diff --git a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt index 7e6b1257ae..6532620bc8 100644 --- a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt +++ b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt @@ -1299,6 +1299,18 @@ PowerInnovationAlchemyRefundFromSlot4 Title='Refund 4 Alchemy Charges'. PowerInnovationAlchemyRefundFromSlot4 Description='Refund 4 alchemy charges by spending one slot of level 4.'. PowerInnovationAlchemyRefundFromSlot5 Title='Refund 5 Alchemy Charges'. PowerInnovationAlchemyRefundFromSlot5 Description='Refund 5 alchemy charges by spending one slot of level 5.'. +PowerMetamagicTransmutedSpellDamageAcid Title='Acid Damage'. +PowerMetamagicTransmutedSpellDamageAcid Description='Replace the magic effect damage type with Acid Damage.'. +PowerMetamagicTransmutedSpellDamageCold Title='Cold Damage'. +PowerMetamagicTransmutedSpellDamageCold Description='Replace the magic effect damage type with Cold Damage.'. +PowerMetamagicTransmutedSpellDamageFire Title='Fire Damage'. +PowerMetamagicTransmutedSpellDamageFire Description='Replace the magic effect damage type with Fire Damage.'. +PowerMetamagicTransmutedSpellDamageLightning Title='Lightning Damage'. +PowerMetamagicTransmutedSpellDamageLightning Description='Replace the magic effect damage type with Lightning Damage.'. +PowerMetamagicTransmutedSpellDamagePoison Title='Poison Damage'. +PowerMetamagicTransmutedSpellDamagePoison Description='Replace the magic effect damage type with Poison Damage.'. +PowerMetamagicTransmutedSpellDamageThunder Title='Thunder Damage'. +PowerMetamagicTransmutedSpellDamageThunder Description='Replace the magic effect damage type with Thunder Damage.'. PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Black Bear'. PowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Black Bear bonded to a Ranger.'. PowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Badlands Eagle'. @@ -1466,6 +1478,18 @@ SpellPowerInnovationAlchemyRefundFromSlot4 Title='Refund 4 Alchemy Charges'. SpellPowerInnovationAlchemyRefundFromSlot4 Description='Refund 4 alchemy charges by spending one slot of level 4.'. SpellPowerInnovationAlchemyRefundFromSlot5 Title='Refund 5 Alchemy Charges'. SpellPowerInnovationAlchemyRefundFromSlot5 Description='Refund 5 alchemy charges by spending one slot of level 5.'. +SpellPowerMetamagicTransmutedSpellDamageAcid Title='Acid Damage'. +SpellPowerMetamagicTransmutedSpellDamageAcid Description='Replace the magic effect damage type with Acid Damage.'. +SpellPowerMetamagicTransmutedSpellDamageCold Title='Cold Damage'. +SpellPowerMetamagicTransmutedSpellDamageCold Description='Replace the magic effect damage type with Cold Damage.'. +SpellPowerMetamagicTransmutedSpellDamageFire Title='Fire Damage'. +SpellPowerMetamagicTransmutedSpellDamageFire Description='Replace the magic effect damage type with Fire Damage.'. +SpellPowerMetamagicTransmutedSpellDamageLightning Title='Lightning Damage'. +SpellPowerMetamagicTransmutedSpellDamageLightning Description='Replace the magic effect damage type with Lightning Damage.'. +SpellPowerMetamagicTransmutedSpellDamagePoison Title='Poison Damage'. +SpellPowerMetamagicTransmutedSpellDamagePoison Description='Replace the magic effect damage type with Poison Damage.'. +SpellPowerMetamagicTransmutedSpellDamageThunder Title='Thunder Damage'. +SpellPowerMetamagicTransmutedSpellDamageThunder Description='Replace the magic effect damage type with Thunder Damage.'. SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Title='Summon Black Bear'. SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritBear Description='A Black Bear bonded to a Ranger.'. SpellPowerRangerWildMasterSummonBeastCompanionKindredSpiritEagle Title='Summon Badlands Eagle'. diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerSurgeToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerSurgeToggle.json new file mode 100644 index 0000000000..66a8c526bf --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/PowerSurgeToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9062, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "ActivatePower", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerWarMagicSurge:9a1b80e2-b285-55c6-be5c-fcbba31faed4", + "displayPowerTooltip": true, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&PowerSurgeToggleTitle", + "description": "Action/&PowerSurgeToggleDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "f039effbc135454c9bb55de2851472b1", + "m_SubObjectName": "MetamagicToggle", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "374d1053-67f3-5302-b464-e47a8753a5d7", + "contentPack": 9999, + "name": "PowerSurgeToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt index bbd8e6f0b4..0de078ad40 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt +++ b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt @@ -51,6 +51,7 @@ MasterfulWhirlToggle ActionDefinition ActionDefinition 8cf1a81f-84f3-5845-af3e-a MindSculptToggle ActionDefinition ActionDefinition ed805865-b8d6-57f8-b89e-48629b42f88d OrcishFuryToggle ActionDefinition ActionDefinition f1b69370-ae7d-59d1-ab51-e82991ef3473 PaladinSmiteToggle ActionDefinition ActionDefinition 65d9b910-2fb6-5eee-afe8-dc65ad1386a9 +PowerSurgeToggle ActionDefinition ActionDefinition 374d1053-67f3-5302-b464-e47a8753a5d7 PressTheAdvantageToggle ActionDefinition ActionDefinition 73ab67e7-6aa3-565a-a86a-acc4a62094f5 PrioritizeAction ActionDefinition ActionDefinition 118b1701-a7f2-509d-9ce2-90050c30e17c PushedCustom ActionDefinition ActionDefinition bfbd8373-389e-558c-8c4b-d20700c78ec2 @@ -528,6 +529,7 @@ PatronMountain CharacterSubclassDefinition CharacterSubclassDefinition 2b8e5a0a- PatronRiftWalker CharacterSubclassDefinition CharacterSubclassDefinition 6d245c2c-0dbe-574b-b793-e110f17980b1 PatronSoulBlade CharacterSubclassDefinition CharacterSubclassDefinition f67b75b9-d492-5b53-aae2-4a910e107db2 RangerArcanist CharacterSubclassDefinition CharacterSubclassDefinition d85de819-aaa0-5459-94fe-0882fe3edad8 +RangerFeyWanderer CharacterSubclassDefinition CharacterSubclassDefinition 6fff575a-b37a-57ae-a6e3-50adf4f32e6b RangerGloomStalker CharacterSubclassDefinition CharacterSubclassDefinition a9975efe-0c31-5210-a2a0-929155934442 RangerHellWalker CharacterSubclassDefinition CharacterSubclassDefinition 91a75c02-2209-5dc6-8383-b21b14245f21 RangerLightBearer CharacterSubclassDefinition CharacterSubclassDefinition 3c1f7172-46b4-578a-9ee3-c518107cbf69 @@ -558,6 +560,7 @@ WizardBladeDancer CharacterSubclassDefinition CharacterSubclassDefinition 15937e WizardDeadMaster CharacterSubclassDefinition CharacterSubclassDefinition 65804f40-eb6b-5e26-bb1e-f5ef0ba6ee3e WizardGraviturgist CharacterSubclassDefinition CharacterSubclassDefinition 33448e88-ee14-59d5-8463-88f09e29098c WizardSpellMaster CharacterSubclassDefinition CharacterSubclassDefinition cc0d6899-e1fa-5ea4-ad06-5f026449b17d +WizardWarMagic CharacterSubclassDefinition CharacterSubclassDefinition e3f0ab4a-c53d-5a93-8535-33e4806a323e AfterRestIdentify ConditionDefinition ConditionDefinition ab50d807-5d2b-5a30-82b4-92b68056c607 ConditionAbilityImp ConditionDefinition ConditionDefinition a6543b59-63c2-5e2d-b6f6-12f7dba54be0 ConditionAbilityPseudo ConditionDefinition ConditionDefinition 1ce9f3de-0c8a-5bff-a458-af3d23dd4bab @@ -877,6 +880,7 @@ ConditionMartialWarlordWisdomInitiative ConditionDefinition ConditionDefinition ConditionMartialWeaponMasterFocusedStrikes ConditionDefinition ConditionDefinition 950c80c4-1da7-509a-b3b6-6872961b351a ConditionMartialWeaponMasterMomentum ConditionDefinition ConditionDefinition 632f8074-c197-506e-8c07-66d13519009c ConditionMetamagicFocusedSpell ConditionDefinition ConditionDefinition 2dec2fd6-63b8-5817-a6b6-9df1a06f0385 +ConditionMetamagicTransmutedSpell ConditionDefinition ConditionDefinition a250254d-1b81-59bd-980f-b95d87045ee3 ConditionMindBlank ConditionDefinition ConditionDefinition 62e09827-ac34-5dcd-900b-feab80a4248b ConditionMindDominatedByHauntedSoul ConditionDefinition ConditionDefinition 6ee262c6-8b77-5870-a8c0-7ce899a527d7 ConditionMindSpike ConditionDefinition ConditionDefinition 13d9079f-dec3-5edb-bc7d-f9685fa38fc0 @@ -943,6 +947,7 @@ ConditionPsychicWhipNoBonus ConditionDefinition ConditionDefinition 35c585b6-2d9 ConditionPsychicWhipNoMain ConditionDefinition ConditionDefinition ccc00964-9d8a-5bbb-a5ea-102706e85f80 ConditionPsychicWhipNoMove ConditionDefinition ConditionDefinition 33e1abaa-4b24-5a56-844b-432d68e40f5d ConditionPsychicWhipNoReaction ConditionDefinition ConditionDefinition f996f582-50f5-5a7d-8ca2-ff88a8b164ca +ConditionRangerFeyWandererDreadfulStrikes ConditionDefinition ConditionDefinition e57b3920-17ee-55b9-9ef6-aeb86e99838d ConditionRangerGloomStalkerDreadAmbusher ConditionDefinition ConditionDefinition b15bade5-2eb3-5b0e-88b5-887b9ba96dcd ConditionRangerGloomStalkerDreadAmbusherBonusAttack ConditionDefinition ConditionDefinition 5c6b8e52-f3fc-53d2-a75a-042ef7d7dd9b ConditionRangerGloomStalkerDreadAmbusherMainAttack ConditionDefinition ConditionDefinition f690e401-9f10-559d-8590-f9449c145daa @@ -1054,6 +1059,8 @@ ConditionWarDance ConditionDefinition ConditionDefinition 60cb6a58-0596-5844-b18 ConditionWarDanceExtraAttack ConditionDefinition ConditionDefinition 8c20ffc8-55d6-5052-8919-5aa4c5cd6d0c ConditionWarDanceMissedAttack ConditionDefinition ConditionDefinition 4d382a47-8037-5313-98d9-c5843ecaf9d2 ConditionWarDanceMomentum ConditionDefinition ConditionDefinition a1d37a0c-3de2-55e4-9310-dd503c1fb2ba +ConditionWarMagicArcaneDeflection ConditionDefinition ConditionDefinition 35556f84-a958-53b5-855f-cf6272b455d5 +ConditionWarMagicSurgeMark ConditionDefinition ConditionDefinition 1a7b4868-1c85-5c6d-bd3f-9202427345f4 ConditionWayOfSilhouetteSilhouetteStep ConditionDefinition ConditionDefinition 73265e33-155e-5cdf-aa1f-de2af87b82c0 ConditionWayOfTheDiscordanceChaosChanneling ConditionDefinition ConditionDefinition 202019ed-2bc8-57b8-8f96-e92690f432a3 ConditionWayOfTheDiscordanceDiscordance ConditionDefinition ConditionDefinition 62aab372-3ef3-5daa-931f-26c30b0aea91 @@ -1419,6 +1426,7 @@ AbilityCheckAffinityMartialArcaneArcherEnfeeblingArrow FeatureDefinitionAbilityC AbilityCheckAffinityPathOfTheSpiritsBearMight FeatureDefinitionAbilityCheckAffinity FeatureDefinition c5e63494-fed8-57c3-90e2-98b58cfd30fb AbilityCheckAffinityPathOfTheSpiritsEagle FeatureDefinitionAbilityCheckAffinity FeatureDefinition e7cba441-714a-533e-98ae-75f009720896 AbilityCheckAffinityPathOfTheSpiritsWolf FeatureDefinitionAbilityCheckAffinity FeatureDefinition d4648506-f55e-5b44-9c27-843a44c6e4a7 +AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour FeatureDefinitionAbilityCheckAffinity FeatureDefinition b26da55b-f42b-5e01-a50d-2d7c4da25f33 AbilityCheckAffinityRoguishAcrobatSwiftWind FeatureDefinitionAbilityCheckAffinity FeatureDefinition 5e29062e-1795-5d49-b4d1-8e2aef40a901 AbilityCheckAffinityRoguishArcaneScoundrelDistractingAmbush FeatureDefinitionAbilityCheckAffinity FeatureDefinition 860a2797-24b0-5ffe-b554-08a5a8b1a5d4 AbilityCheckAffinityRoyalKnightRoyalEnvoy FeatureDefinitionAbilityCheckAffinity FeatureDefinition 520ac8e7-0743-522e-bd20-151ef4ee0c80 @@ -1474,6 +1482,7 @@ ActionAffinityPathOfTheSavageryPrimalInstinct FeatureDefinitionActionAffinity Fe ActionAffinityPathOfTheSpiritsCunningAction FeatureDefinitionActionAffinity FeatureDefinition ea43e6ee-4530-5abd-81c4-0b3cb5fc0289 ActionAffinityPathOfTheSpiritsHonedAnimalAspectsWolf FeatureDefinitionActionAffinity FeatureDefinition 2a169d50-29ae-5b9b-8015-e8192eda83d0 ActionAffinityPathOfTheYeomanStaggeringBlow FeatureDefinitionActionAffinity FeatureDefinition 5121306c-f96d-5159-8365-4b256bf27bcb +ActionAffinityPowerSurgeToggle FeatureDefinitionActionAffinity FeatureDefinition 61452ea0-047f-518a-92f1-349a78f77c3f ActionAffinityPressTheAdvantageToggle FeatureDefinitionActionAffinity FeatureDefinition 54e9367a-c1f0-537c-90c2-fa88d23e7d4d ActionAffinityPsychicWhipNoBonus FeatureDefinitionActionAffinity FeatureDefinition 52bc1435-b0d7-5869-883b-4afe038cd8e8 ActionAffinityPsychicWhipNoMain FeatureDefinitionActionAffinity FeatureDefinition 915ca36e-0a6f-5453-8c86-041c2430888f @@ -1601,6 +1610,7 @@ AdditionalDamagePathOfTheYeomanKeenEye FeatureDefinitionAdditionalDamage Feature AdditionalDamagePathOfTheYeomanStrongBow FeatureDefinitionAdditionalDamage FeatureDefinition ed5c87cd-eedc-559d-a374-379db8c93411 AdditionalDamagePatronMountainIceboundSoul FeatureDefinitionAdditionalDamage FeatureDefinition 2216b39e-ffbc-5a72-a9de-b42a6751a428 AdditionalDamagePseudoDragon FeatureDefinitionAdditionalDamage FeatureDefinition 41bae5ed-8d6f-51a7-83aa-2ac7bc5b27b8 +AdditionalDamageRangerFeyWandererDreadfulStrikes FeatureDefinitionAdditionalDamage FeatureDefinition b9f8dfb2-3ca7-59bd-abd8-bc18b0c958c7 AdditionalDamageRangerGloomStalkerDreadAmbusher FeatureDefinitionAdditionalDamage FeatureDefinition 7ebd15a7-6d07-5da4-8193-e90fb97e8a76 AdditionalDamageRangerHellWalkerDammingStrike FeatureDefinitionAdditionalDamage FeatureDefinition 126ee439-bd45-5b73-bc3c-c90c33470095 AdditionalDamageRangerSkyWarriorGiftOfTheWind FeatureDefinitionAdditionalDamage FeatureDefinition 990f02c2-8261-5213-a2b2-18669c9dedaf @@ -1803,6 +1813,7 @@ AttributeModifierTieflingDexterityAbilityScoreIncrease FeatureDefinitionAttribut AttributeModifierTieflingIntelligenceAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinition 1d5fa0e8-69c7-5a54-b952-2777c66e9a3d AttributeModifierTieflingStrengthAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinition d6662cc1-1ad4-5bc9-ad2a-47888f952823 AttributeModifierTraditionFreedomFluidStrikes FeatureDefinitionAttributeModifier FeatureDefinition 2f4ab8ff-7f89-531d-9e0d-66c4e100e317 +AttributeModifierWarMagicTacticalWit FeatureDefinitionAttributeModifier FeatureDefinition d67071e3-d3cb-5acb-a163-82f89b302c21 AttributeModifierWayOfTheDragonAscension FeatureDefinitionAttributeModifier FeatureDefinition 2e30d0ac-d7e4-5d9b-bace-ac781a69a293 AttributeModifierWayOfWealAndWoeWeal FeatureDefinitionAttributeModifier FeatureDefinition a9bda6a1-f821-5879-961f-b9937c424128 AttributeModifierWendigoDexterityAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinition 667b9580-a4a0-5205-81d5-d4225e7ad082 @@ -1846,6 +1857,7 @@ AutoPreparedSpellsOathOfAncients FeatureDefinitionAutoPreparedSpells FeatureDefi AutoPreparedSpellsOathOfDemonHunter FeatureDefinitionAutoPreparedSpells FeatureDefinition a8585c0c-4758-5b60-bd14-82cec3db5aa3 AutoPreparedSpellsOathOfDread FeatureDefinitionAutoPreparedSpells FeatureDefinition be17a243-1d54-5e8c-a6f3-9f319aab0be4 AutoPreparedSpellsOathOfThunder FeatureDefinitionAutoPreparedSpells FeatureDefinition b327df77-bb97-5791-9867-465208939daa +AutoPreparedSpellsRangerFeyWanderer FeatureDefinitionAutoPreparedSpells FeatureDefinition 0cda2b21-1ea9-5e1c-baa0-639c59d64b55 AutoPreparedSpellsRangerGloomStalker FeatureDefinitionAutoPreparedSpells FeatureDefinition fd684d16-ed62-5c36-a13e-691b532abf69 AutoPreparedSpellsRangerHellWalker FeatureDefinitionAutoPreparedSpells FeatureDefinition dad8e064-e7a3-5968-956f-3c68d299c6b5 AutoPreparedSpellsRangerLightBearer FeatureDefinitionAutoPreparedSpells FeatureDefinition 3e11815f-6e00-5577-912d-65c4aab5b1c9 @@ -2409,6 +2421,7 @@ FeatureSetPathOfTheSpiritsWolfLeadership FeatureDefinitionFeatureSet FeatureDefi FeatureSetPatronMountainEternalGuardian FeatureDefinitionFeatureSet FeatureDefinition 264a8035-9d68-5f6a-90f4-2d02fc485599 FeatureSetPatronMountainIceboundSoul FeatureDefinitionFeatureSet FeatureDefinition 086457e8-ab3c-5a54-ad9b-83aa1a3eeac0 FeatureSetPatronMountainKnowledgeOfAeons FeatureDefinitionFeatureSet FeatureDefinition 5676a3e3-6892-5ed3-99d1-d6a818d45232 +FeatureSetRangerFeyWandererOtherworldlyGlamour FeatureDefinitionFeatureSet FeatureDefinition 647f00f2-080a-5c2f-b57f-0cca8458762b FeatureSetRangerGloomStalkerIronMind FeatureDefinitionFeatureSet FeatureDefinition f39195a2-c049-5e6a-9562-b25600c44941 FeatureSetRangerHellWalkerBurningConstitution FeatureDefinitionFeatureSet FeatureDefinition e6edb361-4b65-55f0-b7dd-8a2fd6ebe8f5 FeatureSetRangerHellWalkerFirebolt FeatureDefinitionFeatureSet FeatureDefinition 7f8c9b44-d62a-5425-9af3-6815b1e1a7d5 @@ -2456,6 +2469,7 @@ FeatureSetTieflingFeralDemonicWings FeatureDefinitionFeatureSet FeatureDefinitio FeatureSetTraditionLightPurityOfLight FeatureDefinitionFeatureSet FeatureDefinition 7acaa801-4e92-5327-a8e2-8e5d27466612 FeatureSetTraditionOpenHandQuiveringPalm FeatureDefinitionFeatureSet FeatureDefinition a9ec5960-aa15-581d-bf38-1a2b1d2d0fe5 FeatureSetWallOfThorns FeatureDefinitionFeatureSet FeatureDefinition bb67ac7d-82bd-5eda-b5ea-7a2641ff2821 +FeatureSetWarMagicPowerSurge FeatureDefinitionFeatureSet FeatureDefinition 63019f50-de79-54ec-be37-c8bebddbf65f FeatureSetWayOfSilhouetteSilhouetteArts FeatureDefinitionFeatureSet FeatureDefinition 2c6a6eca-0bd9-5ddf-9423-47b7b9a69eca FeatureSetWayOfTheDiscordanceBurstOfDisharmony FeatureDefinitionFeatureSet FeatureDefinition 098750d7-e96a-53c3-8bbb-5b1b08f786b8 FeatureSetWayOfTheDiscordanceChaosChanneling FeatureDefinitionFeatureSet FeatureDefinition c351d4f1-8d07-595f-8f16-158711d53668 @@ -2472,9 +2486,12 @@ FeatureSetWayOfTheDragonFury FeatureDefinitionFeatureSet FeatureDefinition af962 FeatureSetWayOfTheTempestEyeOfTheStorm FeatureDefinitionFeatureSet FeatureDefinition a99b2d1f-3ccc-5c83-8539-11041623f5af FeatureSetWayOfTheTempestTempestFury FeatureDefinitionFeatureSet FeatureDefinition ff9ac47e-b2bb-5e23-9e55-b0edb9c5e634 FeatureSetWildlingAbilityScoreIncrease FeatureDefinitionFeatureSet FeatureDefinition c1ca36f2-7125-5509-8e15-38dae4ae403c +FeatureSorcererMagicalGuidance FeatureDefinition FeatureDefinition 7ead2f7d-4077-52c2-bbe3-6b2912e07a20 FeatureTacticianGambitDieSizeD10 FeatureDefinition FeatureDefinition 200658b7-db0d-5eec-ba50-4203fa3e9618 FeatureTacticianGambitDieSizeD12 FeatureDefinition FeatureDefinition e40d45bb-fc63-55a5-8d99-56561ba957fc FeatureTraditionLightPurityOfLife FeatureDefinition FeatureDefinition e3758fb0-d760-50ad-813e-d9cb2d26b7ff +FeatureWarMagicArcaneDeflection FeatureDefinition FeatureDefinition 0c183b88-e02f-5f06-baa4-345f2b6164d4 +FeatureWarMagicDurableMagic FeatureDefinitionAttributeModifier FeatureDefinition d87407db-9e4a-5146-a9d4-712696f39e21 FeatureWayOfSilhouetteShadowFlurry FeatureDefinition FeatureDefinition 56fad97f-6362-521b-9afa-4fdbd967b93a FeatureWayOfTheDiscordanceEntropicStrikes FeatureDefinition FeatureDefinition bcb2c751-b6dd-53a0-8e05-97e3580c66a5 FeatureWayOfTheTempestGatheringStorm FeatureDefinitionFeatureSet FeatureDefinition ddeb316c-787c-59a7-9eca-6f50657d1b71 @@ -2666,6 +2683,7 @@ MovementAffinityRoguishAcrobatFluidMotions FeatureDefinitionMovementAffinity Fea MovementAffinityRoguishAcrobatSwiftWind FeatureDefinitionMovementAffinity FeatureDefinition 02b26025-0d4c-5d57-b10f-adc36b3fe642 MovementAffinityRoguishBladeCallerBladeSurge FeatureDefinitionMovementAffinity FeatureDefinition ddbb696c-5ef7-5c69-947c-2a94f068668f MovementAffinityRoguishDarkweaverDarkAssault FeatureDefinitionMovementAffinity FeatureDefinition 9b1f3e31-07be-5851-8668-bc3ccc141b42 +MovementAffinitySquatNimbleness FeatureDefinitionMovementAffinity FeatureDefinition 2093b1a0-40a7-564a-988a-866411ecd32f MovementAffinityStrikeWithTheWind FeatureDefinitionMovementAffinity FeatureDefinition ce61ca89-8ff1-5bfd-9a19-c5a65ce88818 MovementAffinityWayOfTheTempestTempestSwiftness FeatureDefinitionMovementAffinity FeatureDefinition c1b4d4bc-08ad-5dda-b874-185fe5e2cbfa MovementAffinityWildlingAgile FeatureDefinitionMovementAffinity FeatureDefinition 0743c4aa-eae7-5b49-9c52-0426d403fc16 @@ -2732,6 +2750,7 @@ PointPoolInventorTools FeatureDefinitionPointPool FeatureDefinition a216b8c6-b71 PointPoolLanguageChoice_one FeatureDefinitionPointPool FeatureDefinition 15fb3c12-4452-5227-a72a-12ee722f4e15 PointPoolLizardfolkNaturesIntuition FeatureDefinitionPointPool FeatureDefinition 3f259ec5-0397-5637-84f1-53a714f2e01b PointPoolMalakhAbilityScore FeatureDefinitionPointPool FeatureDefinition 3e92e8cd-1f23-50bd-b90b-9e69075a4cb0 +PointPoolRangerFeyWandererOtherworldlyGlamour FeatureDefinitionPointPool FeatureDefinition 4544fb46-2193-545e-a530-83cc83e1c305 PointPoolRangerSkillPointsMulticlass FeatureDefinitionPointPool FeatureDefinition 35dd0cb5-a799-59b5-ac24-07e8df39f511 PointPoolRogueSkillPointsMulticlass FeatureDefinitionPointPool FeatureDefinition d3f22f09-edff-5fd6-81bc-fcebed983a20 PointPoolShadarKaiAbilityScoreIncrease FeatureDefinitionPointPool FeatureDefinition b0213bb2-a549-59c0-b7de-a42b9b6bcde5 @@ -3298,6 +3317,13 @@ PowerMartialWarlordPredictAttack FeatureDefinitionPowerSharedPool FeatureDefinit PowerMartialWarlordPressTheAdvantage FeatureDefinitionPower FeatureDefinition 74d1dbd7-fa35-503e-92e6-9a8a0a368389 PowerMartialWarlordStrategicReposition FeatureDefinitionPower FeatureDefinition b277cc70-891f-52e8-92e5-0b7478b67284 PowerMartialWeaponMasterFocusedStrikes FeatureDefinitionPower FeatureDefinition ec99f09d-307e-5e5b-af70-6c8d11f493fd +PowerMetamagicTransmutedSpell FeatureDefinitionPower FeatureDefinition 499d39fb-d092-52f1-a0d9-e10439877b21 +PowerMetamagicTransmutedSpellDamageAcid FeatureDefinitionPowerSharedPool FeatureDefinition 58312915-fad2-50e0-8393-4b3ac4538308 +PowerMetamagicTransmutedSpellDamageCold FeatureDefinitionPowerSharedPool FeatureDefinition a0ade42b-c3bb-5b1b-aef4-dca83cc33250 +PowerMetamagicTransmutedSpellDamageFire FeatureDefinitionPowerSharedPool FeatureDefinition c7b8059d-dc61-59d7-9871-450363017d37 +PowerMetamagicTransmutedSpellDamageLightning FeatureDefinitionPowerSharedPool FeatureDefinition 4b3a939f-67a4-5932-a4d8-6c4cb98406a1 +PowerMetamagicTransmutedSpellDamagePoison FeatureDefinitionPowerSharedPool FeatureDefinition 0c0569dc-06d5-5bdd-b350-3ebe1fafde40 +PowerMetamagicTransmutedSpellDamageThunder FeatureDefinitionPowerSharedPool FeatureDefinition 615c1d9a-e29f-553c-95e1-784662dc97b7 PowerMonkEmptyBody FeatureDefinitionPower FeatureDefinition 5a150649-a5dc-5381-8846-c3d47841f9bc PowerMoonlitScionFullMoon FeatureDefinitionPowerSharedPool FeatureDefinition 7e3adf79-55ac-52db-b8a4-b9b657246098 PowerMoonlitScionLunarChill FeatureDefinitionPower FeatureDefinition e5e8a27e-7f73-5ad8-8310-0d6a3e7d71d2 @@ -3386,6 +3412,11 @@ PowerPatronMountainTheMountainWakes FeatureDefinitionPower FeatureDefinition be1 PowerPoolAncientForestHerbalBrew FeatureDefinitionPower FeatureDefinition 88ad425f-64b4-5c73-8537-224c623faad1 PowerPoolAncientForestWallOfThorns FeatureDefinitionPower FeatureDefinition 2466c405-6f71-5a6b-916d-20925a0d5263 PowerPoolTacticianGambit FeatureDefinitionPower FeatureDefinition 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51d0db98-1b3f-56b6-a30e-45d78296207c @@ -3545,6 +3576,8 @@ PowerUseModifierTacticianGambitPoolRemarkableTechnique FeatureDefinitionPowerUse PowerVanishSummon FeatureDefinitionPower FeatureDefinition 2e2b66aa-217d-5063-9073-32f0dca0efb1 PowerWarDancerWarDance FeatureDefinitionPower FeatureDefinition a89352fc-4f22-586e-947c-2cd98120eacb PowerWarlockEldritchMaster FeatureDefinitionPower FeatureDefinition 8d5bb433-7ede-51cb-bb6b-e04405ea891c +PowerWarMagicDeflectionShroud FeatureDefinitionPower FeatureDefinition b5c601a4-9730-5b46-b6c0-a86559e6c990 +PowerWarMagicSurge FeatureDefinitionPower FeatureDefinition 9a1b80e2-b285-55c6-be5c-fcbba31faed4 PowerWayOfSilhouetteDarkness FeatureDefinitionPower FeatureDefinition fb406968-b055-586f-9a1a-2b4e4f28a8ce PowerWayOfSilhouetteShadowySanctuary FeatureDefinitionPower FeatureDefinition 22f9fda7-4249-528b-97b3-0c91e2d32931 PowerWayOfSilhouetteSilhouetteStep FeatureDefinitionPower FeatureDefinition 91b0a741-32f5-50df-bc7b-1c964ceb1397 @@ -3587,7 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FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity c5e63494-fed8-57c3-90e2-98b58cfd30fb AbilityCheckAffinityPathOfTheSpiritsEagle FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity e7cba441-714a-533e-98ae-75f009720896 AbilityCheckAffinityPathOfTheSpiritsWolf FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity d4648506-f55e-5b44-9c27-843a44c6e4a7 +AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity b26da55b-f42b-5e01-a50d-2d7c4da25f33 AbilityCheckAffinityRoguishAcrobatSwiftWind FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity 5e29062e-1795-5d49-b4d1-8e2aef40a901 AbilityCheckAffinityRoguishArcaneScoundrelDistractingAmbush FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity 860a2797-24b0-5ffe-b554-08a5a8b1a5d4 AbilityCheckAffinityRoyalKnightRoyalEnvoy FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity 520ac8e7-0743-522e-bd20-151ef4ee0c80 @@ -3888,6 +3921,7 @@ ActionAffinityPathOfTheSavageryPrimalInstinct FeatureDefinitionActionAffinity Fe ActionAffinityPathOfTheSpiritsCunningAction FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity ea43e6ee-4530-5abd-81c4-0b3cb5fc0289 ActionAffinityPathOfTheSpiritsHonedAnimalAspectsWolf FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 2a169d50-29ae-5b9b-8015-e8192eda83d0 ActionAffinityPathOfTheYeomanStaggeringBlow FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 5121306c-f96d-5159-8365-4b256bf27bcb +ActionAffinityPowerSurgeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 61452ea0-047f-518a-92f1-349a78f77c3f ActionAffinityPressTheAdvantageToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 54e9367a-c1f0-537c-90c2-fa88d23e7d4d ActionAffinityPsychicWhipNoBonus FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 52bc1435-b0d7-5869-883b-4afe038cd8e8 ActionAffinityPsychicWhipNoMain FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 915ca36e-0a6f-5453-8c86-041c2430888f @@ -4011,6 +4045,7 @@ AdditionalDamagePathOfTheYeomanKeenEye FeatureDefinitionAdditionalDamage Feature AdditionalDamagePathOfTheYeomanStrongBow FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage ed5c87cd-eedc-559d-a374-379db8c93411 AdditionalDamagePatronMountainIceboundSoul FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 2216b39e-ffbc-5a72-a9de-b42a6751a428 AdditionalDamagePseudoDragon FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 41bae5ed-8d6f-51a7-83aa-2ac7bc5b27b8 +AdditionalDamageRangerFeyWandererDreadfulStrikes FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage b9f8dfb2-3ca7-59bd-abd8-bc18b0c958c7 AdditionalDamageRangerGloomStalkerDreadAmbusher FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 7ebd15a7-6d07-5da4-8193-e90fb97e8a76 AdditionalDamageRangerHellWalkerDammingStrike FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 126ee439-bd45-5b73-bc3c-c90c33470095 AdditionalDamageRangerSkyWarriorGiftOfTheWind FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 990f02c2-8261-5213-a2b2-18669c9dedaf @@ -4072,6 +4107,7 @@ AbilityCheckAffinityMartialArcaneArcherEnfeeblingArrow FeatureDefinitionAbilityC AbilityCheckAffinityPathOfTheSpiritsBearMight FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity c5e63494-fed8-57c3-90e2-98b58cfd30fb AbilityCheckAffinityPathOfTheSpiritsEagle FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity e7cba441-714a-533e-98ae-75f009720896 AbilityCheckAffinityPathOfTheSpiritsWolf FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity d4648506-f55e-5b44-9c27-843a44c6e4a7 +AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity b26da55b-f42b-5e01-a50d-2d7c4da25f33 AbilityCheckAffinityRoguishAcrobatSwiftWind FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity 5e29062e-1795-5d49-b4d1-8e2aef40a901 AbilityCheckAffinityRoguishArcaneScoundrelDistractingAmbush FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity 860a2797-24b0-5ffe-b554-08a5a8b1a5d4 AbilityCheckAffinityRoyalKnightRoyalEnvoy FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAffinity 520ac8e7-0743-522e-bd20-151ef4ee0c80 @@ -4625,12 +4661,14 @@ AttributeModifierTieflingDexterityAbilityScoreIncrease FeatureDefinitionAttribut AttributeModifierTieflingIntelligenceAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 1d5fa0e8-69c7-5a54-b952-2777c66e9a3d AttributeModifierTieflingStrengthAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier d6662cc1-1ad4-5bc9-ad2a-47888f952823 AttributeModifierTraditionFreedomFluidStrikes FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 2f4ab8ff-7f89-531d-9e0d-66c4e100e317 +AttributeModifierWarMagicTacticalWit FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier d67071e3-d3cb-5acb-a163-82f89b302c21 AttributeModifierWayOfTheDragonAscension FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 2e30d0ac-d7e4-5d9b-bace-ac781a69a293 AttributeModifierWayOfWealAndWoeWeal FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier a9bda6a1-f821-5879-961f-b9937c424128 AttributeModifierWendigoDexterityAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 667b9580-a4a0-5205-81d5-d4225e7ad082 AttributeModifierWendigoStrengthAbilityScoreIncrease FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 3862f3be-8838-57af-a425-d85714a2dfba FeatureFeatDwarvenFortitude FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier bcbc96a9-451a-5735-af20-ad791bb4a340 FeaturePathOfTheSavageryFuriousDefense FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier c9396cb8-f920-51a9-93b6-c30cecc251c6 +FeatureWarMagicDurableMagic FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier d87407db-9e4a-5146-a9d4-712696f39e21 AutoPreparedSpellsAncientForest FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells d8e3a948-e182-50a1-9ef4-f013a8a0436f AutoPreparedSpellsArcanist FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells 82245fef-4569-5ac9-8e11-8447d946aa5c AutoPreparedSpellsCircleOfTheCosmosConstellationMap FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells ee4daf40-cb0e-5508-a21c-48e14f0d912f @@ -4670,6 +4708,7 @@ AutoPreparedSpellsOathOfAncients FeatureDefinitionAutoPreparedSpells FeatureDefi AutoPreparedSpellsOathOfDemonHunter FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells a8585c0c-4758-5b60-bd14-82cec3db5aa3 AutoPreparedSpellsOathOfDread FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells be17a243-1d54-5e8c-a6f3-9f319aab0be4 AutoPreparedSpellsOathOfThunder FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells b327df77-bb97-5791-9867-465208939daa +AutoPreparedSpellsRangerFeyWanderer FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells 0cda2b21-1ea9-5e1c-baa0-639c59d64b55 AutoPreparedSpellsRangerGloomStalker FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells fd684d16-ed62-5c36-a13e-691b532abf69 AutoPreparedSpellsRangerHellWalker FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells dad8e064-e7a3-5968-956f-3c68d299c6b5 AutoPreparedSpellsRangerLightBearer FeatureDefinitionAutoPreparedSpells FeatureDefinitionAutoPreparedSpells 3e11815f-6e00-5577-912d-65c4aab5b1c9 @@ -5057,6 +5096,7 @@ FeatureSetPathOfTheSpiritsWolfLeadership FeatureDefinitionFeatureSet FeatureDefi FeatureSetPatronMountainEternalGuardian FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 264a8035-9d68-5f6a-90f4-2d02fc485599 FeatureSetPatronMountainIceboundSoul FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 086457e8-ab3c-5a54-ad9b-83aa1a3eeac0 FeatureSetPatronMountainKnowledgeOfAeons FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 5676a3e3-6892-5ed3-99d1-d6a818d45232 +FeatureSetRangerFeyWandererOtherworldlyGlamour FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 647f00f2-080a-5c2f-b57f-0cca8458762b FeatureSetRangerGloomStalkerIronMind FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet f39195a2-c049-5e6a-9562-b25600c44941 FeatureSetRangerHellWalkerBurningConstitution FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet e6edb361-4b65-55f0-b7dd-8a2fd6ebe8f5 FeatureSetRangerHellWalkerFirebolt FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 7f8c9b44-d62a-5425-9af3-6815b1e1a7d5 @@ -5104,6 +5144,7 @@ FeatureSetTieflingFeralDemonicWings FeatureDefinitionFeatureSet FeatureDefinitio FeatureSetTraditionLightPurityOfLight FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 7acaa801-4e92-5327-a8e2-8e5d27466612 FeatureSetTraditionOpenHandQuiveringPalm FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet a9ec5960-aa15-581d-bf38-1a2b1d2d0fe5 FeatureSetWallOfThorns FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet bb67ac7d-82bd-5eda-b5ea-7a2641ff2821 +FeatureSetWarMagicPowerSurge FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 63019f50-de79-54ec-be37-c8bebddbf65f FeatureSetWayOfSilhouetteSilhouetteArts FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 2c6a6eca-0bd9-5ddf-9423-47b7b9a69eca FeatureSetWayOfTheDiscordanceBurstOfDisharmony FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 098750d7-e96a-53c3-8bbb-5b1b08f786b8 FeatureSetWayOfTheDiscordanceChaosChanneling FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet c351d4f1-8d07-595f-8f16-158711d53668 @@ 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MovementAffinityWildlingAgile FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 0743c4aa-eae7-5b49-9c52-0426d403fc16 @@ -5303,6 +5345,7 @@ PointPoolInventorTools FeatureDefinitionPointPool FeatureDefinitionPointPool a21 PointPoolLanguageChoice_one FeatureDefinitionPointPool FeatureDefinitionPointPool 15fb3c12-4452-5227-a72a-12ee722f4e15 PointPoolLizardfolkNaturesIntuition FeatureDefinitionPointPool FeatureDefinitionPointPool 3f259ec5-0397-5637-84f1-53a714f2e01b PointPoolMalakhAbilityScore FeatureDefinitionPointPool FeatureDefinitionPointPool 3e92e8cd-1f23-50bd-b90b-9e69075a4cb0 +PointPoolRangerFeyWandererOtherworldlyGlamour FeatureDefinitionPointPool FeatureDefinitionPointPool 4544fb46-2193-545e-a530-83cc83e1c305 PointPoolRangerSkillPointsMulticlass FeatureDefinitionPointPool FeatureDefinitionPointPool 35dd0cb5-a799-59b5-ac24-07e8df39f511 PointPoolRogueSkillPointsMulticlass FeatureDefinitionPointPool FeatureDefinitionPointPool d3f22f09-edff-5fd6-81bc-fcebed983a20 PointPoolShadarKaiAbilityScoreIncrease FeatureDefinitionPointPool FeatureDefinitionPointPool b0213bb2-a549-59c0-b7de-a42b9b6bcde5 @@ -5875,6 +5918,13 @@ PowerMartialWarlordPredictAttack FeatureDefinitionPowerSharedPool FeatureDefinit PowerMartialWarlordPressTheAdvantage FeatureDefinitionPower FeatureDefinitionPower 74d1dbd7-fa35-503e-92e6-9a8a0a368389 PowerMartialWarlordStrategicReposition FeatureDefinitionPower FeatureDefinitionPower b277cc70-891f-52e8-92e5-0b7478b67284 PowerMartialWeaponMasterFocusedStrikes FeatureDefinitionPower FeatureDefinitionPower ec99f09d-307e-5e5b-af70-6c8d11f493fd +PowerMetamagicTransmutedSpell FeatureDefinitionPower FeatureDefinitionPower 499d39fb-d092-52f1-a0d9-e10439877b21 +PowerMetamagicTransmutedSpellDamageAcid FeatureDefinitionPowerSharedPool FeatureDefinitionPower 58312915-fad2-50e0-8393-4b3ac4538308 +PowerMetamagicTransmutedSpellDamageCold FeatureDefinitionPowerSharedPool FeatureDefinitionPower a0ade42b-c3bb-5b1b-aef4-dca83cc33250 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"UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "0a9aadc34a0fd1244b15ab2727a64be1", + "m_SubObjectName": "ConditionRestrictedInsideMagicCircle", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "35556f84-a958-53b5-855f-cf6272b455d5", + "contentPack": 9999, + "name": "ConditionWarMagicArcaneDeflection" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWarMagicSurgeMark.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWarMagicSurgeMark.json new file mode 100644 index 0000000000..3bdccdec7f --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWarMagicSurgeMark.json @@ -0,0 +1,155 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Beneficial", + "features": [], + "allowMultipleInstances": false, + "silentWhenAdded": true, + "silentWhenRemoved": true, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + "keepConditionIfSavingThrowSucceeds": false, + "interruptionSavingThrowAffinity": "None", + "conditionTags": [], + "recurrentEffectForms": [], + "cancellingConditions": [], + "additionalDamageWhenHit": false, + "additionalDamageTypeDetermination": "Specific", + "additionalDamageType": "", + "additionalDamageQuantity": "AbilityBonus", + "additionalDamageDieType": "D1", + "additionalDamageDieNumber": 1, + "additionalConditionWhenHit": false, + "additionalCondition": null, + "additionalConditionDurationType": "Round", + "additionalConditionDurationParameter": 1, + "additionalConditionTurnOccurenceType": "StartOfTurn", + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "recurrentEffectParticleReference": null, + "characterShaderReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "particlesBasedOnAncestryDamageType": false, + "ancestryType": "Sorcerer", + "acidParticleParameters": null, + "coldParticleParameters": null, + "fireParticleParameters": null, + "lightningParticleParameters": null, + "poisonParticleParameters": null, + "overrideCharacterShaderColors": false, + "firstCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "secondCharacterShaderColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "timeToWaitBeforeApplyingShader": 0.5, + "timeToWaitBeforeRemovingShader": 0.5, + "possessive": false, + "amountOrigin": "None", + "baseAmount": 0, + "additiveAmount": false, + "sourceAbilityBonusMinValue": 1, + "subsequentOnRemoval": null, + "subsequentHasSavingThrow": false, + "subsequentSavingThrowAbilityScore": "Constitution", + "subsequentVariableForDC": "FrenzyExhaustionDC", + "subsequentDCIncrease": 5, + "effectFormsOnRemoved": [], + "forceBehavior": false, + "addBehavior": false, + "fearSource": false, + "battlePackage": null, + "explorationPackage": null, + "removedFromTheGame": false, + "permanentlyRemovedIfExtraPlanar": false, + "refundReceivedDamageWhenRemoved": false, + "followSourcePosition": false, + "disolveCharacterOnDeath": false, + "disolveParameters": { + "$type": "GraphicsCharacterDefinitions+DisolveParameters, Assembly-CSharp", + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "colorWidth": 0.0, + "noiseScale": 5.0, + "hueScale": 0.0, + "vertexOffset": 0.0, + "curve": { + "$type": "UnityEngine.AnimationCurve, UnityEngine.CoreModule" + }, + "startAfterDeathAnimation": false, + "duration": 0.0 + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "1a7b4868-1c85-5c6d-bd3f-9202427345f4", + "contentPack": 9999, + "name": "ConditionWarMagicSurgeMark" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWitherAndBloom.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWitherAndBloom.json index ae8b753da3..ea7dc2e754 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWitherAndBloom.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionWitherAndBloom.json @@ -3,9 +3,7 @@ "inDungeonEditor": false, "parentCondition": null, "conditionType": "Beneficial", - "features": [ - "Definition:PowerWitherAndBloom:e67c47a1-390a-584e-b349-a460d5e0d214" - ], + "features": [], "allowMultipleInstances": false, "silentWhenAdded": true, "silentWhenRemoved": true, @@ -17,7 +15,9 @@ "durationParameter": 1, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", - "specialInterruptions": [], + "specialInterruptions": [ + "AnyBattleTurnEnd" + ], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", "interruptionSavingThrowAbility": "", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessDex.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessDex.json index 4b5e0f9944..da974d549d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessDex.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessDex.json @@ -12,7 +12,8 @@ "familyTag": "SquatNimbleness", "knownFeatsPrerequisite": [], "features": [ - "Definition:AttributeModifierCreed_Of_Misaye:74d55f601f8ad8246b18a19766524280" + "Definition:AttributeModifierCreed_Of_Misaye:74d55f601f8ad8246b18a19766524280", + "Definition:MovementAffinitySquatNimbleness:2093b1a0-40a7-564a-988a-866411ecd32f" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessStr.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessStr.json index 3e847b7860..a16387eb47 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessStr.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinitionWithPrerequisites/FeatSquatNimblenessStr.json @@ -12,7 +12,8 @@ "familyTag": "SquatNimbleness", "knownFeatsPrerequisite": [], "features": [ - "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e" + "Definition:AttributeModifierCreed_Of_Einar:38c2a545af534bb45ad92ffe7f30d62e", + "Definition:MovementAffinitySquatNimbleness:2093b1a0-40a7-564a-988a-866411ecd32f" ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureSorcererMagicalGuidance.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureSorcererMagicalGuidance.json new file mode 100644 index 0000000000..0196f9a8c0 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureSorcererMagicalGuidance.json @@ -0,0 +1,30 @@ +{ + "$type": "FeatureDefinition, Assembly-CSharp", + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&FeatureSorcererMagicalGuidanceTitle", + "description": "Feature/&FeatureSorcererMagicalGuidanceDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "7ead2f7d-4077-52c2-bbe3-6b2912e07a20", + "contentPack": 9999, + "name": "FeatureSorcererMagicalGuidance" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureWarMagicArcaneDeflection.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureWarMagicArcaneDeflection.json new file mode 100644 index 0000000000..4828442d78 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinition/FeatureWarMagicArcaneDeflection.json @@ -0,0 +1,30 @@ +{ + "$type": "FeatureDefinition, Assembly-CSharp", + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&FeatureWarMagicArcaneDeflectionTitle", + "description": "Feature/&FeatureWarMagicArcaneDeflectionDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "0c183b88-e02f-5f06-baa4-345f2b6164d4", + "contentPack": 9999, + "name": "FeatureWarMagicArcaneDeflection" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAbilityCheckAffinity/AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAbilityCheckAffinity/AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour.json new file mode 100644 index 0000000000..566bc46715 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAbilityCheckAffinity/AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour.json @@ -0,0 +1,47 @@ +{ + "$type": "FeatureDefinitionAbilityCheckAffinity, Assembly-CSharp", + "useControllerAbilityChecks": false, + "affinityGroups": [ + { + "$type": "FeatureDefinitionAbilityCheckAffinity+AbilityCheckAffinityGroup, Assembly-CSharp", + "abilityScoreName": "Charisma", + "proficiencyName": "", + "affinity": "Advantage", + "abilityCheckGroupOperation": "AddDie", + "abilityCheckModifierDiceNumber": 0, + "abilityCheckModifierDieType": "D1", + "abilityCheckContext": "None", + "lightingContext": "Irrelevant" + } + ], + "substractBardicDieRoll": false, + "myselfFamilyRestrictions": [], + "otherCharacterFamilyRestrictions": [], + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "b26da55b-f42b-5e01-a50d-2d7c4da25f33", + "contentPack": 9999, + "name": "AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerSurgeToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerSurgeToggle.json new file mode 100644 index 0000000000..ee9af995fb --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionActionAffinity/ActionAffinityPowerSurgeToggle.json @@ -0,0 +1,50 @@ +{ + "$type": "FeatureDefinitionActionAffinity, Assembly-CSharp", + "allowedActionTypes": [ + true, + true, + true, + true, + true, + true + ], + "eitherMainOrBonus": false, + "maxAttacksNumber": -1, + "forbiddenActions": [], + "authorizedActions": [ + 9062 + ], + "restrictedActions": [], + "actionExecutionModifiers": [], + "specialBehaviour": "None", + "randomBehaviorDie": "D10", + "randomBehaviourOptions": [], + "rechargeReactionsAtEveryTurn": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "61452ea0-047f-518a-92f1-349a78f77c3f", + "contentPack": 9999, + "name": "ActionAffinityPowerSurgeToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json index 81472d313d..798303c95b 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageFeatCharger.json @@ -7,7 +7,7 @@ "otherSimilarAdditionalDamages": [], "triggerCondition": "AlwaysActive", "requiredProperty": "Weapon", - "attackModeOnly": false, + "attackModeOnly": true, "attackOnly": false, "requiredTargetCondition": null, "requiredTargetSenseType": "Darkvision", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfDreadAspectOfDread.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfDreadAspectOfDread.json index 686c300413..b94fd782c4 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfDreadAspectOfDread.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfDreadAspectOfDread.json @@ -7,7 +7,7 @@ "otherSimilarAdditionalDamages": [], "triggerCondition": "AlwaysActive", "requiredProperty": "Weapon", - "attackModeOnly": false, + "attackModeOnly": true, "attackOnly": false, "requiredTargetCondition": null, "requiredTargetSenseType": "Darkvision", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfMotherlandFlamesOfMotherland.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfMotherlandFlamesOfMotherland.json index 4e074b5318..fa1c849a26 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfMotherlandFlamesOfMotherland.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageOathOfMotherlandFlamesOfMotherland.json @@ -7,7 +7,7 @@ "otherSimilarAdditionalDamages": [], "triggerCondition": "AlwaysActive", "requiredProperty": "Weapon", - "attackModeOnly": false, + "attackModeOnly": true, "attackOnly": false, "requiredTargetCondition": null, "requiredTargetSenseType": "Darkvision", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageRangerFeyWandererDreadfulStrikes.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageRangerFeyWandererDreadfulStrikes.json new file mode 100644 index 0000000000..1827b7f31c --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/AdditionalDamageRangerFeyWandererDreadfulStrikes.json @@ -0,0 +1,91 @@ +{ + "$type": "FeatureDefinitionAdditionalDamage, Assembly-CSharp", + "notificationTag": "DreadfulStrikes", + "limitedUsage": "None", + "firstTargetOnly": true, + "targetSide": "Enemy", + "otherSimilarAdditionalDamages": [], + "triggerCondition": "TargetDoesNotHaveCondition", + "requiredProperty": "Weapon", + "attackModeOnly": true, + "attackOnly": false, + "requiredTargetCondition": "Definition:ConditionRangerFeyWandererDreadfulStrikes:e57b3920-17ee-55b9-9ef6-aeb86e99838d", + "requiredTargetSenseType": "Darkvision", + "requiredTargetCreatureTag": "", + "requiredCharacterFamily": null, + "requiredSpecificSpell": null, + "requiredAncestryType": "Sorcerer", + "damageValueDetermination": "Die", + "flatBonus": 0, + "damageDieType": "D4", + "damageDiceNumber": 1, + "additionalDamageType": "Specific", + "specificDamageType": "DamagePsychic", + "ancestryTypeForDamageType": "Sorcerer", + "damageAdvancement": "None", + "diceByRankTable": [], + "familiesWithAdditionalDice": [], + "familiesDiceNumber": 1, + "ignoreCriticalDoubleDice": false, + "hasSavingThrow": false, + "savingThrowAbility": "Dexterity", + "dcComputation": "FixedValue", + "savingThrowDC": 10, + "savingThrowDCAbilityModifier": "Dexterity", + "damageSaveAffinity": "None", + "conditionOperations": [ + { + "$type": "ConditionOperationDescription, Assembly-CSharp", + "hasSavingThrow": false, + "operation": "Add", + "conditionName": "", + "conditionDefinition": "Definition:ConditionRangerFeyWandererDreadfulStrikes:e57b3920-17ee-55b9-9ef6-aeb86e99838d", + "saveAffinity": "None", + "canSaveToCancel": false, + "saveOccurence": "EndOfTurn" + } + ], + "addLightSource": false, + "lightSourceForm": null, + "impactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "7bf3852cf00657c4eb59fdcb0d5b28d7", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "particlesBasedOnAncestryDamageType": false, + "ancestryType": "Sorcerer", + "acidImpactParticleReference": null, + "coldImpactParticleReference": null, + "fireImpactParticleReference": null, + "lightningImpactParticleReference": null, + "poisonImpactParticleReference": null, + "computeDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle", + "description": "Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "b9f8dfb2-3ca7-59bd-abd8-bc18b0c958c7", + "contentPack": 9999, + "name": "AdditionalDamageRangerFeyWandererDreadfulStrikes" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/MagicAffinitySpellShieldCombatMagicVigor.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/MagicAffinitySpellShieldCombatMagicVigor.json index 4cf7b9e71a..e5443392a3 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/MagicAffinitySpellShieldCombatMagicVigor.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAdditionalDamage/MagicAffinitySpellShieldCombatMagicVigor.json @@ -7,7 +7,7 @@ "otherSimilarAdditionalDamages": [], "triggerCondition": "AlwaysActive", "requiredProperty": "Weapon", - "attackModeOnly": false, + "attackModeOnly": true, "attackOnly": false, "requiredTargetCondition": null, "requiredTargetSenseType": "Darkvision", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierWarMagicTacticalWit.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierWarMagicTacticalWit.json new file mode 100644 index 0000000000..b4881eebe5 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/AttributeModifierWarMagicTacticalWit.json @@ -0,0 +1,37 @@ +{ + "$type": "FeatureDefinitionAttributeModifier, Assembly-CSharp", + "modifiedAttribute": "Initiative", + "modifierOperation": "AddAbilityScoreBonus", + "modifierValue": 1, + "modifierAbilityScore": "Intelligence", + "situationalContext": "None", + "minimum1": true, + "useBonusFromCaster": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&AttributeModifierWarMagicTacticalWitTitle", + "description": "Feature/&AttributeModifierWarMagicTacticalWitDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "d67071e3-d3cb-5acb-a163-82f89b302c21", + "contentPack": 9999, + "name": "AttributeModifierWarMagicTacticalWit" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureWarMagicDurableMagic.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureWarMagicDurableMagic.json new file mode 100644 index 0000000000..230f0679da --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAttributeModifier/FeatureWarMagicDurableMagic.json @@ -0,0 +1,37 @@ +{ + "$type": "FeatureDefinitionAttributeModifier, Assembly-CSharp", + "modifiedAttribute": "ArmorClass", + "modifierOperation": "Additive", + "modifierValue": 2, + "modifierAbilityScore": "Constitution", + "situationalContext": 9017, + "minimum1": false, + "useBonusFromCaster": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&FeatureWarMagicDurableMagicTitle", + "description": "Feature/&FeatureWarMagicDurableMagicDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "d87407db-9e4a-5146-a9d4-712696f39e21", + "contentPack": 9999, + "name": "FeatureWarMagicDurableMagic" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAutoPreparedSpells/AutoPreparedSpellsRangerFeyWanderer.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAutoPreparedSpells/AutoPreparedSpellsRangerFeyWanderer.json new file mode 100644 index 0000000000..e4a6d6b08f --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionAutoPreparedSpells/AutoPreparedSpellsRangerFeyWanderer.json @@ -0,0 +1,70 @@ +{ + "$type": "FeatureDefinitionAutoPreparedSpells, Assembly-CSharp", + "autopreparedTag": "Ranger", + "autoPreparedSpellsGroups": [ + { + "$type": "FeatureDefinitionAutoPreparedSpells+AutoPreparedSpellsGroup, Assembly-CSharp", + "classLevel": 2, + "spellsList": [ + "Definition:CharmPerson:9c98e5cba0f8b1649b3217a97cbc111b" + ] + }, + { + "$type": "FeatureDefinitionAutoPreparedSpells+AutoPreparedSpellsGroup, Assembly-CSharp", + "classLevel": 5, + "spellsList": [ + "Definition:MistyStep:f4619f117544fe148aae6952202da5e3" + ] + }, + { + "$type": "FeatureDefinitionAutoPreparedSpells+AutoPreparedSpellsGroup, Assembly-CSharp", + "classLevel": 9, + "spellsList": [ + "Definition:DispelMagic:296e789b353c0324b804bee2c16a419a" + ] + }, + { + "$type": "FeatureDefinitionAutoPreparedSpells+AutoPreparedSpellsGroup, Assembly-CSharp", + "classLevel": 13, + "spellsList": [ + "Definition:DimensionDoor:c85120485a4cc914eb81b7b75e9e7bbc" + ] + }, + { + "$type": "FeatureDefinitionAutoPreparedSpells+AutoPreparedSpellsGroup, Assembly-CSharp", + "classLevel": 17, + "spellsList": [ + "Definition:SteelWhirlwind:ab7f50cb-6f73-57c6-b96b-f06ac4ed17b3" + ] + } + ], + "spellcastingClass": "Definition:Ranger:d4cb9ea3b00ab6a4c9d3cd07aa199f40", + "affinityRace": null, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&AutoPreparedSpellsRangerFeyWandererTitle", + "description": "Feature/&AutoPreparedSpellsRangerFeyWandererDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "0cda2b21-1ea9-5e1c-baa0-639c59d64b55", + "contentPack": 9999, + "name": "AutoPreparedSpellsRangerFeyWanderer" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerFeyWandererOtherworldlyGlamour.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerFeyWandererOtherworldlyGlamour.json new file mode 100644 index 0000000000..eb344f74b3 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetRangerFeyWandererOtherworldlyGlamour.json @@ -0,0 +1,41 @@ +{ + "$type": "FeatureDefinitionFeatureSet, Assembly-CSharp", + "featureSet": [ + "Definition:PointPoolRangerFeyWandererOtherworldlyGlamour:4544fb46-2193-545e-a530-83cc83e1c305", + "Definition:AbilityCheckAffinityRangerFeyWandererOtherworldlyGlamour:b26da55b-f42b-5e01-a50d-2d7c4da25f33" + ], + "mode": "Union", + "ancestryDamageTypeMap": [], + "ancestryType": "Sorcerer", + "defaultSelection": 0, + "uniqueChoices": false, + "enumerateInDescription": false, + "hasRacialAffinity": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle", + "description": "Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "647f00f2-080a-5c2f-b57f-0cca8458762b", + "contentPack": 9999, + "name": "FeatureSetRangerFeyWandererOtherworldlyGlamour" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetWarMagicPowerSurge.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetWarMagicPowerSurge.json new file mode 100644 index 0000000000..588ae4255b --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionFeatureSet/FeatureSetWarMagicPowerSurge.json @@ -0,0 +1,41 @@ +{ + "$type": "FeatureDefinitionFeatureSet, Assembly-CSharp", + "featureSet": [ + "Definition:ActionAffinityPowerSurgeToggle:61452ea0-047f-518a-92f1-349a78f77c3f", + "Definition:PowerWarMagicSurge:9a1b80e2-b285-55c6-be5c-fcbba31faed4" + ], + "mode": "Union", + "ancestryDamageTypeMap": [], + "ancestryType": "Sorcerer", + "defaultSelection": 0, + "uniqueChoices": false, + "enumerateInDescription": false, + "hasRacialAffinity": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&PowerWarMagicSurgeTitle", + "description": "Feature/&PowerWarMagicSurgeDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "63019f50-de79-54ec-be37-c8bebddbf65f", + "contentPack": 9999, + "name": "FeatureSetWarMagicPowerSurge" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMovementAffinity/MovementAffinitySquatNimbleness.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMovementAffinity/MovementAffinitySquatNimbleness.json new file mode 100644 index 0000000000..f2e140f743 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionMovementAffinity/MovementAffinitySquatNimbleness.json @@ -0,0 +1,56 @@ +{ + "$type": "FeatureDefinitionMovementAffinity, Assembly-CSharp", + "appliesToAllModes": true, + "moveMode": "Walk", + "baseSpeedAdditiveModifier": 1, + "additiveModifierAdvancement": "None", + "additiveModifierByLevelTable": [], + "forceMinimalBaseSpeed": false, + "minimalBaseSpeed": 6, + "baseSpeedMultiplicativeModifier": 1.0, + "minMaxMoves": 0, + "speedAddBase": false, + "fastClimber": false, + "expertClimber": false, + "canMoveOnWalls": false, + "canFlyWithWalkSpeed": false, + "enhancedJump": false, + "additionalJumpCells": 0, + "immuneDifficultTerrain": false, + "disableVault": false, + "disableDrop": false, + "disableJump": false, + "disableClimb": false, + "additionalFallThreshold": 0, + "encumbranceImmunity": false, + "heavyArmorImmunity": false, + "situationalContext": "None", + "additionalDashTag": null, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "2093b1a0-40a7-564a-988a-866411ecd32f", + "contentPack": 9999, + "name": "MovementAffinitySquatNimbleness" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPointPool/PointPoolRangerFeyWandererOtherworldlyGlamour.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPointPool/PointPoolRangerFeyWandererOtherworldlyGlamour.json new file mode 100644 index 0000000000..48179eab12 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPointPool/PointPoolRangerFeyWandererOtherworldlyGlamour.json @@ -0,0 +1,43 @@ +{ + "$type": "FeatureDefinitionPointPool, Assembly-CSharp", + "poolType": "Skill", + "poolAmount": 1, + "restrictedChoices": [ + "Deception", + "Performance", + "Persuasion" + ], + "uniqueChoices": false, + "spellListOverride": null, + "ritualOnly": false, + "minSpellLevel": 0, + "maxSpellLevel": 9, + "extraSpellsTag": "", + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&NoContentTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "4544fb46-2193-545e-a530-83cc83e1c305", + "contentPack": 9999, + "name": "PointPoolRangerFeyWandererOtherworldlyGlamour" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBoomingStepExplode.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBoomingStepExplode.json index e23fcc092f..7f1634b0b1 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBoomingStepExplode.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBoomingStepExplode.json @@ -2,13 +2,13 @@ "$type": "FeatureDefinitionPower, Assembly-CSharp", "effectDescription": { "$type": "EffectDescription, Assembly-CSharp", - "rangeType": "Self", - "rangeParameter": 0, + "rangeType": "Distance", + "rangeParameter": 18, "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], - "targetType": "Sphere", + "targetType": "IndividualsUnique", "itemSelectionType": "None", - "targetParameter": 2, + "targetParameter": 1, "targetParameter2": 2, "emissiveBorder": "None", "emissiveParameter": 1, @@ -329,7 +329,7 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": true, + "showCasting": false, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerChaosBoltLeap.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerChaosBoltLeap.json index e3092a32fc..f82a5e9590 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerChaosBoltLeap.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerChaosBoltLeap.json @@ -84,7 +84,7 @@ "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", "bonusDamage": 0, - "damageType": "DamagePure", + "damageType": "DamageBludgeoning", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", "hitPointsFloor": 0, @@ -119,7 +119,7 @@ "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", "bonusDamage": 0, - "damageType": "DamagePure", + "damageType": "DamageBludgeoning", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", "hitPointsFloor": 0, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerLightningArrowLeap.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerLightningArrowLeap.json index cd1857d36f..4598b654ef 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerLightningArrowLeap.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerLightningArrowLeap.json @@ -2,8 +2,8 @@ "$type": "FeatureDefinitionPower, Assembly-CSharp", "effectDescription": { "$type": "EffectDescription, Assembly-CSharp", - "rangeType": "Touch", - "rangeParameter": 0, + "rangeType": "Distance", + "rangeParameter": 12, "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], "targetType": "IndividualsUnique", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerMetamagicTransmutedSpell.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerMetamagicTransmutedSpell.json new file mode 100644 index 0000000000..80890f40f7 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerMetamagicTransmutedSpell.json @@ -0,0 +1,202 @@ +{ + "$type": "FeatureDefinitionPower, Assembly-CSharp", + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Self", + "rangeParameter": 0, + "halfDamageOnAMiss": false, + "hitAffinitiesByTargetTag": [], + "targetType": "Self", + "itemSelectionType": "Equiped", + "targetParameter": 1, + "targetParameter2": 2, + "emissiveBorder": "None", + "emissiveParameter": 1, + "requiresTargetProximity": false, + "targetProximityDistance": 6, + "targetExcludeCaster": false, + "canBePlacedOnCharacter": true, + "affectOnlyGround": false, + "targetFilteringMethod": "AllCharacterAndGadgets", + "targetFilteringTag": "No", + "requiresVisibilityForPosition": true, + "inviteOptionalAlly": false, + "slotTypes": [], + "recurrentEffect": "No", + "retargetAfterDeath": false, + "retargetActionType": "Bonus", + "poolFilterDiceNumber": 5, + "poolFilterDieType": "D8", + "trapRangeType": "Triggerer", + "targetConditionName": "", + "targetConditionAsset": null, + "targetSide": "Enemy", + "durationType": "Instantaneous", + "durationParameter": 1, + "endOfEffect": "EndOfTurn", + "hasSavingThrow": false, + "disableSavingThrowOnAllies": false, + "savingThrowAbility": "Dexterity", + "ignoreCover": false, + "grantedConditionOnSave": null, + "rollSaveOnlyIfRelevantForms": false, + "hasShoveRoll": false, + "createdByCharacter": false, + "difficultyClassComputation": "SpellCastingFeature", + "savingThrowDifficultyAbility": "Wisdom", + "fixedSavingThrowDifficultyClass": 15, + "savingThrowAffinitiesBySense": [], + "savingThrowAffinitiesByFamily": [], + "damageAffinitiesByFamily": [], + "advantageForEnemies": false, + "canBeDispersed": false, + "hasVelocity": false, + "velocityCellsPerRound": 2, + "velocityType": "AwayFromSourceOriginalPosition", + "restrictedCreatureFamilies": [], + "immuneCreatureFamilies": [], + "restrictedCharacterSizes": [], + "hasLimitedEffectPool": false, + "effectPoolAmount": 60, + "effectApplication": "All", + "effectFormFilters": [], + "effectForms": [], + "specialFormsDescription": "", + "effectAdvancement": { + "$type": "EffectAdvancement, Assembly-CSharp", + "effectIncrementMethod": "None", + "incrementMultiplier": 1, + "additionalTargetsPerIncrement": 0, + "additionalSubtargetsPerIncrement": 0, + "additionalDicePerIncrement": 0, + "additionalSpellLevelPerIncrement": 0, + "additionalSummonsPerIncrement": 0, + "additionalHPPerIncrement": 0, + "additionalTempHPPerIncrement": 0, + "additionalTargetCellsPerIncrement": 0, + "additionalItemBonus": 0, + "additionalWeaponDie": 0, + "alteredDuration": "None" + }, + "speedType": "Instant", + "speedParameter": 10.0, + "offsetImpactTimeBasedOnDistance": false, + "offsetImpactTimeBasedOnDistanceFactor": 0.1, + "offsetImpactTimePerTarget": 0.0, + "effectParticleParameters": { + "$type": "EffectParticleParameters, Assembly-CSharp", + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, + "activeEffectSurfaceParticlePerIndex": "", + "activeEffectSurfaceParticlePerIndexCount": 0, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, + "forceApplyZoneParticle": false, + "applyEmissionColorOnWeapons": false, + "emissionColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "emissionColorFadeInDuration": 0.0, + "emissionColorFadeOutDuration": 0.0 + }, + "effectAIParameters": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "delegatedToAction": false, + "surrogateToSpell": null, + "triggeredBySpecialMove": false, + "activationTime": "NoCost", + "autoActivationRequiredTargetSenseType": "None", + "autoActivationRequiredTargetCreatureTag": "", + "autoActivationPowerTag": "", + "triggeringPower": null, + "copyTargetingFromTriggeringPower": false, + "reactionContext": "None", + "damageTypes": [], + "reactionName": "", + "reactionActingCharacterParamIdx": 0, + "reactionAttackerParamIdx": -1, + "hasCastingFailure": false, + "castingSuccessComputation": "CasterLevel", + "canUseInDialog": false, + "disableIfConditionIsOwned": null, + "disableIfTargetConditionIsOwned": null, + "rechargeRate": "AtWill", + "costPerUse": 1, + "spellcastingFeature": null, + "usesDetermination": "Fixed", + "abilityScoreDetermination": "Explicit", + "usesAbilityScoreName": "Charisma", + "fixedUsesPerRecharge": 1, + "abilityScore": "Intelligence", + "attackHitComputation": "AbilityScore", + "fixedAttackHit": 0, + 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a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerOligathStoneEndurance.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerOligathStoneEndurance.json index 7f3f31a065..ab70525fcd 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerOligathStoneEndurance.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerOligathStoneEndurance.json @@ -115,7 +115,7 @@ "$type": "EffectParticleParameters, Assembly-CSharp", "casterParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", + "m_AssetGUID": "12ac73b65d9ab1a44a59fc7c2d12245d", "m_SubObjectName": "", "m_SubObjectType": "" }, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerFeyWandererBeguilingTwist.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerRangerFeyWandererBeguilingTwist.json new 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"UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "effectSubTargetParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "zoneParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "beforeImpactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "impactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "a60bb83d8b65ca84481f1b4f7d53f5c5", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectImpactParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectCellEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "activeEffectSurfaceParticlePerIndex": "", + "activeEffectSurfaceParticlePerIndexCount": 0, + "emissiveBorderCellStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderCellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderCellEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "emissiveBorderSurfaceEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "forceApplyZoneParticle": false, + "applyEmissionColorOnWeapons": false, + "emissionColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "emissionColorFadeInDuration": 0.0, + "emissionColorFadeOutDuration": 0.0 + }, + "effectAIParameters": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "delegatedToAction": false, + "surrogateToSpell": null, + "triggeredBySpecialMove": false, + "activationTime": "BonusAction", + "autoActivationRequiredTargetSenseType": "None", + "autoActivationRequiredTargetCreatureTag": "", + "autoActivationPowerTag": "", + "triggeringPower": null, + "copyTargetingFromTriggeringPower": false, + "reactionContext": "None", + "damageTypes": [], + "reactionName": "", + "reactionActingCharacterParamIdx": 0, + "reactionAttackerParamIdx": -1, + "hasCastingFailure": false, + "castingSuccessComputation": "CasterLevel", + "canUseInDialog": false, + "disableIfConditionIsOwned": null, + "disableIfTargetConditionIsOwned": null, + "rechargeRate": "LongRest", + "costPerUse": 1, + "spellcastingFeature": null, + "usesDetermination": "AbilityBonusPlusFixed", + "abilityScoreDetermination": "Explicit", + "usesAbilityScoreName": "Wisdom", + "fixedUsesPerRecharge": 0, + "abilityScore": "Intelligence", + "attackHitComputation": "AbilityScore", + "fixedAttackHit": 0, + "abilityScoreBonusToAttack": false, + "proficiencyBonusToAttack": false, + "uniqueInstance": false, + "showCasting": true, + "shortTitleOverride": "", + "overriddenPower": null, + "includeBaseDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&PowerRangerFeyWandererMistyWandererTitle", + "description": "Feature/&PowerRangerFeyWandererMistyWandererDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "7e6cd80b881b7074d88a122382fd2103", + "m_SubObjectName": "MistyStep", + "m_SubObjectType": "UnityEngine.Sprite, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "a2df39ee-b297-5f25-bfd8-a52e2caed1b9", + "contentPack": 9999, + "name": "PowerRangerFeyWandererMistyWanderer" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWitherAndBloom.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicDeflectionShroud.json similarity index 93% rename from Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWitherAndBloom.json rename to Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicDeflectionShroud.json index eeb18259f1..2ef1e806cd 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWitherAndBloom.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicDeflectionShroud.json @@ -2,13 +2,13 @@ "$type": "FeatureDefinitionPower, Assembly-CSharp", "effectDescription": { "$type": "EffectDescription, Assembly-CSharp", - "rangeType": "Self", - "rangeParameter": 0, + "rangeType": "Distance", + "rangeParameter": 12, "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], - "targetType": "Sphere", + "targetType": "IndividualsUnique", "itemSelectionType": "None", - "targetParameter": 2, + "targetParameter": 3, "targetParameter2": 2, "emissiveBorder": "None", "emissiveParameter": 1, @@ -34,9 +34,9 @@ "durationType": "Instantaneous", "durationParameter": 1, "endOfEffect": "EndOfTurn", - "hasSavingThrow": true, + "hasSavingThrow": false, "disableSavingThrowOnAllies": false, - "savingThrowAbility": "Constitution", + "savingThrowAbility": "Dexterity", "ignoreCover": false, "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, @@ -44,7 +44,7 @@ "createdByCharacter": true, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", - "fixedSavingThrowDifficultyClass": 10, + "fixedSavingThrowDifficultyClass": 15, "savingThrowAffinitiesBySense": [], "savingThrowAffinitiesByFamily": [], "damageAffinitiesByFamily": [], @@ -71,20 +71,20 @@ "diceByLevelTable": [], "createdByCharacter": true, "createdByCondition": false, - "hasSavingThrow": true, - "savingThrowAffinity": "HalfDamage", + "hasSavingThrow": false, + "savingThrowAffinity": "None", "dcModifier": 0, "canSaveToCancel": false, "saveOccurence": "EndOfTurn", "damageForm": { "$type": "DamageForm, Assembly-CSharp", "versatile": false, - "diceNumber": 2, - "dieType": "D6", + "diceNumber": 0, + "dieType": "D1", "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", "bonusDamage": 0, - "damageType": "DamageNecrotic", + "damageType": "DamageForce", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", "hitPointsFloor": 0, @@ -123,7 +123,7 @@ "$type": "EffectParticleParameters, Assembly-CSharp", "casterParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", + "m_AssetGUID": "f447fca7d360a804b991b29657ac98e6", "m_SubObjectName": "", "m_SubObjectType": "" }, @@ -147,7 +147,7 @@ }, "effectParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "1d1441448c31dfa4e89f85c61b2d414e", + "m_AssetGUID": "", "m_SubObjectName": "", "m_SubObjectType": "" }, @@ -171,7 +171,7 @@ }, "impactParticleReference": { "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", - "m_AssetGUID": "848fa4b7d52c0b443b76e66cdd415320", + "m_AssetGUID": "7f06ef11e32162e45925324de6f9e1d5", "m_SubObjectName": "", "m_SubObjectType": "" }, @@ -316,7 +316,7 @@ "canUseInDialog": false, "disableIfConditionIsOwned": null, "disableIfTargetConditionIsOwned": null, - "rechargeRate": "None", + "rechargeRate": "AtWill", "costPerUse": 1, "spellcastingFeature": null, "usesDetermination": "Fixed", @@ -329,15 +329,15 @@ "abilityScoreBonusToAttack": false, "proficiencyBonusToAttack": false, "uniqueInstance": false, - "showCasting": false, + "showCasting": true, "shortTitleOverride": "", "overriddenPower": null, "includeBaseDescription": false, "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", - "hidden": true, - "title": "Spell/&WitherAndBloomTitle", - "description": "Spell/&WitherAndBloomDescription", + "hidden": false, + "title": "Feature/&PowerWarMagicDeflectionShroudTitle", + "description": "Feature/&PowerWarMagicDeflectionShroudDescription", "spriteReference": { "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", "m_AssetGUID": "", @@ -357,7 +357,7 @@ "usedInValleyDLC": false }, "contentCopyright": "UserContent", - "guid": "e67c47a1-390a-584e-b349-a460d5e0d214", + "guid": "b5c601a4-9730-5b46-b6c0-a86559e6c990", "contentPack": 9999, - "name": "PowerWitherAndBloom" + "name": "PowerWarMagicDeflectionShroud" } \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicSurge.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicSurge.json new file mode 100644 index 0000000000..6403518a96 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWarMagicSurge.json @@ -0,0 +1,202 @@ +{ + "$type": "FeatureDefinitionPower, Assembly-CSharp", + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Self", + "rangeParameter": 0, + "halfDamageOnAMiss": false, + "hitAffinitiesByTargetTag": [], + "targetType": "Self", + "itemSelectionType": "Equiped", + "targetParameter": 1, + "targetParameter2": 2, + "emissiveBorder": "None", + "emissiveParameter": 1, + "requiresTargetProximity": false, + "targetProximityDistance": 6, + "targetExcludeCaster": false, + "canBePlacedOnCharacter": true, + "affectOnlyGround": false, + "targetFilteringMethod": "AllCharacterAndGadgets", + "targetFilteringTag": "No", + "requiresVisibilityForPosition": true, + "inviteOptionalAlly": false, + "slotTypes": [], + "recurrentEffect": "No", + "retargetAfterDeath": false, + "retargetActionType": "Bonus", + "poolFilterDiceNumber": 5, + "poolFilterDieType": "D8", + "trapRangeType": "Triggerer", + "targetConditionName": "", + "targetConditionAsset": null, + "targetSide": "Enemy", + "durationType": "Instantaneous", + "durationParameter": 1, + "endOfEffect": "EndOfTurn", + "hasSavingThrow": false, + "disableSavingThrowOnAllies": false, + "savingThrowAbility": "Dexterity", + "ignoreCover": false, + "grantedConditionOnSave": null, + "rollSaveOnlyIfRelevantForms": false, + "hasShoveRoll": false, + "createdByCharacter": false, + "difficultyClassComputation": "SpellCastingFeature", + "savingThrowDifficultyAbility": "Wisdom", + "fixedSavingThrowDifficultyClass": 15, + "savingThrowAffinitiesBySense": [], + "savingThrowAffinitiesByFamily": [], + "damageAffinitiesByFamily": [], + "advantageForEnemies": false, + "canBeDispersed": false, + "hasVelocity": false, + "velocityCellsPerRound": 2, + "velocityType": "AwayFromSourceOriginalPosition", + "restrictedCreatureFamilies": [], + "immuneCreatureFamilies": [], + "restrictedCharacterSizes": [], + "hasLimitedEffectPool": false, + "effectPoolAmount": 60, + "effectApplication": "All", + "effectFormFilters": [], + "effectForms": [], + "specialFormsDescription": "", + "effectAdvancement": { + "$type": "EffectAdvancement, Assembly-CSharp", + "effectIncrementMethod": "None", + "incrementMultiplier": 1, + "additionalTargetsPerIncrement": 0, + "additionalSubtargetsPerIncrement": 0, + "additionalDicePerIncrement": 0, + "additionalSpellLevelPerIncrement": 0, + "additionalSummonsPerIncrement": 0, + "additionalHPPerIncrement": 0, + "additionalTempHPPerIncrement": 0, + "additionalTargetCellsPerIncrement": 0, + "additionalItemBonus": 0, + "additionalWeaponDie": 0, + "alteredDuration": "None" + }, + "speedType": "Instant", + "speedParameter": 10.0, + "offsetImpactTimeBasedOnDistance": false, + "offsetImpactTimeBasedOnDistanceFactor": 0.1, + "offsetImpactTimePerTarget": 0.0, + "effectParticleParameters": { + "$type": "EffectParticleParameters, Assembly-CSharp", + "casterParticleReference": null, + "casterSelfParticleReference": null, + "casterQuickSpellParticleReference": null, + "targetParticleReference": null, + "effectParticleReference": null, + "effectSubTargetParticleReference": null, + "zoneParticleReference": null, + "beforeImpactParticleReference": null, + "impactParticleReference": null, + "activeEffectImpactParticleReference": null, + "activeEffectCellStartParticleReference": null, + "activeEffectCellParticleReference": null, + "activeEffectCellEndParticleReference": null, + "activeEffectSurfaceStartParticleReference": null, + "activeEffectSurfaceParticleReference": null, + "activeEffectSurfaceEndParticleReference": null, + "activeEffectSurfaceParticlePerIndex": "", + "activeEffectSurfaceParticlePerIndexCount": 0, + "emissiveBorderCellStartParticleReference": null, + "emissiveBorderCellParticleReference": null, + "emissiveBorderCellEndParticleReference": null, + "emissiveBorderSurfaceStartParticleReference": null, + "emissiveBorderSurfaceParticleReference": null, + "emissiveBorderSurfaceEndParticleReference": null, + "conditionStartParticleReference": null, + "conditionParticleReference": null, + "conditionEndParticleReference": null, + "forceApplyZoneParticle": false, + "applyEmissionColorOnWeapons": false, + "emissionColor": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "emissionColorFadeInDuration": 0.0, + "emissionColorFadeOutDuration": 0.0 + }, + "effectAIParameters": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "delegatedToAction": true, + "surrogateToSpell": null, + "triggeredBySpecialMove": false, + "activationTime": "NoCost", + "autoActivationRequiredTargetSenseType": "None", + "autoActivationRequiredTargetCreatureTag": "", + "autoActivationPowerTag": "", + "triggeringPower": null, + "copyTargetingFromTriggeringPower": false, + "reactionContext": "None", + "damageTypes": [], + "reactionName": "", + "reactionActingCharacterParamIdx": 0, + "reactionAttackerParamIdx": -1, + "hasCastingFailure": false, + "castingSuccessComputation": "CasterLevel", + "canUseInDialog": false, + "disableIfConditionIsOwned": null, + "disableIfTargetConditionIsOwned": null, + "rechargeRate": "LongRest", + "costPerUse": 1, + "spellcastingFeature": null, + "usesDetermination": "AbilityBonusPlusFixed", + "abilityScoreDetermination": "Explicit", + "usesAbilityScoreName": "Intelligence", + "fixedUsesPerRecharge": 0, + "abilityScore": "Intelligence", + "attackHitComputation": "AbilityScore", + "fixedAttackHit": 0, + "abilityScoreBonusToAttack": false, + "proficiencyBonusToAttack": false, + "uniqueInstance": false, + "showCasting": true, + "shortTitleOverride": "", + "overriddenPower": null, + "includeBaseDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&PowerWarMagicSurgeTitle", + "description": "Feature/&PowerWarMagicSurgeDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "9a1b80e2-b285-55c6-be5c-fcbba31faed4", + "contentPack": 9999, + "name": "PowerWarMagicSurge" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerMetamagicTransmutedSpellDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerMetamagicTransmutedSpellDamageAcid.json new file mode 100644 index 0000000000..7365bce507 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerMetamagicTransmutedSpellDamageAcid.json @@ -0,0 +1,327 @@ +{ + "$type": "FeatureDefinitionPowerSharedPool, SolastaUnfinishedBusiness", + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Self", + "rangeParameter": 0, + "halfDamageOnAMiss": false, + "hitAffinitiesByTargetTag": [], + "targetType": "Self", + "itemSelectionType": "Equiped", + "targetParameter": 1, + "targetParameter2": 2, + "emissiveBorder": "None", + "emissiveParameter": 1, + "requiresTargetProximity": false, + "targetProximityDistance": 6, + "targetExcludeCaster": false, + "canBePlacedOnCharacter": 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"", + "overriddenPower": null, + "includeBaseDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle", + "description": "Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "dc432999-ddc9-530f-b83d-f9570ce8c1c1", + "contentPack": 9999, + "name": "PowerRangerFeyWandererBeguilingTwistFrightened" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicSeekingSpell.json b/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicSeekingSpell.json new file mode 100644 index 0000000000..317f1a4397 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicSeekingSpell.json @@ -0,0 +1,36 @@ +{ + "$type": "MetamagicOptionDefinition, Assembly-CSharp", + "costMethod": "FixedValue", + "sorceryPointsCost": 2, + "metamagicType": 9000, + "parameterMethod": "FixedValue", + "parameterValue": 1, + "boundFeature": null, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&MetamagicSeekingSpellTitle", + "description": "Feature/&MetamagicSeekingSpellDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "9a62d0ed-4e1d-50b0-be83-5368e58f4d27", + "contentPack": 9999, + "name": "MetamagicSeekingSpell" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicTransmutedSpell.json b/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicTransmutedSpell.json new file mode 100644 index 0000000000..9a39fdd213 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/MetamagicOptionDefinition/MetamagicTransmutedSpell.json @@ -0,0 +1,36 @@ +{ + "$type": "MetamagicOptionDefinition, Assembly-CSharp", + "costMethod": "FixedValue", + "sorceryPointsCost": 1, + "metamagicType": 9000, + "parameterMethod": "FixedValue", + "parameterValue": 1, + "boundFeature": null, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&MetamagicTransmutedSpellTitle", + "description": "Feature/&MetamagicTransmutedSpellDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "15d5095f-73b8-5bdd-9e86-19a380fdff33", + "contentPack": 9999, + "name": "MetamagicTransmutedSpell" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ChaosBolt.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ChaosBolt.json index 90be828254..b0ebd0ae1a 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ChaosBolt.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/ChaosBolt.json @@ -96,7 +96,7 @@ "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", "bonusDamage": 0, - "damageType": "DamagePure", + "damageType": "DamageBludgeoning", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", "hitPointsFloor": 0, @@ -131,7 +131,7 @@ "overrideWithBardicInspirationDie": false, "versatileDieType": "D1", "bonusDamage": 0, - "damageType": "DamagePure", + "damageType": "DamageBludgeoning", "ancestryType": "Sorcerer", "healFromInflictedDamage": "Never", "hitPointsFloor": 0, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerMetamagicTransmutedSpell.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerMetamagicTransmutedSpell.json new file mode 100644 index 0000000000..8ecffb4f00 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerMetamagicTransmutedSpell.json @@ -0,0 +1,200 @@ +{ + "$type": "SpellDefinition, Assembly-CSharp", + "spellsBundle": false, + "subspellsList": [ + "Definition:SpellPowerMetamagicTransmutedSpellDamageAcid:45f90987-c682-5d75-a9be-617380bdbecf", + "Definition:SpellPowerMetamagicTransmutedSpellDamageCold:290b3782-7d07-576e-b996-b854c6a53f8b", + "Definition:SpellPowerMetamagicTransmutedSpellDamageFire:5761b1a5-1e5b-519b-a5e7-4ecaf56e6e3d", + "Definition:SpellPowerMetamagicTransmutedSpellDamageLightning:4e3dcf68-6bf4-5887-a2da-87b5d3ce1bc9", + "Definition:SpellPowerMetamagicTransmutedSpellDamagePoison:feadd8c3-91f4-5be5-b502-41dae5548025", + "Definition:SpellPowerMetamagicTransmutedSpellDamageThunder:d42fdce8-f44b-5321-96fc-961f98e520a7" + ], + "compactSubspellsTooltip": false, + "implemented": true, + "schoolOfMagic": "SchoolEvocation", + "spellLevel": 0, + "ritual": false, + "uniqueInstance": false, + "castingTime": 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\ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerFeyWandererBeguilingTwistCharmed.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerFeyWandererBeguilingTwistCharmed.json new file mode 100644 index 0000000000..37e4bcaf60 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerFeyWandererBeguilingTwistCharmed.json @@ -0,0 +1,193 @@ +{ + "$type": "SpellDefinition, Assembly-CSharp", + "spellsBundle": false, + "subspellsList": [], + "compactSubspellsTooltip": false, + "implemented": true, + "schoolOfMagic": "SchoolEvocation", + "spellLevel": 0, + "ritual": false, + "uniqueInstance": false, + "castingTime": "Action", + "reactionContext": "None", + "ritualCastingTime": "Action", + "requiresConcentration": false, + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Self", + "rangeParameter": 0, + "halfDamageOnAMiss": false, + 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b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerFeyWandererBeguilingTwistFrightened.json new file mode 100644 index 0000000000..98b524ab82 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/SpellPowerRangerFeyWandererBeguilingTwistFrightened.json @@ -0,0 +1,193 @@ +{ + "$type": "SpellDefinition, Assembly-CSharp", + "spellsBundle": false, + "subspellsList": [], + "compactSubspellsTooltip": false, + "implemented": true, + "schoolOfMagic": "SchoolEvocation", + "spellLevel": 0, + "ritual": false, + "uniqueInstance": false, + "castingTime": "Action", + "reactionContext": "None", + "ritualCastingTime": "Action", + "requiresConcentration": false, + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Self", + "rangeParameter": 0, + "halfDamageOnAMiss": false, + "hitAffinitiesByTargetTag": [], + "targetType": "Self", + "itemSelectionType": "Equiped", + "targetParameter": 1, + "targetParameter2": 2, + 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+ }, + "effectAIParameters": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "aiParameters": { + "$type": "SpellAIParameters, Assembly-CSharp", + "learnPriority": "Low", + "preparePriority": "Low" + }, + "concentrationAction": "None", + "verboseComponent": true, + "somaticComponent": true, + "materialComponentType": "Mundane", + "specificMaterialComponentTag": "Diamond", + "specificMaterialComponentCostGp": 100, + "specificMaterialComponentConsumed": true, + "terminateOnItemUnequip": false, + "displayConditionDuration": false, + "vocalSpellSemeType": "None", + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": true, + "title": "Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle", + "description": "Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": null, + "m_SubObjectType": null + }, + "color": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 1.0, + "g": 1.0, + "b": 1.0, + "a": 1.0 + }, + "symbolChar": "221E", + "sortOrder": 0, + "unusedInSolastaCOTM": false, + "usedInValleyDLC": false + }, + "contentCopyright": "UserContent", + "guid": "5a70faa5-4dd2-52f6-90e8-3a4d79ab1f54", + "contentPack": 9999, + "name": "SpellPowerRangerFeyWandererBeguilingTwistFrightened" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/WitherAndBloom.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/WitherAndBloom.json index dd6da135d1..6a4dc4cb8c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/WitherAndBloom.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellDefinition/WitherAndBloom.json @@ -43,12 +43,12 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Round", - "durationParameter": 0, + "durationType": "Instantaneous", + "durationParameter": 1, "endOfEffect": "EndOfTurn", - "hasSavingThrow": false, + "hasSavingThrow": true, "disableSavingThrowOnAllies": false, - "savingThrowAbility": "Dexterity", + "savingThrowAbility": "Constitution", "ignoreCover": false, "grantedConditionOnSave": null, "rollSaveOnlyIfRelevantForms": false, @@ -56,7 +56,7 @@ "createdByCharacter": true, "difficultyClassComputation": "SpellCastingFeature", "savingThrowDifficultyAbility": "Wisdom", - "fixedSavingThrowDifficultyClass": 15, + "fixedSavingThrowDifficultyClass": 10, "savingThrowAffinitiesBySense": [], "savingThrowAffinitiesByFamily": [], "damageAffinitiesByFamily": [], @@ -75,7 +75,7 @@ "effectForms": [ { "$type": "EffectForm, Assembly-CSharp", - "formType": "Condition", + "formType": "Damage", "addBonusMode": "None", "applyLevel": "No", "levelType": "ClassLevel", @@ -83,19 +83,27 @@ "diceByLevelTable": [], "createdByCharacter": true, "createdByCondition": false, - "hasSavingThrow": false, - "savingThrowAffinity": "None", + "hasSavingThrow": true, + "savingThrowAffinity": "HalfDamage", "dcModifier": 0, "canSaveToCancel": false, "saveOccurence": "EndOfTurn", - "conditionForm": { - "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionWitherAndBloom", - "conditionDefinition": "Definition:ConditionWitherAndBloom:9417acb2-0c73-54f5-b4c9-83aaccc20056", - "operation": "Add", - "conditionsList": [], - "applyToSelf": true, - "forceOnSelf": false + "damageForm": { + "$type": "DamageForm, Assembly-CSharp", + "versatile": false, + "diceNumber": 2, + "dieType": "D6", + "overrideWithBardicInspirationDie": false, + "versatileDieType": "D1", + "bonusDamage": 0, + "damageType": "DamageNecrotic", + "ancestryType": "Sorcerer", + "healFromInflictedDamage": "Never", + "hitPointsFloor": 0, + "forceKillOnZeroHp": false, + "specialDeathCondition": null, + "ignoreFlyingCharacters": false, + "ignoreCriticalDoubleDice": false }, "hasFilterId": false, "filterId": 0 diff --git a/Documentation/Metamagic.md b/Documentation/Metamagic.md index f7d735f24b..80d93a0f0a 100644 --- a/Documentation/Metamagic.md +++ b/Documentation/Metamagic.md @@ -30,19 +30,27 @@ You can spend 1 sorcery point per spell level to increase the number of damage d Can cast a main action spell with a bonus action instead, though you can't cast another spell during the same turn, except for cantrips. -# 9. - Shared Spell [UB] +# 9. - *Seeking Spell* © [UB] + +If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. + +# 10. - Shared Spell [UB] When you cast a spell targeting yourself you can spend 1 sorcery point to instead affect an ally within 30 ft. Or you can spend 3 sorcery points to affect both yourself and ally in 30ft. -# 10. - Subtle Spell [SOL] +# 11. - Subtle Spell [SOL] When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. This is useful to avoid a counterspell from a hostile spellcaster. -# 11. - Twinned Spell [SOL] +# 12. - *Transmuted Spell* © [UB] + +When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. + +# 13. - Twinned Spell [SOL] If the source spell targets one creature only, this adds another target -# 12. - Widened Spell [UB] +# 14. - Widened Spell [UB] You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment. diff --git a/Documentation/Spells.md b/Documentation/Spells.md index f694ea9a93..173fcbb660 100644 --- a/Documentation/Spells.md +++ b/Documentation/Spells.md @@ -428,7 +428,7 @@ When you are damaged by a creature withing range, you can use your reaction to i # 104. - *Witch Bolt* © (V,S) level 1 Evocation [Concentration] [UB] -A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. +A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. # 105. - *Wrathful Smite* © (V) level 1 Evocation [Concentration] [UB] diff --git a/Documentation/Subclasses.md b/Documentation/Subclasses.md index e4d3ae2f6e..af021297d1 100644 --- a/Documentation/Subclasses.md +++ b/Documentation/Subclasses.md @@ -592,7 +592,7 @@ Whenever an opponent attacks you from a nearby cell, you are granted an immediat * Intimidating Presence -Whenever you start raging as a free action, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again. +Whenever you start raging, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again. @@ -4342,7 +4342,61 @@ Starting at 7th level, you can cause an eruption of arcane energy at a range of -## 2. Gloom Stalker [UB] +## 2. Fey Wanderer [UB] + +A fey mystique surrounds you, thanks to the boon of an arch fey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However, you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. + + +### Level 3 + +* Dreadful Strikes + +You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey wild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. + +* Fey Wanderer Magic + +You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know: + + I Charm Person + + II Misty Step + + III Dispel Magic + + IV Dimension Door + + V Steel Wind Strike + + + +* Otherworldly Glamour + +Your fey qualities give you a supernatural charm. As a result, you make Charisma checks with advantage. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. + + +### Level 7 + +* Beguiling Twist + +You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, You can use your reaction to force the source to make a Wisdom saving throw against your spell save DC. If the save fails, the source is charmed or frightened by you (your choice) for 1 minute. The source can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. + + +### Level 11 + +* Fey Reinforcements + +Once per long rest, you can use your action to cast Conjure Fey spell. Casting the spell this way doesn't require components or concentration and the spell's duration is one minute. + + +### Level 15 + +* Misty Wanderer + +You can slip in and out of the Fey wild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 ft of you. + + + +## 3. Gloom Stalker [UB] Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. @@ -4396,7 +4450,7 @@ Whenever a creature is about to hit you with an attack, you can use your reactio -## 3. Hellwalker [UB] +## 4. Hellwalker [UB] You are a Hellwalker, a ranger that is cloaked in the magic of the Lower Planes. How you came to be associated with this magic only you yourself know. Perhaps your great ancestor was of demonic origin, or maybe your bloodline carries a demonic curse. Whatever the reason, the magic is now inextricably bound to you, your own presence forever tied to the hellish beings below. @@ -4452,7 +4506,7 @@ Your hellish magic has granted you limited command over the dammed creatures tha -## 4. Hunter [SOL] +## 5. Hunter [SOL] Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face. @@ -4486,7 +4540,7 @@ Select one of the options: Stand Against the Tide, Evasion, or Uncanny Dodge. -## 5. Lightbearer [UB] +## 6. Lightbearer [UB] The Lightbearer is a ranger that has been blessed by an inhabitant of the Upper Planes. These rangers, known for their good deeds toward nature and pious acts to all races, will have caught the attention of teh deities that live in such realms. @@ -4538,7 +4592,7 @@ You can use your holy light to temporarily blind assailants. When a creature wit -## 6. Marksman [SOL] +## 7. Marksman [SOL] Marksmen are experts with a bow, inheriting techniques developed by the elite high elven troops of the Manacalon Empire. They are among the deadliest ranged combatants on Solasta. @@ -4580,7 +4634,7 @@ At level 15, you can attack three times whenever you take the Attack action on y -## 7. Shadow Tamer [SOL] +## 8. Shadow Tamer [SOL] Shadow Tamers are used to wandering the desolate lands beyond the Marches. They know the lore and languages of darkness and the hazards and customs of those dreadful caves inhabited by monsters. @@ -4622,7 +4676,7 @@ At level 15, you have proficiency with all saving throws while in dim light or d -## 8. Sky Warrior [UB] +## 9. Sky Warrior [UB] Sky Warriors have been touched by the lingering power of barren windswept landscapes inhabited by nothing but mirages and ghosts. They combine elegant maneuvers of blade and shield with illusion magic to thrive in combat. @@ -4680,7 +4734,7 @@ While wearing a shield, gain a flying speed equal to your walking speed. -## 9. Survivalist [UB] +## 10. Survivalist [UB] Rangers who live far beyond the reaches of civilization understand that the most successful hunts are those where the prey can neither flee nor fight back. Survivalists are capable of analyzing every weakness in potential targets and call upon the natural world to hinder their foes while shredding their defenses with precise attacks. @@ -4734,7 +4788,7 @@ You are immune to being blinded, deafened, frightened, or poisoned, and any crit -## 10. Swift Blade [SOL] +## 11. Swift Blade [SOL] Swift blades are fast, silent, and deadly. They are able to take down targets in a matter of seconds, and then rush out of combat and disappear into the wilderness without a trace. @@ -4772,7 +4826,7 @@ At level 15, you become extremely hard to pin down. Whenever you take any damage -## 11. Wildmaster [UB] +## 12. Wildmaster [UB] The Wildmaster archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, spirit and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. @@ -6812,4 +6866,42 @@ Your training with magic gives you advantage on saving throws against spells. +## 10. War Magic [UB] + +A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spell casters' magical energy against them. + + +### Level 2 + +* Arcane Deflection + +You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to subtract your Intelligence modifier from the attack roll, or add it to the saving roll. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. + +* Tactical Wit + +Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. + + +### Level 6 + +* Power Surge + +You have a number of power surges equal to your Intelligence modifier (minimum of one). Whenever you successfully end a spell with Counterspell, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to on one damage roll of that spell. The extra damage equals your wizard level. + + +### Level 10 + +* Durable Magic + +The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. + + +### Level 14 + +* Deflection Shroud + +Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three closest creatures within 60 feet of you each take force damage equal to half your wizard level. + + + diff --git a/SolastaUnfinishedBusiness/Actions/CharacterActionPowerSurgeToggle.cs b/SolastaUnfinishedBusiness/Actions/CharacterActionPowerSurgeToggle.cs new file mode 100644 index 0000000000..af01df0a1d --- /dev/null +++ b/SolastaUnfinishedBusiness/Actions/CharacterActionPowerSurgeToggle.cs @@ -0,0 +1,16 @@ +using System.Collections; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api.GameExtensions; + +//This should have default namespace so that it can be properly created by `CharacterActionPatcher` +// ReSharper disable once CheckNamespace +[UsedImplicitly] +#pragma warning disable CA1050 +public class CharacterActionPowerSurgeToggle(CharacterActionParams actionParams) : CharacterAction(actionParams) +#pragma warning restore CA1050 +{ + public override IEnumerator ExecuteImpl() + { + yield return ActingCharacter.RulesetCharacter.FlipToggle(ExtraActionId.PowerSurgeToggle); + } +} diff --git a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs index 3bc56557f5..610db55add 100644 --- a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs +++ b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs @@ -996,6 +996,9 @@ internal static class FeatureDefinitionAdditionalDamages internal static FeatureDefinitionAdditionalDamage AdditionalDamageRogueSneakAttack { get; } = GetDefinition("AdditionalDamageRogueSneakAttack"); + internal static FeatureDefinitionAdditionalDamage AdditionalDamageRoguishHoodlumNonFinesseSneakAttack { get; } = + GetDefinition("AdditionalDamageRoguishHoodlumNonFinesseSneakAttack"); + internal static FeatureDefinitionAdditionalDamage AdditionalDamageTraditionLightRadiantStrikesLuminousKi { get; } = GetDefinition("AdditionalDamageTraditionLightRadiantStrikesLuminousKi"); @@ -2022,6 +2025,9 @@ internal static class FeatureDefinitionPowers internal static FeatureDefinitionPower PowerTraditionOpenHandTranquility { get; } = GetDefinition("PowerTraditionOpenHandTranquility"); + internal static FeatureDefinitionPower PowerTraditionOpenHandWholenessOfBody { get; } = + GetDefinition("PowerTraditionOpenHandWholenessOfBody"); + internal static FeatureDefinitionPower PowerTraditionShockArcanistArcaneFury { get; } = GetDefinition("PowerTraditionShockArcanistArcaneFury"); @@ -2206,6 +2212,12 @@ internal static class FeatureDefinitionRegenerations GetDefinition("RegenerationRing"); } + internal static class FeatureDefinitionRestHealingModifiers + { + internal static FeatureDefinitionRestHealingModifier RestHealingModifierBardHealingBallad { get; } = + GetDefinition("RestHealingModifierBardHealingBallad"); + } + internal static class FeatureDefinitionSavingThrowAffinitys { internal static FeatureDefinitionSavingThrowAffinity SavingThrowAffinityAntitoxin { get; } = @@ -3718,6 +3730,8 @@ internal static class SpellDefinitions internal static SpellDefinition Regenerate { get; } = GetDefinition("Regenerate"); internal static SpellDefinition RemoveCurse { get; } = GetDefinition("RemoveCurse"); internal static SpellDefinition Resistance { get; } = GetDefinition("Resistance"); + + internal static SpellDefinition Resurrection { get; } = GetDefinition("Resurrection"); internal static SpellDefinition Revivify { get; } = GetDefinition("Revivify"); internal static SpellDefinition SacredFlame { get; } = GetDefinition("SacredFlame"); internal static SpellDefinition SacredFlame_B { get; } = GetDefinition("SacredFlame_B"); diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs index e297f57ecc..05f6d33df0 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs @@ -64,6 +64,7 @@ internal enum ExtraActionId ThunderousStrikeToggle, ProxyDawn, BalefulScionToggle, + PowerSurgeToggle, PrioritizeAction = 10000 } @@ -183,7 +184,8 @@ internal enum ExtraSituationalContext IsNotConditionSource = 9013, WearingNoArmorOrLightArmorWithoutShield = 9014, WearingNoArmorOrLightArmorWithTwoHandedQuarterstaff = 9015, - IsNotConditionSourceNotRanged = 9016 + IsNotConditionSourceNotRanged = 9016, + IsConcentratingOnSpell = 9017 } internal enum ExtraTurnOccurenceType diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs index d589315d08..a72bbdc2e1 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/RulesetActorExtensions.cs @@ -53,8 +53,7 @@ private static List AllActiveDefinitions([CanBeNull] RulesetActo } list.AddRange(hero.trainedFeats); - // metamagic sub-features processed when they are selected for spell cast - // list.AddRange(hero.trainedMetamagicOptions); + list.AddRange(hero.trainedMetamagicOptions); list.AddRange(hero.trainedInvocations); list.AddRange(hero.trainedFightingStyles); diff --git a/SolastaUnfinishedBusiness/Api/Helpers/EffectHelpers.cs b/SolastaUnfinishedBusiness/Api/Helpers/EffectHelpers.cs index f9cd4e58f9..aa4fff52a4 100644 --- a/SolastaUnfinishedBusiness/Api/Helpers/EffectHelpers.cs +++ b/SolastaUnfinishedBusiness/Api/Helpers/EffectHelpers.cs @@ -23,6 +23,7 @@ internal static void StartVisualEffect( var prefab = effectType switch { EffectType.Caster => magicEffect.EffectDescription.EffectParticleParameters.CasterParticle, + EffectType.QuickCaster => magicEffect.EffectDescription.EffectParticleParameters.CasterQuickSpellParticle, EffectType.Condition => magicEffect.EffectDescription.EffectParticleParameters.ConditionParticle, EffectType.Effect => magicEffect.EffectDescription.EffectParticleParameters.EffectParticle, EffectType.Impact => magicEffect.EffectDescription.EffectParticleParameters.ImpactParticle, @@ -52,6 +53,7 @@ internal static void StartVisualEffect( var prefab = effectType switch { EffectType.Caster => effectParticleParameters.CasterParticle, + EffectType.QuickCaster => effectParticleParameters.CasterQuickSpellParticle, EffectType.Condition => effectParticleParameters.ConditionParticle, EffectType.Effect => effectParticleParameters.EffectParticle, EffectType.Impact => effectParticleParameters.ImpactParticle, @@ -263,6 +265,7 @@ internal static void SetGuid(this RulesetEffect effect, ulong guid) internal enum EffectType { Caster, + QuickCaster, Condition, Effect, Impact, diff --git a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs index 6ace13aebc..a280c695f7 100644 --- a/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs +++ b/SolastaUnfinishedBusiness/Behaviors/AddExtraAttack.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq; +using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.GameExtensions; @@ -373,6 +374,14 @@ protected override List GetAttackModes([NotNull] RulesetChara return null; } + var acModifier = offHandItem.ItemDefinition.StaticProperties + .Where(x => x.Type == ItemPropertyDescription.PropertyType.Feature) + .Select(x => x.FeatureDefinition) + .OfType() + .Where(x => x.ModifiedAttribute == AttributeDefinitions.ArmorClass) + .Select(x => x.ModifierValue) + .AddItem(0) + .Max(); var attackModifiers = hero.attackModifiers; var attackMode = hero.RefreshAttackMode( ActionDefinitions.ActionType.Bonus, @@ -389,12 +398,23 @@ protected override List GetAttackModes([NotNull] RulesetChara if (damageForm != null) { - var trend = damageForm.DamageBonusTrends.FirstOrDefault(x => x.sourceName == "Dueling"); + var duelingTrend = damageForm.DamageBonusTrends.FirstOrDefault(x => x.sourceName == "Dueling"); - if (trend.sourceName == "Dueling") + if (duelingTrend.sourceName == "Dueling") { - damageForm.DamageBonusTrends.Remove(trend); damageForm.BonusDamage -= 2; + damageForm.DamageBonusTrends.Remove(duelingTrend); + } + + if (acModifier > 0) + { + var magicalTrend = new TrendInfo(acModifier, + FeatureSourceType.Equipment, offHandItem.ItemDefinition.Name, offHandItem.ItemDefinition); + + attackMode.ToHitBonus += acModifier; + attackMode.ToHitBonusTrends.Add(magicalTrend); + damageForm.BonusDamage += acModifier; + damageForm.DamageBonusTrends.Add(magicalTrend); } } diff --git a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs index 7ff33f43f6..1284829a73 100644 --- a/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs +++ b/SolastaUnfinishedBusiness/Behaviors/CustomSituationalContext.cs @@ -81,6 +81,9 @@ internal static bool IsContextValid( ExtraSituationalContext.AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow => AttackerNextToTargetOrYeomanWithLongbow(contextParams), + ExtraSituationalContext.IsConcentratingOnSpell => + contextParams.source.ConcentratedSpell != null, + // supports Monk Shield Expert scenarios (ExtraSituationalContext)SituationalContext.NotWearingArmorOrShield => !contextParams.source.IsWearingArmor() && diff --git a/SolastaUnfinishedBusiness/Behaviors/ModifyEffectDescriptionSavingThrowRogue.cs b/SolastaUnfinishedBusiness/Behaviors/ModifyEffectDescriptionSavingThrowRogue.cs index ddf216d91d..8862479020 100644 --- a/SolastaUnfinishedBusiness/Behaviors/ModifyEffectDescriptionSavingThrowRogue.cs +++ b/SolastaUnfinishedBusiness/Behaviors/ModifyEffectDescriptionSavingThrowRogue.cs @@ -13,7 +13,7 @@ public bool IsValid( RulesetCharacter character, EffectDescription effectDescription) { - return definition == baseDefinition; + return definition == baseDefinition && Main.Settings.EnableRogueStrSaving; } public EffectDescription GetEffectDescription( diff --git a/SolastaUnfinishedBusiness/Behaviors/Specific/GuardianAura.cs b/SolastaUnfinishedBusiness/Behaviors/Specific/GuardianAura.cs index 68544bba64..65165bedb5 100644 --- a/SolastaUnfinishedBusiness/Behaviors/Specific/GuardianAura.cs +++ b/SolastaUnfinishedBusiness/Behaviors/Specific/GuardianAura.cs @@ -54,8 +54,8 @@ private static IEnumerator ActiveHealthSwap( RulesetEffect rulesetEffect, int damageAmount) { - if (!(unit.RulesetCharacter?.HasSubFeatureOfType() ?? false) - || !(defender.RulesetCharacter?.HasSubFeatureOfType() ?? false)) + if (!unit.RulesetActor.HasSubFeatureOfType() + || !defender.RulesetActor.HasSubFeatureOfType()) { yield break; } @@ -65,7 +65,7 @@ private static IEnumerator ActiveHealthSwap( yield break; } - if (defender.RulesetCharacter is not { IsDeadOrDyingOrUnconscious: false }) + if (defender.RulesetActor is not { IsDeadOrDyingOrUnconscious: false }) { yield break; } diff --git a/SolastaUnfinishedBusiness/ChangelogHistory.txt b/SolastaUnfinishedBusiness/ChangelogHistory.txt index aac00a7fde..060a91cda3 100644 --- a/SolastaUnfinishedBusiness/ChangelogHistory.txt +++ b/SolastaUnfinishedBusiness/ChangelogHistory.txt @@ -1,3 +1,26 @@ +1.5.97.10 - Os cães ladram e a caravana passa: + +- added +X to hit and damage on Shield Bash feat on any wielded magical shield that adds +X to armor class +- added Gameplay > Character > 'Enable Bard College of Hope healing ballad on long rest' setting +- added Gameplay > Character > 'Enable Sorcerer Magical Guidance at level 5' setting +- added Gameplay > Rules > 'Add all dice from base weapon damage to Follow up Strike feat' setting +- added Ranger Fey Wanderer subclass, Seeking metamagic, Transmuted metamagic, and Wizard War Magic subclass +- fixed Bountiful Luck feat retry attack behavior only triggering on critical failures +- fixed Chaos bolt spell crashing under multiplayer sessions if twinned and bolt misses +- fixed Domain Nature druid cantrip not getting assigned to repertoire on level up +- fixed Resurrection spell interaction with game revive sub system [VANILLA] +- fixed Roguish Hoodlum sneak attack interaction with close quarters, cunning strike, and devious strike +- fixed Squat Nimbleness feat not granting +1 to movement +- fixed Thunderstep spell to avoid damage to caster, teleported ally, and creatures on destination +- fixed Witch Bolt spell to remove concentration on teleport scenarios when target becomes outside range +- fixed Wither and Bloom spell doubling damage under multiplayer sessions + +KNOWN ISSUES: + +- Artillerist Force Ballista tiny cannon doesn't force attack DIS within 5 ft [probably won't fix] +- Artillerist Fortified Position medium cannon doesn't grant buff to self [probably won't fix] +- Chaos Bolt damage will be of wrong type under multiplayer sessions if twinned and bolt misses [won't fix] + 1.5.97.9: - converted Astral Reach feat to fighting style and removed +1 to WIS and opportunity attacks @@ -17,12 +40,6 @@ - removed finesse requirement from Defensive Duelist feat - replaced STR damage bonus on Bow Mastery and Crossbow Mastery feats with DEX weapon bonus, all bows/cross get it -KNOWN ISSUES: - -- Artillerist Force Ballista tiny cannon doesn't force attack DIS within 5 ft -- Artillerist Fortified Position medium cannon doesn't grant buff to self -- Chaos Bolt, and Wither and Bloom don't behave well under multiplayer [first one crashes, second one doubles the damage] - 1.5.97.8: - added Stealthy feat diff --git a/SolastaUnfinishedBusiness/Classes/InventorClass.cs b/SolastaUnfinishedBusiness/Classes/InventorClass.cs index 4707b8ab7a..9ed8b622b6 100644 --- a/SolastaUnfinishedBusiness/Classes/InventorClass.cs +++ b/SolastaUnfinishedBusiness/Classes/InventorClass.cs @@ -897,7 +897,7 @@ public IEnumerator OnTryAlterAttributeCheck( GameLocationCharacter helper, ActionModifier abilityCheckModifier) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.TryGetConditionOfCategoryAndType( @@ -980,7 +980,7 @@ public IEnumerator OnTryAlterOutcomeSavingThrow( bool hasHitVisual, bool hasBorrowedLuck) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.TryGetConditionOfCategoryAndType( diff --git a/SolastaUnfinishedBusiness/CustomUI/ReactionResourceSorceryPoints.cs b/SolastaUnfinishedBusiness/CustomUI/ReactionResourceSorceryPoints.cs new file mode 100644 index 0000000000..0ebcc94361 --- /dev/null +++ b/SolastaUnfinishedBusiness/CustomUI/ReactionResourceSorceryPoints.cs @@ -0,0 +1,27 @@ +using SolastaUnfinishedBusiness.Interfaces; +using UnityEngine.AddressableAssets; + +namespace SolastaUnfinishedBusiness.CustomUI; + +public class ReactionResourceSorceryPoints : ICustomReactionResource, ICustomReactionCustomResourceUse +{ + private ReactionResourceSorceryPoints() + { + } + + public static ICustomReactionResource Instance { get; } = new ReactionResourceSorceryPoints(); + + public string GetRequestPoints(CharacterReactionItem item) + { + return item.ReactionRequest.ReactionParams.StringParameter2 == string.Empty + ? "1" + : item.ReactionRequest.ReactionParams.StringParameter2; + } + + public AssetReferenceSprite Icon => Sprites.SorceryPointsResourceIcon; + + public string GetUses(RulesetCharacter rulesetCharacter) + { + return rulesetCharacter.RemainingSorceryPoints.ToString(); + } +} diff --git a/SolastaUnfinishedBusiness/CustomUI/Sprites.cs b/SolastaUnfinishedBusiness/CustomUI/Sprites.cs index 587e03a995..d18b7803bd 100644 --- a/SolastaUnfinishedBusiness/CustomUI/Sprites.cs +++ b/SolastaUnfinishedBusiness/CustomUI/Sprites.cs @@ -49,6 +49,9 @@ public static class Sprites internal static AssetReferenceSprite EldritchVersatilityResourceIcon => GetSprite("EldritchVersatilityResourceIcon", Resources.EldritchVersatilityResourceIcon, 64); + internal static AssetReferenceSprite SorceryPointsResourceIcon => + GetSprite("SorceryPointsResourceIcon", Resources.SorceryPoints, 64); + #endregion #region UI diff --git a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs b/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs index b31239b1a5..bd4b904a42 100644 --- a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs @@ -204,6 +204,20 @@ internal static void DisplayCharacter() UI.Label(); + toggle = Main.Settings.EnableBardHealingBalladOnLongRest; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBardHealingBalladOnLongRest"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBardHealingBalladOnLongRest = toggle; + CharacterContext.SwitchBardHealingBalladOnLongRest(); + } + + toggle = Main.Settings.EnableSorcererMagicalGuidance; + if (UI.Toggle(Gui.Localize("ModUi/&EnableSorcererMagicalGuidance"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableSorcererMagicalGuidance = toggle; + CharacterContext.SwitchSorcererMagicalGuidance(); + } + toggle = Main.Settings.GrantScimitarSpecializationToBardRogue; if (UI.Toggle(Gui.Localize("ModUi/&GrantScimitarSpecializationToBarkMonkRogue"), ref toggle, UI.AutoWidth())) { diff --git a/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs b/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs index be0a921695..6f5d40c34c 100644 --- a/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/CreditsDisplay.cs @@ -29,7 +29,7 @@ internal static class CreditsDisplay "Oath of Altruism, Oath of Dread, Oath of Thunder, " + "Path of the Elements, Path of the Ravager, Path of the Reaver, Path of the Savagery, Path of the Yeoman, " + "Patron Celestial, Patron Moonlit, Patron Mountain, Patron Riftwalker, " + - "Ranger Gloom Stalker, Ranger Hellwalker, Ranger Lightbearer, Ranger Sky Warrior, Ranger Survivalist, Ranger Wildmaster, " + + "Ranger Fey Wanderer, Ranger Gloom Stalker, Ranger Hellwalker, Ranger Lightbearer, Ranger Sky Warrior, Ranger Survivalist, Ranger Wildmaster, " + "Roguish Acrobat, Roguish Arcane Scoundrel, Roguish Blade Caller, Roguish Duelist, Roguish Raven, Roguish Slayer, Roguish Umbral Stalker, " + "Sorcerous Field Manipulator, Sorcerous Forceblade, Sorcerous Scion, Sorcerous Sorr-Akkath, Sorcerous Spellblade, " + "Way of Discordance, Way of Shadow, Way of Tempest, Way of Weal and Woe, Way of Zen Archery, " + diff --git a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs index dc92cdbaf2..a9332f5d7a 100644 --- a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs @@ -431,6 +431,12 @@ internal static void DisplayRules() UI.Label(); + toggle = Main.Settings.AccountForAllDiceOnFollowUpStrike; + if (UI.Toggle(Gui.Localize("ModUi/&AccountForAllDiceOnFollowUpStrike"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AccountForAllDiceOnFollowUpStrike = toggle; + } + toggle = Main.Settings.AccountForAllDiceOnSavageAttack; if (UI.Toggle(Gui.Localize("ModUi/&AccountForAllDiceOnSavageAttack"), ref toggle, UI.AutoWidth())) { diff --git a/SolastaUnfinishedBusiness/Displays/_ModUi.cs b/SolastaUnfinishedBusiness/Displays/_ModUi.cs index ae21983ddf..c16da58702 100644 --- a/SolastaUnfinishedBusiness/Displays/_ModUi.cs +++ b/SolastaUnfinishedBusiness/Displays/_ModUi.cs @@ -185,6 +185,8 @@ internal static class ModUi "MartialSpellShield", "MartialTactician", "MassHeal", + "MetamagicSeekingSpell", + "MetamagicTransmutedSpell", "MeteorSwarmSingleTarget", "MindBlank", "MindSpike", @@ -218,6 +220,7 @@ internal static class ModUi "RaceTieflingFeral", "RaceTieflingMephistopheles", "RaceTieflingZariel", + "RangerFeyWanderer", "RangerGloomStalker", "RangerWildMaster", "RemarkableTechnique", @@ -255,6 +258,7 @@ internal static class ModUi "WizardBladeDancer", "WizardDeadMaster", "WizardGraviturgist", + "WizardWarMagic", "WrathfulSmite" ]; diff --git a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs index 5b113b24da..f84a4a5f96 100644 --- a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs @@ -368,10 +368,8 @@ private static FeatDefinition BuildCharger() .SetDamageDice(DieType.D8, 1) .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage) .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .SetAttackModeOnly() .SetImpactParticleReference(FeatureDefinitionPowers.PowerRoguishHoodlumDirtyFighting) - .AddCustomSubFeatures( - new ValidateContextInsteadOfRestrictedProperty((_, _, _, _, _, mode, _) => - (OperationType.Set, mode != null))) .AddToDB(); var conditionAdditionalDamage = ConditionDefinitionBuilder @@ -720,7 +718,7 @@ public IEnumerator OnPhysicalAttackInitiatedByMe( ActionModifier attackModifier, RulesetAttackMode attackMode) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { @@ -1906,7 +1904,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( } var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false }) diff --git a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs index 6473f6e099..d16ccf6fe0 100644 --- a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs @@ -713,7 +713,7 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, var attacker = action.ActingCharacter; var defender = action.ActionParams.TargetCharacters[0]; var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; attacker.BurnOneMainAttack(); @@ -2122,6 +2122,7 @@ public IEnumerator OnTryAlterOutcomeAttack( } var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = action.AttackRoll; switch (stringParameter) { @@ -2162,7 +2163,10 @@ public IEnumerator OnTryAlterOutcomeAttack( "Feedback/&LuckyAttackToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()) + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) ]); } @@ -2210,6 +2214,7 @@ public IEnumerator OnTryAlterAttributeCheck( } var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = abilityCheckData.AbilityCheckRoll; if (dieRoll <= abilityCheckData.AbilityCheckRoll) { @@ -2228,25 +2233,15 @@ public IEnumerator OnTryAlterAttributeCheck( abilityCheckData.AbilityCheckSuccessDelta += dieRoll - abilityCheckData.AbilityCheckRoll; abilityCheckData.AbilityCheckRoll = dieRoll; - (ConsoleStyleDuplet.ParameterType, string) extra; - - if (abilityCheckData.AbilityCheckSuccessDelta >= 0) - { - abilityCheckData.AbilityCheckRollOutcome = RollOutcome.Success; - extra = (ConsoleStyleDuplet.ParameterType.Positive, "Feedback/&RollCheckSuccessTitle"); - } - else - { - extra = (ConsoleStyleDuplet.ParameterType.Negative, "Feedback/&RollCheckFailureTitle"); - } - rulesetHelper.LogCharacterActivatesAbility( "Feat/&FeatLuckyTitle", "Feedback/&LuckyCheckToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()), - extra + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) ]); } @@ -2318,25 +2313,15 @@ public IEnumerator OnTryAlterOutcomeSavingThrow( action.saveOutcomeDelta += dieRoll - savingRoll; action.RolledSaveThrow = true; - (ConsoleStyleDuplet.ParameterType, string) extra; - - if (action.saveOutcomeDelta >= 0) - { - action.saveOutcome = RollOutcome.Success; - extra = (ConsoleStyleDuplet.ParameterType.Positive, "Feedback/&RollCheckSuccessTitle"); - } - else - { - extra = (ConsoleStyleDuplet.ParameterType.Negative, "Feedback/&RollCheckFailureTitle"); - } - rulesetHelper.LogCharacterActivatesAbility( "Feat/&FeatLuckyTitle", "Feedback/&LuckySavingToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()), - extra + (dieRoll > savingRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (savingRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + savingRoll.ToString()) ]); } } @@ -2394,7 +2379,7 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( { var rulesetAttacker = attacker.RulesetCharacter; - defender.RulesetCharacter.InflictCondition( + defender.RulesetActor.InflictCondition( conditionConcentrationDisadvantage.Name, DurationType.Round, 0, @@ -2425,7 +2410,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( { var rulesetAttacker = attacker.RulesetCharacter; - defender.RulesetCharacter.InflictCondition( + defender.RulesetActor.InflictCondition( conditionConcentrationDisadvantage.Name, DurationType.Round, 0, diff --git a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs index 97ee1bd15e..c2cdae6944 100644 --- a/SolastaUnfinishedBusiness/Feats/RaceFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/RaceFeats.cs @@ -409,6 +409,12 @@ private static FeatDefinition BuildSquatNimbleness(List feats) { const string SquatNimbleness = "SquatNimbleness"; + var movementAffinitySquatNimbleness = FeatureDefinitionMovementAffinityBuilder + .Create("MovementAffinitySquatNimbleness") + .SetGuiPresentationNoContent(true) + .SetBaseSpeedAdditiveModifier(1) + .AddToDB(); + var acrobaticsSkill = FeatureDefinitionProficiencyBuilder .Create("ProficiencyFeatSquatNimblenessAcrobatics") .SetGuiPresentationNoContent(true) @@ -424,7 +430,7 @@ private static FeatDefinition BuildSquatNimbleness(List feats) var featSquatNimblenessDex = FeatDefinitionWithPrerequisitesBuilder .Create("FeatSquatNimblenessDex") .SetGuiPresentation(Category.Feat) - .SetFeatures(AttributeModifierCreed_Of_Misaye) + .SetFeatures(AttributeModifierCreed_Of_Misaye, movementAffinitySquatNimbleness) .AddCustomSubFeatures(new SkillOrExpertise(DatabaseHelper.SkillDefinitions.Acrobatics, acrobaticsSkill, acrobaticsExpertise)) .SetValidators(ValidatorsFeat.IsSmallRace) @@ -446,7 +452,7 @@ private static FeatDefinition BuildSquatNimbleness(List feats) var featSquatNimblenessStr = FeatDefinitionWithPrerequisitesBuilder .Create("FeatSquatNimblenessStr") .SetGuiPresentation(Category.Feat) - .SetFeatures(AttributeModifierCreed_Of_Einar) + .SetFeatures(AttributeModifierCreed_Of_Einar, movementAffinitySquatNimbleness) .AddCustomSubFeatures(new SkillOrExpertise(DatabaseHelper.SkillDefinitions.Athletics, athleticsSkill, athleticsExpertise)) .SetValidators(ValidatorsFeat.IsSmallRace) @@ -685,7 +691,7 @@ public IEnumerator OnTryAlterOutcomeAttack( ServiceRepository.GetService() as GameLocationActionManager; if (!actionManager || - action.AttackRollOutcome != RollOutcome.CriticalFailure || + action.AttackRollOutcome is not (RollOutcome.Failure or RollOutcome.CriticalFailure) || attacker == helper || attacker.IsOppositeSide(helper.Side) || !helper.CanReact() || @@ -719,6 +725,7 @@ public IEnumerator OnTryAlterOutcomeAttack( var rulesetHelper = helper.RulesetCharacter; var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = action.AttackRoll; if (dieRoll <= action.AttackRoll) { @@ -761,7 +768,10 @@ public IEnumerator OnTryAlterOutcomeAttack( "Feedback/&BountifulLuckAttackToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()) + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) ]); } @@ -811,6 +821,7 @@ public IEnumerator OnTryAlterAttributeCheck( var rulesetHelper = helper.RulesetCharacter; var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = abilityCheckData.AbilityCheckRoll; if (dieRoll <= abilityCheckData.AbilityCheckRoll) { @@ -829,18 +840,6 @@ public IEnumerator OnTryAlterAttributeCheck( abilityCheckData.AbilityCheckSuccessDelta += dieRoll - abilityCheckData.AbilityCheckRoll; abilityCheckData.AbilityCheckRoll = dieRoll; - (ConsoleStyleDuplet.ParameterType, string) extra; - - if (abilityCheckData.AbilityCheckSuccessDelta >= 0) - { - abilityCheckData.AbilityCheckRollOutcome = RollOutcome.Success; - extra = (ConsoleStyleDuplet.ParameterType.Positive, "Feedback/&RollCheckSuccessTitle"); - } - else - { - extra = (ConsoleStyleDuplet.ParameterType.Negative, "Feedback/&RollCheckFailureTitle"); - } - rulesetHelper.InflictCondition( conditionBountifulLuck.Name, DurationType.Round, @@ -860,8 +859,10 @@ public IEnumerator OnTryAlterAttributeCheck( "Feedback/&BountifulLuckCheckToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()), - extra + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) ]); } @@ -936,18 +937,6 @@ public IEnumerator OnTryAlterOutcomeSavingThrow( action.saveOutcomeDelta += dieRoll - savingRoll; action.RolledSaveThrow = true; - (ConsoleStyleDuplet.ParameterType, string) extra; - - if (action.saveOutcomeDelta >= 0) - { - action.saveOutcome = RollOutcome.Success; - extra = (ConsoleStyleDuplet.ParameterType.Positive, "Feedback/&RollCheckSuccessTitle"); - } - else - { - extra = (ConsoleStyleDuplet.ParameterType.Negative, "Feedback/&RollCheckFailureTitle"); - } - rulesetHelper.InflictCondition( conditionBountifulLuck.Name, DurationType.Round, @@ -967,8 +956,10 @@ public IEnumerator OnTryAlterOutcomeSavingThrow( "Feedback/&BountifulLuckSavingToHitRoll", extra: [ - (ConsoleStyleDuplet.ParameterType.Positive, dieRoll.ToString()), - extra + (dieRoll > savingRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (savingRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + savingRoll.ToString()) ]); } } @@ -1502,12 +1493,6 @@ public IEnumerator OnActionFinishedByMe(CharacterAction action) public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerOrcishAggression) - { - return true; - } - var service = ServiceRepository.GetService(); var actingCharacter = __instance.ActionParams.ActingCharacter; @@ -2003,7 +1988,7 @@ public IEnumerator OnTryAlterOutcomeAttack( toHitBonus = attackMode.ToHitBonus; roll = rulesetAttacker.RollAttack( toHitBonus, - defender.RulesetCharacter, + defender.RulesetActor, attackMode.SourceDefinition, attackMode.ToHitBonusTrends, false, @@ -2021,7 +2006,7 @@ public IEnumerator OnTryAlterOutcomeAttack( toHitBonus = activeEffect.MagicAttackBonus; roll = rulesetAttacker.RollMagicAttack( activeEffect, - defender.RulesetCharacter, + defender.RulesetActor, activeEffect.GetEffectSource(), attackModifier.AttacktoHitTrends, attackModifier.AttackAdvantageTrends, diff --git a/SolastaUnfinishedBusiness/FightingStyles/Executioner.cs b/SolastaUnfinishedBusiness/FightingStyles/Executioner.cs index b06fa468df..3c7eb8942e 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Executioner.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Executioner.cs @@ -65,7 +65,7 @@ internal override bool IsValid( { reactionParams = null; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (attackMode == null || rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs index 4db27b1e40..f33727b8be 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs @@ -42,7 +42,7 @@ internal sealed class Interception : AbstractFightingStyle .Create($"ReduceDamage{Name}") .SetGuiPresentation(Name, Category.FightingStyle) .SetAlwaysActiveReducedDamage( - (_, defender) => defender.RulesetCharacter.AllConditions.FirstOrDefault( + (_, defender) => defender.RulesetActor.AllConditions.FirstOrDefault( x => x.ConditionDefinition.Name == $"Condition{Name}")!.Amount) .AddToDB()) .AddToDB())) @@ -119,7 +119,7 @@ public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( var roll = helperCharacter.RollDie(DieType.D10, RollContext.None, true, AdvantageType.None, out _, out _); var reducedDamage = roll + helperCharacter.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); - defender.RulesetCharacter.InflictCondition( + defender.RulesetActor.InflictCondition( conditionDefinition.Name, DurationType.Round, 0, diff --git a/SolastaUnfinishedBusiness/FightingStyles/Sentinel.cs b/SolastaUnfinishedBusiness/FightingStyles/Sentinel.cs index 256a0a5418..f36fc018f5 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Sentinel.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Sentinel.cs @@ -59,7 +59,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( } var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false }) diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json index 16508941cf..45ece97cd9 100644 --- a/SolastaUnfinishedBusiness/Info.json +++ b/SolastaUnfinishedBusiness/Info.json @@ -1,7 +1,7 @@ { "Id": "SolastaUnfinishedBusiness", "DisplayName": "[Un] Finished Business", - "Version": "1.5.97.9", + "Version": "1.5.97.10", "GameVersion": "1.5.97", "ManagerVersion": "0.24.0", "AssemblyName": "SolastaUnfinishedBusiness.dll", diff --git a/SolastaUnfinishedBusiness/Interfaces/ICustomReactionCustomResourceUse.cs b/SolastaUnfinishedBusiness/Interfaces/ICustomReactionCustomResourceUse.cs index 1185db367c..3fa8e8ce67 100644 --- a/SolastaUnfinishedBusiness/Interfaces/ICustomReactionCustomResourceUse.cs +++ b/SolastaUnfinishedBusiness/Interfaces/ICustomReactionCustomResourceUse.cs @@ -2,5 +2,5 @@ internal interface ICustomReactionCustomResourceUse { - string GetRequestPoints(RulesetCharacter rulesetCharacter); + string GetRequestPoints(CharacterReactionItem item); } diff --git a/SolastaUnfinishedBusiness/Models/CharacterContext.cs b/SolastaUnfinishedBusiness/Models/CharacterContext.cs index ca85c7f337..f60e0b798a 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterContext.cs @@ -5,6 +5,7 @@ using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.Helpers; using SolastaUnfinishedBusiness.Api.LanguageExtensions; using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Builders; @@ -43,6 +44,12 @@ internal static partial class CharacterContext internal const int ModMaxAttribute = 17; internal const int ModBuyPoints = 35; + private static readonly FeatureDefinition FeatureSorcererMagicalGuidance = FeatureDefinitionBuilder + .Create("FeatureSorcererMagicalGuidance") + .SetGuiPresentation(Category.Feature) + .AddCustomSubFeatures(new TryAlterOutcomeAttributeCheckSorcererMagicalGuidance()) + .AddToDB(); + internal static readonly ConditionDefinition ConditionIndomitableSaving = ConditionDefinitionBuilder .Create("ConditionIndomitableSaving") .SetGuiPresentationNoContent(true) @@ -225,7 +232,9 @@ internal static void LateLoad() SwitchRogueFightingStyle(); SwitchRogueSteadyAim(); SwitchRogueStrSaving(); + SwitchSorcererMagicalGuidance(); SwitchScimitarWeaponSpecialization(); + SwitchBardHealingBalladOnLongRest(); SwitchSubclassAncestriesToUseCustomInvocationPools( "PathClaw", PathClaw, FeatureSetPathClawDragonAncestry, InvocationPoolPathClawDraconicChoice, @@ -891,6 +900,24 @@ private static void SwitchRangerToUseCustomInvocationPools() rangerSurvivalist.FeatureUnlocks.SetRange(replacedFeatures); } + internal static void SwitchSorcererMagicalGuidance() + { + if (Main.Settings.EnableSorcererMagicalGuidance) + { + Sorcerer.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(FeatureSorcererMagicalGuidance, 5)); + } + else + { + Sorcerer.FeatureUnlocks.RemoveAll(x => + x.level == 5 && x.FeatureDefinition == FeatureSorcererMagicalGuidance); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + internal static void SwitchScimitarWeaponSpecialization() { var proficiencies = new List { ProficiencyBardWeapon, ProficiencyRogueWeapon }; @@ -908,6 +935,12 @@ internal static void SwitchScimitarWeaponSpecialization() } } + internal static void SwitchBardHealingBalladOnLongRest() + { + FeatureDefinitionRestHealingModifiers.RestHealingModifierBardHealingBallad.applyDuringLongRest = + Main.Settings.EnableBardHealingBalladOnLongRest; + } + private static void SwitchSubclassAncestriesToUseCustomInvocationPools( string name, CharacterSubclassDefinition characterSubclassDefinition, @@ -1127,6 +1160,73 @@ private static bool IsSubRace(CharacterRaceDefinition raceDefinition) .Any(crd => crd.SubRaces.Contains(raceDefinition)); } + private sealed class TryAlterOutcomeAttributeCheckSorcererMagicalGuidance : ITryAlterOutcomeAttributeCheck + { + public IEnumerator OnTryAlterAttributeCheck( + GameLocationBattleManager battleManager, + AbilityCheckData abilityCheckData, + GameLocationCharacter defender, + GameLocationCharacter helper, + ActionModifier abilityCheckModifier) + { + var actionManager = + ServiceRepository.GetService() as GameLocationActionManager; + + var rulesetHelper = helper.RulesetCharacter; + + if (!actionManager || + abilityCheckData.AbilityCheckRoll == 0 || + abilityCheckData.AbilityCheckRollOutcome != RollOutcome.Failure || + helper != defender || + rulesetHelper.RemainingSorceryPoints == 0) + { + yield break; + } + + var reactionParams = + new CharacterActionParams(helper, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) + { + StringParameter = "CustomReactionMagicalGuidanceCheckDescription".Formatted( + Category.Reaction, defender.Name, helper.Name) + }; + var count = actionManager.PendingReactionRequestGroups.Count; + + var reactionRequest = new ReactionRequestCustom("MagicalGuidanceCheck", reactionParams) + { + Resource = ReactionResourceSorceryPoints.Instance + }; + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(defender, actionManager, count); + + if (!reactionParams.ReactionValidated) + { + yield break; + } + + rulesetHelper.SpendSorceryPoints(1); + rulesetHelper.SorceryPointsAltered?.Invoke(rulesetHelper, rulesetHelper.RemainingSorceryPoints); + + var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = abilityCheckData.AbilityCheckRoll; + + abilityCheckData.AbilityCheckSuccessDelta += dieRoll - abilityCheckData.AbilityCheckRoll; + abilityCheckData.AbilityCheckRoll = dieRoll; + + rulesetHelper.LogCharacterActivatesAbility( + "Feature/&FeatureSorcererMagicalGuidanceTitle", + "Feedback/&MagicalGuidanceCheckToHitRoll", + extra: + [ + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) + ]); + } + } + private sealed class FilterTargetingPositionPowerTeleportSummon : IFilterTargetingPosition { public IEnumerator ComputeValidPositions(CursorLocationSelectPosition cursorLocationSelectPosition) diff --git a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs index 0a0e5cf641..1e1faba939 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs @@ -1229,6 +1229,7 @@ internal static bool IsSneakAttackValid( { // only trigger if haven't used sneak attack yet if (!attacker.OncePerTurnIsValid("AdditionalDamageRogueSneakAttack") || + !attacker.OncePerTurnIsValid("AdditionalDamageRoguishHoodlumNonFinesseSneakAttack") || !attacker.OncePerTurnIsValid("AdditionalDamageRoguishDuelistDaringDuel") || !attacker.OncePerTurnIsValid("AdditionalDamageRoguishUmbralStalkerDeadlyShadows")) { @@ -1359,7 +1360,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( _selectedPower = null; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs index 5b092cbb0a..2a744ca183 100644 --- a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs +++ b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs @@ -40,6 +40,7 @@ public static class CustomActionIdContext (Id)ExtraActionId.MindSculptToggle, (Id)ExtraActionId.OrcishFuryToggle, (Id)ExtraActionId.PaladinSmiteToggle, + (Id)ExtraActionId.PowerSurgeToggle, (Id)ExtraActionId.PressTheAdvantageToggle, (Id)ExtraActionId.ThunderousStrikeToggle, (Id)ExtraActionId.QuiveringPalmToggle, diff --git a/SolastaUnfinishedBusiness/Models/FixesContext.cs b/SolastaUnfinishedBusiness/Models/FixesContext.cs index 3b9b16c122..8a9e118322 100644 --- a/SolastaUnfinishedBusiness/Models/FixesContext.cs +++ b/SolastaUnfinishedBusiness/Models/FixesContext.cs @@ -57,6 +57,7 @@ internal static void LateLoad() FixMummyDreadfulGlareSavingAttribute(); FixPowerDragonbornBreathWeaponDiceProgression(); FixRecklessAttackForReachWeaponsAndPathOfTheYeoman(); + FixRestPowerVisibility(); FixSavingThrowAffinityConditionRaging(); FixSavingThrowAffinityManaPainterAbsorption(); FixSmitesAndStrikesDiceProgression(); @@ -398,6 +399,9 @@ private static void FixMartialArtsProgression() private static void FixMinorMagicEffectsIssues() { + // fix Resurrection + Resurrection.EffectDescription.EffectForms[0].ReviveForm.maxSecondsSinceDeath = 864000; + // fix Vampiric Touch VampiricTouch.EffectDescription.rangeParameter = 1; @@ -537,6 +541,14 @@ private static void FixRecklessAttackForReachWeaponsAndPathOfTheYeoman() ExtraSituationalContext.AttackerWithMeleeOrUnarmedAndTargetWithinReachOrYeomanWithLongbow; } + private static void FixRestPowerVisibility() + { + FeatureDefinitionPowers.PowerCircleLandNaturalRecovery.AddCustomSubFeatures(ModifyPowerVisibility.Hidden); + FeatureDefinitionPowers.PowerMarksmanRecycler.AddCustomSubFeatures(ModifyPowerVisibility.Hidden); + FeatureDefinitionPowers.PowerSorcererManaPainterTap.AddCustomSubFeatures(ModifyPowerVisibility.Hidden); + FeatureDefinitionPowers.PowerWizardArcaneRecovery.AddCustomSubFeatures(ModifyPowerVisibility.Hidden); + } + private static void FixSmitesAndStrikesDiceProgression() { //BUGFIX: Makes Divine Smite use correct number of dice when spending slot level 5+ @@ -592,6 +604,8 @@ private static void FixAdditionalDamageRogueSneakAttack() { AdditionalDamageRogueSneakAttack.AddCustomSubFeatures( new ModifyAdditionalDamageRogueSneakAttack(AdditionalDamageRogueSneakAttack)); + AdditionalDamageRoguishHoodlumNonFinesseSneakAttack.AddCustomSubFeatures( + new ClassFeats.ModifyAdditionalDamageCloseQuarters(AdditionalDamageRoguishHoodlumNonFinesseSneakAttack)); } private static void FixCriticalThresholdModifiers() diff --git a/SolastaUnfinishedBusiness/Models/Level20Context.cs b/SolastaUnfinishedBusiness/Models/Level20Context.cs index 1e1d7e2dbc..cafcb2e058 100644 --- a/SolastaUnfinishedBusiness/Models/Level20Context.cs +++ b/SolastaUnfinishedBusiness/Models/Level20Context.cs @@ -1004,7 +1004,7 @@ public IEnumerator OnPhysicalAttackInitiatedOnMe( ActionModifier attackModifier, RulesetAttackMode attackMode) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs index 2283bb3e73..e046ea5056 100644 --- a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs +++ b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs @@ -678,13 +678,10 @@ private static void MonkLoad() EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity) .SetParticleEffectParameters(DreadfulOmen) .Build()) + .AddCustomSubFeatures( + new CustomBehaviorQuiveringPalmTrigger(conditionTraditionOpenHandQuiveringPalm)) .AddToDB(); - powerTraditionOpenHandQuiveringPalmTrigger.AddCustomSubFeatures( - new CustomBehaviorQuiveringPalmTrigger( - powerTraditionOpenHandQuiveringPalmTrigger, - conditionTraditionOpenHandQuiveringPalm)); - var powerTraditionOpenHandQuiveringPalm = FeatureDefinitionPowerBuilder .Create("PowerTraditionOpenHandQuiveringPalm") .SetGuiPresentation("FeatureSetTraditionOpenHandQuiveringPalm", Category.Feature) @@ -924,6 +921,7 @@ private static void PaladinLoad() .SetDamageDice(DieType.D6, 2) .SetSpecificDamageType(DamageTypeFire) .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .SetAttackModeOnly() .SetImpactParticleReference(FireBolt.EffectDescription.EffectParticleParameters.impactParticleReference) .AddToDB(); @@ -1963,7 +1961,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { @@ -1997,8 +1995,6 @@ public IEnumerator OnPhysicalAttackFinishedByMe( // private sealed class CustomBehaviorQuiveringPalmTrigger( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinitionPower featureDefinitionPower, // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionDefinition) : IFilterTargetingCharacter, IMagicEffectFinishedByMe @@ -2007,15 +2003,9 @@ private sealed class CustomBehaviorQuiveringPalmTrigger( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != featureDefinitionPower) - { - return true; - } - if (target.RulesetCharacter == null) { - return true; + return false; } var isValid = target.RulesetCharacter.HasConditionOfType(conditionDefinition.Name); @@ -2118,7 +2108,7 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, // remove this condition from all other enemies foreach (var rulesetDefender in Gui.Battle.GetContenders(gameLocationDefender, isOppositeSide: false) - .Select(defender => defender.RulesetCharacter)) + .Select(defender => defender.RulesetActor)) { if (rulesetDefender.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, @@ -2250,7 +2240,7 @@ internal override bool IsValid( { reactionParams = null; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (attackMode == null || rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Models/MetamagicContext.cs b/SolastaUnfinishedBusiness/Models/MetamagicContext.cs index 167fe7b811..421f87e82a 100644 --- a/SolastaUnfinishedBusiness/Models/MetamagicContext.cs +++ b/SolastaUnfinishedBusiness/Models/MetamagicContext.cs @@ -15,6 +15,8 @@ internal static void LateLoad() LoadMetamagic(BuildMetamagicAltruisticSpell()); LoadMetamagic(BuildMetamagicFocusedSpell()); LoadMetamagic(BuildMetamagicPowerfulSpell()); + LoadMetamagic(BuildMetamagicSeekingSpell()); + LoadMetamagic(BuildMetamagicTransmutedSpell()); LoadMetamagic(BuildMetamagicWidenedSpell()); // sorting diff --git a/SolastaUnfinishedBusiness/Models/SpellsContext.cs b/SolastaUnfinishedBusiness/Models/SpellsContext.cs index 1ca61df5f7..92f3a739bf 100644 --- a/SolastaUnfinishedBusiness/Models/SpellsContext.cs +++ b/SolastaUnfinishedBusiness/Models/SpellsContext.cs @@ -52,6 +52,7 @@ internal static class SpellsContext internal static readonly SpellDefinition SearingSmite = BuildSearingSmite(); internal static readonly SpellDefinition SonicBoom = BuildSonicBoom(); internal static readonly SpellDefinition StaggeringSmite = BuildStaggeringSmite(); + internal static readonly SpellDefinition SteelWhirlwind = BuildSteelWhirlwind(); internal static readonly SpellDefinition SunlightBlade = BuildSunlightBlade(); internal static readonly SpellDefinition Telekinesis = BuildTelekinesis(); internal static readonly SpellDefinition ThunderousSmite = BuildThunderousSmite(); @@ -331,7 +332,7 @@ internal static void LateLoad() RegisterSpell(FarStep, 0, SpellListSorcerer, SpellListWarlock, SpellListWizard); RegisterSpell(BuildIncineration(), 0, SpellListSorcerer, SpellListWizard); RegisterSpell(BuildMantleOfThorns(), 0, SpellListDruid); - RegisterSpell(BuildSteelWhirlwind(), 0, SpellListRanger, SpellListWizard); + RegisterSpell(SteelWhirlwind, 0, SpellListRanger, SpellListWizard); RegisterSpell(SonicBoom, 0, SpellListSorcerer, SpellListWizard); RegisterSpell(Telekinesis, 0, SpellListSorcerer, SpellListWizard); diff --git a/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs index d3cb71373c..1b70873967 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterBuildingManagerPatcher.cs @@ -11,6 +11,7 @@ using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Feats; using SolastaUnfinishedBusiness.Models; +using SolastaUnfinishedBusiness.Subclasses; using TA; using static RuleDefinitions; using static FeatureDefinitionCastSpell; @@ -174,6 +175,9 @@ public static void Prefix([NotNull] CharacterBuildingManager __instance, [NotNul [UsedImplicitly] public static void Postfix(CharacterBuildingManager __instance, [NotNull] RulesetCharacterHero hero) { + //PATCH: grants cantrip selected by a Domain Nature on level 1 + DomainNature.GrantCantrip(hero); + //PATCH: grants spell repertoires and respective selected spells from feats LevelUpContext.GrantSpellsOrCantripsFromFeatCastSpell(__instance, hero); diff --git a/SolastaUnfinishedBusiness/Patches/CharacterReactionItemPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterReactionItemPatcher.cs index 92793b9ae2..4d805758fb 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterReactionItemPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterReactionItemPatcher.cs @@ -91,9 +91,7 @@ private static void SetupResource(CharacterReactionItem item, ICustomReactionRes item.remainingResourceValue.Text = resource.GetUses(item.guiCharacter.rulesetCharacter); item.resourceCostGroup.gameObject.SetActive(true); item.resourceCostImage.sprite = item.resourceCostSprite; - item.resourceCostValue.Text = - (resource as ICustomReactionCustomResourceUse)?.GetRequestPoints(item.guiCharacter.rulesetCharacter) ?? - "1"; + item.resourceCostValue.Text = (resource as ICustomReactionCustomResourceUse)?.GetRequestPoints(item) ?? "1"; } //patch implementation diff --git a/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs b/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs new file mode 100644 index 0000000000..f5c63d4507 --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/CursorLocationGeometricShapePatcher.cs @@ -0,0 +1,90 @@ +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using System.Reflection; +using System.Reflection.Emit; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api.Helpers; +using UnityEngine; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class CursorLocationGeometricShapePatcher +{ + //PATCH: UseHeightOneCylinderEffect + [HarmonyPatch(typeof(CursorLocationGeometricShape), nameof(CursorLocationGeometricShape.UpdateGeometricShape))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class UpdateGeometricShape_Patch + { + [UsedImplicitly] + public static void MyUpdateCubePosition_Regular( + [NotNull] GeometricShape __instance, + Vector3 origin, + float edgeSize, + int targetSize, + bool adaptToGroundLevel, + bool isValid, + int height) + { + __instance.UpdateCubePosition_Regular(origin, edgeSize, targetSize, adaptToGroundLevel, isValid); + + if (!Main.Settings.UseHeightOneCylinderEffect) + { + return; + } + + if (height == 0) + { + return; + } + + var vector3 = new Vector3(); + + if (!adaptToGroundLevel) + { + if (edgeSize % 2.0 == 0.0) + { + vector3 = new Vector3(0.5f, 0.0f, 0.5f); + } + + if (height % 2.0 == 0.0) + { + vector3.y = 0.5f; + } + } + else + { + vector3.y = (float)((0.5 * height) - 0.5); + + if (edgeSize % 2.0 == 0.0) + { + vector3 += new Vector3(0.5f, 0.0f, 0.5f); + } + } + + var transform = __instance.cubeRenderer.transform; + + transform.SetPositionAndRotation(origin + vector3, Quaternion.identity); + transform.localScale = new Vector3(edgeSize, height, edgeSize); + } + + [UsedImplicitly] + public static IEnumerable Transpiler([NotNull] IEnumerable instructions) + { + var targetParameter2Field = + typeof(CursorLocationGeometricShape).GetField("targetParameter2", + BindingFlags.Instance | BindingFlags.NonPublic); + var updateCubePositionRegularMethod = typeof(GeometricShape).GetMethod("UpdateCubePosition_Regular"); + var myUpdateCubePositionRegularMethod = + typeof(UpdateGeometricShape_Patch).GetMethod("MyUpdateCubePosition_Regular"); + + return instructions.ReplaceCalls(updateCubePositionRegularMethod, + "CursorLocationGeometricShape.UpdateGeometricShape", + new CodeInstruction(OpCodes.Ldarg_0), + new CodeInstruction(OpCodes.Ldfld, targetParameter2Field), + new CodeInstruction(OpCodes.Call, myUpdateCubePositionRegularMethod)); + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationEffectPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationEffectPatcher.cs index b20d44abeb..d01873b948 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationEffectPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationEffectPatcher.cs @@ -36,10 +36,12 @@ public static bool Prefix( num = __instance.rulesetEffect.Guid; } } +#if false else { - //Main.Info("SERIALIZATION: null rulesetEffect"); + Main.Info("SERIALIZATION: null rulesetEffect"); } +#endif var guid = serializer.SerializeAttribute("RulesetEffectGuid", num); @@ -48,10 +50,12 @@ public static bool Prefix( //Main.Info($"SERIALIZATION: {__instance.rulesetEffect.Name}"); __instance.rulesetEffect.EntityImplementation = __instance; } +#if false else { - //Main.Info($"Cannot reconcile RulesetEffect {__instance.effectSourceName} of id {guid}"); + Main.Info($"Cannot reconcile RulesetEffect {__instance.effectSourceName} of id {guid}"); } +#endif __instance.position = serializer.SerializeAttribute("Position", __instance.position); __instance.position2 = serializer.SerializeAttribute("Position2", __instance.position2); diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationTargetingManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationTargetingManagerPatcher.cs index bbae780898..333f8ce1fa 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationTargetingManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationTargetingManagerPatcher.cs @@ -1,15 +1,170 @@ using System.Collections.Generic; using System.Diagnostics.CodeAnalysis; using System.Linq; +using System.Reflection; +using System.Reflection.Emit; using HarmonyLib; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Models; +using UnityEngine; namespace SolastaUnfinishedBusiness.Patches; [UsedImplicitly] public static class GameLocationTargetingManagerPatcher { + //PATCH: UseHeightOneCylinderEffect + [HarmonyPatch(typeof(GameLocationTargetingManager), nameof(GameLocationTargetingManager.BuildAABB))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class BuildAABB_Patch + { + [UsedImplicitly] + public static void Postfix(GameLocationTargetingManager __instance) + { + if (!Main.Settings.UseHeightOneCylinderEffect) + { + return; + } + + if (__instance.shapeType != MetricsDefinitions.GeometricShapeType.Cube) + { + return; + } + + if (__instance.geometricParameter2 <= 0) + { + return; + } + + var edgeSize = __instance.geometricParameter; + var height = __instance.geometricParameter2; + + Vector3 vector = new(); + + if (__instance.hasMagneticTargeting || __instance.rangeType == RuleDefinitions.RangeType.Self) + { + if (edgeSize % 2.0 == 0.0) + { + vector = new Vector3(0.5f, 0f, 0.5f); + } + + if (height % 2.0 == 0.0) + { + vector.y = 0.5f; + } + } + else + { + vector = new Vector3(0.0f, (float)((0.5 * height) - 0.5), 0.0f); + + if (edgeSize % 2.0 == 0.0) + { + vector += new Vector3(0.5f, 0.0f, 0.5f); + } + } + + __instance.bounds = new Bounds(__instance.origin + vector, new Vector3(edgeSize, height, edgeSize)); + } + } + + //PATCH: UseHeightOneCylinderEffect + [HarmonyPatch(typeof(GameLocationTargetingManager), nameof(GameLocationTargetingManager.DoesShapeContainPoint))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class DoesShapeContainPoint_Patch + { + [UsedImplicitly] + public static bool MyCubeContainsPoint_Regular( + Vector3 cubeOrigin, + float edgeSize, + int targetSize, + bool hasMagneticTargeting, + Vector3 point, + float height) + { + var result = + GeometryUtils.CubeContainsPoint_Regular(cubeOrigin, edgeSize, targetSize, hasMagneticTargeting, point); + + if (!Main.Settings.UseHeightOneCylinderEffect) + { + return result; + } + + if (height == 0) + { + return result; + } + + // Code from CubeContainsPoint_Regular modified with height + var vector3 = new Vector3(); + + if (hasMagneticTargeting) + { + if (edgeSize % 2.0 == 0.0) + { + vector3 = new Vector3(0.5f, 0f, 0.5f); + } + + if (height % 2.0 == 0.0) + { + vector3.y = 0.5f; + } + } + else + { + vector3.y = (float)((0.5 * height) - 0.5); + + if (edgeSize % 2.0 == 0.0) + { + vector3 += new Vector3(0.5f, 0.0f, 0.5f); + } + } + + var vector32 = point - cubeOrigin - vector3; + + result = + Mathf.Abs(vector32.x) <= (double)0.5f * edgeSize + && Mathf.Abs(vector32.y) <= (double)0.5f * height + && Mathf.Abs(vector32.z) <= (double)0.5f * edgeSize; + + return result; + } + + [NotNull] + [UsedImplicitly] + public static IEnumerable Transpiler([NotNull] IEnumerable instructions) + { + var geometricParameter2Field = + typeof(GameLocationTargetingManager).GetField("geometricParameter2", + BindingFlags.Instance | BindingFlags.NonPublic); + var cubeContainsPointRegularMethod = typeof(GeometryUtils).GetMethod("CubeContainsPoint_Regular"); + var myCubeContainsPointRegularMethod = + typeof(DoesShapeContainPoint_Patch).GetMethod("MyCubeContainsPoint_Regular"); + + return instructions.ReplaceCalls(cubeContainsPointRegularMethod, + "CursorLocationGeometricShape.DoesShapeContainPoint", + new CodeInstruction(OpCodes.Ldarg_0), + new CodeInstruction(OpCodes.Ldfld, geometricParameter2Field), + new CodeInstruction(OpCodes.Call, myCubeContainsPointRegularMethod)); + } + + [HarmonyPatch(typeof(CursorLocationGeometricShape), nameof(CursorLocationGeometricShape.RefreshHover))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class RefreshHover_Patch + { + [UsedImplicitly] + public static void Postfix(CursorLocationGeometricShape __instance) + { + __instance.affectedCharacterColor = + GameUiContext.HighContrastColors[Main.Settings.HighContrastTargetingAoeSelectedColor]; + } + } + } + //BUGFIX: Chain Lightning allow targeting enemies that cannot be perceived creating soft lock situations [HarmonyPatch(typeof(GameLocationTargetingManager), "IGameLocationTargetingService.ComputeAndSortSubtargets")] [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] diff --git a/SolastaUnfinishedBusiness/Patches/GeometryPatcher.cs b/SolastaUnfinishedBusiness/Patches/GeometryPatcher.cs deleted file mode 100644 index 92cd7d73dc..0000000000 --- a/SolastaUnfinishedBusiness/Patches/GeometryPatcher.cs +++ /dev/null @@ -1,242 +0,0 @@ -using System.Collections.Generic; -using System.Diagnostics.CodeAnalysis; -using System.Reflection; -using System.Reflection.Emit; -using HarmonyLib; -using JetBrains.Annotations; -using SolastaUnfinishedBusiness.Api.Helpers; -using SolastaUnfinishedBusiness.Models; -using UnityEngine; -using static RuleDefinitions; - -namespace SolastaUnfinishedBusiness.Patches; - -[UsedImplicitly] -public static class CursorLocationGeometricShapePatcher -{ - //PATCH: UseHeightOneCylinderEffect - [HarmonyPatch(typeof(CursorLocationGeometricShape), nameof(CursorLocationGeometricShape.UpdateGeometricShape))] - [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] - [UsedImplicitly] - public static class UpdateGeometricShape_Patch - { - [UsedImplicitly] - public static void MyUpdateCubePosition_Regular( - [NotNull] GeometricShape __instance, - Vector3 origin, - float edgeSize, - int targetSize, - bool adaptToGroundLevel, - bool isValid, - int height) - { - __instance.UpdateCubePosition_Regular(origin, edgeSize, targetSize, adaptToGroundLevel, isValid); - - if (!Main.Settings.UseHeightOneCylinderEffect) - { - return; - } - - if (height == 0) - { - return; - } - - var vector3 = new Vector3(); - - if (!adaptToGroundLevel) - { - if (edgeSize % 2.0 == 0.0) - { - vector3 = new Vector3(0.5f, 0.0f, 0.5f); - } - - if (height % 2.0 == 0.0) - { - vector3.y = 0.5f; - } - } - else - { - vector3.y = (float)((0.5 * height) - 0.5); - - if (edgeSize % 2.0 == 0.0) - { - vector3 += new Vector3(0.5f, 0.0f, 0.5f); - } - } - - var transform = __instance.cubeRenderer.transform; - - transform.SetPositionAndRotation(origin + vector3, Quaternion.identity); - transform.localScale = new Vector3(edgeSize, height, edgeSize); - } - - [UsedImplicitly] - public static IEnumerable Transpiler([NotNull] IEnumerable instructions) - { - var targetParameter2Field = - typeof(CursorLocationGeometricShape).GetField("targetParameter2", - BindingFlags.Instance | BindingFlags.NonPublic); - var updateCubePositionRegularMethod = typeof(GeometricShape).GetMethod("UpdateCubePosition_Regular"); - var myUpdateCubePositionRegularMethod = - typeof(UpdateGeometricShape_Patch).GetMethod("MyUpdateCubePosition_Regular"); - - return instructions.ReplaceCalls(updateCubePositionRegularMethod, - "CursorLocationGeometricShape.UpdateGeometricShape", - new CodeInstruction(OpCodes.Ldarg_0), - new CodeInstruction(OpCodes.Ldfld, targetParameter2Field), - new CodeInstruction(OpCodes.Call, myUpdateCubePositionRegularMethod)); - } - } - - //PATCH: UseHeightOneCylinderEffect - [HarmonyPatch(typeof(GameLocationTargetingManager), nameof(GameLocationTargetingManager.BuildAABB))] - [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] - [UsedImplicitly] - public static class BuildAABB_Patch - { - [UsedImplicitly] - public static void Postfix(GameLocationTargetingManager __instance) - { - if (!Main.Settings.UseHeightOneCylinderEffect) - { - return; - } - - if (__instance.shapeType != MetricsDefinitions.GeometricShapeType.Cube) - { - return; - } - - if (__instance.geometricParameter2 <= 0) - { - return; - } - - var edgeSize = __instance.geometricParameter; - var height = __instance.geometricParameter2; - - Vector3 vector = new(); - - if (__instance.hasMagneticTargeting || __instance.rangeType == RangeType.Self) - { - if (edgeSize % 2.0 == 0.0) - { - vector = new Vector3(0.5f, 0f, 0.5f); - } - - if (height % 2.0 == 0.0) - { - vector.y = 0.5f; - } - } - else - { - vector = new Vector3(0.0f, (float)((0.5 * height) - 0.5), 0.0f); - - if (edgeSize % 2.0 == 0.0) - { - vector += new Vector3(0.5f, 0.0f, 0.5f); - } - } - - __instance.bounds = new Bounds(__instance.origin + vector, new Vector3(edgeSize, height, edgeSize)); - } - } - - //PATCH: UseHeightOneCylinderEffect - [HarmonyPatch(typeof(GameLocationTargetingManager), nameof(GameLocationTargetingManager.DoesShapeContainPoint))] - [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] - [UsedImplicitly] - public static class DoesShapeContainPoint_Patch - { - [UsedImplicitly] - public static bool MyCubeContainsPoint_Regular( - Vector3 cubeOrigin, - float edgeSize, - int targetSize, - bool hasMagneticTargeting, - Vector3 point, - float height) - { - var result = - GeometryUtils.CubeContainsPoint_Regular(cubeOrigin, edgeSize, targetSize, hasMagneticTargeting, point); - - if (!Main.Settings.UseHeightOneCylinderEffect) - { - return result; - } - - if (height == 0) - { - return result; - } - - // Code from CubeContainsPoint_Regular modified with height - var vector3 = new Vector3(); - - if (hasMagneticTargeting) - { - if (edgeSize % 2.0 == 0.0) - { - vector3 = new Vector3(0.5f, 0f, 0.5f); - } - - if (height % 2.0 == 0.0) - { - vector3.y = 0.5f; - } - } - else - { - vector3.y = (float)((0.5 * height) - 0.5); - - if (edgeSize % 2.0 == 0.0) - { - vector3 += new Vector3(0.5f, 0.0f, 0.5f); - } - } - - var vector32 = point - cubeOrigin - vector3; - - result = - Mathf.Abs(vector32.x) <= (double)0.5f * edgeSize - && Mathf.Abs(vector32.y) <= (double)0.5f * height - && Mathf.Abs(vector32.z) <= (double)0.5f * edgeSize; - - return result; - } - - [NotNull] - [UsedImplicitly] - public static IEnumerable Transpiler([NotNull] IEnumerable instructions) - { - var geometricParameter2Field = - typeof(GameLocationTargetingManager).GetField("geometricParameter2", - BindingFlags.Instance | BindingFlags.NonPublic); - var cubeContainsPointRegularMethod = typeof(GeometryUtils).GetMethod("CubeContainsPoint_Regular"); - var myCubeContainsPointRegularMethod = - typeof(DoesShapeContainPoint_Patch).GetMethod("MyCubeContainsPoint_Regular"); - - return instructions.ReplaceCalls(cubeContainsPointRegularMethod, - "CursorLocationGeometricShape.DoesShapeContainPoint", - new CodeInstruction(OpCodes.Ldarg_0), - new CodeInstruction(OpCodes.Ldfld, geometricParameter2Field), - new CodeInstruction(OpCodes.Call, myCubeContainsPointRegularMethod)); - } - - [HarmonyPatch(typeof(CursorLocationGeometricShape), nameof(CursorLocationGeometricShape.RefreshHover))] - [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] - [UsedImplicitly] - public static class RefreshHover_Patch - { - [UsedImplicitly] - public static void Postfix(CursorLocationGeometricShape __instance) - { - __instance.affectedCharacterColor = - GameUiContext.HighContrastColors[Main.Settings.HighContrastTargetingAoeSelectedColor]; - } - } - } -} diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs index 7bd93a158b..897f103671 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterHeroPatcher.cs @@ -416,6 +416,82 @@ public static class RefreshAttackModes_Patch { private static bool _callRefresh; + [UsedImplicitly] + public static IEnumerable Transpiler([NotNull] IEnumerable instructions) + { + var weaponTagsMethod = typeof(WeaponDescription).GetMethod("get_WeaponTags"); + + var myWeaponTagsMethod = + new Func>(WeaponTags).Method; + + //PATCH: make ISpellCastingAffinityProvider from dynamic item properties apply to repertoires + return instructions.ReplaceCalls(weaponTagsMethod, + "RulesetCharacterHero.RefreshAttackModes", + new CodeInstruction(OpCodes.Call, myWeaponTagsMethod)); + } + + //PATCH: supports AccountForAllDiceOnFollowUpStrike + private static List WeaponTags(WeaponDescription weaponDescription) + { + return weaponDescription.WeaponTags.Where(x => x != "TwoHanded").ToList(); + } + + private static void HandleFollowUpStrike(RulesetCharacterHero rulesetCharacterHero) + { + var mainHandInventorySlot = + rulesetCharacterHero.CharacterInventory.InventorySlotsByType[EquipmentDefinitions.SlotTypeMainHand][0]; + var equipedItem = mainHandInventorySlot.EquipedItem; + var itemDefinition = mainHandInventorySlot.EquipedItem?.ItemDefinition; + var weaponDescription = itemDefinition?.WeaponDescription; + + if (weaponDescription == null || + !weaponDescription.WeaponTags.Contains("TwoHanded") || + weaponDescription.WeaponTypeDefinition.WeaponProximity != AttackProximity.Melee || + rulesetCharacterHero.ExecutedAttacks == 0) + { + return; + } + + foreach (var attackModifier in rulesetCharacterHero.attackModifiers) + { + if (!attackModifier.FollowUpStrike) + { + continue; + } + + var attackMode = rulesetCharacterHero.RefreshAttackMode( + ActionDefinitions.ActionType.Bonus, + itemDefinition, + weaponDescription, + false, + attackModifier.FollowUpAddAbilityBonus, + mainHandInventorySlot.Name, + rulesetCharacterHero.attackModifiers, + rulesetCharacterHero.FeaturesOrigin, + equipedItem); + + var effectDamageForms = attackMode.EffectDescription.EffectForms + .Where(x => x.FormType == EffectForm.EffectFormType.Damage) + .ToList(); + + if (effectDamageForms.Count != 0) + { + effectDamageForms[0] = EffectForm.GetCopy(effectDamageForms[0]); + effectDamageForms[0].DamageForm.DieType = attackModifier.FollowUpDamageDie; + effectDamageForms[0].DamageForm.DiceNumber = 1; + } + + if (!Main.Settings.AccountForAllDiceOnFollowUpStrike && + effectDamageForms.Count > 1) + { + effectDamageForms.RemoveRange(1, effectDamageForms.Count - 1); + } + + attackMode.EffectDescription.EffectForms.SetRange(effectDamageForms); + rulesetCharacterHero.AttackModes.Add(attackMode); + } + } + [UsedImplicitly] public static void Prefix(ref bool callRefresh) { @@ -428,6 +504,9 @@ public static void Prefix(ref bool callRefresh) [UsedImplicitly] public static void Postfix(RulesetCharacterHero __instance) { + //PATCH: supports AccountForAllDiceOnFollowUpStrike + HandleFollowUpStrike(__instance); + //PATCH: Allows adding extra attack modes __instance.GetSubFeaturesByType() .OrderBy(provider => provider.Priority()).ToList() diff --git a/SolastaUnfinishedBusiness/Portraits/ElvenWizard7.png b/SolastaUnfinishedBusiness/Portraits/ElvenWizard7.png new file mode 100644 index 0000000000..831d150932 Binary files /dev/null and b/SolastaUnfinishedBusiness/Portraits/ElvenWizard7.png differ diff --git a/SolastaUnfinishedBusiness/Portraits/TieflingFemale5.png b/SolastaUnfinishedBusiness/Portraits/TieflingFemale5.png new file mode 100644 index 0000000000..a554f20c12 Binary files /dev/null and b/SolastaUnfinishedBusiness/Portraits/TieflingFemale5.png differ diff --git a/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs b/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs index 70aa71ac09..59198625d2 100644 --- a/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs +++ b/SolastaUnfinishedBusiness/Properties/Resources.Designer.cs @@ -3942,6 +3942,16 @@ public static byte[] SorcererSpellBlade { } } + /// + /// Looks up a localized resource of type System.Byte[]. + /// + public static byte[] SorceryPoints { + get { + object obj = ResourceManager.GetObject("SorceryPoints", resourceCulture); + return ((byte[])(obj)); + } + } + /// /// Looks up a localized resource of type System.Byte[]. /// diff --git a/SolastaUnfinishedBusiness/Properties/Resources.resx b/SolastaUnfinishedBusiness/Properties/Resources.resx index 8c9091ab00..513dc20829 100644 --- a/SolastaUnfinishedBusiness/Properties/Resources.resx +++ b/SolastaUnfinishedBusiness/Properties/Resources.resx @@ -2451,6 +2451,11 @@ Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a + + ..\Resources\UI\SorceryPoints.png;System.Byte[], mscorlib, Version=4.0.0.0, + Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a + + ..\Resources\Versatilities\EldritchWard.png;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a diff --git a/SolastaUnfinishedBusiness/Races/Imp.cs b/SolastaUnfinishedBusiness/Races/Imp.cs index bb8016d2a7..13d8d6b270 100644 --- a/SolastaUnfinishedBusiness/Races/Imp.cs +++ b/SolastaUnfinishedBusiness/Races/Imp.cs @@ -199,7 +199,7 @@ private static CharacterRaceDefinition BuildImpBadland(CharacterRaceDefinition r var powerImpAssistMagicEffect = new PowerImpAssistMagicEffectFinishedByMe(ConditionImpAssistedEnemyName); powerImpBadlandAssist.AddCustomSubFeatures( - new PowerImpAssistTargetFilter(powerImpBadlandAssist, true), powerImpAssistMagicEffect); + new PowerImpAssistTargetFilter(true), powerImpAssistMagicEffect); var powerImpBadlandHospitality = FeatureDefinitionPowerSharedPoolBuilder .Create($"Power{NAME}Hospitality") @@ -219,7 +219,7 @@ private static CharacterRaceDefinition BuildImpBadland(CharacterRaceDefinition r .AddToDB(); powerImpBadlandHospitality.AddCustomSubFeatures( - new PowerImpAssistTargetFilter(powerImpBadlandHospitality, false), + new PowerImpAssistTargetFilter(false), new PowerImpHospitalityMagic(powerImpAssistMagicEffect)); var powerImpBadlandPassage = FeatureDefinitionPowerSharedPoolBuilder @@ -239,7 +239,7 @@ private static CharacterRaceDefinition BuildImpBadland(CharacterRaceDefinition r .AddToDB(); powerImpBadlandPassage.AddCustomSubFeatures( - new PowerImpAssistTargetFilter(powerImpBadlandPassage, false), + new PowerImpAssistTargetFilter(false), new PowerImpPassageMagic(powerImpAssistMagicEffect)); var powerImpBadlandSpite = FeatureDefinitionPowerSharedPoolBuilder @@ -258,7 +258,7 @@ private static CharacterRaceDefinition BuildImpBadland(CharacterRaceDefinition r .AddToDB(); powerImpBadlandSpite.AddCustomSubFeatures( - new PowerImpAssistTargetFilter(powerImpBadlandSpite, true), + new PowerImpAssistTargetFilter(true), new PowerImpAssistMagicEffectFinishedByMe(conditionSpite.name)); var raceImpBadland = CharacterRaceDefinitionBuilder @@ -331,17 +331,17 @@ private static IEnumerator HandleAssist( GameLocationCharacter defender) { // Only remove assisted condition if attacking assisted enemy - if (defender.RulesetCharacter.HasConditionOfType(ConditionImpAssistedEnemyName) || - defender.RulesetCharacter.HasConditionOfType(ConditionImpSpiteName)) + if (defender.RulesetActor.HasConditionOfType(ConditionImpAssistedEnemyName) || + defender.RulesetActor.HasConditionOfType(ConditionImpSpiteName)) { - var isSpite = defender.RulesetCharacter.HasConditionOfType(ConditionImpSpiteName); + var isSpite = defender.RulesetActor.HasConditionOfType(ConditionImpSpiteName); defender.RulesetCharacter.RemoveAllConditionsOfType(ConditionImpAssistedEnemyName); defender.RulesetCharacter.RemoveAllConditionsOfType(ConditionImpSpiteName); if (isSpite) { - defender.RulesetCharacter.InflictCondition( + defender.RulesetActor.InflictCondition( ConditionImpSpiteMarkerName, DurationType.Round, 0, @@ -456,22 +456,14 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, } } - private class PowerImpAssistTargetFilter( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinitionPower powerImpBadlandAssist, - bool requireEnemy) : IFilterTargetingCharacter + private class PowerImpAssistTargetFilter(bool requireEnemy) : IFilterTargetingCharacter { public bool EnforceFullSelection => requireEnemy; public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerImpBadlandAssist) - { - return true; - } - - if (__instance.SelectionService?.SelectedTargets == null) + if (__instance.SelectionService?.SelectedTargets == null || + target.RulesetCharacter == null) { return false; } @@ -568,12 +560,12 @@ public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly(GameLocationBattleManager yield break; } - if (defender.RulesetCharacter.IsDeadOrDying) + if (defender.RulesetActor.IsDeadOrDying) { yield break; } - defender.RulesetCharacter.InflictCondition( + defender.RulesetActor.InflictCondition( "ConditionMocked", DurationType.Minute, 1, @@ -832,7 +824,7 @@ private IEnumerator HandleImpishWrath( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Races/Oligath.cs b/SolastaUnfinishedBusiness/Races/Oligath.cs index 6a0ca01578..b2c426127d 100644 --- a/SolastaUnfinishedBusiness/Races/Oligath.cs +++ b/SolastaUnfinishedBusiness/Races/Oligath.cs @@ -101,7 +101,7 @@ private static FeatureDefinitionPower BuildPowerOligathStoneEndurance() .SetGuiPresentation($"Power{Name}StoneEndurance", Category.Feature) .SetAlwaysActiveReducedDamage((attacker, defender) => { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.HasConditionOfType($"Condition{Name}StoneEndurance")) @@ -143,6 +143,7 @@ private static FeatureDefinitionPower BuildPowerOligathStoneEndurance() .SetDurationData(DurationType.Round, 0, TurnOccurenceType.StartOfTurn) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) .SetEffectForms(EffectFormBuilder.ConditionForm(conditionOligathStoneEndurance)) + .SetCasterEffectParameters(FeatureDefinitionPowers.PowerTraditionOpenHandWholenessOfBody) .Build()) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/Resources/UI/SorceryPoints.png b/SolastaUnfinishedBusiness/Resources/UI/SorceryPoints.png new file mode 100644 index 0000000000..2db4ee4b1b Binary files /dev/null and b/SolastaUnfinishedBusiness/Resources/UI/SorceryPoints.png differ diff --git a/SolastaUnfinishedBusiness/Settings.cs b/SolastaUnfinishedBusiness/Settings.cs index 74c77a2554..ba4ed65301 100644 --- a/SolastaUnfinishedBusiness/Settings.cs +++ b/SolastaUnfinishedBusiness/Settings.cs @@ -194,6 +194,7 @@ public class Settings : UnityModManager.ModSettings public bool EnablesAsiAndFeat { get; set; } public bool EnableFeatsAtEveryFourLevels { get; set; } public bool EnableFeatsAtEveryFourLevelsMiddle { get; set; } + public bool EnableBardHealingBalladOnLongRest { get; set; } public bool GrantScimitarSpecializationToBardRogue { get; set; } public bool EnableBarbarianBrutalStrike { get; set; } public bool DisableBarbarianBrutalCritical { get; set; } @@ -214,6 +215,7 @@ public class Settings : UnityModManager.ModSettings public bool EnableRogueFightingStyle { get; set; } public bool EnableRogueSteadyAim { get; set; } public bool EnableRogueStrSaving { get; set; } + public bool EnableSorcererMagicalGuidance { get; set; } // Visuals public bool OfferAdditionalLoreFriendlyNames { get; set; } @@ -287,6 +289,7 @@ public class Settings : UnityModManager.ModSettings public bool MakeAllMagicStaveArcaneFoci { get; set; } public bool ChangeDragonbornElementalBreathUsages { get; set; } public bool EnableSignatureSpellsRelearn { get; set; } + public bool AccountForAllDiceOnFollowUpStrike { get; set; } public bool AccountForAllDiceOnSavageAttack { get; set; } public bool AllowFlightSuspend { get; set; } public bool FlightSuspendWingedBoots { get; set; } diff --git a/SolastaUnfinishedBusiness/Settings/empty.xml b/SolastaUnfinishedBusiness/Settings/empty.xml index e9665e2bed..41ba04e3cf 100644 --- a/SolastaUnfinishedBusiness/Settings/empty.xml +++ b/SolastaUnfinishedBusiness/Settings/empty.xml @@ -323,6 +323,7 @@ false false false + false false false false @@ -343,6 +344,8 @@ false false false + false + false false false false @@ -379,7 +382,6 @@ false false - false false false false @@ -410,7 +412,8 @@ false false false - false + false + false false false false @@ -1085,7 +1088,4 @@ false false false - false - false - false \ No newline at end of file diff --git a/SolastaUnfinishedBusiness/Settings/zappastuff.xml b/SolastaUnfinishedBusiness/Settings/zappastuff.xml index 7d9f13c15b..d8a72d4deb 100644 --- a/SolastaUnfinishedBusiness/Settings/zappastuff.xml +++ b/SolastaUnfinishedBusiness/Settings/zappastuff.xml @@ -1,6 +1,6 @@ - 1 + 0 0 0 false @@ -420,6 +420,7 @@ false false false + true false true true @@ -440,6 +441,8 @@ true false true + true + true true true true @@ -476,7 +479,6 @@ true true - true true true true @@ -487,7 +489,7 @@ true true true - false + true true true true @@ -507,7 +509,8 @@ true true true - false + false + true true true true @@ -924,6 +927,7 @@ RangerArcanist + RangerFeyWanderer RangerGloomStalker RangerHellWalker RangerLightBearer @@ -991,6 +995,7 @@ WizardDeadMaster WizardGraviturgist WizardSpellMaster + WizardWarMagic @@ -1018,7 +1023,6 @@ FeatGroupApothecary FeatArcaneArcherAdept FeatArcanist - FeatAstralArms FeatGroupAthlete FeatGroupAwakenTheBeastWithin FeatGroupBalefulScion @@ -1060,7 +1064,6 @@ FeatGiftOfTheChromaticDragon FeatCleavingAttack FeatGroupGrudgeBearer - FeatHammerThePoint FeatGroupHardy FeatHealer FeatHeavyArmorMaster @@ -1075,10 +1078,10 @@ FeatTacticianAdept FeatMediumArmorMaster FeatMenacing + FeatMerciless FeatMetamagicAdept FeatMobile FeatGroupMediumArmor - FeatMonkShieldExpert FeatMonkInitiate FeatNaturalFluidity FeatGroupOldTactics @@ -1100,6 +1103,7 @@ FeatGroupSecondChance FeatSentinel FeatDeadeye + FeatShieldExpert FeatShieldTechniques FeatGroupSlasher FeatSlayTheEnemies @@ -1111,6 +1115,7 @@ FeatSuperiorCritical FeatGroupTelekinetic FeatTheologian + FeatRopeItUp FeatGroupTouchedMagic FeatTough FeatGroupToxicologist @@ -1146,16 +1151,14 @@ 4 + AstralReach BlindFighting HandAndAHalf Crippling Executioner Interception Lunger - Merciless Pugilist - RopeItUp - ShieldExpert RemarkableTechnique Torchbearer @@ -1206,7 +1209,9 @@ MetamagicFocusedSpell MetamagicPowerfulSpell + MetamagicSeekingSpell MetamagicAltruisticSpell + MetamagicTransmutedSpell MetamagicWidenedSpell false diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj index c6a13e52a0..93bc635f75 100644 --- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj +++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj @@ -3,7 +3,7 @@ 12 net48 - 1.5.97.9 + 1.5.97.10 https://github.com/SolastaMods/SolastaUnfinishedBusiness git Debug Install;Release Install diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs index ce555cdaf5..f6cf072f52 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs @@ -847,7 +847,7 @@ internal static SpellDefinition BuildResonatingStrike() .AddToDB(); var customBehavior = - new CustomBehaviorResonatingStrike(spell, powerResonatingStrike, conditionResonatingStrike); + new CustomBehaviorResonatingStrike(powerResonatingStrike, conditionResonatingStrike); powerResonatingStrike.AddCustomSubFeatures(customBehavior); spell.AddCustomSubFeatures( @@ -859,8 +859,6 @@ internal static SpellDefinition BuildResonatingStrike() } private sealed class CustomBehaviorResonatingStrike( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - SpellDefinition spellResonatingStrike, FeatureDefinitionPower powerResonatingStrike, // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionResonatingStrike) : @@ -874,12 +872,6 @@ private sealed class CustomBehaviorResonatingStrike( // STEP 0: enforce proper second target selection public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || - rulesetEffectSpell.SpellDefinition != spellResonatingStrike) - { - return true; - } - if (__instance.SelectionService?.SelectedTargets == null) { return false; diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs index ea7dc09f5a..9d703d073a 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs @@ -811,8 +811,8 @@ internal static SpellDefinition BuildChaosBolt() .SetTargetFiltering(TargetFilteringMethod.CharacterOnly) .SetEffectAdvancement(EffectIncrementMethod.None) .SetEffectForms( - EffectFormBuilder.DamageForm("DamagePure", 2, DieType.D8), - EffectFormBuilder.DamageForm("DamagePure", 1, DieType.D6)) + EffectFormBuilder.DamageForm(DamageTypeBludgeoning, 2, DieType.D8), + EffectFormBuilder.DamageForm(DamageTypeBludgeoning, 1, DieType.D6)) .SetCasterEffectParameters(PrismaticSpray) .SetImpactEffectParameters(new AssetReference()) .Build()) @@ -832,7 +832,7 @@ internal static SpellDefinition BuildChaosBolt() .SetSilent(Silent.WhenAddedOrRemoved) .SetAmountOrigin(ConditionDefinition.OriginOfAmount.Fixed) .SetFeatures(powerLeap) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var spell = SpellDefinitionBuilder @@ -853,8 +853,8 @@ internal static SpellDefinition BuildChaosBolt() .SetTargetFiltering(TargetFilteringMethod.CharacterOnly) .SetEffectAdvancement(EffectIncrementMethod.PerAdditionalSlotLevel) .SetEffectForms( - EffectFormBuilder.DamageForm("DamagePure", 2, DieType.D8), - EffectFormBuilder.DamageForm("DamagePure", 1, DieType.D6)) + EffectFormBuilder.DamageForm(DamageTypeBludgeoning, 2, DieType.D8), + EffectFormBuilder.DamageForm(DamageTypeBludgeoning, 1, DieType.D6)) .SetCasterEffectParameters(PrismaticSpray) .SetImpactEffectParameters(new AssetReference()) .Build()) @@ -939,7 +939,12 @@ private sealed class FilterTargetingCharacterChaosBolt( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - var isValid = !target.RulesetActor.HasConditionOfCategoryAndType( + if (target.RulesetCharacter == null) + { + return false; + } + + var isValid = !target.RulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionMark.Name); if (!isValid) @@ -989,7 +994,7 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( } var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; rulesetDefender.InflictCondition( conditionMark.Name, @@ -1043,7 +1048,7 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( foreach (var effectForm in actualEffectForms .Where(x => x.FormType == EffectForm.EffectFormType.Damage && - x.DamageForm.DamageType == "DamagePure")) + x.DamageForm.DamageType == DamageTypeBludgeoning)) { effectForm.DamageForm.DamageType = damageType; } @@ -1129,7 +1134,7 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( foreach (var effectForm in actualEffectForms .Where(x => x.FormType == EffectForm.EffectFormType.Damage && - x.DamageForm.DamageType == "DamagePure")) + x.DamageForm.DamageType == DamageTypeBludgeoning)) { effectForm.DamageForm.DamageType = damageType; } @@ -2424,15 +2429,12 @@ private sealed class CustomBehaviorWitchBolt( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerWitchBolt) + if (target.RulesetCharacter == null) { - return true; + return false; } - var rulesetTarget = target.RulesetCharacter; - - var isValid = rulesetTarget.HasConditionOfCategoryAndType( + var isValid = target.RulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionWitchBolt.Name); if (!isValid) @@ -2500,27 +2502,24 @@ or ActivationTime.OnAttackOrSpellHitAuto var actingCharacter = action.ActingCharacter; var rulesetCharacter = actingCharacter.RulesetCharacter; - // any bonus, reaction, no cost is allowed if (action.ActionType - is ActionDefinitions.ActionType.Bonus + is ActionDefinitions.ActionType.Move + // these although allowed could potentially move both contenders off range + or ActionDefinitions.ActionType.Bonus or ActionDefinitions.ActionType.Reaction or ActionDefinitions.ActionType.NoCost) - { - yield break; - } - - // move allowed if still in range - if (action.ActionId is ActionDefinitions.Id.TacticalMove or ActionDefinitions.Id.SpecialMove) { if (Gui.Battle == null) { yield break; } - var stillInRange = Gui.Battle.GetContenders(actingCharacter, withinRange: 6).Any(x => - x.RulesetCharacter.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionWitchBolt.Name, out var activeCondition) && - rulesetCharacter.Guid == activeCondition.SourceGuid); + var stillInRange = Gui.Battle + .GetContenders(actingCharacter, withinRange: 6) + .Any(x => + x.RulesetCharacter.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionWitchBolt.Name, out var activeCondition) && + rulesetCharacter.Guid == activeCondition.SourceGuid); if (stillInRange) { diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs index 2f37967bd2..00afc5e365 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel02.cs @@ -4,7 +4,7 @@ using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.Helpers; -using SolastaUnfinishedBusiness.Behaviors; +using SolastaUnfinishedBusiness.Api.LanguageExtensions; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; using SolastaUnfinishedBusiness.CustomUI; @@ -500,37 +500,17 @@ internal static SpellDefinition BuildWitherAndBloom() { const string NAME = "WitherAndBloom"; - var power = FeatureDefinitionPowerBuilder - .Create($"Power{NAME}") - .SetGuiPresentation(NAME, Category.Spell, hidden: true) - .SetUsesFixed(ActivationTime.NoCost, RechargeRate.None) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Self, 0, TargetType.Sphere, 2) - .SetSavingThrowData( - false, AttributeDefinitions.Constitution, false, - EffectDifficultyClassComputation.SpellCastingFeature) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.HalfDamage) - .SetDamageForm(DamageTypeNecrotic, 2, DieType.D6) - .Build()) - .SetEffectEffectParameters(Disintegrate) - .SetImpactEffectParameters(Disintegrate) - .Build()) - .AddToDB(); - var conditionSpellCastingBonus = ConditionDefinitionBuilder .Create($"Condition{NAME}") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .SetAmountOrigin(ConditionDefinition.OriginOfAmount.Fixed) - .SetFeatures(power) + .SetSpecialInterruptions(ConditionInterruption.AnyBattleTurnEnd) .AddToDB(); + conditionSpellCastingBonus.AddCustomSubFeatures( + new ModifyDiceRollHitDiceWitherAndBloom(conditionSpellCastingBonus)); + var spell = SpellDefinitionBuilder .Create(NAME) .SetGuiPresentation(Category.Spell, Sprites.GetSprite(NAME, Resources.WitherAndBloom, 128)) @@ -544,28 +524,28 @@ internal static SpellDefinition BuildWitherAndBloom() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetDurationData(DurationType.Round) .SetTargetingData(Side.Ally, RangeType.Distance, 12, TargetType.IndividualsUnique) + .SetSavingThrowData( + false, AttributeDefinitions.Constitution, false, + EffectDifficultyClassComputation.SpellCastingFeature) .SetEffectAdvancement(EffectIncrementMethod.PerAdditionalSlotLevel, additionalDicePerIncrement: 1) .SetEffectForms( - EffectFormBuilder.ConditionForm( - conditionSpellCastingBonus, - ConditionForm.ConditionOperation.Add, true)) + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.HalfDamage) + .SetDamageForm(DamageTypeNecrotic, 2, DieType.D6) + .Build()) .SetCasterEffectParameters(FalseLife) .Build()) .AddToDB(); - conditionSpellCastingBonus.AddCustomSubFeatures( - new AddUsablePowersFromCondition(), - new CustomBehaviorWitherAndBloomPower(power, conditionSpellCastingBonus)); - spell.AddCustomSubFeatures(new CustomBehaviorWitherAndBloom(power, conditionSpellCastingBonus)); + spell.AddCustomSubFeatures(new CustomBehaviorWitherAndBloom(spell, conditionSpellCastingBonus)); return spell; } - private sealed class CustomBehaviorWitherAndBloomPower( - FeatureDefinitionPower powerWitherAndBloom, - ConditionDefinition conditionWitherAndBloom) : IModifyDiceRollHitDice, IModifyEffectDescription + private sealed class ModifyDiceRollHitDiceWitherAndBloom(ConditionDefinition conditionWitherAndBloom) + : IModifyDiceRollHitDice { public void BeforeRoll( RulesetCharacterHero __instance, @@ -581,41 +561,17 @@ public void BeforeRoll( modifier = activeCondition.amount; } } - - public bool IsValid(BaseDefinition definition, RulesetCharacter character, EffectDescription effectDescription) - { - return definition == powerWitherAndBloom; - } - - public EffectDescription GetEffectDescription( - BaseDefinition definition, - EffectDescription effectDescription, - RulesetCharacter character, - RulesetEffect rulesetEffect) - { - if (character.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionWitherAndBloom.Name, out var activeCondition)) - { - effectDescription.EffectForms[0].DamageForm.DiceNumber = activeCondition.EffectLevel; - } - - return effectDescription; - } } private sealed class CustomBehaviorWitherAndBloom( - FeatureDefinitionPower powerWitherAndBloom, - ConditionDefinition conditionWitherAndBloom) : IMagicEffectFinishedByMe + SpellDefinition spellWitherAndBloom, + ConditionDefinition conditionWitherAndBloom) : IMagicEffectInitiatedByMe, IMagicEffectFinishedByMe { - private int _spellCastingAbility; + private int _spellCastingAbilityModifier; + private GameLocationCharacter _target; public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) { - if (action.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell) - { - yield break; - } - var actionManager = ServiceRepository.GetService() as GameLocationActionManager; var battleManager = @@ -626,26 +582,20 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, yield break; } - var target = action.ActionParams.TargetCharacters[0]; - var rulesetTarget = target.RulesetCharacter.GetOriginalHero(); - - if (rulesetTarget == null) + if (action.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || + _target == null) { yield break; } - var attacker = action.ActingCharacter; - var rulesetAttacker = attacker.RulesetCharacter; - - _spellCastingAbility = AttributeDefinitions.ComputeAbilityScoreModifier( - rulesetAttacker.TryGetAttributeValue(rulesetEffectSpell.SpellRepertoire.SpellCastingAbility)); + var rulesetTarget = _target.RulesetCharacter.GetOriginalHero(); - if (rulesetAttacker.TryGetConditionOfCategoryAndType( - AttributeDefinitions.TagEffect, conditionWitherAndBloom.Name, out var activeCondition)) + if (rulesetTarget == null) { - activeCondition.Amount = _spellCastingAbility; + yield break; } + var attacker = action.ActingCharacter; var hasHealed = false; var effectLevel = rulesetEffectSpell.EffectLevel; @@ -658,12 +608,12 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, var maxHitPoints = rulesetTarget.TryGetAttributeValue(AttributeDefinitions.HitPoints); var remainingHitPoints = maxHitPoints - rulesetTarget.MissingHitPoints; var reactionParams = - new CharacterActionParams(target, (ActionDefinitions.Id)ExtraActionId.DoNothingFree) + new CharacterActionParams(_target, (ActionDefinitions.Id)ExtraActionId.DoNothingFree) { StringParameter = Gui.Format( "Reaction/&CustomReactionWitherAndBloomDescription", remainingHitPoints.ToString(), maxHitPoints.ToString(), attacker.Name, - _spellCastingAbility.ToString()) + _spellCastingAbilityModifier.ToString()) }; var reactionRequest = new ReactionRequestCustom("WitherAndBloom", reactionParams); var count = actionManager.PendingReactionRequestGroups.Count; @@ -683,28 +633,59 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, rulesetTarget.HitDieRolled -= HitDieRolled; - var implementationManager = - ServiceRepository.GetService() as RulesetImplementationManager; + if (hasHealed) + { + EffectHelpers.StartVisualEffect(attacker, _target, CureWounds, EffectHelpers.EffectType.Effect); + } + } - var usablePower = PowerProvider.Get(powerWitherAndBloom, rulesetAttacker); - var targets = Gui.Battle.GetContenders(target, withinRange: 2); + public IEnumerator OnMagicEffectInitiatedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) + { + _target = null; - // don't use PowerNoCost here as it breaks the spell under MP - var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.SpendPower) + if (action.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || + action.ActionParams.TargetCharacters.Count == 0) { - RulesetEffect = implementationManager - .MyInstantiateEffectPower(rulesetAttacker, usablePower, false), - UsablePower = usablePower, - targetCharacters = targets - }; + yield break; + } - if (hasHealed) + _target = action.ActionParams.TargetCharacters[0]; + + var attacker = action.ActingCharacter; + + action.ActionParams.TargetCharacters.SetRange( + (Gui.Battle?.AllContenders ?? []) + .Where(x => + _target.IsWithinRange(x, 2) && + _target.IsOppositeSide(x.Side))); + + action.ActionParams.ActionModifiers.Clear(); + + for (var i = 0; i < action.ActionParams.TargetCharacters.Count; i++) { - EffectHelpers.StartVisualEffect(attacker, target, CureWounds, EffectHelpers.EffectType.Effect); + action.ActionParams.ActionModifiers.Add(new ActionModifier()); } - ServiceRepository.GetService()? - .ExecuteAction(actionParams, null, true); + var rulesetAttacker = attacker.RulesetCharacter; + + _spellCastingAbilityModifier = AttributeDefinitions.ComputeAbilityScoreModifier( + rulesetAttacker.TryGetAttributeValue(rulesetEffectSpell.spellRepertoire.SpellCastingAbility)); + + var rulesetTarget = _target.RulesetCharacter; + + rulesetTarget.InflictCondition( + conditionWitherAndBloom.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetTarget.guid, + rulesetTarget.CurrentFaction.Name, + 1, + conditionWitherAndBloom.Name, + _spellCastingAbilityModifier, + 0, + 0); } private void HitDieRolled( @@ -721,7 +702,7 @@ private void HitDieRolled( const string BASE_LINE = "Feedback/&DwarvenFortitudeHitDieRolled"; character.ShowDieRoll( - dieType, roll1, roll2, advantage: advantageType, title: powerWitherAndBloom.GuiPresentation.Title); + dieType, roll1, roll2, advantage: advantageType, title: spellWitherAndBloom.GuiPresentation.Title); character.LogCharacterActivatesAbility( Gui.NoLocalization, BASE_LINE, true, @@ -729,7 +710,7 @@ private void HitDieRolled( [ (ConsoleStyleDuplet.ParameterType.AbilityInfo, Gui.FormatDieTitle(dieType)), (ConsoleStyleDuplet.ParameterType.Positive, - $"{value - _spellCastingAbility}+{_spellCastingAbility}"), + $"{value - modifier}+{modifier}"), (ConsoleStyleDuplet.ParameterType.Positive, $"{value}") ]); } diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs index 0132109cae..6963bc139d 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs @@ -372,16 +372,13 @@ internal static SpellDefinition BuildAuraOfVitality() ConditionForm.ConditionOperation.Add, true, true)) .SetParticleEffectParameters(DivineWord) .Build()) + .AddCustomSubFeatures(new FilterTargetingCharacterAuraOfVitality(conditionAuraOfLife)) .AddToDB(); - spell.AddCustomSubFeatures(new FilterTargetingCharacterAuraOfVitality(spell, conditionAuraOfLife)); - return spell; } private sealed class FilterTargetingCharacterAuraOfVitality( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - SpellDefinition spellAuraOfVitality, // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionAuraOfVitality) : IFilterTargetingCharacter { @@ -389,15 +386,12 @@ private sealed class FilterTargetingCharacterAuraOfVitality( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell - || rulesetEffectSpell.SpellDefinition != spellAuraOfVitality) + if (target.RulesetCharacter == null) { - return true; + return false; } - var rulesetTarget = target.RulesetCharacter; - - var isValid = rulesetTarget.HasConditionOfCategoryAndType( + var isValid = target.RulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionAuraOfVitality.Name); if (!isValid) @@ -712,11 +706,12 @@ internal static SpellDefinition BuildBoomingStep() .Create($"Power{Name}Explode") .SetGuiPresentation(Name, Category.Spell, hidden: true) .SetUsesFixed(ActivationTime.NoCost) + .SetShowCasting(false) .SetEffectDescription( EffectDescriptionBuilder .Create() .SetDurationData(DurationType.Round) - .SetTargetingData(Side.All, RangeType.Self, 0, TargetType.Sphere, 2) + .SetTargetingData(Side.All, RangeType.Distance, 18, TargetType.IndividualsUnique) .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, EffectDifficultyClassComputation.SpellCastingFeature) .SetEffectForms( @@ -781,11 +776,6 @@ private sealed class CustomBehaviorBoomingStep(FeatureDefinitionPower powerExplo public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) { - if (Gui.Battle == null) - { - yield break; - } - var attacker = action.ActingCharacter; var rulesetAttacker = attacker.RulesetCharacter; @@ -800,7 +790,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, actionModifiers.Add(new ActionModifier()); } - var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) + // don't use PowerNoCost here as it breaks the spell under MP + var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.SpendPower) { ActionModifiers = actionModifiers, RulesetEffect = implementationManager @@ -811,23 +802,27 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, ServiceRepository.GetService()? .ExecuteAction(actionParams, null, true); + + yield break; } public IEnumerator OnMagicEffectInitiatedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) { - if (Gui.Battle == null) - { - yield break; - } - var attacker = action.ActingCharacter; + var locationCharacterService = ServiceRepository.GetService(); + var contenders = + (Gui.Battle?.AllContenders ?? + locationCharacterService.PartyCharacters.Union(locationCharacterService.GuestCharacters)) + .ToList(); - _targets.SetRange(Gui.Battle.AllContenders + _targets.SetRange(contenders .Where(x => x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } && x != attacker && !action.ActionParams.TargetCharacters.Contains(x) && attacker.IsWithinRange(x, 2))); + + yield break; } } @@ -978,7 +973,7 @@ internal static SpellDefinition BuildLightningArrow() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetTargetingData(Side.Enemy, RangeType.Touch, 0, TargetType.IndividualsUnique) + .SetTargetingData(Side.Enemy, RangeType.Distance, 12, TargetType.IndividualsUnique) .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, EffectDifficultyClassComputation.SpellCastingFeature) .SetEffectForms( @@ -1002,6 +997,7 @@ internal static SpellDefinition BuildLightningArrow() new ModifyEffectDescriptionLightningArrowLeap(powerLightningArrowLeap, conditionLightningArrow)); conditionLightningArrow.AddCustomSubFeatures( + AddUsablePowersFromCondition.Marker, new CustomBehaviorLightningArrow(powerLightningArrowLeap, conditionLightningArrow)); var spell = SpellDefinitionBuilder @@ -1149,7 +1145,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( DiceNumber = MainTargetDiceNumber + additionalDice }; var damageRoll = rulesetAttacker.RollDamage(damageForm, 0, false, 0, 0, 1, false, false, false, rolls); - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; var applyFormsParams = new RulesetImplementationDefinitions.ApplyFormsParams { sourceCharacter = rulesetAttacker, diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs index ed1e89546e..e6b9e2edcf 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs @@ -576,7 +576,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( int damageAmount) { var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rollOutcome is RollOutcome.Failure or RollOutcome.CriticalFailure || rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false } || diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs index cd18ab7fc2..dd694b49d0 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs @@ -194,7 +194,7 @@ internal static SpellDefinition BuildFizbanPlatinumShield() .Create($"Condition{NAME}Self") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var conditionMark = ConditionDefinitionBuilder @@ -283,7 +283,12 @@ private sealed class FilterTargetingCharacter( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - var isValid = !target.RulesetActor.HasConditionOfCategoryAndType( + if (target.RulesetCharacter == null) + { + return false; + } + + var isValid = !target.RulesetCharacter.HasConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionMark.Name); if (!isValid) @@ -337,7 +342,7 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, case CharacterActionCastSpell when _remainingRounds > 0: rulesetSpell.RemainingRounds = _remainingRounds; - if (action.ActionParams.TargetCharacters[0].RulesetCharacter.TryGetConditionOfCategoryAndType( + if (action.ActionParams.TargetCharacters[0].RulesetActor.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, condition.Name, out var activeCondition)) { activeCondition.RemainingRounds = _remainingRounds; @@ -752,10 +757,9 @@ internal static SpellDefinition BuildFlashFreeze() .SetParticleEffectParameters(PowerDomainElementalHeraldOfTheElementsCold) .SetCasterEffectParameters(SleetStorm) .Build()) + .AddCustomSubFeatures(new FilterTargetingCharacterFlashFreeze()) .AddToDB(); - spell.AddCustomSubFeatures(new FilterTargetingCharacterFlashFreeze(spell)); - spell.EffectDescription.EffectParticleParameters.conditionStartParticleReference = ConditionDefinitions.ConditionRestrained.conditionStartParticleReference; spell.EffectDescription.EffectParticleParameters.conditionParticleReference = @@ -767,26 +771,18 @@ internal static SpellDefinition BuildFlashFreeze() } // ReSharper disable once SuggestBaseTypeForParameterInConstructor - private sealed class FilterTargetingCharacterFlashFreeze(SpellDefinition spellFlashFreeze) - : IFilterTargetingCharacter + private sealed class FilterTargetingCharacterFlashFreeze : IFilterTargetingCharacter { public bool EnforceFullSelection => false; public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectSpell rulesetEffectSpell || - rulesetEffectSpell.SpellDefinition != spellFlashFreeze) - { - return true; - } - - var rulesetTarget = target.RulesetActor; - - if (rulesetTarget is not RulesetCharacter rulesetCharacter) + if (target.RulesetCharacter == null) { return false; } + var rulesetCharacter = target.RulesetCharacter; var isValid = rulesetCharacter.SizeDefinition != CharacterSizeDefinitions.DragonSize && rulesetCharacter.SizeDefinition != CharacterSizeDefinitions.Gargantuan && rulesetCharacter.SizeDefinition != CharacterSizeDefinitions.Huge diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs index bc541609de..2e569671ca 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel07.cs @@ -113,7 +113,7 @@ internal static SpellDefinition BuildDraconicTransformation() power, FeatureDefinitionMoveModes.MoveModeFly12, FeatureDefinitionSenses.SenseBlindSight6) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); condition.GuiPresentation.description = Gui.NoLocalization; diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs index e2102cdbca..079a2af48a 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs @@ -1193,8 +1193,10 @@ public void ModifyAC( private class ReactionResourceEldritchVersatilityPoints(int requestPoints) : ICustomReactionResource, ICustomReactionCustomResourceUse { - public string GetRequestPoints(RulesetCharacter character) + public string GetRequestPoints(CharacterReactionItem item) { + var character = item.guiCharacter.RulesetCharacter; + character.GetVersatilitySupportCondition(out _); return $"{requestPoints}"; diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs index 2b4305053a..db4ce14e77 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs @@ -493,10 +493,9 @@ internal static void BuildGambits() .SetTargetingData(Side.Ally, RangeType.Distance, 6, TargetType.IndividualsUnique) .SetDurationData(DurationType.Round) .Build()) + .AddCustomSubFeatures(new CoordinatedAttack()) .AddToDB(); - powerCoordinatedAttack.AddCustomSubFeatures(new CoordinatedAttack(powerCoordinatedAttack)); - reactionPower = FeatureDefinitionPowerSharedPoolBuilder .Create($"Power{name}React") .SetGuiPresentation(name, Category.Feature, sprite) @@ -571,7 +570,7 @@ internal static void BuildGambits() power.AddCustomSubFeatures( ValidatorsValidatePowerUse.HasMainAttackAvailable, new UpgradeSpellRangeBasedOnWeaponReach(power), - new OverwhelmingAttack(power)); + new OverwhelmingAttack()); BuildFeatureInvocation(name, sprite, power); @@ -678,12 +677,9 @@ internal static void BuildGambits() (ConditionInterruption)ExtraConditionInterruption.AttacksWithWeaponOrUnarmed) .AddToDB())) .Build()) + .AddCustomSubFeatures(ValidatorsValidatePowerUse.HasMainAttackAvailable, new TacticalStrike()) .AddToDB(); - power.AddCustomSubFeatures( - ValidatorsValidatePowerUse.HasMainAttackAvailable, - new TacticalStrike(power)); - BuildFeatureInvocation(name, sprite, power); #endregion @@ -1150,19 +1146,13 @@ public void OnAttackComputeModifier( // Tactical Strike // // ReSharper disable once SuggestBaseTypeForParameterInConstructor - private sealed class TacticalStrike(FeatureDefinitionPower powerSelectEnemy) : + private sealed class TacticalStrike : IMagicEffectInitiatedByMe, IMagicEffectFinishedByMe, IFilterTargetingCharacter { public bool EnforceFullSelection => true; public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerSelectEnemy) - { - return true; - } - var selectedTargets = __instance.SelectionService.SelectedTargets; // @@ -1492,10 +1482,9 @@ private sealed class Switch( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerSwitchActivate) + if (target.RulesetCharacter == null) { - return true; + return false; } var actingCharacter = __instance.ActionParams.ActingCharacter; @@ -1876,17 +1865,16 @@ public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( // Coordinated Attack // // ReSharper disable once SuggestBaseTypeForParameterInConstructor - private sealed class CoordinatedAttack(FeatureDefinitionPower powerCoordinatedAttack) : + private sealed class CoordinatedAttack : IFilterTargetingCharacter, ISelectPositionAfterCharacter, IFilterTargetingPosition, IMagicEffectFinishedByMe { public bool EnforceFullSelection => false; public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerCoordinatedAttack) + if (target.RulesetCharacter == null) { - return true; + return false; } if (!target.CanReact()) @@ -2016,19 +2004,13 @@ public void OnConditionRemoved(RulesetCharacter target, RulesetCondition ruleset // Overwhelming Attack // // ReSharper disable once SuggestBaseTypeForParameterInConstructor - private sealed class OverwhelmingAttack(FeatureDefinitionPower powerOverwhelmingAttack) : + private sealed class OverwhelmingAttack : IFilterTargetingCharacter, IMagicEffectInitiatedByMe, IMagicEffectFinishedByMe { public bool EnforceFullSelection => true; public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerOverwhelmingAttack) - { - return true; - } - var selectedTargets = __instance.SelectionService.SelectedTargets; if (selectedTargets.Count == 0) diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs index a39d79843d..ac7e2cc2ae 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs @@ -1097,7 +1097,7 @@ public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter if (rulesetCharacter == null) { - return true; + return false; } var isValid = CanApplyHex(rulesetCharacter); @@ -1220,7 +1220,7 @@ public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter if (rulesetCharacter == null) { - return true; + return false; } var isValid = CanApplyHex(rulesetCharacter); @@ -1291,7 +1291,7 @@ public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter if (rulesetCharacter == null) { - return true; + return false; } var isValid = CanApplyHex(rulesetCharacter); diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/MetamagicBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/MetamagicBuilders.cs index 228f350daf..2e4a3c0b83 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/MetamagicBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/MetamagicBuilders.cs @@ -1,8 +1,15 @@ +using System.Collections; +using System.Collections.Generic; using System.Linq; using SolastaUnfinishedBusiness.Api; +using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Api.LanguageExtensions; using SolastaUnfinishedBusiness.Behaviors; +using SolastaUnfinishedBusiness.Behaviors.Specific; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; +using SolastaUnfinishedBusiness.CustomUI; using SolastaUnfinishedBusiness.Interfaces; using SolastaUnfinishedBusiness.Validators; using static MetricsDefinitions; @@ -15,6 +22,8 @@ internal static class MetamagicBuilders private const string MetamagicAltruistic = "MetamagicAltruisticSpell"; private const string MetamagicFocused = "MetamagicFocusedSpell"; private const string MetamagicPowerful = "MetamagicPowerfulSpell"; + private const string MetamagicSeeking = "MetamagicSeekingSpell"; + private const string MetamagicTransmuted = "MetamagicTransmutedSpell"; private const string MetamagicWidened = "MetamagicWidenedSpell"; #region Metamagic Altruistic @@ -252,6 +261,283 @@ public EffectDescription GetEffectDescription(BaseDefinition definition, EffectD #endregion + #region Metamagic Transmuted + + private static readonly List TransmutedDamageTypes = + [DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison, DamageTypeThunder]; + + internal static MetamagicOptionDefinition BuildMetamagicTransmutedSpell() + { + var validator = new ValidateMetamagicApplication(IsMetamagicTransmutedSpellValid); + + var powerPool = FeatureDefinitionPowerBuilder + .Create($"Power{MetamagicTransmuted}") + .SetGuiPresentationNoContent(true) + .SetUsesFixed(ActivationTime.NoCost) + .SetShowCasting(false) + .AddToDB(); + + var powers = (from damageType in TransmutedDamageTypes + let title = Gui.Localize($"Tooltip/&Tag{damageType}Title") + let description = Gui.Format($"Feedback/&{MetamagicTransmuted}Description", title) + select FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{MetamagicTransmuted}{damageType}") + .SetGuiPresentation(title, description) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) + .AddToDB()) + .ToList(); + + PowerBundle.RegisterPowerBundle(powerPool, false, powers); + + var condition = ConditionDefinitionBuilder + .Create($"Condition{MetamagicTransmuted}") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetFeatures(powers) + .AddFeatures(powerPool) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) + .SetSpecialInterruptions(ConditionInterruption.AnyBattleTurnEnd) + .AddToDB(); + + var metamagic = MetamagicOptionDefinitionBuilder + .Create(MetamagicTransmuted) + .SetGuiPresentation(Category.Feature) + .SetCost() + .AddToDB(); + + metamagic.AddCustomSubFeatures( + new MagicEffectBeforeHitConfirmedOnEnemyTransmuted(metamagic, condition, powerPool), validator); + + return metamagic; + } + + private static void IsMetamagicTransmutedSpellValid( + RulesetCharacter caster, + RulesetEffectSpell rulesetEffectSpell, + MetamagicOptionDefinition metamagicOption, + ref bool result, + ref string failure) + { + if (rulesetEffectSpell.EffectDescription.EffectForms.Any(x => + x.FormType == EffectForm.EffectFormType.Damage && + TransmutedDamageTypes.Contains(x.DamageForm.DamageType))) + { + return; + } + + failure = "Failure/&FailureTransmutedSpell"; + result = false; + } + + private sealed class MagicEffectBeforeHitConfirmedOnEnemyTransmuted( + MetamagicOptionDefinition metamagicOptionDefinition, + ConditionDefinition condition, + FeatureDefinitionPower powerPool) : IMagicEffectBeforeHitConfirmedOnEnemy + { + private string _newDamageType; + + public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetEffect rulesetEffect, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + if (rulesetEffect.MetamagicOption != metamagicOptionDefinition) + { + yield break; + } + + var rulesetAttacker = attacker.RulesetCharacter; + + if (!rulesetAttacker.HasConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, condition.Name)) + { + rulesetAttacker.InflictCondition( + condition.Name, + DurationType.Round, + 0, + TurnOccurenceType.StartOfTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + condition.Name, + 0, + 0, + 0); + + var actionManager = + ServiceRepository.GetService() as GameLocationActionManager; + + if (!actionManager) + { + yield break; + } + + var implementationManager = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerPool, rulesetAttacker); + var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.SpendPower) + { + StringParameter = MetamagicTransmuted, + RulesetEffect = implementationManager + .MyInstantiateEffectPower(rulesetAttacker, usablePower, false), + UsablePower = usablePower, + TargetCharacters = { defender } + }; + var count = actionManager.PendingReactionRequestGroups.Count; + var reactionRequest = new ReactionRequestSpendBundlePower(actionParams); + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(attacker, actionManager, count); + + if (!actionParams.ReactionValidated) + { + rulesetAttacker.SpendSorceryPoints(-1); + rulesetAttacker.SorceryPointsAltered?.Invoke( + rulesetAttacker, rulesetAttacker.RemainingSorceryPoints); + + yield break; + } + + var option = reactionRequest.SelectedSubOption; + + _newDamageType = TransmutedDamageTypes[option]; + } + + foreach (var effectForm in actualEffectForms + .Where(x => + x.FormType == EffectForm.EffectFormType.Damage && + TransmutedDamageTypes.Contains(x.DamageForm.DamageType))) + { + effectForm.DamageForm.damageType = _newDamageType; + } + } + } + + #endregion + + #region Metamagic Seeking + + internal static MetamagicOptionDefinition BuildMetamagicSeekingSpell() + { + var validator = new ValidateMetamagicApplication(IsMetamagicSeekingSpellValid); + + return MetamagicOptionDefinitionBuilder + .Create(MetamagicSeeking) + .SetGuiPresentation(Category.Feature) + .SetCost(MetamagicCostMethod.FixedValue, 2) + .AddCustomSubFeatures(new TryAlterOutcomeAttackMetamagicSeeking(), validator) + .AddToDB(); + } + + private static void IsMetamagicSeekingSpellValid( + RulesetCharacter caster, + RulesetEffectSpell rulesetEffectSpell, + MetamagicOptionDefinition metamagicOption, + ref bool result, + ref string failure) + { + failure = "Failure/&FailureSeekingSpell"; + + result = false; + } + + private sealed class TryAlterOutcomeAttackMetamagicSeeking : ITryAlterOutcomeAttack + { + public IEnumerator OnTryAlterOutcomeAttack( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + GameLocationCharacter helper, + ActionModifier attackModifier) + { + if (action is not CharacterActionCastSpell) + { + yield break; + } + + var actionManager = + ServiceRepository.GetService() as GameLocationActionManager; + var rulesetHelper = helper.RulesetCharacter; + + if (!actionManager || + action.AttackRollOutcome is not (RollOutcome.Failure or RollOutcome.CriticalFailure) || + helper != attacker || + !helper.IsActionOnGoing(ActionDefinitions.Id.MetamagicToggle) || + rulesetHelper.RemainingSorceryPoints < 2) + { + yield break; + } + + var reactionParams = + new CharacterActionParams(helper, (ActionDefinitions.Id)ExtraActionId.DoNothingFree) + { + StringParameter = "CustomReactionMetamagicSeekingSpellDescription".Formatted( + Category.Reaction, defender.Name), + StringParameter2 = "2" + }; + var count = actionManager.PendingReactionRequestGroups.Count; + + var reactionRequest = new ReactionRequestCustom("MetamagicSeekingSpell", reactionParams) + { + Resource = ReactionResourceSorceryPoints.Instance + }; + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(attacker, actionManager, count); + + if (!reactionParams.ReactionValidated) + { + yield break; + } + + rulesetHelper.SpendSorceryPoints(2); + rulesetHelper.SorceryPointsAltered?.Invoke(rulesetHelper, rulesetHelper.RemainingSorceryPoints); + + var dieRoll = rulesetHelper.RollDie(DieType.D20, RollContext.None, false, AdvantageType.None, out _, out _); + var previousRoll = action.AttackRoll; + + action.AttackSuccessDelta += dieRoll - previousRoll; + action.AttackRoll = dieRoll; + + if (action.AttackSuccessDelta >= 0) + { + action.AttackRollOutcome = dieRoll == 20 ? RollOutcome.CriticalSuccess : RollOutcome.Success; + } + else + { + action.AttackRollOutcome = dieRoll == 1 ? RollOutcome.CriticalFailure : RollOutcome.Failure; + } + + rulesetHelper.LogCharacterActivatesAbility( + "Feature/&MetamagicSeekingSpellTitle", + "Feedback/&MetamagicSeekingSpellToHitRoll", + extra: + [ + (dieRoll > previousRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + dieRoll.ToString()), + (previousRoll > dieRoll ? ConsoleStyleDuplet.ParameterType.Positive : ConsoleStyleDuplet.ParameterType.Negative, + previousRoll.ToString()) + ]); + } + } + + #endregion + #region Metamagic Widened internal static MetamagicOptionDefinition BuildMetamagicWidenedSpell() diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfElegance.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfElegance.cs index 32e8d2fa95..36944c520d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfElegance.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfElegance.cs @@ -374,7 +374,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( // remove enemies previously target by amazing display targets.RemoveAll(x => - x.RulesetCharacter.HasConditionOfCategoryAndType(TagEffect, conditionAmazingDisplayMarker.Name)); + x.RulesetActor.HasConditionOfCategoryAndType(TagEffect, conditionAmazingDisplayMarker.Name)); // remove enemies immune to charmed targets.RemoveAll(x => diff --git a/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs b/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs index 56c8e49e31..d5838472d2 100644 --- a/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs +++ b/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs @@ -298,7 +298,7 @@ private IEnumerator TryAddCondition( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs index 3fac38e1bf..6f3d1031b5 100644 --- a/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs +++ b/SolastaUnfinishedBusiness/Subclasses/DomainNature.cs @@ -22,6 +22,8 @@ namespace SolastaUnfinishedBusiness.Subclasses; [UsedImplicitly] public sealed class DomainNature : AbstractSubclass { + private const string Name = "DomainNature"; + private static readonly string[] DampenElementsDamageTypes = [ DamageTypeAcid, @@ -33,12 +35,10 @@ public sealed class DomainNature : AbstractSubclass public DomainNature() { - const string NAME = "DomainNature"; - var divinePowerPrefix = Gui.Localize("Feature/&ClericChannelDivinityTitle") + ": "; var autoPreparedSpellsDomainNature = FeatureDefinitionAutoPreparedSpellsBuilder - .Create($"AutoPreparedSpells{NAME}") + .Create($"AutoPreparedSpells{Name}") .SetGuiPresentation("ExpandedSpells", Category.Feature) .SetAutoTag("Domain") .SetPreparedSpellGroups( @@ -53,14 +53,14 @@ public DomainNature() // LEVEL 01 - Acolyte of Nature var pointPoolCantrip = FeatureDefinitionPointPoolBuilder - .Create($"PointPool{NAME}Cantrip") + .Create($"PointPool{Name}Cantrip") .SetGuiPresentationNoContent(true) .SetSpellOrCantripPool(HeroDefinitions.PointsPoolType.Cantrip, 1, SpellListDefinitions.SpellListDruid, "DomainNature") .AddToDB(); var pointPoolSkills = FeatureDefinitionPointPoolBuilder - .Create($"PointPool{NAME}Skills") + .Create($"PointPool{Name}Skills") .SetGuiPresentationNoContent(true) .SetPool(HeroDefinitions.PointsPoolType.Skill, 1) .OnlyUniqueChoices() @@ -71,19 +71,19 @@ public DomainNature() .AddToDB(); var proficiencyHeavyArmor = FeatureDefinitionProficiencyBuilder - .Create($"Proficiency{NAME}HeavyArmor") + .Create($"Proficiency{Name}HeavyArmor") .SetGuiPresentationNoContent(true) .SetProficiencies(ProficiencyType.Armor, EquipmentDefinitions.HeavyArmorCategory) .AddToDB(); var featureSetBonusProficiency = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{NAME}BonusProficiency") + .Create($"FeatureSet{Name}BonusProficiency") .SetGuiPresentation(Category.Feature) .AddFeatureSet(proficiencyHeavyArmor) .AddToDB(); var featureSetAcolyteOfNature = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{NAME}AcolyteOfNature") + .Create($"FeatureSet{Name}AcolyteOfNature") .SetGuiPresentation(Category.Feature) .AddFeatureSet(pointPoolCantrip, pointPoolSkills) .AddToDB(); @@ -93,7 +93,7 @@ public DomainNature() // var powerCharmAnimalsAndPlants = FeatureDefinitionPowerBuilder - .Create($"Power{NAME}CharmAnimalsAndPlants") + .Create($"Power{Name}CharmAnimalsAndPlants") .SetGuiPresentation(Category.Feature, Sprites.GetSprite("CharmAnimalsAndPlants", Resources.PowerCharmAnimalsAndPlants, 256, 128)) .SetUsesFixed(ActivationTime.Action, RechargeRate.ChannelDivinity) @@ -120,7 +120,7 @@ public DomainNature() .AddToDB(); var featureSetCharmAnimalsAndPlants = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{NAME}CharmAnimalsAndPlants") + .Create($"FeatureSet{Name}CharmAnimalsAndPlants") .SetGuiPresentation( divinePowerPrefix + powerCharmAnimalsAndPlants.FormatTitle(), powerCharmAnimalsAndPlants.FormatDescription()) @@ -138,7 +138,7 @@ public DomainNature() var shortDamageType = damageType.Replace("Damage", string.Empty); var conditionResistance = ConditionDefinitionBuilder - .Create($"Condition{NAME}{damageType}") + .Create($"Condition{Name}{damageType}") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .SetFeatures(db.GetElement($"DamageAffinity{shortDamageType}Resistance")) @@ -149,7 +149,7 @@ public DomainNature() } var conditionDampenElements = ConditionDefinitionBuilder - .Create($"Condition{NAME}DampenElements") + .Create($"Condition{Name}DampenElements") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .AddToDB(); @@ -157,7 +157,7 @@ public DomainNature() conditionDampenElements.AddCustomSubFeatures(new CustomBehaviorDampenElements(conditionDampenElements)); var powerDampenElements = FeatureDefinitionPowerBuilder - .Create($"Power{NAME}DampenElements") + .Create($"Power{Name}DampenElements") .SetGuiPresentation(Category.Feature) .SetUsesFixed(ActivationTime.Permanent) .SetEffectDescription( @@ -179,7 +179,7 @@ public DomainNature() // var additionalDamageDivineStrike = FeatureDefinitionAdditionalDamageBuilder - .Create($"AdditionalDamage{NAME}DivineStrike") + .Create($"AdditionalDamage{Name}DivineStrike") .SetGuiPresentation(Category.Feature) .SetNotificationTag("DivineStrike") .SetDamageDice(DieType.D8, 1) @@ -193,7 +193,7 @@ public DomainNature() // LEVEL 17 - Master of Nature var powerMasterOfNature = FeatureDefinitionPowerBuilder - .Create($"Power{NAME}MasterOfNature") + .Create($"Power{Name}MasterOfNature") .SetGuiPresentation(Category.Feature, Sprites.GetSprite("MasterOfNature", Resources.PowerCharmAnimalsAndPlants, 256, 128)) .SetUsesFixed(ActivationTime.Action, RechargeRate.ChannelDivinity) @@ -222,7 +222,7 @@ public DomainNature() .AddToDB(); var featureSetMasterOfNature = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{NAME}MasterOfNature") + .Create($"FeatureSet{Name}MasterOfNature") .SetGuiPresentation( divinePowerPrefix + powerMasterOfNature.FormatTitle(), powerMasterOfNature.FormatDescription()) @@ -232,7 +232,7 @@ public DomainNature() // MAIN Subclass = CharacterSubclassDefinitionBuilder - .Create(NAME) + .Create(Name) .SetGuiPresentation(Category.Subclass, CharacterSubclassDefinitions.TraditionGreenmage) .AddFeaturesAtLevel(1, autoPreparedSpellsDomainNature, featureSetAcolyteOfNature, featureSetBonusProficiency) @@ -253,6 +253,22 @@ public DomainNature() internal override DeityDefinition DeityDefinition => DeityDefinitions.Maraike; + internal static void GrantCantrip(RulesetCharacterHero hero) + { + var heroBuildingData = hero.GetHeroBuildingData(); + + if (!heroBuildingData.AcquiredCantrips.TryGetValue( + $"06SubclassCleric1{Name}{Name}", out var cantrips)) + { + return; + } + + foreach (var cantrip in cantrips) + { + hero.GrantCantrip(cantrip, FeatureDefinitionCastSpells.CastSpellCleric); + } + } + private sealed class CustomBehaviorDampenElements( // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionDampenElements) diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs index b9f859c0c1..1655f2bbc1 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs @@ -232,7 +232,7 @@ public InnovationArtillerist() .SetGuiPresentation($"Power{Name}{Flamethrower}", Category.Feature) .SetPossessive() .SetFeatures(actionAffinityFlamethrowerTiny, powerFlamethrower) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var conditionForceBallistaTiny = ConditionDefinitionBuilder @@ -240,7 +240,7 @@ public InnovationArtillerist() .SetGuiPresentation($"Power{Name}{ForceBallista}", Category.Feature) .SetPossessive() .SetFeatures(actionAffinityForceBallistaTiny, powerForceBallista) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var conditionProtectorTiny = ConditionDefinitionBuilder @@ -248,7 +248,7 @@ public InnovationArtillerist() .SetGuiPresentation($"Power{Name}{Protector}", Category.Feature) .SetPossessive() .SetFeatures(actionAffinityProtectorTiny, powerProtector) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); // Medium Cannon Actions @@ -682,21 +682,21 @@ public InnovationArtillerist() .Create(conditionFlamethrowerTiny, $"Condition{Name}{Flamethrower}Tiny15") .SetParentCondition(conditionFlamethrowerTiny) .AddFeatures(powerFortifiedPositionTiny) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var conditionForceBallistaTiny15 = ConditionDefinitionBuilder .Create(conditionForceBallistaTiny, $"Condition{Name}{ForceBallista}Tiny15") .SetParentCondition(conditionForceBallistaTiny) .AddFeatures(powerFortifiedPositionTiny) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); var conditionProtectorTiny15 = ConditionDefinitionBuilder .Create(conditionProtectorTiny, $"Condition{Name}{Protector}Tiny15") .SetParentCondition(conditionProtectorTiny) .AddFeatures(powerFortifiedPositionTiny) - .AddCustomSubFeatures(new AddUsablePowersFromCondition()) + .AddCustomSubFeatures(AddUsablePowersFromCondition.Marker) .AddToDB(); // Fortified Position diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs index dbe1c5912f..cdc5539858 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialArcaneArcher.cs @@ -574,7 +574,7 @@ private static void TryInflictArcaneShotCondition( ArcaneArcherData arcaneArcherData) { var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false } || rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) @@ -788,7 +788,7 @@ action.AttackRollOutcome is not (RollOutcome.Failure or RollOutcome.CriticalFail // testMode true avoids the roll to display on combat log as the original one will get there with altered results var roll = rulesetAttacker.RollAttack( attackMode.toHitBonus, - defender.RulesetCharacter, + defender.RulesetActor, attackMode.sourceDefinition, attackModifier.attackToHitTrends, attackModifier.IgnoreAdvantage, diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs index a9b1ef1a6f..9a06f87eaf 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs @@ -673,7 +673,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( yield break; } - if (defender.RulesetCharacter is not { IsDeadOrDyingOrUnconscious: false }) + if (defender.RulesetActor is not { IsDeadOrDyingOrUnconscious: false }) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs b/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs index 86fa66fa88..d55936978d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs @@ -225,7 +225,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; rulesetDefender.InflictCondition( CustomConditionsContext.Taunted.Name, diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs index fa8f44fcd0..6dc18d85d6 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialRoyalKnight.cs @@ -245,7 +245,7 @@ public IEnumerator OnTryAlterOutcomeSavingThrow( bool hasHitVisual, bool hasBorrowedLuck) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.TryGetConditionOfCategoryAndType( diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialSpellShield.cs b/SolastaUnfinishedBusiness/Subclasses/MartialSpellShield.cs index 7c5fbe3dd3..d5be05e406 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialSpellShield.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialSpellShield.cs @@ -71,6 +71,7 @@ public MartialSpellShield() .Create($"MagicAffinity{Name}CombatMagicVigor") .SetGuiPresentation(Category.Feature) .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .SetAttackModeOnly() .AddConditionOperation(ConditionOperationDescription.ConditionOperation.Add, conditionBladeWeaving) .SetImpactParticleReference(AdditionalDamageHalfOrcSavageAttacks.impactParticleReference) .AddToDB(); diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs index 45eed17e33..6fbe0decdb 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWarlord.cs @@ -373,7 +373,7 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo foreach (var character in Gui.Battle.PlayerContenders .Where(x => x.Guid != rulesetCondition.SourceGuid)) { - character.RulesetCharacter.InflictCondition( + character.RulesetActor.InflictCondition( conditionCoveringStrikeAlly.Name, DurationType.Round, 1, @@ -406,15 +406,21 @@ private sealed class CustomBehaviorStrategicReposition : public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (!target.RulesetCharacter.HasAnyConditionOfTypeOrSubType( - ConditionIncapacitated, ConditionParalyzed, ConditionRestrained)) + if (target.RulesetCharacter == null) { - return true; + return false; } - __instance.actionModifier.FailureFlags.Add("Tooltip/&SelfOrTargetCannotAct"); + var isValid = + !target.RulesetCharacter + .HasAnyConditionOfTypeOrSubType(ConditionIncapacitated, ConditionParalyzed, ConditionRestrained); - return false; + if (!isValid) + { + __instance.actionModifier.FailureFlags.Add("Tooltip/&SelfOrTargetCannotAct"); + } + + return isValid; } public IEnumerator ComputeValidPositions(CursorLocationSelectPosition cursorLocationSelectPosition) diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs index 0e143120f0..97ebcef628 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs @@ -239,7 +239,7 @@ public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( yield break; } - var armorClass = defender.RulesetCharacter.TryGetAttributeValue(AttributeDefinitions.ArmorClass); + var armorClass = defender.RulesetActor.TryGetAttributeValue(AttributeDefinitions.ArmorClass); var totalAttack = attackRoll + (attackMode?.ToHitBonus ?? rulesetEffect?.MagicAttackBonus ?? 0) + diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs index a27f2a7af4..caef6c1af3 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfDemonHunter.cs @@ -212,7 +212,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || rulesetDefender.HasConditionOfType(conditionTrialMark)) diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfDread.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfDread.cs index ad64d47bf5..56f666532d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfDread.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfDread.cs @@ -216,6 +216,7 @@ public OathOfDread() .SetDamageDice(DieType.D8, 1) .SetSpecificDamageType(DamageTypePsychic) .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .SetAttackModeOnly() .AddToDB(); var featureSetAspectOfDread = FeatureDefinitionFeatureSetBuilder diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs b/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs index 8354c80f76..5fb643d800 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs @@ -48,7 +48,7 @@ public PatronMountain() .SetGuiPresentation($"Power{Name}BarrierOfStone", Category.Feature) .SetAlwaysActiveReducedDamage((_, defender) => { - var rulesetCharacter = defender.RulesetCharacter; + var rulesetCharacter = defender.RulesetActor; if (rulesetCharacter is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerFeyWanderer.cs b/SolastaUnfinishedBusiness/Subclasses/RangerFeyWanderer.cs new file mode 100644 index 0000000000..2e5d09f697 --- /dev/null +++ b/SolastaUnfinishedBusiness/Subclasses/RangerFeyWanderer.cs @@ -0,0 +1,381 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Behaviors; +using SolastaUnfinishedBusiness.Behaviors.Specific; +using SolastaUnfinishedBusiness.Builders; +using SolastaUnfinishedBusiness.Builders.Features; +using SolastaUnfinishedBusiness.CustomUI; +using SolastaUnfinishedBusiness.Interfaces; +using SolastaUnfinishedBusiness.Models; +using SolastaUnfinishedBusiness.Properties; +using static RuleDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.SpellDefinitions; +using static SolastaUnfinishedBusiness.Builders.Features.AutoPreparedSpellsGroupBuilder; + +namespace SolastaUnfinishedBusiness.Subclasses; + +[UsedImplicitly] +public sealed class RangerFeyWanderer : AbstractSubclass +{ + private const string Name = "RangerFeyWanderer"; + + public RangerFeyWanderer() + { + // + // LEVEL 03 + // + + // Fey Wanderer Magic + + var autoPreparedSpells = FeatureDefinitionAutoPreparedSpellsBuilder + .Create($"AutoPreparedSpells{Name}") + .SetGuiPresentation(Category.Feature) + .SetAutoTag("Ranger") + .SetSpellcastingClass(CharacterClassDefinitions.Ranger) + .SetPreparedSpellGroups( + BuildSpellGroup(2, CharmPerson), + BuildSpellGroup(5, MistyStep), + BuildSpellGroup(9, DispelMagic), + BuildSpellGroup(13, DimensionDoor), + BuildSpellGroup(17, SpellsContext.SteelWhirlwind)) + .AddToDB(); + + // Dreadful Strikes + + var conditionDreadfulStrikes = ConditionDefinitionBuilder + .Create($"Condition{Name}DreadfulStrikes") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetSpecialDuration() + .SetSpecialInterruptions(ConditionInterruption.AnyBattleTurnEnd) + .AddToDB(); + + var additionalDamageDreadfulStrikes = FeatureDefinitionAdditionalDamageBuilder + .Create($"AdditionalDamage{Name}DreadfulStrikes") + .SetGuiPresentation(Category.Feature) + .SetNotificationTag("DreadfulStrikes") + .SetDamageDice(DieType.D4, 1) + .SetSpecificDamageType(DamageTypePsychic) + .SetTargetCondition(conditionDreadfulStrikes, AdditionalDamageTriggerCondition.TargetDoesNotHaveCondition) + .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .SetAttackModeOnly() + .SetConditionOperations(new ConditionOperationDescription + { + ConditionDefinition = conditionDreadfulStrikes, + Operation = ConditionOperationDescription.ConditionOperation.Add + }) + .SetImpactParticleReference(FeatureDefinitionPowers.Power_HornOfBlasting) + .AddToDB(); + + additionalDamageDreadfulStrikes.AddCustomSubFeatures( + new ModifyAdditionalDamageDreadfulStrikes(additionalDamageDreadfulStrikes)); + + // Otherworldly Glamour + + var pointPoolOtherworldlyGlamour = FeatureDefinitionPointPoolBuilder + .Create($"PointPool{Name}OtherworldlyGlamour") + .SetGuiPresentationNoContent(true) + .SetPool(HeroDefinitions.PointsPoolType.Skill, 1) + .RestrictChoices( + SkillDefinitions.Deception, + SkillDefinitions.Performance, + SkillDefinitions.Persuasion) + .AddToDB(); + + var abilityCheckAffinityOtherworldlyGlamour = FeatureDefinitionAbilityCheckAffinityBuilder + .Create($"AbilityCheckAffinity{Name}OtherworldlyGlamour") + .SetGuiPresentation($"FeatureSet{Name}OtherworldlyGlamour", Category.Feature, Gui.NoLocalization) + .BuildAndSetAffinityGroups(CharacterAbilityCheckAffinity.Advantage, AttributeDefinitions.Charisma) + .AddToDB(); + + var featureSetOtherworldlyGlamour = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{Name}OtherworldlyGlamour") + .SetGuiPresentation(Category.Feature) + .SetFeatureSet(pointPoolOtherworldlyGlamour, abilityCheckAffinityOtherworldlyGlamour) + .AddToDB(); + + // + // LEVEL 07 + // + + // Beguiling Twist + + var powerBeguilingTwist = FeatureDefinitionPowerBuilder + .Create($"Power{Name}BeguilingTwist") + .SetGuiPresentation(Category.Feature) + .SetUsesFixed(ActivationTime.NoCost) + .AddToDB(); + + var powerBeguilingTwistCharmed = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Name}BeguilingTwistCharmed") + .SetGuiPresentation(Category.Feature, hidden: true) + .SetSharedPool(ActivationTime.NoCost, powerBeguilingTwist) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetDurationData(DurationType.Minute, 1) + .SetTargetingData(Side.Enemy, RangeType.Distance, 24, TargetType.IndividualsUnique) + .SetSavingThrowData(false, AttributeDefinitions.Wisdom, false, + EffectDifficultyClassComputation.SpellCastingFeature) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) + .SetConditionForm(ConditionDefinitions.ConditionCharmed, + ConditionForm.ConditionOperation.Add) + .Build()) + .SetCasterEffectParameters(FeatureDefinitionPowers.PowerSorcererManaPainterDrain) + .Build()) + .AddToDB(); + + var powerBeguilingTwistFrightened = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Name}BeguilingTwistFrightened") + .SetGuiPresentation(Category.Feature, hidden: true) + .SetSharedPool(ActivationTime.NoCost, powerBeguilingTwist) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetDurationData(DurationType.Minute, 1) + .SetTargetingData(Side.Enemy, RangeType.Distance, 24, TargetType.IndividualsUnique) + .SetSavingThrowData(false, AttributeDefinitions.Wisdom, false, + EffectDifficultyClassComputation.SpellCastingFeature) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) + .SetConditionForm(ConditionDefinitions.ConditionFrightened, + ConditionForm.ConditionOperation.Add) + .Build()) + .SetCasterEffectParameters(FeatureDefinitionPowers.PowerSorcererManaPainterDrain) + .Build()) + .AddToDB(); + + powerBeguilingTwist.AddCustomSubFeatures( + ModifyPowerVisibility.Hidden, + new CustomBehaviorBeguilingTwist(powerBeguilingTwist)); + + PowerBundle.RegisterPowerBundle(powerBeguilingTwist, false, + powerBeguilingTwistCharmed, powerBeguilingTwistFrightened); + + // + // LEVEL 11 + // + + // Fey Reinforcements + + var powerFeyReinforcements = FeatureDefinitionPowerBuilder + .Create($"Power{Name}FeyReinforcements") + .SetGuiPresentation(Category.Feature, ConjureFey) + .SetUsesFixed(ActivationTime.Action, RechargeRate.LongRest) + .SetEffectDescription( + EffectDescriptionBuilder + .Create(ConjureFey) + .SetDurationData(DurationType.Minute, 1) + .Build()) + .AddToDB(); + + // + // LEVEL 15 + // + + // Misty Wanderer + + var powerMistyWanderer = FeatureDefinitionPowerBuilder + .Create($"Power{Name}MistyWanderer") + .SetGuiPresentation(Category.Feature, MistyStep) + .SetUsesAbilityBonus(ActivationTime.BonusAction, RechargeRate.LongRest, AttributeDefinitions.Wisdom) + .SetEffectDescription( + EffectDescriptionBuilder + .Create(MistyStep) + .InviteOptionalAlly() + .Build()) + .AddCustomSubFeatures(new CustomBehaviorMistyWanderer()) + .AddToDB(); + + // + // MAIN + // + + Subclass = CharacterSubclassDefinitionBuilder + .Create(Name) + .SetGuiPresentation(Category.Subclass, Sprites.GetSprite(Name, Resources.CircleOfTheAncientForest, 256)) + .AddFeaturesAtLevel(3, + autoPreparedSpells, additionalDamageDreadfulStrikes, featureSetOtherworldlyGlamour) + .AddFeaturesAtLevel(7, + powerBeguilingTwist, powerBeguilingTwistCharmed, powerBeguilingTwistFrightened) + .AddFeaturesAtLevel(11, powerFeyReinforcements) + .AddFeaturesAtLevel(15, powerMistyWanderer) + .AddToDB(); + } + + internal override CharacterClassDefinition Klass => CharacterClassDefinitions.Ranger; + + internal override CharacterSubclassDefinition Subclass { get; } + + internal override FeatureDefinitionSubclassChoice SubclassChoice => + FeatureDefinitionSubclassChoices.SubclassChoiceRangerArchetypes; + + // ReSharper disable once UnassignedGetOnlyAutoProperty + internal override DeityDefinition DeityDefinition { get; } + + private sealed class ModifyAdditionalDamageDreadfulStrikes( + FeatureDefinitionAdditionalDamage additionalDamageDreadfulStrikes) : IModifyAdditionalDamage + { + public void ModifyAdditionalDamage( + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + FeatureDefinitionAdditionalDamage featureDefinitionAdditionalDamage, + List actualEffectForms, + ref DamageForm damageForm) + { + if (featureDefinitionAdditionalDamage != additionalDamageDreadfulStrikes) + { + return; + } + + var classLevel = attacker.RulesetCharacter.GetClassLevel(CharacterClassDefinitions.Ranger); + + if (classLevel < 11) + { + return; + } + + damageForm.DieType = DieType.D6; + } + } + + private sealed class CustomBehaviorBeguilingTwist( + FeatureDefinitionPower powerBeguilingTwist) + : IRollSavingThrowInitiated, ITryAlterOutcomeSavingThrow, IMagicEffectFinishedByMe + { + public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) + { + action.ActingCharacter.UsedMainSpell = true; + + yield break; + } + + public void OnSavingThrowInitiated( + RulesetCharacter caster, + RulesetCharacter defender, + ref int saveBonus, + ref string abilityScoreName, + BaseDefinition sourceDefinition, + List modifierTrends, + List advantageTrends, + ref int rollModifier, + ref int saveDC, + ref bool hasHitVisual, + RollOutcome outcome, + int outcomeDelta, + List effectForms) + { + if (HasCharmedOrFrightened(effectForms)) + { + advantageTrends.Add( + new TrendInfo(1, FeatureSourceType.Power, powerBeguilingTwist.Name, powerBeguilingTwist)); + } + } + + public IEnumerator OnTryAlterOutcomeSavingThrow( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + GameLocationCharacter helper, + ActionModifier actionModifier, + bool hasHitVisual, + bool hasBorrowedLuck) + { + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; + + if (!actionManager || + !action.RolledSaveThrow || + action.SaveOutcome != RollOutcome.Success || + !HasCharmedOrFrightened( + action.ActionParams.activeEffect?.EffectDescription.EffectForms ?? + action.ActionParams.AttackMode?.EffectDescription.EffectForms ?? + []) || + !helper.CanReact() || + !helper.IsOppositeSide(attacker.Side) || + !helper.IsWithinRange(defender, 24) || + !helper.CanPerceiveTarget(defender)) + { + yield break; + } + + var rulesetHelper = helper.RulesetCharacter; + var implementationManager = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerBeguilingTwist, rulesetHelper); + var actionParams = new CharacterActionParams(helper, ActionDefinitions.Id.PowerNoCost) + { + ActionModifiers = { actionModifier }, + StringParameter = powerBeguilingTwist.Name, + RulesetEffect = implementationManager + .MyInstantiateEffectPower(rulesetHelper, usablePower, false), + UsablePower = usablePower, + TargetCharacters = { attacker } + }; + + var count = actionManager.PendingReactionRequestGroups.Count; + var reactionRequest = new ReactionRequestSpendBundlePower(actionParams); + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(attacker, actionManager, count); + + if (!reactionRequest.Validated) + { + yield break; + } + + helper.SpendActionType(ActionDefinitions.ActionType.Reaction); + } + + private static bool HasCharmedOrFrightened(List effectForms) + { + return effectForms.Any(x => + x.FormType == EffectForm.EffectFormType.Condition && + (x.ConditionForm.ConditionDefinition.IsSubtypeOf(ConditionCharmed) || + x.ConditionForm.ConditionDefinition.IsSubtypeOf(ConditionFrightened))); + } + } + + private sealed class CustomBehaviorMistyWanderer : IMagicEffectFinishedByMe, IFilterTargetingCharacter + { + public bool EnforceFullSelection => false; + + public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) + { + if (target.RulesetCharacter == null) + { + return false; + } + + var isValid = + target.RulesetCharacter is not RulesetCharacterEffectProxy && + __instance.ActionParams.ActingCharacter.IsWithinRange(target, 1); + + if (!isValid) + { + __instance.actionModifier.FailureFlags.Add("Tooltip/&MustBeWithin5ft"); + } + + return isValid; + } + + public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, BaseDefinition baseDefinition) + { + action.ActingCharacter.UsedBonusSpell = true; + + yield break; + } + } +} diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs b/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs index 0877fafbfa..896c60f238 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerGloomStalker.cs @@ -391,7 +391,7 @@ public IEnumerator OnTryAlterOutcomeAttack( toHitBonus = attackMode.ToHitBonus; roll = rulesetAttacker.RollAttack( toHitBonus, - defender.RulesetCharacter, + defender.RulesetActor, attackMode.SourceDefinition, attackMode.ToHitBonusTrends, false, @@ -409,7 +409,7 @@ public IEnumerator OnTryAlterOutcomeAttack( toHitBonus = activeEffect.MagicAttackBonus; roll = rulesetAttacker.RollMagicAttack( activeEffect, - defender.RulesetCharacter, + defender.RulesetActor, activeEffect.GetEffectSource(), attackModifier.AttacktoHitTrends, attackModifier.AttackAdvantageTrends, diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs b/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs index 674bea610f..55a3a0ca5c 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerHellWalker.cs @@ -140,14 +140,12 @@ public RangerHellWalker() .SetConditionForm(conditionMarkOfTheDammed, ConditionForm.ConditionOperation.Add) .Build()) .Build()) + .AddCustomSubFeatures(new CustomBehaviorMarkOfTheDammed(conditionMarkOfTheDammed)) .AddToDB(); conditionDammingStrike.AddCustomSubFeatures( new OnConditionAddedOrRemovedDammingStrike(conditionMarkOfTheDammed)); - powerMarkOfTheDammed.AddCustomSubFeatures( - new CustomBehaviorMarkOfTheDammed(powerMarkOfTheDammed, conditionMarkOfTheDammed)); - // LEVEL 15 // Fiendish Spawn @@ -300,8 +298,6 @@ public void OnConditionRemoved(RulesetCharacter target, RulesetCondition ruleset // private sealed class CustomBehaviorMarkOfTheDammed( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - FeatureDefinitionPower featureDefinitionPower, // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionDefinition) : IModifyDamageAffinity, IMagicEffectFinishedByMe, IFilterTargetingCharacter @@ -310,15 +306,9 @@ private sealed class CustomBehaviorMarkOfTheDammed( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != featureDefinitionPower) - { - return true; - } - if (target.RulesetCharacter == null) { - return true; + return false; } var isValid = target.RulesetCharacter.HasConditionOfType("ConditionRangerHellWalkerDammingStrike"); diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs index 3da0ed58d6..35cac22a3f 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs @@ -326,7 +326,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerSurvivalist.cs b/SolastaUnfinishedBusiness/Subclasses/RangerSurvivalist.cs index 48e5e3f681..401dc006b4 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerSurvivalist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerSurvivalist.cs @@ -217,7 +217,7 @@ public IEnumerator OnTryAlterOutcomeAttack( if (action.AttackRollOutcome is not RollOutcome.CriticalSuccess || helper != defender || !defender.CanPerceiveTarget(attacker) || - defender.RulesetCharacter.HasConditionOfTypeOrSubType(ConditionIncapacitated)) + defender.RulesetActor.HasConditionOfTypeOrSubType(ConditionIncapacitated)) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs b/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs index d0b05e5745..71adb49f0d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerWildMaster.cs @@ -386,6 +386,11 @@ private sealed class FilterTargetingCharacterAdvancedTraining : IFilterTargeting public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { + if (target.RulesetCharacter == null) + { + return false; + } + var isValid = target.RulesetCharacter.GetMySummoner()?.Guid == __instance.ActionParams.ActingCharacter.Guid; if (!isValid) @@ -413,13 +418,13 @@ public void OnConditionAdded(RulesetCharacter target, RulesetCondition rulesetCo } foreach (var enemy in Gui.Battle.GetMyContenders(target.Side) - .Where(x => x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } && - x.RulesetCharacter != target)) + .Where(x => x.RulesetActor is { IsDeadOrDyingOrUnconscious: false } && + x.RulesetActor != target)) { - if (enemy.RulesetCharacter.TryGetConditionOfCategoryAndType( + if (enemy.RulesetActor.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionKillCommand.Name, out var activeCondition)) { - enemy.RulesetCharacter.RemoveCondition(activeCondition); + enemy.RulesetActor.RemoveCondition(activeCondition); } } } @@ -446,7 +451,7 @@ public IEnumerator OnPhysicalAttackInitiatedOnMe( } var pb = summoner.RulesetCharacter.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (!rulesetDefender.TryGetConditionOfCategoryAndType( AttributeDefinitions.TagEffect, conditionKillCommand.Name, out var activeCondition) || diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishArcaneScoundrel.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishArcaneScoundrel.cs index dcac2660be..9b97560ae5 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishArcaneScoundrel.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishArcaneScoundrel.cs @@ -350,15 +350,9 @@ private sealed class CustomBehaviorEssenceTheft( public bool IsValid(CursorLocationSelectTarget __instance, GameLocationCharacter target) { - if (__instance.ActionParams.activeEffect is not RulesetEffectPower rulesetEffectPower || - rulesetEffectPower.PowerDefinition != powerEssenceTheft) - { - return true; - } - if (target.RulesetCharacter == null) { - return true; + return false; } var isValid = !target.RulesetCharacter.HasConditionOfType(conditionPossessed.Name); diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs index 39d7fa28ce..6ff7559cf8 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishBladeCaller.cs @@ -223,10 +223,10 @@ public IEnumerator OnPhysicalAttackFinishedByMe( RollOutcome rollOutcome, int damageAmount) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; // ALWAYS remove Blade Mark condition - if (rulesetDefender is { isDeadOrDyingOrUnconscious: false }) + if (rulesetDefender is { IsDeadOrDyingOrUnconscious: false }) { rulesetDefender.RemoveAllConditionsOfCategoryAndType( AttributeDefinitions.TagEffect, conditionBladeMark.Name); @@ -310,7 +310,7 @@ public IEnumerator OnPhysicalAttackInitiatedByMe( yield break; } - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs index 30d68f0caa..49a3a58513 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs @@ -216,7 +216,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( RollOutcome rollOutcome, int damageAmount) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) { diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs index 5346ddef04..b2f8cd0a95 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs @@ -235,7 +235,7 @@ public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( } var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; var modifierTrend = rulesetDefender.actionModifier.savingThrowModifierTrends; var advantageTrends = rulesetDefender.actionModifier.savingThrowAdvantageTrends; var attackerDexModifier = ComputeAbilityScoreModifier(rulesetAttacker.TryGetAttributeValue(Dexterity)); diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs index ab347069d4..3b83add46f 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishRavenScion.cs @@ -296,7 +296,7 @@ public IEnumerator OnTryAlterOutcomeAttack( // testMode true avoids the roll to display on combat log as the original one will get there with altered results var roll = rulesetAttacker.RollAttack( attackMode.toHitBonus, - defender.RulesetCharacter, + defender.RulesetActor, attackMode.sourceDefinition, attackModifier.attackToHitTrends, false, diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs index 185b65e755..82c2299de5 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishSlayer.cs @@ -263,7 +263,7 @@ public IEnumerator OnPhysicalAttackInitiatedByMe( ActionModifier attackModifier, RulesetAttackMode attackMode) { - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || !rulesetDefender.HasConditionOfCategoryAndType(AttributeDefinitions.TagEffect, ConditionSurprised)) diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousFieldManipulator.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousFieldManipulator.cs index 1d668feb82..0dfb926c09 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousFieldManipulator.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousFieldManipulator.cs @@ -276,7 +276,7 @@ private static int3 GetFinalPosition(GameLocationCharacter target, int3 position finalPosition = position + new int3(x, 0, y); canPlaceCharacter = positioningManager.CanPlaceCharacterImpl( - target, target.RulesetCharacter.SizeParams, finalPosition, CellHelpers.PlacementMode.Station); + target, target.RulesetActor.SizeParams, finalPosition, CellHelpers.PlacementMode.Station); if (canPlaceCharacter) { diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs index b83c23b725..b45a7024f8 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs @@ -383,7 +383,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( } var monkLevel = rulesetAttacker.GetClassLevel(CharacterClassDefinitions.Monk); - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetDefender.HasConditionOfType(conditionHadDiscordanceDamageThisTurn) && monkLevel < EntropicStrikesLevel) @@ -413,8 +413,8 @@ public IEnumerator OnPhysicalAttackFinishedByMe( UsePower(attacker, defender, powerDiscordance); if (monkLevel >= TurmoilLevel && - defender.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } && - !defender.RulesetCharacter.HasConditionOfType(conditionHadTurmoil)) + defender.RulesetActor is { IsDeadOrDyingOrUnconscious: false } && + !defender.RulesetActor.HasConditionOfType(conditionHadTurmoil)) { UsePower(attacker, defender, powerTurmoil); } @@ -485,8 +485,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, // Discordance Damage var targets = action.actionParams.TargetCharacters .Where(x => - x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false } - && x.RulesetCharacter.AllConditions.Count(y => + x.RulesetActor is { IsDeadOrDyingOrUnconscious: false } + && x.RulesetActor.AllConditions.Count(y => y.ConditionDefinition == conditionDiscordance) > 1) .ToList(); @@ -531,8 +531,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, } targets.RemoveAll(x => - x.RulesetCharacter is not { IsDeadOrDyingOrUnconscious: false } - || x.RulesetCharacter.HasConditionOfType(conditionHadTurmoil)); + x.RulesetActor is not { IsDeadOrDyingOrUnconscious: false } + || x.RulesetActor.HasConditionOfType(conditionHadTurmoil)); if (targets.Count == 0) { diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs index 29c2674972..5777732e1f 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheTempest.cs @@ -406,7 +406,7 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, var usablePower = PowerProvider.Get(powerEyeOfTheStormLeap, rulesetAttacker); var targets = Gui.Battle.GetContenders(attacker) .Where(x => - x.RulesetCharacter.AllConditions + x.RulesetActor.AllConditions .Any(y => y.ConditionDefinition == conditionEyeOfTheStorm && y.SourceGuid == rulesetAttacker.Guid)) .ToList(); diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheWealAndWoe.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheWealAndWoe.cs index ac5dbe5615..64d24cf3a7 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheWealAndWoe.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheWealAndWoe.cs @@ -166,7 +166,7 @@ public IEnumerator OnPhysicalAttackFinishedByMe( int damageAmount) { var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; if (rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false }) { @@ -262,7 +262,7 @@ private static void InflictMartialArtDieDamage( } var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; + var rulesetDefender = defender.RulesetActor; var criticalSuccess = outcome == RollOutcome.CriticalSuccess; var monkLevel = rulesetAttacker.GetClassLevel(CharacterClassDefinitions.Monk); var dieType = FeatureDefinitionAttackModifiers.AttackModifierMonkMartialArtsImprovedDamage diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardSpellMaster.cs b/SolastaUnfinishedBusiness/Subclasses/WizardSpellMaster.cs index 0d3975905f..a96feec639 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WizardSpellMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WizardSpellMaster.cs @@ -1,4 +1,5 @@ using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Behaviors; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; using SolastaUnfinishedBusiness.CustomUI; @@ -49,6 +50,7 @@ public WizardSpellMaster() .Build()) .SetParticleEffectParameters(PowerWizardArcaneRecovery) .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) .AddToDB(); // LEVEL 06 diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs b/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs new file mode 100644 index 0000000000..ad75b96b04 --- /dev/null +++ b/SolastaUnfinishedBusiness/Subclasses/WizardWarMagic.cs @@ -0,0 +1,548 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api; +using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Api.LanguageExtensions; +using SolastaUnfinishedBusiness.Behaviors; +using SolastaUnfinishedBusiness.Behaviors.Specific; +using SolastaUnfinishedBusiness.Builders; +using SolastaUnfinishedBusiness.Builders.Features; +using SolastaUnfinishedBusiness.CustomUI; +using SolastaUnfinishedBusiness.Interfaces; +using SolastaUnfinishedBusiness.Properties; +using SolastaUnfinishedBusiness.Validators; +using static FeatureDefinitionAttributeModifier; +using static RuleDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper; + +namespace SolastaUnfinishedBusiness.Subclasses; + +[UsedImplicitly] +public sealed class WizardWarMagic : AbstractSubclass +{ + private const string Name = "WarMagic"; + + public WizardWarMagic() + { + // LEVEL 02 + + // Arcane Deflection + + var conditionArcaneDeflection = ConditionDefinitionBuilder + .Create($"Condition{Name}ArcaneDeflection") + .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionRestrictedInsideMagicCircle) + .SetConditionType(ConditionType.Detrimental) + .SetPossessive() + .AddCustomSubFeatures(new CharacterTurnStartListenerArcaneDeflection()) + .AddToDB(); + + var featureArcaneDeflection = FeatureDefinitionBuilder + .Create($"Feature{Name}ArcaneDeflection") + .SetGuiPresentation(Category.Feature) + .AddToDB(); + + // Tactical Wit + + var attributeModifierTacticalWit = FeatureDefinitionAttributeModifierBuilder + .Create($"AttributeModifier{Name}TacticalWit") + .SetGuiPresentation(Category.Feature) + .SetModifierAbilityScore(AttributeDefinitions.Initiative, AttributeDefinitions.Intelligence) + .AddToDB(); + + // LEVEL 06 + + // Power Surge + + var conditionSurgeMark = ConditionDefinitionBuilder + .Create($"Condition{Name}SurgeMark") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .AddToDB(); + + var powerSurge = FeatureDefinitionPowerBuilder + .Create($"Power{Name}Surge") + .SetGuiPresentation(Category.Feature) + .SetUsesAbilityBonus(ActivationTime.NoCost, RechargeRate.LongRest, AttributeDefinitions.Intelligence) + .DelegatedToAction() + .AddToDB(); + + _ = ActionDefinitionBuilder + .Create(DatabaseHelper.ActionDefinitions.MetamagicToggle, "PowerSurgeToggle") + .SetOrUpdateGuiPresentation(Category.Action) + .RequiresAuthorization() + .SetActionId(ExtraActionId.PowerSurgeToggle) + .SetActivatedPower(powerSurge) + .AddToDB(); + + var actionAffinityPowerSurgeToggle = FeatureDefinitionActionAffinityBuilder + .Create(FeatureDefinitionActionAffinitys.ActionAffinitySorcererMetamagicToggle, + "ActionAffinityPowerSurgeToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.PowerSurgeToggle) + .AddCustomSubFeatures( + new CustomBehaviorPowerSurge(powerSurge, conditionSurgeMark), + new ValidateDefinitionApplication( + ValidatorsCharacter.HasAvailablePowerUsage(powerSurge))) + .AddToDB(); + + var featureSetPowerSurge = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{Name}PowerSurge") + .SetGuiPresentation($"Power{Name}Surge", Category.Feature) + .SetFeatureSet(powerSurge, actionAffinityPowerSurgeToggle) + .AddToDB(); + + // LEVEL 10 + + // Durable Magic + + var featureDurableMagic = FeatureDefinitionAttributeModifierBuilder + .Create($"Feature{Name}DurableMagic") + .SetGuiPresentation(Category.Feature) + .SetModifier(AttributeModifierOperation.Additive, AttributeDefinitions.ArmorClass, 2) + .SetSituationalContext(ExtraSituationalContext.IsConcentratingOnSpell) + .AddToDB(); + + featureDurableMagic.AddCustomSubFeatures(new RollSavingThrowInitiatedDurableMagic(featureDurableMagic)); + + // LEVEL 14 + + // Deflecting Shroud + + var powerDeflectionShroud = FeatureDefinitionPowerBuilder + .Create($"Power{Name}DeflectionShroud") + .SetGuiPresentation(Category.Feature) + .SetUsesFixed(ActivationTime.NoCost) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 12, TargetType.IndividualsUnique, 3) + .SetEffectForms(EffectFormBuilder.DamageForm(DamageTypeForce)) + .SetCasterEffectParameters(FeatureDefinitionPowers.PowerSorcererDraconicDragonWingsSprout) + .SetImpactEffectParameters(SpellDefinitions.ArcaneSword) + .Build()) + .AddToDB(); + + powerDeflectionShroud.AddCustomSubFeatures( + ModifyPowerVisibility.Hidden, + new ModifyEffectDescriptionDeflectionShroud(powerDeflectionShroud)); + featureArcaneDeflection.AddCustomSubFeatures( + new CustomBehaviorArcaneDeflection( + featureArcaneDeflection, conditionArcaneDeflection, powerDeflectionShroud)); + + Subclass = CharacterSubclassDefinitionBuilder + .Create($"Wizard{Name}") + .SetGuiPresentation(Category.Subclass, Sprites.GetSprite(Name, Resources.WizardArcaneFighter, 256)) + .AddFeaturesAtLevel(2, featureArcaneDeflection, attributeModifierTacticalWit) + .AddFeaturesAtLevel(6, featureSetPowerSurge) + .AddFeaturesAtLevel(10, featureDurableMagic) + .AddFeaturesAtLevel(14, powerDeflectionShroud) + .AddToDB(); + } + + internal override CharacterClassDefinition Klass => CharacterClassDefinitions.Wizard; + + internal override CharacterSubclassDefinition Subclass { get; } + + internal override FeatureDefinitionSubclassChoice SubclassChoice => + FeatureDefinitionSubclassChoices.SubclassChoiceWizardArcaneTraditions; + + // ReSharper disable once UnassignedGetOnlyAutoProperty + internal override DeityDefinition DeityDefinition { get; } + + private sealed class CustomBehaviorArcaneDeflection( + FeatureDefinition featureArcaneDeflection, + ConditionDefinition conditionArcaneDeflection, + FeatureDefinitionPower powerDeflectionShroud) : ITryAlterOutcomeAttack, ITryAlterOutcomeSavingThrow + { + public IEnumerator OnTryAlterOutcomeAttack( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + GameLocationCharacter helper, + ActionModifier attackModifier) + { + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; + var rulesetCharacter = helper.RulesetCharacter; + var intelligence = rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.Intelligence); + var bonus = Math.Max(AttributeDefinitions.ComputeAbilityScoreModifier(intelligence), 1); + + if (!actionManager || + action.AttackRollOutcome != RollOutcome.Success || + action.AttackSuccessDelta - bonus >= 0 || + helper != defender || + !helper.CanReact() || + !helper.CanPerceiveTarget(attacker)) + { + yield break; + } + + var reactionParams = + new CharacterActionParams(helper, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) + { + StringParameter = "CustomReactionArcaneDeflectionAttackDescription".Formatted(Category.Reaction) + }; + var reactionRequest = new ReactionRequestCustom("ArcaneDeflectionAttack", reactionParams); + var count = actionManager.PendingReactionRequestGroups.Count; + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(attacker, actionManager, count); + + if (!reactionParams.ReactionValidated) + { + yield break; + } + + EffectHelpers.StartVisualEffect( + helper, helper, SpellDefinitions.Shield, EffectHelpers.EffectType.QuickCaster); + rulesetCharacter.InflictCondition( + conditionArcaneDeflection.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetCharacter.guid, + rulesetCharacter.CurrentFaction.Name, + 1, + conditionArcaneDeflection.Name, + 0, + 0, + 0); + + attackModifier.attackRollModifier -= bonus; + attackModifier.AttacktoHitTrends.Add( + new TrendInfo(-bonus, FeatureSourceType.CharacterFeature, featureArcaneDeflection.Name, + featureArcaneDeflection)); + action.AttackSuccessDelta -= bonus; + action.AttackRollOutcome = RollOutcome.Failure; + helper.RulesetCharacter.LogCharacterUsedFeature( + featureArcaneDeflection, + "Feedback/&ArcaneDeflectionAttackRoll", + extra: + [ + (ConsoleStyleDuplet.ParameterType.Positive, bonus.ToString()), + (ConsoleStyleDuplet.ParameterType.Negative, "Feedback/&RollAttackFailureTitle") + ]); + + HandleDeflectionShroud(helper); + } + + public IEnumerator OnTryAlterOutcomeSavingThrow( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + GameLocationCharacter helper, + ActionModifier saveModifier, + bool hasHitVisual, + bool hasBorrowedLuck) + { + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; + var rulesetCharacter = helper.RulesetCharacter; + var intelligence = rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.Intelligence); + var bonus = Math.Max(AttributeDefinitions.ComputeAbilityScoreModifier(intelligence), 1); + + if (!actionManager || + !action.RolledSaveThrow || + action.SaveOutcome != RollOutcome.Failure || + action.SaveOutcomeDelta + bonus < 0 || + helper != defender || + !helper.CanReact() || + !helper.CanPerceiveTarget(attacker)) + { + yield break; + } + + var reactionParams = + new CharacterActionParams(helper, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) + { + StringParameter = "CustomReactionArcaneDeflectionSavingDescription".Formatted(Category.Reaction) + }; + var reactionRequest = new ReactionRequestCustom("ArcaneDeflectionSaving", reactionParams); + var count = actionManager.PendingReactionRequestGroups.Count; + + actionManager.AddInterruptRequest(reactionRequest); + + yield return battleManager.WaitForReactions(attacker, actionManager, count); + + if (!reactionParams.ReactionValidated) + { + yield break; + } + + EffectHelpers.StartVisualEffect( + helper, helper, SpellDefinitions.Shield, EffectHelpers.EffectType.QuickCaster); + rulesetCharacter.InflictCondition( + conditionArcaneDeflection.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetCharacter.guid, + rulesetCharacter.CurrentFaction.Name, + 1, + conditionArcaneDeflection.Name, + 0, + 0, + 0); + + action.SaveOutcomeDelta += bonus; + action.saveOutcome = RollOutcome.Success; + helper.RulesetCharacter.LogCharacterUsedFeature( + featureArcaneDeflection, + "Feedback/&ArcaneDeflectionSavingRoll", + extra: + [ + (ConsoleStyleDuplet.ParameterType.Positive, bonus.ToString()), + (ConsoleStyleDuplet.ParameterType.Positive, "Feedback/&RollCheckSuccessTitle") + ]); + + HandleDeflectionShroud(helper); + } + + private void HandleDeflectionShroud(GameLocationCharacter helper) + { + var rulesetHelper = helper.RulesetCharacter; + var classLevel = rulesetHelper.GetClassLevel(CharacterClassDefinitions.Wizard); + + if (classLevel < 14 || Gui.Battle == null) + { + return; + } + + var implementationManager = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerDeflectionShroud, rulesetHelper); + var targets = Gui.Battle + .GetContenders(helper, withinRange: 12) + .OrderBy(x => DistanceCalculation.GetDistanceFromCharacters(helper, x)) + .Take(3) + .ToList(); + var actionModifiers = new List(); + + for (var i = 0; i < targets.Count; i++) + { + actionModifiers.Add(new ActionModifier()); + } + + var actionParams = new CharacterActionParams(helper, ActionDefinitions.Id.PowerNoCost) + { + ActionModifiers = actionModifiers, + RulesetEffect = implementationManager + .MyInstantiateEffectPower(rulesetHelper, usablePower, false), + UsablePower = usablePower, + targetCharacters = targets + }; + + ServiceRepository.GetService()? + .ExecuteAction(actionParams, null, true); + } + } + + private sealed class CharacterTurnStartListenerArcaneDeflection : ICharacterTurnStartListener + { + public void OnCharacterTurnStarted(GameLocationCharacter locationCharacter) + { + locationCharacter.UsedBonusSpell = true; + locationCharacter.UsedMainSpell = true; + } + } + + private sealed class CustomBehaviorPowerSurge( + FeatureDefinitionPower powerSurge, + ConditionDefinition conditionSurgeMark) : IMagicEffectFinishedByMeAny, IMagicEffectBeforeHitConfirmedOnEnemy + { + public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetEffect rulesetEffect, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + if (rulesetEffect.EffectDescription.TargetType is TargetType.Individuals or TargetType.IndividualsUnique) + { + if (firstTarget) + { + defender.RulesetActor.DamageReceived += DamageReceived; + } + } + else + { + defender.RulesetActor.DamageReceived += DamageReceived; + } + + yield break; + } + + public IEnumerator OnMagicEffectFinishedByMeAny( + CharacterActionMagicEffect action, + GameLocationCharacter attacker, + List targets) + { + var targetsThatTookDamage = new List(); + + foreach (var target in targets) + { + var rulesetTarget = target.RulesetActor; + + if (!rulesetTarget.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, conditionSurgeMark.Name, out var activeCondition)) + { + continue; + } + + rulesetTarget.RemoveCondition(activeCondition); + rulesetTarget.DamageReceived -= DamageReceived; + targetsThatTookDamage.Add(target); + } + + if (action is not CharacterActionCastSpell actionCastSpell) + { + yield break; + } + + var rulesetAttacker = attacker.RulesetCharacter; + var usablePower = PowerProvider.Get(powerSurge, rulesetAttacker); + + if (actionCastSpell.ActiveSpell.SpellDefinition == SpellDefinitions.Counterspell) + { + usablePower.RepayUse(); + } + + if (targetsThatTookDamage.Count == 0 || + !rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.PowerSurgeToggle) || + rulesetAttacker.GetRemainingUsesOfPower(usablePower) == 0) + { + yield break; + } + + if (!attacker.OncePerTurnIsValid(powerSurge.Name)) + { + yield break; + } + + attacker.UsedSpecialFeatures.TryAdd(powerSurge.Name, 0); + rulesetAttacker.UsePower(usablePower); + + var bonusDamage = rulesetAttacker.GetClassLevel(CharacterClassDefinitions.Wizard); + + foreach (var target in targetsThatTookDamage) + { + var rulesetTarget = target.RulesetActor; + + if (rulesetTarget is not { IsDeadOrDyingOrUnconscious: false }) + { + continue; + } + + var damageForm = new DamageForm + { + DamageType = DamageTypeForce, DieType = DieType.D1, DiceNumber = 0, BonusDamage = bonusDamage + }; + var applyFormsParams = new RulesetImplementationDefinitions.ApplyFormsParams + { + sourceCharacter = rulesetAttacker, + targetCharacter = rulesetTarget, + position = target.LocationPosition + }; + + EffectHelpers.StartVisualEffect(attacker, target, SpellDefinitions.EldritchBlast); + RulesetActor.InflictDamage( + bonusDamage, + damageForm, + DamageTypeForce, + applyFormsParams, + rulesetTarget, + false, + rulesetAttacker.Guid, + false, + [], + new RollInfo(DieType.D1, [], bonusDamage), + false, + out _); + } + } + + private void DamageReceived(RulesetActor target, int damage, string type, ulong guid, RollInfo info) + { + var source = EffectHelpers.GetCharacterByGuid(guid); + + if (source != null) + { + target.InflictCondition( + conditionSurgeMark.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfSourceTurn, + AttributeDefinitions.TagEffect, + source.guid, + source.CurrentFaction.Name, + 1, + conditionSurgeMark.Name, + 0, + 0, + 0); + } + } + } + + private sealed class RollSavingThrowInitiatedDurableMagic( + FeatureDefinition featureDurableMagic) : IRollSavingThrowInitiated + { + public void OnSavingThrowInitiated( + RulesetCharacter caster, + RulesetCharacter defender, + ref int saveBonus, + ref string abilityScoreName, + BaseDefinition sourceDefinition, + List modifierTrends, + List advantageTrends, + ref int rollModifier, + ref int saveDC, + ref bool hasHitVisual, + RollOutcome outcome, + int outcomeDelta, + List effectForms) + { + if (defender.ConcentratedSpell == null) + { + return; + } + + rollModifier += 2; + modifierTrends.Add( + new TrendInfo(2, FeatureSourceType.CharacterFeature, featureDurableMagic.Name, featureDurableMagic)); + } + } + + private sealed class ModifyEffectDescriptionDeflectionShroud( + FeatureDefinitionPower powerDeflectionShroud) : IModifyEffectDescription + { + public bool IsValid(BaseDefinition definition, RulesetCharacter character, EffectDescription effectDescription) + { + return definition == powerDeflectionShroud; + } + + public EffectDescription GetEffectDescription( + BaseDefinition definition, + EffectDescription effectDescription, + RulesetCharacter character, + RulesetEffect rulesetEffect) + { + var halfClassLevel = (character.GetClassLevel(CharacterClassDefinitions.Wizard) + 1) / 2; + + effectDescription.EffectForms[0].damageForm.BonusDamage = halfClassLevel; + + return effectDescription; + } + } +} diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt index bc76ce7156..a45c1cddd4 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/OtherFeats-de.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatische Infus Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatische Infusion verursacht zusätzlichen Giftschaden von +{2}! Feedback/&IsNotLuckyHigher={0} hat überhaupt kein Glück und würfelt eine höhere {2}, um eine {3} zu ersetzen. Feedback/&IsNotLuckyLower={0} hat überhaupt kein Glück und würfelt eine niedrigere {2}, um eine {3} zu ersetzen. -Feedback/&LuckyAttackToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Angriffswurf zu ersetzen -Feedback/&LuckyCheckToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Kontrollwurf zu ersetzen -Feedback/&LuckySavingToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Rettungswurf zu ersetzen +Feedback/&LuckyAttackToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Angriffswurf zu ersetzen. +Feedback/&LuckyCheckToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Kontrollwurf zu ersetzen +Feedback/&LuckySavingToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Rettungswurf zu ersetzen Item/&ItemFeatChefTreatDescription=Iss die Leckerei dieses Chefkochs und erhalte 5 temporäre Trefferpunkte. Item/&ItemFeatChefTreatTitle=Leckerbissen des Chefkochs Reaction/&CustomReactionMageSlayerDescription=Der Rettungswurf gegen {0} ist Ihnen misslungen. Sie können stattdessen dafür sorgen, dass Ihr Wurf erfolgreich ist. diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt index fe16b25d38..7db53149bd 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/Races-de.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Als Bonusaktion kannst du, wenn du Feature/&PowerFeatOrcishAggressionTitle=Orkische Aggression Feedback/&AdditionalDamageOrcishFuryFormat=Orkischer Zorn Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury verursacht zusätzlichen +{2} Schaden! -Feedback/&BountifulLuckAttackToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Angriffswurf zu ersetzen -Feedback/&BountifulLuckCheckToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Kontrollwurf zu ersetzen -Feedback/&BountifulLuckSavingToHitRoll={0} nutzte {1}, um eine {2} zu würfeln und den Rettungswurf zu ersetzen +Feedback/&BountifulLuckAttackToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Angriffswurf zu ersetzen +Feedback/&BountifulLuckCheckToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Kontrollwurf zu ersetzen +Feedback/&BountifulLuckSavingToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Rettungswurf zu ersetzen Feedback/&DwarvenFortitudeHitDieRolled={0} hat eine {2} gewürfelt und {3} = {4} geheilt. Reaction/&CustomReactionBountifulLuckAttackDescription={0} haben {1} verpasst. {2} kann reagieren, indem er einen W20 würfelt und den Angriffswurf ersetzt. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Wirf einen W20, um den Angriffswurf zu ersetzen. diff --git a/SolastaUnfinishedBusiness/Translations/de/Metamagic-de.txt b/SolastaUnfinishedBusiness/Translations/de/Metamagic-de.txt index 0389e89bdc..267281450c 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Metamagic-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Metamagic-de.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=Der Zauber muss einen Wirkungsbereic Failure/&FailureFlagSpellMustHaveDamageForm=Der Zauber muss mindestens eine Schadensform haben Failure/&FailureFlagSpellMustRequireConcentration=Der Zauber muss Konzentration erfordern Failure/&FailureFlagSpellRangeMustBeSelf=Die Zauberreichweite muss „Selbst“ sein +Failure/&FailureSeekingSpell=Der Suchzauber wird nur nach einem fehlgeschlagenen magischen Angriff ausgelöst. +Failure/&FailureTransmutedSpell=Der Zauber muss eine dieser Schadensarten verursachen: Säure, Kälte, Feuer, Blitz, Gift, Donner Feature/&MetamagicAltruisticSpellAllyDescription=Machen Sie einen Zauber, der einen Verbündeten innerhalb von 30 Fuß anvisiert, anstatt sich selbst. Feature/&MetamagicAltruisticSpellAllyTitle=Geteilter Zauber, nur Verbündeter Feature/&MetamagicAltruisticSpellDescription=Wenn du einen Zauber gegen dich selbst wirkst, kannst du 1 Zauberpunkt ausgeben, um stattdessen einen Verbündeten im Umkreis von 30 Fuß zu beeinflussen. Oder du kannst 3 Zauberpunkte ausgeben, um sowohl dich selbst als auch einen Verbündeten im Umkreis von 30 Fuß zu beeinflussen. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Wenn du einen Zauber wirkst, der Konze Feature/&MetamagicFocusedSpellTitle=Fokussierter Zauber Feature/&MetamagicPowerfulSpellDescription=Sie können 1 Zauberpunkt pro Zauberstufe ausgeben, um die Anzahl der Schadenswürfel um 1 zu erhöhen. Feature/&MetamagicPowerfulSpellTitle=Kraftvoller Zauber +Feature/&MetamagicSeekingSpellDescription=Wenn Sie einen Angriffswurf für einen Zauber durchführen und ihn verfehlen, können Sie 2 Zaubererpunkte ausgeben, um den W20 erneut zu würfeln, und Sie müssen den neuen Wurf verwenden. Sie können den Suchzauber auch dann verwenden, wenn Sie beim Wirken des Zaubers bereits eine andere metamagische Option verwendet haben. +Feature/&MetamagicSeekingSpellTitle=Ich suche einen Zauber +Feature/&MetamagicTransmutedSpellDescription=Wenn du einen Zauber wirkst, der eine Schadensart aus der folgenden Liste verursacht, kannst du 1 Zauberpunkt ausgeben, um diese Schadensart in eine der anderen aufgeführten Arten zu ändern: Säure, Kälte, Feuer, Blitz, Gift, Donner. +Feature/&MetamagicTransmutedSpellTitle=Transmutierter Zauber Feature/&MetamagicWidenedSpellDescription=Du kannst 2 Zauberpunkte ausgeben, um den Wirkungsbereich eines Zaubers zu vergrößern. Zauber mit einem kegelförmigen, würfelförmigen, zylinderförmigen oder kugelförmigen Wirkungsbereich vergrößern sich auf die nächste 5-Fuß-Einheit. Feature/&MetamagicWidenedSpellTitle=Erweiterter Zauber +Feedback/&MetamagicSeekingSpellToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Angriffswurf zu ersetzen +Feedback/&MetamagicTransmutedSpellDescription=Ersetzen Sie die Schadensart des magischen Effekts durch {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Sie haben {0} verpasst. Sie können 2 Zauberpunkte ausgeben, um einen W20 zu würfeln und den Angriffswurf zu ersetzen. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Würfeln Sie einen W20, um den Angriffswurf zu ersetzen. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Ich suche einen Zauber +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Ich suche einen Zauber +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Wählen Sie die neue Schadensart Ihres magischen Effekts. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Wählen Sie eine neue Schadensart. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Transmutierter Zauber +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Transmutierter Zauber diff --git a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt index 775be3d8f4..6dac23ee4c 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Der zusätzlich Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Verbesserung des brutalen Schlags Feature/&FeatureSetBarbarianBrutalStrikeTitle=Brutaler Schlag Feature/&FeatureSetRageExtendedDescription=Im Kampf kämpfst du mit ursprünglicher Wildheit. Wer an der Reihe ist, kann als Bonusaktion eine Wut einsetzen. Dies verschafft Ihnen einen Vorteil bei Kraftwürfen und Würfen, einen anfänglichen Bonus von +2 auf den Nahkampfangriffsschaden und Widerstand gegen Hieb-, Knüppel- und Stichschaden. Diese Vorteile erhalten Sie nur, wenn Sie keine schwere Rüstung tragen. Hält 1 Minute an oder endet, wenn Sie seit Ihrem letzten Zug weder angegriffen noch Schaden erlitten haben.\n Sie beginnen mit 2 Wutausbrüchen, die nach einer langen Pause erneuert werden. Auf Level 7 erhältst du nach einer kurzen Pause einen Wutpunkt zurück. +Feature/&FeatureSorcererMagicalGuidanceDescription=Sie können Ihre innere Quelle der Magie nutzen, um aus Misserfolgen Erfolg zu zaubern. Wenn Sie eine Fähigkeitsprüfung durchführen, die fehlschlägt, können Sie 1 Zauberpunkt ausgeben, um den W20 erneut zu würfeln, und Sie müssen den neuen Wurf verwenden, um möglicherweise aus dem Fehlschlag einen Erfolg zu machen. +Feature/&FeatureSorcererMagicalGuidanceTitle=Magische Führung Feature/&FighterExtraAttackDescription=Sie können zweimal statt einmal angreifen, wenn Sie die Angriffs- oder Stoßaktionen verwenden. Feature/&FlightResumeDescription=Setzt Ihren unterbrochenen Flugeffekt fort Feature/&FlightResumeTitle=Flug fortsetzen @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} würfelt, um {1} {2 Feedback/&ConcentrationEffectCheckRolledLine={0} würfelt, um {1} gegen DC {2} aufrechtzuerhalten, würfelt {3} = {4} Feedback/&FlankingAttack=Flankieren Feedback/&HigherGroundAttack=Eine höhere Ebene +Feedback/&MagicalGuidanceCheckToHitRoll={0} hat {1} verwendet und würfelt eine {2}, um {3} beim Kontrollwurf zu ersetzen Feedback/&NarrativeChoiceRoll={0} würfelt eine {1} narrative Wahl mit einem {2} Ergebnis. Feedback/&ReturningWeaponActivates={1} kehrt zu {0} zurück! Feedback/&SmallRace=Kleines Rennen @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} greift {1} an! Du kannst als Ant Reaction/&CastSpellInRetributionReactDescription=Klicken Sie, um {0} zu wirken. Reaction/&CastSpellInRetributionReactTitle=Zauber wirken Reaction/&CastSpellInRetributionTitle=Wirke einen Reaktionszauber +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Du hast einen Kontrollwurf nicht bestanden. Sie können 1 Zauberpunkt ausgeben, um einen W20 zu würfeln und den Kontrollwurf zu ersetzen. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Wirf einen W20, um den Kontrollwurf zu ersetzen. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Magische Führung +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Magische Führung Reaction/&ReactionSpendPowerBundleDescription=Gib Kraft aus. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Sie können einen zusätzlichen Effekt anwenden. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Wenden Sie einen zusätzlichen Effekt an. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=Ist keine Wirkungsquelle: Rules/&SituationalContext9014Format=Keine Rüstung oder leichte Rüstung ohne Schild tragen: Rules/&SituationalContext9015Format=Ohne Rüstung oder leichte Rüstung mit zweihändigem Kampfstab: Rules/&SituationalContext9016Format=Ist keine Effektquelle mit Nahkampfwaffe in der Haupt- oder Nebenhand: +Rules/&SituationalContext9017Format=Konzentriert sich auf Zauber: Rules/&TurnOccurenceEndOfSourceTurnFormat=Endquelle der Wende Screen/&ClassExtraSpellDescriptionFormat=Du kennst diesen Zauber aus der Klasse {0}. Screen/&EditorLocationSize3Title=Riesig [MODDIERT] diff --git a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt index e3eef2f9c4..ef50c21227 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt @@ -1,19 +1,20 @@ +ModUi/&AccountForAllDiceOnFollowUpStrike=Füge alle Würfel vom Basiswaffenschaden zum Talent Follow-up-Schlag hinzu. ModUi/&AccountForAllDiceOnSavageAttack=Fügen Sie alle Würfel vom Basiswaffenschaden zu Funktionen hinzu, die Basiswaffenschaden hinzufügen, anstatt nur 1 Würfel [Wilder Angriff, 2H-Waffen usw.] -ModUi/&AddAllToStore=Alles zum Speichern hinzufügen +ModUi/&AddAllToStore=Alle zum Shop hinzufügen ModUi/&AddBleedingToLesserRestoration=Fügen Sie den Zustand Blutung zu den Zuständen hinzu, die durch Größere und Geringere Wiederherstellung entfernt wurden ModUi/&AddCustomIconsToOfficialItems=Fügen Sie benutzerdefinierte Symbole zu offiziellen Spielgegenständen hinzu [Munition, Rezepte, Kits usw.] [Neustart erforderlich] -ModUi/&AddDarknessPerceptiveToDarkRaces=Aktivieren Sie Darkness Perceptive für Darkelf, Dark Kobold und Gray Dwarf \n[Gewährt Vorteil bei Wahrnehmungsprüfungen, wenn es nicht beleuchtet ist oder sich in magischer Dunkelheit befindet] +ModUi/&AddDarknessPerceptiveToDarkRaces=Aktivieren Sie Darkness Perceptive für Darkelf, Dark Kobold und Gray Dwarf \n[Gewährt Vorteil bei Wahrnehmungsprüfungen, wenn es nicht beleuchtet ist oder sich in magischer Dunkelheit befindet] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Füge den Geschicklichkeitsmodifikator zum Initiativwurf der Feinde hinzu -ModUi/&AddFighterLevelToIndomitableSavingReroll=Füge die Stufe Kämpfer zur Wiederholung des Rettungswurfs Unbezwingbar hinzu -ModUi/&AddHelpActionToAllRaces=Füge die Aktion Hilfe zu allen spielbaren Rassen hinzu [Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur in einem Umkreis von 5 Fuß um dich anzugreifen] -ModUi/&AddHumanoidFavoredEnemyToRanger=Aktiviere Rangers humanoide bevorzugte Feinde +ModUi/&AddFighterLevelToIndomitableSavingReroll=Aktivieren Sie Kämpfer, um die Klassenstufe als Bonus zur Wiederholung des Unbezwingbaren Widerstands-Rettungswurfs hinzuzufügen +ModUi/&AddHelpActionToAllRaces=Füge die Aktion Hilfe zu allen spielbaren Rassen hinzu [Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur innerhalb einer Zelle um dich anzugreifen] +ModUi/&AddHumanoidFavoredEnemyToRanger=Aktiviere Ranger humanoide bevorzugte Feinde ModUi/&AddNewBrightEyeColors=Fügen Sie neue leuchtende Augenfarben hinzu ModUi/&AddNewWeaponsAndRecipesToShops=Füge neue Waffen und Rezepte zu Shops hinzu [Handwickel, Hellebarden, Piken, lange Streitkolben, Handarmbrüste] [Neustart erforderlich] ModUi/&AddPaladinSmiteToggle=Fügen Sie einen Schalter hinzu, um Paladinen zu erlauben, nur bei kritischen Treffern Schläge zu aktivieren [nützlich, um Reaktionsaufforderungen zu minimieren] ModUi/&AddPickPocketableLoot=Füge Taschendieb-Beute hinzu [empfohlen, wenn das Talent Taschendieb aktiviert ist] ModUi/&AddToStore=Zum Shop hinzufügen ModUi/&Advanced=Erweitert: [Neustart erforderlich] -ModUi/&AdvancedHelp=• ACHTUNG: Für diese Einstellungen muss der Player diesen Mod installiert haben +ModUi/&AdvancedHelp=• ACHTUNG: Diese Einstellungen erfordern, dass der Player diesen Mod installiert hat ModUi/&AllItemInDm=Alle Artikel in DM ModUi/&AllRecipesInDm=Alle Rezepte in DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Alle Spieler in Erzählsequenzen zulassen @@ -23,12 +24,12 @@ ModUi/&AllowClubsToBeThrown=Ermöglichen Sie das Werfen von Keule ModUi/&AllowDisplayingNonSuggestedSpells=Erlaube nicht vom Mod vorgeschlagene Zauber auf jeder Liste ModUi/&AllowDisplayingOfficialSpells=Lassen Sie in jeder Liste spieloffizielle Zaubersprüche zu ModUi/&AllowDruidToWearMetalArmor=Erlaube Druiden, Metallrüstungen zu tragen -ModUi/&AllowDungeonsMaxLevel20=Erlaube Dungeons mit maximalem Level 20 -ModUi/&AllowFlightSuspend=Ermöglicht die vorübergehende Aussetzung des Fluges von Gegenständen und Zaubersprüchen [betrifft nicht Wildformen oder fliegende Rassen] +ModUi/&AllowDungeonsMaxLevel20=Erlaube Dungeons mit max. Level 20 +ModUi/&AllowFlightSuspend=Erlaubt die vorübergehende Aussetzung des Flugs durch Gegenstände und Zauber [betrifft keine Wildform- oder Flugrassen] ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Aktivieren Sie STRG, um jegliche Prüfung beim Platzieren von Gadgets oder Requisiten zu umgehen -ModUi/&AllowHasteCasting=Erlaube das Wirken von Zaubersprüchen mit zusätzlicher Aktion, bevor du beschleunigt [wirdst du bist immer noch auf 1 Hauptaktionszauber pro Runde beschränkt] +ModUi/&AllowHasteCasting=Erlaube das Wirken von Zaubersprüchen mit zusätzlicher Aktion, bevor du beschleunigt wirst [Du bist immer noch auf 1 Hauptaktionszauber pro Runde beschränkt] ModUi/&AllowHornsOnAllRaces=Erlaube Hörner bei allen Rennen [Ergebnisse können je nach Rasse, Kopf und Hupe schrecklich aussehen] -ModUi/&AllowMoreRealStateOnRestPanel=Erlauben Sie mehr realen Status im Rest-Panel [Nach-Ruhe-Aktionen im Vor-Panel ausblenden und Wiederherstellungsfunktionen im Nach-Panel] +ModUi/&AllowMoreRealStateOnRestPanel=Ermöglichen Sie einen realistischeren Status im Ruhebereich [Aktionen nach Ruhe im Bereich vor dem Bereich ausblenden und Wiederherstellungsfunktionen im Bereich nach dem Bereich ausblenden] ModUi/&AllowStackedMaterialComponent=Gestapelte Materialkomponente zulassen[z.B. 2x500gp Diamant entspricht 1000gp Diamant] ModUi/&AllowUnmarkedSorcerers=Erlaube Sorcerer ohne Ursprungsmarkierungen und Tätowierungen ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Die ALT-Taste hebt nur Gadgets im Sichtfeld der Gruppe hervor [nur benutzerdefinierte Dungeons] @@ -49,35 +50,35 @@ ModUi/&Changelog=Änderungsprotokoll ModUi/&Character=Charakter ModUi/&CharactersPool=Zeichenpool ModUi/&Classes=Klassen -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Kälteimmunität gewährt auch Immunität gegen Kälte- und Frostbedingungen +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Kälteimmunität gewährt auch Immunität gegen gekühlte und gefrorene Bedingungen ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Kälteresistenz gewährt außerdem Immunität gegen den gekühlten Zustand und reduziert den Zustand „gefroren“ auf „gekühlt“. ModUi/&Combat=Kampf: ModUi/&Crafting=Herstellung: -ModUi/&CraftingHelp=• Drücken Sie die Taste, um Rezepte sofort auf der aktiven Gruppe zu lernen\n• Für Artikel, die zu Geschäften hinzugefügt werden, kann es erforderlich sein, dass die Gruppe den Standort verlässt und zurückkommt +ModUi/&CraftingHelp=• Drücken Sie die Taste, um Rezepte sofort auf der aktiven Gruppe zu lernen.\n• Für Artikel, die zu Geschäften hinzugefügt werden, muss die Gruppe möglicherweise den Ort verlassen und zurückkommen ModUi/&Credits=Credits ModUi/&CreditsAndDiagnostics=Credits & Diagnose ModUi/&Critical=Kritischer Treffer: ModUi/&CriticalOption0=0: Spielstandard, werfen Sie alle Schadenswürfel zweimal, addieren Sie das Ergebnis und fügen Sie Modifikatoren hinzu [XdY+XdY+Z] ModUi/&CriticalOption1=1: Summiere das maximale Ergebnis für die Schadenswürfel und addiere es zum Schaden des Angriffs [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: Wirf alle Schadenswürfel, die das höchstmögliche Ergebnis erzielen, immer wieder neu und addiere es zum Gesamtschaden +ModUi/&CriticalOption2=2: Wirf alle Schadenswürfel, die das höchstmögliche Ergebnis erzielen, erneut und addiere es zum Gesamtschaden ModUi/&CriticalOption3=3: Verdoppeln Sie den Gesamtschaden Ihres Angriffs, anstatt zusätzliche Würfel zu werfen. [(XdY+Z)*2] ModUi/&Deities=Gottheiten ModUi/&DisableAutoEquip=Deaktivieren Sie die automatische Ausrüstung von Gegenständen im Inventar -ModUi/&DisableBarbarianBrutalCritical=+ Deaktivieren Sie außerdem Barbar Brutal Critical auf den Klassenstufen 9, 13 und 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Deaktivieren Sie die Zaubervoraussetzungen für die von diesem Mod bereitgestellten Talente [Neustart erforderlich] -ModUi/&DisableClassPrerequisitesOnModFeats=Deaktivieren Sie die Levelvoraussetzungen für die von diesem Mod bereitgestellten Talente -ModUi/&DisableRacePrerequisitesOnModFeats=Deaktivieren Sie die Rennvoraussetzungen für die von diesem Mod bereitgestellten Leistungen +ModUi/&DisableBarbarianBrutalCritical=+ Deaktivieren Sie außerdem Barbar Brutal Critical auf den Stufen 9, 13 und 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Deaktivieren Sie die Zaubervoraussetzungen für Talente, die von diesem Mod bereitgestellt werden [Neustart erforderlich] +ModUi/&DisableClassPrerequisitesOnModFeats=Deaktivieren Sie die Levelvoraussetzungen für die von diesem Mod bereitgestellten Talente. +ModUi/&DisableRacePrerequisitesOnModFeats=Deaktivieren Sie die Rennvoraussetzungen für Talente, die von diesem Mod bereitgestellt werden ModUi/&DisableSenseDarkVisionFromAllRaces=Deaktiviere Sense Dark Vision für alle spielbaren Rassen [Neustart erforderlich] ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Deaktivieren Sie Superior Sense Dark Vision für alle spielbaren Rassen [Neustart erforderlich] ModUi/&DisableUnofficialTranslations=Deaktivieren Sie die Unterstützung inoffizieller Übersetzungen, um den Mod zu beschleunigen [es sei denn, ich spreche Chinesisch, Italienisch, Japanisch, Koreanisch oder Spanisch] ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Zeigt beim Levelaufstieg alle bekannten Zauber anderer Klassen an -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Paktslots für Hexenmeister bei der Zauberauswahl statt im Charakterfenster anzeigen +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Paktslots für Hexenmeister bei der Zauberauswahl anstelle des Charakterfensters anzeigen ModUi/&DocsArcaneShots=Arkane Schüsse ModUi/&DocsBackgrounds=Hintergründe -ModUi/&DocsFeats=Leistungen +ModUi/&DocsFeats=Talente ModUi/&DocsFightingStyles=Kampfstile -ModUi/&DocsInfusions=Infusionen -ModUi/&DocsInvocations=Aufrufe +ModUi/&DocsInfusions=Aufgüsse +ModUi/&DocsInvocations=Anrufungen ModUi/&DocsManeuvers=Manöver ModUi/&DocsMetamagic=Metamagie ModUi/&DocsRaces=Rennen @@ -87,39 +88,40 @@ ModUi/&DocsSubraces=Subraces ModUi/&DocsVersatilities=Vielseitigkeit ModUi/&Donate=Spenden: {0} ModUi/&DontDisplayHelmets=Helme nicht auf grafischen Charakteren anzeigen [Neustart erforderlich] -ModUi/&DontEndTurnAfterReady=Beenden Sie den Zug nicht, nachdem Sie die Bereitschaftsaktion verwendet haben [ermöglicht die Verwendung der Bonusaktion oder zusätzlicher Hauptaktionen aus Tempo oder anderen Quellen] +ModUi/&DontEndTurnAfterReady=Beenden Sie den Zug nicht, nachdem Sie die Bereitschaftsaktion verwendet haben [ermöglicht die Verwendung der Bonusaktion oder zusätzlicher Hauptaktionen aus Tempo oder anderen Quellen] ModUi/&DontFollowCharacterInBattle=Die Kampfkamera folgt nicht, wenn der Charakter bereits auf dem Bildschirm ist ModUi/&DontFollowMargin=+ Es sei denn, der Held ist ausgeschaltet oder innerhalb von % des Bildschirmrands ModUi/&DungeonMakerBasicHelp=• Für diese Einstellungen ist es nicht erforderlich, dass der Player diesen Mod installiert hat -ModUi/&DungeonMakerMenu=Dungeon Maker +ModUi/&DungeonMakerMenu=Dungeon-Ersteller ModUi/&Effects=Auswirkungen ModUi/&EmpressGarbAppearance=Kaiserin-Gewand Aussehen ModUi/&EnableActionSwitching=Aktivieren Sie die Aktionswechselleiste [nützlich, wenn Sie die Eile-Aktion vor der Hauptaktion schnell verwenden möchten] ModUi/&EnableAdditionalBackstoryDisplay=Aktivieren Sie die zusätzliche Anzeige von Hintergrundgeschichten bei der Hintergrundinspektion ModUi/&EnableAdditionalIconsOnLevelMap=Aktivieren Sie zusätzliche Symbole für Lager, Ausgänge und Teleporter auf der Levelkarte ModUi/&EnableAdditionalItemsInDungeonMaker=+ Neue Gegenstände zu Dungeon Maker hinzufügen -ModUi/&EnableAlternateHuman=Aktiviere den alternativen Menschen [+1 Talent / +2 Attributauswahl / +1 Fertigkeit] -ModUi/&EnableAlternateVotingSystem=Aktivieren Sie das alternative Abstimmungssystem [verwenden Sie den Helden-Charisma-Modifikator, um die Auswahlgewichtung zu bestimmen] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Aktiviere bardische Inspiration um auch Attributprüfungen außerhalb des Kampfes auszulösen -ModUi/&EnableBarbarianBrutalStrike=Aktiviere Barbar Brutal Strike und Brutal Strike Improvement auf den Klassenstufen 9, 13 und 17 +ModUi/&EnableAlternateHuman=Aktiviere den alternativen Mensch [+1 Talent / +2 Attributauswahl / +1 Fertigkeit] +ModUi/&EnableAlternateVotingSystem=Aktivieren Sie das alternative Abstimmungssystem [choiceweight = votes * hero Charisma modifier] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Aktivieren Sie Bardische Inspiration, um auch Attributprüfungen außerhalb des Kampfes auszulösen +ModUi/&EnableBarbarianBrutalStrike=Aktiviere Barbar Brutal Strike und Brutal Strike Improvement auf den Stufen 9, 13 und 17 ModUi/&EnableBarbarianFightingStyle=Aktiviere die Wahl des Barbaren Kampfstils auf Stufe 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Aktivieren Sie die Stärkung und Schwächung von Barbar Rücksichtsloser Angriff, damit sie zu Beginn der nächsten Runde endet -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Ermöglichen Sie Barbaren, auf Klassenstufe 7 über eine kurze Pause hinweg einen Wuteinsatz zurückzugewinnen +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Ermöglichen Sie Barbar, bei einer kurzen Pause auf Stufe 7 einen Wuteinsatz zurückzugewinnen +ModUi/&EnableBardHealingBalladOnLongRest=Aktiviere Bard College of Hope Heilende Ballade bei langer Pause ModUi/&EnableBetaContent=Beta-Inhalt aktivieren [Neustart erforderlich] ModUi/&EnableCancelEditOnRightMouseClick=Abbruchaktionen per Rechtsklick aktivieren ModUi/&EnableCantripsTriggeringOnWarMagic=Aktivieren Sie Cantrips, um einen zusätzlichen Kriegsmagie-Bonusangriff auszulösen ModUi/&EnableCharacterChecker=Aktivieren Sie die Schaltfläche „Charakterprüfung“ auf dem Hauptbildschirm > Charaktere ModUi/&EnableCharacterExport=Aktivieren Sie STRG-UMSCHALT-(E), um das Zeichen zu exportieren -ModUi/&EnableCharactersOnFireToEmitLight=Charaktere in Flammen sollten Licht aussenden [Lichtwürfel, Feuerelementar, Feuernarr, Feuerfischadler, Feuerspinne und die Familie der Feuerbedingungen] +ModUi/&EnableCharactersOnFireToEmitLight=Brennende Charaktere sollten Licht ausstrahlen [Lichtwürfel, Feuerelementar, Feuernarr, Feuerfischadler, Feuerspinne und Familie im Brandzustand] ModUi/&EnableCheatMenu=Aktivieren Sie das Cheats-Menü ModUi/&EnableCustomPortraits=Aktivieren Sie benutzerdefinierte Porträts -ModUi/&EnableCustomPortraitsHelp=• Platzieren Sie Ihre benutzerdefinierten Porträts in den Unterordnern Personal oder PreGen< /b>, benannt nach dem Vornamen des Helden [d. h.: Anton, Celia, Nialla usw.]\n• Verwenden Sie PNG-Bilder mit einer Größe von 256 x 384 Pixel und einer Transparenzebene [verwenden Sie GIMP für beste Ergebnisse] +ModUi/&EnableCustomPortraitsHelp=• Platzieren Sie Ihre benutzerdefinierten Porträts in den Unterordnern Personal oder PreGen , benannt nach dem Vornamen des Helden [d. h.: Anton, Celia, Nialla usw.]\n• Verwenden Sie PNG Bilder, 256 x 384 Pixel groß, mit einer Transparenzebene [verwenden Sie GIMP für beste Ergebnisse] ModUi/&EnableDungeonMakerModdedContent=Aktivieren Sie Dungeon Maker Pro\n[einschließlich flacher Räume, Dungeongrößen von 150 x 150 und 200 x 200 und ohne Schnickschnack, bei dem Assets aus allen Umgebungen gemischt werden] -ModUi/&EnableEpicPointsAndArray=Aktivieren Sie ein episches 35-Punkte-Kaufsystem und reihen Sie [17,15,13,12,10,8] [Neustart erforderlich] -ModUi/&EnableExtendedProficienciesPanelDisplay=Aktivieren Sie die Anzeige der erweiterten Kompetenzen [Arkane Schüsse, Infusionen, Gambits und Vielseitigkeiten]\n[Leistungseinbußen beim Charakter Inspektion. Nutzung auf eigene Gefahr] -ModUi/&EnableFeatsAtEvenLevels=Aktivieren Sie die Talentauswahl auf den Klassenstufen 2, 10 und 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Aktivieren Sie die Talentauswahl auf den Klassenstufen 6 und 14 -ModUi/&EnableFighterWeaponSpecialization=Aktiviere Kämpfer Waffenspezialisierung auf den Klassenstufen 8 und 16 [erhalte +1 auf Treffer und Schaden, aber einen Nachteil gegenüber allen anderen Waffentyp] +ModUi/&EnableEpicPointsAndArray=Aktivieren Sie ein episches 35-Punkte-Kaufsystem und Array [17,15,13,12,10,8] [Neustart erforderlich] +ModUi/&EnableExtendedProficienciesPanelDisplay=Aktivieren Sie die Anzeige der erweiterten Kompetenzen [Arkane Schüsse, Infusionen, Manöver und Vielseitigkeiten]\n[Leistung Treffer bei der Charakterinspektion. Nutzung auf eigene Gefahr] +ModUi/&EnableFeatsAtEvenLevels=Aktivieren Sie die Auswahl von Talenten auf den Stufen 2, 10 und 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Aktiviere die Auswahl von Fähigkeiten auf den Stufen 6 und 14. +ModUi/&EnableFighterWeaponSpecialization=Aktivieren Sie Kämpfer Waffenspezialisierung auf den Stufen 8 und 16 [erhalten Sie +1 auf Treffer und Schaden, aber einen Nachteil bei jeder anderen Waffe Typ] ModUi/&EnableFlexibleBackgrounds=Aktivieren Sie flexible Hintergründe [wählen Sie Fähigkeiten und Werkzeugkenntnisse aus Hintergründen aus] ModUi/&EnableFlexibleRaces=Aktivieren Sie flexible Rassen [Weisen Sie Fähigkeitspunktepunkte anstelle der Rassenstandards zu] ModUi/&EnableHeroWithBestProficiencyToRollChoice=Ermöglichen Sie dem Helden mit den besten Fähigkeiten, Dialogentscheidungen zu treffen @@ -133,34 +135,35 @@ ModUi/&EnableInvisibleCrownOfTheMagister=Verstecke die Krone des ModUi/&EnableLevel20=Aktivieren Sie Level 20 [Neustart erforderlich] ModUi/&EnableLogDialoguesToConsole=Aktivieren Sie die Protokollierung von Dialogen während Erzählsequenzen auf der Spielekonsole ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Aktivieren Sie die Protokollierung ungültiger Referenzen in benutzerdefinierten Kampagnen -ModUi/&EnableMinInOutAttributes=+ Erzwingen Sie die Mindestein- und -aus-Voraussetzungen für Fähigkeitswerte +ModUi/&EnableMinInOutAttributes=+ Mindestfähigkeitswerte für die Teilnahme und den Abschluss von Vorbedingungen durchsetzen ModUi/&EnableMonkAbundantKi=Aktivieren Sie Mönch reichlich vorhandenes Ki auf Stufe 2 [Sie erhalten zusätzliches Ki, das der Hälfte des aufgerundeten Fähigkeitsbonus entspricht] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Aktivieren Sie Mönch Kampfkunst – Bonus für unbewaffnete Schläge, damit vor der Verwendung keine Angriffsaktion erforderlich ist ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Aktivieren Sie Mönch Flurry of Blows, damit vor der Verwendung keine Angriffsaktion erforderlich ist ModUi/&EnableMonkFightingStyle=Aktiviere die Wahl des Mönchs Kampfstils auf Stufe 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Aktivieren Sie Mönch Verbesserte ungepanzerte Bewegung, um sich entlang vertikaler Flächen zu bewegen, ohne zu fallen -ModUi/&EnableMonkWeaponSpecialization=Aktiviere Mönch Waffenspezialisierung auf den Klassenstufen 2 und 11 [der ausgewählte Waffentyp wird für dich zu einer Mönchswaffe] +ModUi/&EnableMonkWeaponSpecialization=Aktiviere Mönch Waffenspezialisierung auf den Stufen 2 und 11 [der ausgewählte Waffentyp wird für dich zu einer Mönchswaffe] ModUi/&EnableMulticlass=Aktivieren Sie Multiclass [Neustart erforderlich] ModUi/&EnablePcgRandom=Aktivieren Sie einen besseren Zufallsgenerator-Algorithmus [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=Aktiviere die Funktion Ranger Nature's Shroud auf Stufe 10 [als Bonusaktion kannst du bis zum Beginn der nächsten Runde auf magische Weise unsichtbar werden ] +ModUi/&EnableRangerNatureShroudAt10=Aktiviere die Funktion Waldläufer Naturschleier auf Stufe 10 [als Bonusaktion kannst du bis zum Beginn der nächsten Runde auf magische Weise unsichtbar werden ] ModUi/&EnableRejoinParty=Aktivieren Sie STRG-UMSCHALT-(R), um sich der Gruppe um den ausgewählten Helden oder den Anführer wieder anzuschließen, wenn keiner ausgewählt ist [nützlich bei Gruppen von 5 oder 6 Personen ] ModUi/&EnableRelearnSpells=Aktivieren Sie die Auswahl von Cantrips oder Zaubersprüchen, die bereits aus anderen Quellen gelernt wurden -ModUi/&EnableRespec=Aktivieren Sie die RESPEC-Nach-Ruhe-Aktion -ModUi/&EnableRogueCunningStrike=Aktivieren Sie Rogue Cunning Strike und Devious Strike auf den Klassenstufen 5 und 14 [Sie lassen darauf verzichten 1 Hinterhältiger Angriffswürfel für zusätzliche Treffereffekte] +ModUi/&EnableRespec=Aktivieren Sie die RESPEC-Nach-Ruhe-Aktion [verwenden Sie RESPEC nicht während einer Mehrspielersitzung] +ModUi/&EnableRogueCunningStrike=Aktivieren Sie Rogue Cunning Strike und Devious Strike auf Level 5 und 14 [Sie lassen auf 1 verzichten Schleichangriffswürfel für zusätzliche Treffereffekte] ModUi/&EnableRogueFightingStyle=Aktivieren Sie die Wahl des Schurken Kampfstils auf Stufe 2 -ModUi/&EnableRogueSteadyAim=Aktivieren Sie Rogue Steady Aim auf Klassenstufe 3 [Bonusaktion verschafft Ihnen einen Vorteil bei Ihrem nächsten Angriffswurf in der aktuellen Runde, wenn Sie sind noch nicht umgezogen] -ModUi/&EnableRogueStrSaving=Aktivieren Sie Schurke, um DEX- oder STR-Modifikatoren für List/Teufelsschlag, Schwächender/Verbesserter Schlag und Klingenhagel zu verwenden +ModUi/&EnableRogueSteadyAim=Aktivieren Sie Rogue Steady Aim auf Stufe 3 [Bonusaktion verschafft Ihnen einen Vorteil bei Ihrem nächsten Angriffswurf in der aktuellen Runde, wenn Sie Haven haben Noch nicht verschoben] +ModUi/&EnableRogueStrSaving=Aktivieren Sie Schurke, um DEX- oder STR-Modifikatoren für Listiger/hinterhältiger Schlag, Schwächender/verbesserter Schlag und Klingenhagel zu verwenden ModUi/&EnableSaveByLocation=Aktivieren Sie die Speicherung nach Kampagnen/Standorten ModUi/&EnableSignatureSpellsRelearn=Aktivieren Sie Zauberer-Signaturzauber, die bei jeder langen Pause [statt einmal auf Stufe 20] vorbereitet werden +ModUi/&EnableSorcererMagicalGuidance=Aktiviere Zauberer magische Führung auf Stufe 5 ModUi/&EnableSortingDungeonMakerAssets=Aktivieren Sie die Asset-Sortierung im Dungeon Maker-Editor -ModUi/&EnableStatsOnHeroTooltip=Statistiken im Tooltip des Helden anzeigen [d. h.: kritische Treffer, kritische Fehlschläge usw.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Außerdem erhöht jeder Held das Gewicht um einen W20-Wurf, um ein wenig Zufälligkeit zu gewährleisten +ModUi/&EnableStatsOnHeroTooltip=Statistiken im Tooltip des Helden anzeigen [z. B.: kritische Treffer, kritische Fehlschläge usw.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Außerdem fügt jeder Held für ein wenig Zufälligkeit einen D20-Wurf zum Gewicht hinzu [Auswahlgewicht = Stimmen * Helden-Charisma-Modifikator + D20-Wurf] ModUi/&EnableTeleportParty=Aktivieren Sie STRG-UMSCHALT-(T), um die Gruppe zu teleportieren [Sie könnten Quests abbrechen, wenn Sie sich an einen unentdeckten Ort teleportieren] ModUi/&EnableTogglesToOverwriteDefaultTestParty=Aktivieren Sie die Schalter für den Charakterpool, um Ihre Standardspiel- und Testgruppe festzulegen ModUi/&EnableTooltipDistance=Aktivieren Sie die Anzeige der Entfernung in Tooltips, wenn Sie im Kampf mit der Maus über einen Charakter fahren ModUi/&EnableUpcastConjureElementalAndFey=Aktivieren Sie die Übertragung von Elementar beschwören und Fee beschwören ModUi/&EnableVttCamera=Aktivieren Sie STRG-UMSCHALT-(V), um die VTT-Kamera umzuschalten [rechtsklicken und ziehen, um die Kamera zu positionieren, WASD zum Schwenken und Bild auf/ Seite nach unten zum Vergrößern] -ModUi/&EnablesAsiAndFeat=Aktivieren Sie sowohl die Erhöhung der Attributwerte als auch die Leistungsauswahl [anstelle einer exklusiven Auswahl] +ModUi/&EnablesAsiAndFeat=Aktivieren Sie sowohl die Erhöhung der Attributwerte als auch die Auswahl von Leistungen [anstelle einer exklusiven Auswahl] ModUi/&EncounterPercentageChance=Legen Sie die prozentuale Chance auf zufällige Begegnungen fest ModUi/&Encounters=Begegnungen ModUi/&EnemiesAlwaysRollInitiative=+ Gegner würfeln immer Initiative anstelle eines erzwungenen Wertes [d. h.: Sorak-Attentäter] @@ -169,17 +172,17 @@ ModUi/&FactionHelp=Laden Sie ein offizielles Kampagnenspiel, um ModUi/&FactionRelations=Fraktionen: ModUi/&FasterTimeModifier=Spielzeitmodifikator beim Drücken der Leertaste ModUi/&FeatGroups=Feature-Gruppen -ModUi/&FeatGroupsHelp=• Jede Gruppe ist eine Konsolidierung ähnlicher Leistungen [d. h. Glaubensbekenntnisse, Kampfstile, Metamagie usw.]\n• Leistungen in diesen Gruppen werden in der Kompetenzauswahlphase nicht mehr direkt sichtbar sein\n• Wenn die Gruppe ausgewählt ist, werden sie in einer Dropdown-Liste angezeigt, um den Spielbildschirm übersichtlicher zu gestalten +ModUi/&FeatGroupsHelp=• Jede Gruppe ist eine Konsolidierung ähnlicher Leistungen [d. h.: Glaubensbekenntnisse, Kampfstile, Metamagie usw.]{99 }• Leistungen in diesen Gruppen werden in der Kompetenzauswahlphase nicht mehr direkt sichtbar sein.\n• Wenn die Gruppe ausgewählt ist, werden sie in einer Dropdown-Liste angezeigt, um den Spielbildschirm übersichtlicher zu gestalten ModUi/&Feats=Talente ModUi/&FightingStyles=Kampfstile ModUi/&FixAsianLanguagesTextWrap=Korrigieren Sie den Textumbruch in der Spiel-Benutzeroberfläche für asiatische Sprachen [Neustart erforderlich] -ModUi/&FixEldritchBlastRange=Ändern Sie die Reichweite von Eldritch Blast auf 24 [statt 16] -ModUi/&FixRingOfRegenerationHealRate=Stellen Sie die Heilungsrate des Rings der Regeneration auf 1 PS alle 3 Minuten ein +ModUi/&FixEldritchBlastRange=Verwenden Sie den offiziellen 24-Zellen-Bereich mit Eldritch Blast [anstelle von 12] +ModUi/&FixRingOfRegenerationHealRate=Stellen Sie die Heilungsrate des Rings der Regeneration auf 1 HP alle 3 Minuten ein ModUi/&FlightSuspendWingedBoots=+ Offizielle Regeln für Winged Boots verwenden [verbleibende Dauer wird bei Flugunterbrechung nicht gezählt] ModUi/&Formation=Formation: ModUi/&FormationError=Sie können Ihre Formation während eines Mehrspielerspiels nicht ändern... ModUi/&FormationHelp1=• Verwenden Sie die Zifferntasten, um einen bestimmten Satz zu bearbeiten [erwägen Sie die Aktivierung von Hotkeys unter der Eingabe] -ModUi/&FormationHelp2=• @ stellen relative Heldenpositionen dar +ModUi/&FormationHelp2=• @ repräsentieren relative Heldenpositionen ModUi/&FormationHelp3=• Klicken Sie auf zwei beliebige Schaltflächen, um ihre Positionen zu tauschen ModUi/&FormationHotkey=Aktivieren Sie STRG-UMSCHALT-(1..5), um Formationssätze im Spiel auszutauschen ModUi/&FormationResetAllSets=Alles zurücksetzen @@ -192,15 +195,15 @@ ModUi/&General=Allgemein: ModUi/&GeneralMenu=Allgemein ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Gewähre Waffenspezialisierung für den Krummsäbel an Barden und Schurken ModUi/&GridSelectedColor=Ändern Sie die Bewegung Gitterfarbe -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Verstecken Sie die visuellen Effekte von Ausgängen und Teleportern, wenn diese noch nicht entdeckt wurden +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Verstecke die visuellen Effekte von Ausgängen und Teleportern, falls sie noch nicht entdeckt wurden ModUi/&HideMonsterHitPoints=Zeigt die Gesundheit der Monster in Schritten von 25 % / 50 % / 75 % / 100 % anstelle der genauen Trefferpunkte an ModUi/&HighContrastTargetingAoeColor=AoE-Kreaturen ändern Farbe auswählen ModUi/&HighContrastTargetingSingleColor=Einzelne Kreaturen ändern Farbe auswählen ModUi/&House=Haus: ModUi/&IdentifyAfterRest=Füge während einer kurzen oder langen Pause eine Kraft hinzu, um magische Gegenstände zu identifizieren ModUi/&IgnoreHandXbowFreeHandRequirements=Für die Verwendung von Handarmbrüsten ist keine freie Hand erforderlich -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Illusionszauber schlagen bei Zielen mit TrueSight in Reichweite automatisch fehl -ModUi/&ImproveLevelUpFeaturesSelection=Verbesserung der Auswahl der Levelaufstiegsfunktionen [Neustart erforderlich]\n[Auswirkungen auf Waldläufer Bevorzugter Feind und Geländeaffinität, Druide Verwandtes Biest, Barbar Pfad der Elemente und Unterklassen Drakonische Entscheidungen] +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Illusionszauber schlagen automatisch fehl, wenn Ziele mit TrueSight in Reichweite sind. +ModUi/&ImproveLevelUpFeaturesSelection=Verbesserung der Auswahl der Levelaufstiegsfunktionen [Neustart erforderlich]\n[Auswirkungen auf Waldläufer Bevorzugter Feind und Geländeaffinität, Druide Verwandtes Biest, Barbar Pfad der Elemente und Unterklassen Drakonische Entscheidungen] ModUi/&IncreaseGameTimeBy=Erhöhen Sie die Spielzeit um ModUi/&IncreaseMaxAttunedItems=Erhöhen Sie die maximale Anzahl an abgestimmten Gegenständen auf Stufe 10 auf 4 und auf Stufe 18 auf 5 ModUi/&InitialChoices=Erstellung: @@ -222,15 +225,15 @@ ModUi/&MaxAllowedClasses=Maximal zulässige Klassen ModUi/&Merchants=Händler: ModUi/&Metamagic=Metamagie ModUi/&Monsters=Monster: -ModUi/&MovementGridWidthModifier=Multiplizieren Sie die Breite des Bewegungsgitters mit [%] +ModUi/&MovementGridWidthModifier=Multiplizieren Sie die Breite des Bewegungsrasters mit [%] ModUi/&MulticlassKeyHelp=UMSCHALT-Klick auf einen Zauber kehrt den verbrauchten Standardrepertoire-Slottyp um.\n[Hexenmeister gibt weiße Zauberslots aus und andere geben Paktgrüne aus] ModUi/&MultiplyTheExperienceGainedBy=Multiplizieren Sie die gewonnene Erfahrung mit [%] ModUi/&NoExperienceOnLevelUp=Für den Levelaufstieg ist keine Erfahrung erforderlich ModUi/&OfferAdditionalLoreFriendlyNames=Bieten Sie bei der Charaktererstellung zusätzliche Lore-freundliche Namen an -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Vorteil/Nachteil verblindete und wahrgenommene Paare abbrechen [nützlich in Verbindung mit offiziellen Vorteil/Nachteil-Regeln]< /color> +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Abbrechen Vorteil/Nachteil geblendete, unsichtbare und wahrgenommene Paare [nützlich in Verbindung mit offiziellem Vorteil/Nachteil Regeln] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Ändern Sie stark verdeckte Bereiche in Projektilblocker [Cloud Kill, Nebelwolke , Brandwolke, Blütenblattsturm, Graupelsturm, Stinkende Wolke] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Unsichtbare Kreaturen sind stark verdeckt und können als Ziel ausgewählt werden, Angriffswürfe gegen die Kreatur haben einen Nachteil und die Angriffswürfe der Kreatur haben einen Vorteil -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Verändere magisch verdeckte Bereiche in Projektilblocker [jede Quelle des Zaubereffekts Dunkelheit] +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ magisch verborgene Bereiche in Projektilblocker ändern [jede Quelle des Zaubereffekts Dunkelheit] ModUi/&OfficialObscurementRulesTweakMonsters=+ Füge Monstern und NPCs bei Bedarf Darkvision, BlindSight und TrueSight hinzu.\n [Einstellungssammlungen MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Zeigt nur die mächtigsten Kreaturen in der Beschwörungsliste an ModUi/&OutlineGridWidthModifier=Multiplizieren Sie die Breite des Umrissgitters mit [%] @@ -241,7 +244,7 @@ ModUi/&Patches=Patches: ModUi/&PortraitsOpenFolder=Öffnen Sie den Ordner „Porträts“. ModUi/&PrimedItems=Vorbereitete Gegenstände ModUi/&Progression=Fortschritt: -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Aktivieren Sie Lichtempfindlichkeit für Darkelf, Dark Kobold und Gray Dwarf soll nur im Freien ausgelöst werden\n[Innenbereiche an Orten im Freien, die ohne Ladebildschirm zugänglich sind, werden von der Spiel-Engine als im Freien betrachtet] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Aktivieren Sie Lichtempfindlichkeit für Darkelf, Dark Kobold und Gray Dwarf soll nur im Freien ausgelöst werden\n[Innenbereiche an Orten im Freien, die ohne Ladebildschirm zugänglich sind, werden von der Spiel-Engine als im Freien betrachtet] ModUi/&Races=Rennen ModUi/&RecipeCost=Kosten des Rezepts ModUi/&RecipesInDm=Rezepte in DM @@ -255,7 +258,7 @@ ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Entferne die Schulbeschränkungen ModUi/&RestockAntiquarians=Antiquare [Halman Summer] auffüllen ModUi/&RestockArcaneum=Arcaneum [Heddlon Surespell] auffüllen ModUi/&RestockCircleOfDanantar=Füllen Sie den Kreis von Danantar [Joriel Foxeye] auf -ModUi/&RestockHelp=• Überschreiben Sie die Standardeinstellungen, um zu erzwingen, dass der Lagerbestand des gesamten Händlers im Laufe der Zeit wieder aufgefüllt wird [ausgenommen Handbücher und Wälzer]\n• Beachten Sie, dass es bis zu 7 Spieltage dauern kann, bis der Vorrat einiger Artikel wieder aufgefüllt ist +ModUi/&RestockHelp=• Überschreiben Sie die Standardeinstellungen, um zu erzwingen, dass alle Lagerbestände des Händlers im Laufe der Zeit wieder aufgefüllt werden [ausgenommen Handbücher und Wälzer]\n• Beachten Sie, dass einige Artikel bis zu 7 Spieltage dauern können aufzufüllen ModUi/&RestockTowerOfKnowledge=Füllen Sie den Turm des Wissens [Maddy Greenisle] auf ModUi/&Rollback=Rollback ModUi/&Rules=Regeln @@ -269,24 +272,24 @@ ModUi/&SenseNormalVisionRangeMultiplier=Ändern Sie den Bereich der Gürtel der Zwergen Bart-Erscheinungschancen ModUi/&SettingsExport=Export -ModUi/&SettingsHelp=• Als Host können Sie Ihre aktuelle Konfiguration exportieren, den Exportordner öffnen und ganz einfach mit Ihren Kollegen teilen\n• Als Gast können Sie den Exportordner öffnen, die freigegebene Datei vom Host einfügen und über [Neustart erforderlich] laden +ModUi/&SettingsHelp=• Als Host können Sie Ihre aktuelle Konfiguration exportieren, den Exportordner öffnen und ganz einfach mit Ihren Kollegen teilen.\n• Als Gast können Sie den Exportordner öffnen, die freigegebene Datei vom Host einfügen und über [Neustart erforderlich] ModUi/&SettingsLoad=• Laden Sie eine exportierte Einstellung ModUi/&SettingsOpenFolder=Öffnen Sie den Ordner mit den exportierten Einstellungen ModUi/&SettingsRefresh=Aktualisierung ModUi/&SettingsRemove=Entfernen -ModUi/&ShowButtonWithControlledMonsterInfo=[BETA] Schaltfläche anzeigen, die Informationen zu kontrollierten Monstern öffnet [wildförmige Druiden, Beschwörungen, NPC-Anhänger usw. ] +ModUi/&ShowButtonWithControlledMonsterInfo=Schaltfläche anzeigen, die Informationen über das kontrollierte Monster [wildförmige Druiden, Beschwörungen, NPC-Anhänger usw.] öffnet ModUi/&ShowChannelDivinityOnPortrait=Zeigt an, wie viele Channel Divinity-Einsätze ein Held auf seinem Porträt hat, ähnlich wie Zauberpunkte -ModUi/&ShowCraftedItemOnRecipeIcon=Symbol für hergestellte Gegenstände neben Rezeptgegenstand im Shop und im Inventar anzeigen [Wenn Sie mit der Maus darüber fahren, wird ein Tooltip für den hergestellten Gegenstand angezeigt] +ModUi/&ShowCraftedItemOnRecipeIcon=Symbol für hergestellte Gegenstände neben Rezeptgegenständen im Shop und Inventar anzeigen [Wenn Sie mit der Maus darüber fahren, wird ein Tooltip für hergestellte Gegenstände angezeigt] ModUi/&ShowCraftingRecipeInDetailedTooltips=Handwerksrezepte in detaillierten Tooltips anzeigen ModUi/&ShowDescriptions=Beschreibungen anzeigen ModUi/&SpellLevelFilter=Zauberstufenfilter [-1 zeigt alles an] ModUi/&SpellsMenu=Zauber -ModUi/&StealthBreaksWhenAttackHits=Aktivieren Sie Stealth-Verlust, wenn ein Waffen- oder Zauberangriff zuschlägt +ModUi/&StealthBreaksWhenAttackHits=Aktivieren Sie den Verlust der Tarnung, wenn ein Waffen- oder Zauberangriff trifft ModUi/&StealthBreaksWhenAttackMisses=Aktivieren Sie den Stealth-Verlust, wenn ein Waffen- oder Zauberangriff fehlschlägt -ModUi/&StealthBreaksWhenCastingMaterial=Aktivieren Sie Stealth-Verlust beim Wirken von Material [jeder Nicht-Angriffszauber mit dem Ziel ALLES oder FEIND] -ModUi/&StealthBreaksWhenCastingSomatic=Aktivieren Sie Stealth-Verlust, wenn Sie somatische [jeden nicht angreifenden Zauber mit dem Ziel ALLES oder FEIND] wirken -ModUi/&StealthBreaksWhenCastingVerbose=Aktivieren Sie Stealth-Verlust, wenn Sie ausführlich [jeden nicht angreifenden Zauber mit dem Ziel ALLES oder FEIND] wirken -ModUi/&StealthDoesNotBreakWithSubtle=Aktivieren Sie die Tarnung, die nicht unterbrochen wird, wenn Subtile Metamagie und keine Materialkomponente vorhanden ist +ModUi/&StealthBreaksWhenCastingMaterial=Aktivieren Sie Tarnverlust beim Wirken von Material [jedem Nicht-Angriffszauber mit dem Ziel ALLES oder FEIND] +ModUi/&StealthBreaksWhenCastingSomatic=Aktivieren Sie Stealth-Verlust, wenn Sie somatisch [jeden nicht angreifenden Zauber mit dem Ziel ALLES oder FEIND] wirken +ModUi/&StealthBreaksWhenCastingVerbose=Aktivieren Sie Stealth-Verlust, wenn Sie verbal [jeden nicht angreifenden Zauber mit dem Ziel ALLES oder FEIND] wirken +ModUi/&StealthDoesNotBreakWithSubtle=Aktivieren Sie Stealth, das nicht rollt, wenn Subtile Metamagie und keine Material-Komponente vorhanden ist ModUi/&StockGorimStoreWithAllNonMagicalClothing=Lagern Sie Gorims Laden mit aller nicht-magischen Kleidung [Neustart erforderlich] ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Lagern Sie Gorims Laden mit allen nicht-magischen Musikinstrumenten [Neustart erforderlich] ModUi/&StockHugoStoreWithAdditionalFoci=Lagern Sie Hugos Laden mit Arkanstab, Druidenhals, Stab und Keule als Fokuselemente festlegen @@ -294,9 +297,9 @@ ModUi/&Subclasses=Unterklassen ModUi/&Subraces=Subraces ModUi/&SwapCraftedItemAndRecipeIcons=+ Rezepte und Symbole für hergestellte Gegenstände im Shop austauschen ModUi/&TargetLanguage=Zielsprache -ModUi/&Tools=Werkzeug -ModUi/&TotalCraftingTimeModifier=Herstellungszeit reduzieren um -ModUi/&TotalFeatsGrantedFirstLevel=Gesamtzahl der auf der ersten Ebene gewährten Talente +ModUi/&Tools=Werkzeuge +ModUi/&TotalCraftingTimeModifier=Reduzieren Sie die Herstellungszeit um +ModUi/&TotalFeatsGrantedFirstLevel=Gesamtzahl der auf der ersten Stufe gewährten Talente ModUi/&Translate=Übersetzen ModUi/&TranslateCancel=Stornieren Sie {0} um {1} ModUi/&Translations=Übersetzungen @@ -308,16 +311,16 @@ ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Schalten Sie leuchtende Farben f ModUi/&UnlockGlowingEyeColors=Fügen Sie leuchtende Augenfarben hinzu ModUi/&UnlockMarkAndTattoosForAllCharacters=Schalte Zauberer-Ursprungsmarkierungen und Tätowierungen für alle Charaktere frei ModUi/&UnlockSkinColors=Schalte Hautfarben frei -ModUi/&Update=Update +ModUi/&Update=Aktualisieren ModUi/&UseElfFaceModelsOnTieflings=Verwenden Sie Elfen-Gesichtsmodelle für Tieflings -ModUi/&UseHeightOneCylinderEffect=Verwenden Sie einen Zylindereffekt der Höhe 1, wenn Sie Black Tentacles, Entangle, Grease [square] oder Spike Growth [round] +ModUi/&UseHeightOneCylinderEffect=Verwenden Sie einen Zylindereffekt der Höhe 1, wenn Sie Black Tentacles, Entangle, Grease [square] oder Spike Growth [round] ModUi/&UseMathFlankingRules=+ Verwenden Sie präzise Mathematik, um flankierende [kann sich auf langsamen Maschinen auf die Leistung auswirken] zu bestimmen -ModUi/&UseOfficialAdvantageDisadvantageRules=Verwenden Sie die offiziellen Vorteils-/Nachteilregeln [Wenn Umstände dazu führen, dass ein Wurf beides hat, wird davon ausgegangen, dass Sie keines davon haben] -ModUi/&UseOfficialFlankingRules=Verwenden Sie die offiziellen Flankierungsregeln [ein Angreifer hat einen Vorteil, wenn sich ein Verbündeter auf der gegenüberliegenden Seite des Ziels befindet] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Auch für Fernangriffe aktiviert [deaktiviert präzise Mathematik] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Auch für Reichweitenangriffe aktivieren [deaktiviert präzise Mathematik] +ModUi/&UseOfficialAdvantageDisadvantageRules=Benutze die offiziellen Vorteils-/Nachteilregeln [Wenn Umstände dazu führen, dass ein Wurf beides hat, wird davon ausgegangen, dass du keines davon hast] +ModUi/&UseOfficialFlankingRules=Verwenden Sie die offiziellen Flankierungsregeln [ein Angreifer hat einen Vorteil, wenn sich ein Verbündeter auf der gegenüberliegenden Seite des Ziels befindet] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Auch für Fernangriffe aktivieren [Präzise Mathematik deaktivieren] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Auch für Reichweitenangriffe aktivieren [Präzise Mathematik deaktivieren] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Anstelle des Vorteils gewähre +1 auf den Angriffswurf ModUi/&UseOfficialFoodRationsWeight=Verwenden Sie die offizielle Lebensmittelration mit einem Gewicht von 2 Pfund -ModUi/&UseOfficialObscurementRules=Benutzen Sie die offiziellen Kampfregeln für Beleuchtung, Verdunkelung und Sicht\n[Angreifer, der wahrnimmt, Verteidiger, der es nicht wahrnimmt, erhalten ADV, und Angreifer, der dies nicht tut Der Verteidiger, der es wahrnehmen kann, erhält DIS\n• Stark verdeckte Bereiche verursachen einen geblendeten Zustand, in dem Angriffswürfe gegen die Kreatur ADV haben und die Angriffswürfe der Kreatur DIS\n• Alle Distanzzauber, die auf Einzelpersonen abzielen, können nicht gewirkt werden, wenn der Angreifer keine Sicht hat , mit Ausnahme derjenigen, die eindeutig nicht angeben, dass Sehvermögen erforderlich ist] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Benutze die offiziellen Regeln für kleine Rassen, wenn du schwere Waffen führst [deine Angriffe haben Nachteile] +ModUi/&UseOfficialObscurementRules=Benutzen Sie die offiziellen Kampfregeln für Beleuchtung, Verdunkelung und Sicht\n[Angreifer, der wahrnimmt, Verteidiger, der es nicht wahrnimmt, erhalten ADV, und Angreifer, der dies nicht tut Der Verteidiger, der es wahrnehmen kann, erhält DIS\n. Stark verdeckte Bereiche verursachen einen geblendeten Zustand, in dem Angriffswürfe gegen die Kreatur ADV haben und die Angriffswürfe der Kreatur DIS\n. Alle Distanzzauber, die auf Einzelpersonen abzielen, können nicht gewirkt werden, wenn der Angreifer keine Sicht hat , mit Ausnahme derjenigen, die eindeutig nicht angeben, dass Sehvermögen erforderlich ist] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Befolgen Sie die offiziellen Regeln für kleine Rassen, wenn Sie schwere Waffen einsetzen [Ihre Angriffe haben Nachteile] ModUi/&Visuals=Visuals: [Neustart erforderlich] diff --git a/SolastaUnfinishedBusiness/Translations/de/Spells/Spells01-de.txt b/SolastaUnfinishedBusiness/Translations/de/Spells/Spells01-de.txt index f885b3cd74..d549f198d0 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Spells/Spells01-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Spells/Spells01-de.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Ein Säurestrahl strömt von Ihnen in einer Linie von Spell/&VileBrewTitle=Tashas ätzendes Gebräu Spell/&VoidGraspDescription=Sie beschwören die Macht böswilliger Kräfte. Ranken dunkler Energie brechen aus dir hervor und schlagen auf alle Kreaturen in einem Umkreis von 10 Fuß um dich ein. Jede Kreatur in diesem Bereich muss einen Kraftrettungswurf durchführen. Bei einem fehlgeschlagenen Rettungswurf erleidet ein Ziel 2W6 nekrotischen Schaden und kann erst zu Beginn Ihres nächsten Zuges reagieren. Bei einem erfolgreichen Rettungswurf erleidet die Kreatur den halben Schaden, erleidet aber keinen weiteren Effekt. Wenn Sie diesen Zauber mit einem Zauberslot der 2. Stufe oder höher wirken, erhöht sich der Schaden um 1W6 für jede Slotstufe über der 1. Stufe. Spell/&VoidGraspTitle=Waffen von Hadar -Spell/&WitchBoltDescription=Ein Strahl knisternder, blauer Energie schießt auf eine Kreatur in Reichweite und bildet einen anhaltenden Blitzbogen zwischen Ihnen und dem Ziel. Führe einen Fernkampfangriff gegen diese Kreatur durch. Bei einem Treffer erleidet das Ziel 1W12 Blitzschaden und in jedem deiner Züge kannst du für die Dauer deiner Aktion deine Aktion nutzen, um dem Ziel automatisch 1W12 Blitzschaden zuzufügen. Der Zauber endet, wenn Sie Ihre Aktion für etwas anderes verwenden. Wenn Sie diesen Zauber mit einem Zauberslot der 2. Stufe oder höher wirken, erhöht sich der anfängliche Schaden um 1W12 für jede Slotstufe über der 1. Stufe. +Spell/&WitchBoltDescription=Ein Strahl knisternder, blauer Energie schießt auf eine Kreatur in Reichweite und bildet einen anhaltenden Blitzbogen zwischen Ihnen und dem Ziel. Führe einen Fernkampfangriff gegen diese Kreatur durch. Bei einem Treffer erleidet das Ziel 1W12 Blitzschaden und in jedem deiner Züge kannst du für die Dauer deiner Aktion deine Aktion nutzen, um dem Ziel automatisch 1W12 Blitzschaden zuzufügen. Der Zauber endet, wenn Sie Ihre Aktion für etwas anderes verwenden. Der Zauber endet auch, wenn sich das Ziel jemals außerhalb der Reichweite des Zaubers befindet. Wenn Sie diesen Zauber mit einem Zauberslot der 2. Stufe oder höher wirken, erhöht sich der anfängliche Schaden um 1W12 für jede Slotstufe über der 1. Stufe. Spell/&WitchBoltTitle=Hexenblitz Spell/&WrathfulSmiteDescription=Dein nächster Treffer verursacht zusätzlich 1W6 psychischen Schaden. Wenn das Ziel beim WIS-Rettungswurf scheitert, explodiert sein Geist vor Schmerz und es bekommt Angst. Spell/&WrathfulSmiteTitle=Zorniger Schlag diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheAncientForest-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheAncientForest-de.txt index c917bab035..50cded0168 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheAncientForest-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CircleOfTheAncientForest-de.txt @@ -28,7 +28,7 @@ Feature/&PowerAncientForestRegrowthDescription=Sie verfügen über einen Pool an Feature/&PowerAncientForestRegrowthTitle=Nachwachsen Feature/&PowerAncientForestRootedDescription=Baumartige Ranken wachsen aus Ihren Füßen und graben sich in den Boden. Deine Geschwindigkeit wird 0 und du erhältst einen Vorteil bei allen Rettungswürfen, um dich zu stoßen, zu ziehen oder zu Boden zu werfen. Du kannst „Verstricken“ nach Belieben wirken. Feature/&PowerAncientForestRootedTitle=Verwurzelt -Feature/&PowerPoolAncientForestHerbalBrewDescription=Sie können Kräutersuds herstellen, die jeweils bis zur nächsten langen Pause haltbar sind. Sie stellen insgesamt Biere her, die Ihrem Fähigkeitsbonus entsprechen. Wählen Sie für jedes Gebräu einen der folgenden Effekte: \nStärkendes Gebräu: Gewährt 1 Stunde lang Widerstand gegen verschiedene Schadensarten.\nBelebendes Gebräu: Bietet 2W4 Trefferpunkte.\nToxifying Brew: Wirkt als Gift, das auf eine Waffe angewendet werden kann und 1 Minute lang anhält. Wenn der Treffer landet, erleidet das Ziel bei jedem Treffer 1W4 Giftschaden. +Feature/&PowerPoolAncientForestHerbalBrewDescription=Sie können Kräutersuds herstellen, die jeweils bis zur nächsten langen Pause haltbar sind. Sie stellen insgesamt Biere her, die Ihrem Fähigkeitsbonus entsprechen. Wählen Sie für jedes Gebräu einen der folgenden Effekte: \nStärkendes Gebräu: Gewährt 1 Stunde lang Widerstand gegen verschiedene Schadensarten.\nBelebendes Gebräu: Bietet 2W4 Trefferpunkte.\nToxifying Brew: Wirkt als Gift, das auf eine Waffe angewendet werden kann und 1 Minute lang anhält. Wenn der Treffer landet, erleidet das Ziel bei jedem Treffer 1W4 Giftschaden. Feature/&PowerPoolAncientForestHerbalBrewTitle=Kräuterbrauen Feature/&PowerPoolAncientForestWallOfThornsDescription=Du kannst „Wall of Thorns“ so oft wirken, wie es deinem Weisheitsmodifikator entspricht. Es lädt sich bei längeren Pausen wieder auf. Feature/&PowerPoolAncientForestWallOfThornsTitle=Dornenwand diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfAudacity-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfAudacity-de.txt index 5a677a82d2..36f7bf19a8 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfAudacity-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/CollegeOfAudacity-de.txt @@ -4,7 +4,7 @@ Action/&MasterfulWhirlToggleDescription=Masterful Whirl aktivieren/deaktivieren Action/&MasterfulWhirlToggleTitle=Meisterhafter Wirbel Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=Wirbelrolle auf AC. Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=Defensiver Wirbel -Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Immer wenn Sie in Ihrem Zug die Angriffsaktion ausführen, erhöht sich Ihre Gehgeschwindigkeit bis zum Ende des Zuges um 10 Fuß. Wenn ein Nahkampfwaffenangriff, den Sie im Rahmen dieser Aktion ausführen, eine Kreatur trifft, können Sie einen Einsatz Ihres Bardens aufwenden Inspiration, die dazu führt, dass die Waffe dem getroffenen Ziel zusätzlichen Schaden zufügt. Der Schaden entspricht der Zahl, die Sie auf dem Bardic Inspiration-Würfel würfeln. Du wählst auch ein bestimmtes Manöver:\n• Defensiver Wirbel: Du fügst den Bardic Inspiration-Würfelwurf bis zum Beginn deines nächsten Zuges zu deiner AC hinzu.\n• Slashing Whirl: Du fügst allen anderen gegnerischen Kreaturen in einem Umkreis von 5 Fuß um dich herum den zusätzlichen Schaden zu.\n• Mobiler Wirbel: Du erhältst bis zum Ende deines Zuges die Vorteile des Rückzugs. +Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Immer wenn Sie in Ihrem Zug die Angriffsaktion ausführen, erhöht sich Ihre Gehgeschwindigkeit bis zum Ende des Zuges um 10 Fuß. Wenn ein Nahkampfwaffenangriff, den Sie im Rahmen dieser Aktion ausführen, eine Kreatur trifft, können Sie einen Einsatz Ihres Bardens aufwenden Inspiration, die dazu führt, dass die Waffe dem getroffenen Ziel zusätzlichen Schaden zufügt. Der Schaden entspricht der Zahl, die Sie auf dem Bardic Inspiration-Würfel würfeln. Du wählst auch ein bestimmtes Manöver:\n• Defensiver Wirbel: Du fügst den Bardic Inspiration-Würfelwurf bis zum Beginn deines nächsten Zuges zu deiner AC hinzu.\n• Slashing Whirl: Du fügst allen anderen gegnerischen Kreaturen in einem Umkreis von 5 Fuß um dich herum den zusätzlichen Schaden zu.\n• Mobiler Wirbel: Du erhältst bis zum Ende deines Zuges die Vorteile des Rückzugs. Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=Kühner Wirbel Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=Sie erlangen Kenntnisse im Umgang mit mittlerer Rüstung und dem Krummsäbel. Sie können Ihre Waffe auch als Zauberfokus für Ihre Bardenzauber verwenden. Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=Bonus-Fertigkeiten diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheElements-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheElements-de.txt index 6f27657c5f..057305d8ef 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheElements-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheElements-de.txt @@ -8,7 +8,7 @@ Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=Während Si Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=Blizzard-Leitung Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=Während Sie wütend sind und eine feindliche Kreatur Sie mit einem Angriff trifft, können Sie Ihre Reaktion nutzen, um diese Kreatur zu einem Geschicklichkeitsrettungswurf zu zwingen. Bei einem fehlgeschlagenen Rettungswurf erleidet die Kreatur Feuerschaden in Höhe deiner Barbarenstufe. Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=Wildfire-Leitung -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=Ab der 6. Stufe verleiht Ihre auf der 3. Stufe gewählte Hingabe an die Elementarkatastrophe sowohl Ihnen als auch Ihren Verbündeten Widerstand gegen diese Schadensart.\n• Sturm: Während Sie toben, Sie und alle Verbündeten Innerhalb von 10 Fuß um dich herum erhältst du Blitzresistenz.\n• Blizzard: Während du tobst, erhältst du und alle Verbündeten im Umkreis von 10 Fuß um dich Kälteresistenz.\n• Wildfire: Während Sie toben, erhalten Sie und alle Verbündeten im Umkreis von 10 Fuß um Sie Feuerwiderstand. +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=Ab der 6. Stufe verleiht Ihre auf der 3. Stufe gewählte Hingabe an die Elementarkatastrophe sowohl Ihnen als auch Ihren Verbündeten Widerstand gegen diese Schadensart.\n• Sturm: Während Sie toben, Sie und alle Verbündeten Innerhalb von 10 Fuß um dich herum erhältst du Blitzresistenz.\n• Blizzard: Während du tobst, erhältst du und alle Verbündeten im Umkreis von 10 Fuß um dich Kälteresistenz.\n• Wildfire: Während Sie toben, erhalten Sie und alle Verbündeten im Umkreis von 10 Fuß um Sie Feuerwiderstand. Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=Elementarer Segen Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=Ab der 10. Stufe erhältst du je nach der auf der 3. Stufe gewählten Elementarkatastrophe zusätzliche Kräfte.\n• Sturm: {0}\n• Blizzard: {1}\n• Lauffeuer: {2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Elementarer Ausbruch diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt index 0f27bd49b8..f13f324e7f 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PathOfTheRavager-de.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Wenn du einmal während deines Zuges deinen „Rücksichtslosen Angriff“ ausführst, während du tobst, fügt der erste auf Stärke basierende Waffenangriff, mit dem du einen Feind triffst, dem gleichen Typ wie deine Waffe 2W6 zusätzlichen Schaden zu. Dieser Schaden erhöht sich auf 3W6 auf der 9. Stufe und auf 4W6 auf der 16. Stufe. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Raserei -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Wann immer Sie als freie Aktion anfangen zu toben, und während Sie in den folgenden Runden als Bonusaktion toben, können Sie mit Ihrer einschüchternden Präsenz andere in Angst und Schrecken versetzen. Jede gegnerische Kreatur im Umkreis von 30 Fuß um dich muss einen Weisheitsrettungswurf durchführen (SG gleich 8 + dein Fähigkeitsbonus + dein Stärkemodifikator). Bei einem fehlgeschlagenen Rettungswurf befindet sich eine Kreatur 1 Minute lang im Zustand „Verängstigt“. Am Ende jedes Zuges der verängstigten Kreatur wiederholt die Kreatur den Rettungswurf und beendet bei einem Erfolg den Effekt auf sich selbst. Sobald Sie diese Funktion verwenden, können Sie sie erst wieder verwenden, wenn Sie eine lange Pause beendet haben. Wenn Sie diese Funktion nicht mehr nutzen können, können Sie eine Nutzung Ihrer Wut aufwenden, um sie erneut zu nutzen. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Wann immer Sie anfangen zu toben, und während Sie in den folgenden Runden als Bonusaktion toben, können Sie mit Ihrer einschüchternden Präsenz andere in Angst und Schrecken versetzen. Jede gegnerische Kreatur im Umkreis von 30 Fuß um dich muss einen Weisheitsrettungswurf durchführen (SG gleich 8 + dein Fähigkeitsbonus + dein Stärkemodifikator). Bei einem fehlgeschlagenen Rettungswurf befindet sich eine Kreatur 1 Minute lang im Zustand „Verängstigt“. Am Ende jedes Zuges der verängstigten Kreatur wiederholt die Kreatur den Rettungswurf und beendet bei einem Erfolg den Effekt auf sich selbst. Sobald Sie diese Funktion verwenden, können Sie sie erst wieder verwenden, wenn Sie eine lange Pause beendet haben. Wenn Sie diese Funktion nicht mehr nutzen können, können Sie eine Nutzung Ihrer Wut aufwenden, um sie erneut zu nutzen. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Einschüchternde Präsenz Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Während Sie toben, können Sie Ihre Bonusaktion nutzen, um andere mit Ihrer einschüchternden Präsenz in Angst und Schrecken zu versetzen. Jede gegnerische Kreatur im Umkreis von 30 Fuß um dich muss einen Weisheitsrettungswurf durchführen (SG gleich 8 + dein Fähigkeitsbonus + dein Stärkemodifikator). Bei einem fehlgeschlagenen Rettungswurf befindet sich eine Kreatur 1 Minute lang im Zustand „Verängstigt“. Am Ende jedes Zuges der verängstigten Kreatur wiederholt die Kreatur den Rettungswurf und beendet bei einem Erfolg den Effekt auf sich selbst. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Einschüchternde Präsenz diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/RangerFeyWanderer-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/RangerFeyWanderer-de.txt new file mode 100644 index 0000000000..139be9dffc --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/RangerFeyWanderer-de.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Sie können Ihre Waffenangriffe mit bewusstseinserweiternder Magie verstärken, die aus den düsteren Höhlen der Feywild stammt. Wenn du eine Kreatur mit einer Waffe triffst, kannst du dem Ziel zusätzlich 1W4 psychischen Schaden zufügen, das diesen zusätzlichen Schaden nur einmal pro Spielzug erleiden kann. Der zusätzliche Schaden erhöht sich auf 1W6, wenn Sie in dieser Klasse die 11. Stufe erreichen. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Schreckliche Schläge +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Du erhältst Bonuszauber, die für dich als Ranger-Zauber gelten. Sie sind immer vorbereitet und zählen nicht zu der Anzahl der Ranger-Zauber, die du kennst:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Feenwanderer-Magie +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Deine Feenqualitäten verleihen dir einen übernatürlichen Charme. Dadurch führen Sie Charisma-Prüfungen mit Vorteil durch. Darüber hinaus erwerben Sie Kenntnisse in einer der folgenden Fähigkeiten Ihrer Wahl: Täuschung, Leistung oder Überzeugung. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Jenseitiger Glamour +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Du kannst deine Reaktion nutzen, um die Quelle zu einem Weisheitsrettungswurf gegen deinen Zauberwurf-SG zu zwingen. Wenn das Speichern fehlschlägt, wird die Quelle 1 Minute lang von Ihnen verzaubert. Die Quelle kann den Rettungswurf am Ende jedes ihrer Züge wiederholen und bei einem erfolgreichen Rettungswurf den Effekt auf sich selbst beenden. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Fasziniert +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Sie haben einen Vorteil bei Rettungswürfen gegen Bezauberung oder Angst. Außerdem können Sie Ihre Reaktion nutzen, um die Quelle zu zwingen, einen Weisheitsrettungswurf gegen Ihren Zauberrettungs-SG zu machen, wenn Sie oder eine Kreatur, die Sie innerhalb von 120 Fuß um sich herum sehen können, einen Rettungswurf gegen Bezauberung oder Angst schafft. Wenn der Rettungswurf fehlschlägt, wird die Quelle 1 Minute lang von Ihnen bezaubert oder verängstigt (Ihre Wahl). Die Quelle kann den Rettungswurf am Ende jeder ihrer Runden wiederholen und den Effekt auf sich selbst bei einem erfolgreichen Rettungswurf beenden. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Du kannst deine Reaktion nutzen, um die Quelle zu einem Weisheitsrettungswurf gegen deinen Zauberwurf-SG zu zwingen. Wenn das Speichern fehlschlägt, wird die Quelle 1 Minute lang von Ihnen erschreckt. Die Quelle kann den Rettungswurf am Ende jedes ihrer Züge wiederholen und bei einem erfolgreichen Rettungswurf den Effekt auf sich selbst beenden. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Erschrocken +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Betörende Wendung +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Einmal pro langer Pause können Sie Ihre Aktion nutzen, um den Zauber „Feenbeschwörung“ zu wirken. Das Wirken des Zaubers auf diese Weise erfordert weder Komponenten noch Konzentration und die Dauer des Zaubers beträgt eine Minute. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Fey-Verstärkungen +Feature/&PowerRangerFeyWandererMistyWandererDescription=Sie können im Handumdrehen in die Wildnis der Feen hinein- und wieder hinausschlüpfen, um sich zu bewegen: Sie können Misty Step wirken, ohne einen Zauberplatz zu verbrauchen. Sie können dies so oft tun, wie Ihr Weisheitsmodifikator es zulässt (mindestens einmal), und Sie erhalten alle verbrauchten Anwendungen zurück, wenn Sie eine lange Pause beenden. Außerdem können Sie, wann immer Sie Misty Step wirken, eine willige Kreatur mitbringen, die Sie in einem Umkreis von 1,5 Metern sehen können. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Nebliger Wanderer +Feedback/&AdditionalDamageDreadfulStrikesFormat=Schreckliche Schläge +Feedback/&AdditionalDamageDreadfulStrikesLine=Schreckliche Schläge verursachen zusätzlichen Schaden von +{2}! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Sie können reagieren, um den Angreifer zu einem Weisheitswurf gegen Ihren Zauberwurf-SG zu zwingen. Wenn der Rettungswurf fehlschlägt, wird der Angreifer 1 Minute lang von Ihnen verzaubert oder erschreckt. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Den Angreifer bezaubern oder erschrecken. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Betörende Wendung +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Betörende Wendung +Subclass/&RangerFeyWandererDescription=Eine feenhafte Mystik umgibt Sie, dank der Gabe eines Erzfeenwesens, der leuchtenden Frucht, die Sie von einem sprechenden Baum gegessen haben, der magischen Quelle, in der Sie geschwommen sind, oder eines anderen glückverheißenden Ereignisses. Wie auch immer Sie Ihre Feenmagie erworben haben, Sie sind jetzt ein Feenwanderer, ein Waldläufer, der sowohl das Reich der Sterblichen als auch das Reich der Feen repräsentiert. Während du durch das Multiversum wanderst, erhellt dein freudiges Lachen die Herzen der Unterdrückten und deine kriegerischen Fähigkeiten lösen bei deinen Feinden Schrecken aus, denn die Heiterkeit der Feen ist groß und ihr Zorn schrecklich. +Subclass/&RangerFeyWandererTitle=Feenwanderer +Tooltip/&MustBeWithin5ft=Muss innerhalb von 5 Fuß liegen diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/WizardWarMagic-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WizardWarMagic-de.txt new file mode 100644 index 0000000000..789f937188 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WizardWarMagic-de.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Power Surge aktivieren/deaktivieren +Action/&PowerSurgeToggleTitle=Überspannung +Condition/&ConditionWarMagicArcaneDeflectionDescription=Du kannst keine anderen Zauber als Cantrips wirken. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Arkane Ablenkung +Feature/&AttributeModifierWarMagicTacticalWitDescription=Ihre ausgeprägte Fähigkeit, taktische Situationen einzuschätzen, ermöglicht es Ihnen, im Kampf schnell zu handeln. Sie können sich selbst einen Bonus auf Ihre Initiativewürfe geben, der Ihrem Intelligenzmodifikator entspricht. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Taktischer Witz +Feature/&FeatureWarMagicArcaneDeflectionDescription=Du hast gelernt, deine Magie zu weben, um dich gegen Schaden zu wappnen. Wenn Sie von einem Angriff getroffen werden oder Ihnen ein Rettungswurf misslingt, können Sie Ihre Reaktion nutzen, um Ihren Intelligenzmodifikator vom Angriffswurf abzuziehen oder ihn zum Rettungswurf hinzuzufügen. Wenn Sie diese Funktion nutzen, können Sie bis zum Ende Ihres nächsten Zuges keine anderen Zauber als Cantrips wirken. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Arkane Ablenkung +Feature/&FeatureWarMagicDurableMagicDescription=Die Magie, die du kanalisierst, hilft, Schaden abzuwehren. Während du dich auf einen Zauber konzentrierst, erhältst du einen Bonus von +2 auf deine RK und alle Rettungswürfe. +Feature/&FeatureWarMagicDurableMagicTitle=Dauerhafte Magie +Feature/&PowerWarMagicDeflectionShroudDescription=Deine arkane Abwehr wird mit tödlicher Magie erfüllt. Wenn Sie Ihre Funktion „Arkane Ablenkung“ verwenden, können Sie magische Energie aus sich herausströmen lassen. Bis zu drei Kreaturen, die dir im Umkreis von 60 Fuß am nächsten sind, erleiden jeweils Kraftschaden in Höhe der Hälfte deiner Zaubererstufe. +Feature/&PowerWarMagicDeflectionShroudTitle=Ablenkungsmantel +Feature/&PowerWarMagicSurgeDescription=Du hast eine Anzahl an Kraftstößen, die deinem Intelligenzmodifikator entspricht (mindestens einer). Immer wenn du einen Zauber erfolgreich mit Counterspell beendest, erhältst du einen Kraftschub. Einmal pro Spielzug, wenn du einer Kreatur oder einem Objekt mit einem Zauberspruch Schaden zufügst, kannst du einen Kraftschub ausgeben, um bei einem Schadenswurf dieses Zaubers zusätzlichen Kraftschaden zu verursachen. Der zusätzliche Schaden entspricht deiner Zaubererstufe. +Feature/&PowerWarMagicSurgeTitle=Überspannung +Feedback/&ArcaneDeflectionAttackRoll={0} verwendet {1}, um den Intelligenzmodifikator ({2}) vom Angriffswurf ({3}) abzuziehen. +Feedback/&ArcaneDeflectionSavingRoll={0} verwendet {1}, um den Intelligenzmodifikator ({2}) zum Rettungswurf ({3}) hinzuzufügen. +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Sie werden bald von einem Angriff getroffen. Sie können Ihre Reaktion nutzen, um Ihren Intelligenzmodifikator vom Wurf des Angreifers abzuziehen und ihn stattdessen verfehlen zu lassen. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Erzwinge einen Misserfolg +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Arkane Ablenkung +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Arkane Ablenkung +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Dir ist ein Rettungswurf misslungen. Sie können Ihre Reaktion nutzen, um Ihren Intelligenzmodifikator zum Rettungswurf hinzuzufügen und ihn stattdessen zum Erfolg zu führen. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Erzwinge einen Misserfolg +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Arkane Ablenkung +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Arkane Ablenkung +Subclass/&WizardWarMagicDescription=Eine Vielzahl arkaner Hochschulen ist auf die Ausbildung von Zauberern für den Krieg spezialisiert. Die Tradition der Kriegsmagie verbindet Prinzipien der Evokation und Abschwörung, anstatt sich auf eine dieser Schulen zu spezialisieren. Es vermittelt Techniken, die die Zauber eines Zaubernden verstärken, und stellt Zauberern gleichzeitig Methoden zur Verfügung, mit denen sie ihre eigene Verteidigung stärken können. Anhänger dieser Tradition werden als Kriegsmagier bezeichnet. Sie betrachten ihre Magie sowohl als Waffe als auch als Rüstung, eine Ressource, die jedem Stück Stahl überlegen ist. Kriegsmagier handeln im Kampf schnell und nutzen ihre Zauber, um die taktische Kontrolle über eine Situation zu erlangen. Ihre Zauber schlagen hart zu, während ihre Verteidigungsfähigkeiten die Gegenangriffsversuche ihrer Gegner vereiteln. Kriegsmagier sind auch geschickt darin, die magische Energie anderer Zauberer gegen sich zu richten. +Subclass/&WizardWarMagicTitle=Kriegsmagie diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt index a05be190ed..ea2cce7008 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Chromatic Infusion Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusion deals extra +{2} poison damage! Feedback/&IsNotLuckyHigher={0} isn't lucky at all, rolling a higher {2} to replace a {3}. Feedback/&IsNotLuckyLower={0} isn't lucky at all, rolling a lower {2} to replace a {3}. -Feedback/&LuckyAttackToHitRoll={0} used {1} to roll a {2} and replace the attack roll -Feedback/&LuckyCheckToHitRoll={0} used {1} to roll a {2} and replace the check roll -Feedback/&LuckySavingToHitRoll={0} used {1} to roll a {2} and replace the saving roll +Feedback/&LuckyAttackToHitRoll={0} used {1} and rolls a {2} to replace {3} on the attack roll +Feedback/&LuckyCheckToHitRoll={0} used {1} and rolls a {2} to replace {3} on the check roll +Feedback/&LuckySavingToHitRoll={0} used {1} and rolls a {2} to replace {3} on the saving roll Item/&ItemFeatChefTreatDescription=Eat this Chef's treat and gain 5 temporary hit points. Item/&ItemFeatChefTreatTitle=Chef's Treat Reaction/&CustomReactionMageSlayerDescription=You failed a saving throw against {0}. You can cause yourself to succeed instead. diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt index 7324a66628..b00702dd22 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Races-en.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=As a bonus action, when wielding a Feature/&PowerFeatOrcishAggressionTitle=Orcish Aggression Feedback/&AdditionalDamageOrcishFuryFormat=Orcish Fury Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury deals extra +{2} damage! -Feedback/&BountifulLuckAttackToHitRoll={0} used {1} to roll a {2} and replace the attack roll -Feedback/&BountifulLuckCheckToHitRoll={0} used {1} to roll a {2} and replace the check roll -Feedback/&BountifulLuckSavingToHitRoll={0} used {1} to roll a {2} and replace the saving roll +Feedback/&BountifulLuckAttackToHitRoll={0} used {1} and rolls a {2} to replace {3} on the attack roll +Feedback/&BountifulLuckCheckToHitRoll={0} used {1} and rolls a {2} to replace {3} on the check roll +Feedback/&BountifulLuckSavingToHitRoll={0} used {1} and rolls a {2} to replace {3} on the saving roll Feedback/&DwarvenFortitudeHitDieRolled={0} rolled a {2} and healed {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} have missed {1}. {2} can react to roll a d20 and replace the attack roll. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Roll a d20 to replace the attack roll. diff --git a/SolastaUnfinishedBusiness/Translations/en/Metamagic-en.txt b/SolastaUnfinishedBusiness/Translations/en/Metamagic-en.txt index 8407b2f0a7..a7711fff5c 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Metamagic-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Metamagic-en.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=The spell must have a cone, cube, cy Failure/&FailureFlagSpellMustHaveDamageForm=The spell must have at least one damage form Failure/&FailureFlagSpellMustRequireConcentration=The spell must require concentration Failure/&FailureFlagSpellRangeMustBeSelf=The spell range must be self +Failure/&FailureSeekingSpell=Seeking spell only triggers after a failed magic attack +Failure/&FailureTransmutedSpell=The spell must deal one of these damage types: acid, cold, fire, lightning, poison, thunder Feature/&MetamagicAltruisticSpellAllyDescription=Make spell to target an ally within 30ft instead of self. Feature/&MetamagicAltruisticSpellAllyTitle=Shared Spell, Ally Only Feature/&MetamagicAltruisticSpellDescription=When you cast a spell targeting yourself you can spend 1 sorcery point to instead affect an ally within 30 ft. Or you can spend 3 sorcery points to affect both yourself and ally in 30ft. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=When you cast a spell that requires co Feature/&MetamagicFocusedSpellTitle=Focused Spell Feature/&MetamagicPowerfulSpellDescription=You can spend 1 sorcery point per spell level to increase the number of damage dice by 1. Feature/&MetamagicPowerfulSpellTitle=Powerful Spell +Feature/&MetamagicSeekingSpellDescription=If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell. +Feature/&MetamagicSeekingSpellTitle=Seeking Spell +Feature/&MetamagicTransmutedSpellDescription=When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder. +Feature/&MetamagicTransmutedSpellTitle=Transmuted Spell Feature/&MetamagicWidenedSpellDescription=You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment. Feature/&MetamagicWidenedSpellTitle=Widened Spell +Feedback/&MetamagicSeekingSpellToHitRoll={0} used {1} and rolls a {2} to replace {3} on the attack roll +Feedback/&MetamagicTransmutedSpellDescription=Replace the magic effect damage type with {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=You missed {0}. You can spend 2 Sorcery Points to roll a d20 and replace the attack roll. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Roll a d20 to replace the attack roll. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Seeking Spell +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Seeking Spell +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Choose the new damage type of your magic effect. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Choose a new damage type. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Transmuted Spell +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Transmuted Spell diff --git a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt index 642d65b3d0..752edb1365 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=The extra damag Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Brutal Strike Improvement Feature/&FeatureSetBarbarianBrutalStrikeTitle=Brutal Strike Feature/&FeatureSetRageExtendedDescription=In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. This grants you advantage on strength saves and checks, an initial +2 bonus to melee attack damage, and resistance to slashing, bludgeoning, and piercing damage. You gain these benefits only if you are not wearing heavy armor. Lasts for 1 minute or ends if you have not attacked or suffered damage since your last turn.\n You start with 2 rages, renewed after a long rest. At level 7, you regain one rage point after a short rest. +Feature/&FeatureSorcererMagicalGuidanceDescription=You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. +Feature/&FeatureSorcererMagicalGuidanceTitle=Magical Guidance Feature/&FighterExtraAttackDescription=You can attack twice, rather than once, when you use the attack or shove actions. Feature/&FlightResumeDescription=Resumes your suspended flight effect Feature/&FlightResumeTitle=Resume Flight @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} rolls to maintain { Feedback/&ConcentrationEffectCheckRolledLine={0} rolls to maintain {1} versus DC {2}, rolls {3} = {4} Feedback/&FlankingAttack=Flanking Feedback/&HigherGroundAttack=Higher Ground +Feedback/&MagicalGuidanceCheckToHitRoll={0} used {1} and rolls a {2} to replace {3} on the check roll Feedback/&NarrativeChoiceRoll={0} rolls a {1} narrative choice with a {2} result. Feedback/&ReturningWeaponActivates={1} returns to {0}! Feedback/&SmallRace=Small Race @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} is attacking {1}! You can cast { Reaction/&CastSpellInRetributionReactDescription=Click to cast {0}. Reaction/&CastSpellInRetributionReactTitle=Cast Spell Reaction/&CastSpellInRetributionTitle=Cast Reaction Spell +Reaction/&CustomReactionMagicalGuidanceCheckDescription=You failed a check roll. You can spend 1 sorcery point to roll a d20 and replace the check roll. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Roll a d20 to replace the check roll. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Magical Guidance +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Magical Guidance Reaction/&ReactionSpendPowerBundleDescription=Spend Power. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=You can apply an additional effect. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Apply an additional effect. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=Is not effect source: Rules/&SituationalContext9014Format=Wearing no armor or light armor without shield: Rules/&SituationalContext9015Format=Wearing no armor or light armor with two handed quarterstaff: Rules/&SituationalContext9016Format=Is not effect source with melee weapon in main or off hand: +Rules/&SituationalContext9017Format=Is concentrating on spell: Rules/&TurnOccurenceEndOfSourceTurnFormat=End Source of Turn Screen/&ClassExtraSpellDescriptionFormat=You know this spell from {0} class. Screen/&EditorLocationSize3Title=Huge [MODDED] diff --git a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt index 0d61c6b3ec..22d77c5730 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt @@ -1,3 +1,4 @@ +ModUi/&AccountForAllDiceOnFollowUpStrike=Add all dice from base weapon damage to Follow up Strike feat ModUi/&AccountForAllDiceOnSavageAttack=Add all dice from base weapon damage to features that add base weapon damage instead of 1 dice only [Savage Attack, 2H weapons, etc.] ModUi/&AddAllToStore=Add all to store ModUi/&AddBleedingToLesserRestoration=Add the Bleeding condition to the ones removed by Greater and Lesser Restoration @@ -105,6 +106,7 @@ ModUi/&EnableBarbarianBrutalStrike=Enable Barbarian Br ModUi/&EnableBarbarianFightingStyle=Enable Barbarian Fighting Style choice at level 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Enable Barbarian Reckless Attack buff and debuff to finish at start of next turn ModUi/&EnableBarbarianRegainOneRageAtShortRest=Enable Barbarian regain one rage use over a short rest at level 7 +ModUi/&EnableBardHealingBalladOnLongRest=Enable Bard College of Hope Healing Ballad on long rest ModUi/&EnableBetaContent=Enable beta content [Requires Restart] ModUi/&EnableCancelEditOnRightMouseClick=Enable cancel actions with right mouse click ModUi/&EnableCantripsTriggeringOnWarMagic=Enable cantrips to trigger War Magic extra bonus attack @@ -152,6 +154,7 @@ ModUi/&EnableRogueSteadyAim=Enable Rogue Steady AimRogue to use DEX or STR modifiers on Cunning/Devious Strike, Debilitating/Improved Strike, and Hail of Blades ModUi/&EnableSaveByLocation=Enable save by campaigns / locations ModUi/&EnableSignatureSpellsRelearn=Enable Wizard signature spells to be prepared every long rest [instead of once at level 20] +ModUi/&EnableSorcererMagicalGuidance=Enable Sorcerer magical guidance at level 5 ModUi/&EnableSortingDungeonMakerAssets=Enable assets sorting on Dungeon Maker editor ModUi/&EnableStatsOnHeroTooltip=Display stats on hero's tooltip [i.e.: critical hits, critical failures, etc.] ModUi/&EnableSumD20OnAlternateVotingSystem=+ Also each hero adds a D20 roll to weight for a bit of randomness [choice weight = votes * hero Charisma modifier + D20 roll] diff --git a/SolastaUnfinishedBusiness/Translations/en/Spells/Spells01-en.txt b/SolastaUnfinishedBusiness/Translations/en/Spells/Spells01-en.txt index 296490a83f..87e3451b64 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Spells/Spells01-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Spells/Spells01-en.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=A stream of acid emanates from you in a line 30 feet Spell/&VileBrewTitle=Tasha's Caustic Brew Spell/&VoidGraspDescription=You invoke the power of malevolent forces. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until the start of your next turn. On a successful save, the creature takes half damage, but suffers no other effect. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Spell/&VoidGraspTitle=Arms of Hadar -Spell/&WitchBoltDescription=A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. +Spell/&WitchBoltDescription=A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st. Spell/&WitchBoltTitle=Witch Bolt Spell/&WrathfulSmiteDescription=Your next hit deals additional 1d6 psychic damage. If target fails WIS saving throw its mind explodes in pain, and it becomes frightened. Spell/&WrathfulSmiteTitle=Wrathful Smite diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt index 26c1d8844a..b5377b99ae 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PathOfTheRavager-en.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Once during your turn, if you use your Reckless Attack while you are raging, the first Strength-based weapon attack that you hit an enemy with deals 2d6 extra damage of the same type as your weapon. This damage is increased to 3d6 at 9th level, and 4d6 at 16th level. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenzy -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Whenever you start raging as a free action, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Whenever you start raging, and while you are raging on subsequent turns as a bonus action, you can strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Once you use this feature, you can't use it again until you finish a Long Rest. If you've run out of uses of this feature, you can expend a use of your Rage to use it again. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Intimidating Presence Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=While you are raging, you can use your bonus action to strike terror into others with your intimidating presence. Each enemy creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the saving throw, ending the effect on itself on a success. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Intimidating Presence diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/RangerFeyWanderer-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/RangerFeyWanderer-en.txt new file mode 100644 index 0000000000..76a94dbfa3 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/RangerFeyWanderer-en.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey wild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Dreadful Strikes +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=You gain bonus spells that are considered Ranger spells for you, they are always prepared and don't count against the number of Ranger spells you know:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Fey Wanderer Magic +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Your fey qualities give you a supernatural charm. As a result, you make Charisma checks with advantage. In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Otherworldly Glamour +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=You can use your reaction to force the source to make a Wisdom saving throw against your spell save DC. If the save fails, the source is charmed by you for 1 minute. The source can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Charmed +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=You have advantage on saving throws against being charmed or frightened. In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, You can use your reaction to force the source to make a Wisdom saving throw against your spell save DC. If the save fails, the source is charmed or frightened by you (your choice) for 1 minute. The source can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=You can use your reaction to force the source to make a Wisdom saving throw against your spell save DC. If the save fails, the source is frightened by you for 1 minute. The source can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Frightened +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Beguiling Twist +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Once per long rest, you can use your action to cast Conjure Fey spell. Casting the spell this way doesn't require components or concentration and the spell's duration is one minute. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Fey Reinforcements +Feature/&PowerRangerFeyWandererMistyWandererDescription=You can slip in and out of the Fey wild to move in a blink of an eye: you can cast Misty Step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you cast Misty Step, you can bring along one willing creature you can see within 5 ft of you. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Misty Wanderer +Feedback/&AdditionalDamageDreadfulStrikesFormat=Dreadful Strikes +Feedback/&AdditionalDamageDreadfulStrikesLine=Dreadful Strikes deals extra +{2} damage! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=You can react to force the attacker to make a Wisdom saving throw against your spell save DC. If the save fails, the attacker is charmed or frightened by you for 1 minute. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Charm or frighten the attacker. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Beguiling Twist +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Beguiling Twist +Subclass/&RangerFeyWandererDescription=A fey mystique surrounds you, thanks to the boon of an arch fey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However, you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. +Subclass/&RangerFeyWandererTitle=Fey Wanderer +Tooltip/&MustBeWithin5ft=Must be within 5ft diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/WizardWarMagic-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WizardWarMagic-en.txt new file mode 100644 index 0000000000..d4fe575a3b --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WizardWarMagic-en.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Activate/deactivate Power Surge +Action/&PowerSurgeToggleTitle=Power Surge +Condition/&ConditionWarMagicArcaneDeflectionDescription=You can't cast spells other than cantrips. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Arcane Deflection +Feature/&AttributeModifierWarMagicTacticalWitDescription=Your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Tactical Wit +Feature/&FeatureWarMagicArcaneDeflectionDescription=You have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to subtract your Intelligence modifier from the attack roll, or add it to the saving roll. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Arcane Deflection +Feature/&FeatureWarMagicDurableMagicDescription=The magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws. +Feature/&FeatureWarMagicDurableMagicTitle=Durable Magic +Feature/&PowerWarMagicDeflectionShroudDescription=Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three closest creatures within 60 feet of you each take force damage equal to half your wizard level. +Feature/&PowerWarMagicDeflectionShroudTitle=Deflection Shroud +Feature/&PowerWarMagicSurgeDescription=You have a number of power surges equal to your Intelligence modifier (minimum of one). Whenever you successfully end a spell with Counterspell, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to on one damage roll of that spell. The extra damage equals your wizard level. +Feature/&PowerWarMagicSurgeTitle=Power Surge +Feedback/&ArcaneDeflectionAttackRoll={0} uses {1} to subtract the Intelligence modifier ({2}) from the attack roll ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} uses {1} to add the Intelligence modifier ({2}) to the saving roll ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=You are about to be hit by an attack. You can use your reaction to subtract your Intelligence modifier from the attacker's roll and make it miss instead. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Force a failure +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Arcane Deflection +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Arcane Deflection +Reaction/&CustomReactionArcaneDeflectionSavingDescription=You failed a saving throw. You can use your reaction to add your Intelligence modifier to the saving roll and make it succeed instead. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Force a failure +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Arcane Deflection +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Arcane Deflection +Subclass/&WizardWarMagicDescription=A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages are also adept at turning other spell casters' magical energy against them. +Subclass/&WizardWarMagicTitle=War Magic diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Caster-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Caster-es.txt index 6eca167aa9..9d4c5dee29 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/Caster-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Caster-es.txt @@ -4,11 +4,11 @@ Feat/&FeatAegisTouchedIntDescription=Aumenta tu atributo de Inteligencia en 1, h Feat/&FeatAegisTouchedIntTitle=Égida tocada [Int] Feat/&FeatAegisTouchedWisDescription=Aumenta tu atributo de Sabiduría en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar el escudo de la fe, proteger contra el mal y el bien y protección contra hechizos de veneno una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. Feat/&FeatAegisTouchedWisTitle=Égida tocada [Wis] -Feat/&FeatCelestialTouchedChaDescription=Aumenta tu atributo de Carisma en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. +Feat/&FeatCelestialTouchedChaDescription=Aumenta tu atributo de Carisma en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor. hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. Feat/&FeatCelestialTouchedChaTitle=Celestial tocado [Cha] -Feat/&FeatCelestialTouchedIntDescription=Aumenta tu atributo de Inteligencia en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. +Feat/&FeatCelestialTouchedIntDescription=Aumenta tu atributo de Inteligencia en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor. hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. Feat/&FeatCelestialTouchedIntTitle=Tocado celestial [Int] -Feat/&FeatCelestialTouchedWisDescription=Aumenta tu atributo de Sabiduría en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. +Feat/&FeatCelestialTouchedWisDescription=Aumenta tu atributo de Sabiduría en 1, hasta un máximo de 20.\nObtienes la capacidad de lanzar la palabra curativa, curar heridas y restauración menor. hechizos una vez por descanso prolongado, y puedes lanzar estos hechizos con tus espacios para hechizos. Feat/&FeatCelestialTouchedWisTitle=Celestial tocado [Wis] Feat/&FeatFeyTeleportationChaDescription=Aumenta tu carisma en 1, hasta un máximo de 20.\nPuedes usar paso brumoso una vez por cada breve descanso y puedes lanzar este hechizo con tus espacios de hechizo.\nGanas competencia en Tirmarian. Feat/&FeatFeyTeleportationChaTitle=Teletransportación Fey [Cha] diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt index c181cccc50..ae3eef6262 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/OtherFeats-es.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusión Cromáti Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=¡La infusión cromática causa +{2} daño de veneno adicional! Feedback/&IsNotLuckyHigher={0} no tiene ninguna suerte y saca un {2} más alto para reemplazar un {3}. Feedback/&IsNotLuckyLower={0} no tiene ninguna suerte y saca un {2} más bajo para reemplazar un {3}. -Feedback/&LuckyAttackToHitRoll={0} usó {1} para sacar un {2} y reemplazar la tirada de ataque -Feedback/&LuckyCheckToHitRoll={0} usó {1} para lanzar un {2} y reemplazar la tirada de verificación -Feedback/&LuckySavingToHitRoll={0} usó {1} para lanzar un {2} y reemplazar la tirada de ahorro +Feedback/&LuckyAttackToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ataque +Feedback/&LuckyCheckToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de verificación +Feedback/&LuckySavingToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ahorro Item/&ItemFeatChefTreatDescription=Come la delicia de este chef y gana 5 puntos de vida temporales. Item/&ItemFeatChefTreatTitle=Trato del chef Reaction/&CustomReactionMageSlayerDescription=Fallaste una tirada de salvación contra {0}. En su lugar, puedes lograr que tú mismo tengas éxito. diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt index 75c3307e77..4aab6f9678 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/Races-es.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Como acción adicional, cuando emp Feature/&PowerFeatOrcishAggressionTitle=Agresión orca Feedback/&AdditionalDamageOrcishFuryFormat=Furia orca Feedback/&AdditionalDamageOrcishFuryLine=¡La furia orca causa +{2} de daño adicional! -Feedback/&BountifulLuckAttackToHitRoll={0} usó {1} para sacar un {2} y reemplazar la tirada de ataque -Feedback/&BountifulLuckCheckToHitRoll={0} usó {1} para lanzar un {2} y reemplazar la tirada de verificación -Feedback/&BountifulLuckSavingToHitRoll={0} usó {1} para lanzar un {2} y reemplazar la tirada de ahorro +Feedback/&BountifulLuckAttackToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ataque +Feedback/&BountifulLuckCheckToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de verificación +Feedback/&BountifulLuckSavingToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ahorro Feedback/&DwarvenFortitudeHitDieRolled={0} sacó un {2} y curó a {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} se ha perdido {1}. {2} puede reaccionar para tirar un d20 y reemplazar la tirada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Tira un d20 para reemplazar la tirada de ataque. diff --git a/SolastaUnfinishedBusiness/Translations/es/Metamagic-es.txt b/SolastaUnfinishedBusiness/Translations/es/Metamagic-es.txt index cd0d45d917..62be6ad8c5 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Metamagic-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Metamagic-es.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=El hechizo debe tener un área de ef Failure/&FailureFlagSpellMustHaveDamageForm=El hechizo debe tener al menos una forma de daño. Failure/&FailureFlagSpellMustRequireConcentration=El hechizo debe requerir concentración. Failure/&FailureFlagSpellRangeMustBeSelf=El alcance del hechizo debe ser propio. +Failure/&FailureSeekingSpell=El hechizo de búsqueda solo se activa después de un ataque mágico fallido +Failure/&FailureTransmutedSpell=El hechizo debe causar uno de estos tipos de daño: ácido, frío, fuego, relámpago, veneno, trueno. Feature/&MetamagicAltruisticSpellAllyDescription=Crea un hechizo para apuntar a un aliado dentro de 30 pies en lugar de a ti mismo. Feature/&MetamagicAltruisticSpellAllyTitle=Hechizo compartido, solo aliado Feature/&MetamagicAltruisticSpellDescription=Cuando lanzas un hechizo dirigido a ti mismo, puedes gastar 1 punto de hechicería para afectar a un aliado dentro de los 30 pies. O puedes gastar 3 puntos de hechicería para afectarte a ti mismo y a un aliado dentro de los 30 pies. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Cuando lanzas un hechizo que requiere Feature/&MetamagicFocusedSpellTitle=Hechizo enfocado Feature/&MetamagicPowerfulSpellDescription=Puedes gastar 1 punto de hechicería por nivel de hechizo para aumentar en 1 el número de dados de daño. Feature/&MetamagicPowerfulSpellTitle=Hechizo poderoso +Feature/&MetamagicSeekingSpellDescription=Si haces una tirada de ataque para un hechizo y fallas, puedes gastar 2 puntos de hechicero para volver a tirar el d20, y debes usar la nueva tirada. Puedes usar Buscando Hechizo incluso si ya has usado una opción Metamágica diferente durante el lanzamiento del hechizo. +Feature/&MetamagicSeekingSpellTitle=Buscando hechizo +Feature/&MetamagicTransmutedSpellDescription=Cuando lanzas un hechizo que causa un tipo de daño de la siguiente lista, puedes gastar 1 punto de hechicería para cambiar ese tipo de daño a uno de los otros tipos enumerados: ácido, frío, fuego, relámpago, veneno, trueno. +Feature/&MetamagicTransmutedSpellTitle=Hechizo transmutado Feature/&MetamagicWidenedSpellDescription=Puedes gastar 2 puntos de hechicería para aumentar el área de efecto de un hechizo. Los hechizos que tienen un área de efecto de cono, cubo, cilindro o esfera aumentan en dimensión, al incremento de 5 pies más cercano. Feature/&MetamagicWidenedSpellTitle=Hechizo ampliado +Feedback/&MetamagicSeekingSpellToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de ataque +Feedback/&MetamagicTransmutedSpellDescription=Reemplace el tipo de daño del efecto mágico con {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Te perdiste {0}. Puedes gastar 2 puntos de hechicería para tirar un d20 y reemplazar la tirada de ataque. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Tira un d20 para reemplazar la tirada de ataque. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Buscando hechizo +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Buscando hechizo +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Elige el nuevo tipo de daño de tu efecto mágico. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Elija un nuevo tipo de daño. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Hechizo transmutado +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Hechizo transmutado diff --git a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt index 45a84ded50..b947cc7281 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=El daño adicio Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Mejora de golpe brutal Feature/&FeatureSetBarbarianBrutalStrikeTitle=Golpe brutal Feature/&FeatureSetRageExtendedDescription=En la batalla, luchas con una ferocidad primordial. En tu turno, puedes entrar en ira como acción adicional. Esto te otorga ventaja en salvaciones y pruebas de fuerza, una bonificación inicial de +2 al daño de ataque cuerpo a cuerpo y resistencia al daño cortante, contundente y perforante. Obtienes estos beneficios sólo si no llevas una armadura pesada. Dura 1 minuto o finaliza si no has atacado ni sufrido daño desde tu último turno.\n Comienzas con 2 ira, renovadas después de un largo descanso. En el nivel 7, recuperas un punto de ira después de un breve descanso. +Feature/&FeatureSorcererMagicalGuidanceDescription=Puedes aprovechar tu fuente interior de magia para intentar sacar el éxito del fracaso. Cuando haces una prueba de habilidad que falla, puedes gastar 1 punto de hechicería para volver a tirar el d20, y debes usar la nueva tirada, lo que potencialmente convierte el fracaso en un éxito. +Feature/&FeatureSorcererMagicalGuidanceTitle=Guía mágica Feature/&FighterExtraAttackDescription=Puedes atacar dos veces, en lugar de una, cuando usas las acciones de ataque o empujón. Feature/&FlightResumeDescription=Reanuda tu efecto de vuelo suspendido Feature/&FlightResumeTitle=Reanudar vuelo @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} tira para mantener Feedback/&ConcentrationEffectCheckRolledLine={0} tira para mantener {1} frente a DC {2}, tira {3} = {4} Feedback/&FlankingAttack=Flanquear Feedback/&HigherGroundAttack=Terreno más alto +Feedback/&MagicalGuidanceCheckToHitRoll={0} usó {1} y lanza un {2} para reemplazar a {3} en la tirada de verificación Feedback/&NarrativeChoiceRoll={0} lanza una elección narrativa {1} con un resultado {2}. Feedback/&ReturningWeaponActivates=¡{1} vuelve a {0}! Feedback/&SmallRace=Raza pequeña @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription=¡{0} está atacando a {1}! ¡Puedes Reaction/&CastSpellInRetributionReactDescription=Haz clic para transmitir {0}. Reaction/&CastSpellInRetributionReactTitle=Lanzar hechizo Reaction/&CastSpellInRetributionTitle=Hechizo de reacción +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Fallaste una tirada de control. Puedes gastar 1 punto de hechicería para tirar un d20 y reemplazar la tirada de control. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Tira un d20 para reemplazar la tirada de control. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Guía mágica +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Guía mágica Reaction/&ReactionSpendPowerBundleDescription=Gastar energía. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Puedes aplicar un efecto adicional. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Aplica un efecto adicional. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=No es fuente de efecto: Rules/&SituationalContext9014Format=Sin armadura o con armadura ligera sin escudo: Rules/&SituationalContext9015Format=Sin armadura o con armadura ligera y con un bastón a dos manos: Rules/&SituationalContext9016Format=No se produce efecto con arma cuerpo a cuerpo en la mano principal o secundaria: +Rules/&SituationalContext9017Format=Se concentra en el hechizo: Rules/&TurnOccurenceEndOfSourceTurnFormat=Fuente final del turno Screen/&ClassExtraSpellDescriptionFormat=Conoces este hechizo de la clase {0}. Screen/&EditorLocationSize3Title=Enorme [MODIFICADO] diff --git a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt index d1a53815a3..25dc90e693 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt @@ -1,76 +1,77 @@ -ModUi/&AccountForAllDiceOnSavageAttack=Agregue todos los dados del daño de arma base a las características que agregan daño de arma base en lugar de 1 dado solamente [Ataque salvaje, armas 2H, etc.] +ModUi/&AccountForAllDiceOnFollowUpStrike=Añade todos los dados del daño base del arma a la hazaña Golpe de seguimiento. +ModUi/&AccountForAllDiceOnSavageAttack=Añade todos los dados del daño base del arma a funciones que añaden daño base del arma en lugar de 1 dado solamente [Ataque salvaje, armas 2H, etc.] ModUi/&AddAllToStore=Agregar todo a la tienda -ModUi/&AddBleedingToLesserRestoration=Agregue la condición Sangrado a las eliminadas por Restauración mayor y Restauración menor -ModUi/&AddCustomIconsToOfficialItems=Añade iconos personalizados a los elementos oficiales del juego [municiones, recetas, kits, etc.] [Requiere reinicio] -ModUi/&AddDarknessPerceptiveToDarkRaces=Habilite Percepción de oscuridad en Darkelf, Dark Kobold y Gray Dwarf. color> \n[otorga ventaja en las pruebas de percepción cuando no está iluminado o bajo oscuridad mágica] +ModUi/&AddBleedingToLesserRestoration=Agregue la condición de Sangrado a las eliminadas por Mayor y Restauración menor +ModUi/&AddCustomIconsToOfficialItems=Añade íconos personalizados a los elementos oficiales del juego [municiones, recetas, kits, etc.] [Requiere reinicio] +ModUi/&AddDarknessPerceptiveToDarkRaces=Habilite Percepción de oscuridad en Darkelf, Dark Kobold y Grey Dwarf. color> \n[otorga ventaja en las pruebas de percepción cuando no está iluminado o bajo oscuridad mágica] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Añade Modificador de Destreza a los enemigos Tirada de Iniciativa -ModUi/&AddFighterLevelToIndomitableSavingReroll=Añade el nivel Luchador a la repetición de la tirada de salvación Indomable. -ModUi/&AddHelpActionToAllRaces=Agrega la acción Ayuda a todas las razas jugables [puedes ayudar a una criatura amiga a atacar a una criatura a 5 pies de ti] -ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar enemigos preferidos humanoides Rangers -ModUi/&AddNewBrightEyeColors=Añadir nuevos colores de ojos brillantes -ModUi/&AddNewWeaponsAndRecipesToShops=Agregue nuevas armas y recetas a las tiendas [atados de mano, alabardas, picas, mazas largas, ballestas de mano] [Requiere reiniciar] -ModUi/&AddPaladinSmiteToggle=Agregue un interruptor para permitir que paladines solo habiliten castigos en golpes críticos [útil para minimizar las indicaciones de reacción] -ModUi/&AddPickPocketableLoot=Agregar botín de carterista [sugerido si la característica Carterista está habilitada] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Habilite Luchador para agregar el nivel de clase como bonificación a la repetición de la tirada de salvación de Resistencia Indomable. +ModUi/&AddHelpActionToAllRaces=Agrega la acción Ayuda a todas las razas jugables [puedes ayudar a una criatura amiga a atacar a una criatura dentro de 1 celda de ti] +ModUi/&AddHumanoidFavoredEnemyToRanger=Habilitar enemigos preferidos humanoides Ranger +ModUi/&AddNewBrightEyeColors=Añade nuevos colores de ojos brillantes +ModUi/&AddNewWeaponsAndRecipesToShops=Añade nuevas armas y recetas a las tiendas [vendas, alabardas, picas, mazas largas, ballestas de mano] [Requiere reinicio] +ModUi/&AddPaladinSmiteToggle=Añade un interruptor para permitir que Paladines solo habilite los ataques en golpes críticos [útil para minimizar las indicaciones de reacción] +ModUi/&AddPickPocketableLoot=Añadir botín carterista [sugerido si la hazaña Carterista está habilitada] ModUi/&AddToStore=Añadir a la tienda ModUi/&Advanced=Avanzado: [Requiere reinicio] -ModUi/&AdvancedHelp=• ATENCIÓN: Esta configuración requerirá que el jugador tenga este mod instalado +ModUi/&AdvancedHelp=• ATENCIÓN: Esta configuración requerirá que el reproductor tenga instalado este mod. ModUi/&AllItemInDm=Todos los artículos en DM -ModUi/&AllRecipesInDm=Todas las recetas en DM +ModUi/&AllRecipesInDm=Todas las recetas en DM. ModUi/&AllowAllPlayersOnNarrativeSequences=+ Permitir a todos los jugadores en secuencias narrativas -ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que cualquier clase use Armadura Sylvan o Ropa de Iluminado -ModUi/&AllowBeardlessDwarves=Permitir Enanos sin barba -ModUi/&AllowClubsToBeThrown=Permitir que se arrojen palos como dagas o hachas de mano +ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que cualquier clase use Armadura Sylvan o Ropa de Iluminador +ModUi/&AllowBeardlessDwarves=Permitir Enanos imberbes +ModUi/&AllowClubsToBeThrown=Permitir que se lancen garrotes como dagas o hachas de mano. ModUi/&AllowDisplayingNonSuggestedSpells=Permitir hechizos mod no sugeridos en cada lista ModUi/&AllowDisplayingOfficialSpells=Permitir hechizos oficiales del juego en cada lista. -ModUi/&AllowDruidToWearMetalArmor=Permitir que Druid use una armadura de metal +ModUi/&AllowDruidToWearMetalArmor=Permitir que druida use armadura de metal ModUi/&AllowDungeonsMaxLevel20=Permitir mazmorras con nivel máximo 20 -ModUi/&AllowFlightSuspend=Permitir suspender temporalmente el vuelo de objetos y hechizos [no afecta a las carreras de formas salvajes o voladoras] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilite el clic CTRL para omitir cualquier verificación al colocar dispositivos o accesorios -ModUi/&AllowHasteCasting=Permitir lanzar hechizos con acción adicional por estar acelerado [todavía estás limitado a 1 hechizo de acción principal por ronda] -ModUi/&AllowHornsOnAllRaces=Permitir cuernos en todas las razas [los resultados pueden parecer terribles dependiendo de la raza, cabeza y cuerno] -ModUi/&AllowMoreRealStateOnRestPanel=Permitir más estado real en el panel de descanso [ocultar acciones posteriores al descanso en el panel anterior y funciones de recuperación en el panel posterior] -ModUi/&AllowStackedMaterialComponent=Permitir componente de material apilado [p. ej. 2x500gp diamante es equivalente a 1000gp diamante] +ModUi/&AllowFlightSuspend=Permitir suspender temporalmente el vuelo de objetos y hechizos [no afecta la forma salvaje ni las carreras voladoras] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilite CTRL y haga clic para omitir cualquier verificación al colocar dispositivos o accesorios. +ModUi/&AllowHasteCasting=Permitir que se apresure el lanzamiento de hechizos con acción adicional [todavía estás limitado a 1 hechizo de acción principal por ronda] +ModUi/&AllowHornsOnAllRaces=Permitir bocinas en todas las razas [los resultados pueden verse terribles según la raza, la cabeza y la bocina] +ModUi/&AllowMoreRealStateOnRestPanel=Permitir más estado real en el panel de descanso [ocultar acciones después del descanso en el panel anterior y funciones de recuperación en el panel posterior] +ModUi/&AllowStackedMaterialComponent=Permitir el componente de material apilado [p. ej. 2 diamantes de 500 po equivalen a 1000 po de diamante] ModUi/&AllowUnmarkedSorcerers=Permitir Hechicero sin marcas de origen ni tatuajes -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La tecla ALT solo resalta los dispositivos en el campo de visión del grupo [solo mazmorras personalizadas] -ModUi/&ArcaneShieldstaffOptions=Permitir que cualquier clase sintonice Bastón de escudo arcano +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La tecla ALT solo resalta los gadgets en el campo de visión del grupo [solo mazmorras personalizadas] +ModUi/&ArcaneShieldstaffOptions=Permitir que cualquier clase sintonice Arcane Shieldstaff ModUi/&Backgrounds=Fondos ModUi/&BackgroundsAndRaces=Fondos y razas ModUi/&Basic=Básico: ModUi/&Bestiary=Bestiario -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Otorgar maldición no requiere concentración cuando se lanza con un espacio de hechizo L5+ -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condición Cegado no permite el ataque de oportunidad +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Otorgar maldición no requiere concentración cuando se lanza con un espacio de hechizo N5+ +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condición Cegado no permite ataques de oportunidad. ModUi/&Blueprints=Planos ModUi/&Campaigns=Campañas: ModUi/&CampaignsAndLocations=Campañas y ubicaciones: ModUi/&Category=Categoría -ModUi/&ChangeDragonbornElementalBreathUsages=Cambiar los usos de aliento elemental Dragón a modificador de constitución por descanso breve -ModUi/&ChangeSleetStormToCube=Cambia Sleet Storm para usar un cubo en lugar de un cilindro +ModUi/&ChangeDragonbornElementalBreathUsages=Cambia los usos del aliento elemental de Dragonborn al modificador de Constitución por un breve descanso. +ModUi/&ChangeSleetStormToCube=Cambie Sleet Storm para usar un cubo en lugar de un cilindro. ModUi/&Changelog=Registro de cambios ModUi/&Character=Personaje -ModUi/&CharactersPool=Grupo de personajes +ModUi/&CharactersPool=Piscina de personajes ModUi/&Classes=Clases ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Inmunidad al frío también otorga inmunidad al frío y al congelamiento. ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistencia al frío también otorga inmunidad a la condición de frío y reduce la condición de congelado a frío. ModUi/&Combat=Combate: -ModUi/&Crafting=Fabricación: -ModUi/&CraftingHelp=• Presiona el botón para aprender recetas al instante en el grupo activo\n• Los artículos agregados a las tiendas pueden necesitar que el grupo se aleje de la ubicación y regrese +ModUi/&Crafting=Elaboración: +ModUi/&CraftingHelp=• Presione el botón para aprender recetas al instante en el grupo activo.\n• Es posible que los artículos agregados a las tiendas necesiten que el grupo se aleje de la ubicación y regrese. ModUi/&Credits=Créditos ModUi/&CreditsAndDiagnostics=Créditos y Diagnóstico ModUi/&Critical=Golpe crítico: -ModUi/&CriticalOption0=0: predeterminado del juego, tira cualquier dado de daño dos veces, suma el resultado y agrega modificadores [XdY+XdY+Z] -ModUi/&CriticalOption1=1: suma el resultado máximo de los dados de daño y súmalo al daño del ataque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: sigue tirando los dados de daño que obtengan el resultado más alto posible y súmalo al daño total +ModUi/&CriticalOption0=0: valor predeterminado del juego, tira cualquier dado de daño dos veces, suma el resultado y agrega modificadores [XdY+XdY+Z] +ModUi/&CriticalOption1=1: suma el resultado máximo del dado de daño y lo suma al daño del ataque [XdY+(X*Y) +Z] +ModUi/&CriticalOption2=2: sigue tirando los dados de daño que obtengan el resultado más alto posible y súmalo al daño total. ModUi/&CriticalOption3=3: duplica el daño total de tu ataque en lugar de tirar dados adicionales. [(XdY+Z)*2] ModUi/&Deities=Deidades -ModUi/&DisableAutoEquip=Deshabilitar el equipamiento automático de artículos en el inventario -ModUi/&DisableBarbarianBrutalCritical=+ También desactiva Bárbaro Crítico brutal en los niveles de clase 9, 13 y 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desactiva los requisitos previos para lanzar hechizos en las hazañas proporcionadas por este mod [Requiere reinicio] -ModUi/&DisableClassPrerequisitesOnModFeats=Deshabilitar los requisitos previos de nivel en las hazañas proporcionadas por este mod -ModUi/&DisableRacePrerequisitesOnModFeats=Deshabilitar los requisitos previos de carrera en las proezas proporcionadas por este mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Desactiva Sense Dark Vision de todas las razas jugables [Requiere reinicio] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Deshabilita Superior Sense Dark Vision de todas las razas jugables [Requiere reinicio] -ModUi/&DisableUnofficialTranslations=Desactive la compatibilidad con traducciones no oficiales para acelerar el mod [a menos que hable chino, italiano, japonés, coreano o español] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Mostrar todos los hechizos conocidos de otras clases durante la subida de nivel +ModUi/&DisableAutoEquip=Deshabilitar el autoequipamiento de artículos en el inventario +ModUi/&DisableBarbarianBrutalCritical=+ También desactiva Bárbaro Crítico Brutal en los niveles 9, 13 y 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desactiva los requisitos previos para lanzar hechizos en dotes proporcionadas por este mod [Requiere reinicio] +ModUi/&DisableClassPrerequisitesOnModFeats=Desactiva los requisitos previos de nivel en las dotes proporcionadas por este mod +ModUi/&DisableRacePrerequisitesOnModFeats=Desactiva los requisitos previos de carrera en las dotes proporcionadas por este mod +ModUi/&DisableSenseDarkVisionFromAllRaces=Desactiva Detectar visión oscura de todas las razas jugables [Requiere reinicio] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desactiva Superior Sense Dark Vision de todas las razas jugables [Requiere reinicio] +ModUi/&DisableUnofficialTranslations=Desactiva la compatibilidad con traducciones no oficiales para acelerar el mod [a menos que hable chino, italiano, japonés, coreano o español] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Muestra todos los hechizos conocidos de otras clases al subir de nivel ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Mostrar espacios de pacto Brujo en la selección de hechizos en lugar del panel de personajes ModUi/&DocsArcaneShots=Disparos arcanos ModUi/&DocsBackgrounds=Antecedentes @@ -79,130 +80,132 @@ ModUi/&DocsFightingStyles=Estilos de lucha ModUi/&DocsInfusions=Infusiones ModUi/&DocsInvocations=Invocaciones ModUi/&DocsManeuvers=Maniobras -ModUi/&DocsMetamagic=Metamágica -ModUi/&DocsRaces=Carreras +ModUi/&DocsMetamagic=Metamagia +ModUi/&DocsRaces=Razas ModUi/&DocsSpells=Hechizos ModUi/&DocsSubclasses=Subclases ModUi/&DocsSubraces=Subrazas ModUi/&DocsVersatilities=Versatilidades ModUi/&Donate=Donar: {0} ModUi/&DontDisplayHelmets=No mostrar cascos en caracteres gráficos [Requiere reinicio] -ModUi/&DontEndTurnAfterReady=No finalice el turno después de usar la acción lista [permite usar la acción adicional o cualquier acción principal adicional de Prisa u otras fuentes] +ModUi/&DontEndTurnAfterReady=No finalice el turno después de usar la acción lista [permite usar acción adicional o cualquier acción principal adicional de Prisa u otras fuentes] ModUi/&DontFollowCharacterInBattle=La cámara de batalla no sigue cuando el personaje ya está en la pantalla -ModUi/&DontFollowMargin=+ A menos que el héroe esté apagado o dentro del % del borde de la pantalla -ModUi/&DungeonMakerBasicHelp=• Estas configuraciones no requerirán que el jugador tenga este mod instalado +ModUi/&DontFollowMargin=+ A menos que el héroe esté fuera o dentro del % del borde de la pantalla +ModUi/&DungeonMakerBasicHelp=• Estas configuraciones no requerirán que el reproductor tenga este mod instalado ModUi/&DungeonMakerMenu=Creador de mazmorras ModUi/&Effects=Efectos -ModUi/&EmpressGarbAppearance=Apariencia Atuendo de emperatriz +ModUi/&EmpressGarbAppearance=Traje de emperatriz apariencia ModUi/&EnableActionSwitching=Habilitar la barra de cambio de acción [útil cuando se tiene prisa por usar la acción de prisa antes de la acción principal] -ModUi/&EnableAdditionalBackstoryDisplay=Habilite la visualización de antecedentes adicionales en la inspección de antecedentes -ModUi/&EnableAdditionalIconsOnLevelMap=Habilite íconos adicionales para campamentos, salidas y teletransportadores en el mapa de nivel +ModUi/&EnableAdditionalBackstoryDisplay=Habilitar la visualización de antecedentes adicionales en la inspección de antecedentes +ModUi/&EnableAdditionalIconsOnLevelMap=Habilite íconos adicionales para campamentos, salidas y teletransportadores en el mapa de niveles ModUi/&EnableAdditionalItemsInDungeonMaker=+ Agregar nuevos elementos a Dungeon Maker -ModUi/&EnableAlternateHuman=Habilitar el humano alternativo [+1 hazaña / +2 opciones de atributos / +1 habilidad] -ModUi/&EnableAlternateVotingSystem=Habilitar el sistema de votación alternativo [use el modificador de carisma del héroe para determinar el peso de la elección] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Habilitar Inspiración bárdica para activar también comprobaciones de atributos fuera del combate. -ModUi/&EnableBarbarianBrutalStrike=Habilita Bárbaro Golpe brutal y Mejora de golpe brutal en los niveles de clase 9, 13 y 17. -ModUi/&EnableBarbarianFightingStyle=Activa la opción Bárbaro Estilo de lucha en el nivel 2 +ModUi/&EnableAlternateHuman=Habilite el Humano [+1 hazaña / +2 opciones de atributos / +1 habilidad] +ModUi/&EnableAlternateVotingSystem=Habilitar sistema de votación alternativo [peso de elección = votos * modificador de carisma del héroe] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Habilite Bardic Inspiration para activar también comprobaciones de atributos fuera de combate. +ModUi/&EnableBarbarianBrutalStrike=Habilite Bárbaro Golpe brutal y Mejora de golpe brutal en los niveles 9, 13 y 17. +ModUi/&EnableBarbarianFightingStyle=Habilite la opción Bárbaro Estilo de lucha en el nivel 2. ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Habilite la ventaja y desventaja del Bárbaro Ataque imprudente para finalizar al comienzo del siguiente turno. -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permite que Bárbaro recupere un uso de ira durante un breve descanso en el nivel de clase 7. -ModUi/&EnableBetaContent=Habilitar contenido beta [Requiere reiniciar] -ModUi/&EnableCancelEditOnRightMouseClick=Habilite las acciones de cancelación con el botón derecho del mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Activa trucos para activar Magia de Guerra ataque de bonificación extra -ModUi/&EnableCharacterChecker=Habilite el botón Verificador de caracteres en la pantalla principal > Caracteres -ModUi/&EnableCharacterExport=Habilite CTRL-SHIFT-(E) para exportar el carácter -ModUi/&EnableCharactersOnFireToEmitLight=Los personajes en llamas deberían emitir luz [Cubo de luz, Elemental de fuego, Bufón de fuego, Águila pescadora de fuego, Araña de fuego y la familia de personas en llamas] +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Habilita que Bárbaro recupere un uso de ira durante un breve descanso en el nivel 7. +ModUi/&EnableBardHealingBalladOnLongRest=Habilite Bard College of Hope Healing Ballad en descanso prolongado. +ModUi/&EnableBetaContent=Habilitar contenido beta [Requiere reinicio] +ModUi/&EnableCancelEditOnRightMouseClick=Habilitar acciones de cancelación con clic derecho del mouse +ModUi/&EnableCantripsTriggeringOnWarMagic=Habilite trucos para activar Magia de guerra ataque adicional adicional +ModUi/&EnableCharacterChecker=Habilite el botón Comprobador de personajes en la pantalla principal > Personajes +ModUi/&EnableCharacterExport=Habilite CTRL-SHIFT-(E) para exportar el carácter. +ModUi/&EnableCharactersOnFireToEmitLight=Los personajes en llamas deben emitir luz [Cubo de luz, elemental de fuego, bufón de fuego, águila pescadora de fuego, araña de fuego y familia de condiciones en llamas] ModUi/&EnableCheatMenu=Habilitar el menú de trucos ModUi/&EnableCustomPortraits=Habilitar retratos personalizados -ModUi/&EnableCustomPortraitsHelp=• Coloque sus retratos personalizados en las subcarpetas Personal o PreGen<. /b>, llamado así por el nombre del héroe [es decir: Anton, Celia, Nialla, etc.]\n• Utilice imágenes PNG, de 256 x 384 píxeles de tamaño, con una capa de transparencia [use GIMP para obtener mejores resultados] -ModUi/&EnableDungeonMakerModdedContent=Habilite Dungeon Maker Pro\n[incluya habitaciones planas, tamaños de mazmorras de 150 x 150 y 200 x 200 y recursos de mezcla sencillos de todos los entornos] +ModUi/&EnableCustomPortraitsHelp=• Coloque sus retratos personalizados en las subcarpetas Personal o PreGen , que lleva el nombre del nombre del héroe [es decir: Anton, Celia, Nialla, etc.]\n• Utilice PNG imágenes, de 256 x 384 píxeles de tamaño, con una capa de transparencia [use GIMP para obtener mejores resultados] +ModUi/&EnableDungeonMakerModdedContent=Habilite Dungeon Maker Pro\n[incluye salas planas, tamaños de mazmorra de 150 x 150 y 200 x 200 y una combinación sencilla de recursos de todos los entornos] ModUi/&EnableEpicPointsAndArray=Habilite un sistema de compra épico de 35 puntos y una matriz [17,15,13,12,10,8] [Requiere reinicio] -ModUi/&EnableExtendedProficienciesPanelDisplay=Habilitar visualización del panel de competencias extendidas [Disparos arcanos, infusiones, gambitos y versatilidad]\n[rendimiento afectado al personaje inspección. úsalo bajo tu propia responsabilidad] -ModUi/&EnableFeatsAtEvenLevels=Habilitar la selección de dotes en los niveles de clase 2, 10 y 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilitar la selección de dotes en los niveles de clase 6 y 14 -ModUi/&EnableFighterWeaponSpecialization=Habilitar Luchador Especialización en armas en los niveles de clase 8 y 16 [Obtiene +1 para golpear y dañar pero desventaja con cualquier otro tipo de arma] -ModUi/&EnableFlexibleBackgrounds=Habilite fondos flexibles [seleccione competencias de habilidades y herramientas de los fondos] -ModUi/&EnableFlexibleRaces=Habilitar razas flexibles [asignar puntos de puntaje de habilidad en lugar de los valores raciales predeterminados] +ModUi/&EnableExtendedProficienciesPanelDisplay=Habilitar visualización del panel de competencias extendidas [Disparos arcanos, infusiones, maniobras y versatilidades]\n[rendimiento éxito en la inspección del personaje. úsalo bajo tu propia responsabilidad] +ModUi/&EnableFeatsAtEvenLevels=Habilite la selección de dotes en los niveles 2, 10 y 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilitar la selección de dotes en los niveles 6 y 14 +ModUi/&EnableFighterWeaponSpecialization=Habilita Luchador Especialización en armas en los niveles 8 y 16 [obtiene +1 para golpear y dañar, pero está en desventaja con cualquier otra arma tipo] +ModUi/&EnableFlexibleBackgrounds=Habilite fondos flexibles [seleccione habilidades y conocimientos de herramientas de los fondos] +ModUi/&EnableFlexibleRaces=Habilitar razas flexibles [asignar puntos de puntuación de habilidad en lugar de los valores raciales predeterminados] ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permitir que el héroe con mayor competencia realice opciones de diálogo. -ModUi/&EnableHigherGroundRules=Habilitar reglas básicas más altas [+1 para golpear si se ataca desde un terreno más alto] +ModUi/&EnableHigherGroundRules=Habilite reglas básicas más altas [+1 para golpear si ataca desde un terreno más alto] ModUi/&EnableHotkeyDebugOverlay=Habilite CTRL-SHIFT-(D) para mostrar la superposición de depuración -ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar la pantalla HUD -ModUi/&EnableInventoryFilteringAndSorting=Habilitar filtrado y clasificación de inventario -ModUi/&EnableInventoryTaintNonProficientItemsRed=Tiñe de rojo cualquier elemento con el que el héroe no sea competente -ModUi/&EnableInventoryTintKnownRecipesRed=Tinte de rojo las recetas conocidas -ModUi/&EnableInvisibleCrownOfTheMagister=Oculta la Corona del Magister en la IU del juego -ModUi/&EnableLevel20=Habilite el nivel 20 [Requiere reiniciar] -ModUi/&EnableLogDialoguesToConsole=Habilite los diálogos de registro en la consola de juegos durante las secuencias narrativas -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Habilitar el registro de referencias no válidas en campañas personalizadas -ModUi/&EnableMinInOutAttributes=+ Hacer cumplir los requisitos previos mínimos de entrada y salida de las puntuaciones de habilidad -ModUi/&EnableMonkAbundantKi=Activar Monje Abundante Ki en el nivel 2 [obtener Ki adicional igual a la mitad de la bonificación de competencia redondeada] +ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar la visualización del HUD +ModUi/&EnableInventoryFilteringAndSorting=Habilitar el filtrado y la clasificación de inventario +ModUi/&EnableInventoryTaintNonProficientItemsRed=Tiñe de rojo cualquier objeto con el que el héroe no sea competente. +ModUi/&EnableInventoryTintKnownRecipesRed=Teñir de rojo recetas conocidas +ModUi/&EnableInvisibleCrownOfTheMagister=Ocultar la Corona del Magister en la interfaz de usuario del juego +ModUi/&EnableLevel20=Habilitar nivel 20 [Requiere reinicio] +ModUi/&EnableLogDialoguesToConsole=Habilite los diálogos de registro en la consola de juegos durante las secuencias narrativas. +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Habilite el registro de referencias no válidas en campañas personalizadas +ModUi/&EnableMinInOutAttributes=+ Hacer cumplir los requisitos previos mínimos de entrada y salida de puntuaciones de capacidad +ModUi/&EnableMonkAbundantKi=Habilite Monje Abundante Ki en el nivel 2 [obtener Ki adicional equivale a la mitad del bono de competencia redondeado hacia arriba] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Habilite Monje Artes marciales: ataques extra sin armas para que no requiera una acción de ataque antes de su uso. ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Habilite Monje Ráfaga de golpes para que no requiera una acción de ataque antes de su uso. -ModUi/&EnableMonkFightingStyle=Activa la opción Monje Estilo de lucha en el nivel 2 +ModUi/&EnableMonkFightingStyle=Habilita la elección de Monje Estilo de lucha en el nivel 2. ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Habilite Monje Movimiento sin armadura mejorado para moverse a lo largo de superficies verticales sin caerse. -ModUi/&EnableMonkWeaponSpecialization=Activa Monje Especialización en armas en los niveles de clase 2 y 11 [el tipo de arma seleccionado se convierte en un arma de monje para ti] -ModUi/&EnableMulticlass=Habilitar multiclase [Requiere reiniciar] +ModUi/&EnableMonkWeaponSpecialization=Habilita Monje Especialización en armas en los niveles 2 y 11 [el tipo de arma seleccionada se convierte en un arma de monje para ti] +ModUi/&EnableMulticlass=Habilitar multiclase [Requiere reinicio] ModUi/&EnablePcgRandom=Habilite un mejor algoritmo generador aleatorio [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=Activa la característica Ranger Sudario de la Naturaleza en el nivel 10 [como acción adicional, puedes volverte invisible mágicamente hasta el comienzo del siguiente turno. ] -ModUi/&EnableRejoinParty=Activa CTRL-SHIFT-(R) para volver a unirte al grupo en torno al héroe seleccionado o al líder si no se selecciona ninguno [útil con grupos de 5 o 6 ] +ModUi/&EnableRangerNatureShroudAt10=Activa la función Ranger Velo de la Naturaleza en el nivel 10 [como acción adicional, puedes volverte invisible mágicamente hasta el comienzo del siguiente turno. ] +ModUi/&EnableRejoinParty=Habilite CTRL-SHIFT-(R) para volver a unirse al grupo alrededor del héroe seleccionado o del líder si no se selecciona ninguno [útil con grupos de 5 o 6 ] ModUi/&EnableRelearnSpells=Habilitar la selección de trucos o hechizos ya aprendidos de otras fuentes. -ModUi/&EnableRespec=Habilite la acción RESPEC después del descanso -ModUi/&EnableRogueCunningStrike=Habilita Pícaro Golpe astuto y Golpe engañoso en los niveles de clase 5 y 14 [dejas pasar 1 dado de ataque furtivo para efectos de golpe adicionales] +ModUi/&EnableRespec=Habilite la acción RESPEC después del descanso [no use RESPEC durante una sesión multijugador] +ModUi/&EnableRogueCunningStrike=Habilita Pícaro Golpe astuto y Golpe tortuoso en los niveles 5 y 14 [dejaste renunciar a 1 dados de ataque furtivo para efectos de golpe adicionales] ModUi/&EnableRogueFightingStyle=Habilita la elección de Pícaro Estilo de lucha en el nivel 2. -ModUi/&EnableRogueSteadyAim=Habilita Rogue Steady Aim en el nivel de clase 3 [la acción adicional te da ventaja en tu próxima tirada de ataque en el turno actual si aún no me he movido] -ModUi/&EnableRogueStrSaving=Habilite a Pícaro para que use modificadores de DEX o STR en Astucia/Golpe diabólico, Golpe debilitante/mejorado y Lluvia de espadas. +ModUi/&EnableRogueSteadyAim=Habilita Rogue Steady Aim en el nivel 3 [la acción adicional te da ventaja en tu próxima tirada de ataque en el turno actual si ya lo has hecho. aún no se ha movido] +ModUi/&EnableRogueStrSaving=Habilite a Pícaro para que use modificadores de DEX o STR en Golpe astuto/desviado, Golpe debilitante/mejorado y Lluvia de espadas. ModUi/&EnableSaveByLocation=Habilitar guardar por campañas/ubicaciones ModUi/&EnableSignatureSpellsRelearn=Habilite los hechizos característicos del Mago para que se preparen cada descanso prolongado [en lugar de una vez en el nivel 20] -ModUi/&EnableSortingDungeonMakerAssets=Habilitar la clasificación de activos en el editor de Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Mostrar estadísticas en la información sobre herramientas del héroe [es decir, golpes críticos, fallas críticas, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Además, cada héroe agrega una tirada de D20 al peso para darle un poco de aleatoriedad. -ModUi/&EnableTeleportParty=Habilita CTRL-SHIFT-(T) para teletransportarte al grupo [puedes romper misiones si te teletransportas a un lugar desconocido] -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Habilite los interruptores en el grupo de personajes para configurar su juego predeterminado y grupo de prueba +ModUi/&EnableSorcererMagicalGuidance=Habilita Hechicero guía mágica en el nivel 5. +ModUi/&EnableSortingDungeonMakerAssets=Habilitar la clasificación de recursos en el editor de Dungeon Maker +ModUi/&EnableStatsOnHeroTooltip=Muestra estadísticas en la información sobre herramientas del héroe [es decir: golpes críticos, fallos críticos, etc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Además, cada héroe agrega una tirada D20 al peso para darle un poco de aleatoriedad [peso elegido = votos * modificador de carisma del héroe + tirada D20] +ModUi/&EnableTeleportParty=Activa CTRL-SHIFT-(T) para teletransportar al grupo [podrías interrumpir las misiones si te teletransportas a un lugar desconocido] +ModUi/&EnableTogglesToOverwriteDefaultTestParty=Habilite los cambios en el grupo de personajes para configurar su grupo de prueba y juego predeterminado ModUi/&EnableTooltipDistance=Habilite mostrar la distancia en la información sobre herramientas al pasar el cursor sobre un personaje en combate. -ModUi/&EnableUpcastConjureElementalAndFey=Habilitar upcast de Conjure Elemental y Conjure Fey +ModUi/&EnableUpcastConjureElementalAndFey=Habilitar transmisión ascendente de Conjure Elemental y Conjure Fey ModUi/&EnableVttCamera=Habilite CTRL-SHIFT-(V) para alternar la cámara VTT [haga clic derecho y arrastre para posicionar la cámara, WASD para desplazarse y Re Pág/ Avance de página para hacer zoom] -ModUi/&EnablesAsiAndFeat=Habilite el aumento de puntajes de atributos y la selección de hazañas [en lugar de una opción exclusiva] -ModUi/&EncounterPercentageChance=Establecer porcentajes de probabilidad de encuentros aleatorios +ModUi/&EnablesAsiAndFeat=Habilite el aumento de puntuaciones de atributos y la selección de dotes [en lugar de una elección exclusiva] +ModUi/&EncounterPercentageChance=Establecer porcentaje de posibilidades de encuentros aleatorios ModUi/&Encounters=Encuentros ModUi/&EnemiesAlwaysRollInitiative=+ Los enemigos siempre tiran iniciativa en lugar de un valor forzado [es decir: Sorak Assassin] ModUi/&ExpandAll=Expandir todo -ModUi/&FactionHelp=Cargar un juego de campaña oficial para modificar las relaciones entre facciones... +ModUi/&FactionHelp=Carga un juego de campaña oficial para modificar las relaciones entre facciones... ModUi/&FactionRelations=Facciones: ModUi/&FasterTimeModifier=Modificador de tiempo de juego al presionar la barra espaciadora -ModUi/&FeatGroups=Grupos de características -ModUi/&FeatGroupsHelp=• Cada grupo es una consolidación de hazañas similares [es decir, credos, estilos de lucha, metamagia, etc.]\n• Las dotes en estos grupos ya no serán visibles directamente en la etapa de selección de competencia\n• El grupo, cuando se selecciona, los ofrece en una lista desplegable para despejar la pantalla del juego. +ModUi/&FeatGroups=Grupos de funciones +ModUi/&FeatGroupsHelp=• Cada grupo es una consolidación de dotes [es decir: credos, estilos de lucha, metamagia, etc.] similares{99 }• Las dotes de estos grupos ya no serán visibles directamente en la etapa de selección de competencia.\n• El grupo, cuando se selecciona, las ofrece en una lista desplegable para ordenar la pantalla del juego. ModUi/&Feats=Dotes ModUi/&FightingStyles=Estilos de lucha -ModUi/&FixAsianLanguagesTextWrap=Corrige el ajuste de texto de la interfaz de usuario del juego de los idiomas asiáticos [Requiere reinicio] -ModUi/&FixEldritchBlastRange=Cambia el rango de Explosión sobrenatural a 24 [en lugar de 16] -ModUi/&FixRingOfRegenerationHealRate=Establece la tasa de curación del Anillo de regeneración en 1 hp cada 3 minutos. +ModUi/&FixAsianLanguagesTextWrap=Se corrigió el ajuste de texto de la interfaz de usuario del juego en idiomas asiáticos [Requiere reinicio] +ModUi/&FixEldritchBlastRange=Utilice el rango oficial de 24 celdas con Eldritch Blast [en lugar de 12] +ModUi/&FixRingOfRegenerationHealRate=Establece la tasa de curación del Anillo de regeneración en 1 HP cada 3 minutos. ModUi/&FlightSuspendWingedBoots=+ Usar las reglas oficiales de Winged Boots [la duración restante no se cuenta cuando se suspende el vuelo] ModUi/&Formation=Formación: ModUi/&FormationError=No puedes cambiar tu formación durante una partida multijugador... -ModUi/&FormationHelp1=• Use los botones numéricos para editar un conjunto determinado [considere habilitar las teclas de acceso rápido en la entrada] -ModUi/&FormationHelp2=• @ representan las posiciones relativas de los héroes -ModUi/&FormationHelp3=• Haga clic en cualquiera de los 2 botones para intercambiar sus posiciones -ModUi/&FormationHotkey=Activa CTRL-SHIFT-(1..5) para intercambiar conjuntos de formación en el juego +ModUi/&FormationHelp1=• Utilice los botones numéricos para editar un conjunto determinado [considere habilitar teclas de acceso rápido en entrada] +ModUi/&FormationHelp2=• @ representa posiciones relativas de héroe +ModUi/&FormationHelp3=• Haga clic en 2 botones cualesquiera para intercambiar sus posiciones +ModUi/&FormationHotkey=Habilita CTRL-SHIFT-(1..5) para intercambiar conjuntos de formaciones en el juego. ModUi/&FormationResetAllSets=Resetear todo ModUi/&FormationResetThisSet=Restablecer esto ModUi/&FormationSelected=Conjunto de formación {0} seleccionado -ModUi/&FullyControlConjurations=Controla por completo las conjuraciones [animales, elementales, etc.] +ModUi/&FullyControlConjurations=Controla completamente los conjuros [animales, elementales, etc] ModUi/&GameUi=Interfaz de usuario del juego ModUi/&Gameplay=Como se Juega ModUi/&General=General: ModUi/&GeneralMenu=General -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Otorga la especialización en armas de cimitarra a bardos y pícaros +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Otorga especialización en armas en cimitarra a bardos y pícaros. ModUi/&GridSelectedColor=Cambiar el movimiento color de la cuadrícula -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Oculte las salidas y los efectos visuales de los teletransportadores si aún no los ha descubierto. -ModUi/&HideMonsterHitPoints=Muestra la salud de los monstruos en pasos de 25 %/50 %/75 %/100 % en lugar de puntos de vida exactos +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar salidas y efectos visuales de teletransportadores si aún no se han descubierto +ModUi/&HideMonsterHitPoints=Muestra la salud de los monstruos en pasos de 25% / 50% / 75% / 100% en lugar de puntos de vida exactos. ModUi/&HighContrastTargetingAoeColor=Cambiar criaturas AoE resaltar seleccionar color ModUi/&HighContrastTargetingSingleColor=Cambiar criaturas individuales resaltar seleccionar color ModUi/&House=Casa: -ModUi/&IdentifyAfterRest=Añade un poder para identificar objetos mágicos durante un descanso corto o largo -ModUi/&IgnoreHandXbowFreeHandRequirements=No requiere mano libre para usar Ballestas de mano +ModUi/&IdentifyAfterRest=Añade un poder para identificar objetos mágicos durante un descanso corto o largo. +ModUi/&IgnoreHandXbowFreeHandRequirements=No necesitas tener la mano libre para usar Ballestas de mano ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Los hechizos de ilusión fallan automáticamente contra objetivos con TrueSight dentro del alcance. -ModUi/&ImproveLevelUpFeaturesSelection=Mejorar la selección de funciones para subir de nivel [Requiere reiniciar]\n[impacta Guardabosques Enemigo preferido y afinidad de terreno, Druida Bestia afín, Bárbaro Camino de los Elementos y opciones de subclases Draconic] -ModUi/&IncreaseGameTimeBy=Aumenta el tiempo de juego en -ModUi/&IncreaseMaxAttunedItems=Aumente el máximo de elementos sintonizados a 4 en el nivel 10 y 5 en el nivel 18 +ModUi/&ImproveLevelUpFeaturesSelection=Mejorar la selección de funciones para subir de nivel [Requiere reinicio]\n[impactos Ranger Enemigo preferido y afinidad de terreno, Druida Bestia afín, Bárbaro Camino de los Elementos y subclases Opciones dracónicas] +ModUi/&IncreaseGameTimeBy=Aumentar el tiempo de juego en +ModUi/&IncreaseMaxAttunedItems=Aumentar el máximo de elementos sintonizados a 4 en el nivel 10 y a 5 en el nivel 18. ModUi/&InitialChoices=Creación: ModUi/&Input=Entrada: ModUi/&Interface=Interfaz @@ -210,32 +213,32 @@ ModUi/&InventoryAndItems=Inventario y artículos: ModUi/&InvertAltBehaviorOnTooltips=Invertir el comportamiento de la tecla ALT en la información sobre herramientas ModUi/&Invocations=Invocaciones ModUi/&ItemInDm=Artículos en DM -ModUi/&Items=Objetos: -ModUi/&ItemsCraftingMerchants=Fabricación, artículos y comerciantes +ModUi/&Items=Artículos: +ModUi/&ItemsCraftingMerchants=Artesanía, artículos y comerciantes ModUi/&ItemsHelp1=Abre la pantalla de inspección de personajes para agregar elementos a los héroes... -ModUi/&ItemsHelp2=Presiona + para agregar artículos al contenedor de tierra +ModUi/&ItemsHelp2=Presione + para agregar elementos al contenedor terrestre ModUi/&KeepInvisibilityWhenUsingItems=Habilitar el uso de elementos sin romper la Invisibilidad ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Actualiza el sigilo del héroe después del ataque si se percibe en la ronda sorpresa [solo el primer héroe] ModUi/&MakeAllMagicStaveArcaneFoci=Haz que todos los bastones mágicos sean focos arcanos [excepto el Bastón de curación que es universal] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ También marque la ubicación de los teletransportadores invisibles en el mapa de nivel después del descubrimiento +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ También marca la ubicación de los teletransportadores invisibles en el mapa de niveles después del descubrimiento ModUi/&MaxAllowedClasses=Clases máximas permitidas ModUi/&Merchants=Comerciantes: ModUi/&Metamagic=Metamagia ModUi/&Monsters=Monstruos: ModUi/&MovementGridWidthModifier=Multiplica el ancho de la cuadrícula de movimiento por [%] -ModUi/&MulticlassKeyHelp=MAYÚS al hacer clic en un hechizo se invierte el tipo de espacio de repertorio predeterminado consumido\n[Brujo gasta espacios de hechizo blancos y otros gastan verdes de pacto] -ModUi/&MultiplyTheExperienceGainedBy=Multiplica la experiencia ganada por [%] -ModUi/&NoExperienceOnLevelUp=No se requiere experiencia para subir de nivel -ModUi/&OfferAdditionalLoreFriendlyNames=Ofrezca nombres amigables adicionales en la creación de personajes -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar ventaja/desventaja pares ciegos y percibidos [útil junto con las reglas oficiales de ventaja/desventaja]< /color> +ModUi/&MulticlassKeyHelp=SHIFT hace clic en un hechizo para invertir el tipo de espacio de repertorio predeterminado consumido\n[Brujo gasta espacios de hechizo blancos y otros gastan los verdes de pacto] +ModUi/&MultiplyTheExperienceGainedBy=Multiplica la experiencia obtenida por [%] +ModUi/&NoExperienceOnLevelUp=No se requiere experiencia para subir de nivel. +ModUi/&OfferAdditionalLoreFriendlyNames=Ofrecer nombres adicionales amigables con la historia en la creación de personajes. +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar ventaja/desventaja pares cegados, invisibles y percibidos [útil junto con la ventaja/desventaja oficial reglas] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia las áreas muy oscurecidas para que sean bloqueadores de proyectiles [Cloud Kill, Nube de niebla , Nube incendiaria, Tormenta de pétalos, Tormenta de aguanieve, Nube apestosa] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Las criaturas invisibles están muy oscurecidas y pueden ser objetivos, las tiradas de ataque contra la criatura tienen desventaja y las tiradas de ataque de la criatura tienen ventaja -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia las áreas oscurecidas mágicamente para que sean bloqueadores de proyectiles [cualquier fuente del efecto de hechizo Oscuridad]>i> +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia las áreas oscurecidas mágicamente para que sean bloqueadores de proyectiles [cualquier fuente del efecto de hechizo Oscuridad] ModUi/&OfficialObscurementRulesTweakMonsters=+ Añade Darkvision, BlindSight y TrueSight a monstruos y NPC cuando sea apropiado.\n [colecciones de configuración MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar solo las criaturas más poderosas en la lista de conjuros +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar solo las criaturas más poderosas en la lista de conjuración ModUi/&OutlineGridWidthModifier=Multiplica el ancho de la cuadrícula del contorno por [%] ModUi/&OutlineGridWidthSpeed=Multiplica la velocidad de animación de la cuadrícula del contorno por [%] -ModUi/&OverrideMinMaxLevel=Anule los niveles mínimos y máximos requeridos al comenzar nuevas aventuras +ModUi/&OverrideMinMaxLevel=Anula los niveles mínimo y máximo requeridos al iniciar nuevas aventuras ModUi/&OverridePartySize=Anular el tamaño del grupo ModUi/&Patches=Parches: ModUi/&PortraitsOpenFolder=Abrir carpeta de retratos @@ -243,81 +246,81 @@ ModUi/&PrimedItems=Artículos imprimados ModUi/&Progression=Progresión: ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Habilite Sensibilidad a la luz en Darkelf, Dark Kobold y Grey Dwarf. color> para activarse solo en exteriores\n[las áreas interiores en ubicaciones exteriores a las que se puede acceder sin una pantalla de carga se consideran exteriores según el motor del juego] ModUi/&Races=Carreras -ModUi/&RecipeCost=Coste de la receta +ModUi/&RecipeCost=Costo de la receta ModUi/&RecipesInDm=Recetas en DM ModUi/&RelicForgeries=Falsificaciones de reliquias -ModUi/&RemoveAttunementRequirements=Eliminar los requisitos de sintonización [Requiere reiniciar] +ModUi/&RemoveAttunementRequirements=Eliminar los requisitos de sintonía [Requiere reinicio] ModUi/&RemoveBugVisualModels=Reemplace los modelos con forma de araña con imágenes alternativas en el juego [Requiere reinicio] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Eliminar filtro humanoide en Risas espantosas -ModUi/&RemoveRecurringEffectOnEntangle=Solo aplica el efecto Enredar en el momento del lanzamiento y también fuerza una prueba de fuerza para liberarte de las enredaderas +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Elimina el filtro humanoide en Risa horrible +ModUi/&RemoveRecurringEffectOnEntangle=Solo aplica el efecto Enredar en el momento del lanzamiento y también fuerza una prueba de fuerza para liberarte de las enredaderas. ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Eliminar las restricciones escolares de Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Eliminar las restricciones escolares de Spellblade -ModUi/&RestockAntiquarians=Reponer anticuarios [Halman Summer] -ModUi/&RestockArcaneum=Reponer Arcaneum [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=Reponer Círculo de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Anule los valores predeterminados para forzar que todas las existencias del comerciante se reabastezcan con el tiempo [excluyendo manuales y tomos]\n• Tenga en cuenta que algunos artículos pueden tardar hasta 7 días de juego en reabastecerse -ModUi/&RestockTowerOfKnowledge=Reponer Torre del Conocimiento [Maddy Greenisle] -ModUi/&Rollback=Restaurar +ModUi/&RestockAntiquarians=Reabastecer a los anticuarios [Halman Summer] +ModUi/&RestockArcaneum=Reabastecer Arcaneum [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Reabastecer el círculo de Danantar [Joriel Foxeye] +ModUi/&RestockHelp=• Anular los valores predeterminados para obligar a que todas las existencias del comerciante se repongan con el tiempo [excluyendo manuales y tomos]\n• Tenga en cuenta que algunos artículos pueden tardar hasta 7 días de juego reponer +ModUi/&RestockTowerOfKnowledge=Reabastecer la Torre del Conocimiento [Maddy Greenisle] +ModUi/&Rollback=Revertir ModUi/&Rules=Normas ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Escale los precios de los comerciantes correctamente/exactamente [no más errores de redondeo al convertir valores de monedas] +ModUi/&ScaleMerchantPricesCorrectly=Escale los precios comerciales correctamente/exactamente [no más errores de redondeo al convertir valores de monedas] ModUi/&SelectAll=Seleccionar todo -ModUi/&SelectDisplayed=Seleccione Mostrado +ModUi/&SelectDisplayed=Seleccionar Mostrado ModUi/&SelectSuggested=Seleccione Sugerido ModUi/&SelectTabletop=Seleccionar tablero ModUi/&SenseNormalVisionRangeMultiplier=Modificar el rango de Visión normal [solo en batallas] ModUi/&Services=Servicios -ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturón de raza enana posibilidades de aparición de barba +ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturón de los enanos Probabilidades de aparición de barba ModUi/&SettingsExport=Exportar -ModUi/&SettingsHelp=• Como anfitrión, puede exportar su configuración actual, abrir la carpeta de exportaciones y compartirla fácilmente con sus pares\n• Como invitado, puede abrir la carpeta de exportaciones, pegar el archivo compartido desde el host y cargarlo [Requiere reinicio] +ModUi/&SettingsHelp=• Como anfitrión, puedes exportar tu configuración actual, abrir la carpeta de exportaciones y compartirla fácilmente con tus compañeros.\n• Como invitado, puedes abrir la carpeta de exportaciones, pegar el archivo compartido desde el anfitrión y cargarlo <. i>[Requiere reinicio] ModUi/&SettingsLoad=• Cargar una configuración exportada -ModUi/&SettingsOpenFolder=Abra la carpeta de configuración exportada +ModUi/&SettingsOpenFolder=Abrir la carpeta de configuración exportada ModUi/&SettingsRefresh=Actualizar ModUi/&SettingsRemove=Eliminar -ModUi/&ShowButtonWithControlledMonsterInfo=[BETA] Mostrar botón que abre información sobre monstruos controlados [druidas salvajes, invocaciones, seguidores NPC, etc. ] -ModUi/&ShowChannelDivinityOnPortrait=Muestra cuántos usos de Channel Divinity tiene un héroe en su retrato, similar a los puntos de hechicería -ModUi/&ShowCraftedItemOnRecipeIcon=Muestra el icono del artículo elaborado cerca del artículo de la receta en la tienda y el inventario [Al pasar el cursor sobre él, se mostrará información sobre herramientas para el artículo elaborado] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receta de elaboración en información detallada sobre herramientas +ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botón que abre información sobre el monstruo controlado [druidas de forma salvaje, invocaciones, seguidores de NPC, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Muestra cuántos usos de Channel Divinity tiene un héroe en su retrato, similar a los puntos de hechicería. +ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar el icono del artículo elaborado cerca del artículo de receta en la tienda y el inventario [Al pasar el cursor sobre él se mostrará información sobre herramientas para el artículo elaborado] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receta de elaboración en información sobre herramientas detallada ModUi/&ShowDescriptions=Mostrar descripciones ModUi/&SpellLevelFilter=filtro de nivel de hechizo [-1 muestra todo] ModUi/&SpellsMenu=Hechizos ModUi/&StealthBreaksWhenAttackHits=Habilite la pérdida de sigilo cuando se produzca un ataque con arma o hechizo. ModUi/&StealthBreaksWhenAttackMisses=Habilitar la pérdida de sigilo cuando falla el ataque con arma o hechizo. -ModUi/&StealthBreaksWhenCastingMaterial=Habilite la pérdida de sigilo al lanzar material [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] -ModUi/&StealthBreaksWhenCastingSomatic=Habilite la pérdida de sigilo al lanzar somático [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] -ModUi/&StealthBreaksWhenCastingVerbose=Habilite la pérdida de sigilo al lanzar [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] -ModUi/&StealthDoesNotBreakWithSubtle=Habilite el sigilo sin romperse si Metamágica sutil y no hay ningún componente material. -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Almacene la tienda de Gorim con toda la ropa no mágica [Requiere reiniciar] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Almacene la tienda de Gorim con todos los instrumentos musicales no mágicos [Requiere reinicio] -ModUi/&StockHugoStoreWithAdditionalFoci=Almacene la tienda de Hugo con Bastón arcano, Cuello de druida, Bastón y Club establecer como elementos de enfoque +ModUi/&StealthBreaksWhenCastingMaterial=Habilite la pérdida de sigilo al lanzar material [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] +ModUi/&StealthBreaksWhenCastingSomatic=Habilite la pérdida de sigilo al lanzar somático [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] +ModUi/&StealthBreaksWhenCastingVerbose=Habilite la pérdida de sigilo al lanzar verbal [cualquier hechizo que no sea de ataque con objetivo TODOS o ENEMIGO] +ModUi/&StealthDoesNotBreakWithSubtle=Habilite el sigilo sin rodar si Metamágica sutil y no hay ningún componente de material +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Almacene la tienda de Gorim con toda la ropa no mágica [Requiere reinicio] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Abastece la tienda de Gorim con todos los instrumentos musicales no mágicos [Requiere reinicio] +ModUi/&StockHugoStoreWithAdditionalFoci=Abastece la tienda de Hugo con Bastón Arcano, Cuello de Druida, Bastón y Club establecer como elementos de foco ModUi/&Subclasses=Subclases ModUi/&Subraces=Subrazas -ModUi/&SwapCraftedItemAndRecipeIcons=+ Intercambia íconos de recetas y artículos creados en la tienda +ModUi/&SwapCraftedItemAndRecipeIcons=+ Intercambiar iconos de recetas y artículos elaborados en la tienda ModUi/&TargetLanguage=Lengua de llegada ModUi/&Tools=Herramientas -ModUi/&TotalCraftingTimeModifier=Reducir el tiempo de elaboración -ModUi/&TotalFeatsGrantedFirstLevel=Proezas totales otorgadas en el primer nivel +ModUi/&TotalCraftingTimeModifier=Reducir el tiempo de elaboración en +ModUi/&TotalFeatsGrantedFirstLevel=Total de dotes concedidas en el primer nivel ModUi/&Translate=Traducir ModUi/&TranslateCancel=Cancelar {0} a las {1} ModUi/&Translations=Traducciones ModUi/&UnleashEnemyAsNpc=Permitir que se seleccionen monstruos en dispositivos NPC -ModUi/&UnleashNpcAsEnemy=Desbloquear selección de monstruos +ModUi/&UnleashNpcAsEnemy=Desbloquear la selección de monstruos. ModUi/&UnlockAllNpcFaces=Desbloquear caras de NPC ModUi/&UnlockEyeStyles=Desbloquear estilos de ojos ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Desbloquea colores brillantes para todas las marcas y tatuajes. -ModUi/&UnlockGlowingEyeColors=Agrega colores de ojos brillantes +ModUi/&UnlockGlowingEyeColors=Añade colores de ojos brillantes ModUi/&UnlockMarkAndTattoosForAllCharacters=Desbloquea marcas de origen y tatuajes de Hechicero para todos los personajes. ModUi/&UnlockSkinColors=Desbloquear colores de piel ModUi/&Update=Actualizar -ModUi/&UseElfFaceModelsOnTieflings=Usa modelos de cara Elf en Tieflings -ModUi/&UseHeightOneCylinderEffect=Usa un efecto de cilindro de altura 1 al lanzar Tentáculos negros, Enredar, Grasa [cuadrado] o Crecimiento de picos [redondo] -ModUi/&UseMathFlankingRules=+ Use matemáticas precisas para determinar el flanqueo [puede tener un impacto en el rendimiento en máquinas lentas] -ModUi/&UseOfficialAdvantageDisadvantageRules=Usa las reglas oficiales de ventaja/desventaja [si las circunstancias hacen que una tirada tenga ambas, se considera que no tienes ninguna de ellas] -ModUi/&UseOfficialFlankingRules=Usa las reglas oficiales de flanqueo [un atacante tiene ventaja si un aliado está en el lado opuesto del objetivo] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ También habilitado para ataques a distancia [desactiva las matemáticas precisas] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ También habilitado para ataques de alcance [desactiva las matemáticas precisas] +ModUi/&UseElfFaceModelsOnTieflings=Utilice modelos de cara de Elfo en Teflings +ModUi/&UseHeightOneCylinderEffect=Utilice un efecto de cilindro de altura 1 al lanzar Tentáculos negros, Enredar, Grasa [cuadrado] o Crecimiento máximo [ronda] +ModUi/&UseMathFlankingRules=+ Utilice matemáticas precisas para determinar el flanqueo [puede tener un impacto en el rendimiento en máquinas lentas] +ModUi/&UseOfficialAdvantageDisadvantageRules=Utilice las reglas oficiales de ventaja/desventaja [si las circunstancias hacen que una tirada tenga ambas, se considera que no tiene ninguna de ellas] +ModUi/&UseOfficialFlankingRules=Utilice las reglas oficiales de flanqueo [un atacante tiene ventaja si un aliado está en el lado opuesto del objetivo] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ También habilitar para ataques a distancia [deshabilitar matemáticas precisas] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Habilitar también para ataques de alcance [deshabilitar matemáticas precisas] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ En lugar de ventaja otorga +1 a la tirada de ataque -ModUi/&UseOfficialFoodRationsWeight=Utilice ración de alimentos con un peso oficial de 2 libras +ModUi/&UseOfficialFoodRationsWeight=Utilice una ración de alimentos oficial de 2 libras ModUi/&UseOfficialObscurementRules=Utilice las reglas de combate oficiales de iluminación, oscurecimiento y visión\n[el atacante que percibe al defensor que no puede percibirlo obtiene ADV y el atacante que no percibir al defensor que puede percibirlo obtiene DIS\n las áreas muy oscurecidas infligen una condición de ceguera, donde las tiradas de ataque contra la criatura tienen ADV y las tiradas de ataque de la criatura tienen DIS\n todos los hechizos de distancia dirigidos a individuos no se pueden lanzar si el atacante no tiene vista , excepto aquellos que claramente no indican que se requiere visión] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Usa las reglas oficiales de razas pequeñas cuando empuñas armas pesadas [tus ataques tienen desventaja] -ModUi/&Visuals=Imágenes: [Requiere reiniciar] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Usa las reglas oficiales de razas pequeñas cuando empuñas armas pesadas [tus ataques tienen desventaja] +ModUi/&Visuals=Imágenes visuales: [Requiere reinicio] diff --git a/SolastaUnfinishedBusiness/Translations/es/Spells/Spells01-es.txt b/SolastaUnfinishedBusiness/Translations/es/Spells/Spells01-es.txt index 6c07114037..480c5118d9 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Spells/Spells01-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Spells/Spells01-es.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Una corriente de ácido emana de ti en una línea de Spell/&VileBrewTitle=Brebaje cáustico de Tasha Spell/&VoidGraspDescription=Invocas el poder de fuerzas malévolas. Zarcillos de energía oscura brotan de ti y golpean a todas las criaturas a 10 pies de ti. Cada criatura en esa área debe realizar una tirada de salvación de Fuerza. Si falla la salvación, el objetivo sufre 2d6 daños necróticos y no puede reaccionar hasta el comienzo de tu siguiente turno. Con una salvación exitosa, la criatura sufre la mitad del daño, pero no sufre ningún otro efecto. Cuando lanzas este hechizo usando un espacio de hechizo de 2º nivel o superior, el daño aumenta en 1d6 por cada nivel de espacio por encima del 1º. Spell/&VoidGraspTitle=Armas de Hadar -Spell/&WitchBoltDescription=Un rayo de energía azul crepitante se lanza hacia una criatura dentro del alcance, formando un arco sostenido de relámpago entre tú y el objetivo. Realiza un ataque con hechizo a distancia contra esa criatura. Con un golpe, el objetivo recibe 1d12 de daño por rayo, y en cada uno de tus turnos mientras dure, puedes usar tu acción para infligir 1d12 de daño por rayo al objetivo automáticamente. El hechizo termina si usas tu acción para hacer cualquier otra cosa. Cuando lanzas este hechizo usando un espacio de hechizo de 2.º nivel o superior, el daño inicial aumenta en 1d12 por cada nivel de espacio por encima del 1.º. +Spell/&WitchBoltDescription=Un rayo de energía azul crepitante se lanza hacia una criatura dentro del alcance, formando un arco sostenido de relámpago entre tú y el objetivo. Realiza un ataque con hechizo a distancia contra esa criatura. Con un golpe, el objetivo recibe 1d12 de daño por rayo, y en cada uno de tus turnos mientras dure, puedes usar tu acción para infligir 1d12 de daño por rayo al objetivo automáticamente. El hechizo termina si usas tu acción para hacer cualquier otra cosa. El hechizo también termina si el objetivo está alguna vez fuera del alcance del hechizo. Cuando lanzas este hechizo usando un espacio de hechizo de 2.º nivel o superior, el daño inicial aumenta en 1d12 por cada nivel de espacio por encima del 1.º. Spell/&WitchBoltTitle=Descarga de bruja Spell/&WrathfulSmiteDescription=Tu próximo golpe causa 1d6 de daño psíquico adicional. Si el objetivo falla la salvación de WIS, su mente explota de dolor y se asusta. Spell/&WrathfulSmiteTitle=Golpe iracundo diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheAncientForest-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheAncientForest-es.txt index 4551ede4e0..731b42b25b 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheAncientForest-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CircleOfTheAncientForest-es.txt @@ -28,7 +28,7 @@ Feature/&PowerAncientForestRegrowthDescription=Tienes una reserva de poder curat Feature/&PowerAncientForestRegrowthTitle=Recrecimiento Feature/&PowerAncientForestRootedDescription=Zarcillos arbóreos crecen desde tus pies y se clavan en el suelo. Tu velocidad se vuelve 0 y obtienes ventaja en cualquier tirada de salvación para empujarte, tirar de ti o derribarte. Puedes lanzar enredar a voluntad. Feature/&PowerAncientForestRootedTitle=Arraigado -Feature/&PowerPoolAncientForestHerbalBrewDescription=Puedes crear brebajes a base de hierbas, cada uno de los cuales dura hasta el siguiente descanso prolongado. Creas un total de cervezas igual a tu bonificación de competencia. Para cada brebaje, elige uno de los siguientes efectos:\nBrebaje fortificante: otorga resistencia a diferentes tipos de daño durante 1 hora.\nBrebaje acelerante: proporciona 2d4 puntos de vida.\nBrebaje toxificante: actúa como veneno que se puede aplicar a un arma y dura 1 minuto. Si el golpe impacta, el objetivo sufre 1d4 de daño por veneno con cada golpe. +Feature/&PowerPoolAncientForestHerbalBrewDescription=Puedes crear brebajes a base de hierbas, cada uno de los cuales dura hasta el siguiente descanso prolongado. Creas un total de cervezas igual a tu bonificación de competencia. Para cada brebaje, elige uno de los siguientes efectos:\nBrebaje fortificante: otorga resistencia a diferentes tipos de daño durante 1 hora.\nBrebaje acelerante: proporciona 2d4 puntos de vida.\nBrebaje toxificante: actúa como veneno que se puede aplicar a un arma y dura 1 minuto. Si el golpe impacta, el objetivo sufre 1d4 de daño por veneno con cada golpe. Feature/&PowerPoolAncientForestHerbalBrewTitle=Elaboración de cerveza a base de hierbas Feature/&PowerPoolAncientForestWallOfThornsDescription=Puedes lanzar Wall of Thorns un número de veces igual a tu modificador de Sabiduría. Se recarga en descansos prolongados. Feature/&PowerPoolAncientForestWallOfThornsTitle=Muro de espinas diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfAudacity-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfAudacity-es.txt index e049fcc71a..a0cd333fa9 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfAudacity-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/CollegeOfAudacity-es.txt @@ -4,7 +4,7 @@ Action/&MasterfulWhirlToggleDescription=Activar/desactivar Masterful Whirl Action/&MasterfulWhirlToggleTitle=Giro magistral Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=Gire hacia AC. Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=Giro defensivo -Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Siempre que realizas la acción de Ataque en tu turno, tu velocidad al caminar aumenta en 10 pies hasta el final del turno, y si un ataque con arma cuerpo a cuerpo que realizas como parte de esta acción golpea a una criatura, puedes gastar un uso de tu Bárdico. Inspiración para hacer que el arma cause daño adicional al objetivo al que golpeas. El daño es igual al número que tiras en el dado de Inspiración Bárdica. También eliges una maniobra concreta:\n• Remolino defensivo: añades la tirada de Inspiración bárdica a tu CA hasta el comienzo de tu siguiente turno.\n• Remolino cortante: Infliges daño adicional a todas las demás criaturas enemigas que se encuentren a 5 pies de ti.\n• Mobile Whirl: Obtienes los beneficios de desconectarte hasta el final de tu turno. +Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Siempre que realizas la acción de Ataque en tu turno, tu velocidad al caminar aumenta en 10 pies hasta el final del turno, y si un ataque con arma cuerpo a cuerpo que realizas como parte de esta acción golpea a una criatura, puedes gastar un uso de tu Bárdico. Inspiración para hacer que el arma cause daño adicional al objetivo al que golpeas. El daño es igual al número que tiras en el dado de Inspiración Bárdica. También eliges una maniobra concreta:\n• Remolino defensivo: añades la tirada de Inspiración bárdica a tu CA hasta el comienzo de tu siguiente turno.\n• Remolino cortante: Infliges daño adicional a todas las demás criaturas enemigas que se encuentren a 5 pies de ti.\n• Mobile Whirl: Obtienes los beneficios de desconectarte hasta el final de tu turno. Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=Giro audaz Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=Obtienes competencia con la armadura media y la cimitarra. También puedes usar tu arma como foco de lanzamiento de hechizos para tus hechizos de bardo. Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=Competencias adicionales diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt index 0729de6b2b..3492775d3c 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheElements-es.txt @@ -8,7 +8,7 @@ Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=Mientras es Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=Conducto de tormenta de nieve Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=Mientras estás furioso, cada vez que una criatura enemiga te golpea con un ataque, puedes usar tu reacción para obligar a esa criatura a realizar una tirada de salvación de Destreza. Si falla la salvación, la criatura sufre un daño de fuego igual a tu nivel de bárbaro. Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=Conducto de incendios forestales -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partir del nivel 6, tu devoción a la calamidad elemental elegida en el nivel 3 te proporciona a ti y a tus aliados resistencia a ese tipo de daño.\n• Tormenta: mientras estás furioso, tú y todos tus aliados a 10 pies de ti obtienes resistencia a los rayos.\n• Ventisca: mientras estás furioso, tú y todos los aliados a 10 pies de ti obtienen resistencia al frío.\n• Fuego salvaje: Mientras estás furioso, tú y todos los aliados a 10 pies de ti obtienen resistencia al fuego. +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partir del nivel 6, tu devoción a la calamidad elemental elegida en el nivel 3 te proporciona a ti y a tus aliados resistencia a ese tipo de daño.\n• Tormenta: mientras estás furioso, tú y todos tus aliados a 10 pies de ti obtienes resistencia a los rayos.\n• Ventisca: mientras estás furioso, tú y todos los aliados a 10 pies de ti obtienen resistencia al frío.\n• Fuego salvaje: Mientras estás furioso, tú y todos los aliados a 10 pies de ti obtienen resistencia al fuego. Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=Bendición elemental Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=A partir del nivel 10, obtienes poderes adicionales dependiendo de la calamidad elemental elegida en el nivel 3.\n• Tormenta: {0}\n• Ventisca: {1}\n• Incendio forestal: {2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Explosión elemental diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt index 61dad50443..ad621f6c61 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PathOfTheRavager-es.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Una vez durante tu turno, si usas tu ataque imprudente mientras estás furioso, el primer ataque con arma basado en la fuerza que golpees a un enemigo inflige 2d6 daños adicionales al mismo tipo que tu arma. Este daño aumenta a 3d6 en el nivel 9 y a 4d6 en el nivel 16. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesí -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Siempre que empieces a enfurecerte como acción gratuita, y mientras te enfureces en turnos posteriores como acción adicional, puedes infundir terror en los demás con tu presencia intimidante. Cada criatura enemiga a menos de 30 pies de ti debe realizar una tirada de salvación de Sabiduría (CD igual a 8 + tu bonificación de competencia + tu modificador de Fuerza). Si falla la salvación, la criatura tiene la condición Asustada durante 1 minuto. Al final de cada uno de los turnos de la criatura Asustada, la criatura repite la tirada de salvación, finalizando el efecto sobre sí misma si tiene éxito. Una vez que uses esta función, no podrás volver a usarla hasta que termines un descanso prolongado. Si se te acabaron los usos de esta función, puedes gastar un uso de tu Rage para usarla nuevamente. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Siempre que empieces a enfurecerte, y mientras lo haces en los turnos siguientes como acción adicional, puedes infundir terror en los demás con tu presencia intimidante. Cada criatura enemiga a menos de 30 pies de ti debe realizar una tirada de salvación de Sabiduría (CD igual a 8 + tu bonificación de competencia + tu modificador de Fuerza). Si falla la salvación, la criatura tiene la condición Asustada durante 1 minuto. Al final de cada uno de los turnos de la criatura Asustada, la criatura repite la tirada de salvación, finalizando el efecto sobre sí misma si tiene éxito. Una vez que uses esta función, no podrás volver a usarla hasta que termines un descanso prolongado. Si se te acabaron los usos de esta función, puedes gastar un uso de tu Rage para usarla nuevamente. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presencia intimidante Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Mientras estás furioso, puedes usar tu acción adicional para aterrorizar a los demás con tu presencia intimidante. Cada criatura enemiga a menos de 30 pies de ti debe realizar una tirada de salvación de Sabiduría (CD igual a 8 + tu bonificación de competencia + tu modificador de Fuerza). Si falla la salvación, la criatura tiene la condición Asustada durante 1 minuto. Al final de cada uno de los turnos de la criatura Asustada, la criatura repite la tirada de salvación, finalizando el efecto sobre sí misma si tiene éxito. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presencia intimidante diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/RangerFeyWanderer-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/RangerFeyWanderer-es.txt new file mode 100644 index 0000000000..ca9f2cc493 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/RangerFeyWanderer-es.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Puedes aumentar los golpes de tus armas con magia que marca la mente, extraída de los sombríos huecos de Feywild. Cuando golpeas a una criatura con un arma, puedes infligir 1d4 de daño psíquico adicional al objetivo, que puede recibir este daño adicional solo una vez por turno. El daño adicional aumenta a 1d6 cuando alcanzas el nivel 11 en esta clase. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Huelgas terribles +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Obtienes hechizos adicionales que para ti se consideran hechizos de Ranger, siempre están preparados y no cuentan para el número de hechizos de Ranger que conoces:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Magia del vagabundo fey +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Tus cualidades feéricas te dan un encanto sobrenatural. Como resultado, realizas pruebas de Carisma con ventaja. Además, adquieres competencia en una de las siguientes habilidades de tu elección: Engaño, Actuación o Persuasión. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Glamour de otro mundo +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Puedes usar tu reacción para obligar a la fuente a realizar una tirada de salvación de Sabiduría contra la CD de salvación de tu hechizo. Si el guardado falla, la fuente quedará encantada durante 1 minuto. La fuente puede repetir la tirada de salvación al final de cada uno de sus turnos, finalizando el efecto sobre sí misma si tiene éxito. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Encantado +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Tienes ventaja en las tiradas de salvación contra ser encantado o asustado. Además, siempre que tú o una criatura que puedas ver a 120 pies de ti tenga éxito en una tirada de salvación contra estar encantado o asustado, puedes usar tu reacción para forzar a la fuente a realizar una tirada de salvación de Sabiduría contra la CD de salvación de tu hechizo. Si el guardado falla, la fuente quedará encantada o asustada por ti (tú eliges) durante 1 minuto. La fuente puede repetir la tirada de salvación al final de cada uno de sus turnos, finalizando el efecto sobre sí misma si tiene éxito. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Puedes usar tu reacción para obligar a la fuente a realizar una tirada de salvación de Sabiduría contra la CD de salvación de tu hechizo. Si el guardado falla, la fuente quedará asustada durante 1 minuto. La fuente puede repetir la tirada de salvación al final de cada uno de sus turnos, finalizando el efecto sobre sí misma si tiene éxito. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Atemorizado +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Giro seductor +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Una vez por descanso prolongado, puedes usar tu acción para lanzar el hechizo Conjure Fey. Lanzar el hechizo de esta manera no requiere componentes ni concentración y la duración del hechizo es de un minuto. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Refuerzos Fey +Feature/&PowerRangerFeyWandererMistyWandererDescription=Puedes entrar y salir del Fey Wild para moverte en un abrir y cerrar de ojos: puedes lanzar Misty Step sin gastar un espacio de hechizo. Puedes hacerlo una cantidad de veces igual a tu modificador de Sabiduría (mínimo una vez) y recuperas todos los usos gastados cuando terminas un descanso prolongado. Además, cada vez que lanzas Misty Step, puedes traer una criatura voluntaria que puedas ver a 5 pies de ti. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Vagabundo brumoso +Feedback/&AdditionalDamageDreadfulStrikesFormat=Huelgas terribles +Feedback/&AdditionalDamageDreadfulStrikesLine=¡Dreadful Strikes causa +{2} de daño extra! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Puedes reaccionar para obligar al atacante a realizar una tirada de salvación de Sabiduría contra la CD de salvación de tu hechizo. Si la salvación falla, el atacante quedará encantado o asustado durante 1 minuto. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Encantar o asustar al atacante. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Giro seductor +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Giro seductor +Subclass/&RangerFeyWandererDescription=Te rodea una mística feérica, gracias a la bendición de un archifa, la fruta brillante que comiste de un árbol parlante, el manantial mágico en el que nadaste o algún otro evento auspicioso. Independientemente de cómo hayas adquirido tu magia feérica, ahora eres un Fey Wanderer, un guardabosques que representa tanto el reino mortal como el feérico. Mientras deambulas por el multiverso, tu risa alegre ilumina los corazones de los oprimidos y tu destreza marcial infunde terror en tus enemigos, porque grande es la alegría de los elfos y terrible es su furia. +Subclass/&RangerFeyWandererTitle=Vagabundo Fey +Tooltip/&MustBeWithin5ft=Debe estar dentro de los 5 pies diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/WizardWarMagic-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WizardWarMagic-es.txt new file mode 100644 index 0000000000..7e8d076a0c --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WizardWarMagic-es.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Activar/desactivar sobretensión +Action/&PowerSurgeToggleTitle=Sobrecarga de energía +Condition/&ConditionWarMagicArcaneDeflectionDescription=No puedes lanzar hechizos que no sean trucos. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Desviación arcana +Feature/&AttributeModifierWarMagicTacticalWitDescription=Tu gran capacidad para evaluar situaciones tácticas te permite actuar rápidamente en la batalla. Puedes darte una bonificación a tus tiradas de iniciativa igual a tu modificador de Inteligencia. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Ingenio táctico +Feature/&FeatureWarMagicArcaneDeflectionDescription=Has aprendido a tejer tu magia para fortalecerte contra el daño. Cuando eres golpeado por un ataque o fallas una tirada de salvación, puedes usar tu reacción para restar tu modificador de Inteligencia de la tirada de ataque o agregarlo a la tirada de salvación. Cuando usas esta función, no puedes lanzar hechizos que no sean trucos hasta el final de tu próximo turno. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Desviación arcana +Feature/&FeatureWarMagicDurableMagicDescription=La magia que canalizas ayuda a protegerte del daño. Mientras mantienes la concentración en un hechizo, tienes una bonificación de +2 a la CA y a todas las tiradas de salvación. +Feature/&FeatureWarMagicDurableMagicTitle=Magia duradera +Feature/&PowerWarMagicDeflectionShroudDescription=Tu Desvío Arcano se infunde con magia mortal. Cuando usas tu función de Desvío Arcano, puedes hacer que energía mágica salga de ti. Hasta tres criaturas más cercanas a 60 pies de ti reciben cada una un daño de fuerza equivalente a la mitad de tu nivel de mago. +Feature/&PowerWarMagicDeflectionShroudTitle=Cubierta de desviación +Feature/&PowerWarMagicSurgeDescription=Tienes una cantidad de sobretensiones igual a tu modificador de Inteligencia (mínimo uno). Cada vez que finalizas con éxito un hechizo con Contrahechizo, obtienes un aumento de energía. Una vez por turno, cuando infliges daño a una criatura u objeto con un hechizo de mago, puedes gastar un aumento de poder para infligir daño de fuerza adicional en una tirada de daño de ese hechizo. El daño adicional equivale a tu nivel de mago. +Feature/&PowerWarMagicSurgeTitle=Sobrecarga de energía +Feedback/&ArcaneDeflectionAttackRoll={0} usa {1} para restar el modificador de Inteligencia ({2}) de la tirada de ataque ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} usa {1} para agregar el modificador de Inteligencia ({2}) a la tirada de ahorro ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Estás a punto de ser golpeado por un ataque. Puedes usar tu reacción para restar tu modificador de Inteligencia de la tirada del atacante y hacer que falle. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Forzar un fracaso +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Desviación arcana +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Desviación arcana +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Fallaste una tirada de salvación. Puedes usar tu reacción para agregar tu modificador de Inteligencia a la tirada de salvación y hacer que tenga éxito. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Forzar un fracaso +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Desviación arcana +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Desviación arcana +Subclass/&WizardWarMagicDescription=Una variedad de universidades arcanas se especializan en entrenar magos para la guerra. La tradición de la Magia de Guerra combina principios de evocación y abjuración, en lugar de especializarse en cualquiera de esas escuelas. Enseña técnicas que potencian los hechizos de un lanzador, al mismo tiempo que proporciona métodos para que los magos refuercen sus propias defensas. Los seguidores de esta tradición son conocidos como magos de guerra. Ven su magia como un arma y una armadura, un recurso superior a cualquier pieza de acero. Los magos de guerra actúan rápido en la batalla, usando sus hechizos para tomar el control táctico de una situación. Sus hechizos golpean con fuerza, mientras que sus habilidades defensivas frustran los intentos de contraataque de sus oponentes. Los magos de guerra también son expertos en convertir la energía mágica de otros lanzadores de hechizos en su contra. +Subclass/&WizardWarMagicTitle=Magia de guerra diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt index a3f0a864f8..1b9e6d769f 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/OtherFeats-fr.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusion Chromatiq Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'Infusion chromatique inflige +{2} dégâts de poison supplémentaires ! Feedback/&IsNotLuckyHigher={0} n'a pas de chance du tout, il lance un {2} plus élevé pour remplacer un {3}. Feedback/&IsNotLuckyLower={0} n'a pas de chance du tout, il lance un {2} inférieur pour remplacer un {3}. -Feedback/&LuckyAttackToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet d'attaque -Feedback/&LuckyCheckToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet de contrôle -Feedback/&LuckySavingToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet de sauvegarde +Feedback/&LuckyAttackToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} au jet d'attaque +Feedback/&LuckyCheckToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de contrôle +Feedback/&LuckySavingToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de sauvegarde Item/&ItemFeatChefTreatDescription=Mangez cette friandise du chef et gagnez 5 points de vie temporaires. Item/&ItemFeatChefTreatTitle=Le régal du chef Reaction/&CustomReactionMageSlayerDescription=Vous avez raté un jet de sauvegarde contre {0}. À la place, vous pouvez vous amener à réussir. diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt index 1d6d27a3ff..41e7638c41 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/Races-fr.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Par une action bonus, lorsque vous Feature/&PowerFeatOrcishAggressionTitle=Agression orque Feedback/&AdditionalDamageOrcishFuryFormat=Fureur orque Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury inflige +{2} dégâts supplémentaires ! -Feedback/&BountifulLuckAttackToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet d'attaque -Feedback/&BountifulLuckCheckToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet de contrôle -Feedback/&BountifulLuckSavingToHitRoll={0} a utilisé {1} pour lancer un {2} et remplacer le jet de sauvegarde +Feedback/&BountifulLuckAttackToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} au jet d'attaque +Feedback/&BountifulLuckCheckToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de contrôle +Feedback/&BountifulLuckSavingToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de sauvegarde Feedback/&DwarvenFortitudeHitDieRolled={0} a lancé un {2} et a soigné {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} ont manqué {1}. {2} peut réagir pour lancer un d20 et remplacer le jet d'attaque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Lancez un d20 pour remplacer le jet d'attaque. diff --git a/SolastaUnfinishedBusiness/Translations/fr/Metamagic-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Metamagic-fr.txt index 4a074bf5c1..dad2c0ed41 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Metamagic-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Metamagic-fr.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=Le sort doit avoir une zone d'effet Failure/&FailureFlagSpellMustHaveDamageForm=Le sort doit avoir au moins une forme de dommage Failure/&FailureFlagSpellMustRequireConcentration=Le sort doit demander de la concentration Failure/&FailureFlagSpellRangeMustBeSelf=La portée du sort doit être soi-même +Failure/&FailureSeekingSpell=Le sort de recherche ne se déclenche qu'après une attaque magique ratée +Failure/&FailureTransmutedSpell=Le sort doit infliger l'un de ces types de dégâts : acide, froid, feu, foudre, poison, tonnerre. Feature/&MetamagicAltruisticSpellAllyDescription=Créez un sort pour cibler un allié à moins de 9 mètres au lieu de vous-même. Feature/&MetamagicAltruisticSpellAllyTitle=Sort partagé, allié uniquement Feature/&MetamagicAltruisticSpellDescription=Lorsque vous lancez un sort vous ciblant, vous pouvez dépenser 1 point de sorcellerie pour affecter à la place un allié dans un rayon de 9 mètres. Vous pouvez également dépenser 3 points de sorcellerie pour vous affecter ainsi que votre allié dans un rayon de 9 mètres. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Lorsque vous lancez un sort qui néces Feature/&MetamagicFocusedSpellTitle=Sort concentré Feature/&MetamagicPowerfulSpellDescription=Vous pouvez dépenser 1 point de sorcellerie par niveau de sort pour augmenter le nombre de dés de dégâts de 1. Feature/&MetamagicPowerfulSpellTitle=Sort puissant +Feature/&MetamagicSeekingSpellDescription=Si vous faites un jet d'attaque pour un sort et que vous le ratez, vous pouvez dépenser 2 points de sorcier pour relancer le d20, et vous devez utiliser le nouveau jet. Vous pouvez utiliser le sort de recherche même si vous avez déjà utilisé une option métamagique différente lors du lancement du sort. +Feature/&MetamagicSeekingSpellTitle=Sort de recherche +Feature/&MetamagicTransmutedSpellDescription=Lorsque vous lancez un sort qui inflige un type de dégâts de la liste suivante, vous pouvez dépenser 1 point de sorcellerie pour changer ce type de dégâts en l'un des autres types répertoriés : acide, froid, feu, foudre, poison, tonnerre. +Feature/&MetamagicTransmutedSpellTitle=Sort transmuté Feature/&MetamagicWidenedSpellDescription=Vous pouvez dépenser 2 points de sorcellerie pour augmenter la zone d'effet d'un sort. Les sorts qui ont une zone d'effet de cône, cube, cylindre ou sphère augmentent en dimension, par incrément de 1,50 mètre le plus proche. Feature/&MetamagicWidenedSpellTitle=Sort élargi +Feedback/&MetamagicSeekingSpellToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} au jet d'attaque +Feedback/&MetamagicTransmutedSpellDescription=Remplacez le type de dégâts d'effet magique par {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Vous avez manqué {0}. Vous pouvez dépenser 2 Points de Sorcellerie pour lancer un d20 et remplacer le jet d'attaque. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Lancez un d20 pour remplacer le jet d'attaque. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Sort de recherche +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Sort de recherche +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Choisissez le nouveau type de dégâts de votre effet magique. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Choisissez un nouveau type de dégâts. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Sort transmuté +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Sort transmuté diff --git a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt index f42ec2373b..f9529ab7d3 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Les dégâts su Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Amélioration des frappes brutales Feature/&FeatureSetBarbarianBrutalStrikeTitle=Frappe brutale Feature/&FeatureSetRageExtendedDescription=Au combat, vous combattez avec une férocité primordiale. À votre tour, vous pouvez entrer en colère comme une action bonus. Cela vous confère un avantage sur les sauvegardes et les tests de force, un bonus initial de +2 aux dégâts d'attaque en mêlée et une résistance aux dégâts tranchants, contondants et perçants. Vous bénéficiez de ces avantages uniquement si vous ne portez pas d’armure lourde. Dure 1 minute ou se termine si vous n'avez pas attaqué ou subi de dégâts depuis votre dernier tour.\n Vous démarrez avec 2 rages, renouvelées après un long repos. Au niveau 7, vous regagnez un point de rage après un court repos. +Feature/&FeatureSorcererMagicalGuidanceDescription=Vous pouvez puiser dans votre source de magie intérieure pour essayer de conjurer le succès de l’échec. Lorsque vous effectuez un test de capacité qui échoue, vous pouvez dépenser 1 point de sorcellerie pour relancer le d20, et vous devez utiliser le nouveau jet, transformant potentiellement l'échec en succès. +Feature/&FeatureSorcererMagicalGuidanceTitle=Conseils magiques Feature/&FighterExtraAttackDescription=Vous pouvez attaquer deux fois, plutôt qu'une, lorsque vous utilisez les actions d'attaque ou de poussée. Feature/&FlightResumeDescription=Reprend votre effet de vol suspendu Feature/&FlightResumeTitle=Reprendre le vol @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} lance pour mainteni Feedback/&ConcentrationEffectCheckRolledLine={0} lance pour maintenir {1} contre DC {2}, lance {3} = {4} Feedback/&FlankingAttack=Flanquant Feedback/&HigherGroundAttack=Un terrain plus élevé +Feedback/&MagicalGuidanceCheckToHitRoll={0} a utilisé {1} et lance un {2} pour remplacer {3} sur le jet de contrôle Feedback/&NarrativeChoiceRoll={0} lance un choix narratif {1} avec un résultat {2}. Feedback/&ReturningWeaponActivates={1} revient à {0} ! Feedback/&SmallRace=Petite course @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} attaque {1} ! Vous pouvez lance Reaction/&CastSpellInRetributionReactDescription=Cliquez pour lancer {0}. Reaction/&CastSpellInRetributionReactTitle=Lancer un sort Reaction/&CastSpellInRetributionTitle=Lancer un sort de réaction +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Vous avez échoué à un jet de contrôle. Vous pouvez dépenser 1 point de sorcellerie pour lancer un d20 et remplacer le jet de contrôle. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Lancez un d20 pour remplacer le jet de contrôle. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Conseils magiques +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Conseils magiques Reaction/&ReactionSpendPowerBundleDescription=Dépensez du pouvoir. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Vous pouvez appliquer un effet supplémentaire. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Appliquez un effet supplémentaire. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=N'est-ce pas une source d'effet : Rules/&SituationalContext9014Format=Ne portant aucune armure ou armure légère sans bouclier : Rules/&SituationalContext9015Format=Ne portant aucune armure ou armure légère avec un bâton à deux mains : Rules/&SituationalContext9016Format=N'est-ce pas une source d'effet avec une arme de mêlée en main principale ou secondaire : +Rules/&SituationalContext9017Format=Se concentre sur le sort : Rules/&TurnOccurenceEndOfSourceTurnFormat=Source finale du tour Screen/&ClassExtraSpellDescriptionFormat=Vous connaissez ce sort de la classe {0}. Screen/&EditorLocationSize3Title=Énorme [MODDÉ] diff --git a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt index 5aea65b91d..1a439d8cee 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt @@ -1,77 +1,78 @@ -ModUi/&AccountForAllDiceOnSavageAttack=Ajoutez tous les dés de dégâts d'arme de base des compétences qui ajoutent des dégâts d'arme au lieu d'un seul dé [Agresseur sauvage, armes à 2 mains, etc.] -ModUi/&AddAllToStore=Ajouter tout au magasin -ModUi/&AddBleedingToLesserRestoration=Ajoutez la condition Saignement à celles supprimées par Restauration suprême et Restauration partielle -ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux objets officiels du jeu [munitions, recettes, outils, etc.] [Nécessite un redémarrage] -ModUi/&AddDarknessPerceptiveToDarkRaces=Activez Darkness Perceptive sur Darkelf, Dark Kobold et Grey Dwarf \n[accorde un avantage sur les tests de perception lorsqu'il n'est pas éclairé ou dans l'obscurité magique] +ModUi/&AccountForAllDiceOnFollowUpStrike=Ajoutez tous les dés des dégâts de base de l'arme au don Assaut de suivi. +ModUi/&AccountForAllDiceOnSavageAttack=Ajoutez tous les dés des dégâts de base de l'arme aux fonctionnalités qui ajoutent des dégâts de base de l'arme au lieu de 1 dé seulement [Attaque sauvage, armes 2H, etc.] +ModUi/&AddAllToStore=Tout ajouter au magasin +ModUi/&AddBleedingToLesserRestoration=Ajoutez la condition Saignement à celles supprimées par la Grande et la Restauration moindre +ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux objets officiels du jeu [munitions, recettes, kits, etc.] [Nécessite un redémarrage] +ModUi/&AddDarknessPerceptiveToDarkRaces=Activez Darkness Perceptive sur Darkelf, Dark Kobold et Grey Dwarf \n[accorde un avantage sur les tests de perception lorsqu'il n'est pas éclairé ou dans l'obscurité magique] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Ajoutez un Modificateur de dextérité aux ennemis un Jet d'initiative -ModUi/&AddFighterLevelToIndomitableSavingReroll=Ajoutez le niveau Combattant à la relance du jet de sauvegarde Indomptable. -ModUi/&AddHelpActionToAllRaces=Ajoutez l'action Aide à toutes les Ascendances jouables [vous pouvez aider une créature alliée à attaquer une créature à moins de 1,50 mètre de vous, lui donnant l'avantage] -ModUi/&AddHumanoidFavoredEnemyToRanger=Activer les ennemis humanoïdes préférés des Rangers -ModUi/&AddNewBrightEyeColors=Ajouter de nouvelles couleurs vives pour les yeux -ModUi/&AddNewWeaponsAndRecipesToShops=Ajouter de nouvelles armes et recettes aux boutiques [bandages à main, hallebardes, piques, masses longues, arbalètes de poing] [Nécessite un redémarrage] -ModUi/&AddPaladinSmiteToggle=Ajoutez un bouton pour permettre aux Paladins d'activer uniquement les Châtiment divin sur les coups critiques [utile pour minimiser les invites de réaction] -ModUi/&AddPickPocketableLoot=Ajouter un butin pickpocketable [suggéré si la fonctionnalité Escamotage est activée] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Activez Combattant pour ajouter le niveau de classe en bonus à la relance du jet de sauvegarde de la Résistance indomptable. +ModUi/&AddHelpActionToAllRaces=Ajoutez l'action Aide à toutes les races jouables [vous pouvez aider une créature amie à attaquer une créature à moins d'une cellule de vous] +ModUi/&AddHumanoidFavoredEnemyToRanger=Activer les ennemis préférés humanoïdes Ranger +ModUi/&AddNewBrightEyeColors=Ajouter de nouvelles couleurs d'yeux vives +ModUi/&AddNewWeaponsAndRecipesToShops=Ajoutez de nouvelles armes et recettes aux boutiques [enveloppements pour les mains, hallebardes, piques, masses longues, arbalètes à main] [Nécessite un redémarrage] +ModUi/&AddPaladinSmiteToggle=Ajoutez une option permettant aux Paladins d'activer uniquement les châtiments sur les coups critiques [utile pour minimiser les invites de réaction] +ModUi/&AddPickPocketableLoot=Ajouter du butin pickpocketable [suggéré si la fonctionnalité Pickpocket est activée] ModUi/&AddToStore=Ajouter au magasin ModUi/&Advanced=Avancé : [Nécessite un redémarrage] -ModUi/&AdvancedHelp=• ATTENTION : Ces paramètres nécessiteront que le joueur ait installé ce mod -ModUi/&AllItemInDm=Tous les objets en DM +ModUi/&AdvancedHelp=• ATTENTION : Ces paramètres nécessiteront que le joueur ait installé ce mod. +ModUi/&AllItemInDm=Tous les articles en DM ModUi/&AllRecipesInDm=Toutes les recettes en DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Autoriser tous les joueurs sur les séquences narratives -ModUi/&AllowAnyClassToWearSylvanArmor=Autoriser n'importe quelle classe à porter une Armure Sylvestre ou des Vêtements du Porteur de Lumière +ModUi/&AllowAnyClassToWearSylvanArmor=Autoriser n'importe quelle classe à porter une armure sylvestre ou des vêtements de porteur de lumière ModUi/&AllowBeardlessDwarves=Autoriser les Nains imberbes -ModUi/&AllowClubsToBeThrown=Autoriser les Gourdins à être lancés comme des Dagues ou des Hachettes +ModUi/&AllowClubsToBeThrown=Autoriser le lancement de clubs comme des poignards ou des haches ModUi/&AllowDisplayingNonSuggestedSpells=Autoriser les sorts mod non suggérés sur chaque liste ModUi/&AllowDisplayingOfficialSpells=Autoriser les sorts officiels du jeu sur chaque liste -ModUi/&AllowDruidToWearMetalArmor=Autoriser le Druide à porter une armure en métal +ModUi/&AllowDruidToWearMetalArmor=Autoriser le Druide à porter une armure métallique ModUi/&AllowDungeonsMaxLevel20=Autoriser les donjons avec un niveau maximum de 20 -ModUi/&AllowFlightSuspend=Autoriser la suspension temporaire du vol conféré par les objets et les sorts [n'affecte pas les formes sauvages ou les créatures volantes] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Activez CTRL+click pour ignorer toute vérification lors du placement de gadgets ou d'accessoires -ModUi/&AllowHasteCasting=Autoriser le lancement de sorts avec l'action supplémentaire conférée par l'effet de Hâte [vous êtes toujours limité à 1 sort d'action principale par tour] -ModUi/&AllowHornsOnAllRaces=Autoriser les cornes sur toutes les Ascendances [les résultats peuvent être décevant selon la race, la tête et le type de cornes] -ModUi/&AllowMoreRealStateOnRestPanel=Autoriser l'affichage de plus d'informations sur l'état réel du groupe dans la fenêtre de repos [Est masqué sur la fenêtre d'invite après les repos, et sur la fenêtre de validation après les compétences de récupération] -ModUi/&AllowStackedMaterialComponent=Autoriser l'empilement des composantes matérielles dans l'inventaire [par ex. 2 x 500 po de diamant équivaut à 1 000 po de diamant] -ModUi/&AllowUnmarkedSorcerers=Autoriser les Ensorceleurs sans marques ni tatouages d'origine +ModUi/&AllowFlightSuspend=Autoriser la suspension temporaire du vol des objets et des sorts [n'affecte pas les formes sauvages ou les courses volantes] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Activez le clic CTRL pour contourner toute vérification lors du placement de gadgets ou d'accessoires. +ModUi/&AllowHasteCasting=Autoriser le lancement de sorts avec une action supplémentaire en étant hâté [vous êtes toujours limité à 1 sort d'action principale par tour] +ModUi/&AllowHornsOnAllRaces=Autoriser les klaxons sur toutes les courses [les résultats peuvent paraître terribles selon la race, la tête et le klaxon] +ModUi/&AllowMoreRealStateOnRestPanel=Autoriser davantage d'état réel sur le panneau de repos [masquer les actions après le repos sur le panneau avant et les fonctionnalités de récupération sur le panneau après] +ModUi/&AllowStackedMaterialComponent=Autoriser les composants de matériaux empilés [par ex. 2x500gp diamant équivaut à 1000gp diamant] +ModUi/&AllowUnmarkedSorcerers=Autoriser Sorcier sans marques d'origine ni tatouages ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=La touche ALT ne met en évidence que les gadgets dans le champ de vision du groupe [donjons personnalisés uniquement] -ModUi/&ArcaneShieldstaffOptions=Autoriser Arcane Shieldstaff à être harmonisé par n'importe quelle classe -ModUi/&Backgrounds=Historiques -ModUi/&BackgroundsAndRaces=Historiques et Ascendances -ModUi/&Basic=De base : +ModUi/&ArcaneShieldstaffOptions=Permettre au Bâton de bouclier arcanique d'être harmonisé par n'importe quelle classe. +ModUi/&Backgrounds=Arrière-plans +ModUi/&BackgroundsAndRaces=Milieux et courses +ModUi/&Basic=Basique : ModUi/&Bestiary=Bestiaire -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Malédiction ne nécessite pas de concentration lorsqu'il est lancé avec un emplacement de sort de niveau 5+ -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condition Aveuglé n'autorise pas l'attaque d'opportunité +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Accorder une malédiction ne nécessite pas de concentration lorsqu'il est lancé avec un emplacement de sort L5+. +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condition Aveuglé ne permet pas l'attaque d'opportunité. ModUi/&Blueprints=Plans ModUi/&Campaigns=Campagnes : -ModUi/&CampaignsAndLocations=Campagnes et Localités : +ModUi/&CampaignsAndLocations=Campagnes et emplacements : ModUi/&Category=Catégorie -ModUi/&ChangeDragonbornElementalBreathUsages=Changer le nombre d'utilisations du souffle élémentaire des Drakéides en fonction de leur modificateur de constitution par repos court -ModUi/&ChangeSleetStormToCube=Modifier Tempête de neige pour utiliser un cube plutôt qu'un cylindre +ModUi/&ChangeDragonbornElementalBreathUsages=Remplacez l'utilisation du souffle élémentaire de Dragonborn par un modificateur de Constitution par court repos. +ModUi/&ChangeSleetStormToCube=Modifiez Sleet Storm pour utiliser un cube au lieu d'un cylindre. ModUi/&Changelog=Journal des modifications ModUi/&Character=Personnage -ModUi/&CharactersPool=Groupe de personnages -ModUi/&Classes=Classes +ModUi/&CharactersPool=Piscine de personnages +ModUi/&Classes=Cours ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=L'Immunité au froid confère également l'immunité au froid et au gel. ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=La Résistance au froid confère également l'immunité au froid et réduit le gel au froid. ModUi/&Combat=Combat : -ModUi/&Crafting=Artisanat : -ModUi/&CraftingHelp=• Appuyez sur le bouton pour faire apprendre les recettes instantanément au groupe actif\n• Le rafraîchissement des stocks d'articles ajoutés aux magasins peut nécessiter que le groupe quitte puis revienne à la localité +ModUi/&Crafting=Fabrication : +ModUi/&CraftingHelp=• Appuyez sur le bouton pour apprendre instantanément les recettes du groupe actif.\n• Les articles ajoutés aux magasins peuvent nécessiter que le groupe s'éloigne de l'emplacement et revienne. ModUi/&Credits=Crédits ModUi/&CreditsAndDiagnostics=Crédits & Diagnostics ModUi/&Critical=Coup critique : -ModUi/&CriticalOption0=0 : règle standard du jeu, lancez deux fois les dés de dégâts, ajoutez le résultat et ajoutez les modificateurs [XdY+XdY+Z] -ModUi/&CriticalOption1=1 : additionnez le résultat maximum que peuvent obtennir les dés de dégâts et ajoutez-le aux dégâts de l'attaque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2 : continuez à relancer tous les dés de dégâts qui obtiennent le résultat maximal et ajoutez-le au total des dégâts -ModUi/&CriticalOption3=3 : Doublez les dégâts totaux de votre attaque au lieu de lancer des dés supplémentaires. [(XdY+Z)*2] +ModUi/&CriticalOption0=0 : jeu par défaut, lancez deux fois les dés de dégâts, ajoutez le résultat et ajoutez des modificateurs [XdY+XdY+Z] +ModUi/&CriticalOption1=1 : additionnez le résultat maximum des dés de dégâts et ajoutez-le aux dégâts de l'attaque [XdY+(X*Y) +Z] +ModUi/&CriticalOption2=2 : continuez à relancer tous les dés de dégâts qui obtiennent le résultat le plus élevé possible et ajoutez-le au total des dégâts. +ModUi/&CriticalOption3=3 : doublez les dégâts totaux de votre attaque au lieu de lancer des dés supplémentaires. [(XdY+Z)*2] ModUi/&Deities=Divinités -ModUi/&DisableAutoEquip=Désactiver l'équipement automatique des objets dans l'inventaire -ModUi/&DisableBarbarianBrutalCritical=+ Désactivez également Barbare Critique brutal aux niveaux de classe 9, 13 et 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Désactivez les pré-requis de lancer de sort pour les dons fournis par ce mod [Nécessite un redémarrage] -ModUi/&DisableClassPrerequisitesOnModFeats=Désactiver les pré-requis de niveau sur les dons fournis par ce mod -ModUi/&DisableRacePrerequisitesOnModFeats=Désactiver les pré-requis d'Ascendance sur les dons fournis par ce mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Désactiver Vision dans le noir de toutes les Ascendances jouables [Nécessite un redémarrage] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Désactiver Vision dans le noir supérieure de toutes les Ascendances jouables [Nécessite un redémarrage] -ModUi/&DisableUnofficialTranslations=Désactiver la prise en charge des traductions non officielles pour accélérer le mod [sauf si je parle chinois, italien, japonais, coréen ou espagnol] +ModUi/&DisableAutoEquip=Désactiver l'équipement automatique des articles en inventaire +ModUi/&DisableBarbarianBrutalCritical=+ Désactivez également Barbare Critique brutal aux niveaux 9, 13 et 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Désactivez les pré-requis pour lancer des sorts sur les exploits fournis par ce mod [Nécessite un redémarrage] +ModUi/&DisableClassPrerequisitesOnModFeats=Désactiver les pré-requis de niveau sur les exploits fournis par ce mod +ModUi/&DisableRacePrerequisitesOnModFeats=Désactivez les pré-requis de course sur les exploits fournis par ce mod. +ModUi/&DisableSenseDarkVisionFromAllRaces=Désactivez Sense Dark Vision de toutes les races jouables [Nécessite un redémarrage] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Désactivez la Vision dans les ténèbres supérieure de toutes les races jouables [Nécessite un redémarrage] +ModUi/&DisableUnofficialTranslations=Désactivez la prise en charge des traductions non officielles pour accélérer le mod [sauf si je parle chinois, italien, japonais, coréen ou espagnol] ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Afficher tous les sorts connus des autres classes lors de la montée de niveau -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Afficher les emplacements de pacte de l'Occultiste sur la sélection de sorts plutôt que sur l'écran de personnage +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Afficher les emplacements de pacte Warlock lors de la sélection des sorts au lieu du panneau de personnage ModUi/&DocsArcaneShots=Tirs arcaniques ModUi/&DocsBackgrounds=Arrière-plans ModUi/&DocsFeats=Exploits @@ -80,244 +81,246 @@ ModUi/&DocsInfusions=Infusions ModUi/&DocsInvocations=Invocations ModUi/&DocsManeuvers=Manœuvres ModUi/&DocsMetamagic=Métamagie -ModUi/&DocsRaces=Courses +ModUi/&DocsRaces=Les courses ModUi/&DocsSpells=Sorts ModUi/&DocsSubclasses=Sous-classes ModUi/&DocsSubraces=Sous-races ModUi/&DocsVersatilities=Polyvalences ModUi/&Donate=Faire un don : {0} -ModUi/&DontDisplayHelmets=Ne pas afficher les casques sur les vignettes de personnages[Nécessite un redémarrage] -ModUi/&DontEndTurnAfterReady=Ne terminez pas le tour après avoir sélectionné une action préparée [permet d'utiliser l'action bonus ou toute action principale supplémentaire liée à Hâte ou d'autres sources] -ModUi/&DontFollowCharacterInBattle=La caméra de combat ne suit pas le personnage lorsque celui-ci est déjà à l'écran -ModUi/&DontFollowMargin=+ Sauf si le héros est en dehors ou à moins de % du bord de l'écran -ModUi/&DungeonMakerBasicHelp=• Ces paramètres n'exigeront pas que le joueur ait installé ce mod +ModUi/&DontDisplayHelmets=Ne pas afficher les casques sur les personnages graphiques [Nécessite un redémarrage] +ModUi/&DontEndTurnAfterReady=Ne terminez pas votre tour après avoir utilisé l'action prête [permet d'utiliser l'action bonus ou toute action principale supplémentaire provenant de la hâte ou d'autres sources] +ModUi/&DontFollowCharacterInBattle=La caméra de combat ne suit pas lorsque le personnage est déjà à l'écran +ModUi/&DontFollowMargin=+ Sauf si le héros est éteint ou à % du bord de l'écran +ModUi/&DungeonMakerBasicHelp=• Ces paramètres ne nécessiteront pas que le joueur ait ce mod installé ModUi/&DungeonMakerMenu=Créateur de donjon ModUi/&Effects=Effets -ModUi/&EmpressGarbAppearance=Apparence de la Tenue d'impératrice -ModUi/&EnableActionSwitching=Activer la barre de changement d'Action [utile quand, sous Hâte, on veut utiliser l'action de hâte avant l'action principale] -ModUi/&EnableAdditionalBackstoryDisplay=Activer l'affichage d'éléments d'histoire supplémentaires lors de l'inspection de l'Historique -ModUi/&EnableAdditionalIconsOnLevelMap=Activer des icônes supplémentaires pour les camps, les sorties et les téléporteurs sur la carte du niveau -ModUi/&EnableAdditionalItemsInDungeonMaker=+ Ajouter les nouveaux objets au Dungeon Maker -ModUi/&EnableAlternateHuman=Activer l'Humain alternatif [+1 Don / +2 choix de Caractéristiques / +1 Compétence] -ModUi/&EnableAlternateVotingSystem=Activer un système de vote alternatif [utiliser le modificateur de charisme du héros pour déterminer le poids de son choix] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Activez l'Inspiration bardique pour déclencher également les vérifications d'attributs hors combat -ModUi/&EnableBarbarianBrutalStrike=Activez Barbare Frappe brutale et Amélioration de la frappe brutale aux niveaux de classe 9, 13 et 17. -ModUi/&EnableBarbarianFightingStyle=Activer pour le Barbare le choix d'un Style de combat au niveau 2 +ModUi/&EmpressGarbAppearance=Apparence de l'Vêtement d'impératrice +ModUi/&EnableActionSwitching=Activer la barre de changement d'action [utile lorsqu'on est pressé d'utiliser une action de hâte avant l'action principale] +ModUi/&EnableAdditionalBackstoryDisplay=Activer l'affichage supplémentaire de l'histoire lors de l'inspection en arrière-plan +ModUi/&EnableAdditionalIconsOnLevelMap=Activer des icônes supplémentaires pour les camps, les sorties et les téléporteurs sur la carte des niveaux +ModUi/&EnableAdditionalItemsInDungeonMaker=+ Ajouter de nouveaux éléments à Dungeon Maker +ModUi/&EnableAlternateHuman=Activer l'Humain alternatif [+1 don / +2 choix d'attributs / +1 compétence] +ModUi/&EnableAlternateVotingSystem=Activer un système de vote alternatif [poids du choix = votes * modificateur de charisme du héros] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Activez Inspiration bardique pour déclencher également les vérifications d'attributs hors combat. +ModUi/&EnableBarbarianBrutalStrike=Activez Barbare Frappe brutale et Amélioration de la frappe brutale aux niveaux 9, 13 et 17. +ModUi/&EnableBarbarianFightingStyle=Activer le choix Barbare Style de combat au niveau 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Activez le buff et le débuff Barbare Attaque téméraire pour terminer au début du prochain tour. -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permet au Barbare de récupérer une utilisation de rage pendant un court repos au niveau de classe 7. +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Permet au Barbare de récupérer une utilisation de rage pendant un court repos au niveau 7. +ModUi/&EnableBardHealingBalladOnLongRest=Activer le Bard College of Hope Healing Ballad en cas de repos long. ModUi/&EnableBetaContent=Activer le contenu bêta [Nécessite un redémarrage] -ModUi/&EnableCancelEditOnRightMouseClick=Activer l'annulation des actions avec un clic droit de la souris -ModUi/&EnableCantripsTriggeringOnWarMagic=Les Sorts Mineurs permettent le déclenchement de l'attaque bonus supplémentaire de Magie de guerre -ModUi/&EnableCharacterChecker=Activez le bouton de sélection de personnage sur l'écran principal > Personnages -ModUi/&EnableCharacterExport=Activez CTRL-SHIFT-(E) pour exporter le personnage -ModUi/&EnableCharactersOnFireToEmitLight=Les personnages en feu émettent de la lumière [Cube de Lumière, Élémentaire de feu, Bouffon de feu, Balbuzard de feu, Araignée de feu et la famille de condition "en feu"] -ModUi/&EnableCheatMenu=Activer le menu de triche +ModUi/&EnableCancelEditOnRightMouseClick=Activer les actions d'annulation avec un clic droit de la souris +ModUi/&EnableCantripsTriggeringOnWarMagic=Activer les cantrips pour déclencher une attaque bonus supplémentaire de Magie de guerre +ModUi/&EnableCharacterChecker=Activez le bouton Vérificateur de caractères sur l'écran principal > Personnages +ModUi/&EnableCharacterExport=Activez CTRL-SHIFT-(E) pour exporter le caractère +ModUi/&EnableCharactersOnFireToEmitLight=Les personnages en feu doivent émettre de la lumière [Cube de lumière, Élémentaire de feu, Jester de feu, Balbuzard de feu, Araignée de feu et famille de conditions en feu] +ModUi/&EnableCheatMenu=Activer le menu des astuces ModUi/&EnableCustomPortraits=Activer les portraits personnalisés -ModUi/&EnableCustomPortraitsHelp=• Placez vos portraits personnalisés dans les sous-dossiers Personal ou PreGen< /b>, du nom du prénom du héros [c'est-à-dire : Anton, Celia, Nialla, etc.]\n• Utilisez des images PNG, d'une taille de 256 x 384 pixels, avec un calque de transparence [utilisez GIMP pour de meilleurs résultats] -ModUi/&EnableDungeonMakerModdedContent=Activer Dungeon Maker Pro\n[inclure des pièces plates, des tailles de donjon de 150 x 150 et 200 x 200 et mélanger sans fioritures les ressources de tous les environnements] -ModUi/&EnableEpicPointsAndArray=Activer un système d'achat et répartition "épique" de 35 points [17,15,13,12,10,8] [Nécessite un redémarrage] -ModUi/&EnableExtendedProficienciesPanelDisplay=Activer l'affichage du panneau de compétences étendues [Tirs arcaniques, infusions, Gambits et polyvalences]\n[amélioration des performances du personnage inspection. utilisez à vos propres risques] -ModUi/&EnableFeatsAtEvenLevels=Activer la sélection des Dons aux niveaux de classe 2, 10 et 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Activer la sélection des Dons aux niveaux de classe 6 et 14 -ModUi/&EnableFighterWeaponSpecialization=Activer la Spécialisation d'arme pour le Guerrier aux niveaux de classe 8 et 16 [obtenez +1 à la touche et aux dégâts avec l'arme en question mais le désavantage avec n'importe quel autre type d'arme] -ModUi/&EnableFlexibleBackgrounds=Activer les Historiques flexibles [sélectionner les compétences et les maîtrises d'outils de n'importe quels Historiques] -ModUi/&EnableFlexibleRaces=Activer les Ascendances flexibles [assignez vous-même les points de caractéristiques au lieu des valeurs d'Ascendances par défaut] +ModUi/&EnableCustomPortraitsHelp=• Placez vos portraits personnalisés dans les sous-dossiers Personnel ou PreGen. , nommé d'après le prénom du héros [c'est-à-dire : Anton, Celia, Nialla, etc.]\n• Utiliser PNG images, d'une taille de 256 x 384 pixels, avec un calque de transparence [utilisez GIMP pour de meilleurs résultats] +ModUi/&EnableDungeonMakerModdedContent=Activer Dungeon Maker Pro\n[inclut des salles plates, des donjons de 150 x 150 et 200 x 200 et un mélange sans fioritures des ressources de tous les environnements] +ModUi/&EnableEpicPointsAndArray=Activez un système et un tableau d'achat épiques de 35 points [17,15,13,12,10,8] [Nécessite un redémarrage] +ModUi/&EnableExtendedProficienciesPanelDisplay=Activer l'affichage du panneau de compétences étendues [Tirs arcaniques, infusions, manœuvres et polyvalences]\n[performance frappé sur l'inspection du caractère. utilisez à vos propres risques] +ModUi/&EnableFeatsAtEvenLevels=Activer la sélection des exploits aux niveaux 2, 10 et 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Activer la sélection des exploits aux niveaux 6 et 14 +ModUi/&EnableFighterWeaponSpecialization=Activer Combattant Spécialisation d'arme aux niveaux 8 et 16 [obtenez +1 pour toucher et infliger des dégâts mais désavantagez avec toute autre arme tapez] +ModUi/&EnableFlexibleBackgrounds=Activer les arrière-plans flexibles [sélectionner les compétences et les outils à partir des arrière-plans] +ModUi/&EnableFlexibleRaces=Activer les races flexibles [attribuer des points de score de capacité au lieu des valeurs raciales par défaut] ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permettre au héros le plus compétent de lancer les choix de dialogue -ModUi/&EnableHigherGroundRules=Activer les règles sur l'élévation [+1 pour toucher si vous attaquez depuis un point surélevé par rapport à la cible] -ModUi/&EnableHotkeyDebugOverlay=Activez CTRL-SHIFT-(D) pour afficher la fenêtre de débogage -ModUi/&EnableHotkeyToggleHud=Activez CTRL-SHIFT-(H) pour basculer sur l'affichage HUD -ModUi/&EnableInventoryFilteringAndSorting=Activer le filtrage et le tri de l'inventaire -ModUi/&EnableInventoryTaintNonProficientItemsRed=Teint en rouge tout objet que le héros ne maîtrise pas -ModUi/&EnableInventoryTintKnownRecipesRed=Teint en rouge les recettes déjà connues -ModUi/&EnableInvisibleCrownOfTheMagister=Masquez la couronne du magistère sur l'interface utilisateur du jeu -ModUi/&EnableLevel20=Autoriser le niveau 20 [Nécessite un redémarrage] -ModUi/&EnableLogDialoguesToConsole=Activer l'affichage du journal des dialogues dans la console pendant les séquences narratives -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Activer l'inscription au journal des références invalides dans les campagnes personnalisées -ModUi/&EnableMinInOutAttributes=+ Appliquer la règle des prérequis de caractéristiques minimum -ModUi/&EnableMonkAbundantKi=Activez le Ki abondant du Moine au niveau 2 [gagnez du Ki supplémentaire égal à la moitié du bonus de compétence arrondi] +ModUi/&EnableHigherGroundRules=Activer les règles de terrain plus élevées [+1 pour toucher si vous attaquez depuis un terrain plus élevé] +ModUi/&EnableHotkeyDebugOverlay=Activez CTRL-SHIFT-(D) pour afficher la superposition de débogage +ModUi/&EnableHotkeyToggleHud=Activez CTRL-SHIFT-(H) pour basculer l'affichage du HUD. +ModUi/&EnableInventoryFilteringAndSorting=Activer le filtrage et le tri des stocks +ModUi/&EnableInventoryTaintNonProficientItemsRed=Teinter en rouge tout objet avec lequel le héros ne maîtrise pas +ModUi/&EnableInventoryTintKnownRecipesRed=Teinter les recettes connues en rouge +ModUi/&EnableInvisibleCrownOfTheMagister=Masquer la Couronne du Magister sur l'interface utilisateur du jeu +ModUi/&EnableLevel20=Activer le niveau 20 [Nécessite un redémarrage] +ModUi/&EnableLogDialoguesToConsole=Activer les dialogues de journal sur la console de jeu pendant les séquences narratives +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Activer la journalisation des références invalides dans les campagnes personnalisées +ModUi/&EnableMinInOutAttributes=+ Imposer les scores de capacité minimum à l'entrée et à la sortie +ModUi/&EnableMonkAbundantKi=Activer Moine Ki abondant au niveau 2 [gagner du Ki supplémentaire égal à la moitié du bonus de compétence arrondi au supérieur] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Activez Moine Arts martiaux - Bonus de frappes à mains nues pour ne pas nécessiter d'action d'attaque avant utilisation. ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Activez Moine Flurry of Blows pour ne pas nécessiter d'action d'attaque avant utilisation. -ModUi/&EnableMonkFightingStyle=Activer le choix de Style de combat du Moine au niveau 2 +ModUi/&EnableMonkFightingStyle=Activer le choix Moine Style de combat au niveau 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Permet au Moine Mouvement sans armure amélioré de se déplacer le long des surfaces verticales sans tomber. -ModUi/&EnableMonkWeaponSpecialization=Activez la Spécialisation d'arme pour le Moine aux niveaux de classe 2 et 11 [le type d'arme sélectionné devient une arme de moine pour vous] -ModUi/&EnableMulticlass=Activer la possibilité de multiclasser son personnage [Nécessite un redémarrage] -ModUi/&EnablePcgRandom=Activer un meilleur algorithme pour la génération de nombres aléatoires (RNG) [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=Activez la fonctionnalité du Rôdeur Camouflage naturel au niveau 10 [en tant qu'action bonus, vous pouvez devenir invisible par magie jusqu'au début du prochain tour. ] -ModUi/&EnableRejoinParty=Activez CTRL-SHIFT-(R) pour reformer le groupe autour du héros sélectionné ou du chef si aucun n'est sélectionné [utile avec des groupes de 5 ou 6 ] +ModUi/&EnableMonkWeaponSpecialization=Activez la Moine Spécialisation d'arme aux niveaux 2 et 11 [le type d'arme sélectionné devient une arme de moine pour vous] +ModUi/&EnableMulticlass=Activer le multiclasse [Nécessite un redémarrage] +ModUi/&EnablePcgRandom=Activer un meilleur algorithme de générateur aléatoire [https://www.pcg-random.org] +ModUi/&EnableRangerNatureShroudAt10=Activez la fonctionnalité Ranger Voile de la nature au niveau 10 [en tant qu'action bonus, vous pouvez devenir invisible par magie jusqu'au début du prochain tour. ] +ModUi/&EnableRejoinParty=Activez CTRL-SHIFT-(R) pour rejoindre le groupe autour du héros sélectionné ou du chef si aucun n'est sélectionné [utile avec des groupes de 5 ou 6 personnes ] ModUi/&EnableRelearnSpells=Activer la sélection de cantrips ou de sorts déjà appris à partir d'autres sources -ModUi/&EnableRespec=Autoriser la respécialisation des personnages après une action de repos -ModUi/&EnableRogueCunningStrike=Activer la Frappe Rusée pour le Roublard au niveau de classe 5 [vous renoncez à 1 dé d'attaque sournoise pour des effets supplémentaires sur l'attaque] -ModUi/&EnableRogueFightingStyle=Activer le choix de Style de combat du Roublard au niveau 2 -ModUi/&EnableRogueSteadyAim=Activez la Visée Stable du Roublard au niveau de classe 3 [l'action bonus donne un avantage lors de votre prochain jet d'attaque dans le tour en cours si vous n'avez pas encore bougé] -ModUi/&EnableRogueStrSaving=Activez Rogue pour utiliser les modificateurs DEX ou STR sur Frappe rusée/diable, Frappe débilitante/améliorée et Grêle de lames. -ModUi/&EnableSaveByLocation=Autoriser l'enregistrement par campagnes / localités +ModUi/&EnableRespec=Activer l'action RESPEC après repos [ne pas utiliser RESPEC pendant une session multijoueur] +ModUi/&EnableRogueCunningStrike=Activez Rogue Cunning Strike et Devious Strike aux niveaux 5 et 14 [vous laissez renoncer à 1 dés d'attaque sournoise pour des effets de coup supplémentaires] +ModUi/&EnableRogueFightingStyle=Activer le choix Voleur Style de combat au niveau 2 +ModUi/&EnableRogueSteadyAim=Activez Rogue Steady Aim au niveau 3 [l'action bonus donne un avantage lors de votre prochain jet d'attaque dans le tour en cours si vous l'avez fait. il n'a pas encore bougé] +ModUi/&EnableRogueStrSaving=Activez Rogue pour utiliser les modificateurs DEX ou STR sur Frappe rusée/sournoise, Frappe débilitante/améliorée et Grêle de lames. +ModUi/&EnableSaveByLocation=Activer la sauvegarde par campagnes/emplacements ModUi/&EnableSignatureSpellsRelearn=Activer la préparation des sorts de signature de Assistant à chaque repos long [au lieu d'une fois au niveau 20] -ModUi/&EnableSortingDungeonMakerAssets=Activer le tri des ressources sur l'éditeur Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Afficher les statistiques sur l'info-bulle du héros [c'est-à-dire : coups critiques, échecs critiques, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• De plus, chaque héros ajoute un jet de D20 au poids de leur vote pour rajouter un peu d'aléatoire. -ModUi/&EnableTeleportParty=Acutoriser CTRL-SHIFT-(T) pour téléporter le groupe [vous pouvez bloquer des quêtes si vous vous téléportez vers un lieu inconnu] -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Activer des boutons sur le groupe de personnages pour paramétrer votre partie par défaut et votre groupe test +ModUi/&EnableSorcererMagicalGuidance=Activer Sorcier conseils magiques au niveau 5 +ModUi/&EnableSortingDungeonMakerAssets=Activer le tri des actifs sur l'éditeur Dungeon Maker +ModUi/&EnableStatsOnHeroTooltip=Afficher les statistiques dans l'infobulle du héros [c'est-à-dire : coups critiques, échecs critiques, etc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ De plus, chaque héros ajoute un jet de D20 au poids pour un peu de hasard [poids du choix = votes * modificateur de Charisme du héros + jet de D20] +ModUi/&EnableTeleportParty=Activez CTRL-SHIFT-(T) pour téléporter le groupe [vous pourriez interrompre les quêtes si vous vous téléportez dans un endroit inconnu] +ModUi/&EnableTogglesToOverwriteDefaultTestParty=Activez les bascules sur le pool de personnages pour définir votre jeu par défaut et votre groupe de test ModUi/&EnableTooltipDistance=Activer l'affichage de la distance dans les info-bulles lors du survol d'un personnage en combat -ModUi/&EnableUpcastConjureElementalAndFey=Activer la possibilité d'incanter Invocation d'élémentaire et Invocation de fée à des niveaux d'emplacements de sorts supérieurs +ModUi/&EnableUpcastConjureElementalAndFey=Activer la diffusion ascendante de Conjure Elemental et Conjure Fey ModUi/&EnableVttCamera=Activez CTRL-SHIFT-(V) pour basculer la caméra VTT [cliquez avec le bouton droit et faites glisser pour positionner la caméra, WASD pour effectuer un panoramique et Page précédente/ Page suivante pour zoomer] -ModUi/&EnablesAsiAndFeat=Activer à la fois l'augmentation de Caractéristiques et la sélection des Dons lors des changement de niveaux concernés [au lieu d'un choix mutuellement exclusif] -ModUi/&EncounterPercentageChance=Définir un pourcentage de chances de rencontres aléatoires +ModUi/&EnablesAsiAndFeat=Activer l'augmentation des scores d'attribut et la sélection des exploits [au lieu d'un choix exclusif] +ModUi/&EncounterPercentageChance=Définir le pourcentage de chances de rencontres aléatoires ModUi/&Encounters=Rencontres ModUi/&EnemiesAlwaysRollInitiative=+ Les ennemis lancent toujours l'initiative au lieu d'une valeur forcée [c'est-à-dire : Sorak Assassin] -ModUi/&ExpandAll=Afficher tout -ModUi/&FactionHelp=Chargez une sauvegarde de campagne officielle pour modifier les relations entre les factions... +ModUi/&ExpandAll=Développer tout +ModUi/&FactionHelp=Charger un jeu de campagne officiel pour modifier les relations entre factions... ModUi/&FactionRelations=Factions : ModUi/&FasterTimeModifier=Modificateur de temps de jeu en appuyant sur la barre d'espace -ModUi/&FeatGroups=Groupement de Dons -ModUi/&FeatGroupsHelp=• Chaque groupe est une consolidation de Dons similaires [c'est-à-dire : Croyances, Styles de combat, Métamagie, etc.]\n• Les Dons de ces groupes ne seront plus directement visibles lors de l'étape de sélection des compétences\n• Le groupe, lorsqu'il est sélectionné, les propose sur une liste déroulante pour ne pas encombrer l'écran de jeu -ModUi/&Feats=Dons +ModUi/&FeatGroups=Groupes d'exploits +ModUi/&FeatGroupsHelp=• Chaque groupe est une consolidation de exploits similaires [c'est-à-dire : croyances, styles de combat, métamagie, etc.]{99 }• Les exploits de ces groupes ne seront plus directement visibles lors de l'étape de sélection des compétences.\n• Le groupe, une fois sélectionné, les propose dans une liste déroulante pour désencombrer l'écran de jeu. +ModUi/&Feats=Exploits ModUi/&FightingStyles=Styles de combat -ModUi/&FixAsianLanguagesTextWrap=Correction de l'habillage de texte de l'interface utilisateur pour les langues asiatiques[Nécessite un redémarrage] -ModUi/&FixEldritchBlastRange=Changer la portée de la Décharge occulte à 24 cases (portée officielle) [au lieu de 16 cases] -ModUi/&FixRingOfRegenerationHealRate=Réglez le taux de guérison de l'Anneau de régénération à 1 PV toutes les 3 minutes. -ModUi/&FlightSuspendWingedBoots=+ Utiliser les règles officielles des bottes ailées [la durée restante n'est pas comptée lorsque le vol est suspendu] +ModUi/&FixAsianLanguagesTextWrap=Correction du retour à la ligne du texte de l'interface utilisateur du jeu dans les langues asiatiques [Nécessite un redémarrage] +ModUi/&FixEldritchBlastRange=Utilisez la gamme officielle de 24 cellules avec Eldritch Blast [au lieu de 12] +ModUi/&FixRingOfRegenerationHealRate=Réglez le taux de guérison de l'Anneau de régénération à 1 HP toutes les 3 minutes. +ModUi/&FlightSuspendWingedBoots=+ Utiliser les règles officielles des bottes ailées [durée restante non comptée lorsque le vol est suspendu] ModUi/&Formation=Formation : -ModUi/&FormationError=Vous ne pouvez pas changer de formation pendant une partie multijoueur... -ModUi/&FormationHelp1=• Utilisez les touches numériques pour modifier la configuration d'une formation donnée [envisagez d'activer les raccourcis clavier] -ModUi/&FormationHelp2=• @ Représente les positions relatives des héros -ModUi/&FormationHelp3=• Cliquez sur 2 boutons différents pour échanger leurs positions -ModUi/&FormationHotkey=Activez CTRL-SHIFT-(1..5) pour changer de formation en jeu -ModUi/&FormationResetAllSets=Réinitialiser tout +ModUi/&FormationError=Vous ne pouvez pas changer de formation lors d'une partie multijoueur... +ModUi/&FormationHelp1=• Utilisez les touches numériques pour modifier un ensemble donné [pensez à activer les raccourcis clavier sous la saisie] +ModUi/&FormationHelp2=• @ représente les positions relatives des héros. +ModUi/&FormationHelp3=• Cliquez sur 2 boutons quelconques pour échanger leurs positions. +ModUi/&FormationHotkey=Activez CTRL-SHIFT-(1..5) pour échanger les ensembles de formations dans le jeu. +ModUi/&FormationResetAllSets=Effacer tout ModUi/&FormationResetThisSet=Réinitialiser ceci -ModUi/&FormationSelected=Formation {0} sélectionné -ModUi/&FullyControlConjurations=Contrôlez complètement les créatures invoquées [animaux, élémentaires, etc] +ModUi/&FormationSelected=Ensemble de formations {0} sélectionné +ModUi/&FullyControlConjurations=Contrôlez entièrement les conjurations [animaux, élémentaires, etc.] ModUi/&GameUi=Interface utilisateur du jeu -ModUi/&Gameplay=Jouabilité +ModUi/&Gameplay=Gameplay ModUi/&General=Général : ModUi/&GeneralMenu=Général -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Accorder la Spécialisation d'arme au Cimeterre aux Bardes et aux Roublard +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Accordez la spécialisation en arme Cimeterre aux bardes et aux voleurs. ModUi/&GridSelectedColor=Changer la couleur de la grille du mouvement -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Masquer les sorties et les effets visuels des téléporteurs s'ils ne sont pas encore découverts -ModUi/&HideMonsterHitPoints=Affiche la santé des monstres par paliers de 25 % / 50 % / 75 % / 100 % au lieu des points de vie exacts +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Masquer les effets visuels des sorties et des téléporteurs s'ils ne sont pas encore découverts +ModUi/&HideMonsterHitPoints=Afficher la santé des monstres par incréments de 25 %/50 %/75 %/100 % au lieu des points de vie exacts ModUi/&HighContrastTargetingAoeColor=Changer les créatures AoE surligner la couleur sélectionnée -ModUi/&HighContrastTargetingSingleColor=Changer une seule créature surligner la couleur sélectionnée +ModUi/&HighContrastTargetingSingleColor=Changer des créatures uniques surligner la couleur sélectionnée ModUi/&House=Maison : -ModUi/&IdentifyAfterRest=Ajoutez un pouvoir pour identifier les objets magiques lors d'un repos court ou un repos long -ModUi/&IgnoreHandXbowFreeHandRequirements=Les arbalètes de poing ne nécessitent pas une main libre pour être utilisées +ModUi/&IdentifyAfterRest=Ajoute un pouvoir pour identifier les objets magiques pendant un repos court ou long. +ModUi/&IgnoreHandXbowFreeHandRequirements=Ne nécessite pas d'avoir les mains libres pour utiliser les arbalètes à main. ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Les sorts d'illusion échouent automatiquement contre les cibles avec TrueSight à portée. -ModUi/&ImproveLevelUpFeaturesSelection=Améliorer la sélection des compétences lors de la montée de niveau [Nécessite un redémarrage]\n[impacte le Rôdeur : Ennemis jurés et Terrains favoris, le Druide : Compagnon Animal, le Barbare : Voie des éléments et choix des sous-classes draconiques (Voie de la Griffe)] +ModUi/&ImproveLevelUpFeaturesSelection=Améliorer la sélection des fonctionnalités de niveau supérieur [Nécessite un redémarrage]\n[impacts Ranger Ennemi préféré et affinité avec le terrain, Druide Bête vampire, Barbare Voie des éléments et sous-classes Choix draconiques] ModUi/&IncreaseGameTimeBy=Augmentez le temps de jeu de -ModUi/&IncreaseMaxAttunedItems=Augmenter le nombre maximum d'objets liés à 4 au niveau 10 et 5 au niveau 18 +ModUi/&IncreaseMaxAttunedItems=Augmente le nombre maximum d'objets adaptés à 4 au niveau 10 et 5 au niveau 18. ModUi/&InitialChoices=Création : ModUi/&Input=Entrée : ModUi/&Interface=Interface -ModUi/&InventoryAndItems=Inventaire et objets : +ModUi/&InventoryAndItems=Inventaire et articles : ModUi/&InvertAltBehaviorOnTooltips=Inverser le comportement de la touche ALT dans les info-bulles ModUi/&Invocations=Invocations -ModUi/&ItemInDm=Objets en DM -ModUi/&Items=Objets : +ModUi/&ItemInDm=Articles en DM +ModUi/&Items=Articles : ModUi/&ItemsCraftingMerchants=Artisanat, objets et marchands ModUi/&ItemsHelp1=Ouvrez l'écran d'inspection des personnages pour ajouter des objets aux héros... -ModUi/&ItemsHelp2=Appuyez sur + pour ajouter des objets au conteneur au sol +ModUi/&ItemsHelp2=Appuyez sur + pour ajouter des éléments au conteneur terrestre ModUi/&KeepInvisibilityWhenUsingItems=Activer l'utilisation des objets sans rompre l'Invisibilité ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Mettre à jour la furtivité du héros après l'attaque s'il est perçu lors du round de surprise [premier héros uniquement] -ModUi/&MakeAllMagicStaveArcaneFoci=Faire de tous les bâtons magiques des Focaliseurs Arcaniques [sauf le Bâton de guérison qui est Universel] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marquez également l'emplacement des téléporteurs invisibles sur la carte de niveau après leur découverte -ModUi/&MaxAllowedClasses=Nombre de classes maximales autorisées +ModUi/&MakeAllMagicStaveArcaneFoci=Créez des foyers arcaniques pour tous les bâtons magiques [sauf le Bâton de guérison qui est universel] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marquez également l'emplacement des téléporteurs invisibles sur la carte de niveau après la découverte +ModUi/&MaxAllowedClasses=Classes maximales autorisées ModUi/&Merchants=Marchands : ModUi/&Metamagic=Métamagie ModUi/&Monsters=Monstres : ModUi/&MovementGridWidthModifier=Multipliez la largeur de la grille de mouvement par [%] -ModUi/&MulticlassKeyHelp=Un SHIFT + Click sur un sort inverse le répertoire par défaut pour l'emplacement de sort consommé \n[L'occultiste dépense des emplacements de sorts blancs et les autres classes dépensent des emplacements de pacte verts] +ModUi/&MulticlassKeyHelp=SHIFT cliquez sur un sort pour inverser le type d'emplacement de répertoire par défaut consommé\n[Warlock dépense des emplacements de sorts blancs et d'autres dépensent des verts du pacte] ModUi/&MultiplyTheExperienceGainedBy=Multipliez l'expérience acquise par [%] -ModUi/&NoExperienceOnLevelUp=Aucune expérience n'est requise pour monter de niveau -ModUi/&OfferAdditionalLoreFriendlyNames=Propose davantage de noms fidèle à l'univers lors de la création de personnage -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annuler les paires avantage/désavantage aveuglées et perçues [utile en conjonction avec les règles officielles avantage/désavantage]< /couleur> +ModUi/&NoExperienceOnLevelUp=Aucune expérience n'est requise pour passer au niveau supérieur +ModUi/&OfferAdditionalLoreFriendlyNames=Proposer des noms supplémentaires conviviaux lors de la création de personnages +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annuler l'avantage/inconvénient les paires aveuglées, invisibles et perçues [utile en conjonction avec l'avantage/inconvénient officiel règles] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Remplacer les zones fortement obscurcies par des bloqueurs de projectiles [Cloud Kill, Nuage de brouillard , Nuage incendiaire, Tempête de pétales, Tempête de grésil, Nuage puant] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Les créatures invisibles sont fortement obscurcies et peuvent être ciblées, les jets d'attaque contre la créature ont un désavantage et les jets d'attaque de la créature ont un avantage -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Changer les zones obscurcies par magie en bloqueurs de projectiles [n'importe quelle source de l'effet du sort Obscurité] +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Changer les zones obscurcies par magie en bloqueurs de projectiles [n'importe quelle source de l'effet du sort Obscurité] ModUi/&OfficialObscurementRulesTweakMonsters=+ Ajoutez Darkvision, BlindSight et TrueSight aux monstres et aux PNJ lorsque cela est approprié\n [collections de paramètres MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Afficher uniquement les créatures les plus puissantes dans la liste de conjuration +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Afficher uniquement les créatures les plus puissantes de la liste de conjuration ModUi/&OutlineGridWidthModifier=Multipliez la largeur de la grille de contour par [%] ModUi/&OutlineGridWidthSpeed=Multipliez la vitesse d'animation de la grille de contour par [%] -ModUi/&OverrideMinMaxLevel=Remplacer les niveaux minimum et maximum requis lors du démarrage de nouvelles aventures +ModUi/&OverrideMinMaxLevel=Remplacez les niveaux minimum et maximum requis lorsque vous démarrez de nouvelles aventures ModUi/&OverridePartySize=Remplacer la taille du groupe -ModUi/&Patches=Correctifs : +ModUi/&Patches=Corrections : ModUi/&PortraitsOpenFolder=Ouvrir le dossier des portraits -ModUi/&PrimedItems=Objets Préparés +ModUi/&PrimedItems=Articles préparés ModUi/&Progression=Progression : -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Activez la Sensibilité à la lumière sur Darkelf, Dark Kobold et Grey Dwarf pour déclencher uniquement en extérieur\n[les zones intérieures des emplacements extérieurs accessibles sans écran de chargement sont considérées comme extérieures par le moteur de jeu] -ModUi/&Races=Ascendances +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Activez la Sensibilité à la lumière sur Darkelf, Dark Kobold et Grey Dwarf pour déclencher uniquement en extérieur\n[les zones intérieures des emplacements extérieurs accessibles sans écran de chargement sont considérées comme extérieures par le moteur de jeu] +ModUi/&Races=Courses ModUi/&RecipeCost=Coût de la recette -ModUi/&RecipesInDm=Recettes dans le DM +ModUi/&RecipesInDm=Recettes en DM ModUi/&RelicForgeries=Contrefaçons de reliques -ModUi/&RemoveAttunementRequirements=Supprimer les exigences de Lien des objets magiques [Nécessite un redémarrage] -ModUi/&RemoveBugVisualModels=Remplacez les modèles ressemblant à des araignées par des visuels alternatifs dans le jeu [Nécessite un redémarrage] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Supprimer le filtre Humanoïde sur Hideous Laughter -ModUi/&RemoveRecurringEffectOnEntangle=Appliquez uniquement l'effet Entangle au moment du lancement et forcez également un test de force pour vous libérer des vignes +ModUi/&RemoveAttunementRequirements=Supprimer les exigences d'harmonisation [Nécessite un redémarrage] +ModUi/&RemoveBugVisualModels=Remplacez les modèles de type araignée par des visuels alternatifs dans le jeu [Nécessite un redémarrage] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Supprimer le filtre humanoïde sur Rires hideux +ModUi/&RemoveRecurringEffectOnEntangle=Appliquez uniquement l'effet Entangle au moment du lancement et forcez également un test de force pour vous libérer des vignes. ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Supprimer les restrictions scolaires de Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Supprimer les restrictions scolaires de Spellblade -ModUi/&RestockAntiquarians=Réapprovisionner les Antiquaires [Halman Summer] -ModUi/&RestockArcaneum=Réapprovisionner l'Arcaneum [Heddlon Surespell] +ModUi/&RestockAntiquarians=Réapprovisionner les antiquaires [Halman Summer] +ModUi/&RestockArcaneum=Réapprovisionner Arcaneum [Heddlon Surespell] ModUi/&RestockCircleOfDanantar=Réapprovisionner le Cercle de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Remplacez les valeurs par défaut de réapprovisionnement de tous les marchands pour forcer un restockage au fil du temps [à l'exception des manuels et des tomes]\n• Notez que certains articles peuvent prendre jusqu'à 7 jours de jeu pour être réapprovisionnés -ModUi/&RestockTowerOfKnowledge=Réapprovisionner la Tour du Savoir [Maddy Greenisle] -ModUi/&Rollback=Retour en arrière +ModUi/&RestockHelp=• Remplacer les valeurs par défaut pour forcer le réapprovisionnement de tous les stocks du marchand au fil du temps. [à l'exclusion des manuels et des tomes]\n• Notez que certains articles peuvent prendre jusqu'à sept jours de jeu. se réapprovisionner +ModUi/&RestockTowerOfKnowledge=Réapprovisionner la Tour de la connaissance [Maddy Greenisle] +ModUi/&Rollback=Restaurer ModUi/&Rules=Règles ModUi/&SRD=SRD : -ModUi/&ScaleMerchantPricesCorrectly=Mettre à l'échelle les prix marchands correctement/exactement [plus d'erreurs d'arrondi lors de la conversion des valeurs en pièces] +ModUi/&ScaleMerchantPricesCorrectly=Adaptez correctement / exactement les prix des marchands [plus d'erreurs d'arrondi lors de la conversion des valeurs des pièces] ModUi/&SelectAll=Tout sélectionner ModUi/&SelectDisplayed=Sélectionnez Affiché ModUi/&SelectSuggested=Sélectionnez suggéré ModUi/&SelectTabletop=Sélectionnez une table ModUi/&SenseNormalVisionRangeMultiplier=Modifier la portée de la Vision normale [uniquement en bataille] ModUi/&Services=Prestations de service -ModUi/&SetBeltOfDwarvenKindBeardChances=Ceinture des Nains possibilités d'apparition de la barbe +ModUi/&SetBeltOfDwarvenKindBeardChances=Ceinture des nains chances d'apparition de la barbe ModUi/&SettingsExport=Exporter -ModUi/&SettingsHelp=• En tant qu'hôte, vous pouvez exporter votre configuration actuelle, ouvrir le dossier des exports de configuration et le partager facilement avec vos pairs\n• En tant qu'invité, vous pouvez ouvrir le dossier des exports, copier-coller le fichier partagé par l'hôte et charger la configuration [Nécessite un redémarrage] -ModUi/&SettingsLoad=• Charger un fichier de configuration exporté -ModUi/&SettingsOpenFolder=Ouvrir le dossier des fichiers de configuration exportés +ModUi/&SettingsHelp=• En tant qu'hôte, vous pouvez exporter votre configuration actuelle, ouvrir le dossier des exportations et la partager facilement avec vos pairs.\n• En tant qu'invité, vous pouvez ouvrir le dossier des exportations, coller le fichier partagé depuis l'hôte et le charger sur [Redémarrage requis] +ModUi/&SettingsLoad=• Charger un paramètre exporté +ModUi/&SettingsOpenFolder=Ouvrir le dossier des paramètres exportés ModUi/&SettingsRefresh=Rafraîchir ModUi/&SettingsRemove=Retirer -ModUi/&ShowButtonWithControlledMonsterInfo=[BETA] Activer le bouton permetant l'affichage des informations sur les monstres contrôlés [Druides en Forme Sauvage, Invocations, PNJ, etc. ] -ModUi/&ShowChannelDivinityOnPortrait=Montre combien d'utilisations de Conduit Divin un héros dispose sur son portrait, comme pour les Points de Sorcellerie de l'Ensorceleur -ModUi/&ShowCraftedItemOnRecipeIcon=Afficher l'icône de l'objet fabriqué près de la recette dans la boutique et dans l'inventaire [Au survol de la souris, l'info-bulle de l'objet fabriqué s'affichera] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Afficher la recette d'artisanat dans des infobulles détaillées +ModUi/&ShowButtonWithControlledMonsterInfo=Afficher le bouton qui ouvre les informations sur les monstres contrôlés [druides de forme sauvage, invocations, adeptes PNJ, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Montrez combien de Channel Divinity utilise un héros sur son portrait, semblable aux points de sorcellerie. +ModUi/&ShowCraftedItemOnRecipeIcon=Afficher l'icône de l'objet fabriqué à proximité de l'objet de recette dans la boutique et l'inventaire [En passant la souris dessus, l'info-bulle de l'objet fabriqué s'affichera] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Afficher la recette de fabrication dans des info-bulles détaillées ModUi/&ShowDescriptions=Afficher les descriptions -ModUi/&SpellLevelFilter=Filtre par niveau de sort [-1 affiche tout] +ModUi/&SpellLevelFilter=Filtre de niveau de sort [-1 affiche tout] ModUi/&SpellsMenu=Sorts -ModUi/&StealthBreaksWhenAttackHits=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort touche -ModUi/&StealthBreaksWhenAttackMisses=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort râte -ModUi/&StealthBreaksWhenCastingMaterial=Activer la perte de furtivité lors du lancement de sort à composantes matérielles [tout sort non-attaque avec la cible TOUS ou ENNEMI] -ModUi/&StealthBreaksWhenCastingSomatic=Activer la perte de furtivité lors du lancement de sort à composantes somatiques [tout sort non-attaque avec la cible TOUS ou ENNEMI] -ModUi/&StealthBreaksWhenCastingVerbose=Activer la perte de furtivité lors du lancement de sort à composantes verbales [tout sort non-attaque avec la cible TOUS ou ENNEMI] -ModUi/&StealthDoesNotBreakWithSubtle=Désactiver l'interruption de la furtivité en cas de sort sous Métamagie subtile et sans composante matérielle -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Approvisionner le magasin de Gorim avec tous les vêtements non magiques [Nécessite un redémarrage] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Approvisionner le magasin de Gorim avec tous les instruments de musique non magiques [Nécessite un redémarrage] -ModUi/&StockHugoStoreWithAdditionalFoci=Approvisionner le magasin d'Hugo avec des Bâton d'Arcane, Collier de Druide, Bâton et Gourdin définis comme des focalisateurs de sort +ModUi/&StealthBreaksWhenAttackHits=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort frappe +ModUi/&StealthBreaksWhenAttackMisses=Activer la perte de furtivité lorsqu'une attaque avec une arme ou un sort échoue +ModUi/&StealthBreaksWhenCastingMaterial=Activer la perte de furtivité lors du lancement de matériel [tout sort non-attaque avec la cible TOUS ou ENNEMI] +ModUi/&StealthBreaksWhenCastingSomatic=Activer la perte de furtivité lors du lancement de somatique [tout sort non-attaque avec cible TOUS ou ENNEMI] +ModUi/&StealthBreaksWhenCastingVerbose=Activer la perte de furtivité lors du lancement de verbal [tout sort non-attaque avec la cible TOUS ou ENNEMI] +ModUi/&StealthDoesNotBreakWithSubtle=Activer la furtivité sans rouler si Métamagie subtile et aucun composant matériel +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Stockez le magasin de Gorim avec tous les vêtements non magiques [Redémarrage nécessaire] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Stockez le magasin de Gorim avec tous les instruments de musique non magiques [Redémarrage nécessaire] +ModUi/&StockHugoStoreWithAdditionalFoci=Stockez le magasin Hugo avec le Bâton des Arcanes, le Druid Neck, le Bâton et le Club défini comme éléments de focus ModUi/&Subclasses=Sous-classes ModUi/&Subraces=Sous-accolades -ModUi/&SwapCraftedItemAndRecipeIcons=+ Échangez les icônes de recettes et d'objets d'artisanat dans les boutiques +ModUi/&SwapCraftedItemAndRecipeIcons=+ Échangez les icônes de recettes et d'objets fabriqués dans la boutique ModUi/&TargetLanguage=Langue cible ModUi/&Tools=Outils -ModUi/&TotalCraftingTimeModifier=Réduire le temps de fabrication de -ModUi/&TotalFeatsGrantedFirstLevel=Total des Dons accordés au premier niveau +ModUi/&TotalCraftingTimeModifier=Réduisez le temps de fabrication de +ModUi/&TotalFeatsGrantedFirstLevel=Total des exploits accordés au premier niveau ModUi/&Translate=Traduire ModUi/&TranslateCancel=Annuler {0} à {1} ModUi/&Translations=Traductions -ModUi/&UnleashEnemyAsNpc=Autoriser la sélection de monstres via les gadgets de PNJ -ModUi/&UnleashNpcAsEnemy=Déverrouiller la sélection de monstres -ModUi/&UnlockAllNpcFaces=Déverrouiller les visages des PNJ -ModUi/&UnlockEyeStyles=Déverrouiller les styles d'yeux -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Débloquez des couleurs luisantes pour toutes les marques et tatouages -ModUi/&UnlockGlowingEyeColors=Ajouter des couleurs luisantes pour les yeux -ModUi/&UnlockMarkAndTattoosForAllCharacters=Déverrouiller les marquages et tatouages de l'Ensorceleur pour tous les personnages -ModUi/&UnlockSkinColors=Déverrouiller les couleurs de peau -ModUi/&Update=Mettre à jour -ModUi/&UseElfFaceModelsOnTieflings=Utiliser les modèles de visage Elfes sur les Tieffelins -ModUi/&UseHeightOneCylinderEffect=Utiliser un gabarit cylindrique de 1 de hauteur lors du lancement des sorts Tentacules noires, Enchevêtrement, Graisse [carré] ou Croissance d'épines [rond] -ModUi/&UseMathFlankingRules=+ Utilisez des calculs précis pour déterminer le contournement [peut avoir un impact sur les performances des machines lentes] -ModUi/&UseOfficialAdvantageDisadvantageRules=Utiliser les règles officielles d'avantage/désavantage [si les circonstances font qu'un jet est soumis aux deux, vous êtes considéré comme n'ayant ni l'un ni l'autre] -ModUi/&UseOfficialFlankingRules=Utiliser les règles officielles de prise en tenaille [un attaquant a l'avantage si un allié est du côté opposé de la cible] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Activer également les attaques à distance [désactive les calculs précis] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Activer également les attaques par portée [désactive les calculs précis] +ModUi/&UnleashEnemyAsNpc=Autoriser la sélection de monstres sur les gadgets des PNJ +ModUi/&UnleashNpcAsEnemy=Débloquez la sélection de monstres +ModUi/&UnlockAllNpcFaces=Débloquez les visages des PNJ +ModUi/&UnlockEyeStyles=Débloquez des styles d'yeux +ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Débloquez des couleurs éclatantes pour tous les marquages et tatouages +ModUi/&UnlockGlowingEyeColors=Ajoutez des couleurs d'yeux éclatantes +ModUi/&UnlockMarkAndTattoosForAllCharacters=Débloquez les marques et tatouages d'origine Sorcier pour tous les personnages. +ModUi/&UnlockSkinColors=Débloquez les couleurs de peau +ModUi/&Update=Mise à jour +ModUi/&UseElfFaceModelsOnTieflings=Utilisez des modèles de visage Elfe sur les Tieflings +ModUi/&UseHeightOneCylinderEffect=Utilisez un effet de cylindre de hauteur 1 lors du lancement de Tentacules noires, enchevêtrement, graisse [carré] ou Pic de croissance [rond] +ModUi/&UseMathFlankingRules=+ Utilisez des calculs précis pour déterminer le contournement [peut avoir un impact sur les performances sur les machines lentes] +ModUi/&UseOfficialAdvantageDisadvantageRules=Utilisez les règles officielles avantage/désavantage [si les circonstances font qu'un jet a les deux, vous êtes considéré comme n'ayant aucun des deux] +ModUi/&UseOfficialFlankingRules=Utilisez les règles officielles de flancage [un attaquant a un avantage si un allié est du côté opposé de la cible] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Activer également les attaques à distance [désactiver les calculs précis] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Activer également les attaques par portée [désactiver les calculs précis] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Au lieu de l'avantage, accordez +1 au jet d'attaque -ModUi/&UseOfficialFoodRationsWeight=Utilisez la ration alimentaire officielle d'un poids de 2 livres +ModUi/&UseOfficialFoodRationsWeight=Utilisez une ration alimentaire officielle d'un poids de 2 livres. ModUi/&UseOfficialObscurementRules=Utilisez les règles officielles de combat d'éclairage, d'obscurcissement et de vision\n[l'attaquant qui perçoit le défenseur qui ne peut pas le percevoir obtient l'ADV, et l'attaquant qui ne le perçoit pas percevoir le défenseur qui peut le percevoir obtient un DIS\n les zones fortement obscurcies infligent un état d'aveuglement, où les jets d'attaque contre la créature ont ADV, et les jets d'attaque de la créature ont DIS\n tous les sorts à distance ciblant des individus ne peuvent pas être lancés si l'attaquant n'a pas de vue , sauf ceux qui n'indiquent clairement pas que la vue est requise] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilisez les règles officielles des petites races lorsque vous maniez des armes lourdes [vos attaques ont un désavantage] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilisez les règles officielles des petites races lorsque vous maniez des armes lourdes [vos attaques ont un désavantage] ModUi/&Visuals=Visuels : [Nécessite un redémarrage] diff --git a/SolastaUnfinishedBusiness/Translations/fr/Spells/Spells01-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Spells/Spells01-fr.txt index cfee1f1d09..39455cc8ba 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Spells/Spells01-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Spells/Spells01-fr.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Un jet d'acide émane de vous selon une ligne de 30 p Spell/&VileBrewTitle=Bière caustique de Tasha Spell/&VoidGraspDescription=Vous invoquez le pouvoir des forces malveillantes. Des vrilles d'énergie sombre jaillissent de vous et frappent toutes les créatures à moins de 3 mètres de vous. Chaque créature dans cette zone doit effectuer un jet de sauvegarde de Force. En cas d'échec, la cible subit 2d6 dégâts nécrotiques et ne peut réagir qu'au début de votre prochain tour. En cas de sauvegarde réussie, la créature subit la moitié des dégâts, mais ne subit aucun autre effet. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts augmentent de 1d6 pour chaque niveau d'emplacement supérieur au 1er. Spell/&VoidGraspTitle=Armes de Hadar -Spell/&WitchBoltDescription=Un faisceau d’énergie bleue crépitante se lance vers une créature à portée, formant un arc d’éclair soutenu entre vous et la cible. Effectuez une attaque magique à distance contre cette créature. En cas de coup, la cible subit 1d12 dégâts de foudre, et à chacun de vos tours pendant toute la durée, vous pouvez utiliser votre action pour infliger automatiquement 1d12 dégâts de foudre à la cible. Le sort prend fin si vous utilisez votre action pour faire autre chose. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts initiaux augmentent de 1d12 pour chaque niveau d'emplacement supérieur au 1er. +Spell/&WitchBoltDescription=Un rayon d’énergie bleue crépitante se dirige vers une créature à portée, formant un arc d’éclair soutenu entre vous et la cible. Effectuez une attaque magique à distance contre cette créature. En cas de coup, la cible subit 1d12 dégâts de foudre, et à chacun de vos tours pendant toute la durée, vous pouvez utiliser votre action pour infliger automatiquement 1d12 dégâts de foudre à la cible. Le sort prend fin si vous utilisez votre action pour faire autre chose. Le sort prend également fin si la cible se trouve hors de portée du sort. Lorsque vous lancez ce sort en utilisant un emplacement de sort de niveau 2 ou supérieur, les dégâts initiaux augmentent de 1d12 pour chaque niveau d'emplacement supérieur au 1er. Spell/&WitchBoltTitle=Trait de sorcière Spell/&WrathfulSmiteDescription=Votre prochain coup inflige 1d6 dégâts psychiques supplémentaires. Si la cible échoue au jet de sauvegarde du WIS, son esprit explose de douleur et elle devient effrayée. Spell/&WrathfulSmiteTitle=Châtiment courroucé diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheElements-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheElements-fr.txt index b70bd04b0d..070776ee09 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheElements-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheElements-fr.txt @@ -8,7 +8,7 @@ Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=Pendant que Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=Conduit Blizzard Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=Pendant que vous êtes en rage, chaque fois qu'une créature ennemie vous frappe avec une attaque, vous pouvez utiliser votre réaction pour forcer cette créature à effectuer un jet de sauvegarde de Dextérité. En cas d'échec, la créature subit des dégâts de feu égaux à votre niveau de barbare. Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=Conduit de feu de forêt -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=À partir du niveau 6, votre dévotion à la calamité élémentaire choisie au niveau 3 vous offre, à vous et à vos alliés, une résistance à ce type de dégâts.\n• Tempête : pendant que vous êtes en rage, vous et tous vos alliés à moins de 3 mètres de vous bénéficiez d'une résistance à la foudre.\n• Blizzard : pendant que vous êtes en rage, vous et tous vos alliés à moins de 3 mètres de vous bénéficiez d'une résistance au froid.\n• Feu de forêt : Pendant que vous êtes en rage, vous et tous les alliés à moins de 3 mètres de vous bénéficiez d'une résistance au feu. +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=À partir du niveau 6, votre dévotion à la calamité élémentaire choisie au niveau 3 vous offre, à vous et à vos alliés, une résistance à ce type de dégâts.\n• Tempête : pendant que vous êtes en rage, vous et tous vos alliés à moins de 3 mètres de vous bénéficiez d'une résistance à la foudre.\n• Blizzard : pendant que vous êtes en rage, vous et tous vos alliés à moins de 3 mètres de vous bénéficiez d'une résistance au froid.\n• Feu de forêt : Pendant que vous êtes en rage, vous et tous les alliés à moins de 3 mètres de vous bénéficiez d'une résistance au feu. Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=Bénédiction élémentaire Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=À partir du niveau 10, vous gagnez des pouvoirs supplémentaires en fonction de la calamité élémentaire choisie au niveau 3.\n• Tempête : {0}\n• Blizzard : {1}\n• Feux de forêt : {2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Explosion élémentaire diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt index 5f977c5a61..f3dff7be53 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PathOfTheRavager-fr.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Une fois pendant votre tour, si vous utilisez votre attaque imprudente alors que vous êtes en rage, la première attaque d'arme basée sur la Force avec laquelle vous frappez un ennemi inflige 2d6 dégâts supplémentaires du même type que votre arme. Ces dégâts sont augmentés à 3d6 au niveau 9 et à 4d6 au niveau 16. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frénésie -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Chaque fois que vous commencez à faire rage par une action gratuite, et pendant que vous faites rage dans les tours suivants par le biais d'une action bonus, vous pouvez semer la terreur chez les autres grâce à votre présence intimidante. Chaque créature ennemie à moins de 9 mètres de vous doit effectuer un jet de sauvegarde de Sagesse (DD égal à 8 + votre bonus de maîtrise + votre modificateur de Force). En cas d'échec, la créature est dans l'état Effrayé pendant 1 minute. À la fin de chacun des tours de la créature effrayée, la créature répète le jet de sauvegarde, mettant fin à l'effet sur elle-même en cas de réussite. Une fois que vous utilisez cette fonctionnalité, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos long. Si vous n'avez plus utilisé cette fonctionnalité, vous pouvez dépenser une utilisation de votre Rage pour la réutiliser. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Chaque fois que vous commencez à faire rage, et pendant que vous faites rage dans les tours suivants en tant qu'action bonus, vous pouvez semer la terreur chez les autres grâce à votre présence intimidante. Chaque créature ennemie à moins de 9 mètres de vous doit effectuer un jet de sauvegarde de Sagesse (DD égal à 8 + votre bonus de maîtrise + votre modificateur de Force). En cas d'échec, la créature est dans l'état Effrayé pendant 1 minute. À la fin de chacun des tours de la créature effrayée, la créature répète le jet de sauvegarde, mettant fin à l'effet sur elle-même en cas de réussite. Une fois que vous utilisez cette fonctionnalité, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos long. Si vous n'avez plus utilisé cette fonctionnalité, vous pouvez dépenser une utilisation de votre Rage pour la réutiliser. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Présence intimidante Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Pendant que vous êtes en colère, vous pouvez utiliser votre action bonus pour semer la terreur chez les autres grâce à votre présence intimidante. Chaque créature ennemie à moins de 9 mètres de vous doit effectuer un jet de sauvegarde de Sagesse (DD égal à 8 + votre bonus de maîtrise + votre modificateur de Force). En cas d'échec, la créature est dans l'état Effrayé pendant 1 minute. À la fin de chacun des tours de la créature effrayée, la créature répète le jet de sauvegarde, mettant fin à l'effet sur elle-même en cas de réussite. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Présence intimidante diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerFeyWanderer-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerFeyWanderer-fr.txt new file mode 100644 index 0000000000..a44467c743 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/RangerFeyWanderer-fr.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Vous pouvez augmenter vos frappes d'armes avec une magie effrayante, tirée des creux sombres du Feywild. Lorsque vous touchez une créature avec une arme, vous pouvez infliger 1d4 dégâts psychiques supplémentaires à la cible, qui ne peut subir ces dégâts supplémentaires qu'une seule fois par tour. Les dégâts supplémentaires passent à 1d6 lorsque vous atteignez le niveau 11 dans cette classe. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Frappes épouvantables +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Vous gagnez des sorts bonus qui sont considérés comme des sorts de Rôdeur pour vous, ils sont toujours préparés et ne comptent pas dans le nombre de sorts de Rôdeur que vous connaissez :\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Magie du Vagabond Fey +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Vos qualités féeriques vous confèrent un charme surnaturel. En conséquence, vous effectuez des tests de Charisme avec avantage. De plus, vous maîtrisez l’une des compétences suivantes de votre choix : Tromperie, Performance ou Persuasion. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Glamour d'un autre monde +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Vous pouvez utiliser votre réaction pour forcer la source à effectuer un jet de sauvegarde de Sagesse contre votre DD de sauvegarde de sort. Si la sauvegarde échoue, la source est charmée par vous pendant 1 minute. La source peut répéter le jet de sauvegarde à la fin de chacun de ses tours, mettant ainsi fin à l'effet sur elle-même en cas de sauvegarde réussie. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Charmé +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Vous avez l'avantage aux jets de sauvegarde contre le fait d'être charmé ou effrayé. De plus, chaque fois que vous ou une créature que vous pouvez voir à moins de 120 pieds de vous réussissez un jet de sauvegarde contre le charme ou l'effroi, vous pouvez utiliser votre réaction pour forcer la source à effectuer un jet de sauvegarde de Sagesse contre le DD de sauvegarde de votre sort. Si la sauvegarde échoue, la source est charmée ou effrayée par vous (au choix) pendant 1 minute. La source peut répéter le jet de sauvegarde à la fin de chacun de ses tours, mettant ainsi fin à l'effet sur elle-même en cas de sauvegarde réussie. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Vous pouvez utiliser votre réaction pour forcer la source à effectuer un jet de sauvegarde de Sagesse contre votre DD de sauvegarde de sort. Si la sauvegarde échoue, la source est effrayée par vous pendant 1 minute. La source peut répéter le jet de sauvegarde à la fin de chacun de ses tours, mettant ainsi fin à l'effet sur elle-même en cas de sauvegarde réussie. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Effrayé +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Torsion séduisante +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Une fois par repos long, vous pouvez utiliser votre action pour lancer le sort Conjure Fey. Lancer le sort de cette façon ne nécessite ni composants ni concentration et la durée du sort est d'une minute. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Renforts Fey +Feature/&PowerRangerFeyWandererMistyWandererDescription=Vous pouvez entrer et sortir du Fey Wild pour vous déplacer en un clin d’œil : vous pouvez lancer Misty Step sans dépenser d’emplacement de sort. Vous pouvez le faire un nombre de fois égal à votre modificateur de Sagesse (au minimum une fois), et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. De plus, chaque fois que vous lancez Misty Step, vous pouvez amener avec vous une créature volontaire que vous pouvez voir à moins de 1,50 mètre de vous. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Vagabond brumeux +Feedback/&AdditionalDamageDreadfulStrikesFormat=Frappes épouvantables +Feedback/&AdditionalDamageDreadfulStrikesLine=Dreadful Strikes inflige +{2} dégâts supplémentaires ! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Vous pouvez réagir pour forcer l'attaquant à effectuer un jet de sauvegarde de Sagesse contre votre DD de sauvegarde de sort. Si la sauvegarde échoue, l'attaquant est charmé ou effrayé par vous pendant 1 minute. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Charmez ou effrayez l’attaquant. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Torsion séduisante +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Torsion séduisante +Subclass/&RangerFeyWandererDescription=Une mystique féerique vous entoure, grâce à la bénédiction d'un archfée, aux fruits brillants que vous avez mangés d'un arbre parlant, à la source magique dans laquelle vous avez nagé ou à tout autre événement de bon augure. Quelle que soit la manière dont vous avez acquis votre magie féerique, vous êtes désormais un Fey Wanderer, un rôdeur qui représente à la fois le royaume des mortels et celui des fées. Tandis que vous parcourez le multivers, votre rire joyeux illumine le cœur des opprimés et vos prouesses martiales sèment la terreur chez vos ennemis, car grande est la gaieté des fées et terrible est leur fureur. +Subclass/&RangerFeyWandererTitle=Fey Vagabond +Tooltip/&MustBeWithin5ft=Doit être à moins de 5 pieds diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WizardWarMagic-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WizardWarMagic-fr.txt new file mode 100644 index 0000000000..2d5ae62d5f --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WizardWarMagic-fr.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Activer/désactiver la surtension +Action/&PowerSurgeToggleTitle=Surtension +Condition/&ConditionWarMagicArcaneDeflectionDescription=Vous ne pouvez pas lancer de sorts autres que les sorts mineurs. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Déviation des Arcanes +Feature/&AttributeModifierWarMagicTacticalWitDescription=Votre grande capacité à évaluer les situations tactiques vous permet d'agir rapidement au combat. Vous pouvez vous accorder un bonus à vos jets d'initiative égal à votre modificateur d'Intelligence. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Esprit tactique +Feature/&FeatureWarMagicArcaneDeflectionDescription=Vous avez appris à tisser votre magie pour vous fortifier contre le mal. Lorsque vous êtes touché par une attaque ou que vous échouez à un jet de sauvegarde, vous pouvez utiliser votre réaction pour soustraire votre modificateur d'Intelligence du jet d'attaque, ou l'ajouter au jet de sauvegarde. Lorsque vous utilisez cette fonctionnalité, vous ne pouvez pas lancer de sorts autres que les sorts mineurs jusqu'à la fin de votre prochain tour. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Déviation des Arcanes +Feature/&FeatureWarMagicDurableMagicDescription=La magie que vous canalisez aide à prévenir le mal. Tant que vous restez concentré sur un sort, vous bénéficiez d'un bonus de +2 à la CA et à tous les jets de sauvegarde. +Feature/&FeatureWarMagicDurableMagicTitle=Magie durable +Feature/&PowerWarMagicDeflectionShroudDescription=Votre Déflexion arcanique est imprégnée d’une magie mortelle. Lorsque vous utilisez votre fonction de déviation des arcanes, vous pouvez provoquer un arc d'énergie magique hors de vous. Jusqu'à trois créatures les plus proches à moins de 60 pieds de vous subissent chacune des dégâts de force égaux à la moitié de votre niveau de sorcier. +Feature/&PowerWarMagicDeflectionShroudTitle=Enveloppe de déviation +Feature/&PowerWarMagicSurgeDescription=Vous disposez d'un nombre de surtensions de puissance égal à votre modificateur d'Intelligence (au minimum un). Chaque fois que vous réussissez à mettre fin à un sort avec Contresort, vous gagnez une poussée de puissance. Une fois par tour, lorsque vous infligez des dégâts à une créature ou à un objet avec un sort de sorcier, vous pouvez dépenser une poussée de puissance pour infliger des dégâts de force supplémentaires lors d'un jet de dégâts de ce sort. Les dégâts supplémentaires sont égaux à votre niveau de sorcier. +Feature/&PowerWarMagicSurgeTitle=Surtension +Feedback/&ArcaneDeflectionAttackRoll={0} utilise {1} pour soustraire le modificateur d'Intelligence ({2}) du jet d'attaque ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} utilise {1} pour ajouter le modificateur Intelligence ({2}) au jet de sauvegarde ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Vous êtes sur le point d'être touché par une attaque. Vous pouvez utiliser votre réaction pour soustraire votre modificateur d'Intelligence du jet de l'attaquant et le faire rater à la place. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Forcer un échec +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Déviation des Arcanes +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Déviation des Arcanes +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Vous avez raté un jet de sauvegarde. Vous pouvez utiliser votre réaction pour ajouter votre modificateur d'Intelligence au jet de sauvegarde et le faire réussir à la place. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Forcer un échec +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Déviation des Arcanes +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Déviation des Arcanes +Subclass/&WizardWarMagicDescription=Divers collèges arcaniques se spécialisent dans la formation des sorciers pour la guerre. La tradition de la Magie de Guerre mélange les principes d'évocation et d'abjuration, plutôt que de se spécialiser dans l'une ou l'autre de ces écoles. Il enseigne des techniques qui renforcent les sorts d'un lanceur, tout en fournissant également aux sorciers des méthodes pour renforcer leurs propres défenses. Les adeptes de cette tradition sont connus sous le nom de mages de guerre. Ils voient leur magie à la fois comme une arme et une armure, une ressource supérieure à n'importe quelle pièce d'acier. Les mages de guerre agissent rapidement au combat, utilisant leurs sorts pour prendre le contrôle tactique d'une situation. Leurs sorts frappent fort, tandis que leurs compétences défensives déjouent les tentatives de contre-attaque de leurs adversaires. Les mages de guerre sont également habiles à retourner l'énergie magique des autres lanceurs de sorts contre eux. +Subclass/&WizardWarMagicTitle=Magie de guerre diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt index e8d4503232..b82ffffa0c 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/OtherFeats-it.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusione cromatic Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=L'infusione cromatica infligge +{2} danni da veleno extra! Feedback/&IsNotLuckyHigher={0} non è affatto fortunato, lancia un {2} più alto per sostituire un {3}. Feedback/&IsNotLuckyLower={0} non è affatto fortunato, lancia un {2} inferiore per sostituire un {3}. -Feedback/&LuckyAttackToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro per colpire -Feedback/&LuckyCheckToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro di verifica -Feedback/&LuckySavingToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro salvezza +Feedback/&LuckyAttackToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro per colpire +Feedback/&LuckyCheckToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro di controllo +Feedback/&LuckySavingToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro salvezza Item/&ItemFeatChefTreatDescription=Mangia questo dolcetto dello chef e ottieni 5 punti ferita temporanei. Item/&ItemFeatChefTreatTitle=La delizia dello chef Reaction/&CustomReactionMageSlayerDescription=Hai fallito un tiro salvezza contro {0}. Puoi invece farti riuscire. diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt index 72aa3bcc63..3cc216cb86 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/Races-it.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Come azione bonus, quando impugni Feature/&PowerFeatOrcishAggressionTitle=Aggressione degli Orchi Feedback/&AdditionalDamageOrcishFuryFormat=Furia degli Orchi Feedback/&AdditionalDamageOrcishFuryLine=La Furia degli Orchi infligge +{2} danni extra! -Feedback/&BountifulLuckAttackToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro per colpire -Feedback/&BountifulLuckCheckToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro di verifica -Feedback/&BountifulLuckSavingToHitRoll={0} ha utilizzato {1} per lanciare un {2} e sostituire il tiro salvezza +Feedback/&BountifulLuckAttackToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro per colpire +Feedback/&BountifulLuckCheckToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro di controllo +Feedback/&BountifulLuckSavingToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro salvezza Feedback/&DwarvenFortitudeHitDieRolled={0} ha tirato un {2} e ha curato {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} hanno mancato {1}. {2} può reagire lanciando un d20 e sostituire il tiro per colpire. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Tira un d20 per sostituire il tiro di attacco. diff --git a/SolastaUnfinishedBusiness/Translations/it/Metamagic-it.txt b/SolastaUnfinishedBusiness/Translations/it/Metamagic-it.txt index 96388f7ec2..022dd3781d 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Metamagic-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Metamagic-it.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=L'incantesimo deve avere un'area di Failure/&FailureFlagSpellMustHaveDamageForm=L'incantesimo deve avere almeno una forma di danno Failure/&FailureFlagSpellMustRequireConcentration=L'incantesimo deve richiedere concentrazione Failure/&FailureFlagSpellRangeMustBeSelf=La portata dell'incantesimo deve essere sé stessa +Failure/&FailureSeekingSpell=L'incantesimo di ricerca si attiva solo dopo un attacco magico fallito +Failure/&FailureTransmutedSpell=L'incantesimo deve infliggere uno di questi tipi di danno: acido, freddo, fuoco, fulmine, veleno, tuono Feature/&MetamagicAltruisticSpellAllyDescription=Crea un incantesimo per prendere di mira un alleato entro 9 metri invece che se stesso. Feature/&MetamagicAltruisticSpellAllyTitle=Incantesimo condiviso, solo alleato Feature/&MetamagicAltruisticSpellDescription=Quando lanci un incantesimo che prende di mira te stesso, puoi spendere 1 punto stregoneria per influenzare invece un alleato entro 9 metri. Oppure puoi spendere 3 punti stregoneria per influenzare sia te stesso che l'alleato entro 9 metri. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Quando lanci un incantesimo che richie Feature/&MetamagicFocusedSpellTitle=Incantesimo Focalizzato Feature/&MetamagicPowerfulSpellDescription=Puoi spendere 1 punto stregoneria per livello dell'incantesimo per aumentare di 1 il numero di dadi di danno. Feature/&MetamagicPowerfulSpellTitle=Incantesimo potente +Feature/&MetamagicSeekingSpellDescription=Se effettui un tiro per colpire per un incantesimo e fallisci, puoi spendere 2 punti da stregone per ripetere il d20 e devi usare il nuovo tiro. Puoi utilizzare l'Incantesimo di Ricerca anche se hai già utilizzato un'opzione Metamagica diversa durante il lancio dell'incantesimo. +Feature/&MetamagicSeekingSpellTitle=Alla ricerca dell'incantesimo +Feature/&MetamagicTransmutedSpellDescription=Quando lanci un incantesimo che infligge un tipo di danno dal seguente elenco, puoi spendere 1 punto stregoneria per cambiare quel tipo di danno in uno degli altri tipi elencati: acido, freddo, fuoco, fulmine, veleno, tuono. +Feature/&MetamagicTransmutedSpellTitle=Incantesimo Trasmutato Feature/&MetamagicWidenedSpellDescription=Puoi spendere 2 punti stregoneria per aumentare l'area di effetto di un incantesimo. Gli incantesimi che hanno un'area d'effetto conica, cubica, cilindrica o sferica aumentano di dimensione, fino all'incremento di 1,5 metri più vicino. Feature/&MetamagicWidenedSpellTitle=Incantesimo ampliato +Feedback/&MetamagicSeekingSpellToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro per colpire +Feedback/&MetamagicTransmutedSpellDescription=Sostituisci il tipo di danno dell'effetto magico con {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Ti sei perso {0}. Puoi spendere 2 Punti Stregoneria per lanciare un d20 e sostituire il tiro di attacco. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Tira un d20 per sostituire il tiro di attacco. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Alla ricerca dell'incantesimo +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Alla ricerca dell'incantesimo +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Scegli il nuovo tipo di danno del tuo effetto magico. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Scegli un nuovo tipo di danno. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Incantesimo Trasmutato +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Incantesimo Trasmutato diff --git a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt index e93c9c8b63..324641e1be 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Il danno extra Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Miglioramento del colpo brutale Feature/&FeatureSetBarbarianBrutalStrikeTitle=Colpo Brutale Feature/&FeatureSetRageExtendedDescription=In battaglia combatti con ferocia primordiale. Durante il tuo turno, puoi entrare in ira come azione bonus. Ciò garantisce vantaggio ai tiri salvezza e alle prove di forza, un bonus iniziale +2 al danno da attacco in mischia e resistenza ai danni taglienti, contundenti e perforanti. Ottieni questi benefici solo se non indossi un'armatura pesante. Dura 1 minuto o termina se non hai attaccato o subito danni dal tuo ultimo turno.\n Inizi con 2 furie, rinnovate dopo un lungo riposo. Al livello 7, recuperi un punto rabbia dopo un breve riposo. +Feature/&FeatureSorcererMagicalGuidanceDescription=Puoi attingere alla tua fonte interiore di magia per cercare di evocare il successo dal fallimento. Quando effettui una prova di caratteristica che fallisce, puoi spendere 1 punto stregoneria per ripetere il tiro del d20 e devi utilizzare il nuovo tiro, trasformando potenzialmente il fallimento in un successo. +Feature/&FeatureSorcererMagicalGuidanceTitle=Guida magica Feature/&FighterExtraAttackDescription=Puoi attaccare due volte, anziché una, quando usi le azioni di attacco o spinta. Feature/&FlightResumeDescription=Ripristina l'effetto del volo sospeso Feature/&FlightResumeTitle=Riprendi il volo @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} tira per mantenere Feedback/&ConcentrationEffectCheckRolledLine={0} tira per mantenere {1} contro CD {2}, tira {3} = {4} Feedback/&FlankingAttack=Affiancamento Feedback/&HigherGroundAttack=Terreno più elevato +Feedback/&MagicalGuidanceCheckToHitRoll={0} ha utilizzato {1} e lancia un {2} per sostituire {3} nel tiro di controllo Feedback/&NarrativeChoiceRoll={0} lancia una scelta narrativa {1} con un risultato {2}. Feedback/&ReturningWeaponActivates={1} ritorna a {0}! Feedback/&SmallRace=Piccola Razza @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} sta attaccando {1}! Puoi lanciar Reaction/&CastSpellInRetributionReactDescription=Fai clic per trasmettere {0}. Reaction/&CastSpellInRetributionReactTitle=Lanciare un incantesimo Reaction/&CastSpellInRetributionTitle=Lancia l'incantesimo di reazione +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Hai fallito un tiro di verifica. Puoi spendere 1 punto stregoneria per lanciare un d20 e sostituire il tiro di controllo. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Tira un d20 per sostituire il tiro di controllo. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Guida magica +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Guida magica Reaction/&ReactionSpendPowerBundleDescription=Spendi potere. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Puoi applicare un effetto aggiuntivo. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Applica un effetto aggiuntivo. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=Non è la fonte dell'effetto: Rules/&SituationalContext9014Format=Non indossare armature o armature leggere senza scudo: Rules/&SituationalContext9015Format=Non indossare armature o armature leggere con bastone ferrato a due mani: Rules/&SituationalContext9016Format=Non è una fonte di effetti con l'arma da mischia nella mano principale o secondaria: +Rules/&SituationalContext9017Format=Si sta concentrando sull'incantesimo: Rules/&TurnOccurenceEndOfSourceTurnFormat=Fine origine del turno Screen/&ClassExtraSpellDescriptionFormat=Conosci questo incantesimo dalla classe {0}. Screen/&EditorLocationSize3Title=Enorme [MODIFICATO] diff --git a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt index e54d155bca..be031d7de0 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt @@ -1,78 +1,79 @@ -ModUi/&AccountForAllDiceOnSavageAttack=Aggiungi tutti i dadi del danno base dell'arma alle caratteristiche che aggiungono il danno base dell'arma invece di 1 solo dado [Attacco selvaggio, armi 2H, ecc.] +ModUi/&AccountForAllDiceOnFollowUpStrike=Aggiungi tutti i dadi del danno base dell'arma al talento Colpo Successivo +ModUi/&AccountForAllDiceOnSavageAttack=Aggiungi tutti i dadi dal danno base dell'arma alle funzionalità che aggiungono danno base dell'arma invece di 1 solo dado [Attacco selvaggio, armi 2H, ecc.] ModUi/&AddAllToStore=Aggiungi tutto al negozio -ModUi/&AddBleedingToLesserRestoration=Aggiungi la condizione Sanguinamento a quelle rimosse da Maggiore e Restauro minore +ModUi/&AddBleedingToLesserRestoration=Aggiungi la condizione Sanguinamento a quelle rimosse da Maggiore e Restauro Minore ModUi/&AddCustomIconsToOfficialItems=Aggiungi icone personalizzate agli oggetti di gioco ufficiali [munizioni, ricette, kit, ecc.] [Richiede il riavvio] -ModUi/&AddDarknessPerceptiveToDarkRaces=Abilita Percettivo dell'oscurità su Elfo Oscuro, Coboldo Oscuro e Nano Grigio \n[concede vantaggio alle prove di percezione quando spento o nell'oscurità magica] +ModUi/&AddDarknessPerceptiveToDarkRaces=Abilita Percettivo dell'oscurità su Elfo Oscuro, Coboldo Oscuro e Nano Grigio \n[concede vantaggio alle prove di percezione quando spento o nell'oscurità magica] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Aggiungi Modificatore di Destrezza ai nemici Tiro di Iniziativa -ModUi/&AddFighterLevelToIndomitableSavingReroll=Aggiungi il livello Guerriero al tiro salvezza di Indomabile -ModUi/&AddHelpActionToAllRaces=Aggiungi l'azione Aiuto a tutte le razze giocabili [puoi aiutare una creatura amica ad attaccare una creatura entro 1,5 metri da te] +ModUi/&AddFighterLevelToIndomitableSavingReroll=Abilita Guerriero per aggiungere il livello di classe come bonus al tiro salvezza di Resistenza indomabile +ModUi/&AddHelpActionToAllRaces=Aggiungi l'azione Aiuto a tutte le razze giocabili [puoi aiutare una creatura amica ad attaccare una creatura entro 1 cella da te] ModUi/&AddHumanoidFavoredEnemyToRanger=Abilita i nemici preferiti umanoidi Ranger -ModUi/&AddNewBrightEyeColors=Aggiungi nuovi colori luminosi per gli occhi -ModUi/&AddNewWeaponsAndRecipesToShops=Aggiungi nuove armi e ricette ai negozi [fasce per le mani, alabarde, picche, lunghe mazze, balestre a mano] [Richiede il riavvio] -ModUi/&AddPaladinSmiteToggle=Aggiungi un interruttore per consentire ai Paladini di abilitare solo i colpi critici [utile per ridurre al minimo le richieste di reazione] -ModUi/&AddPickPocketableLoot=Aggiungi bottino borseggiatore [suggerito se il talento Borseggiatore è abilitato] +ModUi/&AddNewBrightEyeColors=Aggiungi nuovi colori brillanti per gli occhi +ModUi/&AddNewWeaponsAndRecipesToShops=Aggiungi nuove armi e ricette ai negozi [fasce, alabarde, picche, mazze lunghe, balestre a mano] [Richiede il riavvio] +ModUi/&AddPaladinSmiteToggle=Aggiungi un interruttore per consentire ai Paladini di abilitare le punizioni solo sui colpi critici [utile per ridurre al minimo le richieste di reazione] +ModUi/&AddPickPocketableLoot=Aggiungi bottino borseggiabile [suggerito se il talento Borseggiatore è abilitato] ModUi/&AddToStore=Aggiungi al negozio ModUi/&Advanced=Avanzate: [Richiede il riavvio] -ModUi/&AdvancedHelp=• ATTENZIONE: Queste impostazioni richiedono che il giocatore abbia installato questa mod +ModUi/&AdvancedHelp=• ATTENZIONE: Queste impostazioni richiederanno che il giocatore abbia installato questa mod ModUi/&AllItemInDm=Tutti gli articoli in DM ModUi/&AllRecipesInDm=Tutte le ricette in DM -ModUi/&AllowAllPlayersOnNarrativeSequences=+ Consenti a tutti i giocatori nelle sequenze narrative -ModUi/&AllowAnyClassToWearSylvanArmor=Consenti a qualsiasi classe di indossare l' Armatura Silvana o Abiti dell'Araldo della Luce -ModUi/&AllowBeardlessDwarves=Consenti i Nani senza barba +ModUi/&AllowAllPlayersOnNarrativeSequences=+ Consenti a tutti i giocatori sequenze narrative +ModUi/&AllowAnyClassToWearSylvanArmor=Consenti a qualsiasi classe di indossare Armatura Silvana o Abiti da Portatore di Luce +ModUi/&AllowBeardlessDwarves=Consenti Nani senza barba ModUi/&AllowClubsToBeThrown=Consenti il lancio di mazze come pugnali o asce ModUi/&AllowDisplayingNonSuggestedSpells=Consenti incantesimi non suggeriti dal mod in ogni elenco ModUi/&AllowDisplayingOfficialSpells=Consenti gli incantesimi ufficiali del gioco in ogni elenco ModUi/&AllowDruidToWearMetalArmor=Consenti al Druido di indossare un'armatura di metallo ModUi/&AllowDungeonsMaxLevel20=Consenti dungeon con livello massimo 20 -ModUi/&AllowFlightSuspend=Consenti la sospensione temporanea del volo da oggetti e incantesimi [non influisce sulle forme selvatiche o sulle razze volanti] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Abilita il CTRL clic per ignorare qualsiasi controllo quando si posizionano gadget o oggetti di scena -ModUi/&AllowHasteCasting=Consenti di lanciare incantesimi con azione extra dall'essere affrettati [sei ancora limitato a 1 incantesimo di azione principale per round] -ModUi/&AllowHornsOnAllRaces=Consenti le corna a tutte le razze [i risultati potrebbero sembrare terribili a seconda della razza, della testa e delle corna] -ModUi/&AllowMoreRealStateOnRestPanel=Consenti più stato reale sul pannello di riposo [nascondi le azioni dopo il riposo sul pannello prima e le funzionalità di recupero sul pannello dopo] -ModUi/&AllowStackedMaterialComponent=Consenti componente materiale impilato [ad es. 2 diamanti da 500 gp equivalgono a un diamante da 1000 gp] +ModUi/&AllowFlightSuspend=Consenti la sospensione temporanea del volo da oggetti e incantesimi [non influenza le razze selvagge o volanti] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Abilita il clic CTRL per ignorare qualsiasi controllo quando si posizionano gadget o oggetti di scena +ModUi/&AllowHasteCasting=Consenti di lanciare incantesimi con azione extra dall'avere fretta [sei ancora limitato a 1 incantesimo di azione principale per round] +ModUi/&AllowHornsOnAllRaces=Consenti corni a tutte le razze [i risultati potrebbero sembrare terribili a seconda della razza, della testa e del corno] +ModUi/&AllowMoreRealStateOnRestPanel=Consenti più stato reale nel pannello di riposo [nascondi le azioni dopo il riposo nel pannello prima e le funzionalità di ripristino nel pannello dopo] +ModUi/&AllowStackedMaterialComponent=Consenti componente materiale impilato [ad es. 2 diamanti da 500 mo equivalgono a 1000 mo di diamanti] ModUi/&AllowUnmarkedSorcerers=Consenti Stregone senza segni di origine e tatuaggi ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=Il tasto ALT evidenzia solo i gadget nel campo visivo del gruppo [solo dungeon personalizzati] -ModUi/&ArcaneShieldstaffOptions=Consenti a Bastone Scudo Arcano di essere sintonizzato da qualsiasi classe +ModUi/&ArcaneShieldstaffOptions=Consenti al Bastone dello Scudo Arcano di essere sintonizzato da qualsiasi classe ModUi/&Backgrounds=Sfondi -ModUi/&BackgroundsAndRaces=Sfondi e gare -ModUi/&Basic= Base: +ModUi/&BackgroundsAndRaces=Sfondi e razze +ModUi/&Basic=Base: ModUi/&Bestiary=Bestiario -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Infliggi Maledizione non richiede concentrazione se lanciato con uno slot incantesimo L5+ +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Lancia Maledizione non richiede concentrazione se lanciato con uno slot incantesimo L5+ ModUi/&BlindedConditionDontAllowAttackOfOpportunity=La condizione Accecato non consente attacchi di opportunità -ModUi/&Blueprints=Cianografie +ModUi/&Blueprints=Progetti ModUi/&Campaigns=Campagne: -ModUi/&CampaignsAndLocations=Campagne e località: +ModUi/&CampaignsAndLocations=Campagne e posizioni: ModUi/&Category=Categoria -ModUi/&ChangeDragonbornElementalBreathUsages=Cambia gli usi del soffio elementale Dragonborn in modificatore di costituzione per riposo breve -ModUi/&ChangeSleetStormToCube=Cambia Tempesta di nevischio per usare un cubo invece di un cilindro +ModUi/&ChangeDragonbornElementalBreathUsages=Cambia l'utilizzo del respiro elementale Dragonborn nel modificatore di Costituzione per riposo breve +ModUi/&ChangeSleetStormToCube=Cambia Tempesta di nevischio per utilizzare un cubo invece di un cilindro ModUi/&Changelog=Registro modifiche ModUi/&Character=Carattere -ModUi/&CharactersPool=Pool di personaggi +ModUi/&CharactersPool=Piscina di personaggi ModUi/&Classes=Classi ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Immunità al freddo garantisce anche l'immunità alle condizioni fredde e congelate ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistenza al freddo garantisce inoltre l'immunità alla condizione di freddo e riduce il congelamento a freddo ModUi/&Combat=Combattimento: ModUi/&Crafting=Creazione: -ModUi/&CraftingHelp=• Premi il pulsante per imparare le ricette all'istante sulla festa attiva\n• Gli articoli aggiunti ai negozi potrebbero richiedere che il gruppo si allontani dal luogo e ritorni +ModUi/&CraftingHelp=• Premi il pulsante per apprendere istantaneamente le ricette del gruppo attivo\n• Gli articoli aggiunti ai negozi potrebbero richiedere che il gruppo si allontani dal luogo e ritorni ModUi/&Credits=Crediti ModUi/&CreditsAndDiagnostics=Crediti e diagnostica -ModUi/&Critical= Colpo critico: -ModUi/&CriticalOption0=0: impostazione predefinita del gioco, tira due volte i dadi di danno, somma il risultato e aggiungi i modificatori [XdY+XdY+Z] -ModUi/&CriticalOption1=1: somma il risultato massimo per i dadi di danno e sommalo al danno dell'attacco [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: continua a ripetere il tiro di tutti i dadi danno che ottengono il risultato più alto possibile e aggiungilo al danno totale -ModUi/&CriticalOption3=3: raddoppia il danno totale del tuo attacco invece di tirare dadi aggiuntivi. [(XdY+Z)*2] +ModUi/&Critical=Colpo critico: +ModUi/&CriticalOption0=0: impostazione predefinita del gioco, lancia due volte i dadi di danno, aggiungi il risultato e aggiungi i modificatori [XdY+XdY+Z] +ModUi/&CriticalOption1=1: somma il risultato massimo dei dadi di danno e aggiungilo al danno dell'attacco [XdY+(X*Y) +Z] +ModUi/&CriticalOption2=2: continua a ripetere il lancio di tutti i dadi di danno che ottengono il risultato più alto possibile e aggiungilo al danno totale +ModUi/&CriticalOption3=3: raddoppia il danno totale del tuo attacco invece di lanciare dadi aggiuntivi. [(XdY+Z)*2] ModUi/&Deities=Divinità -ModUi/&DisableAutoEquip=Disattiva l'equipaggiamento automatico degli articoli nell'inventario -ModUi/&DisableBarbarianBrutalCritical=+ Disabilita anche Barbaro Critico Brutale ai livelli di classe 9, 13 e 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disabilita i prerequisiti di lancio degli incantesimi sui talenti forniti da questa mod [Richiede il riavvio] -ModUi/&DisableClassPrerequisitesOnModFeats=Disabilita i prerequisiti di livello sui talenti forniti da questa mod -ModUi/&DisableRacePrerequisitesOnModFeats=Disabilita i prerequisiti di razza sui talenti forniti da questa mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Disabilita Percepisci la visione oscura da tutte le razze giocabili [Richiede il riavvio] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Disabilita Oscuro Senso Superiore da tutte le razze giocabili [Richiede il riavvio] -ModUi/&DisableUnofficialTranslations=Disabilita il supporto delle traduzioni non ufficiali per velocizzare la mod [a meno che non parli cinese, italiano, giapponese, coreano o spagnolo] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Mostra tutti gli incantesimi conosciuti di altre classi durante l'aumento di livello -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Mostra slot patto Stregone sulla selezione degli incantesimi invece che sul pannello del personaggio -ModUi/&DocsArcaneShots=Colpi Arcani +ModUi/&DisableAutoEquip=Disabilita l'equipaggiamento automatico degli oggetti nell'inventario +ModUi/&DisableBarbarianBrutalCritical=+ Disabilita anche Barbaro Critico Brutale ai livelli 9, 13 e 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disabilita i prerequisiti di lancio degli incantesimi sui talenti forniti da questo mod [Richiede il riavvio] +ModUi/&DisableClassPrerequisitesOnModFeats=Disabilita i prerequisiti di livello sui talenti forniti da questo mod +ModUi/&DisableRacePrerequisitesOnModFeats=Disabilita i prerequisiti di razza sui talenti forniti da questo mod +ModUi/&DisableSenseDarkVisionFromAllRaces=Disattiva Percepire visione oscura da tutte le razze giocabili [Richiede il riavvio] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Disabilita Senso superiore, visione oscura da tutte le razze giocabili [Richiede il riavvio] +ModUi/&DisableUnofficialTranslations=Disattiva il supporto delle traduzioni non ufficiali per velocizzare la mod [a meno che non parli cinese, italiano, giapponese, coreano o spagnolo] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Visualizza tutti gli incantesimi conosciuti di altre classi durante l'aumento di livello +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Visualizza gli slot patto Stregone nella selezione degli incantesimi invece che nel pannello del personaggio +ModUi/&DocsArcaneShots=Colpi arcani ModUi/&DocsBackgrounds=Sfondi ModUi/&DocsFeats=Talenti ModUi/&DocsFightingStyles=Stili di combattimento @@ -87,216 +88,218 @@ ModUi/&DocsSubraces=Sottorazze ModUi/&DocsVersatilities=Versatilità ModUi/&Donate=Dona: {0} ModUi/&DontDisplayHelmets=Non visualizzare i caschi sui caratteri grafici [Richiede il riavvio] -ModUi/&DontEndTurnAfterReady=Non terminare il turno dopo aver utilizzato l'azione pronta [consente di utilizzare l'azione bonus o qualsiasi azione principale extra da Fretta o altre fonti] +ModUi/&DontEndTurnAfterReady=Non terminare il turno dopo aver utilizzato azione pronta [consente di utilizzare Azione Bonus o qualsiasi azione Principale extra da Rapidità o altre fonti] ModUi/&DontFollowCharacterInBattle=La telecamera di battaglia non segue quando il personaggio è già sullo schermo -ModUi/&DontFollowMargin=+ A meno che l'eroe non sia spento o entro il % del bordo dello schermo +ModUi/&DontFollowMargin=+ A meno che l'eroe non sia spento o si trovi entro la % del bordo dello schermo ModUi/&DungeonMakerBasicHelp=• Queste impostazioni non richiedono che il giocatore abbia installato questa mod -ModUi/&DungeonMakerMenu=Creatore di sotterranei +ModUi/&DungeonMakerMenu=Creatore di dungeon ModUi/&Effects=Effetti -ModUi/&EmpressGarbAppearance=Aspetto Abito da Imperatrice +ModUi/&EmpressGarbAppearance=Aspetto Abito dell'Imperatrice ModUi/&EnableActionSwitching=Abilita la barra di cambio azione [utile quando si ha fretta per usare l'azione veloce prima dell'azione principale] ModUi/&EnableAdditionalBackstoryDisplay=Abilita la visualizzazione aggiuntiva del retroscena durante l'ispezione in background -ModUi/&EnableAdditionalIconsOnLevelMap=Abilita icone aggiuntive per accampamenti, uscite e teletrasporto sulla mappa del livello +ModUi/&EnableAdditionalIconsOnLevelMap=Abilita icone aggiuntive per accampamenti, uscite e teletrasporti sulla mappa dei livelli ModUi/&EnableAdditionalItemsInDungeonMaker=+ Aggiungi nuovi elementi a Dungeon Maker -ModUi/&EnableAlternateHuman=Abilita l'umano alternativo [+1 talento / +2 scelte attributi / +1 abilità] -ModUi/&EnableAlternateVotingSystem=Abilita il sistema di voto alternativo [usa il modificatore di carisma dell'eroe per determinare il peso della scelta] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Abilita Ispirazione bardica ad attivarsi anche durante i controlli degli attributi fuori combattimento -ModUi/&EnableBarbarianBrutalStrike=Abilita Barbaro Colpo Brutale e Miglioramento Colpo Brutale ai livelli di classe 9, 13 e 17 +ModUi/&EnableAlternateHuman=Abilita l'Umano alternativo [+1 talento / +2 scelte di attributo / +1 abilità] +ModUi/&EnableAlternateVotingSystem=Abilita il sistema di voto alternativo [peso scelta = voti * modificatore carisma eroe] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Abilita Ispirazione bardica per attivare anche i controlli degli attributi di combattimento fuori combattimento +ModUi/&EnableBarbarianBrutalStrike=Abilita Barbaro Colpo Brutale e Miglioramento Colpo Brutale ai livelli 9, 13 e 17 ModUi/&EnableBarbarianFightingStyle=Abilita la scelta Barbaro Stile di combattimento al livello 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Abilita il buff e il debuff Barbaro Attacco spericolato per terminare all'inizio del turno successivo -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Abilita Barbaro a riacquistare un uso dell'ira durante un riposo breve al livello di classe 7 -ModUi/&EnableBetaContent=Abilita i contenuti beta [Richiede il riavvio] +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Abilita Barbaro a recuperare un uso della rabbia durante un riposo breve al livello 7 +ModUi/&EnableBardHealingBalladOnLongRest=Abilita Bard College of Hope Ballata Curativa con riposo lungo +ModUi/&EnableBetaContent=Abilita contenuto beta [Richiede il riavvio] ModUi/&EnableCancelEditOnRightMouseClick=Abilita le azioni di annullamento con il clic destro del mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Abilita i trucchetti per attivare Magia da guerra attacco bonus extra +ModUi/&EnableCantripsTriggeringOnWarMagic=Abilita i trucchetti per attivare l'attacco bonus extra Magia di guerra ModUi/&EnableCharacterChecker=Abilita il pulsante Controllo caratteri nella schermata principale > Personaggi -ModUi/&EnableCharacterExport=Abilita CTRL-MAIUSC-(E) per esportare il personaggio -ModUi/&EnableCharactersOnFireToEmitLight=I personaggi in fiamme dovrebbero emettere luce [Cubo di Luce, Elementale del Fuoco, Giullare del Fuoco, Osprey del Fuoco, Ragno del Fuoco e famiglia delle condizioni in fiamme] +ModUi/&EnableCharacterExport=Abilita CTRL-MAIUSC-(E) per esportare il carattere +ModUi/&EnableCharactersOnFireToEmitLight=I personaggi in fiamme dovrebbero emettere luce [Cubo di luce, Elementale del fuoco, Giullare del fuoco, Falco pescatore di fuoco, Ragno di fuoco e famiglia con condizioni di fuoco] ModUi/&EnableCheatMenu=Abilita il menu dei trucchi ModUi/&EnableCustomPortraits=Abilita ritratti personalizzati -ModUi/&EnableCustomPortraitsHelp=• Inserisci i tuoi ritratti personalizzati nelle sottocartelle Personal o PreGen< /b>, dal nome del nome dell'eroe [es.: Anton, Celia, Nialla, ecc.]\n• Utilizza immagini PNG, di dimensioni 256 x 384 pixel, con un livello di trasparenza [usa GIMP per i migliori risultati] +ModUi/&EnableCustomPortraitsHelp=• Inserisci i tuoi ritratti personalizzati nelle sottocartelle Personale o PreGen , che prende il nome dal nome dell'eroe [es.: Anton, Celia, Nialla, ecc.]\n• Usa PNG immagini, dimensioni 256 x 384 pixel, con un livello di trasparenza [usa GIMP per i migliori risultati] ModUi/&EnableDungeonMakerModdedContent=Abilita Dungeon Maker Pro\n[include stanze piatte, dimensioni di dungeon 150x150 e 200x200 e senza fronzoli mescolando risorse da tutti gli ambienti] -ModUi/&EnableEpicPointsAndArray=Abilita un epico sistema di acquisto e array da 35 punti [17,15,13,12,10,8] [Richiede il riavvio] -ModUi/&EnableExtendedProficienciesPanelDisplay=Abilita la visualizzazione estesa del pannello delle competenze [Tiri arcani, infusioni, astuzie e versatilità]\n[successo prestazionale sul personaggio ispezione. utilizzare a proprio rischio] -ModUi/&EnableFeatsAtEvenLevels=Abilita la selezione dei talenti ai livelli di classe 2, 10 e 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Abilita la selezione dei talenti ai livelli di classe 6 e 14 -ModUi/&EnableFighterWeaponSpecialization=Abilita Guerriero Specializzazione arma ai livelli di classe 8 e 16 [ottieni +1 per colpire e per danneggiare ma svantaggio con qualsiasi altro tipo di arma] -ModUi/&EnableFlexibleBackgrounds=Abilita sfondi flessibili [seleziona abilità e competenze sugli strumenti dagli sfondi] -ModUi/&EnableFlexibleRaces=Abilita razze flessibili [assegna punti punteggio abilità invece delle impostazioni razziali predefinite] +ModUi/&EnableEpicPointsAndArray=Abilita un sistema di acquisto epico da 35 punti e un array [17,15,13,12,10,8] [Richiede il riavvio] +ModUi/&EnableExtendedProficienciesPanelDisplay=Abilita la visualizzazione del pannello delle competenze estese [Tiri arcani, infusioni, manovre e versatilità]\n[prestazioni colpo sull'ispezione del carattere. utilizzare a proprio rischio] +ModUi/&EnableFeatsAtEvenLevels=Abilita la selezione dei talenti ai livelli 2, 10 e 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Abilita la selezione dei talenti ai livelli 6 e 14 +ModUi/&EnableFighterWeaponSpecialization=Abilita Combattente specializzazione arma ai livelli 8 e 16 [ottieni +1 per colpire e per danneggiare ma svantaggio con qualsiasi altra arma tipo] +ModUi/&EnableFlexibleBackgrounds=Abilita sfondi flessibili [seleziona abilità e competenze negli strumenti dagli sfondi] +ModUi/&EnableFlexibleRaces=Abilita razze flessibili [assegna punti di abilità invece delle impostazioni razziali predefinite] ModUi/&EnableHeroWithBestProficiencyToRollChoice=Consenti all'eroe con la migliore competenza di effettuare scelte di dialogo -ModUi/&EnableHigherGroundRules=Abilita le regole del terreno più alto [+1 per colpire se si attacca da un terreno più alto] -ModUi/&EnableHotkeyDebugOverlay=Abilita CTRL-MAIUSC-(D) per visualizzare la sovrapposizione di debug -ModUi/&EnableHotkeyToggleHud=Abilita CTRL-MAIUSC-(H) per alternare la visualizzazione dell'HUD -ModUi/&EnableInventoryFilteringAndSorting=Abilita il filtro e l'ordinamento dell'inventario +ModUi/&EnableHigherGroundRules=Abilita le regole per i terreni più elevati [+1 per colpire se attacchi da un terreno più elevato] +ModUi/&EnableHotkeyDebugOverlay=Abilita CTRL-MAIUSC-(D) per visualizzare l'overlay di debug +ModUi/&EnableHotkeyToggleHud=Abilita CTRL-MAIUSC-(H) per attivare/disattivare la visualizzazione dell'HUD +ModUi/&EnableInventoryFilteringAndSorting=Abilita il filtraggio e l'ordinamento dell'inventario ModUi/&EnableInventoryTaintNonProficientItemsRed=Colora di rosso qualsiasi oggetto in cui l'eroe non è competente -ModUi/&EnableInventoryTintKnownRecipesRed=Tinta ricette note rosse -ModUi/&EnableInvisibleCrownOfTheMagister=Nascondi la Corona del Magister sull'interfaccia utente del gioco -ModUi/&EnableLevel20=Abilita livello 20 [Richiede il riavvio] -ModUi/&EnableLogDialoguesToConsole=Abilita i dialoghi di registrazione sulla console di gioco durante le sequenze narrative -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Abilita la registrazione di riferimenti non validi nelle campagne personalizzate -ModUi/&EnableMinInOutAttributes=+ Imponi i punteggi di abilità minimi pre-requisiti in entrata e in uscita -ModUi/&EnableMonkAbundantKi=Abilita Monaco K Ki abbondante al livello 2 [ottieni Ki aggiuntivo pari alla metà del bonus di competenza arrotondato per eccesso] +ModUi/&EnableInventoryTintKnownRecipesRed=Tinta di rosso le ricette conosciute +ModUi/&EnableInvisibleCrownOfTheMagister=Nascondi la Corona del Magister nell'interfaccia utente del gioco +ModUi/&EnableLevel20=Abilita il livello 20 [Richiede il riavvio] +ModUi/&EnableLogDialoguesToConsole=Abilita i dialoghi di registro sulla console di gioco durante le sequenze narrative +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Abilita la registrazione dei riferimenti non validi nelle campagne personalizzate +ModUi/&EnableMinInOutAttributes=+ Applica i prerequisiti minimi di entrata e uscita dei punteggi di abilità +ModUi/&EnableMonkAbundantKi=Abilita Monaco Ki abbondante al livello 2 [ottieni Ki aggiuntivo pari alla metà del bonus di competenza arrotondato per eccesso] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Abilita Monaco Arti marziali - Colpi senz'armi bonus per non richiedere un'azione di attacco prima dell'uso ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Abilita Mistico Raffica di Colpi per non richiedere un'azione di attacco prima dell'uso -ModUi/&EnableMonkFightingStyle=Abilita la scelta Monaco Stile di combattimento al livello 2 +ModUi/&EnableMonkFightingStyle=Abilita la scelta dello Mistico Stile di combattimento al livello 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Abilita Mistico Movimento senza armatura migliorato per muoversi lungo superfici verticali senza cadere -ModUi/&EnableMonkWeaponSpecialization=Abilita Monaco Specializzazione arma ai livelli di classe 2 e 11 [il tipo di arma selezionato diventa un'arma monaco per te] +ModUi/&EnableMonkWeaponSpecialization=Abilita Monaco specializzazione arma ai livelli 2 e 11 [il tipo di arma selezionato diventa per te un'arma da monaco] ModUi/&EnableMulticlass=Abilita multiclasse [Richiede il riavvio] -ModUi/&EnablePcgRandom=Abilita un migliore algoritmo generatore casuale [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=Abilita la funzione Ranger Sudario della Natura al livello 10 [come azione bonus, puoi diventare magicamente invisibile fino all'inizio del turno successivo ] -ModUi/&EnableRejoinParty=Abilita CTRL-MAIUSC-(R) per ricongiungersi al gruppo attorno all'eroe selezionato o al leader se non ne è selezionato nessuno [utile con gruppi di 5 o 6 ] +ModUi/&EnablePcgRandom=Abilita un algoritmo di generazione casuale migliore [https://www.pcg-random.org] +ModUi/&EnableRangerNatureShroudAt10=Abilita la funzione Ranger Velo della Natura al livello 10 [come azione bonus, puoi diventare magicamente invisibile fino all'inizio del turno successivo ] +ModUi/&EnableRejoinParty=Abilita CTRL-MAIUSC-(R) per unirsi al gruppo attorno all'eroe selezionato o al leader se non è selezionato nessuno [utile con gruppi di 5 o 6 ] ModUi/&EnableRelearnSpells=Abilita la selezione di trucchetti o incantesimi già appresi da altre fonti -ModUi/&EnableRespec=Abilita l'azione RESPEC dopo il riposo -ModUi/&EnableRogueCunningStrike=Abilita Ladro Colpo astuto e Colpo subdolo ai livelli di classe 5 e 14 [lascia perdere 1 dado di attacco furtivo per effetti di colpo aggiuntivi] +ModUi/&EnableRespec=Abilita l'azione RESPEC dopo il riposo [non utilizzare RESPEC durante una sessione multiplayer] +ModUi/&EnableRogueCunningStrike=Abilita Ladro Colpo astuto e Colpo subdolo ai livelli 5 e 14 [hai lasciato rinunciare 1 dadi di attacco furtivo per effetti di colpo aggiuntivi] ModUi/&EnableRogueFightingStyle=Abilita la scelta dello Ladro Stile di combattimento al livello 2 -ModUi/&EnableRogueSteadyAim=Abilita Ladro Mira costante al livello di classe 3 [l'azione bonus dà vantaggio al tuo prossimo tiro per colpire nel turno corrente se non mi sono ancora trasferito] -ModUi/&EnableRogueStrSaving=Abilita Ladro per utilizzare i modificatori DEX o FOR su Colpo astuto/diabolico, Colpo debilitante/migliorato e Pianta di lame +ModUi/&EnableRogueSteadyAim=Abilita Ladro Mira costante al livello 3 [l'azione bonus dà vantaggio al tuo prossimo tiro per colpire nel turno corrente se hai non ancora spostato] +ModUi/&EnableRogueStrSaving=Abilita Ladro per usare i modificatori DEX o FOR su Colpo astuto/subdolo, Colpo debilitante/migliorato e Pianta di lame ModUi/&EnableSaveByLocation=Abilita il salvataggio per campagne/località ModUi/&EnableSignatureSpellsRelearn=Abilita gli incantesimi distintivi Mago da preparare ogni riposo lungo [invece di una volta al livello 20] +ModUi/&EnableSorcererMagicalGuidance=Abilita Stregone guida magica al livello 5 ModUi/&EnableSortingDungeonMakerAssets=Abilita l'ordinamento delle risorse nell'editor di Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Mostra le statistiche sul tooltip dell'eroe [ad esempio: colpi critici, fallimenti critici, ecc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Inoltre ogni eroe aggiunge un tiro di D20 al peso per un po' di casualità +ModUi/&EnableStatsOnHeroTooltip=Visualizza le statistiche nel tooltip dell'eroe [es.: colpi critici, fallimenti critici, ecc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Inoltre ogni eroe aggiunge un tiro di D20 al peso per un po' di casualità [peso scelta = voti * modificatore di carisma dell'eroe + tiro di D20] ModUi/&EnableTeleportParty=Abilita CTRL-MAIUSC-(T) per teletrasportare il gruppo [potresti interrompere le missioni se ti teletrasporti in un luogo sconosciuto] -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Attiva/disattiva il pool di personaggi per impostare il gruppo di gioco e di prova predefinito +ModUi/&EnableTogglesToOverwriteDefaultTestParty=Abilita gli interruttori sul pool di personaggi per impostare il gioco predefinito e il gruppo di prova ModUi/&EnableTooltipDistance=Abilita la visualizzazione della distanza sui tooltip quando si passa sopra un personaggio in combattimento -ModUi/&EnableUpcastConjureElementalAndFey=Abilita l'upcast di Evoca Elementale e Evoca Folletto +ModUi/&EnableUpcastConjureElementalAndFey=Abilita l'upcast di Evoca Elementale e Evoca Fata ModUi/&EnableVttCamera=Abilita CTRL-SHIFT-(V) per attivare/disattivare la telecamera VTT [fai clic con il pulsante destro del mouse e trascina per posizionare la telecamera, WASD per eseguire la panoramica e Pagina su/ Pagina giù per ingrandire] -ModUi/&EnablesAsiAndFeat=Abilita sia l'aumento dei punteggi degli attributi che la selezione dei talenti [invece di una scelta esclusiva] -ModUi/&EncounterPercentageChance=Imposta probabilità percentuali di incontri casuali +ModUi/&EnablesAsiAndFeat=Abilita sia l'aumento dei punteggi degli attributi che la selezione dei talenti [invece di una scelta esclusiva] +ModUi/&EncounterPercentageChance=Imposta la percentuale di possibilità di incontri casuali ModUi/&Encounters=Incontri ModUi/&EnemiesAlwaysRollInitiative=+ I nemici tirano sempre l'iniziativa invece di un valore forzato [es: Sorak Assassin] ModUi/&ExpandAll=Espandi tutto -ModUi/&FactionHelp=Carica un gioco della campagna ufficiale per modificare le relazioni tra fazioni... -ModUi/&FactionRelations= Fazioni: +ModUi/&FactionHelp=Carica un gioco di campagna ufficiale per modificare le relazioni tra fazioni... +ModUi/&FactionRelations=Fazioni: ModUi/&FasterTimeModifier=Modificatore del tempo di gioco quando si preme la barra spaziatrice ModUi/&FeatGroups=Gruppi di talenti -ModUi/&FeatGroupsHelp=• Ogni gruppo è un consolidamento di talenti simili [ad es.: credo, stili di combattimento, metamagia, ecc.]\n• I talenti in questi gruppi non saranno più direttamente visibili nella fase di selezione delle competenze\n• Il gruppo, quando selezionato, li offre in un elenco a discesa per riordinare la schermata di gioco -ModUi/&Feats= Talenti +ModUi/&FeatGroupsHelp=• Ogni gruppo è un consolidamento di talenti [ad esempio: credi, stili di combattimento, metamagia, ecc.]{99 }• I talenti di questi gruppi non saranno più direttamente visibili nella fase di selezione delle competenze\n• Il gruppo, una volta selezionato, li offre in un elenco a discesa per ordinare la schermata di gioco +ModUi/&Feats=Talenti ModUi/&FightingStyles=Stili di combattimento -ModUi/&FixAsianLanguagesTextWrap=Risolto il problema con il testo dell'interfaccia utente del gioco in lingue asiatiche [Richiede il riavvio] -ModUi/&FixEldritchBlastRange=Cambia la portata di Eldritch Blast a 24 [invece di 16] -ModUi/&FixRingOfRegenerationHealRate=Imposta la velocità di guarigione dell'Anello della rigenerazione su 1 CV ogni 3 minuti -ModUi/&FlightSuspendWingedBoots=+ Usa le regole ufficiali degli Stivali Alati [durata rimanente non conteggiata quando il volo è sospeso] +ModUi/&FixAsianLanguagesTextWrap=Risolto il problema con il testo a capo dell'interfaccia utente del gioco delle lingue asiatiche [Richiede il riavvio] +ModUi/&FixEldritchBlastRange=Utilizza l'intervallo ufficiale di 24 celle con Eldritch Blast [invece di 12] +ModUi/&FixRingOfRegenerationHealRate=Imposta la velocità di guarigione dell'Anello della rigenerazione su 1 HP ogni 3 minuti +ModUi/&FlightSuspendWingedBoots=+ Usa le regole ufficiali degli Stivali Alati [la durata rimanente non viene conteggiata quando il volo è sospeso] ModUi/&Formation=Formazione: ModUi/&FormationError=Non puoi cambiare la tua formazione durante una partita multiplayer... -ModUi/&FormationHelp1=• Usa i pulsanti numerici per modificare un determinato set [considera di abilitare i tasti di scelta rapida sotto l'input] +ModUi/&FormationHelp1=• Utilizza i pulsanti numerici per modificare un determinato set [considera l'abilitazione dei tasti di scelta rapida sotto input] ModUi/&FormationHelp2=• @ rappresentano le posizioni relative degli eroi ModUi/&FormationHelp3=• Fare clic su 2 pulsanti qualsiasi per scambiare le loro posizioni -ModUi/&FormationHotkey=Abilita CTRL-MAIUSC-(1..5) per scambiare i set di formazione nel gioco +ModUi/&FormationHotkey=Abilita CTRL-SHIFT-(1..5) per scambiare i set di formazioni nel gioco ModUi/&FormationResetAllSets=Resetta tutto -ModUi/&FormationResetThisSet=Ripristina questo -ModUi/&FormationSelected=Gruppo di formazione {0} selezionato -ModUi/&FullyControlConjurations=Controlla completamente le evocazioni [animali, elementali, ecc.] +ModUi/&FormationResetThisSet=Reimposta questo +ModUi/&FormationSelected=Set di formazione {0} selezionato +ModUi/&FullyControlConjurations=Controlla completamente gli incantesimi [animali, elementali, ecc.] ModUi/&GameUi=Interfaccia utente del gioco ModUi/&Gameplay=Gioco ModUi/&General=Generale: ModUi/&GeneralMenu=Generale -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Concedi la Specializzazione arma a Scimitarra a Bardi e Ladri +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Concede la specializzazione nell'arma della Scimitarra ai Bardi e ai Ladri ModUi/&GridSelectedColor=Cambia il colore della griglia del movimento -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Nascondi gli effetti visivi delle uscite e dei teletrasporti se non ancora scoperti -ModUi/&HideMonsterHitPoints=Mostra la salute dei mostri in passi del 25% / 50% / 75% / 100% invece dei punti ferita esatti +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Nascondi gli effetti visivi delle uscite e del teletrasporto se non ancora scoperti +ModUi/&HideMonsterHitPoints=Visualizza la salute dei mostri in incrementi del 25%/50%/75%/100% anziché i punti ferita esatti ModUi/&HighContrastTargetingAoeColor=Cambia le creature AoE evidenzia seleziona colore ModUi/&HighContrastTargetingSingleColor=Cambia singole creature evidenzia seleziona colore ModUi/&House=Casa: -ModUi/&IdentifyAfterRest=Aggiungi un potere per identificare oggetti magici durante un riposo breve o lungo -ModUi/&IgnoreHandXbowFreeHandRequirements=Non è necessaria la mano libera per usare Balestre a mano +ModUi/&IdentifyAfterRest=Aggiungi un potere per identificare gli oggetti magici durante un riposo breve o lungo +ModUi/&IgnoreHandXbowFreeHandRequirements=Non è necessaria la mano libera per usare le balestre a mano ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Gli incantesimi di illusione falliscono automaticamente contro bersagli con TrueSight nel raggio d'azione -ModUi/&ImproveLevelUpFeaturesSelection=Migliora la selezione delle funzionalità per salire di livello [Richiede il riavvio]\n[impacts Esploratore Nemico preferito e affinità con il terreno, Druido Bestia affine, Barbaro Sentiero degli elementi e sottoclassi scelte Draconiche] +ModUi/&ImproveLevelUpFeaturesSelection=Migliora la selezione delle funzionalità di aumento di livello [Richiede il riavvio]\n[impatta Ranger Nemico preferito e affinità con il terreno, Druido Bestia affine, Barbaro Sentiero degli Elementi e sottoclassi Scelte draconiche] ModUi/&IncreaseGameTimeBy=Aumenta il tempo di gioco di ModUi/&IncreaseMaxAttunedItems=Aumenta il numero massimo di oggetti sintonizzati a 4 al livello 10 e 5 al livello 18 ModUi/&InitialChoices=Creazione: ModUi/&Input=Inserimento: ModUi/&Interface=Interfaccia -ModUi/&InventoryAndItems=Inventario e oggetti: -ModUi/&InvertAltBehaviorOnTooltips=Inverti il comportamento del tasto ALT nei suggerimenti +ModUi/&InventoryAndItems=Inventario e articoli: +ModUi/&InvertAltBehaviorOnTooltips=Inverti il comportamento del tasto ALT nelle descrizioni comandi ModUi/&Invocations=Invocazioni -ModUi/&ItemInDm=Articoli in DM -ModUi/&Items=Oggetti: -ModUi/&ItemsCraftingMerchants=Creazione, oggetti e mercanti +ModUi/&ItemInDm=Articoli nel DM +ModUi/&Items=Articoli: +ModUi/&ItemsCraftingMerchants=Crafting, oggetti e commercianti ModUi/&ItemsHelp1=Apri la schermata di ispezione del personaggio per aggiungere oggetti agli eroi... ModUi/&ItemsHelp2=Premi + per aggiungere oggetti al contenitore a terra ModUi/&KeepInvisibilityWhenUsingItems=Abilita l'utilizzo degli oggetti senza interrompere l'Invisibilità ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Aggiorna la furtività dell'eroe dopo l'attacco se percepita nel round a sorpresa [solo primo eroe] -ModUi/&MakeAllMagicStaveArcaneFoci=Trasforma tutti i bastoni magici in fuochi arcani [tranne Bastone della Guarigione che è Universale] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Contrassegna anche la posizione dei teletrasporti invisibili sulla mappa del livello dopo la scoperta +ModUi/&MakeAllMagicStaveArcaneFoci=Rendi tutti i bastoni magici punti di fuoco arcani [eccetto Bastone della Guarigione che è universale] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Contrassegna anche la posizione dei teletrasporti invisibili sulla mappa dei livelli dopo la scoperta ModUi/&MaxAllowedClasses=Classi massime consentite -ModUi/&Merchants= Commercianti: +ModUi/&Merchants=Commercianti: ModUi/&Metamagic=Metamagia ModUi/&Monsters=Mostri: ModUi/&MovementGridWidthModifier=Moltiplica la larghezza della griglia di movimento per [%] -ModUi/&MulticlassKeyHelp=Fare clic su MAIUSC su un incantesimo inverte il tipo di slot del repertorio predefinito consumato\n[Stregone spende slot incantesimo bianchi e altri spendono patti verdi] +ModUi/&MulticlassKeyHelp=MAIUSC fare clic su un incantesimo inverte il tipo di slot di repertorio predefinito consumato\n[Stregone spende slot incantesimo bianchi e altri spendono quelli verdi del patto] ModUi/&MultiplyTheExperienceGainedBy=Moltiplica l'esperienza acquisita per [%] ModUi/&NoExperienceOnLevelUp=Non è richiesta alcuna esperienza per salire di livello -ModUi/&OfferAdditionalLoreFriendlyNames=Offri nomi amichevoli aggiuntivi sulla creazione del personaggio -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annulla vantaggio/svantaggio coppie accecate e percepite [utile insieme alle regole ufficiali di vantaggio/svantaggio]< /colore> +ModUi/&OfferAdditionalLoreFriendlyNames=Offri ulteriori nomi amichevoli della tradizione sulla creazione del personaggio +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Annulla vantaggio/svantaggio coppie accecate, invisibili e percepite [utile insieme al vantaggio/svantaggio ufficiale regole] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Cambia le aree fortemente oscurate in bloccanti di proiettili [Nuvola Uccidi, Nuvola di Nebbia , Nube incendiaria, Tempesta di petali, Tempesta di nevischio, Nuvola Puzzolente] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Le creature invisibili sono pesantemente oscurate e possono essere bersagli, i tiri per colpire contro la creatura hanno svantaggio e i tiri per colpire della creatura hanno vantaggio -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia le aree magicamente oscurate in bloccanti dei proiettili [qualsiasi fonte dell'effetto dell'incantesimo Oscurità] +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Cambia le aree magicamente oscurate in bloccanti dei proiettili [qualsiasi fonte dell'effetto dell'incantesimo Oscurità] ModUi/&OfficialObscurementRulesTweakMonsters=+ Aggiungi Scurovisione, BlindSight e TrueSight a mostri e NPC quando appropriato\n [raccolte di impostazioni MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostra solo le creature più potenti nell'elenco delle evocazioni +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostra solo le creature più potenti nell'elenco degli incantesimi ModUi/&OutlineGridWidthModifier=Moltiplica la larghezza della griglia del contorno per [%] ModUi/&OutlineGridWidthSpeed=Moltiplica la velocità di animazione della griglia del contorno per [%] -ModUi/&OverrideMinMaxLevel=Ignora i livelli minimo e massimo richiesti quando inizi nuove avventure -ModUi/&OverridePartySize=Sostituisci le dimensioni del gruppo -ModUi/&Patches= Patch: +ModUi/&OverrideMinMaxLevel=Sostituisci i livelli minimo e massimo richiesti quando inizi nuove avventure +ModUi/&OverridePartySize=Sostituisci la dimensione del gruppo +ModUi/&Patches=Patch: ModUi/&PortraitsOpenFolder=Apri la cartella dei ritratti ModUi/&PrimedItems=Articoli innescati ModUi/&Progression=Progressione: -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Abilita Sensibilità alla luce su Elfo scuro, Coboldo scuro e Nano grigio per attivarsi solo all'aperto\n[le aree interne in luoghi esterni accessibili senza schermata di caricamento sono considerate esterne dal motore di gioco] -ModUi/&Races=Gare +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Abilita Sensibilità alla luce su Elfo scuro, Coboldo scuro e Nano grigio per attivarsi solo all'aperto\n[le aree interne in luoghi esterni accessibili senza schermata di caricamento sono considerate esterne dal motore di gioco] +ModUi/&Races=Razze ModUi/&RecipeCost=Costo della ricetta ModUi/&RecipesInDm=Ricette in DM -ModUi/&RelicForgeries=Falsi di reliquie +ModUi/&RelicForgeries=Falsificazioni di reliquie ModUi/&RemoveAttunementRequirements=Rimuovi i requisiti di attivazione [Richiede il riavvio] -ModUi/&RemoveBugVisualModels=Sostituisci i modelli simili a ragni con effetti visivi alternativi nel gioco [Richiede il riavvio] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Rimuovi il filtro umanoide su Risate orribili -ModUi/&RemoveRecurringEffectOnEntangle=Applica l'effetto Intralcia solo al momento del lancio e forza anche un controllo di forza per liberarsi dai rampicanti +ModUi/&RemoveBugVisualModels=Sostituisci i modelli simili a ragni con elementi visivi alternativi nel gioco [Richiede il riavvio] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Rimuovi il filtro umanoide su Risate Orribili +ModUi/&RemoveRecurringEffectOnEntangle=Applica l'effetto Intralcia solo al momento del lancio e forza anche un controllo di forza per liberarsi dai rampicanti ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Rimuovi le restrizioni scolastiche da Incantatrice ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Rimuovi le restrizioni scolastiche da Spellblade -ModUi/&RestockAntiquarians=Rifornisci Antiquari [Halman Summer] -ModUi/&RestockArcaneum=Rifornisci Arcaneum [Heddlon Surespell] +ModUi/&RestockAntiquarians=Rifornisci gli antiquari [Halman Summer] +ModUi/&RestockArcaneum=Rifornisci l'Arcaneum [Heddlon Surespell] ModUi/&RestockCircleOfDanantar=Rifornisci il Circolo di Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Ignora le impostazioni predefinite per forzare il rifornimento di tutte le scorte del commerciante nel tempo [esclusi manuali e tomi]\n• Nota che alcuni oggetti possono richiedere fino a 7 giorni di gioco per essere riforniti +ModUi/&RestockHelp=• Sostituisci le impostazioni predefinite per forzare il rifornimento di tutte le scorte del commerciante nel tempo [esclusi manuali e tomi]\n• Tieni presente che alcuni articoli possono richiedere fino a 7 giorni di gioco per rifornire ModUi/&RestockTowerOfKnowledge=Rifornisci la Torre della Conoscenza [Maddy Greenisle] -ModUi/&Rollback=Ripristina +ModUi/&Rollback=Ripristino ModUi/&Rules=Regole ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Ridimensiona i prezzi del commerciante correttamente/esattamente [niente più errori di arrotondamento durante la conversione dei valori delle monete] +ModUi/&ScaleMerchantPricesCorrectly=Ridimensiona i prezzi del commerciante in modo corretto/esatto [nessun più errore di arrotondamento durante la conversione dei valori delle monete] ModUi/&SelectAll=Seleziona tutto ModUi/&SelectDisplayed=Seleziona Visualizzato ModUi/&SelectSuggested=Seleziona Consigliato ModUi/&SelectTabletop=Seleziona Da tavolo ModUi/&SenseNormalVisionRangeMultiplier=Modifica il raggio Visione normale [solo nelle battaglie] ModUi/&Services=Servizi -ModUi/&SetBeltOfDwarvenKindBeardChances=Cintura dei Nani probabilità che appaia la barba +ModUi/&SetBeltOfDwarvenKindBeardChances=Cintura della razza nanica possibilità di apparizione della barba ModUi/&SettingsExport=Esportare -ModUi/&SettingsHelp=• In qualità di host puoi esportare la tua configurazione attuale, aprire la cartella delle esportazioni e condividerla facilmente con i tuoi colleghi\n• Come ospite puoi aprire la cartella delle esportazioni, incollare il file condiviso dall'host e caricarlo su [Richiede il riavvio] -ModUi/&SettingsLoad=• Carica un'impostazione esportata +ModUi/&SettingsHelp=• Come host puoi esportare la tua configurazione attuale, aprire la cartella delle esportazioni e condividerla facilmente con i tuoi colleghi\n• Come ospite puoi aprire la cartella delle esportazioni, incollare il file condiviso dall'host e caricarlo [Richiede il riavvio] +ModUi/&SettingsLoad=• Caricare un'impostazione esportata ModUi/&SettingsOpenFolder=Apri la cartella delle impostazioni esportate ModUi/&SettingsRefresh=Ricaricare ModUi/&SettingsRemove=Rimuovere -ModUi/&ShowButtonWithControlledMonsterInfo=[BETA] Pulsante Mostra che apre le informazioni sui mostri controllati [druidi a forma selvaggia, evocazioni, seguaci NPC, ecc. ] -ModUi/&ShowChannelDivinityOnPortrait=Mostra quanti usi di Incanalare Divinità ha un eroe sul proprio ritratto, in modo simile ai punti stregoneria -ModUi/&ShowCraftedItemOnRecipeIcon=Mostra l'icona dell'oggetto creato vicino all'oggetto della ricetta nel negozio e nell'inventario [Passandoci sopra verrà visualizzato il suggerimento per l'oggetto creato] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostra la ricetta di creazione in suggerimenti dettagliati +ModUi/&ShowButtonWithControlledMonsterInfo=Mostra il pulsante che apre le informazioni sui mostri controllati [druidi dalla forma selvaggia, evocazioni, seguaci NPC, ecc.] +ModUi/&ShowChannelDivinityOnPortrait=Mostra quanti usi di Canale Divinità ha un eroe sul suo ritratto, in modo simile ai punti stregoneria +ModUi/&ShowCraftedItemOnRecipeIcon=Mostra l'icona dell'oggetto creato vicino all'oggetto della ricetta nel negozio e nell'inventario [Passando il mouse sopra verrà mostrato un suggerimento per l'oggetto creato] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostra la ricetta di creazione nelle descrizioni comandi dettagliate ModUi/&ShowDescriptions=Mostra descrizioni -ModUi/&SpellLevelFilter=filtro livello incantesimo [-1 visualizza tutto] +ModUi/&SpellLevelFilter=filtro del livello dell'incantesimo [-1 mostra tutto] ModUi/&SpellsMenu=Incantesimi -ModUi/&StealthBreaksWhenAttackHits=Abilita la perdita furtiva quando l'attacco con un'arma o un incantesimo colpisce +ModUi/&StealthBreaksWhenAttackHits=Abilita la perdita furtiva quando l'arma o l'attacco con incantesimo colpisce ModUi/&StealthBreaksWhenAttackMisses=Abilita la perdita furtiva quando l'attacco con arma o incantesimo fallisce -ModUi/&StealthBreaksWhenCastingMaterial=Abilita la perdita di furtività quando si lancia materiale [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] -ModUi/&StealthBreaksWhenCastingSomatic=Abilita la perdita di furtività quando si lancia [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] somatico -ModUi/&StealthBreaksWhenCastingVerbose=Abilita la perdita di furtività quando si lancia [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] verboso -ModUi/&StealthDoesNotBreakWithSubtle=Abilita la furtività senza interruzioni se Metamagia sottile e nessun componente materiale -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Fai scorta del negozio di Gorim con tutti i vestiti non magici [Richiede il riavvio] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Fai scorta del negozio di Gorim con tutti gli strumenti musicali non magici [Richiede il riavvio] -ModUi/&StockHugoStoreWithAdditionalFoci=Fai scorta del negozio di Hugo con Bastone Arcano, Collo del Druido, Bastone e Mazza impostato come elementi focali +ModUi/&StealthBreaksWhenCastingMaterial=Abilita la perdita di furtività quando si lancia materiale [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] +ModUi/&StealthBreaksWhenCastingSomatic=Abilita la perdita di furtività quando lanci somatico [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] +ModUi/&StealthBreaksWhenCastingVerbose=Abilita la perdita di furtività quando lanci verbale [qualsiasi incantesimo non di attacco con bersaglio TUTTO o NEMICO] +ModUi/&StealthDoesNotBreakWithSubtle=Abilita la furtività senza rotolare se Metamagia sottile e nessun componente materiale +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Rifornisci il negozio di Gorim con tutti gli indumenti non magici [Richiede il riavvio] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Rifornisci il negozio di Gorim con tutti gli strumenti musicali non magici [Richiede il riavvio] +ModUi/&StockHugoStoreWithAdditionalFoci=Rifornisci il negozio di Hugo con Bastone arcano, Collo da druido, Bastone e Club impostato come elementi focus ModUi/&Subclasses=Sottoclassi ModUi/&Subraces=Sottorazze -ModUi/&SwapCraftedItemAndRecipeIcons=+ Scambia le icone delle ricette e degli oggetti realizzati nel negozio +ModUi/&SwapCraftedItemAndRecipeIcons=+ Scambia le icone delle ricette e degli oggetti artigianali nel negozio ModUi/&TargetLanguage=Lingua di destinazione ModUi/&Tools=Utensili ModUi/&TotalCraftingTimeModifier=Riduci il tempo di creazione di -ModUi/&TotalFeatsGrantedFirstLevel=Talenti totali concessi al primo livello +ModUi/&TotalFeatsGrantedFirstLevel=Totale talenti concessi al primo livello ModUi/&Translate=Tradurre ModUi/&TranslateCancel=Annulla {0} alle {1} ModUi/&Translations=Traduzioni @@ -309,15 +312,15 @@ ModUi/&UnlockGlowingEyeColors=Aggiungi colori luminosi per gli occhi ModUi/&UnlockMarkAndTattoosForAllCharacters=Sblocca i segni di origine e i tatuaggi Stregone per tutti i personaggi ModUi/&UnlockSkinColors=Sblocca i colori della pelle ModUi/&Update=Aggiorna -ModUi/&UseElfFaceModelsOnTieflings=Usa i modelli del viso Elfo sui Tiefling -ModUi/&UseHeightOneCylinderEffect=Usa un effetto cilindro di altezza 1 quando lanci Tentacoli neri, Intralcio, Grasso [square] o Picchi di Crescita [round] -ModUi/&UseMathFlankingRules=+ Usa calcoli precisi per determinare il fiancheggiamento [può avere un impatto sulle prestazioni su macchine lente] -ModUi/&UseOfficialAdvantageDisadvantageRules=Usa le regole ufficiali di vantaggio/svantaggio [se le circostanze fanno sì che un tiro abbia entrambi, sei considerato non avere nessuno dei due] -ModUi/&UseOfficialFlankingRules=Usa le regole ufficiali sui fianchi [un attaccante ha vantaggio se un alleato si trova sul lato opposto del bersaglio] +ModUi/&UseElfFaceModelsOnTieflings=Usa i modelli del volto di Elfo su Tiefling +ModUi/&UseHeightOneCylinderEffect=Usa un effetto del cilindro di altezza 1 quando lanci Tentacoli neri, Intralciare, Ungere [quadrato] o Picco di crescita [turno] +ModUi/&UseMathFlankingRules=+ Utilizza calcoli precisi per determinare il fiancheggiamento [potrebbe avere un impatto sulle prestazioni sulle macchine lente] +ModUi/&UseOfficialAdvantageDisadvantageRules=Utilizza le regole ufficiali vantaggio/svantaggio [se le circostanze fanno sì che un tiro abbia entrambi, sei considerato non avere nessuno dei due] +ModUi/&UseOfficialFlankingRules=Utilizza le regole ufficiali di fiancamento [un attaccante ha vantaggio se un alleato è sul lato opposto del bersaglio] ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Abilita anche gli attacchi a distanza [disabilita matematica precisa] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Abilita anche gli attacchi con portata [disabilita matematica precisa] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Invece del vantaggio, concedi +1 al tiro per colpire -ModUi/&UseOfficialFoodRationsWeight=Usa razione di cibo ufficiale di 2 libbre +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Abilita anche gli attacchi di portata [disabilita matematica precisa] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Invece del vantaggio concedi +1 al tiro per colpire +ModUi/&UseOfficialFoodRationsWeight=Usa la razione alimentare ufficiale del peso di 2 libbre ModUi/&UseOfficialObscurementRules=Utilizza le regole di combattimento ufficiali di illuminazione, oscuramento e visione\n[l'attaccante che percepisce il difensore che non può percepirlo ottiene ADV e l'attaccante che non lo fa percepisce il difensore che può percepirlo ottiene DIS\n le aree fortemente oscurate infliggono una condizione di accecamento, dove i tiri per colpire contro la creatura hanno ADV e i tiri per colpire della creatura hanno DIS\n tutti gli incantesimi a distanza che prendono di mira gli individui non possono essere lanciati se l'attaccante non ha vista , ad eccezione di quelli che chiaramente non indicano che è richiesta la vista] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilizza le regole ufficiali delle razze piccole quando impugni armi pesanti [i tuoi attacchi hanno svantaggio] -ModUi/&Visuals= Immagini: [Richiede il riavvio] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Utilizza le regole ufficiali delle piccole razze quando impugni armi pesanti [i tuoi attacchi hanno svantaggio] +ModUi/&Visuals=Immagini: [Richiede il riavvio] diff --git a/SolastaUnfinishedBusiness/Translations/it/Spells/Spells01-it.txt b/SolastaUnfinishedBusiness/Translations/it/Spells/Spells01-it.txt index c678a48aee..47bcbe49db 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Spells/Spells01-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Spells/Spells01-it.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Un flusso di acido emana da te lungo una linea lunga Spell/&VileBrewTitle=La birra caustica di Tasha Spell/&VoidGraspDescription=Invochi il potere delle forze malevole. Tentacoli di energia oscura emergono da te e colpiscono tutte le creature entro 3 metri da te. Ogni creatura in quell'area deve effettuare un tiro salvezza su Forza. Se fallisce il Tiro Salvezza, il bersaglio subisce 2d6 danni necrotici e non può effettuare reazioni fino all'inizio del tuo turno successivo. Se il Tiro Salvezza riesce, la creatura subisce la metà dei danni, ma non subisce altri effetti. Quando esegui questo incantesimo utilizzando uno slot incantesimo di 2° livello o superiore, il danno aumenta di 1d6 per ogni livello dello slot superiore al 1°. Spell/&VoidGraspTitle=Armi di Hadar -Spell/&WitchBoltDescription=Un raggio di energia blu crepitante si dirige verso una creatura a gittata, formando un arco di fulmine prolungato tra l'incantatore e il bersaglio. Effettua un attacco con incantesimo a distanza contro quella creatura. Se viene colpito, il bersaglio subisce 1d12 danni da fulmine e, in ciascuno dei tuoi turni per la durata, puoi usare la tua azione per infliggere automaticamente 1d12 danni da fulmine al bersaglio. L'incantesimo termina se usi la tua azione per fare qualsiasi altra cosa. Quando esegui questo incantesimo utilizzando uno slot incantesimo di 2° livello o superiore, il danno iniziale aumenta di 1d12 per ogni livello dello slot superiore al 1°. +Spell/&WitchBoltDescription=Un raggio di energia blu crepitante si dirige verso una creatura a gittata, formando un arco di fulmine prolungato tra l'incantatore e il bersaglio. Effettua un attacco con incantesimo a distanza contro quella creatura. Se viene colpito, il bersaglio subisce 1d12 danni da fulmine e, in ciascuno dei tuoi turni per la durata, puoi usare la tua azione per infliggere automaticamente 1d12 danni da fulmine al bersaglio. L'incantesimo termina se usi la tua azione per fare qualsiasi altra cosa. L'incantesimo termina anche se il bersaglio si trova fuori dal raggio d'azione dell'incantesimo. Quando esegui questo incantesimo utilizzando uno slot incantesimo di 2° livello o superiore, il danno iniziale aumenta di 1d12 per ogni livello dello slot superiore al 1°. Spell/&WitchBoltTitle=Bullone della Strega Spell/&WrathfulSmiteDescription=Il tuo prossimo colpo infligge 1d6 danni psichici aggiuntivi. Se il bersaglio fallisce il tiro salvezza su WIS, la sua mente esplode di dolore e diventa spaventato. Spell/&WrathfulSmiteTitle=Punizione irata diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheElements-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheElements-it.txt index 705f5bd833..1bb4f3b556 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheElements-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheElements-it.txt @@ -8,7 +8,7 @@ Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=Mentre sei Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=Condotto della Tormenta Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=Mentre sei in ira, ogni volta che una creatura nemica ti colpisce con un attacco, puoi usare la tua reazione per costringere quella creatura a effettuare un tiro salvezza su Destrezza. Se fallisce il Tiro Salvezza, la creatura subisce danni da fuoco pari al tuo livello da Barbaro. Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=Condotto dell'incendio -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partire dal 6° livello, la tua devozione alla calamità elementale scelta al 3° livello fornisce sia a te che ai tuoi alleati resistenza a quel tipo di danno.\n• Tempesta: mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te acquisite resistenza ai fulmini.\n• Tormenta: mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te acquisite resistenza al freddo.\n• Fuoco selvaggio: Mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te guadagnate resistenza al fuoco. +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partire dal 6° livello, la tua devozione alla calamità elementale scelta al 3° livello fornisce sia a te che ai tuoi alleati resistenza a quel tipo di danno.\n• Tempesta: mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te acquisite resistenza ai fulmini.\n• Tormenta: mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te acquisite resistenza al freddo.\n• Fuoco selvaggio: Mentre sei in ira, tu e tutti i tuoi alleati entro 3 metri da te guadagnate resistenza al fuoco. Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=Benedizione Elementale Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=A partire dal 10° livello, ottieni poteri aggiuntivi a seconda della calamità elementale scelta al 3° livello.\n• Tempesta: {0}\n• Bufera di neve: {1}\n• Incendio: {2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Esplosione Elementale diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt index 7115b428ab..0f10c2213b 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PathOfTheRavager-it.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Una volta durante il tuo turno, se usi il tuo Attacco Spericolato mentre sei in ira, il primo attacco con un'arma basato sulla Forza con cui colpisci un nemico infligge 2d6 danni extra allo stesso tipo della tua arma. Questo danno aumenta a 3d6 al 9° livello e 4d6 al 16° livello. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesia -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Ogni volta che inizi a essere in ira come azione gratuita, e mentre sei in ira nei turni successivi come azione bonus, puoi incutere terrore negli altri con la tua presenza intimidatoria. Ogni creatura nemica entro 9 metri da te deve effettuare un tiro salvezza su Saggezza (CD pari a 8 + il tuo bonus di competenza + il tuo modificatore di Forza). Se il Tiro Salvezza fallisce, la creatura subisce la condizione Spaventata per 1 minuto. Alla fine di ogni turno della creatura Spaventata, la creatura ripete il tiro salvezza, e se lo supera, l'effetto su se stessa termina. Una volta utilizzata questa capacità, non potrai utilizzarla nuovamente finché non avrai terminato un riposo lungo. Se hai esaurito gli usi di questa funzione, puoi spendere un uso della tua Furia per usarla di nuovo. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Ogni volta che inizi a essere in ira, e mentre sei in ira nei turni successivi come azione bonus, puoi incutere terrore negli altri con la tua presenza intimidatoria. Ogni creatura nemica entro 9 metri da te deve effettuare un tiro salvezza su Saggezza (CD pari a 8 + il tuo bonus di competenza + il tuo modificatore di Forza). Se il Tiro Salvezza fallisce, la creatura subisce la condizione Spaventata per 1 minuto. Alla fine di ogni turno della creatura Spaventata, la creatura ripete il tiro salvezza, e se lo supera, l'effetto su se stessa termina. Una volta utilizzata questa capacità, non potrai utilizzarla nuovamente finché non avrai terminato un riposo lungo. Se hai esaurito gli usi di questa funzione, puoi spendere un uso della tua Furia per usarla di nuovo. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presenza intimidatoria Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Mentre sei in ira, puoi usare la tua azione bonus per incutere terrore negli altri con la tua presenza intimidatoria. Ogni creatura nemica entro 9 metri da te deve effettuare un tiro salvezza su Saggezza (CD pari a 8 + il tuo bonus di competenza + il tuo modificatore di Forza). Se il Tiro Salvezza fallisce, la creatura subisce la condizione Spaventata per 1 minuto. Alla fine di ogni turno della creatura Spaventata, la creatura ripete il tiro salvezza, e se lo supera, l'effetto su se stessa termina. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presenza intimidatoria diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/RangerFeyWanderer-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/RangerFeyWanderer-it.txt new file mode 100644 index 0000000000..29071cdee5 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/RangerFeyWanderer-it.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Puoi potenziare i colpi delle tue armi con magie sconvolgenti, estratte dalle cupe cavità della Selva Fatata. Quando colpisci una creatura con un'arma, puoi infliggere 1d4 danni psichici extra al bersaglio, che può subire questo danno extra solo una volta per turno. Il danno extra aumenta a 1d6 quando raggiungi l'11° livello in questa classe. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Colpi terribili +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Ottieni incantesimi bonus che per te sono considerati incantesimi da Ranger, sono sempre preparati e non contano nel numero di incantesimi da Ranger che conosci:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Magia del Vagabondo Fatato +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Le tue qualità fatate ti conferiscono un fascino soprannaturale. Di conseguenza, effettui prove di Carisma con vantaggio. Inoltre, ottieni competenza in una delle seguenti abilità a tua scelta: Inganno, Esibizione o Persuasione. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Glamour ultraterreno +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Puoi usare la tua reazione per costringere la fonte a effettuare un tiro salvezza su Saggezza contro la tua CD del tiro salvezza dell'incantesimo. Se il tiro salvezza fallisce, la fonte rimane affascinata da te per 1 minuto. La fonte può ripetere il tiro salvezza alla fine di ciascuno dei suoi turni, terminando l'effetto su se stessa se il tiro salvezza riesce. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Ammaliato +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Hai vantaggio ai tiri salvezza contro l'essere affascinato o spaventato. Inoltre, ogni volta che tu o una creatura che puoi vedere entro 32 metri da te superate un tiro salvezza contro l'essere affascinato o spaventato, puoi usare la tua reazione per forzare la fonte a effettuare un tiro salvezza su Saggezza contro la tua CD del tiro salvezza dell'incantesimo. Se il tiro salvezza fallisce, la fonte rimane affascinata o spaventata da te (a tua scelta) per 1 minuto. La fonte può ripetere il tiro salvezza alla fine di ciascuno dei suoi turni, terminando l'effetto su se stessa se il tiro salvezza riesce. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Puoi usare la tua reazione per costringere la fonte a effettuare un tiro salvezza su Saggezza contro la tua CD del tiro salvezza dell'incantesimo. Se il tiro salvezza fallisce, la fonte viene spaventata da te per 1 minuto. La fonte può ripetere il tiro salvezza alla fine di ciascuno dei suoi turni, terminando l'effetto su se stessa se il tiro salvezza riesce. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Spaventato +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Torsione seducente +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Una volta per riposo lungo, puoi usare la tua azione per lanciare l'incantesimo Evoca Fata. Lanciare l'incantesimo in questo modo non richiede componenti o concentrazione e la durata dell'incantesimo è di un minuto. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Rinforzi delle Fate +Feature/&PowerRangerFeyWandererMistyWandererDescription=Puoi entrare e uscire dal Fey Wild per muoverti in un batter d'occhio: puoi lanciare Misty Step senza spendere uno slot incantesimo. Puoi farlo un numero di volte pari al tuo modificatore di Saggezza (minimo una volta) e recuperi tutti gli usi spesi quando termini un riposo lungo. Inoltre, ogni volta che lanci Passo Nebbioso, puoi portare con te una creatura consenziente che puoi vedere entro 1,5 metri da te. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Viandante nebbioso +Feedback/&AdditionalDamageDreadfulStrikesFormat=Colpi terribili +Feedback/&AdditionalDamageDreadfulStrikesLine=Dreadful Strikes infligge +{2} danni extra! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Puoi reagire per costringere l'attaccante a effettuare un tiro salvezza su Saggezza contro la tua CD del tiro salvezza dell'incantesimo. Se il tiro salvezza fallisce, l'attaccante rimane affascinato o spaventato da te per 1 minuto. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Affascina o spaventa l'aggressore. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Torsione seducente +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Torsione seducente +Subclass/&RangerFeyWandererDescription=Un'atmosfera magica ti circonda, grazie al dono di un arcifatato, al frutto splendente che hai mangiato da un albero parlante, alla sorgente magica in cui hai nuotato o a qualche altro evento di buon auspicio. Indipendentemente dal modo in cui hai acquisito la tua magia fatata, ora sei un Fey Wanderer, un ranger che rappresenta sia il regno dei mortali che quello delle fate. Mentre vaghi per il multiverso, la tua risata gioiosa illumina i cuori degli oppressi e la tua abilità marziale incute terrore nei tuoi nemici, perché grande è l'allegria delle fate e terribile è la loro furia. +Subclass/&RangerFeyWandererTitle=Fey Vagabondo +Tooltip/&MustBeWithin5ft=Deve essere entro 5 piedi diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WizardWarMagic-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WizardWarMagic-it.txt new file mode 100644 index 0000000000..7260a10c9c --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WizardWarMagic-it.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Attiva/disattiva Sbalzo di potenza +Action/&PowerSurgeToggleTitle=Fonte d'energia +Condition/&ConditionWarMagicArcaneDeflectionDescription=Non puoi lanciare incantesimi diversi dai trucchetti. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Deviazione Arcana +Feature/&AttributeModifierWarMagicTacticalWitDescription=La tua acuta capacità di valutare le situazioni tattiche ti consente di agire rapidamente in battaglia. Puoi concederti un bonus ai tiri di iniziativa pari al tuo modificatore di Intelligenza. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Spirito tattico +Feature/&FeatureWarMagicArcaneDeflectionDescription=Hai imparato a intrecciare la tua magia per fortificarti contro i danni. Quando vieni colpito da un attacco o fallisci un tiro salvezza, puoi usare la tua reazione per sottrarre il tuo modificatore di Intelligenza dal tiro per colpire, o aggiungerlo al tiro salvezza. Quando usi questa capacità, non puoi lanciare incantesimi diversi dai trucchetti fino alla fine del tuo turno successivo. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Deviazione Arcana +Feature/&FeatureWarMagicDurableMagicDescription=La magia che canalizzi aiuta a scongiurare il male. Finché mantieni la concentrazione su un incantesimo, hai un bonus di +2 alla CA e a tutti i tiri salvezza. +Feature/&FeatureWarMagicDurableMagicTitle=Magia durevole +Feature/&PowerWarMagicDeflectionShroudDescription=La tua Deviazione Arcana viene infusa di magia mortale. Quando usi la tua funzione di Deviazione Arcana, puoi far sì che l'energia magica si sprigiona da te. Fino a tre creature più vicine entro 18 metri da te subiscono danni da forza pari alla metà del tuo livello da mago. +Feature/&PowerWarMagicDeflectionShroudTitle=Copertura di deflessione +Feature/&PowerWarMagicSurgeDescription=Hai un numero di sbalzi di potere pari al tuo modificatore di Intelligenza (minimo uno). Ogni volta che termini con successo un incantesimo con Controincantesimo, ottieni un aumento di potere. Una volta per turno, quando infliggi danni a una creatura o a un oggetto con un incantesimo da mago, puoi spendere un impulso di potere per infliggere danni da forza aggiuntivi con un tiro per i danni di quell'incantesimo. Il danno extra è pari al tuo livello da mago. +Feature/&PowerWarMagicSurgeTitle=Fonte d'energia +Feedback/&ArcaneDeflectionAttackRoll={0} usa {1} per sottrarre il modificatore di Intelligenza ({2}) dal tiro per colpire ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} usa {1} per aggiungere il modificatore di Intelligenza ({2}) al tiro salvezza ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Stai per essere colpito da un attacco. Puoi usare la tua reazione per sottrarre il tuo modificatore di Intelligenza dal tiro dell'attaccante e fallire invece. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Forzare un fallimento +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Deviazione Arcana +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Deviazione Arcana +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Hai fallito un tiro salvezza. Puoi usare la tua reazione per aggiungere il tuo modificatore di Intelligenza al tiro salvezza e farlo invece riuscire. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Forzare un fallimento +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Deviazione Arcana +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Deviazione Arcana +Subclass/&WizardWarMagicDescription=Numerosi college arcani sono specializzati nell'addestramento dei maghi per la guerra. La tradizione della Magia di Guerra fonde i principi di evocazione e abiurazione, piuttosto che specializzarsi in nessuna delle due scuole. Insegna tecniche che potenziano gli incantesimi di un incantatore, fornendo anche metodi ai maghi per rafforzare le proprie difese. I seguaci di questa tradizione sono conosciuti come maghi di guerra. Vedono la loro magia sia come un'arma che come un'armatura, una risorsa superiore a qualsiasi pezzo di acciaio. I maghi di guerra agiscono velocemente in battaglia, usando i loro incantesimi per prendere il controllo tattico di una situazione. I loro incantesimi colpiscono duramente, mentre le loro abilità difensive sventano i tentativi di contrattacco degli avversari. I maghi di guerra sono anche abili nel rivolgere l'energia magica di altri incantatori contro di loro. +Subclass/&WizardWarMagicTitle=Magia della guerra diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt index d935129b3e..218b33c5d4 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/OtherFeats-ja.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=クロマティッ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Chromatic Infusionは追加の+{2}毒ダメージを与えます! Feedback/&IsNotLuckyHigher={0} はまったく幸運ではありません。{3} の代わりに、より高い {2} をロールします。 Feedback/&IsNotLuckyLower={0} はまったく幸運ではありません。低い {2} を出して {3} を置き換えます。 -Feedback/&LuckyAttackToHitRoll={0} は {1} を使用して {2} をロールし、攻撃ロールを置き換えました -Feedback/&LuckyCheckToHitRoll={0} は {1} を使用して {2} をロールし、チェックロールを交換しました -Feedback/&LuckySavingToHitRoll={0} は {1} を使用して {2} をロールし、セービング ロールを置き換えました +Feedback/&LuckyAttackToHitRoll={0} は {1} を使用し、アタックロールで {3} を置き換えるために {2} をロールしました。 +Feedback/&LuckyCheckToHitRoll={0} は {1} を使用し、チェックロールの {3} を置き換えるために {2} をロールしました。 +Feedback/&LuckySavingToHitRoll={0} は {1} を使用し、セービング ロールの {3} を置き換えるために {2} をロールしました。 Item/&ItemFeatChefTreatDescription=このシェフのおやつを食べると、一時的に 5 ヒット ポイントを獲得します。 Item/&ItemFeatChefTreatTitle=シェフのごちそう Reaction/&CustomReactionMageSlayerDescription={0} に対するセーヴィング スローに失敗しました。代わりに自分自身を成功させることもできます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt index 391d83c9ba..e763fa23f6 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/Races-ja.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=ボーナスアクションとし Feature/&PowerFeatOrcishAggressionTitle=オークの攻撃性 Feedback/&AdditionalDamageOrcishFuryFormat=オークの怒り Feedback/&AdditionalDamageOrcishFuryLine=オークの怒りは追加の +{2} ダメージを与える! -Feedback/&BountifulLuckAttackToHitRoll={0} は {1} を使用して {2} をロールし、攻撃ロールを置き換えました -Feedback/&BountifulLuckCheckToHitRoll={0} は {1} を使用して {2} をロールし、チェックロールを交換しました -Feedback/&BountifulLuckSavingToHitRoll={0} は {1} を使用して {2} をロールし、セービング ロールを置き換えました +Feedback/&BountifulLuckAttackToHitRoll={0} は {1} を使用し、アタックロールで {3} を置き換えるために {2} をロールしました。 +Feedback/&BountifulLuckCheckToHitRoll={0} は {1} を使用し、チェックロールの {3} を置き換えるために {2} をロールしました。 +Feedback/&BountifulLuckSavingToHitRoll={0} は {1} を使用し、セービング ロールの {3} を置き換えるために {2} をロールしました。 Feedback/&DwarvenFortitudeHitDieRolled={0} は {2} を出して、{3} = {4} を回復しました。 Reaction/&CustomReactionBountifulLuckAttackDescription={0} は {1} を欠席しました。 {2} は d20 のロールに反応して攻撃ロールを置き換えることができます。 Reaction/&CustomReactionBountifulLuckAttackReactDescription=D20をロールして攻撃ロールを置き換えます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Metamagic-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Metamagic-ja.txt index 9471b609a4..a8cf5d073c 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Metamagic-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Metamagic-ja.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=呪文には円錐、立方体、円 Failure/&FailureFlagSpellMustHaveDamageForm=呪文には少なくとも 1 つのダメージ フォームが必要です Failure/&FailureFlagSpellMustRequireConcentration=呪文には集中力が必要です Failure/&FailureFlagSpellRangeMustBeSelf=スペル範囲は自分自身である必要があります +Failure/&FailureSeekingSpell=シーキングスペルは魔法攻撃が失敗した後にのみ発動します +Failure/&FailureTransmutedSpell=この呪文は、酸、冷気、火、雷、毒、雷のいずれかのダメージ タイプを与える必要があります。 Feature/&MetamagicAltruisticSpellAllyDescription=自分ではなく30フィート以内の味方をターゲットにする呪文を作成します。 Feature/&MetamagicAltruisticSpellAllyTitle=共有魔法、味方のみ Feature/&MetamagicAltruisticSpellDescription=自分自身を対象とした呪文を唱えるとき、代わりに 1 ソーサリー ポイントを消費して 30 フィート以内の味方に影響を与えることができます。または、3 ソーサリー ポイントを消費して自分自身と 30 フィート以内の味方の両方に影響を与えることもできます。 @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=集中を必要とする呪文を唱 Feature/&MetamagicFocusedSpellTitle=集中呪文 Feature/&MetamagicPowerfulSpellDescription=呪文レベルごとに 1 ソーサリー ポイントを消費して、ダメージ ダイスの数を 1 つ増やすことができます。 Feature/&MetamagicPowerfulSpellTitle=強力な呪文 +Feature/&MetamagicSeekingSpellDescription=呪文の攻撃ロールを行って失敗した場合、2 ソーサラー ポイントを使って d20 を再ロールすることができ、新しいロールを使用する必要があります。呪文の詠唱中にすでに別のメタマジック オプションを使用している場合でも、シーキング スペルを使用できます。 +Feature/&MetamagicSeekingSpellTitle=呪文を求めて +Feature/&MetamagicTransmutedSpellDescription=以下のリストにあるダメージの種類を与える呪文を唱えるとき、1 ソーサリー ポイントを消費して、そのダメージの種類をリストにある他の種類 (酸、冷気、火、雷、毒、雷) のいずれかに変更できます。 +Feature/&MetamagicTransmutedSpellTitle=変性された呪文 Feature/&MetamagicWidenedSpellDescription=2 ソーサリー ポイントを消費して、呪文の効果範囲を拡大することができます。円錐、立方体、円筒、または球体の効果範囲を持つ呪文は、最も近い 5 フィートの増分まで寸法が拡大します。 Feature/&MetamagicWidenedSpellTitle=拡張された呪文 +Feedback/&MetamagicSeekingSpellToHitRoll={0} は {1} を使用し、アタックロールで {3} を置き換えるために {2} をロールしました。 +Feedback/&MetamagicTransmutedSpellDescription=魔法効果のダメージ タイプを {0} に置き換えます。 +Reaction/&CustomReactionMetamagicSeekingSpellDescription={0} に失敗しました。2 ソーサリー ポイントを消費して d20 をロールし、攻撃ロールを置き換えることができます。 +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=D20をロールして攻撃ロールを置き換えます。 +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=呪文を求めて +Reaction/&CustomReactionMetamagicSeekingSpellTitle=呪文を求めて +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=魔法効果の新しいダメージ タイプを選択します。 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=新しいダメージ タイプを選択します。 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=変性された呪文 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=変性された呪文 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt index 1250b3614e..e0ec7bcdc1 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Brutal Strike Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=ブルータルストライクの改善 Feature/&FeatureSetBarbarianBrutalStrikeTitle=ブルータル・ストライク Feature/&FeatureSetRageExtendedDescription=戦闘では、根源的な凶暴性で戦います。自分のターンでは、ボーナス アクションとして激怒を入力できます。これにより、体力のセーブとチェックで有利になり、近接攻撃のダメージに最初の +2 ボーナスが与えられ、斬撃、殴打、突き刺しのダメージに対する耐性が得られます。これらの利点は、重装備を着用していない場合にのみ得られます。 1 分間持続するか、最後のターン以降に攻撃やダメージを受けていない場合は終了します。\n 2 つの激怒から始まり、長い休息の後に更新されます。レベル 7 では、短い休憩の後、怒りポイントが 1 回復します。 +Feature/&FeatureSorcererMagicalGuidanceDescription=自分の内なる魔法の泉を利用して、失敗から成功を呼び起こすことができます。能力チェックが失敗した場合、1 ソーサリー ポイントを使って d20 を再ロールすることができ、新しいロールを使用する必要があるため、失敗が成功に変わる可能性があります。 +Feature/&FeatureSorcererMagicalGuidanceTitle=魔法の導き Feature/&FighterExtraAttackDescription=攻撃や突き飛ばしアクションを使用すると、1回ではなく2回攻撃することができます。 Feature/&FlightResumeDescription=中断された飛行効果を再開します Feature/&FlightResumeTitle=飛行を再開する @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} ロールで {1} Feedback/&ConcentrationEffectCheckRolledLine={0} ロールで {1} 対難易度 {2} を維持、ロール {3} = {4} Feedback/&FlankingAttack=側面攻撃 Feedback/&HigherGroundAttack=高いところ +Feedback/&MagicalGuidanceCheckToHitRoll={0}は{1}を使用し、チェックロールで{3}の代わりに{2}をロールします Feedback/&NarrativeChoiceRoll={0} は、{1} の物語の選択肢をロールして、{2} の結果をもたらします。 Feedback/&ReturningWeaponActivates={1} は {0} に戻ります! Feedback/&SmallRace=スモールレース @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} が {1} を攻撃しています Reaction/&CastSpellInRetributionReactDescription=クリックして {0} をキャストします。 Reaction/&CastSpellInRetributionReactTitle=おまじない Reaction/&CastSpellInRetributionTitle=リアクションスペルを唱える +Reaction/&CustomReactionMagicalGuidanceCheckDescription=チェックロールに失敗しました。あなたは1ソーサリーポイントを消費してd20をロールし、チェックロールを交換することができます。 +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=D20 をロールしてチェックロールを交換します。 +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=魔法の導き +Reaction/&CustomReactionMagicalGuidanceCheckTitle=魔法の導き Reaction/&ReactionSpendPowerBundleDescription=パワーを使いましょう。 Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=追加の効果を適用することができます。 Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=追加の効果を適用します。 @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=エフェクトソースではありませ Rules/&SituationalContext9014Format=鎧を着ていない、または盾なしの軽鎧を着ている場合: Rules/&SituationalContext9015Format=鎧を着ていないか、両手のクォータースタッフを持った軽装甲を着用している場合: Rules/&SituationalContext9016Format=メインまたはオフハンドの近接武器の効果ソースではありません: +Rules/&SituationalContext9017Format=呪文に集中しています: Rules/&TurnOccurenceEndOfSourceTurnFormat=ターンの終了元 Screen/&ClassExtraSpellDescriptionFormat=この呪文は {0} クラスで知っていますね。 Screen/&EditorLocationSize3Title=巨大な[MODD] diff --git a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt index 8e615d9b70..cf78d2660d 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt @@ -1,19 +1,20 @@ +ModUi/&AccountForAllDiceOnFollowUpStrike=基本武器ダメージによるすべてのダイスをフォローアップストライク特技に追加します ModUi/&AccountForAllDiceOnSavageAttack=基本武器ダメージからのすべてのダイスを、1 つのダイスのみではなく基本武器ダメージを追加する機能に追加します[サベージ アタック、2H 武器など] ModUi/&AddAllToStore=すべてをストアに追加 -ModUi/&AddBleedingToLesserRestoration=出血状態をより大きな修復とより小さな修復によって除去された状態に追加します。 +ModUi/&AddBleedingToLesserRestoration=出血状態をより大きな修復と小さな修復によって除去された状態に追加します。 ModUi/&AddCustomIconsToOfficialItems=公式ゲーム アイテム [弾薬、レシピ、キットなど] [再起動が必要] にカスタム アイコンを追加します。 ModUi/&AddDarknessPerceptiveToDarkRaces=ダークエルフ、ダークコボルト、グレイドワーフの闇の知覚を有効にするcolor> \n[照明が当たっていないとき、または魔法の暗闇の下で知覚チェックで有利になる] -ModUi/&AddDexModifierToEnemiesInitiativeRoll=敵のイニシアティブロールに器用さ修正を追加する -ModUi/&AddFighterLevelToIndomitableSavingReroll=ファイターレベルを不屈セーヴィングスローのリロールに追加 -ModUi/&AddHelpActionToAllRaces=すべてのプレイ可能な種族に助けるアクションを追加[味方のクリーチャーが自分から5フィート以内のクリーチャーを攻撃するのを助けることができます] -ModUi/&AddHumanoidFavoredEnemyToRanger=レンジャーが好む人型の敵を有効にする +ModUi/&AddDexModifierToEnemiesInitiativeRoll=敵のイニシアチブロールに器用さ修正を追加する +ModUi/&AddFighterLevelToIndomitableSavingReroll=ファイターを有効にして、不屈の抵抗セービングスローのリロールにボーナスとしてクラスレベルを追加します +ModUi/&AddHelpActionToAllRaces=すべてのプレイ可能な種族に助けるアクションを追加します[味方のクリーチャーが自分の1マス以内にいるクリーチャーを攻撃するのを助けることができます] +ModUi/&AddHumanoidFavoredEnemyToRanger=レンジャー が好む人型の敵を有効にする ModUi/&AddNewBrightEyeColors=新しい明るい目の色を追加 -ModUi/&AddNewWeaponsAndRecipesToShops=新しい武器とレシピをショップに追加します[ハンドラップ、ハルバード、パイク、ロングメイス、ハンドクロスボウ] [再起動が必要です] -ModUi/&AddPaladinSmiteToggle=パラディン がクリティカル ヒット時のみスマイトを有効にできるようにするトグルを追加[反応プロンプトを最小限に抑えるのに役立ちます] +ModUi/&AddNewWeaponsAndRecipesToShops=新しい武器とレシピをショップに追加[ハンドラップ、ハルバード、パイク、ロングメイス、ハンドクロスボウ] [再起動が必要です] +ModUi/&AddPaladinSmiteToggle=パラディン がクリティカル ヒット時の打撃のみを有効にするためのトグルを追加しました[反応プロンプトを最小限に抑えるのに役立ちます] ModUi/&AddPickPocketableLoot=スリ可能な戦利品を追加[スリ特技が有効な場合に推奨] ModUi/&AddToStore=ストアに追加 ModUi/&Advanced=詳細: [再起動が必要] -ModUi/&AdvancedHelp=。 注意: これらの設定を行うには、プレーヤーにこの MOD がインストールされている必要があります +ModUi/&AdvancedHelp=• 注意: これらの設定を行うには、プレーヤーにこの MOD がインストールされている必要があります。 ModUi/&AllItemInDm=DM内のすべてのアイテム ModUi/&AllRecipesInDm=すべてのレシピはDMにあります ModUi/&AllowAllPlayersOnNarrativeSequences=+ すべてのプレイヤーに物語シーケンスを許可 @@ -26,12 +27,12 @@ ModUi/&AllowDruidToWearMetalArmor=ドルイドが金属 ModUi/&AllowDungeonsMaxLevel20=最大レベル20のダンジョンを許可します ModUi/&AllowFlightSuspend=アイテムや呪文による飛行の一時停止を許可します[ワイルドシェイプや飛行種族には影響しません] ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=CTRL クリックを有効にして、ガジェットやプロップを配置する際のチェックを回避します -ModUi/&AllowHasteCasting=追加のアクションを持つ呪文をヘイスト状態からキャストできるようにします(メインアクションの呪文はラウンドごとに1つまでに制限されています) -ModUi/&AllowHornsOnAllRaces=すべての種族で角を許可[種族、頭、角によってはひどい結果になる可能性があります] +ModUi/&AllowHasteCasting=追加のアクションを持つ呪文をヘイスト状態からキャストできるようにします[メイン アクションの呪文はラウンドごとに 1 つに制限されています] +ModUi/&AllowHornsOnAllRaces=すべての種族で角を許可します [種族、頭、角によっては結果がひどいものになる可能性があります] ModUi/&AllowMoreRealStateOnRestPanel=残りのパネルでより実際の状態を許可します[前のパネルでは休憩後のアクションを非表示にし、後のパネルでは回復機能を非表示にします] ModUi/&AllowStackedMaterialComponent=スタックされたマテリアル コンポーネントを許可します[例: 2x500gp ダイヤモンドは 1000gp ダイヤモンドに相当します] ModUi/&AllowUnmarkedSorcerers=起源のマークやタトゥーのない魔術師を許可する -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT キーはパーティの視野内のガジェットのみを強調表示します[カスタムダンジョンのみ] +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT キーはパーティの視野内のガジェットのみを強調表示します[カスタム ダンジョンのみ] ModUi/&ArcaneShieldstaffOptions=アルケイン・シールドスタッフをどのクラスでも調整できるようにする ModUi/&Backgrounds=背景 ModUi/&BackgroundsAndRaces=背景と人種 @@ -43,17 +44,17 @@ ModUi/&Blueprints=青写真 ModUi/&Campaigns=キャンペーン: ModUi/&CampaignsAndLocations=キャンペーンと場所: ModUi/&Category=カテゴリー -ModUi/&ChangeDragonbornElementalBreathUsages=Dragonbornのエレメンタルブレスの使用量を短い休憩ごとに体質修正に変更する +ModUi/&ChangeDragonbornElementalBreathUsages=Dragonbornのエレメンタルブレスの使用量を短い休息ごとに体質修正に変更する ModUi/&ChangeSleetStormToCube=みぞれの嵐を円柱の代わりに立方体を使用するように変更します ModUi/&Changelog=変更ログ ModUi/&Character=キャラクター ModUi/&CharactersPool=キャラクタープール ModUi/&Classes=クラス ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=寒さに対する耐性は、冷蔵および冷凍状態に対する耐性も付与します。 -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=耐寒性は、低温状態に対する免疫を付与し、凍結状態を冷却状態に軽減します。 +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=耐寒性は、低温状態に対する耐性を与え、凍結状態を冷却状態に軽減します。 ModUi/&Combat=戦闘: ModUi/&Crafting=クラフト: -ModUi/&CraftingHelp=。ボタンを押すと、アクティブなパーティーでレシピを即座に学習できます\n。ストアにアイテムを追加するには、パーティがその場所から離れて戻ってくる必要がある場合があります +ModUi/&CraftingHelp=• アクティブなパーティでボタンを押すとレシピを即座に学習できます\n• ストアにアイテムを追加するには、パーティがその場所から移動して戻ってくる必要がある場合があります ModUi/&Credits=クレジット ModUi/&CreditsAndDiagnostics=クレジットと診断 ModUi/&Critical=クリティカルヒット: @@ -63,34 +64,34 @@ ModUi/&CriticalOption2=2: 可能な限り最高の ModUi/&CriticalOption3=3: 追加のサイコロを振る代わりに、攻撃の合計ダメージが2倍になります。 [(XdY+Z)*2] ModUi/&Deities=神々 ModUi/&DisableAutoEquip=インベントリ内のアイテムの自動装備を無効にする -ModUi/&DisableBarbarianBrutalCritical=+ クラスレベル 9、13、17 のバーバリアン ブルータル クリティカルも無効化します -ModUi/&DisableCastSpellPreRequisitesOnModFeats=この MOD によって提供される特技の呪文の前提条件を無効にします[再起動が必要] -ModUi/&DisableClassPrerequisitesOnModFeats=この MOD によって提供される特技のレベルの前提条件を無効にします -ModUi/&DisableRacePrerequisitesOnModFeats=この MOD によって提供される特技のレースの前提条件を無効にします -ModUi/&DisableSenseDarkVisionFromAllRaces=プレイ可能なすべての種族の闇の視覚の感覚を無効にする[再起動が必要] +ModUi/&DisableBarbarianBrutalCritical=+ レベル 9、13、17 でバーバリアンのブルータル クリティカルも無効化します +ModUi/&DisableCastSpellPreRequisitesOnModFeats=この MOD によって提供される特技の呪文の前提条件を無効にします[再起動が必要] +ModUi/&DisableClassPrerequisitesOnModFeats=この MOD によって提供される特技のレベルの前提条件を無効にします +ModUi/&DisableRacePrerequisitesOnModFeats=この MOD によって提供される特技のレースの前提条件を無効にします +ModUi/&DisableSenseDarkVisionFromAllRaces=プレイ可能なすべての種族の 暗視感知 を無効にします [再起動が必要] ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=プレイ可能なすべての種族の優れた感覚ダークビジョンを無効にする[再起動が必要] ModUi/&DisableUnofficialTranslations=非公式翻訳サポートを無効にして MOD [中国語、イタリア語、日本語、韓国語、またはスペイン語を話せない場合] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ レベルアップ中に他のクラスの既知の呪文をすべて表示 +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ レベルアップ中に他のクラスの既知の呪文をすべて表示します ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ キャラクターパネルの代わりに呪文選択時にウォーロックの協定スロットを表示する -ModUi/&DocsArcaneShots=アーケインショット +ModUi/&DocsArcaneShots=秘術ショット ModUi/&DocsBackgrounds=背景 ModUi/&DocsFeats=偉業 ModUi/&DocsFightingStyles=戦闘スタイル -ModUi/&DocsInfusions=輸液 +ModUi/&DocsInfusions=点滴 ModUi/&DocsInvocations=呼び出し ModUi/&DocsManeuvers=作戦 ModUi/&DocsMetamagic=メタマジック ModUi/&DocsRaces=レース ModUi/&DocsSpells=呪文 ModUi/&DocsSubclasses=サブクラス -ModUi/&DocsSubraces=亜人種 +ModUi/&DocsSubraces=サブレース ModUi/&DocsVersatilities=多用途性 ModUi/&Donate=寄付: {0} ModUi/&DontDisplayHelmets=グラフィック キャラクターにヘルメットを表示しない[再起動が必要] -ModUi/&DontEndTurnAfterReady=準備完了アクションを使用した後にターンを終了しない[ボーナス アクション、またはヘイストやその他のソースからの追加のメイン アクションを使用できます] +ModUi/&DontEndTurnAfterReady=準備完了アクションを使用した後にターンを終了しないでください。 [ボーナス アクション、またはヘイストやその他のソースからの追加のメイン アクションを使用できます] ModUi/&DontFollowCharacterInBattle=キャラクターがすでに画面上にある場合、戦闘カメラが追従しない -ModUi/&DontFollowMargin=+ ヒーローがオフであるか、画面端の % 以内にない場合 -ModUi/&DungeonMakerBasicHelp=。これらの設定では、プレーヤーがこの MOD をインストールする必要はありません +ModUi/&DontFollowMargin=+ ヒーローがオフまたは画面端の % 以内でない場合 +ModUi/&DungeonMakerBasicHelp=• これらの設定では、プレーヤーがこの MOD をインストールする必要はありません ModUi/&DungeonMakerMenu=ダンジョンメーカー ModUi/&Effects=効果 ModUi/&EmpressGarbAppearance=皇后の衣装の外観 @@ -98,13 +99,14 @@ ModUi/&EnableActionSwitching=アクション切り替えバーを有効にする ModUi/&EnableAdditionalBackstoryDisplay=バックグラウンド検査で追加のバックストーリー表示を有効にする ModUi/&EnableAdditionalIconsOnLevelMap=レベルマップ上のキャンプ、出口、テレポーターの追加アイコンを有効にする ModUi/&EnableAdditionalItemsInDungeonMaker=+ ダンジョンメーカーに新しいアイテムを追加 -ModUi/&EnableAlternateHuman=代替人間 [+1 特技 / +2 属性選択 / +1 スキル] を有効にする -ModUi/&EnableAlternateVotingSystem=代替投票システムを有効にする [選択の重みを決定するにはヒーローのカリスマ修飾子を使用] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=吟遊詩人のインスピレーションで戦闘属性チェック以外でも発動 -ModUi/&EnableBarbarianBrutalStrike=クラスレベル9、13、17でバーバリアンのブルータルストライクブルータルストライクの改善を有効にします +ModUi/&EnableAlternateHuman=代替の人間[特技+1 / 属性選択+2 / スキル+1]を有効にする +ModUi/&EnableAlternateVotingSystem=代替投票システムを有効にする [選択の重み = 投票数 * ヒーローのカリスマ修飾子] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=吟遊詩人のインスピレーションを有効にして、戦闘属性チェック以外でもトリガーできるようにします +ModUi/&EnableBarbarianBrutalStrike=レベル9、13、17でバーバリアンのブルータルストライクブルータルストライクの改善を有効にします ModUi/&EnableBarbarianFightingStyle=レベル 2 で野蛮人の戦闘スタイルの選択が可能になります ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=野蛮人 の無謀な攻撃のバフとデバフを有効にし、次のターンの開始時に終了します -ModUi/&EnableBarbarianRegainOneRageAtShortRest=クラスレベル7でバーバリアンが短い休憩中に怒りの使用を1回回復できるようにする +ModUi/&EnableBarbarianRegainOneRageAtShortRest=レベル7でバーバリアンが短時間の休憩で怒りの使用を1回回復できるようにする +ModUi/&EnableBardHealingBalladOnLongRest=長い休憩時に希望の吟遊詩人大学の癒しのバラードを有効にする ModUi/&EnableBetaContent=ベータ コンテンツを有効にする [再起動が必要] ModUi/&EnableCancelEditOnRightMouseClick=マウスの右クリックによるキャンセルアクションを有効にする ModUi/&EnableCantripsTriggeringOnWarMagic=キャントリップを有効にして戦争魔法の追加ボーナス攻撃を発動 @@ -113,13 +115,13 @@ ModUi/&EnableCharacterExport=CTRL-SHIFT-(E) を有効に ModUi/&EnableCharactersOnFireToEmitLight=炎上のキャラクターは光を発する必要があります[キューブ オブ ライト、ファイア エレメンタル、ファイア ジェスター、ファイア オスプレイ、ファイア スパイダー、および炎の条件ファミリー] ModUi/&EnableCheatMenu=チートメニューを有効にする ModUi/&EnableCustomPortraits=カスタムポートレートを有効にする -ModUi/&EnableCustomPortraitsHelp=。カスタム ポートレートをサブフォルダ Personal または PreGen< の下に配置します。 /b>、主人公の名前 [例: アントン、セリア、ニアラなど]\n にちなんで名付けられました。サイズ 256 x 384 ピクセルの透明レイヤーを含む PNG 画像を使用します[最良の結果を得るには GIMP を使用] +ModUi/&EnableCustomPortraitsHelp=• カスタム ポートレートをサブフォルダ Personal または PreGen に配置します。 、主人公の名前にちなんで名付けられました [例: アントン、セリア、ニアラなど]\n• PNG を使用します画像、サイズ 256 x 384 ピクセル、透明レイヤーあり [最良の結果を得るには GIMP を使用] ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro を有効にする\n[フラット ルーム、150x150 および 200x200 のダンジョン サイズ、あらゆる環境のアセットを簡単に混合する機能が含まれます] ModUi/&EnableEpicPointsAndArray=壮大な 35 ポイント購入システムと配列 [17,15,13,12,10,8] [再起動が必要] -ModUi/&EnableExtendedProficienciesPanelDisplay=拡張熟練度パネル表示を有効にする [Arcane Shots、Infusions、Gambits、および Versatilities]\n[キャラクターのパフォーマンス ヒット]検査。ご自身の責任で使用してください] -ModUi/&EnableFeatsAtEvenLevels=クラスレベル2、10、18で特技選択を有効にする -ModUi/&EnableFeatsAtEvenLevelsMiddle=クラスレベル6および14で特技選択を有効にする -ModUi/&EnableFighterWeaponSpecialization=クラスレベル 8 と 16 でファイターの武器スペシャライゼーションを有効にします[ヒットとダメージに +1 を獲得しますが、他のものでは不利になります。武器の種類] +ModUi/&EnableExtendedProficienciesPanelDisplay=拡張熟練度パネル表示を有効にする [秘術ショット、注入、マニューバー、多用途性]\n[パフォーマンス]文字検査でヒットしました。ご自身の責任で使用してください] +ModUi/&EnableFeatsAtEvenLevels=レベル 2、10、18 で特技の選択を有効にします +ModUi/&EnableFeatsAtEvenLevelsMiddle=レベル6と14で特技の選択を有効にします +ModUi/&EnableFighterWeaponSpecialization=レベル 8 と 16 で ファイター の武器スペシャライゼーションを有効にします[攻撃力とダメージ力が +1 されますが、他の武器では不利になります。タイプ] ModUi/&EnableFlexibleBackgrounds=柔軟な背景を有効にする [スキルとツールの習熟度を背景から選択] ModUi/&EnableFlexibleRaces=柔軟な種族を有効にする [種族のデフォルトの代わりに能力スコア ポイントを割り当てる] ModUi/&EnableHeroWithBestProficiencyToRollChoice=最も熟練したヒーローが会話の選択肢をロールできるようにします @@ -133,34 +135,35 @@ ModUi/&EnableInvisibleCrownOfTheMagister=ゲーム UI の魔術 ModUi/&EnableLevel20=レベル 20 [再起動が必要] を有効にする ModUi/&EnableLogDialoguesToConsole=物語シーケンス中にゲームコンソールへのログダイアログを有効にする ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=カスタム キャンペーンで無効な参照のログを有効にする -ModUi/&EnableMinInOutAttributes=+ 前提条件の最小値と最小値の能力スコアを強制する -ModUi/&EnableMonkAbundantKi=モンク の豊富な気力をレベル 2 で有効にする[熟練度ボーナスの切り上げの半分に等しい追加気力を獲得] +ModUi/&EnableMinInOutAttributes=+ 前提条件の内外での能力スコアの最小値を強制する +ModUi/&EnableMonkAbundantKi=モンク の豊富な気力をレベル 2 で有効にします[熟練度ボーナスの切り上げの半分に等しい追加気力を獲得] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=モンクの格闘技 - ボーナス素手攻撃を有効にすると、使用前に攻撃アクションが不要になります。 ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=モンク の連打を有効にして、使用前に攻撃アクションを必要としないようにします ModUi/&EnableMonkFightingStyle=レベル 2 でモンクの戦闘スタイルの選択が可能になります -ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=モンク の非武装での移動の改善を有効にし、落下することなく垂直面に沿って移動できるようにします。 -ModUi/&EnableMonkWeaponSpecialization=クラスレベル 2 と 11 でモンクの武器特化を有効にします[選択した武器タイプがモンク武器になります] +ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=モンク の非武装での移動の改善が可能になり、落下せずに垂直面に沿って移動できるようになります +ModUi/&EnableMonkWeaponSpecialization=レベル 2 と 11 でモンクの武器特化を有効にします[選択した武器タイプがモンク武器になります] ModUi/&EnableMulticlass=マルチクラス [再起動が必要] を有効にする ModUi/&EnablePcgRandom=より優れたランダム生成アルゴリズムを有効にする [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=レンジャー の自然のシュラウド機能をレベル 10 で有効にします[ボーナス アクションとして、次のターンの開始時まで魔法のように透明になることができます] -ModUi/&EnableRejoinParty=CTRL-SHIFT-(R) を有効にすると、何も選択されていない場合、選択したヒーローまたはリーダーを中心としたパーティーに再参加できます[5 人または 6 人のパーティーで便利です] +ModUi/&EnableRangerNatureShroudAt10=レンジャー の自然のベール機能をレベル 10 で有効にします[ボーナス アクションとして、次のターンの開始時まで魔法のように透明になることができます。 ] +ModUi/&EnableRejoinParty=CTRL-SHIFT-(R) を有効にすると、何も選択されていない場合、選択したヒーローまたはリーダーを中心としたパーティーに再参加できます[5 人または 6 人のパーティーで便利です] ] ModUi/&EnableRelearnSpells=他のソースからすでに学習したキャントリップまたは呪文の選択を有効にする -ModUi/&EnableRespec=休息後の RESPEC アクションを有効にする -ModUi/&EnableRogueCunningStrike=ローグ の狡猾な攻撃邪悪な攻撃をクラスレベル5と14で有効にします[放棄しました]追加のヒット効果のための急所攻撃ダイス 1 個] +ModUi/&EnableRespec=休憩後の RESPEC アクションを有効にする[マルチプレイヤー セッション中は RESPEC を使用しない] +ModUi/&EnableRogueCunningStrike=ローグ の狡猾な攻撃邪悪な攻撃をレベル5とレベル14で有効にします[1を省略します]追加のヒット効果のための急所攻撃ダイス] ModUi/&EnableRogueFightingStyle=レベル 2 でローグの戦闘スタイルの選択が可能になります -ModUi/&EnableRogueSteadyAim=クラスレベル3でローグのステディエイムを有効にする[ボーナスアクションにより、現在のターンの次の攻撃ロールでアドバンテージが得られます。まだ移動していません] -ModUi/&EnableRogueStrSaving=ローグが狡猾/悪魔の一撃衰弱/改善された一撃刃の雹でDEXまたはSTR修正を使用できるようにします -ModUi/&EnableSaveByLocation=キャンペーン/場所ごとの保存を有効にする +ModUi/&EnableRogueSteadyAim=ローグ のステディエイムをレベル 3 で有効にします。[ボーナスアクションにより、現在のターンの次の攻撃ロールで有利になります。まだ移動していません] +ModUi/&EnableRogueStrSaving=ローグが狡猾/邪悪な一撃衰弱/改善された一撃刃の雹でDEXまたはSTR修正を使用できるようにします +ModUi/&EnableSaveByLocation=キャンペーン/地域ごとの保存を有効にする ModUi/&EnableSignatureSpellsRelearn=ウィザードの特徴的な呪文を[レベル20で1回ではなく]長い休憩ごとに準備できるようにする +ModUi/&EnableSorcererMagicalGuidance=レベル5でソーサラーの魔法の導きを有効にする ModUi/&EnableSortingDungeonMakerAssets=Dungeon Maker エディターでアセットのソートを有効にする ModUi/&EnableStatsOnHeroTooltip=ヒーローのツールチップに統計情報を表示します [例: クリティカル ヒット、クリティカル失敗など] -ModUi/&EnableSumD20OnAlternateVotingSystem=。また、各ヒーローは少しランダム性を持たせるためにウェイトに D20 ロールを追加します。 +ModUi/&EnableSumD20OnAlternateVotingSystem=+ また、各ヒーローは、ランダム性を高めるためにウェイトに D20 ロールを追加します[ウェイトの選択 = 投票数 * ヒーローのカリスマ修正値 + D20 ロール] ModUi/&EnableTeleportParty=CTRL-SHIFT-(T) を有効にしてパーティをテレポートします。[未発見の場所にテレポートするとクエストが中断される可能性があります] ModUi/&EnableTogglesToOverwriteDefaultTestParty=キャラクタープールの切り替えを有効にして、デフォルトのプレイおよびテストパーティーを設定します ModUi/&EnableTooltipDistance=戦闘中にキャラクターの上にマウスを置いたときにツールチップに距離を表示できるようになります ModUi/&EnableUpcastConjureElementalAndFey=コンジュア・エレメンタルとコンジュア・フェイのアップキャストを有効にする -ModUi/&EnableVttCamera=CTRL-SHIFT-(V) を有効にして VTT カメラを切り替えます[右クリックしてドラッグしてカメラの位置を決め、WASD でパンと Page Up/ページダウンしてズーム] -ModUi/&EnablesAsiAndFeat=属性スコアの増加と特技の選択の両方を有効にします[排他的な選択肢の代わりに] +ModUi/&EnableVttCamera=CTRL-SHIFT-(V) を有効にして VTT カメラを切り替えます[右クリックしてドラッグしてカメラの位置を決め、WASD でパンして Page Up/ページを下に移動してズーム] +ModUi/&EnablesAsiAndFeat=属性スコアの増加と特技の選択[排他的な選択肢の代わりに]の両方を有効にします ModUi/&EncounterPercentageChance=ランダムな遭遇確率を設定する ModUi/&Encounters=出会い ModUi/&EnemiesAlwaysRollInitiative=+ 敵は強制値の代わりに常にイニシアチブをロールします[例: ソラク・アサシン] @@ -169,19 +172,19 @@ ModUi/&FactionHelp=公式キャンペーン ゲームをロー ModUi/&FactionRelations=派閥: ModUi/&FasterTimeModifier=スペースバーを押したときのゲーム時間変更子 ModUi/&FeatGroups=特技グループ -ModUi/&FeatGroupsHelp=。各グループは、同様の特技[例: 信条、戦闘スタイル、メタマジックなど]\n を統合したものです。これらのグループの特技は、熟練度選択ステージで直接表示されなくなります\n。グループを選択すると、ゲーム画面を整理するためにドロップダウン リストにグループが表示されます。 +ModUi/&FeatGroupsHelp=• 各グループは類似の特技 [例: 信条、戦闘スタイル、メタマジックなど]{99 }• これらのグループの特技は、熟練度選択ステージで直接表示されなくなります。\n• グループを選択すると、ゲーム画面が整理されるためにドロップダウン リストに特技が表示されます。 ModUi/&Feats=特技 ModUi/&FightingStyles=戦闘スタイル ModUi/&FixAsianLanguagesTextWrap=アジア言語のゲーム UI テキストの回り込みを修正 [再起動が必要] -ModUi/&FixEldritchBlastRange=エルドリッチブラストの範囲を[16ではなく] 24に変更します。 -ModUi/&FixRingOfRegenerationHealRate=再生のリングの回復速度を3分あたり1hpに設定 +ModUi/&FixEldritchBlastRange=エルドリッチ ブラスト [12 の代わりに] で公式の 24 セル範囲を使用します +ModUi/&FixRingOfRegenerationHealRate=再生のリングの回復速度を3分あたり1 HPに設定 ModUi/&FlightSuspendWingedBoots=+ ウイングドブーツの公式ルールを使用 [フライトが一時停止された場合、残りの飛行時間はカウントされません] ModUi/&Formation=フォーメーション: ModUi/&FormationError=マルチプレイヤー ゲーム中にフォーメーションを変更することはできません... -ModUi/&FormationHelp1=。数値ボタンを使用して特定のセットを編集します[入力時にホットキーを有効にすることを検討してください] -ModUi/&FormationHelp2=。 @ はヒーローの相対的な位置を表します -ModUi/&FormationHelp3=。任意の 2 つのボタンをクリックして位置を入れ替えます -ModUi/&FormationHotkey=CTRL-SHIFT-(1..5) を有効にして、ゲーム内でフォーメーション セットを交換します +ModUi/&FormationHelp1=• 数字ボタンを使用して特定のセットを編集します[入力時にホットキーを有効にすることを検討してください] +ModUi/&FormationHelp2=• @ はヒーローの相対的な位置を表します +ModUi/&FormationHelp3=• 任意の 2 つのボタンをクリックして位置を入れ替えます。 +ModUi/&FormationHotkey=CTRL-SHIFT-(1..5) を有効にしてゲーム内でフォーメーション セットを交換します ModUi/&FormationResetAllSets=すべてリセット ModUi/&FormationResetThisSet=これをリセットします ModUi/&FormationSelected=フォーメーション セット {0} が選択されました @@ -189,7 +192,7 @@ ModUi/&FullyControlConjurations=魔法を完全に制御[動 ModUi/&GameUi=ゲームUI ModUi/&Gameplay=ゲームプレイ ModUi/&General=全般: -ModUi/&GeneralMenu=全般的 +ModUi/&GeneralMenu=一般的な ModUi/&GrantScimitarSpecializationToBarkMonkRogue=吟遊詩人とローグにシミターの武器特化を付与する ModUi/&GridSelectedColor=動きのグリッドの色を変更します。 ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=まだ発見されていない場合は、出口とテレポーターの視覚効果を非表示にします @@ -199,10 +202,10 @@ ModUi/&HighContrastTargetingSingleColor=単一のクリーチャーを変更す ModUi/&House=家: ModUi/&IdentifyAfterRest=短いまたは長い休憩中に魔法のアイテムを識別する能力を追加します ModUi/&IgnoreHandXbowFreeHandRequirements=ハンドクロスボウを使用するのにフリーハンドは必要ありません -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=イリュージョン呪文は範囲内にTrueSightがあるターゲットに対して自動的に失敗します。 -ModUi/&ImproveLevelUpFeaturesSelection=レベルアップ機能の選択を改善 [再起動が必要]\n[影響 レンジャー 優先敵と地形親和性、ドルイド 同族の獣、バーバリアン エレメントとサブクラスのパス ドラコニックの選択] +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=イリュージョン呪文は範囲内にトゥルーサイトがあるターゲットに対して自動的に失敗します。 +ModUi/&ImproveLevelUpFeaturesSelection=レベルアップ機能の選択を改善 [再起動が必要]\n[影響 レンジャー 優先敵と地形親和性、ドルイド 同族の獣、バーバリアン エレメントとサブクラスのパス ドラコニックの選択] ModUi/&IncreaseGameTimeBy=ゲーム時間を延長する -ModUi/&IncreaseMaxAttunedItems=最大同調アイテムはレベル10で4個、レベル18で5個に増加します +ModUi/&IncreaseMaxAttunedItems=最大同調アイテムがレベル10で4個、レベル18で5個に増加します ModUi/&InitialChoices=作成: ModUi/&Input=入力: ModUi/&Interface=インターフェース @@ -222,18 +225,18 @@ ModUi/&MaxAllowedClasses=許可されるクラスの最大数販売者: ModUi/&Metamagic=メタマジック ModUi/&Monsters=モンスター: -ModUi/&MovementGridWidthModifier=移動グリッドの幅を [%]で乗算します。 -ModUi/&MulticlassKeyHelp=SHIFT で呪文をクリックすると、消費されるデフォルトのレパートリー スロット タイプが反転します\n[ウォーロックは白い呪文スロットを消費します他の人は緑の協定を使います] -ModUi/&MultiplyTheExperienceGainedBy=得られる経験値を[%]で倍増します +ModUi/&MovementGridWidthModifier=移動グリッドの幅を乗算します [%] +ModUi/&MulticlassKeyHelp=SHIFT で呪文をクリックすると、消費されるデフォルトのレパートリー スロット タイプが反転します\n[ウォーロックは白い呪文スロットを消費します他の人は協定の緑のものを使います] +ModUi/&MultiplyTheExperienceGainedBy=得られる経験値を [%]で倍増します ModUi/&NoExperienceOnLevelUp=レベルアップに経験は必要ありません ModUi/&OfferAdditionalLoreFriendlyNames=キャラクター作成時に追加の伝承にわかりやすい名前を提供する -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 有利 / 不利 の盲目および認識されたペアをキャンセル[公式の有利 / 不利 ルールと併用すると便利]< /カラー> +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 盲目、不可視、認識された有利 / 不利のペアをキャンセル[公式の有利/不利と併用すると便利]ルール] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+非常に遮蔽されたエリアを発射物ブロッカーに変更[クラウドキル、フォグクラウド、焼夷雲、ペタルストーム、みぞれの嵐、臭い雲] -ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 目に見えないクリーチャーはかなり隠されており、対象となる可能性があり、そのクリーチャーに対する攻撃ロールは不利になり、クリーチャーの攻撃ロールは有利になります -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+魔法で隠されたエリアを発射物ブロッカーに変更[ダークネスの呪文効果の発生源] +ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 目に見えないクリーチャーは大きく隠されており、対象となる可能性があり、そのクリーチャーに対する攻撃ロールは不利になり、クリーチャーの攻撃ロールは有利になります +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+魔法で隠されたエリアを発射物ブロッカーに変更[ダークネスの呪文効果の発生源] ModUi/&OfficialObscurementRulesTweakMonsters=+ 必要に応じて、ダークビジョン、ブラインドサイト、トゥルーサイトをモンスターやNPCに追加します\n [設定のコレクション MonstersThatShouldHaveDarkvisionMonstersThatShouldHaveTrueSightMonstersThatShouldHaveBlindSight] ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 召喚リストで最も強力なクリーチャーのみを表示 -ModUi/&OutlineGridWidthModifier=アウトライングリッドの幅を乗算します [%] +ModUi/&OutlineGridWidthModifier=アウトライングリッドの幅を[%]で乗算します。 ModUi/&OutlineGridWidthSpeed=アウトライン グリッドのアニメーション速度を 2 倍します [%] ModUi/&OverrideMinMaxLevel=新しい冒険を開始するときに必要な最小レベルと最大レベルを上書きします ModUi/&OverridePartySize=パーティのサイズを上書きする @@ -255,12 +258,12 @@ ModUi/&RemoveSchoolRestrictionsFromSpellBlade=スペルブレー ModUi/&RestockAntiquarians=古物収集者 [ハルマン サマー] を補充する ModUi/&RestockArcaneum=Arcaneum [ヘドロン・シュアスペル] を補充する ModUi/&RestockCircleOfDanantar=サークル オブ ダナンタル [ジョリエル フォックスアイ] を再入荷 -ModUi/&RestockHelp=。デフォルトをオーバーライドすると、時間の経過とともにすべての販売者の在庫が強制的に補充されます[マニュアルと書籍を除く]\n。一部のアイテムは再入荷までに最大 7 ゲーム日かかる場合があることに注意してください +ModUi/&RestockHelp=• デフォルトを上書きすると、時間の経過とともにすべての販売者の在庫が強制的に補充されます[マニュアルと書籍を除く]\n• 一部のアイテムには最大 7 ゲーム日かかる場合があることに注意してください補充する ModUi/&RestockTowerOfKnowledge=知識の塔 [マディ グリーンアイル] を補充する ModUi/&Rollback=ロールバック ModUi/&Rules=ルール ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=販売者の価格を正しく / 正確にスケールします[コインの価値を変換する際に四捨五入エラーがなくなりました] +ModUi/&ScaleMerchantPricesCorrectly=販売者の価格を正しく / 正確にスケールします[コインの価値を変換する際の四捨五入エラーがなくなりました] ModUi/&SelectAll=すべて選択 ModUi/&SelectDisplayed=表示を選択 ModUi/&SelectSuggested=提案されたものを選択してください @@ -269,12 +272,12 @@ ModUi/&SenseNormalVisionRangeMultiplier=通常の視力 ModUi/&Services=サービス ModUi/&SetBeltOfDwarvenKindBeardChances=ドワーフ族のベルト ひげが出現するチャンス ModUi/&SettingsExport=輸出 -ModUi/&SettingsHelp=。ホストとして、現在の構成をエクスポートし、エクスポート フォルダを開いてピアと簡単に共有できます\n。ゲストとしてエクスポート フォルダを開いてホストから共有ファイルを貼り付け、[再起動が必要] にロードできます。 -ModUi/&SettingsLoad=。エクスポートした設定をロードする +ModUi/&SettingsHelp=• ホストとして、現在の構成をエクスポートし、エクスポート フォルダを開いてピアと簡単に共有できます。\n• ゲストとして、エクスポート フォルダを開いて、ホストから共有ファイルを貼り付け、[再起動が必要] +ModUi/&SettingsLoad=• エクスポートした設定をロードする ModUi/&SettingsOpenFolder=エクスポートされた設定フォルダーを開く ModUi/&SettingsRefresh=リフレッシュ -ModUi/&SettingsRemove=削除 -ModUi/&ShowButtonWithControlledMonsterInfo=[ベータ] 制御モンスターに関する情報を開くボタンを表示します。[野生のドルイド僧、召喚獣、NPC フォロワーなど。 ] +ModUi/&SettingsRemove=取り除く +ModUi/&ShowButtonWithControlledMonsterInfo=制御モンスターに関する情報を開くボタンを表示します[野生のドルイド僧、召喚獣、NPC フォロワーなど] ModUi/&ShowChannelDivinityOnPortrait=ヒーローがポートレートに持っている神性チャンネルの使用数を表示します(ソーサリーポイントと同様) ModUi/&ShowCraftedItemOnRecipeIcon=ショップやインベントリのレシピ アイテムの近くに作成されたアイテムのアイコンを表示します [カーソルを合わせると作成されたアイテムのツールチップが表示されます] ModUi/&ShowCraftingRecipeInDetailedTooltips=詳細なツールチップにクラフトレシピを表示 @@ -283,21 +286,21 @@ ModUi/&SpellLevelFilter=スペル レベル フィルタ[ALL または ENEMY を対象とする非攻撃呪文] をキャストするときにステルス損失を有効にする -ModUi/&StealthBreaksWhenCastingSomatic=ソマティック [ALL または ENEMY を対象とする非攻撃呪文] を唱えるときにステルス損失を有効にする -ModUi/&StealthBreaksWhenCastingVerbose=冗長 [ALL または ENEMY を対象とする非攻撃呪文] を唱えるときにステルス損失を有効にする -ModUi/&StealthDoesNotBreakWithSubtle=微妙なメタマジックでマテリアルコンポーネントがない場合、ステルスが壊れないようにします -ModUi/&StockGorimStoreWithAllNonMagicalClothing=ゴリムのストアに魔法以外の衣類をすべて揃える [再起動が必要] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=ゴリムのストアに魔法以外の楽器をすべて揃える [再起動が必要] -ModUi/&StockHugoStoreWithAdditionalFoci=ヒューゴのストアに秘術の杖、ドルイドの首、スタッフ、クラブ フォーカスアイテムとして設定 +ModUi/&StealthBreaksWhenCastingMaterial=マテリアル [全員または敵を対象とする非攻撃呪文] をキャストするときにステルス損失を有効にします +ModUi/&StealthBreaksWhenCastingSomatic=ソマティック [全員または敵を対象とする非攻撃呪文] を唱えるときにステルス損失を有効にします +ModUi/&StealthBreaksWhenCastingVerbose=口頭[全員または敵を対象とする非攻撃呪文]を唱えるときにステルス損失を有効にします +ModUi/&StealthDoesNotBreakWithSubtle=微妙なメタマジックでマテリアルコンポーネントがない場合、ステルスがローリングしないことを有効にする +ModUi/&StockGorimStoreWithAllNonMagicalClothing=ゴリムのストアに魔法以外の衣類をすべて揃える[再起動が必要] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=ゴリムの店に魔法以外の楽器をすべて揃える [再起動が必要] +ModUi/&StockHugoStoreWithAdditionalFoci=ヒューゴのストアに秘術のスタッフ、ドルイドの首、スタッフ、クラブ フォーカスアイテムとして設定 ModUi/&Subclasses=サブクラス ModUi/&Subraces=サブレース ModUi/&SwapCraftedItemAndRecipeIcons=+ ショップでレシピと作成アイテムのアイコンを交換 ModUi/&TargetLanguage=目標とする言語 ModUi/&Tools=ツール ModUi/&TotalCraftingTimeModifier=作成時間を短縮します -ModUi/&TotalFeatsGrantedFirstLevel=最初のレベルで付与された特技の合計 -ModUi/&Translate=翻訳 +ModUi/&TotalFeatsGrantedFirstLevel=最初のレベルで付与された合計特技 +ModUi/&Translate=翻訳する ModUi/&TranslateCancel={1} で {0} をキャンセル ModUi/&Translations=翻訳 ModUi/&UnleashEnemyAsNpc=NPC ガジェットでモンスターを選択できるようにします @@ -310,14 +313,14 @@ ModUi/&UnlockMarkAndTattoosForAllCharacters=すべてのキャラクターの更新 ModUi/&UseElfFaceModelsOnTieflings=ティーフリングでエルフの顔モデルを使用する -ModUi/&UseHeightOneCylinderEffect=黒い触手、絡み合い、グリース [square] または スパイク成長 [ラウンド] -ModUi/&UseMathFlankingRules=+ 正確な計算を使用して側面攻撃を決定します [遅いマシンではパフォーマンスに影響を与える可能性があります] -ModUi/&UseOfficialAdvantageDisadvantageRules=公式の有利/不利ルールを使用します[状況によってロールに両方が存在する場合、どちらも持っていないとみなされます] -ModUi/&UseOfficialFlankingRules=公式の側面ルールを使用する[味方がターゲットの反対側にいる場合、攻撃側が有利] +ModUi/&UseHeightOneCylinderEffect=黒い触手、絡まり、グリース [square] または スパイク成長 [ラウンド] +ModUi/&UseMathFlankingRules=+ 正確な計算を使用して側面攻撃を決定します[遅いマシンではパフォーマンスに影響を与える可能性があります] +ModUi/&UseOfficialAdvantageDisadvantageRules=公式の有利/不利ルールを使用してください[状況によってロールに両方が存在する場合、どちらも持っていないとみなされます] +ModUi/&UseOfficialFlankingRules=公式の側面攻撃ルールを使用してください[味方がターゲットの反対側にいる場合、攻撃側が有利] ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 遠距離攻撃も有効にします[正確な計算を無効にする] ModUi/&UseOfficialFlankingRulesAlsoForReach=+ リーチ攻撃も有効にします[正確な計算を無効にする] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ アドバンテージの代わりに攻撃ロールに +1 を与える ModUi/&UseOfficialFoodRationsWeight=公式の食料配給量の重量は2ポンドを使用してください -ModUi/&UseOfficialObscurementRules=公式の照明、遮蔽、視覚戦闘ルールを使用する\n[認識できる攻撃者と認識できない防御者はADVを取得し、認識しない攻撃者はADVを取得します。それを知覚できる防御者を知覚する DIS\n ひどく遮られた領域は盲目状態を与える、そのクリーチャーに対する攻撃ロールは ADV を持ち、クリーチャーの攻撃ロールは DIS\n を持つ 個人を対象とするすべての遠距離呪文は、攻撃者が視力を持たない場合は唱えることができない、視覚が必須であると明確に述べられていないものを除く] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=重火器を使用するときは、公式の小規模種族ルールを使用してください[攻撃には不利があります] +ModUi/&UseOfficialObscurementRules=公式の照明、遮蔽、視覚戦闘ルールを使用する\n[認識できる攻撃者と認識できない防御者はADVを取得し、認識しない攻撃者はADVを取得します。知覚できる防御者はDIS\nを得る ひどく遮られた領域は盲目状態を与え、そのクリーチャーに対する攻撃ロールはADVを持ち、クリーチャーの攻撃ロールはDIS\nを持つ 個人を対象とするすべての遠距離呪文は、攻撃者が視力を持たない場合は唱えることができない、視覚が必要であると明確に述べられていないものを除く] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=重火器を使用するときは小種族の公式ルールを使用してください[攻撃には不利] ModUi/&Visuals=ビジュアル: [再起動が必要] diff --git a/SolastaUnfinishedBusiness/Translations/ja/Spells/Spells01-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Spells/Spells01-ja.txt index 5f01be4a35..9b1a60a723 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Spells/Spells01-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Spells/Spells01-ja.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=酸の流れが、長さ 30 フィート、幅 5 フ Spell/&VileBrewTitle=ターシャのコースティック ブリュー Spell/&VoidGraspDescription=あなたは悪意のある力の力を呼び起こします。暗黒のエネルギーの触手があなたから噴出し、10フィート以内のすべての生き物を襲います。そのエリアにいる各クリーチャーはストレングス・セーヴィング・スローを行わなければなりません。セーブに失敗すると、ターゲットは 2d6 の壊死ダメージを受け、次のターンの開始時まで反応できなくなります。セーブに成功すると、クリーチャーは半分のダメージを受けますが、他の影響は受けません。あなたが第 2 レベル以上の呪文スロットを使用してこの呪文を唱えると、ダメージは第 1 レベル以上のスロット レベルごとに 1d6 増加します。 Spell/&VoidGraspTitle=ハダルの武器 -Spell/&WitchBoltDescription=パチパチ音を立てる青いエネルギーのビームが範囲内のクリーチャーに向かって飛び出し、プレイヤーとターゲットの間に持続的な稲妻の弧を形成します。そのクリーチャーに対して遠隔呪文攻撃を行う。ヒットすると、ターゲットは 1d12 の雷ダメージを受け、持続時間中の各ターンで、アクションを使用してターゲットに 1d12 の雷ダメージを自動的に与えることができます。アクションを他の目的に使用すると、呪文は終了します。あなたが第 2 レベル以上の呪文スロットを使用してこの呪文を唱えると、初期ダメージは第 1 レベル以上のスロット レベルごとに 1d12 ずつ増加します。 +Spell/&WitchBoltDescription=パチパチ音を立てる青いエネルギーのビームが範囲内のクリーチャーに向かって飛び出し、プレイヤーとターゲットの間に持続的な稲妻の弧を形成します。そのクリーチャーに対して遠隔呪文攻撃を行う。ヒットすると、ターゲットは 1d12 の雷ダメージを受け、持続時間中の各ターンで、アクションを使用してターゲットに 1d12 の雷ダメージを自動的に与えることができます。アクションを他の目的に使用すると、呪文は終了します。対象が呪文の範囲外に出た場合も呪文は終了します。あなたが第 2 レベル以上の呪文スロットを使用してこの呪文を唱えると、初期ダメージは第 1 レベル以上のスロット レベルごとに 1d12 ずつ増加します。 Spell/&WitchBoltTitle=ウィッチボルト Spell/&WrathfulSmiteDescription=次の攻撃は追加の 1d6 精神的ダメージを与えます。ターゲットが WIS セービングスローに失敗すると、その精神は痛みで爆発し、恐怖を感じます。 Spell/&WrathfulSmiteTitle=怒りのスマイト diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt index eeb0338726..09f564419c 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PathOfTheRavager-ja.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=自分のターン中に一度、あなたが激怒しているときに無謀な攻撃を使用した場合、敵に命中した最初の筋力ベースの武器攻撃は、あなたの武器と同じ種類に 2d6 の追加ダメージを与えます。このダメージは9レベルで3d6、16レベルで4d6に増加します。 Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=狂乱 -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=フリー アクションで激怒し始めるたび、およびボーナス アクションとしてその後のターンに激怒している間、威圧的な存在感で他者を恐怖に陥れることができます。あなたの 30 フィート以内にいる各敵クリーチャーは、【判断力】セーヴィング スロー (難易度は 8 + あなたの習熟ボーナス + あなたの【筋力】修正値に等しい) を行わなければなりません。セーヴィング スローに失敗すると、クリーチャーは 1 分間怯え状態になります。怯えているクリーチャーの各ターンの終了時に、クリーチャーはセーヴィング スローを繰り返し、成功すると自分への効果を終了します。この特徴を一度使用すると、大休憩を終了するまで再び使用することはできません。この特徴の使用回数を使い果たした場合、激怒の使用回数を消費して再度使用できます。 +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=あなたが激怒し始めるときはいつでも、そしてその後のターンでボーナスアクションとして激怒している間、その威圧的な存在で他の人に恐怖を与えることができます。あなたから 30 フィート以内にいる各敵クリーチャーは、知恵セーヴィング スローを行わなければなりません (DC は 8 + 熟練度ボーナス + 筋力修正値に等しい)。保存に失敗すると、クリーチャーは 1 分間怯えた状態になります。怯えたクリーチャーの各ターンの終わりに、クリーチャーはセーヴィング・スローを繰り返し、成功すると自身への効果を終了します。この機能を一度使用すると、ロングレストが終了するまで再度使用することはできません。この機能の使用回数がなくなった場合は、Rage を消費して再度使用できます。 Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=威圧的な存在 Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=あなたが激怒している間、ボーナス アクションを使用して、その威圧的な存在で他の人に恐怖を与えることができます。あなたから 30 フィート以内にいる各敵クリーチャーは、知恵セーヴィング スローを行わなければなりません (DC は 8 + 熟練度ボーナス + 筋力修正値に等しい)。保存に失敗すると、クリーチャーは 1 分間怯えた状態になります。怯えたクリーチャーの各ターンの終わりに、クリーチャーはセーヴィング・スローを繰り返し、成功すると自身への効果を終了します。 Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=威圧的な存在 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RangerFeyWanderer-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RangerFeyWanderer-ja.txt new file mode 100644 index 0000000000..6150c3a732 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/RangerFeyWanderer-ja.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=フェイワイルドの薄暗い空洞から引き出された、心を痛めるような魔法で武器の攻撃を強化することができます。武器でクリーチャーを攻撃すると、ターゲットに追加の 1d4 精神的ダメージを与えることができます。ターゲットはこの追加ダメージを受けることができますが、この追加ダメージは 1 ターンに 1 回だけです。このクラスのレベル 11 に到達すると、追加ダメージは 1d6 に増加します。 +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=恐ろしい一撃 +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=レンジャー呪文とみなされるボーナス呪文を獲得します。これらは常に準備されており、知っているレンジャー呪文の数にはカウントされません。\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=フェイ・ワンダラー・マジック +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=あなたのフェイの資質はあなたに超自然的な魅力を与えます。その結果、あなたは有利にカリスマチェックを行うことができます。さらに、欺瞞、パフォーマンス、または説得のいずれかのスキルを選択して熟練度を獲得します。 +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=異世界の魅力 +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=あなたはあなたの反応を利用して、ソースにあなたのスペルセーブ難易度に対してウィズダムセーヴィングスローを強制することができます。保存に失敗した場合、ソースは 1 分間魅了されます。ソースは各ターンの終わりにセーヴィング・スローを繰り返すことができ、セーブに成功すると自身への効果を終了します。 +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=チャームド〜魔女3姉妹 +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=魅了されたり怯えたりするのに対してセーヴィング スローを有利に進めることができます。さらに、あなた、またはあなたから 120 フィート以内に見えるクリーチャーが魅了されたり怯えたりしているのに対してセーヴィング スローに成功したときはいつでも、あなたはその反応を利用して、ソースにあなたのスペル セーブ DC に対してウィズダム セーヴィング スローを強制することができます。保存に失敗した場合、ソースは 1 分間、あなた (選択) に魅了されるか、怯えさせられます。ソースは各ターンの終わりにセーヴィング・スローを繰り返すことができ、セーブに成功すると自身への効果を終了します。 +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=あなたはあなたの反応を利用して、ソースにあなたのスペルセーブ難易度に対してウィズダムセーヴィングスローを強制することができます。保存に失敗した場合、ソースは 1 分間あなたに怯えます。ソースは各ターンの終わりにセーヴィング・スローを繰り返すことができ、セーブに成功すると自身への効果を終了します。 +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=恐ろしかった +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=魅惑的なひねり +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=長い休息ごとに 1 回、アクションを使用して Conjure Fey 呪文を唱えることができます。この方法で呪文を唱えるにはコンポーネントも集中力も必要なく、呪文の持続時間は 1 分です。 +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=フェイの増援 +Feature/&PowerRangerFeyWandererMistyWandererDescription=フェイ ワイルドに出入りして、瞬く間に移動できます。呪文スロットを消費せずにミスティ ステップを唱えることができます。これは、[知恵] 修正値に等しい回数 (最低 1 回) 行うことができ、長い休憩が終了すると、消費した使用量をすべて取り戻します。さらに、Misty Step を唱えるたびに、5 フィート以内に見える自発的なクリーチャーを 1 体連れて行くことができます。 +Feature/&PowerRangerFeyWandererMistyWandererTitle=ミスティワンダラー +Feedback/&AdditionalDamageDreadfulStrikesFormat=恐ろしい一撃 +Feedback/&AdditionalDamageDreadfulStrikesLine=恐ろしい一撃は追加の +{2} ダメージを与えます。 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=あなたは攻撃者にあなたのスペルセーブDCに対してウィズダムセーヴィングスローを強制するように反応することができます。保存に失敗した場合、攻撃者は 1 分間あなたに魅了されるか怯えます。 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=攻撃者を魅了したり怖がらせたりします。 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=魅力的なツイスト +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=魅力的なツイスト +Subclass/&RangerFeyWandererDescription=アーチフェイの恩恵、しゃべる木から食べた輝く果実、泳いだ魔法の泉、またはその他の縁起の良い出来事のおかげで、フェイの神秘的な雰囲気があなたを包みます。どのようにフェイの魔法を習得しても、あなたは今、定命の領域とフェイの領域の両方を代表するレンジャーであるフェイ・ワンダラーです。あなたが多元宇宙をさまようとき、あなたの楽しそうな笑い声は虐げられている人々の心を明るくし、あなたの武勇は敵に恐怖を与えます、なぜならフェイの歓喜は偉大であり、彼らの怒りは恐ろしいからです。 +Subclass/&RangerFeyWandererTitle=フェイ・ワンダラー +Tooltip/&MustBeWithin5ft=5フィート以内でなければなりません diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardWarMagic-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardWarMagic-ja.txt new file mode 100644 index 0000000000..55ca78e3a0 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WizardWarMagic-ja.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=パワーサージの有効化/無効化 +Action/&PowerSurgeToggleTitle=電力サージ +Condition/&ConditionWarMagicArcaneDeflectionDescription=キャントリップ以外の呪文を唱えることはできない。 +Condition/&ConditionWarMagicArcaneDeflectionTitle=難解な偏向 +Feature/&AttributeModifierWarMagicTacticalWitDescription=戦術的な状況を判断する鋭い能力により、戦闘中に迅速に行動することができます。あなたは自分のイニシアチブロールに知力修正値に等しいボーナスを自分自身に与えることができます。 +Feature/&AttributeModifierWarMagicTacticalWitTitle=戦術的な機知 +Feature/&FeatureWarMagicArcaneDeflectionDescription=あなたは、危害から身を守るために魔法を編み出すことを学びました。攻撃を受けたとき、またはセーヴィング・スローに失敗したとき、その反応を利用して知力修正値を攻撃ロールから引いたり、セーヴィング・ロールに加えたりすることができます。この機能を使用すると、次のターンの終了時までキャントリップ以外の呪文を唱えることができなくなります。 +Feature/&FeatureWarMagicArcaneDeflectionTitle=難解な偏向 +Feature/&FeatureWarMagicDurableMagicDescription=あなたが伝える魔法は、危害を避けるのに役立ちます。呪文に集中している間、AC とすべてのセーヴィング スローに +2 ボーナスが与えられます。 +Feature/&FeatureWarMagicDurableMagicTitle=耐久魔法 +Feature/&PowerWarMagicDeflectionShroudDescription=あなたの Arcane Deflection には致命的な魔法が注入されます。 Arcane Deflection 機能を使用すると、魔法のエネルギーを自分から放射させることができます。あなたから60フィート以内にいる最大3匹の最も近いクリーチャーは、それぞれあなたのウィザードレベルの半分に等しい強制ダメージを受けます。 +Feature/&PowerWarMagicDeflectionShroudTitle=偏向シュラウド +Feature/&PowerWarMagicSurgeDescription=インテリジェンス修正値と同じ数のパワー サージ (最低 1) があります。 Counterspell で呪文を正常に終了するたびに、パワー サージを 1 つ獲得します。 1ターンに1回、ウィザード呪文でクリーチャーまたはオブジェクトにダメージを与えるとき、パワー・サージを1つ消費して、その呪文の1つのダメージ・ロールに追加のフォース・ダメージを与えることができる。追加ダメージはウィザードのレベルに等しい。 +Feature/&PowerWarMagicSurgeTitle=電力サージ +Feedback/&ArcaneDeflectionAttackRoll={0} は {1} を使用して、攻撃ロール ({3}) から知力修正値 ({2}) を減算します。 +Feedback/&ArcaneDeflectionSavingRoll={0} は {1} を使用して、インテリジェンス修飾子 ({2}) をセービング ロール ({3}) に追加します。 +Reaction/&CustomReactionArcaneDeflectionAttackDescription=攻撃を受けようとしています。自分の反応を利用して、攻撃者のロールから知力修正値を引いて、代わりにそれをミスさせることができます。 +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=強制的に失敗させる +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=難解な偏向 +Reaction/&CustomReactionArcaneDeflectionAttackTitle=難解な偏向 +Reaction/&CustomReactionArcaneDeflectionSavingDescription=セーヴィングスローに失敗しました。リアクションを使用して、知力修正をセービングロールに追加し、代わりに成功させることができます。 +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=強制的に失敗させる +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=難解な偏向 +Reaction/&CustomReactionArcaneDeflectionSavingTitle=難解な偏向 +Subclass/&WizardWarMagicDescription=さまざまな難解な大学が戦争のための魔法使いの訓練を専門としています。戦争魔術の伝統は、どちらかの流派に特化するのではなく、喚起とアブジュレーションの原則を融合させたものです。それは術者の呪文に力を与える技術を教えると同時に、魔法使いが自身の防御を強化する方法も提供します。この伝統の信奉者は戦争魔術師として知られています。彼らは自分たちの魔法を武器と鎧の両方、どんな鋼鉄よりも優れた資源であると考えています。戦争魔術師は戦闘中に素早く行動し、呪文を使って状況を戦術的にコントロールします。彼らの呪文は強力に攻撃しますが、防御スキルは相手の反撃の試みを阻止します。戦争魔術師は、他の呪文詠唱者の魔法のエネルギーを自分たちに向けることにも熟達しています。 +Subclass/&WizardWarMagicTitle=戦争魔法 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Caster-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Caster-ko.txt index ac7813b306..d5d98461d8 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Caster-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Caster-ko.txt @@ -40,11 +40,11 @@ Feat/&FeatRetinueTouchedIntDescription=지능 속성을 1 증가시켜 최대 20 Feat/&FeatRetinueTouchedIntTitle=수행원의 손길 [Int] Feat/&FeatRetinueTouchedWisDescription=지혜 속성을 1 증가시켜 최대 20까지 증가시킵니다.\n축복, 영웅주의능력 강화를 시전할 수 있는 능력을 얻습니다. 긴 휴식마다 한 번 주문을 사용하고 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. Feat/&FeatRetinueTouchedWisTitle=수행원이 감동 [Wis] -Feat/&FeatShadowTouchedChaDescription=카리스마 속성을 1 증가시켜 최대 20까지 증가시킵니다.\n투명, 상처 입히기거짓 생명 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. +Feat/&FeatShadowTouchedChaDescription=카리스마 속성을 1 증가시켜 최대 20까지 증가시킵니다.\n투명, 상처 입히기거짓 생명 을 시전하는 능력을 얻습니다. 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. Feat/&FeatShadowTouchedChaTitle=그림자에 물들음 [차] -Feat/&FeatShadowTouchedIntDescription=지능 속성을 1 증가시켜 최대 20까지 높입니다.\n투명화, 상처 입히기가짜 생명 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. +Feat/&FeatShadowTouchedIntDescription=지능 속성을 1 증가시켜 최대 20까지 높입니다.\n투명화, 상처 입히기가짜 생명 을 시전하는 능력을 얻습니다. 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. Feat/&FeatShadowTouchedIntTitle=그림자에 물들음 [지능] -Feat/&FeatShadowTouchedWisDescription=지혜 속성을 1 증가시켜 최대 20까지 증가시킵니다.\n투명, 상처 입히기거짓 생명 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. +Feat/&FeatShadowTouchedWisDescription=지혜 속성을 1 증가시켜 최대 20까지 증가시킵니다.\n투명, 상처 입히기거짓 생명 을 시전하는 능력을 얻습니다. 긴 휴식마다 한 번씩 주문을 사용하며 주문 슬롯을 사용하여 이러한 주문을 시전할 수 있습니다. Feat/&FeatShadowTouchedWisTitle=그림자에 닿은 [Wis] Feat/&FeatTelekineticChaDescription=카리스마를 1 올려 최대 20까지 높입니다.\n보너스 액션으로 30피트 이내에 보이는 생명체 하나를 염동력으로 밀어낼 수 있습니다. 그렇게 할 때, 대상은 근력 내성 굴림(DC 8 + 숙련도 보너스 + 이 위업으로 증가된 점수의 능력 수정치)에 성공해야 하며 그렇지 않으면 당신을 향해 5피트 또는 멀어지게 이동해야 합니다. 동맹 생물은 내성 굴림 없이 이동되었습니다. Feat/&FeatTelekineticChaTitle=염동력 [차] diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt index 2ff751dbf4..8385083bef 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/OtherFeats-ko.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=색채 주입: 독 Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=색채 주입은 추가 +{2} 독 피해를 입힙니다! Feedback/&IsNotLuckyHigher={0}은 전혀 운이 좋지 않습니다. {3}을 대체하기 위해 더 높은 {2}를 굴립니다. Feedback/&IsNotLuckyLower={0}은 전혀 운이 좋지 않습니다. {3}을 대체하기 위해 더 낮은 {2}를 굴립니다. -Feedback/&LuckyAttackToHitRoll={0}는 {1}을 사용하여 {2}를 굴리고 공격 굴림을 교체했습니다. -Feedback/&LuckyCheckToHitRoll={0}는 {1}을(를) 사용하여 {2}를 굴리고 수표 롤을 교체했습니다. -Feedback/&LuckySavingToHitRoll={0}은(는) {1}을(를) 사용하여 {2}을 굴리고 저장 굴림을 교체했습니다. +Feedback/&LuckyAttackToHitRoll={0}는 {1}을 사용하고 공격 굴림에서 {3}을 대체하기 위해 {2}를 굴립니다. +Feedback/&LuckyCheckToHitRoll={0}은(는) {1}을(를) 사용했고 수표 판정의 {3}을(를) 대체하기 위해 {2}를 굴렸습니다. +Feedback/&LuckySavingToHitRoll={0}은(는) {1}을(를) 사용했고 {2}를 굴려 저장 판정의 {3}을 대체했습니다. Item/&ItemFeatChefTreatDescription=이 요리사의 간식을 먹고 5개의 임시 체력을 얻으십시오. Item/&ItemFeatChefTreatTitle=셰프의 간식 Reaction/&CustomReactionMageSlayerDescription=당신은 {0}에 대한 내성 굴림에 실패했습니다. 대신에 스스로 성공할 수 있습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt index d7bf0c2153..9138bb0181 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/Races-ko.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=보너스 액션으로, 근접 무 Feature/&PowerFeatOrcishAggressionTitle=오크의 공격성 Feedback/&AdditionalDamageOrcishFuryFormat=오크의 분노 Feedback/&AdditionalDamageOrcishFuryLine=Orcish Fury는 추가 +{2} 피해를 입힙니다! -Feedback/&BountifulLuckAttackToHitRoll={0}는 {1}을 사용하여 {2}를 굴리고 공격 굴림을 교체했습니다. -Feedback/&BountifulLuckCheckToHitRoll={0}는 {1}을(를) 사용하여 {2}를 굴리고 수표 롤을 교체했습니다. -Feedback/&BountifulLuckSavingToHitRoll={0}은(는) {1}을(를) 사용하여 {2}을 굴리고 저장 굴림을 교체했습니다. +Feedback/&BountifulLuckAttackToHitRoll={0}는 {1}을 사용하고 공격 굴림에서 {3}을 대체하기 위해 {2}를 굴립니다. +Feedback/&BountifulLuckCheckToHitRoll={0}은(는) {1}을(를) 사용했고 수표 판정의 {3}을(를) 대체하기 위해 {2}를 굴렸습니다. +Feedback/&BountifulLuckSavingToHitRoll={0}은(는) {1}을(를) 사용했고 {2}를 굴려 저장 판정의 {3}을 대체했습니다. Feedback/&DwarvenFortitudeHitDieRolled={0}이(가) {2}를 굴리고 {3} = {4}을(를) 치료했습니다. Reaction/&CustomReactionBountifulLuckAttackDescription={0}님이 {1}님을 놓쳤습니다. {2}는 d20을 굴리고 공격 굴림을 대체하는 데 반응할 수 있습니다. Reaction/&CustomReactionBountifulLuckAttackReactDescription=공격 굴림을 대체하려면 d20을 굴립니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/Metamagic-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Metamagic-ko.txt index a55a4f7011..1d18c0c7f8 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Metamagic-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Metamagic-ko.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=주문에는 원뿔, 큐브, 원통 Failure/&FailureFlagSpellMustHaveDamageForm=주문에는 피해 형태가 하나 이상 있어야 합니다. Failure/&FailureFlagSpellMustRequireConcentration=주문에는 집중력이 필요합니다 Failure/&FailureFlagSpellRangeMustBeSelf=주문 범위는 self여야 합니다. +Failure/&FailureSeekingSpell=탐색 주문은 마법 공격이 실패한 후에만 발동됩니다. +Failure/&FailureTransmutedSpell=주문은 산성, 냉기, 불, 번개, 독, 천둥 피해 유형 중 하나를 처리해야 합니다. Feature/&MetamagicAltruisticSpellAllyDescription=자신이 아닌 30피트 내의 아군을 대상으로 하는 주문을 만드세요. Feature/&MetamagicAltruisticSpellAllyTitle=공유 주문, 동맹국만 Feature/&MetamagicAltruisticSpellDescription=자신을 대상으로 주문을 시전할 때 1마법 포인트를 소비하여 대신 30피트 내의 아군에게 영향을 미칠 수 있습니다. 또는 3마법 포인트를 소비하여 자신과 30피트 내의 아군 모두에게 영향을 미칠 수 있습니다. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=집중이 필요한 주문을 시전 Feature/&MetamagicFocusedSpellTitle=집중 주문 Feature/&MetamagicPowerfulSpellDescription=주문 레벨 당 1 마법 포인트를 소비하여 피해 주사위 수를 1 씩 늘릴 수 있습니다. Feature/&MetamagicPowerfulSpellTitle=강력한 주문 +Feature/&MetamagicSeekingSpellDescription=주문에 대한 공격 굴림을 하고 빗나가면 d20을 다시 굴리기 위해 2 마법사 포인트를 사용할 수 있으며 새 굴림을 사용해야 합니다. 주문을 시전하는 동안 이미 다른 Metamagic 옵션을 사용한 경우에도 Seeking Spell을 사용할 수 있습니다. +Feature/&MetamagicSeekingSpellTitle=주문을 찾아서 +Feature/&MetamagicTransmutedSpellDescription=다음 목록에 있는 유형의 피해를 입히는 주문을 시전할 때 마법 포인트 1점을 사용하여 해당 피해 유형을 산성, 냉기, 불, 번개, 독, 천둥 등 나열된 다른 유형 중 하나로 변경할 수 있습니다. +Feature/&MetamagicTransmutedSpellTitle=변환된 주문 Feature/&MetamagicWidenedSpellDescription=2개의 마법 포인트를 사용하여 주문의 효과 범위를 늘릴 수 있습니다. 원뿔형, 정육면체, 원통형 또는 구형 효과 영역이 있는 주문은 가장 가까운 5피트 단위로 크기가 증가합니다. Feature/&MetamagicWidenedSpellTitle=확장된 주문 +Feedback/&MetamagicSeekingSpellToHitRoll={0}는 {1}을 사용하고 공격 굴림에서 {3}을 대체하기 위해 {2}를 굴립니다. +Feedback/&MetamagicTransmutedSpellDescription=마법 효과 피해 유형을 {0}으로 바꿉니다. +Reaction/&CustomReactionMetamagicSeekingSpellDescription={0}을(를) 놓쳤습니다. 2 마법 포인트를 사용하여 d20을 굴리고 공격 굴림을 교체할 수 있습니다. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=공격 굴림을 대체하려면 d20을 굴립니다. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=주문을 찾아서 +Reaction/&CustomReactionMetamagicSeekingSpellTitle=주문을 찾아서 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=마법 효과의 새로운 피해 유형을 선택하세요. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=새로운 피해 유형을 선택하세요. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=변환된 주문 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=변환된 주문 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt index c4ad64a478..4eedd7a549 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=잔인한 일 Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=잔혹한 일격 개선 Feature/&FeatureSetBarbarianBrutalStrikeTitle=잔인한 일격 Feature/&FeatureSetRageExtendedDescription=전투에서는 원시적인 잔인함으로 싸웁니다. 자신의 차례에 보너스 행동으로 분노를 입력할 수 있습니다. 이를 통해 힘 세이브 및 체크에 이점을 부여하고 근접 공격 데미지에 초기 +2 보너스를 부여하며 슬래시, 곤봉 및 관통 데미지에 대한 저항력을 부여합니다. 무거운 갑옷을 입지 않은 경우에만 이러한 이점을 얻을 수 있습니다. 1분 동안 지속되거나 마지막 턴 이후 공격을 받거나 피해를 입지 않은 경우 종료됩니다.\n 2개의 분노로 시작하고 오랜 휴식 후 갱신됩니다. 레벨 7에서는 잠시 휴식을 취한 후 분노 포인트 1을 회복합니다. +Feature/&FeatureSorcererMagicalGuidanceDescription=당신은 실패로부터 성공을 시도하고 이끌어내기 위해 내면의 마법의 원천을 활용할 수 있습니다. 능력 검사에 실패하면 1마법 포인트를 사용하여 d20을 다시 굴릴 수 있고 새 굴림을 사용해야 잠재적으로 실패가 성공으로 바뀔 수 있습니다. +Feature/&FeatureSorcererMagicalGuidanceTitle=마법의 인도 Feature/&FighterExtraAttackDescription=공격이나 밀기 동작을 사용할 때 한 번이 아닌 두 번 공격할 수 있습니다. Feature/&FlightResumeDescription=일시 중지된 비행 효과를 재개합니다. Feature/&FlightResumeTitle=비행 재개 @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} 굴림은 {1} {2} Feedback/&ConcentrationEffectCheckRolledLine={0} 굴림은 {1} 대 DC {2}를 유지하기 위한 굴림, 굴림 {3} = {4} Feedback/&FlankingAttack=측면 공격 Feedback/&HigherGroundAttack=더 높은 땅 +Feedback/&MagicalGuidanceCheckToHitRoll={0}은(는) {1}을(를) 사용했고 수표 판정의 {3}을(를) 대체하기 위해 {2}를 굴렸습니다. Feedback/&NarrativeChoiceRoll={0}는 {2} 결과와 함께 {1} 설명 선택을 굴립니다. Feedback/&ReturningWeaponActivates={1}이(가) {0}(으)로 돌아갑니다! Feedback/&SmallRace=소규모 경주 @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0}이(가) {1}을(를) 공격하고 Reaction/&CastSpellInRetributionReactDescription={0}을(를) 전송하려면 클릭하세요. Reaction/&CastSpellInRetributionReactTitle=주문 시전 Reaction/&CastSpellInRetributionTitle=시전 반응 주문 +Reaction/&CustomReactionMagicalGuidanceCheckDescription=당신은 수표 판정에 실패했습니다. 1마법 포인트를 사용하여 d20을 굴리고 체크 롤을 교체할 수 있습니다. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=체크 롤을 교체하려면 d20을 굴립니다. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=마법의 인도 +Reaction/&CustomReactionMagicalGuidanceCheckTitle=마법의 인도 Reaction/&ReactionSpendPowerBundleDescription=힘을 쓰세요. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=추가 효과를 적용할 수 있습니다. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=추가 효과를 적용합니다. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=효과 소스가 아님: Rules/&SituationalContext9014Format=갑옷을 입지 않거나 방패가 없는 경갑을 착용한 경우: Rules/&SituationalContext9015Format=갑옷을 입지 않거나 양손 육척봉을 사용하는 경갑옷을 착용한 경우: Rules/&SituationalContext9016Format=주손 또는 보조 손에 근접 무기가 있는 효과 소스가 아닙니다. +Rules/&SituationalContext9017Format=주문에 집중하고 있습니다: Rules/&TurnOccurenceEndOfSourceTurnFormat=턴의 최종 소스 Screen/&ClassExtraSpellDescriptionFormat=당신은 {0} 클래스에서 이 주문을 알고 있습니다. Screen/&EditorLocationSize3Title=거대한 [MODDED] diff --git a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt index 113e55da31..7ff5e6e6e0 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt @@ -1,323 +1,326 @@ -ModUi/&AccountForAllDiceOnSavageAttack=무기 피해 주사위 하나만을 추가로 더하던 특성들이 모든 무기 피해 주사위를 추가로 더하도록 합니다. [야만적인 공격, 양손무기 등등] -ModUi/&AddAllToStore=전부 상점에 추가 -ModUi/&AddBleedingToLesserRestoration=상급 치유와 하급 치유 주문으로 제거할 수 있는 상태이상에 출혈 상태 추가 -ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 커스텀 아이콘 추가 [탄환, 제조, 도구 등.] [게임 재실행 필요] +ModUi/&AccountForAllDiceOnFollowUpStrike=기본 무기 피해의 모든 주사위를 후속 공격 피트에 추가합니다. +ModUi/&AccountForAllDiceOnSavageAttack=주사위 1개만 추가하는 대신 기본 무기 피해를 추가하는 기능에 기본 무기 피해의 모든 주사위를 추가합니다. [야만적 공격, 2H 무기 등] +ModUi/&AddAllToStore=스토어에 모두 추가 +ModUi/&AddBleedingToLesserRestoration=상급 및 하급 복원으로 제거된 상태에 출혈 상태를 추가합니다. +ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 사용자 정의 아이콘 추가 [탄약, 조리법, 키트 등] [다시 시작해야 함] ModUi/&AddDarknessPerceptiveToDarkRaces=Darkelf, Dark Kobold 및 Gray Dwarf에서 Darkness Perceptive를 활성화하세요. color> \n[빛이 없거나 마법의 어둠 속에서 인지 검사에 이점을 부여합니다.] ModUi/&AddDexModifierToEnemiesInitiativeRoll=적 선제 굴림에 민첩 수정치 추가 -ModUi/&AddFighterLevelToIndomitableSavingReroll=불굴 저장 던지기 재굴림에 파이터 레벨 추가 -ModUi/&AddHelpActionToAllRaces=모든 플레이어블 종족의 행동 선택지에 도움 행동을 추가 [우호적인 크리쳐 하나가 자신과 1칸 내에 있는 크리쳐 하나를 공격하는 것을 도울 수 있습니다] +ModUi/&AddFighterLevelToIndomitableSavingReroll=파이터를 활성화하여 클래스 레벨을 불굴의 저항 저장 던지기 재굴림에 보너스로 추가하세요. +ModUi/&AddHelpActionToAllRaces=플레이 가능한 모든 종족에 도움말 액션을 추가하세요. [당신은 1셀 내의 생물을 공격하는 아군 생물을 도울 수 있습니다] ModUi/&AddHumanoidFavoredEnemyToRanger=레인저 인간형 선호 적 활성화 -ModUi/&AddNewBrightEyeColors=밝은 계열의 눈 색상 추가 -ModUi/&AddNewWeaponsAndRecipesToShops=상점에 신규 무기 및 제조법 추가 [핸드랩, 할버드, 파이크, 롱 메이스, 핸드 크로스보우] [게임 재실행 필요] -ModUi/&AddPaladinSmiteToggle=팔라딘이 치명타를 맞췄을 때만 강타가 가능하도록 설정 켜기. [반응 행동 창이 켜지는 빈도를 줄일 수 있음] -ModUi/&AddPickPocketableLoot=소매치기 가능한 전리품 추가 [제안 소매치기 가능할 때] -ModUi/&AddToStore=상점에 추가 -ModUi/&Advanced=고급: [게임 재실행 필요] -ModUi/&AdvancedHelp=• 주의: 이 설정을 사용하려면 플레이어에게 이 모드가 설치되어 있어야 함 -ModUi/&AllItemInDm=DM 내 모든 아이템 -ModUi/&AllRecipesInDm=DM 내 모든 제조법 +ModUi/&AddNewBrightEyeColors=새로운 밝은 눈 색깔 추가 +ModUi/&AddNewWeaponsAndRecipesToShops=상점에 새로운 무기와 제조법 추가 [핸드 랩, 미늘창, 창, 긴 철퇴, 손 석궁] [재시작 필요] +ModUi/&AddPaladinSmiteToggle=팔라딘이 치명타 시에만 강타를 활성화할 수 있도록 토글을 추가하세요. [반응 메시지를 최소화하는 데 유용함] +ModUi/&AddPickPocketableLoot=소매치기 가능한 전리품 추가 [소매치기 기능이 활성화된 경우 권장] +ModUi/&AddToStore=스토어에 추가 +ModUi/&Advanced=고급: [다시 시작 필요] +ModUi/&AdvancedHelp=• 주의: 이 설정을 사용하려면 플레이어에 이 모드가 설치되어 있어야 합니다. +ModUi/&AllItemInDm=DM의 모든 항목 +ModUi/&AllRecipesInDm=모든 레시피는 DM에 있어요 ModUi/&AllowAllPlayersOnNarrativeSequences=+ 내러티브 시퀀스에서 모든 플레이어 허용 -ModUi/&AllowAnyClassToWearSylvanArmor=모든 직업이 실반 갑옷 또는 광휘의 의복을 착용할 수 있습니다 -ModUi/&AllowBeardlessDwarves=수염 없는 드워프 허용 -ModUi/&AllowClubsToBeThrown=클럽을 대거나 핸드 액스처럼 던질 수 있도록 허용 -ModUi/&AllowDisplayingNonSuggestedSpells=각 목록에 Mod 비추천 주문 허용 +ModUi/&AllowAnyClassToWearSylvanArmor=모든 클래스가 실반 갑옷 또는 빛의 인도자 옷을 착용할 수 있도록 허용합니다. +ModUi/&AllowBeardlessDwarves=수염이 없는 드워프 허용 +ModUi/&AllowClubsToBeThrown=곤봉을 단검 또는 손도끼처럼 던질 수 있도록 허용 +ModUi/&AllowDisplayingNonSuggestedSpells=각 목록에서 Mod가 제안하지 않은 주문을 허용합니다. ModUi/&AllowDisplayingOfficialSpells=각 목록에 게임 공식 주문을 허용합니다. -ModUi/&AllowDruidToWearMetalArmor=드루이드의 금속 갑옷 착용을 허용 -ModUi/&AllowDungeonsMaxLevel20=최대 레벨 20의 던전을 허용 -ModUi/&AllowFlightSuspend=아이템과 주문의 비행을 일시 중단 허용 [변신 또는 비행 종족에는 영향을 주지 않습니다] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=CTRL 클릭으로, 도구나 물체를 배치할 때 모든 확인을 건너뛰게 하기 -ModUi/&AllowHasteCasting=가속화 주문의 효과로 얻은 행동으로 주문 시전 가능 [라운드당 주 행동으로 시전 가능한 주문은 1개로 제한] -ModUi/&AllowHornsOnAllRaces=모든 종족이 뿔을 만들 수 있게 허용 [경우에 따라 끔찍한 몰골이 만들어질 수도 있음] -ModUi/&AllowMoreRealStateOnRestPanel=휴식 패널에서 더 많은 행동 허용 [이전 패널에서는 휴식 행동 후 패널이 숨겨졌지만 회복 특성을 더 사용할 수 있게 합니다] -ModUi/&AllowStackedMaterialComponent=재료 요소 중첩 허용 [예: 2x500gp 다이아몬드는 1000gp 다이아몬드와 동일] -ModUi/&AllowUnmarkedSorcerers=기원 및 문신이 없는 소서러 허용 -ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT 키는 파티 시야에 있는 물체만 강조 표시합니다 [사용자 지정 던전만 해당] -ModUi/&ArcaneShieldstaffOptions=모든 직업이 비전 보호 스태프를 조율할 수 있도록 허용 +ModUi/&AllowDruidToWearMetalArmor=드루이드가 금속 방어구를 착용하도록 허용 +ModUi/&AllowDungeonsMaxLevel20=최대 레벨 20까지 던전 허용 +ModUi/&AllowFlightSuspend=아이템과 주문의 비행을 일시적으로 중단하도록 허용합니다. [야생형 또는 비행 종족에는 영향을 주지 않습니다] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=가젯이나 소품을 배치할 때 확인을 우회하려면 CTRL 클릭을 활성화하세요. +ModUi/&AllowHasteCasting=추가 행동이 포함된 주문의 시전이 가속되지 않도록 허용 [여전히 라운드당 주 행동 주문이 1개로 제한됩니다] +ModUi/&AllowHornsOnAllRaces=모든 인종에 경적 허용 [인종, 머리, 경적에 따라 결과가 끔찍해 보일 수 있음] +ModUi/&AllowMoreRealStateOnRestPanel=나머지 패널에서 더 많은 실제 상태 허용 [전 패널의 휴식 작업 후 숨기기 및 후 패널의 복구 기능] +ModUi/&AllowStackedMaterialComponent=스택된 재료 구성요소 허용 [예: 2x500gp 다이아몬드는 1000gp 다이아몬드와 같습니다.] +ModUi/&AllowUnmarkedSorcerers=원산지 표시와 문신 없이 Sorcerer를 허용합니다. +ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=ALT 키만 파티 시야에 있는 가젯을 강조 표시합니다. [사용자 정의 던전만 해당] +ModUi/&ArcaneShieldstaffOptions=모든 클래스가 아케인 쉴드스태프를 조정할 수 있도록 허용 ModUi/&Backgrounds=배경 -ModUi/&BackgroundsAndRaces=배경 및 종족 +ModUi/&BackgroundsAndRaces=배경 및 인종 ModUi/&Basic=기본: -ModUi/&Bestiary=생물도감 -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=저주 부여를 5레벨 이상 주문 슬롯으로 시전할 때 집중 불필요 -ModUi/&BlindedConditionDontAllowAttackOfOpportunity=실명 상태면 기회 공격을 허용하지 않음 -ModUi/&Blueprints=블루프린트 +ModUi/&Bestiary=동물 우화집 +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=저주 부여는 L5+ 주문 슬롯으로 시전할 때 집중이 필요하지 않습니다. +ModUi/&BlindedConditionDontAllowAttackOfOpportunity=맹인 상태는 기회 공격을 허용하지 않습니다. +ModUi/&Blueprints=청사진 ModUi/&Campaigns=캠페인: ModUi/&CampaignsAndLocations=캠페인 및 위치: -ModUi/&Category=분류 -ModUi/&ChangeDragonbornElementalBreathUsages=드래곤본 원소 숨결 횟수를 짧은 휴식마다 건강 수정치 만큼으로 변경 -ModUi/&ChangeSleetStormToCube=진눈깨비 폭풍주문 범위를 원통 대신 육면체를 사용하도록 변경 -ModUi/&Changelog=변경 내역 -ModUi/&Character=캐릭터 -ModUi/&CharactersPool=캐릭터 목록 -ModUi/&Classes=클래스 +ModUi/&Category=범주 +ModUi/&ChangeDragonbornElementalBreathUsages=짧은 휴식마다 드래곤본 원소 호흡 사용량을 체질 수정자로 변경 +ModUi/&ChangeSleetStormToCube=원통형 대신 큐브를 사용하도록 진눈깨비 변경 +ModUi/&Changelog=변경 로그 +ModUi/&Character=성격 +ModUi/&CharactersPool=캐릭터 풀 +ModUi/&Classes=수업 ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=냉기 면역은 냉각 및 동결 조건에도 면역을 부여합니다. ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=냉기 저항은 또한 냉각 상태에 대한 면역을 부여하고 냉동에서 냉각으로 감소시킵니다. ModUi/&Combat=전투: ModUi/&Crafting=제작: -ModUi/&CraftingHelp=• 버튼을 누르면 활성화된 파티에서 즉시 제작법을 배울 수 있습니다\n• 상점에 추가돼야 하는 아이템은 파티가 해당 위치를 떠났다가 다시 돌아와야 합니다 -ModUi/&Credits=제작자들 +ModUi/&CraftingHelp=• 버튼을 누르면 활성 파티에서 즉시 레시피를 배울 수 있습니다.\n• 상점에 추가된 항목은 파티가 해당 위치를 떠나 다시 돌아와야 할 수도 있습니다. +ModUi/&Credits=크레딧 ModUi/&CreditsAndDiagnostics=크레딧 및 진단 ModUi/&Critical=치명타: -ModUi/&CriticalOption0=0: 게임 기본값으로, 피해 주사위를 두 번 굴려 값을 더하고 수정치를 더합니다 [XdY+XdY+Z] -ModUi/&CriticalOption1=1: 피해 주사위의 최대값을 합산하여 피해량에 더합니다 [XdY+(X*Y)+Z] -ModUi/&CriticalOption2=2: 아무 피해 주사위를 계속 굴려 가능한 가장 높은 결과가 나오면 총 피해에 더합니다 -ModUi/&CriticalOption3=3: 추가 주사위 대신 총 피해량을 두 배로 합니다 [(XdY+Z)*2] -ModUi/&Deities=신격 -ModUi/&DisableAutoEquip=인벤토리에 있는 아이템의 자동 장착 비활성화 -ModUi/&DisableBarbarianBrutalCritical=+ 또한 클래스 레벨 9, 13, 17에서 야만인 잔인한 치명적을 비활성화합니다. -ModUi/&DisableCastSpellPreRequisitesOnModFeats=이 모드에서 제공하는 기능에 대한 시전 주문 전제 조건을 비활성화합니다. [다시 시작 필요] -ModUi/&DisableClassPrerequisitesOnModFeats=이 모드에서 제공하는 특성의 레벨 전제 조건을 비활성화 -ModUi/&DisableRacePrerequisitesOnModFeats=이 모드에서 제공하는 특성의 종족 전제 조건을 비활성화 -ModUi/&DisableSenseDarkVisionFromAllRaces=플레이 가능한 모든 종족의 암흑 시야를 비활성화 [게임 재실행 필요] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=플레이 가능한 모든 종족의 뛰어난 암흑시야(일반 암흑시야의 두 배 거리)를 비활성화 [게임 재실행 필요] -ModUi/&DisableUnofficialTranslations=비공식 번역 지원을 비활성화하여 모드 속도 향상 [한국어, 일본어, 중국어, 이탈리아어, 스페인어 사용자가 아닐 경우 체크] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ 레벨업 중 다른 직업의 모든 알려진 주문 표시 -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ 캐릭터 패널 대신 주문 선택 시 워락 계약 슬롯을 표시 +ModUi/&CriticalOption0=0: 게임 기본값, 피해 주사위를 두 번 굴리고 결과를 추가하고 수정자를 추가합니다 [XdY+XdY+Z] +ModUi/&CriticalOption1=1: 피해 주사위의 최대 결과를 합산하여 공격 피해에 추가합니다. [XdY+(X*Y) +Z] +ModUi/&CriticalOption2=2: 가능한 가장 높은 결과를 굴리는 피해 주사위를 계속해서 다시 굴려 총 피해량에 추가합니다. +ModUi/&CriticalOption3=3: 추가 주사위를 굴리는 대신 공격의 총 피해를 두 배로 늘립니다. [(XdY+Z)*2] +ModUi/&Deities=신들 +ModUi/&DisableAutoEquip=인벤토리 내 아이템 자동 장착 비활성화 +ModUi/&DisableBarbarianBrutalCritical=+ 또한 레벨 9, 13, 17에서 야만인 잔혹한 치명적을 비활성화합니다. +ModUi/&DisableCastSpellPreRequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 시전 주문 전제 조건을 비활성화합니다. [다시 시작 필요] +ModUi/&DisableClassPrerequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 레벨 전제 조건을 비활성화합니다. +ModUi/&DisableRacePrerequisitesOnModFeats=이 모드에서 제공하는 feats에 대한 레이스 전제 조건을 비활성화합니다. +ModUi/&DisableSenseDarkVisionFromAllRaces=모든 플레이 가능한 종족에서 암흑 비전 감지를 비활성화합니다. [다시 시작 필요] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=플레이 가능한 모든 종족에서 Superior Sense Dark Vision을 비활성화합니다. [다시 시작 필요] +ModUi/&DisableUnofficialTranslations=모드 속도를 높이기 위해 비공식 번역 지원을 비활성화합니다. [중국어, 이탈리아어, 일본어, 한국어 또는 스페인어를 구사하지 않는 한] +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ 레벨 업 중에 다른 클래스의 알려진 모든 주문 표시 +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ 캐릭터 패널 대신 주문 선택 시 워록 조약 슬롯 표시 ModUi/&DocsArcaneShots=신비한 사격 ModUi/&DocsBackgrounds=배경 ModUi/&DocsFeats=업적 ModUi/&DocsFightingStyles=격투 스타일 ModUi/&DocsInfusions=주입 ModUi/&DocsInvocations=호출 -ModUi/&DocsManeuvers=기동 +ModUi/&DocsManeuvers=연습 ModUi/&DocsMetamagic=메타매직 -ModUi/&DocsRaces=경주 +ModUi/&DocsRaces=경마 대회 ModUi/&DocsSpells=주문 ModUi/&DocsSubclasses=서브클래스 ModUi/&DocsSubraces=하위 경주 ModUi/&DocsVersatilities=다양성 -ModUi/&Donate=후원하기: {0} -ModUi/&DontDisplayHelmets=캐릭터 모델링에 머리 방어구 표시 안 함 [재시작 필요] -ModUi/&DontEndTurnAfterReady=준비 액션을 사용한 후 턴을 종료하지 않음 [추가 행동 또는 이동이나 다른 출처의 기타 행동을 사용할 수 있습니다] -ModUi/&DontFollowCharacterInBattle=캐릭터가 이미 화면에 있을 때 전투 카메라가 따라가지 않음 -ModUi/&DontFollowMargin=+ 영웅이 쓰러져 있거나 화면 가장자리 % 이내인 경우 -ModUi/&DungeonMakerBasicHelp=• 이 설정은 플레이어에게 이 모드가 설치되어 있지 않아도 됨 -ModUi/&DungeonMakerMenu=던전 메이커 +ModUi/&Donate=기부: {0} +ModUi/&DontDisplayHelmets=그래픽 문자에 헬멧을 표시하지 마세요. [다시 시작해야 함] +ModUi/&DontEndTurnAfterReady=준비된 행동을 사용한 후 턴을 끝내지 마세요 [보너스 행동이나 가속이나 다른 소스의 추가 기본 행동을 사용할 수 있습니다] +ModUi/&DontFollowCharacterInBattle=캐릭터가 이미 화면에 있으면 전투 카메라가 따라오지 않습니다. +ModUi/&DontFollowMargin=+ 영웅이 꺼져 있거나 화면 가장자리의 % 내에 있지 않은 경우 +ModUi/&DungeonMakerBasicHelp=• 이 설정에서는 플레이어에 이 모드를 설치할 필요가 없습니다. +ModUi/&DungeonMakerMenu=던전메이커 ModUi/&Effects=효과 -ModUi/&EmpressGarbAppearance=황후 의복 외형 -ModUi/&EnableActionSwitching=행동 전환 막대 활성화 [가속 주문 등으로 생긴 행동과 일반 행동 선택] -ModUi/&EnableAdditionalBackstoryDisplay=배경 검사에서 추가 배경 이야기 표시 활성화 -ModUi/&EnableAdditionalIconsOnLevelMap=레벨 지도에서 야영지, 출구, 순간이동기에 대한 추가 아이콘 활성화 -ModUi/&EnableAdditionalItemsInDungeonMaker=+ 던전 메이커에 새 아이템 추가 -ModUi/&EnableAlternateHuman=변형 룰 인간 [+1 재주 / +2 능력치 / +1 기술] 활성화 -ModUi/&EnableAlternateVotingSystem=대체 투표 시스템 활성화 [선택 가중치를 결정하기 위해 영웅 카리스마 수정자를 사용] -ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=음유시인의 영감는 전투 외 속성 확인도 실행합니다. -ModUi/&EnableBarbarianBrutalStrike=클래스 레벨 9, 13, 17에서 야만인 잔혹한 일격잔혹한 일격 개선을 활성화하세요. -ModUi/&EnableBarbarianFightingStyle=바바리안의 전투 특화 선택지를 2레벨에 활성화 +ModUi/&EmpressGarbAppearance=복 황후 등장 +ModUi/&EnableActionSwitching=동작 전환 막대 활성화 [주 동작 전에 서둘러 동작을 사용해야 할 때 유용함] +ModUi/&EnableAdditionalBackstoryDisplay=배경 검사 시 추가 배경 스토리 표시 활성화 +ModUi/&EnableAdditionalIconsOnLevelMap=레벨 맵에서 캠프, 출구 및 텔레포터에 대한 추가 아이콘을 활성화합니다. +ModUi/&EnableAdditionalItemsInDungeonMaker=+ Dungeon Maker에 새 아이템 추가 +ModUi/&EnableAlternateHuman=대체 인간 [+1 재주 / +2 속성 선택 / +1 기술] 활성화 +ModUi/&EnableAlternateVotingSystem=대체 투표 시스템 활성화 [선택 가중치 = 투표 * 영웅 카리스마 수정자] +ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=음유시인의 영감을 활성화하면 전투 외 속성 확인도 실행됩니다. +ModUi/&EnableBarbarianBrutalStrike=레벨 9, 13, 17에서 야만인 잔혹한 일격잔혹한 일격 개선을 활성화하세요. +ModUi/&EnableBarbarianFightingStyle=레벨 2에서 야만인 격투 스타일 선택 활성화 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=야만인 무모한 공격 버프 및 디버프를 활성화하여 다음 턴 시작 시 완료 -ModUi/&EnableBarbarianRegainOneRageAtShortRest=야만인을 활성화하고 클래스 레벨 7에서 짧은 휴식을 통해 분노 사용 1회 회복 -ModUi/&EnableBetaContent=베타 컨텐츠 활성화 [재시작 필요] -ModUi/&EnableCancelEditOnRightMouseClick=마우스 우클릭으로 행동 취소 활성화 -ModUi/&EnableCantripsTriggeringOnWarMagic=캔트립으로도 전쟁 마법 추가 보너스 공격 발동 허용 -ModUi/&EnableCharacterChecker=메인 화면 > 캐릭터 화면에서 캐릭터 확인 버튼을 활성화 -ModUi/&EnableCharacterExport=CTRL-SHIFT-(E)로 캐릭터 내보내기를 활성화 -ModUi/&EnableCharactersOnFireToEmitLight=불에 탄 캐릭터는 빛을 발합니다 [빛 육면체, 화염 원소, 화염 광대, 화염 수리, 화염 거미 및 화염 상태 계열] -ModUi/&EnableCheatMenu=치트키 메뉴 활성화 +ModUi/&EnableBarbarianRegainOneRageAtShortRest=야만인을 활성화하고 레벨 7에서 짧은 휴식을 통해 분노 사용 1회 회복 +ModUi/&EnableBardHealingBalladOnLongRest=장기 휴식 시 Bard College of Hope 힐링 발라드 활성화 +ModUi/&EnableBetaContent=베타 콘텐츠 활성화 [다시 시작 필요] +ModUi/&EnableCancelEditOnRightMouseClick=마우스 오른쪽 버튼 클릭으로 취소 작업 활성화 +ModUi/&EnableCantripsTriggeringOnWarMagic=전쟁 마법 추가 보너스 공격을 발동하려면 캔트립을 활성화하세요. +ModUi/&EnableCharacterChecker=메인 화면 > 캐릭터에서 문자 검사기 버튼을 활성화하세요. +ModUi/&EnableCharacterExport=캐릭터를 내보내려면 CTRL-SHIFT-(E)를 활성화하세요. +ModUi/&EnableCharactersOnFireToEmitLight=불붙은 캐릭터는 빛을 발산해야 합니다 [Cube of Light, Fire Elemental, Fire Jester, Fire Osprey, Fire Spider 및 on Fire Condition 계열] +ModUi/&EnableCheatMenu=치트 메뉴 활성화 ModUi/&EnableCustomPortraits=맞춤 인물 사진 활성화 -ModUi/&EnableCustomPortraitsHelp=• 사용자 정의 초상화를 하위 폴더 Personal 또는 PreGen< 아래에 넣으세요. /b>, 영웅 이름 [예: Anton, Celia, Nialla 등]\n을 따서 명명되었습니다. 투명도 레이어가 포함된 256 x 384 픽셀 크기의 PNG 이미지를 사용하세요. [최상의 결과를 얻으려면 GIMP 사용] -ModUi/&EnableDungeonMakerModdedContent=던전 메이커 프로 활성화\n[침실, 150x150 및 200x200 던전 크기 포함, 모든 환경의 에셋을 혼합하지 않음] -ModUi/&EnableEpicPointsAndArray=에픽 35 포인트 분배 시스템 및 정해진 능력치 분배 활성화[17,15,13,12,10,8] [게임 재실행 필요] -ModUi/&EnableExtendedProficienciesPanelDisplay=숙련도 확장 패널 표시 활성화 [비전 사격, 주입, 갬빗 및 다용도]\n[캐릭터에 대한 성능 적중 점검. 사용에 따른 책임은 사용자 본인에게 있습니다] -ModUi/&EnableFeatsAtEvenLevels=클래스 레벨 2, 10, 18에 재주 선택 활성화 -ModUi/&EnableFeatsAtEvenLevelsMiddle=클래스 레벨 6, 14에 재주 선택 활성화 -ModUi/&EnableFighterWeaponSpecialization=파이터 클래스 레벨 8 과 16에서 무기 특화 활성화[명중과 피해에 +1을 얻지만 다른 무기 유형으론 불리점을 받습니다] +ModUi/&EnableCustomPortraitsHelp=• 사용자 정의 초상화를 하위 폴더 개인 또는 PreGen 아래에 배치하세요. , 영웅의 이름을 따서 명명됨 [예: Anton, Celia, Nialla 등]\n• PNG 사용 투명 레이어가 있는 256 x 384 픽셀 크기의 이미지 [최상의 결과를 얻으려면 김프 사용] +ModUi/&EnableDungeonMakerModdedContent=Dungeon Maker Pro 활성화\n[플랫 룸, 150x150 및 200x200 던전 크기 및 모든 환경의 자산을 혼합하는 장식 없음] +ModUi/&EnableEpicPointsAndArray=엄청난 35포인트 구매 시스템 및 배열 활성화 [17,15,13,12,10,8] [다시 시작 필요] +ModUi/&EnableExtendedProficienciesPanelDisplay=확장된 숙련도 패널 표시 활성화 [비전 사격, 주입, 기동 및 다용도]\n[performance 캐릭터 점검에 들어갑니다. 사용에 따른 책임은 본인에게 있습니다] +ModUi/&EnableFeatsAtEvenLevels=레벨 2, 10, 18에서 재능 선택 활성화 +ModUi/&EnableFeatsAtEvenLevelsMiddle=레벨 6과 14에서 재능 선택 활성화 +ModUi/&EnableFighterWeaponSpecialization=레벨 8과 16에서 전투기 무기 전문화 활성화 [적중 및 피해에 +1을 주지만 다른 무기에 대해서는 불리함을 얻습니다. 유형] ModUi/&EnableFlexibleBackgrounds=유연한 배경 활성화 [배경에서 기술 및 도구 숙련도 선택] -ModUi/&EnableFlexibleRaces=유연한 종족 활성화 [종족 기본값 대신 능력치 점수 할당] +ModUi/&EnableFlexibleRaces=유연한 종족 활성화 [인종 기본값 대신 능력 점수 포인트 할당] ModUi/&EnableHeroWithBestProficiencyToRollChoice=최고의 능력을 갖춘 영웅이 대화 선택을 할 수 있도록 활성화 -ModUi/&EnableHigherGroundRules=고지대 규칙 활성화 [고지대에서 공격할 경우 명중 +1] -ModUi/&EnableHotkeyDebugOverlay=디버그 오버레이를 CTRL-SHIFT-(D)를 눌러 활성화 -ModUi/&EnableHotkeyToggleHud=HUD 표시를CTRL-SHIFT-(H)로 전환 활성화 -ModUi/&EnableInventoryFilteringAndSorting=인벤토리 필터링 및 정렬 활성화 -ModUi/&EnableInventoryTaintNonProficientItemsRed=캐릭터의 숙련이 없는 아이템은 붉은색으로 표시 -ModUi/&EnableInventoryTintKnownRecipesRed=알려진 제작법에 빨간색 색조 적용 -ModUi/&EnableInvisibleCrownOfTheMagister=게임 UI에서 마지스터의 왕관을 숨김 -ModUi/&EnableLevel20=레벨 20 활성화 [재시작 필요] -ModUi/&EnableLogDialoguesToConsole=연속 스토리 장면 중 게임 콘솔에 대화 기록 활성화 -ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=사용자 지정 캠페인에서 유효하지 않은 참조 로깅 활성화 -ModUi/&EnableMinInOutAttributes=+ 최소 능력치 인/아웃 전제 조건 적용 -ModUi/&EnableMonkAbundantKi=몽크 2레벨에 풍부한 기 활성화[숙련도 보너스의 반올림에 해당하는 기를 추가로 얻습니다] +ModUi/&EnableHigherGroundRules=더 높은 지대 규칙 활성화 [더 높은 지대에서 공격할 경우 적중률 +1] +ModUi/&EnableHotkeyDebugOverlay=디버그 오버레이를 표시하려면 CTRL-SHIFT-(D)를 활성화하세요. +ModUi/&EnableHotkeyToggleHud=HUD 디스플레이를 전환하려면 CTRL-SHIFT-(H)를 활성화하세요. +ModUi/&EnableInventoryFilteringAndSorting=재고 필터링 및 정렬 활성화 +ModUi/&EnableInventoryTaintNonProficientItemsRed=영웅이 능숙하지 않은 모든 아이템을 빨간색으로 물들입니다. +ModUi/&EnableInventoryTintKnownRecipesRed=알려진 레시피를 빨간색으로 틴트 +ModUi/&EnableInvisibleCrownOfTheMagister=게임 UI에서 마지스터의 왕관 숨기기 +ModUi/&EnableLevel20=레벨 20 활성화 [다시 시작해야 함] +ModUi/&EnableLogDialoguesToConsole=내러티브 시퀀스 중에 게임 콘솔에 대한 로그 대화 활성화 +ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=맞춤 캠페인에서 잘못된 참조 기록 활성화 +ModUi/&EnableMinInOutAttributes=+ 능력 점수 최소 입력 및 출력 전제 조건 시행 +ModUi/&EnableMonkAbundantKi=레벨 2에서 몽크 풍부한 Ki 활성화 [숙련 보너스 반올림에 해당하는 추가 Ki 획득] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=몽크 무술 - 보너스 비무장 공격을 활성화하여 사용 전에 공격 조치가 필요하지 않도록 하세요. ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=몽크 Flurry of Blows를 활성화하면 사용 전에 공격 조치가 필요하지 않습니다. -ModUi/&EnableMonkFightingStyle=2레벨 몽크에게 전투 특화 선택 활성화 +ModUi/&EnableMonkFightingStyle=레벨 2에서 몽크 격투 스타일 선택 활성화 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=추락하지 않고 수직 표면을 따라 이동하려면 몽크 향상된 비무장 이동을 활성화하세요. -ModUi/&EnableMonkWeaponSpecialization=몽크 2 레벨과 11레벨에 무기 특화 활성화 [선택한 무기 유형이 몽크 무기로 취급됩니다] -ModUi/&EnableMulticlass=멀티클래스 활성화 [재시작 필요] -ModUi/&EnablePcgRandom=더 나은 무작위 생성 알고리즘 사용 [https://www.pcg-random.org] +ModUi/&EnableMonkWeaponSpecialization=레벨 2와 11에서 몽크 무기 전문화를 활성화하세요. [선택한 무기 유형이 몽크 무기가 됩니다] +ModUi/&EnableMulticlass=멀티클래스 활성화 [다시 시작 필요] +ModUi/&EnablePcgRandom=더 나은 무작위 생성기 알고리즘 활성화 [https://www.pcg-random.org] ModUi/&EnableRangerNatureShroudAt10=레벨 10에서 레인저 자연의 장막 기능을 활성화하세요. [보너스 액션으로 다음 턴이 시작될 때까지 마법처럼 투명해질 수 있습니다 ] -ModUi/&EnableRejoinParty=CTRL-SHIFT-(R)을 눌러 선택한 영웅 또는 리더를 중심으로 파티에 다시 합류 기능 활성화 [5명 또는 6명의 파티에 유용] +ModUi/&EnableRejoinParty=CTRL-SHIFT-(R)을 활성화하면 선택한 영웅이나 리더를 중심으로 파티에 다시 합류할 수 있습니다. [5인 또는 6인 파티에 유용합니다. ] ModUi/&EnableRelearnSpells=다른 소스에서 이미 배운 캔트립이나 주문 선택 활성화 -ModUi/&EnableRespec=휴식 후 캐릭터 재설정 가능 -ModUi/&EnableRogueCunningStrike=로그 5 레벨과 14 레벨에 교활한 일격비열한 습격 활성화[추가 효과를 위해 은신 주사위를 일부 소모합니다] +ModUi/&EnableRespec=휴식 작업 후 RESPEC 활성화 [멀티플레이어 세션 중에는 RESPEC를 사용하지 마세요] +ModUi/&EnableRogueCunningStrike=레벨 5와 14에서 도적 교활한 일격악랄한 일격을 활성화하세요. [1은 포기하세요. 추가 적중 효과를 위한 몰래 공격 주사위] ModUi/&EnableRogueFightingStyle=레벨 2에서 도적 격투 스타일 선택 활성화 -ModUi/&EnableRogueSteadyAim=클래스 레벨 3에서 도적 고정 조준을 활성화하세요. [다음 경우에 보너스 행동은 현재 턴의 다음 공격 굴림에 이점을 줍니다. 아직 움직이지 않았습니다] -ModUi/&EnableRogueStrSaving=도적을 활성화하여 교활한/악마의 일격, 약화/개선된 일격칼날비에 DEX 또는 STR 수정자를 사용하세요. +ModUi/&EnableRogueSteadyAim=레벨 3에서 도적 고정 조준을 활성화하세요. [보너스 액션은 다음 공격 굴림에 이점을 제공합니다. 아직 움직이지 않았습니다] +ModUi/&EnableRogueStrSaving=도적을 활성화하여 교활한/악랄한 일격, 약화/개선된 일격칼날비에 DEX 또는 STR 수정자를 사용하세요. ModUi/&EnableSaveByLocation=캠페인/위치별 저장 활성화 ModUi/&EnableSignatureSpellsRelearn=긴 휴식마다 준비되도록 마법사 시그니처 주문을 활성화하세요. [레벨 20에 한 번이 아닌] -ModUi/&EnableSortingDungeonMakerAssets=던전 만들기 편집기에서 에셋 정렬 활성화 +ModUi/&EnableSorcererMagicalGuidance=레벨 5에서 소서러 마법의 인도 활성화 +ModUi/&EnableSortingDungeonMakerAssets=Dungeon Maker 편집기에서 자산 정렬 활성화 ModUi/&EnableStatsOnHeroTooltip=영웅의 툴팁에 통계 표시 [예: 치명타, 치명타 실패 등] -ModUi/&EnableSumD20OnAlternateVotingSystem=• 또한 각 영웅은 약간의 무작위성을 위해 D20 롤을 가중치에 추가합니다. -ModUi/&EnableTeleportParty=CTRL-SHIFT-(T)를 눌러 파티 순간이동 활성화 [발견되지 않은 장소로 순간이동하면 퀘스트가 중단될 수 있습니다] -ModUi/&EnableTogglesToOverwriteDefaultTestParty=캐릭터 풀에서 토글로 기본 플레이 및 테스트 파티를 설정 활성화 +ModUi/&EnableSumD20OnAlternateVotingSystem=+ 또한 각 영웅은 약간의 무작위성을 위해 가중치에 D20 롤을 추가합니다. [선택 가중치 = 투표 * 영웅 카리스마 수정자 + D20 롤] +ModUi/&EnableTeleportParty=파티를 순간이동하려면 CTRL-SHIFT-(T)를 활성화하세요. [발견되지 않은 장소로 순간이동하면 퀘스트가 중단될 수 있습니다] 나> +ModUi/&EnableTogglesToOverwriteDefaultTestParty=기본 플레이 및 테스트 파티를 설정하려면 캐릭터 풀의 토글을 활성화하세요. ModUi/&EnableTooltipDistance=전투 중 캐릭터 위로 마우스를 가져갈 때 툴팁에 거리 표시 활성화 -ModUi/&EnableUpcastConjureElementalAndFey=정령 소환 주문과 페이 소환 주문의 강화 시전 활성화 -ModUi/&EnableVttCamera=CTRL-SHIFT-(V)를 활성화하여 VTT 카메라를 전환합니다. [마우스 오른쪽 버튼을 클릭하고 드래그하여 카메라 위치를 지정하고 WASD를 사용하여 팬 및 페이지 위로/ 확대하려면 페이지를 아래로 내리세요] -ModUi/&EnablesAsiAndFeat=능력치 증가와 재주 선택을 동시에 받기 [기존엔 둘 중 하나만 선택 가능] -ModUi/&EncounterPercentageChance=랜덤 인카운터 확률 조정 -ModUi/&Encounters=조우(인카운터) +ModUi/&EnableUpcastConjureElementalAndFey=정령 창조 및 페이 창조의 업캐스트를 활성화합니다. +ModUi/&EnableVttCamera=CTRL-SHIFT-(V)를 활성화하여 VTT 카메라를 전환합니다. [카메라 위치를 마우스 오른쪽 버튼으로 클릭하고 드래그하고, 팬 및 페이지 위로 이동하려면 WASD/ 확대하려면 페이지를 아래로 내리세요] +ModUi/&EnablesAsiAndFeat=속성 점수 증가와 feats 선택 [독점 선택 대신]을 모두 활성화합니다. +ModUi/&EncounterPercentageChance=무작위 만남 확률 설정 +ModUi/&Encounters=만남 ModUi/&EnemiesAlwaysRollInitiative=+ 적들은 강제 값 대신 항상 주도권을 굴립니다. [예: 설악 암살자] -ModUi/&ExpandAll=모두 펼치기 -ModUi/&FactionHelp=세력 우호도를 수정하려면 공식 캠페인을 불러와야 합니다... -ModUi/&FactionRelations=세력: -ModUi/&FasterTimeModifier=스페이스 바를 누르고 있을 때 게임 속도 조절 -ModUi/&FeatGroups=특성 묶음 -ModUi/&FeatGroupsHelp=• 각 묶음은 유사한 특성 [예시: 신조, 전투 특화, 메타매직, 등]을 통합한 것입니다.\n•이 묶음에 속한 특성은 더 이상 숙련도 선택 단계에서 직접 표시되지 않습니다.\n• 이 묶음을 선택하면 게임 화면을 깔끔하게 정리하기 위해 드롭다운 목록에 표시됩니다 -ModUi/&Feats=재주 -ModUi/&FightingStyles=전투 특화 -ModUi/&FixAsianLanguagesTextWrap=아시아 언어 게임 UI 텍스트 래핑 수정 [게임 재실행 필요] -ModUi/&FixEldritchBlastRange=섬뜩한 방출의 사거리를 공식 주문 값인 24칸으로 변경 [기존 12칸] -ModUi/&FixRingOfRegenerationHealRate=재생의 고리 치유 속도를 3분당 1hp로 설정 -ModUi/&FlightSuspendWingedBoots=+ 공식 룰의 날개 달린 부츠 사용 [비행이 유지되는 동안은 지속시간을 계산하지 않습니다] -ModUi/&Formation=진형: -ModUi/&FormationError=멀티플레이 게임 중에는 진형을 변경할 수 없습니다... -ModUi/&FormationHelp1=• 숫자 버튼을 사용하여 단축키를 설정합니다 [단축키 아래 입력 활성화 고려] -ModUi/&FormationHelp2=• @는 관련있는 영웅 위치를 나타냅니다 -ModUi/&FormationHelp3=• 아무 버튼 2개를 클릭하면 위치가 바뀝니다 -ModUi/&FormationHotkey=게임에서 진형을 교체하려면 CTRL-SHIFT-(1..5)를 눌러 활성화 +ModUi/&ExpandAll=모두 확장 +ModUi/&FactionHelp=진영 관계를 수정하려면 공식 캠페인 게임을 로드하세요... +ModUi/&FactionRelations=진영: +ModUi/&FasterTimeModifier=스페이스바를 누를 때의 게임 시간 수정 +ModUi/&FeatGroups=피트 그룹 +ModUi/&FeatGroupsHelp=• 각 그룹은 유사한 공적 [예: 신조, 전투 스타일, 메타마법 등]의 통합입니다.{99 }• 이 그룹의 업적은 더 이상 숙련도 선택 단계에서 직접 표시되지 않습니다.\n• 그룹을 선택하면 게임 화면을 깔끔하게 정리하기 위해 드롭다운 목록에 해당 업적이 제공됩니다. +ModUi/&Feats=특징 +ModUi/&FightingStyles=격투 스타일 +ModUi/&FixAsianLanguagesTextWrap=아시아 언어의 게임 UI 텍스트 줄바꿈 수정 [다시 시작 필요] +ModUi/&FixEldritchBlastRange=Eldritch Blast와 함께 공식 24셀 범위를 사용하세요. [12 대신] +ModUi/&FixRingOfRegenerationHealRate=재생의 고리 치유 속도를 3분당 HP 1로 설정 +ModUi/&FlightSuspendWingedBoots=+ Winged Boots 공식 규칙 사용 [비행 중단 시 남은 시간은 계산되지 않음] +ModUi/&Formation=형성: +ModUi/&FormationError=멀티플레이어 게임 중에는 포메이션을 변경할 수 없습니다... +ModUi/&FormationHelp1=• 주어진 세트를 편집하려면 숫자 버튼을 사용하세요. [입력 시 단축키 활성화를 고려하세요] +ModUi/&FormationHelp2=• @는 상대적 영웅 위치를 나타냅니다. +ModUi/&FormationHelp3=• 위치를 바꾸려면 버튼 2개를 클릭하세요. +ModUi/&FormationHotkey=게임에서 포메이션 세트를 교체하려면 CTRL-SHIFT-(1..5)를 활성화하세요. ModUi/&FormationResetAllSets=모두 초기화 -ModUi/&FormationResetThisSet=이것만 초기화 -ModUi/&FormationSelected=진형 {0} 선택됨 -ModUi/&FullyControlConjurations=완전히 제어 가능한 소환 [동물, 정령 등] +ModUi/&FormationResetThisSet=재설정 +ModUi/&FormationSelected=포메이션 세트 {0} 선택됨 +ModUi/&FullyControlConjurations=마법 [동물, 원소 등]을 완전히 제어합니다. ModUi/&GameUi=게임 UI ModUi/&Gameplay=게임플레이 ModUi/&General=일반: -ModUi/&GeneralMenu=일반 -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=바드와 로그에게 시미터무기특화 부여 +ModUi/&GeneralMenu=일반적인 +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=음유시인 및 도적에게 시미터 무기 전문화 부여 ModUi/&GridSelectedColor=그리드 색상 이동 변경 -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=발견하지 못한 출구와 순간이동기의 시각 효과 숨기기 -ModUi/&HideMonsterHitPoints=몬스터의 체력을 정확한 수치 대신 25% / 50% / 75% / 100% 만큼 단계별로 표시하기 +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=아직 발견되지 않은 경우 출구 및 텔레포터 시각 효과 숨기기 +ModUi/&HideMonsterHitPoints=정확한 체력 대신 몬스터의 체력을 25% / 50% / 75% / 100% 단계로 표시합니다. ModUi/&HighContrastTargetingAoeColor=AoE 생물 변경 선택 색상 강조 표시 ModUi/&HighContrastTargetingSingleColor=단일 생물 변경 선택 색상 강조 표시 -ModUi/&House=하우스 룰(자체 규칙): -ModUi/&IdentifyAfterRest=짧은 혹은 긴 휴식을 통해 마법 아이템 식별에 힘을 추가 -ModUi/&IgnoreHandXbowFreeHandRequirements=핸드 크로스보우를 사용하기 위해 빈 손을 요구하지 않음 +ModUi/&House=집: +ModUi/&IdentifyAfterRest=짧거나 긴 휴식을 통해 마법 아이템을 식별하는 능력을 추가하세요. +ModUi/&IgnoreHandXbowFreeHandRequirements=손석궁을 사용하는 데 자유손이 필요하지 않습니다. ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=환영 주문은 범위 내에 TrueSight가 있는 대상에게는 자동으로 실패합니다. -ModUi/&ImproveLevelUpFeaturesSelection=레벨업 특성 선택 개선[게임 재실행 필요]\n[레인저의 선호하는 적과 지형 친화도,드루이드의 결속 야수, 바바리안의 원소의 길, 용 서브클래스 선택에 영향을 줍니다] -ModUi/&IncreaseGameTimeBy=게임 시간을 다음만큼 늘립니다 -ModUi/&IncreaseMaxAttunedItems=최대 조율 아이템이 10레벨에서 4개, 18레벨에서 5개로 증가 +ModUi/&ImproveLevelUpFeaturesSelection=레벨 업 기능 선택 개선 [다시 시작 필요]\n[영향 레인저 선호하는 적 및 지형 친화력, 드루이드 혈통 야수, 야만인 원소의 길 및 하위클래스 드라코닉 선택] +ModUi/&IncreaseGameTimeBy=게임 시간을 늘립니다. +ModUi/&IncreaseMaxAttunedItems=최대 조율 아이템이 레벨 10에서 4, 레벨 18에서 5로 증가됩니다. ModUi/&InitialChoices=생성: ModUi/&Input=입력: -ModUi/&Interface=인터페이스 +ModUi/&Interface=상호 작용 ModUi/&InventoryAndItems=인벤토리 및 아이템: -ModUi/&InvertAltBehaviorOnTooltips=툴팁의 ALT 키 동작 반전 +ModUi/&InvertAltBehaviorOnTooltips=툴팁에서 ALT 키 동작 반전 ModUi/&Invocations=호출 -ModUi/&ItemInDm=DM 아이템 -ModUi/&Items=아이템: -ModUi/&ItemsCraftingMerchants=제작, 아이템 및 상인 -ModUi/&ItemsHelp1=인벤토리에 아이템을 추가하려면 캐릭터 조사창을 열어야 합니다... -ModUi/&ItemsHelp2=지상 컨테이너에 아이템을 추가하려면 +를 누르세요 -ModUi/&KeepInvisibilityWhenUsingItems=투명화를 깨지 않고 아이템 사용을 활성화합니다. +ModUi/&ItemInDm=DM의 항목 +ModUi/&Items=항목: +ModUi/&ItemsCraftingMerchants=제작, 아이템, 상인 +ModUi/&ItemsHelp1=캐릭터 검사 화면을 열어 영웅에 아이템을 추가하세요... +ModUi/&ItemsHelp2=+를 눌러 지상 컨테이너에 항목을 추가하세요 +ModUi/&KeepInvisibilityWhenUsingItems=투명화가 깨지지 않는 아이템 사용 활성화 ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=기습 라운드 [첫 번째 영웅만]에서 감지되면 공격 후 영웅의 스텔스 기능을 업데이트하세요. -ModUi/&MakeAllMagicStaveArcaneFoci=모든 마법 지팡이를 비전 주문 매개체로 만듦 [범용치유의 스태프는 제외] -ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 전개 후 레벨 맵에 보이지 않는 순간이동기의 위치도 표시 -ModUi/&MaxAllowedClasses=클래스 최대 허용 -ModUi/&Merchants=상인: +ModUi/&MakeAllMagicStaveArcaneFoci=모든 마법 지팡이를 신비한 초점으로 만듭니다. [보편적인 치유의 지팡이 제외] +ModUi/&MarkInvisibleTeleportersOnLevelMap=+ 발견 후 레벨 지도에 보이지 않는 텔레포터의 위치도 표시 +ModUi/&MaxAllowedClasses=최대 허용 수업 +ModUi/&Merchants=상점: ModUi/&Metamagic=메타매직 -ModUi/&Monsters=몬스터: +ModUi/&Monsters=괴물: ModUi/&MovementGridWidthModifier=이동 그리드 너비에 [%]를 곱합니다. -ModUi/&MulticlassKeyHelp=SHIFT 키를 누르며 주문을 클릭하면 소비되는 슬롯 유형이 반전됩니다\n[워락은 흰색 주문 슬롯, 다른 건 계약 녹색 슬롯을 사용합니다] -ModUi/&MultiplyTheExperienceGainedBy=획득 경험치에y [%]를 곱함 -ModUi/&NoExperienceOnLevelUp=레벨 업에 경험치가 필요하지 않게 설정 -ModUi/&OfferAdditionalLoreFriendlyNames=캐릭터 생성 시 세계관에 어울리는 이름을 추가 -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 장점 / 단점 맹목 및 인식 쌍 취소 [공식 장점 / 단점 규칙과 함께 유용함]< /색상> -ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 심하게 가려진 영역을 발사체 차단기로 변경 [클라우드 킬, 안개 구름 , 발화 구름, 꽃잎 폭풍, 진눈깨비, 악취나는 구름] +ModUi/&MulticlassKeyHelp=주문을 SHIFT 클릭하면 소비되는 기본 레퍼토리 슬롯 유형이 반전됩니다.\n[워록은 흰색 주문 슬롯을 소비합니다. 다른 사람들은 녹색 계약을 사용합니다.] +ModUi/&MultiplyTheExperienceGainedBy=경험치 획득량 [%] 곱하기 +ModUi/&NoExperienceOnLevelUp=레벨업에는 경험치가 필요하지 않습니다. +ModUi/&OfferAdditionalLoreFriendlyNames=캐릭터 생성 시 추가 지식 친화적인 이름 제공 +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 장점 / 단점 취소 눈먼, 보이지 않는 및 인지된 쌍 [공식 장점 / 단점과 함께 유용함 규칙] +ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 심하게 가려진 영역을 발사체 차단기로 변경 [Cloud Kill, 안개 구름 , 발화구름, 꽃잎 폭풍, 진눈깨비, 악취나는 구름] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ 투명 생물은 심하게 가려져 표적이 될 수 있으며 생물에 대한 공격 굴림에는 불리한 점이 있고 생물의 공격 굴림에는 이점이 있습니다. -ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 마법으로 가려진 영역을 발사체 차단기로 변경 [어둠 주문 효과의 모든 소스] +ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 마법으로 가려진 영역을 발사체 차단기로 변경 [어둠 주문 효과의 모든 소스] ModUi/&OfficialObscurementRulesTweakMonsters=+ 필요할 때마다 몬스터와 NPC에 Darkvision, BlindSight 및 TrueSight를 추가합니다.\n [설정 컬렉션 암흑시야를 가져야 하는 괴물, 진정한 시야를 가져야 하는 괴물, 눈이 멀게 해야 하는 괴물] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 소환 주문 목록에서 가장 강력한 크리쳐만 표시 +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ 소환 목록에서 가장 강력한 생물만 표시 ModUi/&OutlineGridWidthModifier=윤곽선 그리드 너비에 [%]를 곱합니다. ModUi/&OutlineGridWidthSpeed=윤곽선 그리드 애니메이션 속도에 [%]를 곱합니다. -ModUi/&OverrideMinMaxLevel=새로운 모험에 필요한 캐릭터의 최소, 최대 레벨 제한 해제 -ModUi/&OverridePartySize=파티 인원수 조정 +ModUi/&OverrideMinMaxLevel=새로운 모험을 시작할 때 필요한 최소 및 최대 레벨을 재정의하세요 +ModUi/&OverridePartySize=파티 규모 재정의 ModUi/&Patches=패치: ModUi/&PortraitsOpenFolder=인물 사진 폴더 열기 -ModUi/&PrimedItems=준비된 아이템 -ModUi/&Progression=진행: +ModUi/&PrimedItems=프라임 아이템 +ModUi/&Progression=진행 상황: ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Darkelf, Dark Kobold 및 Gray Dwarf에서 빛 감도를 활성화합니다. color>는 실외에서만 실행됩니다.\n[로드 화면 없이 접근 가능한 실외 위치의 실내 영역은 게임 엔진에 의해 실외로 간주됩니다.] -ModUi/&Races=종족 -ModUi/&RecipeCost=제작법 비용 -ModUi/&RecipesInDm=DM 제작법 -ModUi/&RelicForgeries=위조 유물 -ModUi/&RemoveAttunementRequirements=조율 요구 사항 제거 [게임 재실행 필요] -ModUi/&RemoveBugVisualModels=거미 등의 벌레 모델링을 다른 모습으로 대체 [재시작 필요] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=소름끼치는 웃음 주문에서 인간형 제약 제거 -ModUi/&RemoveRecurringEffectOnEntangle=시전 시에만 얽힘 효과를 적용하고 덩굴에서 벗어나기 위해 강도 검사를 강제 적용합니다 +ModUi/&Races=경주 +ModUi/&RecipeCost=레시피 비용 +ModUi/&RecipesInDm=DM의 레시피 +ModUi/&RelicForgeries=유물 위조품 +ModUi/&RemoveAttunementRequirements=조율 요구 사항 제거 [다시 시작 필요] +ModUi/&RemoveBugVisualModels=거미 같은 모델을 게임의 대체 시각적 요소로 교체하세요. [다시 시작해야 함] +ModUi/&RemoveHumanoidFilterOnHideousLaughter=끔찍한 웃음에서 인간형 필터 제거 +ModUi/&RemoveRecurringEffectOnEntangle=시전 시에만 얽힘 효과를 적용하고 덩굴에서 벗어나기 위해 강도 검사를 강제 적용합니다. ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Shadowcaster에서 학교 제한을 제거하세요. ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Spellblade에서 학교 제한을 제거하세요. -ModUi/&RestockAntiquarians=고고학 길드 [할만 서머] 재입고 -ModUi/&RestockArcaneum=아케니움 [헤들론 슈어스펠] 재입고 -ModUi/&RestockCircleOfDanantar=다난타르 서클 [조리엘 폭스아이] 재입고 -ModUi/&RestockHelp=• 기본값을 재정의하여 시간에 따라 모든 상인의 재고가 재입고되도록 강제 [안내서와 서적 제외]\n• 일부 아이템은 재입고까지 최대 7일이 소요될 수 있음 -ModUi/&RestockTowerOfKnowledge=지식의 탑 [매디 그린아일] 재입고 -ModUi/&Rollback=되돌리기 +ModUi/&RestockAntiquarians=골동품 재입고 [Halman Summer] +ModUi/&RestockArcaneum=비전 마법 재입고 [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=다난타 서클 재입고 [Joriel Foxeye] +ModUi/&RestockHelp=• 기본값을 재정의하여 시간이 지남에 따라 모든 판매자의 재고를 강제로 재입고합니다. [설명서 및 책 제외]\n• 일부 항목은 게임 최대 7일이 걸릴 수 있습니다. 재입고하다 +ModUi/&RestockTowerOfKnowledge=지식의 탑 재입고 [Maddy Greenisle] +ModUi/&Rollback=롤백 ModUi/&Rules=규칙 -ModUi/&SRD=SRD(규칙 참조 문서): -ModUi/&ScaleMerchantPricesCorrectly=판매자 가격을 확실하고 정확하게 조정 [단위 값 변환 시 더 이상 반올림 오류 없음] +ModUi/&SRD=SRD: +ModUi/&ScaleMerchantPricesCorrectly=판매자 가격을 정확하게 / 정확히 [동전 값을 변환할 때 반올림 오류가 더 이상 없음] ModUi/&SelectAll=모두 선택 ModUi/&SelectDisplayed=표시 선택 ModUi/&SelectSuggested=추천 선택 ModUi/&SelectTabletop=탁상 선택 -ModUi/&SenseNormalVisionRangeMultiplier=일반 시야 범위 [전투에서만] 수정 +ModUi/&SenseNormalVisionRangeMultiplier=일반 시야 범위 수정 [전투에서만] ModUi/&Services=서비스 -ModUi/&SetBeltOfDwarvenKindBeardChances=드워프 종족이 허리띠로 수염을 두를 확률 -ModUi/&SettingsExport=내보내기 -ModUi/&SettingsHelp=• 호스트는 현재 구성을 내보내고 내보내기 폴더를 열어 동료와 쉽게 공유할 수 있습니다\n• 게스트는 내보내기 폴더를 열고 호스트와 공유한 파일을 붙여넣은 후 불러올 수 있습니다[게임 재실행 필요] -ModUi/&SettingsLoad=• 내보낸 설정 불러오기 +ModUi/&SetBeltOfDwarvenKindBeardChances=드워프족의 허리띠 수염 출현 확률 +ModUi/&SettingsExport=내보내다 +ModUi/&SettingsHelp=• 호스트는 현재 구성을 내보내고 내보내기 폴더를 열고 동료와 쉽게 공유할 수 있습니다.\n• 게스트는 내보내기 폴더를 열고 호스트에서 공유 파일을 붙여넣고 에서 로드할 수 있습니다. i>[다시 시작해야 함] +ModUi/&SettingsLoad=• 내보낸 설정 로드 ModUi/&SettingsOpenFolder=내보낸 설정 폴더 열기 -ModUi/&SettingsRefresh=새로고침 -ModUi/&SettingsRemove=제거 -ModUi/&ShowButtonWithControlledMonsterInfo=제어 가능한 몬스터에 대한 정보를 여는 버튼 표시 [변신 드루이드, 소환수, NPC 추종자 등] -ModUi/&ShowChannelDivinityOnPortrait=영웅의 초상화에 소서러 포인트처럼 신성 변환 사용 횟수를 표시 -ModUi/&ShowCraftedItemOnRecipeIcon=상점과 인벤토리의 레시피 아이템에 제작 견본 아이콘 표시 [마우스를 올리면 제작 아이템의 툴팁이 표시됨] +ModUi/&SettingsRefresh=새로 고치다 +ModUi/&SettingsRemove=제거하다 +ModUi/&ShowButtonWithControlledMonsterInfo=조종되는 몬스터 [야생 모양의 드루이드, 소환수, NPC 추종자 등]에 대한 정보를 여는 표시 버튼 +ModUi/&ShowChannelDivinityOnPortrait=영웅의 초상화에 얼마나 많은 채널 신성을 사용했는지 표시합니다. 이는 마법 포인트와 유사합니다. +ModUi/&ShowCraftedItemOnRecipeIcon=상점과 인벤토리의 제작 아이템 근처에 제작 아이템 아이콘 표시 [마우스를 위에 올리면 제작 아이템에 대한 툴팁이 표시됩니다] ModUi/&ShowCraftingRecipeInDetailedTooltips=자세한 툴팁에 제작법 표시 -ModUi/&ShowDescriptions=설명 표시하기 -ModUi/&SpellLevelFilter=주문 레벨 필터 [-1 전부 표시] +ModUi/&ShowDescriptions=설명 표시 +ModUi/&SpellLevelFilter=주문 수준 필터 [-1은 모두 표시] ModUi/&SpellsMenu=주문 ModUi/&StealthBreaksWhenAttackHits=무기나 주문 공격이 적중할 때 스텔스 손실 활성화 ModUi/&StealthBreaksWhenAttackMisses=무기나 주문 공격이 빗나갔을 때 스텔스 손실 활성화 -ModUi/&StealthBreaksWhenCastingMaterial=재료를 시전할 때 스텔스 손실 활성화 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] -ModUi/&StealthBreaksWhenCastingSomatic=신체형 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] 시전 시 스텔스 손실 활성화 -ModUi/&StealthBreaksWhenCastingVerbose=장황한 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] 시전 시 스텔스 손실을 활성화합니다. -ModUi/&StealthDoesNotBreakWithSubtle=미묘한 메타매직 및 재료 구성 요소가 없는 경우 스텔스가 깨지지 않도록 활성화합니다. -ModUi/&StockGorimStoreWithAllNonMagicalClothing=고림의 만물상이 마법 효과가 없는 의류만 판매함 [재시작 필요] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=고림의 만물상이 마법 효과가 없는 악기만 판매함 [재시작 필요] -ModUi/&StockHugoStoreWithAdditionalFoci=휴고의 상점에 비전 스태프, 드루이드 목걸이, 스태프, 클럽을 주문 매개체 아이템으로 비축 -ModUi/&Subclasses=서브클래스 +ModUi/&StealthBreaksWhenCastingMaterial=재료 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] 시전 시 스텔스 손실 활성화 +ModUi/&StealthBreaksWhenCastingSomatic=신체 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] 시전 시 스텔스 손실 활성화 +ModUi/&StealthBreaksWhenCastingVerbose=언어 [대상 ALL 또는 ENEMY를 사용한 모든 비공격 주문] 시전 시 스텔스 손실 활성화 +ModUi/&StealthDoesNotBreakWithSubtle=미묘한 Metamagic이고 재료 구성 요소가 없는 경우 스텔스가 롤링되지 않도록 활성화합니다. +ModUi/&StockGorimStoreWithAllNonMagicalClothing=마법이 아닌 모든 의류를 갖춘 고림의 상점 [다시 시작 필요] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=마법이 아닌 악기를 모두 갖춘 고림의 상점 [다시 시작 필요] +ModUi/&StockHugoStoreWithAdditionalFoci=아케인 스태프, 드루이드 넥, 스태프 및 클럽<으로 Hugo의 상점을 구입하세요. /color> 초점 항목으로 설정 +ModUi/&Subclasses=하위 클래스 ModUi/&Subraces=하위 경주 -ModUi/&SwapCraftedItemAndRecipeIcons=+ 상점에서 제작법 및 제작 아이템 아이콘 바꾸기 +ModUi/&SwapCraftedItemAndRecipeIcons=+ 상점에서 레시피와 제작 아이템 아이콘 교체 ModUi/&TargetLanguage=대상 언어 ModUi/&Tools=도구 -ModUi/&TotalCraftingTimeModifier=아이템 제작 시간 단축 -ModUi/&TotalFeatsGrantedFirstLevel=첫 레벨부터 특성 부여 -ModUi/&Translate=번역 -ModUi/&TranslateCancel={1}에서 {0} 취소 +ModUi/&TotalCraftingTimeModifier=제작 시간 단축 +ModUi/&TotalFeatsGrantedFirstLevel=첫 번째 레벨에서 부여된 총 공적 +ModUi/&Translate=번역하다 +ModUi/&TranslateCancel={1}에 {0} 취소 ModUi/&Translations=번역 -ModUi/&UnleashEnemyAsNpc=NPC 도구에서 몬스터 선택 허용 +ModUi/&UnleashEnemyAsNpc=NPC 가젯에서 몬스터를 선택할 수 있도록 허용 ModUi/&UnleashNpcAsEnemy=몬스터 선택 잠금 해제 ModUi/&UnlockAllNpcFaces=NPC 얼굴 잠금 해제 ModUi/&UnlockEyeStyles=눈 스타일 잠금 해제 -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=모든 마킹과 문신에 빛나는 색상 잠금 해제 -ModUi/&UnlockGlowingEyeColors=빛나는 눈 색상 추가 -ModUi/&UnlockMarkAndTattoosForAllCharacters=모든 캐릭터에게 소서러 기원 표시와 문신을 잠금 해제 -ModUi/&UnlockSkinColors=피부 색깔 잠금 해제 +ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=모든 표시와 문신에 대해 빛나는 색상을 잠금 해제하세요. +ModUi/&UnlockGlowingEyeColors=빛나는 눈 색깔 추가 +ModUi/&UnlockMarkAndTattoosForAllCharacters=모든 캐릭터의 소서러 원산지 표시와 문신을 잠금 해제하세요. +ModUi/&UnlockSkinColors=피부색 잠금 해제 ModUi/&Update=업데이트 -ModUi/&UseElfFaceModelsOnTieflings=티플링 종족에 엘프 얼굴 모델링 사용 -ModUi/&UseHeightOneCylinderEffect=검은 촉수, 얽힘, 기름 주문이나 가시 성장주문을 시전할 때 [정사각형] 혹은 [원형] 범위에 1 원통형 높이까지 효과가 적용 -ModUi/&UseMathFlankingRules=+ 정확한 수학 계산으로 측면을 결정 [저사양 컴퓨터는 성능에 영향을 미칠 수 있음] -ModUi/&UseOfficialAdvantageDisadvantageRules=공식 이점/불리점 규칙 사용 [상황에 따라 굴림에 두 효과 모두 있는 경우, 상쇄되어 모두 없는 것으로 간주] -ModUi/&UseOfficialFlankingRules=공식 측면 공격 규칙 사용 [아군이 대상의 반대편에 있으면 공격자가 이점 받음] +ModUi/&UseElfFaceModelsOnTieflings=티플링에서 엘프 얼굴 모델을 사용하세요. +ModUi/&UseHeightOneCylinderEffect=Black Tentacles, Entangle, Grease [square] 또는 를 시전할 때 높이 1 원통 효과를 사용하세요. 급상승 [round] +ModUi/&UseMathFlankingRules=+ 정확한 수학을 사용하여 측면 공격 결정 [느린 시스템에서는 성능에 영향을 미칠 수 있음] +ModUi/&UseOfficialAdvantageDisadvantageRules=공식 장점/단점 규칙을 사용하세요[상황에 따라 두 가지 모두가 있는 경우 둘 다 없는 것으로 간주됩니다] 나> +ModUi/&UseOfficialFlankingRules=공식 측면 공격 규칙을 사용하세요 [아군이 대상의 반대편에 있으면 공격자가 유리합니다] ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 원거리 공격도 활성화 [정확한 수학 비활성화] ModUi/&UseOfficialFlankingRulesAlsoForReach=+ 도달 공격도 활성화 [정확한 수학 비활성화] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 이점 대신 명중 굴림에 +1 부여 -ModUi/&UseOfficialFoodRationsWeight=식량 무게를 공식 규칙에 따라 2파운드로 변경 -ModUi/&UseOfficialObscurementRules=공식 조명, 모호함, 시야 전투 규칙을 사용하세요\n[인지하는 공격자는 인지하지 못하는 방어자는 ADV를 얻고, 그렇지 않은 공격자는 이를 인지할 수 있는 방어자는 DIS\n를 얻습니다. 매우 가려진 영역은 실명 상태를 유발합니다. 생물에 대한 공격 굴림에는 ADV가 있고 생물의 공격 굴림에는 DIS\n가 있습니다. 개인을 대상으로 하는 모든 거리 주문은 공격자가 시력이 없으면 시전할 수 없습니다. , 시력이 필요하다고 명확하게 명시하지 않은 경우는 제외] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=무거운 무기를 휘두를 때 공식 소규모 종족 규칙을 사용하세요. [공격에 불이익이 있습니다] -ModUi/&Visuals=비주얼: [재시작 필요] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 이점 대신 공격 굴림에 +1을 부여합니다. +ModUi/&UseOfficialFoodRationsWeight=공식 식량 배급 무게 2파운드를 사용하세요. +ModUi/&UseOfficialObscurementRules=공식 조명, 모호함, 시야 전투 규칙을 사용하세요\n[인식하는 공격자는 인지할 수 없는 방어자는 ADV를 얻고, 그렇지 않은 공격자는 이를 인지할 수 있는 방어자는 DIS\n를 얻습니다. 매우 가려진 영역은 실명 상태를 유발합니다. 생물에 대한 공격 굴림에는 ADV가 있고 생물의 공격 굴림에는 DIS\n가 있습니다. 개인을 대상으로 하는 모든 거리 주문은 공격자가 시력이 없으면 시전할 수 없습니다. , 시력이 필요하다고 명확하게 명시하지 않은 경우는 제외] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=무거운 무기를 휘두를 때 공식 소규모 종족 규칙을 사용하세요. [공격에 불이익이 있습니다] +ModUi/&Visuals=시각적: [다시 시작 필요] diff --git a/SolastaUnfinishedBusiness/Translations/ko/Spells/Spells01-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Spells/Spells01-ko.txt index 5b624dd425..c3fd1b1188 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Spells/Spells01-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Spells/Spells01-ko.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=당신이 선택한 방향으로 길이 30피트, 너 Spell/&VileBrewTitle=타샤의 부식성 맥주 Spell/&VoidGraspDescription=당신은 사악한 세력의 힘을 불러일으킵니다. 암흑 에너지의 덩굴손이 당신에게서 분출되어 당신으로부터 10피트 내의 모든 생물을 강타합니다. 그 지역에 있는 각 생물은 근력 내성 굴림을 해야 합니다. 저장에 실패하면 대상은 2d6의 괴사 피해를 입고 다음 턴이 시작될 때까지 반응을 취할 수 없습니다. 내성굴림에 성공하면 생물은 절반의 피해를 입지만 다른 효과는 받지 않습니다. 2레벨 이상의 주문 슬롯을 사용하여 이 주문을 시전하면 1레벨 이상의 슬롯 레벨마다 피해가 1d6씩 증가합니다. Spell/&VoidGraspTitle=하다르의 무기 -Spell/&WitchBoltDescription=탁탁거리는 푸른 에너지 광선이 범위 내에 있는 생물체를 향해 뻗어 나와 대상과 대상 사이에 지속적인 번개 호를 형성합니다. 해당 생물에 대해 원거리 주문 공격을 가합니다. 명중 시 대상은 1d12의 번개 피해를 입으며, 지속 시간 동안 각 턴마다 대상에게 자동으로 1d12의 번개 피해를 입히는 행동을 사용할 수 있습니다. 당신이 행동을 사용하여 다른 일을 하면 주문은 끝납니다. 2레벨 이상의 주문 슬롯을 사용하여 이 주문을 시전하면, 1레벨 이상의 슬롯 레벨마다 초기 피해가 1d12씩 증가합니다. +Spell/&WitchBoltDescription=탁탁거리는 푸른 에너지 광선이 범위 내에 있는 생물체를 향해 뻗어 나와 대상과 대상 사이에 지속적인 번개 호를 형성합니다. 해당 생물에 대해 원거리 주문 공격을 가합니다. 명중 시 대상은 1d12의 번개 피해를 입으며, 지속 시간 동안 각 턴마다 대상에게 자동으로 1d12의 번개 피해를 입히는 행동을 사용할 수 있습니다. 당신이 행동을 사용하여 다른 일을 하면 주문은 끝납니다. 대상이 주문 범위를 벗어나는 경우에도 주문은 종료됩니다. 2레벨 이상의 주문 슬롯을 사용하여 이 주문을 시전하면, 1레벨 이상의 슬롯 레벨마다 초기 피해가 1d12씩 증가합니다. Spell/&WitchBoltTitle=마녀 볼트 Spell/&WrathfulSmiteDescription=다음 공격은 1d6의 추가 정신적 피해를 입힙니다. 목표가 WIS 저장에 실패하면 마음이 고통스러워 폭발하고 겁에 질립니다. Spell/&WrathfulSmiteTitle=분노한 일격 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfWarDancer-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfWarDancer-ko.txt index bb80cb8ed1..55f94ad5a9 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfWarDancer-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/CollegeOfWarDancer-ko.txt @@ -8,7 +8,7 @@ Feature/&FeatureCollegeOfWarDancerFocusedWarDanceDescription=14레벨부터 전 Feature/&FeatureCollegeOfWarDancerFocusedWarDanceTitle=집중된 전쟁 춤 Feature/&FeatureCollegeOfWarDancerImprovedWarDanceDescription=Dance Of War가 활성화되어 있는 동안 모든 주요 행동을 사용한 후 추가 주무기 공격을 얻습니다. 추가 공격을 가할 때마다 또 다른 추가 공격이 부여되며, 총 숙련도 보너스(반내림)의 절반까지 추가 공격이 가능합니다. 이러한 추가 공격은 근접 공격으로만 가능합니다. Feature/&FeatureCollegeOfWarDancerImprovedWarDanceTitle=향상된 전쟁 춤 -Feature/&PowerWarDancerWarDanceDescription=당신은 음유시인의 영감을 얻고 다음 1분 동안 공격 굴림에 카리스마 수정자를 추가합니다. 어려운 지형에 면역이고 속도가 15피트 증가하며 무기를 자유롭게 전환할 수 있습니다.\n공격이 성공할 때마다 운동량이 부여됩니다. 이 버프는 공격 굴림을 감소시키지만 피해량에 보너스를 부여합니다. 무기 무게에 따라:\n•경량: 공격: 운동량당 -2, 피해: 운동량당 1d6\n •무거움: 공격: 운동량당 -4, 피해: 운동량당 2d10\n•기타: 공격: -3 운동량당 피해: 운동량당 1d8 + 1d8\n이 추가 피해는 치명타에 곱해지지 않습니다. 턴이 끝나면 기세가 사라집니다. 피해를 입을 때 집중 확인을 굴리고 실패 시 Dance Of War를 굴리고 모든 운동량을 잃게 되며 Improved War Dance. +Feature/&PowerWarDancerWarDanceDescription=당신은 음유시인의 영감을 얻고 다음 1분 동안 공격 굴림에 카리스마 수정자를 추가합니다. 어려운 지형에 면역이고 속도가 15피트 증가하며 무기를 자유롭게 전환할 수 있습니다.\n공격이 성공할 때마다 운동량이 부여됩니다. 이 버프는 공격 굴림을 감소시키지만 피해량에 보너스를 부여합니다. 무기 무게에 따라:\n•경량: 공격: 운동량당 -2, 피해: 운동량당 1d6\n •무거움: 공격: 운동량당 -4, 피해: 운동량당 2d10\n•기타: 공격: -3 운동량당 피해: 운동량당 1d8 + 1d8\n이 추가 피해는 치명타에 곱해지지 않습니다. 턴이 끝나면 기세가 사라집니다. 피해를 입을 때 집중 확인을 굴리고 실패 시 Dance Of War를 굴리고 모든 운동량을 잃게 되며 Improved War Dance의 모든 추가 공격도 잃게 됩니다. Feature/&PowerWarDancerWarDanceTitle=전쟁의 춤 Feedback/&ActivateWarDancerAttack={1}은(는) {0} 추가 공격을 부여합니다! Feedback/&ActivateWarDancerMomentum={0}이(가) {1}을(를) 얻습니다! diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArmor-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArmor-ko.txt index 9df40e36ae..30cb517132 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArmor-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArmor-ko.txt @@ -12,7 +12,7 @@ Feature/&FeatureSetInnovationArmorArmoredUpDescription=당신은 중갑옷에 Feature/&FeatureSetInnovationArmorArmoredUpTitle=무장 강화 Feature/&FeatureSetInnovationArmorModesDescription=짧은 휴식마다 한 번 2가지 갑옷 모드 중 하나를 선택할 수 있습니다.\n• 가디언: 손이 없는 경우 썬더 건틀릿 무기를 얻고 방어 필드를 얻습니다. 보너스 액션으로 Artificer 레벨과 동일한 임시 HP를 얻습니다.\n• Infiltrator: Lightning Launcher 원거리 공격, 5피트 이동 속도 보너스 및 민첩성 이점( 스텔스)를 확인합니다. Feature/&FeatureSetInnovationArmorModesTitle=방어구 모드 -Feature/&FeatureSetInventorArmorerPerfectedArmorDescription=방어구 모드를 개선합니다.\n• Guardian: Thunder Gauntlet의 공격을 받은 생물은 Artificer의 주문 시전 DC에 대한 CON 내성 굴림에 성공하지 않는 한 다음 턴이 시작될 때까지 느려집니다.\n< b>• 침입자: 번개 발사기의 공격을 받은 생물은 다음 턴이 시작될 때까지 마법의 빛으로 빛납니다. 희미하게 빛나는 생물은 5피트 반경에 희미한 빛을 발산하며, 공격할 경우 빛에 충격을 받기 때문에 공격 굴림에 불리한 점이 있습니다. 게다가, 그에 대한 다음 공격 굴림에는 이점이 있으며, 그 공격이 적중하면 대상은 추가로 1d6의 번개 피해를 입습니다. +Feature/&FeatureSetInventorArmorerPerfectedArmorDescription=방어구 모드를 개선합니다.\n• Guardian: Thunder Gauntlet의 공격을 받은 생물은 Artificer의 주문 시전 DC에 대한 CON 내성 굴림에 성공하지 않는 한 다음 턴이 시작될 때까지 느려집니다.\n• 침입자: 번개 발사기의 공격을 받은 생물은 다음 턴이 시작될 때까지 마법의 빛으로 빛납니다. 희미하게 빛나는 생물은 5피트 반경에 희미한 빛을 발산하며, 공격할 경우 빛에 충격을 받기 때문에 공격 굴림에 불리한 점이 있습니다. 게다가, 그에 대한 다음 공격 굴림에는 이점이 있으며, 그 공격이 적중하면 대상은 추가로 1d6의 번개 피해를 입습니다. Feature/&FeatureSetInventorArmorerPerfectedArmorTitle=완벽한 갑옷 Feature/&PowerInnovationArmorDefensiveFieldDescription=보너스 행동으로, 당신은 이미 가지고 있는 임시 체력을 대체하여 Artificer 레벨과 동일한 임시 체력을 얻을 수 있습니다. 이 보너스 액션은 숙련도 보너스만큼 여러 번 사용할 수 있으며 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. Feature/&PowerInnovationArmorDefensiveFieldTitle=수비 필드 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheElements-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheElements-ko.txt index 349092ad98..1bd3a62ad7 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheElements-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheElements-ko.txt @@ -14,7 +14,7 @@ Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=10레벨부터 3 Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=엘리멘탈 버스트 Feature/&FeatureSetPathOfTheElementsElementalConduitDescription=14레벨부터 3레벨에서 선택한 원소 재해에 따라 추가 힘을 얻습니다.\n• 폭풍: {0}\n• 눈보라: {1}\n• 산불: {2} Feature/&FeatureSetPathOfTheElementsElementalConduitTitle=원소 전도체 -Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=3레벨부터 원소 재앙 하나를 선택합니다. 재난은 분노하는 동안 생성하는 마법 맨틀의 유형과 이 경로를 따라가는 동안 더 높은 레벨에서 얻을 수 있는 기능을 결정합니다. 어떤 효과에 내성 굴림이 필요한 경우 DC는 8 + 숙련도 보너스 + 체질 수정치입니다.\n• 폭풍: 분노하는 동안 5피트 내의 모든 적에게 1D6 번개 피해를 입힙니다. 턴이 끝나면.\n• 눈보라: 격노하는 동안 턴이 끝나면 5피트 내의 모든 적에게 1D6 냉기 피해를 입힙니다.\n• 산불< /b>: 당신이 격노하는 동안, 당신의 턴이 끝날 때 당신으로부터 5피트 내의 모든 적들은 1D6의 화염 피해를 입습니다.\n 이 피해는 6레벨에서 1d10, 10레벨에서 2d6, 14레벨에서 2d10으로 증가합니다. +Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=3레벨부터 원소 재앙 하나를 선택합니다. 재난은 분노하는 동안 생성하는 마법 맨틀의 유형과 이 경로를 따라가는 동안 더 높은 레벨에서 얻을 수 있는 기능을 결정합니다. 어떤 효과에 내성 굴림이 필요한 경우 DC는 8 + 숙련도 보너스 + 체질 수정치입니다.\n• 폭풍: 분노하는 동안 5피트 내의 모든 적에게 1D6 번개 피해를 입힙니다. 턴이 끝나면.\n• 눈보라: 격노하는 동안 턴이 끝나면 5피트 내의 모든 적에게 1D6 냉기 피해를 입힙니다.\n• 산불: 당신이 격노하는 동안, 당신의 턴이 끝날 때 당신으로부터 5피트 내의 모든 적들은 1D6의 화염 피해를 입습니다.\n 이 피해는 6레벨에서 1d10, 10레벨에서 2d6, 14레벨에서 2d10으로 증가합니다. Feature/&FeatureSetPathOfTheElementsElementalFuryTitle=원소의 분노 Feature/&PowerPathOfTheElementsElementalBurstBlizzardDescription=분노하는 동안 60피트 이내의 3x3 영역을 목표로 삼고 보너스 액션을 사용하여 얼어붙는 바람을 보낼 수 있습니다. 근력 내성 굴림에 실패하면 해당 지역 내의 각 적 생물은 3d8의 냉기 피해를 받고 엎드려집니다(피해를 절반으로 저장하고 엎어지는 것을 방지하기 위해 저장). 이 기능은 짧은 휴식마다 한 번씩 사용할 수 있습니다. 피해는 13레벨에서 4d8, 17레벨에서 5d8로 증가합니다. Feature/&PowerPathOfTheElementsElementalBurstBlizzardTitle=블리자드 버스트 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt index 6efbab7cc0..24680794af 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PathOfTheRavager-ko.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=당신의 차례에 한 번, 당신이 격노하는 동안 무모한 공격을 사용하면, 당신이 적을 때리는 첫 번째 힘 기반 무기 공격은 당신의 무기와 같은 유형의 2d6 추가 피해를 입힙니다. 이 피해는 9레벨에서 3d6, 16레벨에서 4d6으로 증가합니다. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=격분 -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=자유 행동으로 분노를 시작할 때마다 그리고 다음 턴에 보너스 행동으로 분노하는 동안 위협적인 존재감으로 다른 사람들에게 공포를 줄 수 있습니다. 당신으로부터 30피트 내의 각 적 생물은 지혜 내성 굴림을 해야 합니다(DC는 8 + 숙련 보너스 + 힘 수정치). 저장에 실패하면 생물은 1분 동안 겁에 질린 상태가 됩니다. 겁에 질린 생물체의 각 턴이 끝날 때마다 생물체는 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료합니다. 이 기능을 한 번 사용하면 장기 휴식을 마칠 때까지 다시 사용할 수 없습니다. 이 기능을 모두 사용했다면 분노 사용 시간을 늘려 다시 사용할 수 있습니다. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=당신이 분노를 시작할 때마다 그리고 보너스 액션으로 다음 턴에 분노하는 동안 당신은 위협적인 존재감으로 다른 사람들에게 공포를 줄 수 있습니다. 당신으로부터 30피트 내의 각 적 생물은 지혜 내성 굴림을 해야 합니다(DC는 8 + 숙련 보너스 + 힘 수정치). 저장에 실패하면 생물은 1분 동안 겁에 질린 상태가 됩니다. 겁에 질린 생물체의 각 턴이 끝날 때마다 생물체는 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료합니다. 이 기능을 한 번 사용하면 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다. 이 기능을 모두 사용했다면 분노 사용 시간을 늘려 다시 사용할 수 있습니다. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=위협적인 존재 Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=분노하는 동안 보너스 액션을 사용하여 위협적인 존재감으로 다른 사람들에게 공포감을 줄 수 있습니다. 당신으로부터 30피트 내의 각 적 생물은 지혜 내성 굴림을 해야 합니다(DC는 8 + 숙련 보너스 + 힘 수정치). 저장에 실패하면 생물은 1분 동안 겁에 질린 상태가 됩니다. 겁에 질린 생물체의 각 턴이 끝날 때마다 생물체는 내성 굴림을 반복하여 성공 시 자신에 대한 효과를 종료합니다. 이 기능을 한 번 사용하면 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다. 이 기능을 모두 사용했다면 분노 사용 시간을 늘려 다시 사용할 수 있습니다. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=위협적인 존재 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RangerFeyWanderer-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RangerFeyWanderer-ko.txt new file mode 100644 index 0000000000..5e8180249d --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/RangerFeyWanderer-ko.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Feywild의 우울한 구렁텅이에서 끌어낸 마음에 상처를 주는 마법으로 무기 공격을 강화할 수 있습니다. 무기로 생물을 공격하면 대상에게 1d4의 추가 심령 피해를 입힐 수 있으며, 이 추가 피해는 턴당 한 번만 받을 수 있습니다. 이 클래스의 11레벨에 도달하면 추가 피해가 1d6으로 증가합니다. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=무서운 일격 +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=당신은 레인저 주문으로 간주되는 보너스 주문을 얻습니다. 이 주문은 항상 준비되어 있으며 귀하가 알고 있는 레인저 주문 수에 포함되지 않습니다.\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=페이 원더러 매직 +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=당신의 요염한 자질은 당신에게 초자연적인 매력을 선사합니다. 결과적으로 카리스마 판정을 유리하게 수행할 수 있습니다. 또한 속임수, 수행, 설득 중 원하는 기술 중 하나에 능숙해집니다. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=다른 세상의 글래머 +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=당신은 당신의 반응을 사용하여 소스가 당신의 주문 저장 DC에 대해 지혜 저장 굴림을 하도록 강제할 수 있습니다. 저장에 실패하면 소스가 1분 동안 당신에게 매료됩니다. 소스는 매 턴이 끝날 때마다 내성 굴림을 반복하여 성공적인 내성에 대한 효과를 종료할 수 있습니다. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=매력에 빠진 +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=당신은 매력을 느끼거나 겁을 먹는 것에 대비해 내성굴림에 유리합니다. 또한, 당신이나 당신이 볼 수 있는 생물이 당신으로부터 120피트 이내에 매혹되거나 겁에 질려 있는 것에 대한 내성굴림에 성공할 때마다, 당신은 당신의 반응을 사용하여 소스가 당신의 주문 저장 DC에 대해 지혜 내성굴림을 하도록 강제할 수 있습니다. 저장에 실패하면 소스는 1분 동안 당신(당신의 선택)에 매료되거나 겁을 먹습니다. 소스는 매 턴이 끝날 때마다 내성 굴림을 반복하여 성공적인 내성에 대한 효과를 종료할 수 있습니다. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=당신은 당신의 반응을 사용하여 소스가 당신의 주문 저장 DC에 대해 지혜 저장 굴림을 하도록 강제할 수 있습니다. 저장에 실패하면 소스는 1분 동안 당신에게 겁을 먹습니다. 소스는 매 턴이 끝날 때마다 내성 굴림을 반복하여 성공적인 내성에 대한 효과를 종료할 수 있습니다. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=겁먹은 +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=매혹적인 트위스트 +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=긴 휴식마다 한 번씩 행동을 사용하여 Conjure Fey 주문을 시전할 수 있습니다. 이 방법으로 주문을 시전하는 데는 구성 요소나 집중이 필요하지 않으며 주문의 지속 시간은 1분입니다. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=페이 지원군 +Feature/&PowerRangerFeyWandererMistyWandererDescription=Fey 야생에 미끄러져 들어가 눈 깜짝할 사이에 이동할 수 있습니다. 주문 슬롯을 소모하지 않고도 Misty Step을 시전할 수 있습니다. 당신은 지혜 수정치만큼 여러 번(최소 한 번) 그렇게 할 수 있으며, 긴 휴식을 마치면 소비한 모든 사용을 회복합니다. 또한 Misty Step을 시전할 때마다 5피트 내에서 볼 수 있는 기꺼이 생물 한 마리를 데려올 수 있습니다. +Feature/&PowerRangerFeyWandererMistyWandererTitle=미스티 원더러 +Feedback/&AdditionalDamageDreadfulStrikesFormat=무서운 일격 +Feedback/&AdditionalDamageDreadfulStrikesLine=Dreadful Strikes는 추가 +{2} 피해를 입힙니다! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=당신은 공격자가 당신의 주문 저장 DC에 대해 지혜 저장 굴림을 하도록 강제할 수 있습니다. 저장에 실패하면 공격자는 1분 동안 당신에게 매혹되거나 겁을 먹게 됩니다. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=공격자를 매혹하거나 겁을 줍니다. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=매혹적인 트위스트 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=매혹적인 트위스트 +Subclass/&RangerFeyWandererDescription=대요정의 혜택, 말하는 나무에서 먹은 빛나는 과일, 수영했던 마법의 샘, 기타 상서로운 사건 덕분에 요괴의 신비가 여러분을 에워쌉니다. 어떤 방식으로든 요정 마법을 획득했다면 이제 당신은 필멸의 영역과 요정 영역을 모두 대표하는 레인저인 페이 방랑자입니다. 당신이 다우주를 방황할 때 당신의 즐거운 웃음은 억압받는 자들의 마음을 밝게 하고 당신의 무용은 적들에게 공포를 선사합니다. 왜냐하면 요정의 기쁨은 크고 그들의 분노는 끔찍하기 때문입니다. +Subclass/&RangerFeyWandererTitle=페이 원더러 +Tooltip/&MustBeWithin5ft=5피트 이내여야 합니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WizardWarMagic-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WizardWarMagic-ko.txt new file mode 100644 index 0000000000..2bda134338 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WizardWarMagic-ko.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=전력 서지 활성화/비활성화 +Action/&PowerSurgeToggleTitle=전력 서지 +Condition/&ConditionWarMagicArcaneDeflectionDescription=캔트립 이외의 주문은 시전할 수 없습니다. +Condition/&ConditionWarMagicArcaneDeflectionTitle=비전 편향 +Feature/&AttributeModifierWarMagicTacticalWitDescription=전술적 상황을 판단하는 예리한 능력을 통해 전투에서 신속하게 행동할 수 있습니다. 당신은 당신의 지능 수정치만큼 당신의 이니셔티브 굴림에 보너스를 줄 수 있습니다. +Feature/&AttributeModifierWarMagicTacticalWitTitle=전술적 재치 +Feature/&FeatureWarMagicArcaneDeflectionDescription=당신은 해로움으로부터 자신을 강화하기 위해 마법을 짜는 법을 배웠습니다. 공격에 맞거나 내성 굴림에 실패하면 반응을 사용하여 지능 수정치를 공격 굴림에서 빼거나 내성 굴림에 추가할 수 있습니다. 이 기능을 사용하면 다음 턴이 끝날 때까지 캔트립 이외의 주문을 시전할 수 없습니다. +Feature/&FeatureWarMagicArcaneDeflectionTitle=비전 편향 +Feature/&FeatureWarMagicDurableMagicDescription=당신이 전달하는 마법은 피해를 예방하는 데 도움이 됩니다. 주문에 집중하는 동안 AC 및 모든 내성굴림에 +2 보너스를 받습니다. +Feature/&FeatureWarMagicDurableMagicTitle=튼튼한 마법 +Feature/&PowerWarMagicDeflectionShroudDescription=비전 편향에 치명적인 마법이 주입됩니다. Arcane Deflection 기능을 사용하면 마법 에너지가 당신에게서 솟아오르게 할 수 있습니다. 당신으로부터 60피트 이내에 있는 가장 가까운 생명체 최대 3마리는 각각 당신의 마법사 레벨의 절반에 해당하는 강제 피해를 입습니다. +Feature/&PowerWarMagicDeflectionShroudTitle=편향 슈라우드 +Feature/&PowerWarMagicSurgeDescription=지능 수정치(최소 1개)만큼 전력 급증이 발생합니다. Counterspell로 주문을 성공적으로 끝낼 때마다 파워 서지를 한 번 얻습니다. 턴당 한 번씩 마법사 주문으로 생물이나 물체에 피해를 입힐 때, 파워 서지 1개를 소비하여 해당 주문의 피해 굴림 1개에 추가 힘 피해를 입힐 수 있습니다. 추가 피해는 마법사 레벨과 동일합니다. +Feature/&PowerWarMagicSurgeTitle=전력 서지 +Feedback/&ArcaneDeflectionAttackRoll={0}는 {1}를 사용하여 공격 판정({3})에서 지능 수정자({2})를 뺍니다. +Feedback/&ArcaneDeflectionSavingRoll={0}는 {1}를 사용하여 지능 수정자({2})를 저장 목록({3})에 추가합니다. +Reaction/&CustomReactionArcaneDeflectionAttackDescription=당신은 곧 공격을 받을 것입니다. 반응을 사용하여 공격자의 명중에서 지능 수정치를 빼고 대신 빗나가게 만들 수 있습니다. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=실패를 강요하다 +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=비전 편향 +Reaction/&CustomReactionArcaneDeflectionAttackTitle=비전 편향 +Reaction/&CustomReactionArcaneDeflectionSavingDescription=당신은 내성 굴림에 실패했습니다. 당신은 반응을 사용하여 지능 수정자를 저장 굴림에 추가하고 대신 성공하게 만들 수 있습니다. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=실패를 강요하다 +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=비전 편향 +Reaction/&CustomReactionArcaneDeflectionSavingTitle=비전 편향 +Subclass/&WizardWarMagicDescription=다양한 비전 대학은 전쟁을 위한 마법사 훈련을 전문으로 합니다. 전쟁 마법의 전통은 두 학파 중 하나를 전문으로 하기보다는 소환과 포기의 원칙을 혼합합니다. 시전자의 주문을 강화하는 기술을 가르치는 동시에 마법사가 자신의 방어력을 강화할 수 있는 방법도 제공합니다. 이 전통을 따르는 사람들은 전쟁 마법사로 알려져 있습니다. 그들은 그들의 마법을 무기이자 갑옷, 즉 그 어떤 강철보다도 뛰어난 자원으로 여깁니다. 전쟁 마법사는 상황을 전술적으로 통제하기 위해 주문을 사용하여 전투에서 빠르게 행동합니다. 그들의 주문은 강력한 공격을 가하는 반면, 방어 기술은 상대방의 반격 시도를 좌절시킵니다. 전쟁 마법사는 다른 주문 시전자의 마법 에너지를 자신에게 불리하게 돌리는 데에도 능숙합니다. +Subclass/&WizardWarMagicTitle=전쟁 마법 diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Caster-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Caster-pt-BR.txt index 575c9e8d5a..42aa53213d 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Caster-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Caster-pt-BR.txt @@ -4,11 +4,11 @@ Feat/&FeatAegisTouchedIntDescription=Aumente seu atributo de Inteligência em 1, Feat/&FeatAegisTouchedIntTitle=Égide Tocada [Int] Feat/&FeatAegisTouchedWisDescription=Aumente seu atributo Sabedoria em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar o escudo da fé, proteger contra o mal e o bem e proteção contra feitiços de veneno uma vez por descanso longo, e você pode lançar esses feitiços com seus espaços de feitiço. Feat/&FeatAegisTouchedWisTitle=Égide Tocada [Sab] -Feat/&FeatCelestialTouchedChaDescription=Aumente seu atributo Carisma em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar ferimentos e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. +Feat/&FeatCelestialTouchedChaDescription=Aumente seu atributo Carisma em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar ferimentos e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatCelestialTouchedChaTitle=Celestial Tocado [Cha] -Feat/&FeatCelestialTouchedIntDescription=Aumente seu atributo de Inteligência em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar ferimentos e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. +Feat/&FeatCelestialTouchedIntDescription=Aumente seu atributo de Inteligência em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar ferimentos e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatCelestialTouchedIntTitle=Celestial Tocado [Int] -Feat/&FeatCelestialTouchedWisDescription=Aumente seu atributo Sabedoria em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar feridas e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. +Feat/&FeatCelestialTouchedWisDescription=Aumente seu atributo Sabedoria em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar a palavra de cura, curar feridas e restauração menor magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatCelestialTouchedWisTitle=Tocado Celestial [Sab] Feat/&FeatFeyTeleportationChaDescription=Aumente seu Carisma em 1, até um máximo de 20.\nVocê pode usar passo nebuloso uma vez por descanso curto e pode lançar este feitiço com seus espaços de feitiço.\nVocê ganha proficiência em Tirmariano. Feat/&FeatFeyTeleportationChaTitle=Teletransporte Fey [Cha] @@ -26,7 +26,7 @@ Feat/&FeatIridescentTouchedChaDescription=Aumente seu atributo Carisma em 1, at Feat/&FeatIridescentTouchedChaTitle=Tocado Iridescente [Cha] Feat/&FeatIridescentTouchedIntDescription=Aumente seu atributo de Inteligência em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar o spray colorido, o fogo das fadas e a explosão colorida. b> magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatIridescentTouchedIntTitle=Iridescente Tocado [Int] -Feat/&FeatIridescentTouchedWisDescription=Aumente seu atributo Sabedoria em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar o spray colorido, o fogo das fadas e o explosão de cores magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. +Feat/&FeatIridescentTouchedWisDescription=Aumente seu atributo Sabedoria em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar o spray colorido, o fogo das fadas e o explosão de cores magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatIridescentTouchedWisTitle=Tocado Iridescente [Sab] Feat/&FeatPeregrinationTouchedChaDescription=Aumente seu atributo Carisma em 1, até um máximo de 20.\nVocê ganha a habilidade de lançar passo longo, retirada rápida e escalada de aranha. b> magias uma vez por descanso longo, e você pode lançar essas magias com seus espaços de magia. Feat/&FeatPeregrinationTouchedChaTitle=Peregrinação Tocada [Cha] diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt index c1c87e0705..a1488a75b7 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/OtherFeats-pt-BR.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Infusão Cromátic Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=A Infusão Cromática causa +{2} de dano venenoso extra! Feedback/&IsNotLuckyHigher={0} não teve nenhuma sorte, rolando um {2} maior para substituir um {3}. Feedback/&IsNotLuckyLower={0} não teve sorte alguma, rolando um {2} menor para substituir um {3}. -Feedback/&LuckyAttackToHitRoll={0} usou {1} para rolar um {2} e substituir a jogada de ataque -Feedback/&LuckyCheckToHitRoll={0} usou {1} para lançar um {2} e substituir a jogada de verificação -Feedback/&LuckySavingToHitRoll={0} usou {1} para lançar um {2} e substituir a jogada salvadora +Feedback/&LuckyAttackToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de ataque +Feedback/&LuckyCheckToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de verificação +Feedback/&LuckySavingToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de salvamento Item/&ItemFeatChefTreatDescription=Coma esta guloseima do Chef e ganhe 5 pontos de vida temporários. Item/&ItemFeatChefTreatTitle=Deleite do Chef Reaction/&CustomReactionMageSlayerDescription=Você falhou em um teste de resistência contra {0}. Em vez disso, você pode ter sucesso. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt index 5261f31210..fb5cf5596c 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/Races-pt-BR.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Como uma ação bônus, ao empunha Feature/&PowerFeatOrcishAggressionTitle=Agressão Orc Feedback/&AdditionalDamageOrcishFuryFormat=Fúria Orc Feedback/&AdditionalDamageOrcishFuryLine=Fúria Orc causa +{2} de dano extra! -Feedback/&BountifulLuckAttackToHitRoll={0} usou {1} para rolar um {2} e substituir a jogada de ataque -Feedback/&BountifulLuckCheckToHitRoll={0} usou {1} para lançar um {2} e substituir a jogada de verificação -Feedback/&BountifulLuckSavingToHitRoll={0} usou {1} para lançar um {2} e substituir a jogada salvadora +Feedback/&BountifulLuckAttackToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de ataque +Feedback/&BountifulLuckCheckToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de verificação +Feedback/&BountifulLuckSavingToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de salvamento Feedback/&DwarvenFortitudeHitDieRolled={0} rolou um {2} e curou {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} perderam {1}. {2} pode reagir para lançar um d20 e substituir a jogada de ataque. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Role um d20 para substituir a jogada de ataque. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Metamagic-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Metamagic-pt-BR.txt index b5a84448a9..0cfc3ae3dd 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Metamagic-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Metamagic-pt-BR.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=O feitiço deve ter uma área de efe Failure/&FailureFlagSpellMustHaveDamageForm=O feitiço deve ter pelo menos uma forma de dano Failure/&FailureFlagSpellMustRequireConcentration=O feitiço deve exigir concentração Failure/&FailureFlagSpellRangeMustBeSelf=O alcance do feitiço deve ser próprio +Failure/&FailureSeekingSpell=O feitiço de busca só é acionado após um ataque mágico fracassado +Failure/&FailureTransmutedSpell=O feitiço deve causar um destes tipos de dano: ácido, frio, fogo, raio, veneno, trovão Feature/&MetamagicAltruisticSpellAllyDescription=Faça um feitiço para atingir um aliado a até 9 metros em vez de você mesmo. Feature/&MetamagicAltruisticSpellAllyTitle=Feitiço Compartilhado, Somente Aliado Feature/&MetamagicAltruisticSpellDescription=Quando você lança um feitiço visando a si mesmo, você pode gastar 1 ponto de feitiçaria para afetar um aliado em um raio de 9 metros. Ou você pode gastar 3 pontos de feitiçaria para afetar você e um aliado em um raio de 9 metros. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Quando você conjura uma magia que req Feature/&MetamagicFocusedSpellTitle=Feitiço Focado Feature/&MetamagicPowerfulSpellDescription=Você pode gastar 1 ponto de feitiçaria por nível de magia para aumentar o número de dados de dano em 1. Feature/&MetamagicPowerfulSpellTitle=Feitiço Poderoso +Feature/&MetamagicSeekingSpellDescription=Se você fizer uma jogada de ataque para um feitiço e errar, você pode gastar 2 pontos de feiticeiro para jogar novamente o d20 e deverá usar a nova jogada. Você pode usar o Feitiço de Busca mesmo se já tiver usado uma opção Metamágica diferente durante o lançamento do feitiço. +Feature/&MetamagicSeekingSpellTitle=Procurando Feitiço +Feature/&MetamagicTransmutedSpellDescription=Quando você conjura uma magia que causa um tipo de dano da lista a seguir, você pode gastar 1 ponto de feitiçaria para mudar esse tipo de dano para um dos outros tipos listados: ácido, frio, fogo, raio, veneno, trovão. +Feature/&MetamagicTransmutedSpellTitle=Feitiço Transmutado Feature/&MetamagicWidenedSpellDescription=Você pode gastar 2 pontos de feitiçaria para aumentar a área de efeito de uma magia. Feitiços que possuem uma área de efeito de cone, cubo, cilindro ou esfera aumentam em dimensão, até o incremento de 1,5 metro mais próximo. Feature/&MetamagicWidenedSpellTitle=Feitiço Ampliado +Feedback/&MetamagicSeekingSpellToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de ataque +Feedback/&MetamagicTransmutedSpellDescription=Substitua o tipo de dano do efeito mágico por {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Você perdeu {0}. Você pode gastar 2 Pontos de Feitiçaria para rolar um d20 e substituir a jogada de ataque. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Role um d20 para substituir a jogada de ataque. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Procurando Feitiço +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Procurando Feitiço +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Escolha o novo tipo de dano do seu efeito mágico. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Escolha um novo tipo de dano. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Feitiço Transmutado +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Feitiço Transmutado diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt index 597cf5de2f..04da899193 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=O dano extra qu Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Melhoria do Ataque Brutal Feature/&FeatureSetBarbarianBrutalStrikeTitle=Golpe Brutal Feature/&FeatureSetRageExtendedDescription=Na batalha, você luta com ferocidade primitiva. No seu turno, você pode entrar em fúria como uma ação bônus. Isso lhe concede vantagem em testes e testes de resistência, um bônus inicial de +2 no dano de ataque corpo a corpo e resistência a danos cortantes, concussivos e perfurantes. Você ganha esses benefícios somente se não estiver usando armadura pesada. Dura 1 minuto ou termina se você não tiver atacado ou sofrido danos desde seu último turno.\n Você começa com 2 fúrias, renovadas após um descanso longo. No nível 7, você recupera um ponto de fúria após um breve descanso. +Feature/&FeatureSorcererMagicalGuidanceDescription=Você pode aproveitar sua fonte interior de magia para tentar conjurar o sucesso do fracasso. Quando você faz um teste de habilidade que falha, você pode gastar 1 ponto de feitiçaria para jogar novamente o d20 e deve usar o novo teste, potencialmente transformando a falha em um sucesso. +Feature/&FeatureSorcererMagicalGuidanceTitle=Orientação Mágica Feature/&FighterExtraAttackDescription=Você pode atacar duas vezes, em vez de uma, ao usar as ações de ataque ou empurrão. Feature/&FlightResumeDescription=Retoma seu efeito de voo suspenso Feature/&FlightResumeTitle=Retomar voo @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} jogadas para manter Feedback/&ConcentrationEffectCheckRolledLine={0} jogadas para manter {1} versus CD {2}, jogadas {3} = {4} Feedback/&FlankingAttack=Flanqueamento Feedback/&HigherGroundAttack=Terreno mais elevado +Feedback/&MagicalGuidanceCheckToHitRoll={0} usou {1} e rola um {2} para substituir {3} na jogada de verificação Feedback/&NarrativeChoiceRoll={0} lança uma escolha narrativa {1} com um resultado {2}. Feedback/&ReturningWeaponActivates={1} retorna para {0}! Feedback/&SmallRace=Corrida Pequena @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} está atacando {1}! Você pode l Reaction/&CastSpellInRetributionReactDescription=Clique para transmitir {0}. Reaction/&CastSpellInRetributionReactTitle=Feitiço lançado Reaction/&CastSpellInRetributionTitle=Lançar feitiço de reação +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Você falhou em uma verificação. Você pode gastar 1 ponto de feitiçaria para rolar um d20 e substituir a jogada de verificação. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Role um d20 para substituir o teste. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Orientação Mágica +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Orientação Mágica Reaction/&ReactionSpendPowerBundleDescription=Gaste energia. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Você pode aplicar um efeito adicional. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Aplique um efeito adicional. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=Não é fonte de efeito: Rules/&SituationalContext9014Format=Não vestindo armadura ou armadura leve sem escudo: Rules/&SituationalContext9015Format=Sem armadura ou armadura leve com bordão de duas mãos: Rules/&SituationalContext9016Format=Não é fonte de efeito com arma corpo a corpo na mão principal ou secundária: +Rules/&SituationalContext9017Format=Está se concentrando no feitiço: Rules/&TurnOccurenceEndOfSourceTurnFormat=Fonte Final do Turno Screen/&ClassExtraSpellDescriptionFormat=Você conhece esse feitiço da classe {0}. Screen/&EditorLocationSize3Title=Enorme [MODDED] diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt index f7ba6156d6..7c338bdf4a 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt @@ -1,77 +1,78 @@ -ModUi/&AccountForAllDiceOnSavageAttack=Adicione todos os dados do dano básico da arma aos recursos que adicionam dano básico da arma em vez de apenas 1 dado [Ataque Selvagem, armas 2H, etc.] +ModUi/&AccountForAllDiceOnFollowUpStrike=Adicione todos os dados do dano base da arma ao talento Follow up Strike +ModUi/&AccountForAllDiceOnSavageAttack=Adicione todos os dados do dano base da arma aos recursos que adicionam o dano base da arma em vez de apenas 1 dado [Ataque Selvagem, armas 2H, etc.] ModUi/&AddAllToStore=Adicionar tudo à loja -ModUi/&AddBleedingToLesserRestoration=Adicione a condição Sangramento àquelas removidas por Maior e Menor Restauração -ModUi/&AddCustomIconsToOfficialItems=Adicione ícones personalizados aos itens oficiais do jogo [munição, receitas, kits etc.] [Requer reinicialização] -ModUi/&AddDarknessPerceptiveToDarkRaces=Ative Darkness Perceptive em Darkelf, Dark Kobold e Gray Dwarf \n[concede vantagem em testes de percepção quando apagado ou sob escuridão mágica] +ModUi/&AddBleedingToLesserRestoration=Adicione a condição Sangramento àquelas removidas por Maior e Restauração Menor +ModUi/&AddCustomIconsToOfficialItems=Adicione ícones personalizados aos itens oficiais do jogo [munições, receitas, kits, etc.] [Requer reinicialização] +ModUi/&AddDarknessPerceptiveToDarkRaces=Ative Darkness Perceptive em Darkelf, Dark Kobold e Gray Dwarf \n[concede vantagem em testes de percepção quando apagado ou sob escuridão mágica] ModUi/&AddDexModifierToEnemiesInitiativeRoll=Adicionado Modificador de Destreza aos inimigos Rolagem de Iniciativa -ModUi/&AddFighterLevelToIndomitableSavingReroll=Adicionado o nível Lutador à nova rolagem do teste de resistência Indomável -ModUi/&AddHelpActionToAllRaces=Adicione a ação Ajuda a todas as raças jogáveis [você pode ajudar uma criatura amiga a atacar uma criatura a até 1,5 m de você] -ModUi/&AddHumanoidFavoredEnemyToRanger=Ativar Rangers inimigos humanóides preferidos +ModUi/&AddFighterLevelToIndomitableSavingReroll=Habilite Lutador para adicionar o nível de classe como um bônus na nova rolagem do teste de resistência de Resistência Indomável +ModUi/&AddHelpActionToAllRaces=Adicionada a ação Ajuda a todas as raças jogáveis [você pode ajudar uma criatura aliada a atacar uma criatura a até 1 espaço de você] +ModUi/&AddHumanoidFavoredEnemyToRanger=Ativar inimigos humanóides preferidos do Ranger ModUi/&AddNewBrightEyeColors=Adicione novas cores de olhos brilhantes -ModUi/&AddNewWeaponsAndRecipesToShops=Adicione novas armas e receitas às lojas [bandagens de mão, alabardas, lanças, maças longas, bestas de mão] [Requer reinicialização] -ModUi/&AddPaladinSmiteToggle=Adicionada uma alternância para permitir que Paladins habilite smites apenas em acertos críticos [útil para minimizar solicitações de reação] -ModUi/&AddPickPocketableLoot=Adicionado pilhagem para furtos [sugerido se o talento Pickpocket estiver ativado] +ModUi/&AddNewWeaponsAndRecipesToShops=Adicione novas armas e receitas às lojas [bandagens, alabardas, lanças, maças longas, bestas manuais] [Requer reinicialização] +ModUi/&AddPaladinSmiteToggle=Adicionado um botão para permitir que Paladinos ativem golpes apenas em acertos críticos [útil para minimizar avisos de reação] +ModUi/&AddPickPocketableLoot=Adicionar itens que podem ser roubados [sugerido se o talento Pickpocket estiver ativado] ModUi/&AddToStore=Adicionar à loja ModUi/&Advanced=Avançado: [Requer reinicialização] -ModUi/&AdvancedHelp=• ATENÇÃO: Estas configurações exigirão que o jogador tenha este mod instalado -ModUi/&AllItemInDm=Todos os itens em DM -ModUi/&AllRecipesInDm=Todas as receitas na DM +ModUi/&AdvancedHelp=• ATENÇÃO: Essas configurações exigirão que o jogador tenha este mod instalado +ModUi/&AllItemInDm=Todos os itens no DM +ModUi/&AllRecipesInDm=Todas as receitas em DM ModUi/&AllowAllPlayersOnNarrativeSequences=+ Permitir todos os jogadores em sequências narrativas -ModUi/&AllowAnyClassToWearSylvanArmor=Permita que qualquer classe use Armadura Silvestre ou Roupas Portadoras da Luz +ModUi/&AllowAnyClassToWearSylvanArmor=Permitir que qualquer classe use Armadura Sylvan ou Roupas Lightbringer ModUi/&AllowBeardlessDwarves=Permitir Anões sem barba -ModUi/&AllowClubsToBeThrown=Permitir que porretes sejam lançados como punhais ou machados +ModUi/&AllowClubsToBeThrown=Permitir que maças sejam lançadas como punhais ou machados de mão ModUi/&AllowDisplayingNonSuggestedSpells=Permitir mods de feitiços não sugeridos em cada lista ModUi/&AllowDisplayingOfficialSpells=Permitir feitiços oficiais do jogo em cada lista ModUi/&AllowDruidToWearMetalArmor=Permitir que Druida use armadura de metal ModUi/&AllowDungeonsMaxLevel20=Permitir masmorras com nível máximo 20 -ModUi/&AllowFlightSuspend=Permitir suspender temporariamente o voo de itens e feitiços [não afeta forma selvagem ou raças voadoras] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Habilite o clique CTRL para ignorar qualquer verificação ao colocar gadgets ou adereços -ModUi/&AllowHasteCasting=Permitir lançar feitiços com ação extra de ser Acelerado [você ainda está limitado a 1 feitiço de ação principal por rodada] -ModUi/&AllowHornsOnAllRaces=Permitir buzinas em todas as corridas [os resultados podem parecer terríveis dependendo da raça, cabeça e buzina] -ModUi/&AllowMoreRealStateOnRestPanel=Permite mais estado real no painel de repouso [ocultar ações após repouso no painel anterior e recursos de recuperação no painel posterior] -ModUi/&AllowStackedMaterialComponent=Permitir componente de material empilhado [ex. 2x500gp de diamante é equivalente a 1000gp de diamante] -ModUi/&AllowUnmarkedSorcerers=Permitir Sorcerer sem marcas de origem e tatuagens +ModUi/&AllowFlightSuspend=Permitir a suspensão temporária do voo de itens e feitiços [não afeta formas selvagens ou corridas voadoras] +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=Ative o clique CTRL para ignorar qualquer verificação ao colocar gadgets ou acessórios +ModUi/&AllowHasteCasting=Permitir que feitiços com ação extra sejam lançados com aceleração [você ainda está limitado a 1 feitiço de ação principal por rodada] +ModUi/&AllowHornsOnAllRaces=Permitir buzinas em todas as corridas [os resultados podem parecer terríveis dependendo da raça, da cabeça e da buzina] +ModUi/&AllowMoreRealStateOnRestPanel=Permitir mais estado real no painel de descanso [ocultar ações após o descanso no painel anterior e recursos de recuperação no painel posterior] +ModUi/&AllowStackedMaterialComponent=Permitir componente de material empilhado [por exemplo Um diamante de 2x500gp equivale a um diamante de 1000gp] +ModUi/&AllowUnmarkedSorcerers=Permitir Feiticeiro sem marcas de origem e tatuagens ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=A tecla ALT apenas destaca gadgets no campo de visão do grupo [somente masmorras personalizadas] -ModUi/&ArcaneShieldstaffOptions=Permite que o Arcane Shieldstaff seja sintonizado por qualquer classe -ModUi/&Backgrounds=Fundos -ModUi/&BackgroundsAndRaces=Antecedentes e raças +ModUi/&ArcaneShieldstaffOptions=Permitir que Cajado de Escudo Arcano seja sintonizado por qualquer classe +ModUi/&Backgrounds=Planos de fundo +ModUi/&BackgroundsAndRaces=Antecedentes e Corridas ModUi/&Basic=Básico: ModUi/&Bestiary=Bestiário -ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Bestow Curse não requer concentração quando lançado com um slot de magia L5+ +ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=Conceder Maldição não requer concentração quando lançado com um espaço de feitiço L5+ ModUi/&BlindedConditionDontAllowAttackOfOpportunity=A condição Cego não permite ataque de oportunidade ModUi/&Blueprints=Plantas ModUi/&Campaigns=Campanhas: ModUi/&CampaignsAndLocations=Campanhas e locais: ModUi/&Category=Categoria -ModUi/&ChangeDragonbornElementalBreathUsages=Alterar os usos de respiração elementar de Dragonborn para modificador de constituição por descanso curto -ModUi/&ChangeSleetStormToCube=Alterar Sleet Storm para usar um cubo em vez de um cilindro +ModUi/&ChangeDragonbornElementalBreathUsages=Altere o uso da respiração elemental do Dragonborn para o modificador de Constituição por descanso curto +ModUi/&ChangeSleetStormToCube=Altere Sleet Storm para usar um cubo em vez de um cilindro ModUi/&Changelog=Registro de alterações ModUi/&Character=Personagem -ModUi/&CharactersPool=Conjunto de Personagens +ModUi/&CharactersPool=Conjunto de personagens ModUi/&Classes=Aulas ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=Imunidade ao Frio também concede imunidade a condições de resfriamento e congelamento ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=Resistência ao Frio também concede imunidade à condição de resfriado e reduz a condição de congelado a resfriado ModUi/&Combat=Combate: -ModUi/&Crafting=Criação: -ModUi/&CraftingHelp=• Pressione o botão para aprender receitas instantaneamente na parte ativa\n• Os itens adicionados às lojas podem exigir que o grupo se afaste do local e volte +ModUi/&Crafting=Artesanato: +ModUi/&CraftingHelp=• Pressione o botão para aprender receitas instantaneamente no grupo ativo\n• Os itens adicionados às lojas podem exigir que o grupo viaje para longe do local e volte ModUi/&Credits=Créditos ModUi/&CreditsAndDiagnostics=Créditos e diagnósticos ModUi/&Critical=Acerto crítico: -ModUi/&CriticalOption0=0: padrão do jogo, role qualquer dado de dano duas vezes, some o resultado e adicione modificadores [XdY+XdY+Z] +ModUi/&CriticalOption0=0: padrão do jogo, jogue qualquer dado de dano duas vezes, some o resultado e adicione modificadores [XdY+XdY+Z] ModUi/&CriticalOption1=1: soma o resultado máximo dos dados de dano e adiciona ao dano do ataque [XdY+(X*Y) +Z] -ModUi/&CriticalOption2=2: continue jogando novamente qualquer dado de dano que role o resultado mais alto possível e adicione-o ao dano total -ModUi/&CriticalOption3=3: Duplique o dano total do seu ataque em vez de rolar dados adicionais. [(XdY+Z)*2] +ModUi/&CriticalOption2=2: continue jogando novamente quaisquer dados de dano que obtiverem o resultado mais alto possível e adicione-o ao dano total +ModUi/&CriticalOption3=3: Dobre o dano total do seu ataque em vez de lançar dados adicionais. [(XdY+Z)*2] ModUi/&Deities=Divindades -ModUi/&DisableAutoEquip=Desativar o equipamento automático de itens no inventário -ModUi/&DisableBarbarianBrutalCritical=+ Desative também Bárbaro Brutal Crítico nos níveis de classe 9, 13 e 17 -ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desative os pré-requisitos de lançamento de feitiços em talentos fornecidos por este mod [Requer reinicialização] -ModUi/&DisableClassPrerequisitesOnModFeats=Desative os pré-requisitos de nível nos talentos fornecidos por este mod -ModUi/&DisableRacePrerequisitesOnModFeats=Desabilite os pré-requisitos de corrida em talentos fornecidos por este mod -ModUi/&DisableSenseDarkVisionFromAllRaces=Desativar Sentir visão no escuro de todas as raças jogáveis [Requer reinicialização] -ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desative Superior Sense Dark Vision de todas as raças jogáveis [Requer reinicialização] +ModUi/&DisableAutoEquip=Desative o equipamento automático de itens no inventário +ModUi/&DisableBarbarianBrutalCritical=+ Desative também Bárbaro Brutal Critical nos níveis 9, 13 e 17 +ModUi/&DisableCastSpellPreRequisitesOnModFeats=Desative os pré-requisitos de lançamento de feitiço em talentos fornecidos por este mod [Requer reinicialização] +ModUi/&DisableClassPrerequisitesOnModFeats=Desative os pré-requisitos de nível em talentos fornecidos por este mod +ModUi/&DisableRacePrerequisitesOnModFeats=Desative os pré-requisitos de corrida em talentos fornecidos por este mod +ModUi/&DisableSenseDarkVisionFromAllRaces=Desativar Sense Dark Vision de todas as raças jogáveis [Requer reinicialização] +ModUi/&DisableSenseSuperiorDarkVisionFromAllRaces=Desativar Superior Sense Dark Vision de todas as raças jogáveis [Requer reinicialização] ModUi/&DisableUnofficialTranslations=Desative o suporte a traduções não oficiais para acelerar o mod [a menos que eu fale chinês, italiano, japonês, coreano ou espanhol] -ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Exibe todos os feitiços conhecidos de outras classes durante o aumento de nível -ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Exibir espaços de pacto Warlock na seleção de feitiço em vez do painel de personagem +ModUi/&DisplayAllKnownSpellsDuringLevelUp=+ Exibir todos os feitiços conhecidos de outras classes durante a subida de nível +ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+ Exibir espaços de pacto de Warlock na seleção de feitiços em vez do painel de personagens ModUi/&DocsArcaneShots=Tiros Arcanos ModUi/&DocsBackgrounds=Planos de fundo ModUi/&DocsFeats=Talentos @@ -83,105 +84,107 @@ ModUi/&DocsMetamagic=Metamágica ModUi/&DocsRaces=Corridas ModUi/&DocsSpells=Feitiços ModUi/&DocsSubclasses=Subclasses -ModUi/&DocsSubraces=Subraças +ModUi/&DocsSubraces=Sub-raças ModUi/&DocsVersatilities=Versatilidades -ModUi/&Donate=Doar: {0} -ModUi/&DontDisplayHelmets=Não exiba capacetes em personagens gráficos [Requer reinicialização] -ModUi/&DontEndTurnAfterReady=Não termine o turno após usar a ação pronta [permite usar Bonus Action ou qualquer ação Principal extra de Haste ou outras fontes] +ModUi/&Donate=Doe: {0} +ModUi/&DontDisplayHelmets=Não exiba capacetes em caracteres gráficos [Requer reinicialização] +ModUi/&DontEndTurnAfterReady=Não termine o turno após usar ação pronta [permite usar ação bônus ou qualquer ação principal extra de aceleração ou outras fontes] ModUi/&DontFollowCharacterInBattle=A câmera de batalha não segue quando o personagem já está na tela ModUi/&DontFollowMargin=+ A menos que o herói esteja desligado ou dentro de % da borda da tela ModUi/&DungeonMakerBasicHelp=• Essas configurações não exigirão que o jogador tenha este mod instalado ModUi/&DungeonMakerMenu=Criador de Masmorras ModUi/&Effects=Efeitos -ModUi/&EmpressGarbAppearance=Aparência de Traje de Imperatriz +ModUi/&EmpressGarbAppearance=Aparência do Traje de Imperatriz ModUi/&EnableActionSwitching=Ativar barra de alternância de ação [útil quando estiver com pressa para usar a ação rápida antes da ação principal] -ModUi/&EnableAdditionalBackstoryDisplay=Ativar exibição adicional de histórico na inspeção de plano de fundo +ModUi/&EnableAdditionalBackstoryDisplay=Habilitar exibição adicional de histórico na inspeção de histórico ModUi/&EnableAdditionalIconsOnLevelMap=Habilite ícones adicionais para acampamentos, saídas e teletransportadores no mapa de níveis ModUi/&EnableAdditionalItemsInDungeonMaker=+ Adicionar novos itens ao Dungeon Maker -ModUi/&EnableAlternateHuman=Habilite o humano alternativo [+1 talento / +2 opções de atributo / +1 habilidade] -ModUi/&EnableAlternateVotingSystem=Ativar sistema de votação alternativo [use o modificador de Carisma do herói para determinar o peso da escolha] +ModUi/&EnableAlternateHuman=Habilite o Humano [+1 talento / +2 escolhas de atributos / +1 habilidade] alternativo] +ModUi/&EnableAlternateVotingSystem=Ativar sistema de votação alternativo [peso da escolha = votos * modificador de carisma do herói] ModUi/&EnableAttributeCheckHelpersToWorkOffCombat=Ative Inspiração Bárdica para também ativar verificações de atributos fora do combate -ModUi/&EnableBarbarianBrutalStrike=Habilite Bárbaro Golpe Brutal e Melhoria de Ataque Brutal nos níveis de classe 9, 13 e 17 -ModUi/&EnableBarbarianFightingStyle=Habilite a opção Bárbaro Estilo de luta no nível 2 +ModUi/&EnableBarbarianBrutalStrike=Habilite Bárbaro Golpe Brutal e Melhoria de Ataque Brutal nos níveis 9, 13 e 17 +ModUi/&EnableBarbarianFightingStyle=Habilite a escolha do Bárbaro Estilo de Luta no nível 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Ative o buff e o debuff do Bárbaro Ataque Imprudente para terminar no início do próximo turno -ModUi/&EnableBarbarianRegainOneRageAtShortRest=Habilite a recuperação de Bárbaro em um uso de fúria durante um breve descanso no nível de classe 7 -ModUi/&EnableBetaContent=Habilitar conteúdo beta [Requer reinicialização] -ModUi/&EnableCancelEditOnRightMouseClick=Habilitar ações de cancelamento com o botão direito do mouse -ModUi/&EnableCantripsTriggeringOnWarMagic=Habilite truques para ativar War Magic ataque de bônus extra -ModUi/&EnableCharacterChecker=Ative o botão Verificador de caracteres na tela principal > Personagens -ModUi/&EnableCharacterExport=Ative CTRL-SHIFT-(E) para exportar o caractere -ModUi/&EnableCharactersOnFireToEmitLight=Personagens em chamas devem emitir luz [Cubo de Luz, Fire Elemental, Fire Jester, Fire Osprey, Fire Spider e família de condição on fire] -ModUi/&EnableCheatMenu=Ative o menu de truques +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Habilite a recuperação de Bárbaro em um uso de fúria durante um breve descanso no nível 7 +ModUi/&EnableBardHealingBalladOnLongRest=Ative a Bard College of Hope Healing Ballad no descanso longo +ModUi/&EnableBetaContent=Ativar conteúdo beta [Requer reinicialização] +ModUi/&EnableCancelEditOnRightMouseClick=Habilite ações de cancelamento com clique direito do mouse +ModUi/&EnableCantripsTriggeringOnWarMagic=Habilite truques para acionar ataque bônus extra de War Magic +ModUi/&EnableCharacterChecker=Habilite o botão Verificador de Caracteres na Tela Principal > Caracteres +ModUi/&EnableCharacterExport=Habilite CTRL-SHIFT-(E) para exportar o caractere +ModUi/&EnableCharactersOnFireToEmitLight=Personagens em chamas devem emitir luz [Cubo de Luz, Elemental de Fogo, Jester de Fogo, Águia-pescadora de Fogo, Aranha de Fogo e família em condição de fogo] +ModUi/&EnableCheatMenu=Habilite o menu de cheats ModUi/&EnableCustomPortraits=Habilite retratos personalizados -ModUi/&EnableCustomPortraitsHelp=• Coloque seus retratos personalizados nas subpastas Personal ou PreGen< /b>, nomeado após o nome do herói [ou seja: Anton, Celia, Nialla, etc.]\n• Use imagens PNG, com tamanho de 256 x 384 pixels, com uma camada de transparência [use o GIMP para obter melhores resultados] -ModUi/&EnableDungeonMakerModdedContent=Ative o Dungeon Maker Pro\n[inclua salas planas, tamanhos de masmorras de 150 x 150 e 200 x 200 e mistura sem frescuras de todos os ambientes] -ModUi/&EnableEpicPointsAndArray=Habilite um épico sistema de compra de 35 pontos e array [17,15,13,12,10,8] [Requer reinicialização] -ModUi/&EnableExtendedProficienciesPanelDisplay=Habilite a exibição do painel de proficiências estendidas [Arcane Shots, Infusions, Gambits e Versatilities]\n[acerto de desempenho no personagem inspeção. use por sua conta e risco] -ModUi/&EnableFeatsAtEvenLevels=Habilite a seleção de talentos nos níveis de classe 2, 10 e 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Habilite a seleção de talentos nos níveis de classe 6 e 14 -ModUi/&EnableFighterWeaponSpecialization=Habilite Fighter Especialização em Arma nos níveis de classe 8 e 16 [obtenha +1 para acertar e causar dano, mas desvantagem com qualquer outro tipo de arma] -ModUi/&EnableFlexibleBackgrounds=Habilitar planos de fundo flexíveis [selecione proficiências de habilidades e ferramentas dos planos de fundo] -ModUi/&EnableFlexibleRaces=Habilite raças flexíveis [atribua pontos de pontuação de habilidade em vez dos padrões raciais] +ModUi/&EnableCustomPortraitsHelp=• Coloque seus retratos personalizados nas subpastas Pessoal ou Pré-geração , nomeado após o nome do herói [ou seja: Anton, Celia, Nialla, etc.]\n• Use PNG imagens, tamanho 256 x 384 pixels, com uma camada de transparência [use o GIMP para obter melhores resultados] +ModUi/&EnableDungeonMakerModdedContent=Ative o Dungeon Maker Pro\n[inclua salas planas, tamanhos de masmorras de 150 x 150 e 200 x 200 e mistura simples de recursos de todos os ambientes] +ModUi/&EnableEpicPointsAndArray=Habilite um sistema e matriz de compra épico de 35 pontos [17,15,13,12,10,8] [Requer reinicialização] +ModUi/&EnableExtendedProficienciesPanelDisplay=Ative a exibição do painel de proficiências estendidas [Arcane Shots, Infusions, Maneuvers, and Versatilities]\n[desempenho acertar na inspeção do personagem. use por sua conta e risco] +ModUi/&EnableFeatsAtEvenLevels=Ative a seleção de talentos nos níveis 2, 10 e 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Ative a seleção de talentos nos níveis 6 e 14 +ModUi/&EnableFighterWeaponSpecialization=Habilite Fighter Especialização em Armas nos níveis 8 e 16 [obtenha +1 para acertar e causar dano, mas tenha desvantagem com qualquer outra arma tipo] +ModUi/&EnableFlexibleBackgrounds=Habilite planos de fundo flexíveis [selecione habilidades e proficiências em ferramentas dos planos de fundo] +ModUi/&EnableFlexibleRaces=Habilite corridas flexíveis [atribua pontos de pontuação de habilidade em vez dos padrões raciais] ModUi/&EnableHeroWithBestProficiencyToRollChoice=Permita que o herói com melhor proficiência faça escolhas de diálogo -ModUi/&EnableHigherGroundRules=Habilitar regras de terreno mais alto [+1 para acertar se atacar de um terreno mais alto] -ModUi/&EnableHotkeyDebugOverlay=Habilite CTRL-SHIFT-(D) para exibir a sobreposição de depuração -ModUi/&EnableHotkeyToggleHud=Habilite CTRL-SHIFT-(H) para alternar a exibição do HUD +ModUi/&EnableHigherGroundRules=Habilite regras de terreno mais alto [+1 para acertar se estiver atacando de um terreno mais alto] +ModUi/&EnableHotkeyDebugOverlay=Ative CTRL-SHIFT-(D) para exibir a sobreposição de depuração +ModUi/&EnableHotkeyToggleHud=Ative CTRL-SHIFT-(H) para alternar a exibição do HUD ModUi/&EnableInventoryFilteringAndSorting=Ativar filtragem e classificação de inventário -ModUi/&EnableInventoryTaintNonProficientItemsRed=Tinja de vermelho qualquer item com o qual o herói não seja proficiente -ModUi/&EnableInventoryTintKnownRecipesRed=Tinja as receitas conhecidas de vermelho -ModUi/&EnableInvisibleCrownOfTheMagister=Oculte a Coroa do Magistrado na IU do jogo -ModUi/&EnableLevel20=Habilitar nível 20 [Requer reinicialização] -ModUi/&EnableLogDialoguesToConsole=Ativar diálogos de registro no console do jogo durante as sequências narrativas +ModUi/&EnableInventoryTaintNonProficientItemsRed=Pinte de vermelho qualquer item com o qual o herói não seja proficiente +ModUi/&EnableInventoryTintKnownRecipesRed=Tinja receitas conhecidas de vermelho +ModUi/&EnableInvisibleCrownOfTheMagister=Oculte a Coroa do Magister na UI do jogo +ModUi/&EnableLevel20=Ativar nível 20 [Requer reinicialização] +ModUi/&EnableLogDialoguesToConsole=Habilite diálogos de registro no console de jogos durante sequências narrativas ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=Ativar o registro de referências inválidas em campanhas personalizadas -ModUi/&EnableMinInOutAttributes=+ Aplicar pontuações mínimas de habilidade dentro e fora dos pré-requisitos -ModUi/&EnableMonkAbundantKi=Habilite Monk Abundant Ki no nível 2 [ganhe Ki adicional igual a metade do bônus de proficiência arredondado] +ModUi/&EnableMinInOutAttributes=+ Aplicar pontuações mínimas de habilidade nos pré-requisitos de entrada e saída +ModUi/&EnableMonkAbundantKi=Habilite Monge Ki Abundante no nível 2 [ganhe Ki adicional igual à metade do bônus de proficiência arredondado para cima] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Ative Monk Artes Marciais - Ataques Desarmados Bônus para não exigir uma ação de ataque antes do uso ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Ative Monk Flurry of Blows para não exigir uma ação de ataque antes do uso -ModUi/&EnableMonkFightingStyle=Habilite a opção Monge Estilo de luta no nível 2 +ModUi/&EnableMonkFightingStyle=Habilite a escolha de Monk Estilo de Luta no nível 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Ative o Monk Movimento sem armadura aprimorado para se mover em superfícies verticais sem cair -ModUi/&EnableMonkWeaponSpecialization=Habilite Monge Especialização em Arma nos níveis de classe 2 e 11 [o tipo de arma selecionado se torna uma arma de monge para você] +ModUi/&EnableMonkWeaponSpecialization=Habilite Monk Especialização em Armas nos níveis 2 e 11 [o tipo de arma selecionado torna-se uma arma de monge para você] ModUi/&EnableMulticlass=Ativar multiclasse [Requer reinicialização] -ModUi/&EnablePcgRandom=Habilite um algoritmo de gerador aleatório melhor [https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=Habilite o recurso Ranger Nature's Shroud no nível 10 [como uma ação bônus, você pode ficar invisível magicamente até o início do próximo turno ] -ModUi/&EnableRejoinParty=Ative CTRL-SHIFT-(R) para voltar ao grupo em torno do herói ou líder selecionado se nenhum for selecionado [útil com grupos de 5 ou 6 ] +ModUi/&EnablePcgRandom=Habilite um algoritmo gerador aleatório melhor [https://www.pcg-random.org] +ModUi/&EnableRangerNatureShroudAt10=Habilite o recurso Ranger Nature's Veil no nível 10 [como uma ação bônus, você pode ficar invisível magicamente até o início do próximo turno ] +ModUi/&EnableRejoinParty=Ative CTRL-SHIFT-(R) para voltar ao grupo em torno do herói ou líder selecionado se nenhum estiver selecionado [útil com grupos de 5 ou 6 ] ModUi/&EnableRelearnSpells=Habilite a seleção de truques ou feitiços já aprendidos de outras fontes -ModUi/&EnableRespec=Habilite o RESPEC após a ação de descanso -ModUi/&EnableRogueCunningStrike=Habilite Rogue Cunning Strike e Devious Strike nos níveis de classe 5 e 14 [você esqueceu 1 dado de ataque furtivo para efeitos de acerto adicionais] +ModUi/&EnableRespec=Ative a ação RESPEC após descanso [não use RESPEC durante uma sessão multijogador] +ModUi/&EnableRogueCunningStrike=Habilite Rogue Cunning Strike e Devious Strike nos níveis 5 e 14 [você deixou de lado 1 dados de ataque furtivo para efeitos de acerto adicionais] ModUi/&EnableRogueFightingStyle=Habilite a escolha de Rogue Estilo de luta no nível 2 -ModUi/&EnableRogueSteadyAim=Habilite Rogue Steady Aim no nível de classe 3 [a ação bônus dá vantagem em sua próxima jogada de ataque no turno atual se você ainda não me mudei] -ModUi/&EnableRogueStrSaving=Habilite Rogue para usar modificadores de DES ou FOR em Ataque Astuto/Devil, Ataque Debilitante/Aprimorado e Hail of Blades -ModUi/&EnableSaveByLocation=Ativar salvar por campanhas / locais +ModUi/&EnableRogueSteadyAim=Habilite Rogue Steady Aim no nível 3 [a ação bônus dá vantagem em sua próxima jogada de ataque no turno atual se você não tiver ainda não mudei] +ModUi/&EnableRogueStrSaving=Habilite Rogue para usar modificadores de DES ou FOR em Ataque Astuto/Tortuoso, Ataque Debilitante/Aprimorado e Golpe de Lâminas +ModUi/&EnableSaveByLocation=Ativar salvar por campanhas/locais ModUi/&EnableSignatureSpellsRelearn=Habilite que os feitiços característicos do Assistente sejam preparados a cada descanso longo [em vez de uma vez no nível 20] -ModUi/&EnableSortingDungeonMakerAssets=Ativar classificação de recursos no editor do Dungeon Maker -ModUi/&EnableStatsOnHeroTooltip=Exibir estatísticas na dica de ferramenta do herói [ou seja: acertos críticos, falhas críticas, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Além disso, cada herói adiciona um teste D20 ao peso para um pouco de aleatoriedade -ModUi/&EnableTeleportParty=Habilite CTRL-SHIFT-(T) para teletransportar o grupo [você pode interromper as missões se teletransportar para um lugar desconhecido] -ModUi/&EnableTogglesToOverwriteDefaultTestParty=Ative a alternância no pool de personagens para definir seu jogo padrão e grupo de teste +ModUi/&EnableSorcererMagicalGuidance=Ative a Feiticeira orientação mágica no nível 5 +ModUi/&EnableSortingDungeonMakerAssets=Habilite a classificação de ativos no editor Dungeon Maker +ModUi/&EnableStatsOnHeroTooltip=Exibir estatísticas na dica do herói [ou seja: acertos críticos, falhas críticas, etc.] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Além disso, cada herói adiciona um teste D20 ao peso para um pouco de aleatoriedade [peso da escolha = votos * modificador de Carisma do herói + teste D20] +ModUi/&EnableTeleportParty=Ative CTRL-SHIFT-(T) para teletransportar o grupo [você pode interromper as missões se se teletransportar para um lugar desconhecido] +ModUi/&EnableTogglesToOverwriteDefaultTestParty=Ative o conjunto de personagens para definir seu grupo de jogo e teste padrão ModUi/&EnableTooltipDistance=Ativar a exibição da distância nas dicas de ferramentas ao passar o mouse sobre um personagem em combate -ModUi/&EnableUpcastConjureElementalAndFey=Habilitar upcast de Conjure Elemental e Conjure Fey +ModUi/&EnableUpcastConjureElementalAndFey=Ativar upcast de Conjure Elemental e Conjure Fey ModUi/&EnableVttCamera=Ative CTRL-SHIFT-(V) para alternar a câmera VTT [clique com o botão direito e arraste para posicionar a câmera, WASD para panoramizar e Page Up/ Desça a página para ampliar] -ModUi/&EnablesAsiAndFeat=Ative o aumento de pontuação de atributos e a seleção de talentos [em vez de uma escolha exclusiva] -ModUi/&EncounterPercentageChance=Definir chances de porcentagem de encontros aleatórios +ModUi/&EnablesAsiAndFeat=Ative o aumento de pontuação de atributos e a seleção de talentos [em vez de uma escolha exclusiva] +ModUi/&EncounterPercentageChance=Definir chances percentuais de encontros aleatórios ModUi/&Encounters=Encontros ModUi/&EnemiesAlwaysRollInitiative=+ Os inimigos sempre rolam a iniciativa em vez de um valor forçado [ou seja: Sorak Assassin] ModUi/&ExpandAll=Expandir todos -ModUi/&FactionHelp=Carregue um jogo de campanha oficial para modificar as relações entre as facções... +ModUi/&FactionHelp=Carregue um jogo de campanha oficial para modificar as relações entre facções... ModUi/&FactionRelations=Facções: ModUi/&FasterTimeModifier=Modificador de tempo de jogo ao pressionar a barra de espaço -ModUi/&FeatGroups=Grupos de talentos -ModUi/&FeatGroupsHelp=• Cada grupo é uma consolidação de talentos semelhantes [ou seja: credos, estilos de luta, metamagia, etc]\n• Os talentos desses grupos não serão mais visíveis diretamente no estágio de seleção de proficiência\n• O grupo, quando selecionado, os oferece em uma lista suspensa para desorganizar a tela do jogo -ModUi/&Feats=Feats +ModUi/&FeatGroups=Grupos de Talentos +ModUi/&FeatGroupsHelp=• Cada grupo é uma consolidação de talentos [ou seja: credos, estilos de luta, metamágica, etc.]{99 }• Os talentos nesses grupos não ficarão mais diretamente visíveis no estágio de seleção de proficiência\n• O grupo, quando selecionado, os oferece em uma lista suspensa para organizar a tela do jogo +ModUi/&Feats=Talentos ModUi/&FightingStyles=Estilos de luta -ModUi/&FixAsianLanguagesTextWrap=Correção do texto da IU do jogo em idiomas asiáticos [Requer reinicialização] -ModUi/&FixEldritchBlastRange=Altere o intervalo de Eldritch Blast para 24 [em vez de 16] +ModUi/&FixAsianLanguagesTextWrap=Corrigir quebra automática de texto da IU do jogo em idiomas asiáticos [Requer reinicialização] +ModUi/&FixEldritchBlastRange=Use o intervalo oficial de 24 células com Eldritch Blast [em vez de 12] ModUi/&FixRingOfRegenerationHealRate=Defina a taxa de cura do Anel de Regeneração para 1 HP a cada 3 minutos -ModUi/&FlightSuspendWingedBoots=+ Use as regras oficiais do Winged Boots [duração restante não contada quando o voo for suspenso] +ModUi/&FlightSuspendWingedBoots=+ Regras oficiais de uso de Winged Boots [duração restante não contada quando o voo é suspenso] ModUi/&Formation=Formação: -ModUi/&FormationError=Você não pode mudar sua formação durante um jogo multijogador... -ModUi/&FormationHelp1=• Use os botões numéricos para editar um determinado conjunto [considere ativar as teclas de atalho na entrada] -ModUi/&FormationHelp2=• @ representam posições relativas de heróis +ModUi/&FormationError=Você não pode alterar sua formação durante um jogo multijogador... +ModUi/&FormationHelp1=• Use os botões numéricos para editar um determinado conjunto [considere ativar teclas de atalho na entrada] +ModUi/&FormationHelp2=• @ representa posições relativas de heróis ModUi/&FormationHelp3=• Clique em quaisquer 2 botões para trocar suas posições -ModUi/&FormationHotkey=Habilite CTRL-SHIFT-(1..5) para trocar conjuntos de formação no jogo +ModUi/&FormationHotkey=Ative CTRL-SHIFT-(1..5) para trocar conjuntos de formação no jogo ModUi/&FormationResetAllSets=Reiniciar tudo ModUi/&FormationResetThisSet=Redefinir isso ModUi/&FormationSelected=Conjunto de formação {0} selecionado @@ -190,134 +193,134 @@ ModUi/&GameUi=IU do jogo ModUi/&Gameplay=Jogabilidade ModUi/&General=Geral: ModUi/&GeneralMenu=Em geral -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Conceda Especialização em Arma de Cimitarra a Bardos e Ladinos +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=Conceda especialização em armas de cimitarra para bardos e ladinos ModUi/&GridSelectedColor=Alterar a cor da grade do movimento -ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar efeitos visuais de saídas e teletransportadores, caso ainda não tenham sido descobertos -ModUi/&HideMonsterHitPoints=Exibir a saúde dos monstros em etapas de 25% / 50% / 75% / 100% em vez de pontos de vida exatos +ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=Ocultar efeitos visuais de saídas e teletransportadores se ainda não forem descobertos +ModUi/&HideMonsterHitPoints=Exibe a saúde dos monstros em passos de 25% / 50% / 75% / 100% em vez dos pontos de vida exatos ModUi/&HighContrastTargetingAoeColor=Alterar criaturas AoE destaque e selecione cor ModUi/&HighContrastTargetingSingleColor=Alterar criaturas únicas destacar cor e selecionar ModUi/&House=Casa: -ModUi/&IdentifyAfterRest=Adicione um poder para identificar itens mágicos durante um descanso curto ou longo -ModUi/&IgnoreHandXbowFreeHandRequirements=Não requer mão livre para usar Bestas de mão +ModUi/&IdentifyAfterRest=Adicionado um poder para identificar itens mágicos durante um descanso curto ou longo +ModUi/&IgnoreHandXbowFreeHandRequirements=Não é necessário ter mão livre para usar Bestas de Mão ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=Feitiços de ilusão falham automaticamente contra alvos com TrueSight ao alcance -ModUi/&ImproveLevelUpFeaturesSelection=Melhore a seleção de recursos de nível [Requer reinicialização]\n[impactos Ranger Inimigo preferido e afinidade de terreno, Druida Besta gémea, Bárbaro Caminho dos Elementos e subclasses Escolhas dracônicas] +ModUi/&ImproveLevelUpFeaturesSelection=Melhorar a seleção de recursos para subir de nível [Requer reinicialização]\n[impactos Ranger Inimigo Preferido e Afinidade com Terreno, Druida Besta Membro, Bárbaro Caminho dos Elementos e subclasses Escolhas Dracônicas] ModUi/&IncreaseGameTimeBy=Aumente o tempo de jogo em ModUi/&IncreaseMaxAttunedItems=Aumente o máximo de itens sintonizados para 4 no nível 10 e 5 no nível 18 ModUi/&InitialChoices=Criação: ModUi/&Input=Entrada: ModUi/&Interface=Interface ModUi/&InventoryAndItems=Inventário e itens: -ModUi/&InvertAltBehaviorOnTooltips=Inverte o comportamento da tecla ALT nas dicas de ferramentas +ModUi/&InvertAltBehaviorOnTooltips=Inverta o comportamento da tecla ALT nas dicas de ferramentas ModUi/&Invocations=Invocações ModUi/&ItemInDm=Itens em DM ModUi/&Items=Itens: ModUi/&ItemsCraftingMerchants=Artesanato, itens e comerciantes -ModUi/&ItemsHelp1=Abra a tela de inspeção de personagem para adicionar itens aos heróis... +ModUi/&ItemsHelp1=Abra a tela de inspeção de personagens para adicionar itens aos heróis... ModUi/&ItemsHelp2=Pressione + para adicionar itens ao contêiner de solo ModUi/&KeepInvisibilityWhenUsingItems=Habilite o uso de itens sem quebrar a Invisibilidade ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=Atualizar a furtividade do herói após o ataque se for percebido na rodada surpresa [apenas o primeiro herói] -ModUi/&MakeAllMagicStaveArcaneFoci=Transforme todos os cajados mágicos em focos arcanos [exceto Cajado de Cura que é Universal] +ModUi/&MakeAllMagicStaveArcaneFoci=Faça com que todos os cajados mágicos sejam focos arcanos [exceto Cajado de Cura que é Universal] ModUi/&MarkInvisibleTeleportersOnLevelMap=+ Marque também a localização dos teletransportadores invisíveis no mapa de nível após a descoberta -ModUi/&MaxAllowedClasses=Máximo de aulas permitidas +ModUi/&MaxAllowedClasses=Máximo de classes permitidas ModUi/&Merchants=Comerciantes: -ModUi/&Metamagic=Metamagia +ModUi/&Metamagic=Metamágica ModUi/&Monsters=Monstros: ModUi/&MovementGridWidthModifier=Multiplique a largura da grade de movimento por [%] -ModUi/&MulticlassKeyHelp=SHIFT clique em um feitiço inverte o tipo de slot de repertório padrão consumido\n[Warlock gasta slots de feitiço branco e outros gastam pacto verde] +ModUi/&MulticlassKeyHelp=SHIFT clicar em um feitiço inverte o tipo de slot de repertório padrão consumido\n[Warlock gasta slots de feitiço branco e outros gastam os verdes do pacto] ModUi/&MultiplyTheExperienceGainedBy=Multiplique a experiência adquirida por [%] ModUi/&NoExperienceOnLevelUp=Nenhuma experiência é necessária para subir de nível -ModUi/&OfferAdditionalLoreFriendlyNames=Ofereça nomes amigáveis de lore adicionais na criação de personagem -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar vantagem/desvantagem pares cegos e percebidos [útil em conjunto com regras oficiais de vantagem/desvantagem]< /cor> +ModUi/&OfferAdditionalLoreFriendlyNames=Ofereça nomes adicionais amigáveis à história na criação de personagens +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ Cancelar vantagem/desvantagem pares cegos, invisíveis e percebidos [útil em conjunto com vantagem/desvantagem oficial regras] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ Alterar áreas fortemente obscurecidas para serem bloqueadores de projéteis [Cloud Kill, Fog Cloud , Nuvem Incendiária, Tempestade de Pétalas, Tempestade de Granizo, Nuvem fedorenta] ModUi/&OfficialObscurementRulesInvisibleCreaturesCanBeTarget=+ Criaturas invisíveis são fortemente obscurecidas e podem ser alvo, as jogadas de ataque contra a criatura têm desvantagem e as jogadas de ataque da criatura têm vantagem ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ Alterar áreas magicamente obscurecidas para serem bloqueadores de projéteis [qualquer fonte do efeito do feitiço Escuridão] ModUi/&OfficialObscurementRulesTweakMonsters=+ Adicione Darkvision, BlindSight e TrueSight a monstros e NPCs sempre que apropriado\n [coleções de configurações MonstersThatShouldHaveDarkvision, MonstersThatShouldHaveTrueSight, MonstersThatShouldHaveBlindSight] -ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar apenas as criaturas mais poderosas na lista de conjuração +ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+ Mostrar apenas as criaturas mais poderosas da lista de conjuração ModUi/&OutlineGridWidthModifier=Multiplique a largura da grade de contorno por [%] ModUi/&OutlineGridWidthSpeed=Multiplique a velocidade de animação da grade de contorno por [%] -ModUi/&OverrideMinMaxLevel=Substitua os níveis mínimo e máximo necessários ao iniciar novas aventuras -ModUi/&OverridePartySize=Substituir o tamanho da festa -ModUi/&Patches=Aplicativos: +ModUi/&OverrideMinMaxLevel=Substitua os níveis mínimo e máximo exigidos ao iniciar novas aventuras +ModUi/&OverridePartySize=Substituir o tamanho do grupo +ModUi/&Patches=Patches: ModUi/&PortraitsOpenFolder=Abra a pasta de retratos -ModUi/&PrimedItems=Itens com Primer +ModUi/&PrimedItems=Itens preparados ModUi/&Progression=Progressão: -ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Ative a Sensibilidade à Luz em Darkelf, Dark Kobold e Gray Dwarf para acionar apenas em ambientes externos\n[áreas internas em locais externos acessíveis sem uma tela de carregamento são consideradas externas pelo mecanismo de jogo] +ModUi/&RaceLightSensitivityApplyOutdoorsOnly=Ative a Sensibilidade à Luz em Darkelf, Dark Kobold e Gray Dwarf para acionar apenas em ambientes externos\n[áreas internas em locais externos acessíveis sem uma tela de carregamento são consideradas externas pelo mecanismo de jogo] ModUi/&Races=Corridas ModUi/&RecipeCost=Custo da receita -ModUi/&RecipesInDm=Receitas na DM +ModUi/&RecipesInDm=Receitas em DM ModUi/&RelicForgeries=Falsificações de relíquias -ModUi/&RemoveAttunementRequirements=Remova os requisitos de sintonização [Requer reinicialização] +ModUi/&RemoveAttunementRequirements=Remover requisitos de sintonização [Requer reinicialização] ModUi/&RemoveBugVisualModels=Substitua modelos semelhantes a aranhas por visuais alternativos no jogo [Requer reinicialização] -ModUi/&RemoveHumanoidFilterOnHideousLaughter=Remova o filtro humanoide em Gargalhada -ModUi/&RemoveRecurringEffectOnEntangle=Aplique apenas o efeito Entangle no momento do lançamento e também force um teste de força para se libertar das vinhas +ModUi/&RemoveHumanoidFilterOnHideousLaughter=Remover filtro humanóide em Hideous Laughter +ModUi/&RemoveRecurringEffectOnEntangle=Aplique apenas o efeito Entangle no momento do lançamento e também force um teste de força para se libertar das vinhas. ModUi/&RemoveSchoolRestrictionsFromShadowCaster=Remover restrições escolares do Shadowcaster ModUi/&RemoveSchoolRestrictionsFromSpellBlade=Remover restrições escolares do Spellblade ModUi/&RestockAntiquarians=Reabastecer Antiquários [Halman Summer] -ModUi/&RestockArcaneum=Reabastecer Arcaneum [Heddlon Surespell] -ModUi/&RestockCircleOfDanantar=Reabastecer Círculo de Danantar [Joriel Foxeye] -ModUi/&RestockHelp=• Substitua os padrões para forçar o estoque de todos os comerciantes a reabastecer com o tempo [excluindo manuais e tomos]\n• Observe que alguns itens podem levar até 7 dias de jogo para reabastecer +ModUi/&RestockArcaneum=Reabasteça Arcaneum [Heddlon Surespell] +ModUi/&RestockCircleOfDanantar=Reabasteça o Círculo de Danantar [Joriel Foxeye] +ModUi/&RestockHelp=• Substitua os padrões para forçar o reabastecimento de todo o estoque do comerciante ao longo do tempo [excluindo Manuais e Tomos]\n• Alguns itens podem levar até 7 dias de jogo reabastecer ModUi/&RestockTowerOfKnowledge=Reabastecer a Torre do Conhecimento [Maddy Greenisle] ModUi/&Rollback=Reversão ModUi/&Rules=Regras ModUi/&SRD=SRD: -ModUi/&ScaleMerchantPricesCorrectly=Escale os preços dos comerciantes corretamente / exatamente [sem mais erros de arredondamento ao converter valores de moeda] +ModUi/&ScaleMerchantPricesCorrectly=Escale os preços dos comerciantes corretamente/exatamente [sem mais erros de arredondamento ao converter valores de moedas] ModUi/&SelectAll=Selecionar tudo ModUi/&SelectDisplayed=Selecione Exibido ModUi/&SelectSuggested=Selecione sugerido ModUi/&SelectTabletop=Selecione Mesa ModUi/&SenseNormalVisionRangeMultiplier=Modifique o alcance da Visão Normal [apenas em batalhas] ModUi/&Services=Serviços -ModUi/&SetBeltOfDwarvenKindBeardChances=Cinturão de Dwarvenkind barba aparecendo chances +ModUi/&SetBeltOfDwarvenKindBeardChances=Cinto da Raça Anã chance de aparecimento de barba ModUi/&SettingsExport=Exportar -ModUi/&SettingsHelp=• Como host, você pode exportar sua configuração atual, abrir a pasta de exportações e compartilhar facilmente com seus colegas\n• Como convidado, você pode abrir a pasta exports, colar o arquivo compartilhado do host e carregá-lo em [Requires Restart] +ModUi/&SettingsHelp=• Como host, você pode exportar sua configuração atual, abrir a pasta de exportações e compartilhar facilmente com seus colegas\n• Como convidado, você pode abrir a pasta de exportações, colar o arquivo compartilhado do host e carregá-lo em [Requer reinicialização] ModUi/&SettingsLoad=• Carregar uma configuração exportada ModUi/&SettingsOpenFolder=Abra a pasta de configurações exportadas ModUi/&SettingsRefresh=Atualizar ModUi/&SettingsRemove=Remover -ModUi/&ShowButtonWithControlledMonsterInfo=[BETA] Mostrar botão que abre informações sobre o monstro controlado [druidas em forma selvagem, invocações, seguidores NPC, etc. ] -ModUi/&ShowChannelDivinityOnPortrait=Mostre quantos Channel Divinity usa um herói em seu retrato, semelhante a pontos de feitiçaria -ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar o ícone do item criado próximo ao item de receita na loja e no inventário [Passar o mouse sobre ele mostrará a dica de ferramenta para o item criado] -ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receita de criação em dicas de ferramentas detalhadas +ModUi/&ShowButtonWithControlledMonsterInfo=Mostrar botão que abre informações sobre monstros controlados [druidas em forma selvagem, invocações, seguidores de NPCs, etc.] +ModUi/&ShowChannelDivinityOnPortrait=Mostre quantos usos de Canal Divindade um herói tem em seu retrato, semelhante a pontos de feitiçaria +ModUi/&ShowCraftedItemOnRecipeIcon=Mostrar ícone de item criado próximo ao item de receita na loja e no inventário [Passar o mouse sobre ele exibirá uma dica para o item criado] +ModUi/&ShowCraftingRecipeInDetailedTooltips=Mostrar receita de artesanato em dicas detalhadas ModUi/&ShowDescriptions=Mostrar descrições ModUi/&SpellLevelFilter=filtro de nível de feitiço [-1 exibe tudo] ModUi/&SpellsMenu=Feitiços ModUi/&StealthBreaksWhenAttackHits=Ative a perda furtiva quando o ataque de arma ou feitiço atingir ModUi/&StealthBreaksWhenAttackMisses=Habilite a perda furtiva quando o ataque de arma ou feitiço erra -ModUi/&StealthBreaksWhenCastingMaterial=Habilite a perda furtiva ao lançar material [qualquer feitiço sem ataque com alvo TODOS ou INIMIGO] -ModUi/&StealthBreaksWhenCastingSomatic=Habilite a perda furtiva ao lançar somático[qualquer feitiço sem ataque com o alvo TODOS ou INIMIGO] -ModUi/&StealthBreaksWhenCastingVerbose=Habilite perda furtiva ao lançar [qualquer feitiço sem ataque com alvo TODOS ou INIMIGO] -ModUi/&StealthDoesNotBreakWithSubtle=Habilite a furtividade sem quebrar se Subtle Metamagic e nenhum componente material -ModUi/&StockGorimStoreWithAllNonMagicalClothing=Armazene a loja de Gorim com todas as roupas não mágicas [Requer reinicialização] -ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Loja de estoque de Gorim com todos os instrumentos musicais não mágicos [Requer reinicialização] -ModUi/&StockHugoStoreWithAdditionalFoci=Loja do Stock Hugo com Cajado Arcano, Pescoço de Druida, Cajado e Club definido como itens de foco +ModUi/&StealthBreaksWhenCastingMaterial=Habilite a perda furtiva ao lançar material [qualquer feitiço sem ataque com alvo TODOS ou INIMIGO] +ModUi/&StealthBreaksWhenCastingSomatic=Habilite a perda furtiva ao lançar somático [qualquer feitiço sem ataque com alvo TODOS ou INIMIGO] +ModUi/&StealthBreaksWhenCastingVerbose=Habilite a perda furtiva ao lançar verbal [qualquer feitiço sem ataque com alvo TODOS ou INIMIGO] +ModUi/&StealthDoesNotBreakWithSubtle=Habilite furtividade sem rolagem se Subtle Metamagic e nenhum componente material +ModUi/&StockGorimStoreWithAllNonMagicalClothing=Abasteça a loja de Gorim com todas as roupas não mágicas [Requer reinicialização] +ModUi/&StockGorimStoreWithAllNonMagicalInstruments=Abasteça a loja de Gorim com todos os instrumentos musicais não mágicos [Requer reinicialização] +ModUi/&StockHugoStoreWithAdditionalFoci=Abasteça a loja de Hugo com Cajado Arcano, Pescoço Druida, Cajado e Clube definido como itens de foco ModUi/&Subclasses=Subclasses ModUi/&Subraces=Sub-raças -ModUi/&SwapCraftedItemAndRecipeIcons=+ Troque ícones de receitas e itens criados na loja -ModUi/&TargetLanguage=Idioma Alvo +ModUi/&SwapCraftedItemAndRecipeIcons=+ Trocar receitas e ícones de itens criados na loja +ModUi/&TargetLanguage=Idioma alvo ModUi/&Tools=Ferramentas -ModUi/&TotalCraftingTimeModifier=Reduza o tempo de fabricação em -ModUi/&TotalFeatsGrantedFirstLevel=Total de talentos concedidos no primeiro nível +ModUi/&TotalCraftingTimeModifier=Reduza o tempo de elaboração +ModUi/&TotalFeatsGrantedFirstLevel=Total de talentos concedidos no primeiro nível ModUi/&Translate=Traduzir ModUi/&TranslateCancel=Cancelar {0} em {1} ModUi/&Translations=Traduções ModUi/&UnleashEnemyAsNpc=Permitir que monstros sejam selecionados em dispositivos NPC -ModUi/&UnleashNpcAsEnemy=Desbloqueie a seleção de monstros -ModUi/&UnlockAllNpcFaces=Desbloquear rostos NPC +ModUi/&UnleashNpcAsEnemy=Desbloquear seleção de monstros +ModUi/&UnlockAllNpcFaces=Desbloquear rostos de NPCs ModUi/&UnlockEyeStyles=Desbloqueie estilos de olhos -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Desbloqueie cores brilhantes para todas as marcas e tatuagens +ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=Desbloqueie cores brilhantes para todas as marcações e tatuagens ModUi/&UnlockGlowingEyeColors=Adicione cores de olhos brilhantes -ModUi/&UnlockMarkAndTattoosForAllCharacters=Desbloqueie marcas de origem Sorcerer e tatuagens para todos os personagens +ModUi/&UnlockMarkAndTattoosForAllCharacters=Desbloqueie marcas de origem e tatuagens do Feiticeiro para todos os personagens ModUi/&UnlockSkinColors=Desbloquear cores de pele -ModUi/&Update=Atualizar -ModUi/&UseElfFaceModelsOnTieflings=Use modelos de face Elf em Tieflings -ModUi/&UseHeightOneCylinderEffect=Use um efeito de 1 cilindro de altura ao conjurar Tentáculos Negros, Enredar, Graxa [quadrado] ou Crescimento do pico [rodada] +ModUi/&Update=Atualização +ModUi/&UseElfFaceModelsOnTieflings=Use modelos de rosto de Elfo em Tieflings +ModUi/&UseHeightOneCylinderEffect=Use um efeito de cilindro de altura 1 ao lançar Black Tentacles, Entangle, Grease [square] ou Pico de crescimento [rodada] ModUi/&UseMathFlankingRules=+ Use matemática precisa para determinar o flanqueamento [pode ter um impacto no desempenho em máquinas lentas] -ModUi/&UseOfficialAdvantageDisadvantageRules=Use as regras oficiais de vantagem/desvantagem [se as circunstâncias fizerem com que um teste tenha ambos, considera-se que você não tem nenhum deles] -ModUi/&UseOfficialFlankingRules=Use as regras oficiais de flanqueamento [um atacante tem vantagem se um aliado estiver no lado oposto do alvo] -ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Ativar também ataques à distância [desativa matemática precisa] -ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Ativar também ataques de alcance [desativa matemática precisa] -ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Em vez de conceder vantagem +1 para jogada de ataque -ModUi/&UseOfficialFoodRationsWeight=Use ração alimentar oficial de 2 libras +ModUi/&UseOfficialAdvantageDisadvantageRules=Use as regras oficiais de vantagem/desvantagem [se as circunstâncias fizerem com que uma jogada tenha ambas, considera-se que você não tem nenhuma delas] +ModUi/&UseOfficialFlankingRules=Use regras oficiais de flanqueamento [um atacante tem vantagem se um aliado estiver no lado oposto do alvo] +ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ Ativar também ataques à distância [desativar matemática precisa] +ModUi/&UseOfficialFlankingRulesAlsoForReach=+ Ativar também ataques de alcance [desativar matemática precisa] +ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Em vez de vantagem, conceda +1 na jogada de ataque +ModUi/&UseOfficialFoodRationsWeight=Use ração alimentar oficial com peso de 2 libras ModUi/&UseOfficialObscurementRules=Use regras oficiais de combate de iluminação, obscurecimento e visão\n[o atacante que percebe, o defensor que não consegue perceber recebe ADV, e o atacante que não percebe perceber o defensor que pode perceber isso recebe DIS\n áreas fortemente obscurecidas infligem condição cega, onde as jogadas de ataque contra a criatura têm ADV, e as jogadas de ataque da criatura têm DIS\n todos os feitiços de distância direcionados a indivíduos não podem ser lançados se o atacante não tiver visão , exceto aqueles que claramente não declaram que a visão é obrigatória] -ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use as regras oficiais de pequenas raças ao empunhar armas pesadas [seus ataques têm desvantagem] +ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use as regras oficiais das raças pequenas ao empunhar armas pesadas [seus ataques têm desvantagem] ModUi/&Visuals=Visuais: [Requer reinicialização] diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Spells/Spells01-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Spells/Spells01-pt-BR.txt index 41f678770b..9aa2d37307 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Spells/Spells01-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Spells/Spells01-pt-BR.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Uma corrente de ácido emana de você em uma linha de Spell/&VileBrewTitle=Cerveja Cáustica de Tasha Spell/&VoidGraspDescription=Você invoca o poder de forças malévolas. Gavinhas de energia negra irrompem de você e atingem todas as criaturas a até 3 metros de você. Cada criatura naquela área deve fazer um teste de resistência de Força. Se falhar na resistência, o alvo sofre 2d6 de dano necrótico e não pode realizar reações até o início do seu próximo turno. Se obtiver sucesso, a criatura sofre metade do dano, mas não sofre nenhum outro efeito. Quando você conjura esta magia usando um espaço de magia de 2º nível ou superior, o dano aumenta em 1d6 para cada nível do espaço acima do 1º. Spell/&VoidGraspTitle=Armas de Hadar -Spell/&WitchBoltDescription=Um feixe de energia azul crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco sustentado de relâmpago entre você e o alvo. Faça um ataque mágico à distância contra aquela criatura. Se acertar, o alvo sofre 1d12 de dano elétrico e, em cada um de seus turnos durante o período, você pode usar sua ação para causar 1d12 de dano elétrico ao alvo automaticamente. A magia termina se você usar sua ação para fazer qualquer outra coisa. Quando você conjura esta magia usando um espaço de magia de 2º nível ou superior, o dano inicial aumenta em 1d12 para cada nível do espaço acima do 1º. +Spell/&WitchBoltDescription=Um feixe de energia azul crepitante é lançado em direção a uma criatura dentro do alcance, formando um arco sustentado de relâmpago entre você e o alvo. Faça um ataque mágico à distância contra aquela criatura. Se acertar, o alvo sofre 1d12 de dano elétrico e, em cada um de seus turnos durante o período, você pode usar sua ação para causar 1d12 de dano elétrico ao alvo automaticamente. A magia termina se você usar sua ação para fazer qualquer outra coisa. A magia também termina se o alvo estiver fora do alcance da magia. Quando você conjura esta magia usando um espaço de magia de 2º nível ou superior, o dano inicial aumenta em 1d12 para cada nível do espaço acima do 1º. Spell/&WitchBoltTitle=Raio de Bruxa Spell/&WrathfulSmiteDescription=Seu próximo golpe causa 1d6 de dano psíquico adicional. Se o alvo falhar no teste de resistência de SAB, sua mente explodirá de dor e ele ficará assustado. Spell/&WrathfulSmiteTitle=Golpe Colérico diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheAncientForest-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheAncientForest-pt-BR.txt index eaa8e47037..38c630a5aa 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheAncientForest-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CircleOfTheAncientForest-pt-BR.txt @@ -28,7 +28,7 @@ Feature/&PowerAncientForestRegrowthDescription=Você tem uma reserva de poder de Feature/&PowerAncientForestRegrowthTitle=Recrescimento Feature/&PowerAncientForestRootedDescription=Gavinhas arbóreas crescem a partir de seus pés e se enterram no solo. Sua velocidade se torna 0 e você ganha vantagem em quaisquer testes de resistência para empurrá-lo, puxá-lo ou derrubá-lo. Você pode lançar enredar à vontade. Feature/&PowerAncientForestRootedTitle=Enraizado -Feature/&PowerPoolAncientForestHerbalBrewDescription=Você pode criar infusões de ervas, cada uma delas durando até o próximo descanso longo. Você cria um total de cervejas igual ao seu bônus de proficiência. Para cada bebida, escolha um dos seguintes efeitos:\nCerveja Fortificante: concede resistência a diferentes tipos de dano por 1 hora.\nCerveja Acelerada: fornece 2d4 pontos de vida.\nCerveja Toxificante: atua como veneno que pode ser aplicado a uma arma que dura 1 minuto. Se acertar, o alvo sofre 1d4 de dano venenoso em cada acerto. +Feature/&PowerPoolAncientForestHerbalBrewDescription=Você pode criar infusões de ervas, cada uma delas durando até o próximo descanso longo. Você cria um total de cervejas igual ao seu bônus de proficiência. Para cada bebida, escolha um dos seguintes efeitos:\nCerveja Fortificante: concede resistência a diferentes tipos de dano por 1 hora.\nCerveja Acelerada: fornece 2d4 pontos de vida.\nCerveja Toxificante: atua como veneno que pode ser aplicado a uma arma que dura 1 minuto. Se acertar, o alvo sofre 1d4 de dano venenoso em cada acerto. Feature/&PowerPoolAncientForestHerbalBrewTitle=Fabricação de ervas Feature/&PowerPoolAncientForestWallOfThornsDescription=Você pode lançar Muralha de Espinhos um número de vezes igual ao seu modificador de Sabedoria. Ele recarrega em descansos longos. Feature/&PowerPoolAncientForestWallOfThornsTitle=Muro de Espinhos diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfAudacity-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfAudacity-pt-BR.txt index 78a8ff465c..7f332d1a78 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfAudacity-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/CollegeOfAudacity-pt-BR.txt @@ -4,7 +4,7 @@ Action/&MasterfulWhirlToggleDescription=Ativar/desativar Masterful Whirl Action/&MasterfulWhirlToggleTitle=Giro magistral Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=Gire o rolo para AC. Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=Redemoinho Defensivo -Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Sempre que você realiza a ação de Ataque em seu turno, sua velocidade de caminhada aumenta em 3 metros até o final do turno, e se um ataque com arma corpo a corpo que você fizer como parte desta ação atingir uma criatura, você pode gastar um uso de seu Bardo. Inspiração para fazer com que a arma cause dano extra ao alvo atingido. O dano é igual ao número obtido no dado de Inspiração de Bardo. Você também escolhe uma manobra específica:\n• Giro Defensivo: você adiciona o teste de Inspiração de Bardo à sua CA até o início do seu próximo turno.\n• Giro Cortante: Você causa o dano extra a todas as outras criaturas inimigas a até 1,5 metro de você.\n• Giro Móvel: Você ganha benefícios de desengajamento até o final do seu turno. +Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=Sempre que você realiza a ação de Ataque em seu turno, sua velocidade de caminhada aumenta em 3 metros até o final do turno, e se um ataque com arma corpo a corpo que você fizer como parte desta ação atingir uma criatura, você pode gastar um uso de seu Bardo. Inspiração para fazer com que a arma cause dano extra ao alvo atingido. O dano é igual ao número obtido no dado de Inspiração de Bardo. Você também escolhe uma manobra específica:\n• Giro Defensivo: você adiciona o teste de Inspiração de Bardo à sua CA até o início do seu próximo turno.\n• Giro Cortante: Você causa o dano extra a todas as outras criaturas inimigas a até 1,5 metro de você.\n• Giro Móvel: Você ganha benefícios de desengajamento até o final do seu turno. Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=Redemoinho Audacioso Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=Você ganha proficiência com armadura média e cimitarra. Você também pode usar sua arma como foco de lançamento de magias de bardo. Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=Proficiências Bônus diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheElements-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheElements-pt-BR.txt index faa1a22c33..a52fd4737b 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheElements-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheElements-pt-BR.txt @@ -8,7 +8,7 @@ Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=Enquanto vo Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=Conduíte da Nevasca Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=Enquanto estiver em fúria, sempre que uma criatura inimiga atingir você com um ataque, você pode usar sua reação para forçar aquela criatura a fazer um teste de resistência de Destreza. Se falhar na resistência, a criatura sofre dano de fogo igual ao seu nível de bárbaro. Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=Conduíte de incêndio florestal -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partir do 6º nível, sua devoção à calamidade elemental escolhida no 3º nível fornece a você e seus aliados resistência a esse tipo de dano.\n• Tempestade: enquanto você está em fúria, você e todos os aliados a até 3 metros de você ganham resistência a raios.\n• Nevasca: enquanto você estiver em fúria, você e todos os aliados a até 3 metros de você ganham resistência ao frio.\n• Fogo Selvagem: Enquanto você está em fúria, você e todos os aliados a até 3 metros de você ganham resistência ao fogo. +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=A partir do 6º nível, sua devoção à calamidade elemental escolhida no 3º nível fornece a você e seus aliados resistência a esse tipo de dano.\n• Tempestade: enquanto você está em fúria, você e todos os aliados a até 3 metros de você ganham resistência a raios.\n• Nevasca: enquanto você estiver em fúria, você e todos os aliados a até 3 metros de você ganham resistência ao frio.\n• Fogo Selvagem: Enquanto você está em fúria, você e todos os aliados a até 3 metros de você ganham resistência ao fogo. Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=Bênção Elemental Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=A partir do 10º nível, você ganha poderes adicionais dependendo da calamidade elemental escolhida no 3º nível.\n• Tempestade: {0}\n• Nevasca: {1}\n• Incêndio: {2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=Explosão Elemental diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt index 2cf8993767..8a1dfb47ec 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PathOfTheRavager-pt-BR.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Uma vez durante o seu turno, se você usar seu Ataque Imprudente enquanto estiver em fúria, o primeiro ataque com arma baseado em Força que você atingir um inimigo causará 2d6 de dano extra ao mesmo tipo de sua arma. Este dano aumenta para 3d6 no 9º nível e 4d6 no 16º nível. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Frenesi -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Sempre que você começar a entrar em fúria como uma ação livre, e enquanto estiver em fúria nos turnos subsequentes como uma ação bônus, você pode causar terror nos outros com sua presença intimidadora. Cada criatura inimiga a até 9 metros de você deve realizar um teste de resistência de Sabedoria (CD igual a 8 + seu bônus de proficiência + seu modificador de Força). Se falhar na resistência, a criatura fica com a condição Assustada por 1 minuto. No final de cada turno da criatura Amedrontada, a criatura repete o teste de resistência, encerrando o efeito sobre si mesma em caso de sucesso. Depois de usar esse recurso, você não poderá usá-lo novamente até terminar um descanso longo. Se você ficar sem uso desse recurso, poderá gastar um uso de sua Fúria para usá-lo novamente. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Sempre que você começar a entrar em fúria, e enquanto estiver em fúria nos turnos subsequentes como uma ação bônus, você pode causar terror nos outros com sua presença intimidadora. Cada criatura inimiga a até 9 metros de você deve realizar um teste de resistência de Sabedoria (CD igual a 8 + seu bônus de proficiência + seu modificador de Força). Se falhar na resistência, a criatura fica com a condição Assustada por 1 minuto. No final de cada turno da criatura Amedrontada, a criatura repete o teste de resistência, encerrando o efeito sobre si mesma em caso de sucesso. Depois de usar esse recurso, você não poderá usá-lo novamente até terminar um descanso longo. Se você ficar sem uso desse recurso, poderá gastar um uso de sua Fúria para usá-lo novamente. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Presença intimidante Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Enquanto estiver em fúria, você pode usar sua ação bônus para aterrorizar outras pessoas com sua presença intimidadora. Cada criatura inimiga a até 9 metros de você deve realizar um teste de resistência de Sabedoria (CD igual a 8 + seu bônus de proficiência + seu modificador de Força). Se falhar na resistência, a criatura fica com a condição Assustada por 1 minuto. No final de cada turno da criatura Amedrontada, a criatura repete o teste de resistência, encerrando o efeito sobre si mesma em caso de sucesso. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Presença intimidante diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RangerFeyWanderer-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RangerFeyWanderer-pt-BR.txt new file mode 100644 index 0000000000..e5d040bff3 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/RangerFeyWanderer-pt-BR.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Você pode aumentar seus ataques com armas com magia assustadora, extraída das cavidades sombrias da Agrestia das Fadas. Quando você atinge uma criatura com uma arma, você pode causar 1d4 de dano psíquico extra ao alvo, que pode sofrer esse dano extra apenas uma vez por turno. O dano extra aumenta para 1d6 quando você atinge o 11º nível nesta classe. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Ataques Terríveis +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Você ganha feitiços bônus que são considerados feitiços de Ranger para você. Eles estão sempre preparados e não contam no número de feitiços de Ranger que você conhece:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Magia Fey Wanderer +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Suas qualidades feéricas lhe conferem um encanto sobrenatural. Como resultado, você faz testes de Carisma com vantagem. Além disso, você ganha proficiência em uma das seguintes perícias à sua escolha: Enganação, Atuação ou Persuasão. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Glamour do outro mundo +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Você pode usar sua reação para forçar a fonte a fazer um teste de resistência de Sabedoria contra sua CD de salvamento de feitiço. Se o salvamento falhar, a fonte ficará encantada por você por 1 minuto. A fonte pode repetir o teste de resistência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo se obtiver sucesso. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Encantado +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Você tem vantagem em testes de resistência contra ficar encantado ou assustado. Além disso, sempre que você ou uma criatura que você possa ver a até 36 metros de você obtiver sucesso em um teste de resistência contra ficar encantado ou assustado, você pode usar sua reação para forçar a fonte a fazer um teste de resistência de Sabedoria contra sua CD de resistência de magia. Se o salvamento falhar, a fonte ficará encantada ou assustada com você (sua escolha) por 1 minuto. A fonte pode repetir o teste de resistência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo se obtiver sucesso. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Você pode usar sua reação para forçar a fonte a fazer um teste de resistência de Sabedoria contra sua CD de salvamento de feitiço. Se o salvamento falhar, a fonte ficará assustada com você por 1 minuto. A fonte pode repetir o teste de resistência no final de cada um de seus turnos, encerrando o efeito sobre si mesmo se obtiver sucesso. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Com medo +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Torção sedutora +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Uma vez por descanso longo, você pode usar sua ação para lançar o feitiço Conjurar Fey. Lançar o feitiço desta forma não requer componentes ou concentração e a duração do feitiço é de um minuto. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Reforços Feéricos +Feature/&PowerRangerFeyWandererMistyWandererDescription=Você pode entrar e sair da natureza Fey para se mover em um piscar de olhos: você pode lançar Misty Step sem gastar um espaço de feitiço. Você pode fazer isso um número de vezes igual ao seu modificador de Sabedoria (no mínimo uma vez) e recupera todos os usos gastos ao terminar um descanso longo. Além disso, sempre que você lançar Misty Step, você pode trazer consigo uma criatura voluntária que você possa ver a até 1,5 metro de você. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Andarilho Enevoado +Feedback/&AdditionalDamageDreadfulStrikesFormat=Ataques Terríveis +Feedback/&AdditionalDamageDreadfulStrikesLine=Golpes Terríveis causam +{2} de dano extra! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Você pode reagir para forçar o atacante a fazer um teste de resistência de Sabedoria contra sua CD de salvamento de feitiço. Se o salvamento falhar, o atacante ficará encantado ou assustado por você por 1 minuto. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Encantar ou assustar o atacante. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Torção sedutora +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Torção sedutora +Subclass/&RangerFeyWandererDescription=Uma mística feérica envolve você, graças à dádiva de uma arquifada, à fruta brilhante que você comeu de uma árvore falante, à fonte mágica em que você nadou ou a algum outro evento auspicioso. Independentemente de como você adquiriu sua magia feérica, você agora é um Fey Wanderer, um ranger que representa tanto o reino mortal quanto o reino das fadas. Enquanto você vaga pelo multiverso, sua risada alegre ilumina os corações dos oprimidos e sua habilidade marcial aterroriza seus inimigos, pois grande é a alegria das fadas e terrível é sua fúria. +Subclass/&RangerFeyWandererTitle=Fey Andarilho +Tooltip/&MustBeWithin5ft=Deve estar dentro de 5 pés diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WizardWarMagic-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WizardWarMagic-pt-BR.txt new file mode 100644 index 0000000000..2f34a7130a --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WizardWarMagic-pt-BR.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Ativar/desativar surto de energia +Action/&PowerSurgeToggleTitle=Oscilação de energia +Condition/&ConditionWarMagicArcaneDeflectionDescription=Você não pode lançar magias além de truques. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Deflexão Arcana +Feature/&AttributeModifierWarMagicTacticalWitDescription=Sua grande capacidade de avaliar situações táticas permite que você aja rapidamente na batalha. Você pode conceder a si mesmo um bônus em suas jogadas de iniciativa igual ao seu modificador de Inteligência. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Inteligência Tática +Feature/&FeatureWarMagicArcaneDeflectionDescription=Você aprendeu a tecer sua magia para se fortalecer contra o mal. Quando você é atingido por um ataque ou falha em um teste de resistência, você pode usar sua reação para subtrair seu modificador de Inteligência da jogada de ataque ou adicioná-lo à jogada de resistência. Quando você usa esse recurso, você não pode lançar outras magias além de truques até o final do seu próximo turno. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Deflexão Arcana +Feature/&FeatureWarMagicDurableMagicDescription=A magia que você canaliza ajuda a evitar danos. Enquanto você mantém a concentração em um feitiço, você recebe um bônus de +2 na CA e em todos os testes de resistência. +Feature/&FeatureWarMagicDurableMagicTitle=Magia Durável +Feature/&PowerWarMagicDeflectionShroudDescription=Sua Deflexão Arcana fica infundida com magia mortal. Ao usar seu recurso Deflexão Arcana, você pode fazer com que a energia mágica saia de você. Até três criaturas mais próximas a até 18 metros de você sofrem dano de força igual à metade do seu nível de mago. +Feature/&PowerWarMagicDeflectionShroudTitle=Mortalha de Deflexão +Feature/&PowerWarMagicSurgeDescription=Você tem um número de surtos de energia igual ao seu modificador de Inteligência (mínimo de um). Sempre que você termina um feitiço com Contrafeitiço, você ganha um aumento de energia. Uma vez por turno, quando você causar dano a uma criatura ou objeto com uma magia de mago, você pode gastar um aumento de poder para causar dano de força extra em uma jogada de dano daquela magia. O dano extra é igual ao seu nível de mago. +Feature/&PowerWarMagicSurgeTitle=Oscilação de energia +Feedback/&ArcaneDeflectionAttackRoll={0} usa {1} para subtrair o modificador de Inteligência ({2}) da jogada de ataque ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} usa {1} para adicionar o modificador de Inteligência ({2}) à jogada de salvamento ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Você está prestes a ser atingido por um ataque. Você pode usar sua reação para subtrair seu modificador de Inteligência da jogada do atacante e errar. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Forçar uma falha +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Deflexão Arcana +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Deflexão Arcana +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Você falhou em um teste de resistência. Você pode usar sua reação para adicionar seu modificador de Inteligência à jogada de salvamento e fazer com que ela seja bem-sucedida. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Forçar uma falha +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Deflexão Arcana +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Deflexão Arcana +Subclass/&WizardWarMagicDescription=Uma variedade de faculdades arcanas se especializam em treinar magos para a guerra. A tradição da Magia de Guerra combina princípios de evocação e abjuração, em vez de se especializar em qualquer uma dessas escolas. Ele ensina técnicas que fortalecem os feitiços de um lançador, ao mesmo tempo que fornece métodos para os magos reforçarem suas próprias defesas. Os seguidores desta tradição são conhecidos como magos de guerra. Eles veem sua magia tanto como arma quanto como armadura, um recurso superior a qualquer peça de aço. Magos de guerra agem rapidamente em batalha, usando seus feitiços para assumir o controle tático de uma situação. Seus feitiços atacam com força, enquanto suas habilidades defensivas frustram as tentativas de contra-ataque de seus oponentes. Os magos de guerra também são adeptos de usar a energia mágica de outros conjuradores contra eles. +Subclass/&WizardWarMagicTitle=Magia de Guerra diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt index 1b9ebca4e9..8cdb37ba98 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/OtherFeats-ru.txt @@ -124,9 +124,9 @@ Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=Цветная и Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=Цветная инфузия наносит дополнительный урон ядом +{2}! Feedback/&IsNotLuckyHigher={0} совсем не везёт, бросок {2}, который заменяет {3}, оказался больше. Feedback/&IsNotLuckyLower={0} совсем не везёт, бросок {2}, который заменяет {3}, оказался меньше. -Feedback/&LuckyAttackToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить бросок атаки -Feedback/&LuckyCheckToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить бросок проверки -Feedback/&LuckySavingToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить спасбросок +Feedback/&LuckyAttackToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить {3} на бросок атаки +Feedback/&LuckyCheckToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить {3} на бросок проверки +Feedback/&LuckySavingToHitRoll={0} использовал {1}, чтобы бросить {2} и заменить {3} на спасбросок Item/&ItemFeatChefTreatDescription=Съешьте это лакомство от шеф-повара и получите 5 временных хитов. Item/&ItemFeatChefTreatTitle=Лакомство от шеф-повара Reaction/&CustomReactionMageSlayerDescription=Вы провалили спасбросок против {0}. Вы можете вместо этого обратить его в успех. diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt index acde06ed7c..0d431b7e21 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/Races-ru.txt @@ -63,9 +63,9 @@ Feature/&PowerFeatOrcishAggressionDescription=Если вы держите ру Feature/&PowerFeatOrcishAggressionTitle=Орочья агрессия Feedback/&AdditionalDamageOrcishFuryFormat=Орочье буйство Feedback/&AdditionalDamageOrcishFuryLine=Орочье буйство наносит дополнительно +{2} урона! -Feedback/&BountifulLuckAttackToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить бросок атаки -Feedback/&BountifulLuckCheckToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить бросок проверки -Feedback/&BountifulLuckSavingToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить спасбросок +Feedback/&BountifulLuckAttackToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить {3} на бросок атаки +Feedback/&BountifulLuckCheckToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить {3} на бросок проверки +Feedback/&BountifulLuckSavingToHitRoll={0} использовал {1}, чтобы выкинуть {2} и заменить {3} на спасбросок Feedback/&DwarvenFortitudeHitDieRolled={0} выкинул {2} и восстановил {3} = {4}. Reaction/&CustomReactionBountifulLuckAttackDescription={0} промахнулся по {1}. {2} может использовать реакцию для броска d20 и замены броска атаки. Reaction/&CustomReactionBountifulLuckAttackReactDescription=Бросьте d20, чтобы заменить бросок атаки. diff --git a/SolastaUnfinishedBusiness/Translations/ru/Level20-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Level20-ru.txt index 690641baf5..22f1d9de3d 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Level20-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Level20-ru.txt @@ -74,7 +74,7 @@ Feature/&FeatureSetTraditionLightPurityOfLightDescription=Начиная с 17- Feature/&FeatureSetTraditionLightPurityOfLightTitle=Чистота света Feature/&FeatureSetTraditionOpenHandQuiveringPalmDescription=Начиная с 17-го уровня, вы получаете возможность создавать смертельные колебания в чужом теле. Если вы попадёте по существу безоружным ударом, вы можете потратить 3 очка ци, чтобы создать неуловимые колебания в его теле, которые длятся в течение 24 часов. Колебания безвредны, пока вы не остановите их действием. Когда вы используете это действие, существо должно совершить спасбросок Телосложения. В случае успеха цель получает урон некротической энергией 10к10, а в случае провала её хиты опускаются до 1, и она становится оглушённой до начала своего следующего хода. Feature/&FeatureSetTraditionOpenHandQuiveringPalmTitle=Дрожащая ладонь -Feature/&FeatureWizardSpellMasteryDescription=Вы достигаете такого мастерства в отношении некоторых заклинаний, что можете накладывать их неограниченное количество раз. Выберите одно заклинание волшебника 1-го уровня и одно заклинание волшебника 2-го уровня, которые есть в вашей книге заклинаний. Вы можете накладывать эти заклинания без увеличения их уровня, не тратя ячейки заклинаний, при условии, что вы их подготовили. Если вы хотите увеличить уровень этих заклинаний, вы должны потратить ячейку заклинаний как обычно. +Feature/&FeatureWizardSpellMasteryDescription=Вы достигаете такого мастерства в отношении некоторых заклинаний, что можете накладывать их неограниченное количество раз. Выберите два заклинания волшебника 1-го или 2-го уровня, которые есть в вашей книге заклинаний. Вы можете накладывать эти заклинания без увеличения их уровня, не тратя ячейки заклинаний, при условии, что вы их подготовили. Если вы хотите увеличить уровень этих заклинаний, вы должны потратить ячейку заклинаний как обычно. Feature/&FeatureWizardSpellMasteryTitle=Мастерство заклинателя Feature/&MagicAffinityArchDruidDescription=Количество применений умения «Дикий облик» не ограничено. Кроме того, вы можете игнорировать соматический и вербальный компоненты заклинаний друида, а также материальные компоненты без указанной стоимости и не расходуемые заклинанием. Это действует как в нормальном облике, так и в облике Зверя. Feature/&MagicAffinityArchDruidTitle=Архидруид diff --git a/SolastaUnfinishedBusiness/Translations/ru/Metamagic-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Metamagic-ru.txt index 58568328a1..2c87b3caac 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Metamagic-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Metamagic-ru.txt @@ -2,6 +2,8 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=Заклинание должно и Failure/&FailureFlagSpellMustHaveDamageForm=Заклинание должно иметь хотя бы одну форму нанесения урона Failure/&FailureFlagSpellMustRequireConcentration=Заклинание должно требовать концентрации Failure/&FailureFlagSpellRangeMustBeSelf=Дистанция заклинания должна быть "На себя" +Failure/&FailureSeekingSpell=Ищущее заклинание срабатывает только после промаха атаки заклинанием +Failure/&FailureTransmutedSpell=Заклинание должно нанести один из следующих типов урона: звук, кислота, огонь, холод, электричество, яд Feature/&MetamagicAltruisticSpellAllyDescription=Даёт возможность выбрать в качестве цели заклинания союзника в радиусе 30 футов вместо себя. Feature/&MetamagicAltruisticSpellAllyTitle=Совместное заклинание, только для союзника Feature/&MetamagicAltruisticSpellDescription=Когда вы накладываете заклинание, выбирая целью себя, вы можете потратить 1 единицу чародейства, чтобы вместо этого выбрать целью союзника в радиусе 30 футов. Или же вы можете потратить 3 очка колдовства и выбрать целью и себя, и союзника в радиусе 30 футов. @@ -12,5 +14,19 @@ Feature/&MetamagicFocusedSpellDescription=Когда вы накладывает Feature/&MetamagicFocusedSpellTitle=Сфокусированное заклинание Feature/&MetamagicPowerfulSpellDescription=Вы можете потратить 1 единицу чародейства за уровень заклинания, чтобы увеличить его количество костей урона на 1. Feature/&MetamagicPowerfulSpellTitle=Могущественное заклинание +Feature/&MetamagicSeekingSpellDescription=Если вы совершаете бросок атаки для заклинания и промахиваетесь, вы можете потратить 2 единицы чародейства, чтобы перебросить d20, и должны использовать новый бросок. Вы можете использовать это умение, даже если вы уже использовали другой вариант метамагии во время накладывания заклинания. +Feature/&MetamagicSeekingSpellTitle=Ищущее заклинание +Feature/&MetamagicTransmutedSpellDescription=Когда вы накладываете заклинание, которое наносит тип урона из перечисленного списка, вы можете потратить 1 единицу чародейства и изменить этот тип урона на другой из следующих: звук, кислота, огонь, холод, электричество, яд. +Feature/&MetamagicTransmutedSpellTitle=Преобразованное заклинание Feature/&MetamagicWidenedSpellDescription=Вы можете потратить 2 единицы чародейства, чтобы увеличить радиус действия заклинания. Заклинания, имеющие область действия в виде конуса, куба, цилиндра или сферы, увеличивают параметр измерения до ближайших 5 футов. Feature/&MetamagicWidenedSpellTitle=Расширенное заклинание +Feedback/&MetamagicSeekingSpellToHitRoll={0} использует {1} и бросает {2} для замены {3} на броске атаки +Feedback/&MetamagicTransmutedSpellDescription=Заменить тип урона магического эффекта на {0}. +Reaction/&CustomReactionMetamagicSeekingSpellDescription=Вы промахнулись по {0}. Вы можете потратить 2 единицы чародейства, чтобы перебросить d20 и заменить бросок атаки. +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=Бросьте d20, чтобы заменить бросок атаки. +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=Ищущее заклинание +Reaction/&CustomReactionMetamagicSeekingSpellTitle=Ищущее заклинание +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=Выберите новый тип урона магического эффекта. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=Выберите новый тип урона. +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=Преобразованное заклинание +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=Преобразованное заклинание diff --git a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt index d25dbb53fb..335b00f91e 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt @@ -87,6 +87,8 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Дополни Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Улучшенный жестокий удар Feature/&FeatureSetBarbarianBrutalStrikeTitle=Жестокий удар Feature/&FeatureSetRageExtendedDescription=В бою вы сражаетесь с первобытной свирепостью. В свой ход вы можете бонусным действием войти в состояние ярости. В состоянии ярости вы получаете следующие преимущества, если не носите тяжёлую броню:\n• Вы совершаете с преимуществом проверки и спасброски Силы.\n• Если вы совершаете рукопашную атаку оружием, используя Силу, вы получаете бонус к броску урона, изначально равный +2, этот урон растёт с уровнем.\n• Вы получаете сопротивление дробящему, колющему и рубящему урону.\n Ваша ярость длится 1 минуту. Она прекращается раньше, если вы потеряли сознание или если вы закончили свой ход, не получив урон или не атаковав враждебное по отношению к вам существо с момента окончания вашего прошлого хода.\n Вы начинаете с двумя использованиями Ярости, восстанавливающимися после продолжительного отдыха. На уровне 7 вы восстанавливаете одно использование Ярости после завершения короткого отдыха. +Feature/&FeatureSorcererMagicalGuidanceDescription=Вы можете использовать свой внутренний источник магии, чтобы попытаться обратить неудачу в успех. Когда вы совершаете проверку характеристики и проваливаете её, вы можете потратить 1 единицу чародейства, чтобы перебросить d20, потенциально превращая провал в успех, но должны использовать новый бросок. +Feature/&FeatureSorcererMagicalGuidanceTitle=Волшебное указание Feature/&FighterExtraAttackDescription=Вы можете атаковать два раза вместо одного, когда используете действие Атака или Толчок. Feature/&FlightResumeDescription=Возобновляет действие приостановленного полёта Feature/&FlightResumeTitle=Продолжить полёт @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} бросает дл Feedback/&ConcentrationEffectCheckRolledLine={0} бросает для поддержания {1} против Сл {2}, выкидывает {3} = {4} Feedback/&FlankingAttack=Угроза с фланга Feedback/&HigherGroundAttack=Возвышенность +Feedback/&MagicalGuidanceCheckToHitRoll={0} использует {1} и бросает {2} для замены {3} в результате броска проверки Feedback/&NarrativeChoiceRoll={0} бросает нарративный выбор {1} с результатом {2}. Feedback/&ReturningWeaponActivates={1} возвращается к {0}! Feedback/&SmallRace=Раса маленького размера @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} атакует {1}! В отве Reaction/&CastSpellInRetributionReactDescription=Нажмите, чтобы наложить {0}. Reaction/&CastSpellInRetributionReactTitle=Наложить заклинание Reaction/&CastSpellInRetributionTitle=Наложить заклинание реакцией +Reaction/&CustomReactionMagicalGuidanceCheckDescription=Вы провалили проверку. Вы можете потратить 1 единичу чародейства, чтобы перебросить d20 и заменить результат броска проверки. +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=Бросьте d20, чтобы заменить результат броска проверки. +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=Волшебное указание +Reaction/&CustomReactionMagicalGuidanceCheckTitle=Волшебное указание Reaction/&ReactionSpendPowerBundleDescription=Использовать силу. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Вы можете наложить дополнительный эффект. Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Наложите дополнительный эффект. @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=Не является источником Rules/&SituationalContext9014Format=Не носит брони, либо только лёгкую броню без использования щита: Rules/&SituationalContext9015Format=Не носит брони, либо только лёгкую броню с двуручным боевым посохом: Rules/&SituationalContext9016Format=Не является источником эффекта с рукопашным оружием в одной из рук: +Rules/&SituationalContext9017Format=Концентрируется на заклинании: Rules/&TurnOccurenceEndOfSourceTurnFormat=Конец источника хода Screen/&ClassExtraSpellDescriptionFormat=Вам известно это заклинание от класса {0}. Screen/&EditorLocationSize3Title=Огромный [Модифицировано] diff --git a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt index 31dc98ad65..cf92badf87 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt @@ -1,3 +1,4 @@ +ModUi/&AccountForAllDiceOnFollowUpStrike=Добавлять все кости от базового урона оружия к урону от черты Второй удар ModUi/&AccountForAllDiceOnSavageAttack=Добавлять все кости от базового урона оружия к способностям, которые добавляют базовый урон оружия вместо только одной [Свирепые атаки, Двуручное оружие и т.д.] ModUi/&AddAllToStore=Всё в магазин ModUi/&AddBleedingToLesserRestoration=Добавить Кровотечение к состояниям, снимаемым Высшим и Малым восстановлением @@ -84,7 +85,7 @@ ModUi/&DocsRaces=Расы ModUi/&DocsSpells=Заклинания ModUi/&DocsSubclasses=Архетипы ModUi/&DocsSubraces=Разновидности -ModUi/&DocsVersatilities=Универсальность +ModUi/&DocsVersatilities=Универсалии ModUi/&Donate=Задонатить: {0} ModUi/&DontDisplayHelmets=Скрывать шлемы на персонажах [Необходим перезапуск] ModUi/&DontEndTurnAfterReady=Не заканчивать ход после использования действия Подготовка [позволяет использовать Бонусное действие или любые дополнительные основные действия от Ускорения или других источников] @@ -105,6 +106,7 @@ ModUi/&EnableBarbarianBrutalStrike=Включить Жестокий удар ModUi/&EnableBarbarianFightingStyle=Включить Варварам выбор Боевого стиля на уровне 2 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Включить для Варваров завершение эффектов Безрассудной атаки в начале следующего хода ModUi/&EnableBarbarianRegainOneRageAtShortRest=Включить Варварам на уровне 7 возможность восстанавливать один заряд ярости за короткий отдых +ModUi/&EnableBardHealingBalladOnLongRest=Включить Бардам коллегии надежды работу умения Целительная баллада при длительном отдыхе ModUi/&EnableBetaContent=Включить бета-контент [Необходим перезапуск] ModUi/&EnableCancelEditOnRightMouseClick=Включить отмену действия правым кликом мыши ModUi/&EnableCantripsTriggeringOnWarMagic=Включить срабатывание дополнительной бонусной атаки Боевой магии от заговоров @@ -152,6 +154,7 @@ ModUi/&EnableRogueSteadyAim=Включить Плутам ModUi/&EnableRogueStrSaving=Включить Плутам использование модификаторов ЛОВ или СИЛ для Хитрого/Коварного удара, Ослабляющего/Улучшенного ослабляющего удара и Града клинков ModUi/&EnableSaveByLocation=Включить сохранения по кампаниям/локациям ModUi/&EnableSignatureSpellsRelearn=Включить Волшебникам подготовку фирменных заклинаний после каждого продолжительного отдыха [вместо того, чтобы выбирать их один раз на 20-м уровне] +ModUi/&EnableSorcererMagicalGuidance=Включить Чародеям Волшебное указание на уровне 5 ModUi/&EnableSortingDungeonMakerAssets=Включить сортировку ассетов в редакторе Создателя Подземелий ModUi/&EnableStatsOnHeroTooltip=Отображать статистику на всплывающей подсказке о герое [например: критические удары, критические промахи и т.д.] ModUi/&EnableSumD20OnAlternateVotingSystem=+ Также каждый герой добавляет к весомости результат броска D20 для привнесения элемента случайности [весомость выбора = голоса * модификатор Харизмы героя + бросок D20] diff --git a/SolastaUnfinishedBusiness/Translations/ru/Spells/Spells01-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Spells/Spells01-ru.txt index 63e60560a7..9b27258b59 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Spells/Spells01-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Spells/Spells01-ru.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=Вы испускаете струю кислоты Spell/&VileBrewTitle=Едкое варево Таши Spell/&VoidGraspDescription=Вы взываете к мощи нечистой силы. Из вас вырываются щупальца из тёмной энергии, бьющие всех существ в пределах 10 футов. Все существа в этой области должны совершить спасбросок Силы. При провале цель получает 2d6 урона некротической энергией и не может совершать реакции до своего следующего хода. При успехе существо получает половину урона, и других эффектов нет. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, урон увеличивается на 1d6 за каждый уровень ячейки выше первого. Spell/&VoidGraspTitle=Руки Хадара -Spell/&WitchBoltDescription=Луч потрескивающей синеватой энергии устремляется к существу в пределах дистанции, формируя между вами и целью непрерывный дуговой разряд. Совершите дальнобойную атаку заклинанием по этому существу. При попадании цель получает 1d12 урона электричеством, и, пока заклинание активно, вы можете в каждый свой ход действием автоматически причинять цели 1d12 урона электричеством. Это заклинание оканчивается, если вы действием сделаете что-то иное. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, первичный урон увеличивается на 1d12 за каждый уровень ячейки выше первого. +Spell/&WitchBoltDescription=Луч потрескивающей синеватой энергии устремляется к существу в пределах дистанции, формируя между вами и целью непрерывный дуговой разряд. Совершите дальнобойную атаку заклинанием по этому существу. При попадании цель получает 1d12 урона электричеством, и, пока заклинание активно, вы можете в каждый свой ход действием автоматически причинять цели 1d12 урона электричеством. Это заклинание оканчивается, если вы действием сделаете что-то иное. Заклинание также оканчивается, если цель окажется за пределами дистанции заклинания. Если вы накладываете это заклинание, используя ячейку 2-го уровня или выше, первичный урон увеличивается на 1d12 за каждый уровень ячейки выше первого. Spell/&WitchBoltTitle=Ведьмин снаряд Spell/&WrathfulSmiteDescription=В следующий раз, когда вы попадёте рукопашной атакой оружием, пока активно это заклинание, ваша атака причиняет дополнительный 1к6 урона психической энергией. Кроме того, если цель — существо, оно должно совершить спасбросок Мудрости, иначе оно станет испуганным до окончания действия заклинания. Spell/&WrathfulSmiteTitle=Гневная кара diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt index 5b47d697ea..a2ffc2cca5 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PathOfTheRavager-ru.txt @@ -1,6 +1,6 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=Один раз за ход, если вы используете Безрассудную атаку во время ярости, первая атака оружием с использованием Силы, которой вы попадаете по противнику, наносит дополнительно 2d6 урона того же типа, что и ваше оружие. Этот урон увеличивается до 3d6 на 9-м уровне и до 4d6 на 16-м уровне. Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=Бешенство -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Когда вы впадаете в ярость свободным действием, а также в последующие ходы, пока вы в ярости, вы можете бонусным действием пугать других своим ужасающим видом. Каждое враждебное существо в пределах 30 футов от вас должно совершить спасбросок Мудрости (Сл равна 8 + ваш бонус мастерства + ваш модификатор Силы). При провале существо становится испуганным вами на 1 минуту. В конце каждого хода испуганного существа оно повторяет спасбросок, прекращая эффект на себе в случае успеха. Как только вы используете эту способность, вы не сможете использовать её вновь, пока не завершите продолжительный отдых. Если у вас закончились использования этой способности, вы можете потратить одно использование вашей Ярости вместо этого, чтобы воспользоваться ею снова. +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=Когда вы впадаете в ярость, а также в последующие ходы, пока вы в ярости, вы можете бонусным действием пугать других своим ужасающим видом. Каждое враждебное существо в пределах 30 футов от вас должно совершить спасбросок Мудрости (Сл равна 8 + ваш бонус мастерства + ваш модификатор Силы). При провале существо становится испуганным вами на 1 минуту. В конце каждого хода испуганного существа оно повторяет спасбросок, прекращая эффект на себе в случае успеха. Как только вы используете эту способность, вы не сможете использовать её вновь, пока не завершите продолжительный отдых. Если у вас закончились использования этой способности, вы можете потратить одно использование вашей Ярости вместо этого, чтобы воспользоваться ею снова. Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=Пугающее присутствие Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=Пока вы в ярости, вы можете бонусным действием пугать других своим ужасающим видом. Каждое враждебное существо в пределах 30 футов от вас должно совершить спасбросок Мудрости (Сл равна 8 + ваш бонус мастерства + ваш модификатор Силы). При провале существо становится испуганным вами на 1 минуту. В конце каждого хода испуганного существа оно повторяет спасбросок, прекращая эффект на себе в случае успеха. Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=Пугающее присутствие diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RangerFeyWanderer-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RangerFeyWanderer-ru.txt new file mode 100644 index 0000000000..42f36a6a41 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/RangerFeyWanderer-ru.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=Вы усиливаете свои атаки с помощью разрушающей разум магии. Вы черпаете её из сумрачных пустот Страны Фей. Когда вы попадаете атакой по цели, вы можете нанести дополнительно 1d4 урона психической энергией. Существо может получить этот дополнительный урон только один раз за ход. Дополнительный урон увеличивается до 1d6, когда вы достигаете 11-го уровня в этом классе. +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=Ужасающие удары +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=Вы узнаёте новые заклинания в этом классе, для вас они считаются заклинаниями следопыта, однако они не учитываются в общем количестве заклинаний, которые вы знаете:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=Магия странника фей +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=Ваши фейские качества даруют вам сверхъестественное очарование. Вы совершаете проверки Харизмы с преимуществом. В дополнение вы получаете владение одним из навыков по вашему выбору: Выступление, Обман или Убеждение. +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=Потустороннее очарование +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=Вы можете реакцией заставить наложившего эффект совершить спасбросок Мудрости против Сл ваших заклинаний. В случае провала цель становится очарованной вами на 1 минуту. Существо может повторять спасбросок в конце каждого своего хода, оканчивая на себе эффект при успехе. +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=Очарован +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=Вы совершаете с преимуществом спасброски от очарования или испуга. Кроме того, каждый раз, когда вы или существо, которое вы можете видеть в пределах 120 футов, преуспеваете в спасброске от очарования или испуга, вы можете реакцией заставить наложившего эффект совершить спасбросок Мудрости против Сл ваших заклинаний. В случае провала цель становится очарованной или испуганной вами (по вашему выбору) на 1 минуту. Существо может повторять спасбросок в конце каждого своего хода, оканчивая на себе эффект при успехе. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=Вы можете реакцией заставить наложившего эффект совершить спасбросок Мудрости против Сл ваших заклинаний. В случае провала цель становится испуганной вами на 1 минуту. Существо может повторять спасбросок в конце каждого своего хода, оканчивая на себе эффект при успехе. +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=Испуган +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=Заманивающий трюк +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=Один раз до окончания длительного отдыха вы можете действием наложить заклинание Призыв феи. Наложение заклинания подобным образом не требует компонентов или поддержания концентрации, а длительность действия заклинания - 1 минута. +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=Подкрепление фей +Feature/&PowerRangerFeyWandererMistyWandererDescription=Вы можете проскользнуть в Страну Фей и выйти из неё, чтобы переместиться за мгновение ока: вы можете накладывать туманный шаг без затрат ячеек заклинаний. Вы можете сделать это количество раз, равное вашему модификатору Мудрости (минимум один раз), и восстанавливаете все потраченные применения после окончания продолжительного отдыха. Кроме того, каждый раз, когда вы используете туманный шаг, вы можете взять с собой одно согласное существо, которое видеть, в пределах 5 футов от себя. +Feature/&PowerRangerFeyWandererMistyWandererTitle=Туманный странник +Feedback/&AdditionalDamageDreadfulStrikesFormat=Ужасающие удары +Feedback/&AdditionalDamageDreadfulStrikesLine=Ужасающие наносят дополнительно +{2} урона! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=Вы можете реакцией заставить наложившего эффект совершить спасбросок Мудрости против Сл ваших заклинаний. В случае провала цель становится очарованной или испуганной вами на 1 минуту. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=Очаровать или испугать нападающего. +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=Заманивающий трюк +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=Заманивающий трюк +Subclass/&RangerFeyWandererDescription=Загадочность фей окружает вас благодаря благословению архифеи, сияющему плоду, который вы съели с говорящего дерева, волшебному источнику, в котором вы плавали, или какому-либо другому удачному случаю. Как бы вы ни овладели вашей магией фей, теперь вы странник фей — следопыт, представляющий, как царство смертных, так и Страну Фей. Когда вы блуждаете по мультивселенной, ваш задорный смех озаряет сердца угнетённых, а ваша воинская доблесть вселяет ужас в ваших врагов, ибо велика радость фей и ужасна их ярость. +Subclass/&RangerFeyWandererTitle=Странник фей +Tooltip/&MustBeWithin5ft=Должно быть в пределах 5 футов diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WizardWarMagic-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WizardWarMagic-ru.txt new file mode 100644 index 0000000000..4066f48b1f --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WizardWarMagic-ru.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=Активировать/деактивировать Всплеск мощи +Action/&PowerSurgeToggleTitle=Всплеск мощи +Condition/&ConditionWarMagicArcaneDeflectionDescription=Вы не можете накладывать никакие заклинания, кроме заговоров. +Condition/&ConditionWarMagicArcaneDeflectionTitle=Магическое отражение +Feature/&AttributeModifierWarMagicTacticalWitDescription=Ваша способность оценивать тактические ситуации позволяет вам действовать быстрее в бою. Вы можете получить бонус к броску инициативы равный вашему модификатору Интеллекта. +Feature/&AttributeModifierWarMagicTacticalWitTitle=Тактическая смекалка +Feature/&FeatureWarMagicArcaneDeflectionDescription=Вы обучаетесь тому, как плести магию так, чтобы укрепить своё сопротивление всякому вреду. Когда по вам попадает атака или вы проваливаете спасбросок, вы можете реакцией вычесть ваш модификатор Интеллекта из результата броска этой атаки или добавить его к этому спасброску. Когда вы использовали это умение, вы не можете накладывать никаких заклинаний, кроме заговоров до конца своего следующего хода. +Feature/&FeatureWarMagicArcaneDeflectionTitle=Магическое отражение +Feature/&FeatureWarMagicDurableMagicDescription=Магия, которую вы поддерживаете, позволяет вам более эффективно защищаться. Пока вы поддерживаете концентрацию на заклинании, вы получаете бонус +2 к КД и всем спасброскам. +Feature/&FeatureWarMagicDurableMagicTitle=Стойкая магия +Feature/&PowerWarMagicDeflectionShroudDescription=Ваше магическое отражение наделяется смертоносной магией. Когда вы используете своё умение «Магическое отражение», вы можете испустить разряды магической энергии. До трёх существ по вашему выбору, которых вы можете видеть в пределах 60 футов, получают урон силовым полем, равный половине вашего уровня волшебника каждое. +Feature/&PowerWarMagicDeflectionShroudTitle=Отражающий покров +Feature/&PowerWarMagicSurgeDescription=Вы можете запасать магическую энергию внутри себя, чтобы позднее усилить ею свои наносящие урон заклинания. Максимальное число ваших запасённых всплесков мощи равно вашему модификатору Интеллекта (минимум один). Когда вы успешно отменяете заклинание с использованием контрзаклинания, вы получаете один всплеск мощи. Один раз за ход, когда вы наносите урон существу или предмету заклинанием волшебника, вы можете потратить один всплеск мощи чтобы нанести дополнительный урон силовым полем на один бросок урона заклинания. Дополнительный урон равен вашему уровню волшебника. +Feature/&PowerWarMagicSurgeTitle=Всплеск мощи +Feedback/&ArcaneDeflectionAttackRoll={0} использует {1}, чтобы вычесть модификатор Интеллекта ({2}) из броска атаки ({3}) +Feedback/&ArcaneDeflectionSavingRoll={0} использует {1}, чтобы добавить модификатор Интеллекта ({2}) к спасброску ({3}) +Reaction/&CustomReactionArcaneDeflectionAttackDescription=Атака вот-вот попадёт по вам. Вместо этого вы можете использовать свою реакцию, чтобы вычесть ваш модификатор Интеллекта из броска атакующего и вызвать промах. +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=Вызвать промах +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=Магическое отражение +Reaction/&CustomReactionArcaneDeflectionAttackTitle=Магическое отражение +Reaction/&CustomReactionArcaneDeflectionSavingDescription=Вы проваливаете спасбросок. Вместо этого вы можете использовать свою реакцию, чтобы добавить ваш модификатор Интеллекта к спасброску и вызвать успех. +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=Вызвать успех +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=Магическое отражение +Reaction/&CustomReactionArcaneDeflectionSavingTitle=Магическое отражение +Subclass/&WizardWarMagicDescription=Разнообразные магические коллегии специализируются на подготовке волшебников к войне. Традиция военной магии сочетает в себе принципы воплощения и ограждения, не концентрируясь на какой-то из этих школ. Она учит техникам, усиливающим заклинания, также предлагая волшебникам методы поддержки своей защиты. Последователи этой традиции известны как военные маги. Они рассматривают свою магию и как оружие, и как броню — средство мощнее любого куска стали. Военные маги действуют в бою быстро, используя свои заклинания для получения тактического контроля над ситуацией. Их заклинания бьют сильно, в то время как их защита расстраивает попытки их противников контратаковать. Военные маги также мастаки использования магической энергии своих противников против них самих. +Subclass/&WizardWarMagicTitle=Военная магия diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt index 7ad4b341b5..966022323b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt @@ -122,11 +122,11 @@ Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=繁彩注魔: Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=繁彩注魔造成额外 +{2} 闪电伤害! Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=繁彩注魔:毒素 Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=繁彩注魔造成额外 +{2} 毒素伤害! -Feedback/&IsNotLuckyHigher={0} 一点也不幸运,滚动了更高的 {2} 来替换 {3}。 -Feedback/&IsNotLuckyLower={0} 一点也不幸运,滚动了较低的 {2} 来替换 {3}。 -Feedback/&LuckyAttackToHitRoll={0} 使用 {1} 投掷了 {2} 并替换了攻击检定 -Feedback/&LuckyCheckToHitRoll={0} 使用 {1} 投掷了 {2} 并替换了检定结果 -Feedback/&LuckySavingToHitRoll={0} 使用 {1} 投掷了 {2} 并替换了豁免检定 +Feedback/&IsNotLuckyHigher={0} 一点也不幸运,掷出更高的 {2} 来替换 {3}。 +Feedback/&IsNotLuckyLower={0} 一点也不幸运,掷出较低的 {2} 来替换 {3}。 +Feedback/&LuckyAttackToHitRoll={0} 使用 {1} 并掷出 {2} 以替换攻击检定上的 {3} +Feedback/&LuckyCheckToHitRoll={0} 使用 {1} 并掷出 {2} 以替换检定结果上的 {3} +Feedback/&LuckySavingToHitRoll={0} 使用 {1} 并掷出 {2} 以替换豁免检定上的 {3} Item/&ItemFeatChefTreatDescription=吃下大厨的美味并获得 5 点临时生命值。 Item/&ItemFeatChefTreatTitle=大厨的美味 Reaction/&CustomReactionMageSlayerDescription=你对{0}的豁免失败。相反,你可以让自己成功。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt index 9979ed1e9d..0ea9447e0a 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt @@ -63,12 +63,12 @@ Feature/&PowerFeatOrcishAggressionDescription=作为附赠动作,当你在主 Feature/&PowerFeatOrcishAggressionTitle=兽人侵袭 Feedback/&AdditionalDamageOrcishFuryFormat=兽人之怒 Feedback/&AdditionalDamageOrcishFuryLine=兽人之怒造成额外 +{2} 伤害! -Feedback/&BountifulLuckAttackToHitRoll={0} 使用 {1} 投掷了 {2} 掷骰并替换攻击检定 -Feedback/&BountifulLuckCheckToHitRoll={0} 使用 {1} 投掷了 {2} 并替换检定结果 -Feedback/&BountifulLuckSavingToHitRoll={0} 使用 {1} 投掷了 {2} 并替换豁免结果 -Feedback/&DwarvenFortitudeHitDieRolled={0}投掷了{2}并治愈了{3} = {4}。 -Reaction/&CustomReactionBountifulLuckAttackDescription={0}错过了{1}。 {2} 可以作出反应来投掷 d20 并替换攻击检定。 -Reaction/&CustomReactionBountifulLuckAttackReactDescription=投掷 d20 来替换攻击检定。 +Feedback/&BountifulLuckAttackToHitRoll={0} 使用 {1} 并掷出 {2} 以替换攻击检定上的 {3} +Feedback/&BountifulLuckCheckToHitRoll={0} 使用 {1} 并掷出 {2} 以替换检定结果上的 {3} +Feedback/&BountifulLuckSavingToHitRoll={0} 使用 {1} 并掷出 {2} 以替换豁免结果上的 {3} +Feedback/&DwarvenFortitudeHitDieRolled={0}掷出{2}并治愈了{3} = {4}。 +Reaction/&CustomReactionBountifulLuckAttackDescription={0}未命中{1}。 {2} 可以作出反应来投掷 d20 以替换攻击检定。 +Reaction/&CustomReactionBountifulLuckAttackReactDescription=投掷 d20 以替换攻击检定。 Reaction/&CustomReactionBountifulLuckAttackReactTitle=好运连连 Reaction/&CustomReactionBountifulLuckAttackTitle=好运连连 Reaction/&CustomReactionBountifulLuckCheckDescription={0} 检定失败。 {1} 可以做出反应来投掷 d20 并替换检定结果。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt index cf723d72c9..a9e6344dd0 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt @@ -74,7 +74,7 @@ Feature/&FeatureSetTraditionLightPurityOfLightDescription=从第 17 级开始, Feature/&FeatureSetTraditionLightPurityOfLightTitle=纯净之光 Feature/&FeatureSetTraditionOpenHandQuiveringPalmDescription=从第 17 级开始,你可以将暗劲击入他人体内。你的徒手打击命中目标生物时,可以消耗 3 点气将一股致命的劲力送入敌人体内。劲力的持续天数等于你的武僧等级,且在你用动作终止劲力之前它不产生任何减益。而你使用动作终止劲力后,目标必须进行一次体质豁免,豁免失败则其生命值降为0,豁免成功则目标受到 10d10 的 黯蚀伤害。 Feature/&FeatureSetTraditionOpenHandQuiveringPalmTitle=渗透劲 -Feature/&FeatureWizardSpellMasteryDescription=你已经精通某些法术,可以随意施放它们。选择你的法术书中的一个 1 环法师法术和一个 2 环法师法术。只要你准备了它们,就可以随意施展其最低环阶版本,且无需消耗法术位。你也可以消耗法术位来施展其更高环阶版本。 +Feature/&FeatureWizardSpellMasteryDescription=你已经精通某些法术,可以随意施放它们。选择你的法术书中的两个 1 环法师法术或 2 环法师法术。只要你准备了它们,就可以随意施展其最低环阶版本,且无需消耗法术位。你也可以消耗法术位来施展其更高环阶版本。 Feature/&FeatureWizardSpellMasteryTitle=法术精通 Feature/&MagicAffinityArchDruidDescription=你可以无限次使用荒野形态。此外,你可以忽略德鲁伊法术的语言和肢体成分,以及任何没有成本且不会被法术消耗的物质成分。你的正常形态和野兽形态都从荒野形态中获得了这个好处。 Feature/&MagicAffinityArchDruidTitle=大德鲁伊 @@ -156,8 +156,8 @@ Reaction/&UsePhysicalPerfectionDescription=使用 1 点气回复 1 点生命值 Reaction/&UsePhysicalPerfectionReactDescription=使用 1 点气回复 1 点生命值。 Reaction/&UsePhysicalPerfectionReactTitle=治疗 Reaction/&UsePhysicalPerfectionTitle=超凡体能 -RestActivity/&RestActivitySignatureSpellsDescription=您可以选择一次您的签名咒语。 -RestActivity/&RestActivitySignatureSpellsTitle=签名咒语 +RestActivity/&RestActivitySignatureSpellsDescription=你可以选择一次你的招牌法术。 +RestActivity/&RestActivitySignatureSpellsTitle=招牌法术 RestActivity/&RestActivitySpellMasteryDescription=当你完成长休后,你可以改变你的精通法术列表。 RestActivity/&RestActivitySpellMasteryTitle=法术精通 Rules/&DamagePureDescription=暗劲摧毁了敌人的身躯。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt index a566043357..dbc438663b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt @@ -2,15 +2,31 @@ Failure/&FailureFlagSpellMustBeOfTargetArea=该法术必须有一个锥体、立 Failure/&FailureFlagSpellMustHaveDamageForm=该法术必须至少有一种伤害形态 Failure/&FailureFlagSpellMustRequireConcentration=该法术需要专注 Failure/&FailureFlagSpellRangeMustBeSelf=法术范围必须是自身 +Failure/&FailureSeekingSpell=寻踪法术仅在魔法攻击失败后触发 +Failure/&FailureTransmutedSpell=该法术必须造成以下伤害类型之一:強酸、冷冻、火焰、闪电、毒素、雷鸣 Feature/&MetamagicAltruisticSpellAllyDescription=施放法术以 30 尺内的盟友为目标,而不是自身。 -Feature/&MetamagicAltruisticSpellAllyTitle=共享咒语,仅限盟友使用 -Feature/&MetamagicAltruisticSpellDescription=当你施放一个以自己为目标的法术时,你可以花费 1 点术法点来影响 30 尺内的盟友。或者你可以花费 3 点术法点来同时影响 30 尺内的自身和盟友。 +Feature/&MetamagicAltruisticSpellAllyTitle=共享法术,仅限盟友使用 +Feature/&MetamagicAltruisticSpellDescription=当你施放一个以自己为目标的法术时,你可以花费 1 个术法点来影响 30 尺内的盟友。或者你可以花费 3 点术法点来同时影响 30 尺内的自身和盟友。 Feature/&MetamagicAltruisticSpellSelfDescription=对 30 尺内的一个盟友施放该法术。 Feature/&MetamagicAltruisticSpellSelfTitle=共享法术,盟友 + 自身 Feature/&MetamagicAltruisticSpellTitle=共享法术 -Feature/&MetamagicFocusedSpellDescription=当你施放一个需要专注的法术时,你可以花费 1 点术法点来为你在保持对该法术的专注而进行的所有体质豁免检定中获得优势。 +Feature/&MetamagicFocusedSpellDescription=当你施放一个需要专注的法术时,你可以花费 1 个术法点来为你在保持对该法术的专注而进行的所有体质豁免检定中获得优势。 Feature/&MetamagicFocusedSpellTitle=专注法术 -Feature/&MetamagicPowerfulSpellDescription=你可以花费每法术位环阶 1 点的术法点使伤害骰数加 1。 +Feature/&MetamagicPowerfulSpellDescription=你可以花费每法术位环阶 1 个的术法点使伤害骰数加 1。 Feature/&MetamagicPowerfulSpellTitle=强力法术 -Feature/&MetamagicWidenedSpellDescription=你可以花费 2 点术法点来增加一个法术的效果范围。具有锥体、立方体、圆柱体或球体效果区域的法术在高度上增加,最高增加到 5 尺。 -Feature/&MetamagicWidenedSpellTitle=宽敞法术 +Feature/&MetamagicSeekingSpellDescription=如果你对一个法术进行了一次攻击检定但未命中,你可以花费 2 个术士点来重投 d20,并且你必须使用新的检定。即使你在施法期间已经使用了不同的超魔选项,你也可以使用寻踪法术。 +Feature/&MetamagicSeekingSpellTitle=寻踪法术 +Feature/&MetamagicTransmutedSpellDescription=当你施放的法术造成以下列表中的某种类型的伤害时,你可以花费 1 个术法点将该伤害类型更改为其他列出的类型之一:強酸、冷冻、火焰、闪电、毒素、雷鸣。 +Feature/&MetamagicTransmutedSpellTitle=转化法术 +Feature/&MetamagicWidenedSpellDescription=你可以花费 2 个术法点来增加一个法术的效果范围。具有锥体、立方体、圆柱体或球体效果区域的法术在高度上增加,最高增加到 5 尺。 +Feature/&MetamagicWidenedSpellTitle=扩展法术 +Feedback/&MetamagicSeekingSpellToHitRoll={0} 使用了 {1} 并投掷 {2} 以替换攻击骰上的 {3} +Feedback/&MetamagicTransmutedSpellDescription=将魔法效果伤害类型替换为 {0}。 +Reaction/&CustomReactionMetamagicSeekingSpellDescription=你未命中{0}。你可以花费 2 个术法点投掷 d20 以替换攻击掷骰。 +Reaction/&CustomReactionMetamagicSeekingSpellReactDescription=投掷 d20 以替换攻击掷骰。 +Reaction/&CustomReactionMetamagicSeekingSpellReactTitle=寻踪法术 +Reaction/&CustomReactionMetamagicSeekingSpellTitle=寻踪法术 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellDescription=选择魔法效果的新伤害类型。 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactDescription=选择新的伤害类型。 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellReactTitle=转化法术 +Reaction/&ReactionSpendPowerBundleMetamagicTransmutedSpellTitle=转化法术 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt index cbee905d5f..ce42f302a0 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt @@ -86,7 +86,9 @@ Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=精通凶蛮打击 Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=你的凶蛮打击造成的额外伤害提升至 2d10。 Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=精通凶蛮打击 Feature/&FeatureSetBarbarianBrutalStrikeTitle=凶蛮打击 -Feature/&FeatureSetRageExtendedDescription=在战斗中,你会以原始的凶猛进行战斗。在你的回合中,你可以输入狂怒作为附赠动作。这使你在力量豁免和检定上获得优势,近战攻击伤害初始 +2 加值,以及对砍击、钝击和穿刺伤害的抗性。仅当你不穿着重甲时你才能获得这些好处。持续 1 分钟,如果自上回合以来你没有攻击或受到伤害,则结束。\n你以 2 点怒气开始,在长时间休息后恢复。 7 级时,短休后你会恢复 1 点怒气。 +Feature/&FeatureSetRageExtendedDescription=在战斗中,你会以原始的凶猛进行战斗。在你的回合中,你可以输入狂怒作为附赠动作。这使你在力量豁免和检定上获得优势,近战攻击伤害初始 +2 加值,以及对挥砍、钝击和穿刺伤害的抗性。仅当你不穿着重甲时你才能获得这些好处。持续 1 分钟,如果自上回合以来你没有攻击或受到伤害,则结束。\n你以 2 点怒气开始,在长休后恢复。 7 级时,短休后你会恢复 1 点怒气。 +Feature/&FeatureSorcererMagicalGuidanceDescription=你可以利用你内在的魔法源泉,尝试从失败中变出成功。当你的属性检定失败时,你可以花费 1 个术法点来重掷 d20,并且你必须使用新的掷骰结果,有可能将失败变成成功。 +Feature/&FeatureSorcererMagicalGuidanceTitle=魔法指引 Feature/&FighterExtraAttackDescription=当你使用攻击或推撞动作时,你可以攻击两次,而不是一次。 Feature/&FlightResumeDescription=恢复暂停的飞行效果 Feature/&FlightResumeTitle=恢复飞行 @@ -169,6 +171,7 @@ Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} 掷骰以维持 {1} Feedback/&ConcentrationEffectCheckRolledLine={0} 掷骰以维持 {1} 对抗 DC {2},掷骰 {3} = {4} Feedback/&FlankingAttack=背后夹击 Feedback/&HigherGroundAttack=高处攻击 +Feedback/&MagicalGuidanceCheckToHitRoll={0} 使用了 {1} 并投掷了 {2} 以替换检定结果上的 {3} Feedback/&NarrativeChoiceRoll={0} 投掷 {1} 个叙述选项,结果为 {2}。 Feedback/&ReturningWeaponActivates={1} 返回 {0}! Feedback/&SmallRace=小赛 @@ -197,6 +200,10 @@ Reaction/&CastSpellInRetributionDescription={0} 正在攻击 {1}!你可以施 Reaction/&CastSpellInRetributionReactDescription=单击以施放 {0}。 Reaction/&CastSpellInRetributionReactTitle=施法 Reaction/&CastSpellInRetributionTitle=施放反应法术 +Reaction/&CustomReactionMagicalGuidanceCheckDescription=你未能通过检定结果。你可以花费 1 个术法点来掷骰子 d20 并替换检定结果。 +Reaction/&CustomReactionMagicalGuidanceCheckReactDescription=投掷 d20 以替换检定结果。 +Reaction/&CustomReactionMagicalGuidanceCheckReactTitle=魔法指引 +Reaction/&CustomReactionMagicalGuidanceCheckTitle=魔法指引 Reaction/&ReactionSpendPowerBundleDescription=花费力量。 Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=你可以应用附加效果。 Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=应用附加效果。 @@ -246,6 +253,7 @@ Rules/&SituationalContext9013Format=不是效果源: Rules/&SituationalContext9014Format=未持盾牌的无甲或轻甲: Rules/&SituationalContext9015Format=双手持用木棒的无甲或轻甲: Rules/&SituationalContext9016Format=主手或副手近战武器不是效果源: +Rules/&SituationalContext9017Format=专注于咒语: Rules/&TurnOccurenceEndOfSourceTurnFormat=末端转弯源 Screen/&ClassExtraSpellDescriptionFormat=你从 {0} 职业知道这个法术。 Screen/&EditorLocationSize3Title=巨型 [改装] diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt index c1a3ad71c1..badffdb218 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt @@ -1,3 +1,4 @@ +ModUi/&AccountForAllDiceOnFollowUpStrike=将基础武器伤害的所有骰子添加到后续打击专长 ModUi/&AccountForAllDiceOnSavageAttack=将所有添加武器伤害骰的特性以添加武器基础伤害骰取代只有 1 个骰[半兽人的凶蛮攻击特性、双手武器等等] ModUi/&AddAllToStore=全部添加到商店 ModUi/&AddBleedingToLesserRestoration=将流血状态添加到高等复原术和次级复原术的移除列表里 @@ -105,6 +106,7 @@ ModUi/&EnableBarbarianBrutalStrike=在野蛮人 9、13 ModUi/&EnableBarbarianFightingStyle=在野蛮人 2 级启用战斗风格 ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=启用野蛮人鲁莽攻击增益和减益以在下一回合开始时完成 ModUi/&EnableBarbarianRegainOneRageAtShortRest=在野蛮人 7 级时启用在短休后恢复一次狂暴次数 +ModUi/&EnableBardHealingBalladOnLongRest=在长休时启用吟游诗人希望学院治愈歌谣 ModUi/&EnableBetaContent=启用测试版内容[需要重启] ModUi/&EnableCancelEditOnRightMouseClick=启用鼠标右键取消动作 ModUi/&EnableCantripsTriggeringOnWarMagic=启用戏法触发战争魔法,可以用附赠动作发动一次武器攻击 @@ -152,13 +154,14 @@ ModUi/&EnableRogueSteadyAim=在游荡者 3 级时启用游荡者在诡诈/凶狡打击虚弱/精通打击剑刃冰雹上使用敏捷或力量调整值 ModUi/&EnableSaveByLocation=启用按活动/位置保存 ModUi/&EnableSignatureSpellsRelearn=启用法师招牌法术,以便在每次长休时准备[而不是在 20 级时一次] +ModUi/&EnableSorcererMagicalGuidance=在第 5 级启用术士魔法指引 ModUi/&EnableSortingDungeonMakerAssets=在地城编辑器上启用素材排序 ModUi/&EnableStatsOnHeroTooltip=在英雄的工具提示上显示统计数据[即:暴击次数、暴击失败次数等] ModUi/&EnableSumD20OnAlternateVotingSystem=。此外,每个英雄都增加了 D20 骰子重量以获得一点随机性 ModUi/&EnableTeleportParty=启用CTRL-SHIFT-(T)传送队伍[如果你传送到一个未被发现的地方,你可能会破坏任务] ModUi/&EnableTogglesToOverwriteDefaultTestParty=启用角色池的切换来设置默认的游戏和测试队伍 ModUi/&EnableTooltipDistance=在战斗中将鼠标悬停在角色上时启用在工具提示上显示距离 -ModUi/&EnableUpcastConjureElementalAndFey=启用元素咒唤和精类咒唤的升环 +ModUi/&EnableUpcastConjureElementalAndFey=启用元素咒唤术和精类咒唤术的升环 ModUi/&EnableVttCamera=启用 CTRL-SHIFT-(V) 切换 VTT 摄像头[右键单击并拖动以定位摄像头,WASD 进行平移和 Page Up/向下翻页放大] ModUi/&EnablesAsiAndFeat=启用属性值提升和专长选择[而不是独占选择] ModUi/&EncounterPercentageChance=设置随机遭遇百分比几率 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt index 2ad4ce629e..09291295a4 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Spells/Spells01-zh-CN.txt @@ -109,7 +109,7 @@ Spell/&VileBrewDescription=一股酸流从你身上喷出,沿你选择的方 Spell/&VileBrewTitle=塔莎酸蚀酿 Spell/&VoidGraspDescription=你调用了邪恶势力的力量。黑暗能量的卷须从你身上爆发出来,攻击你周围 10 尺内的所有生物。该区域中的每个生物都必须进行一次力量豁免检定。如果豁免失败,目标会受到 2d6 点黯蚀伤害,并且在你的下一回合开始之前无法做出反应。豁免成功后,该生物会受到一半伤害,但不会受到其他影响。当你使用 2 环或更高环阶的法术位施展此法术时,每高于 1 环的法术位环阶,伤害都会增加1d6。 Spell/&VoidGraspTitle=哈达之臂 -Spell/&WitchBoltDescription=一束噼啪作响的蓝色能量射向范围内的生物,在你和目标之间形成持续的闪电弧。对那个生物进行远程法术攻击。命中时,目标会受到 1d12 点闪电伤害,并且在法术持续时间内,你在每个自己的回合中可以使用你的动作直接对目标造成 1d12 点闪电伤害。如果你执行动作去做其他任何事情,法术将随即终止。当你使用 2 环或更高环阶的法术位施放此法术时,每高于 1 环的法术位环阶,初始伤害就增加 1d12。 +Spell/&WitchBoltDescription=一束噼啪作响的蓝色能量射向范围内的生物,在你和目标之间形成持续的闪电弧。对那个生物进行远程法术攻击。命中时,目标会受到 1d12 点闪电伤害,并且在法术持续时间内,你在每个自己的回合中可以使用你的动作直接对目标造成 1d12 点闪电伤害。如果你执行动作去做其他任何事情,法术将随即终止。如果目标超出法术范围,法术也会结束。当你使用 2 环或更高环阶的法术位施放此法术时,每高于 1 环的法术位环阶,初始伤害就增加 1d12。 Spell/&WitchBoltTitle=巫术箭 Spell/&WrathfulSmiteDescription=你的下一次攻击造成额外的 1d6 心灵伤害。如果目标在感知豁免检定中失败,它的思想会因痛苦而爆炸,并且会变得害怕。 Spell/&WrathfulSmiteTitle=激愤斩 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt index 3432ce42d6..4d15372777 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheRavager-zh-CN.txt @@ -1,8 +1,8 @@ Feature/&AdditionalDamagePathOfTheRavagerFrenzyDescription=你的回合一次,如果你在狂暴时使用鲁莽攻击,那么你第一次命中敌人的依据力量武器攻击会造成 2d6 点与你的武器相同类型的额外伤害。该伤害在 9 级时提升至 3d6,在 16 级时提升至 4d6。 Feature/&AdditionalDamagePathOfTheRavagerFrenzyTitle=狂怒 -Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合以一个自由动作,或在狂暴持续中的回合以一个附赠动作,你可以展现自己威慑之姿令敌人瑟瑟发抖。距离你 30 尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐慌状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐慌结束。一旦你使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。 +Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合,或在狂暴持续中的回合以一个附赠动作,你可以展现自己威慑之姿令敌人瑟瑟发抖。距离你 30 尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐慌状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐慌结束。一旦你使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。 Feature/&FeatureSetPathOfTheRavagerIntimidatingPresenceTitle=威慑之姿 -Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合以一个自由动作,或在狂暴持续中的回合以一个附赠动作,你可以展现自己威慑之姿令敌人瑟瑟发抖。距离你 30 尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐慌状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐慌结束。一旦你使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。 +Feature/&PowerPathOfTheRavagerIntimidatingPresenceDescription=在你开始狂暴的回合,或在狂暴持续中的回合以一个附赠动作,你可以展现自己威慑之姿令敌人瑟瑟发抖。距离你 30 尺内的每个敌方生物都必须进行一次感知豁免检定(DC 等于 8 + 你的熟练加值 + 你的力量调整值)。豁免失败的生物会陷入恐慌状态 1 分钟。这些生物在自己每个回合结束时会重复豁免检定,成功后恐慌结束。一旦你使用此特性,直到完成长休不能再次使用,但你可以消耗一次狂暴来再次使用它。 Feature/&PowerPathOfTheRavagerIntimidatingPresenceTitle=威慑之姿 Feedback/&AdditionalDamageFrenzyFormat=狂怒 Feedback/&AdditionalDamageFrenzyLine=狂怒造成额外 +{2} 伤害! diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerFeyWanderer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerFeyWanderer-zh-CN.txt new file mode 100644 index 0000000000..a2437f6c31 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerFeyWanderer-zh-CN.txt @@ -0,0 +1,25 @@ +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesDescription=你能够使用来自妖精荒野中黑暗空洞的摄心魔法以强化你的武器攻击。当你用武器击中生物时,你可以对目标造成额外的 1d4 心灵伤害,该目标每回合只能承受一次额外伤害。当你达到该职业的 11 级时,额外伤害将提升至 1d6。 +Feature/&AdditionalDamageRangerFeyWandererDreadfulStrikesTitle=哀惧灵袭 +Feature/&AutoPreparedSpellsRangerFeyWandererDescription=你获得额外法术,这些法术对你而言被视为游侠法术,它们始终处于准备状态,且不计入你所掌握的游侠法术数量:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerFeyWandererTitle=妖精漫游者魔法 +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourDescription=你的妖精本质给予了你超脱凡俗的魅惑力。因此,每当你进行一次魅力检定时具有优势。此外,你获得下列技能之一的熟练项:欺瞒、表演或游说。 +Feature/&FeatureSetRangerFeyWandererOtherworldlyGlamourTitle=妖冶娴都 +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedDescription=你可以用你的反应来迫使来源对你的法术豁免 DC 进行一次感知豁免检定。如果豁免失败,源头会被你魅惑 1 分钟。来源可以在每个回合结束时重复豁免检定,在成功豁免后结束对自身的影响。 +Feature/&PowerRangerFeyWandererBeguilingTwistCharmedTitle=魅惑 +Feature/&PowerRangerFeyWandererBeguilingTwistDescription=你在对抗魅惑或恐惧的豁免检定中具有优势。此外,每当你或你周围 120 尺内能看到的生物成功通过了对抗魅惑或恐慌的豁免检定时,你就可以使用你的反应来迫使来源进行一次感知豁免检定来对抗你的法术豁免 DC。如果豁免失败,来源会被你(你的选择)魅惑或恐慌一分钟。来源可以在每个回合结束时重复豁免检定,在成功豁免后结束对自身的影响。 +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedDescription=你可以用你的反应来迫使来源对你的法术豁免 DC 进行一次感知豁免检定。如果豁免失败,来源会被你恐慌 1 分钟。来源可以在每个回合结束时重复豁免检定,在成功豁免后结束对自身的影响。 +Feature/&PowerRangerFeyWandererBeguilingTwistFrightenedTitle=恐慌 +Feature/&PowerRangerFeyWandererBeguilingTwistTitle=妖思魅缕 +Feature/&PowerRangerFeyWandererFeyReinforcementsDescription=每长休一次,你就可以使用你的动作来施展 精类咒唤术 法术。以这种方式施展法术不需要成分或专注,并且法术的持续时间为一分钟。 +Feature/&PowerRangerFeyWandererFeyReinforcementsTitle=精宸所与 +Feature/&PowerRangerFeyWandererMistyWandererDescription=你可以在妖精荒野中进出,眨眼之间即可移动:你可以施展 迷踪步,而无需消耗法术位。你可以这样做的次数等于你的感知调整值(至少一次),并且当你完成长休时,你会重获所有消耗的使用次数。此外,每当你施展迷踪步时,你都可以带上一个在你周围 5 尺内可以看到的自愿生物。 +Feature/&PowerRangerFeyWandererMistyWandererTitle=雾行漫游 +Feedback/&AdditionalDamageDreadfulStrikesFormat=哀惧灵袭 +Feedback/&AdditionalDamageDreadfulStrikesLine=哀惧灵袭造成额外 +{2} 伤害! +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistDescription=你可以做出反应,迫使攻击者对你的法术豁免 DC 进行感知豁免检定。如果豁免失败,攻击者会被你魅惑或恐慌 1 分钟。 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactDescription=魅惑或恐慌攻击者。 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistReactTitle=妖思魅缕 +Reaction/&ReactionSpendPowerBundlePowerRangerFeyWandererBeguilingTwistTitle=妖思魅缕 +Subclass/&RangerFeyWandererDescription=或来自一位至高妖精的恩惠,或是来自你食用的一枚从能言之树上取下的闪亮果实,或是来自你曾浸游于中的魔法清泉,或是来自其它妙事,你的身侧因那次奇遇而有妖精的魔力缠绕。无论你是怎么得到你来自妖精的魔法的,你现在是一名代表了凡间与妖精国度双方的游侠妖精漫游者。你漫步于多元宇宙之时,你轻快的笑声为受压迫者们带来欣喜的希望,你英勇的技艺直击你敌人的恐惧,你所就的伟绩乃是妖精的喜悦,你散步的恐惧乃是妖精的愤怒。 +Subclass/&RangerFeyWandererTitle=妖精漫游者 +Tooltip/&MustBeWithin5ft=必须在 5 尺以内 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardWarMagic-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardWarMagic-zh-CN.txt new file mode 100644 index 0000000000..132936bac8 --- /dev/null +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardWarMagic-zh-CN.txt @@ -0,0 +1,26 @@ +Action/&PowerSurgeToggleDescription=激活/停用魔力潮涌 +Action/&PowerSurgeToggleTitle=魔力潮涌 +Condition/&ConditionWarMagicArcaneDeflectionDescription=你不能施展戏法以外的法术。 +Condition/&ConditionWarMagicArcaneDeflectionTitle=奥术偏斜 +Feature/&AttributeModifierWarMagicTacticalWitDescription=你敏锐的评估战术局势的能力使你能够在战斗中快速行动。你在先攻检定中获得等同于你智力调整值的加值。 +Feature/&AttributeModifierWarMagicTacticalWitTitle=战术之智 +Feature/&FeatureWarMagicArcaneDeflectionDescription=你已经学会了编织你的魔法来增强自己免受伤害。当你被攻击命中或豁免检定失败时,你可以使用你的反应从攻击检定中减去你的智力调整值,或将其添加到豁免检定中。当你使用此特性时,在下一回合结束之前你不能施展戏法以外的法术。 +Feature/&FeatureWarMagicArcaneDeflectionTitle=奥术偏斜 +Feature/&FeatureWarMagicDurableMagicDescription=你所引导的魔法有助于抵御伤害。当你保持专注于法术时,你的护甲等级和所有豁免检定获得 +2 加值。 +Feature/&FeatureWarMagicDurableMagicTitle=耐久魔法 +Feature/&PowerWarMagicDeflectionShroudDescription=你的奥术偏斜会注入致命的魔法。当你使用奥术偏斜特性时,你可以使魔法能量从你身上射出。距离你 60 尺内最多三个最近的生物,每个生物都会受到相当于你法师等级一半的力场伤害。 +Feature/&PowerWarMagicDeflectionShroudTitle=偏斜罩幕 +Feature/&PowerWarMagicSurgeDescription=您拥有的能量激增数量等于您的智力调整值(至少 1)。每当您成功使用法术反制结束法术时,您都会获得一次能量激增。每回合一次,当您使用法师法术对生物或物体造成伤害时,您可以花费一次能量激增来对该法术的一次伤害掷骰造成额外的力量伤害。额外的伤害等于您的法师等级。 +Feature/&PowerWarMagicSurgeTitle=魔力潮涌 +Feedback/&ArcaneDeflectionAttackRoll={0} 使用 {1} 从攻击检定 ({3}) 中减去智力调整值 ({2}) +Feedback/&ArcaneDeflectionSavingRoll={0} 使用 {1} 将智力调整值 ({2}) 添加到豁免检定 ({3}) 中 +Reaction/&CustomReactionArcaneDeflectionAttackDescription=你即将受到攻击。你可以利用你的反应从攻击者的掷骰中减去你的智力修正值,从而使其落空。 +Reaction/&CustomReactionArcaneDeflectionAttackReactDescription=强制失败 +Reaction/&CustomReactionArcaneDeflectionAttackReactTitle=奥术偏斜 +Reaction/&CustomReactionArcaneDeflectionAttackTitle=奥术偏斜 +Reaction/&CustomReactionArcaneDeflectionSavingDescription=你的豁免失败了。你可以利用你的反应将你的智力调整值添加到豁免检定中并使其成功。 +Reaction/&CustomReactionArcaneDeflectionSavingReactDescription=强制失败 +Reaction/&CustomReactionArcaneDeflectionSavingReactTitle=奥术偏斜 +Reaction/&CustomReactionArcaneDeflectionSavingTitle=奥术偏斜 +Subclass/&WizardWarMagicDescription=许多奥术学院专门培养用于战争的法师。战争之传承精妙地融合了塑能与防护的机理,而非专精于独一学派。它既授予施法者增进法术威力的技巧,同时也为法师提供了改良防御能力的手法。这个奥术传承的追随者们被称为战法师。他们将他们的魔法视为武器和盔甲,比任何一块钢铁都更为坚韧的材料。战法师在战斗中行动迅速,用他们的法术夺取对战局的战术控制。他们的法术迅猛非常,而他们的防守技巧挫败了对手的反击势头。战法师也善于导引其他施法者的魔法能量反过来攻击他们。 +Subclass/&WizardWarMagicTitle=战争魔法