diff --git a/README.md b/README.md
index 793d746b..7cad7910 100644
--- a/README.md
+++ b/README.md
@@ -98,6 +98,9 @@
- Foundry VTT support is covered by the following license: [Limited License Agreement for module development 09/02/2020](https://foundryvtt.com/article/license/).
+ - A big thank you to AshesToAshe (AshesForAshe#6498) for providing many of the character sheet backgrounds. +
- Additional art under Creative Commons 3.0 BY license: icons by Delapouite and Lorc - More info available at https://game-icons.net
diff --git a/Release_Notes.txt b/Release_Notes.txt index 9c744061..dd37f209 100644 --- a/Release_Notes.txt +++ b/Release_Notes.txt @@ -167,3 +167,11 @@ Version 3.0.8 - Traits integrated in Enhanced combat: corrupting attack, colossal. - Steadfast Adept now works on entangling vines and Anathema - Damage of Massive weapons wielded by NPCs is now correctly calculated in Enhanced combat. + +Version 3.0.9 +- New backgrounds provided by AshesForAshe (AshesForAshe#6498) +- Many improvements on the character sheets (main page weapons & armors) +- Monster character sheet can now show +/- instead of values (configurable under options) +- New configuration settings dialogue for sheet, title backgrounds and editable/non-editable fields (textures or colours). +- These are client based setting so can be adjusted by each user. + diff --git a/asset/image/background.jpg b/asset/image/background.jpg deleted file mode 100644 index 2e14af29..00000000 Binary files a/asset/image/background.jpg and 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a/css/symbaroum.css b/css/symbaroum.css index 0fa6244a..d406b6d9 100644 --- a/css/symbaroum.css +++ b/css/symbaroum.css @@ -9,14 +9,15 @@ .symbaroum.chat.combat .foreground, .symbaroum.chat.ability .foreground { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; padding: 10px; } .symbaroum.chat.combat .border, .symbaroum.chat.ability .border { border: 1px solid transparent; - border-image: url(../asset/image/title.jpg) 20/5px round; + border-color: var(--title-color); + border-image: var(--title-image) 20/10px; } .symbaroum.chat.combatstrong, @@ -137,12 +138,16 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; width: 100%; text-align: center; padding: 5px; } +.symbaroum.dialog .lblfavour .checkbox { + white-space: nowrap; +} + .symbaroum.dialog .weapondamage { padding-left: 5px; } @@ -152,7 +157,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; width: 10em; min-width: 10em; text-align: center; @@ -160,9 +165,8 @@ } .symbaroum.dialog input[type=checkbox] { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); - box-shadow: inset 0 0 6px black; color: var(--color-text); width: 100%; height: auto; @@ -171,7 +175,7 @@ .symbaroum.dialog input[type=text], .symbaroum.dialog input[type=number], .symbaroum.dialog select { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; color: var(--color-text); @@ -220,6 +224,11 @@ margin: 5px 10px; } +.symbaroum.dialog input[type=text][disabled], +.symbaroum.dialog input[type=number][disabled] { + background: var(--box-non-editable) repeat; +} + .symbaroum.chat.item { color: var(--color-text); font-family: var(--font-text); @@ -229,13 +238,14 @@ } .symbaroum.chat.item .foreground { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; padding: 10px; } .symbaroum.chat.item .border { border: 1px solid transparent; - border-image: url(../asset/image/title.jpg) 20/5px round; + border-color: var(--title-color); + border-image: var(--title-image) 20/10px; } .symbaroum.chat.item strong { @@ -286,13 +296,14 @@ } .symbaroum.chat.roll .foreground { - background: url(../asset/image/editable.jpg) repeat; + background: var(--chat-background) repeat; padding: 10px; } .symbaroum.chat.roll .border { border: 1px solid transparent; - border-image: url(../asset/image/title.jpg) 20/5px round; + border-color: var(--color-border); + border-image: var(--chat-roll-border) 20/10px; } .symbaroum.chat.roll strong { @@ -394,8 +405,12 @@ } /* Common styles */ -.symbaroum.sheet.actor .window-content { - background: url(../asset/image/background.jpg) repeat; +.symbaroum.sheet.actor.player .window-content { + background: var(--color-charBG); +} + +.symbaroum.sheet.actor.monster .window-content { + background: var(--color-npcBG); } .symbaroum.sheet.actor .window-content .editable { @@ -403,12 +418,13 @@ } .symbaroum.sheet.actor .foreground { - background: url(../asset/image/foreground.jpg) repeat; + background: url(../asset/image/foreground.webp) repeat; } .symbaroum.sheet.actor .border { border: 10px solid transparent; - border-image: url(../asset/image/title.jpg) 20/10px round; + border-color: var(--title-color); + border-image: var(--title-image) 20/10px; } .symbaroum.sheet.actor h1 { @@ -419,7 +435,7 @@ font-size: 16px; margin: 0; text-align: center; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; color: var(--color-title); font-family: var(--font-text); } @@ -429,7 +445,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; width: 10em; text-align: center; padding: 5px; @@ -440,7 +456,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; text-align: center; padding: 0; cursor: pointer; @@ -457,7 +473,7 @@ .symbaroum.sheet.actor input[type=text], .symbaroum.sheet.actor input[type=number] { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; color: var(--color-text); @@ -474,7 +490,7 @@ } .symbaroum.sheet.actor select { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; color: var(--color-text); @@ -486,6 +502,8 @@ border-radius: 0; -moz-appearance: textfield; text-align: center; + border-color: var(--title-color); + border-image: var(--title-image) 20/10px; } .symbaroum.sheet.actor input[type=number]::-webkit-outer-spin-button, @@ -496,7 +514,7 @@ .symbaroum.sheet.actor input[type=text][disabled], .symbaroum.sheet.actor input[type=number][disabled] { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; } .symbaroum.sheet.actor .item-list { @@ -515,7 +533,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; text-align: center; padding: 5px; border: none; @@ -534,7 +552,7 @@ } .symbaroum.sheet.actor .image-container { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; } @@ -589,7 +607,7 @@ } .symbaroum.sheet.item .window-content { - background: url(../asset/image/background.jpg) repeat; + background: var(--color-charBG); } .symbaroum.sheet.item .window-content .editable { @@ -597,12 +615,13 @@ } .symbaroum.sheet.item .foreground { - background: url(../asset/image/foreground.jpg) repeat; + background: url(../asset/image/foreground.webp) repeat; } .symbaroum.sheet.item .border { border: 10px solid transparent; - border-image: url(../asset/image/title.jpg) 20/10px round; + border-color: var(--title-color); + border-image: var(--title-image) 20/10px; } .symbaroum.sheet.item h1 { @@ -613,7 +632,7 @@ font-size: 1.2em; margin: 0; text-align: center; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; color: var(--color-title); font-family: var(--font-text); } @@ -626,7 +645,7 @@ font-size: 1em; margin: 0; text-align: center; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; color: var(--color-title); font-family: var(--font-text); } @@ -636,7 +655,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; width: 100%; text-align: center; padding: 5px; @@ -654,15 +673,35 @@ cursor: pointer; } +.symbaroum.sheet.item button { + font-size: 14px; + font-weight: bold; + color: var(--color-label); + font-family: var(--font-text); + background: var(--title-color) repeat; + text-align: center; + padding: 0; + cursor: pointer; + border: none; + border-radius: 0; + margin: 0; +} + +.symbaroum.sheet.actor button:hover { + color: var(--color-active); + text-shadow: 0 0 10px var(--color-active); + box-shadow: none; +} + .symbaroum.sheet.item input[type=text][disabled], .symbaroum.sheet.item input[type=number][disabled] { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; } .symbaroum.sheet.item input[type=text], .symbaroum.sheet.item input[type=number], .symbaroum.sheet.item select { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; color: var(--color-text); @@ -710,7 +749,7 @@ } .symbaroum.sheet.item .sheet-header .avatar { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid black; box-shadow: inset 0 0 6px black; flex: 0 0 auto; @@ -767,7 +806,7 @@ color: var(--color-text); height: 100%; width: 100%; - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; box-shadow: inset 0 0 6px black; } @@ -786,7 +825,7 @@ } .symbaroum.sheet.item .editor .tox .tox-toolbar__primary { - background: url(../asset/image/title.jpg) repeat; + background: var(--title-image) repeat; } .symbaroum.sheet.item .editor .tox .tox-tbtn svg:hover { @@ -803,7 +842,7 @@ font-size: 18px; margin: 5px; padding: 5px; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; font-family: var(--font-text); } @@ -829,8 +868,19 @@ .img01 { display: block; background-image: url("../asset/image/system-guide/01.webp"); - width: 608px; - height: 218px; + width: 750px; + height: 179px; + margin-left: auto; + margin-right: auto; + background-size: 100%; + border: 0; +} + +.img01-01 { + display: block; + background-image: url("../asset/image/system-guide/01-01.webp"); + width: 300px; + height: 550px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -862,8 +912,8 @@ .img04 { display: block; background-image: url("../asset/image/system-guide/04.webp"); - width: 694px; - height: 146px; + width: 654px; + height: 244px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -873,8 +923,8 @@ .img06 { display: block; background-image: url("../asset/image/system-guide/06.webp"); - width: 204px; - height: 176px; + width: 284px; + height: 554px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -983,8 +1033,8 @@ .img16 { display: block; background-image: url("../asset/image/system-guide/16.webp"); - width: 609px; - height: 83px; + width: 750px; + height: 145px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -994,8 +1044,8 @@ .img17 { display: block; background-image: url("../asset/image/system-guide/17.webp"); - width: 280px; - height: 202px; + width: 400px; + height: 278px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -1016,8 +1066,8 @@ .img19 { display: block; background-image: url("../asset/image/system-guide/19.webp"); - width: 399px; - height: 241px; + width: 400px; + height: 201px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -1071,8 +1121,8 @@ .img05 { display: block; background-image: url("../asset/image/system-guide/armor-add.webp"); - width: 477px; - height: 116px; + width: 677px; + height: 218px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -1082,8 +1132,8 @@ .img24 { display: block; background-image: url("../asset/image/system-guide/weapon-state.webp"); - width: 462px; - height: 175px; + width: 682px; + height: 355px; margin-left: auto; margin-right: auto; background-size: 100%; @@ -1112,6 +1162,58 @@ border: 0; } +.config-button { + display: block; + background-image: url("../asset/image/system-guide/config-button.webp"); + width: 293px; + height: 121px; + margin-left: auto; + margin-right: auto; + background-size: 100%; + border: 0; +} + +.configuration-settings { + display: block; + background-image: url("../asset/image/system-guide/configuration-settings.webp"); + width: 499px; + height: 326px; + margin-left: auto; + margin-right: auto; + background-size: 100%; + border: 0; +} + +.configuration-settings-cp { + display: block; + background-image: url("../asset/image/system-guide/configuration-settings-cp.webp"); + width: 495px; + height: 327px; + margin-left: auto; + margin-right: auto; + background-size: 100%; + border: 0; +} + +#pause { + background: none; +} +#pause > img { + content: url("../asset/image/head.webp"); + width: 200px; + height: 200px; + top: -50px; + left: calc(50% - 100px); + opacity: 0.7; + -webkit-animation: rotation 10s infinite linear; + animation: rotation 10s infinite linear; +} +#pause h3 { + font-family: var(--font-text); + font-size: 32px; + text-shadow: 0px 3px 5px black; +} + @font-face { font-family: "Philosopher"; src: url("../asset/font/philosopher-bold.ttf"); @@ -1125,6 +1227,14 @@ --color-border: black; --color-shadow: #a48b02; --font-text: "Philosopher", serif; + --color-charBG: "url(../asset/image/background/green_flower_light.webp) repeat"; + --color-npcBG: "url(../asset/image/background/purple_flower_light.webp) repeat"; + --title-image: "url(../asset/image/background/title.webp)"; + --title-color: black; + --box-editable: "url(../asset/image/background/editable.webp)"; + --box-non-editable: "url(../asset/image/background/not-editable.webp)"; + --chat-background: "url(../asset/image/background/editable.webp)"; + --chat-roll-border: "url(../asset/image/background/title.webp)"; } /* Tabs styles */ @@ -1226,7 +1336,7 @@ color: var(--color-text); height: 100%; width: 100%; - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; box-shadow: inset 0 0 6px black; } @@ -1254,7 +1364,7 @@ } .symbaroum.sheet.actor .player .bio .editor .tox .tox-toolbar__primary { - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; } .symbaroum.sheet.actor .player .bio .editor .tox .tox-tbtn svg:hover { @@ -1339,7 +1449,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; text-align: center; border: none; border-radius: 0; @@ -1377,7 +1487,7 @@ .symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .action, .symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .corruption, .symbaroum.sheet.actor .player .gear .wrapper-right .equipments .equipment td .quantity { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; height: 28px; @@ -1385,24 +1495,38 @@ text-align: center; } +.symbaroum.sheet.actor .player .gear .wrapper-left .armors .armor td .cell, +.symbaroum.sheet.actor .player .gear .wrapper-left .weapons .weapon td .cell, +.symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .cell, +.symbaroum.sheet.actor .player .gear .wrapper-right .equipments .equipment td .cell { + background: var(--title-color) repeat; +} + .symbaroum.sheet.actor .player .gear .wrapper-left .armors .armor td .armorname, .symbaroum.sheet.actor .player .gear .wrapper-left .weapons .weapon td .weaponname, .symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .artifactname { width: 100%; - max-width: 100%; + max-width: 15em; min-width: 131px; } -.symbaroum.sheet.actor .player .gear .wrapper-right .equipments .equipment td .equipmentname { +.symbaroum.sheet.actor .player .gear .wrapper-right .equipments .equipment td .namefield { width: 108px; + max-width: 10em; } .symbaroum.sheet.actor .player .gear .wrapper-left .armors .armor td .namefield, .symbaroum.sheet.actor .player .gear .wrapper-left .weapons .weapon td .namefield, -.symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .namefield, +.symbaroum.sheet.actor .player .gear .wrapper-left .artifacts .artifact td .namefield { + display: flex; + flex-flow: nowrap; + min-width: 131px; +} + .symbaroum.sheet.actor .player .gear .wrapper-right .equipments .equipment td .namefield { display: flex; flex-flow: nowrap; + min-width: 108px; } .symbaroum.sheet.actor .player .gear .wrapper-left .armors .armor td .image-container, @@ -1420,7 +1544,7 @@ .symbaroum.sheet.actor .player .gear .wrapper-left .artifacts table th, .symbaroum.sheet.actor .player .gear .wrapper-right .equipments table td, .symbaroum.sheet.actor .player .gear .wrapper-right .equipments table th { - padding: 2px; + margin: 2px; } .symbaroum.sheet.actor .player .gear .wrapper-left .armors .armor td.protection, @@ -1508,6 +1632,16 @@ flex-basis: 100%; } +.symbaroum.sheet.actor .player .main .attributes .attributes-header { + display: flex; + flex-direction: row; + flex-wrap: nowrap; +} + +.symbaroum.sheet.actor .player .main .attributes .attributes-header .modify-attributes { + width: 3em; +} + .symbaroum.sheet.actor .player .section1 { display: flex; flex-direction: row; @@ -1537,9 +1671,8 @@ display: flex; flex-direction: row; flex-wrap: wrap; - flex-basis: calc(50% - 5px); + flex-basis: calc(50%); border-top: none; - margin-right: 5px; } .symbaroum.sheet.actor .toughness { @@ -1664,7 +1797,6 @@ .symbaroum.sheet.actor .player .main .health2 .corruption-threshold label, .symbaroum.sheet.actor .player .main .health2 .corruption-max label { flex-basis: 70%; - padding: 0px; } .symbaroum.sheet.actor .player .main .health .toughness-current input, @@ -1685,7 +1817,7 @@ .symbaroum.sheet.actor .player .main .health2 .toughness-threshold, .symbaroum.sheet.actor .player .main .health2 .corruption-longterm, .symbaroum.sheet.actor .player .main .health2 .corruption-max { - margin-bottom: 10px; + margin-bottom: 5px; } .symbaroum.sheet.actor .player .main .combat { @@ -1698,6 +1830,38 @@ margin-left: 5px; } +.symbaroum.sheet.actor .player .main .combat .combatheader, +.symbaroum.sheet.actor .player .main .combat .combatheader { + display: flex; + flex-direction: row; + flex-wrap: nowrap; + border-top: none; + width: 100%; + background: var(--title-color) repeat; +} + +.symbaroum.sheet.actor .player .main .combat .combatheader .iniheader { + display: flex; + flex-direction: row; + flex-wrap: nowrap; + border-top: none; +} + +.symbaroum.sheet.actor .player .main .combat .combatheader .iniheader .title { + color: var(--color-title); + text-align: center; + padding: 5px; +} + +.symbaroum.sheet.actor .player .main .combat .combatheader .iniheader label { + width: 3em; +} + +.symbaroum.sheet.actor .player .main .combat .combatheader .iniheader input { + width: 4em; + margin-right: 5px; +} + .symbaroum.sheet.actor .player .main .combat .initiative, .symbaroum.sheet.actor .player .main .combat .defenseAttr { display: flex; @@ -1705,7 +1869,7 @@ justify-content: center; flex-wrap: wrap; flex-basis: 100%; - margin: 5px 0px 5px 0px; + margin-top: 5px; } .symbaroum.sheet.actor .player .main .combat .stat-modifiers .initiative, @@ -1721,71 +1885,85 @@ margin-bottom: 5px; margin-right: 5px; margin-left: 5px; + margin-top: 5px; } .symbaroum.sheet.actor .player .main .combat .armor .roll-armor, -.symbaroum.sheet.actor .player .main .combat .armor .protection, -.symbaroum.sheet.actor .player .main .combat .armor .defense, -.symbaroum.sheet.actor .player .main .combat .armor .quality { +.symbaroum.sheet.actor .player .main .combat .weapons .roll-weapon { display: flex; flex-direction: row; /* justify-content: center; */ } -/* .symbaroum.sheet.actor .player .main .combat .armor .roll-armor, */ -.symbaroum.sheet.actor .player .main .combat .armor .quality { - flex-basis: 100%; +.symbaroum.sheet.actor .player .main .combat .armor .item-header, +.symbaroum.sheet.actor .player .main .combat .weapons .item-header { + margin-top: 5px; + margin-bottom: 5px; } -.symbaroum.sheet.actor .player .main .combat .armor .roll-armor { - justify-content: center; +.symbaroum.sheet.actor .player .main .combat .armor .item-row { + display: flex; + width: 100%; + flex-wrap: nowrap; + background-image: var(--title-color); + background-repeat: repeat; } -.symbaroum.sheet.actor .player .main .combat .armor .quality { - margin-top: 5px; +.symbaroum.sheet.actor .player .main .combat .armor .roll-armor .combatProt, +.symbaroum.sheet.actor .player .main .combat .weapons .roll-weapon .weaponDam { + width: 8em; + min-width: 8em; + height: 28px; + margin-left: 5px; + margin-right: 5px; } -.symbaroum.sheet.actor .player .main .combat .armor .protection { - flex-basis: 50%; +.symbaroum.sheet.actor .player .main .combat .armor .roll-armor .attribute, +.symbaroum.sheet.actor .player .main .combat .weapons .roll-weapon .attribute { + width: 4em; + min-width: 4em; + margin-right: 5px; } -.symbaroum.sheet.actor .player .main .combat .armor .defense { - flex-basis: calc(50% - 5px); +.symbaroum.sheet.actor .player .main .combat .armor .roll-armor .armordefense, +.symbaroum.sheet.actor .player .main .combat .armor .roll-armor .armordefense input, +.symbaroum.sheet.actor .player .main .combat .weapons .roll-weapon .weaponAttribute, +.symbaroum.sheet.actor .player .main .combat .weapons .roll-weapon .weaponAttribute input { + width: 4em; + min-width: 4em; + height: 28px; +} + +.symbaroum.sheet.actor .player .main .combat .armor .roll-armor { + justify-content: center; +} + +.symbaroum.sheet.actor .player .main .combat .armor .quality { margin-top: 5px; - margin-left: 5px; } -.symbaroum.sheet.actor .player .main .combat .armor .initiative label, -.symbaroum.sheet.actor .player .main .combat .armor .quality label, -.symbaroum.sheet.actor .player .main .combat .armor .protection label, -.symbaroum.sheet.actor .player .main .combat .armor .defense label { +.symbaroum.sheet.actor .player .main .combat .armor .initiative label { width: 10em; min-width: 10em; } -.symbaroum.sheet.actor .player .main .combat .armor .protection input, -.symbaroum.sheet.actor .player .main .combat .armor .defense input { - width: 100%; -} - .symbaroum.sheet.actor .player .main .combat .weapons { display: flex; flex-direction: column; flex-basis: 100%; - margin: 0 5px 5px 5px; + margin-left: 0px; + margin-right: 0px; + margin: 5px; height: 120px; } +.symbaroum.sheet.actor .player .main .combat .armor .item-list .name, .symbaroum.sheet.actor .player .main .combat .weapons .item-list .name { display: flex; - flex-basis: 70%; + flex-basis: 100%; justify-content: center; } -.symbaroum.sheet.actor .player .main .combat .weapons .item-list .damage { - flex-basis: 30%; -} - .symbaroum.sheet.actor .player .main .combat .weapons .item-list .weapon { display: flex; flex-direction: row; @@ -1793,7 +1971,7 @@ } .symbaroum.sheet.actor .player .main .combat .weapons .item-list .weapon .damage { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; border: 1px solid var(--color-border); border-left: none; box-shadow: inset 0 0 6px black; @@ -1818,7 +1996,7 @@ left: 618px; font-size: 32px; color: var(--color-text); - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; height: 36px; width: 36px; text-align: center; @@ -1852,7 +2030,7 @@ .symbaroum.sheet.actor .player .main .abilities-powers .traits .trait .actions { flex-basis: 15%; color: var(--color-text); - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; text-align: center; border: 1px solid var(--color-border); border-left: none; @@ -1894,7 +2072,7 @@ color: var(--color-text); height: 100%; width: 100%; - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; box-shadow: inset 0 0 6px black; } @@ -1913,7 +2091,7 @@ } .symbaroum.sheet.actor .player .note .wrapper .editor .tox .tox-toolbar__primary { - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; } .symbaroum.sheet.actor .player .note .wrapper .editor .tox .tox-tbtn svg:hover { @@ -2070,6 +2248,10 @@ width: 100%; } +.symbaroum.sheet.item .artifact .power-n .editor { + width: calc(100% - 10px); +} + .symbaroum.sheet.item .artifact .power-n .power-header, .symbaroum.sheet.item .artifact .power-add { display: flex; @@ -2079,7 +2261,7 @@ flex-basis: 100%; height: fit-content; margin: 5px; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; } .symbaroum.sheet.item .artifact .power-n .power-header .heading, @@ -2400,7 +2582,7 @@ } .symbaroum.sheet.actor .player .sheet-header .avatar { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid black; box-shadow: inset 0 0 6px black; flex: 0 0 auto; @@ -2480,7 +2662,7 @@ font-size: 18px; margin: 5px; padding: 5px; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-color) repeat; font-family: var(--font-text); height: fit-content; } @@ -2627,6 +2809,13 @@ height: 166px; } +.symbaroum.sheet.item .trait .tab .marker { + display: flex; + flex-direction: row; + flex-basis: 100%; + margin: 5px 5px 5px 10px; +} + .symbaroum.sheet.item .trait .tab .active, .symbaroum.sheet.item .trait .tab .action { display: flex; @@ -2738,7 +2927,7 @@ } .symbaroum.attributes { - background: url(../asset/image/background.jpg) repeat; + background: var(--color-charBG); } .symbaroum.attributes .window-content .editable { @@ -2746,12 +2935,12 @@ } .symbaroum.attributes .foreground { - background: url(../asset/image/foreground.jpg) repeat; + background: url(../asset/image/foreground.webp) repeat; } .symbaroum.attributes .border { border: 10px solid transparent; - border-image: url(../asset/image/title.jpg) 20/10px round; + border-image: var(--title-image) 20/10px round; } .symbaroum.attributes h1 { @@ -2762,7 +2951,7 @@ font-size: 16px; margin: 0; text-align: center; - background: url(../asset/image/title.jpg) repeat; + background: var(--title-image) repeat; color: var(--color-title); font-family: var(--font-text); } @@ -2772,7 +2961,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-image) repeat; width: 10em; text-align: center; padding: 5px; @@ -2783,7 +2972,7 @@ font-weight: bold; color: var(--color-label); font-family: var(--font-text); - background: url(../asset/image/title.jpg) repeat; + background: var(--title-image) repeat; text-align: center; padding: 0; cursor: pointer; @@ -2800,7 +2989,7 @@ .symbaroum.attributes input[type=text], .symbaroum.attributes input[type=number] { - background: url(../asset/image/editable.jpg) repeat; + background: var(--box-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; color: var(--color-text); @@ -2817,11 +3006,11 @@ } .symbaroum.attributes input[type=number][disabled] { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; } .symbaroum.attributes .fixed { - background: url(../asset/image/not-editable.jpg) repeat; + background: var(--box-non-editable) repeat; border: 1px solid var(--color-border); box-shadow: inset 0 0 6px black; font-size: 14px; @@ -2872,7 +3061,7 @@ } .symbaroum.attributes .col-header { - background: url(../asset/image/not-editable.jpg) 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\ No newline at end of file diff --git a/lang/de.json b/lang/de.json index 1f703fbd..3ca461e0 100644 --- a/lang/de.json +++ b/lang/de.json @@ -254,6 +254,7 @@ "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", + "DIALOG.SYSTEM_MESSAGE":"Symbaroum system message", "DIALOG.AUTOPARAMS": "einbezogene Modifikatoren: ", "DIALOG.BACKSTAB": "Hinterhältiger Angriff?", "DIALOG.BEASTLORE": "Extra Schaden durch Bestienwissen?", @@ -320,7 +321,8 @@ "HEALTH.CORRUPTION_THRESHOLD_MAX": "Kor. Schwelle", "HEALTH.CORRUPTION_MAX": "Abso.", - "INITIATIVE": "Initiative", + "INITIATIVE.TITLE": "Initiative", + "INITIATIVE.EXPLANATION": "Initiative shown as [initiative attribute.vigilant]", "ITEM.TRAIT": "Merkmale", "ITEM.ABILITY": "Fähigkeit", @@ -444,6 +446,11 @@ "POWER_CURSE.CHAT_FAILURE": " kann den Fluch nicht aufrecht erhalten.", "POWER_CURSE.CHAT_FAIL_FINAL": "Der Fluch hat keinen Effekt mehr auf ", + "POWER_DANCINGWEAPON.CHAT_ACTIVATE": " is using his dancing weapon.", + "POWER_DANCINGWEAPON.CHAT_DESACTIVATE": " isn't using dancing weapon anymore.", + "POWER_DANCINGWEAPON.CHAT_RESULT_ACTIVATE": "Combat stats are replaced by Resolute.", + "POWER_DANCINGWEAPON.CHAT_RESULT_DESACTIVATE": "Combat stats revert to normal.", + "POWER_ENTANGLINGVINES.CHAT_INTRO_M": " tries to break free from the vines.", "POWER_ENTANGLINGVINES.CHAT_SUCCESS": " is entangled in the vines.", "POWER_ENTANGLINGVINES.CHAT_FAILURE": " breaks free from the vines.", @@ -459,11 +466,20 @@ "POWER_INHERITWOUND.CHAT_FAILURE": " kann die Wunden nicht transferieren.", "POWER_INHERITWOUND.CHAT_HEALED": " erhält Zähigkeitsheilung für: ", "POWER_INHERITWOUND.CHAT_DAMAGE": " erhält Schaden: ", + "POWER_INHERITWOUND.CHAT_REDIRECT": "; poison and bleeding are also transfered.", "POWER_LARVAEBOILS.CHAT_INTRO": " beschwört Larven.", "POWER_LARVAEBOILS.CHAT_INTRO_M": " hält den Larvenfrass aufrecht.", "POWER_LARVAEBOILS.CHAT_SUCCESS": " wird von innen von den Larven gefressen.", "POWER_LARVAEBOILS.CHAT_FAILURE": " wiedersteht dem Larvenfrass.", + + "POWER_LAYONHANDS.DIALOG":"How close is your target?", + "POWER_LAYONHANDS.TOUCH":"Touch", + "POWER_LAYONHANDS.REMOTE":"Line of sight", + "POWER_LAYONHANDS.CHAT_INTRO":" awakes the lifeforce.", + "POWER_LAYONHANDS.CHAT_SUCCESS":" heals ", + "POWER_LAYONHANDS.CHAT_FINAL":"Toughness healed: ", + "POWER_LAYONHANDS.CHAT_FAILURE":" fails to heal ", "POWER_PRIOSBURNINGGLASS.CHAT_INTRO":" tries to channel the Light of Prios at a target.", "POWER_PRIOSBURNINGGLASS.CHAT_EXTRA":" might be stunned, test [resolute <-- resolute].", @@ -542,6 +558,7 @@ "TOOLTIP.EXPERIENCE_SPENT": "Deine für Fähigkeiten, Kräfte und Vorteile ausgegebenen Erfahrungspunkte", "TOOLTIP.EXPERIENCE_AVAILABLE": "Deine verfügbaren (nicht ausgegebenen) Erfahrungspunkte", + "TOOLTIP.HEALTH.CORRUPTION_NA_TEXT": "This is thoroughly corrupt", "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Deine aktuelle Korruption", "TOOLTIP.HEALTH.CORRUPTION_TEMPORARY": "Deine temporäre Korruption", "TOOLTIP.HEALTH.CORRUPTION_LONGTERM": "Deine Corruption die mehr als eine Szene anhält", @@ -556,13 +573,15 @@ "TOOLTIP.COMBAT.INITIATIVE": "Die Eigenschaft auf die deine Initiative basiert", "TOOLTIP.COMBAT.DEFENSE": "Die Eigenschaft auf die deine Verteidigung basiert", + "TOOLTIP.DELETE_ABILITY" : "Delete ability", "TOOLTIP.POWER_ACTIONS" : "Art der Aktivierung (A - Aktiv, P - Passiv, S - Speziell, etc)", "TRAIT.NAME": "Name", "TRAIT.ACTIVE": "Erworben", "TRAIT.ACTION": "Abtion", "TRAIT.DESCRIPTION": "Beschreibung", - + "TRAIT.MARKERTRAIT": "Trait has no levels", + "TRAIT_LABEL.ACIDICATTACK": "Säureangriff", "TRAIT_LABEL.ACIDICBLOOD": "Säureblut", "TRAIT_LABEL.ALTERNATIVEDAMAGE": "Alternativer Schaden", @@ -663,10 +682,38 @@ "SYMBAROUM.OPTIONAL_SAVEATTRIBUTEROLL_HINT": "Markieren um QoL Erweiterungen zu erlauben, damit für Proben alle Attribut Modifizierungen berücksichtigt werden", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE": "Zeige Modifikatoren bei den Proben an", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE_HINT": "Markieren um QoL Erweiterungen zu aktivieren die Modifikatoren vor dem Wurf anzuzeigen", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS": "Show NPC modifiers", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS_HINT": "Check to show NPC modifiers (-5 to +5) instead of attributes for NPCs on character sheet", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Supress Initiative rolls", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Check to QoL disabling of Initiative rolls in chat", "SYMBAROUM.OPTIONAL_SHOWREFERENCE": "Erlaube Beispiel modifizierungen", "SYMBAROUM.OPTIONAL_SHOWREFERENCE_HINT": "Warnung - NUR FÜR DEN SL- Erlaube die Manuelle einstellung für Referenz Fähigkeiten, Merkmalen und Mystischen Fähigkeiten. Benötigt einen Reload.", "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Manually select initiative attribute", - "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to desactive the automated evaluation of the attribute used for initiative." + "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to desactive the automated evaluation of the attribute used for initiative.", + "SYMBAROUM.OPTIONAL_PC_COLOUR_SELECTOR":"Select PC Background Color", + "SYMBAROUM.OPTIONAL_NPC_COLOUR_SELECTOR":"Select NPC Background Color", + "SYMBAROUM.OPTIONAL_RESET_NOTE": "NOTE: Submit and Reset will cause FVTT to reload.", + "SYMBAROUM.OPTIONAL_SUBMIT_BUTTON":"Submit", + "SYMBAROUM.OPTIONAL_RESET_PC_BUTTON":"Reset PC Config", + "SYMBAROUM.OPTIONAL_RESET_NPC_BUTTON":"Reset NPC Config", + "SYMBAROUM.OPTIONAL_CONFIG_MENULABEL": "Configure Symbaroum Settings", + "SYMBAROUM.OPTIONAL_CONFIG_MENUHINT": "Configure PC and NPC sheet background color (These are Client based settings).", + "SYMBAROUM.OPTIONAL_ADD_MENUNAME": "Add Symbaroum Settings button", + "SYMBAROUM.OPTIONAL_ADD_MENUHINT": "Add Colour setting button to Main Config panel.", + "SYMBAROUM.OPTIONAL_PC_CHAR_BG_IMGS":"Character Background Images", + "SYMBAROUM.OPTIONAL_NPC_CHAR_BG_IMGS":"NPC Background Images", + "SYMBAROUM.OPTIONAL_DEFAULT_IMAGE":"Default Image", + "SYMBAROUM.OPTIONAL_NEW_IMAGE":"New Image", + "SYMBAROUM.OPTIONAL_NEW_LIGHTER":"New Lighter Image", + "SYMBAROUM.OPTIONAL_COLOR_PICKER":"Plain Color Picker", + "SYMBAROUM.OPTIONAL_TITLE_COLOUR_SELECTOR": "Select Title Background Color", + "SYMBAROUM.OPTIONAL_TITLE_BG_IMGS":"Title Background Images", + "SYMBAROUM.OPTIONAL_RESET_TITLE_BUTTON":"Reset Title Config", + "SYMBAROUM.OPTIONAL_RESET_EDITABLE_BUTTON" :"Reset Editable Field", + "SYMBAROUM.OPTIONAL_EDITABLE_COLOUR_SELECTOR": "Select Editable Field Color", + "SYMBAROUM.OPTIONAL_EDITABLE_BG_IMGS": "Editable Field Background Images", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_COLOUR_SELECTOR": "Select Non-Editable Field Color", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_BG_IMGS": "Non-Editable Field Background Images", + "SYMBAROUM.OPTIONAL_RESET_NON_EDITABLE_BUTTON" :"Reset Non-Editable Field", + "SYMBAROUM.OPTIONAL_RESET_ALL_BUTTON": "Reset all settings to defaults" } \ No newline at end of file diff --git a/lang/en.json b/lang/en.json index 082a991e..08378aba 100644 --- a/lang/en.json +++ b/lang/en.json @@ -152,6 +152,7 @@ "ARMOR.QUALITY": "Quality", "ARMOR.DESCRIPTION": "Description", "ARMOR.BONUS_ONLY": "Stackable protection", + "ARMOR.DEFENSE_ATTRIBUTE" : "Defend using", "ARMOR.ADDBUTTON": "Add Armor", "ARMOR.DELETEBUTTON": "Delete Armor", @@ -273,6 +274,7 @@ "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", + "DIALOG.SYSTEM_MESSAGE":"Symbaroum system message", "DIALOG.AUTOPARAMS": "Included modifiers: ", "DIALOG.BACKSTAB": "Use Backstab?", "DIALOG.BEASTLORE": "Beast Lore dmg?", @@ -325,13 +327,15 @@ "GEAR.OTHER": "Other", "GEAR.STATE": "State", - "HEALTH.TOUGHNESS": "Toughness", + "HEALTH.TOUGHNESS": "TOUGHNESS", "HEALTH.TOUGHNESS_MAX": "Tgh. Max", "HEALTH.TOUGHNESS_CURRENT": "Current", "HEALTH.TOUGHNESS_TOTAL": "Total", "HEALTH.TOUGHNESS_THRESHOLD": "Threshold", - "HEALTH.TOUGHNESS_THRESHOLD_MAX": "Tgh. Threshold", - "HEALTH.CORRUPTION": "Corruption", + "HEALTH.TOUGHNESS_THRESHOLD_MAX": "Tgh. Threshold", + "HEALTH.TOUGHNESS_THRESHOLD_NA": "N/A", + "HEALTH.CORRUPTION": "CORRUPTION", + "HEALTH.CORRUPTION_NA": "N/A", "HEALTH.CORRUPTION_CURRENT": "Current", "HEALTH.CORRUPTION_TEMPORARY": "Temporary", "HEALTH.CORRUPTION_LONGTERM": "Daily", @@ -340,7 +344,8 @@ "HEALTH.CORRUPTION_THRESHOLD_MAX": "Cor. Threshold", "HEALTH.CORRUPTION_MAX": "Abom.", - "INITIATIVE": "Initiative", + "INITIATIVE.TITLE": "Initiative", + "INITIATIVE.EXPLANATION": "Initiative shown as [initiative attribute.vigilant]", "ITEM.TRAIT": "Trait", "ITEM.ABILITY": "Ability", @@ -469,6 +474,11 @@ "POWER_CURSE.CHAT_FAILURE": " can't maintain the curse.", "POWER_CURSE.CHAT_FAIL_FINAL": "The curse has no more effect on ", + "POWER_DANCINGWEAPON.CHAT_ACTIVATE": " is using his dancing weapon.", + "POWER_DANCINGWEAPON.CHAT_DESACTIVATE": " isn't using dancing weapon anymore.", + "POWER_DANCINGWEAPON.CHAT_RESULT_ACTIVATE": "Combat stats are replaced by Resolute.", + "POWER_DANCINGWEAPON.CHAT_RESULT_DESACTIVATE": "Combat stats revert to normal.", + "POWER_ENTANGLINGVINES.CHAT_INTRO_M": " tries to break free from the vines.", "POWER_ENTANGLINGVINES.CHAT_SUCCESS": " is entangled in the vines.", "POWER_ENTANGLINGVINES.CHAT_FAILURE": " breaks free from the vines.", @@ -484,6 +494,7 @@ "POWER_INHERITWOUND.CHAT_FAILURE": " can't transfer the wounds.", "POWER_INHERITWOUND.CHAT_HEALED": " receives toughness healing for: ", "POWER_INHERITWOUND.CHAT_DAMAGE": " recieved damage: ", + "POWER_INHERITWOUND.CHAT_REDIRECT": "; poison and bleeding are also transfered.", "POWER_LARVAEBOILS.CHAT_INTRO": " throws larvaes.", "POWER_LARVAEBOILS.CHAT_INTRO_M": " maintains the larvaes surge.", @@ -585,7 +596,8 @@ "TOOLTIP.EXPERIENCE_SPENT": "Total experience spent on abilities, traits, boons and burdens", "TOOLTIP.EXPERIENCE_AVAILABLE": "Your current available (unspent) experience points", - "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Your current total corruption", + "TOOLTIP.HEALTH.CORRUPTION_NA_TEXT": "This is thoroughly corrupt", + "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Your current total corruption", "TOOLTIP.HEALTH.CORRUPTION_TEMPORARY": "Your temporary (scene) corruption", "TOOLTIP.HEALTH.CORRUPTION_LONGTERM": "Your corruption that lasts longer than a scene", "TOOLTIP.HEALTH.CORRUPTION_PERMANENT": "Permanent corruption gained", @@ -599,12 +611,14 @@ "TOOLTIP.COMBAT.INITIATIVE": "The attribute that your initiative is based on", "TOOLTIP.COMBAT.DEFENSE": "The attribute that your defense is based on", + "TOOLTIP.DELETE_ABILITY" : "Delete ability", "TOOLTIP.POWER_ACTIONS" : "Type of activation (A - active, P - passive, S - special, etc)", "TRAIT.NAME": "Name", "TRAIT.ACTIVE": "Acquired", "TRAIT.ACTION": "Action", "TRAIT.DESCRIPTION": "Description", + "TRAIT.MARKERTRAIT": "Trait has no levels", "TRAIT_LABEL.ACIDICATTACK": "Acidic Attack", "TRAIT_LABEL.ACIDICBLOOD": "Acidic Blood", @@ -686,6 +700,7 @@ "WEAPON.ATTRIBUTE": "Attribute", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Description", + "WEAPON.ATTACK_ATTRIBUTE":"Attack using", "WEAPON.ADDBUTTON": "Add Weapon", "WEAPON.DELETEBUTTON": "Delete Weapon", @@ -700,7 +715,7 @@ "WEAPON_CLASS.THROWN": "Thrown", "SYMBAROUM.OPTIONAL_CRIT": "Optional Critical Rolls", - "SYMBAROUM.OPTIONAL_CRIT_HINT": "Check to enable Hit bonus and Defence fumbles on dice rolls of 1 and 20 as detailed Core Book p. 179", + "SYMBAROUM.OPTIONAL_CRIT_HINT": "Check to enable Hit bonus and Defense fumbles on dice rolls of 1 and 20 as detailed Core Book p. 179", "SYMBAROUM.OPTIONAL_ALWAYSSUCCEDONONE": "Always able to succeed of fail", "SYMBAROUM.OPTIONAL_ALWAYSSUCCEDONONE_HINT": "Check to always succeed on a 1 and fail on a 20", "SYMBAROUM.OPTIONAL_RARECRIT": "Optional Rare Critical Rolls", @@ -717,10 +732,38 @@ "SYMBAROUM.OPTIONAL_SAVEATTRIBUTEROLL_HINT": "Check to enable QoL enhancement for keeping all modifiers when rolling attribute tests", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE": "Show modifers in targetted attribute rolls", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE_HINT": "Check to enable QoL enhancement for showing attribute modifiers before making the roll", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS": "Show NPC modifiers", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS_HINT": "Check to show NPC modifiers (-5 to +5) instead of attributes for NPCs on character sheet", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Supress Initiative rolls", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Check to QoL disabling of Initiative rolls in chat", "SYMBAROUM.OPTIONAL_SHOWREFERENCE": "Allow reference modification", "SYMBAROUM.OPTIONAL_SHOWREFERENCE_HINT": "Warning - GM Only - allow to manually adjust reference implementation for abilities, traits and mystical powers. Requires refresh.", "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Manually select initiative attribute", - "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to desactive the automated evaluation of the attribute used for initiative." + "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to de-active the automated evaluation of the attribute used for initiative.", + "SYMBAROUM.OPTIONAL_PC_COLOUR_SELECTOR":"Select PC Background Color", + "SYMBAROUM.OPTIONAL_NPC_COLOUR_SELECTOR":"Select NPC Background Color", + "SYMBAROUM.OPTIONAL_RESET_NOTE": "NOTE: Submit and Reset will cause FVTT to reload.", + "SYMBAROUM.OPTIONAL_SUBMIT_BUTTON":"Submit", + "SYMBAROUM.OPTIONAL_RESET_PC_BUTTON":"Reset PC Config", + "SYMBAROUM.OPTIONAL_RESET_NPC_BUTTON":"Reset NPC Config", + "SYMBAROUM.OPTIONAL_CONFIG_MENULABEL": "Configure Symbaroum Settings", + "SYMBAROUM.OPTIONAL_CONFIG_MENUHINT": "Configure PC and NPC sheet background color (These are Client based settings).", + "SYMBAROUM.OPTIONAL_ADD_MENUNAME": "Add Symbaroum Settings button", + "SYMBAROUM.OPTIONAL_ADD_MENUHINT": "Add Colour setting button to Main Config panel.", + "SYMBAROUM.OPTIONAL_PC_CHAR_BG_IMGS":"Character Background Images", + "SYMBAROUM.OPTIONAL_NPC_CHAR_BG_IMGS":"NPC Background Images", + "SYMBAROUM.OPTIONAL_DEFAULT_IMAGE":"Default Image", + "SYMBAROUM.OPTIONAL_NEW_IMAGE":"New Image", + "SYMBAROUM.OPTIONAL_NEW_LIGHTER":"New Lighter Image", + "SYMBAROUM.OPTIONAL_COLOR_PICKER":"Plain Color Picker", + "SYMBAROUM.OPTIONAL_TITLE_COLOUR_SELECTOR": "Select Title Background Color", + "SYMBAROUM.OPTIONAL_TITLE_BG_IMGS":"Title Background Images", + "SYMBAROUM.OPTIONAL_RESET_TITLE_BUTTON":"Reset Title Config", + "SYMBAROUM.OPTIONAL_RESET_EDITABLE_BUTTON" :"Reset Editable Field", + "SYMBAROUM.OPTIONAL_EDITABLE_COLOUR_SELECTOR": "Select Editable Field Color", + "SYMBAROUM.OPTIONAL_EDITABLE_BG_IMGS": "Editable Field Background Images", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_COLOUR_SELECTOR": "Select Non-Editable Field Color", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_BG_IMGS": "Non-Editable Field Background Images", + "SYMBAROUM.OPTIONAL_RESET_NON_EDITABLE_BUTTON" :"Reset Non-Editable Field", + "SYMBAROUM.OPTIONAL_RESET_ALL_BUTTON": "Reset all settings to defaults" } diff --git a/lang/es.json b/lang/es.json index 4ba2413c..45d4d75f 100644 --- a/lang/es.json +++ b/lang/es.json @@ -277,8 +277,10 @@ "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", + "DIALOG.SYSTEM_MESSAGE":"Symbaroum system message", "DIALOG.AUTOPARAMS": "Modificadores incluidos: ", "DIALOG.BACKSTAB": "¿Usar Ataque Traicionero?", + "DIALOG.BEASTLORE": "+BeastLore dmg?", "DIALOG.HUNTERS_INSTINCT": "¿Objetivo del Instinto de Cazador?", "DIALOG.ISMAINTAINED": "¿Nuevo casteo o lo mantienes?", "DIALOG.USE_POISON": "¿Se aplicó el veneno?", @@ -319,6 +321,8 @@ "EQUIPMENT.ADDBUTTON": "Add Equipment", "EQUIPMENT.DELETEBUTTON": "Delete Equipment", + "ERROR.NO_TOKEN_SELECTED": "Select the acting token.", + "EXPERIENCE": "Experiencia", "GEAR.ACTIVE": "Activo", @@ -341,7 +345,8 @@ "HEALTH.CORRUPTION_THRESHOLD_MAX": "Umbral Corrup.", "HEALTH.CORRUPTION_MAX": "Umbral Abom.", - "INITIATIVE": "Iniciativa", + "INITIATIVE.TITLE": "Iniciativa", + "INITIATIVE.EXPLANATION": "Initiative shown as [initiative attribute.vigilant]", "ITEM.TRAIT": "Rasgo", "ITEM.ABILITY": "Habilidad", @@ -470,6 +475,11 @@ "POWER_CURSE.CHAT_FAILURE": " no puede mantener la maldición.", "POWER_CURSE.CHAT_FAIL_FINAL": "La maldición ya no tiene efecto en ", + "POWER_DANCINGWEAPON.CHAT_ACTIVATE": " is using his dancing weapon.", + "POWER_DANCINGWEAPON.CHAT_DESACTIVATE": " isn't using dancing weapon anymore.", + "POWER_DANCINGWEAPON.CHAT_RESULT_ACTIVATE": "Combat stats are replaced by Resolute.", + "POWER_DANCINGWEAPON.CHAT_RESULT_DESACTIVATE": "Combat stats revert to normal.", + "POWER_ENTANGLINGVINES.CHAT_INTRO_M": " tries to break free from the vines.", "POWER_ENTANGLINGVINES.CHAT_SUCCESS": " is entangled in the vines.", "POWER_ENTANGLINGVINES.CHAT_FAILURE": " breaks free from the vines.", @@ -485,11 +495,20 @@ "POWER_INHERITWOUND.CHAT_FAILURE": " no puede transferir las heridas.", "POWER_INHERITWOUND.CHAT_HEALED": " recibe una curación de su resistencia de: ", "POWER_INHERITWOUND.CHAT_DAMAGE": " daños recibidos: ", + "POWER_INHERITWOUND.CHAT_REDIRECT": "; poison and bleeding are also transfered.", "POWER_LARVAEBOILS.CHAT_INTRO": " lanza larvas.", "POWER_LARVAEBOILS.CHAT_INTRO_M": " mantiene la Erupción de Larvas.", "POWER_LARVAEBOILS.CHAT_SUCCESS": " es comido desde el interior por las larvas.", "POWER_LARVAEBOILS.CHAT_FAILURE": " resiste a las larvas.", + + "POWER_LAYONHANDS.DIALOG":"How close is your target?", + "POWER_LAYONHANDS.TOUCH":"Touch", + "POWER_LAYONHANDS.REMOTE":"Line of sight", + "POWER_LAYONHANDS.CHAT_INTRO":" awakes the lifeforce.", + "POWER_LAYONHANDS.CHAT_SUCCESS":" heals ", + "POWER_LAYONHANDS.CHAT_FINAL":"Toughness healed: ", + "POWER_LAYONHANDS.CHAT_FAILURE":" fails to heal ", "POWER_PRIOSBURNINGGLASS.CHAT_INTRO":" tries to channel the Light of Prios at a target.", "POWER_PRIOSBURNINGGLASS.CHAT_EXTRA":" might be stunned, test [resolute <-- resolute].", @@ -578,6 +597,7 @@ "TOOLTIP.EXPERIENCE_SPENT": "Experiencia total gastada en habilidades, rasgos, dones y cargas.", "TOOLTIP.EXPERIENCE_AVAILABLE": "Tus puntos de experiencia (no gastados) disponibles actualmente", + "TOOLTIP.HEALTH.CORRUPTION_NA_TEXT": "This is thoroughly corrupt", "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Tu corrupción total actual", "TOOLTIP.HEALTH.CORRUPTION_TEMPORARY": "Tu corrupción temporal (escena)", "TOOLTIP.HEALTH.CORRUPTION_LONGTERM": "Tu corrupción que dura más que una escena", @@ -592,12 +612,14 @@ "TOOLTIP.COMBAT.INITIATIVE": "El atributo en el que se basa su iniciativa", "TOOLTIP.COMBAT.DEFENSE": "El atributo en el que se basa su defensa", + "TOOLTIP.DELETE_ABILITY" : "Delete ability", "TOOLTIP.POWER_ACTIONS" : "Tipo de activación (A - activa, P - pasiva, S - especial, etc)", "TRAIT.NAME": "Nombre", "TRAIT.ACTIVE": "Activo", "TRAIT.ACTION": "Acción", "TRAIT.DESCRIPTION": "Descr.", + "TRAIT.MARKERTRAIT": "Trait has no levels", "TRAIT_LABEL.ACIDICATTACK": "Ataque Ácido", "TRAIT_LABEL.ACIDICBLOOD": "Sangre Ácida", @@ -710,12 +732,38 @@ "SYMBAROUM.OPTIONAL_SAVEATTRIBUTEROLL_HINT": "Marcar para permitir mejoras de QoL para mantener todos los modificadores cuando se hagan pruebas de atributos", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE": "Mostrar modificadores en tiradas de atributo con objetivo", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE_HINT": "Marcar para permitir mejoras de QoL para mostrar los mod de los atributos antes de la tirada", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS": "Show NPC modifiers", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS_HINT": "Check to show NPC modifiers (-5 to +5) instead of attributes for NPCs on character sheet", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Supress Initiative rolls", "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Check to QoL disabling of Initiative rolls in chat", "SYMBAROUM.OPTIONAL_SHOWREFERENCE": "Permitir modificaciones de referencias", "SYMBAROUM.OPTIONAL_SHOWREFERENCE_HINT": "Atención - Solo GM - permite ajustar manualmente las referencias en la implementación de habilidades, rasgos y poderes místicos. Requiere reiniciar.", "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Manually select initiative attribute", - "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to desactive the automated evaluation of the attribute used for initiative." - - + "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Check to desactive the automated evaluation of the attribute used for initiative.", + "SYMBAROUM.OPTIONAL_PC_COLOUR_SELECTOR":"Select PC Background Color", + "SYMBAROUM.OPTIONAL_NPC_COLOUR_SELECTOR":"Select NPC Background Color", + "SYMBAROUM.OPTIONAL_RESET_NOTE": "NOTE: Submit and Reset will cause FVTT to reload.", + "SYMBAROUM.OPTIONAL_SUBMIT_BUTTON":"Submit", + "SYMBAROUM.OPTIONAL_RESET_PC_BUTTON":"Reset PC Config", + "SYMBAROUM.OPTIONAL_RESET_NPC_BUTTON":"Reset NPC Config", + "SYMBAROUM.OPTIONAL_CONFIG_MENULABEL": "Configure Symbaroum Settings", + "SYMBAROUM.OPTIONAL_CONFIG_MENUHINT": "Configure PC and NPC sheet background color (These are Client based settings).", + "SYMBAROUM.OPTIONAL_ADD_MENUNAME": "Add Symbaroum Settings button", + "SYMBAROUM.OPTIONAL_ADD_MENUHINT": "Add Colour setting button to Main Config panel.", + "SYMBAROUM.OPTIONAL_PC_CHAR_BG_IMGS":"Character Background Images", + "SYMBAROUM.OPTIONAL_NPC_CHAR_BG_IMGS":"NPC Background Images", + "SYMBAROUM.OPTIONAL_DEFAULT_IMAGE":"Default Image", + "SYMBAROUM.OPTIONAL_NEW_IMAGE":"New Image", + "SYMBAROUM.OPTIONAL_NEW_LIGHTER":"New Lighter Image", + "SYMBAROUM.OPTIONAL_COLOR_PICKER":"Plain Color Picker", + "SYMBAROUM.OPTIONAL_TITLE_COLOUR_SELECTOR": "Select Title Background Color", + "SYMBAROUM.OPTIONAL_TITLE_BG_IMGS":"Title Background Images", + "SYMBAROUM.OPTIONAL_RESET_TITLE_BUTTON":"Reset Title Config", + "SYMBAROUM.OPTIONAL_RESET_EDITABLE_BUTTON" :"Reset Editable Field", + "SYMBAROUM.OPTIONAL_EDITABLE_COLOUR_SELECTOR": "Select Editable Field Color", + "SYMBAROUM.OPTIONAL_EDITABLE_BG_IMGS": "Editable Field Background Images", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_COLOUR_SELECTOR": "Select Non-Editable Field Color", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_BG_IMGS": "Non-Editable Field Background Images", + "SYMBAROUM.OPTIONAL_RESET_NON_EDITABLE_BUTTON" :"Reset Non-Editable Field", + "SYMBAROUM.OPTIONAL_RESET_ALL_BUTTON": "Reset all settings to defaults" } \ No newline at end of file diff --git a/lang/fr.json b/lang/fr.json index a58e2128..e8b63cdb 100644 --- a/lang/fr.json +++ b/lang/fr.json @@ -107,7 +107,7 @@ "ABILITY_MEDICUS.CHAT_TARGET": "Bénéficiaire : ", "ABILITY_MEDICUS.NO_TARGET": "Pas de cible selectionnée, test de médicus sans soins", "DIALOG.MEDICUS_EXAM": "Test de médicus sans soins", - "DIALOG.CUSTOM_HEALING_MODIFIER": "Jet de soins personnalisée", + "DIALOG.CUSTOM_HEALING_MODIFIER": "Jet de soins personnalisé", "ABILITY_STRANGLER.CHAT_INTRO": " tente une prise de strangulation.", "ABILITY_STRANGLER.CHAT_INTRO_M": " essaye de maintenir sa prise.", @@ -133,8 +133,8 @@ "ACTION.MOVEMENT": "Mouvement", "ACTION.FULL_TURN": "Tour Entier", - "ACTOR.TypePlayer": "Player character", - "ACTOR.TypeMonster": "Non-player/monster character", + "ACTOR.TypePlayer": "Personnage Joueur", + "ACTOR.TypeMonster": "Personnage Non-Joueur", "ARMOR.NAME": "Nom", "ARMOR.PROTECTION": "Protection", @@ -151,19 +151,19 @@ "ARMOR.QUALITY": "Qualité", "ARMOR.DESCRIPTION": "Description", "ARMOR.BONUS_ONLY": "Protection additionnelle", - "ARMOR.ADDBUTTON": "Add Armor", - "ARMOR.DELETEBUTTON": "Delete Armor", + "ARMOR.ADDBUTTON": "Ajouter une armure", + "ARMOR.DELETEBUTTON": "Supprimer l'armure", "ARTIFACT.NAME": "Nom", "ARTIFACT.ACTION": "Action", "ARTIFACT.CORRUPTION": "Corruption", "ARTIFACT.CORRUPTIONABBR": "Corr.", "ARTIFACT.DESCRIPTION": "Description", - "ARTIFACT.TITLE":"ARTIFACT POWERS", - "ARTIFACT.ADDBUTTON": "Add Artifact", - "ARTIFACT.DELETEBUTTON": "Delete Artifact", - "ARTIFACT.POWER_ADDBUTTON": "Add artifact power", - "ARTIFACT.POWER_DELETEBUTTON": "Delete artifact power", + "ARTIFACT.TITLE":"POUVOIRS D'ARTEFACT", + "ARTIFACT.ADDBUTTON": "Ajouter un Artefact", + "ARTIFACT.DELETEBUTTON": "Supprimer l'Artefact", + "ARTIFACT.POWER_ADDBUTTON": "Ajouter un pouvoir", + "ARTIFACT.POWER_DELETEBUTTON": "Supprimer ce pouvoir", "ATTRIBUTE.ACCURATE": "Précision", "ATTRIBUTE.CUNNING": "Astuce", @@ -272,6 +272,7 @@ "CORRUPTION.CHAT_MAX": " devient une abomination (max atteint).", "CORRUPTION.CHAT_WARNING": " approche du seuil de soullure.", + "DIALOG.SYSTEM_MESSAGE":"Message du système Symbaroum", "DIALOG.VERSUS": "Versus", "DIALOG.ASK_CORRUPTION": "Cible totalement corrompue?", "DIALOG.ATTRIBUTE": "Attribut", @@ -282,7 +283,7 @@ "DIALOG.FAVOUR_FAVOUR": "Faveur", "DIALOG.FAVOUR_DISFAVOUR": "Défaveur", "DIALOG.DAMAGE_MODIFIER": "Autre mod. dégâts", - "DIALOG.WEAPON_DAMAGE": "Dam. roll", + "DIALOG.WEAPON_DAMAGE": "Jet de dégâts", "DIALOG.CASTING": "Lancement du talent", "DIALOG.MAINTAINING": "Jet pour maintenir le talent", "DIALOG.AUTOPARAMS": "Modificateurs déjà comptés: ", @@ -310,8 +311,8 @@ "EQUIPMENT.NUMBER": "Nombre", "EQUIPMENT.DESCRIPTION": "Description", "EQUIPMENT.QUANTITY_SHORT":"Qté", - "EQUIPMENT.ADDBUTTON": "Add Equipment", - "EQUIPMENT.DELETEBUTTON": "Delete Equipment", + "EQUIPMENT.ADDBUTTON": "Ajouter un équipment", + "EQUIPMENT.DELETEBUTTON": "Supprimer l'équipment", "ERROR.NO_TOKEN_SELECTED": "Selectionnez le token concerné, et uniquement ce token.", @@ -337,7 +338,8 @@ "HEALTH.CORRUPTION_THRESHOLD_MAX": "Seuil de Cor.", "HEALTH.CORRUPTION_MAX": "Maximale", - "INITIATIVE": "Initiative", + "INITIATIVE.TITLE": "Initiative", + "INITIATIVE.EXPLANATION": "Initiative indiquée comme [Attribut utilisé.vigilance]", "ITEM.TRAIT": "Trait", "ITEM.ABILITY": "Talent", @@ -347,8 +349,8 @@ "ITEM.MYSTICAL_POWER": "Pouvoir Mystique", "ITEM.RITUAL": "Rituel", "ITEM.WEAPON": "Arme", - "ITEM.BOON" : "Boon", - "ITEM.BURDEN": "Burden", + "ITEM.BOON" : "Atout", + "ITEM.BURDEN": "Fardeau", "ITEM.TypeTrait": "Trait", "ITEM.TypeAbility": "Talent", @@ -358,8 +360,8 @@ "ITEM.TypeMysticalpower": "Pouvoir Mystique", "ITEM.TypeRitual": "Rituel", "ITEM.TypeWeapon": "Arme", - "ITEM.TypeBoon": "Boon", - "ITEM.TypeBurden": "Burden", + "ITEM.TypeBoon": "Atout", + "ITEM.TypeBurden": "Fardeau", "MONEY.THALER": "Thaler", "MONEY.SHILLING": "Shilling", @@ -466,6 +468,11 @@ "POWER_CURSE.CHAT_FAILURE": " ne parvient pas à maintenir la malédiction.", "POWER_CURSE.CHAT_FAIL_FINAL": "La malédiction n'a plus d'effet sur ", + "POWER_DANCINGWEAPON.CHAT_ACTIVATE": " utilise son arme dansante.", + "POWER_DANCINGWEAPON.CHAT_DESACTIVATE": " n'utilise plus son arme dansante.", + "POWER_DANCINGWEAPON.CHAT_RESULT_ACTIVATE": "Les attributs de combat sont remplacés par Volonté.", + "POWER_DANCINGWEAPON.CHAT_RESULT_DESACTIVATE": "Les attributs de combat redeviennent normaux.", + "POWER_ENTANGLINGVINES.CHAT_INTRO_M": " essaye de briser l'étreinte des plantes.", "POWER_ENTANGLINGVINES.CHAT_SUCCESS": " est enchevêtré dans la végétation.", "POWER_ENTANGLINGVINES.CHAT_FAILURE": " se libère de l'enchevêtrement de plantes.", @@ -481,6 +488,7 @@ "POWER_INHERITWOUND.CHAT_FAILURE": " ne parvient pas à transférer les blessures.", "POWER_INHERITWOUND.CHAT_HEALED": " voit son endurance soignée de: ", "POWER_INHERITWOUND.CHAT_DAMAGE": " reçoit des dégâts: ", + "POWER_INHERITWOUND.CHAT_REDIRECT": "; Les poisons et saignements sont également redirigés.", "POWER_LARVAEBOILS.CHAT_INTRO": " lance des larves grouillantes sur sa victime.", "POWER_LARVAEBOILS.CHAT_INTRO_M": " tente de maintenir les larves grouillantes.", @@ -539,8 +547,8 @@ "RITUAL.TRADITION": "Tradition", "RITUAL.DESCRIPTION": "Description", - "ROLL.CRITSHORT":"crit", - "ROLL.ADVANTAGESHORT":"adv", + "ROLL.CRITSHORT":"Crit", + "ROLL.ADVANTAGESHORT":"Av", "TAB.MAIN": "PRINCIPAL", "TAB.GEAR": "ÉQUIPEMENTS", @@ -579,6 +587,7 @@ "TOOLTIP.EXPERIENCE_SPENT": "Points d'expérience dépensés sur les talents, traits, atouts et fardeaux", "TOOLTIP.EXPERIENCE_AVAILABLE": "Vos points d'expérience disponibles (non dépensés)", + "TOOLTIP.HEALTH.CORRUPTION_NA_TEXT": "Complètement corrompue.", "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Votre total de corruption actuel", "TOOLTIP.HEALTH.CORRUPTION_TEMPORARY": "Votre corruption temporaire (pour cette scène)", "TOOLTIP.HEALTH.CORRUPTION_LONGTERM": "Votre corruption long-terme (au-delà de la scène)", @@ -593,12 +602,14 @@ "TOOLTIP.COMBAT.INITIATIVE": "L'attribut principal utilisé pour calculer votre initiative", "TOOLTIP.COMBAT.DEFENSE": "L'attribut utilisé pour calculer votre défense", + "TOOLTIP.DELETE_ABILITY" : "Supprimer ce talent", "TOOLTIP.POWER_ACTIONS" : "Type d'action (A - active, P - passive, S - spéciale, etc)", "TRAIT.NAME": "Nom", "TRAIT.ACTIVE": "Acquis", "TRAIT.ACTION": "Action", "TRAIT.DESCRIPTION": "Description", + "TRAIT.MARKERTRAIT": "Trait sans niveau", "TRAIT_LABEL.ACIDICATTACK": "Attaque acide", "TRAIT_LABEL.ACIDICBLOOD": "Sang Acide", @@ -680,8 +691,9 @@ "WEAPON.ATTRIBUTE": "Attribut", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Description", - "WEAPON.ADDBUTTON": "Add Weapon", - "WEAPON.DELETEBUTTON": "Delete Weapon", + "WEAPON.ATTACK_ATTRIBUTE":"Attaque avec", + "WEAPON.ADDBUTTON": "Ajouter une arme", + "WEAPON.DELETEBUTTON": "Supprimer cette arme", "WEAPON_CLASS.LABEL": "Type d'arme", "WEAPON_CLASS.1HANDED": "Arme à une main", @@ -711,12 +723,40 @@ "SYMBAROUM.OPTIONAL_SAVEATTRIBUTEROLL_HINT": "Garder en mémoire les modificateurs d'un jet d'attribut sur l'autre.", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE": "Affichage préventif du modificateur", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE_HINT": "Affiche le modificateur de l'attribut de l'adversaire dans le menu déroulant de jet resisté d'attribut.", - "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Supress Initiative rolls", - "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Check to QoL disabling of Initiative rolls in chat", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS": "Attributs PNJs simplifiés", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS_HINT": "Cochez pour que les attributes des PNJs s'affichent sous forme de modificateurs (-5 à +5) sur leurs feuilles de personnage, plutôt qu'en format classique (5 à 15)", + "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Cacher les jets d'initiative", + "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Cocher pour que les résultats des jets d'initiatives n'apparaissent pas dans le Chat.", "SYMBAROUM.OPTIONAL_SHOWREFERENCE": "Modification des références", "SYMBAROUM.OPTIONAL_SHOWREFERENCE_HINT": "Attention - MJ seulement - Permet de modifier les références des objets traits, talents et pouvoirs. A n'utiliser que si vous savez ce que vous faites.", - "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Choisir manuellement l'attribut pour l'initiative", - "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Désactive l'évaluation automatique de l'attribut à utiliser pour l'initiative des personnages. A cocher si vous utilisez vos propres talents." + "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Attribut d'initiative manuel", + "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Désactive l'évaluation automatique de l'attribut à utiliser pour l'initiative des personnages. A cocher si vous utilisez vos propres talents.", + "SYMBAROUM.OPTIONAL_PC_COLOUR_SELECTOR":"Choisir la couleur de fond PJ", + "SYMBAROUM.OPTIONAL_NPC_COLOUR_SELECTOR":"Choisir la couleur de fond PNJ", + "SYMBAROUM.OPTIONAL_RESET_NOTE": "NOTE: Appliquer et réinitialiser provoquera le rechargement de Foundry.", + "SYMBAROUM.OPTIONAL_SUBMIT_BUTTON":"Appliquer", + "SYMBAROUM.OPTIONAL_RESET_PC_BUTTON":"Réinitialiser Config PJ", + "SYMBAROUM.OPTIONAL_RESET_NPC_BUTTON":"Réinitialiser Config PNJ", + "SYMBAROUM.OPTIONAL_CONFIG_MENULABEL": "Aspect du système", + "SYMBAROUM.OPTIONAL_CONFIG_MENUHINT": "Configuration des couleurs de fond des feuilles de PJ et PNJ (configuration locale).", + "SYMBAROUM.OPTIONAL_ADD_MENUNAME": "Bouton Aspect du système", + "SYMBAROUM.OPTIONAL_ADD_MENUHINT": "Ajoutage un bouton pour le paramètrage de l'aspect du système au panneau de configuration générale.", + "SYMBAROUM.OPTIONAL_PC_CHAR_BG_IMGS":"Texture de fond des feuilles de PJ", + "SYMBAROUM.OPTIONAL_NPC_CHAR_BG_IMGS":"Texture de fond des feuilles de PNJ", + "SYMBAROUM.OPTIONAL_DEFAULT_IMAGE":"Texture par défaut", + "SYMBAROUM.OPTIONAL_NEW_IMAGE":"Nouvelle texture", + "SYMBAROUM.OPTIONAL_NEW_LIGHTER":"Nouvelle texture plus lumineuse", + "SYMBAROUM.OPTIONAL_COLOR_PICKER":"Choisir la couleur", + "SYMBAROUM.OPTIONAL_TITLE_COLOUR_SELECTOR": "Choisir la couleur de fond des titres", + "SYMBAROUM.OPTIONAL_TITLE_BG_IMGS":"Texture de fond des titres", + "SYMBAROUM.OPTIONAL_RESET_TITLE_BUTTON":"Réinitialiser la couleur de fond des titres", + "SYMBAROUM.OPTIONAL_RESET_EDITABLE_BUTTON" :"Réinitialiser la couleur de fond des champs modifiables", + "SYMBAROUM.OPTIONAL_EDITABLE_COLOUR_SELECTOR": "Choisir la couleur de fond des champs modifiables", + "SYMBAROUM.OPTIONAL_EDITABLE_BG_IMGS": "Texture de fond des champs modifiables", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_COLOUR_SELECTOR": "Choisir la couleur de fond des champs fixes", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_BG_IMGS": "Texture de fond des champs fixes", + "SYMBAROUM.OPTIONAL_RESET_NON_EDITABLE_BUTTON" :"Réinitialiser la couleur de fond des champs fixes", + "SYMBAROUM.OPTIONAL_RESET_ALL_BUTTON": "Reinitialiser les paramètres" } diff --git a/lang/sv.json b/lang/sv.json index 08afea1b..a3fcace2 100644 --- a/lang/sv.json +++ b/lang/sv.json @@ -163,8 +163,8 @@ "ARTIFACT.TITLE":"ARTEFAKTKRAFTER", "ARTIFACT.ADDBUTTON": "Lägg till Artefakt", "ARTIFACT.DELETEBUTTON": "Ta bort Artefakt", - "ARTIFACT.POWER_ADDBUTTON": "Lägg till artefakt kraft", - "ARTIFACT.POWER_DELETEBUTTON": "Ta bort artefakt kraft", + "ARTIFACT.POWER_ADDBUTTON": "Lägg till artefaktkraft", + "ARTIFACT.POWER_DELETEBUTTON": "Ta bort artefaktkraft", "ATTRIBUTE.DISCREET": "Diskret", @@ -244,7 +244,7 @@ "COMBAT.CHAT_SUCCESS": " träffar ", "COMBAT.CHAT_FAILURE": " missar.", "COMBAT.CHAT_BLEED": " blöder och förlorar tålighet varje runda: ", - "COMBAT.CHAT_CORRUPTED_ATTACK": "The attack inflict corruption: ", + "COMBAT.CHAT_CORRUPTED_ATTACK": "Attacken vållar korruption: ", "COMBAT.CHAT_POISON": " försöker förgifta ", "COMBAT.CHAT_POISON_FAILURE": "Inte förgiftad.", "COMBAT.CHAT_POISON_EXTEND": "Målet var redan förgiftat, ny varaktighet: rundor: ", @@ -269,11 +269,12 @@ "COMBAT.CHAT_DAMAGE_PAIN": " är bedövad av smärta.", "COMBAT.PARAMS_PRECISE": "[Precist vapen], ", - "CORRUPTION.CHAT_INTRO": " increases his degree of taint.", - "CORRUPTION.CHAT_THRESHOLD": " becomes Blight-marked (theshold reached).", - "CORRUPTION.CHAT_MAX": " turns into an abomination (max reached).", - "CORRUPTION.CHAT_WARNING": " is close to a corruption treshold.", + "CORRUPTION.CHAT_INTRO": " ökar sin korruptionsgrad.", + "CORRUPTION.CHAT_THRESHOLD": " blir styggelsemärkt (når korruptionströskel).", + "CORRUPTION.CHAT_MAX": " förvandlas till en styggelse (max korruption uppnådd).", + "CORRUPTION.CHAT_WARNING": " är nära en korruptionströskel.", + "DIALOG.SYSTEM_MESSAGE":"Symbaroum systemmeddelande", "DIALOG.AUTOPARAMS": "Inkluderade modifieringar: ", "DIALOG.BACKSTAB": "Använda Lönnstöt?", "DIALOG.BEASTLORE": "Monsterlärd extra skada?", @@ -340,8 +341,9 @@ "HEALTH.CORRUPTION_THRESHOLD": "Tröskel", "HEALTH.CORRUPTION_THRESHOLD_MAX": "Korruptionströskel", "HEALTH.CORRUPTION_MAX": "Förstyggelse", - - "INITIATIVE": "Initiativ", + + "INITIATIVE.TITLE": "Initiativ", + "INITIATIVE.EXPLANATION": "Initiativ visas som [initiativ-karaktärsdrag.vaksam]", "ITEM.TRAIT": "Särdrag", "ITEM.ABILITY": "Förmåga", @@ -470,6 +472,11 @@ "POWER_CURSE.CHAT_FAILURE": " kan inte upprätthålla förhäxningen.", "POWER_CURSE.CHAT_FAIL_FINAL": "Förhäxningen har inte längre någon effekt på ", + "POWER_DANCINGWEAPON.CHAT_ACTIVATE": " använder sitt dansande vapen.", + "POWER_DANCINGWEAPON.CHAT_DESACTIVATE": " använder inte dansande vapen längre.", + "POWER_DANCINGWEAPON.CHAT_RESULT_ACTIVATE": "Stridskaraktärsdrag ersätts av Viljestark.", + "POWER_DANCINGWEAPON.CHAT_RESULT_DESACTIVATE": "Stridskaraktärsdrag återgår till de normala.", + "POWER_ENTANGLINGVINES.CHAT_INTRO_M": " försöker bryta sig loss från rankorna.", "POWER_ENTANGLINGVINES.CHAT_SUCCESS": " är intrasslad i rankorna.", "POWER_ENTANGLINGVINES.CHAT_FAILURE": " tar sig loss från rankorna.", @@ -485,11 +492,20 @@ "POWER_INHERITWOUND.CHAT_FAILURE": " kan inte överföra någon skada.", "POWER_INHERITWOUND.CHAT_HEALED": " tar emot Tålighetsläkning för: ", "POWER_INHERITWOUND.CHAT_DAMAGE": " mottagen skada: ", + "POWER_INHERITWOUND.CHAT_REDIRECT": "; poison and bleeding are also transfered.", "POWER_LARVAEBOILS.CHAT_INTRO": " planterar larver inuti fiendens kropp.", "POWER_LARVAEBOILS.CHAT_INTRO_M": " upprätthåller larvernas framfart.", "POWER_LARVAEBOILS.CHAT_SUCCESS": " äts upp inifrån av larverna.", "POWER_LARVAEBOILS.CHAT_FAILURE": " motstår larverna.", + + "POWER_LAYONHANDS.DIALOG":"Hur nära är ditt mål?", + "POWER_LAYONHANDS.TOUCH":"Beröring", + "POWER_LAYONHANDS.REMOTE":"Inom synhåll", + "POWER_LAYONHANDS.CHAT_INTRO":" väcker livskraften.", + "POWER_LAYONHANDS.CHAT_SUCCESS":" helar ", + "POWER_LAYONHANDS.CHAT_FINAL":"Tålighet läkt: ", + "POWER_LAYONHANDS.CHAT_FAILURE":" misslyckas att hela ", "POWER_PRIOSBURNINGGLASS.CHAT_INTRO":" försöker kanalisera Prios ljus mot ett mål.", "POWER_PRIOSBURNINGGLASS.CHAT_EXTRA":" kan bli bedövad, slå [Viljestark <-- Viljestark].", @@ -578,6 +594,7 @@ "TOOLTIP.EXPERIENCE_SPENT": "Alla erfarenhetspoäng som spenderats på förmågor, mystiska krafter, etc", "TOOLTIP.EXPERIENCE_AVAILABLE": "Dina nuvarande tillgängliga erfarenehtspoäng", + "TOOLTIP.HEALTH.CORRUPTION_NA_TEXT": "Är helt genomkorrumperad", "TOOLTIP.HEALTH.CORRUPTION_CURRENT": "Din nuvarande totala korruption", "TOOLTIP.HEALTH.CORRUPTION_TEMPORARY": "Din temporära korruption - varar scenen ut", "TOOLTIP.HEALTH.CORRUPTION_LONGTERM": "Korruption som varar längre än en scen", @@ -592,12 +609,14 @@ "TOOLTIP.COMBAT.INITIATIVE": "Det karaktärsdrag som ditt initiativ baseras på", "TOOLTIP.COMBAT.DEFENSE": "Det karaktärsdrag som ditt försvar baseras på", + "TOOLTIP.DELETE_ABILITY" : "Delete ability", "TOOLTIP.POWER_ACTIONS" : "Typ av aktivering (A - Aktiv, P - Passiv, S - special, etc)", "TRAIT.NAME": "Namn", "TRAIT.ACTIVE": "Aktiv", "TRAIT.ACTION": "Handling", "TRAIT.DESCRIPTION": "Beskrivning", + "TRAIT.MARKERTRAIT": "Särdraget har inga nivåer", "TRAIT_LABEL.ACIDICATTACK": "Frätande attack", "TRAIT_LABEL.ACIDICBLOOD": "Frätande blod", @@ -617,8 +636,7 @@ "TRAIT_LABEL.DEADLYBREATH": "Dödlig andedräkt", "TRAIT_LABEL.DEATHSTRUGGLE": "Dödsryckningar", "TRAIT_LABEL.DEVOUR": "Slukare", - "TRAIT_LABEL.DIMINUTIVE": "Diminutiv", - + "TRAIT_LABEL.DIMINUTIVE": "Diminutiv", "TRAIT_LABEL.EARTHBOUND": "Jordnära", "TRAIT_LABEL.ENTHRALL": "Trollbinda", "TRAIT_LABEL.FREESPIRIT": "Fri själ", @@ -672,15 +690,15 @@ "WEAPON.BONUS_DAMAGE": "Bonusskada", "WEAPON.PC_DAMAGE": "PC skada", "WEAPON.NPC_DAMAGE": "NPC skada", - "WEAPON.NONE": "None", + "WEAPON.NONE": "Inget", "WEAPON.NUMBER": "Nr", "WEAPON.QUALITY": "Kvalitet", "WEAPON.COST": "Kostnad", "WEAPON.ATTRIBUTE": "Karaktärsdrag", "WEAPON.ATTRIBUTEABBR": "Attr.", "WEAPON.DESCRIPTION": "Beskrivning", - "WEAPON.ADDBUTTON": "Lägg till Vapen", - "WEAPON.DELETEBUTTON": "Ta bort Vapen", + "WEAPON.ADDBUTTON": "Lägg till vapen", + "WEAPON.DELETEBUTTON": "Ta bort vapen", "WEAPON_CLASS.LABEL": "Vapentyp", "WEAPON_CLASS.1HANDED": "Enhandsvapen", @@ -710,10 +728,38 @@ "SYMBAROUM.OPTIONAL_SAVEATTRIBUTEROLL_HINT": "Välj för att behålla senaste modifikationer vid framgångsslag för karaktärsdrag", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE": "Visa modifikationer vid framgångsslag för karaktärsdrag.", "SYMBAROUM.OPTIONAL_SHOWMODIFIERSINDIALOGUE_HINT": "Välj för att visa modifikationer för karaktärsdrag innan framgångsslag slås.", - "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Supress Initiative rolls", - "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Check to QoL disabling of Initiative rolls in chat", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS": "Visa NPC-modifikationer", + "SYMBAROUM.OPTIONAL_NPC_MODIFIERS_HINT": "Välj för att visa NPC-modifikationer (-5 till +5) istället för karaktärsdragens värden för NPCs på rollformuläret", + "SYMBAROUM.OPTIONAL_INIATITIVEROLLS": "Dölj Initiativ-slag", + "SYMBAROUM.OPTIONAL_INIATITIVEROLLS_HINT": "Välj för att dölja Initiativ-slag i chatten", "SYMBAROUM.OPTIONAL_SHOWREFERENCE": "Tillåt referensmodifikation", "SYMBAROUM.OPTIONAL_SHOWREFERENCE_HINT": "Varning - enbart SL - tillåt att manuellt justera referensimplementation för förmågor, särdrag och mystiska krafter. Kräver omladdning (refresh).", "SYMBAROUM.OPTIONAL_INIT_MANUAL": "Välj karaktärsdrag för Initiativ manuellt", - "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Välj för att inaktivera automatisk utvärdering av karaktärsdrag för Initiativ." + "SYMBAROUM.OPTIONAL_INIT_MANUAL_HINT": "Välj för att inaktivera automatisk utvärdering av karaktärsdrag för Initiativ." , + "SYMBAROUM.OPTIONAL_PC_COLOUR_SELECTOR":"Select PC Background Color", + "SYMBAROUM.OPTIONAL_NPC_COLOUR_SELECTOR":"Select NPC Background Color", + "SYMBAROUM.OPTIONAL_RESET_NOTE": "NOTE: Submit and Reset will cause FVTT to reload.", + "SYMBAROUM.OPTIONAL_SUBMIT_BUTTON":"Submit", + "SYMBAROUM.OPTIONAL_RESET_PC_BUTTON":"Reset PC Config", + "SYMBAROUM.OPTIONAL_RESET_NPC_BUTTON":"Reset NPC Config", + "SYMBAROUM.OPTIONAL_CONFIG_MENULABEL": "Configure Symbaroum Settings", + "SYMBAROUM.OPTIONAL_CONFIG_MENUHINT": "Configure PC and NPC sheet background color (These are Client based settings).", + "SYMBAROUM.OPTIONAL_ADD_MENUNAME": "Add Symbaroum Settings button", + "SYMBAROUM.OPTIONAL_ADD_MENUHINT": "Add Colour setting button to Main Config panel.", + "SYMBAROUM.OPTIONAL_PC_CHAR_BG_IMGS":"Character Background Images", + "SYMBAROUM.OPTIONAL_NPC_CHAR_BG_IMGS":"NPC Background Images", + "SYMBAROUM.OPTIONAL_DEFAULT_IMAGE":"Default Image", + "SYMBAROUM.OPTIONAL_NEW_IMAGE":"New Image", + "SYMBAROUM.OPTIONAL_NEW_LIGHTER":"New Lighter Image", + "SYMBAROUM.OPTIONAL_COLOR_PICKER":"Plain Color Picker", + "SYMBAROUM.OPTIONAL_TITLE_COLOUR_SELECTOR": "Select Title Background Color", + "SYMBAROUM.OPTIONAL_TITLE_BG_IMGS":"Title Background Images", + "SYMBAROUM.OPTIONAL_RESET_TITLE_BUTTON":"Reset Title Config", + "SYMBAROUM.OPTIONAL_RESET_EDITABLE_BUTTON" :"Reset Editable Field", + "SYMBAROUM.OPTIONAL_EDITABLE_COLOUR_SELECTOR": "Select Editable Field Color", + "SYMBAROUM.OPTIONAL_EDITABLE_BG_IMGS": "Editable Field Background Images", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_COLOUR_SELECTOR": "Select Non-Editable Field Color", + "SYMBAROUM.OPTIONAL_NON_EDITABLE_BG_IMGS": "Non-Editable Field Background Images", + "SYMBAROUM.OPTIONAL_RESET_NON_EDITABLE_BUTTON" :"Reset Non-Editable Field", + "SYMBAROUM.OPTIONAL_RESET_ALL_BUTTON": "Reset all settings to defaults" } \ No newline at end of file diff --git a/packs/systemuserguides.db b/packs/systemuserguides.db index 30bac32b..12ff8634 100644 --- a/packs/systemuserguides.db +++ b/packs/systemuserguides.db @@ -1 +1,3 @@ {"name":"Symbaroum System guide EN","content":"This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is unofficial, so there are no art or text from the rulebooks included. It is assumed that the people using this system for Foundry VTT are in possession of the rulebooks.
To create a character, go to the Actor and click Create Actor. It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in. Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.
Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.
Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the \"modify\" button under the attributes label. this will open the attributes windows.
The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.
Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.
To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait.
Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.
Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The \"massive\" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.
The \"Alternative damage\" field is used for weapons that do damage on attributes (usually Resolute or Strong). Normal weapons are set on \"none\". When creating a monster that do alternative damage, use the \"wraith claws\" or \"freezing touch\" weapon, and give the \"alternative damage\" ability to the creature. The damage of the weapon will automaticaly upgrade depending of its level in the ability.
Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.
\nStackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.
\nTo add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.
Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.
\nSymbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll.
\nTo perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
This will then bring up the attribute test dialogue, see below.
If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target. To select a target, right click on it and tick the \"target icon\". The selected target will then have arrows pointing at it, to show that it is now a target for the player.
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.
The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
The player can then select the attribute the test is against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.
All the Abilities, Mystical Powers and Traits are available in the system compendiums. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums. This system in unofficial, so we can't include the descriptions of those abilities.
Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.
\nDefense and attack attribute will be changed when the character uses relevant weapons.
\nDamage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nProtection value of the armor will be increased.
\nThose traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nWhen using Enhanced Combat option, having those abilities or traits and using the right weapon type will make specific options available in the attack window.
\nPowers can be activated by clicking on the orange dice of the item sheet.
Power activation is a WIP.
For now, only those active powers are supported:
Anathema, blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, quickdraw, recovery, witchsight.
the traits:
Regeneration, Shapeshifter, Wisdom of the ages.
When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.
Anathema can be used with or without a target. The target should be the opposing caster.
\nWhen using this abilities, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.
\nWhen striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.
\nWhen using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.
\nIt's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.
\nTarget will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.
\nIf no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.
\nWhen using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.
\nThere are 2 options for combat:
\nAs with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.
\nTo make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.
Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.
\nThis quick video explains how to use the enhanced combat
\n
it is still a Work in Progress. Not every passive abilities have been integrated.
Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits and abilities of the attacker and its target, rolls the dice, evaluate damage.
The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)
If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.
A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
The gamemaster then gets a chat entry with a button
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artifact weapons, so their damage will be evaluated as such.
Alternative damage will reduce the relevant attribute (it will use the \"modifier\" field of the attribute sheet.)
The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).
The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst.
All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed.
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is official but completely developed, maintained and supported by volunteers.
It is assumed that the people using this system for Foundry VTT are in possession of the Symbaroum rulebooks or purchased the Free League foundry modules.
To create a character, go to the Actor and click Create Actor. It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in. Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.
Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.
When generating characters, put the initial point total used for starting abilities in the far left Experience box. You should also update this should the character gain any xp during the scenarios.
Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the cog-wheel on the header and this will open the attributes windows.
The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.
Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.
To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait. If the icon of the trait has a green border when hovered over, the ability or trait can be activated by just clicking.
Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.
Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The \"massive\" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.
The \"Alternative damage\" field is used for weapons that do damage on attributes (usually Resolute or Strong). Normal weapons are set on \"none\". When creating a monster that do alternative damage, use the \"wraith claws\" or \"freezing touch\" weapon, and give the \"alternative damage\" ability to the creature. The damage of the weapon will automaticaly upgrade depending of its level in the ability.
Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.
\nStackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.
\nTo add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.
Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Armor and weapons displays their protection or damage as well as what attribute is used and the target value. Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.
\nThe combat tab also shows which attribute it uses for initiative, where the format is [primary inititive attribute].[vigilant] - where the primary attribute is quick, unless you have an ability or trait that changes that.
\nSymbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll.
\nTo perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
This will then bring up the attribute test dialogue, see below.
If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target. To select a target, right click on it and tick the \"target icon\". The selected target will then have arrows pointing at it, to show that it is now a target for the player.
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.
The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
The player can then select the attribute the test is against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.
All the Abilities, Mystical Powers and Traits are available in the system compendiums, but comes without descriptions. If you want the descriptions, then you can fill them in manually or purchase one of the Free League modules for the Symbaroum system. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.
Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.
\nDefense and attack attribute will be changed when the character uses relevant weapons.
\nDamage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nProtection value of the armor will be increased.
\nThose traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nWhen using Enhanced Combat option, having those abilities or traits and using the right weapon type will make specific options available in the attack window.
\nPowers can be activated by clicking on the icon with a green border on the character sheet (see Adding Abilities, Traits, Boons and Burdens), or opening the power and clicking on the orange dice of the item sheet (shown below).
Power activation is a WIP.
For now, only those active powers are supported:
Anathema, blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, dancing weapon, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, poisoner, quickdraw, recovery, witchsight.
the traits:
Poisonous, Regeneration, Shapeshifter, Wisdom of the ages.
When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.
Anathema can be used with or without a target. The target should be the opposing caster.
\nWhen using this ability, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.
\nWhen striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.
\nWhen using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.
\nWhen using this power, the character will enter \"Dancing weapon mode\": his combat stats on defense and melee weapons will be replaced by resolute (or persuasive if relevant). Just use the power again to exit the \"Dancing weapon\" mode. Please note that clicking on the power won't generate corruption - you'll have to take care of this manually.
\nIt's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.
\nTarget will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.
\nIf no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.
\nWhen using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.
\nThere are 2 options for combat:
\nAs with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.
\nTo make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.
Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.
\nThis quick video explains how to use the enhanced combat
\n
it is still a Work in Progress. Not every passive abilities have been integrated.
Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits and abilities of the attacker and its target, rolls the dice, evaluate damage.
The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)
If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.
A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
The gamemaster then gets a chat entry with a button
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artifact weapons, so their damage will be evaluated as such.
Alternative damage will reduce the relevant attribute (it will use the \"modifier\" field of the attribute sheet.)
The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).
The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst.
All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed.
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
The following system settings exist - you can turn on and of to your hearts content or as you see fit for running your campaign.
Configure Symbaroum Settings
This is a user setting which allows some modification of sheet backgrounds and colorations (see below).
World Template Version
This is a developer function - do not change unless you really intend it. World System Version
This is a developer function - do not change unless you really intend it. Combat Enhancement
Turns the automated combat enhancement on or off. Please note that if you turn it on, the game will work a bit differently and players no longer rolls defense Always able to succeed or fail
If you want the system to always succeed on a roll of 1 or fail on a roll of 20 Optional Critical Rolls
Enables the normal critical rolls as detailed in the optional rule in the core book. Optional Rare Critical Rolls
Enables the more rarer criticals as detailed in the optional rule in the core book. Allow crits for non-combat
This enables the system to print a message when there is a critical success or failure with normal attribute rolls. Crit ratio is the same as for combat Combat settings for rolls
Enables QoL enhancements for keeping modifiers between strikes Attribute settings for rolls
Enables QoL enhancements for keeping modifiers between specific attribute rolls Show modifiers in targetted
In attribute rolls, or combat rolls, shows the modifier the versus attribute gives Show NPC modifiers
Shows the character sheet for NPC/monster sheets as in the core book (i.e. from +5 to -5) Allow reference modifications
Only shows for GM and shows a reference field on abilities, traits, etc. This reference is used for the automation of abilities.
Supress Iniatiative Rolls
While Symbaroum do not roll for iniatiative, the system has to do so for the tie breaker. This just turns of the visibility of this roll from chat. Manually select iniatiative
Allows manual selection of the iniatiative attribute.
Add Symbaroum Settings button
This adds a Symbaroum setting button under the Foundry Configuration sidebar
\n
Under the configuration sidebar there is a now a \"Configure Symbaroum Settings\" button which is visible to all users.
Selecting this a user can change the character/NPC backgrounds as well as the title, editable and non-editable field colours.
Selecting the \"Plain Color Picker\" on any of the drop downs will display a color choice box for that item.
A pop-up colour selector will appear when the box is clicked on. From there you can select any colour/brightness combination you want.
Once you have made your selection(s) click the \"Submit\" button to enable them. In the event you make a choice you are unhappy with there is a selection of reset buttons to take you back to the default.
\n
The system comes with a set of macros that might be useful at your gaming table.
Add Exp
A macro for the GameMaster to add Experience to a party. You can select tokesn, or if no tokens are selected, it gives you a list of player characters from your actor catalog.
Alternate Damage With this macro, you can deal Alternative Damage to a given token.
Name Generator
The macro will generate and publish a set of 10 Symbaroum-esque names based on the culture selected for a quick generation of names. There are x cultures available - Ambrian (feminine, masculine, noble), Barbarian (feminine, masculine), Symbaroum, Abducted Human (feminine, masculine), Dwarf (firstnames, surname), Elf (feminine, masculine, Goblin (feminine, masculine), Troll (normal, ancient).
NPC Importer
The macro can import NPC or Monsters from the Core book, many adventures and the Monster Codex via copy & paste. All you need to do is validate abilities and put the gear on the character. Check the text on the macro on how to use it.
Pay for re-roll
Using the alternative rules for paying for re-rolls with either experience or permanent corruption. It will prompt the player to select the character they own, or the token they have selected. Note that this macro only pays the cost for the re-roll, it does not perform another re-roll.
Reset temporary corruption
Allows the GM to reset the temporary corruption on the selected token, or if no tokens are selected, to any number of player characters in their actor catalog.
Roll attribute
Allows a player to select attribute and character to roll without opening their character sheet.
Toggle player/monster
Toggles a named player or monster in the actor catalog between being a player or monster character
This guide presents the main features of the Symbaroum system for Foundry VTT.
This system is official but completely developed, maintained and supported by volunteers.
It is assumed that the people using this system for Foundry VTT are in possession of the Symbaroum rulebooks or purchased the Free League foundry modules.
To create a character, go to the Actor and click Create Actor. It will then prompt you for a name of the actor and what type it is, either player or monster. Once it has been selected, it shows a Character sheet where details of the character can be filled in. Items such as character name and race can be filled in, as well as the experience it has and how much of it that has been spent on re-rolls or binding to artifacts, how much has been spent on abilities and traits and finally how much is unspent.
Any field that has a blue-ish background can't be edited, this is because they are automatically calculated and the player do not need to change these fields. The portrait can be changed to a picture that the player likes.
When generating characters, put the initial point total used for starting abilities in the far left Experience box. You should also update this should the character gain any xp during the scenarios.
Underneath it has a set of tabs, main, gear, bio, etc. which can be used to supply the various information required.
On the main tab, the player can fill in their details of their attributes, how much toughness they have remaining and details of their corruption. In order to modify attributes, click on the cog-wheel on the header and this will open the attributes windows.
The base attribute is for the base, unmodifed attribute of the character. The \"Modifier\" field is for temporary modifiers, like attribute damage from undead creatures. \"Bonus\" is for bonuses from items. \"Total\" will display the computed attribute.
The corruption fields contains entries for how much Temporary (scene) corruption they've taken, any long term corruption, such as happens when consuming Krusan Berries, or even Permanent corruption they have accumulated.
The combat section allows for selection of the attribute that will be used for initiative or for defense. It also contains information of any worn armor or wielded weapons. See section about combat below.
Please note that this System Module does not contain the details about these abilities, traits, boons and burdens and it is advised that the Game Master sets them up in advance.
There is a Compendium with the names of these in multiple languages that is recommended for use.
To add an ability, trait, boon or burden, the player drags them from the Item's selection to the Abilities & Powers section of the character sheet.
Once they are on the character sheet, the player can open it and see more information about it. For abilities and traits, no experience is deducted unless the player has ticked that they have learnt or aquired the ability or trait. For boons and burdens, it deducts experience as per the level, as detailed in APG.
The character sheet also shows a summary with a clickable icon, the name of the ability and what actions (Active, Passive, etc) the player can use with the ability or trait. If the icon of the trait has a green border when hovered over, the ability or trait can be activated by just clicking.
Pre-configured weapons and armors are available in compendiums. We recommand you use them. Just find the compendiums corresponding to your langage in the compendium tab, and select \"import\".
To create an armor or weapon, select the tab GEAR on the character sheet. There is a + at the end of the tables for armor and weapons which when clicked, will create new armor or weapon and details about can be filled in.
Weapons have a class : One-handed (default), heavy, unarmed, short, long, ranged, thrown, and shield.
Attributes: The default base attribute is \"Accurate\" but you can select another one. You usually don't have to, since abilities that modify the attribute (Iron fist, Sixth sense...) will automaticaly do it.
There are two fields for the damage :
- Base damage : contains the damage dice of the weapon (1-handed is 1d8, short is 1d6…). You don't need to add passive bonuses from abilities, they will automaticaly added later.
- Bonus damage. This field should be left empty and be used only for exceptional situations, unsupported abilities and house rules.
- A weapon with the quality deep impact, or a weapon masterfully crafted to give it this quality have +1 damage, this damage should not be entered in the bonus field, just check the checkbox « deep impact » in the quality tab and the bonus will be added. The \"massive\" quality will also modify damage (when used by a PC), or armor rolls (when used by a NPC) The calculated damage is printed in the boxes under the weapon name : as in Symbaroum rules, PC damage is the damage roll formula when it’s a PC that wields it, and the NPC damage is the fixed damage used when it’s a NPC.
The \"Alternative damage\" field is used for weapons that do damage on attributes (usually Resolute or Strong). Normal weapons are set on \"none\". When creating a monster that do alternative damage, use the \"wraith claws\" or \"freezing touch\" weapon, and give the \"alternative damage\" ability to the creature. The damage of the weapon will automaticaly upgrade depending of its level in the ability.
Armors have a fixed base protection value (1d4, 1d6, or 1d8). A reinforced armor should have the \"Reinforced\" quality checkbox scheck in the \"Qualities\" tab. Other bonus to protection can be add in the \"Bonus protection\" field. The \"Impeding\" field should receive the impeding value of the armor. This value will be used in some rolls. Qualities should be checked in the qualities tab. Only those will be used by the system. Any other custom quality can be entered in the \"quality\" field.
\nStackable armors can be created, for effects like \"Blessed shield\" that stacks to normal armor. Select the \"stackable armor\" option in the base armor field, then type the added protection value in the bonus field.
\nTo add an armor or weapon to a character sheet, drag it from the Item's selection to the armor or weapon section of the gear tab of the character sheet. Monsters with the \"Natural weapon\" trait should be given the weapon « Natural weapon » of the compendium, and those with the \"Armored\" trait should be given the \"armored\" Armor.
When a PC or NPC add a weapon or an armor, to its sheet, its damage or protection value is automaticaly recalculated, taking into account the character abilities and traits (Man-at-arms, Robust…). For weapons, the attribute is also evaluated, taking into account the class of the weapon. The weapon/armor then appears on the character sheet with its final value printed. (dice value if it’s a PC sheet (ex: 1d8+1d6), fixed if it’s a monster sheet (ex: 7))
On the gear tab of the sheet, Weapons and armor have 3 states repredented bys a small icon, that you can change by clicking on it:
- stored (house icon): the item is stored out of immediate reach (in the character house, in a pack on a mule...)
- carried (briefcase icon): the item is sheated, or in a backpack
- active (shirt icon): the item is weared (armor) or in hand (weapon), and can be used for combat.
Active weapons, and the active armor, can be seen in the main tab of the character sheet. Click on them to make a roll (cf the combat section). Armor and weapons displays their protection or damage as well as what attribute is used and the target value. Only one non-stackable armor will be considered active at a time. If there is no active armor, the system will generate a \"no armor\" dummy armor, equipped by the character, with passive bonuses added (robust..). When a stackable armor is activated, it will add its bonus protection to the active armor.
\nThe combat tab also shows which attribute it uses for initiative, where the format is [primary inititive attribute].[vigilant] - where the primary attribute is quick, unless you have an ability or trait that changes that.
\nSymbaroum often calls for a test to be performed against an attribute. The tests are often denoted within brackets and optionally, where it is a test versus someone else, it contain the attribute that is used as the difficulty of the roll.
\nTo perform a an attribute test, the player clicks on the attribute that is used for the test, for example, if a test for discreet is called, the player clicks on the discreet attribute
This will then bring up the attribute test dialogue, see below.
If the test is to be performed against a token on the player field, then the player making the test, selects the token as a target. To select a target, right click on it and tick the \"target icon\". The selected target will then have arrows pointing at it, to show that it is now a target for the player.
Then the player clicks the attribute that the player wants to use. This then presents the attribute test dialogue to the player, where they can select the attribute that the token uses to resist the test. This will automatically then apply any bonus or penalty as normal to the test.
The roll dialogue is dynamic and shows elements that are relevant for the test. In the majority of the attribute tests, there are three elements. The versus attribute, which is the attribute from the selected target token that is used to resist the attribute that the player is rolling. For example, a player has to make a [Persuasive←Resolute] test against a token on the field. They've selected the token as the target and clicked their Persuasive attribute. In the dialogue, the selected is seen in the title of the window, Persusasive.
The player can then select the attribute the test is against, in the example above, it is the targets Resolute that is the versus attribute. The second field is if this is a normal test, or if the test is made with favour or disfavour. See an explanation for the terms Favour and Disfavour further down in this document.
All the Abilities, Mystical Powers and Traits are available in the system compendiums, but comes without descriptions. If you want the descriptions, then you can fill them in manually or purchase one of the Free League modules for the Symbaroum system. In order to add one of them to a character or monster sheet, simply drag and drop it from the compendium to the sheet. Then you can indicated the levels know by this character by checking the \"learned\" box in the Novice, adept and master tab.
You can create your own abilities but in order to use the features of the system, you'll have to use the Abilities, powers and traits included in the compendiums.
Some abilities and traits, when given to a character (PC and NPC), will have effect on her character sheet and / or on dialog windows.
\nDefense and attack attribute will be changed when the character uses relevant weapons.
\nDamage value of the weapon will be increased, and/or defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nProtection value of the armor will be increased.
\nThose traits will apply damage reduction when using Enhanced Combat (see Enhanced combat option) Damage value of the weapon will be increased, and defense value. Please note that the extra bonus of Staff fighting when using a wooden staff or a mystic staff isn't included (please add +1 defense in the bonus tab of the relevant weapons).
\nWhen using Enhanced Combat option, having those abilities or traits and using the right weapon type will make specific options available in the attack window.
\nPowers can be activated by clicking on the icon with a green border on the character sheet (see Adding Abilities, Traits, Boons and Burdens), or opening the power and clicking on the orange dice of the item sheet (shown below).
Power activation is a WIP.
For now, only those active powers are supported:
Anathema, blessed shield, brimstone cascade, bend will, black bolt, confusion, curse, dancing weapon, entangling vines, holy aura, inherit wound, larvae boils, lay on hands, levitate, maltransformation, Prios burning glass, tormenting spirits, unnoticeable
the abilities:
Alchemy, acrobatics, berserker, dominate, leader, loremaster, medicus, poisoner, quickdraw, recovery, witchsight.
the traits:
Poisonous, Regeneration, Shapeshifter, Wisdom of the ages.
When you activate a power, it will take in account the relevant abilities of the character and its target (leader ability, rapid reflexes, steadfast, traditions, impeding armour...). It will open a dialog window for the acting player asking a few questions:
Most roll should be left by default.
Than the roll is made, and result is announced in the chat.
Corruption is calculated taking into account the level in Theurgy, Wizardry, Witchcraft, Blessings, Sorcery.
If the result have effects on a token (damage, healing, corruption, stutus effects...) the gamemaster gets a chat entry with a button
Clicking the button will automaticaly affect the results of the power to the tokens: damage will be substracted from toughness, temporary corruption added, etc.
In order to do chain effects, you'll have to cast the power on each target, checking the \"maintained\" box after the first target.
Anathema can be used with or without a target. The target should be the opposing caster.
\nWhen using this ability, the effects will automaticaly modify the combat values of the character (armor, defense, damage). Use the abality again to revert to normal.
\nWhen striking multiple targets, use the power several times, changing the target each time. After the first target, use the \"maintain power\" option so the casting character won't get corruption.
\nWhen using the power on 1 or 2 other characters (adept and master level), select them as targets before using the power. If successful, the Mystic and the target will automaticaly get an active \"blessed shield\" stackable armor. At the end of the duration of the power, just delete this item from their inventory.
\nWhen using this power, the character will enter \"Dancing weapon mode\": his combat stats on defense and melee weapons will be replaced by resolute (or persuasive if relevant). Just use the power again to exit the \"Dancing weapon\" mode. Please note that clicking on the power won't generate corruption - you'll have to take care of this manually.
\nIt's always the caster that should initiate the roll. After the second round, the strenght of the target will be used as a resist value, as in the rules.
\nTarget will be healed and damage will apply to the caster. If enhanced combat is used, and the level is adept or master, poison and bleeding effects will also be transfered from target to caster.
\nIf no target are selected, the spell will be cast on self. If a target is selected and level is adept or master, the power will be cast on the target.
\nWhen using leader, it will trigger the adept level effect: the target will receive a \"targeted\" status effect. When any character attacks this target, damage will receive a +1d4 bonus (or +2 if attack from a NPC). Just delete the status effect on the token to remove the effect.
\nThere are 2 options for combat:
\nAs with normal attribute rolls, combat works almost the same. The player has, based on its abilities and traits, selected which attribute is used for its initiative, defense and attack. The attack is set when you add a weapon to a character, as different weapons can use different attributes.
\nTo make an attack with a weapon, the player clicks the weilded weapon on their character sheet under the main tab.
It will then bring up the attribute test dialogue, where an attribute can be selected, or, which is more common in combat, the targets defense is selected.
Beside the normal fields in the attribute test dialogue, the player can also choose to make this attack with Advantage as well as any damage bonuses beyond those bestowed by Advantage or the wearpon, for example Backstab. The result of the attack is then displayed in the chat window which then can be applied to the token on the battlefield.
To make a defense test against an attack, the player clicks on the equipped armor, which then opens the attribute test dialogue. This dialogue has a subtle difference that it also has a checkmark if the people attacking the player have Advantage, i.e. the player is at Disadvantage.
If the defense is unsuccessful, then it will automatically roll the armor roll and display it in the chat window.
In the example above, Abesina failed her defense test and her robes protects her for 2 points of damage.
Enhance combat can be activated by selecting the option in the system settings. The purpose of EC is to accelerate combat, limit Players and GM fidgeting with character sheets, and vastly simplify NPC management.
\nThis quick video explains how to use the enhanced combat
\n
it is still a Work in Progress. Not every passive abilities have been integrated.
Armor and weapons have to be equipped by the PCs and NPCs in order to be taken in account.
It automaticaly processes the attributes, traits and abilities of the attacker and its target, rolls the dice, evaluate damage.
The attribute used for attacking has to be defined on the weapon sheet. The defense attribute has to be selected on the character sheet. PCs and NPCs armors and weapons value have to be entered as 'dice' (for example a sword damage value would be 1d8 - the system will automaticaly transform this value to a fixed 4 when a NPC attacks a PC)
If a player character attacks a NPC, the player has to select its target, then click on a weapon to do the attack. If a NPC attacks a PC, the GM select the target, then clicks on the NPC weapon.
A dialog window will appear, asking which abilities of the attacker to use (iron fist, hunter's instinct...).
Then the attack roll is made, and if it's a hit, damage is roll. Result is printed in the chat. If it's an NPC attack against a PC, then the damage is fixed and the armor is rolled, as per the rules - please note the Player don't have to initiate the defense and armor roll.
The gamemaster then gets a chat entry with a button
Clicking the button will automaticaly affect the results of the attack to the tokens: damage will be substracted from toughness, status icons like poison and bleed added, etc. We recommend using the \"Status icons counters\" in order to have the duration of those effects displayed on the token and in the combat tracker.
The \"Undead\", \"Spirit form\" and \"swarm\" traits will apply damage reduction. Remember to check the \"magical\" quality box on artifact weapons, so their damage will be evaluated as such.
Alternative damage will reduce the relevant attribute (it will use the \"modifier\" field of the attribute sheet.)
The initiative used in the Symbaroum for FVTT system works the same way than stated in the rulebook, but in order to integrate in FVTT it uses the formula:
initiative = quick + vigilant x 0.01.
This simple formula produces the same order than the rulebook. So initiative 15.10 means Quick 15, Vigilant 10. It is possible to change the base attribute used for the formula in the character sheet (for characters with the Tactician ability, for example).
The term favour/disfavour used in dialog boxes refers to situation when the acting character either rolls 2 dice and keeps the best (Hunter's instinct ability, steadfast resistance, ...) or in cases where disfavour (cursed, pariah, ...) is used, it keeps the worst.
All items can have different bonuses configurable. These can be used by the GM for various purposes, ranging from giving boosts or penalties to attributes, to increasing or decreasing toughness, changing corruption values. It can also be used to reduce the experience cost of something or even give a player experience without changing their total experience earned (only their unspent). When viewing any items, it will have a bonus section where an items behaviour can be changed.
It should be noted that Powers & Abilities give bonuses as soon as they are on the character sheet. Bonuses on armor, weapons and items are only given when they are equipped. If an item gives a bonus to an attribute, then it is included in the printed \"total\" value and listed in the corresponding tooltip. For example, here is a character with ability \"Exc Attribute Vigilant\" novice, and a base Vigilant value of 15:
The following system settings exist - you can turn on and of to your hearts content or as you see fit for running your campaign.
Configure Symbaroum Settings
This is a user setting which allows some modification of sheet backgrounds and colorations (see below).
World Template Version
This is a developer function - do not change unless you really intend it. World System Version
This is a developer function - do not change unless you really intend it. Combat Enhancement
Turns the automated combat enhancement on or off. Please note that if you turn it on, the game will work a bit differently and players no longer rolls defense Always able to succeed or fail
If you want the system to always succeed on a roll of 1 or fail on a roll of 20 Optional Critical Rolls
Enables the normal critical rolls as detailed in the optional rule in the core book. Optional Rare Critical Rolls
Enables the more rarer criticals as detailed in the optional rule in the core book. Allow crits for non-combat
This enables the system to print a message when there is a critical success or failure with normal attribute rolls. Crit ratio is the same as for combat Combat settings for rolls
Enables QoL enhancements for keeping modifiers between strikes Attribute settings for rolls
Enables QoL enhancements for keeping modifiers between specific attribute rolls Show modifiers in targetted
In attribute rolls, or combat rolls, shows the modifier the versus attribute gives Show NPC modifiers
Shows the character sheet for NPC/monster sheets as in the core book (i.e. from +5 to -5) Allow reference modifications
Only shows for GM and shows a reference field on abilities, traits, etc. This reference is used for the automation of abilities.
Supress Iniatiative Rolls
While Symbaroum do not roll for iniatiative, the system has to do so for the tie breaker. This just turns of the visibility of this roll from chat. Manually select iniatiative
Allows manual selection of the iniatiative attribute.
Add Symbaroum Settings button
This adds a Symbaroum setting button under the Foundry Configuration sidebar
\n
Under the configuration sidebar there is a now a \"Configure Symbaroum Settings\" button which is visible to all users.
Selecting this a user can change the character/NPC backgrounds as well as the title, editable and non-editable field colours.
Selecting the \"Plain Color Picker\" on any of the drop downs will display a color choice box for that item.
A pop-up colour selector will appear when the box is clicked on. From there you can select any colour/brightness combination you want.
Once you have made your selection(s) click the \"Submit\" button to enable them. In the event you make a choice you are unhappy with there is a selection of reset buttons to take you back to the default.
\n
The system comes with a set of macros that might be useful at your gaming table.
Add Exp
A macro for the GameMaster to add Experience to a party. You can select tokesn, or if no tokens are selected, it gives you a list of player characters from your actor catalog.
Alternate Damage With this macro, you can deal Alternative Damage to a given token.
Name Generator
The macro will generate and publish a set of 10 Symbaroum-esque names based on the culture selected for a quick generation of names. There are x cultures available - Ambrian (feminine, masculine, noble), Barbarian (feminine, masculine), Symbaroum, Abducted Human (feminine, masculine), Dwarf (firstnames, surname), Elf (feminine, masculine, Goblin (feminine, masculine), Troll (normal, ancient).
NPC Importer
The macro can import NPC or Monsters from the Core book, many adventures and the Monster Codex via copy & paste. All you need to do is validate abilities and put the gear on the character. Check the text on the macro on how to use it.
Pay for re-roll
Using the alternative rules for paying for re-rolls with either experience or permanent corruption. It will prompt the player to select the character they own, or the token they have selected. Note that this macro only pays the cost for the re-roll, it does not perform another re-roll.
Reset temporary corruption
Allows the GM to reset the temporary corruption on the selected token, or if no tokens are selected, to any number of player characters in their actor catalog.
Roll attribute
Allows a player to select attribute and character to roll without opening their character sheet.
Toggle player/monster
Toggles a named player or monster in the actor catalog between being a player or monster character
-
+
+
|
@@ -61,7 +63,7 @@ {{localize "TITLE.ARMORS"}} |
+ |
@@ -113,7 +117,7 @@ {{localize "TITLE.WEAPONS"}} |
+ |
{{item.getArtifactActions}}
@@ -169,7 +175,7 @@ {{localize "TITLE.ARTIFACTS"}}
-
+ {{localize "TITLE.EQUIPMENTS"}}
+
{{localize "TITLE.MONEY"}}
diff --git a/template/sheet/tab/player-main.html b/template/sheet/tab/player-main.html
index 000918d2..8d497558 100644
--- a/template/sheet/tab/player-main.html
+++ b/template/sheet/tab/player-main.html
@@ -43,7 +43,7 @@
diff --git a/template/sheet/trait.html b/template/sheet/trait.html
index a890b501..5796c3b8 100644
--- a/template/sheet/trait.html
+++ b/template/sheet/trait.html
@@ -9,12 +9,12 @@
{{localize "TITLE.HEALTH"}}{{localize "TITLE.COMBAT"}}
-
+
{{item.data.actions}}
-
-{{localize "TITLE.ATTRIBUTES"}}- +
+
{{#each data.attributes as |attribute key|}}
{{localize "TITLE.ATTRIBUTES"}}
-
+
{{{attribute.msg}}}
@@ -24,12 +25,12 @@ {{localize "TITLE.ATTRIBUTES"}}{{localize "HEALTH.TOUGHNESS"}}
-
-
+
+
-
+
{{localize "TOOLTIP.BONUS_TOTAL"}} {{data.health.toughness.max}} {{{data.bonus.toughness.max_msg}}}
@@ -38,8 +39,12 @@
@@ -50,36 +55,48 @@ {{localize "HEALTH.TOUGHNESS"}}
+ {{#if actor.hasNoPainThreshold }}
+
+ {{else}}
{{localize "TOOLTIP.BONUS_TOTAL"}} {{data.health.toughness.threshold}} {{{data.bonus.toughness.threshold_msg}}}
+ {{/if}}
{{localize "HEALTH.CORRUPTION"}}
-
+
+ {{#if actor.isThoroughlyCorrupt}}
+
+ {{else}}
+ {{/if}}
-
-
+
+
-
-
+
+
-
-
+
+
+ {{#if actor.isThoroughlyCorrupt}}
+
+ {{else}}
{{localize "TOOLTIP.BONUS_TOTAL"}} {{data.health.corruption.threshold}} {{{data.bonus.corruption.threshold_msg}}}
+ {{/if}}
+ {{#if actor.isThoroughlyCorrupt}}
+
+ {{else}}
{{localize "TOOLTIP.BONUS_TOTAL"}} {{data.health.corruption.max}} {{{data.bonus.corruption.max_msg}}}
+ {{/if}}
{{localize "HEALTH.CORRUPTION"}}
-
-
{{localize "TITLE.COMBAT"}}+
+
+ {{#ifSetting "manualInitValue"}}
{{localize "TITLE.COMBAT"}}
+
+ {{localize "INITIATIVE.TITLE"}}
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- {{#ife actor.type "monster"}} {{localize "TOOLTIP.BONUS_TOTAL"}} {{data.combat.defense}} ({{data.combat.defmod}})
- {{{data.combat.msg}}} {{/ife}} - {{#ife actor.type "player"}} {{localize "TOOLTIP.BONUS_TOTAL"}} {{data.combat.defense}} {{{data.combat.msg}}} {{/ife}} - -
-
+
-
-
- {{#ife actor.type "player"}}{{/ife}}
- {{#ife actor.type "monster"}}{{/ife}}
- {{{data.combat.tooltipProt}}}
-
+
-
+
+ {{localize "ITEM.ARMOR"}}
-
-
-
+
+
+
+
+
-
+
{{/if}}
{{/each}}
{{localize "WEAPON.HEADER"}}
- {{localize "WEAPON.DAMAGE"}}
{{#each actor.data.weapons as |item|}}
@@ -151,28 +172,32 @@
- {{#ife ../actor.type "player"}}
- {{localize "TITLE.COMBAT"}}{{item.damage.pcExtShort}}
- {{/ife}}
- {{#ife ../actor.type "monster"}}
- {{item.damage.npcExtended}}
- {{/ife}}
+
{{localize "TITLE.ABILITIES_POWERS"}}
{{#each items as |item key|}}
@@ -190,11 +215,11 @@
{{localize "TITLE.ABILITIES_POWERS"}}{{item.data.data.actions}}
@@ -23,10 +23,12 @@
{{localize "TAB.DESCRIPTION"}}
+ {{#ifn data.marker}}
{{localize "TAB.NOVICE"}}
{{localize "TAB.ADEPT"}}
{{localize "TAB.MASTER"}}
{{localize "TAB.BONUS"}}
+ {{/ifn}}
@@ -34,6 +36,9 @@
{{localize "TITLE.DESCRIPTION"}}{{editor content=data.description target="data.description" button=true owner=owner editable=true}} +
+
+
@@ -55,12 +60,8 @@
{{#if isOwned}}
{{localize "TITLE.NOVICE"}}
-
- {{#if data.novice.isActive}}
-
- {{else}}
-
- {{/if}}
+
+
{{/if}}
{{editor content=data.novice.description target="data.novice.description" button=true owner=owner editable=true}}
diff --git a/template/symbaroumSettings.html b/template/symbaroumSettings.html
new file mode 100644
index 00000000..7d3e1c8f
--- /dev/null
+++ b/template/symbaroumSettings.html
@@ -0,0 +1,130 @@
+ |