi/&Campaigns=战役: -ModUi/&CampaignsAndLocations=战役和地点: -ModUi/&Category=职业 -ModUi/&ChangeDragonbornElementalBreathUsages=将龙裔元素吐息的使用次数改为每次短休后可使用体质调整值次数 -ModUi/&ChangeSleetStormToCube=将雪雨暴更改为使用立方体而不是圆柱体 -ModUi/&Changelog=更改日志 +ModUi/&Campaigns=游戏界面 +ModUi/&Category=类别 +ModUi/&ChangeDragonbornElementalBreathUsages=将龙裔元素气息用法更改为每次短暂休息的体质修正 +ModUi/&ChangeSleetStormToCube=将 Sleet Storm 改为使用立方体,而不是圆柱体 +ModUi/&Changelog=变更日志 ModUi/&Character=特点 ModUi/&CharactersPool=角色池 -ModUi/&Classes=职业 -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=冷冻免疫还赋予对冻寒和冻结条件的免疫 -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=冷冻抗性还可以增强对冻寒状态的免疫,并将冻结状态降低为冻寒状态 +ModUi/&Classes=课程 +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=寒冷免疫还能使人对寒冷和冰冻环境产生免疫力 +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=抗寒性还能使人免疫寒冷状态,并将冰冻状态降低为寒冷状态 ModUi/&Combat=战斗: ModUi/&Crafting=制作: -ModUi/&CraftingHelp=•按下按钮即可在当前队伍中立即学习配方\n。添加到商店的物品可能需要队伍离开该地点然后回来 -ModUi/&Credits=制作人员 -ModUi/&CreditsAndDiagnostics=制作人员与诊断 -ModUi/&Critical=暴击: -ModUi/&CriticalOption0=0:游戏默认,掷任何伤害骰子两次,添加结果并添加修饰符[XdY+XdY+Z] -ModUi/&CriticalOption1=1:将伤害骰子的最大结果加到攻击伤害中[XdY+(X*Y)+Z] -ModUi/&CriticalOption2=2:继续重新掷出任何可能获得最高结果的伤害骰子,并将其添加到总伤害中 -ModUi/&CriticalOption3=3:将攻击的总伤害加倍,而不是掷额外的骰子。[(XdY+Z)*2] -ModUi/&Deities=神灵 -ModUi/&DisableAutoEquip=禁用自动装备物品栏中的物品 -ModUi/&DisableBarbarianBrutalCritical=+ 同时在野蛮人 9、13 和 17 级禁用凶蛮重击 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=禁用此模组提供的专长的施法先决条件[需要重新启动] -ModUi/&DisableClassPrerequisitesOnModFeats=禁用此模组提供的职业专长的等级前提条件 +ModUi/&CraftingHelp=• 按下按钮即可立即学习活动派对上的食谱\n• 添加到商店的物品可能需要派对离开该位置并返回 +ModUi/&Credits=致谢 +ModUi/&CreditsAndDiagnostics=信用与诊断 +ModUi/&Critical=致命一击: +ModUi/&CriticalOption0=0:游戏默认,掷任意伤害骰子两次,添加结果并添加修正[XdY+XdY+Z] +ModUi/&CriticalOption1=1:将伤害骰子的最大结果相加,并将其添加到攻击的伤害中[XdY+(X*Y)+Z] +ModUi/&CriticalOption2=2:继续重新掷出任何掷出最高可能结果的伤害骰子,并将其添加到总伤害中 +ModUi/&CriticalOption3=3:将你的攻击总伤害加倍,而不是掷额外的骰子。[(XdY+Z)*2] +ModUi/&Deities=神祇 +ModUi/&DisableAutoEquip=禁用库存中的物品自动装备 +ModUi/&DisableBarbarianBrutalCritical=+ 同时禁用 9、13 和 17 级的残酷暴击 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=禁用 mod feats 上的施法先决条件[需要重启] +ModUi/&DisableClassPrerequisitesOnModFeats=禁用功绩的级别先决条件 ModUi/&DisableMultilineSpellOffering=禁用操作栏上的多行法术提供[主要针对使用非多路施法者英雄的控制器用户] -ModUi/&DisableRacePrerequisitesOnModFeats=禁用此模组提供的专长的种族前提条件 -ModUi/&DisableSenseDarkVisionFromAllRaces=禁用所有可玩种族的黑暗视觉[需要重启] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=禁用所有可玩种族的强化黑暗视觉[需要重启] -ModUi/&DisableUnofficialTranslations=禁用非官方翻译支持以加快启动速度并改善内存使用[除非我使用意大利语、日语、韩语或西班牙语] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+在升级过程中显示其他职业的所有已知法术 -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+在法术选择而非角色面板上显示邪术士契约槽位 -ModUi/&DocsArcaneShots=文档:奥术射击 -ModUi/&DocsBackgrounds=文档:背景 -ModUi/&DocsFeats=文档:专长 -ModUi/&DocsFightingStyles=文档:战斗风格 -ModUi/&DocsInfusions=文档:注法 -ModUi/&DocsInvocations=文档:祈唤 -ModUi/&DocsManeuvers=文档:战技 -ModUi/&DocsMetamagic=文档:超魔 -ModUi/&DocsRaces=文档:种族 -ModUi/&DocsSpells=文档:法术 -ModUi/&DocsSubclasses=文档:子职 -ModUi/&DocsSubraces=文档:亚种 +ModUi/&DisableRacePrerequisitesOnModFeats=禁用功绩的种族先决条件 +ModUi/&DisableSenseDarkVisionFromAllRaces=禁用所有可玩种族的感知黑暗视觉[需要重启] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=禁用所有可玩种族的超级感知黑暗视觉[需要重启] +ModUi/&DisableUnofficialTranslations=禁用非官方翻译支持以加快 mod [除非我说中文、意大利语、日语、韩语或西班牙语] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ 升级时显示其他职业的所有已知法术 +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ 在法术选择上显示术士契约槽,而不是在角色面板上 +ModUi/&DocsArcaneShots=秘法射击 +ModUi/&DocsBackgrounds=背景 +ModUi/&DocsClasses=课程 +ModUi/&DocsFeats=功绩 +ModUi/&DocsFightingStyles=格斗风格 +ModUi/&DocsInfusions=输液 +ModUi/&DocsInvocations=调用 +ModUi/&DocsManeuvers=机动 +ModUi/&DocsMetamagic=元魔法 +ModUi/&DocsRaces=赛事 +ModUi/&DocsSpells=法术 +ModUi/&DocsSubclasses=子类 +ModUi/&DocsSubraces=亚种 ModUi/&DocsVersatilities=多功能性 -ModUi/&Donate=捐赠: {0} -ModUi/&DontDisplayHelmets=不要在图形角色上显示头盔[需要重启] +ModUi/&Donate=捐赠:{0> ModUi/&DontEndTurnAfterReady=使用准备行动后不要结束回合[允许使用奖励行动或任何来自加速或其他来源的额外主要行动] -ModUi/&DontFollowCharacterInBattle=当角色已经出现在屏幕上时,战斗镜头不会跟随 -ModUi/&DontFollowMargin=+除非英雄不在屏幕内或在屏幕边缘的%范围内 -ModUi/&DungeonMakerBasicHelp=•这些设置不需要玩家安装这个模组 -ModUi/&DungeonMakerMenu=地城编辑器 +ModUi/&DontFollowCharacterInBattle=当角色已出现在屏幕上时,战斗摄像机不会跟随 +ModUi/&DontFollowMargin=+ 除非英雄不在屏幕边缘或在屏幕边缘的 % 范围内 +ModUi/&DungeonMakerBasicHelp=• 这些设置不需要玩家安装此模组 +ModUi/&DungeonMakerMenu=地下城制造者 ModUi/&Effects=效果 -ModUi/&EmpressGarbAppearance=皇后服外观 +ModUi/&EmpressGarbAppearance=皇后服装外观 ModUi/&EnableActionSwitching=启用操作切换栏[有助于完全控制您的操作序列] ModUi/&EnableAdditionalBackstoryDisplay=在背景检查中启用额外的背景故事显示 -ModUi/&EnableAdditionalIconsOnLevelMap=在关卡地图上为营地、出口和传送器启用额外的图标 +ModUi/&EnableAdditionalIconsOnLevelMap=在关卡地图上启用营地、出口和传送器的附加图标 ModUi/&EnableAdditionalItemsInDungeonMaker=将经过修改的物品添加到编辑器 -ModUi/&EnableAlternateHuman=启用变体人类[+1专长/+2属性选择/+1技能] -ModUi/&EnableAlternateVotingSystem=启用替代投票系统[使用英雄魅力调整值来确定选择权重] -ModUi/&EnableBarbarianBrutalStrike=在野蛮人 9、13 和 17 级启用凶蛮打击精通凶蛮打击 -ModUi/&EnableBarbarianFightingStyle=在野蛮人 2 级启用战斗风格 -ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=启用野蛮人鲁莽攻击增益和减益以在下一回合开始时完成 -ModUi/&EnableBarbarianRegainOneRageAtShortRest=使野蛮人在第 7 级短暂休息时重新获得一次怒气 -ModUi/&EnableBardHealingBalladOnLongRest=在长休时启用吟游诗人希望学院治愈歌谣 +ModUi/&EnableAlternateHuman=启用替代人类 [+1 专长 / +2 属性选择 / +1 技能] +ModUi/&EnableAlternateVotingSystem=启用替代投票系统[选择权重 = 投票数 * 英雄魅力调整值] +ModUi/&EnableBarbarianBrutalStrike=在 9、13 和 17 级启用残酷打击和残酷打击改进 +ModUi/&EnableBarbarianFightingStyle=在第 2 级启用战斗风格选择 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=启用鲁莽攻击增益效果和减益效果,在下一回合开始时结束 +ModUi/&EnableBarbarianRegainOneRageAtShortRest=在第 7 级时,允许在短暂休息后恢复一次怒气 +ModUi/&EnableBardHealingBalladOnLongRest=长时间休息时启用希望吟游诗人学院 治愈之歌 ModUi/&EnableBetaContent=启用测试版内容[需要重启] -ModUi/&EnableCancelEditOnRightMouseClick=启用鼠标右键取消动作 -ModUi/&EnableCantripsTriggeringOnWarMagic=启用戏法触发战争魔法,可以用附赠动作发动一次武器攻击 -ModUi/&EnableCharacterChecker=在 主屏幕 > 角色 上启用角色检视按钮 -ModUi/&EnableCharacterExport=启用CTRL-SHIFT-(E)导出角色 +ModUi/&EnableCancelEditOnRightMouseClick=通过鼠标右键单击启用取消操作 +ModUi/&EnableCantripsTriggeringOnWarMagic=允许戏法触发战争魔法额外奖励攻击 ModUi/&EnableCharactersOnFireToEmitLight=着火的角色应该发光[光之立方体、火元素、火小丑、火鱼鹰、火蜘蛛和着火状态家族] -ModUi/&EnableCheatMenu=启用作弊菜单 -ModUi/&EnableCtrlClickDragToBypassQuestItemsOnDrop=启用 CTRL 单击拖动以绕过任务物品 的丢弃检查 ModUi/&EnableCustomPortraits=启用自定义肖像 -ModUi/&EnableCustomPortraitsHelp=。将你的自定义肖像放在子文件夹 PersonalPreGen,以英雄名字[即:Anton、Celia、Nialla 等]\n 命名。使用 PNG 图像,大小为 256 x 384 像素,带有透明层[使用 GIMP 以获得最佳效果] -ModUi/&EnableDungeonMakerModdedContent=启用地城编辑器Pro\n[包括平坦的房间、150x150 和 200x200 的地牢大小以及简洁的混合来自所有环境的素材] +ModUi/&EnableCustomPortraitsHelp=• 将自定义肖像放在子文件夹 PersonalPreGen 下,并以英雄名字命名[例如:Anton、Celia、Nialla 等]\n• 使用 PNG 图像,大小为 256 x 384 像素,带有透明层[使用 GIMP 可获得最佳效果] +ModUi/&EnableDungeonMakerModdedContent=启用 Dungeon Maker Pro\n[包括平面房间、150x150 和 200x200 地牢大小,以及来自所有环境的简洁混合资产] ModUi/&EnableElevationCameraToStayAtPosition=+ 战斗中启用仰角相机,禁用后可保持在原位,且范围增加三倍 -ModUi/&EnableEpicPointsAndArray=启用史诗级 35 点购点和默认骰[17,15,13,12,10,8][需要重启] -ModUi/&EnableExtendedProficienciesPanelDisplay=启用扩展熟练面板显示[奥术射击、注法、战技和多种功能]\n[角色性能提升检查。使用风险自负] -ModUi/&EnableFeatsAtEvenLevels=在等级 2、10 和 18 级启用专长选择 -ModUi/&EnableFeatsAtEvenLevelsMiddle=在 6 级和 14 级启用专长选择 -ModUi/&EnableFighterWeaponSpecialization=在战士 8 级和 16 级启用武器专攻[获得+1命中和伤害,但是使用其他武器时将获得劣势] -ModUi/&EnableFlexibleBackgrounds=启用灵活的背景[自由选择背景提供的技能和工具熟练项] -ModUi/&EnableFlexibleRaces=启用灵活的种族[自由分配种族属性加值] +ModUi/&EnableEpicPointsAndArray=启用史诗 35 点购买系统和阵列 [17,15,13,​​12,10,8] [需要重启] +ModUi/&EnableExtendedProficienciesPanelDisplay=启用扩展熟练度面板显示[奥术射击、灌注、操控和多功能性]\n[角色检查时性能受到影响。使用风险自负] +ModUi/&EnableFeatsAtEvenLevels=在 2、10 和 18 级启用专长选择 +ModUi/&EnableFeatsAtEvenLevelsMiddle=在 6 级和 14 级时启用专长选择 +ModUi/&EnableFighterWeaponSpecialization=在 8 级和 16 级时启用武器专精 [命中率和伤害 +1,但使用其他武器类型时处于劣势] +ModUi/&EnableFlexibleBackgrounds=启用灵活背景[从背景中选择技能和工具熟练程度] +ModUi/&EnableFlexibleRaces=启用灵活种族[分配能力得分点而不是种族默认值] ModUi/&EnableGauntletMainAttacks=如果角色是僧侣或装备有手巾铁手套,则允许角色在主要行动中进行徒手攻击 ModUi/&EnableHeroWithBestProficiencyToRollChoice=让技能熟练度最高的英雄进行对话选择[这可行,但在官方活动中叙述看起来很奇怪] -ModUi/&EnableHigherGroundRules=启用夹击规则[从高处射击时 +1 命中,前后夹击敌人时 +1 命中,如果敌人被四个盟友包围则获得优势] -ModUi/&EnableHotkeyDebugOverlay=启用CTRL-SHIFT-(D)以显示调试覆盖 -ModUi/&EnableHotkeyToggleHud=启用CTRL-SHIFT-(H)切换HUD显示 +ModUi/&EnableHigherGroundRules=启用高地规则[从高地攻击时 +1 命中] ModUi/&EnableInventoryFilteringAndSorting=启用库存过滤和排序 -ModUi/&EnableInventoryTaintNonProficientItemsRed=将英雄不擅长的任何物品染红 -ModUi/&EnableInventoryTintKnownRecipesRed=染红已知配方 -ModUi/&EnableInvisibleCrownOfTheMagister=隐藏游戏界面上的魔导师之冠 -ModUi/&EnableLevel20=启用20级[需要重启] -ModUi/&EnableLogDialoguesToConsole=在叙述序列期间启用日志对话到游戏控制台 -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=在自定义活动中启用记录无效引用 -ModUi/&EnableMinInOutAttributes=+强制属性值最低的前置条件 -ModUi/&EnableMonkAbundantKi=在武僧 1 级启用丰富的气[获得额外的等于熟练加值一半的气] -ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=20 级时启用武僧身心取代超凡入圣 -ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=启用武僧武术 - 额外徒手攻击,在使用前不需要进行攻击动作 -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=启用武僧疾风连击,在使用前不需要进行攻击动作 -ModUi/&EnableMonkFightingStyle=在武僧 2 级启用战斗风格选择 -ModUi/&EnableMonkHandwrapsUseGauntletSlot=使Monk 手套护手能够在护手槽中发挥作用 -ModUi/&EnableMonkHeightenedMetabolism=在 10 级时启用武僧 气通周天 [疾风连击坚强防御飞檐走壁获得额外好处] -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=启用武僧精通无甲移动沿垂直表面移动而不会掉落 -ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=18 级时启用武僧无懈可击取代空灵体 -ModUi/&EnableMonkWeaponSpecialization=在武僧 2 级和 11 级启用武器专精[所选武器类型成为你的武僧武器] -ModUi/&EnableMulticlass=启用兼职[需要重启] -ModUi/&EnableOneDndHealingSpellsBuf=在疗伤术、治愈真言、群体疗伤术和群体治愈真言上启用 OneDnd 治疗骰增益 -ModUi/&EnablePcgRandom=启用更好的随机数算法[https://www.pcg-random.org] +ModUi/&EnableInventoryTaintNonProficientItemsRed=将英雄不熟练的任何物品染成红色 +ModUi/&EnableInventoryTintKnownRecipesRed=将已知食谱染成红色 +ModUi/&EnableLevel20=启用级别 20[需要重启] +ModUi/&EnableLogDialoguesToConsole=在叙事过程中启用游戏控制台日志对话 +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=在自定义广告系列中启用记录无效引用 +ModUi/&EnableMinInOutAttributes=+ 强制执行能力得分最低进出先决条件 +ModUi/&EnableMonkAbundantKi=在 2 级时启用充沛的气 [获得额外的气,等于熟练度奖励的一半,向上取整] +ModUi/&EnableMonkBodyAndMindToReplacePerfectSelf=在 20 级时启用身心来替代完美自我 +ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=启用武术 - 额外徒手攻击,在使用前无需采取攻击行动 +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=启用Flurry of Blows,在使用前无需采取攻击行动 +ModUi/&EnableMonkFightingStyle=在第 2 级启用战斗风格选择 +ModUi/&EnableMonkHandwrapsUseGauntletSlot=使手套和护手能够在护手槽中发挥作用 +ModUi/&EnableMonkHeightenedMetabolism=在 10 级时启用增强新陈代谢 [连击耐心防御风之脚步获得额外好处] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=启用改进的无装甲移动以沿垂直表面移动而不会掉落 +ModUi/&EnableMonkSuperiorDefenseToReplaceEmptyBody=在 18 级时启用超级防御来替代空虚之身 +ModUi/&EnableMonkWeaponSpecialization=在 2 级和 11 级时启用武器专精 [所选武器类型将成为你的武僧武器] +ModUi/&EnableMulticlass=启用多类[需要重启] +ModUi/&EnableOneDndHealingSpellsBuf=在治疗伤口、治疗之言、群体治疗伤口和群体治疗之言上启用 OneDnd 治疗骰子增益 +ModUi/&EnablePcgRandom=启用更好的随机生成器算法[https://www.pcg-random.org] ModUi/&EnablePullPushOnVerticalDirection=使推拉运动效果也适用于上/下轴 -ModUi/&EnableRangerNatureShroudAt10=在游侠 10 级启用自然面纱特性[作为附赠动作,你可以魔法地变得隐形,直到下回合开始] -ModUi/&EnableRejoinParty=启用CTRL-SHIFT-(R)重新加入所选英雄或领导者周围的队伍(如果未选择)[适用于 5 人或 6 人的队伍] -ModUi/&EnableRelearnSpells=+可以选择其他职业已经学过的戏法或法术 +ModUi/&EnableRangerNatureShroudAt10=在 10 级时启用自然面纱功能[作为奖励行动,您可以神奇地隐身,直到下一回合开始] +ModUi/&EnableRelearnSpells=可以选择已从其他来源学到的戏法或法术 ModUi/&EnableRespec=休息操作后启用 RESPEC [在多人游戏会话期间不要使用 RESPEC] -ModUi/&EnableRogueCunningStrike=在游荡者 5 级和 14 级时启用诡诈打击凶狡打击[你放弃 1 个偷袭骰可获得额外的命中效果] -ModUi/&EnableRogueFightingStyle=在游荡者 2 级启用战斗风格选择 -ModUi/&EnableRogueSteadyAim=在游荡者 3 级时启用手稳就准[作为附赠动作,在当前回合中为你的下一次攻击检定带来优势,如果你还没移动] -ModUi/&EnableRogueStrSaving=启用游荡者在诡诈/凶狡打击虚弱/精通打击剑刃如风上使用敏捷或力量调整值 -ModUi/&EnableSaveByLocation=启用按活动/位置保存 -ModUi/&EnableSignatureSpellsRelearn=启用法师招牌法术,以便在每次长休时准备[而不是在 20 级时一次] -ModUi/&EnableSorcererMagicalGuidance=启用巫师 魔法指引至 5 级 +ModUi/&EnableRogueCunningStrike=在等级 5 和 14 时启用狡猾打击和阴险打击 [你放弃 1 个偷袭骰子以获得额外的命中效果] +ModUi/&EnableRogueFightingStyle=在第 2 级启用战斗风格选择 +ModUi/&EnableRogueSteadyAim=在 3 级时启用稳定瞄准 [如果您尚未移动,则奖励行动会在当前回合的下一次攻击掷骰中提供优势] +ModUi/&EnableRogueStrSaving=在狡猾/狡诈打击、削弱/强化打击和剑刃风暴上启用 DEX 或 STR 修正 +ModUi/&EnableSignatureSpellsRelearn=允许每次长时间休息时准备巫师标志性法术[而不是在 20 级时准备一次] +ModUi/&EnableSorcererMagicalGuidance=在 5 级时启用魔法指引 ModUi/&EnableSorcererQuickenedAction=启用加速法术动作以允许施放应用了加速超魔法的主要动作法术 -ModUi/&EnableSortingDungeonMakerAssets=在地城编辑器上启用素材排序 -ModUi/&EnableStatsOnHeroTooltip=在英雄的工具提示上显示统计数据[即:暴击次数、暴击失败次数等] -ModUi/&EnableSumD20OnAlternateVotingSystem=。此外,每个英雄都增加了 D20 骰子重量以获得一点随机性 -ModUi/&EnableTeleportParty=启用CTRL-SHIFT-(T)传送队伍[如果你传送到一个未被发现的地方,你可能会破坏任务] +ModUi/&EnableSortingDungeonMakerAssets=在 Dungeon Maker 编辑器上启用资产排序 +ModUi/&EnableStatsOnHeroTooltip=在英雄的工具提示上显示统计数据[例如:暴击、暴击失败等] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ 此外,每个英雄都会增加一个 D20 掷骰来增加权重,以增加一点随机性 [选择权重 = 投票数 * 英雄魅力调整值 + D20 掷骰] ModUi/&EnableTeleportToRemoveRestrained=启用传送以移除目标的所有限制条件 -ModUi/&EnableTogglesToOverwriteDefaultTestParty=启用角色池的切换来设置默认的游戏和测试队伍 ModUi/&EnableTooltipDistance=在战斗中将鼠标悬停在角色上时启用在工具提示上显示距离 -ModUi/&EnableUpcastConjureElementalAndFey=启用元素咒唤术和精类咒唤术的升环 +ModUi/&EnableUpcastConjureElementalAndFey=启用 Conjure Elemental 和 Conjure Fey 的向上转换 ModUi/&EnableVariablePlaceholdersOnTexts=在描述中启用变量占位符[使用 {VARIABLE_NAME} 作为占位符] -ModUi/&EnableVttCamera=启用 CTRL-SHIFT-(V) 切换 VTT 摄像头[右键单击并拖动以定位摄像头,WASD 进行平移和 Page Up/向下翻页放大] -ModUi/&EnablesAsiAndFeat=启用属性值提升和专长选择[而不是独占选择] -ModUi/&EncounterPercentageChance=设置随机遭遇百分比几率 +ModUi/&EnablesAsiAndFeat=同时启用属性得分增加和专长选择[而不是独占选择] +ModUi/&EncounterPercentageChance=设置随机遭遇的百分比几率 ModUi/&Encounters=遭遇 -ModUi/&EnemiesAlwaysRollInitiative=+敌人总是掷先攻而不是强制值[即:索拉克刺客] +ModUi/&EnemiesAlwaysRollInitiative=+ 敌人总是会掷出主动权,而不是强制值[例如:索拉克刺客] ModUi/&ExpandAll=展开全部 -ModUi/&FactionHelp=加载官方战役游戏以修改派系关系... -ModUi/&FactionRelations=派系: -ModUi/&FasterTimeModifier=按下空格键时的游戏时间修改器 -ModUi/&FeatGroups=专长组 -ModUi/&FeatGroupsHelp=•每个组都是相似专长的综合[即:信条、战斗风格、超魔等]\n• 这些组中的专长将不再直接显示在熟练程度选择阶段\n• 该组在被选中后会在下拉列表中提供它们以供选择。 -ModUi/&Feats=专长 -ModUi/&FightingStyles=战斗风格 +ModUi/&FactionHelp=加载官方战役游戏来修改派系关系... +ModUi/&FactionRelations=派系: +ModUi/&FasterTimeModifier=按空格键时游戏时间修改器 +ModUi/&FeatGroups=功绩团体 +ModUi/&FeatGroupsHelp=• 每个组都是类似专长的整合[即:信条、格斗风格、超魔法等]\n• 这些组中的专长将不再在熟练度选择阶段直接可见\n• 选择组后,会在下拉列表中提供这些专长,以使游戏屏幕更加简洁 +ModUi/&Feats=壮举 +ModUi/&FightingStyles=格斗风格 ModUi/&FixAsianLanguagesTextWrap=修复亚洲语言的游戏 UI 文本换行[需要重启] -ModUi/&FixEldritchBlastRange=将魔能爆范围更改为24[而不是16] -ModUi/&FixRingOfRegenerationHealRate=将再生戒指医疗率设置为每 3 分钟 1 点生命值 -ModUi/&FlightSuspendWingedBoots=+使用飞翼之靴官方规则[暂停飞行时不计算剩余时间] -ModUi/&Formation=队形: -ModUi/&FormationError=你不能在多人游戏中改变你的阵型... -ModUi/&FormationHelp1=•使用数字按钮编辑给定的集合[考虑在输入下启用热键] -ModUi/&FormationHelp2=•@代表相对英雄位置 -ModUi/&FormationHelp3=•单击任意 2 个按钮以交换它们的位置 -ModUi/&FormationHotkey=启用CTRL-SHIFT-(1..5)在游戏中交换阵型 -ModUi/&FormationResetAllSets=重置全部 -ModUi/&FormationResetThisSet=重置这个 -ModUi/&FormationSelected=已选择编队集{0} -ModUi/&FullyControlConjurations=完全控制咒唤物[动物、元素等] -ModUi/&GameUi=游戏界面 -ModUi/&Gameplay=玩法 -ModUi/&General=通用: -ModUi/&GeneralMenu=通用 -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=为吟游诗人和游荡者授予弯刀武器专精 +ModUi/&FixEldritchBlastRange=使用 24 个单元格范围与 Eldritch Blast [而不是 12 个] +ModUi/&FixRingOfRegenerationHealRate=将再生之环的治疗率设置为每 3 分钟 1 点生命值 +ModUi/&FlightSuspendWingedBoots=+ 使用 Winged Boots 官方规则[暂停飞行时不计算剩余时长] +ModUi/&Formation=阵型: +ModUi/&FormationError=您无法在多人游戏中改变阵型... +ModUi/&FormationHelp1=• 使用数字按钮编辑给定的集合[考虑在输入下启用热键] +ModUi/&FormationHelp2=• @ 表示相对英雄位置 +ModUi/&FormationHelp3=• 点击任意两个按钮即可交换其位置 +ModUi/&FormationResetAllSets=全部重置 +ModUi/&FormationResetThisSet=重置 +ModUi/&FormationSelected=已选择阵型设置 {0} +ModUi/&FullyControlConjurations=完全控制召唤术[动物、元素等] +ModUi/&Gameplay=游戏玩法 +ModUi/&General=常规: +ModUi/&GeneralMenu=一般的 +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=授予弯刀武器专长吟游诗人和盗贼 ModUi/&GridSelectedColor=更改移动网格颜色 -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=如果尚未发现,则隐藏出口和传送器视觉效果 -ModUi/&HideMonsterHitPoints=以25%/50%/75%/100%的步骤显示怪物的生命值,而不是准确生命值 +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=如果尚未发现,则隐藏出口和传送器的视觉效果 +ModUi/&HideMonsterHitPoints=以 25% / 50% / 75% / 100% 的步长显示怪物的生命值,而不是精确的生命值 ModUi/&HideQuickenedActionWhenMetamagicOff=+ 当 metamagic 切换关闭时隐藏此操作 -ModUi/&HighContrastTargetingAoeColor=更改 AoE 生物突出显示选择颜色 +ModUi/&HighContrastTargetingAoeColor=改变 AoE 生物突出显示选择颜色 ModUi/&HighContrastTargetingSingleColor=更改单个生物突出显示选择颜色 -ModUi/&House=房规: -ModUi/&IdentifyAfterRest=通过短休或长休增加识别魔法物品的能力 -ModUi/&IgnoreHandXbowFreeHandRequirements=不需要空闲的手来使用手弩 -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻术法术对范围内真实视觉的目标自动失败 -ModUi/&ImproveLevelUpFeaturesSelection=改进升级特性选择[需要重启]\n[影响游侠宿敌和偏好地形,德鲁伊血缘野兽,野蛮人元素道途和龙族子职选择] +ModUi/&IdentifyAfterRest=增加在短暂或长时间休息期间识别魔法物品的能力 +ModUi/&IgnoreHandXbowFreeHandRequirements=不需要腾出手来使用手弩 +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻术法术对范围内有 TrueSight 的目标自动失效 ModUi/&IncreaseGameTimeBy=增加游戏时间 ModUi/&IncreaseMaxAttunedItems=将最大协调物品增加至 10 级时的 4 个和 18 级时的 5 个 -ModUi/&InitialChoices=创作: -ModUi/&Input=输入: -ModUi/&Interface=界面 ModUi/&InventoryAndItems=库存和物品: -ModUi/&InvertAltBehaviorOnTooltips=反转工具提示上的ALT键行为 -ModUi/&Invocations=祈唤 -ModUi/&ItemInDm=地城中的项目 -ModUi/&Items=项目: -ModUi/&ItemsCraftingMerchants=物品、手工艺和商人 -ModUi/&ItemsHelp1=打开角色检视界面为英雄添加物品... -ModUi/&ItemsHelp2=按+将项目添加到地面容器 +ModUi/&Invocations=调用 +ModUi/&ItemInDm=DM 中的项目 +ModUi/&Items=商品: +ModUi/&ItemsCraftingMerchants=手工艺与商人 +ModUi/&ItemsHelp1=打开角色检查屏幕为英雄添加物品... +ModUi/&ItemsHelp2=按 + 将物品添加到地面容器 ModUi/&KeepInvisibilityWhenUsingItems=启用物品使用不会破坏隐形 -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=如果在突袭回合中察觉到,则在攻击后更新英雄的隐匿状态[仅限第一个英雄] -ModUi/&MakeAllMagicStaveArcaneFoci=使所有魔法法杖成为奥术专用[除了治疗法杖是通用的] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+发现后在关卡地图上标记隐形传送器的位置 -ModUi/&MaxAllowedClasses=最大允许职业 +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=如果在突袭回合中察觉到攻击,则更新英雄的隐身状态[仅限第一个英雄] +ModUi/&Locations=地点: +ModUi/&MakeAllMagicStaveArcaneFoci=让所有魔法杖都成为奥术焦点[除了治疗法杖是通用的] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 发现后也在关卡地图上标记隐形传送器的位置 +ModUi/&MaxAllowedClasses=最大允许类别 ModUi/&Merchants=商家: -ModUi/&Metamagic=超魔 +ModUi/&Metamagic=超魔法 ModUi/&ModifyGravitySlam=+ 修改重力猛击法术,将受影响的目标向下推,并将其变为圆柱体而不是球体 -ModUi/&Monsters=怪物: -ModUi/&MovementGridWidthModifier=将移动格子宽度乘以 [%] -ModUi/&MulticlassKeyHelp=SHIFT点击法术会反转消耗的默认曲目槽类型\n[术士消耗白色法术位,其他职业消耗绿色的] -ModUi/&MultiplyTheExperienceGainedBy=乘以获得的经验[%] +ModUi/&MovementGridWidthModifier=将移动网格宽度乘以 [%] +ModUi/&MulticlassKeyHelp=SHIFT 点击一个法术会反转所消耗的默认法术槽类型\n[术士 消耗白色法术槽,其他人消耗契约绿色法术槽] +ModUi/&Multiplayer=#F0DAA0>多人游戏: +ModUi/&MultiplyTheExperienceGainedBy=将获得的经验乘以 [%] ModUi/&NeverMoveCameraOnEnemyTurn=+ 敌人回合时镜头永不移动 -ModUi/&NoExperienceOnLevelUp=升级不需要经验 -ModUi/&OfferAdditionalLoreFriendlyNames=在角色创建时提供额外的知识友好名称 -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 取消对目盲、隐形和感知到的优势/劣势[与官方优势/劣势规则结合使用] -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 将重度遮蔽区域更改为射弹阻挡器[死云术、云雾术、焚云术、花瓣风暴、雪雨暴、臭云术] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 隐形生物被重度遮蔽,可以成为目标,针对该生物的攻击检定具有劣势,而该生物的攻击检定具有优势 -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 将魔法遮蔽区域更改为射弹阻挡器[黑暗术法术效果的任何来源] +ModUi/&NoExperienceOnLevelUp=无需经验即可升级 +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 取消优势/劣势盲注、隐形和感知对[与官方优势/劣势规则结合使用时有用] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 将严重遮挡的区域更改为投射物阻挡者[云雾杀戮、浓雾云、燃烧云、花瓣风暴、雨夹雪风暴、臭云] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 隐形生物被严重遮挡,可成为目标,对该生物的攻击掷骰具有劣势,而该生物的攻击掷骰具有优势 +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 将魔法遮蔽区域更改为投射物阻挡者[任何黑暗法术效果来源] ModUi/&OfficialObscurementRulesTweakMonsters=+ 在适当的情况下为怪物和 NPC 添加 Darkvision、BlindSight 和 TrueSight ModUi/&OfficialObscurementRulesTweakMonstersHelp=[设置的集合MonstersThatShouldHaveDarkvisionMonstersThatShouldHaveTrueSightMonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+只显示魔法列表中最强大的生物 +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 仅显示召唤列表中最强大的生物 ModUi/&OutlineGridWidthModifier=将轮廓网格宽度乘以 [%] ModUi/&OutlineGridWidthSpeed=将轮廓网格动画速度乘以 [%] -ModUi/&OverrideMinMaxLevel=开始新冒险时覆盖所需的最低和最高等级 -ModUi/&OverridePartySize=覆盖队伍规模 -ModUi/&Patches=补丁: +ModUi/&OverrideMinMaxLevel=开始新冒险时覆盖所需的最小和最大级别 +ModUi/&OverridePartySize=覆盖聚会规模 +ModUi/&Patches=补丁: ModUi/&PortraitsOpenFolder=打开肖像文件夹 -ModUi/&PrimedItems=制备好的物品 -ModUi/&Progression=进度: +ModUi/&PrimedItems=Prime 物品 ModUi/&QuickCastLightCantripOnWornItemsFirst=启用快速施放Light Cantrip以首先使用头部、颈部或躯干穿戴的物品 -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=对黑暗精灵、黑暗狗头人和灰矮人启用光照敏感仅在室外触发\n[无需加载屏幕即可访问的室外位置的室内区域被游戏引擎视为室外] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=启用 Darkelf、Dark Kobold 和 Gray Dwarf 上的 Light Sensitivity,以便仅在户外触发\n[无需加载屏幕即可进入的户外位置的室内区域被游戏引擎视为户外区域] ModUi/&Races=种族 -ModUi/&RecipeCost=配方成本 -ModUi/&RecipesInDm=地城中的配方 -ModUi/&RelicForgeries=文物伪造品 -ModUi/&RemoveAttunementRequirements=删除同调要求[需要重启] +ModUi/&RecipeCost=食谱成本 +ModUi/&RecipesInDm=DM 中的食谱 +ModUi/&RelicForgeries=文物伪造 +ModUi/&RemoveAttunementRequirements=删除调谐要求[需要重启] ModUi/&RemoveBugVisualModels=在游戏中将蜘蛛类模型替换为熊类模型[蜘蛛恐惧症] [需要重启] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=移除狂笑术的类人敌人限制 -ModUi/&RemoveRecurringEffectOnEntangle=仅在施法时应用缠绕效果,并强制进行力量检定以挣脱藤蔓 -ModUi/&RemoveSchoolRestrictionsFromShadowCaster=移除暗影法师的学派限制 -ModUi/&RemoveSchoolRestrictionsFromSpellBlade=移除法刃的学派限制 -ModUi/&RestockAntiquarians=补货古文物协会[Halman Summer] -ModUi/&RestockArcaneum=补货奥术协会[Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=补货丹塔尔之环[Joriel Foxeye] -ModUi/&RestockHelp=•覆盖默认值以强制所有商家的库存随时间补货[不包括手册和书籍]\n。请注意,某些物品最多可能需要7个游戏日才能补货 -ModUi/&RestockTowerOfKnowledge=补货知识之塔[Maddy Greenisle] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=删除Hideous Laughter上的人形过滤器 +ModUi/&RemoveRecurringEffectOnEntangle=仅在施法时应用纠缠效果,并强制进行力量检查以摆脱藤蔓 +ModUi/&RemoveSchoolRestrictionsFromShadowCaster=删除 Shadowcaster 中的学校限制 +ModUi/&RemoveSchoolRestrictionsFromSpellBlade=删除 Spellblade 中的学校限制 +ModUi/&RestockAntiquarians=重新进货古董商[Halman Summer] +ModUi/&RestockArcaneum=重新进货秘法 [赫德隆绝法术] +ModUi/&RestockCircleOfDanantar=重新进货达南塔之环 [Joriel Foxeye] +ModUi/&RestockHelp=• 覆盖默认设置,强制所有商家的库存随时间补货[不包括手册和书籍]\n• 请注意,某些商品可能需要长达 7 个游戏日才能补货 +ModUi/&RestockTowerOfKnowledge=重新进货知识塔[Maddy Greenisle] ModUi/&Rollback=回滚 ModUi/&Rules=规则 -ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=正确/准确调整商家价格[转换硬币价值时不再出现舍入错误] -ModUi/&SelectAll=全选 -ModUi/&SelectDisplayed=选择显示的 +ModUi/&ScaleMerchantPricesCorrectly=正确/精确地缩放商家价格[转换硬币价值时不再出现舍入误差] +ModUi/&SelectAll=选择全部 +ModUi/&SelectDisplayed=选择显示 ModUi/&SelectSuggested=选择建议 ModUi/&SelectTabletop=选择桌面 -ModUi/&SenseNormalVisionRangeMultiplier=修改正常视力范围[仅在战斗中] +ModUi/&SenseNormalVisionRangeMultiplier=修改正常视觉范围[仅在战斗中] ModUi/&Services=服务 -ModUi/&SetBeltOfDwarvenKindBeardChances=矮人腰带胡须出现几率 -ModUi/&SettingsExport=导出 -ModUi/&SettingsHelp=•作为主机,你可以导出当前配置,打开导出文件夹并轻松与你的联机者共享\n•作为客机,你可以打开导出文件夹,从主机粘贴分享的设置文件并覆盖设置。[需要重启生效] -ModUi/&SettingsLoad=•加载导出的设置 +ModUi/&SetBeltOfDwarvenKindBeardChances=矮人腰带 胡须出现几率 +ModUi/&SettingsExport=出口 +ModUi/&SettingsHelp=• 作为主持人,您可以导出当前配置,打开导出文件夹并轻松与同事共享\n• 作为来宾,您可以打开导出文件夹,从主持人粘贴共享文件并通过[需要重启]加载它 +ModUi/&SettingsLoad=• 加载导出的设置 ModUi/&SettingsOpenFolder=打开导出的设置文件夹 ModUi/&SettingsRefresh=刷新 -ModUi/&SettingsRemove=移除 -ModUi/&ShiftToSnapLineSpells=按住 SHIFT 将线条捕捉到网格 [不捕捉时实际线条位置可能与预览不同] -ModUi/&ShowButtonWithControlledMonsterInfo=[测试]显示按钮,打开有关受控怪物的信息[荒野形态德鲁伊、召唤物、NPC追随者等。] -ModUi/&ShowChannelDivinityOnPortrait=在英雄头像上显示引导神力次数,类似于法术位 -ModUi/&ShowCraftedItemOnRecipeIcon=在商店和库存中的配方项目附近显示制作的项目图标 [将鼠标悬停在它上面将显示制作物品的工具提示] +ModUi/&SettingsRemove=消除 +ModUi/&ShowButtonWithControlledMonsterInfo=显示打开有关控制怪物的信息的按钮[野性德鲁伊、召唤物、NPC 追随者等] +ModUi/&ShowChannelDivinityOnPortrait=在英雄肖像上显示其拥有多少次引导神性,类似于魔法点数 +ModUi/&ShowCraftedItemOnRecipeIcon=在商店和库存中的配方物品附近显示制作物品图标[将鼠标悬停在其上将显示制作物品的工具提示] ModUi/&ShowCraftingRecipeInDetailedTooltips=在详细的工具提示中显示制作配方 -ModUi/&ShowDescriptions=显示说明 +ModUi/&ShowDescriptions=显示描述 ModUi/&ShowMotionFormPreview=显示效果的预览 -ModUi/&SpellLevelFilter=法术等级过滤器[-1 显示全部] +ModUi/&SpellLevelFilter=法术等级过滤器 [-1 显示全部] ModUi/&SpellsMenu=法术 -ModUi/&StealthBreaksWhenAttackHits=当武器或法术攻击命中时启用隐匿损失 -ModUi/&StealthBreaksWhenAttackMisses=当武器或法术攻击未命中时启用隐匿损失 +ModUi/&StealthBreaksWhenAttackHits=当武器或法术攻击命中时,隐身效果消失 +ModUi/&StealthBreaksWhenAttackMisses=当武器或法术攻击未命中时,隐身效果会消失 ModUi/&StealthBreaksWhenCastingMaterial=施放材料时启用隐身损失[任何以全部或敌人为目标的非攻击性法术] ModUi/&StealthBreaksWhenCastingSomatic=施放 Somatic 时启用隐身丧失 [任何以全部或敌人为目标的非攻击性法术] ModUi/&StealthBreaksWhenCastingVerbose=施放口头时启用隐身丧失[任何以全部或敌人为目标的非攻击性法术] ModUi/&StealthDoesNotBreakWithSubtle=如果 Subtle Metamagic 且没有 Material 组件,则启用隐身而不是滚动 -ModUi/&StockGorimStoreWithAllNonMagicalClothing=格罗姆的商店出售所有非魔法服装[需要重启] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=格罗姆的商店出售所有非魔法乐器[需要重启] -ModUi/&StockHugoStoreWithAdditionalFoci=在雨果的商店将奥术法杖、德鲁伊项链、法杖和短棒设置为法器项目 -ModUi/&Subclasses=子职 +ModUi/&StockGorimStoreWithAllNonMagicalClothing=将 Gorim 商店中的所有非魔法服装都存入库存[需要重启] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=将所有非魔法乐器存入 Gorim 商店[需要重启] +ModUi/&StockHugoStoreWithAdditionalFoci=将 奥术法杖、德鲁伊项链、法杖 和 棍棒 设置为焦点物品,放入 Hugo 的商店 +ModUi/&Subclasses=子类 ModUi/&Subraces=亚种 -ModUi/&SwapCraftedItemAndRecipeIcons=+在商店中交换配方和制作的物品图标 +ModUi/&SwapCraftedItemAndRecipeIcons=+ 在商店中交换配方和制作物品图标 ModUi/&TargetLanguage=目标语言 -ModUi/&Tools=工具 ModUi/&TotalCraftingTimeModifier=减少制作时间 -ModUi/&TotalFeatsGrantedFirstLevel=一级授予的专长总数 +ModUi/&TotalFeatsGrantedFirstLevel=第一级授予的功绩总数 ModUi/&Translate=翻译 -ModUi/&TranslateCancel=取消翻译 {0} 进度 {1} +ModUi/&TranslateCancel=于 {1} 取消 {0} ModUi/&Translations=翻译 -ModUi/&UnleashEnemyAsNpc=允许在NPC小工具上选择怪物 +ModUi/&UnleashEnemyAsNpc=允许在 NPC 小工具上选择怪物 ModUi/&UnleashNpcAsEnemy=解锁怪物选择 -ModUi/&UnlockAllNpcFaces=解锁NPC面孔 -ModUi/&UnlockEyeStyles=解锁眼睛样式 -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=解锁所有亮色的标记和纹身 -ModUi/&UnlockGlowingEyeColors=添加亮色的眼睛 -ModUi/&UnlockMarkAndTattoosForAllCharacters=解锁所有角色的术士起源标记和纹身 -ModUi/&UnlockSkinColors=解锁肤色 ModUi/&Update=更新 -ModUi/&UseAlternateSpellPointsSystem=使用官方变体法术点规则 +ModUi/&UseAlternateSpellPointsSystem=使用变体法术点规则 ModUi/&UseAlternateSpellPointsSystemHelp=[你拥有随着施法者等级提升而增加的法术点数池\nL01:04 L02:06 L03:14 L04:17 L05:27 L06:32 L07:38 L08:44 L09:57 L10:64\nL11:73 L12:73 L13:83 L14:83 L15:94 L16:94 L17:107 L18:114 L19:123 L20:133\n施放法术的费用为 SL1:2 SL2:3 SL3:5 SL4:6 SL5:7 SL6:9 SL7:10 SL8:11 SL9:13\n在此系统下不会触发短暂休息槽恢复功能] -ModUi/&UseElfFaceModelsOnTieflings=在提夫林上使用精灵的面部模型 -ModUi/&UseHeightOneCylinderEffect=施放黑色触手、纠缠、油腻[方形]荆棘丛生[圆形]时使用高度为1的立体效果 -ModUi/&UseMathFlankingRules=+ 使用精确的数学来确定侧翼 [可能会对慢速机器产生性能影响] -ModUi/&UseOfficialAdvantageDisadvantageRules=使用官方 DnD 优势/劣势规则[如果同时具有优势和劣势,则视为既没有优势也没有劣势] -ModUi/&UseOfficialFlankingRules=使用官方 DnD 夹击规则[如果与盟友前后夹击,攻击具有优势] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 还可以进行远程攻击[禁用精确数学] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 还启用触及攻击[禁用精确数学] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 将优势改为 +1 攻击掷骰 -ModUi/&UseOfficialFoodRationsWeight=将食物配给的重量减少到 2 磅 -ModUi/&UseOfficialObscurementRules=使用官方照明、遮蔽和视觉战斗规则 +ModUi/&UseElfFaceModelsOnTieflings=在 Tieflings 上使用 Elf 面部模型 +ModUi/&UseHeightOneCylinderEffect=施放黑色触手、缠绕、油脂 [square]尖刺生长 [round]时使用高度为 1 的圆柱体效果 +ModUi/&UseMathFlankingRules=+ 使用精确的数学运算来确定侧翼进攻[可能会对速度较慢的机器产生性能影响] +ModUi/&UseOfficialAdvantageDisadvantageRules=使用优势/劣势规则[如果情况导致掷骰结果同时存在两种情况,则视为你同时不存在这两种情况] +ModUi/&UseOfficialFlankingRules=使用侧翼进攻规则[如果盟友位于目标的另一侧,则攻击者具有优势] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 还启用远程攻击[禁用精确数学] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 还启用延伸攻击 [禁用精确数学] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 授予攻击掷骰 +1,而非优势 +ModUi/&UseOfficialFoodRationsWeight=使用重量为 2 磅的食物配给 +ModUi/&UseOfficialObscurementRules=使用照明、遮蔽和视觉战斗规则 ModUi/&UseOfficialObscurementRulesHelp=[能感知到防御者但无法感知到攻击者的防御者会获得 ADV,无法感知到攻击者但可以感知到防御者会获得 DIS\n 被严重遮挡的区域会造成致盲状态,对生物的攻击掷骰获得 ADV,而生物的攻击掷骰获得 DIS\n 如果攻击者没有视力,则无法施放针对个人的所有远距离法术,除了那些明确未说明需要视力的法术] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=使用重型武器时请使用官方小型体型种族规则[你的攻击处于劣势] -ModUi/&Visuals=视觉效果:[需要重启] -ModUi/&WidenTooltips=将工具提示宽度乘以: -ModUi/&WildSurgeDieRollThreshold=设置巫师狂野魔法几率骰子阈值:{0}[如果掷出的骰子小于或等于阈值,则触发狂野涌动] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=使用重型武器时遵守小型种族规则[你的攻击处于劣势] +ModUi/&WildSurgeDieRollThreshold=设置巫师狂野魔法几率骰子阈值:\n[如果掷出的骰子小于或等于阈值,则触发狂野涌动] diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt index 84ddac4a9a..cef52fabbe 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt @@ -31,7 +31,7 @@ Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=凶兆 Feedback/&CosmosOmenAttackToHitRoll={0} 使用 {1} 掷骰子 D6 ({2}) 并将 {3} 加入到攻击检定中 Feedback/&CosmosOmenCheckToHitRoll={0} 使用 {1} 掷骰子 D6 并将 {2} 添加到检定结果 ({3}) Feedback/&CosmosOmenSavingToHitRoll={0} 使用 {1} 掷骰子 D6 ({2}) 并将 {3} 加入到豁免结果中 -Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=由于巨龙座形态, {0} 使骰值 {1} 变为为 10。 +Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll={0} 使用龙形态强制能力检验 {1} 骰子达到 10。 Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} 对 {1} 的攻击失手了。 {2} 可以做出反应来投掷 d6 并将其加入到攻击检定中。 Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=投掷 d6 将其加入到攻击检定中。 Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=吉兆 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfElegance-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfElegance-zh-CN.txt index 6ce991b13d..f701afb890 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfElegance-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfElegance-zh-CN.txt @@ -14,7 +14,7 @@ Feature/&PowerCollegeOfEleganceDisengageTitle=优雅步伐:撤离 Feature/&PowerCollegeOfEleganceDodgeDescription=你可以花费 1 个吟游诗人骰子来执行回避动作,作为你回合中的附赠动作。 Feature/&PowerCollegeOfEleganceDodgeTitle=优雅步伐:回避 Feedback/&AmazingDisplayNotTriggered=由于未找到可定位的敌人,{1} 未触发惊奇展示能力 -Feedback/&DieRollModifierCollegeOfEleganceGraceReroll=由于优雅,{0} 迫使 {1} 骰子变为 10。 +Feedback/&DieRollModifierCollegeOfEleganceGraceReroll={0} 使用 Elegance Grace 将能力检定 {1} 强制降至 10。 Feedback/&EvasiveFootworkACIncrease={0} 使用 {1} 投掷吟游诗人骰子 ({2}) 并将护甲等级增加 {3} Reaction/&CustomReactionEvasiveFootworkDescription=你快要被命中了!你可以使用回避步法来防止命中。 Reaction/&CustomReactionEvasiveFootworkReactDescription=使用你的回避步法来防止命中。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt index 031c4abac3..fd754a2d72 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt @@ -3,7 +3,7 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=医学精 Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=学习并始终准备:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=活体解剖师法术 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=每当你医疗另一个生物时,你的治疗骰最低值为 2。 -Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=由于稳定手术 {0} 迫使 {1} 翻转为 2。 +Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll={0} 使用稳定手术将 {1} 治疗骰子强制降至 2。 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=稳定手术 Feature/&PowerInnovationVivisectionistEmergencyCureDescription=你可以使用一个附赠动作对 5 尺内的盟友使用次级复原术或移除诅咒。你能使用该能力的次数等于你的熟练加值。长休后重获使用次数。 Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=移除盟友的不利状态。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt index e2beea1570..31cee673ea 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt @@ -2,7 +2,6 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=受到印记来源造 Condition/&ConditionOathOfDemonHunterTrialMarkTitle=审判印记 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=从 15 级起,你为弩注入了神圣的力量,你获得以下增益:\n· 你的弩类武器的射程增加 30 尺\n· 你的重击威胁范围增加 1 点 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=光铸神弩 -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=由于恶魔杀手特性 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 Feature/&FeatureOathOfDemonHunterDemonHunterDescription=从 3 级起,你使用弩类武器(轻弩,重弩,手弩)命中敌人时,可以应用至圣斩能力。 Feature/&FeatureOathOfDemonHunterDemonHunterTitle=狩魔猎人 Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=从 7 级起,你能使用神圣之力自动填装弩矢,你使用弩类武器发动攻击时,不会因为近处敌人具有劣势,你可以使用弩类武器发动多重攻击,当你命中没有审判印记的敌人时,你可以使用一个反应引导神力,对目标施加审判印记。 @@ -13,6 +12,7 @@ Feature/&PowerOathOfDemonHunterTrialMarkDescription=作为一个附赠动作, Feature/&PowerOathOfDemonHunterTrialMarkTitle=引导神力:审判印记 Feedback/&AdditionalDamageTrialMarkFormat=审判! Feedback/&AdditionalDamageTrialMarkLine={0} 对 {1} 进行审判,造成额外光耀伤害 (+{2}) +Feedback/&OathOfDemonHunterDemonSlayerReroll=由于恶魔杀手特性 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 Reaction/&UseLightEnergyCrossbowBoltDescription=你可以使用一个反应引导神力,对目标施加审判印记。 Reaction/&UseLightEnergyCrossbowBoltReactDescription=引导神力施加审判印记。 Reaction/&UseLightEnergyCrossbowBoltReactTitle=审判 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt index bf7dc68350..1ee05afac5 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt @@ -14,6 +14,8 @@ Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=你的速度降为 0 Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=筑垒防卫 Feature/&PowerPathOfTheYeomanBulwarkDescription=你可以以一个附赠动作进入稳定姿态。只有当你昏迷时,该姿态才会提前结束。稳定姿态下你的移动速度为0,无法增加,你获得以下增益:\n• 你使用长弓攻击时,不会因为近处敌人具有劣势。\n• 敌人使用武器远程攻击你时具有劣势。\n• 你可以使用你的反应,对你周身 5 尺范围内移动的敌人发动借机攻击。 Feature/&PowerPathOfTheYeomanBulwarkTitle=筑垒防卫 +Feature/&PowerPathOfTheYeomanBulwarkTurnOffDescription=您可以禁用堡垒支撑姿态。 +Feature/&PowerPathOfTheYeomanBulwarkTurnOffTitle=解除堡垒 Feature/&ProficiencyPathOfTheYeomanFletcherDescription=获得铁匠工具熟练项 Feature/&ProficiencyPathOfTheYeomanFletcherTitle=箭匠 Subclass/&PathOfTheYeomanDescription=沿袭约曼道途的野蛮人放下了近战武器,转而拿起长弓。他们的力量丝毫不逊于其他道途的野蛮人,他们的箭能射杀最强大的敌人,他们一心一意地专注防御,将本已强大的防御能力提升到了令人难以置信的高度。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt index 97f0ac11b2..0e64069eb2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt @@ -6,7 +6,6 @@ Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=您习惯了黑 Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=有阴影的人 Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=你获得对寒冷和坏死伤害的抵抗力。此外,每当你的生命值降至 0 时,你都会恢复相当于盗贼等级两倍的生命值并站起来。每次长时间休息时你都可以使用此功能一次。 Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=暗影体质 -Feature/&GloomBladeAttackReroll=由于幽影刃,{0} 将 {1} 伤害骰值从 {2} 重投到 {3}。 Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=你可以使用你的附赠动作来为自己提供一分钟的旋转暗影能量光环。当这种暗影能量持续存在时,你会被魔法黑暗所遮蔽,你可以看穿它,每当你造成偷袭伤害并在攻击检定之一上投出最大骰值时,你重投该骰子并将其添加到伤害中。每次长休可以使用此特性一次。 Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=影舞 Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=每回合一次,以一个自由动作,你可以用任意量的传送来代替等量的移动距离。当以这种方式传送时,你的起始位置和最终位置都必须在微光光照或黑暗中。 @@ -16,6 +15,7 @@ Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=阴影灵魂 Feedback/&AdditionalDamageGloomBladeFormat=暗影打击 Feedback/&AdditionalDamageGloomBladeLine=暗影打击造成额外的 +{2} 伤害! Feedback/&GloomBladeBaseAttackSneakDiceDamageType={1} 将伤害更改为 {2} +Feedback/&UmbralStalkerGloomBladeAttackReroll={0} 使用 Gloomblade 将 {1} 个伤害骰子重新掷出​​,从 {2} 变为 {3}。 Reaction/&SpendPowerUmbralSoulDescription=你恢复的生命值等于你的盗贼等级的两倍,然后站起来。 Reaction/&SpendPowerUmbralSoulReactDescription=你恢复的生命值等于你的盗贼等级的两倍,然后站起来。 Reaction/&SpendPowerUmbralSoulReactTitle=暗影体质 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt index 382b09ca3b..ee36d990e1 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt @@ -16,14 +16,14 @@ Feature/&FeatureSetDivineHeartDeityChoiceDescription=选择你魔法的神力来 Feature/&FeatureSetDivineHeartDeityChoiceTitle=神明选择 Feature/&MagicAffinityDivineHeartClericSpellsListDescription=你与神的联系让你可以像术士法术一样学习和施放牧师法术。 Feature/&MagicAffinityDivineHeartClericSpellsListTitle=神圣魔法 -Feature/&PowerDivineHeartDivineFountDescription=作为附赠动作,重新获得 1 点术法点。可以使用的次数等于你的感知调整值,长休后重获所有次数。 +Feature/&PowerDivineHeartDivineFountDescription=作为奖励行动,恢复 1 点魔法点数。可使用次数等于您的魅力奖励,所有使用次数在长时间休息后恢复。 Feature/&PowerDivineHeartDivineFountTitle=神圣之泉 Feature/&PowerDivineHeartDivineRecoveryDescription=作为附赠动作,你可以为自己恢复 70 点生命值并消除目盲和疾病。每次长休可以使用一次。 Feature/&PowerDivineHeartDivineRecoveryTitle=神圣痊愈 Feature/&PowerDivineHeartEmpoweredHealingDescription=在你的下一轮开始之前,当你施放治疗法术时,你会重掷 1 或 2 骰值的治疗骰,并保持新的结果。以消耗 1 术法点的附赠动作激活此特性。 -Feature/&PowerDivineHeartEmpoweredHealingReroll=由于强效治疗,{0} 重新掷出 {1} 个治疗骰,从 {2} 到 {3}。 Feature/&PowerDivineHeartEmpoweredHealingTitle=强效治疗 Feature/&PowerDivineHeartPlanarPortalDescription=打开一个传送门,可以将一个友好的生物和你自己带到指定的目的地。 Feature/&PowerDivineHeartPlanarPortalTitle=位面传送门 +Feedback/&DivineHeartEmpoweredHealingReroll={0} 使用强化治疗将 {1} 个治疗骰子重新掷出​​,从 {2} 变为 {3}。 Subclass/&SorcerousDivineHeartDescription=你与生俱来的魔力是由你可能理解也可能不理解其目的的神灵所赋予。 Subclass/&SorcerousDivineHeartTitle=神圣之魂 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt index 24d4b2a7a1..e3b1bcb8d8 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt @@ -8,6 +8,6 @@ Feature/&FeatureWayOfWealAndWoeWealDescription=当你使用武僧武器进行攻 Feature/&FeatureWayOfWealAndWoeWealTitle=福 Feature/&FeatureWayOfWealAndWoeWoeDescription=当你使用武僧武器或徒手攻击进行一次攻击检定并严重失手后,你会受到一次你的武艺骰的伤害。 Feature/&FeatureWayOfWealAndWoeWoeTitle=祸 -Feedback/&WoeReroll=由于{1},{0}将攻击骰子从{2}重新掷到{3} +Feedback/&WoeReroll={0} 使用 Woe 将 {1} 个攻击掷骰子从 {2} 重新掷到 {3}。 Subclass/&WayOfWealAndWoeDescription=福祸宗的武僧,善于利用顺境与逆境同敌人作战。 Subclass/&WayOfWealAndWoeTitle=福祸宗 diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs index c0562412c9..eeb8be93e1 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs @@ -133,6 +133,31 @@ internal static class ValidatorsCharacter character is RulesetCharacterMonster; }; + internal static readonly IsCharacterValidHandler HasFreeHandConsiderGrapple = character => + { + var freeHands = 0; + var mainHand = character.GetMainWeapon(); + var offHand = character.GetOffhandWeapon(); + var hasGrappleSource = GrappleContext.HasGrappleSource(character); + + if (ValidatorsWeapon.IsUnarmed(mainHand)) + { + freeHands++; + } + + if (ValidatorsWeapon.IsUnarmed(offHand)) + { + freeHands++; + } + + if (hasGrappleSource) + { + freeHands--; + } + + return freeHands > 0 || character is RulesetCharacterMonster; + }; + internal static readonly IsCharacterValidHandler HasBothHandsFree = character => { var mainHand = character.GetMainWeapon(); @@ -143,7 +168,7 @@ internal static class ValidatorsCharacter }; internal static readonly IsCharacterValidHandler HasTwoHandedQuarterstaff = character => - ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), QuarterstaffType) && IsFreeOffhand(character); + ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), QuarterstaffType) && IsFreeOffhandVanilla(character); internal static readonly IsCharacterValidHandler HasLongbow = character => ValidatorsWeapon.IsWeaponType(character.GetMainWeapon(), LongbowType); @@ -306,12 +331,6 @@ internal static bool IsFreeOffhandVanilla(RulesetCharacter character) return offHand == null || !offHand.ItemDefinition.IsWeapon; } - [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool IsFreeOffhand(RulesetCharacter character) - { - return character.GetOffhandWeapon() == null; - } - [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool HasConditionWithSubFeatureOfType(this RulesetCharacter character) where T : class { diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs index 91fad761a1..c0d364c637 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsWeapon.cs @@ -19,12 +19,6 @@ internal static class ValidatorsWeapon { internal static readonly IsWeaponValidHandler AlwaysValid = (_, _, _) => true; - [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static IsWeaponValidHandler IsOfDamageType(string damageType) - { - return (attackMode, _, _) => attackMode?.EffectDescription.FindFirstDamageForm()?.DamageType == damageType; - } - [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static IsWeaponValidHandler IsOfWeaponType(params WeaponTypeDefinition[] weaponTypeDefinitions) { @@ -41,28 +35,15 @@ internal static bool IsMagical(RulesetAttackMode attackMode, RulesetItem ruleset ShieldAttack.IsMagicalShield(rulesetItem))); } -#if false - [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool IsTwoHandedRanged(RulesetAttackMode attackMode, RulesetItem rulesetItem, RulesetCharacter _) - { - return IsTwoHandedRanged(attackMode?.SourceDefinition as ItemDefinition ?? rulesetItem?.ItemDefinition); - } -#endif - [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool IsTwoHandedRanged([CanBeNull] RulesetAttackMode attackMode) { - return IsTwoHandedRanged(attackMode?.SourceDefinition as ItemDefinition); - } - - [MethodImpl(MethodImplOptions.AggressiveInlining)] - private static bool IsTwoHandedRanged([CanBeNull] ItemDefinition itemDefinition) - { - return IsWeaponType(itemDefinition, LongbowType, ShortbowType, HeavyCrossbowType, LightCrossbowType); + return attackMode is { SourceDefinition: ItemDefinition itemDefinition, Ranged: true } && + HasAnyWeaponTag(itemDefinition, TagsDefinitions.WeaponTagTwoHanded); } [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static bool HasTwoHandedTag([CanBeNull] RulesetAttackMode attackMode) + internal static bool IsTwoHanded([CanBeNull] RulesetAttackMode attackMode) { return attackMode is { SourceDefinition: ItemDefinition itemDefinition } && HasAnyWeaponTag(itemDefinition, TagsDefinitions.WeaponTagTwoHanded); @@ -78,27 +59,22 @@ private static bool IsMelee([CanBeNull] ItemDefinition itemDefinition) return itemDefinition.IsArmor || (itemDefinition.WeaponDescription != null && + itemDefinition.WeaponDescription.WeaponTypeDefinition != UnarmedStrikeType && itemDefinition.WeaponDescription.WeaponTypeDefinition.WeaponProximity == AttackProximity.Melee); } -#pragma warning disable IDE0060 [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool IsMelee( - [UsedImplicitly] [CanBeNull] RulesetAttackMode attackMode, + [CanBeNull] RulesetAttackMode attackMode, [CanBeNull] RulesetItem rulesetItem, - [UsedImplicitly] RulesetCharacter rulesetCharacter) + RulesetCharacter rulesetCharacter) { - RulesetItem attackModeRulesetItem = null; - - if (attackMode?.SourceObject is RulesetItem rulesetItem1) - { - attackModeRulesetItem = rulesetItem1; - } + var finalRulesetItem = + attackMode?.SourceObject as RulesetItem ?? rulesetItem ?? rulesetCharacter?.GetMainWeapon(); // don't use IsMelee(attackMode) in here as these are used before an attack initiates - return IsMelee(attackModeRulesetItem ?? rulesetItem ?? rulesetCharacter?.GetMainWeapon()); + return IsMelee(finalRulesetItem); } -#pragma warning restore IDE0060 [MethodImpl(MethodImplOptions.AggressiveInlining)] internal static bool IsMelee([CanBeNull] RulesetItem rulesetItem) @@ -116,7 +92,6 @@ internal static bool IsMelee([CanBeNull] RulesetAttackMode attackMode) return attackMode is { SourceDefinition: ItemDefinition itemDefinition, Ranged: false } && - attackMode.AttackTags.Contains(TagsDefinitions.WeaponTagMelee) && IsMelee(itemDefinition); }