diff --git a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt index 7c87ce84bb..9dfa1bf3a4 100644 --- a/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt +++ b/Diagnostics/CE-Definitions-GuiPresentation-InvalidSyntaxTranslation-en.txt @@ -82,6 +82,8 @@ CastSpellFeatMagicInitiateWizard Title='Initiate'. CastSpellFeatMagicInitiateWizard Description='You learn two cantrips of your choice from the Wizard spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.'. CastSpellFeatSpellSniperDruid Title='Sniper'. CastSpellFeatSpellSniperDruid Description='You learn one cantrip of your choice from the Druid spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. +CastSpellFeatSpellSniperInventor Title='Sniper'. +CastSpellFeatSpellSniperInventor Description='You learn one cantrip of your choice from the Artificer spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. CastSpellFeatSpellSniperSorcerer Title='Sniper'. CastSpellFeatSpellSniperSorcerer Description='You learn one cantrip of your choice from the Sorcerer spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. CastSpellFeatSpellSniperWarlock Title='Sniper'. @@ -101,6 +103,7 @@ ChromaticOrbDamagePoison Description='The creature takes 3d8 Poison Damage damag ChromaticOrbDamageThunder Title='Thunder Damage'. ChromaticOrbDamageThunder Description='The creature takes 3d8 Thunder Damage damage.'. CombatAffinityFeatSpellSniperDruid Title='Spell Sniper [Druid]'. +CombatAffinityFeatSpellSniperInventor Title='Spell Sniper [Artificer]'. CombatAffinityFeatSpellSniperSorcerer Title='Spell Sniper [Sorcerer]'. CombatAffinityFeatSpellSniperWarlock Title='Spell Sniper [Warlock]'. CombatAffinityFeatSpellSniperWizard Title='Spell Sniper [Wizard]'. @@ -855,6 +858,8 @@ FeatPotentSpellcasterWizard Title='Potent Spellcaster [Wizard]'. FeatPotentSpellcasterWizard Description='You can add your spellcaster attribute modifier to the damage you deal with any Wizard cantrip in your repertoire.'. FeatSpellSniperDruid Title='Spell Sniper [Druid]'. FeatSpellSniperDruid Description='You learn one cantrip of your choice from the Druid spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. +FeatSpellSniperInventor Title='Spell Sniper [Artificer]'. +FeatSpellSniperInventor Description='You learn one cantrip of your choice from the Artificer spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. FeatSpellSniperSorcerer Title='Spell Sniper [Sorcerer]'. FeatSpellSniperSorcerer Description='You learn one cantrip of your choice from the Sorcerer spell list. When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover.'. FeatSpellSniperWarlock Title='Spell Sniper [Warlock]'. diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/BrutalStrikeToggle.json b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/BrutalStrikeToggle.json new file mode 100644 index 0000000000..e3dcba113e --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ActionDefinition/BrutalStrikeToggle.json @@ -0,0 +1,74 @@ +{ + "$type": "ActionDefinition, Assembly-CSharp", + "id": 9052, + "actionType": "NoCost", + "actionScope": "All", + "pairedActionId": "NoAction", + "usesPerTurn": -1, + "classNameOverride": "", + "requiresAuthorization": true, + "stealthBreakerBehavior": "None", + "feedbackOnHoverType": "None", + "iterativeTargeting": false, + "canTriggerBattle": false, + "parameter": "None", + "formType": "Large", + "overrideGuiActionType": false, + "overridenGuiActionType": "Main", + "focusCameraOnAction": false, + "addedConditionName": "", + "removedConditionName": "", + "preventsSerialization": false, + "baseActionForFailureTooltips": null, + "activatedPower": "Definition:PowerMonkStunningStrike:5e112de763b0d40428c65e6b825a2f74", + "displayPowerTooltip": false, + "dieType": "D10", + "abilityScore": "Dexterity", + "addLevel": false, + "maxCells": 1, + "targetType": "Sphere", + "targetParameter": 1, + "matchingCondition": "", + "particlePrefab": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "soundEvent": { + "$type": "AK.Wwise.Event, AK.Wwise.Unity.API.WwiseTypes", + "WwiseObjectReference": null, + "idInternal": 0, + "valueGuidInternal": { + "$type": "System.Byte[], mscorlib", + "$value": "" + } + }, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Action/&BrutalStrikeToggleTitle", + "description": "Action/&BrutalStrikeToggleDescription", + "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": "47a2f7ed-285e-5494-957a-61bd625366e1", + "contentPack": 9999, + "name": "BrutalStrikeToggle" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt index 9e4bc626e9..c892f61a97 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt +++ b/Diagnostics/UnfinishedBusinessBlueprints/Assets.txt @@ -14,6 +14,7 @@ ActionTempestFury ActionDefinition ActionDefinition 0ed6fe81-a82a-52d8-a566-2321 ActionUseHeroicInspiration ActionDefinition ActionDefinition 86f89d9e-b91d-55e5-b6b0-140080fb8efe ArcaneArcherToggle ActionDefinition ActionDefinition e91b0068-bbf8-5e37-9b65-97178625b889 AudaciousWhirlToggle ActionDefinition ActionDefinition 2b7eef80-f821-55ae-92bc-165e8b57bc04 +BrutalStrikeToggle ActionDefinition ActionDefinition 47a2f7ed-285e-5494-957a-61bd625366e1 CastInvocationBonus ActionDefinition ActionDefinition f2d189c0-5e0a-5a69-9ace-b447bbc1185a CastInvocationNoCost ActionDefinition ActionDefinition 0a4870d5-055f-5c2a-a6bd-e9529bb4a963 CastPlaneMagicBonus ActionDefinition ActionDefinition c02d5cad-8d69-5b88-8b98-790acbbca5b9 @@ -546,6 +547,7 @@ ConditionAbilityImp ConditionDefinition ConditionDefinition a6543b59-63c2-5e2d-b ConditionAbilityPseudo ConditionDefinition ConditionDefinition 1ce9f3de-0c8a-5bff-a458-af3d23dd4bab ConditionAbilityQuasit ConditionDefinition ConditionDefinition 0a85bd47-8e20-55f5-a8a2-2fd676399a63 ConditionAbilitySprite ConditionDefinition ConditionDefinition 12beb58a-6c02-54cf-b840-00765f41b0bd +ConditionAcidBomb ConditionDefinition ConditionDefinition 477d064a-8a75-55cf-9744-ac2c223f5682 ConditionAcidClaws ConditionDefinition ConditionDefinition 479e2e19-8c6c-5718-8dbc-16d478177ae9 ConditionAdderFangs ConditionDefinition ConditionDefinition d0151a44-47d7-5508-8009-34729ba2cf3f ConditionAlwaysReady ConditionDefinition ConditionDefinition c2f71f7d-9f40-5fec-9dee-06829356f4ee @@ -561,6 +563,7 @@ ConditionAuraOfPerseverance ConditionDefinition ConditionDefinition dd0b48b9-9a4 ConditionAuraOfVitality ConditionDefinition ConditionDefinition 1cfadb0d-80f0-52d6-9962-466d268cf50e ConditionBanishingSmite ConditionDefinition ConditionDefinition 3f66db2a-5299-5c1b-98ab-f20063aa6a5f ConditionBanishingSmiteEnemy ConditionDefinition ConditionDefinition ba2fe0a0-1836-5755-af0e-876571bae0d2 +ConditionBarbarianBrutalStrike ConditionDefinition ConditionDefinition ebd01842-4fee-537d-a82c-a5a387636dda ConditionBeastForestGuardian ConditionDefinition ConditionDefinition 342db1f5-e7ee-5e8f-9494-fd89a553b595 ConditionBladeDancerBladeDance ConditionDefinition ConditionDefinition 3034268e-3881-5845-ac11-11481d2d4155 ConditionBladeDancerDanceOfDefense ConditionDefinition ConditionDefinition 43e4f784-80ef-51cf-b304-a42848b862a9 @@ -725,6 +728,7 @@ ConditionGrappledRestrainedIceBound ConditionDefinition ConditionDefinition 968f ConditionGrappledRestrainedSpellWeb ConditionDefinition ConditionDefinition 7593e0f9-a1ff-539c-bf19-9ba1c7abfd60 ConditionGravity ConditionDefinition ConditionDefinition 769144d3-9ceb-5f25-8e2a-9d73962ba8f6 ConditionGrayDwarfStoneStrength ConditionDefinition ConditionDefinition 589ea78b-5040-5d01-9537-dbe11d38c032 +ConditionHamstringBlow ConditionDefinition ConditionDefinition 0aa44d9a-7768-5522-bda2-21861cfc6910 ConditionHatredArdentHate ConditionDefinition ConditionDefinition c9abe651-5aed-5a08-96aa-e6720101c276 ConditionHeroicInfusion ConditionDefinition ConditionDefinition 6429a198-5027-5a66-8e22-494f70ed97b6 ConditionHeroicInfusionExhausted ConditionDefinition ConditionDefinition 1ecc7159-a625-5715-9fa4-2cb09b939b6c @@ -964,6 +968,8 @@ ConditionSpiritShroudDamageNecrotic ConditionDefinition ConditionDefinition 3d62 ConditionSpiritShroudDamageRadiant ConditionDefinition ConditionDefinition 7bfbc011-cfad-52a7-bec6-4e127857775d ConditionSpiritShroudHinder ConditionDefinition ConditionDefinition 89b5e148-47fb-55d4-9458-a029ac5a0447 ConditionSpiritShroudNoHeal ConditionDefinition ConditionDefinition 0665c322-ab62-5829-9b25-24c3fa11411a +ConditionStaggeringBlow ConditionDefinition ConditionDefinition 8272c5d9-1026-51a6-9f89-7152df4cd114 +ConditionStaggeringBlowAoO ConditionDefinition ConditionDefinition 08a31aff-dcb1-5a19-9ea7-656dc511cd63 ConditionStaggeringSmite ConditionDefinition ConditionDefinition f3db8774-2ada-595b-8e67-cbc987efbb81 ConditionStaggeringSmiteEnemy ConditionDefinition ConditionDefinition e1d48854-ca82-5bb9-b315-e97cc06721a4 ConditionSteelWhirlwindTeleport ConditionDefinition ConditionDefinition e5a82bcc-6778-5db6-b939-c4f6200c5ca1 @@ -972,6 +978,8 @@ ConditionStopMovementSentinel ConditionDefinition ConditionDefinition 5b0a8f7d-5 ConditionStrikeWithTheWind ConditionDefinition ConditionDefinition 09a25820-2d7f-5ab3-915d-d4ec14e5d861 ConditionStrikeWithTheWindAttack ConditionDefinition ConditionDefinition f07489c7-911e-5f9e-abdc-a99fb662b822 ConditionStrikeWithTheWindMovement ConditionDefinition ConditionDefinition b6d30c71-6401-517b-9110-da16268d2fec +ConditionSunderingBlow ConditionDefinition ConditionDefinition c90e3266-d44c-5af1-ab8d-e8bb7927ec28 +ConditionSunderingBlowAlly ConditionDefinition ConditionDefinition 73a99876-5aed-5b10-a854-b4c63147585a ConditionSunlightBlade ConditionDefinition ConditionDefinition 6ac4b1f4-8f80-5e90-8e86-e66db308a40a ConditionSunlightBladeHighlighted ConditionDefinition ConditionDefinition eb813adc-3ad0-52da-9836-0460b6c55291 ConditionSunlightBladeMarked ConditionDefinition ConditionDefinition 7f19eac4-e539-5805-ae41-40dcda6d3b23 @@ -1260,6 +1268,7 @@ FeatSlasherStr FeatDefinition FeatDefinition dc98aa3d-c4f7-52a6-ad94-b6666033fe6 FeatSlayTheEnemies FeatDefinitionWithPrerequisites FeatDefinition c71498f8-7010-508c-84cd-e767e817ecdd FeatSpearMastery FeatDefinition FeatDefinition 2f9a6d11-340a-5940-90f7-0161fdee0288 FeatSpellSniperDruid FeatDefinition FeatDefinition fd067d01-120b-540a-9710-68d63e493b61 +FeatSpellSniperInventor FeatDefinition FeatDefinition a4a3d5c1-3b3b-56b2-a8f7-2e8dcb89fbeb FeatSpellSniperSorcerer FeatDefinition FeatDefinition ae05a223-2345-59e2-aa5c-1f5e3e64eb93 FeatSpellSniperWarlock FeatDefinition FeatDefinition 202e9658-d632-56e7-9a96-61b1ba2e336a FeatSpellSniperWizard FeatDefinition FeatDefinition 5b6f6b6c-c6d2-5863-9b63-ca8863195021 @@ -1312,6 +1321,7 @@ AbilityCheckAffinityWizardGraviturgistDensityIncrease FeatureDefinitionAbilityCh AbilityCheckRangerSurvivalistAnalyticalMind FeatureDefinitionAbilityCheckAffinity FeatureDefinition bb200e27-5cfe-5e79-a96e-7187cbb59644 ActionAffinityArcaneArcherToggle FeatureDefinitionActionAffinity FeatureDefinition be08f921-ba8c-5368-948c-f9a7ae0eef85 ActionAffinityAudaciousWhirlToggle FeatureDefinitionActionAffinity FeatureDefinition 528ee0ec-2516-56eb-a1d8-addfd46d54ee +ActionAffinityBrutalStrikeToggle FeatureDefinitionActionAffinity FeatureDefinition aafa871d-c44d-5fc7-b7a2-567516a9c10c ActionAffinityCaveWyrmkinBonusShove FeatureDefinitionActionAffinity FeatureDefinition feed7d9e-34bd-51b7-99a4-7a152bfab68f ActionAffinityCollegeOfValianceHeroicInspiration FeatureDefinitionActionAffinity FeatureDefinition 951aafe4-9c11-50cf-a43d-8c23ace8983f ActionAffinityConditionBlind FeatureDefinitionActionAffinity FeatureDefinition ba8f244f-070a-5288-a482-e145ab83adef @@ -1396,9 +1406,11 @@ AdditionalDamageArcanistArcaneDetonation FeatureDefinitionAdditionalDamage Featu AdditionalDamageArcanistArcaneDetonationUpgrade FeatureDefinition FeatureDefinition 4d45788b-57e8-58eb-8f14-1ee97ae6d93a AdditionalDamageArcanistMark FeatureDefinitionAdditionalDamage FeatureDefinition 63e97e06-1a84-5fa6-8381-fc53d620fd4b AdditionalDamageBanishingSmite FeatureDefinitionAdditionalDamage FeatureDefinition 245a99cf-a5fe-50e5-9f4b-4b5a0d0b7161 +AdditionalDamageBarbarianBrutalStrikeSunderingBlow FeatureDefinitionAdditionalDamage FeatureDefinition cfb9a181-a539-5a03-9d31-4b92ef89b31c AdditionalDamageBeastForestGuardian FeatureDefinitionAdditionalDamage FeatureDefinition 59c654cb-833b-565a-86e3-5abde708b53f AdditionalDamageBlindingSmite FeatureDefinitionAdditionalDamage FeatureDefinition 0e4c8179-a105-50ff-9027-7a3cd4ad6089 AdditionalDamageBoomingBlade FeatureDefinitionAdditionalDamage FeatureDefinition 65e7bca6-a00e-574d-9bee-f2f9038ef72f +AdditionalDamageBrutalStrike FeatureDefinitionAdditionalDamage FeatureDefinition fc7164ba-b62e-52d4-803d-14acb0f8e45c AdditionalDamageCrippling FeatureDefinitionAdditionalDamage FeatureDefinition 3a68707a-e9fb-5657-9956-5cb90bf16aa7 AdditionalDamageDamageAcidElementalWeapon FeatureDefinitionAdditionalDamage FeatureDefinition 4d43f6ea-aaa2-5a0e-8a56-dfde825bab67 AdditionalDamageDamageAcidElementalWeapon1 FeatureDefinitionAdditionalDamage FeatureDefinition 7a7f20c7-da96-5b02-8b71-2a75c433f6e6 @@ -1427,6 +1439,7 @@ AdditionalDamageElementalistEarth FeatureDefinitionAdditionalDamage FeatureDefin AdditionalDamageElementalistFire FeatureDefinitionAdditionalDamage FeatureDefinition 2db42e37-34a5-58aa-abfc-287132298906 AdditionalDamageElementalistIce FeatureDefinitionAdditionalDamage FeatureDefinition 7cde15a1-e245-5689-80a6-58d886ce5a03 AdditionalDamageEnsnaringStrike FeatureDefinitionAdditionalDamage FeatureDefinition 8969d760-b0e3-5908-a81d-63b6d0addb17 +AdditionalDamageFeatDevastatingStrikes FeatureDefinitionAdditionalDamage FeatureDefinition 784aeecc-2d96-5f0b-ba89-935e4432fa2d AdditionalDamageFeatHammerThePointHammerThePoint FeatureDefinitionAdditionalDamage FeatureDefinition 26cad3da-5cf3-525a-b070-b8bd8a6f88fc AdditionalDamageFeatPiercer FeatureDefinitionAdditionalDamage FeatureDefinition 81ab79ca-7744-58e9-b5dc-1049e170defc AdditionalDamageFeatSlayTheEnemies FeatureDefinitionAdditionalDamage FeatureDefinition ba46226a-7f43-5e84-b774-ec3fd026ad08 @@ -1576,6 +1589,7 @@ AttackModifierSorcerousSpellBladeEnchantWeapon FeatureDefinitionAttackModifier F AttackModifierSoulBladeEmpowerWeapon FeatureDefinitionAttackModifier FeatureDefinition 1dc172b2-415c-5f50-a3c5-d1e1a11574ad AttackModifierWarDance FeatureDefinitionAttackModifier FeatureDefinition 668fa6c1-2515-598f-88c7-70e4f8344a5d AttackModifierWisePrecision FeatureDefinitionAttackModifier FeatureDefinition 75531868-bc6a-574c-b08f-74db00fe6215 +AttributeModifierAcidBombACDebuff FeatureDefinitionAttributeModifier FeatureDefinition 99b07b33-189d-5e5c-ba4e-d8694376a4f3 AttributeModifierAcidClawsACDebuff FeatureDefinitionAttributeModifier FeatureDefinition 228fc58d-9d34-5d37-aecf-75cf20e57e2c AttributeModifierAncientForestBarkskin FeatureDefinitionAttributeModifier FeatureDefinition 328e1ab2-fb19-579d-a1ce-9c62ddfc924f AttributeModifierAncientForestRegrowth FeatureDefinitionAttributeModifier FeatureDefinition cdd058d8-d63b-5851-b7b5-fbfd6750653c @@ -1746,6 +1760,7 @@ CastSpellFeatMagicInitiateSorcerer FeatureDefinitionCastSpell FeatureDefinition CastSpellFeatMagicInitiateWarlock FeatureDefinitionCastSpell FeatureDefinition b8717ccf-f74f-5db1-84b8-d619c5c5785c CastSpellFeatMagicInitiateWizard FeatureDefinitionCastSpell FeatureDefinition ccc31bac-962d-56c7-ab8e-f6a73a864bc2 CastSpellFeatSpellSniperDruid FeatureDefinitionCastSpell FeatureDefinition 41fd83d3-110d-52ce-b4cc-5146955de240 +CastSpellFeatSpellSniperInventor FeatureDefinitionCastSpell FeatureDefinition 6dea1f61-70cf-590f-ad1c-21f0e1dbd853 CastSpellFeatSpellSniperSorcerer FeatureDefinitionCastSpell FeatureDefinition 8397ac76-53ff-5be9-8a92-735a792bc28b CastSpellFeatSpellSniperWarlock FeatureDefinitionCastSpell FeatureDefinition c11a3f95-b593-5d39-b07c-c2d23f291334 CastSpellFeatSpellSniperWizard FeatureDefinitionCastSpell FeatureDefinition 01a6022b-7436-5f85-842f-c1f1342f13ba @@ -1791,6 +1806,7 @@ CombatAffinityFeatSlasher FeatureDefinitionCombatAffinity FeatureDefinition c57a CombatAffinityFeatSlayTheEnemiesFavorite FeatureDefinitionCombatAffinity FeatureDefinition ecc2f0cc-38c3-5e61-b5bc-caf42e5a761f CombatAffinityFeatSlayTheEnemiesRegular FeatureDefinitionCombatAffinity FeatureDefinition 70be096f-d154-5de8-b498-70444880adae CombatAffinityFeatSpellSniperDruid FeatureDefinitionCombatAffinity FeatureDefinition ae265a80-d577-5a26-8135-f83f56f35d6c +CombatAffinityFeatSpellSniperInventor FeatureDefinitionCombatAffinity FeatureDefinition de797cc8-b17b-5362-8a86-e90a9fbbb4f6 CombatAffinityFeatSpellSniperSorcerer FeatureDefinitionCombatAffinity FeatureDefinition a6896e0b-a4b8-572c-a17a-c09446509ce3 CombatAffinityFeatSpellSniperWarlock FeatureDefinitionCombatAffinity FeatureDefinition 7cdddfd3-55a1-5a84-8cf4-ef10dbdc8ee2 CombatAffinityFeatSpellSniperWizard FeatureDefinitionCombatAffinity FeatureDefinition 771f5478-7f3c-5c80-851a-a3773325f812 @@ -2112,6 +2128,9 @@ FeatureRoguishSlayerElimination FeatureDefinition FeatureDefinition b500c091-69a FeatureRoguishSlayerFatalStrike FeatureDefinition FeatureDefinition 9c5400eb-53e3-53f5-bb38-0edde8e5d8d6 FeatureRoguishThiefThiefReflexes FeatureDefinition FeatureDefinition 140a41f7-2857-50f5-968d-ff441f3a157f FeatureSefTacticianStrategicPlan FeatureDefinitionFeatureSet FeatureDefinition adb9d7d1-a30b-5c04-9663-771cc4ac75ea +FeatureSetBarbarianBrutalStrike FeatureDefinitionFeatureSet FeatureDefinition ccb473c1-f41a-5b83-b3d5-ad855f195e15 +FeatureSetBarbarianBrutalStrikeImprovement13 FeatureDefinitionFeatureSet FeatureDefinition cc18a971-fa43-5834-9cb6-2f20208ce6b3 +FeatureSetBarbarianBrutalStrikeImprovement17 FeatureDefinitionFeatureSet FeatureDefinition c1867b9f-f709-59b3-9a38-7eaaaa7fe3d7 FeatureSetBattlebornAbilityScoreIncrease FeatureDefinitionFeatureSet FeatureDefinition 263f71a9-eeac-5384-8461-ec16588318d2 FeatureSetBattlebornArcaneResilience FeatureDefinitionFeatureSet FeatureDefinition 27ddc4ef-d4b4-548b-93b6-d557be9334e0 FeatureSetBattlebornSpecializedInfusion FeatureDefinitionFeatureSet FeatureDefinition fefc9f99-d6bd-5de5-84b4-01a9cf23cb5d @@ -2213,6 +2232,7 @@ FeatureSetPathOfTheSpiritsAnimalSpiritChoices FeatureDefinitionFeatureSet Featur FeatureSetPathOfTheSpiritsHonedAnimalAspectChoices FeatureDefinitionFeatureSet FeatureDefinition 3a840341-302f-5910-aeda-2708d35d64ab FeatureSetPathOfTheSpiritsSpiritSeeker FeatureDefinitionFeatureSet FeatureDefinition fd088934-6527-5208-8f5d-89a3a544374f FeatureSetPathOfTheSpiritsSpiritWalker FeatureDefinitionFeatureSet FeatureDefinition e2bce5ec-d92c-581a-ba92-dfab9e87cba9 +FeatureSetPatronMountainEternalGuardian FeatureDefinitionFeatureSet FeatureDefinition 264a8035-9d68-5f6a-90f4-2d02fc485599 FeatureSetPatronMountainIceboundSoul FeatureDefinitionFeatureSet FeatureDefinition 086457e8-ab3c-5a54-ad9b-83aa1a3eeac0 FeatureSetPatronMountainKnowledgeOfAeons FeatureDefinitionFeatureSet FeatureDefinition 5676a3e3-6892-5ed3-99d1-d6a818d45232 FeatureSetRangerGloomStalkerIronMind FeatureDefinitionFeatureSet FeatureDefinition f39195a2-c049-5e6a-9562-b25600c44941 @@ -2449,6 +2469,7 @@ MovementAffinityConditionWarDanceExtraMovement3 FeatureDefinitionMovementAffinit MovementAffinityFeatCallForCharge FeatureDefinitionMovementAffinity FeatureDefinition 15255204-db4e-59d4-9046-c6ceff8eca80 MovementAffinityFeatMobile FeatureDefinitionMovementAffinity FeatureDefinition bd7b8c83-622b-5546-8e55-f591e0a3d526 MovementAffinityFeatSlasher FeatureDefinitionMovementAffinity FeatureDefinition 694aae13-baf4-59b2-90fe-0df3629aada0 +MovementAffinityHamstringBlow FeatureDefinitionMovementAffinity FeatureDefinition 05245c00-0b01-5a1d-aa8e-810d7b57d29b MovementAffinityInnovationArmorArmoredUp FeatureDefinitionMovementAffinity FeatureDefinition 3ba750c1-204e-5f9d-8cde-65e2a6f86e5d MovementAffinityInnovationArmorInfiltratorMode FeatureDefinitionMovementAffinity FeatureDefinition 1e5e7453-c9fd-5999-914d-9f974adbac98 MovementAffinityMagnifyGravity FeatureDefinitionMovementAffinity FeatureDefinition b787a5a7-f7ee-5c8a-a4ce-8d730f3a7632 @@ -2516,6 +2537,7 @@ PointPoolFeatMagicInitiateWizardCantrip FeatureDefinitionPointPool FeatureDefini PointPoolFeatMagicInitiateWizardSpell FeatureDefinitionPointPool FeatureDefinition 3f4579d3-4113-5f39-840d-152dba98c1e3 PointPoolFeatMetamagicAdept FeatureDefinitionPointPool FeatureDefinition 82f8bd37-2595-53f9-b70b-80a427ea1e22 PointPoolFeatSpellSniperDruidCantrip FeatureDefinitionPointPool FeatureDefinition 2629d7c9-5f17-57b6-ad2b-fff94f3ce782 +PointPoolFeatSpellSniperInventorCantrip FeatureDefinitionPointPool FeatureDefinition 58b5a995-9ca0-5dd5-a82a-7f0973b1912a PointPoolFeatSpellSniperSorcererCantrip FeatureDefinitionPointPool FeatureDefinition 88df28aa-b72f-5b73-9414-9637486d054a PointPoolFeatSpellSniperWarlockCantrip FeatureDefinitionPointPool FeatureDefinition ae51d91a-5764-5bff-ab35-e08b4f10ef26 PointPoolFeatSpellSniperWizardCantrip FeatureDefinitionPointPool FeatureDefinition f4bd3ada-4e07-5457-aad6-d1027139364b @@ -2551,6 +2573,11 @@ PowerAncientForestRooted FeatureDefinitionPower FeatureDefinition 276b897b-e7a5- PowerArcanePrecision FeatureDefinitionPower FeatureDefinition 8e253993-16ba-55de-81a4-f61ad2b09f7f PowerArcanistArcanePulse FeatureDefinitionPower FeatureDefinition 583aedcb-4613-5108-9c22-afc4ce8ef7ad PowerArcanistArcanePulseUpgrade FeatureDefinitionPower FeatureDefinition 9c836559-a968-5067-ae37-a0cf680c074f +PowerBarbarianBrutalStrike FeatureDefinitionPower FeatureDefinition 75c41e41-821f-54d3-a5c2-d088477a7352 +PowerBarbarianBrutalStrikeForcefulBlow FeatureDefinitionPowerSharedPool FeatureDefinition a475451b-ff01-5b2a-8303-481e73d594b3 +PowerBarbarianBrutalStrikeHamstringBlow FeatureDefinitionPowerSharedPool FeatureDefinition c724f4f9-9e50-5332-ac0a-dc405eede885 +PowerBarbarianBrutalStrikeStaggeringBlow FeatureDefinitionPowerSharedPool FeatureDefinition 046725dd-8bcc-55d0-917f-116f458c6e93 +PowerBarbarianBrutalStrikeSunderingBlow FeatureDefinitionPowerSharedPool FeatureDefinition b0845e34-6ce8-5844-b2f5-a16a834cf760 PowerBladeDancerBladeDance FeatureDefinitionPower FeatureDefinition 1a71a9ed-64c1-52ec-9251-85bd0ef5acaa PowerBladeDancerDanceOfDefense FeatureDefinitionPower FeatureDefinition af4722ff-c78e-5fe8-b253-b0684ccbb5e8 PowerBladeDancerDanceOfVictory FeatureDefinitionPower FeatureDefinition 8f613859-6c67-5813-91cd-d356ebe8a5cc @@ -3441,6 +3468,7 @@ SavingThrowAffinityRoyalKnightSpiritedSurge FeatureDefinitionSavingThrowAffinity SavingThrowAffinitySorcerousSorrAkkathDarknessAffinity FeatureDefinitionSavingThrowAffinity FeatureDefinition 01d34613-f72b-596c-872f-ec312d19f26b SavingThrowAffinitySpellMasterSpellResistance FeatureDefinitionSavingThrowAffinity FeatureDefinition 5f04b83f-67b6-58ee-856d-ec98d007859c SavingThrowAffinitySpellShieldBladeWeaving FeatureDefinitionSavingThrowAffinity FeatureDefinition ea967d91-bf8a-5bee-acdb-2d0150cbf717 +SavingThrowAffinityStaggeringBlow FeatureDefinitionSavingThrowAffinity FeatureDefinition 9b4e3149-62ce-5eb8-ad4b-b9e9394c0687 SavingThrowAffinityWayOfTheDiscordanceTurmoil FeatureDefinitionSavingThrowAffinity FeatureDefinition 7bd0e0bc-9073-5915-b023-44c8663577f0 SavingThrowAffinityWizardGraviturgistDensityDecrease FeatureDefinitionSavingThrowAffinity FeatureDefinition 5ddbc061-428c-50c8-805f-dd5129b10f29 SavingThrowAffinityWizardGraviturgistDensityIncrease FeatureDefinitionSavingThrowAffinity FeatureDefinition e5ee932a-76d9-58e2-a623-299b028e39d3 @@ -3501,6 +3529,7 @@ AbilityCheckAffinityWizardGraviturgistDensityIncrease FeatureDefinitionAbilityCh AbilityCheckRangerSurvivalistAnalyticalMind FeatureDefinitionAbilityCheckAffinity FeatureDefinitionAbilityCheckAffinity bb200e27-5cfe-5e79-a96e-7187cbb59644 ActionAffinityArcaneArcherToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity be08f921-ba8c-5368-948c-f9a7ae0eef85 ActionAffinityAudaciousWhirlToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 528ee0ec-2516-56eb-a1d8-addfd46d54ee +ActionAffinityBrutalStrikeToggle FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity aafa871d-c44d-5fc7-b7a2-567516a9c10c ActionAffinityCaveWyrmkinBonusShove FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity feed7d9e-34bd-51b7-99a4-7a152bfab68f ActionAffinityCollegeOfValianceHeroicInspiration FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity 951aafe4-9c11-50cf-a43d-8c23ace8983f ActionAffinityConditionBlind FeatureDefinitionActionAffinity FeatureDefinitionActionAffinity ba8f244f-070a-5288-a482-e145ab83adef @@ -3581,9 +3610,11 @@ AdditionalDamageArcaneFighterBonusWeapon FeatureDefinitionAdditionalDamage Featu AdditionalDamageArcanistArcaneDetonation FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 911c2325-0931-5f7c-bc64-e4b4dc92ee93 AdditionalDamageArcanistMark FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 63e97e06-1a84-5fa6-8381-fc53d620fd4b AdditionalDamageBanishingSmite FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 245a99cf-a5fe-50e5-9f4b-4b5a0d0b7161 +AdditionalDamageBarbarianBrutalStrikeSunderingBlow FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage cfb9a181-a539-5a03-9d31-4b92ef89b31c AdditionalDamageBeastForestGuardian FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 59c654cb-833b-565a-86e3-5abde708b53f AdditionalDamageBlindingSmite FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 0e4c8179-a105-50ff-9027-7a3cd4ad6089 AdditionalDamageBoomingBlade FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 65e7bca6-a00e-574d-9bee-f2f9038ef72f +AdditionalDamageBrutalStrike FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage fc7164ba-b62e-52d4-803d-14acb0f8e45c AdditionalDamageCrippling FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 3a68707a-e9fb-5657-9956-5cb90bf16aa7 AdditionalDamageDamageAcidElementalWeapon FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 4d43f6ea-aaa2-5a0e-8a56-dfde825bab67 AdditionalDamageDamageAcidElementalWeapon1 FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 7a7f20c7-da96-5b02-8b71-2a75c433f6e6 @@ -3612,6 +3643,7 @@ AdditionalDamageElementalistEarth FeatureDefinitionAdditionalDamage FeatureDefin AdditionalDamageElementalistFire FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 2db42e37-34a5-58aa-abfc-287132298906 AdditionalDamageElementalistIce FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 7cde15a1-e245-5689-80a6-58d886ce5a03 AdditionalDamageEnsnaringStrike FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 8969d760-b0e3-5908-a81d-63b6d0addb17 +AdditionalDamageFeatDevastatingStrikes FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 784aeecc-2d96-5f0b-ba89-935e4432fa2d AdditionalDamageFeatHammerThePointHammerThePoint FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 26cad3da-5cf3-525a-b070-b8bd8a6f88fc AdditionalDamageFeatPiercer FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage 81ab79ca-7744-58e9-b5dc-1049e170defc AdditionalDamageFeatSlayTheEnemies FeatureDefinitionAdditionalDamage FeatureDefinitionAdditionalDamage ba46226a-7f43-5e84-b774-ec3fd026ad08 @@ -3793,6 +3825,7 @@ CombatAffinityFeatSlasher FeatureDefinitionCombatAffinity FeatureDefinitionAffin CombatAffinityFeatSlayTheEnemiesFavorite FeatureDefinitionCombatAffinity FeatureDefinitionAffinity ecc2f0cc-38c3-5e61-b5bc-caf42e5a761f CombatAffinityFeatSlayTheEnemiesRegular FeatureDefinitionCombatAffinity FeatureDefinitionAffinity 70be096f-d154-5de8-b498-70444880adae CombatAffinityFeatSpellSniperDruid FeatureDefinitionCombatAffinity FeatureDefinitionAffinity ae265a80-d577-5a26-8135-f83f56f35d6c +CombatAffinityFeatSpellSniperInventor FeatureDefinitionCombatAffinity FeatureDefinitionAffinity de797cc8-b17b-5362-8a86-e90a9fbbb4f6 CombatAffinityFeatSpellSniperSorcerer FeatureDefinitionCombatAffinity FeatureDefinitionAffinity a6896e0b-a4b8-572c-a17a-c09446509ce3 CombatAffinityFeatSpellSniperWarlock FeatureDefinitionCombatAffinity FeatureDefinitionAffinity 7cdddfd3-55a1-5a84-8cf4-ef10dbdc8ee2 CombatAffinityFeatSpellSniperWizard FeatureDefinitionCombatAffinity FeatureDefinitionAffinity 771f5478-7f3c-5c80-851a-a3773325f812 @@ -4067,6 +4100,7 @@ SavingThrowAffinityRoyalKnightSpiritedSurge FeatureDefinitionSavingThrowAffinity SavingThrowAffinitySorcerousSorrAkkathDarknessAffinity FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity 01d34613-f72b-596c-872f-ec312d19f26b SavingThrowAffinitySpellMasterSpellResistance FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity 5f04b83f-67b6-58ee-856d-ec98d007859c SavingThrowAffinitySpellShieldBladeWeaving FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity ea967d91-bf8a-5bee-acdb-2d0150cbf717 +SavingThrowAffinityStaggeringBlow FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity 9b4e3149-62ce-5eb8-ad4b-b9e9394c0687 SavingThrowAffinityWayOfTheDiscordanceTurmoil FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity 7bd0e0bc-9073-5915-b023-44c8663577f0 SavingThrowAffinityWizardGraviturgistDensityDecrease FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity 5ddbc061-428c-50c8-805f-dd5129b10f29 SavingThrowAffinityWizardGraviturgistDensityIncrease FeatureDefinitionSavingThrowAffinity FeatureDefinitionAffinity e5ee932a-76d9-58e2-a623-299b028e39d3 @@ -4142,6 +4176,7 @@ CustomFeatCrossbowMastery FeatureDefinitionAttackModifier FeatureDefinitionAttac FeatureZenArcher FeatureDefinitionAttackModifier FeatureDefinitionAttackModifier e592b0d3-9a0c-56b4-b0ad-9aaca5718ccc PowerCasterFightingWarMagicAttack FeatureDefinitionAttackModifier FeatureDefinitionAttackModifier 1a82f058-af32-5204-9dae-6995448e0b07 PowerCircleOfTheNightPrimalStrike FeatureDefinitionAttackModifier FeatureDefinitionAttackModifier 174e3a39-0e45-5857-ba71-a4a0ba2ffcc9 +AttributeModifierAcidBombACDebuff FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 99b07b33-189d-5e5c-ba4e-d8694376a4f3 AttributeModifierAcidClawsACDebuff FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 228fc58d-9d34-5d37-aecf-75cf20e57e2c AttributeModifierAncientForestBarkskin FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier 328e1ab2-fb19-579d-a1ce-9c62ddfc924f AttributeModifierAncientForestRegrowth FeatureDefinitionAttributeModifier FeatureDefinitionAttributeModifier cdd058d8-d63b-5851-b7b5-fbfd6750653c @@ -4309,6 +4344,7 @@ CastSpellFeatMagicInitiateSorcerer FeatureDefinitionCastSpell FeatureDefinitionC CastSpellFeatMagicInitiateWarlock FeatureDefinitionCastSpell FeatureDefinitionCastSpell b8717ccf-f74f-5db1-84b8-d619c5c5785c CastSpellFeatMagicInitiateWizard FeatureDefinitionCastSpell FeatureDefinitionCastSpell ccc31bac-962d-56c7-ab8e-f6a73a864bc2 CastSpellFeatSpellSniperDruid FeatureDefinitionCastSpell FeatureDefinitionCastSpell 41fd83d3-110d-52ce-b4cc-5146955de240 +CastSpellFeatSpellSniperInventor FeatureDefinitionCastSpell FeatureDefinitionCastSpell 6dea1f61-70cf-590f-ad1c-21f0e1dbd853 CastSpellFeatSpellSniperSorcerer FeatureDefinitionCastSpell FeatureDefinitionCastSpell 8397ac76-53ff-5be9-8a92-735a792bc28b CastSpellFeatSpellSniperWarlock FeatureDefinitionCastSpell FeatureDefinitionCastSpell c11a3f95-b593-5d39-b07c-c2d23f291334 CastSpellFeatSpellSniperWizard FeatureDefinitionCastSpell FeatureDefinitionCastSpell 01a6022b-7436-5f85-842f-c1f1342f13ba @@ -4355,6 +4391,7 @@ CombatAffinityFeatSlasher FeatureDefinitionCombatAffinity FeatureDefinitionComba CombatAffinityFeatSlayTheEnemiesFavorite FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity ecc2f0cc-38c3-5e61-b5bc-caf42e5a761f CombatAffinityFeatSlayTheEnemiesRegular FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity 70be096f-d154-5de8-b498-70444880adae CombatAffinityFeatSpellSniperDruid FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity ae265a80-d577-5a26-8135-f83f56f35d6c +CombatAffinityFeatSpellSniperInventor FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity de797cc8-b17b-5362-8a86-e90a9fbbb4f6 CombatAffinityFeatSpellSniperSorcerer FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity a6896e0b-a4b8-572c-a17a-c09446509ce3 CombatAffinityFeatSpellSniperWarlock FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity 7cdddfd3-55a1-5a84-8cf4-ef10dbdc8ee2 CombatAffinityFeatSpellSniperWizard FeatureDefinitionCombatAffinity FeatureDefinitionCombatAffinity 771f5478-7f3c-5c80-851a-a3773325f812 @@ -4512,6 +4549,9 @@ DamageAffinityOligathHotBlooded FeatureDefinitionFeatureSet FeatureDefinitionFea FeatureCircleOfTheCosmosNovaStar FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 1fa028a2-7e42-5138-a524-885b1eabc967 FeatureImproviseStrategy FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 619b0594-2816-595d-a7fc-8656266ac307 FeatureSefTacticianStrategicPlan FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet adb9d7d1-a30b-5c04-9663-771cc4ac75ea +FeatureSetBarbarianBrutalStrike FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet ccb473c1-f41a-5b83-b3d5-ad855f195e15 +FeatureSetBarbarianBrutalStrikeImprovement13 FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet cc18a971-fa43-5834-9cb6-2f20208ce6b3 +FeatureSetBarbarianBrutalStrikeImprovement17 FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet c1867b9f-f709-59b3-9a38-7eaaaa7fe3d7 FeatureSetBattlebornAbilityScoreIncrease FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 263f71a9-eeac-5384-8461-ec16588318d2 FeatureSetBattlebornArcaneResilience FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 27ddc4ef-d4b4-548b-93b6-d557be9334e0 FeatureSetBattlebornSpecializedInfusion FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet fefc9f99-d6bd-5de5-84b4-01a9cf23cb5d @@ -4613,6 +4653,7 @@ FeatureSetPathOfTheSpiritsAnimalSpiritChoices FeatureDefinitionFeatureSet Featur FeatureSetPathOfTheSpiritsHonedAnimalAspectChoices FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 3a840341-302f-5910-aeda-2708d35d64ab FeatureSetPathOfTheSpiritsSpiritSeeker FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet fd088934-6527-5208-8f5d-89a3a544374f FeatureSetPathOfTheSpiritsSpiritWalker FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet e2bce5ec-d92c-581a-ba92-dfab9e87cba9 +FeatureSetPatronMountainEternalGuardian FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 264a8035-9d68-5f6a-90f4-2d02fc485599 FeatureSetPatronMountainIceboundSoul FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 086457e8-ab3c-5a54-ad9b-83aa1a3eeac0 FeatureSetPatronMountainKnowledgeOfAeons FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet 5676a3e3-6892-5ed3-99d1-d6a818d45232 FeatureSetRangerGloomStalkerIronMind FeatureDefinitionFeatureSet FeatureDefinitionFeatureSet f39195a2-c049-5e6a-9562-b25600c44941 @@ -4778,6 +4819,7 @@ MovementAffinityConditionWarDanceExtraMovement3 FeatureDefinitionMovementAffinit MovementAffinityFeatCallForCharge FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 15255204-db4e-59d4-9046-c6ceff8eca80 MovementAffinityFeatMobile FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity bd7b8c83-622b-5546-8e55-f591e0a3d526 MovementAffinityFeatSlasher FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 694aae13-baf4-59b2-90fe-0df3629aada0 +MovementAffinityHamstringBlow FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 05245c00-0b01-5a1d-aa8e-810d7b57d29b MovementAffinityInnovationArmorArmoredUp FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 3ba750c1-204e-5f9d-8cde-65e2a6f86e5d MovementAffinityInnovationArmorInfiltratorMode FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity 1e5e7453-c9fd-5999-914d-9f974adbac98 MovementAffinityMagnifyGravity FeatureDefinitionMovementAffinity FeatureDefinitionMovementAffinity b787a5a7-f7ee-5c8a-a4ce-8d730f3a7632 @@ -4840,6 +4882,7 @@ PointPoolFeatMagicInitiateWizardCantrip FeatureDefinitionPointPool FeatureDefini PointPoolFeatMagicInitiateWizardSpell FeatureDefinitionPointPool FeatureDefinitionPointPool 3f4579d3-4113-5f39-840d-152dba98c1e3 PointPoolFeatMetamagicAdept FeatureDefinitionPointPool FeatureDefinitionPointPool 82f8bd37-2595-53f9-b70b-80a427ea1e22 PointPoolFeatSpellSniperDruidCantrip FeatureDefinitionPointPool FeatureDefinitionPointPool 2629d7c9-5f17-57b6-ad2b-fff94f3ce782 +PointPoolFeatSpellSniperInventorCantrip FeatureDefinitionPointPool FeatureDefinitionPointPool 58b5a995-9ca0-5dd5-a82a-7f0973b1912a PointPoolFeatSpellSniperSorcererCantrip FeatureDefinitionPointPool FeatureDefinitionPointPool 88df28aa-b72f-5b73-9414-9637486d054a PointPoolFeatSpellSniperWarlockCantrip FeatureDefinitionPointPool FeatureDefinitionPointPool ae51d91a-5764-5bff-ab35-e08b4f10ef26 PointPoolFeatSpellSniperWizardCantrip FeatureDefinitionPointPool FeatureDefinitionPointPool f4bd3ada-4e07-5457-aad6-d1027139364b @@ -4882,6 +4925,11 @@ PowerAncientForestRooted FeatureDefinitionPower FeatureDefinitionPower 276b897b- PowerArcanePrecision FeatureDefinitionPower FeatureDefinitionPower 8e253993-16ba-55de-81a4-f61ad2b09f7f PowerArcanistArcanePulse FeatureDefinitionPower FeatureDefinitionPower 583aedcb-4613-5108-9c22-afc4ce8ef7ad PowerArcanistArcanePulseUpgrade FeatureDefinitionPower FeatureDefinitionPower 9c836559-a968-5067-ae37-a0cf680c074f +PowerBarbarianBrutalStrike FeatureDefinitionPower FeatureDefinitionPower 75c41e41-821f-54d3-a5c2-d088477a7352 +PowerBarbarianBrutalStrikeForcefulBlow FeatureDefinitionPowerSharedPool FeatureDefinitionPower a475451b-ff01-5b2a-8303-481e73d594b3 +PowerBarbarianBrutalStrikeHamstringBlow FeatureDefinitionPowerSharedPool FeatureDefinitionPower c724f4f9-9e50-5332-ac0a-dc405eede885 +PowerBarbarianBrutalStrikeStaggeringBlow FeatureDefinitionPowerSharedPool FeatureDefinitionPower 046725dd-8bcc-55d0-917f-116f458c6e93 +PowerBarbarianBrutalStrikeSunderingBlow FeatureDefinitionPowerSharedPool FeatureDefinitionPower b0845e34-6ce8-5844-b2f5-a16a834cf760 PowerBladeDancerBladeDance FeatureDefinitionPower FeatureDefinitionPower 1a71a9ed-64c1-52ec-9251-85bd0ef5acaa PowerBladeDancerDanceOfDefense FeatureDefinitionPower FeatureDefinitionPower af4722ff-c78e-5fe8-b253-b0684ccbb5e8 PowerBladeDancerDanceOfVictory FeatureDefinitionPower FeatureDefinitionPower 8f613859-6c67-5813-91cd-d356ebe8a5cc @@ -5751,6 +5799,7 @@ SavingThrowAffinityRoyalKnightSpiritedSurge FeatureDefinitionSavingThrowAffinity SavingThrowAffinitySorcerousSorrAkkathDarknessAffinity FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity 01d34613-f72b-596c-872f-ec312d19f26b SavingThrowAffinitySpellMasterSpellResistance FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity 5f04b83f-67b6-58ee-856d-ec98d007859c SavingThrowAffinitySpellShieldBladeWeaving FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity ea967d91-bf8a-5bee-acdb-2d0150cbf717 +SavingThrowAffinityStaggeringBlow FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity 9b4e3149-62ce-5eb8-ad4b-b9e9394c0687 SavingThrowAffinityWayOfTheDiscordanceTurmoil FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity 7bd0e0bc-9073-5915-b023-44c8663577f0 SavingThrowAffinityWizardGraviturgistDensityDecrease FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity 5ddbc061-428c-50c8-805f-dd5129b10f29 SavingThrowAffinityWizardGraviturgistDensityIncrease FeatureDefinitionSavingThrowAffinity FeatureDefinitionSavingThrowAffinity e5ee932a-76d9-58e2-a623-299b028e39d3 @@ -11007,6 +11056,11 @@ SpellPowerAncientForestHerbalBrewDamageAffinityPoisonResistance SpellDefinition SpellPowerAncientForestHerbalBrewDamageAffinityRadiantResistance SpellDefinition SpellDefinition 4c7e7d8d-bec0-5a61-b51d-bfd5c8691d9b SpellPowerAncientForestHerbalBrewHealing SpellDefinition SpellDefinition 386504d1-7b38-507e-aead-72cff7b59045 SpellPowerAncientForestHerbalBrewToxifying SpellDefinition SpellDefinition add7f9ba-d313-530a-b74c-939114f046ba +SpellPowerBarbarianBrutalStrike SpellDefinition SpellDefinition 1f693d43-7545-5e75-8ec0-a802697678d1 +SpellPowerBarbarianBrutalStrikeForcefulBlow SpellDefinition SpellDefinition 0369ecca-e3ab-5077-819e-18e67a39a7b5 +SpellPowerBarbarianBrutalStrikeHamstringBlow SpellDefinition SpellDefinition 877fcfcc-0b27-507f-8425-4c967f4a8088 +SpellPowerBarbarianBrutalStrikeStaggeringBlow SpellDefinition SpellDefinition 8614e598-a12d-52f2-b0e0-6e135f67b9a1 +SpellPowerBarbarianBrutalStrikeSunderingBlow SpellDefinition SpellDefinition a498cab1-90a7-5ea8-96a1-ec855bcd3776 SpellPowerCelestialHealingLight SpellDefinition SpellDefinition b5250bcd-e471-5a1a-9ec2-c1a58f8dc38d SpellPowerCircleOfTheCosmosArcherConstellationForm SpellDefinition SpellDefinition a4b3309b-4b8c-544f-bbf4-8842c730aa0c SpellPowerCircleOfTheCosmosChaliceConstellationForm SpellDefinition SpellDefinition d2cc8e1a-7366-507a-b562-3b3979241c13 @@ -11259,6 +11313,7 @@ SpellListElementalist SpellListDefinition SpellListDefinition 355a3a12-a0de-5347 SpellListEmpty SpellListDefinition SpellListDefinition 1c3a87f5-1edb-52ec-b63f-4fa05467a586 SpellListFairy SpellListDefinition SpellListDefinition cf952870-98d1-5ea2-a47c-d5506931a061 SpellListFeatSpellSniperDruid SpellListDefinition SpellListDefinition 9f6e4152-44b2-54f8-948f-2f13f316d6c4 +SpellListFeatSpellSniperInventor SpellListDefinition SpellListDefinition 1f2f9249-44c0-5e94-8aba-2efc42e0197b SpellListFeatSpellSniperSorcerer SpellListDefinition SpellListDefinition f97d8390-e1d1-5e44-a5bc-d1c1d8fb08ed SpellListFeatSpellSniperWarlock SpellListDefinition SpellListDefinition 28c9be90-0099-50ef-8232-9c780442c448 SpellListFeatSpellSniperWizard SpellListDefinition SpellListDefinition ddbfd984-7f32-5435-97f7-9b3cdcc28a35 diff --git a/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PatronMountain.json b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PatronMountain.json index dbed466ab1..350f1a4cc5 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PatronMountain.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/CharacterSubclassDefinition/PatronMountain.json @@ -23,7 +23,7 @@ }, { "$type": "FeatureUnlockByLevel, Assembly-CSharp", - "featureDefinition": "Definition:PowerPatronMountainEternalGuardian:5ab6924b-b3b7-5619-b276-ffcda9447378", + "featureDefinition": "Definition:FeatureSetPatronMountainEternalGuardian:264a8035-9d68-5f6a-90f4-2d02fc485599", "level": 6 }, { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionAcidBomb.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionAcidBomb.json new file mode 100644 index 0000000000..fc1b0e93a9 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionAcidBomb.json @@ -0,0 +1,157 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Detrimental", + "features": [ + "Definition:AttributeModifierAcidBombACDebuff:99b07b33-189d-5e5c-ba4e-d8694376a4f3" + ], + "allowMultipleInstances": false, + "silentWhenAdded": false, + "silentWhenRemoved": false, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": true, + "durationType": "Round", + "durationParameterDie": "D1", + "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", + 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"inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Beneficial", + "features": [ + "Definition:AdditionalDamageBrutalStrike:fc7164ba-b62e-52d4-803d-14acb0f8e45c" + ], + "allowMultipleInstances": false, + "silentWhenAdded": true, + "silentWhenRemoved": true, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [ + "Attacks" + ], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + "keepConditionIfSavingThrowSucceeds": false, + "interruptionSavingThrowAffinity": "None", + "conditionTags": [], + "recurrentEffectForms": [], + "cancellingConditions": [], + "additionalDamageWhenHit": false, + "additionalDamageTypeDetermination": 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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": { + "$type": "UnityEngine.Color, UnityEngine.CoreModule", + "r": 0.0, + "g": 0.0, + "b": 0.0, + "a": 0.0 + }, + "timeToWaitBeforeApplyingShader": 0.5, + "timeToWaitBeforeRemovingShader": 0.5, + "possessive": false, + "amountOrigin": "None", + "baseAmount": 0, + "additiveAmount": false, + "sourceAbilityBonusMinValue": 1, + 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"guiPresentation": { + "$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": "ebd01842-4fee-537d-a82c-a5a387636dda", + "contentPack": 9999, + "name": "ConditionBarbarianBrutalStrike" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHamstringBlow.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHamstringBlow.json new file mode 100644 index 0000000000..5168bdf859 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHamstringBlow.json @@ -0,0 +1,162 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Detrimental", + "features": [ + "Definition:MovementAffinityHamstringBlow:05245c00-0b01-5a1d-aa8e-810d7b57d29b" + ], + "allowMultipleInstances": false, + "silentWhenAdded": false, + "silentWhenRemoved": false, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + "keepConditionIfSavingThrowSucceeds": false, + "interruptionSavingThrowAffinity": "None", + "conditionTags": [], + "recurrentEffectForms": [], + "cancellingConditions": [], + "additionalDamageWhenHit": false, + "additionalDamageTypeDetermination": "Specific", + "additionalDamageType": "", + "additionalDamageQuantity": "AbilityBonus", + "additionalDamageDieType": "D1", + "additionalDamageDieNumber": 1, + "additionalConditionWhenHit": false, + "additionalCondition": null, + "additionalConditionDurationType": "Round", + "additionalConditionDurationParameter": 1, + "additionalConditionTurnOccurenceType": "StartOfTurn", + "conditionStartParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "d9377d04deadc8444adfc6f7c1e52424", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "fe51b1cfa45cd1f45b80259db41225b7", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "conditionEndParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "70b9b11d1ff7cd54babdb987562cd07e", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "recurrentEffectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "characterShaderReference": { + "$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": { + "$type": "UnityEngine.Color, 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"disolveParameters": { + "$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": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle", + "description": "Feature/&NoContentTitle", + "spriteReference": { + "$type": "UnityEngine.AddressableAssets.AssetReferenceSprite, Unity.Addressables", + "m_AssetGUID": "57125544a666ad64195b2eddc133deb4", + "m_SubObjectName": "RayOfFrostConditionHindered", + "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": "0aa44d9a-7768-5522-bda2-21861cfc6910", + "contentPack": 9999, + "name": "ConditionHamstringBlow" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHeroicInfusion.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHeroicInfusion.json index ac3c442c00..2a4d09056d 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHeroicInfusion.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionHeroicInfusion.json @@ -17,10 +17,10 @@ "silentWhenRemoved": false, "silentWhenRefreshed": false, "terminateWhenRemoved": false, - "specialDuration": false, - "durationType": "Hour", - "durationParameterDie": "D4", - "durationParameter": 1, + "specialDuration": true, + "durationType": "Minute", + "durationParameterDie": "D1", + "durationParameter": 10, "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionMartialGuardianImperviousProtector.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionMartialGuardianImperviousProtector.json index a6b20bd19f..068e40e770 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionMartialGuardianImperviousProtector.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionMartialGuardianImperviousProtector.json @@ -20,7 +20,7 @@ "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [ - "Attacked" + 9000 ], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionOligathStoneEndurance.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionOligathStoneEndurance.json index be948e3bc7..8254cd9aed 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionOligathStoneEndurance.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionOligathStoneEndurance.json @@ -18,7 +18,7 @@ "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [ - "Attacked" + 9000 ], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionPatronMountainBarrierOfStone.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionPatronMountainBarrierOfStone.json index ff3b541799..8dd9651751 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionPatronMountainBarrierOfStone.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionPatronMountainBarrierOfStone.json @@ -18,7 +18,7 @@ "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [ - "Attacked" + 9000 ], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishAcrobatHeroicUncannyDodge.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishAcrobatHeroicUncannyDodge.json index 329764cd57..b6f385e383 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishAcrobatHeroicUncannyDodge.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionRoguishAcrobatHeroicUncannyDodge.json @@ -18,7 +18,7 @@ "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [ - "Attacked" + 9000 ], "interruptionRequiresSavingThrow": false, "interruptionSavingThrowComputationMethod": "SaveOverride", diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionSanctuaryReduceDamage.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionSanctuaryReduceDamage.json index 74b4d2f06f..4d9896b4d6 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionSanctuaryReduceDamage.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionSanctuaryReduceDamage.json @@ -18,7 +18,7 @@ "forceTurnOccurence": false, "turnOccurence": "EndOfTurn", "specialInterruptions": [ - "Attacked", + 9000, "Attacks", "CastSpell" ], diff --git a/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionStaggeringBlow.json b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionStaggeringBlow.json new file mode 100644 index 0000000000..1d67be8d4b --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/ConditionDefinition/ConditionStaggeringBlow.json @@ -0,0 +1,164 @@ +{ + "$type": "ConditionDefinition, Assembly-CSharp", + "inDungeonEditor": false, + "parentCondition": null, + "conditionType": "Detrimental", + "features": [ + "Definition:SavingThrowAffinityStaggeringBlow:9b4e3149-62ce-5eb8-ad4b-b9e9394c0687" + ], + "allowMultipleInstances": false, + "silentWhenAdded": false, + "silentWhenRemoved": true, + "silentWhenRefreshed": false, + "terminateWhenRemoved": false, + "specialDuration": false, + "durationType": "Hour", + "durationParameterDie": "D4", + "durationParameter": 1, + "forceTurnOccurence": false, + "turnOccurence": "EndOfTurn", + "specialInterruptions": [ + "SavingThrow" + ], + "interruptionRequiresSavingThrow": false, + "interruptionSavingThrowComputationMethod": "SaveOverride", + "interruptionSavingThrowAbility": "", + "interruptionDamageThreshold": 0, + 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a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDevastatingStrikes.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatDevastatingStrikes.json @@ -11,7 +11,9 @@ "hasFamilyTag": false, "familyTag": "", "knownFeatsPrerequisite": [], - "features": [], + "features": [ + "Definition:AdditionalDamageFeatDevastatingStrikes:784aeecc-2d96-5f0b-ba89-935e4432fa2d" + ], "guiPresentation": { "$type": "GuiPresentation, Assembly-CSharp", "hidden": true, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSpellSniperInventor.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSpellSniperInventor.json new file mode 100644 index 0000000000..163f127d7e --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatDefinition/FeatSpellSniperInventor.json @@ -0,0 +1,46 @@ +{ + "$type": "FeatDefinition, Assembly-CSharp", + "compatibleClassesPrerequisite": [], + "mustCastSpellsPrerequisite": false, + "compatibleRacesPrerequisite": [], + 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b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBarbarianBrutalStrike.json new file mode 100644 index 0000000000..2ad1f2b004 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerBarbarianBrutalStrike.json @@ -0,0 +1,327 @@ +{ + "$type": "FeatureDefinitionPower, Assembly-CSharp", + "effectDescription": { + "$type": "EffectDescription, Assembly-CSharp", + "rangeType": "Distance", + "rangeParameter": 6, + "halfDamageOnAMiss": false, + "hitAffinitiesByTargetTag": [], + "targetType": "Individuals", + "itemSelectionType": "None", + "targetParameter": 1, + "targetParameter2": 2, + "emissiveBorder": "None", + "emissiveParameter": 1, + "requiresTargetProximity": false, + "targetProximityDistance": 6, + "targetExcludeCaster": false, + "canBePlacedOnCharacter": true, + "affectOnlyGround": false, + "targetFilteringMethod": "CharacterOnly", + "targetFilteringTag": "No", + "requiresVisibilityForPosition": true, + "inviteOptionalAlly": false, 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"offsetImpactTimePerTarget": 0.0, + "effectParticleParameters": { + "$type": "EffectParticleParameters, Assembly-CSharp", + "casterParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "81560ac3813217d4d9fd281d5e73c234", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "casterSelfParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "casterQuickSpellParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "targetParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, Unity.Addressables", + "m_AssetGUID": "", + "m_SubObjectName": "", + "m_SubObjectType": "" + }, + "effectParticleReference": { + "$type": "UnityEngine.AddressableAssets.AssetReference, 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"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": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "delegatedToAction": false, + "surrogateToSpell": null, + "triggeredBySpecialMove": false, + "activationTime": "NoCost", + "autoActivationRequiredTargetSenseType": "None", + "autoActivationRequiredTargetCreatureTag": "", + "autoActivationPowerTag": "", + "triggeringPower": null, + "copyTargetingFromTriggeringPower": false, + "reactionContext": "None", + "damageTypes": [], + "reactionName": "", + "reactionActingCharacterParamIdx": 0, + "reactionAttackerParamIdx": -1, + "hasCastingFailure": false, + "castingSuccessComputation": "CasterLevel", + "canUseInDialog": false, + "disableIfConditionIsOwned": null, + "disableIfTargetConditionIsOwned": null, + "rechargeRate": "AtWill", + "costPerUse": 1, + "spellcastingFeature": null, + "usesDetermination": "Fixed", + "abilityScoreDetermination": "Explicit", + "usesAbilityScoreName": "Charisma", + "fixedUsesPerRecharge": 1, + "abilityScore": "Intelligence", + "attackHitComputation": "AbilityScore", + "fixedAttackHit": 0, + "abilityScoreBonusToAttack": false, + "proficiencyBonusToAttack": false, + "uniqueInstance": false, + "showCasting": false, + "shortTitleOverride": "", + "overriddenPower": null, + "includeBaseDescription": false, + "guiPresentation": { + "$type": "GuiPresentation, Assembly-CSharp", + "hidden": false, + "title": "Feature/&PowerBarbarianBrutalStrikeTitle", + "description": "Feature/&PowerBarbarianBrutalStrikeDescription", + "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": "75c41e41-821f-54d3-a5c2-d088477a7352", + "contentPack": 9999, + "name": "PowerBarbarianBrutalStrike" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json index f7b2208f9e..5757e9174a 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFeatInspiringLeader.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Instantaneous", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFightingStyleMerciless.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFightingStyleMerciless.json index 302ced6a36..930dd3f5d1 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFightingStyleMerciless.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerFightingStyleMerciless.json @@ -6,7 +6,7 @@ "rangeParameter": 0, "halfDamageOnAMiss": false, "hitAffinitiesByTargetTag": [], - "targetType": "Cube", + "targetType": "IndividualsUnique", "itemSelectionType": "None", "targetParameter": 1, "targetParameter2": 2, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombBreathDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombBreathDamageAcid.json index ce8a964098..1d3916f515 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombBreathDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombBreathDamageAcid.json @@ -113,8 +113,8 @@ "saveOccurence": "EndOfTurn", "conditionForm": { "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionAcidClaws", - "conditionDefinition": "Definition:ConditionAcidClaws:479e2e19-8c6c-5718-8dbc-16d478177ae9", + "conditionDefinitionName": "ConditionAcidBomb", + "conditionDefinition": "Definition:ConditionAcidBomb:477d064a-8a75-55cf-9744-ac2c223f5682", "operation": "Add", "conditionsList": [], "applyToSelf": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombPreciseDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombPreciseDamageAcid.json index c1b641c478..00d9cd839f 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombPreciseDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombPreciseDamageAcid.json @@ -113,8 +113,8 @@ "saveOccurence": "EndOfTurn", "conditionForm": { "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionAcidClaws", - "conditionDefinition": "Definition:ConditionAcidClaws:479e2e19-8c6c-5718-8dbc-16d478177ae9", + "conditionDefinitionName": "ConditionAcidBomb", + "conditionDefinition": "Definition:ConditionAcidBomb:477d064a-8a75-55cf-9744-ac2c223f5682", "operation": "Add", "conditionsList": [], "applyToSelf": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombSplashDamageAcid.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombSplashDamageAcid.json index 47f1894b45..7e5d39fdd4 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombSplashDamageAcid.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationAlchemyBombSplashDamageAcid.json @@ -113,8 +113,8 @@ "saveOccurence": "EndOfTurn", "conditionForm": { "$type": "ConditionForm, Assembly-CSharp", - "conditionDefinitionName": "ConditionAcidClaws", - "conditionDefinition": "Definition:ConditionAcidClaws:479e2e19-8c6c-5718-8dbc-16d478177ae9", + "conditionDefinitionName": "ConditionAcidBomb", + "conditionDefinition": "Definition:ConditionAcidBomb:477d064a-8a75-55cf-9744-ac2c223f5682", "operation": "Add", "conditionsList": [], "applyToSelf": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json index ca154cc521..c7c6bcc91b 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArmorDefensiveField.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Minute", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json index 13dfaf1777..56e508379c 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerInnovationArtilleristProtector.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Minute", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json index 839addc7ca..1efc106588 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShield.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Minute", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json index 534d46ad22..e222e612c3 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerSorcerousSpellBladeManaShieldPoints.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Minute", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json index 2014642437..7e4f11804f 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPower/PowerWayOfTheDiscordanceTidesOfChaos.json @@ -31,8 +31,8 @@ "targetConditionName": "", "targetConditionAsset": null, "targetSide": "Ally", - "durationType": "Minute", - "durationParameter": 1, + "durationType": "UntilLongRest", + "durationParameter": 0, "endOfEffect": "EndOfTurn", "hasSavingThrow": false, "disableSavingThrowOnAllies": false, @@ -79,9 +79,9 @@ "temporaryHitPointsForm": { "$type": "TemporaryHitPointsForm, Assembly-CSharp", "diceNumber": 0, - "dieType": "D4", + "dieType": "D1", "bonusHitPoints": 0, - "applyToSelf": true + "applyToSelf": false }, "hasFilterId": false, "filterId": 0 diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerBarbarianBrutalStrikeForcefulBlow.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerBarbarianBrutalStrikeForcefulBlow.json new file mode 100644 index 0000000000..288bd6fdab --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerBarbarianBrutalStrikeForcefulBlow.json @@ -0,0 +1,202 @@ +{ + "$type": "FeatureDefinitionPowerSharedPool, SolastaUnfinishedBusiness", + 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a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosArcherConstellationForm.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerCircleOfTheCosmosArcherConstellationForm.json @@ -133,8 +133,8 @@ "lightSourceForm": { "$type": "LightSourceForm, Assembly-CSharp", "lightSourceType": "Basic", - "brightRange": 10, - "dimAdditionalRange": 10, + "brightRange": 2, + "dimAdditionalRange": 2, "color": { "$type": "UnityEngine.Color, UnityEngine.CoreModule", "r": 1.0, diff --git a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json b/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json index e35fd96736..aeba7a8640 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/FeatureDefinitionPowerSharedPool/PowerGambitRallyActivate.json +++ 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"affinity": "Disadvantage", + "savingThrowModifierType": "AddDice", + "savingThrowModifierDiceNumber": 0, + "savingThrowModifierDieType": "D1", + "restrictedForms": [], + "restrictedSchools": [], + "restrictedSpells": [], + "restrictedPowers": [], + "savingThrowContext": "None" + }, + { + "$type": "FeatureDefinitionSavingThrowAffinity+SavingThrowAffinityGroup, Assembly-CSharp", + "abilityScoreName": "Intelligence", + "affinity": "Disadvantage", + "savingThrowModifierType": "AddDice", + "savingThrowModifierDiceNumber": 0, + "savingThrowModifierDieType": "D1", + "restrictedForms": [], + "restrictedSchools": [], + "restrictedSpells": [], + "restrictedPowers": [], + "savingThrowContext": "None" + }, + { + "$type": "FeatureDefinitionSavingThrowAffinity+SavingThrowAffinityGroup, Assembly-CSharp", + "abilityScoreName": "Strength", + "affinity": "Disadvantage", + "savingThrowModifierType": "AddDice", + "savingThrowModifierDiceNumber": 0, + "savingThrowModifierDieType": "D1", + 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0.0, + "a": 0.0 + }, + "emissionColorFadeInDuration": 0.0, + "emissionColorFadeOutDuration": 0.0 + }, + "effectAIParameters": { + "$type": "EffectAIParameters, Assembly-CSharp", + "aoeScoreMultiplier": 1.0, + "cooldownForCaster": 0, + "cooldownForBattle": 0, + "sortingScoreMultiplier": 1.0, + "dynamicCooldown": false + }, + "animationMagicEffect": "Animation0", + "lightCounterDispellsEffect": false, + "hideSavingThrowAnimation": false + }, + "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": false, + "title": "Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle", + "description": "Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription", + "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": "a498cab1-90a7-5ea8-96a1-ec855bcd3776", + "contentPack": 9999, + "name": "SpellPowerBarbarianBrutalStrikeSunderingBlow" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperInventor.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperInventor.json new file mode 100644 index 0000000000..0aef48cf02 --- /dev/null +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperInventor.json @@ -0,0 +1,90 @@ +{ + "$type": "SpellListDefinition, Assembly-CSharp", + "hasCantrips": true, + "maxSpellLevel": 0, + "spellsByLevel": [ + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 0, + "spells": [ + "Definition:FireBolt:fac7c06d87f301d4ca3798b4c18d86c8", + "Definition:RayOfFrost:637a3697f05a4614e8200abfa5daaaff", + "Definition:ShockingGrasp:0bcfc5c29da450c4bb0f27df027616eb" + ] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 1, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 2, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 3, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 4, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 5, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 6, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 7, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 8, + "spells": [] + }, + { + "$type": "SpellListDefinition+SpellsByLevelDuplet, Assembly-CSharp", + "level": 9, + "spells": [] + } + ], + "compositeSpellList": false, + "sourceSpellLists": [], + "guiPresentation": { + "$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": "1f2f9249-44c0-5e94-8aba-2efc42e0197b", + "contentPack": 9999, + "name": "SpellListFeatSpellSniperInventor" +} \ No newline at end of file diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperSorcerer.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperSorcerer.json index 3137ddaa8e..5ccfa6fbef 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperSorcerer.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperSorcerer.json @@ -9,7 +9,8 @@ "spells": [ "Definition:ChillTouch:2dffe98ad497e4b418abc947f6077fb7", "Definition:FireBolt:fac7c06d87f301d4ca3798b4c18d86c8", - "Definition:RayOfFrost:637a3697f05a4614e8200abfa5daaaff" + "Definition:RayOfFrost:637a3697f05a4614e8200abfa5daaaff", + "Definition:ShockingGrasp:0bcfc5c29da450c4bb0f27df027616eb" ] }, { diff --git a/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperWizard.json b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperWizard.json index c16a991bca..f5d5e671fb 100644 --- a/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperWizard.json +++ b/Diagnostics/UnfinishedBusinessBlueprints/SpellListDefinition/SpellListFeatSpellSniperWizard.json @@ -9,7 +9,8 @@ "spells": [ "Definition:ChillTouch:2dffe98ad497e4b418abc947f6077fb7", "Definition:FireBolt:fac7c06d87f301d4ca3798b4c18d86c8", - "Definition:RayOfFrost:637a3697f05a4614e8200abfa5daaaff" + "Definition:RayOfFrost:637a3697f05a4614e8200abfa5daaaff", + "Definition:ShockingGrasp:0bcfc5c29da450c4bb0f27df027616eb" ] }, { diff --git a/Documentation/SolastaClasses.md b/Documentation/SolastaClasses.md index 925a3d0821..f2c0b891c6 100644 --- a/Documentation/SolastaClasses.md +++ b/Documentation/SolastaClasses.md @@ -152,10 +152,6 @@ Increase your rage damage by +1 You can rage one additional time per long rest. -* Additional Rage Use - -You can rage one additional time per long rest. - * Brutal Critical (Advanced) Add another damage die to critical hits. diff --git a/Documentation/SolastaSubclasses.md b/Documentation/SolastaSubclasses.md index eb07270947..f1d07c34d0 100644 --- a/Documentation/SolastaSubclasses.md +++ b/Documentation/SolastaSubclasses.md @@ -817,7 +817,7 @@ The Mischief domain is followed by those who pursue joy, pleasure, and wealth th * Borrowed Luck -When you fail a saving throw where you did not have disadvantage, you can use your reaction to roll again. If you succeed, you will have disadvantage on your next saving throw.​​​​​​​ +When you fail a saving throw where you did not have disadvantage, you can use your reaction to roll again. If you succeed, you will have disadvantage on your next saving throw. * Mischief Domain Spells @@ -851,7 +851,7 @@ When you hit a creature with a melee or ranged weapon attack, you can Channel Di * Elusive Target -Starting at level 6, you are extremely hard to corner in close combat. When a melee attack hits you, you can use your reaction to gain the benefits of Dodging and Disengaging until the end of your next turn.​​​​​​ +Starting at level 6, you are extremely hard to corner in close combat. When a melee attack hits you, you can use your reaction to gain the benefits of Dodging and Disengaging until the end of your next turn. ### Level 8 @@ -1376,14 +1376,14 @@ You can use a bonus action to give all allies within 3 cells of you (including y ### Level 7 -* Coordinated Defense​​​​​​​ +* Coordinated Defense When you use the attack action, you can forego one of your attacks to grant an ally within 3 cells of you (including yourself) Dodge until the start of your next turn. ### Level 10 -* Invigorating Shout​​​​​​​ +* Invigorating Shout Rousing Shout's range increases from 3 to 6 cells. Allies affected by Rousing Shout now also gain temporary hit points equal to your level for 1 minute. diff --git a/Documentation/UnfinishedBusinessFeats.md b/Documentation/UnfinishedBusinessFeats.md index 0f2de22f27..31b633a813 100644 --- a/Documentation/UnfinishedBusinessFeats.md +++ b/Documentation/UnfinishedBusinessFeats.md @@ -104,8 +104,7 @@ When you are wielding a finesse weapon with which you are proficient and another # 22. - Devastating Strikes Your attacks with great swords, great axes and mauls are especially deadly, and you gain the following benefits when using any of them: -• You gain a +1 bonus to attack rolls you make with the weapon. -• Whenever you have advantage on a melee attack roll and hit, you deal extra damage of the same type equal to your Strength or Dexterity modifier if the lower of the two d20 rolls would also hit the target. +• Your attacks with the weapon deal extra damage equal to your proficiency bonus. • Whenever you land a critical hit, you roll an additional weapon die and ignore target creature's resistances for that attack. # 23. - *Dragon Wings* © @@ -232,7 +231,7 @@ You have studied the art of infusing magic into mundane objects to create tempor # 49. - *Inspiring Leader* © -You can spend 10 minutes to inspire all friendly creatures friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. +You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. # 50. - Iridescent Touched diff --git a/Documentation/UnfinishedBusinessRaces.md b/Documentation/UnfinishedBusinessRaces.md index 5409d2c9f9..95e49be8e0 100644 --- a/Documentation/UnfinishedBusinessRaces.md +++ b/Documentation/UnfinishedBusinessRaces.md @@ -357,7 +357,7 @@ You count your size as Large when determining your carrying capacity. * Stone's Endurance -When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. +When you are attacked, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. diff --git a/Documentation/UnfinishedBusinessSubclasses.md b/Documentation/UnfinishedBusinessSubclasses.md index 0baa8deab7..15fd2686ec 100644 --- a/Documentation/UnfinishedBusinessSubclasses.md +++ b/Documentation/UnfinishedBusinessSubclasses.md @@ -1803,7 +1803,7 @@ Once during your turn, you can forgo one of your main action attacks to exhale e * Reactive Skin -Whenever you are about to receive damage from an enemy creature, you can use your reaction and pay 1 Ki to gain resistance to all damage until the end of attacker's turn. If the attacker uses melee attacks against you, they receive one martial arts die as damage type of your Dragon Ancestry feature each time they hit you. +When you are attacked, you can use your reaction and pay 1 Ki to gain resistance to all damage until the end of attacker's turn. If the attacker uses melee attacks against you, they receive one martial arts die as damage type of your Dragon Ancestry feature each time they hit you. ### Level 11 @@ -3172,7 +3172,7 @@ You gain proficiency with light armor, medium armor, and martial weapons. * Mana Shield -You can use your bonus action to gain temporary hit points equal to your sorcerer level + Charisma modifier for one minute, a number of times per long rest equal to your proficiency bonus. If you are out of uses, you can spend two sorcery points instead. +You can use your bonus action to gain temporary hit points equal to your sorcerer level + Charisma modifier, a number of times per long rest equal to your proficiency bonus. If you are out of uses, you can spend two sorcery points instead. ### Level 6 @@ -3570,7 +3570,7 @@ New Moon: You are obscured in non-magical darkness. If you move to a tile that i * Midnight Blessing -You are resistant to radiant damage while Full Moon cloak is active and you are resistant to cold damage while New Moon cloak is active. You also learn Moon Beam spell if you haven't already done so. You can cast it once per long rest without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level for one minute and taking damage cannot break your concentration for this spell. +You are resistant to radiant damage while Full Moon cloak is active and you are resistant to cold damage while New Moon cloak is active. You also learn Moon Beam spell if you haven't already done so. You can cast it once per long rest without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level and taking damage cannot break your concentration for this spell. ### Level 10 @@ -3597,7 +3597,7 @@ You have made a pact with an ancient primal entity that dwells atop the highest * Barrier of Stone -When an ally within 30 ft of you takes damage, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per long rest. +When an ally within 30 ft of you is attacked, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per long rest. * Expanded Spells diff --git a/SolastaUnfinishedBusiness/Actions/CharacterActionBrutalStrikeToggle.cs b/SolastaUnfinishedBusiness/Actions/CharacterActionBrutalStrikeToggle.cs new file mode 100644 index 0000000000..dd3cf81d3c --- /dev/null +++ b/SolastaUnfinishedBusiness/Actions/CharacterActionBrutalStrikeToggle.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 CharacterActionBrutalStrikeToggle(CharacterActionParams actionParams) : CharacterAction(actionParams) +#pragma warning restore CA1050 +{ + public override IEnumerator ExecuteImpl() + { + yield return ActingCharacter.RulesetCharacter.FlipToggle(ExtraActionId.BrutalStrikeToggle); + } +} diff --git a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs index 9053efcce9..8b0475d140 100644 --- a/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs +++ b/SolastaUnfinishedBusiness/Api/DatabaseHelper-RELEASE.cs @@ -29,6 +29,7 @@ internal static class ActionDefinitions internal static ActionDefinition MetamagicToggle { get; } = GetDefinition("MetamagicToggle"); internal static ActionDefinition Pushed { get; } = GetDefinition("Pushed"); internal static ActionDefinition RageStart { get; } = GetDefinition("RageStart"); + internal static ActionDefinition RecklessAttack { get; } = GetDefinition("RecklessAttack"); internal static ActionDefinition StepBack { get; } = GetDefinition("StepBack"); internal static ActionDefinition StunningStrikeToggle { get; } = @@ -1405,6 +1406,12 @@ internal static class FeatureDefinitionFeatureSets internal static FeatureDefinitionFeatureSet FeatureSetAbilityScoreChoice { get; } = GetDefinition("FeatureSetAbilityScoreChoice"); + internal static FeatureDefinitionFeatureSet FeatureSetBarbarianBrutalCritical { get; } = + GetDefinition("FeatureSetBarbarianBrutalCritical"); + + internal static FeatureDefinitionFeatureSet FeatureSetBarbarianRage { get; } = + GetDefinition("FeatureSetBarbarianRage"); + internal static FeatureDefinitionFeatureSet FeatureSetDragonbornBreathWeapon { get; } = GetDefinition("FeatureSetDragonbornBreathWeapon"); @@ -1831,9 +1838,6 @@ internal static class FeatureDefinitionPowers internal static FeatureDefinitionPower PowerOathOfJugementWeightOfJustice { get; } = GetDefinition("PowerOathOfJugementWeightOfJustice"); - internal static FeatureDefinitionPower PowerOathOfMotherlandFieryWrath { get; } = - GetDefinition("PowerOathOfMotherlandFieryWrath"); - internal static FeatureDefinitionPower PowerOathOfMotherlandVolcanicAura { get; } = GetDefinition("PowerOathOfMotherlandVolcanicAura"); diff --git a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs index db4dfc3ce4..5ebf9dc7f8 100644 --- a/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs +++ b/SolastaUnfinishedBusiness/Api/GameExtensions/EnumExtensions.cs @@ -54,6 +54,7 @@ internal enum ExtraActionId WildlingFeralAgility, Withdraw, ForcePoweredStrikeToggle, + BrutalStrikeToggle, PrioritizeAction = 10000 } diff --git a/SolastaUnfinishedBusiness/Api/Helpers/GameConsoleHelper.cs b/SolastaUnfinishedBusiness/Api/Helpers/GameConsoleHelper.cs index 0161317c2f..0f429baf75 100644 --- a/SolastaUnfinishedBusiness/Api/Helpers/GameConsoleHelper.cs +++ b/SolastaUnfinishedBusiness/Api/Helpers/GameConsoleHelper.cs @@ -58,31 +58,6 @@ internal static void LogCharacterActivatesAbility( console.AddEntry(entry); } - internal static void LogCharacterAffectsTarget( - [NotNull] this RulesetCharacter character, - [NotNull] RulesetCharacter target, - string abilityName, - string text = DefaultUseText, - bool indent = false, - string tooltipContent = null, - string tooltipClass = null, - params (ConsoleStyleDuplet.ParameterType type, string value)[] extra) - { - var console = Gui.Game.GameConsole; - var entry = new GameConsoleEntry(text, console.consoleTableDefinition) { Indent = indent }; - - console.AddCharacterEntry(character, entry); - console.AddCharacterEntry(target, entry); - entry.AddParameter(ConsoleStyleDuplet.ParameterType.AttackSpellPower, abilityName, - tooltipContent: tooltipContent, tooltipClass: tooltipClass); - foreach (var (type, value) in extra) - { - entry.AddParameter(type, value); - } - - console.AddEntry(entry); - } - internal static void LogCharacterAffectedByCondition( [NotNull] this RulesetCharacter character, [NotNull] ConditionDefinition condition) diff --git a/SolastaUnfinishedBusiness/ChangelogHistory.txt b/SolastaUnfinishedBusiness/ChangelogHistory.txt index 2b668b675d..cc89f21c7a 100644 --- a/SolastaUnfinishedBusiness/ChangelogHistory.txt +++ b/SolastaUnfinishedBusiness/ChangelogHistory.txt @@ -1,3 +1,14 @@ +1.5.97.2: + +- added 'Enable Barbarian brutal strike at levels 9, 13 and 17' +- added 'Enable Barbarian reckless attack buff and debuff to finish at start of next turn' +- added 'Enable Barbarian regain one rage use over a short rest at level 7' +- added 'Disable Barbarian brutal critical at levels 9, 13, and 17' +- added 'Set Ring of Regeneration heal rate to 1 HP per 3 minutes' [by ImpPhil] +- fixed Circle of the Moon archer constellation light range +- fixed Devastating Strikes feat as a better fit for Barbarians +- fixed Inspired Leader feat temp HPs to endure until long rest + 1.5.97.1: - added Gift of The Chromatic Dragon and Second Chance feats @@ -333,7 +344,7 @@ MERRY CHRISTMAS / FELIZ NATAL / FELIZ NAVIDAD! Santa heard your wishes and invit - added College of Thespian and Martial Guardian subclasses [based of deprecated Harlequin and Defender] - added Gameplay > General > 'Add Fighter level to indomitable resistance saving throw reroll' - changed Cleaving Attack feat extra attack on kill to a bonus action type instead of a main action one -- changed Shield Techniques feat on reaction to halve all income magic damage requiring a DEX save +- changed Shield Techniques feat on reaction to halve all incoming magic damage requiring a DEX save - changed Taunted condition to be the same on Martial Guardian, Provoke Gambit, and Thunder Gauntlet - deprecated College of Harlequin, Martial Defender, Raven Uncut, and Way of Distant Hand subclasses - fixed a vanilla issue with some monsters not triggering more than 1 reaction per turn when allowed diff --git a/SolastaUnfinishedBusiness/Classes/InventorClass.cs b/SolastaUnfinishedBusiness/Classes/InventorClass.cs index 9df64baabd..fdfd31a41d 100644 --- a/SolastaUnfinishedBusiness/Classes/InventorClass.cs +++ b/SolastaUnfinishedBusiness/Classes/InventorClass.cs @@ -46,7 +46,7 @@ internal static class InventorClass private static readonly int[] Costs = [0, 0, 0, 0, 0]; - private static FeatureDefinitionCastSpell SpellCasting => _spellCasting ??= BuildSpellCasting(); + internal static FeatureDefinitionCastSpell SpellCasting => _spellCasting ??= BuildSpellCasting(); internal static CharacterClassDefinition Class { get; private set; } diff --git a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs b/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs index cc8fe60a61..8e0fc0bad7 100644 --- a/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/CharacterDisplay.cs @@ -134,14 +134,6 @@ internal static void DisplayCharacter() UI.Label(); - toggle = Main.Settings.EnableMinInOutAttributes; - if (UI.Toggle(Gui.Localize("ModUi/&EnableMinInOutAttributes"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableMinInOutAttributes = toggle; - } - - UI.Label(); - toggle = Main.Settings.DisplayAllKnownSpellsDuringLevelUp; if (UI.Toggle(Gui.Localize("ModUi/&DisplayAllKnownSpellsDuringLevelUp"), ref toggle, UI.AutoWidth())) { @@ -154,6 +146,12 @@ internal static void DisplayCharacter() Main.Settings.DisplayPactSlotsOnSpellSelectionPanel = toggle; } + toggle = Main.Settings.EnableMinInOutAttributes; + if (UI.Toggle(Gui.Localize("ModUi/&EnableMinInOutAttributes"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableMinInOutAttributes = toggle; + } + UI.Label(); UI.Label(Gui.Localize("ModUi/&MulticlassKeyHelp")); UI.Label(); @@ -190,13 +188,6 @@ internal static void DisplayCharacter() UI.Label(); - toggle = Main.Settings.EnableBarbarianFightingStyle; - if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianFightingStyle"), ref toggle, UI.AutoWidth())) - { - Main.Settings.EnableBarbarianFightingStyle = toggle; - CharacterContext.SwitchBarbarianFightingStyle(); - } - toggle = Main.Settings.GrantScimitarSpecializationToBardRogue; if (UI.Toggle(Gui.Localize("ModUi/&GrantScimitarSpecializationToBarkMonkRogue"), ref toggle, UI.AutoWidth())) { @@ -206,27 +197,60 @@ internal static void DisplayCharacter() UI.Label(); - toggle = Main.Settings.EnableFighterWeaponSpecialization; - if (UI.Toggle(Gui.Localize("ModUi/&EnableFighterWeaponSpecialization"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableBarbarianBrutalStrike; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianBrutalStrike"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableFighterWeaponSpecialization = toggle; - CharacterContext.SwitchFighterWeaponSpecialization(); + Main.Settings.EnableBarbarianBrutalStrike = toggle; + Main.Settings.DisableBarbarianBrutalCritical = toggle; + CharacterContext.SwitchBarbarianBrutalStrike(); + CharacterContext.SwitchBarbarianBrutalCritical(); + } + + if (Main.Settings.EnableBarbarianBrutalStrike) + { + toggle = Main.Settings.DisableBarbarianBrutalCritical; + if (UI.Toggle(Gui.Localize("ModUi/&DisableBarbarianBrutalCritical"), ref toggle, UI.AutoWidth())) + { + Main.Settings.DisableBarbarianBrutalCritical = toggle; + CharacterContext.SwitchBarbarianBrutalCritical(); + } + } + + toggle = Main.Settings.EnableBarbarianRecklessSameBuffDebuffDuration; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBarbarianRecklessSameBuffDebuffDuration = toggle; + CharacterContext.SwitchBarbarianRecklessSameBuffDebuffDuration(); + } + + toggle = Main.Settings.EnableBarbarianRegainOneRageAtShortRest; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianRegainOneRageAtShortRest"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBarbarianRegainOneRageAtShortRest = toggle; + CharacterContext.SwitchBarbarianRegainOneRageAtShortRest(); + } + + toggle = Main.Settings.EnableBarbarianFightingStyle; + if (UI.Toggle(Gui.Localize("ModUi/&EnableBarbarianFightingStyle"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableBarbarianFightingStyle = toggle; + CharacterContext.SwitchBarbarianFightingStyle(); } UI.Label(); - toggle = Main.Settings.AddHumanoidFavoredEnemyToRanger; - if (UI.Toggle(Gui.Localize("ModUi/&AddHumanoidFavoredEnemyToRanger"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.AddFighterLevelToIndomitableSavingReroll; + if (UI.Toggle(Gui.Localize("ModUi/&AddFighterLevelToIndomitableSavingReroll"), ref toggle, UI.AutoWidth())) { - Main.Settings.AddHumanoidFavoredEnemyToRanger = toggle; - CharacterContext.SwitchRangerHumanoidFavoredEnemy(); + Main.Settings.AddFighterLevelToIndomitableSavingReroll = toggle; + CharacterContext.SwitchFighterLevelToIndomitableSavingReroll(); } - toggle = Main.Settings.EnableRangerNatureShroudAt10; - if (UI.Toggle(Gui.Localize("ModUi/&EnableRangerNatureShroudAt10"), ref toggle, UI.AutoWidth())) + toggle = Main.Settings.EnableFighterWeaponSpecialization; + if (UI.Toggle(Gui.Localize("ModUi/&EnableFighterWeaponSpecialization"), ref toggle, UI.AutoWidth())) { - Main.Settings.EnableRangerNatureShroudAt10 = toggle; - CharacterContext.SwitchRangerNatureShroud(); + Main.Settings.EnableFighterWeaponSpecialization = toggle; + CharacterContext.SwitchFighterWeaponSpecialization(); } UI.Label(); @@ -277,6 +301,22 @@ internal static void DisplayCharacter() UI.Label(); + toggle = Main.Settings.AddHumanoidFavoredEnemyToRanger; + if (UI.Toggle(Gui.Localize("ModUi/&AddHumanoidFavoredEnemyToRanger"), ref toggle, UI.AutoWidth())) + { + Main.Settings.AddHumanoidFavoredEnemyToRanger = toggle; + CharacterContext.SwitchRangerHumanoidFavoredEnemy(); + } + + toggle = Main.Settings.EnableRangerNatureShroudAt10; + if (UI.Toggle(Gui.Localize("ModUi/&EnableRangerNatureShroudAt10"), ref toggle, UI.AutoWidth())) + { + Main.Settings.EnableRangerNatureShroudAt10 = toggle; + CharacterContext.SwitchRangerNatureShroud(); + } + + UI.Label(); + toggle = Main.Settings.EnableRogueCunningStrike; if (UI.Toggle(Gui.Localize("ModUi/&EnableRogueCunningStrike"), ref toggle, UI.AutoWidth())) { diff --git a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs index e6cc051400..01c663d75b 100644 --- a/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs +++ b/SolastaUnfinishedBusiness/Displays/RulesDisplay.cs @@ -1,5 +1,4 @@ -using SolastaUnfinishedBusiness.Api; -using SolastaUnfinishedBusiness.Api.ModKit; +using SolastaUnfinishedBusiness.Api.ModKit; using SolastaUnfinishedBusiness.Models; namespace SolastaUnfinishedBusiness.Displays; @@ -266,6 +265,13 @@ internal static void DisplayRules() SrdAndHouseRulesContext.SwitchEldritchBlastRange(); } + toggle = Main.Settings.FixRingOfRegenerationHealRate; + if (UI.Toggle(Gui.Localize("ModUi/&FixRingOfRegenerationHealRate"), ref toggle, UI.AutoWidth())) + { + Main.Settings.FixRingOfRegenerationHealRate = toggle; + SrdAndHouseRulesContext.SwitchRingOfRegenerationHealRate(); + } + UI.Label(); UI.Label(Gui.Localize("ModUi/&House")); UI.Label(); @@ -394,16 +400,6 @@ internal static void DisplayRules() UI.Label(); - toggle = Main.Settings.AddFighterLevelToIndomitableSavingReroll; - if (UI.Toggle(Gui.Localize("ModUi/&AddFighterLevelToIndomitableSavingReroll"), ref toggle, UI.AutoWidth())) - { - Main.Settings.AddFighterLevelToIndomitableSavingReroll = toggle; - - DatabaseHelper.ActionDefinitions.UseIndomitableResistance.GuiPresentation.description = toggle - ? "Feature/&EnhancedIndomitableResistanceDescription" - : "Feature/&IndomitableResistanceDescription"; - } - toggle = Main.Settings.ChangeDragonbornElementalBreathUsages; if (UI.Toggle(Gui.Localize("ModUi/&ChangeDragonbornElementalBreathUsages"), ref toggle, UI.AutoWidth())) { diff --git a/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs b/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs index 59457b877b..45ea807c95 100644 --- a/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/ArmorFeats.cs @@ -186,6 +186,7 @@ private sealed class CustomBehaviorShieldTechniques( { // halve any damage taken public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, @@ -194,12 +195,10 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( bool firstTarget, bool criticalHit) { - var gameLocationActionService = + var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - var gameLocationBattleService = - ServiceRepository.GetService() as GameLocationBattleManager; - if (gameLocationActionService == null || gameLocationBattleService is not { IsBattleInProgress: true }) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } @@ -232,11 +231,11 @@ public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( TargetCharacters = { defender } }; - var count = gameLocationActionService.PendingReactionRequestGroups.Count; + var count = gameLocationActionManager.PendingReactionRequestGroups.Count; - gameLocationActionService.ReactToUsePower(actionParams, "UsePower", defender); + gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender); - yield return gameLocationBattleService.WaitForReactions(attacker, gameLocationActionService, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); } // add +2 on DEX savings diff --git a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs index 2010da6f98..b85cb333df 100644 --- a/SolastaUnfinishedBusiness/Feats/ClassFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/ClassFeats.cs @@ -554,10 +554,14 @@ internal static void GrantTempHP(RulesetCharacterMonster __instance) } var classLevel = rulesetCharacterHero.GetClassLevel(Druid); + var tempHitPoints = 2 * classLevel; - __instance.ReceiveTemporaryHitPoints(2 * classLevel, DurationType.Hour, classLevel / 2, - TurnOccurenceType.EndOfTurn, - TemporaryHitPointsGuid); + if (tempHitPoints > __instance.TemporaryHitPoints) + { + __instance.ReceiveTemporaryHitPoints( + 2 * classLevel, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + TemporaryHitPointsGuid); + } } } @@ -661,10 +665,11 @@ public IEnumerator OnMagicEffectFinishedByMeAny( var dieRoll = RollDie(DieType.D10, AdvantageType.None, out _, out _); var healingReceived = classLevel + dieRoll; - if (rulesetCharacter.TemporaryHitPoints <= healingReceived) + if (healingReceived > rulesetCharacter.TemporaryHitPoints) { - rulesetCharacter.ReceiveTemporaryHitPoints(healingReceived, DurationType.UntilLongRest, 0, - TurnOccurenceType.EndOfTurn, rulesetCharacter.Guid); + rulesetCharacter.ReceiveTemporaryHitPoints( + healingReceived, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + rulesetCharacter.Guid); } } } diff --git a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs index 938f6b61bf..ad016f8e4e 100644 --- a/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/MeleeCombatFeats.cs @@ -990,7 +990,7 @@ private static bool ValidateCleavingAttack(RulesetAttackMode attackMode, bool va .Create("FeatureFeatCrusher") .SetGuiPresentationNoContent(true) .AddCustomSubFeatures( - new PhysicalAttackFinishedByMeCrusher( + new PhysicalPhysicalAttackFinishedByMeCrusher( EffectFormBuilder.ConditionForm( ConditionDefinitionBuilder .Create("ConditionFeatCrusherCriticalHit") @@ -1040,12 +1040,14 @@ private static FeatDefinition BuildCrusherCon() .AddToDB(); } - private sealed class PhysicalAttackFinishedByMeCrusher(EffectForm criticalEffectForm, EffectForm pushEffectForm) - : IAttackBeforeHitConfirmedOnEnemy + private sealed class PhysicalPhysicalAttackFinishedByMeCrusher( + EffectForm criticalEffectForm, + EffectForm pushEffectForm) + : IPhysicalAttackBeforeHitConfirmedOnEnemy { private const string SpecialFeatureName = "FeatureCrusher"; - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -1054,7 +1056,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -1092,6 +1093,18 @@ private static FeatDefinition BuildDevastatingStrikes() var weaponTypes = new[] { GreatswordType, GreataxeType, MaulType }; + var additionalDamageSunderingBlow = FeatureDefinitionAdditionalDamageBuilder + .Create($"AdditionalDamage{NAME}") + .SetGuiPresentationNoContent(true) + .SetNotificationTag("DevastatingStrikes") + .SetDamageValueDetermination(AdditionalDamageValueDetermination.ProficiencyBonus) + .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage) + .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .AddCustomSubFeatures( + new ValidateContextInsteadOfRestrictedProperty((_, _, _, _, _, mode, _) => (OperationType.Set, + ValidatorsWeapon.IsOfWeaponType(weaponTypes)(mode, null, null)))) + .AddToDB(); + var conditionDevastatingStrikes = ConditionDefinitionBuilder .Create("ConditionDevastatingStrikes") .SetGuiPresentation(NAME, Category.Feat) @@ -1103,10 +1116,11 @@ private static FeatDefinition BuildDevastatingStrikes() var feat = FeatDefinitionBuilder .Create(NAME) .SetGuiPresentation(Category.Feat) + .AddFeatures(additionalDamageSunderingBlow) .AddToDB(); feat.AddCustomSubFeatures( - new CustomBehaviorFeatDevastatingStrikes(conditionDevastatingStrikes, weaponTypes), + new PhysicalAttackBeforeHitConfirmedOnEnemyDevastatingStrikes(conditionDevastatingStrikes, weaponTypes), new ModifyWeaponAttackModeTypeFilter(feat, weaponTypes)); return feat; @@ -1121,15 +1135,13 @@ public void ModifyDamageAffinity(RulesetActor defender, RulesetActor attacker, L } } - private sealed class CustomBehaviorFeatDevastatingStrikes : - IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + private sealed class + PhysicalAttackBeforeHitConfirmedOnEnemyDevastatingStrikes : IPhysicalAttackBeforeHitConfirmedOnEnemy { - private const string DevastatingStrikesDescription = "Feat/&FeatDevastatingStrikesDescription"; - private const string DevastatingStrikesTitle = "Feat/&FeatDevastatingStrikesTitle"; private readonly ConditionDefinition _conditionBypassResistance; private readonly List _weaponTypeDefinition = []; - public CustomBehaviorFeatDevastatingStrikes( + public PhysicalAttackBeforeHitConfirmedOnEnemyDevastatingStrikes( ConditionDefinition conditionBypassResistance, params WeaponTypeDefinition[] weaponTypeDefinition) { @@ -1137,7 +1149,7 @@ public CustomBehaviorFeatDevastatingStrikes( _conditionBypassResistance = conditionBypassResistance; } - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy(GameLocationBattleManager battleManager, + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy(GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, @@ -1145,7 +1157,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy(GameLocationBattleManager b bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -1175,121 +1186,22 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy(GameLocationBattleManager b 0, 0, 0); - } - - public IEnumerator OnPhysicalAttackFinishedByMe( - GameLocationBattleManager battleManager, - CharacterAction action, - GameLocationCharacter attacker, - GameLocationCharacter defender, - RulesetAttackMode attackMode, - RollOutcome rollOutcome, - int damageAmount) - { - if (attackMode == null || rollOutcome is not (RollOutcome.Success or RollOutcome.CriticalSuccess)) - { - yield break; - } - - var originalDamageForm = attackMode.EffectDescription.FindFirstDamageForm(); - - if (originalDamageForm == null) - { - yield break; - } - - var rulesetAttacker = attacker.RulesetCharacter; - var rulesetDefender = defender.RulesetCharacter; - if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || - rulesetAttacker is not { IsDeadOrDyingOrUnconscious: false }) - { - yield break; - } + var damageForm = actualEffectForms.FirstOrDefault(x => x.FormType == EffectForm.EffectFormType.Damage); - if (attackMode.sourceDefinition is not ItemDefinition { IsWeapon: true } sourceDefinition || - !_weaponTypeDefinition.Contains(sourceDefinition.WeaponDescription.WeaponTypeDefinition)) + if (damageForm == null) { yield break; } - var bonusDamage = 0; - var attackModifier = action.ActionParams.ActionModifiers[0]; - var advantageType = ComputeAdvantage(attackModifier.attackAdvantageTrends); - - if (advantageType == AdvantageType.Advantage) - { - attacker.UsedSpecialFeatures.TryGetValue("LowestAttackRoll", out var lowestAttackRoll); - - var modifier = attackMode.ToHitBonus + attackModifier.AttackRollModifier; - var lowOutcome = GLBM.GetAttackResult(lowestAttackRoll, modifier, rulesetDefender); - - Gui.Game.GameConsole.AttackRolled( - rulesetAttacker, - rulesetDefender, - attackMode.SourceDefinition, - lowOutcome, - lowestAttackRoll + modifier, - lowestAttackRoll, - modifier, - attackModifier.AttacktoHitTrends, - []); - - if (lowOutcome is RollOutcome.Success or RollOutcome.CriticalSuccess) - { - var strength = rulesetAttacker.TryGetAttributeValue(AttributeDefinitions.Strength); - var strengthMod = AttributeDefinitions.ComputeAbilityScoreModifier(strength); - var dexterity = rulesetAttacker.TryGetAttributeValue(AttributeDefinitions.Dexterity); - var dexterityMod = AttributeDefinitions.ComputeAbilityScoreModifier(dexterity); - - if (strengthMod > 0 || dexterityMod > 0) - { - bonusDamage = Math.Max(strengthMod, dexterityMod); - } - } - } - - if (bonusDamage == 0 && rollOutcome is not RollOutcome.CriticalSuccess) - { - yield break; - } + var newDamageForm = EffectFormBuilder + .Create() + .SetDamageForm(damageForm.DamageForm.DamageType, 1, damageForm.DamageForm.DieType) + .Build(); - var rolls = new List(); - var damageForm = new DamageForm - { - DamageType = originalDamageForm.DamageType, - DieType = originalDamageForm.DieType, - DiceNumber = rollOutcome == RollOutcome.CriticalSuccess ? 1 : 0, - BonusDamage = bonusDamage - }; - var damageRoll = rulesetAttacker.RollDamage( - damageForm, 0, false, 0, 0, 1, false, false, false, rolls); - var applyFormsParams = new RulesetImplementationDefinitions.ApplyFormsParams - { - sourceCharacter = rulesetAttacker, - targetCharacter = rulesetDefender, - position = defender.LocationPosition - }; + newDamageForm.DamageForm.IgnoreCriticalDoubleDice = true; - rulesetAttacker.LogCharacterAffectsTarget( - rulesetDefender, - DevastatingStrikesTitle, - "Feedback/&FeatFeatDevastatingStrikeDisadvantage", - tooltipContent: DevastatingStrikesDescription); - - RulesetActor.InflictDamage( - damageRoll, - damageForm, - damageForm.DamageType, - applyFormsParams, - rulesetDefender, - false, - rulesetAttacker.Guid, - false, - attackMode.AttackTags, - new RollInfo(damageForm.DieType, rolls, bonusDamage), - false, - out _); + actualEffectForms.Add(newDamageForm); } } diff --git a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs index 9485e0b832..70168e45aa 100644 --- a/SolastaUnfinishedBusiness/Feats/OtherFeats.cs +++ b/SolastaUnfinishedBusiness/Feats/OtherFeats.cs @@ -253,6 +253,7 @@ private static FeatDefinition BuildInspiringLeader() .SetEffectDescription( EffectDescriptionBuilder .Create() + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Sphere, 6) .SetEffectForms( EffectFormBuilder @@ -591,69 +592,60 @@ private static FeatDefinition BuildGiftOfTheChromaticDragon() } private sealed class CustomBehaviorReactiveResistance(FeatureDefinitionPower powerReactiveResistance) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + : IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe { private static readonly HashSet DamageTypes = [DamageTypeAcid, DamageTypeCold, DamageTypeFire, DamageTypeLightning, DamageTypePoison]; - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (attackMode == null) - { - yield break; - } - - var firstValidEffectForm = actualEffectForms - .FirstOrDefault(x => - x.FormType == EffectForm.EffectFormType.Damage && - DamageTypes.Contains(x.DamageForm.DamageType)); - - if (firstValidEffectForm != null) - { - yield return HandleReaction(attacker, defender, firstValidEffectForm); - } + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) { - var firstValidEffectForm = actualEffectForms - .FirstOrDefault(x => - x.FormType == EffectForm.EffectFormType.Damage && - DamageTypes.Contains(x.DamageForm.DamageType)); - - if (firstValidEffectForm != null) - { - yield return HandleReaction(attacker, defender, firstValidEffectForm); - } + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); } - private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationCharacter defender, - EffectForm effectForm) + private IEnumerator HandleReaction( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + // ReSharper disable once ParameterTypeCanBeEnumerable.Local + List actualEffectForms) { - var gameLocationBattleManager = - ServiceRepository.GetService() as GameLocationBattleManager; var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - if (gameLocationBattleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + { + yield break; + } + + var effectForm = actualEffectForms + .FirstOrDefault(x => + x.FormType == EffectForm.EffectFormType.Damage && + DamageTypes.Contains(x.DamageForm.DamageType)); + + if (effectForm == null) { yield break; } @@ -689,7 +681,7 @@ private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationC gameLocationActionManager.ReactToUsePower(reactionParams, "UsePower", defender); - yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); if (!reactionParams.ReactionValidated) { @@ -1282,9 +1274,11 @@ private static FeatDefinition BuildSpellSniper([NotNull] List fe var spellSniperFeats = new List(); var castSpells = new List { - // CastSpellBard, // Bard doesn't have any cantrips in Solasta that are RangeHit - // CastSpellCleric, // Cleric doesn't have any cantrips in Solasta that are RangeHit - CastSpellDruid, CastSpellSorcerer, CastSpellWarlock, CastSpellWizard + CastSpellDruid, + CastSpellSorcerer, + CastSpellWarlock, + CastSpellWizard, + InventorClass.SpellCasting }; // ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator @@ -1292,8 +1286,10 @@ private static FeatDefinition BuildSpellSniper([NotNull] List fe { var spellSniperSpells = castSpell.SpellListDefinition.SpellsByLevel .SelectMany(x => x.Spells) - .Where(x => x.SpellLevel == 0 && x.EffectDescription.RangeType is RangeType.RangeHit && - x.EffectDescription.HasDamageForm()) + .Where(x => + x.SpellLevel == 0 && + x.EffectDescription.RangeType is RangeType.MeleeHit or RangeType.RangeHit && + x.EffectDescription.HasDamageForm()) .ToArray(); if (spellSniperSpells.Length == 0) @@ -1374,7 +1370,7 @@ public bool IsValid( EffectDescription effectDescription) { return definition is SpellDefinition && - effectDescription.rangeType == RangeType.RangeHit && + effectDescription.rangeType is RangeType.MeleeHit or RangeType.RangeHit && effectDescription.HasDamageForm(); } diff --git a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs index 3ddab56ca6..19011b6964 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Interception.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Interception.cs @@ -30,7 +30,7 @@ internal sealed class Interception : AbstractFightingStyle .SetUsesFixed(ActivationTime.NoCost) .AddCustomSubFeatures( ModifyPowerVisibility.Hidden, - new AttackBeforeHitPossibleOnMeOrAllyInterception( + new CustomBehaviorInterception( ConditionDefinitionBuilder .Create($"Condition{Name}") .SetGuiPresentationNoContent(true) @@ -60,24 +60,28 @@ internal sealed class Interception : AbstractFightingStyle FightingStyleRanger ]; - private sealed class AttackBeforeHitPossibleOnMeOrAllyInterception( + private sealed class CustomBehaviorInterception( // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionDefinition) : IAttackBeforeHitConfirmedOnMeOrAlly + ConditionDefinition conditionDefinition) : IAttackBeforeHitPossibleOnMeOrAlly { - public IEnumerator OnAttackBeforeHitConfirmedOnMeOrAlly( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { + var gameLocationActionManager = + ServiceRepository.GetService() as GameLocationActionManager; + + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + { + yield break; + } + if (helper == defender || !helper.CanReact() || !helper.CanPerceiveTarget(defender) || @@ -94,14 +98,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnMeOrAlly( yield break; } - var gameLocationActionManager = - ServiceRepository.GetService() as GameLocationActionManager; - - if (gameLocationActionManager == null) - { - yield break; - } - var reactionParams = new CharacterActionParams(helper, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) { diff --git a/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs b/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs index fb4a721aa5..c14962873a 100644 --- a/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs +++ b/SolastaUnfinishedBusiness/FightingStyles/Merciless.cs @@ -26,7 +26,7 @@ internal sealed class Merciless : AbstractFightingStyle .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetTargetingData(Side.Enemy, RangeType.Touch, 0, TargetType.Cube) + .SetTargetingData(Side.Enemy, RangeType.Touch, 0, TargetType.IndividualsUnique) .SetDurationData(DurationType.Round, 1, TurnOccurenceType.EndOfSourceTurn) .SetSavingThrowData( false, diff --git a/SolastaUnfinishedBusiness/Info.json b/SolastaUnfinishedBusiness/Info.json index 8f19e61308..cb33d6d917 100644 --- a/SolastaUnfinishedBusiness/Info.json +++ b/SolastaUnfinishedBusiness/Info.json @@ -1,7 +1,7 @@ { "Id": "SolastaUnfinishedBusiness", "DisplayName": "[Un] Finished Business", - "Version": "1.5.97.1", + "Version": "1.5.97.2", "GameVersion": "1.5.97", "ManagerVersion": "0.24.0", "AssemblyName": "SolastaUnfinishedBusiness.dll", diff --git a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMeOrAlly.cs b/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMeOrAlly.cs deleted file mode 100644 index 7f7bd0f147..0000000000 --- a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMeOrAlly.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using JetBrains.Annotations; -using static RuleDefinitions; - -namespace SolastaUnfinishedBusiness.Interfaces; - -// triggers on any attack, magical or physical, if there is an attack roll -// rulesetEffect != null is a magical attack -public interface IAttackBeforeHitConfirmedOnMeOrAlly -{ - [UsedImplicitly] - IEnumerator OnAttackBeforeHitConfirmedOnMeOrAlly( - GameLocationBattleManager battleManager, - GameLocationCharacter attacker, - GameLocationCharacter defender, - GameLocationCharacter helper, - ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, - RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit); -} diff --git a/SolastaUnfinishedBusiness/Interfaces/IIgnoreAoOOnMe.cs b/SolastaUnfinishedBusiness/Interfaces/IIgnoreAoOOnMe.cs index 33e38e8ee0..e92b389c24 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IIgnoreAoOOnMe.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IIgnoreAoOOnMe.cs @@ -5,5 +5,6 @@ public interface IIgnoreAoOOnMe public bool CanIgnoreAoOOnSelf( // ReSharper disable once UnusedParameter.Global RulesetCharacter defender, + // ReSharper disable once UnusedParameter.Global RulesetCharacter attacker); } diff --git a/SolastaUnfinishedBusiness/Interfaces/IMagicalAttackInitiatedOnMe.cs b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectAttackInitiatedOnMe.cs similarity index 81% rename from SolastaUnfinishedBusiness/Interfaces/IMagicalAttackInitiatedOnMe.cs rename to SolastaUnfinishedBusiness/Interfaces/IMagicEffectAttackInitiatedOnMe.cs index b446d074c8..1d3923395f 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IMagicalAttackInitiatedOnMe.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectAttackInitiatedOnMe.cs @@ -4,10 +4,10 @@ namespace SolastaUnfinishedBusiness.Interfaces; -public interface IMagicalAttackInitiatedOnMe +public interface IMagicEffectAttackInitiatedOnMe { [UsedImplicitly] - IEnumerator OnMagicalAttackInitiatedOnMe( + IEnumerator OnMagicEffectAttackInitiatedOnMe( CharacterActionMagicEffect action, RulesetEffect activeEffect, GameLocationCharacter target, diff --git a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnEnemy.cs b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnEnemy.cs index ca4e7d4f55..3dedf3cb3c 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnEnemy.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnEnemy.cs @@ -9,6 +9,7 @@ public interface IMagicEffectBeforeHitConfirmedOnEnemy { [UsedImplicitly] IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMe.cs b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMe.cs index 2fe1082e8a..c2218e9bec 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMe.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMe.cs @@ -9,6 +9,7 @@ public interface IMagicEffectBeforeHitConfirmedOnMe { [UsedImplicitly] IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMeOrAlly.cs b/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMeOrAlly.cs deleted file mode 100644 index a74277f0aa..0000000000 --- a/SolastaUnfinishedBusiness/Interfaces/IMagicEffectBeforeHitConfirmedOnMeOrAlly.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using JetBrains.Annotations; - -namespace SolastaUnfinishedBusiness.Interfaces; - -// triggers on any magical attack regardless of an attack roll or not -public interface IMagicEffectBeforeHitConfirmedOnMeOrAlly -{ - [UsedImplicitly] - IEnumerator OnMagicEffectBeforeHitConfirmedOnMeOrAlly( - GameLocationCharacter attacker, - GameLocationCharacter defender, - GameLocationCharacter helper, - ActionModifier actionModifier, - RulesetEffect rulesetEffect, - List actualEffectForms, - bool firstTarget, - bool criticalHit); -} diff --git a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMe.cs b/SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnEnemy.cs similarity index 69% rename from SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMe.cs rename to SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnEnemy.cs index 8672d532cb..582be762a8 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnMe.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnEnemy.cs @@ -5,12 +5,11 @@ namespace SolastaUnfinishedBusiness.Interfaces; -// triggers on any attack, magical or physical, if there is an attack roll -// rulesetEffect != null is a magical attack -public interface IAttackBeforeHitConfirmedOnMe +// triggers on any weapon attack +public interface IPhysicalAttackBeforeHitConfirmedOnEnemy { [UsedImplicitly] - IEnumerator OnAttackBeforeHitConfirmedOnMe( + IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -19,7 +18,6 @@ IEnumerator OnAttackBeforeHitConfirmedOnMe( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit); } diff --git a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnEnemy.cs b/SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnMe.cs similarity index 68% rename from SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnEnemy.cs rename to SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnMe.cs index 9c9d621e9a..22edad4a80 100644 --- a/SolastaUnfinishedBusiness/Interfaces/IAttackBeforeHitConfirmedOnEnemy.cs +++ b/SolastaUnfinishedBusiness/Interfaces/IPhysicalAttackBeforeHitConfirmedOnMe.cs @@ -5,12 +5,11 @@ namespace SolastaUnfinishedBusiness.Interfaces; -// triggers on any attack, magical or physical, if there is an attack roll -// rulesetEffect != null is a magical attack -public interface IAttackBeforeHitConfirmedOnEnemy +// triggers on any weapon attack +public interface IPhysicalAttackBeforeHitConfirmedOnMe { [UsedImplicitly] - IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -19,7 +18,6 @@ IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit); } diff --git a/SolastaUnfinishedBusiness/Models/CharacterContext.cs b/SolastaUnfinishedBusiness/Models/CharacterContext.cs index 9329ae9ef1..604e310bf0 100644 --- a/SolastaUnfinishedBusiness/Models/CharacterContext.cs +++ b/SolastaUnfinishedBusiness/Models/CharacterContext.cs @@ -3,14 +3,13 @@ using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.LanguageExtensions; using SolastaUnfinishedBusiness.Behaviors; -using SolastaUnfinishedBusiness.Behaviors.Specific; using SolastaUnfinishedBusiness.Builders; using SolastaUnfinishedBusiness.Builders.Features; using SolastaUnfinishedBusiness.CustomUI; -using SolastaUnfinishedBusiness.Feats; using SolastaUnfinishedBusiness.Interfaces; using SolastaUnfinishedBusiness.Properties; using SolastaUnfinishedBusiness.Races; @@ -20,14 +19,10 @@ using static RuleDefinitions; using static FeatureDefinitionAttributeModifier; using static SolastaUnfinishedBusiness.Api.DatabaseHelper; -using static SolastaUnfinishedBusiness.Api.DatabaseHelper.ActionDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterClassDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterRaceDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterSubclassDefinitions; -using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys; -using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionAttackModifiers; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionFeatureSets; -using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionMovementAffinitys; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionPointPools; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionPowers; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionProficiencys; @@ -37,7 +32,7 @@ namespace SolastaUnfinishedBusiness.Models; -internal static class CharacterContext +internal static partial class CharacterContext { internal const int MinInitialFeats = 0; internal const int MaxInitialFeats = 4; // don't increase this value to avoid issue reports on crazy scenarios @@ -75,80 +70,6 @@ internal static class CharacterContext .AddToDB())) .AddToDB(); - internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceBarbarian = - FeatureDefinitionFightingStyleChoiceBuilder - .Create("FightingStyleChoiceBarbarian") - .SetGuiPresentation("FighterFightingStyle", Category.Feature) - .SetFightingStyles( - // BlindFighting - // Crippling - // Defense - "Dueling", - // Executioner - "GreatWeapon", - // HandAndAHalf - // Interception - // Lunger - // Merciless - // Protection - // Pugilist - // RemarkableTechnique - // RopeIpUp - // ShieldExpert - // Torchbearer - "TwoWeapon") - .AddToDB(); - - internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceMonk = - FeatureDefinitionFightingStyleChoiceBuilder - .Create("FightingStyleChoiceMonk") - .SetGuiPresentation("FighterFightingStyle", Category.Feature) - .SetFightingStyles( - "Archery", - // BlindFighting - // Crippling - // Defense - "Dueling", - // Executioner - // GreatWeapon - // HandAndAHalf - // Interception - // Lunger - // Merciless - // Protection - // Pugilist - // RemarkableTechnique - // RopeIpUp - // ShieldExpert - // Torchbearer - "TwoWeapon") - .AddToDB(); - - internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceRogue = - FeatureDefinitionFightingStyleChoiceBuilder - .Create("FightingStyleChoiceRogue") - .SetGuiPresentation("FighterFightingStyle", Category.Feature) - .SetFightingStyles( - "Archery", - // BlindFighting - // Crippling - "Defense", - // Dueling - // Executioner - // GreatWeapon - // HandAndAHalf - // Interception - // Lunger - // Merciless - // Protection - // Pugilist - // RemarkableTechnique - // RopeIpUp - // ShieldExpert - // Torchbearer - "TwoWeapon") - .AddToDB(); - private static readonly FeatureDefinitionAttributeModifier AttributeModifierMonkAbundantKi = FeatureDefinitionAttributeModifierBuilder .Create("AttributeModifierMonkAbundantKi") @@ -292,14 +213,20 @@ internal static void LateLoad() LoadMonkWeaponSpecialization(); LoadVision(); LoadVisuals(); + BuildBarbarianBrutalStrike(); BuildRogueCunningStrike(); SwitchAsiAndFeat(); + SwitchBarbarianBrutalStrike(); + SwitchBarbarianBrutalCritical(); + SwitchBarbarianRecklessSameBuffDebuffDuration(); + SwitchBarbarianRegainOneRageAtShortRest(); SwitchBarbarianFightingStyle(); SwitchDarknessPerceptive(); SwitchDragonbornElementalBreathUsages(); SwitchDruidKindredBeastToUseCustomInvocationPools(); SwitchEveryFourLevelsFeats(); SwitchEveryFourLevelsFeats(true); + SwitchFighterLevelToIndomitableSavingReroll(); SwitchFighterWeaponSpecialization(); SwitchFirstLevelTotalFeats(); SwitchHelpPower(); @@ -419,59 +346,6 @@ private static void LoadFeatsPointPools() } } - private static void LoadMonkWeaponSpecialization() - { - var weaponTypeDefinitions = new List - { - WeaponTypeDefinitions.BattleaxeType, - WeaponTypeDefinitions.LightCrossbowType, - WeaponTypeDefinitions.LongbowType, - WeaponTypeDefinitions.LongswordType, - WeaponTypeDefinitions.MorningstarType, - WeaponTypeDefinitions.RapierType, - WeaponTypeDefinitions.ScimitarType, - WeaponTypeDefinitions.ShortbowType, - WeaponTypeDefinitions.WarhammerType, - CustomWeaponsContext.HandXbowWeaponType - }; - - foreach (var weaponTypeDefinition in weaponTypeDefinitions) - { - var weaponTypeName = weaponTypeDefinition.Name; - - var featureMonkWeaponSpecialization = FeatureDefinitionProficiencyBuilder - .Create($"FeatureMonkWeaponSpecialization{weaponTypeName}") - .SetGuiPresentationNoContent(true) - .SetProficiencies(ProficiencyType.Weapon, weaponTypeName) - .AddCustomSubFeatures( - new MonkWeaponSpecialization { WeaponType = weaponTypeDefinition }) - .AddToDB(); - - if (!weaponTypeDefinition.IsBow && !weaponTypeDefinition.IsCrossbow) - { - featureMonkWeaponSpecialization.AddCustomSubFeatures( - new AddTagToWeapon(TagsDefinitions.WeaponTagFinesse, TagsDefinitions.Criticity.Important, - ValidatorsWeapon.IsOfWeaponType(weaponTypeDefinition)) - ); - } - - // ensure we get dice upgrade on these - AttackModifierMonkMartialArtsImprovedDamage.AddCustomSubFeatures( - new MonkWeaponSpecializationDiceUpgrade(weaponTypeDefinition)); - - _ = CustomInvocationDefinitionBuilder - .Create($"CustomInvocationMonkWeaponSpecialization{weaponTypeName}") - .SetGuiPresentation( - weaponTypeDefinition.GuiPresentation.Title, - weaponTypeDefinition.GuiPresentation.Description, - CustomWeaponsContext.GetStandardWeaponOfType(weaponTypeDefinition.Name)) - .SetPoolType(InvocationPoolTypeCustom.Pools.MonkWeaponSpecialization) - .SetGrantedFeature(featureMonkWeaponSpecialization) - .AddCustomSubFeatures(ModifyInvocationVisibility.Marker) - .AddToDB(); - } - } - private static void LoadVision() { if (Main.Settings.DisableSenseDarkVisionFromAllRaces) @@ -637,26 +511,6 @@ internal static void SwitchAsiAndFeat() : FeatureDefinitionFeatureSet.FeatureSetMode.Exclusion; } - internal static void SwitchBarbarianFightingStyle() - { - if (Main.Settings.EnableBarbarianFightingStyle) - { - Barbarian.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(FightingStyleChoiceBarbarian, 2)); - } - else - { - Barbarian.FeatureUnlocks - .RemoveAll(x => x.level == 2 && - x.FeatureDefinition == FightingStyleChoiceBarbarian); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Barbarian.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - internal static void SwitchDragonbornElementalBreathUsages() { var powers = DatabaseRepository.GetDatabase() @@ -781,6 +635,14 @@ bool ShouldBe2Points() } } + internal static void SwitchFighterLevelToIndomitableSavingReroll() + { + DatabaseHelper.ActionDefinitions.UseIndomitableResistance.GuiPresentation.description = + Main.Settings.AddFighterLevelToIndomitableSavingReroll + ? "Feature/&EnhancedIndomitableResistanceDescription" + : "Feature/&IndomitableResistanceDescription"; + } + internal static void SwitchFighterWeaponSpecialization() { var levels = new[] { 8, 16 }; @@ -882,143 +744,6 @@ internal static void SwitchDarknessPerceptive() } } - internal static void SwitchMonkAbundantKi() - { - if (Main.Settings.EnableMonkAbundantKi) - { - Monk.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(AttributeModifierMonkAbundantKi, 2)); - } - else - { - Monk.FeatureUnlocks - .RemoveAll(x => x.level == 2 && - x.FeatureDefinition == AttributeModifierMonkAbundantKi); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - internal static void SwitchMonkFightingStyle() - { - if (Main.Settings.EnableMonkFightingStyle) - { - Monk.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(FightingStyleChoiceMonk, 2)); - } - else - { - Monk.FeatureUnlocks - .RemoveAll(x => x.level == 2 && - x.FeatureDefinition == FightingStyleChoiceMonk); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - internal static void SwitchMonkDoNotRequireAttackActionForBonusUnarmoredAttack() - { - if (Main.Settings.EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack) - { - PowerMonkMartialArts.GuiPresentation.description = - "Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusDescription"; - PowerMonkMartialArts.GuiPresentation.title = - "Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusTitle"; - PowerMonkMartialArts.GuiPresentation.hidden = true; - PowerMonkMartialArts.activationTime = ActivationTime.NoCost; - } - else - { - PowerMonkMartialArts.GuiPresentation.description = "Action/&MartialArtsDescription"; - PowerMonkMartialArts.GuiPresentation.title = "Action/&MartialArtsTitle"; - PowerMonkMartialArts.GuiPresentation.hidden = false; - PowerMonkMartialArts.activationTime = ActivationTime.OnAttackHitMartialArts; - } - - if (Main.Settings.EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack) - { - Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - internal static void SwitchMonkDoNotRequireAttackActionForFlurry() - { - if (Main.Settings.EnableMonkDoNotRequireAttackActionForFlurry) - { - FeatureSetMonkFlurryOfBlows.GuiPresentation.description = - "Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription"; - FeatureSetMonkFlurryOfBlows.GuiPresentation.title = - "Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle"; - WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.description = - "Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryDescription"; - WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.title = - "Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryTitle"; - } - else - { - FeatureSetMonkFlurryOfBlows.GuiPresentation.description = "Feature/&FeatureSetMonkFlurryOfBlowsDescription"; - FeatureSetMonkFlurryOfBlows.GuiPresentation.title = "Feature/&FeatureSetMonkFlurryOfBlowsTitle"; - WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.description = - "Feature/&FeatureSetWayOfTheTempestTempestFuryDescription"; - WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.title = - "Feature/&FeatureSetWayOfTheTempestTempestFuryTitle"; - } - } - - internal static void SwitchMonkImprovedUnarmoredMovementToMoveOnTheWall() - { - if (Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall) - { - MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.description = - "Feature/&MonkAlternateUnarmoredMovementImprovedDescription"; - MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.title = - "Feature/&MonkAlternateUnarmoredMovementImprovedTitle"; - MovementAffinityMonkUnarmoredMovementImproved.canMoveOnWalls = true; - } - else - { - MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.description = - "Feature/&MonkUnarmoredMovementImprovedDescription"; - MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.title = - "Feature/&MonkUnarmoredMovementImprovedTitle"; - MovementAffinityMonkUnarmoredMovementImproved.canMoveOnWalls = true; - } - } - - internal static void SwitchMonkWeaponSpecialization() - { - var levels = new[] { 2, 11 }; - - if (Main.Settings.EnableMonkWeaponSpecialization) - { - foreach (var level in levels) - { - Monk.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(InvocationPoolMonkWeaponSpecialization, level)); - } - } - else - { - foreach (var level in levels) - { - Monk.FeatureUnlocks - .RemoveAll(x => x.level == level && - x.FeatureDefinition == InvocationPoolMonkWeaponSpecialization); - } - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - private static void SwitchPathOfTheElementsElementalFuryToUseCustomInvocationPools() { var elementalFuries = PathOfTheElements.FeatureSetElementalFury.FeatureSet; @@ -1060,46 +785,6 @@ private static void SwitchPathOfTheElementsElementalFuryToUseCustomInvocationPoo subclass.FeatureUnlocks.SetRange(replacedFeatures); } - internal static void SwitchRangerHumanoidFavoredEnemy() - { - if (Main.Settings.AddHumanoidFavoredEnemyToRanger) - { - AdditionalDamageRangerFavoredEnemyChoice.featureSet.Add(CommonBuilders - .AdditionalDamageMarshalFavoredEnemyHumanoid); - } - else - { - AdditionalDamageRangerFavoredEnemyChoice.featureSet.Remove(CommonBuilders - .AdditionalDamageMarshalFavoredEnemyHumanoid); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - AdditionalDamageRangerFavoredEnemyChoice.FeatureSet.Sort((x, y) => - String.Compare(x.FormatTitle(), y.FormatTitle(), StringComparison.CurrentCulture)); - } - } - - internal static void SwitchRangerNatureShroud() - { - if (Main.Settings.EnableRangerNatureShroudAt10) - { - Ranger.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(FeatureDefinitionPowerNatureShroud, 10)); - } - else - { - Ranger.FeatureUnlocks - .RemoveAll(x => x.level == 10 - && x.FeatureDefinition == FeatureDefinitionPowerNatureShroud); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Ranger.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - private static void SwitchRangerToUseCustomInvocationPools() { const string Name = "Ranger"; @@ -1286,7 +971,6 @@ private static void SwitchSubclassAncestriesToUseCustomInvocationPools( characterSubclassDefinition.FeatureUnlocks.SetRange(replacedFeatures); } - private static void BuildFeatureUnlocks( int initialFeats, bool alternateHuman, @@ -1518,610 +1202,4 @@ public void OnSavingThrowInitiated( 0); } } - - internal sealed class MonkWeaponSpecialization - { - internal WeaponTypeDefinition WeaponType { get; set; } - } - - private sealed class MonkWeaponSpecializationDiceUpgrade : IValidateContextInsteadOfRestrictedProperty - { - private readonly WeaponTypeDefinition _weaponTypeDefinition; - - internal MonkWeaponSpecializationDiceUpgrade(WeaponTypeDefinition weaponTypeDefinition) - { - _weaponTypeDefinition = weaponTypeDefinition; - } - - public (OperationType, bool) ValidateContext( - BaseDefinition definition, - IRestrictedContextProvider provider, - RulesetCharacter character, - ItemDefinition itemDefinition, - bool rangedAttack, RulesetAttackMode attackMode, - RulesetEffect rulesetEffect) - { - var attackModeWeaponType = - (attackMode?.SourceDefinition as ItemDefinition)?.WeaponDescription.WeaponTypeDefinition; - - return (OperationType.Or, - character.HasMonkShieldExpert() || - character.GetSubFeaturesByType().Exists( - x => x._weaponTypeDefinition == attackModeWeaponType)); - } - } - - #region Rogue Cunning Strike - - internal static readonly ConditionDefinition ConditionReduceSneakDice = ConditionDefinitionBuilder - .Create("ConditionReduceSneakDice") - .SetGuiPresentationNoContent(true) - .SetSilent(Silent.WhenAddedOrRemoved) - .SetConditionType(ConditionType.Detrimental) - .SetAmountOrigin(ConditionDefinition.OriginOfAmount.Fixed) - .AddToDB(); - - private static FeatureDefinitionFeatureSet _featureSetRogueCunningStrike; - private static FeatureDefinitionFeatureSet _featureSetRogueDeviousStrike; - private static readonly char[] Separator = ['\t']; - - private static void BuildRogueCunningStrike() - { - const string Cunning = "RogueCunningStrike"; - const string Devious = "RogueDeviousStrike"; - - var powerPool = FeatureDefinitionPowerBuilder - .Create($"Power{Cunning}") - .SetGuiPresentation(Category.Feature) - .SetUsesFixed(ActivationTime.NoCost) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetDurationData(DurationType.Round, 1) - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.Individuals) - .Build()) - .AddToDB(); - - powerPool.AddCustomSubFeatures( - ModifyPowerVisibility.Hidden, - IsModifyPowerPool.Marker, - new PhysicalAttackInitiatedByMeCunningStrike(powerPool)); - - // Disarm - - var combatAffinityDisarmed = FeatureDefinitionCombatAffinityBuilder - .Create($"CombatAffinity{Cunning}Disarmed") - .SetGuiPresentation($"Condition{Cunning}Disarmed", Category.Condition, Gui.NoLocalization) - .SetMyAttackAdvantage(AdvantageType.Disadvantage) - .AddToDB(); - - var conditionDisarmed = ConditionDefinitionBuilder - .Create($"Condition{Cunning}Disarmed") - .SetGuiPresentation(Category.Condition, Gui.NoLocalization, ConditionDefinitions.ConditionBaned) - .SetConditionType(ConditionType.Detrimental) - .AddFeatures(combatAffinityDisarmed) - .AddToDB(); - - var powerDisarm = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Cunning}Disarm") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Round, 1) - .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates) - .SetConditionForm(conditionDisarmed, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // Poison - - var powerPoison = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Cunning}Poison") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Minute, 1) - .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) - .SetConditionForm( - ConditionDefinitions.ConditionPoisoned, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // Trip - - var powerTrip = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Cunning}Trip") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates) - .SetMotionForm(MotionForm.MotionType.FallProne) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // Withdraw - - _ = ActionDefinitionBuilder - .Create(StepBack, "Withdraw") - .SetOrUpdateGuiPresentation(Category.Action) - .SetActionId(ExtraActionId.Withdraw) - .SetActionType(ActionDefinitions.ActionType.NoCost) - .SetAddedConditionName(string.Empty) - .SetMaxCells(3) - .RequiresAuthorization() - .AddToDB(); - - var actionAffinityWithdraw = FeatureDefinitionActionAffinityBuilder - .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityWithdraw") - .SetGuiPresentationNoContent(true) - .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.Withdraw) - .AddToDB(); - - var conditionWithdraw = ConditionDefinitionBuilder - .Create($"Condition{Cunning}Withdraw") - .SetGuiPresentation(Category.Condition, Gui.NoLocalization, ConditionDefinitions.ConditionDisengaging) - .SetPossessive() - .SetSilent(Silent.WhenRemoved) - .AddFeatures(actionAffinityWithdraw) - .AddToDB(); - - var powerWithdraw = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Cunning}Withdraw") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetDurationData(DurationType.Round) - .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) - .SetEffectForms(EffectFormBuilder.ConditionForm(conditionWithdraw)) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // - // DEVIOUS STRIKES - LEVEL 14 - // - - // Dazed - - var actionAffinityDazedOnlyMovement = FeatureDefinitionActionAffinityBuilder - .Create($"ActionAffinity{Devious}DazedOnlyMovement") - .SetGuiPresentationNoContent(true) - .SetAllowedActionTypes(false, false, freeOnce: false, reaction: false, noCost: false) - .AddToDB(); - - var conditionDazedOnlyMovement = ConditionDefinitionBuilder - .Create($"Condition{Devious}DazedOnlyMovement") - .SetGuiPresentationNoContent(true) - .SetSilent(Silent.WhenAddedOrRemoved) - .SetConditionType(ConditionType.Detrimental) - .AddFeatures(actionAffinityDazedOnlyMovement) - .AddToDB(); - - var actionAffinityDazed = FeatureDefinitionActionAffinityBuilder - .Create($"ActionAffinity{Devious}Dazed") - .SetGuiPresentationNoContent(true) - .SetAllowedActionTypes(reaction: false, bonus: false) - .AddToDB(); - - var conditionDazed = ConditionDefinitionBuilder - .Create(ConditionDefinitions.ConditionDazzled, $"Condition{Devious}Dazed") - .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionDazzled) - .SetConditionType(ConditionType.Detrimental) - .SetFeatures(actionAffinityDazed) - .AddCustomSubFeatures(new ActionFinishedByMeDazed(conditionDazedOnlyMovement)) - .AddToDB(); - - var powerDaze = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Devious}Daze") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool, 2) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Round, 1) - .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates) - .SetConditionForm(conditionDazed, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // Knock Out - - var conditionKnockOut = ConditionDefinitionBuilder - .Create(ConditionDefinitions.ConditionIncapacitated, $"Condition{Devious}KnockOut") - .SetGuiPresentation(Category.Condition, Gui.NoLocalization, - ConditionDefinitions.ConditionAsleep) - .SetSpecialInterruptions(ConditionInterruption.Damaged) - .AddToDB(); - - var powerKnockOut = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Devious}KnockOut") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool, 6) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Minute, 1) - .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) - .SetConditionForm(conditionKnockOut, ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // Obscure - - var powerObscure = FeatureDefinitionPowerSharedPoolBuilder - .Create($"Power{Devious}Obscure") - .SetGuiPresentation(Category.Feature) - .SetSharedPool(ActivationTime.NoCost, powerPool, 3) - .SetShowCasting(false) - .SetEffectDescription( - EffectDescriptionBuilder - .Create() - .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Round, 1) - .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, - EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) - .SetEffectForms( - EffectFormBuilder - .Create() - .HasSavingThrow(EffectSavingThrowType.Negates) - .SetConditionForm(ConditionDefinitions.ConditionBlinded, - ConditionForm.ConditionOperation.Add) - .Build()) - .Build()) - .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) - .AddToDB(); - - // MAIN - - PowerBundle.RegisterPowerBundle(powerPool, true, - powerDisarm, powerPoison, powerTrip, powerWithdraw, powerDaze, powerKnockOut, powerObscure); - - var actionAffinityToggle = FeatureDefinitionActionAffinityBuilder - .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityCunningStrikeToggle") - .SetGuiPresentationNoContent(true) - .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.CunningStrikeToggle) - .AddToDB(); - - _featureSetRogueCunningStrike = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{Cunning}") - .SetGuiPresentation($"Power{Cunning}", Category.Feature) - .AddFeatureSet(powerPool, actionAffinityToggle, powerDisarm, powerPoison, powerTrip, powerWithdraw) - .AddToDB(); - - _featureSetRogueDeviousStrike = FeatureDefinitionFeatureSetBuilder - .Create($"FeatureSet{Devious}") - .SetGuiPresentation($"Power{Devious}", Category.Feature) - .AddFeatureSet(powerDaze, powerKnockOut, powerObscure) - .AddToDB(); - } - - internal static bool IsSneakAttackValid( - ActionModifier attackModifier, - GameLocationCharacter attacker, - GameLocationCharacter defender) - { - // only trigger if haven't used sneak attack yet - if (!attacker.OncePerTurnIsValid("AdditionalDamageRogueSneakAttack") || - !attacker.OncePerTurnIsValid("AdditionalDamageRoguishDuelistDaringDuel") || - !attacker.OncePerTurnIsValid("AdditionalDamageRoguishUmbralStalkerDeadlyShadows")) - { - return false; - } - - var advantageType = ComputeAdvantage(attackModifier.attackAdvantageTrends); - - return advantageType switch - { - AdvantageType.Advantage => true, - AdvantageType.Disadvantage => false, - _ => - // it's an attack with a nearby enemy (standard sneak attack) - ServiceRepository.GetService() - .IsConsciousCharacterOfSideNextToCharacter(defender, attacker.Side, attacker) || - // it's a Duelist and target is dueling with him - RoguishDuelist.TargetIsDuelingWithRoguishDuelist(attacker, defender, advantageType) || - // it's an Umbral Stalker and source and target are in dim light or darkness - RoguishUmbralStalker.SourceAndTargetAreNotBrightAndWithin5Ft(attacker, defender, advantageType) - }; - } - - private sealed class PhysicalAttackInitiatedByMeCunningStrike(FeatureDefinitionPower powerRogueCunningStrike) : - IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe - { - private FeatureDefinitionPower _selectedPower; - - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( - GameLocationBattleManager battleManager, - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, - RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) - { - _selectedPower = null; - - var rulesetAttacker = attacker.RulesetCharacter; - - if (!rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.CunningStrikeToggle) || - !IsSneakAttackValid(actionModifier, attacker, defender)) - { - yield break; - } - - var actionManager = ServiceRepository.GetService() as GameLocationActionManager; - - if (actionManager == null || - battleManager is not { IsBattleInProgress: true }) - { - yield break; - } - - var implementationManagerService = - ServiceRepository.GetService() as RulesetImplementationManager; - - var usablePower = PowerProvider.Get(powerRogueCunningStrike, rulesetAttacker); - var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) - { - ActionModifiers = { actionModifier }, - StringParameter = powerRogueCunningStrike.Name, - RulesetEffect = implementationManagerService - .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) - { - yield break; - } - - // determine selected power to collect cost - var option = reactionRequest.SelectedSubOption; - var subPowers = powerRogueCunningStrike.GetBundle()?.SubPowers; - - if (subPowers == null) - { - yield break; - } - - _selectedPower = subPowers[option]; - - // inflict condition passing power cost on amount to be deducted later on from sneak dice - rulesetAttacker.InflictCondition( - ConditionReduceSneakDice.Name, - DurationType.Round, - 0, - TurnOccurenceType.EndOfTurn, - AttributeDefinitions.TagEffect, - rulesetAttacker.guid, - rulesetAttacker.CurrentFaction.Name, - 1, - ConditionReduceSneakDice.Name, - _selectedPower.CostPerUse, - 0, - 0); - } - - public IEnumerator OnPhysicalAttackFinishedByMe( - GameLocationBattleManager battleManager, - CharacterAction action, - GameLocationCharacter attacker, - GameLocationCharacter defender, - RulesetAttackMode attackMode, - RollOutcome rollOutcome, - int damageAmount) - { - if (_selectedPower == null || _selectedPower.EffectDescription.RangeType != RangeType.MeleeHit) - { - yield break; - } - - var power = _selectedPower; - - _selectedPower = null; - - var rulesetDefender = defender.RulesetCharacter; - - if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) - { - yield break; - } - - var rulesetAttacker = attacker.RulesetCharacter; - - var implementationManagerService = - ServiceRepository.GetService() as RulesetImplementationManager; - - var usablePower = PowerProvider.Get(power, rulesetAttacker); - var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) - { - ActionModifiers = { new ActionModifier() }, - RulesetEffect = implementationManagerService - //CHECK: no need for AddAsActivePowerToSource - .MyInstantiateEffectPower(rulesetAttacker, usablePower, false), - UsablePower = usablePower, - TargetCharacters = { defender } - }; - - // must enqueue actions whenever within an attack workflow otherwise game won't consume attack - ServiceRepository.GetService()? - .ExecuteAction(actionParams, null, true); - } - } - - private sealed class ActionFinishedByMeDazed( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionDazedOnlyMovement) : IActionFinishedByMe - { - public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) - { - if (characterAction is not CharacterActionMove) - { - yield break; - } - - var rulesetCharacter = characterAction.ActingCharacter.RulesetCharacter; - - rulesetCharacter.InflictCondition( - conditionDazedOnlyMovement.Name, - DurationType.Round, - 0, - TurnOccurenceType.EndOfTurn, - AttributeDefinitions.TagEffect, - rulesetCharacter.guid, - rulesetCharacter.CurrentFaction.Name, - 1, - conditionDazedOnlyMovement.Name, - 0, - 0, - 0); - } - } - - internal static void SwitchRogueCunningStrike() - { - if (Main.Settings.EnableRogueCunningStrike) - { - Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(_featureSetRogueCunningStrike, 5)); - Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(_featureSetRogueDeviousStrike, 14)); - } - else - { - Rogue.FeatureUnlocks.RemoveAll(x => x.level == 5 && x.FeatureDefinition == _featureSetRogueCunningStrike); - Rogue.FeatureUnlocks.RemoveAll(x => x.level == 14 && x.FeatureDefinition == _featureSetRogueDeviousStrike); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - internal static void SwitchRogueFightingStyle() - { - if (Main.Settings.EnableRogueFightingStyle) - { - Rogue.FeatureUnlocks.TryAdd( - new FeatureUnlockByLevel(FightingStyleChoiceRogue, 2)); - } - else - { - Rogue.FeatureUnlocks.RemoveAll(x => x.level == 2 && x.FeatureDefinition == FightingStyleChoiceRogue); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - internal static void SwitchRogueSteadyAim() - { - if (Main.Settings.EnableRogueSteadyAim) - { - Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(RangedCombatFeats.PowerFeatSteadyAim, 3)); - } - else - { - Rogue.FeatureUnlocks.RemoveAll(x => - x.level == 3 && x.FeatureDefinition == RangedCombatFeats.PowerFeatSteadyAim); - } - - if (Main.Settings.EnableSortingFutureFeatures) - { - Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); - } - } - - private static void SwitchRogueStrSaving() - { - var powerNames = new List - { - "PowerRogueCunningStrikeDisarm", - //"PowerRogueCunningStrikePoison", - "PowerRogueCunningStrikeTrip", - //"PowerRogueCunningStrikeWithdraw", - //"PowerRogueDeviousStrikeDaze", - //"PowerRogueDeviousStrikeKnockOut", - "PowerRogueDeviousStrikeObscure", - "PowerRoguishOpportunistDebilitatingStrike", - "PowerRoguishOpportunistImprovedDebilitatingStrike", - "PowerRoguishBladeCallerHailOfBlades" - }; - - foreach (var power in DatabaseRepository.GetDatabase() - .Where(x => powerNames.Contains(x.Name))) - { - power.AddCustomSubFeatures(new ModifyEffectDescriptionSavingThrowRogue(power)); - } - } - - #endregion } diff --git a/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs new file mode 100644 index 0000000000..5e6cb03e00 --- /dev/null +++ b/SolastaUnfinishedBusiness/Models/CharacterUAContext.cs @@ -0,0 +1,1492 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using SolastaUnfinishedBusiness.Api.GameExtensions; +using SolastaUnfinishedBusiness.Api.Helpers; +using SolastaUnfinishedBusiness.Behaviors; +using SolastaUnfinishedBusiness.Behaviors.Specific; +using SolastaUnfinishedBusiness.Builders; +using SolastaUnfinishedBusiness.Builders.Features; +using SolastaUnfinishedBusiness.CustomUI; +using SolastaUnfinishedBusiness.Feats; +using SolastaUnfinishedBusiness.Interfaces; +using SolastaUnfinishedBusiness.Subclasses; +using SolastaUnfinishedBusiness.Validators; +using static RuleDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.ActionDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterClassDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionActionAffinitys; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionAttackModifiers; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionAttributeModifiers; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionFeatureSets; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionMovementAffinitys; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionPowers; + +namespace SolastaUnfinishedBusiness.Models; + +internal static partial class CharacterContext +{ + internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceBarbarian = + FeatureDefinitionFightingStyleChoiceBuilder + .Create("FightingStyleChoiceBarbarian") + .SetGuiPresentation("FighterFightingStyle", Category.Feature) + .SetFightingStyles( + // BlindFighting + // Crippling + // Defense + "Dueling", + // Executioner + "GreatWeapon", + // HandAndAHalf + // Interception + // Lunger + // Merciless + // Protection + // Pugilist + // RemarkableTechnique + // RopeIpUp + // ShieldExpert + // Torchbearer + "TwoWeapon") + .AddToDB(); + + internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceMonk = + FeatureDefinitionFightingStyleChoiceBuilder + .Create("FightingStyleChoiceMonk") + .SetGuiPresentation("FighterFightingStyle", Category.Feature) + .SetFightingStyles( + "Archery", + // BlindFighting + // Crippling + // Defense + "Dueling", + // Executioner + // GreatWeapon + // HandAndAHalf + // Interception + // Lunger + // Merciless + // Protection + // Pugilist + // RemarkableTechnique + // RopeIpUp + // ShieldExpert + // Torchbearer + "TwoWeapon") + .AddToDB(); + + internal static readonly FeatureDefinitionFightingStyleChoice FightingStyleChoiceRogue = + FeatureDefinitionFightingStyleChoiceBuilder + .Create("FightingStyleChoiceRogue") + .SetGuiPresentation("FighterFightingStyle", Category.Feature) + .SetFightingStyles( + "Archery", + // BlindFighting + // Crippling + "Defense", + // Dueling + // Executioner + // GreatWeapon + // HandAndAHalf + // Interception + // Lunger + // Merciless + // Protection + // Pugilist + // RemarkableTechnique + // RopeIpUp + // ShieldExpert + // Torchbearer + "TwoWeapon") + .AddToDB(); + + #region Barbarian + + private const string BrutalStrike = "BarbarianBrutalStrike"; + + private static ConditionDefinition _conditionBrutalStrike; + private static ConditionDefinition _conditionHamstringBlow; + private static ConditionDefinition _conditionStaggeringBlow; + private static ConditionDefinition _conditionStaggeringBlowAoO; + private static ConditionDefinition _conditionSunderingBlow; + private static FeatureDefinitionFeatureSet _featureSetBarbarianBrutalStrike; + private static FeatureDefinitionFeatureSet _featureSetBarbarianBrutalStrikeImprovement13; + private static FeatureDefinitionFeatureSet _featureSetBarbarianBrutalStrikeImprovement17; + + private static void BuildBarbarianBrutalStrike() + { + const string BrutalStrikeImprovement13 = "BarbarianBrutalStrikeImprovement13"; + const string BrutalStrikeImprovement17 = "BarbarianBrutalStrikeImprovement17"; + + var additionalDamageBrutalStrike = + FeatureDefinitionAdditionalDamageBuilder + .Create("AdditionalDamageBrutalStrike") + .SetGuiPresentationNoContent(true) + .SetNotificationTag("BrutalStrike") + .SetDamageDice(DieType.D10, 1) + .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage) + .SetAdvancement(AdditionalDamageAdvancement.ClassLevel, 1, 1, 8, 9) + .SetRequiredProperty(RestrictedContextRequiredProperty.Weapon) + .AddCustomSubFeatures( + ModifyAdditionalDamageClassLevelBarbarian.Instance, + new ValidateContextInsteadOfRestrictedProperty((_, _, character, _, _, _, _) => (OperationType.Set, + character.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.BrutalStrikeToggle)))) + .AddToDB(); + + _conditionBrutalStrike = ConditionDefinitionBuilder + .Create($"Condition{BrutalStrike}") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetFeatures(additionalDamageBrutalStrike) + .SetSpecialInterruptions(ConditionInterruption.Attacks) + .AddToDB(); + + var powerPool = FeatureDefinitionPowerBuilder + .Create($"Power{BrutalStrike}") + .SetGuiPresentation(Category.Feature) + .SetUsesFixed(ActivationTime.NoCost) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetDurationData(DurationType.Round, 1) + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.Individuals) + .Build()) + .AddToDB(); + + powerPool.AddCustomSubFeatures( + ModifyPowerVisibility.Hidden, new CustomBehaviorBrutalStrike(powerPool)); + + // Forceful Blow + + var powerForcefulBlow = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{BrutalStrike}ForcefulBlow") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) + .AddToDB(); + + // Hamstring Blow + + var powerHamstringBlow = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{BrutalStrike}HamstringBlow") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) + .AddToDB(); + + _conditionHamstringBlow = ConditionDefinitionBuilder + .Create("ConditionHamstringBlow") + .SetGuiPresentation($"Power{BrutalStrike}HamstringBlow", Category.Feature, + ConditionDefinitions.ConditionHindered) + .SetPossessive() + .SetConditionType(ConditionType.Detrimental) + .SetFeatures( + FeatureDefinitionMovementAffinityBuilder + .Create("MovementAffinityHamstringBlow") + .SetGuiPresentation($"Power{BrutalStrike}HamstringBlow", Category.Feature, Gui.NoLocalization) + .SetBaseSpeedAdditiveModifier(-3) + .AddToDB()) + .CopyParticleReferences(ConditionDefinitions.ConditionSlowed) + .AddToDB(); + + _conditionHamstringBlow.GuiPresentation.description = Gui.NoLocalization; + + // Staggering Blow + + var powerStaggeringBlow = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{BrutalStrike}StaggeringBlow") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) + .AddToDB(); + + _conditionStaggeringBlow = ConditionDefinitionBuilder + .Create("ConditionStaggeringBlow") + .SetGuiPresentation($"Power{BrutalStrike}StaggeringBlow", Category.Feature, + ConditionDefinitions.ConditionDazzled) + .SetSilent(Silent.WhenRemoved) + .SetPossessive() + .SetConditionType(ConditionType.Detrimental) + .SetFeatures( + FeatureDefinitionSavingThrowAffinityBuilder + .Create("SavingThrowAffinityStaggeringBlow") + .SetGuiPresentation($"Power{BrutalStrike}StaggeringBlow", Category.Feature, Gui.NoLocalization) + .SetAffinities(CharacterSavingThrowAffinity.Disadvantage, false, + AttributeDefinitions.Strength, + AttributeDefinitions.Dexterity, + AttributeDefinitions.Constitution, + AttributeDefinitions.Intelligence, + AttributeDefinitions.Wisdom, + AttributeDefinitions.Charisma) + .AddToDB()) + .AddSpecialInterruptions(ConditionInterruption.SavingThrow) + .CopyParticleReferences(ConditionDefinitions.ConditionDazzled) + .AddToDB(); + + _conditionStaggeringBlow.GuiPresentation.description = Gui.NoLocalization; + + _conditionStaggeringBlowAoO = ConditionDefinitionBuilder + .Create("ConditionStaggeringBlowAoO") + .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionDazzled) + .SetSilent(Silent.WhenAdded) + .SetPossessive() + .SetConditionType(ConditionType.Detrimental) + .SetFeatures(SrdAndHouseRulesContext.ActionAffinityConditionBlind) + .AddToDB(); + + // Sundering Blow + + var additionalDamageSunderingBlow = FeatureDefinitionAdditionalDamageBuilder + .Create($"AdditionalDamage{BrutalStrike}SunderingBlow") + .SetGuiPresentationNoContent(true) + .SetNotificationTag("SunderingBlow") + .SetDamageDice(DieType.D10, 1) + .SetAdditionalDamageType(AdditionalDamageType.SameAsBaseDamage) + .AddToDB(); + + var conditionSunderingBlowAlly = ConditionDefinitionBuilder + .Create("ConditionSunderingBlowAlly") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetFeatures(additionalDamageSunderingBlow) + .SetSpecialInterruptions(ConditionInterruption.Attacks) + .AddToDB(); + + var powerSunderingBlow = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{BrutalStrike}SunderingBlow") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden) + .AddToDB(); + + _conditionSunderingBlow = ConditionDefinitionBuilder + .Create("ConditionSunderingBlow") + .SetGuiPresentation($"Power{BrutalStrike}SunderingBlow", Category.Feature, + ConditionDefinitions.ConditionTargetedByGuidingBolt) + .SetPossessive() + .SetConditionType(ConditionType.Detrimental) + .AddCustomSubFeatures(new CustomBehaviorSunderingBlow(powerSunderingBlow, conditionSunderingBlowAlly)) + .SetSpecialInterruptions(ExtraConditionInterruption.AttackedNotBySource) + .CopyParticleReferences(ConditionDefinitions.ConditionLeadByExampleMarked) + .AddToDB(); + + // MAIN + + PowerBundle.RegisterPowerBundle(powerPool, true, + powerForcefulBlow, powerHamstringBlow, powerStaggeringBlow, powerSunderingBlow); + + var actionAffinityToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityBrutalStrikeToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.BrutalStrikeToggle) + .AddToDB(); + + _featureSetBarbarianBrutalStrike = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{BrutalStrike}") + .SetGuiPresentation(Category.Feature) + .AddFeatureSet(powerPool, actionAffinityToggle, powerForcefulBlow, powerHamstringBlow) + .AddToDB(); + + _featureSetBarbarianBrutalStrikeImprovement13 = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{BrutalStrikeImprovement13}") + .SetGuiPresentation(Category.Feature) + .AddFeatureSet(powerStaggeringBlow, powerSunderingBlow) + .AddToDB(); + + _featureSetBarbarianBrutalStrikeImprovement17 = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{BrutalStrikeImprovement17}") + .SetGuiPresentation(Category.Feature) + .AddToDB(); + } + + private sealed class CustomBehaviorBrutalStrike(FeatureDefinitionPower powerBarbarianBrutalStrike) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + { + private static readonly EffectForm ForcefulBlowForm = EffectFormBuilder + .Create() + .SetMotionForm(MotionForm.MotionType.PushFromOrigin, 3) + .Build(); + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; + + if (actionManager == null || + battleManager is not { IsBattleInProgress: true }) + { + yield break; + } + + var rulesetAttacker = attacker.RulesetCharacter; + + if (!attacker.OncePerTurnIsValid(BrutalStrike) || + !rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.BrutalStrikeToggle) || + !rulesetAttacker.HasConditionOfCategoryAndType( + AttributeDefinitions.TagCombat, ConditionDefinitions.ConditionReckless.Name)) + { + yield break; + } + + rulesetAttacker.InflictCondition( + _conditionBrutalStrike.Name, + DurationType.Round, + 0, + TurnOccurenceType.StartOfTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + _conditionBrutalStrike.Name, + 0, + 0, + 0); + + var implementationManagerService = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerBarbarianBrutalStrike, rulesetAttacker); + var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) + { + ActionModifiers = { actionModifier }, + StringParameter = powerBarbarianBrutalStrike.Name, + RulesetEffect = implementationManagerService + .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) + { + yield break; + } + + // determine selected power to collect cost + var option = reactionRequest.SelectedSubOption; + var subPowers = powerBarbarianBrutalStrike.GetBundle()?.SubPowers; + + if (subPowers == null) + { + yield break; + } + + var selectedPower = subPowers[option]; + + switch (selectedPower.Name) + { + case $"Power{BrutalStrike}ForcefulBlow": + actualEffectForms.Add(ForcefulBlowForm); + break; + case $"Power{BrutalStrike}HamstringBlow": + InflictCondition(rulesetAttacker, defender.RulesetCharacter, _conditionHamstringBlow.Name); + break; + case $"Power{BrutalStrike}StaggeringBlow": + InflictCondition(rulesetAttacker, defender.RulesetCharacter, _conditionStaggeringBlow.Name); + InflictCondition(rulesetAttacker, defender.RulesetCharacter, _conditionStaggeringBlowAoO.Name); + break; + case $"Power{BrutalStrike}SunderingBlow": + InflictCondition(rulesetAttacker, defender.RulesetCharacter, _conditionSunderingBlow.Name); + break; + } + } + + public IEnumerator OnPhysicalAttackFinishedByMe(GameLocationBattleManager battleManager, CharacterAction action, + GameLocationCharacter attacker, GameLocationCharacter defender, RulesetAttackMode attackMode, + RollOutcome rollOutcome, int damageAmount) + { + var rulesetAttacker = attacker.RulesetCharacter; + + if (!rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.BrutalStrikeToggle) || + !rulesetAttacker.HasConditionOfCategoryAndType( + AttributeDefinitions.TagCombat, ConditionDefinitions.ConditionReckless.Name)) + { + yield break; + } + + attacker.UsedSpecialFeatures.TryAdd(BrutalStrike, 0); + } + + private static void InflictCondition( + RulesetCharacter rulesetAttacker, + // ReSharper disable once SuggestBaseTypeForParameter + RulesetCharacter rulesetDefender, + string conditionName) + { + rulesetDefender.InflictCondition( + conditionName, + DurationType.Round, + 1, + (TurnOccurenceType)ExtraTurnOccurenceType.StartOfSourceTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + conditionName, + 0, + 0, + 0); + } + } + + private sealed class CustomBehaviorSunderingBlow( + // ReSharper disable once SuggestBaseTypeForParameterInConstructor + FeatureDefinitionPower powerSunderingBlow, + // ReSharper disable once SuggestBaseTypeForParameterInConstructor + ConditionDefinition conditionSunderingBlowAlly) + : IPhysicalAttackInitiatedOnMe, IMagicEffectAttackInitiatedOnMe + { + public IEnumerator OnMagicEffectAttackInitiatedOnMe( + CharacterActionMagicEffect action, + RulesetEffect activeEffect, + GameLocationCharacter target, + ActionModifier attackModifier, + List actualEffectForms, + bool firstTarget, + bool checkMagicalAttackDamage) + { + if (activeEffect.EffectDescription.RangeType is not (RangeType.MeleeHit or RangeType.RangeHit)) + { + yield break; + } + + var damageType = activeEffect.EffectDescription.FindFirstDamageForm()?.DamageType; + + if (damageType == null) + { + yield break; + } + + AddBonusAttackAndDamageRoll(action.ActingCharacter.RulesetCharacter, target.RulesetActor, attackModifier); + } + + public IEnumerator OnPhysicalAttackInitiatedOnMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier attackModifier, + RulesetAttackMode attackMode) + { + var damageType = attackMode.EffectDescription.FindFirstDamageForm()?.DamageType; + + if (damageType == null) + { + yield break; + } + + AddBonusAttackAndDamageRoll(attacker.RulesetCharacter, defender.RulesetActor, attackModifier); + } + + private void AddBonusAttackAndDamageRoll( + RulesetCharacter rulesetAttacker, + RulesetActor rulesetDefender, + ActionModifier actionModifier) + { + if (!rulesetDefender.TryGetConditionOfCategoryAndType( + AttributeDefinitions.TagEffect, _conditionSunderingBlow.Name, out var activeCondition)) + { + return; + } + + var rulesetSource = EffectHelpers.GetCharacterByGuid(activeCondition.SourceGuid); + + if (rulesetAttacker == rulesetSource) + { + return; + } + + rulesetDefender.RemoveCondition(activeCondition); + + var bonusAttackRoll = RollDie(DieType.D10, AdvantageType.None, out _, out _); + + actionModifier.AttackRollModifier += bonusAttackRoll; + actionModifier.AttacktoHitTrends.Add(new TrendInfo( + bonusAttackRoll, FeatureSourceType.CharacterFeature, powerSunderingBlow.Name, powerSunderingBlow)); + + rulesetAttacker.InflictCondition( + conditionSunderingBlowAlly.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + conditionSunderingBlowAlly.Name, + 0, + 0, + 0); + } + } + + internal static void SwitchBarbarianBrutalStrike() + { + if (Main.Settings.EnableBarbarianBrutalStrike) + { + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(_featureSetBarbarianBrutalStrike, 9)); + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(_featureSetBarbarianBrutalStrikeImprovement13, 13)); + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(_featureSetBarbarianBrutalStrikeImprovement17, 17)); + } + else + { + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 9 && x.FeatureDefinition == _featureSetBarbarianBrutalStrike); + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 13 && x.FeatureDefinition == _featureSetBarbarianBrutalStrikeImprovement13); + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 17 && x.FeatureDefinition == _featureSetBarbarianBrutalStrikeImprovement17); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Barbarian.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchBarbarianBrutalCritical() + { + if (Main.Settings.DisableBarbarianBrutalCritical) + { + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 9 && x.FeatureDefinition == FeatureSetBarbarianBrutalCritical); + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 13 && x.FeatureDefinition == AttributeModifierBarbarianBrutalCriticalAdd); + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 17 && x.FeatureDefinition == AttributeModifierBarbarianBrutalCriticalAdd); + } + else + { + if (!Barbarian.FeatureUnlocks.Exists(x => + x.level == 9 && x.FeatureDefinition == FeatureSetBarbarianBrutalCritical)) + { + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(FeatureSetBarbarianBrutalCritical, 9)); + } + + if (!Barbarian.FeatureUnlocks.Exists(x => + x.level == 13 && x.FeatureDefinition == AttributeModifierBarbarianBrutalCriticalAdd)) + { + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(AttributeModifierBarbarianBrutalCriticalAdd, 13)); + } + + if (!Barbarian.FeatureUnlocks.Exists(x => + x.level == 17 && x.FeatureDefinition == AttributeModifierBarbarianBrutalCriticalAdd)) + { + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(AttributeModifierBarbarianBrutalCriticalAdd, 17)); + } + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Barbarian.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchBarbarianRecklessSameBuffDebuffDuration() + { + RecklessAttack.GuiPresentation.description = Main.Settings.EnableBarbarianRecklessSameBuffDebuffDuration + ? "Action/&RecklessAttackExtendedDescription" + : "Action/&RecklessAttackDescription"; + } + + internal static void SwitchBarbarianRegainOneRageAtShortRest() + { + FeatureSetBarbarianRage.GuiPresentation.description = Main.Settings.EnableBarbarianRegainOneRageAtShortRest + ? "Feature/&FeatureSetRageExtendedDescription" + : "Feature/&FeatureSetRageDescription"; + } + + internal static void SwitchBarbarianFightingStyle() + { + if (Main.Settings.EnableBarbarianFightingStyle) + { + Barbarian.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(FightingStyleChoiceBarbarian, 2)); + } + else + { + Barbarian.FeatureUnlocks.RemoveAll(x => + x.level == 2 && x.FeatureDefinition == FightingStyleChoiceBarbarian); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Barbarian.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + #endregion + + #region Monk + + private static void LoadMonkWeaponSpecialization() + { + var weaponTypeDefinitions = new List + { + WeaponTypeDefinitions.BattleaxeType, + WeaponTypeDefinitions.LightCrossbowType, + WeaponTypeDefinitions.LongbowType, + WeaponTypeDefinitions.LongswordType, + WeaponTypeDefinitions.MorningstarType, + WeaponTypeDefinitions.RapierType, + WeaponTypeDefinitions.ScimitarType, + WeaponTypeDefinitions.ShortbowType, + WeaponTypeDefinitions.WarhammerType, + CustomWeaponsContext.HandXbowWeaponType + }; + + foreach (var weaponTypeDefinition in weaponTypeDefinitions) + { + var weaponTypeName = weaponTypeDefinition.Name; + + var featureMonkWeaponSpecialization = FeatureDefinitionProficiencyBuilder + .Create($"FeatureMonkWeaponSpecialization{weaponTypeName}") + .SetGuiPresentationNoContent(true) + .SetProficiencies(ProficiencyType.Weapon, weaponTypeName) + .AddCustomSubFeatures( + new MonkWeaponSpecialization { WeaponType = weaponTypeDefinition }) + .AddToDB(); + + if (!weaponTypeDefinition.IsBow && !weaponTypeDefinition.IsCrossbow) + { + featureMonkWeaponSpecialization.AddCustomSubFeatures( + new AddTagToWeapon(TagsDefinitions.WeaponTagFinesse, TagsDefinitions.Criticity.Important, + ValidatorsWeapon.IsOfWeaponType(weaponTypeDefinition)) + ); + } + + // ensure we get dice upgrade on these + AttackModifierMonkMartialArtsImprovedDamage.AddCustomSubFeatures( + new MonkWeaponSpecializationDiceUpgrade(weaponTypeDefinition)); + + _ = CustomInvocationDefinitionBuilder + .Create($"CustomInvocationMonkWeaponSpecialization{weaponTypeName}") + .SetGuiPresentation( + weaponTypeDefinition.GuiPresentation.Title, + weaponTypeDefinition.GuiPresentation.Description, + CustomWeaponsContext.GetStandardWeaponOfType(weaponTypeDefinition.Name)) + .SetPoolType(InvocationPoolTypeCustom.Pools.MonkWeaponSpecialization) + .SetGrantedFeature(featureMonkWeaponSpecialization) + .AddCustomSubFeatures(ModifyInvocationVisibility.Marker) + .AddToDB(); + } + } + + internal static void SwitchMonkAbundantKi() + { + if (Main.Settings.EnableMonkAbundantKi) + { + Monk.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(AttributeModifierMonkAbundantKi, 2)); + } + else + { + Monk.FeatureUnlocks + .RemoveAll(x => x.level == 2 && + x.FeatureDefinition == AttributeModifierMonkAbundantKi); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchMonkFightingStyle() + { + if (Main.Settings.EnableMonkFightingStyle) + { + Monk.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(FightingStyleChoiceMonk, 2)); + } + else + { + Monk.FeatureUnlocks + .RemoveAll(x => x.level == 2 && + x.FeatureDefinition == FightingStyleChoiceMonk); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchMonkDoNotRequireAttackActionForBonusUnarmoredAttack() + { + if (Main.Settings.EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack) + { + PowerMonkMartialArts.GuiPresentation.description = + "Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusDescription"; + PowerMonkMartialArts.GuiPresentation.title = + "Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusTitle"; + PowerMonkMartialArts.GuiPresentation.hidden = true; + PowerMonkMartialArts.activationTime = ActivationTime.NoCost; + } + else + { + PowerMonkMartialArts.GuiPresentation.description = "Action/&MartialArtsDescription"; + PowerMonkMartialArts.GuiPresentation.title = "Action/&MartialArtsTitle"; + PowerMonkMartialArts.GuiPresentation.hidden = false; + PowerMonkMartialArts.activationTime = ActivationTime.OnAttackHitMartialArts; + } + + if (Main.Settings.EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack) + { + Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchMonkDoNotRequireAttackActionForFlurry() + { + if (Main.Settings.EnableMonkDoNotRequireAttackActionForFlurry) + { + FeatureSetMonkFlurryOfBlows.GuiPresentation.description = + "Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription"; + FeatureSetMonkFlurryOfBlows.GuiPresentation.title = + "Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle"; + WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.description = + "Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryDescription"; + WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.title = + "Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryTitle"; + } + else + { + FeatureSetMonkFlurryOfBlows.GuiPresentation.description = "Feature/&FeatureSetMonkFlurryOfBlowsDescription"; + FeatureSetMonkFlurryOfBlows.GuiPresentation.title = "Feature/&FeatureSetMonkFlurryOfBlowsTitle"; + WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.description = + "Feature/&FeatureSetWayOfTheTempestTempestFuryDescription"; + WayOfTheTempest.FeatureSetTempestFury.GuiPresentation.title = + "Feature/&FeatureSetWayOfTheTempestTempestFuryTitle"; + } + } + + internal static void SwitchMonkImprovedUnarmoredMovementToMoveOnTheWall() + { + if (Main.Settings.EnableMonkImprovedUnarmoredMovementToMoveOnTheWall) + { + MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.description = + "Feature/&MonkAlternateUnarmoredMovementImprovedDescription"; + MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.title = + "Feature/&MonkAlternateUnarmoredMovementImprovedTitle"; + MovementAffinityMonkUnarmoredMovementImproved.canMoveOnWalls = true; + } + else + { + MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.description = + "Feature/&MonkUnarmoredMovementImprovedDescription"; + MovementAffinityMonkUnarmoredMovementImproved.GuiPresentation.title = + "Feature/&MonkUnarmoredMovementImprovedTitle"; + MovementAffinityMonkUnarmoredMovementImproved.canMoveOnWalls = true; + } + } + + internal static void SwitchMonkWeaponSpecialization() + { + var levels = new[] { 2, 11 }; + + if (Main.Settings.EnableMonkWeaponSpecialization) + { + foreach (var level in levels) + { + Monk.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(InvocationPoolMonkWeaponSpecialization, level)); + } + } + else + { + foreach (var level in levels) + { + Monk.FeatureUnlocks + .RemoveAll(x => x.level == level && + x.FeatureDefinition == InvocationPoolMonkWeaponSpecialization); + } + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Monk.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + + internal sealed class MonkWeaponSpecialization + { + internal WeaponTypeDefinition WeaponType { get; set; } + } + + private sealed class MonkWeaponSpecializationDiceUpgrade : IValidateContextInsteadOfRestrictedProperty + { + private readonly WeaponTypeDefinition _weaponTypeDefinition; + + internal MonkWeaponSpecializationDiceUpgrade(WeaponTypeDefinition weaponTypeDefinition) + { + _weaponTypeDefinition = weaponTypeDefinition; + } + + public (OperationType, bool) ValidateContext( + BaseDefinition definition, + IRestrictedContextProvider provider, + RulesetCharacter character, + ItemDefinition itemDefinition, + bool rangedAttack, RulesetAttackMode attackMode, + RulesetEffect rulesetEffect) + { + var attackModeWeaponType = + (attackMode?.SourceDefinition as ItemDefinition)?.WeaponDescription.WeaponTypeDefinition; + + return (OperationType.Or, + character.HasMonkShieldExpert() || + character.GetSubFeaturesByType().Exists( + x => x._weaponTypeDefinition == attackModeWeaponType)); + } + } + + #endregion + + #region Ranger + + internal static void SwitchRangerHumanoidFavoredEnemy() + { + if (Main.Settings.AddHumanoidFavoredEnemyToRanger) + { + AdditionalDamageRangerFavoredEnemyChoice.featureSet.Add(CommonBuilders + .AdditionalDamageMarshalFavoredEnemyHumanoid); + } + else + { + AdditionalDamageRangerFavoredEnemyChoice.featureSet.Remove(CommonBuilders + .AdditionalDamageMarshalFavoredEnemyHumanoid); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + AdditionalDamageRangerFavoredEnemyChoice.FeatureSet.Sort((x, y) => + string.Compare(x.FormatTitle(), y.FormatTitle(), StringComparison.CurrentCulture)); + } + } + + internal static void SwitchRangerNatureShroud() + { + if (Main.Settings.EnableRangerNatureShroudAt10) + { + Ranger.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(FeatureDefinitionPowerNatureShroud, 10)); + } + else + { + Ranger.FeatureUnlocks + .RemoveAll(x => x.level == 10 + && x.FeatureDefinition == FeatureDefinitionPowerNatureShroud); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Ranger.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + #endregion + + #region Rogue + + internal static readonly ConditionDefinition ConditionReduceSneakDice = ConditionDefinitionBuilder + .Create("ConditionReduceSneakDice") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetConditionType(ConditionType.Detrimental) + .SetAmountOrigin(ConditionDefinition.OriginOfAmount.Fixed) + .AddToDB(); + + private static FeatureDefinitionFeatureSet _featureSetRogueCunningStrike; + private static FeatureDefinitionFeatureSet _featureSetRogueDeviousStrike; + private static readonly char[] Separator = ['\t']; + + private static void BuildRogueCunningStrike() + { + const string Cunning = "RogueCunningStrike"; + const string Devious = "RogueDeviousStrike"; + + var powerPool = FeatureDefinitionPowerBuilder + .Create($"Power{Cunning}") + .SetGuiPresentation(Category.Feature) + .SetUsesFixed(ActivationTime.NoCost) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetDurationData(DurationType.Round, 1) + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.Individuals) + .Build()) + .AddToDB(); + + powerPool.AddCustomSubFeatures( + ModifyPowerVisibility.Hidden, + IsModifyPowerPool.Marker, + new CustomBehaviorCunningStrike(powerPool)); + + // Disarm + + var combatAffinityDisarmed = FeatureDefinitionCombatAffinityBuilder + .Create($"CombatAffinity{Cunning}Disarmed") + .SetGuiPresentation($"Condition{Cunning}Disarmed", Category.Condition, Gui.NoLocalization) + .SetMyAttackAdvantage(AdvantageType.Disadvantage) + .AddToDB(); + + var conditionDisarmed = ConditionDefinitionBuilder + .Create($"Condition{Cunning}Disarmed") + .SetGuiPresentation(Category.Condition, Gui.NoLocalization, ConditionDefinitions.ConditionBaned) + .SetConditionType(ConditionType.Detrimental) + .AddFeatures(combatAffinityDisarmed) + .AddToDB(); + + var powerDisarm = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Cunning}Disarm") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetDurationData(DurationType.Round, 1) + .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetConditionForm(conditionDisarmed, ConditionForm.ConditionOperation.Add) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // Poison + + var powerPoison = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Cunning}Poison") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetDurationData(DurationType.Minute, 1) + .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) + .SetConditionForm( + ConditionDefinitions.ConditionPoisoned, ConditionForm.ConditionOperation.Add) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // Trip + + var powerTrip = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Cunning}Trip") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetMotionForm(MotionForm.MotionType.FallProne) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // Withdraw + + _ = ActionDefinitionBuilder + .Create(StepBack, "Withdraw") + .SetOrUpdateGuiPresentation(Category.Action) + .SetActionId(ExtraActionId.Withdraw) + .SetActionType(ActionDefinitions.ActionType.NoCost) + .SetAddedConditionName(string.Empty) + .SetMaxCells(3) + .RequiresAuthorization() + .AddToDB(); + + var actionAffinityWithdraw = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityWithdraw") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.Withdraw) + .AddToDB(); + + var conditionWithdraw = ConditionDefinitionBuilder + .Create($"Condition{Cunning}Withdraw") + .SetGuiPresentation(Category.Condition, Gui.NoLocalization, ConditionDefinitions.ConditionDisengaging) + .SetPossessive() + .SetSilent(Silent.WhenRemoved) + .AddFeatures(actionAffinityWithdraw) + .AddToDB(); + + var powerWithdraw = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Cunning}Withdraw") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetDurationData(DurationType.Round) + .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) + .SetEffectForms(EffectFormBuilder.ConditionForm(conditionWithdraw)) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // + // DEVIOUS STRIKES - LEVEL 14 + // + + // Dazed + + var actionAffinityDazedOnlyMovement = FeatureDefinitionActionAffinityBuilder + .Create($"ActionAffinity{Devious}DazedOnlyMovement") + .SetGuiPresentationNoContent(true) + .SetAllowedActionTypes(false, false, freeOnce: false, reaction: false, noCost: false) + .AddToDB(); + + var conditionDazedOnlyMovement = ConditionDefinitionBuilder + .Create($"Condition{Devious}DazedOnlyMovement") + .SetGuiPresentationNoContent(true) + .SetSilent(Silent.WhenAddedOrRemoved) + .SetConditionType(ConditionType.Detrimental) + .AddFeatures(actionAffinityDazedOnlyMovement) + .AddToDB(); + + var actionAffinityDazed = FeatureDefinitionActionAffinityBuilder + .Create($"ActionAffinity{Devious}Dazed") + .SetGuiPresentationNoContent(true) + .SetAllowedActionTypes(reaction: false, bonus: false) + .AddToDB(); + + var conditionDazed = ConditionDefinitionBuilder + .Create(ConditionDefinitions.ConditionDazzled, $"Condition{Devious}Dazed") + .SetGuiPresentation(Category.Condition, ConditionDefinitions.ConditionDazzled) + .SetConditionType(ConditionType.Detrimental) + .SetFeatures(actionAffinityDazed) + .AddCustomSubFeatures(new ActionFinishedByMeDazed(conditionDazedOnlyMovement)) + .AddToDB(); + + var powerDaze = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Devious}Daze") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool, 2) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetDurationData(DurationType.Round, 1) + .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetConditionForm(conditionDazed, ConditionForm.ConditionOperation.Add) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // Knock Out + + var conditionKnockOut = ConditionDefinitionBuilder + .Create(ConditionDefinitions.ConditionIncapacitated, $"Condition{Devious}KnockOut") + .SetGuiPresentation(Category.Condition, Gui.NoLocalization, + ConditionDefinitions.ConditionAsleep) + .SetSpecialInterruptions(ConditionInterruption.Damaged) + .AddToDB(); + + var powerKnockOut = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Devious}KnockOut") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool, 6) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetDurationData(DurationType.Minute, 1) + .SetSavingThrowData(false, AttributeDefinitions.Constitution, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates, TurnOccurenceType.EndOfTurn, true) + .SetConditionForm(conditionKnockOut, ConditionForm.ConditionOperation.Add) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // Obscure + + var powerObscure = FeatureDefinitionPowerSharedPoolBuilder + .Create($"Power{Devious}Obscure") + .SetGuiPresentation(Category.Feature) + .SetSharedPool(ActivationTime.NoCost, powerPool, 3) + .SetShowCasting(false) + .SetEffectDescription( + EffectDescriptionBuilder + .Create() + .SetTargetingData(Side.Enemy, RangeType.Distance, 6, TargetType.IndividualsUnique) + .SetDurationData(DurationType.Round, 1) + .SetSavingThrowData(false, AttributeDefinitions.Dexterity, false, + EffectDifficultyClassComputation.AbilityScoreAndProficiency, AttributeDefinitions.Dexterity, 8) + .SetEffectForms( + EffectFormBuilder + .Create() + .HasSavingThrow(EffectSavingThrowType.Negates) + .SetConditionForm(ConditionDefinitions.ConditionBlinded, + ConditionForm.ConditionOperation.Add) + .Build()) + .Build()) + .AddCustomSubFeatures(ModifyPowerVisibility.Hidden, PowerUsesSneakDiceTooltipModifier.Instance) + .AddToDB(); + + // MAIN + + PowerBundle.RegisterPowerBundle(powerPool, true, + powerDisarm, powerPoison, powerTrip, powerWithdraw, powerDaze, powerKnockOut, powerObscure); + + var actionAffinityToggle = FeatureDefinitionActionAffinityBuilder + .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityCunningStrikeToggle") + .SetGuiPresentationNoContent(true) + .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.CunningStrikeToggle) + .AddToDB(); + + _featureSetRogueCunningStrike = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{Cunning}") + .SetGuiPresentation($"Power{Cunning}", Category.Feature) + .AddFeatureSet(powerPool, actionAffinityToggle, powerDisarm, powerPoison, powerTrip, powerWithdraw) + .AddToDB(); + + _featureSetRogueDeviousStrike = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{Devious}") + .SetGuiPresentation($"Power{Devious}", Category.Feature) + .AddFeatureSet(powerDaze, powerKnockOut, powerObscure) + .AddToDB(); + } + + internal static bool IsSneakAttackValid( + ActionModifier attackModifier, + GameLocationCharacter attacker, + GameLocationCharacter defender) + { + // only trigger if haven't used sneak attack yet + if (!attacker.OncePerTurnIsValid("AdditionalDamageRogueSneakAttack") || + !attacker.OncePerTurnIsValid("AdditionalDamageRoguishDuelistDaringDuel") || + !attacker.OncePerTurnIsValid("AdditionalDamageRoguishUmbralStalkerDeadlyShadows")) + { + return false; + } + + var advantageType = ComputeAdvantage(attackModifier.attackAdvantageTrends); + + return advantageType switch + { + AdvantageType.Advantage => true, + AdvantageType.Disadvantage => false, + _ => + // it's an attack with a nearby enemy (standard sneak attack) + ServiceRepository.GetService() + .IsConsciousCharacterOfSideNextToCharacter(defender, attacker.Side, attacker) || + // it's a Duelist and target is dueling with him + RoguishDuelist.TargetIsDuelingWithRoguishDuelist(attacker, defender, advantageType) || + // it's an Umbral Stalker and source and target are in dim light or darkness + RoguishUmbralStalker.SourceAndTargetAreNotBrightAndWithin5Ft(attacker, defender, advantageType) + }; + } + + private sealed class CustomBehaviorCunningStrike( + FeatureDefinitionPower powerRogueCunningStrike) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + { + private FeatureDefinitionPower _selectedPower; + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + _selectedPower = null; + + var rulesetAttacker = attacker.RulesetCharacter; + + if (!rulesetAttacker.IsToggleEnabled((ActionDefinitions.Id)ExtraActionId.CunningStrikeToggle) || + !IsSneakAttackValid(actionModifier, attacker, defender)) + { + yield break; + } + + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; + + if (actionManager == null || + battleManager is not { IsBattleInProgress: true }) + { + yield break; + } + + var implementationManagerService = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerRogueCunningStrike, rulesetAttacker); + var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) + { + ActionModifiers = { actionModifier }, + StringParameter = powerRogueCunningStrike.Name, + RulesetEffect = implementationManagerService + .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) + { + yield break; + } + + // determine selected power to collect cost + var option = reactionRequest.SelectedSubOption; + var subPowers = powerRogueCunningStrike.GetBundle()?.SubPowers; + + if (subPowers == null) + { + yield break; + } + + _selectedPower = subPowers[option]; + + // inflict condition passing power cost on amount to be deducted later on from sneak dice + rulesetAttacker.InflictCondition( + ConditionReduceSneakDice.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetAttacker.guid, + rulesetAttacker.CurrentFaction.Name, + 1, + ConditionReduceSneakDice.Name, + _selectedPower.CostPerUse, + 0, + 0); + } + + public IEnumerator OnPhysicalAttackFinishedByMe( + GameLocationBattleManager battleManager, + CharacterAction action, + GameLocationCharacter attacker, + GameLocationCharacter defender, + RulesetAttackMode attackMode, + RollOutcome rollOutcome, + int damageAmount) + { + if (_selectedPower == null || _selectedPower.EffectDescription.RangeType != RangeType.MeleeHit) + { + yield break; + } + + var power = _selectedPower; + + _selectedPower = null; + + var rulesetDefender = defender.RulesetCharacter; + + if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) + { + yield break; + } + + var rulesetAttacker = attacker.RulesetCharacter; + + var implementationManagerService = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(power, rulesetAttacker); + var actionParams = new CharacterActionParams(attacker, ActionDefinitions.Id.PowerNoCost) + { + ActionModifiers = { new ActionModifier() }, + RulesetEffect = implementationManagerService + //CHECK: no need for AddAsActivePowerToSource + .MyInstantiateEffectPower(rulesetAttacker, usablePower, false), + UsablePower = usablePower, + TargetCharacters = { defender } + }; + + // must enqueue actions whenever within an attack workflow otherwise game won't consume attack + ServiceRepository.GetService()? + .ExecuteAction(actionParams, null, true); + } + } + + private sealed class ActionFinishedByMeDazed( + // ReSharper disable once SuggestBaseTypeForParameterInConstructor + ConditionDefinition conditionDazedOnlyMovement) : IActionFinishedByMe + { + public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) + { + if (characterAction is not CharacterActionMove) + { + yield break; + } + + var rulesetCharacter = characterAction.ActingCharacter.RulesetCharacter; + + rulesetCharacter.InflictCondition( + conditionDazedOnlyMovement.Name, + DurationType.Round, + 0, + TurnOccurenceType.EndOfTurn, + AttributeDefinitions.TagEffect, + rulesetCharacter.guid, + rulesetCharacter.CurrentFaction.Name, + 1, + conditionDazedOnlyMovement.Name, + 0, + 0, + 0); + } + } + + internal static void SwitchRogueCunningStrike() + { + if (Main.Settings.EnableRogueCunningStrike) + { + Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(_featureSetRogueCunningStrike, 5)); + Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(_featureSetRogueDeviousStrike, 14)); + } + else + { + Rogue.FeatureUnlocks.RemoveAll(x => x.level == 5 && x.FeatureDefinition == _featureSetRogueCunningStrike); + Rogue.FeatureUnlocks.RemoveAll(x => x.level == 14 && x.FeatureDefinition == _featureSetRogueDeviousStrike); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchRogueFightingStyle() + { + if (Main.Settings.EnableRogueFightingStyle) + { + Rogue.FeatureUnlocks.TryAdd( + new FeatureUnlockByLevel(FightingStyleChoiceRogue, 2)); + } + else + { + Rogue.FeatureUnlocks.RemoveAll(x => x.level == 2 && x.FeatureDefinition == FightingStyleChoiceRogue); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + internal static void SwitchRogueSteadyAim() + { + if (Main.Settings.EnableRogueSteadyAim) + { + Rogue.FeatureUnlocks.TryAdd(new FeatureUnlockByLevel(RangedCombatFeats.PowerFeatSteadyAim, 3)); + } + else + { + Rogue.FeatureUnlocks.RemoveAll(x => + x.level == 3 && x.FeatureDefinition == RangedCombatFeats.PowerFeatSteadyAim); + } + + if (Main.Settings.EnableSortingFutureFeatures) + { + Rogue.FeatureUnlocks.Sort(Sorting.CompareFeatureUnlock); + } + } + + private static void SwitchRogueStrSaving() + { + var powerNames = new List + { + "PowerRogueCunningStrikeDisarm", + //"PowerRogueCunningStrikePoison", + "PowerRogueCunningStrikeTrip", + //"PowerRogueCunningStrikeWithdraw", + //"PowerRogueDeviousStrikeDaze", + //"PowerRogueDeviousStrikeKnockOut", + "PowerRogueDeviousStrikeObscure", + "PowerRoguishOpportunistDebilitatingStrike", + "PowerRoguishOpportunistImprovedDebilitatingStrike", + "PowerRoguishBladeCallerHailOfBlades" + }; + + foreach (var power in DatabaseRepository.GetDatabase() + .Where(x => powerNames.Contains(x.Name))) + { + power.AddCustomSubFeatures(new ModifyEffectDescriptionSavingThrowRogue(power)); + } + } + + #endregion +} diff --git a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs index e31c5c73ca..636302751d 100644 --- a/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs +++ b/SolastaUnfinishedBusiness/Models/CustomActionIdContext.cs @@ -22,6 +22,7 @@ public static class CustomActionIdContext [ (Id)ExtraActionId.ArcaneArcherToggle, (Id)ExtraActionId.AudaciousWhirlToggle, + (Id)ExtraActionId.BrutalStrikeToggle, (Id)ExtraActionId.CompellingStrikeToggle, (Id)ExtraActionId.CoordinatedAssaultToggle, (Id)ExtraActionId.CunningStrikeToggle, @@ -222,6 +223,13 @@ private static void BuildCustomToggleActions() .SetActionId(ExtraActionId.AudaciousWhirlToggle) .AddToDB(); + ActionDefinitionBuilder + .Create(MetamagicToggle, "BrutalStrikeToggle") + .SetOrUpdateGuiPresentation(Category.Action) + .RequiresAuthorization() + .SetActionId(ExtraActionId.BrutalStrikeToggle) + .AddToDB(); + ActionDefinitionBuilder .Create(MetamagicToggle, "CoordinatedAssaultToggle") .SetOrUpdateGuiPresentation(Category.Action) diff --git a/SolastaUnfinishedBusiness/Models/Level20Context.cs b/SolastaUnfinishedBusiness/Models/Level20Context.cs index 6b5d32e0c9..fe27a136cd 100644 --- a/SolastaUnfinishedBusiness/Models/Level20Context.cs +++ b/SolastaUnfinishedBusiness/Models/Level20Context.cs @@ -141,7 +141,8 @@ private static void BarbarianLoad() Barbarian.FeatureUnlocks.AddRange(new List { new(AttributeModifierBarbarianBrutalCriticalAdd, 17), - new(AttributeModifierBarbarianRagePointsAdd, 17), + // vanilla already adds this even with top level 16 + // new(AttributeModifierBarbarianRagePointsAdd, 17), new(changeAbilityCheckBarbarianIndomitableMight, 18), new(FeatureSetAbilityScoreChoice, 19), new(customCodeBarbarianPrimalChampion, 20) diff --git a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs index 31fab5b4ba..729c18bea6 100644 --- a/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs +++ b/SolastaUnfinishedBusiness/Models/Level20SubclassesContext.cs @@ -1394,35 +1394,14 @@ private static void ConcentrationChanged(RulesetCharacter character) } private sealed class CustomBehaviorFinalWord : - IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe, + IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe, IMagicEffectBeforeHitConfirmedOnEnemy, IMagicEffectFinishedByMeAny { private const string ConditionSilenced = "ConditionSilenced"; private static GameLocationCharacter _attacker; - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( - GameLocationBattleManager battleManager, - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, - RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) - { - if (attackMode == null) - { - yield break; - } - - _attacker = attacker; - defender.RulesetCharacter.ConcentrationChanged += ConcentrationChanged; - } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, @@ -1448,6 +1427,27 @@ public IEnumerator OnMagicEffectFinishedByMeAny( yield break; } + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + if (attackMode == null) + { + yield break; + } + + _attacker = attacker; + defender.RulesetCharacter.ConcentrationChanged += ConcentrationChanged; + } + public IEnumerator OnPhysicalAttackFinishedByMe( GameLocationBattleManager battleManager, CharacterAction action, diff --git a/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs b/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs index ca7dc87505..79949bf6be 100644 --- a/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs +++ b/SolastaUnfinishedBusiness/Models/SrdAndHouseRulesContext.cs @@ -17,6 +17,7 @@ using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionSenses; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.CharacterClassDefinitions; using static SolastaUnfinishedBusiness.Api.DatabaseHelper.ItemDefinitions; +using static SolastaUnfinishedBusiness.Api.DatabaseHelper.FeatureDefinitionRegenerations; namespace SolastaUnfinishedBusiness.Models; @@ -65,7 +66,7 @@ internal static class SrdAndHouseRulesContext Fire_Spider ]; - private static readonly FeatureDefinitionActionAffinity ActionAffinityConditionBlind = + internal static readonly FeatureDefinitionActionAffinity ActionAffinityConditionBlind = FeatureDefinitionActionAffinityBuilder .Create("ActionAffinityConditionBlind") .SetGuiPresentationNoContent(true) @@ -94,6 +95,7 @@ internal static void LateLoad() SwitchMagicStaffFoci(); SwitchOfficialFoodRationsWeight(); SwitchRecurringEffectOnEntangle(); + SwitchRingOfRegenerationHealRate(); SwitchSchoolRestrictionsFromShadowCaster(); SwitchSchoolRestrictionsFromSpellBlade(); SwitchUniversalSylvanArmorAndLightbringer(); @@ -415,6 +417,30 @@ internal static void SwitchEldritchBlastRange() EldritchBlast.effectDescription.rangeParameter = Main.Settings.FixEldritchBlastRange ? 24 : 16; } + internal static void SwitchRingOfRegenerationHealRate() + { + Main.Info($"FixRingOfRegenerationHealRate={Main.Settings.FixRingOfRegenerationHealRate}"); + + var ringDefinition = RegenerationRing; + + if (Main.Settings.FixRingOfRegenerationHealRate) + { + // Heal by 1 hp per 3 minutes which is roughly the same as + // RAW of 1d6 (avg 3.5) every 10 minutes. + ringDefinition.tickType = DurationType.Minute; + ringDefinition.tickNumber = 3; + ringDefinition.diceNumber = 1; + ringDefinition.dieType = DieType.D1; + } + else + { + ringDefinition.tickType = DurationType.Round; + ringDefinition.tickNumber = 1; + ringDefinition.diceNumber = 2; + ringDefinition.dieType = DieType.D1; + } + } + internal static void SwitchUseHeightOneCylinderEffect() { // always applicable diff --git a/SolastaUnfinishedBusiness/Models/ToolsContext.cs b/SolastaUnfinishedBusiness/Models/ToolsContext.cs index e2d40d22df..0512e296d6 100644 --- a/SolastaUnfinishedBusiness/Models/ToolsContext.cs +++ b/SolastaUnfinishedBusiness/Models/ToolsContext.cs @@ -140,7 +140,7 @@ public override IEnumerator Execute(FunctorParametersDescription functorParamete var gameLocationScreenExplorationVisible = gameLocationScreenExploration && gameLocationScreenExploration.Visible; - if (Global.IsMultiplayer || !gameLocationScreenExplorationVisible) + if (!gameLocationScreenExplorationVisible) { Gui.GuiService.ShowMessage( MessageModal.Severity.Informative1, diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs index 9e151811b7..dd13685073 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionAttackPatcher.cs @@ -2,6 +2,7 @@ using System.Linq; using HarmonyLib; using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors.Specific; using SolastaUnfinishedBusiness.Interfaces; using UnityEngine; @@ -404,6 +405,34 @@ private static IEnumerator ExecuteImpl(CharacterActionAttack __instance) actingCharacter.RulesetCharacter, target.RulesetActor, attackMode.SourceDefinition); } + var rulesetDefender = target.RulesetActor; + + //PATCH: process ExtraConditionInterruption.AttackedNotBySource + if (!rulesetDefender.matchingInterruption) + { + rulesetDefender.matchingInterruption = true; + rulesetDefender.matchingInterruptionConditions.Clear(); + + foreach (var rulesetCondition in rulesetDefender.conditionsByCategory + .SelectMany(keyValuePair => keyValuePair.Value + .Where(rulesetCondition => + rulesetCondition.ConditionDefinition.HasSpecialInterruptionOfType( + (ConditionInterruption)ExtraConditionInterruption.AttackedNotBySource) && + rulesetCondition.SourceGuid != actingCharacter.Guid))) + { + rulesetDefender.matchingInterruptionConditions.Add(rulesetCondition); + } + + for (var index = rulesetDefender.matchingInterruptionConditions.Count - 1; index >= 0; --index) + { + rulesetDefender.RemoveCondition(rulesetDefender.matchingInterruptionConditions[index]); + } + + rulesetDefender.matchingInterruptionConditions.Clear(); + rulesetDefender.matchingInterruption = false; + } + //END PATCH + // Is this still a success? if (__instance.AttackRollOutcome is RollOutcome.Success or RollOutcome.CriticalSuccess) { diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs index 80a25fa106..2705a44b99 100644 --- a/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionMagicEffectPatcher.cs @@ -586,9 +586,9 @@ private static IEnumerator ExecuteMagicAttack( { //PATCH: supports `IMagicalAttackInitiatedOnMe` foreach (var magicEffectInitiatedOnMe in target.RulesetActor - .GetSubFeaturesByType()) + .GetSubFeaturesByType()) { - yield return magicEffectInitiatedOnMe.OnMagicalAttackInitiatedOnMe( + yield return magicEffectInitiatedOnMe.OnMagicEffectAttackInitiatedOnMe( __instance, activeEffect, target, @@ -682,6 +682,35 @@ private static IEnumerator ExecuteMagicAttack( __instance.AttackRollOutcome = outcome; __instance.AttackSuccessDelta = successDelta; + var rulesetDefender = target.RulesetActor; + + //PATCH: process ExtraConditionInterruption.AttackedNotBySource + if (!rulesetDefender.matchingInterruption) + { + rulesetDefender.matchingInterruption = true; + rulesetDefender.matchingInterruptionConditions.Clear(); + + foreach (var rulesetCondition in rulesetDefender.conditionsByCategory + .SelectMany(keyValuePair => keyValuePair.Value + .Where(rulesetCondition => + rulesetCondition.ConditionDefinition.HasSpecialInterruptionOfType( + (ConditionInterruption)ExtraConditionInterruption + .AttackedNotBySource) && + rulesetCondition.SourceGuid != actingCharacter.Guid))) + { + rulesetDefender.matchingInterruptionConditions.Add(rulesetCondition); + } + + for (var index = rulesetDefender.matchingInterruptionConditions.Count - 1; index >= 0; --index) + { + rulesetDefender.RemoveCondition(rulesetDefender.matchingInterruptionConditions[index]); + } + + rulesetDefender.matchingInterruptionConditions.Clear(); + rulesetDefender.matchingInterruption = false; + } + //END PATCH + // Is this still a success? if (__instance.AttackRollOutcome is RollOutcome.Success or RollOutcome.CriticalSuccess) { diff --git a/SolastaUnfinishedBusiness/Patches/CharacterActionRecklessPatcher.cs b/SolastaUnfinishedBusiness/Patches/CharacterActionRecklessPatcher.cs new file mode 100644 index 0000000000..3c86aaf100 --- /dev/null +++ b/SolastaUnfinishedBusiness/Patches/CharacterActionRecklessPatcher.cs @@ -0,0 +1,69 @@ +using System.Collections; +using System.Diagnostics.CodeAnalysis; +using HarmonyLib; +using JetBrains.Annotations; +using SolastaUnfinishedBusiness.Api; + +namespace SolastaUnfinishedBusiness.Patches; + +[UsedImplicitly] +public static class CharacterActionRecklessAttackPatcher +{ + [HarmonyPatch(typeof(CharacterActionRecklessAttack), nameof(CharacterActionRecklessAttack.ExecuteImpl))] + [SuppressMessage("Minor Code Smell", "S101:Types should be named in PascalCase", Justification = "Patch")] + [UsedImplicitly] + public static class ExecuteImpl_Patch + { + [UsedImplicitly] + public static IEnumerator Postfix( + [NotNull] IEnumerator values, + [NotNull] CharacterActionRecklessAttack __instance) + { + //PATCH: support for action switching + yield return Process(__instance, values); + } + + private static IEnumerator Process( + // ReSharper disable once SuggestBaseTypeForParameter + CharacterActionRecklessAttack action, + IEnumerator values) + { + if (!Main.Settings.EnableBarbarianRecklessSameBuffDebuffDuration) + { + yield return values; + yield break; + } + + if (action.ActingCharacter.RulesetCharacter.HasConditionOfType( + DatabaseHelper.ConditionDefinitions.ConditionReckless)) + { + yield break; + } + + var activeCondition1 = RulesetCondition.CreateActiveCondition( + action.ActingCharacter.RulesetCharacter.Guid, + DatabaseHelper.ConditionDefinitions.ConditionReckless, + RuleDefinitions.DurationType.Round, + 0, RuleDefinitions.TurnOccurenceType.StartOfTurn, + action.ActingCharacter.Guid, + action.ActingCharacter.RulesetCharacter.CurrentFaction.Name); + + action.ActingCharacter.RulesetCharacter.AddConditionOfCategory( + AttributeDefinitions.TagCombat, activeCondition1); + + var activeCondition2 = RulesetCondition.CreateActiveCondition( + action.ActingCharacter.RulesetCharacter.Guid, + DatabaseHelper.ConditionDefinitions.ConditionRecklessVulnerability, + RuleDefinitions.DurationType.Round, + 0, + RuleDefinitions.TurnOccurenceType.StartOfTurn, + action.ActingCharacter.Guid, + action.ActingCharacter.RulesetCharacter.CurrentFaction.Name); + + action.ActingCharacter.RulesetCharacter.AddConditionOfCategory( + AttributeDefinitions.TagCombat, activeCondition2); + + yield return null; + } + } +} diff --git a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs index 069472df36..affcf73f5f 100644 --- a/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/GameLocationBattleManagerPatcher.cs @@ -312,58 +312,35 @@ public static IEnumerator Postfix( bool criticalHit, bool firstTarget) { - //PATCH: support for `IAttackBeforeHitConfirmedOnEnemy` - // should also happen outside battles - if (attacker.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) + if (rulesetEffect != null) { - foreach (var attackBeforeHitConfirmedOnEnemy in attacker.RulesetCharacter - .GetSubFeaturesByType()) + while (values.MoveNext()) { - yield return attackBeforeHitConfirmedOnEnemy.OnAttackBeforeHitConfirmedOnEnemy( - __instance, attacker, defender, attackModifier, attackMode, - rangedAttack, advantageType, actualEffectForms, rulesetEffect, firstTarget, criticalHit); + yield return values.Current; } - } - // supports REACTION spells on defender - if (__instance.Battle != null && defender.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) - { - foreach (var attackBeforeHitConfirmedOnMe in defender.RulesetCharacter.usableSpells - .Where(usableSpell => - usableSpell.ActivationTime == ActivationTime.Reaction) - .SelectMany(x => x.GetAllSubFeaturesOfType()) - .ToList()) - { - yield return attackBeforeHitConfirmedOnMe.OnAttackBeforeHitConfirmedOnMe( - __instance, attacker, defender, attackModifier, attackMode, - rangedAttack, advantageType, actualEffectForms, rulesetEffect, firstTarget, criticalHit); - } + yield break; } - //PATCH: support for `IAttackBeforeHitConfirmedOnMe` - if (__instance.Battle != null && defender.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) + //PATCH: support for `IPhysicalAttackBeforeHitConfirmedOnEnemy` + // should also happen outside battles + foreach (var attackBeforeHitConfirmedOnEnemy in attacker.RulesetCharacter + .GetSubFeaturesByType()) { - foreach (var attackBeforeHitConfirmedOnMe in defender.RulesetCharacter - .GetSubFeaturesByType()) - { - yield return attackBeforeHitConfirmedOnMe.OnAttackBeforeHitConfirmedOnMe( - __instance, attacker, defender, attackModifier, attackMode, - rangedAttack, advantageType, actualEffectForms, rulesetEffect, firstTarget, criticalHit); - } + yield return attackBeforeHitConfirmedOnEnemy.OnPhysicalAttackBeforeHitConfirmedOnEnemy( + __instance, attacker, defender, attackModifier, attackMode, + rangedAttack, advantageType, actualEffectForms, firstTarget, criticalHit); } - //PATCH: support for `IAttackBeforeHitConfirmedOnMeOrAlly` + //PATCH: support for `IPhysicalAttackBeforeHitConfirmedOnMe` if (__instance.Battle != null) { - foreach (var ally in __instance.Battle.GetContenders(attacker)) + foreach (var attackBeforeHitConfirmedOnMe in defender.RulesetCharacter + .GetSubFeaturesByType()) { - foreach (var attackBeforeHitConfirmedOnMeOrAlly in ally.RulesetCharacter - .GetSubFeaturesByType()) - { - yield return attackBeforeHitConfirmedOnMeOrAlly.OnAttackBeforeHitConfirmedOnMeOrAlly( - __instance, attacker, defender, ally, attackModifier, attackMode, - rangedAttack, advantageType, actualEffectForms, rulesetEffect, firstTarget, criticalHit); - } + yield return attackBeforeHitConfirmedOnMe.OnPhysicalAttackBeforeHitConfirmedOnMe( + __instance, attacker, defender, attackModifier, attackMode, + rangedAttack, advantageType, actualEffectForms, firstTarget, criticalHit); } } @@ -371,35 +348,6 @@ public static IEnumerator Postfix( { yield return values.Current; } - - var rulesetDefender = defender.RulesetCharacter; - - //PATCH: process ExtraConditionInterruption.AttackedNotBySource - if (rulesetDefender == null || rulesetDefender.matchingInterruption) - { - yield break; - } - - rulesetDefender.matchingInterruption = true; - rulesetDefender.matchingInterruptionConditions.Clear(); - - foreach (var rulesetCondition in rulesetDefender.conditionsByCategory - .SelectMany(keyValuePair => keyValuePair.Value - .Where(rulesetCondition => - rulesetCondition.ConditionDefinition.HasSpecialInterruptionOfType( - (ConditionInterruption)ExtraConditionInterruption.AttackedNotBySource) && - rulesetCondition.SourceGuid != attacker.Guid))) - { - rulesetDefender.matchingInterruptionConditions.Add(rulesetCondition); - } - - for (var index = rulesetDefender.matchingInterruptionConditions.Count - 1; index >= 0; --index) - { - rulesetDefender.RemoveCondition(rulesetDefender.matchingInterruptionConditions[index]); - } - - rulesetDefender.matchingInterruptionConditions.Clear(); - rulesetDefender.matchingInterruption = false; } } @@ -772,7 +720,7 @@ public static IEnumerator Postfix( bool firstTarget, bool criticalHit) { - //PATCH: support for `IMagicalAttackBeforeHitConfirmedOnEnemy` + //PATCH: support for `IMagicEffectBeforeHitConfirmedOnEnemy` // should also happen outside battles if (attacker.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) { @@ -780,7 +728,8 @@ public static IEnumerator Postfix( .GetSubFeaturesByType()) { yield return magicalAttackBeforeHitConfirmedOnEnemy.OnMagicEffectBeforeHitConfirmedOnEnemy( - attacker, defender, magicModifier, rulesetEffect, actualEffectForms, firstTarget, criticalHit); + __instance, attacker, defender, magicModifier, rulesetEffect, actualEffectForms, + firstTarget, criticalHit); } if (rulesetEffect is { SourceDefinition: SpellDefinition spellDefinition }) @@ -814,11 +763,12 @@ public static IEnumerator Postfix( spellDefinition.GetFirstSubFeatureOfType(); yield return magicalAttackBeforeHitConfirmedOnEnemy?.OnMagicEffectBeforeHitConfirmedOnEnemy( - attacker, defender, magicModifier, rulesetEffect, actualEffectForms, firstTarget, criticalHit); + __instance, attacker, defender, magicModifier, rulesetEffect, actualEffectForms, + firstTarget, criticalHit); } } - // supports REACTION spells on defender + //PATCH: support for `IMagicEffectBeforeHitConfirmedOnMe` on SPELLS // should also happen outside battles if (defender.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) { @@ -829,11 +779,12 @@ public static IEnumerator Postfix( .ToList()) { yield return magicalAttackBeforeHitConfirmedOnMe.OnMagicEffectBeforeHitConfirmedOnMe( - attacker, defender, magicModifier, rulesetEffect, actualEffectForms, firstTarget, criticalHit); + __instance, attacker, defender, magicModifier, rulesetEffect, actualEffectForms, + firstTarget, criticalHit); } } - //PATCH: support for `IMagicalAttackBeforeHitConfirmedOnMe` + //PATCH: support for `IMagicEffectBeforeHitConfirmedOnMe` // should also happen outside battles if (defender.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false }) { @@ -841,33 +792,11 @@ public static IEnumerator Postfix( .GetSubFeaturesByType()) { yield return magicalAttackBeforeHitConfirmedOnMe.OnMagicEffectBeforeHitConfirmedOnMe( - attacker, defender, magicModifier, rulesetEffect, actualEffectForms, firstTarget, criticalHit); + __instance, attacker, defender, magicModifier, rulesetEffect, actualEffectForms, + firstTarget, criticalHit); } } - //PATCH: support for `IMagicalAttackBeforeHitConfirmedOnMeOrAlly` - // should also happen outside battles - var locationCharacterService = ServiceRepository.GetService(); - var contenders = - (Gui.Battle?.AllContenders ?? - locationCharacterService.PartyCharacters.Union(locationCharacterService.GuestCharacters)) - .ToList(); - - foreach (var ally in contenders - .Where(x => x.IsOppositeSide(attacker.Side) - && x.RulesetCharacter is { IsDeadOrDyingOrUnconscious: false })) - { - foreach (var magicalAttackBeforeHitConfirmedOnMeOrAlly in ally.RulesetCharacter - .GetSubFeaturesByType()) - { - yield return magicalAttackBeforeHitConfirmedOnMeOrAlly - .OnMagicEffectBeforeHitConfirmedOnMeOrAlly( - attacker, defender, ally, magicModifier, rulesetEffect, actualEffectForms, firstTarget, - criticalHit); - } - } - - while (values.MoveNext()) { yield return values.Current; diff --git a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs index e08ef57779..4384645772 100644 --- a/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs +++ b/SolastaUnfinishedBusiness/Patches/RulesetCharacterPatcher.cs @@ -1304,6 +1304,22 @@ public static void Postfix( { invocation.Recharge(); } + + //PATCH: support for Barbarians to regain one rage point at short rests from level 7 + // ReSharper disable once InvertIf + if (Main.Settings.EnableBarbarianRegainOneRageAtShortRest && + restType == RestType.ShortRest && + __instance.GetClassLevel(Barbarian) >= 7) + { + if (__instance.UsedRagePoints > 0 && !simulate) + { + __instance.UsedRagePoints--; + } + + __instance.recoveredFeatures.Add(__instance.GetFeaturesByType() + .FirstOrDefault(attributeModifier => + attributeModifier.ModifiedAttribute == AttributeDefinitions.RagePoints)); + } } [UsedImplicitly] diff --git a/SolastaUnfinishedBusiness/Races/Oligath.cs b/SolastaUnfinishedBusiness/Races/Oligath.cs index 626391236e..174f802548 100644 --- a/SolastaUnfinishedBusiness/Races/Oligath.cs +++ b/SolastaUnfinishedBusiness/Races/Oligath.cs @@ -1,5 +1,4 @@ using System.Collections; -using System.Collections.Generic; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.LanguageExtensions; @@ -131,7 +130,7 @@ private static FeatureDefinitionPower BuildPowerOligathStoneEndurance() .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .SetFeatures(reduceDamageOligathStoneEndurance) - .SetSpecialInterruptions(ConditionInterruption.Attacked) + .SetSpecialInterruptions(ExtraConditionInterruption.AfterWasAttacked) .AddToDB(); var powerOligathStoneEndurance = FeatureDefinitionPowerBuilder @@ -149,53 +148,28 @@ private static FeatureDefinitionPower BuildPowerOligathStoneEndurance() powerOligathStoneEndurance.AddCustomSubFeatures( ModifyPowerVisibility.Hidden, - new AttackBeforeHitConfirmedOnMeStoneEndurance(powerOligathStoneEndurance)); + new CustomBehaviorStoneEndurance(powerOligathStoneEndurance)); return powerOligathStoneEndurance; } - private class AttackBeforeHitConfirmedOnMeStoneEndurance(FeatureDefinitionPower powerStoneEndurance) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + private class CustomBehaviorStoneEndurance(FeatureDefinitionPower powerStoneEndurance) + : IAttackBeforeHitPossibleOnMeOrAlly { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { - if (attackMode != null) - { - yield return HandlePowerStoneEndurance(attacker, defender); - } - } - - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetEffect rulesetEffect, - List actualEffectForms, - bool firstTarget, - bool criticalHit) - { - yield return HandlePowerStoneEndurance(attacker, defender); - } - - private IEnumerator HandlePowerStoneEndurance(GameLocationCharacter attacker, GameLocationCharacter defender) - { - var gameLocationActionService = + var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - var gameLocationBattleService = - ServiceRepository.GetService() as GameLocationBattleManager; - if (gameLocationActionService == null || gameLocationBattleService is not { IsBattleInProgress: true }) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } @@ -203,7 +177,8 @@ private IEnumerator HandlePowerStoneEndurance(GameLocationCharacter attacker, Ga var rulesetDefender = defender.RulesetCharacter; // don't use CanReact() to allow stone endurance when prone - if (!defender.IsReactionAvailable() || + if (defender != helper || + !defender.IsReactionAvailable() || rulesetDefender is not { IsDeadOrUnconscious: false } || rulesetDefender.HasConditionOfTypeOrSubType(ConditionIncapacitated) || rulesetDefender.HasConditionOfTypeOrSubType(ConditionStunned) || @@ -227,11 +202,11 @@ private IEnumerator HandlePowerStoneEndurance(GameLocationCharacter attacker, Ga TargetCharacters = { defender } }; - var count = gameLocationActionService.PendingReactionRequestGroups.Count; + var count = gameLocationActionManager.PendingReactionRequestGroups.Count; - gameLocationActionService.ReactToUsePower(actionParams, "UsePower", defender); + gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender); - yield return gameLocationBattleService.WaitForReactions(attacker, gameLocationActionService, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); } } } diff --git a/SolastaUnfinishedBusiness/Settings.cs b/SolastaUnfinishedBusiness/Settings.cs index fbb540abcb..eaf6d52851 100644 --- a/SolastaUnfinishedBusiness/Settings.cs +++ b/SolastaUnfinishedBusiness/Settings.cs @@ -189,8 +189,12 @@ public class Settings : UnityModManager.ModSettings public bool EnablesAsiAndFeat { get; set; } public bool EnableFeatsAtEveryFourLevels { get; set; } public bool EnableFeatsAtEveryFourLevelsMiddle { get; set; } - public bool EnableBarbarianFightingStyle { get; set; } public bool GrantScimitarSpecializationToBardRogue { get; set; } + public bool EnableBarbarianBrutalStrike { get; set; } + public bool DisableBarbarianBrutalCritical { get; set; } + public bool EnableBarbarianFightingStyle { get; set; } + public bool EnableBarbarianRecklessSameBuffDebuffDuration { get; set; } + public bool EnableBarbarianRegainOneRageAtShortRest { get; set; } public bool AddFighterLevelToIndomitableSavingReroll { get; set; } public bool EnableFighterWeaponSpecialization { get; set; } public bool AddHumanoidFavoredEnemyToRanger { get; set; } @@ -252,6 +256,7 @@ public class Settings : UnityModManager.ModSettings public bool ChangeSleetStormToCube { get; set; } public bool UseHeightOneCylinderEffect { get; set; } public bool FixEldritchBlastRange { get; set; } + public bool FixRingOfRegenerationHealRate { get; set; } // House public bool AllowAnyClassToUseArcaneShieldstaff { get; set; } diff --git a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj index 3273cf5ee3..03be49951e 100644 --- a/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj +++ b/SolastaUnfinishedBusiness/SolastaUnfinishedBusiness.csproj @@ -3,7 +3,7 @@ 12 net472 - 1.5.97.1 + 1.5.97.2 https://github.com/SolastaMods/SolastaUnfinishedBusiness git Debug Install;Release Install diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs index ceb7b0bbdf..109f30d209 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersCantrips.cs @@ -565,18 +565,6 @@ internal static SpellDefinition BuildSunlightBlade() #region Acid Claws - internal static readonly ConditionDefinition AcidClawCondition = ConditionDefinitionBuilder - .Create("ConditionAcidClaws") - .SetGuiPresentation(Category.Condition, ConditionAcidSpit) - .SetConditionType(ConditionType.Detrimental) - .SetFeatures( - FeatureDefinitionAttributeModifierBuilder - .Create("AttributeModifierAcidClawsACDebuff") - .SetGuiPresentation("ConditionAcidClaws", Category.Condition) - .SetModifier(AttributeModifierOperation.Additive, AttributeDefinitions.ArmorClass, -1) - .AddToDB()) - .AddToDB(); - internal static SpellDefinition BuildAcidClaw() { const string NAME = "AcidClaws"; @@ -604,7 +592,19 @@ internal static SpellDefinition BuildAcidClaw() .Build(), EffectFormBuilder .Create() - .SetConditionForm(AcidClawCondition, ConditionForm.ConditionOperation.Add) + .SetConditionForm( + ConditionDefinitionBuilder + .Create("ConditionAcidClaws") + .SetGuiPresentation(Category.Condition, ConditionAcidSpit) + .SetConditionType(ConditionType.Detrimental) + .SetFeatures( + FeatureDefinitionAttributeModifierBuilder + .Create("AttributeModifierAcidClawsACDebuff") + .SetGuiPresentation("ConditionAcidClaws", Category.Condition) + .SetModifier(AttributeModifierOperation.Additive, + AttributeDefinitions.ArmorClass, -1) + .AddToDB()) + .AddToDB(), ConditionForm.ConditionOperation.Add) .Build()) .SetParticleEffectParameters(AcidSplash) .Build()) @@ -1042,6 +1042,7 @@ private sealed class MagicEffectBeforeHitConfirmedOnEnemyTollTheDead(SpellDefini : IMagicEffectBeforeHitConfirmedOnEnemy { public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs index 2e184eb81f..65c1778426 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel01.cs @@ -949,7 +949,7 @@ internal static SpellDefinition BuildElementalInfusion() .Build()) .AddToDB(); - spell.AddCustomSubFeatures(new AttackBeforeHitPossibleOnMeOrAllyElementalInfusion(spell)); + spell.AddCustomSubFeatures(new CustomBehaviorElementalInfusion(spell)); return spell; } @@ -1026,55 +1026,51 @@ public void OnConditionRemoved(RulesetCharacter target, RulesetCondition ruleset } } - private sealed class AttackBeforeHitPossibleOnMeOrAllyElementalInfusion(SpellDefinition spellDefinition) : - IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + private sealed class CustomBehaviorElementalInfusion(SpellDefinition spellDefinition) : + IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe { private static readonly IEnumerable AllowedDamageTypes = DamagesAndEffects .Where(x => x.Item1 != DamageTypePoison) .Select(x => x.Item1); - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (attackMode != null) - { - yield return HandleReaction(attacker, defender, actualEffectForms); - } + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) { - yield return HandleReaction(attacker, defender, actualEffectForms); + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); } private IEnumerator HandleReaction( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, IEnumerable actualEffectForms) { - var gameLocationActionService = + var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - var gameLocationBattleService = - ServiceRepository.GetService() as GameLocationBattleManager; - if (gameLocationActionService == null || gameLocationBattleService is not { IsBattleInProgress: true }) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } @@ -1105,11 +1101,11 @@ private IEnumerator HandleReaction( { IntParameter = slotLevel, StringParameter = spellDefinition.Name, SpellRepertoire = spellRepertoire }; - var count = gameLocationActionService.PendingReactionRequestGroups.Count; + var count = gameLocationActionManager.PendingReactionRequestGroups.Count; - gameLocationActionService.ReactToSpendSpellSlot(reactionParams); + gameLocationActionManager.ReactToSpendSpellSlot(reactionParams); - yield return gameLocationBattleService.WaitForReactions(attacker, gameLocationActionService, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); if (!reactionParams.ReactionValidated) { @@ -1420,11 +1416,13 @@ internal static SpellDefinition BuildSanctuary() .SetAlwaysActiveReducedDamage((_, _) => 999) .AddToDB()) .AddSpecialInterruptions( - ConditionInterruption.Attacked, ConditionInterruption.Attacks, ConditionInterruption.CastSpell) + (ConditionInterruption)ExtraConditionInterruption.AfterWasAttacked, + ConditionInterruption.Attacks, + ConditionInterruption.CastSpell) .AddToDB(); conditionSanctuary.AddCustomSubFeatures( - new AttackBeforeHitConfirmedOnMeSanctuary(conditionSanctuary, conditionSanctuaryReduceDamage)); + new CustomBehaviorSanctuary(conditionSanctuary, conditionSanctuaryReduceDamage)); var spell = SpellDefinitionBuilder .Create(NAME) @@ -1484,12 +1482,12 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, } // force the attacker to roll a WIS saving throw or lose the attack - private sealed class AttackBeforeHitConfirmedOnMeSanctuary : IAttackBeforeHitConfirmedOnMe + private sealed class CustomBehaviorSanctuary : IAttackBeforeHitPossibleOnMeOrAlly { private readonly ConditionDefinition _conditionReduceDamage; private readonly ConditionDefinition _conditionSanctuary; - internal AttackBeforeHitConfirmedOnMeSanctuary( + internal CustomBehaviorSanctuary( ConditionDefinition conditionSanctuary, ConditionDefinition conditionReduceDamage) { @@ -1497,18 +1495,15 @@ internal AttackBeforeHitConfirmedOnMeSanctuary( _conditionReduceDamage = conditionReduceDamage; } - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { var rulesetDefender = defender.RulesetCharacter; diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs index be9b23dd93..e01ec65a68 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel03.cs @@ -951,11 +951,12 @@ public EffectDescription GetEffectDescription( private sealed class CustomBehaviorLightningArrow( FeatureDefinitionPower powerLightningArrowLeap, // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionLightningArrow) : IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + ConditionDefinition conditionLightningArrow) + : IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe { private const int MainTargetDiceNumber = 3; - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -964,7 +965,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs index 9c41336185..17f92b6629 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel05.cs @@ -609,12 +609,13 @@ internal static SpellDefinition BuildCircleOfMagicalNegation() } private sealed class MagicEffectBeforeHitConfirmedOnMeCircleOfMagicalNegation( - ConditionDefinition conditionCircleOfMagicalNegation) : - IMagicEffectBeforeHitConfirmedOnMe, IRollSavingThrowFinished + ConditionDefinition conditionCircleOfMagicalNegation) + : IMagicEffectBeforeHitConfirmedOnMe, IRollSavingThrowFinished { private RollOutcome _saveOutcome; public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs index 58b61e4c3e..13f257885e 100644 --- a/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs +++ b/SolastaUnfinishedBusiness/Spells/SpellBuildersLevel06.cs @@ -246,6 +246,7 @@ internal static SpellDefinition BuildHeroicInfusion() .Create($"Condition{NAME}") .SetGuiPresentation(Category.Condition, ConditionHeroism) .SetPossessive() + .SetSpecialDuration(DurationType.Minute, 10) .SetFeatures( attackModifierHeroicInfusion, additionalDamageHeroicInfusion, @@ -271,7 +272,7 @@ internal static SpellDefinition BuildHeroicInfusion() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetDurationData(DurationType.Minute, 10) + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) .SetEffectForms( EffectFormBuilder.ConditionForm(conditionHeroicInfusion), diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs index 797b686db0..954c4f83d8 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/EldritchVersatility.cs @@ -587,6 +587,7 @@ public void OnCharacterBattleEnded(GameLocationCharacter locationCharacter) } public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs index 44ba775085..3f07e337d0 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/GambitsBuilders.cs @@ -1,6 +1,5 @@ using System; using System.Collections; -using System.Collections.Generic; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.Helpers; using SolastaUnfinishedBusiness.Api.LanguageExtensions; @@ -742,7 +741,7 @@ internal static void BuildGambits() EffectDescriptionBuilder .Create() .SetTargetingData(Side.Ally, RangeType.Distance, 6, TargetType.IndividualsUnique) - .SetDurationData(DurationType.Minute, 1) + .SetDurationData(DurationType.UntilLongRest) .ExcludeCaster() .SetEffectForms( EffectFormBuilder @@ -1791,88 +1790,84 @@ public IEnumerator OnTryAlterOutcomeAttack( // Parry // // ReSharper disable once SuggestBaseTypeForParameterInConstructor - private sealed class Parry(FeatureDefinitionPower pool, FeatureDefinition feature) : IAttackBeforeHitConfirmedOnMe + private sealed class Parry(FeatureDefinitionPower pool, FeatureDefinition feature) + : IAttackBeforeHitPossibleOnMeOrAlly { private const string Line = "Feedback/&GambitParryDamageReduction"; - public IEnumerator OnAttackBeforeHitConfirmedOnMe(GameLocationBattleManager battleManager, + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, - GameLocationCharacter me, + GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { - if (rangedAttack) - { - yield break; - } + var actionManager = ServiceRepository.GetService() as GameLocationActionManager; - var manager = ServiceRepository.GetService() as GameLocationActionManager; - - if (manager == null) + if (actionManager == null) { yield break; } - var rulesetEnemy = attacker.RulesetCharacter; - - if (!me.CanReact() || rulesetEnemy is not { IsDeadOrDyingOrUnconscious: false }) + if (attackMode is { Ranged: true } || + attackMode is { Thrown: true } || + rulesetEffect != null) { yield break; } - var character = me.RulesetCharacter; + var rulesetDefender = defender.RulesetCharacter; - if (character.GetRemainingPowerCharges(pool) <= 0) + if (defender != helper || + !defender.CanReact() || + rulesetDefender.GetRemainingPowerCharges(pool) <= 0) { yield break; } - var dieType = GetGambitDieSize(character); - var guiMe = new GuiCharacter(me); + var dieType = GetGambitDieSize(rulesetDefender); + var guiMe = new GuiCharacter(defender); var guiTarget = new GuiCharacter(attacker); var reactionParams = - new CharacterActionParams(me, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) + new CharacterActionParams(defender, (ActionDefinitions.Id)ExtraActionId.DoNothingReaction) { StringParameter = "CustomReactionGambitParryDescription" .Formatted(Category.Reaction, guiMe.Name, guiTarget.Name, Gui.FormatDieTitle(dieType)) }; - var previousReactionCount = manager.PendingReactionRequestGroups.Count; + var previousReactionCount = actionManager.PendingReactionRequestGroups.Count; var reactionRequest = new ReactionRequestCustom("GambitParry", reactionParams) { Resource = new ReactionResourcePowerPool(pool, Sprites.GambitResourceIcon) }; - manager.AddInterruptRequest(reactionRequest); + actionManager.AddInterruptRequest(reactionRequest); - yield return battleManager.WaitForReactions(attacker, manager, previousReactionCount); + yield return battleManager.WaitForReactions(attacker, actionManager, previousReactionCount); if (!reactionParams.ReactionValidated) { yield break; } - character.UpdateUsageForPower(pool, 1); + rulesetDefender.UpdateUsageForPower(pool, 1); var dieRoll = RollDie(dieType, AdvantageType.None, out _, out _); - var pb = 2 * character.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); + var pb = 2 * rulesetDefender.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); var reduction = dieRoll + pb; actionModifier.damageRollReduction += reduction; - character.ShowDieRoll(dieType, dieRoll, + rulesetDefender.ShowDieRoll(dieType, dieRoll, title: feature.GuiPresentation.Title, displayModifier: true, modifier: pb); - character.LogCharacterUsedFeature(feature, Line, + rulesetDefender.LogCharacterUsedFeature(feature, Line, extra: [ (ConsoleStyleDuplet.ParameterType.AbilityInfo, Gui.FormatDieTitle(dieType)), diff --git a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs index 6a2a3505e5..12ff7fdcdf 100644 --- a/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/Builders/InvocationsBuilders.cs @@ -1329,47 +1329,45 @@ internal static InvocationDefinition BuildTombOfFrost() } private sealed class CustomBehaviorTombOfFrost(FeatureDefinitionPower powerTombOfFrost) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + : IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (rulesetEffect == null) - { - yield return HandleReaction(attacker, defender); - } + yield return HandleReaction(battleManager, attacker, defender); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) { - yield return HandleReaction(attacker, defender); + yield return HandleReaction(battleManager, attacker, defender); } - private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationCharacter defender) + private IEnumerator HandleReaction( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender) { - var gameLocationBattleManager = - ServiceRepository.GetService() as GameLocationBattleManager; var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - if (gameLocationBattleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } @@ -1406,7 +1404,7 @@ private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationC gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender); - yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); if (!actionParams.ReactionValidated) { @@ -1414,9 +1412,14 @@ private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationC } var classLevel = rulesetDefender.GetClassLevel(CharacterClassDefinitions.Warlock); + var tempHitPoints = 10 * classLevel; - rulesetDefender.ReceiveTemporaryHitPoints( - classLevel * 10, DurationType.Round, 0, TurnOccurenceType.EndOfTurn, rulesetDefender.Guid); + if (tempHitPoints > rulesetDefender.TemporaryHitPoints) + { + rulesetDefender.ReceiveTemporaryHitPoints( + classLevel * 10, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + rulesetDefender.Guid); + } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs index 8dcbd6a6dd..380e10b2ce 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheCosmos.cs @@ -377,7 +377,7 @@ private static FeatureDefinitionPowerSharedPool BuildArcher(ActivationTime activ EffectFormBuilder .Create() .SetLightSourceForm( - LightSourceType.Basic, 10, 10, + LightSourceType.Basic, 2, 2, lightSourceForm.lightSourceForm.color, lightSourceForm.lightSourceForm.graphicsPrefabReference) .Build()) diff --git a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs index e3092f0327..ac41134584 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CircleOfTheForestGuardian.cs @@ -125,7 +125,7 @@ public CircleOfTheForestGuardian() powerImprovedBarkWard.AddCustomSubFeatures( new MagicEffectFinishedByMeBarkWard(powerSuperiorBarkWard), - new BeforeHitConfirmedOnMeBarkWard(powerImprovedBarkWard)); + new CustomBehaviorBarkWard(powerImprovedBarkWard)); conditionBarkWard.AddCustomSubFeatures(new CharacterTurnStartListenerBarkWard(powerSuperiorBarkWard)); conditionImprovedBarkWard.AddCustomSubFeatures(new CharacterTurnStartListenerBarkWard(powerSuperiorBarkWard)); @@ -165,8 +165,11 @@ private static void ApplyTemporaryHitPoints( _ => 4 }; - rulesetCharacter.ReceiveTemporaryHitPoints( - hitPoints, DurationType.Minute, 1, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + if (hitPoints > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + hitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + } if (levels < 14) { @@ -184,7 +187,7 @@ private static void ApplyTemporaryHitPoints( .GetContenders(locationCharacter, isOppositeSide: false, withinRange: 3)) { ally.RulesetCharacter.ReceiveTemporaryHitPoints( - hitPoints, DurationType.Minute, 1, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + hitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); } } @@ -199,8 +202,8 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, } } - private sealed class BeforeHitConfirmedOnMeBarkWard(FeatureDefinitionPower powerBarkOrImprovedBarkWard) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe, IActionFinishedByEnemy + private sealed class CustomBehaviorBarkWard(FeatureDefinitionPower powerBarkOrImprovedBarkWard) + : IAttackBeforeHitPossibleOnMeOrAlly, IActionFinishedByEnemy { private bool _shouldTrigger; @@ -221,41 +224,21 @@ public IEnumerator OnActionFinishedByEnemy(CharacterAction action, GameLocationC yield break; } - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, - RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) - { - if (attackMode != null) - { - _shouldTrigger = defender.RulesetCharacter.TemporaryHitPoints > 0 && - defender.RulesetCharacter.HasConditionOfTypeOrSubType($"Condition{Name}BarkWard") && - ValidatorsWeapon.IsMelee(attackMode); - } - - yield break; - } - - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, RulesetEffect rulesetEffect, - List actualEffectForms, - bool firstTarget, - bool criticalHit) + int attackRoll) { - _shouldTrigger = defender.RulesetCharacter.TemporaryHitPoints > 0 && - defender.RulesetCharacter.HasConditionOfTypeOrSubType($"Condition{Name}BarkWard") && - rulesetEffect.EffectDescription.RangeType is RangeType.MeleeHit or RangeType.Touch; + _shouldTrigger = + defender == helper && + defender.RulesetCharacter.TemporaryHitPoints > 0 && + defender.RulesetCharacter.HasConditionOfTypeOrSubType($"Condition{Name}BarkWard") && + ValidatorsWeapon.IsMelee(attackMode); yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs index e6ae304c29..32c222ee31 100644 --- a/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs +++ b/SolastaUnfinishedBusiness/Subclasses/CollegeOfAudacity.cs @@ -239,7 +239,7 @@ private sealed class CustomBehaviorWhirl( FeatureDefinitionPower powerSlashingWhirl, // ReSharper disable once SuggestBaseTypeForParameterInConstructor FeatureDefinitionPower powerMobileWhirl) - : IActionFinishedByMe, IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + : IActionFinishedByMe, IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe { private readonly List _tags = []; private bool _criticalHit; @@ -397,7 +397,7 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) } // collect damage type - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -406,22 +406,16 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { - if (rulesetEffect != null) - { - _damageType = null; - - yield break; - } - var damageForm = attackMode.EffectDescription.FindFirstDamageForm(); _damageType = damageForm?.damageType; _criticalHit = criticalHit; _tags.SetRange(attackMode.AttackTags); + + yield break; } // add extra movement on any attack diff --git a/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs b/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs index f037efae70..82cbc17448 100644 --- a/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs +++ b/SolastaUnfinishedBusiness/Subclasses/DomainDefiler.cs @@ -213,7 +213,7 @@ public DomainDefiler() // private sealed class CustomBehaviorInsidiousDeathMagic : - IAttackBeforeHitConfirmedOnEnemy, IMagicEffectBeforeHitConfirmedOnEnemy + IPhysicalAttackBeforeHitConfirmedOnEnemy, IMagicEffectBeforeHitConfirmedOnEnemy { private readonly ConditionDefinition _conditionInsidiousDeathMagic; @@ -222,32 +222,27 @@ internal CustomBehaviorInsidiousDeathMagic(ConditionDefinition conditionInsidiou _conditionInsidiousDeathMagic = conditionInsidiousDeathMagic; } - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (rulesetEffect != null) - { - yield break; - } - yield return TryAddCondition(actualEffectForms, attacker, defender); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) @@ -380,6 +375,7 @@ public bool IsValid(RulesetActor rulesetActor, DamageForm damageForm) } public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationAlchemy.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationAlchemy.cs index 8986808ffa..d1ad6d4bfc 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationAlchemy.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationAlchemy.cs @@ -12,7 +12,6 @@ using SolastaUnfinishedBusiness.Interfaces; using SolastaUnfinishedBusiness.Models; using SolastaUnfinishedBusiness.Properties; -using SolastaUnfinishedBusiness.Spells; using SolastaUnfinishedBusiness.Validators; using UnityEngine.AddressableAssets; using static RuleDefinitions; @@ -296,7 +295,19 @@ private static FeatureDefinitionPower BuildAcidBombs(UsableDeviceDescriptionBuil var (toggle, validator) = MakeElementToggleMarker(DAMAGE); var effect = EffectFormBuilder.Create() .HasSavingThrow(EffectSavingThrowType.Negates) - .SetConditionForm(SpellBuilders.AcidClawCondition, ConditionForm.ConditionOperation.Add) + .SetConditionForm(ConditionDefinitionBuilder + .Create("ConditionAcidBomb") + .SetGuiPresentation("ConditionAcidClaws", Category.Condition, ConditionDefinitions.ConditionAcidSpit) + .SetConditionType(ConditionType.Detrimental) + .SetSpecialDuration(DurationType.Round, 1) + .SetFeatures( + FeatureDefinitionAttributeModifierBuilder + .Create("AttributeModifierAcidBombACDebuff") + .SetGuiPresentation("ConditionAcidClaws", Category.Condition) + .SetModifier(FeatureDefinitionAttributeModifier.AttributeModifierOperation.Additive, + AttributeDefinitions.ArmorClass, -1) + .AddToDB()) + .AddToDB(), ConditionForm.ConditionOperation.Add) .Build(); var splash = AcidSplash.EffectDescription.effectParticleParameters; diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs index efc0d6e8fd..a75d754a82 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArmor.cs @@ -180,7 +180,7 @@ private static FeatureDefinitionFeatureSet BuildArmorModes() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetDurationData(DurationType.Minute, 1) + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) .SetEffectForms( EffectFormBuilder diff --git a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs index db26e88873..bb20d621ed 100644 --- a/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/InnovationArtillerist.cs @@ -114,7 +114,7 @@ public InnovationArtillerist() .SetEffectDescription( EffectDescriptionBuilder .Create(MassCureWounds) - .SetDurationData(DurationType.Minute, 1) + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Sphere, 2) .SetParticleEffectParameters(MassCureWounds) .SetEffectForms( diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs index 2bd702c877..193266720d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialForceKnight.cs @@ -241,7 +241,7 @@ public MartialForceKnight() actionAffinityForcePoweredStrikeToggle.AddCustomSubFeatures( new ValidateDefinitionApplication(ValidatorsCharacter.HasAvailablePowerUsage(PowerPsionicInitiate)), - new AttackBeforeHitConfirmedOnEnemyForcePoweredStrike(conditionForcePoweredStrike, powerPsionicAdept)); + new CustomBehaviorForcePoweredStrike(conditionForcePoweredStrike, powerPsionicAdept)); var featureSetPsionicAdept = FeatureDefinitionFeatureSetBuilder .Create($"FeatureSet{Name}PsionicAdept") @@ -604,15 +604,15 @@ private static DieType GetForcePoweredStrikeSize(RulesetCharacter character) // Force Powered Strike // - private sealed class AttackBeforeHitConfirmedOnEnemyForcePoweredStrike( + private sealed class CustomBehaviorForcePoweredStrike( // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionForcePoweredStrike, - FeatureDefinitionPower powerPsionicAdept) : IPhysicalAttackInitiatedByMe, - IAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe + FeatureDefinitionPower powerPsionicAdept) + : IPhysicalAttackInitiatedByMe, IPhysicalAttackBeforeHitConfirmedOnEnemy, IPhysicalAttackFinishedByMe { private bool _considerTriggerPsionicAdept; - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -621,7 +621,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -924,8 +923,11 @@ public void OnCharacterTurnStarted(GameLocationCharacter locationCharacter) var intelligence = rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.Intelligence); var intMod = AttributeDefinitions.ComputeAbilityScoreModifier(intelligence); - rulesetCharacter.ReceiveTemporaryHitPoints( - intMod, DurationType.Minute, 1, TurnOccurenceType.EndOfTurn, rulesetCharacter.Guid); + if (intMod > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + intMod, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + } } public void OnSavingThrowInitiated( diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs b/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs index b3a0e89bf0..86fa66fa88 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialGuardian.cs @@ -38,7 +38,7 @@ public MartialGuardian() .Create(ActionAffinitySorcererMetamagicToggle, $"ActionAffinity{Name}CompellingStrike") .SetGuiPresentation(Category.Feature) .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.CompellingStrikeToggle) - .AddCustomSubFeatures(new AttackBeforeHitConfirmedOnEnemyCompellingStrike()) + .AddCustomSubFeatures(new PhysicalAttackBeforeHitConfirmedOnEnemyCompellingStrike()) .AddToDB(); // Stalwart Front (Sentinel FS) @@ -120,7 +120,7 @@ public MartialGuardian() .SetSilent(Silent.WhenAddedOrRemoved) .SetFeatures( DamageAffinityBludgeoningResistance, DamageAffinityPiercingResistance, DamageAffinitySlashingResistance) - .SetSpecialInterruptions(ConditionInterruption.Attacked) + .SetSpecialInterruptions(ExtraConditionInterruption.AfterWasAttacked) .AddToDB(); var featureImperviousProtector = FeatureDefinitionBuilder @@ -198,9 +198,10 @@ internal static void HandleVigilance(RulesetCharacter rulesetCharacter) // Compelling Strike // - private sealed class AttackBeforeHitConfirmedOnEnemyCompellingStrike : IAttackBeforeHitConfirmedOnEnemy + private sealed class PhysicalAttackBeforeHitConfirmedOnEnemyCompellingStrike + : IPhysicalAttackBeforeHitConfirmedOnEnemy { - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -209,7 +210,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -276,26 +276,26 @@ private sealed class CustomBehaviorImperviousProtector( // ReSharper disable once SuggestBaseTypeForParameterInConstructor ConditionDefinition conditionImperviousProtector, FeatureDefinitionPower powerGrandChallenge) - : ICharacterBattleStartedListener, IAttackBeforeHitConfirmedOnMe + : ICharacterBattleStartedListener, IAttackBeforeHitPossibleOnMeOrAlly { private const string Line = "Feedback/&ActivateRepaysLine"; - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, - GameLocationCharacter attacker, + [UsedImplicitly] GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { var rulesetDefender = defender.RulesetCharacter; - if (attackMode.Magical || !ValidatorsCharacter.HasHeavyArmor(rulesetDefender)) + if (defender != helper || + rulesetEffect != null || + attackMode.Magical || + !ValidatorsCharacter.HasHeavyArmor(rulesetDefender)) { yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs index 60277345ac..5ac3827a9e 100644 --- a/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/MartialWeaponMaster.cs @@ -399,8 +399,11 @@ public void OnCharacterBattleStarted(GameLocationCharacter locationCharacter, bo var constitutionModifier = AttributeDefinitions.ComputeAbilityScoreModifier(constitution); var totalHealing = classLevel + constitutionModifier; - rulesetCharacter.ReceiveTemporaryHitPoints( - totalHealing, DurationType.Minute, 1, TurnOccurenceType.EndOfTurn, rulesetCharacter.guid); + if (totalHealing > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + totalHealing, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid); + } // // not the best code practice here but reuse this same interface for Focused Strikes 10th feature diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs index a0f38e2841..1759e9db82 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfAltruism.cs @@ -207,9 +207,14 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, var profBonus = rulesetCharacter.TryGetAttributeValue(AttributeDefinitions.ProficiencyBonus); var chaMod = GetChaModifier(rulesetCharacter); + var tempHitPoints = (profBonus * 2) + chaMod; - rulesetCharacter.ReceiveTemporaryHitPoints((profBonus * 2) + chaMod, - DurationType.UntilAnyRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid); + if (tempHitPoints > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + rulesetCharacter.guid); + } } yield break; diff --git a/SolastaUnfinishedBusiness/Subclasses/OathOfAncients.cs b/SolastaUnfinishedBusiness/Subclasses/OathOfAncients.cs index 9fe6dd3a55..493692b651 100644 --- a/SolastaUnfinishedBusiness/Subclasses/OathOfAncients.cs +++ b/SolastaUnfinishedBusiness/Subclasses/OathOfAncients.cs @@ -274,6 +274,7 @@ internal MagicEffectBeforeHitConfirmedOnMeAuraWarding(ConditionDefinition condit } public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, diff --git a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs index 76a26c67f4..c09e434c7d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PathOfTheSavagery.cs @@ -247,8 +247,12 @@ public IEnumerator OnActionFinishedByMe(CharacterAction characterAction) var classLevel = rulesetCharacter.GetClassLevel(CharacterClassDefinitions.Barbarian); var temporaryHitPoints = (classLevel + 1) / 2; - rulesetCharacter.ReceiveTemporaryHitPoints( - temporaryHitPoints, DurationType.Minute, 1, TurnOccurenceType.EndOfTurn, rulesetCharacter.Guid); + if (temporaryHitPoints > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + temporaryHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + rulesetCharacter.Guid); + } } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs index 2cda3bfc0c..ea9745d22d 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronCelestial.cs @@ -272,6 +272,7 @@ public int PoolChangeAmount(RulesetCharacter character) private sealed class MagicEffectBeforeHitConfirmedOnEnemyRadiantSoul : IMagicEffectBeforeHitConfirmedOnEnemy { public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, @@ -325,15 +326,21 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, foreach (var gameLocationCharacter in gameLocationCharacterService.PartyCharacters) { + var rulesetLocationCharacter = gameLocationCharacter.RulesetCharacter; var tempHitPoints = - (classLevel / (gameLocationCharacter.RulesetCharacter == rulesetCharacter ? 1 : 2)) + + (classLevel / (rulesetLocationCharacter == rulesetCharacter ? 1 : 2)) + charismaModifier; + if (tempHitPoints <= rulesetLocationCharacter.TemporaryHitPoints) + { + continue; + } + EffectHelpers.StartVisualEffect( actingCharacter, gameLocationCharacter, ShadowDagger, EffectHelpers.EffectType.Effect); - gameLocationCharacter.RulesetCharacter.ReceiveTemporaryHitPoints(tempHitPoints, - DurationType.UntilAnyRest, 0, TurnOccurenceType.EndOfTurn, rulesetCharacter.Guid); + rulesetLocationCharacter.ReceiveTemporaryHitPoints( + tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs b/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs index 0a72b353ac..601e77c97b 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronMoonlitScion.cs @@ -547,8 +547,12 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, 0, 0, 0); - rulesetCharacter.ReceiveTemporaryHitPoints( - levels, DurationType.Minute, 1, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid); + + if (levels > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + levels, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.guid); + } var spellRepertoire = rulesetCharacter.SpellRepertoires.FirstOrDefault(x => x.SpellCastingClass == CharacterClassDefinitions.Warlock); @@ -573,47 +577,45 @@ public HashSet SpellsThatShouldNotRollConcentrationCheckFromDam } private sealed class CustomBehaviorMoonlightGuise(FeatureDefinitionPower powerMoonlightGuise) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe + : IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (attackMode != null) - { - yield return HandleReaction(attacker, defender); - } + yield return HandleReaction(battleManager, attacker, defender); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) { - yield return HandleReaction(attacker, defender); + yield return HandleReaction(battleManager, attacker, defender); } - private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationCharacter defender) + private IEnumerator HandleReaction( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender) { - var gameLocationBattleManager = - ServiceRepository.GetService() as GameLocationBattleManager; var gameLocationActionManager = ServiceRepository.GetService() as GameLocationActionManager; - if (gameLocationBattleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } @@ -646,7 +648,7 @@ private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationC gameLocationActionManager.ReactToUsePower(reactionParams, "UsePower", defender); - yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs b/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs index a37631ed35..37f16cf241 100644 --- a/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs +++ b/SolastaUnfinishedBusiness/Subclasses/PatronMountain.cs @@ -1,5 +1,4 @@ using System.Collections; -using System.Collections.Generic; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Api.Helpers; @@ -83,7 +82,7 @@ public PatronMountain() .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) .SetFeatures(reduceDamageBarrierOfStone) - .SetSpecialInterruptions(ConditionInterruption.Attacked) + .SetSpecialInterruptions(ExtraConditionInterruption.AfterWasAttacked) .AddToDB(); var powerBarrierOfStone = FeatureDefinitionPowerBuilder @@ -152,7 +151,13 @@ public PatronMountain() powerBarrierOfStone.AddCustomSubFeatures( ModifyPowerVisibility.Hidden, - new AttackBeforeHitConfirmedOnMeBarrierOfStone(powerBarrierOfStone, powerEternalGuardian)); + new CustomBehaviorBarrierOfStone(powerBarrierOfStone, powerEternalGuardian)); + + var featureSetEternalGuardian = FeatureDefinitionFeatureSetBuilder + .Create($"FeatureSet{Name}EternalGuardian") + .SetGuiPresentation(Category.Feature) + .AddFeatureSet(powerEternalGuardian) + .AddToDB(); // LEVEL 10 @@ -203,7 +208,7 @@ public PatronMountain() powerBarrierOfStone) .AddFeaturesAtLevel(6, powerClingingStrength, - powerEternalGuardian) + featureSetEternalGuardian) .AddFeaturesAtLevel(10, powerTheMountainWakes) .AddFeaturesAtLevel(14, @@ -221,78 +226,38 @@ public PatronMountain() // ReSharper disable once UnassignedGetOnlyAutoProperty internal override DeityDefinition DeityDefinition { get; } - private class AttackBeforeHitConfirmedOnMeBarrierOfStone( + private class CustomBehaviorBarrierOfStone( FeatureDefinitionPower powerBarrierOfStone, - FeatureDefinitionPower powerEternalGuardian) - : - IAttackBeforeHitConfirmedOnMeOrAlly, IMagicEffectBeforeHitConfirmedOnMeOrAlly + FeatureDefinitionPower powerEternalGuardian) : IAttackBeforeHitPossibleOnMeOrAlly { - public IEnumerator OnAttackBeforeHitConfirmedOnMeOrAlly( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { - if (rulesetEffect == null) - { - yield return HandleReaction(attacker, defender, helper); - } - } - - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMeOrAlly( - GameLocationCharacter attacker, - GameLocationCharacter defender, - GameLocationCharacter helper, - ActionModifier actionModifier, - RulesetEffect rulesetEffect, - List actualEffectForms, - bool firstTarget, - bool criticalHit) - { - yield return HandleReaction(attacker, defender, helper); - } - - private IEnumerator HandleReaction( - GameLocationCharacter attacker, - GameLocationCharacter defender, - GameLocationCharacter me) - { - var rulesetMe = me.RulesetCharacter; - var levels = rulesetMe.GetClassLevel(CharacterClassDefinitions.Warlock); - var power = levels < 6 ? powerBarrierOfStone : powerEternalGuardian; - - if (me.IsMyTurn() || - !me.CanReact() || - me == defender || - !me.CanPerceiveTarget(defender) || - !me.CanPerceiveTarget(attacker) || - !me.IsWithinRange(defender, 7) || - rulesetMe.GetRemainingPowerUses(power) == 0) - { - yield break; - } - - var rulesetDefender = defender.RulesetCharacter; + var gameLocationActionManager = + ServiceRepository.GetService() as GameLocationActionManager; - if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false }) + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } - var gameLocationBattleManager = - ServiceRepository.GetService() as GameLocationBattleManager; - var gameLocationActionManager = - ServiceRepository.GetService() as GameLocationActionManager; + var rulesetHelper = helper.RulesetCharacter; + var levels = rulesetHelper.GetClassLevel(CharacterClassDefinitions.Warlock); + var power = levels < 6 ? powerBarrierOfStone : powerEternalGuardian; - if (gameLocationBattleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) + if (helper == defender || + !helper.CanReact() || + !helper.CanPerceiveTarget(attacker) || + !helper.CanPerceiveTarget(defender) || + !helper.IsWithinRange(defender, 7) || + rulesetHelper.GetRemainingPowerUses(power) == 0) { yield break; } @@ -300,23 +265,23 @@ private IEnumerator HandleReaction( var implementationManagerService = ServiceRepository.GetService() as RulesetImplementationManager; - var usablePower = PowerProvider.Get(power, rulesetMe); + var usablePower = PowerProvider.Get(power, rulesetHelper); var actionParams = - new CharacterActionParams(me, ActionDefinitions.Id.PowerReaction) + new CharacterActionParams(helper, ActionDefinitions.Id.PowerReaction) { StringParameter = "BarrierOfStone", ActionModifiers = { new ActionModifier() }, RulesetEffect = implementationManagerService - .MyInstantiateEffectPower(rulesetMe, usablePower, false), + .MyInstantiateEffectPower(rulesetHelper, usablePower, false), UsablePower = usablePower, TargetCharacters = { defender } }; var count = gameLocationActionManager.PendingReactionRequestGroups.Count; - gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", me); + gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", helper); - yield return gameLocationBattleManager.WaitForReactions(attacker, gameLocationActionManager, count); + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs index 0e38fbf762..be8c79db03 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RangerLightBearer.cs @@ -84,7 +84,7 @@ public RangerLightBearer() .SetConditionForm(conditionBlessedWarrior, ConditionForm.ConditionOperation.Add) .Build()) .Build()) - .AddCustomSubFeatures(new PhysicalAttackInitiatedByMeBlessedWarrior(conditionBlessedWarrior)) + .AddCustomSubFeatures(new PhysicalPhysicalAttackInitiatedByMeBlessedWarrior(conditionBlessedWarrior)) .AddToDB(); // Lifebringer @@ -305,12 +305,11 @@ public RangerLightBearer() // Blessed Warrior // - private sealed class PhysicalAttackInitiatedByMeBlessedWarrior( + private sealed class PhysicalPhysicalAttackInitiatedByMeBlessedWarrior( // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionDefinition) - : IAttackBeforeHitConfirmedOnEnemy + ConditionDefinition conditionDefinition) : IPhysicalAttackBeforeHitConfirmedOnEnemy { - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -319,7 +318,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -426,8 +424,11 @@ public IEnumerator OnMagicEffectFinishedByMe(CharacterActionMagicEffect action, var rulesetCharacter = action.ActingCharacter.RulesetCharacter; var classLevel = rulesetCharacter.GetClassLevel(CharacterClassDefinitions.Ranger); - rulesetCharacter.ReceiveTemporaryHitPoints( - classLevel, DurationType.Minute, 1, TurnOccurenceType.EndOfTurn, rulesetCharacter.Guid); + if (classLevel > rulesetCharacter.TemporaryHitPoints) + { + rulesetCharacter.ReceiveTemporaryHitPoints( + classLevel, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + } yield break; } diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishAcrobat.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishAcrobat.cs index f60b4af2e6..7f8d6b14a7 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishAcrobat.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishAcrobat.cs @@ -1,6 +1,4 @@ -using System; -using System.Collections; -using System.Collections.Generic; +using System.Collections; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; using SolastaUnfinishedBusiness.Behaviors; @@ -144,18 +142,17 @@ public RoguishAcrobat() // Heroic Uncanny Dodge - var reduceDamageHeroicUncannyDodge = FeatureDefinitionReduceDamageBuilder - .Create($"ReduceDamage{Name}HeroicUncannyDodge") - .SetGuiPresentation($"Power{Name}HeroicUncannyDodge", Category.Feature) - .SetAlwaysActiveReducedDamage((_, _) => Int32.MaxValue) - .AddToDB(); - var conditionHeroicUncannyDodge = ConditionDefinitionBuilder .Create($"Condition{Name}HeroicUncannyDodge") .SetGuiPresentationNoContent(true) .SetSilent(Silent.WhenAddedOrRemoved) - .SetSpecialInterruptions(ConditionInterruption.Attacked) - .SetFeatures(reduceDamageHeroicUncannyDodge) + .SetSpecialInterruptions(ExtraConditionInterruption.AfterWasAttacked) + .SetFeatures( + FeatureDefinitionReduceDamageBuilder + .Create($"ReduceDamage{Name}HeroicUncannyDodge") + .SetGuiPresentation($"Power{Name}HeroicUncannyDodge", Category.Feature) + .SetAlwaysActiveReducedDamage((_, _) => 999) + .AddToDB()) .AddToDB(); var powerHeroicUncannyDodge = FeatureDefinitionPowerBuilder @@ -173,7 +170,7 @@ public RoguishAcrobat() powerHeroicUncannyDodge.AddCustomSubFeatures( ModifyPowerVisibility.Hidden, - new AttackBeforeHitConfirmedOnMeHeroicUncannyDodge(powerHeroicUncannyDodge)); + new AttackBeforeHitPossibleOnMeOrAllyUncannyDodge(powerHeroicUncannyDodge)); // MAIN @@ -201,25 +198,24 @@ public RoguishAcrobat() // ReSharper disable once UnassignedGetOnlyAutoProperty internal override DeityDefinition DeityDefinition { get; } - private class AttackBeforeHitConfirmedOnMeHeroicUncannyDodge(FeatureDefinitionPower powerHeroicUncannyDodge) - : IAttackBeforeHitConfirmedOnMe + private class AttackBeforeHitPossibleOnMeOrAllyUncannyDodge(FeatureDefinitionPower powerHeroicUncannyDodge) + : IAttackBeforeHitPossibleOnMeOrAlly + { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { var rulesetDefender = defender.RulesetCharacter; - if (defender.IsMyTurn() || + if (defender != helper || + defender.IsMyTurn() || !defender.CanReact() || !defender.CanPerceiveTarget(attacker) || rulesetDefender.GetRemainingPowerUses(powerHeroicUncannyDodge) == 0) diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs index 55e714fba8..efd5c60799 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishDuelist.cs @@ -1,5 +1,4 @@ using System.Collections; -using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; using SolastaUnfinishedBusiness.Api.GameExtensions; @@ -93,7 +92,7 @@ public RoguishDuelist() .AddToDB(); featureReflexiveParry.AddCustomSubFeatures( - new CustomBehaviorReflexiveParty(featureReflexiveParry, conditionReflexiveParry)); + new CustomBehaviorReflexiveParry(featureReflexiveParry, conditionReflexiveParry)); // LEVEL 17 @@ -148,32 +147,30 @@ internal static bool TargetIsDuelingWithRoguishDuelist( } // - // Reflexive Party + // Reflexive Parry // - private sealed class CustomBehaviorReflexiveParty( - FeatureDefinition featureReflexiveParty, + private sealed class CustomBehaviorReflexiveParry( + FeatureDefinition featureReflexiveParry, // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionReflexiveParty) : IAttackBeforeHitConfirmedOnMe, IPhysicalAttackFinishedOnMe + ConditionDefinition conditionReflexiveParry) : IAttackBeforeHitPossibleOnMeOrAlly, IPhysicalAttackFinishedOnMe { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( GameLocationBattleManager battleManager, - GameLocationCharacter attacker, + [UsedImplicitly] GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { var rulesetDefender = defender.RulesetCharacter; - if (rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || + if (rulesetEffect != null || + rulesetDefender is not { IsDeadOrDyingOrUnconscious: false } || rulesetDefender.HasAnyConditionOfTypeOrSubType( - conditionReflexiveParty.Name, + conditionReflexiveParry.Name, ConditionDefinitions.ConditionIncapacitated.Name, ConditionDefinitions.ConditionShocked.Name, ConditionDefinitions.ConditionSlowed.Name)) @@ -182,7 +179,7 @@ public IEnumerator OnAttackBeforeHitConfirmedOnMe( } actionModifier.DefenderDamageMultiplier *= 0.5f; - rulesetDefender.DamageHalved(rulesetDefender, featureReflexiveParty); + rulesetDefender.DamageHalved(rulesetDefender, featureReflexiveParry); } public IEnumerator OnPhysicalAttackFinishedOnMe( @@ -204,7 +201,7 @@ public IEnumerator OnPhysicalAttackFinishedOnMe( var rulesetDefender = defender.RulesetCharacter; rulesetDefender.InflictCondition( - conditionReflexiveParty.Name, + conditionReflexiveParry.Name, DurationType.Round, 0, TurnOccurenceType.EndOfTurn, @@ -212,7 +209,7 @@ public IEnumerator OnPhysicalAttackFinishedOnMe( rulesetDefender.Guid, rulesetDefender.CurrentFaction.Name, 1, - conditionReflexiveParty.Name, + conditionReflexiveParry.Name, 0, 0, 0); diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs index 2a23905d74..26b52081c6 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishOpportunist.cs @@ -72,7 +72,7 @@ public RoguishOpportunist() powerDebilitatingStrike.AddCustomSubFeatures( ModifyPowerVisibility.Hidden, - new AttackBeforeHitConfirmedOnEnemyDebilitatingStrike(powerDebilitatingStrike)); + new PhysicalAttackBeforeHitConfirmedOnEnemyDebilitatingStrike(powerDebilitatingStrike)); // Opportunity @@ -206,10 +206,10 @@ public RoguishOpportunist() // Debilitating Strike // - private sealed class AttackBeforeHitConfirmedOnEnemyDebilitatingStrike( - FeatureDefinitionPower powerDebilitatingStrike) : IAttackBeforeHitConfirmedOnEnemy + private sealed class PhysicalAttackBeforeHitConfirmedOnEnemyDebilitatingStrike( + FeatureDefinitionPower powerDebilitatingStrike) : IPhysicalAttackBeforeHitConfirmedOnEnemy { - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -218,7 +218,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { diff --git a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs index 4d78023d84..e68c378723 100644 --- a/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs +++ b/SolastaUnfinishedBusiness/Subclasses/RoguishUmbralStalker.cs @@ -94,7 +94,7 @@ public RoguishUmbralStalker() .Create(ActionAffinitySorcererMetamagicToggle, "ActionAffinityGloomBladeToggle") .SetGuiPresentation(Category.Feature) .SetAuthorizedActions((ActionDefinitions.Id)ExtraActionId.GloomBladeToggle) - .AddCustomSubFeatures(new AttackBeforeHitConfirmedOnEnemyGloomBlade(conditionGloomBlade)) + .AddCustomSubFeatures(new PhysicalAttackBeforeHitConfirmedOnEnemyGloomBlade(conditionGloomBlade)) .AddToDB(); // LEVEL 9 @@ -260,11 +260,11 @@ private static bool CanUseShadowStride(RulesetCharacter character, bool enableOf private sealed class AllowRerollDiceOnAllDamageFormsGloomBlade : IAllowRerollDiceOnAllDamageForms; - private sealed class AttackBeforeHitConfirmedOnEnemyGloomBlade( + private sealed class PhysicalAttackBeforeHitConfirmedOnEnemyGloomBlade( // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionGloomBlade) : IAttackBeforeHitConfirmedOnEnemy + ConditionDefinition conditionGloomBlade) : IPhysicalAttackBeforeHitConfirmedOnEnemy { - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -273,7 +273,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -430,9 +429,16 @@ public IEnumerator HandleReducedToZeroHpByEnemy( // Shadow Dance // - private sealed class CustomBehaviorShadowDance : IAttackBeforeHitConfirmedOnEnemy, IForceLightingState + private sealed class CustomBehaviorShadowDance : IPhysicalAttackBeforeHitConfirmedOnEnemy, IForceLightingState { - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public LocationDefinitions.LightingState GetLightingState( + GameLocationCharacter gameLocationCharacter, + LocationDefinitions.LightingState lightingState) + { + return LocationDefinitions.LightingState.Darkness; + } + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, @@ -441,7 +447,6 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { @@ -466,12 +471,5 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( 0, 0); } - - public LocationDefinitions.LightingState GetLightingState( - GameLocationCharacter gameLocationCharacter, - LocationDefinitions.LightingState lightingState) - { - return LocationDefinitions.LightingState.Darkness; - } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs index d0741deca5..7f759f7dea 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousPsion.cs @@ -272,6 +272,7 @@ private sealed class CustomBehaviorMindSculpt : IMagicEffectBeforeHitConfirmedOn private bool _hasDamageChanged; public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, @@ -401,7 +402,7 @@ public IEnumerator HandleReducedToZeroHpByEnemy( rulesetCharacter.StabilizeAndGainHitPoints(1); rulesetCharacter.ReceiveTemporaryHitPoints( - tempHitPoints, DurationType.Minute, 1, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); + tempHitPoints, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, rulesetCharacter.Guid); ServiceRepository.GetService()? .ExecuteAction(new CharacterActionParams(defender, ActionDefinitions.Id.StandUp), null, true); diff --git a/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs b/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs index 023f4ad5c4..a6914a9857 100644 --- a/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs +++ b/SolastaUnfinishedBusiness/Subclasses/SorcerousSpellBlade.cs @@ -86,7 +86,7 @@ public SorcerousSpellBlade() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetDurationData(DurationType.Minute, 1) + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) .SetParticleEffectParameters(FeatureDefinitionPowers.PowerTraditionCourtMageSpellShield) .SetEffectForms( diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs index 4a0ad40c7f..fe606aa7e7 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDiscordance.cs @@ -285,12 +285,12 @@ public WayOfTheDiscordance() .SetEffectDescription( EffectDescriptionBuilder .Create() - .SetDurationData(DurationType.Minute, 1) + .SetDurationData(DurationType.UntilLongRest) .SetTargetingData(Side.Ally, RangeType.Self, 0, TargetType.Self) .SetEffectForms( EffectFormBuilder .Create() - .SetTempHpForm(0, DieType.D4, 0, true) + .SetTempHpForm() .Build()) .SetParticleEffectParameters(PowerPactChainPseudodragon) .Build()) @@ -606,6 +606,13 @@ public IEnumerator HandleReducedToZeroHpByMeOrAlly( rulesetAlly.KiPointsAltered?.Invoke(rulesetAlly, rulesetAlly.RemainingKiPoints); // temporarily heal + var monkLevel = rulesetAlly.GetClassLevel(CharacterClassDefinitions.Monk); + + if (rulesetAlly.TemporaryHitPoints > monkLevel) + { + yield break; + } + var implementationManagerService = ServiceRepository.GetService() as RulesetImplementationManager; diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs index 0b1354bd9f..ca48427a12 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheDragon.cs @@ -768,37 +768,53 @@ public bool CanUsePower(RulesetCharacter character, FeatureDefinitionPower featu private sealed class CustomBehaviorReactiveHide( FeatureDefinitionPower powerReactiveHide, - ConditionDefinition conditionReactiveHide) - : IAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe, IPhysicalAttackFinishedOnMe + ConditionDefinition conditionReactiveHide) : IAttackBeforeHitPossibleOnMeOrAlly, IPhysicalAttackFinishedOnMe { - public IEnumerator OnAttackBeforeHitConfirmedOnMe(GameLocationBattleManager battleManager, + public IEnumerator OnAttackBeforeHitPossibleOnMeOrAlly( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, + GameLocationCharacter helper, ActionModifier actionModifier, RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, - bool firstTarget, - bool criticalHit) + int attackRoll) { - if (attackMode != null) + var gameLocationActionManager = + ServiceRepository.GetService() as GameLocationActionManager; + + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { - yield return HandleReaction(attacker, defender); + yield break; } - } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( - GameLocationCharacter attacker, - GameLocationCharacter defender, - ActionModifier actionModifier, - RulesetEffect rulesetEffect, - List actualEffectForms, - bool firstTarget, - bool criticalHit) - { - yield return HandleReaction(attacker, defender); + var rulesetDefender = defender.RulesetCharacter; + + if (defender != helper || + !defender.CanReact() || + rulesetDefender.GetRemainingPowerUses(powerReactiveHide) == 0) + { + yield break; + } + + var implementationManagerService = + ServiceRepository.GetService() as RulesetImplementationManager; + + var usablePower = PowerProvider.Get(powerReactiveHide, rulesetDefender); + var actionParams = + new CharacterActionParams(defender, ActionDefinitions.Id.PowerReaction) + { + StringParameter = "ReactiveHide", + RulesetEffect = implementationManagerService + .MyInstantiateEffectPower(rulesetDefender, usablePower, false), + UsablePower = usablePower + }; + + var count = gameLocationActionManager.PendingReactionRequestGroups.Count; + + gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender); + + yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); } public IEnumerator OnPhysicalAttackFinishedOnMe( @@ -970,45 +986,5 @@ void InflictDamage(IMagicEffect magicEffect) EffectHelpers.StartVisualEffect(attacker, defender, magicEffect); } } - - private IEnumerator HandleReaction(GameLocationCharacter attacker, GameLocationCharacter defender) - { - var gameLocationActionService = - ServiceRepository.GetService() as GameLocationActionManager; - var gameLocationBattleService = - ServiceRepository.GetService() as GameLocationBattleManager; - - if (gameLocationActionService == null || gameLocationBattleService is not { IsBattleInProgress: true }) - { - yield break; - } - - var rulesetDefender = defender.RulesetCharacter; - - if (!defender.CanReact() || - rulesetDefender.GetRemainingPowerUses(powerReactiveHide) == 0) - { - yield break; - } - - var implementationManagerService = - ServiceRepository.GetService() as RulesetImplementationManager; - - var usablePower = PowerProvider.Get(powerReactiveHide, rulesetDefender); - var actionParams = - new CharacterActionParams(defender, ActionDefinitions.Id.PowerReaction) - { - StringParameter = "ReactiveHide", - RulesetEffect = implementationManagerService - .MyInstantiateEffectPower(rulesetDefender, usablePower, false), - UsablePower = usablePower - }; - - var count = gameLocationActionService.PendingReactionRequestGroups.Count; - - gameLocationActionService.ReactToUsePower(actionParams, "UsePower", defender); - - yield return gameLocationBattleService.WaitForReactions(attacker, gameLocationActionService, count); - } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/WayOfTheSilhouette.cs b/SolastaUnfinishedBusiness/Subclasses/WayOfTheSilhouette.cs index 37527e157d..fba13c6382 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WayOfTheSilhouette.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WayOfTheSilhouette.cs @@ -272,44 +272,72 @@ public IEnumerator OnPhysicalAttackFinishedByMe( // private class CustomBehaviorShadowySanctuary(FeatureDefinitionPower powerShadowSanctuary) - : IAttackBeforeHitConfirmedOnMe, IPreventRemoveConcentrationOnPowerUse + : IPhysicalAttackBeforeHitConfirmedOnMe, IMagicEffectBeforeHitConfirmedOnMe, + IPreventRemoveConcentrationOnPowerUse { - public IEnumerator OnAttackBeforeHitConfirmedOnMe( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnMe( GameLocationBattleManager battleManager, GameLocationCharacter attacker, - GameLocationCharacter me, + GameLocationCharacter defender, + ActionModifier actionModifier, + RulesetEffect rulesetEffect, + List actualEffectForms, + bool firstTarget, + bool criticalHit) + { + if (rulesetEffect.EffectDescription.RangeType is not (RangeType.MeleeHit or RangeType.RangeHit)) + { + yield break; + } + + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); + } + + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnMe( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, ActionModifier actionModifier, RulesetAttackMode attackMode, bool rangedAttack, AdvantageType advantageType, List actualEffectForms, - RulesetEffect rulesetEffect, bool firstTarget, bool criticalHit) { - if (!me.CanReact()) + yield return HandleReaction(battleManager, attacker, defender, actualEffectForms); + } + + private IEnumerator HandleReaction( + GameLocationBattleManager battleManager, + GameLocationCharacter attacker, + GameLocationCharacter defender, + // ReSharper disable once SuggestBaseTypeForParameter + List actualEffectForms) + { + var gameLocationActionManager = + ServiceRepository.GetService() as GameLocationActionManager; + + if (battleManager is not { IsBattleInProgress: true } || gameLocationActionManager == null) { yield break; } - var rulesetMe = me.RulesetCharacter; - - if (rulesetMe.GetRemainingPowerUses(powerShadowSanctuary) == 0) + if (!defender.CanReact()) { yield break; } - var rulesetEnemy = attacker.RulesetCharacter; + var rulesetDefender = defender.RulesetCharacter; - if (rulesetEnemy is not { IsDeadOrDyingOrUnconscious: false }) + if (rulesetDefender.GetRemainingPowerUses(powerShadowSanctuary) == 0) { yield break; } - var gameLocationActionManager = - ServiceRepository.GetService() as GameLocationActionManager; + var rulesetEnemy = attacker.RulesetCharacter; - if (gameLocationActionManager == null) + if (rulesetEnemy is not { IsDeadOrDyingOrUnconscious: false }) { yield break; } @@ -317,21 +345,21 @@ public IEnumerator OnAttackBeforeHitConfirmedOnMe( var implementationManagerService = ServiceRepository.GetService() as RulesetImplementationManager; - var usablePower = PowerProvider.Get(powerShadowSanctuary, rulesetMe); + var usablePower = PowerProvider.Get(powerShadowSanctuary, rulesetDefender); var actionParams = - new CharacterActionParams(me, ActionDefinitions.Id.PowerReaction) + new CharacterActionParams(defender, ActionDefinitions.Id.PowerReaction) { StringParameter = "ShadowySanctuary", ActionModifiers = { new ActionModifier() }, RulesetEffect = implementationManagerService - .MyInstantiateEffectPower(rulesetMe, usablePower, false), + .MyInstantiateEffectPower(rulesetDefender, usablePower, false), UsablePower = usablePower, - TargetCharacters = { me } + TargetCharacters = { defender } }; var count = gameLocationActionManager.PendingReactionRequestGroups.Count; - gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", me); + gameLocationActionManager.ReactToUsePower(actionParams, "UsePower", defender); yield return battleManager.WaitForReactions(attacker, gameLocationActionManager, count); diff --git a/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs b/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs index cfa8dd1350..18b1abd813 100644 --- a/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs +++ b/SolastaUnfinishedBusiness/Subclasses/WizardDeadMaster.cs @@ -368,10 +368,11 @@ public IEnumerator HandleReducedToZeroHpByMe( { rulesetAttacker.ReceiveHealing(healingReceived, true, rulesetAttacker.Guid); } - else if (rulesetAttacker.TemporaryHitPoints <= healingReceived) + else if (healingReceived > rulesetAttacker.TemporaryHitPoints) { - rulesetAttacker.ReceiveTemporaryHitPoints(healingReceived, DurationType.Minute, 1, - TurnOccurenceType.EndOfTurn, rulesetAttacker.Guid); + rulesetAttacker.ReceiveTemporaryHitPoints( + healingReceived, DurationType.UntilLongRest, 0, TurnOccurenceType.StartOfTurn, + rulesetAttacker.Guid); } } } diff --git a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs index 8963e53745..a3f4b31c60 100644 --- a/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs +++ b/SolastaUnfinishedBusiness/Subclasses/_CommonBuilders.cs @@ -163,28 +163,27 @@ internal static bool CanWeaponBeEnchanted(RulesetAttackMode mode, RulesetItem _, private sealed class AttackReplaceWithCantrip : IAttackReplaceWithCantrip; - private sealed class - MagicEffectBeforeHitConfirmedOnEnemyCasterFightingWarMagic( - // ReSharper disable once SuggestBaseTypeForParameterInConstructor - ConditionDefinition conditionDefinition) - : IMagicEffectBeforeHitConfirmedOnEnemy, IAttackBeforeHitConfirmedOnEnemy + private sealed class MagicEffectBeforeHitConfirmedOnEnemyCasterFightingWarMagic( + // ReSharper disable once SuggestBaseTypeForParameterInConstructor + ConditionDefinition conditionDefinition) + : IMagicEffectBeforeHitConfirmedOnEnemy, IPhysicalAttackBeforeHitConfirmedOnEnemy { - //supports Sunlit Blade and Resonating Strike - public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( + public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetAttackMode attackMode, - bool rangedAttack, - AdvantageType advantageType, - List actualEffectForms, RulesetEffect rulesetEffect, + List actualEffectForms, bool firstTarget, bool criticalHit) { - if (!Main.Settings.EnableCantripsTriggeringOnWarMagic || - (attackMode != null && !attackMode.AttackTags.Contains(SpellBuilders.PhysicalAttackFromCantrip))) + if (rulesetEffect is not RulesetEffectSpell rulesetEffectSpell) + { + yield break; + } + + if (rulesetEffectSpell.SpellDefinition.SpellLevel == 0 && !Main.Settings.EnableCantripsTriggeringOnWarMagic) { yield break; } @@ -192,21 +191,21 @@ public IEnumerator OnAttackBeforeHitConfirmedOnEnemy( yield return TryAddCondition(attacker); } - public IEnumerator OnMagicEffectBeforeHitConfirmedOnEnemy( + //supports Sunlit Blade and Resonating Strike + public IEnumerator OnPhysicalAttackBeforeHitConfirmedOnEnemy( + GameLocationBattleManager battleManager, GameLocationCharacter attacker, GameLocationCharacter defender, ActionModifier actionModifier, - RulesetEffect rulesetEffect, + RulesetAttackMode attackMode, + bool rangedAttack, + AdvantageType advantageType, List actualEffectForms, bool firstTarget, bool criticalHit) { - if (rulesetEffect is not RulesetEffectSpell rulesetEffectSpell) - { - yield break; - } - - if (rulesetEffectSpell.SpellDefinition.SpellLevel == 0 && !Main.Settings.EnableCantripsTriggeringOnWarMagic) + if (!Main.Settings.EnableCantripsTriggeringOnWarMagic || + (attackMode != null && !attackMode.AttackTags.Contains(SpellBuilders.PhysicalAttackFromCantrip))) { yield break; } diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt index df4a934c0b..db0bcfce13 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/ClassFeats-de.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Erlange 1 zusätzliche Sl Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Erhalten Sie 1 zusätzlichen Slot der Stufe 3 oder niedriger, indem Sie einen Kanal-Göttlichkeitspunkt verwenden. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Erhalte einen Zauberslot Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Erreiche Slot-Level {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Verheerende Angriffe +Feedback/&AdditionalDamageDevastatingStrikesLine=Verheerende Schläge verursachen zusätzlichen Schaden von +{2}! Feedback/&AdditionalDamageSlayTheEnemyFormat=Töte den Feind! Feedback/&AdditionalDamageSlayTheEnemyLine={0} tötet {1} und verursacht +{2} Schaden! Reaction/&CustomReactionSecondChanceDescription=Eine Kreatur ist im Begriff, dich mit einem Angriff zu treffen! Sie können Ihre Reaktion nutzen, um den Angriff erneut auszuführen. diff --git a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt index 5fb0c5a313..772734efb9 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Feats/MeleeCombat-de.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} vernichtet {1} Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} durchbohrt {1} kritisch Feedback/&AdditionalDamageSpearMasteryLine={0} hat den Speer bereitgehalten und fügt {1} zusätzlichen {2} Schaden zu! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} fügt {1} bis {2} Schaden zu: Reaction/&ReactionAttackOldTacticsDescription={0} stand auf. {1} kann eine Reaktion nutzen, um einen Angriff mit einer Nahkampfwaffe durchzuführen. Reaction/&ReactionAttackOldTacticsReactDescription=Nutzen Sie Ihre Reaktion zum Angriff. Reaction/&ReactionAttackOldTacticsReactTitle=Attacke diff --git a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt index d4954d73f0..ee3d8e8ae0 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Others-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Others-de.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Arkane Bogenschütze aktivieren/deaktivieren Action/&ArcaneArcherToggleTitle=Arkaner Bogenschütze +Action/&BrutalStrikeToggleDescription=Brutal Strike aktivieren/deaktivieren +Action/&BrutalStrikeToggleTitle=Brutaler Schlag Action/&CastPlaneMagicDescription=Wirke einen der Zaubersprüche, die du durch „Plane Touched“-Talente erhalten hast Action/&CastPlaneMagicTitle=Kanalebenenmagie Action/&CastSignatureSpellsDescription=Wirke diese Zauber der 3. Stufe, ohne einen Slot auszugeben @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Aktiviere Smites bei jedem Angriff, ansons Action/&PaladinSmiteToggleTitle=Schlagen Action/&PressTheAdvantageToggleDescription=Aktivieren/deaktivieren Drücken Sie die Advantage Action/&PressTheAdvantageToggleTitle=Drücken Sie den Vorteil +Action/&RecklessAttackExtendedDescription=Bevor Sie in Ihrem Zug zum ersten Mal angreifen, können Sie sich für einen rücksichtslosen Angriff entscheiden. Dies verschafft dir bis zu deinem nächsten Zug einen Vorteil bei Nahkampfwaffen-Angriffswürfen mit Stärke, Angriffswürfe gegen dich haben jedoch bis zu deinem nächsten Zug einen Vorteil. Action/&TacticianGambitDescription=Wählen Sie ein Spezialmanöver Action/&TacticianGambitTitle=Manöver Action/&WithdrawDescription=Wenn Sie sich in Nahkampfreichweite einer feindlichen Kreatur befinden, können Sie Ihre Bonusaktion nutzen, um sich bis zu 3 Felder zu bewegen, ohne Gelegenheitsangriffe zu provozieren. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Zurückgezogen Condition/&ConditionRogueDeviousStrikeDazedDescription=Sie können keine Reaktionen oder Bonusaktionen verwenden und können sich in Ihrem Zug bewegen oder andere Aktionen ausführen, nicht beides. Condition/&ConditionRogueDeviousStrikeDazedTitle=Benommen Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Ausgeschlagen +Condition/&ConditionStaggeringBlowAoODescription=Du kannst bis zum Beginn deines nächsten Zuges keine Gelegenheitsangriffe durchführen. +Condition/&ConditionStaggeringBlowAoOTitle=Erschütternder Schlag Condition/&FlightSuspendDescription=Der laufende Flugeffekt wurde ausgesetzt Condition/&FlightSuspendTitle=Flug ausgesetzt ContentPack/&9999Description=Das Unfinished Business-Paket fügt Multiklassen, Rassen, Unterklassen, Talente, Kampfstile und Zaubersprüche hinzu. Es gibt eine höhere Levelobergrenze, QOL-Funktionen, Korrekturen und mehr. Es ist ein wahres Füllhorn (TM) ... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Erweiterte Zauber Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Sie können 1 Ki-Punkt ausgeben, um als Bonusaktion zwei unbewaffnete Schläge auszuführen. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Schlaghagel +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Wenn du „Rücksichtsloser Angriff“ verwendest, verursacht einer deiner auf Stärke basierenden Angriffswürfe, die du vor dem Ende deines Zuges ausführst, zusätzlich 1W10 Schaden desselben Typs, der durch die Waffe oder „Unbewaffneter Schlag“ verursacht wird. Außerdem kannst du bei einem Treffer einen der folgenden Effekte wählen :\n• Kraftvoller Schlag. Das Ziel wird 15 Fuß direkt von Ihnen weggeschoben.\n• Hamstring Blow. Die Geschwindigkeit des Ziels wird bis zum Beginn Ihres nächsten Zuges um 15 Fuß verringert. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Sie haben neue Methoden entwickelt, um wütend anzugreifen. Die folgenden Effekte gehören jetzt zu Ihren Brutal Strike-Optionen:\n• Atemberaubender Schlag. Das Ziel hat beim nächsten Rettungswurf, den es durchführt, einen Nachteil und kann bis zum Beginn deines nächsten Zuges keine Gelegenheitsangriffe durchführen.\n• Trennender Schlag. Dein Schlag hinterlässt eine Lücke in der Verteidigung der Kreatur für einen Verbündeten bis zum Beginn deines nächsten Zuges. Der nächste Angriffswurf einer anderen Kreatur als dir gegen das Ziel erhält einen Bonus von 1W10 auf den Angriffs- und Schadenswurf. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Verbesserung des brutalen Schlags +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Der zusätzliche Schaden, den Ihr Brutaler Schlag verursacht, erhöht sich auf 2W10. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=Ab dem 9. Level erlan Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Ungepanzerte Bewegung – Verbessert Feature/&PowerAfterRestIdentifyDescription=Identifizieren Sie alle magischen Gegenstände im Inventar. Feature/&PowerAfterRestIdentifyTitle=Identifizieren +Feature/&PowerBarbarianBrutalStrikeDescription=Brutaler Schlag wird noch bekannt gegeben +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=Das Ziel wird 15 Fuß direkt von Ihnen weggeschoben. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Kraftvoller Schlag +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=Die Geschwindigkeit des Ziels wird bis zum Beginn Ihres nächsten Zuges um 15 Fuß verringert. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Schlag in die hintere Oberschenkelmuskulatur +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=Das Ziel hat beim nächsten Rettungswurf einen Nachteil und kann bis zum Beginn deines nächsten Zuges keine Gelegenheitsangriffe durchführen. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Erschütternder Schlag +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Dein Schlag hinterlässt eine Lücke in der Verteidigung der Kreatur für einen Verbündeten bis zum Beginn deines nächsten Zuges. Der nächste Angriffswurf einer anderen Kreatur als dir gegen das Ziel erhält einen Bonus von 1W10 auf den Angriffs- und Schadenswurf. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Trennender Schlag +Feature/&PowerBarbarianBrutalStrikeTitle=Brutaler Schlag Feature/&PowerHelpDescription=Du kannst einer befreundeten Kreatur dabei helfen, eine Kreatur in einem Umkreis von 5 Fuß um dich anzugreifen. Sie täuschen vor, lenken das Ziel ab oder schließen sich auf andere Weise zusammen, um den Angriff Ihres Verbündeten effektiver zu machen. Wenn Ihr Verbündeter das Ziel vor Ihrem nächsten Zug angreift, erfolgt der erste Angriffswurf mit Vorteil. Feature/&PowerHelpTitle=Helfen Feature/&PowerRangerNatureShroudDescription=Sie nutzen die Kräfte der Natur, um sich für kurze Zeit vor den Blicken zu verstecken. Als Bonusaktion können Sie bis zum Beginn Ihres nächsten Zuges zusammen mit der Ausrüstung, die Sie tragen oder tragen, auf magische Weise unsichtbar werden. Sie können diese Funktion so oft nutzen, wie es Ihrem Fähigkeitsbonus entspricht, und Sie erhalten alle verbrauchten Nutzungen zurück, wenn Sie eine lange Pause beendet haben. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Sie können Ihre Vorladung verschwinden la Feature/&PowerVanishSummonTitle=Verschwinden Feature/&ToolGainChoicesPluralDescription=Wählen Sie {0} dieser Tools: {1} Feature/&ToolGainChoicesSingleDescription=Wählen Sie eines dieser Tools: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Brutaler Schlag +Feedback/&AdditionalDamageBrutalStrikeLine=Brutaler Schlag verursacht zusätzlichen Schaden von +{2}! +Feedback/&AdditionalDamageSunderingBlowFormat=Trennender Schlag +Feedback/&AdditionalDamageSunderingBlowLine=„Sundering Blow“ verursacht zusätzlichen Schaden von +{2}! Feedback/&ChangeSneakDiceDamageType={1} ändert den Sneak-Dice-Schaden zu {2} Feedback/&ChangeSneakDiceDieType={1} ändert den Sneak-Würfeltyp von {2} zu {3} Feedback/&ChangeSneakDiceNumber={1} ändert die Anzahl der Sneak Dice von {2} auf {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Klicken Sie, um {0} zu wirken. Reaction/&CastSpellInRetributionReactTitle=Zauber wirken Reaction/&CastSpellInRetributionTitle=Wirke einen Reaktionszauber Reaction/&ReactionSpendPowerBundleDescription=Gib Kraft aus. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Sie können einen zusätzlichen Effekt anwenden. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Wenden Sie einen zusätzlichen Effekt an. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Brutaler Schlag +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Brutaler Schlag Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Sie können auf Sneak Attack-Würfel verzichten, um einen zusätzlichen Effekt anzuwenden. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Sie können auf Sneak Attack-Würfel verzichten, um einen zusätzlichen Effekt anzuwenden. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Listiger Schlag diff --git a/SolastaUnfinishedBusiness/Translations/de/Races/Oligath-de.txt b/SolastaUnfinishedBusiness/Translations/de/Races/Oligath-de.txt index b781b78ddd..323cfd2be1 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Races/Oligath-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Races/Oligath-de.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Du hast Widerstand gegen Kä Feature/&DamageAffinityOligathHotBloodedTitle=Heissblütig Feature/&EquipmentAffinityOligathPowerfulBuildDescription=Bei der Bestimmung Ihrer Tragfähigkeit zählen Sie Ihre Größe als groß. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Kraftvoller Aufbau -Feature/&PowerOligathStoneEnduranceDescription=Wenn du Schaden erleidest, kannst du deine Reaktion nutzen, um einen W12 zu würfeln. Addiere deinen Konstitutionsmodifikator zur gewürfelten Zahl und reduziere den erlittenen Schaden um diesen Betrag. Sie können diese Eigenschaft in Höhe Ihres Fähigkeitsbonus verwenden und nach einer langen Pause die verbrauchten Nutzungen wiedererlangen. +Feature/&PowerOligathStoneEnduranceDescription=Wenn du angegriffen wirst, kannst du deine Reaktion nutzen, um einen W12 zu würfeln. Addiere deinen Konstitutionsmodifikator zur gewürfelten Zahl und reduziere den erlittenen Schaden um diesen Betrag. Sie können diese Eigenschaft in Höhe Ihres Fähigkeitsbonus verwenden und nach einer langen Pause die verbrauchten Nutzungen wiedererlangen. Feature/&PowerOligathStoneEnduranceTitle=Stones Ausdauer Feature/&ProficiencyOligathLanguagesDescription=Gewöhnlich und Riesig. Feature/&ProficiencyOligathLanguagesTitle=Sprache diff --git a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt index 3e6e51ab65..86f1aefa0d 100644 --- a/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/Settings-de.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Fügen Sie benutzerdefinierte Symbole zu of 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/&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=Füge humanoiden bevorzugten Feind zu Rangers hinzu +ModUi/&AddHumanoidFavoredEnemyToRanger=Aktiviere Rangers 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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: Wirf alle Schadenswürfe 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Aktivieren Sie zusätzliche Symbole für 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/&EnableBarbarianBrutalStrike=Aktiviere Barbar Brutal Strike und Brutal Strike Improvement auf den Klassenstufen 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/&EnableBetaContent=Beta-Inhalt aktivieren [Neustart erforderlich] ModUi/&EnableCancelEditOnRightMouseClick=Abbruchaktionen per Rechtsklick aktivieren ModUi/&EnableCantripsTriggeringOnWarMagic=Aktivieren Sie Cantrips, um einen zusätzlichen Kriegsmagie-Bonusangriff auszulösen @@ -152,6 +156,7 @@ 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/&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... diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationArtillerist-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationArtillerist-de.txt index 17cdf660bd..b8299a33a1 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationArtillerist-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/InnovationArtillerist-de.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=Die Kanone speit Feue Feature/&PowerInnovationArtilleristFlamethrowerTitle=Flammenwerfer Feature/&PowerInnovationArtilleristForceBallistaDescription=Führen Sie einen von der Kanone ausgehenden Fernzauberangriff auf eine Kreatur oder einen Gegenstand im Umkreis von 120 Fuß aus. Bei einem Treffer erleidet das Ziel 2W8 Kraftschaden und wenn es sich bei dem Ziel um eine Kreatur handelt, wird sie bis zu 5 Fuß von der Kanone entfernt. Feature/&PowerInnovationArtilleristForceBallistaTitle=Balliste erzwingen -Feature/&PowerInnovationArtilleristProtectorDescription=Die Kanone stößt einen Stoß positiver Energie aus, der ihr selbst und jeder Kreatur Ihrer Wahl im Umkreis von 10 Fuß um sie herum eine Anzahl temporärer Trefferpunkte in Höhe von 1W8+5 für 1 Minute verleiht. +Feature/&PowerInnovationArtilleristProtectorDescription=Die Kanone stößt einen Stoß positiver Energie aus, der ihr selbst und jeder Kreatur Ihrer Wahl im Umkreis von 10 Fuß um sie herum eine Anzahl temporärer Trefferpunkte in Höhe von 1W8+5 gewährt. Feature/&PowerInnovationArtilleristProtectorTitle=Schutz Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Flammenwerfer [winzig] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Force Ballista [winzig] diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMoonlitScion-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMoonlitScion-de.txt index 9364051d9e..7e55573dfd 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMoonlitScion-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMoonlitScion-de.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Der Schaden deines Mondumhan Feature/&FeatureMoonlitScionLunarEmbraceTitle=Mondumarmung Feature/&FeatureSetMoonlitScionLunarCloakDescription=Mit Ihrer Bonusaktion können Sie einen Umhang aus Licht oder Dunkelheit beschwören und erhalten so eine Minute lang einen der folgenden Vorteile:\nVollmond: Sie werfen helles Licht in einem Radius von 15 Fuß ab und gedämpftes Licht in weiteren 15 Fuß Umkreisen Sie Ihren Umkreis und gewinnen Sie die Mondstrahlungskraft. Führe einen Nahkampf-Zauberangriff aus. Bei einem Treffer erleidet die Kreatur 1W8 Strahlungsschaden und hat bis zum Ende deines nächsten Zuges einen Malus von -1 auf deine RK.\nNeumond: Du bist in nichtmagischer Dunkelheit verborgen. Wenn du dich auf ein Feld bewegst, auf dem schwaches oder helles Licht herrscht, befindest du dich stattdessen in nichtmagischer Dunkelheit und erhältst die Kraft der Mondkälte. Führe einen Nahkampf-Zauberangriff aus. Bei einem Treffer erleidet die Kreatur 1W8 Kälteschaden und ist bis zum Ende Ihres nächsten Zuges behindert. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Mondumhang -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Sie sind resistent gegen Strahlungsschaden, während der Vollmond-Umhang aktiv ist, und Sie sind resistent gegen Kälteschaden, während der Neumond-Umhang aktiv ist. Sie lernen auch den Zauber „Mondstrahl“, falls Sie dies noch nicht getan haben. Du kannst es einmal pro langer Pause wirken, ohne einen Zauberslot auf deiner höchsten Slot-Stufe zu erweitern. Wenn du „Mondstrahl“ auf diese Weise wirkst, erhältst du eine Minute lang vorübergehende Trefferpunkte in Höhe deiner Hexenmeisterstufe und das Erleiden von Schaden kann deine Konzentration für diesen Zauber nicht beeinträchtigen. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Sie sind resistent gegen Strahlungsschaden, während der Vollmond-Umhang aktiv ist, und Sie sind resistent gegen Kälteschaden, während der Neumond-Umhang aktiv ist. Sie lernen auch den Zauber „Mondstrahl“, falls Sie dies noch nicht getan haben. Du kannst es einmal pro langer Pause wirken, ohne einen Zauberslot auf deiner höchsten Slot-Stufe zu erweitern. Wenn du „Mondstrahl“ auf diese Weise wirkst, erhältst du vorübergehende Trefferpunkte in Höhe deiner Hexenmeisterstufe und das Erleiden von Schaden kann deine Konzentration für diesen Zauber nicht beeinträchtigen. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Mitternachtssegen Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Du erhältst Fluggeschwindigkeit in Höhe deiner Gehgeschwindigkeit Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Mondumarmung @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Sie können die Reichweite Ihres Feature/&PowerMoonlitScionLunarChillTitle=Mondkälte Feature/&PowerMoonlitScionLunarRadianceDescription=Sie können die Reichweite Ihres Umhangs vorübergehend erweitern und eine feindliche Kreatur in einem Umkreis von 30 Fuß um Sie herum mit Mondstrahlung berühren. Führe einen Nahkampf-Zauberangriff dagegen aus. Bei einem Treffer erleidet die Kreatur 1W8 Strahlungsschaden und erleidet bis zum Ende Ihres nächsten Zuges einen Malus von -1 auf die RK. Feature/&PowerMoonlitScionLunarRadianceTitle=Mondstrahlung -Feature/&PowerMoonlitScionMidnightBlessingDescription=Du kannst Mondstrahl einmal pro langer Pause als Kraft wirken, ohne einen Zauberslot auf deiner höchsten Slot-Stufe zu erweitern. Wenn du „Mondstrahl“ auf diese Weise wirkst, erhältst du eine Minute lang vorübergehende Trefferpunkte in Höhe deiner Hexenmeisterstufe und das Erleiden von Schaden kann deine Konzentration für diesen Zauber nicht beeinträchtigen. +Feature/&PowerMoonlitScionMidnightBlessingDescription=Du kannst Mondstrahl einmal pro langer Pause als Kraft wirken, ohne einen Zauberslot auf deiner höchsten Slot-Stufe zu erweitern. Wenn du „Mondstrahl“ auf diese Weise wirkst, erhältst du vorübergehende Trefferpunkte in Höhe deiner Hexenmeisterstufe und das Erleiden von Schaden kann deine Konzentration für diesen Zauber nicht beeinträchtigen. Feature/&PowerMoonlitScionMidnightBlessingTitle=Mitternachtssegen Feature/&PowerMoonlitScionMoonlightGuiseDescription=Immer wenn eine Kreatur dir Schaden zufügt, kannst du deine Reaktion nutzen, um bis zum Ende deines nächsten Zuges unsichtbar zu werden. Sie können diese Funktion einmal pro kurzer Pause nutzen. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Mondscheingestalt diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMountain-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMountain-de.txt index 0ef633f1c9..3864214e44 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMountain-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/PatronMountain-de.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Sie können Ihre Funktion „Barriere aus Stein“ so oft nutzen, wie es Ihrem Charisma-Modifikator pro kurzer Pause entspricht. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Ewiger Wächter Feature/&FeatureSetPatronMountainIceboundSoulDescription=Erhalte Immunität gegen Kälteschaden. Wenn Sie einen Feind in Ihrem Zug zum ersten Mal mit einem Angriff treffen, muss dieser einen Konstitutionsrettungswurf gegen den SG Ihres Hexenmeisterzaubers durchführen, sonst wird er bis zum Ende seines nächsten Zuges blind. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Eisgebundene Seele Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Erwerben Sie Kenntnisse in Natur und Überleben. Erhalte Berg als bevorzugten Geländetyp. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Wissen über Äonen -Feature/&PowerPatronMountainBarrierOfStoneDescription=Wenn ein Verbündeter im Umkreis von 30 Fuß um Sie Schaden erleidet, können Sie Ihre Reaktion nutzen, um den Schaden um einen Betrag zu reduzieren, der dem Doppelten Ihrer Hexenmeisterstufe plus Ihrem Charisma-Modifikator entspricht. Sie können diese Kraft pro langer Pause so oft verwenden, wie es Ihrem Charisma-Modifikator entspricht. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Wenn ein Verbündeter im Umkreis von 30 Fuß um Sie angegriffen wird, können Sie Ihre Reaktion nutzen, um den Schaden um einen Betrag zu reduzieren, der dem Doppelten Ihrer Hexenmeisterstufe plus Ihrem Charisma-Modifikator entspricht. Sie können diese Kraft pro langer Pause so oft verwenden, wie es Ihrem Charisma-Modifikator entspricht. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barriere aus Stein Feature/&PowerPatronMountainClingingStrengthDescription=Sie können in Ihrem Zug eine Bonusaktion nutzen, um sich selbst oder einem Verbündeten im Umkreis von 1,5 m um Sie herum eine Stunde lang die Vorteile „Langwanderer“ und „Spinnenklettern“ zu gewähren, ohne dass Konzentration erforderlich ist. Sobald Sie diese Kraft genutzt haben, können Sie sie erst wieder nutzen, wenn Sie eine kurze oder lange Pause beendet haben. Feature/&PowerPatronMountainClingingStrengthTitle=Haftkraft -Feature/&PowerPatronMountainEternalGuardianDescription=Sie können Ihre Funktion „Barriere aus Stein“ so oft nutzen, wie es Ihrem Charisma-Modifikator pro kurzer Pause entspricht. -Feature/&PowerPatronMountainEternalGuardianTitle=Ewiger Wächter +Feature/&PowerPatronMountainEternalGuardianDescription=Wenn ein Verbündeter im Umkreis von 30 Fuß um Sie angegriffen wird, können Sie Ihre Reaktion nutzen, um den Schaden um einen Betrag zu reduzieren, der dem Doppelten Ihrer Hexenmeisterstufe plus Ihrem Charisma-Modifikator entspricht. Sie können diese Kraft pro kurzer Pause so oft verwenden, wie es Ihrem Charisma-Modifikator entspricht. +Feature/&PowerPatronMountainEternalGuardianTitle=Barriere aus Stein Feature/&PowerPatronMountainTheMountainWakesDescription=Du kannst „Eissturm“ als Zauberspruch der vierten Stufe so oft wirken, wie es deinem Fähigkeitsbonus pro langer Pause entspricht. Feature/&PowerPatronMountainTheMountainWakesTitle=Der Berg erwacht Reaction/&UseBarrierOfStoneDescription=Ein Verbündeter wurde angegriffen. Sie können den Schaden um einen Betrag reduzieren, der dem Doppelten Ihrer Hexenmeisterstufe plus Ihrem Charisma-Modifikator entspricht. diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousSpellBlade-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousSpellBlade-de.txt index 51398f4b5c..62a418d095 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousSpellBlade-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/SorcerousSpellBlade-de.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Wenn du mit e Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Kriegszauberer Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Deine Rüstungsklasse erhöht sich um 2 und du erlangst Fertigkeiten in Geschicklichkeitsrettungswürfen. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Kampfreflexe -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Sie können Ihre Bonusaktion nutzen, um eine Minute lang vorübergehende Trefferpunkte in Höhe Ihrer Zaubererstufe + Charisma-Modifikator zu erhalten, und zwar mehrmals pro langer Pause, die Ihrem Fähigkeitsbonus entspricht. Wenn Sie keine Verwendung mehr haben, können Sie stattdessen zwei Zauberpunkte ausgeben. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Sie können Ihre Bonusaktion verwenden, um vorübergehende Trefferpunkte in Höhe Ihrer Zaubererstufe + Charisma-Modifikator zu erhalten, und zwar so oft pro langer Pause, dass sie Ihrem Fähigkeitsbonus entspricht. Wenn Sie keine Verwendung mehr haben, können Sie stattdessen zwei Zauberpunkte ausgeben. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Manaschild Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Sie erwerben Kenntnisse im Umgang mit leichter Rüstung, mittlerer Rüstung und Kampfwaffen. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Kampftraining diff --git a/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfTheDragon-de.txt b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfTheDragon-de.txt index 09e79554a9..364fae81fb 100644 --- a/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfTheDragon-de.txt +++ b/SolastaUnfinishedBusiness/Translations/de/SubClasses/WayOfTheDragon-de.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Einmal während Ihre Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Elementarer Atem – Giftiger Atem Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Einmal während Ihres Zuges können Sie auf einen Ihrer Hauptaktionsangriffe verzichten, um Elementarenergie auszuatmen. Projizieren Sie Eis in einen 15 Fuß breiten Kegel. Jede von deinem Atem betroffene Kreatur muss einen Geschicklichkeitsrettungswurf bestehen (bis zur Hälfte retten) oder drei Kampfkunstwürfel-Kälteschaden erleiden. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Elementarer Atem – Frostatem -Feature/&PowerWayOfTheDragonReactiveHideDescription=Immer wenn du Schaden von einer gegnerischen Kreatur erleidest, kannst du deine Reaktion nutzen und 1 Ki bezahlen, um Widerstand gegen jeglichen Schaden bis zum Ende des Zuges des Angreifers zu erhalten. Wenn der Angreifer Nahkampfangriffe gegen Sie einsetzt, erhält er jedes Mal, wenn er Sie trifft, einen Kampfkunstwürfel als Schadensart Ihrer Drachenabstammungsfunktion. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Wenn Sie angegriffen werden, können Sie Ihre Reaktion nutzen und 1 Ki bezahlen, um bis zum Ende des Zuges des Angreifers Widerstand gegen jeglichen Schaden zu erhalten. Wenn der Angreifer Nahkampfangriffe gegen Sie einsetzt, erhält er jedes Mal, wenn er Sie trifft, einen Kampfkunstwürfel als Schadensart Ihrer Drachenabstammungsfunktion. Feature/&PowerWayOfTheDragonReactiveHideTitle=Reaktive Haut Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Drachenwut! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} fügt {1} durch Drachenwut (+{2}) Säureschaden zu. diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt index 0a15fd6f9d..b2a046c846 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/Armor-en.txt @@ -8,7 +8,7 @@ Feat/&FeatMediumArmorStrDescription=Increase your Strength by 1, to a maximum of Feat/&FeatMediumArmorStrTitle=Moderately Armored [Str] Feat/&FeatShieldTechniquesDescription=You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:\n• If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.\n• If you aren't incapacitated, gain +2 bonus to all Dexterity saving throws you make.\n• Whenever a damaging spell forces you to roll a Dexterity saving throw, you can use your reaction to halve any damage taken. Feat/&FeatShieldTechniquesTitle=Shield Master -Reaction/&UseShieldTechniquesDescription=Use your shield techniques to halve all income damage. -Reaction/&UseShieldTechniquesReactDescription=Use your shield techniques to halve all income damage. +Reaction/&UseShieldTechniquesDescription=Use your shield techniques to halve all incoming damage. +Reaction/&UseShieldTechniquesReactDescription=Use your shield techniques to halve all incoming damage. Reaction/&UseShieldTechniquesReactTitle=Shield Master Reaction/&UseShieldTechniquesTitle=Shield Master diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt index 81eb208f56..a894620216 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/ClassFeats-en.txt @@ -16,7 +16,7 @@ Feat/&FeatCloseQuartersIntDescription=You are experienced with fighting in close Feat/&FeatCloseQuartersIntTitle=Close Quarters [Int] Feat/&FeatCunningEscapeDescription=Whenever you use the Dash action as a bonus action, your movement doesn't provoke opportunity attacks for the rest of the turn. Feat/&FeatCunningEscapeTitle=Cunning Escape -Feat/&FeatDevastatingStrikesDescription=Your attacks with great swords, great axes and mauls are especially deadly, and you gain the following benefits when using any of them:\n• You gain a +1 bonus to attack rolls you make with the weapon.\n• Whenever you have advantage on a melee attack roll and hit, you deal extra damage of the same type equal to your Strength or Dexterity modifier if the lower of the two d20 rolls would also hit the target.\n• Whenever you land a critical hit, you roll an additional weapon die and ignore target creature's resistances for that attack. +Feat/&FeatDevastatingStrikesDescription=Your attacks with great swords, great axes and mauls are especially deadly, and you gain the following benefits when using any of them:\n• Your attacks with the weapon deal extra damage equal to your proficiency bonus.\n• Whenever you land a critical hit, you roll an additional weapon die and ignore target creature's resistances for that attack. Feat/&FeatDevastatingStrikesTitle=Devastating Strikes Feat/&FeatExpandTheHuntDescription=Increase your Wisdom score by 1, to a maximum of 20. You can choose one additional favored enemy, language and terrain type. Feat/&FeatExpandTheHuntTitle=Expand the Hunt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Gain 1 additional slot le Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Gain 1 additional slot level 3 or lower by using one channel divinity point. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Gain Spell Slot Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Gain Slot Level {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Devastating Strikes +Feedback/&AdditionalDamageDevastatingStrikesLine=Devastating Strikes deals extra +{2} damage! Feedback/&AdditionalDamageSlayTheEnemyFormat=Slay the Enemy! Feedback/&AdditionalDamageSlayTheEnemyLine={0} slays {1} for +{2} damage! Reaction/&CustomReactionSecondChanceDescription=A creature is about to hit you with an attack! You can use your reaction to make it reroll the attack. diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt index 678b005701..a07dbc0957 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/MeleeCombat-en.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} crushes {1} Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} critically pierces {1} Feedback/&AdditionalDamageSpearMasteryLine={0} has readied spear and deals extra {2} damage to {1}! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} deals damage to {1} through {2}: Reaction/&ReactionAttackOldTacticsDescription={0} stood up. {1} can use a reaction to make a melee weapon attack against it. Reaction/&ReactionAttackOldTacticsReactDescription=Use your reaction to attack. Reaction/&ReactionAttackOldTacticsReactTitle=Attack diff --git a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt index c969379ff1..a4d13e3e06 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Feats/OtherFeats-en.txt @@ -19,7 +19,7 @@ Feat/&FeatHealerDescription=You gain proficiency or expertise in Medicine checks Feat/&FeatHealerTitle=Healer Feat/&FeatInfusionsAdeptDescription=You have studied the art of infusing magic into mundane objects to create temporary magical items, granting you two level 2 or below infusions of your choice from the Artificer class. Feat/&FeatInfusionsAdeptTitle=Infusion Adept -Feat/&FeatInspiringLeaderDescription=You can spend 10 minutes to inspire all friendly creatures friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. +Feat/&FeatInspiringLeaderDescription=You can spend 10 minutes to inspire all friendly creatures, including you, within 30 ft of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. Feat/&FeatInspiringLeaderTitle=Inspiring Leader Feat/&FeatMagicInitiateDescription=You learn two cantrips of your choice from the {0} spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Feat/&FeatMagicInitiateTitle=Magic Initiate [{0}] diff --git a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt index 4d67493f60..ce66c46e29 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Others-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Others-en.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Activate/deactivate Arcane Archer Action/&ArcaneArcherToggleTitle=Arcane Archer +Action/&BrutalStrikeToggleDescription=Activate/deactivate Brutal Strike +Action/&BrutalStrikeToggleTitle=Brutal Strike Action/&CastPlaneMagicDescription=Cast one of the spells you got from Plane Touched feats Action/&CastPlaneMagicTitle=Channel Plane Magic Action/&CastSignatureSpellsDescription=Cast these 3rd level spells without spending a slot @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Enable smites on any attack otherwise only Action/&PaladinSmiteToggleTitle=Smite Action/&PressTheAdvantageToggleDescription=Activate/deactivate Press the Advantage Action/&PressTheAdvantageToggleTitle=Press the Advantage +Action/&RecklessAttackExtendedDescription=Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength until your next turn, but attack rolls against you have advantage until your next turn. Action/&TacticianGambitDescription=Select special maneuver Action/&TacticianGambitTitle=Maneuvers Action/&WithdrawDescription=When you are within melee range of an enemy creature, you can use your bonus action to move up to 3 cells without provoking opportunity attacks. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Withdrawn Condition/&ConditionRogueDeviousStrikeDazedDescription=You cannot use reactions or bonus actions, and can move or take other actions in your turn, not both. Condition/&ConditionRogueDeviousStrikeDazedTitle=Dazed Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Knocked Out +Condition/&ConditionStaggeringBlowAoODescription=You can't make Opportunity Attacks until the start of your next turn. +Condition/&ConditionStaggeringBlowAoOTitle=Staggering Blow Condition/&FlightSuspendDescription=Ongoing flight effect has been suspended Condition/&FlightSuspendTitle=Flight Suspended ContentPack/&9999Description=The Unfinished Business pack adds multiclass, races, sub-classes, feats, fighting style and spells. There's a higher level cap, QOL features, fixes and more. It's a veritable Horn of Plenty (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Expanded Spells Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=You can spend 1 Ki point to make two unarmed strikes as a bonus action. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Flurry of Blows +Feature/&FeatureSetBarbarianBrutalStrikeDescription=When you use Reckless Attack, one of your Strength-based attack rolls you make before your turn ends deals an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can also choose one of the following effects if it hits:\n• Forceful Blow. The target is pushed 15 feet straight away from you.\n• Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options:\n• Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.\n• Sundering Blow. Your blow leaves an opening in the creature's defense for an ally until the start of your next turn. The next attack roll made by a creature other than you against the target gains a 1d10 bonus to attack and damage roll. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Brutal Strike Improvement +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=The extra damage your Brutal Strike deals increases to 2d10. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=Starting at the 9th l Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Unarmored Movement - Improved Feature/&PowerAfterRestIdentifyDescription=Identify all magic items in inventory. Feature/&PowerAfterRestIdentifyTitle=Identify +Feature/&PowerBarbarianBrutalStrikeDescription=Brutal Strike TBD +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=The target is pushed 15 feet straight away from you. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Forceful Blow +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=The target's speed is reduced by 15 feet until the start of your next turn. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Hamstring Blow +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Staggering Blow +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Your blow leaves an opening in the creature's defense for an ally until the start of your next turn. The next attack roll made by a creature other than you against the target gains a 1d10 bonus to attack and damage roll. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Sundering Blow +Feature/&PowerBarbarianBrutalStrikeTitle=Brutal Strike Feature/&PowerHelpDescription=You can aid a friendly creature in attacking a creature within 5 ft of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. Feature/&PowerHelpTitle=Help Feature/&PowerRangerNatureShroudDescription=You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=You can make your summon vanish. Feature/&PowerVanishSummonTitle=Vanish Feature/&ToolGainChoicesPluralDescription=Choose {0} of these tools: {1} Feature/&ToolGainChoicesSingleDescription=Choose one of these tools: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Brutal Strike +Feedback/&AdditionalDamageBrutalStrikeLine=Brutal Strike deals extra +{2} damage! +Feedback/&AdditionalDamageSunderingBlowFormat=Sundering Blow +Feedback/&AdditionalDamageSunderingBlowLine=Sundering Blow deals extra +{2} damage! Feedback/&ChangeSneakDiceDamageType={1} changes the sneak dice damage to {2} Feedback/&ChangeSneakDiceDieType={1} changes the sneak die type from {2} to {3} Feedback/&ChangeSneakDiceNumber={1} changes the sneak dice number from {2} to {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Click to cast {0}. Reaction/&CastSpellInRetributionReactTitle=Cast Spell Reaction/&CastSpellInRetributionTitle=Cast Reaction Spell Reaction/&ReactionSpendPowerBundleDescription=Spend Power. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=You can apply an additional effect. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Apply an additional effect. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Brutal Strike +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Brutal Strike Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=You can forgo Sneak Attack dice to apply an additional effect. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=You can forgo Sneak Attack dice to apply an additional effect. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Cunning Strike diff --git a/SolastaUnfinishedBusiness/Translations/en/Races/Oligath-en.txt b/SolastaUnfinishedBusiness/Translations/en/Races/Oligath-en.txt index 0e072bd051..6341d0dba9 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Races/Oligath-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Races/Oligath-en.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=You have resistance to cold Feature/&DamageAffinityOligathHotBloodedTitle=Hot-Blooded Feature/&EquipmentAffinityOligathPowerfulBuildDescription=You count your size as Large when determining your carrying capacity. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Powerful Build -Feature/&PowerOligathStoneEnduranceDescription=When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. +Feature/&PowerOligathStoneEnduranceDescription=When you are attacked, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce incoming damage by that amount. You can use this trait equal to your proficiency bonus, and regain expended uses after long rest. Feature/&PowerOligathStoneEnduranceTitle=Stone's Endurance Feature/&ProficiencyOligathLanguagesDescription=Common and Giant. Feature/&ProficiencyOligathLanguagesTitle=Language diff --git a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt index 6bd5b0e0a5..47026e7f71 100644 --- a/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/Settings-en.txt @@ -3,9 +3,9 @@ ModUi/&AddAllToStore=Add all to store ModUi/&AddBleedingToLesserRestoration=Add the Bleeding condition to the ones removed by Greater and Lesser Restoration ModUi/&AddCustomIconsToOfficialItems=Add custom icons to official game items [ammunition, recipes, kits, etc.] [Requires Restart] ModUi/&AddDarknessPerceptiveToDarkRaces=Enable Darkness Perceptive on Darkelf, Dark Kobold, and Gray Dwarf \n[grants advantage on perception checks when unlit or under magical darkness] -ModUi/&AddFighterLevelToIndomitableSavingReroll=Add Fighter level to Indomitable Resistance saving throw reroll +ModUi/&AddFighterLevelToIndomitableSavingReroll=Enable Fighter to add the class level as a bonus to Indomitable Resistance saving throw reroll ModUi/&AddHelpActionToAllRaces=Add the Help action to all playable races [you can aid a friendly creature in attacking a creature within 1 cell of you] -ModUi/&AddHumanoidFavoredEnemyToRanger=Add humanoid preferred enemy to Rangers +ModUi/&AddHumanoidFavoredEnemyToRanger=Enable Ranger humanoid preferred enemies ModUi/&AddNewBrightEyeColors=Add new bright eye colors ModUi/&AddNewWeaponsAndRecipesToShops=Add new weapons and recipes to shops [hand wraps, halberds, pikes, long maces, hand crossbows] [Requires Restart] ModUi/&AddPaladinSmiteToggle=Add a toggle to allow Paladins to only enable smites on critical hits [useful to minimize reaction prompts] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: keep re-rolling any dama ModUi/&CriticalOption3=3: Double your attack's total damage instead of rolling additional dice. [(XdY+Z)*2] ModUi/&Deities=Deities ModUi/&DisableAutoEquip=Disable auto-equip of items in inventory +ModUi/&DisableBarbarianBrutalCritical=+ Also disable Barbarian Brutal Critical at levels 9, 13 and 17 ModUi/&DisableCastSpellPreRequisitesOnModFeats=Disable cast spell pre-requisites on feats provided by this mod [Requires Restart] ModUi/&DisableClassPrerequisitesOnModFeats=Disable level pre-requisites on feats provided by this mod ModUi/&DisableRacePrerequisitesOnModFeats=Disable race pre-requisites on feats provided by this mod @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Enable additional icons for camps, exits ModUi/&EnableAdditionalItemsInDungeonMaker=+ Add new items to Dungeon Maker ModUi/&EnableAlternateHuman=Enable the alternate Human [+1 feat / +2 attribute choices / +1 skill] ModUi/&EnableAlternateVotingSystem=Enable alternate voting system [choice weight = votes * hero Charisma modifier] +ModUi/&EnableBarbarianBrutalStrike=Enable Barbarian Brutal Strike and Brutal Strike Improvement at levels 9, 13 and 17 ModUi/&EnableBarbarianFightingStyle=Enable Barbarian Fighting Style choice at level 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Enable Barbarian Reckless Attack buff and debuff to finish at start of next turn +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Enable Barbarian regain one rage use over a short rest at level 7 ModUi/&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 @@ -98,9 +102,9 @@ ModUi/&EnableCustomPortraitsHelp=• Place your custom portraits under subfolder ModUi/&EnableDungeonMakerModdedContent=Enable Dungeon Maker Pro\n[include flat rooms, 150x150 & 200x200 dungeon sizes and no frills mixing assets from all environments] ModUi/&EnableEpicPointsAndArray=Enable an epic 35 points buy system and array [17,15,13,12,10,8] [Requires Restart] ModUi/&EnableExtendedProficienciesPanelDisplay=Enable extended proficiencies panel display [Arcane Shots, Infusions, Maneuvers, and Versatilities]\n[performance hit on character inspection. use at your own risk] -ModUi/&EnableFeatsAtEvenLevels=Enable feats selection at class levels 2, 10 and 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Enable feats selection at class levels 6 and 14 -ModUi/&EnableFighterWeaponSpecialization=Enable Fighter Weapon Specialization at class levels 8 and 16 [get +1 to hit and to damage but disadvantage with any other weapon type] +ModUi/&EnableFeatsAtEvenLevels=Enable feats selection at levels 2, 10 and 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Enable feats selection at levels 6 and 14 +ModUi/&EnableFighterWeaponSpecialization=Enable Fighter Weapon Specialization at levels 8 and 16 [get +1 to hit and to damage but disadvantage with any other weapon type] ModUi/&EnableFlexibleBackgrounds=Enable flexible backgrounds [select skill and tool proficiencies from backgrounds] ModUi/&EnableFlexibleRaces=Enable flexible races [assign ability score points instead of the racial defaults] ModUi/&EnableHigherGroundRules=Enable higher ground rules [+1 to hit if attacking from a higher ground] @@ -119,21 +123,21 @@ ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Enable Monk Flurry of Blows to not require an attack action before usage ModUi/&EnableMonkFightingStyle=Enable Monk Fighting Style choice at level 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Enable Monk Improved Unarmored Movement to move along vertical surfaces without falling -ModUi/&EnableMonkWeaponSpecialization=Enable Monk Weapon Specialization at class levels 2 and 11 [the selected weapon type becomes a monk weapon to you] +ModUi/&EnableMonkWeaponSpecialization=Enable Monk Weapon Specialization at levels 2 and 11 [the selected weapon type becomes a monk weapon to you] ModUi/&EnableMulticlass=Enable multiclass [Requires Restart] ModUi/&EnablePcgRandom=Enable a better random generator algorithm [https://www.pcg-random.org] ModUi/&EnableRangerNatureShroudAt10=Enable Ranger Nature's Veil feature at level 10 [as a bonus action, you can magically become invisible until start of next turn] ModUi/&EnableRejoinParty=Enable CTRL-SHIFT-(R) to rejoin the party around the selected hero or the leader if none is selected [useful with parties of 5 or 6] ModUi/&EnableRelearnSpells=Enable selection of cantrips or spells already learned from other sources -ModUi/&EnableRespec=Enable the RESPEC after rest action -ModUi/&EnableRogueCunningStrike=Enable Rogue Cunning Strike and Devious Strike at class levels 5 and 14 [you let forgo 1 sneak attack dice for additional hit effects] +ModUi/&EnableRespec=Enable the RESPEC after rest action [don't use RESPEC during a multiplayer session] +ModUi/&EnableRogueCunningStrike=Enable Rogue Cunning Strike and Devious Strike at levels 5 and 14 [you let forgo 1 sneak attack dice for additional hit effects] ModUi/&EnableRogueFightingStyle=Enable Rogue Fighting Style choice at level 2 -ModUi/&EnableRogueSteadyAim=Enable Rogue Steady Aim at class level 3 [bonus action gives advantage on your next attack roll in the current turn if you haven't moved yet] -ModUi/&EnableRogueStrSaving=Enable Rogue to use DEX or STR modifiers on Cunning/Devil Strike, Debilitating/Improved Strike, and Hail of Blades +ModUi/&EnableRogueSteadyAim=Enable Rogue Steady Aim at level 3 [bonus action gives advantage on your next attack roll in the current turn if you haven't moved yet] +ModUi/&EnableRogueStrSaving=Enable Rogue to use DEX or STR modifiers on Cunning/Devious Strike, Debilitating/Improved Strike, and Hail of Blades ModUi/&EnableSaveByLocation=Enable save by campaigns / locations ModUi/&EnableSortingDungeonMakerAssets=Enable assets sorting on Dungeon Maker editor ModUi/&EnableStatsOnHeroTooltip=Display stats on hero's tooltip [i.e.: critical hits, critical failures, etc.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Also each hero adds a D20 roll to weight for a bit of randomness [choice weight = votes * hero Charisma modifier + D20 roll] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Also each hero adds a D20 roll to weight for a bit of randomness [choice weight = votes * hero Charisma modifier + D20 roll] ModUi/&EnableTeleportParty=Enable CTRL-SHIFT-(T) to teleport the party [you might break quests if you teleport to an undiscovered place] ModUi/&EnableTogglesToOverwriteDefaultTestParty=Enable toggles on character pool to set your default play and test party ModUi/&EnableTooltipDistance=Enable showing distance on tooltips when hovering over a character in combat @@ -152,6 +156,7 @@ ModUi/&Feats=Feats ModUi/&FightingStyles=Fighting Styles ModUi/&FixAsianLanguagesTextWrap=Fix Asian languages' game UI text wrap [Requires Restart] ModUi/&FixEldritchBlastRange=Use official 24 cells range with Eldritch Blast [instead of 12] +ModUi/&FixRingOfRegenerationHealRate=Set Ring of Regeneration heal rate to 1 HP per 3 minutes ModUi/&FlightSuspendWingedBoots=+ Use Winged Boots official rules [remaining duration not counted when flight suspended] ModUi/&Formation=Formation: ModUi/&FormationError=You cannot change your formation during a multiplayer game... @@ -295,4 +300,4 @@ ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ Instead of advantage gr ModUi/&UseOfficialFoodRationsWeight=Use official food ration weight of 2 pounds ModUi/&UseOfficialObscurementRules=Use official lighting, obscurement, and vision combat rules\n[attacker who perceive defender who cannot perceive it gets ADV, and attacker who doesn't perceive defender who can perceive it gets DIS\n heavily obscured areas inflict blinded condition, where attack rolls against the creature have ADV, and the creature's attack rolls have DIS\n all distance spells targeting individuals cannot be cast if attacker has no sight, except for the ones that clearly don't state sight is required] ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=Use official small races rules when wielding heavy weapons [your attacks have disadvantage] -ModUi/&Visuals=Visuals: [Requires Restart] +ModUi/&Visuals=Visuals: [Requires Restart] \ No newline at end of file diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationArtillerist-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationArtillerist-en.txt index d813727dee..44042f760b 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationArtillerist-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/InnovationArtillerist-en.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=The cannon exhales fi Feature/&PowerInnovationArtilleristFlamethrowerTitle=Flame Thrower Feature/&PowerInnovationArtilleristForceBallistaDescription=Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. Feature/&PowerInnovationArtilleristForceBallistaTitle=Force Ballista -Feature/&PowerInnovationArtilleristProtectorDescription=The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8+5 for 1 minute. +Feature/&PowerInnovationArtilleristProtectorDescription=The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8+5. Feature/&PowerInnovationArtilleristProtectorTitle=Protector Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Flame Thrower [tiny] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Force Ballista [tiny] diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMoonlitScion-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMoonlitScion-en.txt index 1fd558b535..a2d62e4e97 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMoonlitScion-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMoonlitScion-en.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=The damage of your Lunar Clo Feature/&FeatureMoonlitScionLunarEmbraceTitle=Lunar Embrace Feature/&FeatureSetMoonlitScionLunarCloakDescription=You can use your bonus action to conjure a cloak of light or darkness, gaining one of the following benefits for one minute:\nFull Moon: You shed bright light in a 15-foot radius and dim light in an additional 15-foot radius around you and gain the lunar radiance power. Make a melee spell attack. On a hit, the creature takes 1d8 radiant damage and has a –1 penalty to AC until the end of your next turn.\nNew Moon: You are obscured in non-magical darkness. If you move to a tile that is in dim or bright light, you are considered to be in non-magical darkness instead, and gain the lunar chill power. Make a melee spell attack. On a hit, the creature takes 1d8 cold damage and is hindered until the end of your next turn. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Lunar Cloak -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=You are resistant to radiant damage while Full Moon cloak is active and you are resistant to cold damage while New Moon cloak is active. You also learn Moon Beam spell if you haven't already done so. You can cast it once per long rest without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level for one minute and taking damage cannot break your concentration for this spell. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=You are resistant to radiant damage while Full Moon cloak is active and you are resistant to cold damage while New Moon cloak is active. You also learn Moon Beam spell if you haven't already done so. You can cast it once per long rest without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level and taking damage cannot break your concentration for this spell. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Midnight Blessing Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=You gain flying speed equal to your walking speed Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Lunar Embrace @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=You can momentarily extend the r Feature/&PowerMoonlitScionLunarChillTitle=Lunar Chill Feature/&PowerMoonlitScionLunarRadianceDescription=You can momentarily extend the reach of your cloak and touch a hostile creature within 30 feet of you with lunar radiance. Make a melee spell attack against it. On a hit, the creature takes 1d8 radiant damage and has a –1 penalty to AC until the end of your next turn. Feature/&PowerMoonlitScionLunarRadianceTitle=Lunar Radiance -Feature/&PowerMoonlitScionMidnightBlessingDescription=You can cast Moonbeam as a power, once per long rest, without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level for one minute and taking damage cannot break your concentration for this spell. +Feature/&PowerMoonlitScionMidnightBlessingDescription=You can cast Moonbeam as a power, once per long rest, without expanding a spell slot at your highest slot level. When you cast Moon Beam this way, you gain temporary hit points equal to your warlock level and taking damage cannot break your concentration for this spell. Feature/&PowerMoonlitScionMidnightBlessingTitle=Midnight Blessing Feature/&PowerMoonlitScionMoonlightGuiseDescription=Whenever a creature damages you, you can use your reaction to become invisible until the end of your next turn. You can use this feature once per short rest. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Moonlight Guise diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMountain-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMountain-en.txt index 99f3616bbc..769caf4efb 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMountain-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/PatronMountain-en.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=You may use your Barrier of Stone feature a number of times equal to your Charisma modifier per short rest. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Eternal Guardian Feature/&FeatureSetPatronMountainIceboundSoulDescription=Gain immunity to cold damage. The first time you hit an enemy with an attack on your turn, they must make a Constitution saving throw against your warlock spell DC or become blinded until the end of their next turn. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Icebound Soul Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Gain proficiency in Nature and Survival. Gain Mountain as a favored terrain type. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Knowledge of Aeons -Feature/&PowerPatronMountainBarrierOfStoneDescription=When an ally within 30 ft of you takes damage, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per long rest. +Feature/&PowerPatronMountainBarrierOfStoneDescription=When an ally within 30 ft of you is attacked, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per long rest. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barrier of Stone Feature/&PowerPatronMountainClingingStrengthDescription=You may use a bonus action on your turn to give yourself or an ally within 5 feet of you the benefits of Longstrider and Spider Climb for 1 hour without any concentration requirement. Once you use this power, you cannot use it again until you finish a short or long rest. Feature/&PowerPatronMountainClingingStrengthTitle=Clinging Strength -Feature/&PowerPatronMountainEternalGuardianDescription=You may use your Barrier of Stone feature a number of times equal to your Charisma modifier per short rest. -Feature/&PowerPatronMountainEternalGuardianTitle=Eternal Guardian +Feature/&PowerPatronMountainEternalGuardianDescription=When an ally within 30 ft of you is attacked, you may use your reaction to reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. You may use this power a number of times equal to your Charisma modifier per short rest. +Feature/&PowerPatronMountainEternalGuardianTitle=Barrier of Stone Feature/&PowerPatronMountainTheMountainWakesDescription=You may cast Ice Storm as a fourth level spell a number of times equal to your proficiency bonus per long rest. Feature/&PowerPatronMountainTheMountainWakesTitle=The Mountain Wakes Reaction/&UseBarrierOfStoneDescription=An ally was attacked. You can reduce the damage by an amount equal to twice your warlock level plus your Charisma modifier. diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousSpellBlade-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousSpellBlade-en.txt index a39fdd9d08..dd97675f30 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousSpellBlade-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/SorcerousSpellBlade-en.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=When you hit Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=War Sorcerer Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Your armor class increases by 2, and you gain proficiency in Dexterity saving throws. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Battle Reflexes -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=You can use your bonus action to gain temporary hit points equal to your sorcerer level + Charisma modifier for one minute, a number of times per long rest equal to your proficiency bonus. If you are out of uses, you can spend two sorcery points instead. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=You can use your bonus action to gain temporary hit points equal to your sorcerer level + Charisma modifier, a number of times per long rest equal to your proficiency bonus. If you are out of uses, you can spend two sorcery points instead. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Mana Shield Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=You gain proficiency with light armor, medium armor, and martial weapons. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Martial Training diff --git a/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfTheDragon-en.txt b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfTheDragon-en.txt index 5c418be647..a1ecd4b90a 100644 --- a/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfTheDragon-en.txt +++ b/SolastaUnfinishedBusiness/Translations/en/SubClasses/WayOfTheDragon-en.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Once during your tur Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Elemental Breath - Poison Breath Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Once during your turn, you can forgo one of your main action attacks to exhale elemental energy. Project ice in a cone 15 ft wide. Each creature affected by your breath must pass a Dexterity saving throw (save for half) or receive three martial arts dice cold damage. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Elemental Breath - Frost Breath -Feature/&PowerWayOfTheDragonReactiveHideDescription=Whenever you are about to receive damage from an enemy creature, you can use your reaction and pay 1 Ki to gain resistance to all damage until the end of attacker's turn. If the attacker uses melee attacks against you, they receive one martial arts die as damage type of your Dragon Ancestry feature each time they hit you. +Feature/&PowerWayOfTheDragonReactiveHideDescription=When you are attacked, you can use your reaction and pay 1 Ki to gain resistance to all damage until the end of attacker's turn. If the attacker uses melee attacks against you, they receive one martial arts die as damage type of your Dragon Ancestry feature each time they hit you. Feature/&PowerWayOfTheDragonReactiveHideTitle=Reactive Skin Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Dragon's Fury! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} deals acid damage to {1} through dragon's fury (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt index 2e296bfb69..194308da01 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/ClassFeats-es.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Gana 1 nivel de espacio a Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Gana 1 ranura adicional de nivel 3 o inferior usando un punto de divinidad de canal. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Obtener espacio para hechizos Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Gana el nivel de ranura {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Golpes devastadores +Feedback/&AdditionalDamageDevastatingStrikesLine=¡Los golpes devastadores causan +{2} de daño adicional! Feedback/&AdditionalDamageSlayTheEnemyFormat=¡Mata al enemigo! Feedback/&AdditionalDamageSlayTheEnemyLine=¡{0} mata a {1} y causa +{2} daño! Reaction/&CustomReactionSecondChanceDescription=¡Una criatura está a punto de atacarte! Puedes usar tu reacción para hacer que vuelva a lanzar el ataque. diff --git a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt index fc3121eacd..33a31230f8 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Feats/MeleeCombat-es.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} aplasta a {1} Feedback/&AdditionalDamagePiercerFormat=¡Perforadores! Feedback/&AdditionalDamagePiercerLine={0} perfora críticamente {1} Feedback/&AdditionalDamageSpearMasteryLine=¡{0} ha preparado su lanza e inflige {2} daño adicional a {1}! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} causa daño de {1} a {2}: Reaction/&ReactionAttackOldTacticsDescription={0} se puso de pie. {1} puede usar una reacción para realizar un ataque con arma cuerpo a cuerpo contra él. Reaction/&ReactionAttackOldTacticsReactDescription=Usa tu reacción para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque diff --git a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt index c998ca8e99..309e5f96d9 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Others-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Others-es.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Activar/desactivar Arquero Arcano Action/&ArcaneArcherToggleTitle=Arquero arcano +Action/&BrutalStrikeToggleDescription=Activar/desactivar Golpe Brutal +Action/&BrutalStrikeToggleTitle=Golpe brutal Action/&CastPlaneMagicDescription=Lanza uno de los hechizos que obtuviste de las hazañas de Plane Touched Action/&CastPlaneMagicTitle=Magia del plano del canal Action/&CastSignatureSpellsDescription=Lanza estos hechizos de tercer nivel sin gastar un espacio @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Habilite los ataques en cualquier ataque; Action/&PaladinSmiteToggleTitle=Herir Action/&PressTheAdvantageToggleDescription=Activar/desactivar Presione la ventaja Action/&PressTheAdvantageToggleTitle=Presione la ventaja +Action/&RecklessAttackExtendedDescription=Antes de realizar tu primer ataque en tu turno, puedes decidir atacar imprudentemente. Hacerlo te da ventaja en las tiradas de ataque con armas cuerpo a cuerpo usando Fuerza hasta tu próximo turno, pero las tiradas de ataque contra ti tienen ventaja hasta tu próximo turno. Action/&TacticianGambitDescription=Seleccionar maniobra especial Action/&TacticianGambitTitle=Maniobras Action/&WithdrawDescription=Cuando estás dentro del alcance cuerpo a cuerpo de una criatura enemiga, puedes usar tu acción adicional para moverte hasta 3 celdas sin provocar ataques de oportunidad. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Retirado Condition/&ConditionRogueDeviousStrikeDazedDescription=No puedes usar reacciones ni acciones adicionales, y puedes moverte o realizar otras acciones en tu turno, no ambas. Condition/&ConditionRogueDeviousStrikeDazedTitle=Aturdido Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Noqueado +Condition/&ConditionStaggeringBlowAoODescription=No puedes realizar ataques de oportunidad hasta el comienzo de tu próximo turno. +Condition/&ConditionStaggeringBlowAoOTitle=Golpe asombroso Condition/&FlightSuspendDescription=Se ha suspendido el efecto de vuelo en curso. Condition/&FlightSuspendTitle=Vuelo suspendido ContentPack/&9999Description=El paquete Unfinished Business agrega multiclase, razas, subclases, hazañas, estilo de lucha y hechizos. Hay un límite de nivel superior, funciones de calidad de vida, correcciones y más. Es un verdadero Cuerno de la Abundancia (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Hechizos ampliados Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Puedes gastar 1 punto Ki para realizar dos ataques sin armas como acción adicional. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Ráfaga de golpes +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Cuando usas Ataque imprudente, una de tus tiradas de ataque basadas en Fuerza que realizas antes de que finalice tu turno inflige 1d10 de daño adicional del mismo tipo infligido por el arma o Golpe desarmado, y también puedes elegir uno de los siguientes efectos si golpea. :\n• Golpe contundente. El objetivo es empujado a 15 pies de distancia de usted.\n• Golpe en el tendón de la corva. La velocidad del objetivo se reduce en 15 pies hasta el comienzo de tu siguiente turno. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Has perfeccionado nuevas formas de atacar furiosamente. Los siguientes efectos ahora se encuentran entre tus opciones de Golpe brutal:\n• Golpe asombroso. El objetivo tiene Desventaja en la siguiente tirada de salvación que realiza y no puede realizar Ataques de Oportunidad hasta el comienzo de tu siguiente turno.\n• Golpe desgarrador. Tu golpe deja una apertura en la defensa de la criatura para un aliado hasta el comienzo de tu siguiente turno. La siguiente tirada de ataque realizada por una criatura que no seas tú contra el objetivo obtiene una bonificación de 1d10 a la tirada de ataque y daño. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Mejora de golpe brutal +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=El daño adicional que inflige tu Golpe Brutal aumenta a 2d10. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=A partir del noveno n Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Movimiento sin armadura - Mejorado Feature/&PowerAfterRestIdentifyDescription=Identifica todos los objetos mágicos en el inventario. Feature/&PowerAfterRestIdentifyTitle=Identificar +Feature/&PowerBarbarianBrutalStrikeDescription=Golpe brutal por determinar +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=El objetivo es empujado a 15 pies de distancia de usted. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Golpe contundente +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=La velocidad del objetivo se reduce en 15 pies hasta el comienzo de tu siguiente turno. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Golpe en el tendón de la corva +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=El objetivo tiene Desventaja en la siguiente tirada de salvación que realiza y no puede realizar Ataques de Oportunidad hasta el comienzo de tu siguiente turno. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Golpe asombroso +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Tu golpe deja una apertura en la defensa de la criatura para un aliado hasta el comienzo de tu siguiente turno. La siguiente tirada de ataque realizada por una criatura que no seas tú contra el objetivo obtiene una bonificación de 1d10 a la tirada de ataque y daño. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Golpe desgarrador +Feature/&PowerBarbarianBrutalStrikeTitle=Golpe brutal Feature/&PowerHelpDescription=Puedes ayudar a una criatura amiga a atacar a una criatura que se encuentre a 5 pies de ti. Fintas, distraes al objetivo o de alguna otra forma te unes para hacer que el ataque de tu aliado sea más efectivo. Si tu aliado ataca al objetivo antes de tu siguiente turno, la primera tirada de ataque se realiza con ventaja. Feature/&PowerHelpTitle=Ayuda Feature/&PowerRangerNatureShroudDescription=Recurres a los poderes de la naturaleza para ocultarte brevemente de la vista. Como acción adicional, puedes volverte invisible mágicamente, junto con cualquier equipo que lleves puesto o lleves, hasta el comienzo de tu siguiente turno. Puedes usar esta característica una cantidad de veces igual a tu bonificación de competencia y recuperas todos los usos gastados cuando terminas un descanso prolongado. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Puedes hacer que tu invocación desaparezc Feature/&PowerVanishSummonTitle=Desaparecer Feature/&ToolGainChoicesPluralDescription=Elija {0} de estas herramientas: {1} Feature/&ToolGainChoicesSingleDescription=Elija una de estas herramientas: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Golpe brutal +Feedback/&AdditionalDamageBrutalStrikeLine=¡Brutal Strike inflige +{2} de daño extra! +Feedback/&AdditionalDamageSunderingBlowFormat=Golpe desgarrador +Feedback/&AdditionalDamageSunderingBlowLine=¡Golpe desgarrador causa +{2} de daño extra! Feedback/&ChangeSneakDiceDamageType={1} cambia el daño de los dados furtivos a {2} Feedback/&ChangeSneakDiceDieType={1} cambia el tipo de dado furtivo de {2} a {3} Feedback/&ChangeSneakDiceNumber={1} cambia el número del dado furtivo de {2} a {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Haz clic para transmitir {0}. Reaction/&CastSpellInRetributionReactTitle=Lanzar hechizo Reaction/&CastSpellInRetributionTitle=Hechizo de reacción Reaction/&ReactionSpendPowerBundleDescription=Gastar energía. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Puedes aplicar un efecto adicional. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Aplica un efecto adicional. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Golpe brutal +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Golpe brutal Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Puedes renunciar a los dados de Ataque Furtivo para aplicar un efecto adicional. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Puedes renunciar a los dados de Ataque Furtivo para aplicar un efecto adicional. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Golpe astuto diff --git a/SolastaUnfinishedBusiness/Translations/es/Races/Oligath-es.txt b/SolastaUnfinishedBusiness/Translations/es/Races/Oligath-es.txt index 0ce9966602..5551f2c161 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Races/Oligath-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Races/Oligath-es.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Tienes resistencia al daño Feature/&DamageAffinityOligathHotBloodedTitle=Sangre caliente Feature/&EquipmentAffinityOligathPowerfulBuildDescription=Cuenta su tamaño como Grande al determinar su capacidad de carga. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Construcción poderosa -Feature/&PowerOligathStoneEnduranceDescription=Cuando sufres daño, puedes usar tu reacción para tirar un d12. Añade tu modificador de Constitución al número obtenido y reduce el daño recibido en esa cantidad. Puedes usar este rasgo igual a tu bonificación de competencia y recuperar los usos gastados después de un descanso prolongado. +Feature/&PowerOligathStoneEnduranceDescription=Cuando te atacan, puedes usar tu reacción para tirar un d12. Añade tu modificador de Constitución al número obtenido y reduce el daño recibido en esa cantidad. Puedes usar este rasgo igual a tu bonificación de competencia y recuperar los usos gastados después de un descanso prolongado. Feature/&PowerOligathStoneEnduranceTitle=La resistencia de la piedra Feature/&ProficiencyOligathLanguagesDescription=Común y Gigante. Feature/&ProficiencyOligathLanguagesTitle=Idioma diff --git a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt index df8f79a081..89eb157e96 100644 --- a/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/Settings-es.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Añade iconos personalizados a los elemento 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/&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=Añadir enemigo preferido humanoide a Rangers +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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: sigue tirando los dados 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Habilite íconos adicionales para campame 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/&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/&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 @@ -152,6 +156,7 @@ 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/&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... diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationArtillerist-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationArtillerist-es.txt index 0c2534172e..1d00091a1c 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationArtillerist-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/InnovationArtillerist-es.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=El cañón exhala fue Feature/&PowerInnovationArtilleristFlamethrowerTitle=Lanzallamas Feature/&PowerInnovationArtilleristForceBallistaDescription=Realiza un ataque con hechizo a distancia, procedente del cañón, contra una criatura u objeto que se encuentre a 120 pies o menos de él. Con un impacto, el objetivo sufre 2d8 de daño de fuerza y, si el objetivo es una criatura, es empujado hasta 5 pies de distancia del cañón. Feature/&PowerInnovationArtilleristForceBallistaTitle=Balista de fuerza -Feature/&PowerInnovationArtilleristProtectorDescription=El cañón emite una ráfaga de energía positiva que le otorga a sí mismo y a cada criatura de su elección dentro de un radio de 10 pies una cantidad de puntos de vida temporales igual a 1d8+5 durante 1 minuto. +Feature/&PowerInnovationArtilleristProtectorDescription=El cañón emite una ráfaga de energía positiva que le otorga a sí mismo y a cada criatura de tu elección dentro de un radio de 10 pies una cantidad de puntos de vida temporales igual a 1d8+5. Feature/&PowerInnovationArtilleristProtectorTitle=Protector Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Lanzallamas [pequeño] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Balista de fuerza [pequeña] diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMoonlitScion-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMoonlitScion-es.txt index ad569b0ce5..60b37270a7 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMoonlitScion-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMoonlitScion-es.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=El daño de tu Capa Lunar au Feature/&FeatureMoonlitScionLunarEmbraceTitle=Abrazo lunar Feature/&FeatureSetMoonlitScionLunarCloakDescription=Puedes usar tu acción adicional para conjurar un manto de luz u oscuridad, obteniendo uno de los siguientes beneficios durante un minuto:\nLuna llena: arrojas luz brillante en un radio de 15 pies y luz tenue en un radio de 15 pies adicional. radio a tu alrededor y gana el poder del resplandor lunar. Realiza un ataque de hechizo cuerpo a cuerpo. Con un golpe, la criatura sufre 1d8 de daño radiante y tiene una penalización de -1 a la CA hasta el final de tu siguiente turno.\nLuna nueva: estás oscurecido por una oscuridad no mágica. Si te mueves a una casilla que está en una luz tenue o brillante, se considera que estás en una oscuridad no mágica y obtienes el poder del frío lunar. Realiza un ataque de hechizo cuerpo a cuerpo. Con un golpe, la criatura sufre 1d8 de daño por frío y queda obstaculizada hasta el final de tu siguiente turno. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Capa lunar -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Eres resistente al daño radiante mientras la capa de Luna Llena está activa y eres resistente al daño por frío mientras la capa de Luna Nueva está activa. También aprendes el hechizo Moon Beam si aún no lo has hecho. Puedes lanzarlo una vez por descanso prolongado sin expandir un espacio de hechizo en tu nivel de espacio más alto. Cuando lanzas Moon Beam de esta manera, obtienes puntos de vida temporales equivalentes a tu nivel de brujo durante un minuto y recibir daño no puede romper tu concentración para este hechizo. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Eres resistente al daño radiante mientras la capa de Luna Llena está activa y eres resistente al daño por frío mientras la capa de Luna Nueva está activa. También aprendes el hechizo Moon Beam si aún no lo has hecho. Puedes lanzarlo una vez por descanso prolongado sin expandir un espacio de hechizo en tu nivel de espacio más alto. Cuando lanzas Moon Beam de esta manera, obtienes puntos de vida temporales iguales a tu nivel de brujo y recibir daño no puede romper tu concentración para este hechizo. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Bendición de medianoche Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Obtienes una velocidad de vuelo igual a tu velocidad al caminar. Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Abrazo lunar @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Puedes extender momentáneamente Feature/&PowerMoonlitScionLunarChillTitle=Frío lunar Feature/&PowerMoonlitScionLunarRadianceDescription=Puedes extender momentáneamente el alcance de tu capa y tocar a una criatura hostil a 30 pies de ti con un resplandor lunar. Realiza un ataque de hechizo cuerpo a cuerpo contra él. Con un golpe, la criatura sufre 1d8 de daño radiante y tiene una penalización de -1 a la CA hasta el final de tu siguiente turno. Feature/&PowerMoonlitScionLunarRadianceTitle=Resplandor lunar -Feature/&PowerMoonlitScionMidnightBlessingDescription=Puedes lanzar Rayo de Luna como un poder, una vez por descanso prolongado, sin expandir un espacio de hechizo en tu nivel de espacio más alto. Cuando lanzas Moon Beam de esta manera, obtienes puntos de vida temporales equivalentes a tu nivel de brujo durante un minuto y recibir daño no puede romper tu concentración para este hechizo. +Feature/&PowerMoonlitScionMidnightBlessingDescription=Puedes lanzar Rayo de Luna como un poder, una vez por descanso prolongado, sin expandir un espacio de hechizo en tu nivel de espacio más alto. Cuando lanzas Moon Beam de esta manera, obtienes puntos de vida temporales iguales a tu nivel de brujo y recibir daño no puede romper tu concentración para este hechizo. Feature/&PowerMoonlitScionMidnightBlessingTitle=Bendición de medianoche Feature/&PowerMoonlitScionMoonlightGuiseDescription=Siempre que una criatura te dañe, puedes usar tu reacción para volverte invisible hasta el final de tu siguiente turno. Puede utilizar esta función una vez por breve descanso. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Disfraz de luz de luna diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMountain-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMountain-es.txt index 42694abea2..81df065f4f 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMountain-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/PatronMountain-es.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Puedes usar tu característica Barrera de Piedra un número de veces igual a tu modificador de Carisma por un breve descanso. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Guardián eterno Feature/&FeatureSetPatronMountainIceboundSoulDescription=Gana inmunidad al daño por frío. La primera vez que golpeas a un enemigo con un ataque en tu turno, debe realizar una tirada de salvación de Constitución contra la CD de tu hechizo de brujo o quedará cegado hasta el final de su siguiente turno. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Alma ligada al hielo Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Adquiera competencia en la naturaleza y la supervivencia. Gana Montaña como tipo de terreno favorito. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Conocimiento de los eones -Feature/&PowerPatronMountainBarrierOfStoneDescription=Cuando un aliado dentro de 30 pies de ti sufre daño, puedes usar tu reacción para reducir el daño en una cantidad igual al doble de tu nivel de brujo más tu modificador de Carisma. Puedes usar este poder un número de veces igual a tu modificador de Carisma por descanso prolongado. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Cuando un aliado dentro de 30 pies de ti es atacado, puedes usar tu reacción para reducir el daño en una cantidad igual al doble de tu nivel de brujo más tu modificador de Carisma. Puedes usar este poder un número de veces igual a tu modificador de Carisma por descanso prolongado. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barrera de piedra Feature/&PowerPatronMountainClingingStrengthDescription=Puedes usar una acción adicional en tu turno para brindarte a ti mismo o a un aliado dentro de 5 pies de ti los beneficios de Longstrider y Spider Climb durante 1 hora sin ningún requisito de concentración. Una vez que uses este poder, no podrás volver a usarlo hasta que termines un descanso corto o largo. Feature/&PowerPatronMountainClingingStrengthTitle=Fuerza de aferramiento -Feature/&PowerPatronMountainEternalGuardianDescription=Puedes usar tu característica Barrera de Piedra un número de veces igual a tu modificador de Carisma por un breve descanso. -Feature/&PowerPatronMountainEternalGuardianTitle=Guardián eterno +Feature/&PowerPatronMountainEternalGuardianDescription=Cuando un aliado dentro de 30 pies de ti es atacado, puedes usar tu reacción para reducir el daño en una cantidad igual al doble de tu nivel de brujo más tu modificador de Carisma. Puedes usar este poder un número de veces igual a tu modificador de Carisma por breve descanso. +Feature/&PowerPatronMountainEternalGuardianTitle=Barrera de piedra Feature/&PowerPatronMountainTheMountainWakesDescription=Puedes lanzar Tormenta de Hielo como un hechizo de cuarto nivel un número de veces igual a tu bonificación de competencia por descanso prolongado. Feature/&PowerPatronMountainTheMountainWakesTitle=La montaña despierta Reaction/&UseBarrierOfStoneDescription=Un aliado fue atacado. Puedes reducir el daño en una cantidad igual al doble de tu nivel de brujo más tu modificador de Carisma. diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousSpellBlade-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousSpellBlade-es.txt index 97fd3de605..58ca6dfbdb 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousSpellBlade-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/SorcerousSpellBlade-es.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Cuando golpea Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Hechicero de guerra Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Tu clase de armadura aumenta en 2 y ganas competencia en las tiradas de salvación de Destreza. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Reflejos de batalla -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Puedes usar tu acción adicional para ganar puntos de vida temporales iguales a tu nivel de hechicero + modificador de carisma durante un minuto, una cantidad de veces por descanso prolongado igual a tu bonificación de competencia. Si no tienes usos, puedes gastar dos puntos de hechicería. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Puedes usar tu acción adicional para ganar puntos de vida temporales iguales a tu nivel de hechicero + modificador de carisma, una cantidad de veces por descanso prolongado igual a tu bonificación de competencia. Si no tienes usos, puedes gastar dos puntos de hechicería. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Escudo de maná Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Obtienes competencia con armaduras ligeras, armaduras medias y armas marciales. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Entrenamiento marcial diff --git a/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfTheDragon-es.txt b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfTheDragon-es.txt index b362d3f6fd..3c93f60cee 100644 --- a/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfTheDragon-es.txt +++ b/SolastaUnfinishedBusiness/Translations/es/SubClasses/WayOfTheDragon-es.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Una vez durante tu t Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Aliento elemental - Aliento venenoso Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Una vez durante tu turno, puedes renunciar a uno de tus ataques de acción principales para exhalar energía elemental. Proyecte hielo en un cono de 15 pies de ancho. Cada criatura afectada por tu aliento debe pasar una tirada de salvación de Destreza (salvo la mitad) o recibir tres dados de artes marciales de daño por frío. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Aliento elemental - Aliento helado -Feature/&PowerWayOfTheDragonReactiveHideDescription=Siempre que estés a punto de recibir daño de una criatura enemiga, puedes usar tu reacción y pagar 1 Ki para ganar resistencia a todo el daño hasta el final del turno del atacante. Si el atacante usa ataques cuerpo a cuerpo contra ti, recibirá un dado de artes marciales como tipo de daño de tu función Dragon Ancestry cada vez que te golpee. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Cuando eres atacado, puedes usar tu reacción y pagar 1 Ki para ganar resistencia a todo el daño hasta el final del turno del atacante. Si el atacante usa ataques cuerpo a cuerpo contra ti, recibirá un dado de artes marciales como tipo de daño de tu función Dragon Ancestry cada vez que te golpee. Feature/&PowerWayOfTheDragonReactiveHideTitle=Piel reactiva Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=¡La furia del dragón! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} causa daño ácido a {1} a través de la furia del dragón (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt index bc0c895fb2..ede89dd2f4 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/ClassFeats-fr.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Gagnez 1 niveau d'emplace Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Gagnez 1 emplacement supplémentaire de niveau 3 ou inférieur en utilisant un point de divinité canalisé. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Gagner un emplacement de sort Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Gagnez le niveau d'emplacement {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Frappes dévastatrices +Feedback/&AdditionalDamageDevastatingStrikesLine=Les Frappes dévastatrices infligent +{2} dégâts supplémentaires ! Feedback/&AdditionalDamageSlayTheEnemyFormat=Tuez l'ennemi ! Feedback/&AdditionalDamageSlayTheEnemyLine={0} tue {1} pour +{2} de dégâts ! Reaction/&CustomReactionSecondChanceDescription=Une créature est sur le point de vous frapper avec une attaque ! Vous pouvez utiliser votre réaction pour lui faire relancer l'attaque. diff --git a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt index 58a429de8a..b7452b0b1e 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Feats/MeleeCombat-fr.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} écrase {1} Feedback/&AdditionalDamagePiercerFormat=Perceurs! Feedback/&AdditionalDamagePiercerLine={0} perce de manière critique {1} Feedback/&AdditionalDamageSpearMasteryLine={0} a préparé sa lance et inflige {2} dégâts supplémentaires à {1} ! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} inflige des dégâts à {1} à {2} : Reaction/&ReactionAttackOldTacticsDescription={0} s'est levé. {1} peut utiliser une réaction pour effectuer une attaque au corps à corps contre lui. Reaction/&ReactionAttackOldTacticsReactDescription=Utilisez votre réaction pour attaquer. Reaction/&ReactionAttackOldTacticsReactTitle=Attaque diff --git a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt index 6838bc434e..6e2d5ae2bc 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Others-fr.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Activer/désactiver Archer arcanique Action/&ArcaneArcherToggleTitle=Archer arcanique +Action/&BrutalStrikeToggleDescription=Activer/désactiver Brutal Strike +Action/&BrutalStrikeToggleTitle=Frappe brutale Action/&CastPlaneMagicDescription=Lancer l'un des sorts que vous avez obtenus grâce aux Dons de Planaire Action/&CastPlaneMagicTitle=Canaliser la magie Planaire Action/&CastSignatureSpellsDescription=Lancez ces sorts de niveau 3 sans dépenser d'emplacement @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Activer les châtiments sur n'importe quel Action/&PaladinSmiteToggleTitle=Châtiment divin Action/&PressTheAdvantageToggleDescription=Activer/désactiver Appuyer sur Avantage Action/&PressTheAdvantageToggleTitle=Appuyez sur l'avantage +Action/&RecklessAttackExtendedDescription=Avant de lancer votre première attaque à votre tour, vous pouvez décider d'attaquer de manière imprudente. Cela vous donne un avantage sur les jets d'attaque au corps à corps avec une arme en utilisant la Force jusqu'à votre prochain tour, mais les jets d'attaque contre vous ont un avantage jusqu'à votre prochain tour. Action/&TacticianGambitDescription=Sélectionner la manœuvre spéciale Action/&TacticianGambitTitle=Gambits Action/&WithdrawDescription=Lorsque vous êtes à portée de mêlée d'une créature ennemie, vous pouvez utiliser votre action bonus pour vous déplacer jusqu'à 3 cases sans provoquer d'attaques d'opportunité. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Retiré Condition/&ConditionRogueDeviousStrikeDazedDescription=Vous ne pouvez pas utiliser de réactions ou d'actions bonus, vous pouvez vous déplacer ou effectuer une action à votre tour, mais pas les deux. Condition/&ConditionRogueDeviousStrikeDazedTitle=Étourdi Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Assommé +Condition/&ConditionStaggeringBlowAoODescription=Vous ne pouvez pas effectuer d'attaques d'opportunité avant le début de votre prochain tour. +Condition/&ConditionStaggeringBlowAoOTitle=Coup stupéfiant Condition/&FlightSuspendDescription=L'effet de Vol en cours est suspendu Condition/&FlightSuspendTitle=Vol suspendu ContentPack/&9999Description=Le pack Unfinished Business ajoute le multiclassage, les Ascendances, les sous-classes, les Dons, les Style de Combat et les Sorts. La limite de niveau maximal est plus élevé, des fonctionnalités de Quality Of Life (QOL) ont été ajoutées, ainsi que des correctifs et plus encore. C'est une véritable Corne d'Abondance (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Sorts étendus Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Vous pouvez dépenser 1 point Ki pour effectuer deux frappes à mains nues en guise d'action bonus. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Déluge de coups +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Lorsque vous utilisez Attaque imprudente, l'un de vos jets d'attaque basés sur la Force que vous effectuez avant la fin de votre tour inflige 1d10 dégâts supplémentaires du même type infligé par l'arme ou la Frappe à mains nues, et vous pouvez également choisir l'un des effets suivants s'il touche :\n• Coup puissant. La cible est poussée à 15 pieds tout droit de vous.\n• Coup aux ischio-jambiers. La vitesse de la cible est réduite de 15 pieds jusqu'au début de votre prochain tour. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Vous avez perfectionné de nouvelles façons d’attaquer furieusement. Les effets suivants font désormais partie de vos options de Frappe brutale :\n• Coup stupéfiant. La cible a un désavantage lors du prochain jet de sauvegarde qu'elle effectue, et elle ne peut pas effectuer d'attaques d'opportunité avant le début de votre prochain tour.\n• Coup tranchant. Votre coup laisse une ouverture dans la défense de la créature pour un allié jusqu'au début de votre prochain tour. Le prochain jet d'attaque effectué par une créature autre que vous contre la cible bénéficie d'un bonus de 1d10 aux jets d'attaque et de dégâts. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Amélioration des frappes brutales +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Les dégâts supplémentaires infligés par votre Brutal Strike augmentent à 2d10. +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/&FighterExtraAttackDescription=Vous pouvez attaquer deux fois au lieu d'une lorsque vous utilisez les actions d'Attaque ou de Bousculade. Feature/&FlightResumeDescription=Reprend l'effet de Vol précédement suspendu Feature/&FlightResumeTitle=Reprendre le Vol @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=À partir du niveau 9 Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Mouvement sans armure – Amélioré Feature/&PowerAfterRestIdentifyDescription=Identifiez tous les objets magiques dans l'inventaire. Feature/&PowerAfterRestIdentifyTitle=Identifier +Feature/&PowerBarbarianBrutalStrikeDescription=Frappe brutale à déterminer +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=La cible est repoussée à 15 pieds de vous. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Coup puissant +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=La vitesse de la cible est réduite de 15 pieds jusqu'au début de votre prochain tour. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Coup aux ischio-jambiers +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=La cible a un désavantage lors du prochain jet de sauvegarde qu'elle effectue, et elle ne peut pas effectuer d'attaques d'opportunité avant le début de votre prochain tour. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Coup stupéfiant +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Votre coup laisse une ouverture dans la défense de la créature pour un allié jusqu'au début de votre prochain tour. Le prochain jet d'attaque effectué par une créature autre que vous contre la cible bénéficie d'un bonus de 1d10 aux jets d'attaque et de dégâts. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Coup déchirant +Feature/&PowerBarbarianBrutalStrikeTitle=Frappe brutale Feature/&PowerHelpDescription=Vous pouvez Aider une créature alliée à attaquer une créature à 1,50 mètre ou moins de vous. Vous feintez, distrayez la cible ou travaillez en équipe d'une manière ou d'une autre pour rendre l'attaque de votre allié plus efficace. Si votre allié attaque la cible avant votre prochain tour, le premier jet d'attaque est effectué avec avantage. Feature/&PowerHelpTitle=Aider Feature/&PowerRangerNatureShroudDescription=Vous faites appel aux pouvoirs de la nature pour vous cacher brièvement des regards. Par une action bonus, vous pouvez devenir comme par magie invisible, ainsi que tout équipement que vous portez ou transportez, jusqu'au début de votre prochain tour. Vous pouvez utiliser cette fonctionnalité un nombre de fois égal à votre bonus de maîtrise, et vous récupérez toutes les utilisations dépensées lorsque vous terminez un repos long. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Vous pouvez faire disparaître votre invoc Feature/&PowerVanishSummonTitle=Disparaître Feature/&ToolGainChoicesPluralDescription=Choisissez {0} de ces outils : {1} Feature/&ToolGainChoicesSingleDescription=Choisissez l'un de ces outils : {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Frappe brutale +Feedback/&AdditionalDamageBrutalStrikeLine=Brutal Strike inflige +{2} dégâts supplémentaires ! +Feedback/&AdditionalDamageSunderingBlowFormat=Coup déchirant +Feedback/&AdditionalDamageSunderingBlowLine=Sundering Blow inflige +{2} dégâts supplémentaires ! Feedback/&ChangeSneakDiceDamageType={1} modifie les dégâts des dés sournois en {2} Feedback/&ChangeSneakDiceDieType={1} change le type de dé furtif de {2} à {3} Feedback/&ChangeSneakDiceNumber={1} change le nombre de dés furtifs de {2} à {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Cliquez pour lancer {0}. Reaction/&CastSpellInRetributionReactTitle=Lancer un sort Reaction/&CastSpellInRetributionTitle=Lancer un sort de réaction Reaction/&ReactionSpendPowerBundleDescription=Dépenser de l'énergie. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Vous pouvez appliquer un effet supplémentaire. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Appliquez un effet supplémentaire. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Frappe brutale +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Frappe brutale Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Vous pouvez renoncer à un ou plusieurs dés d'Attaque Sournoise pour appliquer un effet supplémentaire. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Vous pouvez renoncer à un ou plusieurs dés d'Attaque Sournoise pour appliquer un effet supplémentaire. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Frappe Rusée diff --git a/SolastaUnfinishedBusiness/Translations/fr/Races/Oligath-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Races/Oligath-fr.txt index 8f8cc43af6..6ab794b46b 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Races/Oligath-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Races/Oligath-fr.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Vous avez la résistance aux Feature/&DamageAffinityOligathHotBloodedTitle=Au sang chaud Feature/&EquipmentAffinityOligathPowerfulBuildDescription=Vous comptez votre taille comme grande lors de la détermination de votre capacité de charge. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Construction puissante -Feature/&PowerOligathStoneEnduranceDescription=Lorsque vous subissez des dégâts, vous pouvez utiliser votre réaction pour lancer un d12. Ajoutez votre modificateur de Constitution au nombre obtenu et réduisez les dégâts entrants de ce montant. Vous pouvez utiliser ce trait autant que votre bonus de compétence et récupérer les utilisations dépensées après un repos long. +Feature/&PowerOligathStoneEnduranceDescription=Lorsque vous êtes attaqué, vous pouvez utiliser votre réaction pour lancer un d12. Ajoutez votre modificateur de Constitution au nombre obtenu et réduisez les dégâts reçus de ce montant. Vous pouvez utiliser ce trait égal à votre bonus de maîtrise et récupérer les utilisations dépensées après un long repos. Feature/&PowerOligathStoneEnduranceTitle=L'endurance de la pierre Feature/&ProficiencyOligathLanguagesDescription=Commun et Géant. Feature/&ProficiencyOligathLanguagesTitle=Langue diff --git a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt index 6d7d818689..c6c4f553c4 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/Settings-fr.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Ajoutez des icônes personnalisées aux obj 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/&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=Ajouter Humanoïde à la liste d'Ennemis jurés des Rôdeurs +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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2 : continuez à relancer 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Activer des icônes supplémentaires pour 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/&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/&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/&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 @@ -152,6 +156,7 @@ ModUi/&Feats=Dons 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/&Formation=Formation : ModUi/&FormationError=Vous ne pouvez pas changer de formation pendant une partie multijoueur... diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationArtillerist-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationArtillerist-fr.txt index 00c5f6223d..1581e9d0f4 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationArtillerist-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/InnovationArtillerist-fr.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=Le canon crache du fe Feature/&PowerInnovationArtilleristFlamethrowerTitle=Lance-flammes Feature/&PowerInnovationArtilleristForceBallistaDescription=Effectuez une attaque avec un sort à distance, provenant du canon, sur une créature ou un objet à moins de 120 pieds de lui. En cas de coup, la cible subit 2d8 dégâts de force, et si la cible est une créature, elle est poussée jusqu'à 1,50 mètre du canon. Feature/&PowerInnovationArtilleristForceBallistaTitle=Baliste de force -Feature/&PowerInnovationArtilleristProtectorDescription=Le canon émet une rafale d'énergie positive qui lui confère, ainsi qu'à chaque créature de votre choix dans un rayon de 3 mètres autour de lui, un nombre de points de vie temporaires égal à 1d8+5 pendant 1 minute. +Feature/&PowerInnovationArtilleristProtectorDescription=Le canon émet une explosion d'énergie positive qui s'octroie, ainsi qu'à chaque créature de votre choix située dans un rayon de 3 mètres autour de lui, un nombre de points de vie temporaires égal à 1d8+5. Feature/&PowerInnovationArtilleristProtectorTitle=Protecteur Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Lance-flammes [minuscule] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Baliste de Force [minuscule] diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt index 1cc5777fd1..84a909fc26 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMoonlitScion-fr.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Les dégâts de votre Cape L Feature/&FeatureMoonlitScionLunarEmbraceTitle=Étreinte lunaire Feature/&FeatureSetMoonlitScionLunarCloakDescription=Vous pouvez utiliser votre action bonus pour invoquer un manteau de lumière ou d'obscurité, bénéficiant ainsi de l'un des avantages suivants pendant une minute :\nPleine Lune : vous projetez une lumière vive dans un rayon de 15 pieds et une lumière tamisée dans un rayon de 15 pieds supplémentaires. rayon autour de vous et gagnez le pouvoir de rayonnement lunaire. Lancez une attaque de sort au corps à corps. En cas de coup, la créature subit 1d8 dégâts radiants et subit un malus de -1 à la CA jusqu'à la fin de votre prochain tour.\nNouvelle Lune : vous êtes obscurci par des ténèbres non magiques. Si vous vous déplacez vers une tuile qui est dans une lumière faible ou vive, vous êtes considéré comme étant dans l'obscurité non magique et gagnez le pouvoir de refroidissement lunaire. Lancez une attaque de sort au corps à corps. En cas de coup, la créature subit 1d8 dégâts de froid et est gênée jusqu'à la fin de votre prochain tour. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Cape lunaire -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Vous êtes résistant aux dégâts radiants lorsque la cape de Pleine Lune est active et vous êtes résistant aux dégâts de froid lorsque la cape de Nouvelle Lune est active. Vous apprenez également le sort Moon Beam si vous ne l’avez pas déjà fait. Vous pouvez le lancer une fois par repos long sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste pendant une minute et subir des dégâts ne peut pas briser votre concentration pour ce sort. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Vous êtes résistant aux dégâts radiants lorsque la cape de Pleine Lune est active et vous êtes résistant aux dégâts de froid lorsque la cape de Nouvelle Lune est active. Vous apprenez également le sort Moon Beam si vous ne l’avez pas déjà fait. Vous pouvez le lancer une fois par repos long sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste et subir des dégâts ne peut pas briser votre concentration pour ce sort. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Bénédiction de minuit Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Vous gagnez une vitesse de vol égale à votre vitesse de marche Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Étreinte lunaire @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Vous pouvez momentanément éten Feature/&PowerMoonlitScionLunarChillTitle=Froid lunaire Feature/&PowerMoonlitScionLunarRadianceDescription=Vous pouvez momentanément étendre la portée de votre cape et toucher une créature hostile à moins de 9 mètres de vous avec un rayonnement lunaire. Lancez une attaque de sort au corps à corps contre lui. En cas de coup, la créature subit 1d8 dégâts radiants et subit un malus de -1 à la CA jusqu'à la fin de votre prochain tour. Feature/&PowerMoonlitScionLunarRadianceTitle=Radiance lunaire -Feature/&PowerMoonlitScionMidnightBlessingDescription=Vous pouvez lancer Rayon de Lune comme pouvoir, une fois par repos long, sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste pendant une minute et subir des dégâts ne peut pas briser votre concentration pour ce sort. +Feature/&PowerMoonlitScionMidnightBlessingDescription=Vous pouvez lancer Rayon de Lune comme pouvoir, une fois par repos long, sans étendre un emplacement de sort à votre niveau d'emplacement le plus élevé. Lorsque vous lancez Moon Beam de cette façon, vous gagnez des points de vie temporaires égaux à votre niveau de démoniste et subir des dégâts ne peut pas briser votre concentration pour ce sort. Feature/&PowerMoonlitScionMidnightBlessingTitle=Bénédiction de minuit Feature/&PowerMoonlitScionMoonlightGuiseDescription=Chaque fois qu'une créature vous blesse, vous pouvez utiliser votre réaction pour devenir invisible jusqu'à la fin de votre prochain tour. Vous pouvez utiliser cette fonctionnalité une fois par court repos. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Déguisement au clair de lune diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt index f4a1e9ded2..9023b78f8a 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/PatronMountain-fr.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Vous pouvez utiliser votre fonction Barrière de pierre un nombre de fois égal à votre modificateur de Charisme par repos court. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Gardien éternel Feature/&FeatureSetPatronMountainIceboundSoulDescription=Gagnez l’immunité contre les dégâts du froid. La première fois que vous frappez un ennemi avec une attaque pendant votre tour, il doit effectuer un jet de sauvegarde de Constitution contre le DD de votre sort de démoniste ou devenir aveuglé jusqu'à la fin de son prochain tour. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Âme liée à la glace Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Acquérir la maîtrise de la nature et de la survie. Gagnez Montagne comme type de terrain préféré. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Connaissance des Eons -Feature/&PowerPatronMountainBarrierOfStoneDescription=Lorsqu'un allié à moins de 9 mètres de vous subit des dégâts, vous pouvez utiliser votre réaction pour réduire les dégâts d'un montant égal à deux fois votre niveau de sorcier plus votre modificateur de Charisme. Vous pouvez utiliser ce pouvoir un nombre de fois égal à votre modificateur de Charisme par repos long. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Lorsqu'un allié à moins de 9 mètres de vous est attaqué, vous pouvez utiliser votre réaction pour réduire les dégâts d'un montant égal à deux fois votre niveau de démoniste plus votre modificateur de Charisme. Vous pouvez utiliser ce pouvoir un nombre de fois égal à votre modificateur de Charisme par repos long. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barrière de pierre Feature/&PowerPatronMountainClingingStrengthDescription=Vous pouvez utiliser une action bonus à votre tour pour vous donner, à vous-même ou à un allié à moins de 1,50 mètre de vous, les avantages de Longstrider et Spider Climb pendant 1 heure (aucune exigence de concentration). Une fois que vous avez utilisé ce pouvoir, vous ne pouvez plus l'utiliser tant que vous n'avez pas terminé un repos court ou long. Feature/&PowerPatronMountainClingingStrengthTitle=Force d'adhérence -Feature/&PowerPatronMountainEternalGuardianDescription=Vous pouvez utiliser votre fonction Barrière de pierre un nombre de fois égal à votre modificateur de Charisme par repos court. -Feature/&PowerPatronMountainEternalGuardianTitle=Gardien éternel +Feature/&PowerPatronMountainEternalGuardianDescription=Lorsqu'un allié à moins de 9 mètres de vous est attaqué, vous pouvez utiliser votre réaction pour réduire les dégâts d'un montant égal à deux fois votre niveau de démoniste plus votre modificateur de Charisme. Vous pouvez utiliser ce pouvoir un nombre de fois égal à votre modificateur de Charisme par court repos. +Feature/&PowerPatronMountainEternalGuardianTitle=Barrière de pierre Feature/&PowerPatronMountainTheMountainWakesDescription=Vous pouvez lancer Tempête de verglas en tant que sort de quatrième niveau un nombre de fois égal à votre bonus de maîtrise par repos long. Feature/&PowerPatronMountainTheMountainWakesTitle=La montagne se réveille Reaction/&UseBarrierOfStoneDescription=Un allié a été attaqué. Vous pouvez réduire les dégâts d'un montant égal à deux fois votre niveau de démoniste plus votre modificateur de Charisme. diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousSpellBlade-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousSpellBlade-fr.txt index 5b199a7609..9e420b375e 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousSpellBlade-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/SorcerousSpellBlade-fr.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Lorsque vous Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Sorcier de guerre Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Votre classe d'armure augmente de 2 et vous maîtrisez les jets de sauvegarde de Dextérité. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Réflexes de combat -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Vous pouvez utiliser votre action bonus pour gagner des points de vie temporaires égaux à votre niveau de sorcier + modificateur de Charisme pendant une minute, un nombre de fois par repos long égal à votre bonus de maîtrise. Si vous n'êtes plus utilisable, vous pouvez dépenser deux points de sorcellerie à la place. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Vous pouvez utiliser votre action bonus pour gagner des points de vie temporaires égaux à votre niveau de sorcier + modificateur de Charisme, un nombre de fois par repos long égal à votre bonus de maîtrise. Si vous n'êtes plus utilisable, vous pouvez dépenser deux points de sorcellerie à la place. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Bouclier de mana Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Vous maîtrisez les armures légères, les armures moyennes et les armes de guerre. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Entraînement martial diff --git a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheDragon-fr.txt b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheDragon-fr.txt index 60c94d5e7c..188d5d8b2b 100644 --- a/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheDragon-fr.txt +++ b/SolastaUnfinishedBusiness/Translations/fr/SubClasses/WayOfTheDragon-fr.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Une fois pendant vot Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Souffle élémentaire - Souffle empoisonné Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Une fois pendant votre tour, vous pouvez renoncer à l'une de vos attaques d'action principale pour expirer de l'énergie élémentaire. Projetez de la glace dans un cône de 15 pieds de large. Chaque créature affectée par votre souffle doit réussir un jet de sauvegarde de Dextérité (réserve de moitié) ou recevoir trois dés d'arts martiaux de dégâts de froid. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Souffle élémentaire - Souffle de givre -Feature/&PowerWayOfTheDragonReactiveHideDescription=Chaque fois que vous êtes sur le point de recevoir des dégâts d'une créature ennemie, vous pouvez utiliser votre réaction et payer 1 Ki pour gagner en résistance à tous les dégâts jusqu'à la fin du tour de l'attaquant. Si l'attaquant utilise des attaques de mêlée contre vous, il reçoit un dé d'arts martiaux comme type de dégâts de votre fonction Dragon Ancestry à chaque fois qu'il vous frappe. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Lorsque vous êtes attaqué, vous pouvez utiliser votre réaction et payer 1 Ki pour gagner en résistance à tous les dégâts jusqu'à la fin du tour de l'attaquant. Si l'attaquant utilise des attaques de mêlée contre vous, il reçoit un dé d'arts martiaux comme type de dégâts de votre fonction Dragon Ancestry à chaque fois qu'il vous frappe. Feature/&PowerWayOfTheDragonReactiveHideTitle=Peau réactive Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Furie du Dragon ! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} inflige des dégâts d'acide à {1} via la fureur du dragon (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt index 51221dd377..814dee90c2 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/ClassFeats-it.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Ottieni 1 livello slot ag Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Ottieni 1 slot aggiuntivo di livello 3 o inferiore utilizzando un punto divinità canalizzato. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Ottieni slot incantesimo Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Ottieni il livello dello slot {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Scioperi devastanti +Feedback/&AdditionalDamageDevastatingStrikesLine=Gli attacchi devastanti infliggono +{2} danni extra! Feedback/&AdditionalDamageSlayTheEnemyFormat=Uccidi il nemico! Feedback/&AdditionalDamageSlayTheEnemyLine={0} uccide {1} per +{2} danni! Reaction/&CustomReactionSecondChanceDescription=Una creatura sta per colpirti con un attacco! Puoi usare la tua reazione per fargli ripetere il tiro dell'attacco. diff --git a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt index d87a611e00..96e05ed9b4 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Feats/MeleeCombat-it.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} schiaccia {1} Feedback/&AdditionalDamagePiercerFormat=Piercer! Feedback/&AdditionalDamagePiercerLine={0} perfora in modo critico {1} Feedback/&AdditionalDamageSpearMasteryLine={0} ha preparato la lancia e infligge {2} danni extra a {1}! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} infligge danni da {1} a {2}: Reaction/&ReactionAttackOldTacticsDescription={0} si è alzato. {1} può utilizzare una reazione per effettuare un attacco con arma da mischia contro di esso. Reaction/&ReactionAttackOldTacticsReactDescription=Usa la tua reazione per attaccare. Reaction/&ReactionAttackOldTacticsReactTitle=Attacco diff --git a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt index 23d14ccf18..6a01530a3a 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Others-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Others-it.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Attiva/disattiva l'Arciere Arcano Action/&ArcaneArcherToggleTitle=Arciere Arcano +Action/&BrutalStrikeToggleDescription=Attiva/disattiva Colpo Brutale +Action/&BrutalStrikeToggleTitle=Colpo Brutale Action/&CastPlaneMagicDescription=Lancia uno degli incantesimi che hai ottenuto dai talenti Plane Touched Action/&CastPlaneMagicTitle=Magia del piano del canale Action/&CastSignatureSpellsDescription=Lancia questi incantesimi di 3° livello senza spendere uno slot @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Abilita le punizioni su qualsiasi attacco Action/&PaladinSmiteToggleTitle=Colpire Action/&PressTheAdvantageToggleDescription=Attiva/disattiva Premi il Vantaggio Action/&PressTheAdvantageToggleTitle=Premi il vantaggio +Action/&RecklessAttackExtendedDescription=Prima di effettuare il primo attacco nel tuo turno, puoi decidere di attaccare in modo avventato. Ciò ti dà vantaggio sui tiri per colpire con armi da mischia usando la Forza fino al tuo turno successivo, ma i tiri per colpire contro di te hanno vantaggio fino al tuo turno successivo. Action/&TacticianGambitDescription=Seleziona manovra speciale Action/&TacticianGambitTitle=Manovre Action/&WithdrawDescription=Quando sei nel raggio di mischia di una creatura nemica, puoi usare la tua azione bonus per muoverti fino a 3 celle senza provocare attacchi di opportunità. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Ritirato Condition/&ConditionRogueDeviousStrikeDazedDescription=Non puoi utilizzare reazioni o azioni bonus e puoi muoverti o eseguire altre azioni nel tuo turno, non entrambe. Condition/&ConditionRogueDeviousStrikeDazedTitle=Stordito Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Eliminato +Condition/&ConditionStaggeringBlowAoODescription=Non puoi effettuare Attacchi di Opportunità fino all'inizio del tuo prossimo turno. +Condition/&ConditionStaggeringBlowAoOTitle=Colpo sconcertante Condition/&FlightSuspendDescription=L'effetto del volo in corso è stato sospeso Condition/&FlightSuspendTitle=Volo sospeso ContentPack/&9999Description=Il pacchetto Unfinished Business aggiunge multiclasse, razze, sottoclassi, talenti, stile di combattimento e incantesimi. Sono previsti livelli massimi più elevati, funzionalità QOL, correzioni e altro ancora. È un vero e proprio Corno dell'Abbondanza (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Incantesimi espansi Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Puoi spendere 1 punto Ki per effettuare due colpi senz'armi come azione bonus. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Raffica di colpi +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Quando usi Attacco Temerario, uno dei tiri per colpire basati sulla Forza che effettui prima della fine del tuo turno infligge 1d10 danni aggiuntivi dello stesso tipo inflitti dall'arma o dal Colpo Senz'armi, e puoi anche scegliere uno dei seguenti effetti se colpisce :\n• Colpo potente. Il bersaglio viene spinto a 15 piedi di distanza da te.\n• Colpo al tendine del ginocchio. La Velocità del bersaglio viene ridotta di 4,5 metri fino all'inizio del tuo turno successivo. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Hai affinato nuovi modi per attaccare furiosamente. I seguenti effetti sono ora tra le tue opzioni di Attacco brutale:\n• Colpo sconcertante. Il bersaglio ha Svantaggio al prossimo Tiro Salvezza che effettua e non può effettuare Attacchi di Opportunità fino all'inizio del tuo turno successivo.\n• Colpo Spartitore. Il tuo colpo lascia un'apertura nella difesa della creatura per un alleato fino all'inizio del tuo prossimo turno. Il successivo tiro per colpire effettuato da una creatura diversa da te contro il bersaglio ottiene un bonus di 1d10 al tiro per colpire e per i danni. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Miglioramento del colpo brutale +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Il danno extra inflitto dal tuo Colpo Brutale aumenta a 2d10. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=A partire dal 9° liv Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Movimento senza armatura: migliorato Feature/&PowerAfterRestIdentifyDescription=Identifica tutti gli oggetti magici nell'inventario. Feature/&PowerAfterRestIdentifyTitle=Identificare +Feature/&PowerBarbarianBrutalStrikeDescription=Colpo brutale da definire +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=Il bersaglio viene spinto a 15 piedi direttamente da te. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Colpo potente +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=La velocità del bersaglio viene ridotta di 4,5 metri fino all'inizio del tuo turno successivo. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Colpo al tendine del ginocchio +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=Il bersaglio ha Svantaggio al prossimo Tiro Salvezza che effettua e non può effettuare Attacchi di Opportunità fino all'inizio del tuo prossimo turno. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Colpo sconcertante +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Il tuo colpo lascia un'apertura nella difesa della creatura per un alleato fino all'inizio del tuo prossimo turno. Il successivo tiro per colpire effettuato da una creatura diversa da te contro il bersaglio ottiene un bonus di 1d10 al tiro per colpire e per i danni. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Colpo di separazione +Feature/&PowerBarbarianBrutalStrikeTitle=Colpo Brutale Feature/&PowerHelpDescription=Puoi aiutare una creatura amica ad attaccare una creatura entro 1,5 metri da te. Finti, distrai il bersaglio o fai squadra in qualche altro modo per rendere più efficace l'attacco del tuo alleato. Se il tuo alleato attacca il bersaglio prima del tuo turno successivo, il primo tiro per colpire viene effettuato con vantaggio. Feature/&PowerHelpTitle=Aiuto Feature/&PowerRangerNatureShroudDescription=Attingi ai poteri della natura per nasconderti brevemente alla vista. Come azione bonus, puoi diventare magicamente invisibile, insieme a qualsiasi equipaggiamento che indossi o trasporti, fino all'inizio del tuo turno successivo. È possibile utilizzare questo privilegio un numero di volte pari al proprio bonus di competenza e si recuperano tutti gli usi spesi al termine di un riposo lungo. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Puoi far svanire la tua evocazione. Feature/&PowerVanishSummonTitle=Svanire Feature/&ToolGainChoicesPluralDescription=Scegli {0} di questi strumenti: {1} Feature/&ToolGainChoicesSingleDescription=Scegli uno di questi strumenti: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Colpo Brutale +Feedback/&AdditionalDamageBrutalStrikeLine=Brutal Strike infligge +{2} danni extra! +Feedback/&AdditionalDamageSunderingBlowFormat=Colpo di separazione +Feedback/&AdditionalDamageSunderingBlowLine=Il Colpo Sundering infligge +{2} danni extra! Feedback/&ChangeSneakDiceDamageType={1} cambia il danno dei dadi furtivi in {2} Feedback/&ChangeSneakDiceDieType={1} cambia il tipo di dado nascosto da {2} a {3} Feedback/&ChangeSneakDiceNumber={1} cambia il numero dei dadi furtivi da {2} a {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Fai clic per trasmettere {0}. Reaction/&CastSpellInRetributionReactTitle=Lanciare un incantesimo Reaction/&CastSpellInRetributionTitle=Lancia l'incantesimo di reazione Reaction/&ReactionSpendPowerBundleDescription=Spendi potere. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Puoi applicare un effetto aggiuntivo. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Applica un effetto aggiuntivo. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Colpo Brutale +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Colpo Brutale Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Puoi rinunciare ai dadi Attacco Furtivo per applicare un effetto aggiuntivo. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Puoi rinunciare ai dadi Attacco Furtivo per applicare un effetto aggiuntivo. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Colpo astuto diff --git a/SolastaUnfinishedBusiness/Translations/it/Races/Oligath-it.txt b/SolastaUnfinishedBusiness/Translations/it/Races/Oligath-it.txt index 5d4c1400dd..d6f0271be9 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Races/Oligath-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Races/Oligath-it.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Hai resistenza ai danni da f Feature/&DamageAffinityOligathHotBloodedTitle=Sangue caldo Feature/&EquipmentAffinityOligathPowerfulBuildDescription=La tua taglia viene considerata Grande quando determini la tua capacità di carico. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Costruzione potente -Feature/&PowerOligathStoneEnduranceDescription=Quando subisci danni, puoi usare la tua reazione per tirare un d12. Aggiungi il tuo modificatore di Costituzione al numero tirato e riduci il danno in arrivo di quell'importo. Puoi usare questo tratto per un ammontare pari al tuo bonus di competenza e recuperare gli usi spesi dopo un riposo lungo. +Feature/&PowerOligathStoneEnduranceDescription=Quando vieni attaccato, puoi usare la tua reazione per tirare un d12. Aggiungi il tuo modificatore di Costituzione al numero tirato e riduci il danno in arrivo di quell'importo. Puoi usare questo tratto per un ammontare pari al tuo bonus di competenza e recuperare gli usi spesi dopo un riposo lungo. Feature/&PowerOligathStoneEnduranceTitle=La resistenza di Stone Feature/&ProficiencyOligathLanguagesDescription=Comune e gigante. Feature/&ProficiencyOligathLanguagesTitle=Lingua diff --git a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt index 86fa37cd96..276445f90f 100644 --- a/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/Settings-it.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Aggiungi icone personalizzate agli oggetti 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/&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/&AddHumanoidFavoredEnemyToRanger=Aggiungi il nemico preferito umanoide ai Ranger +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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: continua a ripetere il t ModUi/&CriticalOption3=3: raddoppia il danno totale del tuo attacco invece di tirare 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Abilita icone aggiuntive per accampamenti 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/&EnableBarbarianBrutalStrike=Abilita Barbaro Colpo Brutale e Miglioramento Colpo Brutale ai livelli di classe 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/&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 @@ -152,6 +156,7 @@ 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/&Formation=Formazione: ModUi/&FormationError=Non puoi cambiare la tua formazione durante una partita multiplayer... diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationArtillerist-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationArtillerist-it.txt index d0eb332664..e77ed9b293 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationArtillerist-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/InnovationArtillerist-it.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=Il cannone esala fuoc Feature/&PowerInnovationArtilleristFlamethrowerTitle=Lanciafiamme Feature/&PowerInnovationArtilleristForceBallistaDescription=Effettua un attacco con incantesimo a distanza, originato dal cannone, contro una creatura o un oggetto entro 32 metri da esso. Se colpisce, il bersaglio subisce 2d8 danni da forza e, se il bersaglio è una creatura, viene spinto fino a 1,5 metri di distanza dal cannone. Feature/&PowerInnovationArtilleristForceBallistaTitle=Balista della Forza -Feature/&PowerInnovationArtilleristProtectorDescription=Il cannone emette un'esplosione di energia positiva che garantisce a se stesso e a ogni creatura di propria scelta entro 3 metri da esso un numero di punti ferita temporanei pari a 1d8+5 per 1 minuto. +Feature/&PowerInnovationArtilleristProtectorDescription=Il cannone emette un'esplosione di energia positiva che garantisce a se stesso e a ogni creatura di tua scelta entro 3 metri da esso un numero di punti ferita temporanei pari a 1d8+5. Feature/&PowerInnovationArtilleristProtectorTitle=Protettore Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Lanciafiamme [piccolo] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Balista della Forza [minuscola] diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMoonlitScion-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMoonlitScion-it.txt index 15df35e5dd..ade988103e 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMoonlitScion-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMoonlitScion-it.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Il danno del tuo Mantello Lu Feature/&FeatureMoonlitScionLunarEmbraceTitle=Abbraccio Lunare Feature/&FeatureSetMoonlitScionLunarCloakDescription=Puoi usare la tua azione bonus per evocare un mantello di luce o di oscurità, ottenendo uno dei seguenti benefici per un minuto:\nLuna piena: emetti luce intensa in un raggio di 15 piedi e luce fioca in un raggio aggiuntivo di 15 piedi raggio intorno a te e ottieni il potere della luminosità lunare. Effettua un attacco con incantesimo in mischia. Se colpisce, la creatura subisce 1d8 danni radiosi e ha una penalità di –1 alla CA fino alla fine del tuo turno successivo.\nLuna Nuova: sei oscurato nell'oscurità non magica. Se ti sposti su una tessera che è in condizioni di luce fioca o intensa, sei considerato invece in un'oscurità non magica e ottieni il potere del gelo lunare. Effettua un attacco con incantesimo in mischia. Se colpisce, la creatura subisce 1d8 danni da freddo ed è ostacolata fino alla fine del turno successivo dell'incantatore. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Mantello Lunare -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Sei resistente ai danni radianti mentre il mantello della Luna Piena è attivo e sei resistente ai danni da freddo mentre il mantello della Luna Nuova è attivo. Impari anche l'incantesimo Moon Beam se non l'hai già fatto. Puoi lanciarlo una volta per riposo lungo senza espandere uno slot incantesimo al tuo livello di slot più alto. Quando lanci Moon Beam in questo modo, guadagni punti ferita temporanei pari al tuo livello da stregone per un minuto e subire danni non può interrompere la tua concentrazione per questo incantesimo. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Sei resistente ai danni radianti mentre il mantello della Luna Piena è attivo e sei resistente ai danni da freddo mentre il mantello della Luna Nuova è attivo. Impari anche l'incantesimo Moon Beam se non l'hai già fatto. Puoi lanciarlo una volta per riposo lungo senza espandere uno slot incantesimo al tuo livello di slot più alto. Quando lanci Moon Beam in questo modo, guadagni punti ferita temporanei pari al tuo livello da stregone e subire danni non può interrompere la tua concentrazione per questo incantesimo. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Benedizione di mezzanotte Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Ottieni una velocità di volo pari alla tua velocità di camminata Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Abbraccio Lunare @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Puoi estendere temporaneamente l Feature/&PowerMoonlitScionLunarChillTitle=Freddo lunare Feature/&PowerMoonlitScionLunarRadianceDescription=Puoi estendere temporaneamente la portata del tuo mantello e toccare una creatura ostile entro 9 metri da te con la radiosità lunare. Effettua un attacco con incantesimo in mischia contro di esso. Se colpisce, la creatura subisce 1d8 danni radiosi e ha penalità –1 alla CA fino alla fine del turno successivo dell'incantatore. Feature/&PowerMoonlitScionLunarRadianceTitle=Radianza lunare -Feature/&PowerMoonlitScionMidnightBlessingDescription=Puoi lanciare Raggio Lunare come potere, una volta per riposo lungo, senza espandere uno slot incantesimo al tuo livello di slot più alto. Quando lanci Moon Beam in questo modo, guadagni punti ferita temporanei pari al tuo livello da stregone per un minuto e subire danni non può interrompere la tua concentrazione per questo incantesimo. +Feature/&PowerMoonlitScionMidnightBlessingDescription=Puoi lanciare Raggio Lunare come potere, una volta per riposo lungo, senza espandere uno slot incantesimo al tuo livello di slot più alto. Quando lanci Moon Beam in questo modo, guadagni punti ferita temporanei pari al tuo livello da stregone e subire danni non può interrompere la tua concentrazione per questo incantesimo. Feature/&PowerMoonlitScionMidnightBlessingTitle=Benedizione di mezzanotte Feature/&PowerMoonlitScionMoonlightGuiseDescription=Ogni volta che una creatura ti danneggia, puoi usare la tua reazione per diventare invisibile fino alla fine del tuo turno successivo. Puoi usare questa capacità una volta per ogni riposo breve. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Veste al chiaro di luna diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMountain-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMountain-it.txt index b92876d322..6f246358ee 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMountain-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/PatronMountain-it.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Puoi utilizzare la tua caratteristica Barriera di Pietra un numero di volte pari al tuo modificatore di Carisma per riposo breve. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Guardiano eterno Feature/&FeatureSetPatronMountainIceboundSoulDescription=Ottieni l'immunità ai danni da freddo. La prima volta che colpisci un nemico con un attacco nel tuo turno, questi deve effettuare un tiro salvezza su Costituzione contro la CD del tuo incantesimo da stregone o diventare accecato fino alla fine del suo turno successivo. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Anima ghiacciata Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Acquisisci competenza in Natura e Sopravvivenza. Ottieni Montagna come tipo di terreno preferito. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Conoscenza degli eoni -Feature/&PowerPatronMountainBarrierOfStoneDescription=Quando un alleato entro 9 metri da te subisce danni, puoi usare la tua reazione per ridurre il danno di un ammontare pari al doppio del tuo livello da stregone più il tuo modificatore di Carisma. Puoi usare questo potere un numero di volte pari al tuo modificatore di Carisma per riposo lungo. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Quando un alleato entro 9 metri da te viene attaccato, puoi usare la tua reazione per ridurre il danno di un ammontare pari al doppio del tuo livello da stregone più il tuo modificatore di Carisma. Puoi usare questo potere un numero di volte pari al tuo modificatore di Carisma per riposo lungo. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barriera di pietra Feature/&PowerPatronMountainClingingStrengthDescription=Puoi usare un'azione bonus nel tuo turno per concedere a te stesso o a un alleato entro 1,5 metri da te i benefici di Passo Lungo e Scalare il Ragno per 1 ora senza alcun requisito di concentrazione. Una volta utilizzato questo potere, non è possibile utilizzarlo nuovamente finché non si termina un riposo breve o lungo. Feature/&PowerPatronMountainClingingStrengthTitle=Forza di adesione -Feature/&PowerPatronMountainEternalGuardianDescription=Puoi utilizzare la tua caratteristica Barriera di Pietra un numero di volte pari al tuo modificatore di Carisma per riposo breve. -Feature/&PowerPatronMountainEternalGuardianTitle=Guardiano eterno +Feature/&PowerPatronMountainEternalGuardianDescription=Quando un alleato entro 9 metri da te viene attaccato, puoi usare la tua reazione per ridurre il danno di un ammontare pari al doppio del tuo livello da stregone più il tuo modificatore di Carisma. Puoi usare questo potere un numero di volte pari al tuo modificatore di Carisma per riposo breve. +Feature/&PowerPatronMountainEternalGuardianTitle=Barriera di pietra Feature/&PowerPatronMountainTheMountainWakesDescription=Puoi lanciare Tempesta di Ghiaccio come incantesimo di quarto livello un numero di volte pari al tuo bonus di competenza per riposo lungo. Feature/&PowerPatronMountainTheMountainWakesTitle=La montagna si sveglia Reaction/&UseBarrierOfStoneDescription=Un alleato è stato aggredito. Puoi ridurre il danno di un ammontare pari al doppio del tuo livello da stregone più il tuo modificatore di Carisma. diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousSpellBlade-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousSpellBlade-it.txt index 534ea4cf86..773c4a538a 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousSpellBlade-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/SorcerousSpellBlade-it.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Quando colpis Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Stregone di guerra Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=La tua classe armatura aumenta di 2 e ottieni competenza nei tiri salvezza su Destrezza. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Riflessi di battaglia -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Puoi usare la tua azione bonus per ottenere punti ferita temporanei pari al tuo livello da Stregone + modificatore di Carisma per un minuto, un numero di volte per riposo lungo pari al tuo bonus di competenza. Se sei fuori uso, puoi invece spendere due punti stregoneria. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Puoi usare la tua azione bonus per ottenere punti ferita temporanei pari al tuo livello da Stregone + modificatore di Carisma, un numero di volte per riposo lungo pari al tuo bonus di competenza. Se sei fuori uso, puoi invece spendere due punti stregoneria. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Scudo di mana Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Ottieni competenza con le armature leggere, le armature medie e le armi da guerra. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Allenamento Marziale diff --git a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheDragon-it.txt b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheDragon-it.txt index 6e763e8d92..4b0dcb2f5a 100644 --- a/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheDragon-it.txt +++ b/SolastaUnfinishedBusiness/Translations/it/SubClasses/WayOfTheDragon-it.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Una volta durante il Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Respiro Elementale – Respiro Velenoso Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Una volta durante il tuo turno, puoi rinunciare a uno dei tuoi attacchi di azione principale per espirare energia elementale. Proietta il ghiaccio in un cono largo 15 piedi. Ogni creatura influenzata dal tuo soffio deve superare un tiro salvezza di Destrezza (tiro salvezza per la metà) o ricevere tre dadi di danni da freddo delle arti marziali. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Respiro Elementale: Respiro Gelido -Feature/&PowerWayOfTheDragonReactiveHideDescription=Ogni volta che stai per ricevere danno da una creatura nemica, puoi usare la tua reazione e pagare 1 Ki per ottenere resistenza a tutti i danni fino alla fine del turno dell'attaccante. Se l'attaccante usa attacchi corpo a corpo contro di te, riceve un dado di arti marziali come tipo di danno della tua caratteristica Ascendenza del Drago ogni volta che ti colpisce. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Quando vieni attaccato, puoi usare la tua reazione e pagare 1 Ki per ottenere resistenza a tutti i danni fino alla fine del turno dell'attaccante. Se l'attaccante usa attacchi corpo a corpo contro di te, riceve un dado di arti marziali come tipo di danno della tua caratteristica Ascendenza del Drago ogni volta che ti colpisce. Feature/&PowerWayOfTheDragonReactiveHideTitle=Pelle reattiva Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=La furia del drago! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} infligge danni da acido a {1} attraverso la furia del drago (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt index 8e32a7b741..7830e84bdb 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/ClassFeats-ja.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=チャネル神性ポイ Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=チャネル神聖ポイントを 1 つ使用して、レベル 3 以下の追加スロットを 1 つ獲得します。 Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=スペルスロットを獲得 Feature/&PowerFeatSpiritualFluidityGainSlotTitle=スロットレベル{0}を獲得します +Feedback/&AdditionalDamageDevastatingStrikesFormat=壊滅的な一撃 +Feedback/&AdditionalDamageDevastatingStrikesLine=破壊的な一撃は追加の +{2} ダメージを与えます! Feedback/&AdditionalDamageSlayTheEnemyFormat=敵を殺せ! Feedback/&AdditionalDamageSlayTheEnemyLine={0} が {1} を倒すと +{2} ダメージ! Reaction/&CustomReactionSecondChanceDescription=クリーチャーがあなたを攻撃しようとしています!あなたの反応を利用して攻撃を再ロールさせることができます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt index ba197fbc07..8dbaa44232 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Feats/MeleeCombat-ja.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} が {1} を粉砕します Feedback/&AdditionalDamagePiercerFormat=ピアッサー! Feedback/&AdditionalDamagePiercerLine={0}は{1}をクリティカル貫通します Feedback/&AdditionalDamageSpearMasteryLine={0} は槍を準備しており、{1} に追加の {2} ダメージを与えます。 -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} は {2} を通じて {1} にダメージを与えます: Reaction/&ReactionAttackOldTacticsDescription={0}は立ち上がった。 {1} はリアクションを使用して、それに対して近接武器攻撃を行うことができます。 Reaction/&ReactionAttackOldTacticsReactDescription=反応を利用して攻撃します。 Reaction/&ReactionAttackOldTacticsReactTitle=攻撃 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt index ac8ba26d63..71f1458220 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Others-ja.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Arcane Archerのアクティブ化/非アクティブ化 Action/&ArcaneArcherToggleTitle=秘術の射手 +Action/&BrutalStrikeToggleDescription=ブルータルストライクの有効化/無効化 +Action/&BrutalStrikeToggleTitle=ブルータル・ストライク Action/&CastPlaneMagicDescription=Plane Touched の特技で得た呪文の 1 つを唱える Action/&CastPlaneMagicTitle=チャンネルプレーンマジック Action/&CastSignatureSpellsDescription=スロットを消費せずにこれらの第 3 レベルの呪文を唱える @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=あらゆる攻撃でスマイトを有効 Action/&PaladinSmiteToggleTitle=スマイト Action/&PressTheAdvantageToggleDescription=有効化/無効化 利点を押します Action/&PressTheAdvantageToggleTitle=利点を押してください +Action/&RecklessAttackExtendedDescription=自分のターンで最初の攻撃を行う前に、無謀に攻撃することを決定できます。そうすることで、次のターンまで「筋力」を使用した近接武器の攻撃ロールでアドバンテージが得られますが、あなたに対する攻撃ロールは次のターンまでアドバンテージを持ちます。 Action/&TacticianGambitDescription=特殊機動を選択 Action/&TacticianGambitTitle=作戦 Action/&WithdrawDescription=敵クリーチャーの近接範囲内にいる場合、ボーナス アクションを使用して、機会攻撃を引き起こすことなく最大 3 セルまで移動できます。 @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=引きこもった Condition/&ConditionRogueDeviousStrikeDazedDescription=リアクションやボーナス アクションを使用することはできません。また、自分の番に移動または他のアクションを実行することはできますが、両方を実行することはできません。 Condition/&ConditionRogueDeviousStrikeDazedTitle=放心状態 Condition/&ConditionRogueDeviousStrikeKnockOutTitle=ノックアウト +Condition/&ConditionStaggeringBlowAoODescription=次のターンの開始まで、機会攻撃を行うことはできません。 +Condition/&ConditionStaggeringBlowAoOTitle=よろめきの一撃 Condition/&FlightSuspendDescription=進行中のフライト効果は一時停止されました Condition/&FlightSuspendTitle=運航停止 ContentPack/&9999Description=Unfinished Business パックには、マルチクラス、種族、サブクラス、特技、戦闘スタイル、呪文が追加されます。より高いレベルの上限、QOL 機能、修正などが含まれます。まさに Horn of Plenty (TM) です。 @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=拡張された呪文 Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=ボーナス アクションとして、1 Ki ポイントを消費して素手攻撃を 2 回行うことができます。 Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=連打 +Feature/&FeatureSetBarbarianBrutalStrikeDescription=無謀な攻撃を使用すると、ターン終了前に行う力ベースの攻撃ロールの 1 つが、武器または素手攻撃によって与えられるのと同じタイプの追加の 1d10 ダメージを与えます。また、それがヒットした場合は、次の効果のいずれかを選択することもできます。 :\n• 力強い打撃。ターゲットはあなたから 15 フィート真っ直ぐに押し出されます。\n・ハムストリングブロー。次のターンの開始まで、ターゲットの速度が 15 フィート減少します。 +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=あなたは猛烈に攻撃するための新しい方法を磨きました。以下の効果がブルータル ストライクのオプションに追加されました:\n• よろめきの一撃。ターゲットは次に行うセーヴィング スローにディスアドバンテージを持ち、次のターンの開始時までオポチュニティ アタックを行うことができません。\n• サンダーリング ブロー。あなたの打撃は、次のターンの開始まで、味方のクリーチャーの防御に隙を残します。あなた以外のクリーチャーがターゲットに対して行う次の攻撃ロールは、攻撃ロールとダメージロールに1d10のボーナスを得る。 +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=ブルータルストライクの改善 +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Brutal Strike が与える追加ダメージは 2d10 に増加します。 +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、重鎧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、短い休憩の後に怒りポイントが 1 回復します。 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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=9 レベルからは Feature/&MonkAlternateUnarmoredMovementImprovedTitle=非装甲の動き - 改善されました Feature/&PowerAfterRestIdentifyDescription=インベントリ内のすべての魔法のアイテムを識別します。 Feature/&PowerAfterRestIdentifyTitle=識別する +Feature/&PowerBarbarianBrutalStrikeDescription=ブルータルストライク未定 +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=ターゲットはあなたから 15 フィート真っ直ぐに押し出されます。 +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=力強い一撃 +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=次のターンの開始まで、ターゲットの速度が 15 フィート減少します。 +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=ハムストリングブロー +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=ターゲットは次に行うセーヴィング スローにディスアドバンテージを持ち、次のターンの開始時までオポチュニティ アタックを行うことができません。 +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=よろめきの一撃 +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=あなたの打撃は、次のターンの開始まで、味方のクリーチャーの防御に隙を残します。あなた以外のクリーチャーがターゲットに対して行う次の攻撃ロールは、攻撃ロールとダメージロールに1d10のボーナスを得る。 +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=サンダーブロウ +Feature/&PowerBarbarianBrutalStrikeTitle=ブルータル・ストライク Feature/&PowerHelpDescription=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。フェイントをかけたり、ターゲットの気をそらしたり、その他の方法でチームを組んで味方の攻撃をより効果的にします。次のターンの前に味方がターゲットを攻撃した場合、最初の攻撃ロールは有利に行われます。 Feature/&PowerHelpTitle=ヘルプ Feature/&PowerRangerNatureShroudDescription=自然の力を利用して、一時的に視界から身を隠すことができます。ボーナス アクションとして、次のターンの開始時まで、着ている装備や持ち運んでいる装備品とともに魔法のように透明になることができます。この機能は熟練度ボーナスに等しい回数だけ使用でき、長い休憩が終了すると消費した使用量はすべて回復します。 @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=召喚を消滅させることができま Feature/&PowerVanishSummonTitle=消える Feature/&ToolGainChoicesPluralDescription=次のツールから {0} 個を選択してください: {1} Feature/&ToolGainChoicesSingleDescription=次のツールのいずれかを選択します: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=ブルータル・ストライク +Feedback/&AdditionalDamageBrutalStrikeLine=残忍な一撃は追加の +{2} ダメージを与える! +Feedback/&AdditionalDamageSunderingBlowFormat=サンダーブロウ +Feedback/&AdditionalDamageSunderingBlowLine=サンダーブロウは追加の +{2} ダメージを与える! Feedback/&ChangeSneakDiceDamageType={1}はスニークダイスのダメージを{2}に変更します Feedback/&ChangeSneakDiceDieType={1} はスニーク ダイのタイプを {2} から {3} に変更します。 Feedback/&ChangeSneakDiceNumber={1} はスニーク ダイス番号を {2} から {3} に変更します @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=クリックして {0} をキ Reaction/&CastSpellInRetributionReactTitle=おまじない Reaction/&CastSpellInRetributionTitle=リアクションスペルを唱える 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。 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=ブルータル・ストライク +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=ブルータル・ストライク Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=追加の効果を適用するために、急襲のダイスを無視することができます。 Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=追加の効果を適用するために、急襲のダイスを無視することができます。 Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=狡猾な攻撃 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Races/Oligath-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Races/Oligath-ja.txt index 0e7c12971f..e23fae35a7 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Races/Oligath-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Races/Oligath-ja.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=冷気ダメージに対す Feature/&DamageAffinityOligathHotBloodedTitle=熱血 Feature/&EquipmentAffinityOligathPowerfulBuildDescription=運搬能力を決定する際には、自分のサイズを L としてカウントします。 Feature/&EquipmentAffinityOligathPowerfulBuildTitle=強力なビルド -Feature/&PowerOligathStoneEnduranceDescription=ダメージを受けると、その反応を利用して d12 をロールすることができます。出た数字にあなたの体質修正を加え、その量だけ受けるダメージを減らします。この特性は熟練度ボーナスと同じだけ使用でき、長い休息の後に消費した使用量を取り戻すことができます。 +Feature/&PowerOligathStoneEnduranceDescription=攻撃を受けたとき、その反応を利用して d12 をロールすることができます。出た数字にあなたの体質修正を加え、その量だけ受けるダメージを減らします。この特性は熟練度ボーナスと同じだけ使用でき、長い休息の後に消費した使用量を取り戻すことができます。 Feature/&PowerOligathStoneEnduranceTitle=石の耐久力 Feature/&ProficiencyOligathLanguagesDescription=コモンとジャイアント。 Feature/&ProficiencyOligathLanguagesTitle=言語 diff --git a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt index 7b943ec581..7d57783be7 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/Settings-ja.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=公式ゲーム アイテム 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/&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=レンジャーに人型の優先敵を追加する +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] @@ -63,6 +63,7 @@ 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=レベルマップ上のキャンプ、 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/&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/&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/&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 @@ -152,6 +156,7 @@ 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/&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... diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationArtillerist-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationArtillerist-ja.txt index c3e5c73d64..f6c784ffde 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationArtillerist-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/InnovationArtillerist-ja.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=大砲は、指定し Feature/&PowerInnovationArtilleristFlamethrowerTitle=火炎放射器 Feature/&PowerInnovationArtilleristForceBallistaDescription=大砲から 120 フィート以内のクリーチャーまたはオブジェクトに対して遠距離呪文攻撃を行います。命中すると、ターゲットは 2d8 のフォース ダメージを受け、ターゲットがクリーチャーの場合、大砲から最大 5 フィートまで押し飛ばされます。 Feature/&PowerInnovationArtilleristForceBallistaTitle=フォースバリスタ -Feature/&PowerInnovationArtilleristProtectorDescription=大砲はポジティブなエネルギーのバーストを放出し、それ自体とその 10 フィート以内にいるプレイヤーが選択した各クリーチャーに、1 分間 1d8+5 に等しい一時的なヒット ポイントを与えます。 +Feature/&PowerInnovationArtilleristProtectorDescription=大砲はポジティブなエネルギーのバーストを放出し、それ自体とその 10 フィート以内にいるプレイヤーが選択した各クリーチャーに、1d8+5 に等しい一時的なヒット ポイントを与えます。 Feature/&PowerInnovationArtilleristProtectorTitle=プロテクター Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=火炎放射器[小型] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=フォースバリスタ[ちっちゃい] diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMoonlitScion-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMoonlitScion-ja.txt index 747bfe0e2d..5d9773e9ae 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMoonlitScion-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMoonlitScion-ja.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=Lunar Cloak のダメージ Feature/&FeatureMoonlitScionLunarEmbraceTitle=月の抱擁 Feature/&FeatureSetMoonlitScionLunarCloakDescription=ボーナス アクションを使用すると、光または闇のマントを呼び出すことができ、1 分間次のいずれかのメリットが得られます:\n満月: 半径 15 フィートで明るい光を放ち、さらに 15 フィートで薄暗い光を放ちます。あなたの周りの半径を拡大し、月の輝きパワーを獲得してください。近接呪文攻撃を行います。ヒットすると、クリーチャーは 1d8 の放射ダメージを受け、次のターンの終了時まで AC に -1 のペナルティが与えられます。\n新月: あなたは魔法ではない暗闇に覆われます。薄暗い光または明るい光のタイルに移動すると、魔法ではない暗闇にいるとみなされ、月の冷気の力を獲得します。近接呪文攻撃を行います。ヒットすると、クリーチャーは 1d8 の冷気ダメージを受け、次のターンの終了時まで行動が妨げられます。 Feature/&FeatureSetMoonlitScionLunarCloakTitle=月のマント -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=満月のマントがアクティブな間は放射ダメージに耐性があり、新月のマントがアクティブな間は冷気ダメージに耐性があります。まだムーンビームの呪文をまだ学習していない場合は、ムーンビームの呪文も学習します。最高のスロット レベルで呪文スロットを拡張せずに、長い休息ごとに 1 回唱えることができます。この方法でムーン ビームを唱えると、1 分間ウォーロック レベルに等しい一時的なヒット ポイントを獲得し、ダメージを受けてもこの呪文への集中力が切れることはありません。 +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=満月のマントがアクティブな間は放射ダメージに耐性があり、新月のマントがアクティブな間は冷気ダメージに耐性があります。まだムーンビームの呪文をまだ学習していない場合は、ムーンビームの呪文も学習します。最高のスロット レベルで呪文スロットを拡張せずに、長い休息ごとに 1 回唱えることができます。この方法でムーン ビームを唱えると、ウォーロック レベルに等しい一時的なヒット ポイントを獲得し、ダメージを受けてもこの呪文への集中力が切れることはありません。 Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=ミッドナイト・ブレッシング Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=歩行速度と同じ飛行速度が得られます Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=月の抱擁 @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=マントの到達範囲を一 Feature/&PowerMoonlitScionLunarChillTitle=ルナーチル Feature/&PowerMoonlitScionLunarRadianceDescription=マントの到達範囲を一時的に伸ばし、月の輝きで 30 フィート以内の敵対的な生き物に触れることができます。それに対して近接魔法攻撃を行います。ヒットすると、クリーチャーは 1d8 の放射ダメージを受け、次のターンの終了時まで AC に -1 のペナルティが与えられます。 Feature/&PowerMoonlitScionLunarRadianceTitle=月の輝き -Feature/&PowerMoonlitScionMidnightBlessingDescription=最高のスロット レベルで呪文スロットを拡張することなく、長い休息ごとに 1 回、ムーンビームをパワーとしてキャストできます。この方法でムーン ビームを唱えると、1 分間ウォーロック レベルに等しい一時的なヒット ポイントを獲得し、ダメージを受けてもこの呪文への集中力が切れることはありません。 +Feature/&PowerMoonlitScionMidnightBlessingDescription=最高のスロット レベルで呪文スロットを拡張することなく、長い休息ごとに 1 回、ムーンビームをパワーとしてキャストできます。この方法でムーン ビームを唱えると、ウォーロック レベルに等しい一時的なヒット ポイントを獲得し、ダメージを受けてもこの呪文への集中力が切れることはありません。 Feature/&PowerMoonlitScionMidnightBlessingTitle=ミッドナイト・ブレッシング Feature/&PowerMoonlitScionMoonlightGuiseDescription=クリーチャーがあなたにダメージを与えるたび、あなたはその反応を利用して次のターンの終わりまで透明になることができます。この機能は、短い休憩ごとに 1 回使用できます。 Feature/&PowerMoonlitScionMoonlightGuiseTitle=ムーンライトガイズ diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMountain-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMountain-ja.txt index 1416403429..8abf7d93e4 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMountain-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/PatronMountain-ja.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=あなたは、短い休息ごとに、カリスマ修正値に等しい回数だけ、石のバリア機能を使用できます。 +Feature/&FeatureSetPatronMountainEternalGuardianTitle=永遠の守護者 Feature/&FeatureSetPatronMountainIceboundSoulDescription=冷害に対する免疫を獲得します。自分のターンで初めて敵に攻撃を当てたとき、敵はあなたのウォーロック呪文 DC に対して憲法セーヴィング スローを行わなければなりません。そうしないと、次のターンの終わりまで盲目になります。 Feature/&FeatureSetPatronMountainIceboundSoulTitle=氷縛の魂 Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=自然とサバイバルの熟練度を高めます。好ましい地形タイプとして山を獲得します。 Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=永劫の知識 -Feature/&PowerPatronMountainBarrierOfStoneDescription=あなたから 30 フィート以内の味方がダメージを受けたとき、あなたはその反応を利用して、ウォーロック レベルの 2 倍とカリスマ修正値に等しい量だけダメージを軽減することができます。あなたはこのパワーを長い休息ごとにカリスマ修正値に等しい回数だけ使用することができます。 +Feature/&PowerPatronMountainBarrierOfStoneDescription=あなたから 30 フィート以内の味方が攻撃されたとき、あなたはその反応を利用して、ウォーロック レベルの 2 倍とカリスマ修正値に等しい量だけダメージを軽減することができます。あなたはこのパワーを長い休息ごとにカリスマ修正値に等しい回数だけ使用することができます。 Feature/&PowerPatronMountainBarrierOfStoneTitle=石の障壁 Feature/&PowerPatronMountainClingingStrengthDescription=あなたは自分の番にボーナス アクションを使用して、集中力を必要とせずに自分自身または自分から 5 フィート以内の味方にロングストライダーとスパイダー クライムの恩恵を 1 時間与えることができます。一度この力を使用すると、短いまたは長い休憩を終えるまで再び使用することはできません。 Feature/&PowerPatronMountainClingingStrengthTitle=しがみつきの強さ -Feature/&PowerPatronMountainEternalGuardianDescription=あなたは、短い休息ごとに、カリスマ修正値に等しい回数だけ、石のバリア機能を使用できます。 -Feature/&PowerPatronMountainEternalGuardianTitle=永遠の守護者 +Feature/&PowerPatronMountainEternalGuardianDescription=あなたから 30 フィート以内の味方が攻撃されたとき、あなたはその反応を利用して、ウォーロック レベルの 2 倍とカリスマ修正値に等しい量だけダメージを軽減することができます。あなたはこのパワーを短い休息ごとにカリスマ修正値に等しい回数だけ使用することができます。 +Feature/&PowerPatronMountainEternalGuardianTitle=石の障壁 Feature/&PowerPatronMountainTheMountainWakesDescription=あなたは、長い休息ごとに熟練度ボーナスに等しい回数だけ、第 4 レベルの呪文として Ice Storm を唱えることができます。 Feature/&PowerPatronMountainTheMountainWakesTitle=ザ・マウンテン・ウェイクス Reaction/&UseBarrierOfStoneDescription=味方が攻撃されました。あなたはウォーロックレベルの2倍にカリスマ修正値を加えた量だけダメージを減らすことができます。 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousSpellBlade-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousSpellBlade-ja.txt index d607b57547..e469a3c147 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousSpellBlade-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/SorcerousSpellBlade-ja.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=あなたが Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=戦争魔術師 Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=アーマークラスが 2 増加し、器用さセーヴィングスローの習熟度が上がります。 Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=戦闘反射神経 -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=ボーナス アクションを使用すると、1 分間、魔術師レベル + カリスマ修正値に等しい一時的なヒット ポイントを獲得できます。長い休憩ごとに熟練度ボーナスに等しい回数を獲得できます。使い切れた場合は、代わりに 2 ソーサリー ポイントを費やすことができます。 +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=ボーナス アクションを使用すると、魔術師レベル + カリスマ修正値に等しい一時的なヒット ポイントを、長い休息ごとに熟練度ボーナスに等しい回数だけ得ることができます。使い切れた場合は、代わりに 2 ソーサリー ポイントを消費できます。 Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=マナシールド Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=軽装、中装、武具の習熟度が上がります。 Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=武道の訓練 diff --git a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfTheDragon-ja.txt b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfTheDragon-ja.txt index b4e8f51daa..067dc2a3f9 100644 --- a/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfTheDragon-ja.txt +++ b/SolastaUnfinishedBusiness/Translations/ja/SubClasses/WayOfTheDragon-ja.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=自分のターン Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=エレメンタルブレス - ポイズンブレス Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=自分のターン中に一度だけ、基本的なアクション攻撃の 1 つを放棄して、元素エネルギーを吐き出すことができます。幅15フィートの円錐形に氷を投影します。あなたのブレスの影響を受ける各クリーチャーは、器用さセーヴィング・スロー(半分セーブ)をパスするか、武術ダイスの冷気ダメージを 3 つ受けなければなりません。 Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=エレメンタルブレス - フロストブレス -Feature/&PowerWayOfTheDragonReactiveHideDescription=敵クリーチャーからダメージを受けようとしているときはいつでも、反応を使用して1気を支払うことで、攻撃者のターンの終了時まですべてのダメージに対する耐性を得ることができます。攻撃者があなたに対して近接攻撃を使用した場合、攻撃者はあなたを攻撃するたびに、ドラゴン祖先機能のダメージタイプとして武術ダイスを 1 つ受け取ります。 +Feature/&PowerWayOfTheDragonReactiveHideDescription=あなたが攻撃されたとき、あなたは自分の反応を使用して1気を支払うことで、攻撃者のターンが終了するまですべてのダメージに対する耐性を得ることができます。攻撃者があなたに対して近接攻撃を使用した場合、攻撃者はあなたを攻撃するたびに、ドラゴン祖先機能のダメージタイプとして武術ダイスを 1 つ受け取ります。 Feature/&PowerWayOfTheDragonReactiveHideTitle=反応性皮膚 Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=ドラゴンの怒り! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0}はドラゴンの怒りを通じて{1}に酸ダメージを与えます(+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt index f5883f5768..613a5b68b3 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/ClassFeats-ko.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=채널 신성 포인트 1 Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=채널 신성 포인트 1개를 사용하여 3레벨 이하 슬롯 1개를 추가로 획득할 수 있습니다. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=주문 슬롯 획득 Feature/&PowerFeatSpiritualFluidityGainSlotTitle=슬롯 레벨 {0} 획득 +Feedback/&AdditionalDamageDevastatingStrikesFormat=파괴적인 일격 +Feedback/&AdditionalDamageDevastatingStrikesLine=파괴적인 일격이 추가로 +{2} 피해를 입힙니다! Feedback/&AdditionalDamageSlayTheEnemyFormat=적을 처치하세요! Feedback/&AdditionalDamageSlayTheEnemyLine={0}가 {1}을(를) 죽여 +{2} 피해를 입혔습니다! Reaction/&CustomReactionSecondChanceDescription=생물이 곧 당신을 공격하려고 합니다! 반응을 사용하여 공격을 다시 굴릴 수 있습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt index 0d2837bee6..bb1adce8d6 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Feats/MeleeCombat-ko.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0}이(가) {1}을(를) 으깨었습니다 Feedback/&AdditionalDamagePiercerFormat=피어싱! Feedback/&AdditionalDamagePiercerLine={0}이(가) {1}을(를) 치명적으로 관통함 Feedback/&AdditionalDamageSpearMasteryLine={0}이(가) 창을 준비했으며 {1}에 추가로 {2}의 피해를 입혔습니다! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0}이(가) {2}까지 {1}에 피해를 입힙니다. Reaction/&ReactionAttackOldTacticsDescription={0}님이 일어섰습니다. {1}은(는) 반응을 사용하여 근접 무기 공격을 가할 수 있습니다. Reaction/&ReactionAttackOldTacticsReactDescription=반응을 이용해 공격하세요. Reaction/&ReactionAttackOldTacticsReactTitle=공격 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt index 2bc4b92bcb..c397b75c8c 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Others-ko.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=아케인 궁수 활성화/비활성화 Action/&ArcaneArcherToggleTitle=비전 궁수 +Action/&BrutalStrikeToggleDescription=잔혹한 일격 활성화/비활성화 +Action/&BrutalStrikeToggleTitle=잔인한 일격 Action/&CastPlaneMagicDescription=Plane Touched feats에서 얻은 주문 중 하나를 시전하세요. Action/&CastPlaneMagicTitle=채널 평면 매직 Action/&CastSignatureSpellsDescription=슬롯을 소비하지 않고 이 3레벨 주문을 시전하세요 @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=모든 공격에 대해 강타를 활성 Action/&PaladinSmiteToggleTitle=강타 Action/&PressTheAdvantageToggleDescription=활성화/비활성화 장점을 누려보세요 Action/&PressTheAdvantageToggleTitle=장점을 누르세요 +Action/&RecklessAttackExtendedDescription=자신의 차례에 첫 번째 공격을 하기 전에 무모하게 공격할지 결정할 수 있습니다. 그렇게 하면 다음 턴까지 근력을 사용하는 근접 무기 공격 굴림에 이점을 얻을 수 있지만, 당신에 대한 공격 굴림은 다음 턴까지 이점을 갖습니다. Action/&TacticianGambitDescription=특수 기동을 선택하세요 Action/&TacticianGambitTitle=연습 Action/&WithdrawDescription=적 생물의 근접 범위 내에 있으면 보너스 액션을 사용하여 기회 공격을 유발하지 않고 최대 3칸까지 이동할 수 있습니다. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=빼는 Condition/&ConditionRogueDeviousStrikeDazedDescription=반응이나 보너스 행동을 사용할 수 없으며, 자신의 차례에 이동하거나 다른 행동을 취할 수 있습니다. 둘 다 할 수는 없습니다. Condition/&ConditionRogueDeviousStrikeDazedTitle=멍해짐 Condition/&ConditionRogueDeviousStrikeKnockOutTitle=쓰러지 다 +Condition/&ConditionStaggeringBlowAoODescription=다음 턴이 시작될 때까지 기회 공격을 할 수 없습니다. +Condition/&ConditionStaggeringBlowAoOTitle=엄청난 타격 Condition/&FlightSuspendDescription=진행 중인 비행 효과가 중단되었습니다. Condition/&FlightSuspendTitle=항공편 중단 ContentPack/&9999Description=Unfinished Business 팩은 멀티클래스, 종족, 하위 클래스, 업적, 전투 스타일 및 주문을 추가합니다. 더 높은 수준의 한도, QOL 기능, 수정 사항 등이 있습니다. 그야말로 Horn of Plenty(TM)입니다. @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=확장된 주문 Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=보너스 행동으로 1 Ki 포인트를 사용하여 두 번의 비무장 공격을 할 수 있습니다. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=폭풍우의 타격 +Feature/&FeatureSetBarbarianBrutalStrikeDescription=무모한 공격을 사용할 때, 턴이 끝나기 전에 하는 힘 기반 공격 굴림 중 하나는 무기나 비무장 타격이 가하는 동일한 유형의 추가 1d10 피해를 입히고, 적중할 경우 다음 효과 중 하나를 선택할 수도 있습니다. :\n• 강력한 타격. 목표물은 당신에게서 직선으로 15피트 떨어진 곳으로 밀려납니다.\n• 햄스트링 블로우. 다음 턴이 시작될 때까지 대상의 속도가 15피트만큼 감소합니다. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=당신은 맹렬하게 공격하는 새로운 방법을 연마했습니다. 이제 Brutal Strike 옵션에는 다음과 같은 효과가 있습니다.\n• Staggering Blow. 대상은 다음 내성 굴림에 불이익을 받으며 다음 턴이 시작될 때까지 기회 공격을 할 수 없습니다.\n• Sundering Blow. 당신의 타격은 당신의 다음 턴이 시작될 때까지 아군을 위해 생물의 방어에 틈을 남깁니다. 당신이 아닌 생물이 목표에 대해 행하는 다음 공격 굴림은 공격 굴림과 피해 굴림에 1d10의 보너스를 얻습니다. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=잔혹한 일격 개선 +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=잔인한 일격이 주는 추가 피해는 2d10으로 증가합니다. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=9레벨부터, 당신 Feature/&MonkAlternateUnarmoredMovementImprovedTitle=비무장 이동 - 개선됨 Feature/&PowerAfterRestIdentifyDescription=인벤토리에 있는 모든 마법 아이템을 식별하세요. Feature/&PowerAfterRestIdentifyTitle=식별하다 +Feature/&PowerBarbarianBrutalStrikeDescription=잔인한 일격 미정 +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=목표물은 당신에게서 직선으로 15피트 떨어진 곳으로 밀려납니다. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=강력한 타격 +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=다음 턴이 시작될 때까지 대상의 속도가 15피트만큼 감소합니다. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=햄스트링 타격 +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=대상은 다음 내성 굴림에 불리함을 가지며 다음 턴이 시작될 때까지 기회 공격을 할 수 없습니다. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=엄청난 타격 +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=당신의 타격은 당신의 다음 턴이 시작될 때까지 아군을 위해 생물의 방어에 틈을 남깁니다. 당신이 아닌 생물이 목표에 대해 행하는 다음 공격 굴림은 공격 굴림과 피해 굴림에 1d10의 보너스를 얻습니다. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=가르는 일격 +Feature/&PowerBarbarianBrutalStrikeTitle=잔인한 일격 Feature/&PowerHelpDescription=당신은 당신으로부터 5피트 내의 생물을 공격하는 아군 생물을 도울 수 있습니다. 당신은 가장하거나, 대상의 주의를 분산시키거나, 다른 방식으로 협력하여 아군의 공격을 더욱 효과적으로 만듭니다. 당신의 다음 턴 전에 당신의 동료가 목표물을 공격한다면, 첫 번째 공격 굴림이 유리하게 이루어집니다. Feature/&PowerHelpTitle=돕다 Feature/&PowerRangerNatureShroudDescription=당신은 자연의 힘을 이용하여 잠시 동안 자신의 모습을 숨길 수 있습니다. 보너스 액션으로, 다음 턴이 시작될 때까지 입고 있거나 들고 있는 모든 장비와 함께 마법처럼 투명해질 수 있습니다. 이 기능은 숙련도 보너스만큼 여러 번 사용할 수 있으며, 긴 휴식을 마치면 소모한 사용 횟수를 모두 회복합니다. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=소환을 사라지게 할 수 있습니 Feature/&PowerVanishSummonTitle=사라지다 Feature/&ToolGainChoicesPluralDescription=다음 도구 중 {0}개를 선택하세요: {1} Feature/&ToolGainChoicesSingleDescription=다음 도구 중 하나를 선택하십시오: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=잔인한 일격 +Feedback/&AdditionalDamageBrutalStrikeLine=잔인한 일격이 추가로 +{2} 피해를 입힙니다! +Feedback/&AdditionalDamageSunderingBlowFormat=가르는 일격 +Feedback/&AdditionalDamageSunderingBlowLine=Sundering Blow는 추가 +{2} 피해를 입힙니다! Feedback/&ChangeSneakDiceDamageType={1}은 몰래 주사위 피해를 {2}로 변경합니다. Feedback/&ChangeSneakDiceDieType={1}은 몰래 주사위 유형을 {2}에서 {3}으로 변경합니다. Feedback/&ChangeSneakDiceNumber={1}은 몰래 주사위 번호를 {2}에서 {3}으로 변경합니다. @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription={0}을(를) 전송하려면 클 Reaction/&CastSpellInRetributionReactTitle=주문 시전 Reaction/&CastSpellInRetributionTitle=시전 반응 주문 Reaction/&ReactionSpendPowerBundleDescription=힘을 쓰세요. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=추가 효과를 적용할 수 있습니다. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=추가 효과를 적용합니다. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=잔인한 일격 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=잔인한 일격 Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=추가 효과를 적용하기 위해 몰래 공격 주사위를 사용할 수 있습니다. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=추가 효과를 적용하기 위해 몰래 공격 주사위를 사용할 수 있습니다. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=교활한 일격 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Races/Oligath-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Races/Oligath-ko.txt index 82df46c388..576598fa0d 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Races/Oligath-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Races/Oligath-ko.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=당신은 냉기 피해에 Feature/&DamageAffinityOligathHotBloodedTitle=피 끓는 Feature/&EquipmentAffinityOligathPowerfulBuildDescription=운반 능력을 결정할 때 크기를 대형으로 간주합니다. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=강력한 빌드 -Feature/&PowerOligathStoneEnduranceDescription=피해를 입으면 반응을 이용해 d12를 굴릴 수 있습니다. 굴린 숫자에 헌법 수정치를 추가하고 그 양만큼 받는 피해를 줄이세요. 당신은 이 특성을 당신의 숙련도 보너스와 동일하게 사용할 수 있으며, 오랜 휴식 후에 소모된 사용을 회복할 수 있습니다. +Feature/&PowerOligathStoneEnduranceDescription=공격을 받으면 반응을 사용하여 d12를 굴릴 수 있습니다. 굴린 숫자에 헌법 수정치를 추가하고 그 양만큼 받는 피해를 줄이세요. 당신은 이 특성을 당신의 숙련도 보너스와 동일하게 사용할 수 있으며, 오랜 휴식 후에 소모된 사용을 회복할 수 있습니다. Feature/&PowerOligathStoneEnduranceTitle=돌의 인내 Feature/&ProficiencyOligathLanguagesDescription=커먼 앤 자이언트. Feature/&ProficiencyOligathLanguagesTitle=언어 diff --git a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt index 45e1441193..da56e81713 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/Settings-ko.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=공식 게임 아이템에 커스텀 아이 ModUi/&AddDarknessPerceptiveToDarkRaces=Darkelf, Dark Kobold 및 Gray Dwarf에서 Darkness Perceptive를 활성화하세요. color> \n[빛이 없거나 마법의 어둠 속에서 인지 검사에 이점을 부여합니다.] 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/&AddHumanoidFavoredEnemyToRanger=레인저 주적에 인간종 유형 추가 +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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: 아무 피해 주사위 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=레벨 지도에서 야영지, 출구, 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/&EnableBarbarianBrutalStrike=클래스 레벨 9, 13, 17에서 야만인 잔혹한 일격잔혹한 일격 개선을 활성화하세요. ModUi/&EnableBarbarianFightingStyle=바바리안의 전투 특화 선택지를 2레벨에 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 @@ -152,6 +156,7 @@ 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... diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArtillerist-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArtillerist-ko.txt index c83ecdcdae..946a230fb7 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArtillerist-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/InnovationArtillerist-ko.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=대포는 당신이 Feature/&PowerInnovationArtilleristFlamethrowerTitle=화염 방사기 Feature/&PowerInnovationArtilleristForceBallistaDescription=120피트 내에 있는 생물이나 물체 하나에 대포를 사용하여 원거리 주문 공격을 가합니다. 적중 시 대상은 2d8의 힘 피해를 입고, 대상이 생물인 경우 대포에서 최대 5피트 떨어진 곳으로 밀려납니다. Feature/&PowerInnovationArtilleristForceBallistaTitle=포스 발리스타 -Feature/&PowerInnovationArtilleristProtectorDescription=대포는 자신과 10피트 내에 있는 당신이 선택한 각 생물에게 1분 동안 1d8+5에 해당하는 임시 체력을 부여하는 긍정적인 에너지를 방출합니다. +Feature/&PowerInnovationArtilleristProtectorDescription=대포는 자신과 10피트 이내에 있는 당신이 선택한 각 생물에게 1d8+5에 해당하는 임시 체력을 부여하는 긍정적인 에너지를 방출합니다. Feature/&PowerInnovationArtilleristProtectorTitle=보호자 Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=화염 방사기 [소형] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=포스 발리스타 [소형] diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMoonlitScion-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMoonlitScion-ko.txt index 68114b5685..f27dcfa3f7 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMoonlitScion-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMoonlitScion-ko.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=달 망토의 피해가 2d8 Feature/&FeatureMoonlitScionLunarEmbraceTitle=달의 포옹 Feature/&FeatureSetMoonlitScionLunarCloakDescription=보너스 액션을 사용하여 빛이나 어둠의 망토를 불러일으킬 수 있으며 1분 동안 다음 혜택 중 하나를 얻을 수 있습니다.\n보름달: 15피트 반경에 밝은 빛을 비추고 추가 15피트 반경에 희미한 빛을 비춥니다. 당신 주위의 반경을 넓혀 달빛의 힘을 얻으세요. 근접 주문 공격을 가합니다. 명중 시 생물은 1d8의 복사 피해를 입고 다음 턴이 끝날 때까지 AC에 -1 페널티를 받습니다.\n초승달: 당신은 마법이 아닌 어둠에 가려집니다. 어둡거나 밝은 빛이 있는 타일로 이동하면 마법이 아닌 어둠 속에 있는 것으로 간주되어 달의 냉각 능력을 얻습니다. 근접 주문 공격을 가합니다. 적중 시 해당 생물은 1d8의 냉기 피해를 입고 다음 턴이 끝날 때까지 방해를 받습니다. Feature/&FeatureSetMoonlitScionLunarCloakTitle=달의 망토 -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=보름달 망토가 활성화되어 있는 동안에는 복사 피해에 저항력이 있고, 초승달 망토가 활성화되어 있는 동안에는 냉기 피해에 저항력이 있습니다. 아직 배우지 않았다면 Moon Beam 주문도 배우게 됩니다. 가장 높은 슬롯 레벨에서 주문 슬롯을 확장하지 않고도 긴 휴식마다 한 번씩 시전할 수 있습니다. 이런 식으로 달 광선을 시전하면 1분 동안 흑마법사 레벨과 동일한 체력을 일시적으로 얻게 되며, 피해를 입어도 이 주문에 대한 집중이 깨지지 않습니다. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=보름달 망토가 활성화되어 있는 동안에는 복사 피해에 저항력이 있고, 초승달 망토가 활성화되어 있는 동안에는 냉기 피해에 저항력이 있습니다. 아직 배우지 않았다면 Moon Beam 주문도 배우게 됩니다. 가장 높은 슬롯 레벨에서 주문 슬롯을 확장하지 않고도 긴 휴식마다 한 번씩 시전할 수 있습니다. 이런 식으로 달 광선을 시전하면 흑마법사 레벨과 동일한 임시 체력을 얻게 되며, 피해를 입어도 이 주문에 대한 집중이 깨지지 않습니다. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=자정의 축복 Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=걷는 속도와 동일한 비행 속도를 얻습니다. Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=달의 포옹 @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=일시적으로 망토의 범위 Feature/&PowerMoonlitScionLunarChillTitle=달의 냉각 Feature/&PowerMoonlitScionLunarRadianceDescription=순간적으로 망토의 범위를 확장하고 달의 빛으로 30피트 내의 적대적인 생물을 만질 수 있습니다. 그것에 대해 근접 주문 공격을 가하십시오. 명중 시 생물은 1d8의 복사 피해를 입고 다음 턴이 끝날 때까지 AC에 -1 페널티를 받습니다. Feature/&PowerMoonlitScionLunarRadianceTitle=달의 빛남 -Feature/&PowerMoonlitScionMidnightBlessingDescription=가장 높은 슬롯 레벨에서 주문 슬롯을 확장하지 않고도 긴 휴식마다 한 번씩 Moonbeam을 파워로 시전할 수 있습니다. 이런 식으로 달 광선을 시전하면 1분 동안 흑마법사 레벨과 동일한 체력을 일시적으로 얻게 되며, 피해를 입어도 이 주문에 대한 집중이 깨지지 않습니다. +Feature/&PowerMoonlitScionMidnightBlessingDescription=가장 높은 슬롯 레벨에서 주문 슬롯을 확장하지 않고도 긴 휴식마다 한 번씩 Moonbeam을 파워로 시전할 수 있습니다. 이런 식으로 달 광선을 시전하면 흑마법사 레벨과 동일한 임시 체력을 얻게 되며, 피해를 입어도 이 주문에 대한 집중이 깨지지 않습니다. Feature/&PowerMoonlitScionMidnightBlessingTitle=자정의 축복 Feature/&PowerMoonlitScionMoonlightGuiseDescription=생물이 당신에게 피해를 입힐 때마다 당신은 반응을 이용해 다음 턴이 끝날 때까지 투명 상태가 될 수 있습니다. 이 기능은 짧은 휴식마다 한 번씩 사용할 수 있습니다. Feature/&PowerMoonlitScionMoonlightGuiseTitle=달빛의 가면 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMountain-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMountain-ko.txt index b88bed6363..798708462b 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMountain-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/PatronMountain-ko.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=짧은 휴식마다 카리스마 수정치만큼 돌 장벽 기능을 사용할 수 있습니다. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=영원한 수호자 Feature/&FeatureSetPatronMountainIceboundSoulDescription=냉기 피해에 면역이 됩니다. 당신의 턴에 처음으로 적을 공격할 때, 그들은 당신의 흑마법사 주문 DC에 대해 헌법 내성 굴림을 해야 하며, 그렇지 않으면 다음 턴이 끝날 때까지 눈이 멀게 됩니다. Feature/&FeatureSetPatronMountainIceboundSoulTitle=얼음에 묶인 영혼 Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=자연과 생존에 능숙해집니다. 선호하는 지형 유형으로 산을 얻습니다. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=영겁의 지식 -Feature/&PowerPatronMountainBarrierOfStoneDescription=당신으로부터 30피트 내의 아군이 피해를 입으면, 당신은 반응을 사용하여 흑마법사 레벨의 두 배에 카리스마 수정치를 더한 만큼 피해를 줄일 수 있습니다. 당신은 긴 휴식마다 카리스마 수정치만큼 이 힘을 여러 번 사용할 수 있습니다. +Feature/&PowerPatronMountainBarrierOfStoneDescription=30피트 내의 아군이 공격을 받으면 반응을 사용하여 흑마법사 레벨의 두 배에 카리스마 수정치를 더한 만큼 피해를 줄일 수 있습니다. 당신은 긴 휴식마다 카리스마 수정치만큼 이 힘을 여러 번 사용할 수 있습니다. Feature/&PowerPatronMountainBarrierOfStoneTitle=돌의 장벽 Feature/&PowerPatronMountainClingingStrengthDescription=당신은 자신의 차례에 보너스 행동을 사용하여 자신이나 5피트 내의 아군에게 집중 요구 사항 없이 1시간 동안 롱스트라이더와 거미 오르기의 이점을 제공할 수 있습니다. 이 힘을 사용하면 짧은 휴식이나 긴 휴식을 마칠 때까지 다시 사용할 수 없습니다. Feature/&PowerPatronMountainClingingStrengthTitle=집착력 -Feature/&PowerPatronMountainEternalGuardianDescription=짧은 휴식마다 카리스마 수정치만큼 돌 장벽 기능을 사용할 수 있습니다. -Feature/&PowerPatronMountainEternalGuardianTitle=영원한 수호자 +Feature/&PowerPatronMountainEternalGuardianDescription=30피트 내의 아군이 공격을 받으면 반응을 사용하여 흑마법사 레벨의 두 배에 카리스마 수정치를 더한 만큼 피해를 줄일 수 있습니다. 당신은 짧은 휴식마다 카리스마 수정치만큼 이 능력을 여러 번 사용할 수 있습니다. +Feature/&PowerPatronMountainEternalGuardianTitle=돌의 장벽 Feature/&PowerPatronMountainTheMountainWakesDescription=당신은 긴 휴식당 숙련도 보너스만큼 횟수만큼 4레벨 주문으로 아이스 스톰을 시전할 수 있습니다. Feature/&PowerPatronMountainTheMountainWakesTitle=산이 깨어난다 Reaction/&UseBarrierOfStoneDescription=아군이 공격을 받았습니다. 흑마법사 레벨의 두 배에 카리스마 수정치를 더한 만큼 피해를 줄일 수 있습니다. diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousSpellBlade-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousSpellBlade-ko.txt index ab95458d21..5bc1e2b705 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousSpellBlade-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/SorcerousSpellBlade-ko.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=당신이 공 Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=전쟁 마법사 Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=갑옷 등급이 2만큼 증가하고 민첩성 내성 굴림에 능숙해집니다. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=전투 반사 신경 -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=보너스 액션을 사용하여 1분 동안 마법사 레벨 + 카리스마 수정치에 해당하는 임시 체력을 얻을 수 있으며, 긴 휴식당 횟수는 숙련도 보너스와 동일합니다. 사용이 불가능할 경우 마법 포인트 2개를 대신 사용할 수 있습니다. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=보너스 액션을 사용하여 마법사 레벨 + 카리스마 수정치에 해당하는 임시 체력을 얻을 수 있습니다. 긴 휴식당 횟수는 숙련도 보너스와 동일합니다. 사용이 불가능할 경우 마법 포인트 2개를 대신 사용할 수 있습니다. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=마나 쉴드 Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=경갑옷, 중갑옷, 군용 무기에 숙련도를 얻습니다. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=무술 훈련 diff --git a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfTheDragon-ko.txt b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfTheDragon-ko.txt index dfb21b9d67..7638d21753 100644 --- a/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfTheDragon-ko.txt +++ b/SolastaUnfinishedBusiness/Translations/ko/SubClasses/WayOfTheDragon-ko.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=자신의 차례에 Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=정령의 숨결 - 독의 숨결 Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=자신의 차례에 한 번, 원소 에너지를 내뿜기 위해 기본 행동 공격 중 하나를 포기할 수 있습니다. 폭 15피트의 원뿔 모양으로 얼음을 투사합니다. 당신의 숨결에 영향을 받는 각 생물은 민첩 내성 굴림(절반만 절약)을 통과하거나 무술 주사위 3개 냉기 피해를 받아야 합니다. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=정령의 숨결 - 프로스트 브레스 -Feature/&PowerWayOfTheDragonReactiveHideDescription=적 생물로부터 피해를 입으려고 할 때마다 반응을 사용하고 1 Ki를 지불하여 공격자의 턴이 끝날 때까지 모든 피해에 대한 저항을 얻을 수 있습니다. 공격자가 당신에 대해 근접 공격을 사용하는 경우, 그들은 당신을 때릴 때마다 드래곤 조상 기능의 피해 유형으로 무술 주사위 하나를 받습니다. +Feature/&PowerWayOfTheDragonReactiveHideDescription=공격을 받으면 반응을 사용하고 1 Ki를 지불하여 공격자의 턴이 끝날 때까지 모든 피해에 대한 저항을 얻을 수 있습니다. 공격자가 당신에 대해 근접 공격을 사용하는 경우, 그들은 당신을 때릴 때마다 드래곤 조상 기능의 피해 유형으로 무술 주사위 하나를 받습니다. Feature/&PowerWayOfTheDragonReactiveHideTitle=반응성 피부 Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=드래곤의 분노! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0}는 용의 분노(+{2})를 통해 {1}에게 산성 피해를 입힙니다. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt index a997e7062c..10a3cee693 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/ClassFeats-pt-BR.txt @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Ganhe 1 nível de slot ad Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Ganhe 1 slot adicional de nível 3 ou inferior usando um ponto de divindade de canal. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Ganhe Espaço de Feitiço Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Ganhe nível de slot {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Ataques Devastadores +Feedback/&AdditionalDamageDevastatingStrikesLine=Golpes Devastadores causam +{2} de dano extra! Feedback/&AdditionalDamageSlayTheEnemyFormat=Mate o Inimigo! Feedback/&AdditionalDamageSlayTheEnemyLine={0} mata {1} com +{2} de dano! Reaction/&CustomReactionSecondChanceDescription=Uma criatura está prestes a atacar você! Você pode usar sua reação para fazer o ataque rolar novamente. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt index d9950466f0..66cd4087dc 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Feats/MeleeCombat-pt-BR.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} esmaga {1} Feedback/&AdditionalDamagePiercerFormat=Perfuradores! Feedback/&AdditionalDamagePiercerLine={0} perfura criticamente {1} Feedback/&AdditionalDamageSpearMasteryLine={0} preparou a lança e causa {2} de dano extra a {1}! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} causa dano a {1} até {2}: Reaction/&ReactionAttackOldTacticsDescription={0} se levantou. {1} pode usar uma reação para realizar um ataque corpo a corpo com arma contra ele. Reaction/&ReactionAttackOldTacticsReactDescription=Use sua reação para atacar. Reaction/&ReactionAttackOldTacticsReactTitle=Ataque diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt index ab7d8f28af..bf0461157a 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Others-pt-BR.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Ativar/desativar Arqueiro Arcano Action/&ArcaneArcherToggleTitle=Arqueiro Arcano +Action/&BrutalStrikeToggleDescription=Ativar/desativar Ataque Brutal +Action/&BrutalStrikeToggleTitle=Golpe Brutal Action/&CastPlaneMagicDescription=Lance um dos feitiços que você obteve com os talentos Plane Touched Action/&CastPlaneMagicTitle=Magia do Plano do Canal Action/&CastSignatureSpellsDescription=Lance esses feitiços de 3º nível sem gastar um espaço @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Habilite golpes em qualquer ataque, caso c Action/&PaladinSmiteToggleTitle=Desbaratar Action/&PressTheAdvantageToggleDescription=Ativar/desativar Pressione a vantagem Action/&PressTheAdvantageToggleTitle=Pressione a vantagem +Action/&RecklessAttackExtendedDescription=Antes de fazer seu primeiro ataque no seu turno, você pode decidir atacar de forma imprudente. Fazer isso lhe dá vantagem nas jogadas de ataque com armas corpo a corpo usando Força até o próximo turno, mas as jogadas de ataque contra você têm vantagem até o próximo turno. Action/&TacticianGambitDescription=Selecione manobra especial Action/&TacticianGambitTitle=Manobras Action/&WithdrawDescription=Quando você estiver dentro do alcance corpo a corpo de uma criatura inimiga, você pode usar sua ação bônus para se mover até 3 células sem provocar ataques de oportunidade. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Retirado Condition/&ConditionRogueDeviousStrikeDazedDescription=Você não pode usar reações ou ações bônus e pode se mover ou realizar outras ações no seu turno, mas não ambas. Condition/&ConditionRogueDeviousStrikeDazedTitle=Atordoado Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Nocauteado +Condition/&ConditionStaggeringBlowAoODescription=Você não pode realizar Ataques de Oportunidade até o início do seu próximo turno. +Condition/&ConditionStaggeringBlowAoOTitle=Golpe impressionante Condition/&FlightSuspendDescription=O efeito do voo em andamento foi suspenso Condition/&FlightSuspendTitle=Voo suspenso ContentPack/&9999Description=O pacote Unfinished Business adiciona multiclasse, raças, subclasses, talentos, estilo de luta e feitiços. Há um limite de nível mais alto, recursos de qualidade de vida, correções e muito mais. É uma verdadeira Cornualha (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Feitiços Expandidos Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Você pode gastar 1 ponto de Ki para realizar dois ataques desarmados como uma ação bônus. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Rajada de Golpes +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Quando você usa Ataque Imprudente, uma de suas jogadas de ataque baseadas em Força que você faz antes do final do seu turno causa 1d10 de dano extra do mesmo tipo causado pela arma ou Ataque Desarmado, e você também pode escolher um dos seguintes efeitos se acertar :\n• Golpe forte. O alvo é empurrado a 4,5 metros de distância de você.\n• Golpe nos isquiotibiais. A Velocidade do alvo é reduzida em 4,5 metros até o início do seu próximo turno. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Você aprimorou novas maneiras de atacar furiosamente. Os seguintes efeitos estão agora entre suas opções de Ataque Brutal:\n• Golpe Staggering. O alvo terá Desvantagem no próximo teste de resistência que realizar e não poderá realizar Ataques de Oportunidade até o início do seu próximo turno.\n• Golpe Destruidor. Seu golpe deixa uma abertura na defesa da criatura para um aliado até o início do seu próximo turno. A próxima jogada de ataque feita por uma criatura que não seja você contra o alvo ganha um bônus de 1d10 nas jogadas de ataque e dano. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Melhoria do Ataque Brutal +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=O dano extra que seu Ataque Brutal causa aumenta para 2d10. +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/&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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=A partir do 9º níve Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Movimento sem armadura – melhorado Feature/&PowerAfterRestIdentifyDescription=Identifique todos os itens mágicos no inventário. Feature/&PowerAfterRestIdentifyTitle=Identificar +Feature/&PowerBarbarianBrutalStrikeDescription=Ataque Brutal a ser definido +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=O alvo é empurrado 15 pés para longe de você. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Golpe Forte +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=A velocidade do alvo é reduzida em 4,5 metros até o início do seu próximo turno. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Golpe no tendão +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=O alvo terá Desvantagem no próximo teste de resistência que realizar e não poderá realizar Ataques de Oportunidade até o início do seu próximo turno. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Golpe impressionante +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Seu golpe deixa uma abertura na defesa da criatura para um aliado até o início do seu próximo turno. A próxima jogada de ataque feita por uma criatura que não seja você contra o alvo ganha um bônus de 1d10 nas jogadas de ataque e dano. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Golpe Separador +Feature/&PowerBarbarianBrutalStrikeTitle=Golpe Brutal Feature/&PowerHelpDescription=Você pode ajudar uma criatura aliada a atacar uma criatura a até 1,5 metro de você. Você finta, distrai o alvo ou de alguma outra forma forma uma equipe para tornar o ataque do seu aliado mais eficaz. Se o seu aliado atacar o alvo antes do seu próximo turno, a primeira jogada de ataque será feita com vantagem. Feature/&PowerHelpTitle=Ajuda Feature/&PowerRangerNatureShroudDescription=Você recorre aos poderes da natureza para se esconder brevemente. Como uma ação bônus, você pode tornar-se magicamente invisível, junto com qualquer equipamento que esteja vestindo ou carregando, até o início do seu próximo turno. Você pode usar esse recurso um número de vezes igual ao seu bônus de proficiência e recupera todos os usos gastos ao terminar um descanso longo. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Você pode fazer sua invocação desaparec Feature/&PowerVanishSummonTitle=Desaparecer Feature/&ToolGainChoicesPluralDescription=Escolha {0} destas ferramentas: {1} Feature/&ToolGainChoicesSingleDescription=Escolha uma destas ferramentas: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Golpe Brutal +Feedback/&AdditionalDamageBrutalStrikeLine=Golpe Brutal causa +{2} de dano extra! +Feedback/&AdditionalDamageSunderingBlowFormat=Golpe Separador +Feedback/&AdditionalDamageSunderingBlowLine=Golpe Sundering causa +{2} de dano extra! Feedback/&ChangeSneakDiceDamageType={1} altera o dano dos dados furtivos para {2} Feedback/&ChangeSneakDiceDieType={1} altera o tipo de dado furtivo de {2} para {3} Feedback/&ChangeSneakDiceNumber={1} altera o número do dado furtivo de {2} para {3} @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Clique para transmitir {0}. Reaction/&CastSpellInRetributionReactTitle=Feitiço lançado Reaction/&CastSpellInRetributionTitle=Lançar feitiço de reação Reaction/&ReactionSpendPowerBundleDescription=Gaste energia. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Você pode aplicar um efeito adicional. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Aplique um efeito adicional. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Golpe Brutal +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Golpe Brutal Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Você pode abrir mão dos dados de Ataque Furtivo para aplicar um efeito adicional. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Você pode abrir mão dos dados de Ataque Furtivo para aplicar um efeito adicional. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Golpe Astuto diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Oligath-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Oligath-pt-BR.txt index 0ae16ba626..00518bdc6a 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Oligath-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Races/Oligath-pt-BR.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Você tem resistência a dan Feature/&DamageAffinityOligathHotBloodedTitle=Sangue quente Feature/&EquipmentAffinityOligathPowerfulBuildDescription=Você conta seu tamanho como Grande ao determinar sua capacidade de carga. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Construção poderosa -Feature/&PowerOligathStoneEnduranceDescription=Ao sofrer dano, você pode usar sua reação para rolar um d12. Adicione seu modificador de Constituição ao número obtido e reduza o dano recebido nessa quantia. Você pode usar esta característica igual ao seu bônus de proficiência e recuperar os usos gastos após um longo descanso. +Feature/&PowerOligathStoneEnduranceDescription=Quando você é atacado, você pode usar sua reação para rolar um d12. Adicione seu modificador de Constituição ao número obtido e reduza o dano recebido nessa quantia. Você pode usar esta característica igual ao seu bônus de proficiência e recuperar os usos gastos após um longo descanso. Feature/&PowerOligathStoneEnduranceTitle=Resistência de Pedra Feature/&ProficiencyOligathLanguagesDescription=Comum e Gigante. Feature/&ProficiencyOligathLanguagesTitle=Linguagem diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt index 79f6e2db22..b716f39645 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/Settings-pt-BR.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Adicione ícones personalizados aos itens o 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/&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=Adicione o inimigo preferencial humanóide a Rangers +ModUi/&AddHumanoidFavoredEnemyToRanger=Ativar Rangers inimigos humanóides preferidos 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] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: continue jogando novamen ModUi/&CriticalOption3=3: Duplique o dano total do seu ataque em vez de rolar 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 @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Habilite ícones adicionais para acampame 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/&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/&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 @@ -152,6 +156,7 @@ ModUi/&Feats=Feats 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/&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/&Formation=Formação: ModUi/&FormationError=Você não pode mudar sua formação durante um jogo multijogador... diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationArtillerist-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationArtillerist-pt-BR.txt index cddef0d7e6..00a877f737 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationArtillerist-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/InnovationArtillerist-pt-BR.txt @@ -24,7 +24,7 @@ Feature/&PowerInnovationArtilleristFlamethrowerDescription=O canhão exala fogo Feature/&PowerInnovationArtilleristFlamethrowerTitle=Lança-chamas Feature/&PowerInnovationArtilleristForceBallistaDescription=Faça um ataque mágico à distância, originado do canhão, em uma criatura ou objeto a até 36 metros dele. Se acertar, o alvo sofre 2d8 de dano de força e, se o alvo for uma criatura, ele é empurrado até 1,5 metro de distância do canhão. Feature/&PowerInnovationArtilleristForceBallistaTitle=Força Balista -Feature/&PowerInnovationArtilleristProtectorDescription=O canhão emite uma explosão de energia positiva que concede a si mesmo e a cada criatura de sua escolha a até 3 metros dele um número de pontos de vida temporários igual a 1d8+5 por 1 minuto. +Feature/&PowerInnovationArtilleristProtectorDescription=O canhão emite uma explosão de energia positiva que concede a si mesmo e a cada criatura de sua escolha a até 3 metros dele um número de pontos de vida temporários igual a 1d8+5. Feature/&PowerInnovationArtilleristProtectorTitle=Protetor Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=Lança-chamas [minúsculo] Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Força Balista [minúsculo] diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMoonlitScion-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMoonlitScion-pt-BR.txt index 525f4d03cb..350214a1af 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMoonlitScion-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMoonlitScion-pt-BR.txt @@ -4,7 +4,7 @@ Feature/&FeatureMoonlitScionLunarEmbraceDescription=O dano do seu Manto Lunar au Feature/&FeatureMoonlitScionLunarEmbraceTitle=Abraço Lunar Feature/&FeatureSetMoonlitScionLunarCloakDescription=Você pode usar sua ação bônus para conjurar um manto de luz ou escuridão, ganhando um dos seguintes benefícios por um minuto:\nLua Cheia: você emite luz brilhante em um raio de 4,5 metros e luz fraca em 4,5 metros adicionais raio ao seu redor e ganhe o poder do brilho lunar. Faça um ataque mágico corpo a corpo. Se acertar, a criatura sofre 1d8 de dano radiante e tem uma penalidade de -1 na CA até o final do seu próximo turno.\nLua Nova: Você está obscurecido por uma escuridão não mágica. Se você mover para um ladrilho com luz fraca ou brilhante, você será considerado como estando em uma escuridão não-mágica e ganhará o poder do frio lunar. Faça um ataque mágico corpo a corpo. Se acertar, a criatura sofre 1d8 de dano de frio e fica prejudicada até o final do seu próximo turno. Feature/&FeatureSetMoonlitScionLunarCloakTitle=Manto Lunar -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Você é resistente a danos radiantes enquanto o manto da Lua Cheia está ativo e é resistente a danos de frio enquanto o manto da Lua Nova está ativo. Você também aprende o feitiço Moon Beam, se ainda não o fez. Você pode lançá-lo uma vez por descanso longo sem expandir um slot de magia em seu nível de slot mais alto. Ao lançar Moon Beam dessa maneira, você ganha pontos de vida temporários iguais ao seu nível de bruxo por um minuto e receber dano não pode interromper sua concentração para este feitiço. +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=Você é resistente a danos radiantes enquanto o manto da Lua Cheia está ativo e é resistente a danos de frio enquanto o manto da Lua Nova está ativo. Você também aprende o feitiço Moon Beam, se ainda não o fez. Você pode lançá-lo uma vez por descanso longo sem expandir um slot de magia em seu nível de slot mais alto. Ao lançar Moon Beam dessa forma, você ganha pontos de vida temporários iguais ao seu nível de bruxo e receber dano não pode interromper sua concentração para este feitiço. Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=Bênção da meia-noite Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=Você ganha deslocamento de vôo igual ao seu deslocamento de caminhada Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=Abraço Lunar @@ -14,7 +14,7 @@ Feature/&PowerMoonlitScionLunarChillDescription=Você pode estender momentaneame Feature/&PowerMoonlitScionLunarChillTitle=Frio Lunar Feature/&PowerMoonlitScionLunarRadianceDescription=Você pode estender momentaneamente o alcance do seu manto e tocar uma criatura hostil a até 9 metros de você com brilho lunar. Faça um ataque mágico corpo a corpo contra ele. Se acertar, a criatura sofre 1d8 de dano radiante e tem –1 de penalidade na CA até o final do seu próximo turno. Feature/&PowerMoonlitScionLunarRadianceTitle=Radiância Lunar -Feature/&PowerMoonlitScionMidnightBlessingDescription=Você pode lançar Moonbeam como um poder, uma vez por descanso longo, sem expandir um slot de magia em seu nível de slot mais alto. Ao lançar Moon Beam dessa maneira, você ganha pontos de vida temporários iguais ao seu nível de bruxo por um minuto e receber dano não pode interromper sua concentração para este feitiço. +Feature/&PowerMoonlitScionMidnightBlessingDescription=Você pode lançar Moonbeam como um poder, uma vez por descanso longo, sem expandir um slot de magia em seu nível de slot mais alto. Ao lançar Moon Beam dessa forma, você ganha pontos de vida temporários iguais ao seu nível de bruxo e receber dano não pode interromper sua concentração para este feitiço. Feature/&PowerMoonlitScionMidnightBlessingTitle=Bênção da meia-noite Feature/&PowerMoonlitScionMoonlightGuiseDescription=Sempre que uma criatura causar dano a você, você pode usar sua reação para ficar invisível até o final do seu próximo turno. Você pode usar esse recurso uma vez por descanso curto. Feature/&PowerMoonlitScionMoonlightGuiseTitle=Traje do luar diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMountain-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMountain-pt-BR.txt index 9a248a3d30..35f4a4631d 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMountain-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/PatronMountain-pt-BR.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Você pode usar seu recurso Barreira de Pedra um número de vezes igual ao seu modificador de Carisma por um breve descanso. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Guardião Eterno Feature/&FeatureSetPatronMountainIceboundSoulDescription=Ganhe imunidade a danos causados pelo frio. A primeira vez que você atingir um inimigo com um ataque em seu turno, ele deve fazer um teste de resistência de Constituição contra a CD do seu feitiço de bruxo ou ficará cego até o final do próximo turno. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Alma Gelada Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Ganhe proficiência em Natureza e Sobrevivência. Ganhe Montanha como tipo de terreno preferido. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Conhecimento de Aeons -Feature/&PowerPatronMountainBarrierOfStoneDescription=Quando um aliado a até 9 metros de você sofre dano, você pode usar sua reação para reduzir o dano em uma quantidade igual ao dobro do seu nível de bruxo mais seu modificador de Carisma. Você pode usar este poder um número de vezes igual ao seu modificador de Carisma por descanso longo. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Quando um aliado a até 9 metros de você é atacado, você pode usar sua reação para reduzir o dano em uma quantidade igual ao dobro do seu nível de bruxo mais seu modificador de Carisma. Você pode usar este poder um número de vezes igual ao seu modificador de Carisma por descanso longo. Feature/&PowerPatronMountainBarrierOfStoneTitle=Barreira de Pedra Feature/&PowerPatronMountainClingingStrengthDescription=Você pode usar uma ação bônus em seu turno para conceder a si mesmo ou a um aliado a até 1,5 metro de você os benefícios de Longstrider e Spider Climb por 1 hora sem qualquer necessidade de concentração. Depois de usar este poder, você não poderá usá-lo novamente até terminar um descanso curto ou longo. Feature/&PowerPatronMountainClingingStrengthTitle=Força de Apego -Feature/&PowerPatronMountainEternalGuardianDescription=Você pode usar seu recurso Barreira de Pedra um número de vezes igual ao seu modificador de Carisma por um breve descanso. -Feature/&PowerPatronMountainEternalGuardianTitle=Guardião Eterno +Feature/&PowerPatronMountainEternalGuardianDescription=Quando um aliado a até 9 metros de você é atacado, você pode usar sua reação para reduzir o dano em uma quantidade igual ao dobro do seu nível de bruxo mais seu modificador de Carisma. Você pode usar este poder um número de vezes igual ao seu modificador de Carisma por um breve descanso. +Feature/&PowerPatronMountainEternalGuardianTitle=Barreira de Pedra Feature/&PowerPatronMountainTheMountainWakesDescription=Você pode lançar Tempestade de Gelo como uma magia de quarto nível um número de vezes igual ao seu bônus de proficiência por descanso longo. Feature/&PowerPatronMountainTheMountainWakesTitle=A montanha acorda Reaction/&UseBarrierOfStoneDescription=Um aliado foi atacado. Você pode reduzir o dano em uma quantidade igual ao dobro do seu nível de bruxo mais seu modificador de Carisma. diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousSpellBlade-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousSpellBlade-pt-BR.txt index 12562f5c41..bd01dd67df 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousSpellBlade-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/SorcerousSpellBlade-pt-BR.txt @@ -2,7 +2,7 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=Quando você Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=Feiticeiro de Guerra Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=Sua classe de armadura aumenta em 2 e você ganha proficiência em testes de resistência de Destreza. Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=Reflexos de Batalha -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Você pode usar sua ação bônus para ganhar pontos de vida temporários iguais ao seu nível de feiticeiro + modificador de Carisma por um minuto, um número de vezes por descanso longo igual ao seu bônus de proficiência. Se você estiver sem uso, poderá gastar dois pontos de feitiçaria. +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=Você pode usar sua ação bônus para ganhar pontos de vida temporários iguais ao seu nível de feiticeiro + modificador de Carisma, um número de vezes por descanso longo igual ao seu bônus de proficiência. Se você estiver sem uso, poderá gastar dois pontos de feitiçaria. Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=Escudo de Mana Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=Você ganha proficiência com armaduras leves, armaduras médias e armas marciais. Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=Treinamento Marcial diff --git a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfTheDragon-pt-BR.txt b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfTheDragon-pt-BR.txt index b25febaa9f..8fb54b87c8 100644 --- a/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfTheDragon-pt-BR.txt +++ b/SolastaUnfinishedBusiness/Translations/pt-BR/SubClasses/WayOfTheDragon-pt-BR.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Uma vez durante o se Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Respiração Elemental – Respiração Venenosa Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Uma vez durante o seu turno, você pode renunciar a um de seus principais ataques de ação para exalar energia elementar. Projete gelo em um cone de 15 pés de largura. Cada criatura afetada por seu sopro deve passar em um teste de resistência de Destreza (resistência para metade) ou receberá três dados de artes marciais de dano por frio. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Respiração Elemental – Respiração Gélida -Feature/&PowerWayOfTheDragonReactiveHideDescription=Sempre que estiver prestes a receber dano de uma criatura inimiga, você pode usar sua reação e pagar 1 Ki para ganhar resistência a todos os danos até o final do turno do atacante. Se o atacante usar ataques corpo a corpo contra você, ele receberá um dado de artes marciais como tipo de dano de sua característica Ancestral do Dragão cada vez que atingir você. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Quando você é atacado, você pode usar sua reação e pagar 1 Ki para ganhar resistência a todos os danos até o final do turno do atacante. Se o atacante usar ataques corpo a corpo contra você, ele receberá um dado de artes marciais como tipo de dano de sua característica Ancestral do Dragão cada vez que atingir você. Feature/&PowerWayOfTheDragonReactiveHideTitle=Pele Reativa Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Fúria do Dragão! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} causa dano ácido a {1} através da fúria do dragão (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt index dfa96c7c8e..12a39a54c5 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/ClassFeats-ru.txt @@ -16,7 +16,7 @@ Feat/&FeatCloseQuartersIntDescription=Вы имеете опыт боя в ог Feat/&FeatCloseQuartersIntTitle=Тесный контакт [ИНТ] Feat/&FeatCunningEscapeDescription=Когда вы используете Рывок бонусным действием, ваше передвижение не провоцирует атаки по возможности до конца хода. Feat/&FeatCunningEscapeTitle=Хитрый побег -Feat/&FeatDevastatingStrikesDescription=Ваши атаки двуручными мечами, двуручными топорами и двуручными молотами особенно смертоносны, и вы получаете следующие преимущества, когда используете их:\n• Вы получаете бонус +1 к броскам атаки этим оружием.\n• Когда вы обладаете преимуществом на броски атаки и попадаете, вы наносите дополнительный урон того же типа, равный вашему модификатору Силы или Ловкости, если меньший из бросков d20 также попал бы по цели.\n• Когда вы совершаете критическое попадание, вы бросаете дополнительную кость урона оружием и игнорируете сопротивление урону цели от этой атаки. +Feat/&FeatDevastatingStrikesDescription=Ваши атаки двуручными мечами, двуручными топорами и двуручными молотами особенно смертоносны, и вы получаете следующие преимущества, когда используете их:\n• Ваши атаки оружием наносят дополнительный урон, равный вашему бонусу мастерства.\n• Когда вы совершаете критическое попадание, вы бросаете дополнительную кость урона оружием и игнорируете сопротивление урону цели от этой атаки. Feat/&FeatDevastatingStrikesTitle=Разрушительные удары Feat/&FeatExpandTheHuntDescription=Увеличьте значение Мудрости на 1 при максимуме 20. Вы можете выбрать одного дополнительного предпочтительного противника, язык и тип местности. Feat/&FeatExpandTheHuntTitle=Расширить охоту @@ -74,6 +74,8 @@ Feature/&PowerFeatSpiritualFluidityGainSlotDescription=Получить 1 доп Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=Получить 1 дополнительную ячейку уровня 3 или ниже за использование Божественного канала. Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=Получить ячейку заклинания Feature/&PowerFeatSpiritualFluidityGainSlotTitle=Получить ячейку уровня {0} +Feedback/&AdditionalDamageDevastatingStrikesFormat=Разрушительные удары +Feedback/&AdditionalDamageDevastatingStrikesLine=Разрушительные удары наносят дополнительно +{2} урона! Feedback/&AdditionalDamageSlayTheEnemyFormat=Сразить врагов! Feedback/&AdditionalDamageSlayTheEnemyLine={0} обрушивает на {1} +{2} урона! Reaction/&CustomReactionSecondChanceDescription=Существо пытается ударить вас! Вы можете использовать реакцию, чтобы заставить его повторить бросок атаки. diff --git a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt index 088531f200..c7494c167a 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Feats/MeleeCombat-ru.txt @@ -65,7 +65,6 @@ Feedback/&AdditionalDamageCrusherLine={0} сокрушает {1} Feedback/&AdditionalDamagePiercerFormat=Пронзатель! Feedback/&AdditionalDamagePiercerLine={0} критически пронзает {1} Feedback/&AdditionalDamageSpearMasteryLine={0} подготовил копьё и наносит дополнительные {2} урона {1}! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} наносит урон {1} с помощью {2}: Reaction/&ReactionAttackOldTacticsDescription={0} встаёт. {1} может использовать реакцию, чтобы совершить рукопашную атаку по этой цели. Reaction/&ReactionAttackOldTacticsReactDescription=Используйте реакцию для атаки. Reaction/&ReactionAttackOldTacticsReactTitle=Атака diff --git a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt index 5f62a958e2..2ab21174db 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Others-ru.txt @@ -1,5 +1,7 @@ Action/&ArcaneArcherToggleDescription=Активировать/деактивировать Мистического лучника Action/&ArcaneArcherToggleTitle=Мистический лучник +Action/&BrutalStrikeToggleDescription=Активировать/деактивировать Жестокий удар +Action/&BrutalStrikeToggleTitle=Жестокий удар Action/&CastPlaneMagicDescription=Произнесите заклинание, полученное от одно из черт "Затронутый тем или иным Планом" Action/&CastPlaneMagicTitle=Направить планарную магию Action/&CastSignatureSpellsDescription=Произнесите эти заклинания 3-го уровня без затрат ячеек заклинаний @@ -32,6 +34,7 @@ Action/&PaladinSmiteToggleDescription=Позволяет променять Ка Action/&PaladinSmiteToggleTitle=Кара Action/&PressTheAdvantageToggleDescription=Активировать/деактивировать умение Воспользоваться преимуществом Action/&PressTheAdvantageToggleTitle=Возпользоваться преимуществом +Action/&RecklessAttackExtendedDescription=Когда вы совершаете первую атаку в свой ход, вы можете решить, что будете атаковать безрассудно. Решившись на это, вы в этом ходу совершаете рукопашные атаки оружием, использующие Силу, с преимуществом, но все броски атаки по вам до вашего следующего хода тоже совершаются с преимуществом. Action/&TacticianGambitDescription=Выберите специальный манёвр Action/&TacticianGambitTitle=Приёмы Action/&WithdrawDescription=Когда вы находитесь в ближнем бою с враждебным существом, вы можете бонусным действием переместиться на 3 клетки, не провоцируя атаки. @@ -52,6 +55,8 @@ Condition/&ConditionRogueCunningStrikeWithdrawTitle=Отступающий Condition/&ConditionRogueDeviousStrikeDazedDescription=Вы не можете совершать реакции или бонусные действия, а также должны выбрать что-то одно - перемещаться или совершать другие действия в свой ход. Condition/&ConditionRogueDeviousStrikeDazedTitle=Ошеломлён Condition/&ConditionRogueDeviousStrikeKnockOutTitle=Нокаутирован +Condition/&ConditionStaggeringBlowAoODescription=Вы не можете совершать атаки по возможности до начала вашего следующего хода. +Condition/&ConditionStaggeringBlowAoOTitle=Ошеломляющий удар Condition/&FlightSuspendDescription=Действие полёта приостановлено Condition/&FlightSuspendTitle=Полёт приостановлен ContentPack/&9999Description=Мод Неоконченное Дело добавляет мультикласс, расы, архетипы, черты, боевые стили и заклинания. Максимальный уровень увеличен, добавлены улучшения, исправления и т.д. Это настоящий рог изобилия (TM)... @@ -70,6 +75,13 @@ Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=Расширенные заклинания Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=Вы можете потратить 1 очко ци, чтобы бонусным действием совершить два безоружных удара. Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=Шквал ударов +Feature/&FeatureSetBarbarianBrutalStrikeDescription=Когда вы используете Безрассудную атаку, один из ваших бросков атаки, основанный на Силе, который вы совершаете до конца хода, наносит дополнительно 1d10 урона того же типа, что и оружие или Безоружный удар, вы также можете выбрать один из следующих эффектов, если попадаете:\n• Сильный удар. Цель отталкивается от вас на 15 футов.\n• Удар по сухожилиям. Скорость цели уменьшается на 15 футов до начала вашего следующего хода. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=Вы отточили новые возможности яростной атаки. Теперь среди вариантов Жестокого удара есть следующие эффекты:\n• Ошеломляющий удар. Цель получает помеху на следующий спасбросок и не может совершать атаки по возможности до начала вашего следующего хода.\n• Раскалывающий удар. Ваш удар оставляет брешь в обороне существа до начала вашего следующего хода. Следующий бросок атаки по цели, совершённый существом, отличным от вас, получает бонус 1d10 к броскам атаки и урона. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Title=Улучшенный жестокий удар +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Description=Дополнительный урон от Жестокого удара увеличивается до 2d10. +Feature/&FeatureSetBarbarianBrutalStrikeImprovement17Title=Улучшенный жестокий удар +Feature/&FeatureSetBarbarianBrutalStrikeTitle=Жестокий удар +Feature/&FeatureSetRageExtendedDescription=В бою вы сражаетесь с первобытной яростью. В свой ход вы можете бонусным действием войти в ярость. Это дает вам преимущество в спасбросках и проверках силы, начальный бонус +2 к урону от рукопашной атаки и сопротивление рубящему, дробящему и колющему урону. Вы получаете эти преимущества, только если не носите тяжелую броню. Длится 1 минуту или заканчивается, если вы не атаковали и не получили урона с момента вашего последнего хода.\n Вы начинаете с 2 яростей, которые обновляются после длительного отдыха. На уровне 7 вы восстанавливаете одно очко ярости после короткого отдыха. 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 @@ -98,6 +110,16 @@ Feature/&MonkAlternateUnarmoredMovementImprovedDescription=На 9-м уровн Feature/&MonkAlternateUnarmoredMovementImprovedTitle=Улучшенное движение без доспехов Feature/&PowerAfterRestIdentifyDescription=Опознайте все магические предметы в инвентаре. Feature/&PowerAfterRestIdentifyTitle=Опознание +Feature/&PowerBarbarianBrutalStrikeDescription=Жестокий удар TBD +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=Цель отталкивается от вас на 15 футов по прямой. +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=Сильный удар +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=Скорость цели уменьшается на 15 футов до начала вашего следующего хода. +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=Удар по сухожилиям +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=Цель получает помеху на следующий спасбросок и не может совершать атаки по возможности до начала вашего следующего хода. +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=Ошеломляющий удар +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=Ваш удар оставляет брешь в обороне существа до начала вашего следующего хода. Следующий бросок атаки по цели, совершённый существом, отличным от вас, получает бонус 1d10 к броскам атаки и урона. +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=Раскалывающий удар +Feature/&PowerBarbarianBrutalStrikeTitle=Жестокий удар Feature/&PowerHelpDescription=Вы можете помочь дружественному существу атаковать другое существо, находящееся в пределах 5 футов от вас. Вы совершаете финт, отвлекаете цель или каким-то другим образом делаете атаку союзника более эффективной. Если ваш союзник атакует цель до начала вашего следующего хода, первый бросок атаки совершается с преимуществом. Feature/&PowerHelpTitle=Помощь Feature/&PowerRangerNatureShroudDescription=Вы обращаетесь к силам природы, чтобы они ненадолго скрыли вас от посторонних глаз. Бонусным действием вы можете магическим образом стать невидимым вместе со своим снаряжением, которое вы несёте или носите, до начала вашего следующего хода. Вы можете использовать это умение количество раз, равное вашему бонусу мастерства. Вы восстанавливаете все потраченные использования после окончания продолжительного отдыха. @@ -126,6 +148,10 @@ Feature/&PowerVanishSummonDescription=Вы можете заставить пр Feature/&PowerVanishSummonTitle=Исчезновение Feature/&ToolGainChoicesPluralDescription=Выберите {0} из этих инструментов: {1} Feature/&ToolGainChoicesSingleDescription=Выберите один из этих инструментов: {1} +Feedback/&AdditionalDamageBrutalStrikeFormat=Жестокий удар +Feedback/&AdditionalDamageBrutalStrikeLine=Жестокий удар наносит дополнительно +{2} урона! +Feedback/&AdditionalDamageSunderingBlowFormat=Раскалывающий удар +Feedback/&AdditionalDamageSunderingBlowLine=Раскалывающий наносит дополнительно +{2} урона! Feedback/&ChangeSneakDiceDamageType={1} изменяет урон костей скрытой атаки на {2} Feedback/&ChangeSneakDiceDieType={1} изменяет тип кости скрытой атаки с {2} на {3} Feedback/&ChangeSneakDiceNumber={1} изменяет число на кости скрытой атаки с {2} на {3}. @@ -162,6 +188,10 @@ Reaction/&CastSpellInRetributionReactDescription=Нажмите, чтобы на Reaction/&CastSpellInRetributionReactTitle=Наложить заклинание Reaction/&CastSpellInRetributionTitle=Наложить заклинание реакцией Reaction/&ReactionSpendPowerBundleDescription=Использовать силу. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=Вы можете наложить дополнительный эффект. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=Наложите дополнительный эффект. +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=Жестокий удар +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=Жестокий удар Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=Вы можете отказаться от костей Скрытой атаки, чтобы применить дополнительный эффект. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=Вы можете отказаться от костей Скрытой атаки, чтобы применить дополнительный эффект. Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=Хитрый удар diff --git a/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt index 7c570835eb..a5b18fff2f 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Races/Oligath-ru.txt @@ -6,7 +6,7 @@ Feature/&DamageAffinityOligathHotBloodedDescription=Вы обладаете со Feature/&DamageAffinityOligathHotBloodedTitle=Горячая кровь Feature/&EquipmentAffinityOligathPowerfulBuildDescription=При определении вашей грузоподъёмности вы считаетесь существом большого размера. Feature/&EquipmentAffinityOligathPowerfulBuildTitle=Мощное телосложение -Feature/&PowerOligathStoneEnduranceDescription=При получении урона вы можете реакцией бросить d12 и прибавить к результату модификатор Телосложения, а после уменьшить полученный урон на итоговую сумму. Вы можете использовать это умение количество раз, равное вашему бонусу мастерства, вы восстанавливаете все использования после окончания продолжительного отдыха. +Feature/&PowerOligathStoneEnduranceDescription=Когда на вас нападают, вы можете реакцией бросить к12. Добавьте свой модификатор Телосложения к выпавшему числу и уменьшите входящий урон на эту величину. Вы можете использовать эту черту, равную вашему бонусу мастерства, и восстанавливать потраченные использования после длительного отдыха. Feature/&PowerOligathStoneEnduranceTitle=Выносливость камня Feature/&ProficiencyOligathLanguagesDescription=Общий и Великаний. Feature/&ProficiencyOligathLanguagesTitle=Языки diff --git a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt index 850f4f562e..d3f64c1fa6 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/Settings-ru.txt @@ -5,7 +5,7 @@ ModUi/&AddCustomIconsToOfficialItems=Добавить кастомные зна ModUi/&AddDarknessPerceptiveToDarkRaces=Включить Восприятие тьмы для рас Тёмных эльфов, Тёмных кобольдов и Серых дварфов \n[даёт преимущество при проверках восприятия, когда персонаж не на свету или находится в магической темноте] ModUi/&AddFighterLevelToIndomitableSavingReroll=Добавлять уровень Воина к повторным спасброскам умения Упорный ModUi/&AddHelpActionToAllRaces=Добавить действие Помощь всем игровым расам [вы можете помочь дружественному существу атаковать другое существо, находящееся в пределах 1 клетки от вас] -ModUi/&AddHumanoidFavoredEnemyToRanger=Добавить гуманоида в список предпочтительных противников для Следопытов +ModUi/&AddHumanoidFavoredEnemyToRanger=Включить гуманоидов в список предпочтительных противников для Следопытам ModUi/&AddNewBrightEyeColors=Добавить новые яркие цвета глаз ModUi/&AddNewWeaponsAndRecipesToShops=Добавить новые оружия и рецепты в магазины [обмотки, алебарды, пики, длинные булавы, ручные арбалеты] [Необходим перезапуск] ModUi/&AddPaladinSmiteToggle=Добавить переключатель, чтобы позволить Паладинам использовать кару только при критах [полезно для уменьшения количества запросов на реакции] @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2: продолжает к ModUi/&CriticalOption3=3: полностью удваивает урон вместо бросания дополнительных костей. [(XdY+Z)*2] ModUi/&Deities=Божества ModUi/&DisableAutoEquip=Отключить автонадевание предметов в инвентаре +ModUi/&DisableBarbarianBrutalCritical=+ Также отключить Варварам Сильный критический удар на уровнях 9, 13 и 17 ModUi/&DisableCastSpellPreRequisitesOnModFeats=Отключить обязательные условия наложения заклинаний для черт из этого мода [Необходим перезапуск] ModUi/&DisableClassPrerequisitesOnModFeats=Отключить требования по уровню для черт из этого мода ModUi/&DisableRacePrerequisitesOnModFeats=Отключить требования по расе для черт из этого мода @@ -85,7 +86,10 @@ ModUi/&EnableAdditionalIconsOnLevelMap=Включить дополнительн ModUi/&EnableAdditionalItemsInDungeonMaker=+ Добавить новые предметы в Создатель Подземелий ModUi/&EnableAlternateHuman=Включить альтернативное происхождение Человека [+1 черта / +2 очка характеристик / +1 навык] ModUi/&EnableAlternateVotingSystem=Включить альтернативную систему голосования [весомость выбора = голоса * модификатор Харизмы героя] +ModUi/&EnableBarbarianBrutalStrike=Включить Жестокий удар и Улучшенный жестокий удар Варварам на уровнях 9, 13 и 17 ModUi/&EnableBarbarianFightingStyle=Включить Варварам выбор Боевого стиля на уровне 2 +ModUi/&EnableBarbarianRecklessSameBuffDebuffDuration=Включить для Варваров завершение эффектов Безрассудной атаки в начале следующего хода +ModUi/&EnableBarbarianRegainOneRageAtShortRest=Включить Варварам на уровне 7 возможность восстанавливать один заряд ярости за короткий отдых ModUi/&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 @@ -98,9 +102,9 @@ ModUi/&EnableCustomPortraitsHelp=• Поместите свои пользов ModUi/&EnableDungeonMakerModdedContent=Включить Создатель Подземелий ПРО\n[включает простые комнаты, размеры подземелий 150x150 и 200x200, а также смешивание ассетов из разных наборов окружений без танцев с бубном] ModUi/&EnableEpicPointsAndArray=Включить эпические варианты поинт-бай системы (35 очков) и массива характеристик [17,15,13,12,10,8] [Необходим перезапуск] ModUi/&EnableExtendedProficienciesPanelDisplay=Включить отображение панели расширенных владений [Магические выстрелы, Инфузии, Приёмы и Универсалии]\n[снижает производительность при просмотре персонажа, используйте на свой страх и риск] -ModUi/&EnableFeatsAtEvenLevels=Включить возможность выбора черты на уровнях класса 2, 10 и 18 -ModUi/&EnableFeatsAtEvenLevelsMiddle=Включить возможность выбора черты на уровнях класса 6 и 14 -ModUi/&EnableFighterWeaponSpecialization=Включить Специализацию на оружии для Воина на уровнях класса 8 и 16 [получает +1 к атаке и урону, но помеху при атаке любым другим типом оружия] +ModUi/&EnableFeatsAtEvenLevels=Включить возможность выбора черты на уровнях 2, 10 и 18 +ModUi/&EnableFeatsAtEvenLevelsMiddle=Включить возможность выбора черты на уровнях 6 и 14 +ModUi/&EnableFighterWeaponSpecialization=Включить Специализацию на оружии для Воина на уровнях 8 и 16 [получает +1 к атаке и урону, но помеху при атаке любым другим типом оружия] ModUi/&EnableFlexibleBackgrounds=Включить гибкие предыстории [выберите навык и владение инструментами из предыстории] ModUi/&EnableFlexibleRaces=Включить гибкие расы [самостоятельно распределяйте расовые очки характеристик] ModUi/&EnableHigherGroundRules=Включить правила возвышенности [+1 к атаке с высоты] @@ -119,21 +123,21 @@ ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=Позволи ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=Позволить Монаху использовать Шквал ударов без требования тратить действие на атаку ModUi/&EnableMonkFightingStyle=Включить Монахам выбор Боевого стиля на уровне 2 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=Позволить Монаху использовать Улучшенное движение без доспехов для перемещения по вертикальным поверхностям, не падая во время движения -ModUi/&EnableMonkWeaponSpecialization=Включить Специализацию на оружии для Монаха на уровнях класса 2 и 11 [оружие выбранного типа становится для вас оружием монаха] +ModUi/&EnableMonkWeaponSpecialization=Включить Специализацию на оружии для Монаха на уровнях 2 и 11 [оружие выбранного типа становится для вас оружием монаха] ModUi/&EnableMulticlass=Включить мультиклассирование [Необходим перезапуск] ModUi/&EnablePcgRandom=Включить улучшенный алгоритм генерации случайных чисел [https://www.pcg-random.org] ModUi/&EnableRangerNatureShroudAt10=Включить умение Следопыта Природная завеса на уровне 10 [бонусным действием вы можете волшебным образом стать невидимым до начала следующего хода] ModUi/&EnableRejoinParty=Включить принудительную группировку персонажей вокруг выбранного героя или лидера, если никто не выбран, по нажатию CTRL-SHIFT-(R) [полезно в пати из 5 или 6 персонажей] ModUi/&EnableRelearnSpells=Включить возможность выбирать заговоры или заклинания, уже известные из других источников -ModUi/&EnableRespec=Включить возможность респека после отдыха -ModUi/&EnableRogueCunningStrike=Включить умения Хитрого удара и Коварного удара Плуту на уровнях класса 5 и 14 соответственно [вы отказываетесь от 1 кости скрытой атаки для применения дополнительных эффектов] +ModUi/&EnableRespec=Включить возможность респека после отдыха [не используйте РЕСПЕК в многопользовательских сессиях] +ModUi/&EnableRogueCunningStrike=Включить умения Хитрого удара и Коварного удара Плуту на уровнях 5 и 14 соответственно [вы отказываетесь от 1 кости скрытой атаки для применения дополнительных эффектов] ModUi/&EnableRogueFightingStyle=Включить Плутам выбор Боевого стиля на уровне 2. -ModUi/&EnableRogueSteadyAim=Включить Плутам Точное прицеливание на уровне класса 3 [бонусным действием даёт преимущество на следующий бросок атаки в текущем ходу, если вы ещё не перемещались] +ModUi/&EnableRogueSteadyAim=Включить Плутам Точное прицеливание на уровне 3 [бонусным действием даёт преимущество на следующий бросок атаки в текущем ходу, если вы ещё не перемещались] ModUi/&EnableRogueStrSaving=Включить Плутам использование модификаторов ЛОВ или СИЛ для Хитрого/Коварного удара, Ослабляющего/Улучшенного ослабляющего удара и Града клинков ModUi/&EnableSaveByLocation=Включить сохранения по кампаниям/локациям ModUi/&EnableSortingDungeonMakerAssets=Включить сортировку ассетов в редакторе Создателя Подземелий ModUi/&EnableStatsOnHeroTooltip=Отображать статистику на всплывающей подсказке о герое [например: критические удары, критические промахи и т.д.] -ModUi/&EnableSumD20OnAlternateVotingSystem=• Также каждый герой добавляет к весомости результат броска D20 для привнесения элемента случайности [весомость выбора = голоса * модификатор Харизмы героя + бросок D20] +ModUi/&EnableSumD20OnAlternateVotingSystem=+ Также каждый герой добавляет к весомости результат броска D20 для привнесения элемента случайности [весомость выбора = голоса * модификатор Харизмы героя + бросок D20] ModUi/&EnableTeleportParty=Включить телепорт группы по нажатию CTRL-SHIFT-(T) [вы можете сломать квесты, если телепортируетесь в ещё не открытую область] ModUi/&EnableTogglesToOverwriteDefaultTestParty=Включить в списке персонажей возможность выбирать группу по умолчанию ModUi/&EnableTooltipDistance=Включить отображение расстояния во всплывающей подсказке панели при наведении курсора на персонажа в бою @@ -152,6 +156,7 @@ ModUi/&Feats=Черты ModUi/&FightingStyles=Боевые стили ModUi/&FixAsianLanguagesTextWrap=Исправить перенос текста интерфейсом для азиатских языков [Необходим перезапуск] ModUi/&FixEldritchBlastRange=Использовать официальную дальность в 24 клетки для Мистического заряда [вместо 12] +ModUi/&FixRingOfRegenerationHealRate=Установить скорость лечения от Кольца регенерации на 1 ОЗ в 3 минуты ModUi/&FlightSuspendWingedBoots=+ Использовать официальные правила Крылатых сапог [оставшееся время использования не учитывается при приостановке полёта] ModUi/&Formation=Боевой порядок: ModUi/&FormationError=Вы не можете изменить свой боевой порядок во время многопользовательской игры... diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt index 56698d5c5c..333cb61e93 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/PatronMountain-ru.txt @@ -1,13 +1,15 @@ +Feature/&FeatureSetPatronMountainEternalGuardianDescription=Вы можете использовать способность Каменный барьер количество раз, равное вашему модификатору Харизмы, до окончания короткого отдыха. +Feature/&FeatureSetPatronMountainEternalGuardianTitle=Вечный страж Feature/&FeatureSetPatronMountainIceboundSoulDescription=Вы получаете иммунитет к урону холодом. Когда вы в первый раз в свой ход поражаете противника атакой, он должен пройти спасбросок Телосложения против Сл заклинаний вашего колдуна или ослепнуть до конца своего следующего хода. Feature/&FeatureSetPatronMountainIceboundSoulTitle=Скованная льдом душа Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=Вы получаете владение навыками Природы и Выживания. Вы также получаете Горы в качестве предпочитаемого типа местности. Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=Знания эонов -Feature/&PowerPatronMountainBarrierOfStoneDescription=Когда союзник в пределах 30 футов от вас получает урон, вы можете использовать свою реакцию, чтобы уменьшить урон на величину, равную удвоенному уровню вашего колдуна плюс ваш модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, после чего вы должны закончить продолжительный отдых, чтобы воспользоваться ею вновь. +Feature/&PowerPatronMountainBarrierOfStoneDescription=Когда на союзника в пределах 30 футов от вас нападают, вы можете реакцией уменьшить урон на величину, равную удвоенному вашему уровню чернокнижника плюс модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, за продолжительный отдых. Feature/&PowerPatronMountainBarrierOfStoneTitle=Каменный барьер Feature/&PowerPatronMountainClingingStrengthDescription=Бонусным действием в свой ход вы можете дать себе или союзнику в пределах 5 футов от вас преимущества Скорохода и Паука на 1 час без требования концентрации. После использования этой способности вы не сможете использовать её снова, пока не завершите короткий или длинный отдых. Feature/&PowerPatronMountainClingingStrengthTitle=Сила цепкости -Feature/&PowerPatronMountainEternalGuardianDescription=Вы можете использовать способность Каменный барьер количество раз, равное вашему модификатору Харизмы, до окончания короткого отдыха. -Feature/&PowerPatronMountainEternalGuardianTitle=Вечный страж +Feature/&PowerPatronMountainEternalGuardianDescription=Когда на союзника в пределах 30 футов от вас нападают, вы можете реакцией уменьшить урон на величину, равную удвоенному вашему уровню чернокнижника плюс модификатор Харизмы. Вы можете использовать эту способность количество раз, равное вашему модификатору Харизмы, за короткий отдых. +Feature/&PowerPatronMountainEternalGuardianTitle=Каменный барьер Feature/&PowerPatronMountainTheMountainWakesDescription=Вы можете накладывать Град как заклинание 4-го уровня количество раз, равное вашему бонусу мастерства, затем вы должны окончить продолжительный отдых, чтобы наложить его подобным образом вновь. Feature/&PowerPatronMountainTheMountainWakesTitle=Пробуждение горы Reaction/&UseBarrierOfStoneDescription=Союзник был атакован. Вы можете уменьшить урон на количество единиц, равное вашему удвоенному уровню колдуна плюс ваш модификатор Харизмы. diff --git a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt index a95a67c620..1cd19b73e4 100644 --- a/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt +++ b/SolastaUnfinishedBusiness/Translations/ru/SubClasses/WayOfTheDragon-ru.txt @@ -48,7 +48,7 @@ Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=Один раз в Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=Стихийное дыхание - Ядовитое дыхание Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=Один раз в свой ход вы можете отказаться от одной из своих атак основным действием и выдохнуть энергию стихии. Выпустите ледяной воздух в конусе шириной 15 футов. Каждое существо, затронутое вашим дыханием, должно пройти спасбросок Ловкости (успех снижает урон на половину) или получить урон холодом, равный трём костям боевых искусств. Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=Стихийное дыхание - Холодное дыхание -Feature/&PowerWayOfTheDragonReactiveHideDescription=Каждый раз, когда вы вот-вот получите урон от враждебного существа, вы можете использовать свою реакцию и потратить 1 очко Ци, чтобы получить сопротивление всем видам урона до конца хода атакующего. Если атакующий использует против вас атаки ближнего боя, при каждом попадании он получает урон, равный кости боевых искусств, тип которого соответствует вашему Драконьему происхождению. +Feature/&PowerWayOfTheDragonReactiveHideDescription=Когда на вас нападают, вы можете использовать свою реакцию и заплатить 1 Ки, чтобы получить сопротивление ко всему урону до конца хода атакующего. Если атакующий использует против вас рукопашные атаки, он получает один кубик боевых искусств в качестве типа урона вашей функции «Наследие дракона» каждый раз, когда наносит вам удар. Feature/&PowerWayOfTheDragonReactiveHideTitle=Адаптивная кожа Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=Ярость дракона! Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} наносит урон кислотой по {1}, благодаря ярости дракона (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt index 8b7e17c5d7..0c26b09b1a 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Armor-zh-CN.txt @@ -1,14 +1,14 @@ -Feat/&FeatHeavyArmorMasterDescription=你可以用盔甲减少致命伤害。提高 1 点力量,最高为 20。当你穿着重甲时,你受到的钝击、穿刺和挥砍伤害减少 3 点。 +Feat/&FeatHeavyArmorMasterDescription=你可以用盔甲减少致命伤害。提高 1 点力量属性值,上限为 20。当你穿着重甲时,你受到的钝击、穿刺和挥砍伤害减少 3 点。 Feat/&FeatHeavyArmorMasterTitle=重甲大师 -Feat/&FeatMediumArmorDexDescription=将你的敏捷属性提高 1,最高 20。\n你可以熟练使用中型盔甲和盾牌。 -Feat/&FeatMediumArmorDexTitle=中甲掌控 [敏捷] -Feat/&FeatMediumArmorMasterDescription=你已经熟练掌握穿戴中甲,并获得以下好处:\n• 穿着中甲不会对你的敏捷(隐匿)检定造成劣势。\n• 当你穿着中甲时,若你的敏捷为16或更高,你最多可以添加 3 点敏捷调整值(而不是 2 点)到护甲等级(AC)上。 +Feat/&FeatMediumArmorDexDescription=将你的敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。 +Feat/&FeatMediumArmorDexTitle=中甲运用【敏捷】 +Feat/&FeatMediumArmorMasterDescription=你已经熟练掌握穿戴中甲,并获得以下好处:\n• 穿着中甲不会对你的敏捷(隐匿)检定造成劣势。\n• 当你穿着中甲时,若你的敏捷为 16 或更高,你最多可以添加 3 点敏捷调整值(而不是 2 点)到护甲等级上。 Feat/&FeatMediumArmorMasterTitle=中甲大师 -Feat/&FeatMediumArmorStrDescription=将你的力量属性提高1,最高20。\n你可以熟练使用中型盔甲和盾牌。 -Feat/&FeatMediumArmorStrTitle=中甲掌控 [力量] -Feat/&FeatShieldTechniquesDescription=使用盾牌不仅是为了保护,也是为了进攻。当您挥舞盾牌时,您将获得以下好处:\n• 如果您在自己的回合中采取攻击动作,您可以使用奖励动作尝试用盾牌推开您周围 5 英尺内的生物。\n • 如果您没有丧失行为能力,则您进行的所有敏捷豁免检定都会获得 +2 加值。\n• 每当伤害性法术迫使您进行敏捷豁免检定时,您可以利用您的反应将受到的伤害减半。 -Feat/&FeatShieldTechniquesTitle=盾牌技艺 -Reaction/&UseShieldTechniquesDescription=使用你的护盾技术将所有收入损失减半。 -Reaction/&UseShieldTechniquesReactDescription=使用你的盾牌技艺帮助进行豁免检定。 +Feat/&FeatMediumArmorStrDescription=将你的力量 +1,上限为 20。\n你获得中甲和盾牌熟练项。 +Feat/&FeatMediumArmorStrTitle=中甲运用【力量】 +Feat/&FeatShieldTechniquesDescription=使用盾牌不仅是为了保护,也是为了进攻。当你挥舞盾牌时,你将获得以下好处:\n• 如果你在自己的回合中采取攻击动作,你可以使用附赠动作尝试用盾牌推开你周围 5 尺内的生物。\n • 如果你没有失能,则你进行的所有敏捷豁免都会获得 +2 加值。\n• 每当伤害性法术迫使你进行敏捷豁免时,你可以利用你的反应将受到的伤害减半。 +Feat/&FeatShieldTechniquesTitle=盾牌大师 +Reaction/&UseShieldTechniquesDescription=使用你的盾牌技艺将所有受到伤害减半。 +Reaction/&UseShieldTechniquesReactDescription=使用你的盾牌技艺将所有受到伤害减半。 Reaction/&UseShieldTechniquesReactTitle=盾牌技艺 Reaction/&UseShieldTechniquesTitle=盾牌技艺 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt index d32b686a5b..8df96e239e 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Caster-zh-CN.txt @@ -1,67 +1,67 @@ -Feat/&FeatAegisTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次信仰护盾、防护善恶和防护毒素,你可以用你的法术位施展这个法术。 -Feat/&FeatAegisTouchedChaTitle=庇护之触 [魅力] -Feat/&FeatAegisTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次信仰护盾、防护善恶和防护毒素,你可以用你的法术位施展这个法术 -Feat/&FeatAegisTouchedIntTitle=庇护之触 [智力] -Feat/&FeatAegisTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次信仰护盾、防护善恶和防护毒素,你可以用你的法术位施展这个法术 -Feat/&FeatAegisTouchedWisTitle=庇护之触 [感知] -Feat/&FeatCelestialTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次治愈真言、疗伤术和次级恢复法术,你可以用你的法术位施展这个法术。 -Feat/&FeatCelestialTouchedChaTitle=天界之触 [魅力] -Feat/&FeatCelestialTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次治愈真言、疗伤术和次级恢复法术,你可以用你的法术位施展这个法术。 -Feat/&FeatCelestialTouchedIntTitle=天界之触 [智力] -Feat/&FeatCelestialTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次治愈真言、疗伤术和次级恢复法术,你可以用你的法术位施展这个法术。 -Feat/&FeatCelestialTouchedWisTitle=天界之触 [感知] -Feat/&FeatFeyTeleportationChaDescription=将你的魅力提高 1,最高 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 -Feat/&FeatFeyTeleportationChaTitle=精类传动 [魅力] -Feat/&FeatFeyTeleportationIntDescription=将你的智力提高 1,最高 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 -Feat/&FeatFeyTeleportationIntTitle=精类传动 [智力] -Feat/&FeatFeyTeleportationWisDescription=将你的感知提高 1,最高 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 -Feat/&FeatFeyTeleportationWisTitle=精类传动 [感知] -Feat/&FeatFlameTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次燃烧之手、炼狱呵斥和灼热射线法术,你可以用你的法术位施展这些法术。 -Feat/&FeatFlameTouchedChaTitle=火焰之触 [魅力] -Feat/&FeatFlameTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次燃烧之手、炼狱呵斥和灼热射线法术,你可以用你的法术位施展这些法术。 -Feat/&FeatFlameTouchedIntTitle=火焰之触 [智力] -Feat/&FeatFlameTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次燃烧之手、炼狱呵斥和灼热射线法术,你可以用你的法术位施展这些法术。 -Feat/&FeatFlameTouchedWisTitle=火焰之触 [感知] -Feat/&FeatIridescentTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次七彩喷射、妖火和彩色爆裂法术,你可以用你的法术位施展这些法术。 -Feat/&FeatIridescentTouchedChaTitle=彩虹之触 [魅力] -Feat/&FeatIridescentTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次七彩喷射、妖火和彩色爆裂法术,你可以用你的法术位施展这些法术。 -Feat/&FeatIridescentTouchedIntTitle=彩虹之触 [智力] -Feat/&FeatIridescentTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次七彩喷射、妖火和彩色爆裂法术,你可以用你的法术位施展这些法术。 -Feat/&FeatIridescentTouchedWisTitle=彩虹之触 [感知] -Feat/&FeatPeregrinationTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次大步奔行、脚底抹油和蛛行术法术,你可以用你的法术位施展这些法术。 -Feat/&FeatPeregrinationTouchedChaTitle=旅行之触 [魅力] -Feat/&FeatPeregrinationTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次大步奔行、脚底抹油和蛛行术法术,你可以用你的法术位施展这些法术。 -Feat/&FeatPeregrinationTouchedIntTitle=旅行之触 [智力] -Feat/&FeatPeregrinationTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次大步奔行、脚底抹油和蛛行术法术,你可以用你的法术位施展这些法术。 -Feat/&FeatPeregrinationTouchedWisTitle=旅行之触 [感知] -Feat/&FeatRetinueTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次祝福术、英雄气概和强化属性法术,你可以用你的法术位施展这些法术。 -Feat/&FeatRetinueTouchedChaTitle=随行之触 [魅力] -Feat/&FeatRetinueTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次祝福术、英雄气概和强化属性法术,你可以用你的法术位施展这些法术。 -Feat/&FeatRetinueTouchedIntTitle=随行之触 [智力] -Feat/&FeatRetinueTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次祝福术、英雄气概和强化属性法术,你可以用你的法术位施展这些法术。 -Feat/&FeatRetinueTouchedWisTitle=随行之触 [感知] -Feat/&FeatShadowTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n每次长休后,你可以施放一次隐形、造成伤害和虚假生命法术,你可以用你的法术位施展这些法术。 -Feat/&FeatShadowTouchedChaTitle=暗影之触 [魅力] -Feat/&FeatShadowTouchedIntDescription=将你的智力属性提高 1,最高 20。\n每次长休后,你可以施放一次隐形、造成伤害和虚假生命法术,你可以用你的法术位施展这些法术。 -Feat/&FeatShadowTouchedIntTitle=暗影之触 [智力] -Feat/&FeatShadowTouchedWisDescription=将你的感知属性提高 1,最高 20。\n每次长休后,你可以施放一次隐形、造成伤害和虚假生命法术,你可以用你的法术位施展这些法术。 -Feat/&FeatShadowTouchedWisTitle=暗影之触 [感知] -Feat/&FeatTelekineticChaDescription=将你的魅力提高 1,最高 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 -Feat/&FeatTelekineticChaTitle=念力操控 [魅力] -Feat/&FeatTelekineticIntDescription=将你的智力提高 1,最高 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 -Feat/&FeatTelekineticIntTitle=念力操控 [智力] -Feat/&FeatTelekineticWisDescription=将你的感知提高 1,最高 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 -Feat/&FeatTelekineticWisTitle=念力操控 [感知] -Feat/&FeatVerdantTouchedChaDescription=将你的魅力属性提高 1,最高 20。\n你可以在每次长休期间施展一次树肤、纠缠和神莓术,你可以用你的法术位施展这些法术。 -Feat/&FeatVerdantTouchedChaTitle=青翠之触 [魅力] -Feat/&FeatVerdantTouchedIntDescription=将你的智力属性提高 1,最高 20。\n你可以在每次长休期间施展一次树肤、纠缠和神莓术,你可以用你的法术位施展这些法术。 -Feat/&FeatVerdantTouchedIntTitle=青翠之触 [智力] -Feat/&FeatVerdantTouchedWisDescription=将你的感知属性提高 1,最高 20。\n你可以在每次长休期间施展一次树肤、纠缠和神莓术,你可以用你的法术位施展这些法术。 -Feat/&FeatVerdantTouchedWisTitle=青翠之触 [感知] -Feature/&FeatTelekineticDescription=通过心灵能力将生物朝你拉近 5 尺。 -Feature/&FeatTelekineticPushFromOriginDescription=通过心灵能力将生物朝你推离 5 尺。 -Feature/&FeatTelekineticPushFromOriginTitle=心灵传动 [斥力] -Feature/&FeatTelekineticTitle=心灵传动 [引力] +Feat/&FeatAegisTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾防护善恶防护毒素 法术,你可以用你的法术位施展这个法术。 +Feat/&FeatAegisTouchedChaTitle=庇护之触【魅力】 +Feat/&FeatAegisTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾防护善恶防护毒素 法术,你可以用你的法术位施展这个法术 +Feat/&FeatAegisTouchedIntTitle=庇护之触【智力】 +Feat/&FeatAegisTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾防护善恶防护毒素 法术,你可以用你的法术位施展这个法术 +Feat/&FeatAegisTouchedWisTitle=庇护之触【感知】 +Feat/&FeatCelestialTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 治愈真言疗伤术次级复原术 法术,你可以用你的法术位施展这个法术。 +Feat/&FeatCelestialTouchedChaTitle=天界之触【魅力】 +Feat/&FeatCelestialTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 治愈真言疗伤术次级复原术 法术,你可以用你的法术位施展这个法术。 +Feat/&FeatCelestialTouchedIntTitle=天界之触【智力】 +Feat/&FeatCelestialTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 治愈真言疗伤术次级复原术 法术,你可以用你的法术位施展这个法术。 +Feat/&FeatCelestialTouchedWisTitle=天界之触【感知】 +Feat/&FeatFeyTeleportationChaDescription=你的魅力 +1,上限为 20。\n每次短休后你可以施展一次 迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 +Feat/&FeatFeyTeleportationChaTitle=精类传动【魅力】 +Feat/&FeatFeyTeleportationIntDescription=你的智力 +1,上限为 20。\n每次短休后你可以施展一次 迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 +Feat/&FeatFeyTeleportationIntTitle=精类传动【智力】 +Feat/&FeatFeyTeleportationWisDescription=你的感知 +1,上限为 20。\n每次短休后你可以施展一次 迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 +Feat/&FeatFeyTeleportationWisTitle=精类传动【感知】 +Feat/&FeatFlameTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 燃烧之手炼狱叱喝灼热射线 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatFlameTouchedChaTitle=火焰之触【魅力】 +Feat/&FeatFlameTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 燃烧之手炼狱叱喝灼热射线 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatFlameTouchedIntTitle=火焰之触【智力】 +Feat/&FeatFlameTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 燃烧之手炼狱叱喝灼热射线 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatFlameTouchedWisTitle=火焰之触【感知】 +Feat/&FeatIridescentTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射妖火彩色爆裂 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatIridescentTouchedChaTitle=彩虹之触【魅力】 +Feat/&FeatIridescentTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射妖火彩色爆裂 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatIridescentTouchedIntTitle=彩虹之触【智力】 +Feat/&FeatIridescentTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射妖火彩色爆裂 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatIridescentTouchedWisTitle=彩虹之触【感知】 +Feat/&FeatPeregrinationTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行脚底抹油蛛行术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatPeregrinationTouchedChaTitle=旅行之触【魅力】 +Feat/&FeatPeregrinationTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行脚底抹油蛛行术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatPeregrinationTouchedIntTitle=旅行之触【智力】 +Feat/&FeatPeregrinationTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行脚底抹油蛛行术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatPeregrinationTouchedWisTitle=旅行之触【感知】 +Feat/&FeatRetinueTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 祝福术英雄气概强化属性 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatRetinueTouchedChaTitle=随行之触【魅力】 +Feat/&FeatRetinueTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 祝福术英雄气概强化属性 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatRetinueTouchedIntTitle=随行之触【智力】 +Feat/&FeatRetinueTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 祝福术英雄气概强化属性 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatRetinueTouchedWisTitle=随行之触【感知】 +Feat/&FeatShadowTouchedChaDescription=你的魅力 +1,上限为 20。\n每次长休后,你可以施展一次 隐形术致伤术虚假生命 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatShadowTouchedChaTitle=暗影之触【魅力】 +Feat/&FeatShadowTouchedIntDescription=你的智力 +1,上限为 20。\n每次长休后,你可以施展一次 隐形术致伤术虚假生命 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatShadowTouchedIntTitle=暗影之触【智力】 +Feat/&FeatShadowTouchedWisDescription=你的感知 +1,上限为 20。\n每次长休后,你可以施展一次 隐形术致伤术虚假生命 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatShadowTouchedWisTitle=暗影之触【感知】 +Feat/&FeatTelekineticChaDescription=你的魅力 +1,上限为 20。\n使用一个附赠动作,你可以通过念动力移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 +Feat/&FeatTelekineticChaTitle=念动力【魅力】 +Feat/&FeatTelekineticIntDescription=你的智力 +1,上限为 20。\n使用一个附赠动作,你可以通过念动力移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 +Feat/&FeatTelekineticIntTitle=念动力【智力】 +Feat/&FeatTelekineticWisDescription=你的感知 +1,上限为 20。\n使用一个附赠动作,你可以通过念动力移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 +Feat/&FeatTelekineticWisTitle=念动力【感知】 +Feat/&FeatVerdantTouchedChaDescription=你的魅力 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术纠缠术神莓术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatVerdantTouchedChaTitle=青翠之触【魅力】 +Feat/&FeatVerdantTouchedIntDescription=你的智力 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术纠缠术神莓术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatVerdantTouchedIntTitle=青翠之触【智力】 +Feat/&FeatVerdantTouchedWisDescription=你的感知 +1,上限为 20。\n你可以在每次长休期间施展一次 树肤术纠缠术神莓术 法术,你可以用你的法术位施展这些法术。 +Feat/&FeatVerdantTouchedWisTitle=青翠之触【感知】 +Feature/&FeatTelekineticDescription=通过念动力将生物朝你拉近 5 尺。 +Feature/&FeatTelekineticPushFromOriginDescription=通过念动力将生物朝你推离 5 尺。 +Feature/&FeatTelekineticPushFromOriginTitle=念动力【拉】 +Feature/&FeatTelekineticTitle=念动力【推】 Screen/&AegisTouchedSpellDescription=该庇护法术总是准备好的 Screen/&AegisTouchedTitle=庇护 Screen/&CelestialTouchedSpellDescription=该天界法术总是准备好的。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt index b80ee15f66..4660a24bfe 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ClassFeats-zh-CN.txt @@ -2,82 +2,84 @@ Condition/&ConditionFeatCallForChargeDescription=你的速度增加 15 尺,并 Condition/&ConditionFeatCallForChargeTitle=战吼 Condition/&ConditionFeatSlayTheEnemiesDescription=你在攻击和伤害检定上有 {0} 的加值。如果你的目标是宿敌,你具有优势。 Condition/&ConditionFeatSlayTheEnemiesTitle=屠戮 -Feat/&FeatAwakenTheBeastWithinDescription=将你的 {0} 属性提高 1,最高为 20。每当你使用野性变身能力变身为野兽时,你都会获得相当于德鲁伊等级两倍的临时生命值。 +Feat/&FeatAwakenTheBeastWithinDescription=将你的 {0} +1,上限为 20。每当你使用荒野形态特性变化为野兽时,你都会获得相当于 德鲁伊等级两倍 点临时生命值。 Feat/&FeatAwakenTheBeastWithinTitle=野兽觉醒 [{0}] -Feat/&FeatBlessedSoulClericDescription=通过使用神圣魔法,你的灵活上留下了印记,你可以更频繁的展现你的信用。提高 1 点感知,最高为 20。你在短休后获得一次额外的引导神力。 -Feat/&FeatBlessedSoulClericTitle=祝圣灵魂 [牧师] -Feat/&FeatBlessedSoulPaladinDescription=通过使用神圣魔法,你的灵活上留下了印记,你可以更频繁的展现你的信用。提高 1 点魅力,最高为 20。你在短休后获得一次额外的引导神力。 -Feat/&FeatBlessedSoulPaladinTitle=祝圣灵魂 [圣骑士] +Feat/&FeatBlessedSoulClericDescription=通过使用神圣魔法,在灵魂上留下精神的印记,你可以更频繁地展现你的信仰。你的感知 +1,上限为 20。你在短休后获得一次额外的引导神力。 +Feat/&FeatBlessedSoulClericTitle=祝圣灵魂【牧师】 +Feat/&FeatBlessedSoulPaladinDescription=通过使用神圣魔法,在灵魂上留下精神的印记,你可以更频繁地展现你的信仰。你的魅力 +1,上限为 20。你在短休后获得一次额外的引导神力。 +Feat/&FeatBlessedSoulPaladinTitle=祝圣灵魂【圣骑士】 Feat/&FeatCallForChargeDescription=你可以消耗一个附赠动作启用能力。使用该能力时,直到你的下一轮开始,你和你的盟友的速度增加 15 尺,并且每个人在他们的第一次攻击检定上都有优势。每次长休你可以使用此能力的次数等于你的魅力调整值。 Feat/&FeatCallForChargeTitle=战吼 -Feat/&FeatCloseQuartersDexDescription=你是近身战斗的专家,获得如下增益:\n• 你的敏捷提高 1,最高 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从d6成长到d8。此能力可以扩展到使用近战法术攻击造成偷袭的职业。 -Feat/&FeatCloseQuartersDexTitle=短兵相接 [敏捷] -Feat/&FeatCloseQuartersIntDescription=你是近身战斗的专家,获得如下增益:\n• 你的智力提高 1,最高 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从d6成长到d8。此能力可以扩展到使用近战法术攻击造成偷袭的职业。 -Feat/&FeatCloseQuartersIntTitle=短兵相接 [智力] +Feat/&FeatCloseQuartersDexDescription=你是近身战斗的专家,获得如下增益:\n• 你的敏捷 +1,上限为 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从 d6 提升至 d8。此能力可以扩展到使用近战法术攻击造成偷袭的职业。 +Feat/&FeatCloseQuartersDexTitle=短兵相接【敏捷】 +Feat/&FeatCloseQuartersIntDescription=你是近身战斗的专家,获得如下增益:\n• 你的智力 +1,上限为 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从 d6 提升至 d8。此能力可以扩展到使用近战法术攻击造成偷袭的职业。 +Feat/&FeatCloseQuartersIntTitle=短兵相接【智力】 Feat/&FeatCunningEscapeDescription=每当你使用冲刺动作作为附赠动作时,你的移动在本回合剩余时间内不会引发借机攻击。 Feat/&FeatCunningEscapeTitle=灵巧逃脱 -Feat/&FeatDevastatingStrikesDescription=你使用巨剑、巨斧和大锤进行的攻击特别致命,使用它们中的任何一种时你都会获得以下增益:\n• 你使用该武器进行的攻击检定获得 +1 加值。\n• 每当你对一个近战攻击检定有优势并且命中时,如果两个d20都能命中目标,你可以造成与原伤害类型相同的额外伤害,数值等于你的力量或敏捷调整值。\n• 每当你造成一个重击时,你额外掷一个武器骰,并且忽略目标生物对该攻击的抗性。 +Feat/&FeatDevastatingStrikesDescription=你使用巨剑、巨斧和巨锤进行的攻击特别致命,使用它们中的任何一种时你都会获得以下增益:\n• 你使用该武器进行的攻击检定获得 +1 加值。\n• 每当你对一个近战攻击检定有优势并且命中时,如果两个d20都能命中目标,你可以造成与原伤害类型相同的额外伤害,数值等于你的力量或敏捷调整值。\n• 每当你造成一个重击时,你额外掷一个武器伤害骰,并且忽略目标生物对该攻击的抗性。 Feat/&FeatDevastatingStrikesTitle=毁灭一击 -Feat/&FeatExpandTheHuntDescription=将你的感知值提高 1,最高 20。你可以选择一个额外的宿敌、语言和地形类型。 +Feat/&FeatExpandTheHuntDescription=你的感知 +1,上限为 20。你可以选择一个额外的宿敌、语言和地形类型。 Feat/&FeatExpandTheHuntTitle=拓展狩猎 Feat/&FeatExploiterDescription=你时刻注意着周身战场,将这种意识磨练成致命的能力。当你的近战武器触及范围内的生物受到来自除你之外的生物的攻击伤害时,你可以使用你的反应对受击生物进行近战武器攻击。 Feat/&FeatExploiterTitle=伺机而动 -Feat/&FeatGroupSecondChanceDescription=将你的敏捷、体质或魅力得分提高 1 点,最多 20 点。当你看到的生物通过攻击检定击中你时,你可以使用你的反应来迫使该生物重新投掷。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短暂或长时间的休息。 +Feat/&FeatGroupSecondChanceDescription=你的敏捷、体质或魅力 +1,上限为 20。当你看到的生物通过攻击检定击中你时,你可以使用你的反应来迫使该生物重投。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻,或者直到你完成短休或长休。 Feat/&FeatGroupSecondChanceTitle=第二次机会 -Feat/&FeatHardyConDescription=将你的体质值提高 1,最高 20。每当你使用回气时,你获得 1D10 + 你的职业等级临时生命值。 -Feat/&FeatHardyConTitle=结实 [体质] -Feat/&FeatHardyStrDescription=将你的力量值提高 1,最高 20。每当你使用回气时,你获得 1D10 + 你的职业等级临时生命值。 -Feat/&FeatHardyStrTitle=结实 [力量] -Feat/&FeatNaturalFluidityDescription=你可以使用荒野形态来恢复耗尽的法术位,最多 3 级法术位。或者,你可以花费 3 环或更高的法术位来重新获得最多 2 个 荒野形态。每次长休一次。 +Feat/&FeatHardyConDescription=你的体质 +1,上限为 20。每当你使用回气特性时,你获得 1D10 + 你的职业等级 点临时生命值。 +Feat/&FeatHardyConTitle=结实【体质】 +Feat/&FeatHardyStrDescription=你的力量 +1,上限为 20。每当你使用回气特性时,你获得 1D10 + 你的职业等级 点临时生命值。 +Feat/&FeatHardyStrTitle=结实【力量】 +Feat/&FeatNaturalFluidityDescription=你可以使用荒野形态来恢复耗尽的法术位,最多 3 环法术位。或者,你可以花费 3 环或更高环的法术位来重获最多 2 次荒野形态。每次长休一次。 Feat/&FeatNaturalFluidityTitle=自然流动 -Feat/&FeatPoisonerDescription=您对如何操纵毒药有深刻的了解:\n• 您将熟练使用毒药套件,或者如果已经熟练,则获得专业知识。\n• 作为奖励动作,您将能够在武器上使用毒药。{ 99}• 当你进行伤害检定时,你会忽略对毒药伤害的抗性。 +Feat/&FeatPoisonerDescription=你对如何操纵毒药有深刻的了解:\n• 你获得毒药工具熟练项,如果已有熟练项,则获得专精。\n• 作为附赠动作,你将能够在武器上使用毒药。\n• 当你进行伤害检定时,你会忽略对毒素伤害的抗性。 Feat/&FeatPoisonerTitle=制毒专家 -Feat/&FeatPotentSpellcasterDescription=你可以将你的施法者属性调整值添加到你释放的 {0} 戏法伤害中。 +Feat/&FeatPotentSpellcasterDescription=你可以将你的施法者属性调整值添加到你施展的 {0} 戏法伤害中。 Feat/&FeatPotentSpellcasterTitle=强力施法者 [{0}] -Feat/&FeatPrimalRageConDescription=将你的体质值提高 1,最高为 20。你在短休后获得1次额外的狂怒次数。 -Feat/&FeatPrimalRageConTitle=原始愤怒 [体质] -Feat/&FeatPrimalRageStrDescription=将你的力量值提高 1,最高为 20。你在短休后获得1次额外的狂怒次数。 -Feat/&FeatPrimalRageStrTitle=原始愤怒 [力量] -Feat/&FeatSecondChanceChaDescription=将你的魅力得分提高 1,最多 20。当你看到的生物用攻击检定击中你时,你可以使用你的反应迫使该生物重新投掷。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短暂或长时间的休息。 -Feat/&FeatSecondChanceChaTitle=第二次机会[查] -Feat/&FeatSecondChanceConDescription=将你的体质得分提高 1,最多 20。当你看到的生物通过攻击检定击中你时,你可以使用你的反应来迫使该生物重新投掷。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短暂或长时间的休息。 -Feat/&FeatSecondChanceConTitle=第二次机会 [缺点] -Feat/&FeatSecondChanceDexDescription=将你的敏捷得分提高 1,最多 20。当你看到的生物用攻击检定击中你时,你可以使用你的反应迫使该生物重新投掷。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短暂或长时间的休息。 -Feat/&FeatSecondChanceDexTitle=第二次机会[Dex] -Feat/&FeatSlayTheEnemiesDescription=你可以使用你的附赠动作并消耗一个游侠法术位来集中你的狩猎知识以对抗你的敌人。你在攻击和伤害检定上获得等于所使用的法术位等级的加值,最高为 3。如果目标为宿敌,你在攻击检定上改为获得优势而不是获得加值。此效果持续 2 + 法术位等级 轮。 +Feat/&FeatPrimalRageConDescription=你的体质 +1,上限为 20。你在短休后获得 1 次额外的狂暴次数。 +Feat/&FeatPrimalRageConTitle=原始狂暴【体质】 +Feat/&FeatPrimalRageStrDescription=你的力量 +1,上限为 20。你在短休后获得 1 次额外的狂暴次数。 +Feat/&FeatPrimalRageStrTitle=原始狂暴【力量】 +Feat/&FeatSecondChanceChaDescription=你的魅力 +1,上限为 20。当你看到的生物用攻击检定击中你时,你可以使用你的反应迫使该生物重投。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻,或者直到你完成短休或长休。 +Feat/&FeatSecondChanceChaTitle=第二次机会【魅力】 +Feat/&FeatSecondChanceConDescription=你的体质 +1,上限为 20。当你看到的生物通过攻击检定击中你时,你可以使用你的反应来迫使该生物重投。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻,或者直到你完成短休或长休。 +Feat/&FeatSecondChanceConTitle=第二次机会【体质】 +Feat/&FeatSecondChanceDexDescription=你的敏捷 +1,上限为 20。当你看到的生物用攻击检定击中你时,你可以使用你的反应迫使该生物重投。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻,或者直到你完成短休或长休。 +Feat/&FeatSecondChanceDexTitle=第二次机会【敏捷】 +Feat/&FeatSlayTheEnemiesDescription=你可以使用你的附赠动作并消耗一个游侠法术位来集中你的狩猎知识以对抗你的敌人。你在攻击和伤害检定上获得等于所使用的法术位环阶的加值,最高为 3。如果目标为宿敌,你在攻击检定上改为获得优势而不是获得加值。此效果持续 2 + 法术位环阶 轮。 Feat/&FeatSlayTheEnemiesTitle=屠戮 -Feat/&FeatSpiritualFluidityDescription=你可以使用引导神力来恢复耗尽的法术位,最多可以恢复 3 级法术位。或者,你可以花费 3 级或更高的法术位来重新获得最多 3 次引导神力。每次长休你可以使用一次。 +Feat/&FeatSpiritualFluidityDescription=你可以使用引导神力来恢复耗尽的法术位,最多可以恢复 3 环法术位。或者,你可以花费 3 环或更高环的法术位来重获最多 3 次引导神力。每次长休你可以使用一次。 Feat/&FeatSpiritualFluidityTitle=神力流动 -Feature/&FeatureCloseQuartersDescription=当你在目标 5 尺范围内使用近战武器攻击造成偷袭伤害时,你的偷袭骰子变为 d8 而不是 d6。 +Feature/&FeatureCloseQuartersDescription=当你在目标 5 尺范围内使用近战武器攻击造成偷袭伤害时,你的偷袭骰变为 d8 而不是 d6。 Feature/&FeatureCloseQuartersTitle=近距离 -Feature/&FeatureFeatSecondChanceDescription=当你看到的生物用攻击检定击中你时,你可以使用你的反应来迫使该生物重新投掷。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短暂或长时间的休息。 +Feature/&FeatureFeatSecondChanceDescription=当你看到的生物用攻击检定击中你时,你可以使用你的反应来迫使该生物重投。一旦你使用了这个能力,你就不能再次使用它,直到你在战斗开始时投出先攻权,或者直到你完成短休或长休。 Feature/&FeatureFeatSecondChanceTitle=第二次机会 Feature/&PowerFeatCallForChargeDescription=你和你的盟友的速度提高 15 尺,并且你的攻击具有优势。 Feature/&PowerFeatCallForChargeTitle=战吼 -Feature/&PowerFeatNaturalFluidityGainSlotDescription=使用一种荒野形态获得 1 个额外的 {0}级法术位。 -Feature/&PowerFeatNaturalFluidityGainSlotPoolDescription=使用一种荒野形态获得 1 个额外的 3 级或更低等级法术位。 +Feature/&PowerFeatNaturalFluidityGainSlotDescription=花费一次荒野形态获得 1 个额外的 {0} 环法术位。 +Feature/&PowerFeatNaturalFluidityGainSlotPoolDescription=花费一次荒野形态获得 1 个额外的 3 环或更低环法术位。 Feature/&PowerFeatNaturalFluidityGainSlotPoolTitle=获得法术位 Feature/&PowerFeatNaturalFluidityGainSlotTitle=获得法术位等级 {0} -Feature/&PowerFeatNaturalFluidityGainWildShapeFromSlotDescription=花费一个等级 {1} 的槽位获得 {0} 个荒野形态。 +Feature/&PowerFeatNaturalFluidityGainWildShapeFromSlotDescription=花费一个 {1} 的法术位获得 {0} 次荒野形态。 Feature/&PowerFeatNaturalFluidityGainWildShapeFromSlotTitle=获得 {0} 个荒野形态 -Feature/&PowerFeatNaturalFluidityWildShapePoolDescription=花费法术位获得最多 2 个荒野形态。 -Feature/&PowerFeatNaturalFluidityWildShapePoolTitle=自然流动性 +Feature/&PowerFeatNaturalFluidityWildShapePoolDescription=花费法术位获得最多 2 次荒野形态。 +Feature/&PowerFeatNaturalFluidityWildShapePoolTitle=自然流动 Feature/&PowerFeatSlayTheEnemiesDescription=在 {1} 轮内,你对非宿敌的命中和伤害检定获得 +{0}。你在攻击宿敌时获得优势。 Feature/&PowerFeatSlayTheEnemiesPoolDescription=消耗一个法术位,在短时间内对所有类型的敌人进行更致命的武器攻击。 Feature/&PowerFeatSlayTheEnemiesPoolTitle=屠戮 Feature/&PowerFeatSlayTheEnemiesTitle=屠戮 {0} -Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolDescription=通过花费法术位获得最多 3 点引导神力。 -Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolTitle=引导神能 -Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotDescription=花费一个 {1} 级法术位获得 {0} 引导神力。 -Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotTitle=获得 {0} 引导神力 -Feature/&PowerFeatSpiritualFluidityGainSlotDescription=使用 1 个引导神能点数获得 1 个{0}级额外法术位。 -Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=使用一个引导神能点数获得 1 个额外的 3 级或更低法术位。 +Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolDescription=通过花费法术位获得最多 3 次引导神力。 +Feature/&PowerFeatSpiritualFluidityChannelDivinityPoolTitle=神力流动 +Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotDescription=花费一个 {1} 环法术位获得 {0} 次引导神力。 +Feature/&PowerFeatSpiritualFluidityGainChannelDivinityFromSlotTitle=获得 {0} 次引导神力 +Feature/&PowerFeatSpiritualFluidityGainSlotDescription=花费一次引导神力获得 1 个{0} 环额外法术位。 +Feature/&PowerFeatSpiritualFluidityGainSlotPoolDescription=花费一次引导神力获得 1 个额外的 3 环或更低环法术位。 Feature/&PowerFeatSpiritualFluidityGainSlotPoolTitle=获得法术位 -Feature/&PowerFeatSpiritualFluidityGainSlotTitle=获得法术位等级 {0} +Feature/&PowerFeatSpiritualFluidityGainSlotTitle=获得 {0} 环法术位 +Feedback/&AdditionalDamageDevastatingStrikesFormat=毁灭性打击 +Feedback/&AdditionalDamageDevastatingStrikesLine=毁灭性打击造成额外 +{2} 伤害! Feedback/&AdditionalDamageSlayTheEnemyFormat=屠戮! Feedback/&AdditionalDamageSlayTheEnemyLine={0} 屠戮 {1} 造成 +{2} 伤害! Reaction/&CustomReactionSecondChanceDescription=一个生物即将攻击你!你可以利用你的反应来让它重新发起攻击。 -Reaction/&CustomReactionSecondChanceReactDescription=强制重新滚动。 +Reaction/&CustomReactionSecondChanceReactDescription=强制重投。 Reaction/&CustomReactionSecondChanceReactTitle=花费 Reaction/&CustomReactionSecondChanceTitle=第二次机会 Reaction/&ReactionAttackExploiterDescription={1} 攻击了 {0}。您可以使用您的反应进行近战武器攻击以重创 {0}。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt index 218fa657c4..83b51435d6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Crafty-zh-CN.txt @@ -1,14 +1,14 @@ -Feat/&FeatApothecaryChaDescription=将你的魅力提高 1,最高 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatApothecaryChaTitle=药剂师 [魅力] -Feat/&FeatApothecaryIntDescription=将你的智力提高 1,最高 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatApothecaryIntTitle=药剂师 [智力] -Feat/&FeatApothecaryWisDescription=将你的感知提高 1,最高 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatApothecaryWisTitle=药剂师 [感知] -Feat/&FeatCraftyScriberDescription=将你的智力提高 1,最高 20。\n你可以熟练使用卷轴工具和奥秘,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatCraftyScriberTitle=记录员 -Feat/&FeatToxicologistChaDescription=将你的魅力提高 1,最高 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatToxicologistChaTitle=毒理学家 [魅力] -Feat/&FeatToxicologistIntDescription=将你的智力提高 1,最高 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatToxicologistIntTitle=毒理学家 [智力] -Feat/&FeatToxicologistWisDescription=将你的感知提高 1,最高 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 -Feat/&FeatToxicologistWisTitle=毒理学家 [感知] +Feat/&FeatApothecaryChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatApothecaryChaTitle=药剂师【魅力】 +Feat/&FeatApothecaryIntDescription=将你的智力 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatApothecaryIntTitle=药剂师【智力】 +Feat/&FeatApothecaryWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用草药工具包和奥秘,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatApothecaryWisTitle=药剂师【感知】 +Feat/&FeatCraftyScriberDescription=你的智力 +1,上限为 20。\n你可以熟练使用卷轴工具和奥秘,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatCraftyScriberTitle=抄录员 +Feat/&FeatToxicologistChaDescription=你的魅力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatToxicologistChaTitle=毒理学家【魅力】 +Feat/&FeatToxicologistIntDescription=你的智力 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatToxicologistIntTitle=毒理学家【智力】 +Feat/&FeatToxicologistWisDescription=你的感知 +1,上限为 20。\n你可以熟练使用毒药工具和驯兽,如果已经有对应熟练项,则改为获得精通。 +Feat/&FeatToxicologistWisTitle=毒理学家【感知】 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/DefenseExpert-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/DefenseExpert-zh-CN.txt index 3b7a987aa3..9573be99e2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/DefenseExpert-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/DefenseExpert-zh-CN.txt @@ -1,6 +1,6 @@ -Feat/&FeatArcaneDefenseDescription=将你的智力提高 1,最高 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级(AC)等于 10 + 你的敏捷调整值 + 你的智力调整值。 +Feat/&FeatArcaneDefenseDescription=你的智力 +1,上限为 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级等于 10 + 你的敏捷调整值 + 你的智力调整值。 Feat/&FeatArcaneDefenseTitle=奥术防御 -Feat/&FeatCharismaticDefenseDescription=将你的魅力提高 1,最高 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级(AC)等于 10 + 你的敏捷调整值 + 你的魅力调整值。 +Feat/&FeatCharismaticDefenseDescription=你的魅力 +1,上限为 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级等于 10 + 你的敏捷调整值 + 你的魅力调整值。 Feat/&FeatCharismaticDefenseTitle=魅力防御 -Feat/&FeatWiseDefenseDescription=将你的感知提高 1,最高 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级(AC)等于 10 + 你的敏捷调整值 + 你的感知调整值。 +Feat/&FeatWiseDefenseDescription=你的感知 +1,上限为 20。\n当你没有穿着任何盔甲或盾牌时,你的护甲等级等于 10 + 你的敏捷调整值 + 你的感知调整值。 Feat/&FeatWiseDefenseTitle=感知防御 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ElvenAccuracy-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ElvenAccuracy-zh-CN.txt index 97fc961da4..1389946f99 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ElvenAccuracy-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/ElvenAccuracy-zh-CN.txt @@ -1,11 +1,11 @@ -Feat/&FeatElvenAccuracyCharismaDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。将你的魅力提高 1,最高 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 -Feat/&FeatElvenAccuracyCharismaTitle=精灵之准 [魅力] -Feat/&FeatElvenAccuracyDexterityDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。将你的敏捷提高 1,最高 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 -Feat/&FeatElvenAccuracyDexterityTitle=精灵之准 [敏捷] -Feat/&FeatElvenAccuracyIntelligenceDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。将你的智力提高 1,最高 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 -Feat/&FeatElvenAccuracyIntelligenceTitle=精灵之准 [智力] -Feat/&FeatElvenAccuracyWisdomDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。将你的感知提高 1,最高 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 -Feat/&FeatElvenAccuracyWisdomTitle=精灵之准 [感知] +Feat/&FeatElvenAccuracyCharismaDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的魅力 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 +Feat/&FeatElvenAccuracyCharismaTitle=精灵之准【魅力】 +Feat/&FeatElvenAccuracyDexterityDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的敏捷 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 +Feat/&FeatElvenAccuracyDexterityTitle=精灵之准【敏捷】 +Feat/&FeatElvenAccuracyIntelligenceDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的智力 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 +Feat/&FeatElvenAccuracyIntelligenceTitle=精灵之准【智力】 +Feat/&FeatElvenAccuracyWisdomDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的感知 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 +Feat/&FeatElvenAccuracyWisdomTitle=精灵之准【感知】 Feedback/&ElvenAccuracyTriggered={0} 使用 {1} 保留 {2} 并将 {3} 重新投掷为 {4}。 Tooltip/&FeatElvenAccuracyBaseDescription=每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 Tooltip/&FeatElvenAccuracyBaseTitle=精灵之准 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt index 82a4bed899..5d4040cb4f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Group-zh-CN.txt @@ -1,50 +1,50 @@ -Feat/&FeatGroupAegisTouchedDescription=将你的一项精神属性增加 1,最高 20。\n每次长休后,你可以施放一次信仰护盾、防护善恶和防护毒素,你可以用你的法术位施展这个法术。 +Feat/&FeatGroupAegisTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 虔诚护盾防护善恶防护毒素 法术,你可以用你的法术位施展这个法术。 Feat/&FeatGroupAegisTouchedTitle=庇护之触 Feat/&FeatGroupAgilityCombatDescription={0} Feat/&FeatGroupAgilityCombatTitle=战斗:敏捷 Feat/&FeatGroupAlchemistDescription={0} Feat/&FeatGroupAlchemistTitle=炼金术士 -Feat/&FeatGroupApothecaryDescription=将你的一项精神属性增加 1,最高 20。\n你将熟练掌握草药学工具包和奥秘,如果已经熟练,则获得其精通。 +Feat/&FeatGroupApothecaryDescription=你的一项精神属性 +1,上限为 20。\n你获得草药工具和奥秘熟练项,如果已有熟练项,则获得专精。 Feat/&FeatGroupApothecaryTitle=药剂师 Feat/&FeatGroupArmorDescription={0} -Feat/&FeatGroupArmorTitle=盔甲 -Feat/&FeatGroupAwakenTheBeastWithinDescription=将任何属性值提高 1,最高 20。每当你使用野性变身能力变身为野兽时,你都会获得相当于你德鲁伊等级两倍的临时生命值。 +Feat/&FeatGroupArmorTitle=护甲 +Feat/&FeatGroupAwakenTheBeastWithinDescription=你的任何一项属性 +1,上限为 20。每当你使用荒野形态特性变化为野兽时,你都会获得相当于你 德鲁伊等级两倍 点临时生命值。 Feat/&FeatGroupAwakenTheBeastWithinTitle=野兽觉醒 -Feat/&FeatGroupBlessedSoulDescription=通过使用神圣魔法,你的灵活上留下了印记,你可以更频繁的展现你的信用。提高 1 点魅力或感知,最高为 20。你在短休后获得一次额外的引导神力。 +Feat/&FeatGroupBlessedSoulDescription=通过使用神圣魔法,在灵魂上留下精神的印记,你可以更频繁地展现你的信仰。魅力或感知 +1,上限为 20。你在短休后获得一次额外的引导神力。 Feat/&FeatGroupBlessedSoulTitle=祝圣灵魂 Feat/&FeatGroupBodyResilienceDescription={0} Feat/&FeatGroupBodyResilienceTitle=身体弹性 -Feat/&FeatGroupCelestialTouchedDescription=将你的一项精神属性提高 1,最高 20。\n每次长休后,你可以施放一次治愈真言、疗伤术和次级恢复法术,你可以用你的法术位施展这个法术。 +Feat/&FeatGroupCelestialTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 治愈真言疗伤术次级复原术 法术,你可以用你的法术位施展这个法术。 Feat/&FeatGroupCelestialTouchedTitle=天界之触 Feat/&FeatGroupClassBoundDescription={0} Feat/&FeatGroupClassBoundTitle=职业绑定 -Feat/&FeatGroupCloseQuartersDescription=你是近身战斗的专家,获得如下增益:\n• 将你的敏捷或智力提高 1,最高 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从d6成长到d8。此能力可以扩展到使用近战法术攻击造成偷袭的职业。 +Feat/&FeatGroupCloseQuartersDescription=你是近身战斗的专家,获得如下增益:\n• 你的敏捷或智力 +1,上限为 20。\n• 当你在 5 尺内使用近战武器攻击造成偷袭伤害时,你的偷袭骰从 d6 提升至 d8。此特性可以扩展到使用近战法术攻击造成偷袭的职业。 Feat/&FeatGroupCloseQuartersTitle=短兵相接 -Feat/&FeatGroupCreedDescription=将你的一项属性提高 1,最多增加 20。\n如果未拥有对应属性熟练项,获得熟练。否则属性再+1。 +Feat/&FeatGroupCreedDescription=你的一项属性 +1,上限为 20。\n如果未拥有对应属性熟练项,获得熟练。否则属性再 +1。 Feat/&FeatGroupCreedTitle=诸神的信条 Feat/&FeatGroupCriticalVirtuosoDescription=你花了很多时间学习如何利用敌人的弱点来增加造成致命伤害的机会。 Feat/&FeatGroupCriticalVirtuosoTitle=暴击大师 -Feat/&FeatGroupCrusherDescription=将你的力量或体质提高 1,最多 20。\n每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 -Feat/&FeatGroupCrusherTitle=粉碎 +Feat/&FeatGroupCrusherDescription=将你的力量或体质 +1,上限为 20。\n每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 +Feat/&FeatGroupCrusherTitle=粉碎者 Feat/&FeatGroupDefenseCombatDescription={0} Feat/&FeatGroupDefenseCombatTitle=战斗:防御 -Feat/&FeatGroupDefenseExpertDescription=将你的一项精神属性增加 1,最多增加 20。\n当你没有穿着任何盔甲时,你的护甲等级(AC)等于 10 + 你的敏捷调整值 + 选定的精神属性调整值。 +Feat/&FeatGroupDefenseExpertDescription=将你的一项精神属性 +1,上限为 20。\n当你没有穿着任何护甲时,你的护甲等级等于 10 + 你的敏捷调整值 + 选定的精神属性调整值。 Feat/&FeatGroupDefenseExpertTitle=裸甲专家 -Feat/&FeatGroupElementalAdeptDescription=当你获得此专长时,选择以下伤害类型之一:强酸、寒冷、火焰、闪电或雷鸣。你施展的法术无视所选类型的伤害抗性。此外,当你为你施放的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。 +Feat/&FeatGroupElementalAdeptDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视所选类型的伤害抗性。此外,当你为你施展的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。 Feat/&FeatGroupElementalAdeptTitle=元素专家 -Feat/&FeatGroupElementalMasterDescription=当你获得此专长时,选择以下伤害类型之一:强酸、寒冷、火焰、闪电或雷鸣。你施放的法术无视对所选类型伤害的免疫力。此外,当你为你施放的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。 +Feat/&FeatGroupElementalMasterDescription=当你获得此专长时,选择以下伤害类型之一:强酸、冷冻、火焰、闪电或雷鸣。你施展的法术无视对所选类型伤害的免疫力。此外,当你为你施展的造成该类型伤害的法术掷骰时,你可以重掷其中任何一个骰子。 Feat/&FeatGroupElementalMasterTitle=元素大师 Feat/&FeatGroupElementalTouchDescription=每次你第一次用徒手攻击或武器造成伤害时,你都会造成等同于你的熟练加值的额外元素伤害。 Feat/&FeatGroupElementalTouchTitle=元素之触 -Feat/&FeatGroupElvenAccuracyDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。将你的敏捷或你的一项精神属性提高 1,最高 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 +Feat/&FeatGroupElvenAccuracyDescription=你有不可思议的攻击手段,依靠精确而不是蛮力。你的敏捷或你的一项精神属性 +1,上限为 20。每当你在使用敏捷、智力、感知或魅力的攻击掷骰上有优势时,你可以重掷其中一个骰子一次。 Feat/&FeatGroupElvenAccuracyTitle=精灵之准 Feat/&FeatGroupEnchanterDescription={0} Feat/&FeatGroupEnchanterTitle=魔法师 -Feat/&FeatGroupFadeAwayDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的智力或敏捷提高 1,最高 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 +Feat/&FeatGroupFadeAwayDescription=你学会了一个在受到伤害时消失的神奇技巧。你的智力或敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 Feat/&FeatGroupFadeAwayTitle=渐隐 Feat/&FeatGroupFightingStyleDescription=学习一种新的战斗风格。 Feat/&FeatGroupFightingStyleTitle=战斗发起者 -Feat/&FeatGroupFlameTouchedDescription=将你的一项精神属性增加 1,最高 20。\n每次长休后,你可以施放一次燃烧之手、炼狱呵斥和灼热射线法术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupFlameTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 燃烧之手炼狱叱喝灼热射线 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupFlameTouchedTitle=火焰之触 Feat/&FeatGroupGeneralAdeptDescription={0} Feat/&FeatGroupGeneralAdeptTitle=一般熟练者和初学者 @@ -62,59 +62,59 @@ Feat/&FeatGroupHalfStrengthDescription={0} Feat/&FeatGroupHalfStrengthTitle=半力量 Feat/&FeatGroupHalfWisdomDescription={0} Feat/&FeatGroupHalfWisdomTitle=半感知 -Feat/&FeatGroupHardyDescription=将你的力量或体质值提高 1,最高为 20。每当你使用回气时,你获得 1D10 + 你的职业等级临时生命值。 +Feat/&FeatGroupHardyDescription=将你的力量或体质 +1,上限为 20。每当你使用回气特性时,你获得 1D10 + 你的职业等级 点临时生命值。 Feat/&FeatGroupHardyTitle=结实 -Feat/&FeatGroupIridescentTouchedDescription=将你的一项精神属性增加 1,最高 20。\n每次长休后,你可以施放一次七彩喷射、妖火和彩色爆裂法术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupIridescentTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 七彩喷射妖火彩色爆裂 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupIridescentTouchedTitle=彩虹之触 -Feat/&FeatGroupMagicInitiateDescription=选择一个职业:吟游诗人、牧师、德鲁伊、术士、术士或法师。你从该职业的法术列表中学习两个你选择的戏法。此外,从同一个列表中选择一个 1 级法术来学习。使用此专长,你可以在最低等级施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。 +Feat/&FeatGroupMagicInitiateDescription=选择一个职业:吟游诗人、牧师、德鲁伊、术士、邪术士或法师。你从该职业的法术列表中学习两个你选择的戏法。此外,从同一个列表中选择一个 1 环法术来学习。使用此专长,你可以在最低等级施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。 Feat/&FeatGroupMagicInitiateTitle=魔法启蒙 -Feat/&FeatGroupMediumArmorDescription=将你的力量或敏捷提高 1,最高可达 20。\n你可以熟练使用中型盔甲和盾牌。 +Feat/&FeatGroupMediumArmorDescription=将你的力量或敏捷 +1,上限为 20。\n你获得中甲和盾牌熟练项。 Feat/&FeatGroupMediumArmorTitle=中甲掌握 Feat/&FeatGroupMeleeCombatDescription={0} Feat/&FeatGroupMeleeCombatTitle=战斗:近战 -Feat/&FeatGroupOldTacticsDescription=将你的力量或敏捷提高 1。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 +Feat/&FeatGroupOldTacticsDescription=将你的力量或敏捷捷 +1,上限为 20。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 Feat/&FeatGroupOldTacticsTitle=故技重施 -Feat/&FeatGroupPeregrinationTouchedDescription=将你的一项精神属性增加 1,最高 20。\n每次长休后,你可以施放一次大步奔行、脚底抹油和蛛行术法术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupPeregrinationTouchedDescription=将你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 大步奔行脚底抹油蛛行术 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupPeregrinationTouchedTitle=旅行之触 -Feat/&FeatGroupPiercerDescription=将你的力量或敏捷提高 1,最高 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 +Feat/&FeatGroupPiercerDescription=将你的力量或敏捷 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重投,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 Feat/&FeatGroupPiercerTitle=穿刺者 -Feat/&FeatGroupPlaneTouchedMagicDescription=你被其他某个位面所触及,并且可以施展与该位面相关的一些法术。\n你的其中一个精神属性提高 1 到最多 20。 +Feat/&FeatGroupPlaneTouchedMagicDescription=你被其他某个位面所触及,并且可以施展与该位面相关的一些法术。\n你的其中一个精神属性 +1,上限为 20。 Feat/&FeatGroupPlaneTouchedMagicTitle=位面魔法 Feat/&FeatGroupPotentSpellcasterDescription=你可以将你的施法者属性调整值添加到你释放的任何戏法之中。。 Feat/&FeatGroupPotentSpellcasterTitle=强力施法者 -Feat/&FeatGroupPrecisionFocusedDescription=将你的一项精神属性增加 1,最多增加 20。\n你可以使用附赠动作使武器攻击算作魔法攻击,并将选定的精神属性用于攻击和伤害掷骰,持续 1 分钟。此功能可用于每次长休的熟练度奖励次数。 +Feat/&FeatGroupPrecisionFocusedDescription=你的一项精神属性 +1,上限为 20。\n你可以使用附赠动作使武器攻击算作魔法攻击,并将选定的精神属性用于攻击和伤害掷骰,持续 1 分钟。每次长休可使用此特性熟练加值的次数。 Feat/&FeatGroupPrecisionFocusedTitle=精准聚焦 -Feat/&FeatGroupPrimalRageDescription=将你的力量或体质值提高 1 点,最高可达 20 点。你在短休后获得1次额外的狂怒次数。 -Feat/&FeatGroupPrimalRageTitle=原始愤怒 +Feat/&FeatGroupPrimalRageDescription=你的力量或体质 +1,上限为 20。你在短休后获得 1 次额外的狂暴次数。 +Feat/&FeatGroupPrimalRageTitle=原始狂暴 Feat/&FeatGroupRaceBoundDescription={0} Feat/&FeatGroupRaceBoundTitle=种族限制 Feat/&FeatGroupRangedCombatDescription={0} Feat/&FeatGroupRangedCombatTitle=战斗:远程 -Feat/&FeatGroupRetinueTouchedDescription=将你的一项精神属性增加 1,最多增加 20。\n每次长休后,你可以施放一次祝福术、英雄气概和强化属性法术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupRetinueTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 祝福术英雄气概强化属性 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupRetinueTouchedTitle=随行之触 -Feat/&FeatGroupRevenantGreatSwordDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷得分提高 1,最高为 20。\n• 当你持有一把巨剑时,你的护甲等级(AC)获得 +1 奖励。\n• 当你使用巨剑时,巨剑具有灵巧属性。 +Feat/&FeatGroupRevenantGreatSwordDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。 Feat/&FeatGroupRevenantGreatSwordTitle=英魂之刃 -Feat/&FeatGroupShadowTouchedDescription=将你的一项精神属性增加 1,最多增加 20。\n每次长休后,你可以施展一次隐形、造成伤害和虚假生命法术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupShadowTouchedDescription=你的一项精神属性 +1,上限为 20。\n每次长休后,你可以施展一次 隐形术致伤术虚假生命 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupShadowTouchedTitle=暗影之触 Feat/&FeatGroupSkillsDescription={0} Feat/&FeatGroupSkillsTitle=技能 -Feat/&FeatGroupSlasherDescription=将你的力量或敏捷提高 1 点,最高 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 -Feat/&FeatGroupSlasherTitle=杀戮者 +Feat/&FeatGroupSlasherDescription=你的力量或敏捷 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你将其重伤。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 +Feat/&FeatGroupSlasherTitle=劈砍者 Feat/&FeatGroupSpellCombatDescription={0} Feat/&FeatGroupSpellCombatTitle=战斗:法术 -Feat/&FeatGroupSpellSniperDescription=你学会了一个需要攻击检定的戏法。从吟游诗人、牧师、德鲁伊、术士、术士或法师法术列表中选择法术。当你施展需要进行攻击检定的法术时,该法术的射程会加倍。你的远程法术攻击无视半掩护和四分之三掩护。 +Feat/&FeatGroupSpellSniperDescription=你学会了一个需要攻击检定的戏法。从吟游诗人、牧师、德鲁伊、术士、邪术士或法师法术列表中选择法术。当你施展需要进行攻击检定的法术时,该法术的射程会加倍。你的远程法术攻击无视半身掩护和四分之三掩护。 Feat/&FeatGroupSpellSniperTitle=法术狙击手 -Feat/&FeatGroupSquatNimblenessDescription=你在你的种族中异常敏捷。将你的力量或敏捷得分提高 1,最高为 20。将你的步行速度提高 5 尺。你获得田径或杂技技能的熟练度或专业知识。 +Feat/&FeatGroupSquatNimblenessDescription=你在你的种族中异常敏捷。将你的力量或敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动或特技熟练项,如果已有熟练项,则获得专精。 Feat/&FeatGroupSquatNimblenessTitle=下盘灵巧 Feat/&FeatGroupSupportCombatDescription={0} Feat/&FeatGroupSupportCombatTitle=战斗:支援 -Feat/&FeatGroupTelekineticDescription=将你的一项精神属性增加 1,最高 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 -Feat/&FeatGroupTelekineticTitle=念力操控 -Feat/&FeatGroupTeleportationDescription=将你的一项精神属性增加 1,最高 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 +Feat/&FeatGroupTelekineticDescription=将你的一项精神属性 +1,上限为 20。\n使用一个附赠动作,你可以通过心灵遥控移动一个你可以看到的生物,目标必须通过一次力量豁免检定(DC 8 + 你的熟练加值 + 你的魅力调整值),失败则使其在你 30 尺范围内,向你选择的方向移动 5 尺。 +Feat/&FeatGroupTelekineticTitle=念动力 +Feat/&FeatGroupTeleportationDescription=将你的一项精神属性 +1,上限为 20。\n每次短休后你可以使用一次迷踪步,你可以用你的法术位施展这个法术。\n你可以熟练使用Tirmarian语。 Feat/&FeatGroupTeleportationTitle=精类传动 Feat/&FeatGroupToolsDescription={0} Feat/&FeatGroupToolsTitle=工具 -Feat/&FeatGroupToxicologistDescription=将你的一项精神属性增加 1,最多增加 20。\n你将熟练掌握毒药工具和自然,如果已经熟练,则可以熟练掌握。 +Feat/&FeatGroupToxicologistDescription=将你的一项精神属性 +1,上限为 20。\n你获得毒药工具和自然熟练项,如果已有熟练项,则获得专精。 Feat/&FeatGroupToxicologistTitle=毒理学家 Feat/&FeatGroupTwoHandedCombatDescription={0} Feat/&FeatGroupTwoHandedCombatTitle=战斗:双手 @@ -122,5 +122,5 @@ Feat/&FeatGroupTwoWeaponCombatDescription={0} Feat/&FeatGroupTwoWeaponCombatTitle=战斗:双武器 Feat/&FeatGroupUnarmoredCombatDescription={0} Feat/&FeatGroupUnarmoredCombatTitle=战斗:无甲 -Feat/&FeatGroupVerdantTouchedDescription=将你的一项精神属性增加 1,最高 20。\n你可以在每次长休期间施展一次树肤、纠缠和神莓术,你可以用你的法术位施展这些法术。 +Feat/&FeatGroupVerdantTouchedDescription=将你的一项精神属性增加 1,最高 20。\n你可以在每次长休期间施展一次 树肤术纠缠术神莓术 法术,你可以用你的法术位施展这些法术。 Feat/&FeatGroupVerdantTouchedTitle=青翠之触 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt index c23985b575..a25f21f6d1 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/MeleeCombat-zh-CN.txt @@ -1,8 +1,8 @@ Condition/&ConditionFeatCleavingAttackFinishDescription=让他们来吧! -Condition/&ConditionFeatCleavingAttackFinishTitle=顺劈斩 +Condition/&ConditionFeatCleavingAttackFinishTitle=巨武器大师 Condition/&ConditionFeatCrusherCriticalHitDescription=你被暴击击倒,对你的攻击有优势。 Condition/&ConditionFeatCrusherCriticalHitTitle=破碎 -Condition/&ConditionFeatPiercerNonMagicDescription=当你用造成穿刺伤害的攻击击中一个生物时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。 +Condition/&ConditionFeatPiercerNonMagicDescription=当你用造成穿刺伤害的攻击击中一个生物时,你可以在掷出 1 时重投,并且你必须使用新的掷骰结果。 Condition/&ConditionFeatPiercerNonMagicTitle=贯穿 Condition/&ConditionFeatSlasherCriticalHitDescription=你被重击砍伤,你的攻击处于劣势。 Condition/&ConditionFeatSlasherCriticalHitTitle=砍伤 @@ -12,47 +12,47 @@ Condition/&ConditionFeatSpearMasteryChargeDescription=你可以使用反应对 Condition/&ConditionFeatSpearMasteryChargeTitle=长矛准备就绪 Feat/&FeatAlwaysReadyDescription=如果你采取了攻击行动并且在任何近战或徒手攻击中未命中,你将在你的回合结束时自动准备好近战或徒手攻击。 Feat/&FeatAlwaysReadyTitle=永不松懈 -Feat/&FeatBladeMasteryDescription=你精通匕首、短剑、长剑、弯刀、细剑和巨剑。当你使用任何武器时,你使用该武器进行的攻击检定将获得 +1 加值,并且AC将获得 +1 加值。当你用武器进行借机攻击时,你在攻击检定上有优势。 +Feat/&FeatBladeMasteryDescription=你精通匕首、短剑、长剑、弯刀、刺剑和巨剑。当你使用任何武器时,你使用该武器进行的攻击检定将获得 +1 加值,并且护甲等级获得 +1 加值。当你用武器进行借机攻击时,你在攻击检定上有优势。 Feat/&FeatBladeMasteryTitle=剑刃精通 -Feat/&FeatCleavingAttackDescription=您已经学会了如何利用武器的重量来发挥自己的优势,让它的动量增强您的攻击力:\n• 在您的回合中,当您使用近战武器造成致命一击或使用武器将生物生命值降至 0 时,您可以进行一次近战武器攻击作为奖励动作。\n• 在您使用您擅长的重型武器进行近战攻击之前,您可以选择对您的命中施加 -5 惩罚,以便执行以下操作额外+10伤害。 -Feat/&FeatCleavingAttackTitle=顺劈斩 -Feat/&FeatCrusherConDescription=你精通粉碎敌人的艺术。将你的体质提高 1,最高 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 -Feat/&FeatCrusherConTitle=粉碎 [体质] -Feat/&FeatCrusherStrDescription=你精通粉碎敌人的艺术。将你的力量提高 1,最高 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 -Feat/&FeatCrusherStrTitle=粉碎 [力量] +Feat/&FeatCleavingAttackDescription=你已经学会了如何利用武器的重量来发挥自己的优势,让它的动量增强你的攻击力:\n• 在你的回合中,当你使用近战武器造成致命一击或使用武器将生物生命值降至 0 时,你可以进行一次近战武器攻击作为附赠动作。\n• 在你使用你擅长的重型武器进行近战攻击之前,你可以选择对你的攻击检定承受 -5 减值,其伤害掷骰获得 +10 加值。 +Feat/&FeatCleavingAttackTitle=巨武器大师 +Feat/&FeatCrusherConDescription=你精通粉碎敌人的艺术。将你的体质 +1,上限为 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 +Feat/&FeatCrusherConTitle=粉碎【体质】 +Feat/&FeatCrusherStrDescription=你精通粉碎敌人的艺术。将你的力量 +1,上限为 20。每回合一次,当你用造成钝击伤害的攻击击中生物时,你将敌人推开 5 尺。当你重击时,在你的下一轮开始之前,对该生物的攻击掷骰具有优势。 +Feat/&FeatCrusherStrTitle=粉碎【力量】 Feat/&FeatDefensiveDuelistDescription=当你挥舞着你擅长的精巧武器时,另一个生物用近战攻击击中你,你可以使用你的反应将你的熟练加值添加到该攻击的AC中,这可能会导致攻击错过你。 Feat/&FeatDefensiveDuelistTitle=防御式决斗者 -Feat/&FeatFellHandedDescription=你掌握了手斧、战斧、巨斧、战锤和大锤。使用其中任何一项时,你获得下列增益:\n• 你使用该武器进行的攻击掷骰获得 +1 加值。\n• 当你在近战攻击中有优势时,如果两个d20中较低的一个也会击中目标,你就会将目标击倒。\n• 当你在近战攻击中处于劣势并且没有命中时,目标将受到与你的强度修正值相等的钝击伤害。 +Feat/&FeatFellHandedDescription=你掌握了手斧、战斧、巨斧、战锤和大锤。使用其中任何一项时,你获得下列增益:\n• 你使用该武器进行的攻击掷骰获得 +1 加值。\n• 当你在近战攻击中有优势时,如果两个 d20 中较低的一个也会击中目标,你就会将目标击倒。\n• 当你在近战攻击中处于劣势并且没有命中时,目标将受到与你的力量调整值相等的钝击伤害。 Feat/&FeatFellHandedTitle=凶残握持 -Feat/&FeatFencerDescription=如果你在回合中执行攻击动作时持有近战单手武器或多功能武器且没有其他武器或盾牌,则可以使用奖励动作使用你所持有的武器进行攻击,将你的属性调整值添加到造成的伤害中。 +Feat/&FeatFencerDescription=如果你在回合中执行攻击动作时持有近战单手武器或多功能武器且没有其他武器或盾牌,则可以使用附赠动作使用你所持有的武器进行攻击,将你的属性调整值添加到造成的伤害中。 Feat/&FeatFencerTitle=剑术家 Feat/&FeatHammerThePointDescription=你知道如何集中注意并专攻于一处。在你对一个目标进行攻击检定后,对该目标的攻击和伤害检定获得 +1,直到你的回合结束[叠加]。 Feat/&FeatHammerThePointTitle=专攻要害 -Feat/&FeatLongswordFinesseDescription=你是一位长剑大师的后裔,其将一些精湛技艺传授于你。你获得下列增益:\n• 将你的敏捷值提高 1,最高 20。\n• 当你持有长剑时,你的护甲等级(AC)获得 +1 加值。\n• 你使用长剑时具有灵巧属性。 +Feat/&FeatLongswordFinesseDescription=你是一位长剑大师的后裔,其将一些精湛技艺传授于你。你获得下列增益:\n• 将你的敏捷值 +1,上限为 20。\n• 当你持有长剑时,你的护甲等级获得 +1 加值。\n• 你使用长剑时具有灵巧属性。 Feat/&FeatLongswordFinesseTitle=长剑技巧 -Feat/&FeatOldTacticsDexDescription=将你的敏捷提高 1。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 -Feat/&FeatOldTacticsDexTitle=故技重施 [敏捷] -Feat/&FeatOldTacticsStrDescription=将你的力量提高 1。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 -Feat/&FeatOldTacticsStrTitle=故技重施 [力量] -Feat/&FeatPiercerDexDescription=你掌握了穿刺的精髓技巧。将你的敏捷提高 1,最高 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 -Feat/&FeatPiercerDexTitle=穿刺者 [敏捷] -Feat/&FeatPiercerReroll=由于穿刺者专长 {0} 将 {1} 的骰子从 {2} 重新掷到 {3} -Feat/&FeatPiercerStrDescription=你掌握了穿刺的精髓技巧。将你的力量提高 1,最高 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 -Feat/&FeatPiercerStrTitle=穿刺者 [力量] -Feat/&FeatPowerAttackDescription=你学会了用准确性换取更致命的打击。当徒手或使用近战武器攻击时,你可以选择对你的命中率进行 -3 惩罚,以造成额外的伤害,等于 3 + 你的熟练加值。 -Feat/&FeatPowerAttackTitle=强力攻击 +Feat/&FeatOldTacticsDexDescription=将你的敏捷 +1。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 +Feat/&FeatOldTacticsDexTitle=故技重施【敏捷】 +Feat/&FeatOldTacticsStrDescription=将你的力量 +1。每轮一次,当你的近战武器触及范围内的俯卧敌人站起来时,你可以对目标进行借机攻击。 +Feat/&FeatOldTacticsStrTitle=故技重施【力量】 +Feat/&FeatPiercerDexDescription=你掌握了穿刺的精髓技巧。将你的敏捷 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 +Feat/&FeatPiercerDexTitle=穿刺者【敏捷】 +Feat/&FeatPiercerReroll=由于穿刺者专长 {0} 将 {1} 的骰子从 {2} 重投到 {3} +Feat/&FeatPiercerStrDescription=你掌握了穿刺的精髓技巧。将你的力量 +1,上限为 20。当你攻击并造成穿刺伤害时,你可以在掷出 1 时重新掷骰子,并且你必须使用新的掷骰。当你造成重击时,你可以在确定目标受到的穿刺伤害时额外掷一个伤害骰。 +Feat/&FeatPiercerStrTitle=穿刺者【力量】 +Feat/&FeatPowerAttackDescription=你学会了用准确性换取更致命的打击。当徒手或使用近战武器攻击时,你可以选择对你的攻击检定承受 -3 减值,其伤害掷骰获得 3 + 你的熟练加值。 +Feat/&FeatPowerAttackTitle=猛力攻击 Feat/&FeatSavageAttackDescription=当你掷出 1 时重掷武器和法术伤害骰子(并非所有伤害源都重掷骰子。例如,偷袭和重击伤害不会重掷)。 -Feat/&FeatSavageAttackReroll=由于野蛮攻击专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 +Feat/&FeatSavageAttackReroll=由于野蛮攻击专长 {0} 将 {1} 骰子从 {2} 重投到 {3}。 Feat/&FeatSavageAttackTitle=野蛮攻击 -Feat/&FeatSlasherDexDescription=你学会了如何挥砍薄弱处。将你的敏捷提高 1,最高 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 -Feat/&FeatSlasherDexTitle=杀戮者 [敏捷] -Feat/&FeatSlasherStrDescription=你学会了如何挥砍薄弱处。将你的力量提高 1,最高 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 -Feat/&FeatSlasherStrTitle=杀戮者 [力量] -Feat/&FeatSpearMasteryDescription=虽然长矛是一种简单易学的武器,但如果你花时间掌握它,它就会为你带来回报:\n• 你使用长矛进行的攻击检定获得 +1 加值,其伤害骰从 d6 变为d8,用双手挥动时从 d8 到 d10。\n• 作为附赠动作,你可以竖起长矛拦截接近的敌人。你可以使用反应对进入你触及范围的敌人进行借机攻击,并在攻击命中时造成额外的伤害骰。\n• 作为附赠动作,你可以将长矛的触及范围增加 5 尺,持续到你的下个回合开始。 +Feat/&FeatSlasherDexDescription=你学会了如何挥砍薄弱处。将你的敏捷 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 +Feat/&FeatSlasherDexTitle=劈砍者【敏捷】 +Feat/&FeatSlasherStrDescription=你学会了如何挥砍薄弱处。将你的力量 +1,上限为 20。当你攻击并造成挥砍伤害时,你可以将目标的速度降低 10 尺,直到你的下一轮开始。当你造成重击时,你会致残敌人。在你的下一轮开始之前,目标的所有攻击检定都处于劣势。 +Feat/&FeatSlasherStrTitle=劈砍者【力量】 +Feat/&FeatSpearMasteryDescription=虽然长矛是一种简单易学的武器,但如果你花时间掌握它,它就会为你带来回报:\n• 你使用长矛进行的攻击检定获得 +1 加值,其伤害骰从 d6 提升至 d8,用双手挥动时从 d8 提升至 d10。\n• 作为附赠动作,你可以竖起长矛拦截接近的敌人。你可以使用反应对进入你触及范围的敌人进行借机攻击,并在攻击命中时造成额外的伤害骰。\n• 作为附赠动作,你可以将长矛的触及范围增加 5 尺,持续到你的下个回合开始。 Feat/&FeatSpearMasteryTitle=长矛精通 Feature/&AttackModifierFeatSpearMasteryDescription=你用长矛进行的攻击检定获得 +1 加值,它的伤害骰从 d6 变为 d8,当用两只手挥舞时从 d8 变为 d10。 Feature/&AttackModifierFeatSpearMasteryTitle=长矛精通 -Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=当你手持长剑时,你的护甲等级(AC)获得+1加值。 +Feature/&AttributeModifierFeatLongswordFinesseArmorClassDescription=当你手持长剑时,你的护甲等级获得 +1 加值。 Feature/&AttributeModifierFeatLongswordFinesseArmorClassTitle=长剑技巧 Feature/&PowerFeatFellHandedAdvantageDescription=每当你在近战攻击掷骰和命中中获得优势时,如果两个 d20 掷骰中较低的一个也命中目标,你就会将目标击倒。 Feature/&PowerFeatFellHandedDisadvantageDescription=每当你在近战攻击检定上处于劣势且未命中时,目标将受到等于你的力量调整值的钝击伤害。 @@ -60,19 +60,18 @@ Feature/&PowerFeatSpearMasteryChargeDescription=你可以撑起你的长矛来 Feature/&PowerFeatSpearMasteryChargeTitle=长矛列阵 Feature/&PowerFeatSpearMasteryReachDescription=在你接下来的回合中,你可以将长矛的触及范围增加 5 尺。 Feature/&PowerFeatSpearMasteryReachTitle=长矛触及 -Feedback/&AdditionalDamageCrusherFormat=粉碎! +Feedback/&AdditionalDamageCrusherFormat=粉碎者! Feedback/&AdditionalDamageCrusherLine={0} 粉碎了 {1} -Feedback/&AdditionalDamagePiercerFormat=贯穿! +Feedback/&AdditionalDamagePiercerFormat=穿刺者! Feedback/&AdditionalDamagePiercerLine={0} 重击贯穿 {1} Feedback/&AdditionalDamageSpearMasteryLine={0} 已准备好长矛并对 {1} 造成额外的 {2} 伤害! -Feedback/&FeatFeatDevastatingStrikeDisadvantage={0} 通过 {2} 对 {1} 造成伤害: -Reaction/&ReactionAttackOldTacticsDescription={0}站了起来。{1}可以使用反应来对其进行近战武器攻击。 +Reaction/&ReactionAttackOldTacticsDescription={0} 站了起来。{1} 可以使用反应来对其进行近战武器攻击。 Reaction/&ReactionAttackOldTacticsReactDescription=利用你的反应来攻击。 Reaction/&ReactionAttackOldTacticsReactTitle=攻击 Reaction/&ReactionAttackOldTacticsTitle=故技重施 -Reaction/&UseDefensiveDuelistDescription=你快要被打了!您可以采取防御姿态来防止受到攻击。 +Reaction/&UseDefensiveDuelistDescription=你快要被打了!你可以采取防御姿态来防止受到攻击。 Reaction/&UseDefensiveDuelistReactDescription=使用防御姿势来防止受到攻击。 Reaction/&UseDefensiveDuelistReactTitle=保卫 Reaction/&UseDefensiveDuelistTitle=防御姿态 -Tooltip/&CleavingAttackConcentration=禁用顺劈斩。 -Tooltip/&PowerAttackConcentration=禁用强力攻击。 +Tooltip/&CleavingAttackConcentration=禁用巨武器大师。 +Tooltip/&PowerAttackConcentration=禁用猛力攻击。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt index eb7588c671..5d05695d99 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/OtherFeats-zh-CN.txt @@ -1,8 +1,8 @@ Condition/&ConditionFeatMobileAfterDashDescription=免疫移动限制以及被束缚。 Condition/&ConditionFeatMobileAfterDashTitle=行动自如 -Feat/&FeatArcaneArcherAdeptDescription=你掌握的奥术魔法与弓箭训练,允许你执行特殊的战斗行动。 -Feat/&FeatArcaneArcherAdeptTitle=魔能射手专家 -Feat/&FeatAstralArmsDescription=将你的感知提高 1 点,最多 20 点。\n当你在你的回合进行攻击时,你的攻击范围为 10 尺。其他生物进入你的徒手攻击范围时会引发你的借机攻击. +Feat/&FeatArcaneArcherAdeptDescription=你掌握的奥术魔法与弓箭训练,允许你执行特殊的战斗策略。 +Feat/&FeatArcaneArcherAdeptTitle=魔射手专家 +Feat/&FeatAstralArmsDescription=将你的感知 +1,上限为 20 点。\n当你在你的回合进行攻击时,你的攻击范围为 10 尺。其他生物进入你的徒手攻击范围时会引发你的借机攻击. Feat/&FeatAstralArmsTitle=星灵延伸 Feat/&FeatCriticalVirtuosoDescription=你的重击阈值降低了 1 点。 Feat/&FeatEldritchAdeptDescription=你可以从邪术士职业中选择一种祈唤。如果祈唤有先决条件,则只有当你是邪术士并且满足先决条件时才能选择该祈唤。每当你获得一个等级时,你就可以用另一个来自邪术士职业的祈唤来替换该祈唤。 @@ -11,23 +11,23 @@ Feat/&FeatElementalAdeptDescription=你施放的 {0} 种伤害类型法术无视 Feat/&FeatElementalAdeptTitle=元素专家 [{0}] Feat/&FeatElementalMasterDescription=你施放的 {0} 种伤害类型法术无视目标对伤害的免疫力。此外,当你为这些法术掷骰时,你可以重掷其中任何一个骰子。 Feat/&FeatElementalMasterTitle=元素大师 [{0}] -Feat/&FeatFrostAdaptationDescription=将您的体质提高 1 点,最多 20 点。\n您对寒冷伤害具有抵抗力。\n您对中等寒冷天气的影响免疫。\n在极冷的环境中,您也会感到寒冷而不是冰冻天气。 +Feat/&FeatFrostAdaptationDescription=将你的体质 +1,上限为 20 点。\n你对冷冻伤害具有抗性。\n你免疫中等寒冷天气的影响。\n在极冷的天气中,你会感到冻寒而不是冻结。 Feat/&FeatFrostAdaptationTitle=霜冻适应 -Feat/&FeatGiftOfTheChromaticDragonDescription=您已经展现了彩色龙的一些力量,为您带来以下好处:\n• 彩色注入:作为奖励动作,您可以触摸简单武器或军用武器并向其注入以下伤害类型之一:酸、寒冷、火、闪电或毒药。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。使用此奖励动作后,直到完成长时间休息后才能再次执行此操作。\n• 反应抗性:当您受到酸、寒冷、火焰、闪电或毒伤害时,您可以使用反应来给予你自己对该次伤害有抵抗力,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长时间休息时,你会重新获得所有消耗的使用次数。 -Feat/&FeatGiftOfTheChromaticDragonTitle=彩色龙的礼物 -Feat/&FeatHealerDescription=您获得医学检查的熟练程度或专业知识。每次长时间休息,你都可以获得稳定垂死生物的能力。你可以使用一个动作在每次长时间休息时恢复 1d6 + 4 + 角色等级生命值,次数等于你的感知修正值。 +Feat/&FeatGiftOfTheChromaticDragonDescription=你已经展现了色彩龙的一些力量,为你带来以下好处:\n• 繁彩注魔:作为附赠动作,你可以触摸简单武器或军用武器并向其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。使用此附赠动作后,直到完成长时间休息后才能再次执行此操作。\n• 反射抗性:当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以使用反应来给予你自己对该次伤害有抵抗力,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长时间休息时,你会重获所有使用次数。 +Feat/&FeatGiftOfTheChromaticDragonTitle=色彩龙赋礼 +Feat/&FeatHealerDescription=你获得医学检查的熟练程度或专业知识。每次长时间休息,你都可以获得稳定垂死生物的能力。你可以使用一个动作在每次长时间休息时恢复 1d6 + 4 + 角色等级生命值,次数等于你的感知调整值。 Feat/&FeatHealerTitle=治愈者 Feat/&FeatInfusionsAdeptDescription=你已经学习了将魔法注入普通物体以创造临时魔法物品的艺术,并授予你从技师职业中选择的两个2级或以下的注入。 Feat/&FeatInfusionsAdeptTitle=注能专家 -Feat/&FeatInspiringLeaderDescription=你可以花费 10 分钟来激励你周围 30 尺内的所有友善生物(包括你自己)。每个生物获得的临时生命值等于你的等级+你的魅力调整值。 +Feat/&FeatInspiringLeaderDescription=你可以花费 10 分钟来激励你周围 30 尺内的所有友善生物(包括你自己)。每个生物获得的临时生命值等于 你的等级 + 你的魅力调整值。 Feat/&FeatInspiringLeaderTitle=励志领袖 -Feat/&FeatMagicInitiateDescription=你从 {0} 法术列表中学习了两个你选择的戏法。此外,从同一个列表中选择一个 1 级法术来学习。使用此专长,你可以在最低等级施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。 +Feat/&FeatMagicInitiateDescription=你从 {0} 法术列表中学习了两个你选择的戏法。此外,从同一个列表中选择一个 1 环法术来学习。使用此专长,你可以在最低环阶施展一次法术,并且你必须完成一次长休才能再次以这种方式施展。 Feat/&FeatMagicInitiateTitle=魔法启蒙 [{0}] -Feat/&FeatMetamagicAdeptDescription=你从术士职业中学习了两种你选择的超魔选项,并获得一半熟练度加值的术法点,用于释放超魔。 +Feat/&FeatMetamagicAdeptDescription=你从术士职业中学习了两种你选择的超魔选项,并获得一半熟练加值的术法点,用于释放超魔。 Feat/&FeatMetamagicAdeptTitle=超魔专家 -Feat/&FeatMobileDescription=你非常敏捷和敏捷。你的速度增加 10 尺,并且你在冲刺时免疫困难地形。当你对一个生物进行近战攻击时,你免疫该生物的借机攻击,除非它对此免疫。 +Feat/&FeatMobileDescription=你非常敏捷和灵活。你的速度增加 10 尺,并且你在冲刺时免疫困难地形。当你对一个生物进行近战攻击时,你免疫该生物的借机攻击,除非它对此免疫。 Feat/&FeatMobileTitle=灵活 -Feat/&FeatMonkInitiateDescription=你已经学会了武僧的一些能力。你获得等于你的熟练加值的气点,你可以使用这些点数来释放连击、耐心防御或风之步。 +Feat/&FeatMonkInitiateDescription=你已经学会了武僧的一些能力。你获得等于你的熟练加值的气点,你可以使用这些点数来释放疾风连击、坚强防御或飞檐走壁。 Feat/&FeatMonkInitiateTitle=武僧入门 Feat/&FeatPickPocketDescription=你获得手上功夫的熟练项,如果已经熟练,则获得专业知识。你在手上的灵巧检定上也有优势。 Feat/&FeatPickPocketTitle=扒手 @@ -35,10 +35,10 @@ Feat/&FeatPoisonousSkinDescription=任何在近战中击中你或被你的徒手 Feat/&FeatPoisonousSkinTitle=毒皮 Feat/&FeatSpellSniperDescription=你从 {0} 法术列表中学习了两个你选择的戏法。当你施展需要进行攻击检定的法术时,该法术的射程会加倍。你的远程法术攻击无视半掩护和四分之三掩护。 Feat/&FeatSpellSniperTitle=法术狙击手 [{0}] -Feat/&FeatTacticianAdeptDescription=您接受过武术训练,可以执行称为开局的特殊战斗技巧:\n• 您可以从战术家子类别中学习两种您选择的开局。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。\n• 您获得 1 个策略骰子。骰子是 d6,如果您不是战术家,它的尺寸不会增加。该骰子用于为您的策略提供燃料。当你使用它时它会被消耗,当你完成短暂或长时间的休息时它会被恢复。 +Feat/&FeatTacticianAdeptDescription=你接受过武术训练,可以执行称为开局的特殊战斗技巧:\n• 你可以从战术家子类别中学习两种你选择的策略。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。\n• 你获得 1 个策略骰。骰子是 d6,如果你不是战术家,它的尺寸不会增加。该骰子用于为你的策略提供燃料。当你使用它时它会被消耗,当你完成短暂或长休时它会被恢复。 Feat/&FeatTacticianAdeptTitle=武师 Feat/&FeatToughDescription=当你获得此专长时,你的最大生命值增加两倍于你的等级。此后每当你升一级时,你的最大生命值会额外增加 2 点生命值。 -Feat/&FeatToughTitle=坚韧 +Feat/&FeatToughTitle=健壮 Feat/&FeatWarCasterDescription=你在保持专注的检查中获得优势。\n即使你的一只手或双手拿着武器或盾牌,你也可以执行法术的躯体成分。\n当敌对生物的移动引起你的借机攻击时,你可以使用你的反应对该生物施展戏法,而不是进行借机攻击。该戏法的施法时间必须为 1 个动作或附赠动作,并且必须仅以该生物为目标。 Feat/&FeatWarCasterTitle=战争施法者 Feature/&CastSpellFeatMagicInitiateTitle=魔法入门 @@ -47,28 +47,28 @@ Feature/&DieRollModifierFeatElementalAdeptReroll=由于元素专家专长 {0} Feature/&DieRollModifierFeatElementalMasterReroll=由于元素大师专长 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 Feature/&PowerFeatHealerMedKitDescription=你可以使用一个动作来恢复 1d6 + 药物加值 + 角色等级生命值,每次长休后可使用的次数等于你的感知调整值。 Feature/&PowerFeatHealerMedKitTitle=使用药物 -Feature/&PowerFeatHealerResuscitateDescription=每次长休息时,你可以使用一个动作来复活过去 12 秒内死亡的生物。 +Feature/&PowerFeatHealerResuscitateDescription=每次长休时,你可以使用一个动作来复活过去 12 秒内死亡的生物。 Feature/&PowerFeatHealerResuscitateTitle=复苏 Feature/&PowerFeatHealerStabilizeDescription=每次长休时,你可以使用一个动作来稳定濒死生物的伤势。 Feature/&PowerFeatHealerStabilizeTitle=稳定 Feature/&PowerFeatPoisonousSkinDescription=中毒1分钟。 Feature/&PowerFeatPoisonousSkinTitle=毒皮 -Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=作为奖励动作,你可以触摸简单或军用武器并为其注入以下伤害类型之一:酸、寒冷、火焰、闪电或毒药。在接下来的一分钟内,武器击中时会造成所选类型的额外 1d4 伤害。使用此奖励动作后,直到完成长时间休息后才能再次执行此操作。 -Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionTitle=彩色灌注 -Feature/&PowerGiftOfTheChromaticDragonDamageDescription=作为奖励动作,你可以触摸一把简单武器或军用武器并为其注入 {0} 点伤害。在接下来的一分钟内,武器击中时会造成额外 1d4 {0} 伤害。使用此奖励动作后,直到完成长时间休息后才能再次执行此操作。 +Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionDescription=作为附赠动作,你可以触摸简单或军用武器并为其注入以下伤害类型之一:强酸、冷冻、火焰、闪电或毒素。在接下来的一分钟内,武器命中时会造成所选类型的额外 1d4 伤害。使用此附赠动作后,直到完成长休后才能再次执行此操作。 +Feature/&PowerGiftOfTheChromaticDragonChromaticInfusionTitle=繁彩注魔 +Feature/&PowerGiftOfTheChromaticDragonDamageDescription=作为附赠动作,你可以触摸一把简单武器或军用武器并为其注入 {0} 点伤害。在接下来的一分钟内,武器命中时会造成额外 1d4 {0} 伤害。使用此附赠动作后,直到完成长休后才能再次执行此操作。 Feature/&PowerGiftOfTheChromaticDragonDamageTitle={0}输液 -Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceDescription=当你受到酸、冷、火、闪电或毒伤害时,你可以利用你的反应来抵抗该伤害,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长时间休息时,你会重新获得所有消耗的使用次数。 -Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=无功电阻 -Feedback/&AdditionalDamageChromaticInfusionDamageAcidFormat=彩色注入:酸 -Feedback/&AdditionalDamageChromaticInfusionDamageAcidLine=彩色灌注造成额外 +{2} 酸性伤害! -Feedback/&AdditionalDamageChromaticInfusionDamageColdFormat=彩色注入:冷 -Feedback/&AdditionalDamageChromaticInfusionDamageColdLine=多彩灌注造成额外 +{2} 寒冷伤害! -Feedback/&AdditionalDamageChromaticInfusionDamageFireFormat=彩色注入:火 -Feedback/&AdditionalDamageChromaticInfusionDamageFireLine=多彩灌注造成额外 +{2} 火焰伤害! -Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=彩色注入:闪电 -Feedback/&AdditionalDamageChromaticInfusionDamageLightningLine=多彩灌注造成额外 +{2} 闪电伤害! -Feedback/&AdditionalDamageChromaticInfusionDamagePoisonFormat=彩色注入:毒药 -Feedback/&AdditionalDamageChromaticInfusionDamagePoisonLine=多彩灌注造成额外 +{2} 毒药伤害! +Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceDescription=当你受到强酸、冷冻、火焰、闪电或毒素伤害时,你可以利用你的反应来抵抗该伤害,直到回合结束。你可以使用该反应的次数等于你的熟练加值,并且当你完成长休时,你会重获所有使用次数。 +Feature/&PowerGiftOfTheChromaticDragonReactiveResistanceTitle=反射抗性 +Feedback/&AdditionalDamageChromaticInfusionDamageAcidFormat=繁彩注魔:强酸 +Feedback/&AdditionalDamageChromaticInfusionDamageAcidLine=繁彩注魔造成额外 +{2} 强酸伤害! +Feedback/&AdditionalDamageChromaticInfusionDamageColdFormat=繁彩注魔:冷冻 +Feedback/&AdditionalDamageChromaticInfusionDamageColdLine=繁彩注魔造成额外 +{2} 冷冻伤害! +Feedback/&AdditionalDamageChromaticInfusionDamageFireFormat=繁彩注魔:火焰 +Feedback/&AdditionalDamageChromaticInfusionDamageFireLine=繁彩注魔造成额外 +{2} 火焰伤害! +Feedback/&AdditionalDamageChromaticInfusionDamageLightningFormat=繁彩注魔:闪电 +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! Reaction/&ReactionWarcasterDescription={0} 正在离开一个受到一个或多个角色威胁的区域。 Reaction/&ReactionWarcasterReactDescription=使用反应来攻击目标。 Reaction/&ReactionWarcasterReactTitle=攻击 @@ -77,9 +77,9 @@ Reaction/&SubitemSelectReactionAttackAoOEnterTitle=选择动作 Reaction/&SubitemSelectReactionAttackSentinelTitle=选择动作 Reaction/&SubitemSelectReactionWarcasterTitle=选择动作 Reaction/&UseReactiveResistanceDescription={0}即将袭击您!你可以利用你的反应来抵抗{1},直到回合结束 -Reaction/&UseReactiveResistanceReactDescription=给自己一点抵抗力。 +Reaction/&UseReactiveResistanceReactDescription=给自己一点抗性。 Reaction/&UseReactiveResistanceReactTitle=抵抗 -Reaction/&UseReactiveResistanceTitle=无功电阻 +Reaction/&UseReactiveResistanceTitle=反射抗性 Reaction/&WarcasterAttackDescription=攻击目标。 Reaction/&WarcasterAttackTitle=攻击 Tag/&InitiateCantripSpecialTagTitle=启动戏法 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/PrecisionFocused-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/PrecisionFocused-zh-CN.txt index e478bffb73..7fcaefae14 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/PrecisionFocused-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/PrecisionFocused-zh-CN.txt @@ -1,6 +1,6 @@ -Feat/&FeatArcanePrecisionDescription=将你的智力提高 1,最高 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的智力进行攻击和伤害掷骰,持续 1 分钟。每次长休后可以使用熟练度加值次数。 +Feat/&FeatArcanePrecisionDescription=将你的智力 +1,上限为 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的智力进行攻击和伤害掷骰,持续 1 分钟。每次长休可以使用熟练加值次数。 Feat/&FeatArcanePrecisionTitle=奥术精准 -Feat/&FeatCharismaticPrecisionDescription=将你的魅力提高 1,最高 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的魅力进行攻击和伤害掷骰,持续 1 分钟。每次长休后可以使用熟练度加值次数。 +Feat/&FeatCharismaticPrecisionDescription=将你的魅力 +1,上限为 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的魅力进行攻击和伤害掷骰,持续 1 分钟。每次长休可以使用熟练加值次数。 Feat/&FeatCharismaticPrecisionTitle=魅力精准 -Feat/&FeatWisePrecisionDescription=将你的感知提高 1,最高 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的感知进行攻击和伤害掷骰,持续 1 分钟。每次长休后可以使用熟练度加值次数。 +Feat/&FeatWisePrecisionDescription=将你的感知 +1,上限为 20。\n你可以使用附赠动作来选择武器。它的攻击算作魔法攻击,你使用你的感知进行攻击和伤害掷骰,持续 1 分钟。每次长休可以使用熟练加值次数。 Feat/&FeatWisePrecisionTitle=感知精准 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt index 399ee327aa..5a1168235c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/Races-zh-CN.txt @@ -1,22 +1,22 @@ Feat/&FeatDragonWingsDescription=你长出了龙的翅膀。如果你没有穿着重甲,你将获得有限时间的飞行能力。 Feat/&FeatDragonWingsTitle=龙翼 -Feat/&FeatFadeAwayDexDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的敏捷属性提高 1,最高 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 -Feat/&FeatFadeAwayDexTitle=渐隐 [敏捷] -Feat/&FeatFadeAwayIntDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的智力属性提高 1,最高 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 -Feat/&FeatFadeAwayIntTitle=渐隐 [智力] -Feat/&FeatInfernalConstitutionDescription=恶魔之血在你体内流淌,释放出恶魔般的韧性。你获得以下增益:\n• 将你的体质属性提高 1,最高为 20。\n• 你对寒冷和毒素伤害具有抗性。\n• 你在对抗中毒的豁免检定中具有优势。 +Feat/&FeatFadeAwayDexDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的敏捷 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 +Feat/&FeatFadeAwayDexTitle=渐隐【敏捷】 +Feat/&FeatFadeAwayIntDescription=你学会了一个在受到伤害时消失的神奇技巧。将你的智力 +1,上限为 20。在你受到伤害后,你可以立即使用反应神奇地隐形,直到你的下一轮结束或直到你攻击、造成伤害或强迫某人进行豁免检定。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用。 +Feat/&FeatFadeAwayIntTitle=渐隐【智力】 +Feat/&FeatInfernalConstitutionDescription=恶魔之血在你体内流淌,释放出恶魔般的韧性。你获得以下增益:\n• 将你的体质属性提高 1,最高为 20。\n• 你对冷冻和毒素伤害具有抗性。\n• 你在对抗中毒的豁免检定中具有优势。 Feat/&FeatInfernalConstitutionTitle=地狱之体 -Feat/&FeatRevenantGreatSwordDexDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷属性提高 1,最高为 20。\n• 当你持有一把巨剑时,你的护甲等级(AC)获得 +1 奖励。\n• 当你使用巨剑时,巨剑具有灵巧属性。 -Feat/&FeatRevenantGreatSwordDexTitle=英魂之刃 [敏捷] -Feat/&FeatRevenantGreatSwordStrDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的力量属性提高 1,最高为 20。\n• 当你持有一把巨剑时,你的护甲等级(AC)获得 +1 奖励。\n• 当你使用巨剑时,巨剑具有灵巧属性。 -Feat/&FeatRevenantGreatSwordStrTitle=英魂之刃 [力量] -Feat/&FeatSquatNimblenessDexDescription=你在你的种族中异常敏捷。将你的敏捷属性提高 1,最高为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。 -Feat/&FeatSquatNimblenessDexTitle=下盘灵巧 [敏捷] -Feat/&FeatSquatNimblenessStrDescription=你在你的种族中异常敏捷。将你的力量属性提高 1,最高为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。 -Feat/&FeatSquatNimblenessStrTitle=下盘灵巧 [力量] -Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=当你手持一把大剑时,你的护甲等级(AC)获得 +1 加值。 +Feat/&FeatRevenantGreatSwordDexDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的敏捷 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。 +Feat/&FeatRevenantGreatSwordDexTitle=英魂之刃【敏捷】 +Feat/&FeatRevenantGreatSwordStrDescription=你是一位巨剑大师的后裔,其中的一些精湛技艺已经传给了你。你获得以下好处:\n• 将你的力量 +1,上限为 20。\n• 当你持有一把巨剑时,你的护甲等级获得 +1 加值。\n• 当你使用巨剑时,巨剑具有灵巧属性。 +Feat/&FeatRevenantGreatSwordStrTitle=英魂之刃【力量】 +Feat/&FeatSquatNimblenessDexDescription=你在你的种族中异常敏捷。将你的敏捷 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。 +Feat/&FeatSquatNimblenessDexTitle=下盘灵巧【敏捷】 +Feat/&FeatSquatNimblenessStrDescription=你在你的种族中异常敏捷。将你的力量 +1,上限为 20。将你的步行速度提高 5 尺。你获得运动技能的熟练项或专精。 +Feat/&FeatSquatNimblenessStrTitle=下盘灵巧【力量】 +Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassDescription=当你手持一把巨剑时,你的护甲等级获得 +1 加值。 Feature/&AttributeModifierFeatRevenantGreatSwordArmorClassTitle=英魂之刃 Reaction/&UsePowerFeatFadeAwayInvisibleDescription=使用反应进入隐形。 Reaction/&UsePowerFeatFadeAwayInvisibleReactDescription=使用反应进入隐形。 -Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=消逝 -Reaction/&UsePowerFeatFadeAwayInvisibleTitle=消逝 +Reaction/&UsePowerFeatFadeAwayInvisibleReactTitle=渐隐 +Reaction/&UsePowerFeatFadeAwayInvisibleTitle=渐隐 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt index 6418aa36be..fbe9c3c44d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/RangedCombat-zh-CN.txt @@ -1,17 +1,17 @@ Condition/&ConditionFeatSteadyAimAdvantageDescription=你在下一次攻击检定上有优势。 Condition/&ConditionFeatSteadyAimAdvantageTitle=稳步瞄准 Condition/&ConditionFeatSteadyAimRestrainedDescription=在你的回合结束之前你不能移动。 -Condition/&ConditionFeatSteadyAimRestrainedTitle=受 稳步瞄准 限制 -Feat/&FeatBowMasteryDescription=你的弓箭专业训练会给你带来这些好处:\n• 你在使用短弓和长弓进行的伤害检定上获得 +1 奖励。\n• 当你在你的回合使用短弓使用攻击动作时,你可以使用附赠动作进行一次远程武器攻击,将你的属性调整值添加到伤害中。\n• 在使用长弓进行攻击和伤害检定时,你可以使用力量替代敏捷。 +Condition/&ConditionFeatSteadyAimRestrainedTitle=受稳步瞄准束缚 +Feat/&FeatBowMasteryDescription=你的弓箭专业训练会给你带来这些好处:\n• 你在使用短弓和长弓进行的伤害检定上获得 +1 加值。\n• 当你在你的回合使用短弓使用攻击动作时,你可以使用附赠动作进行一次远程武器攻击,将你的属性调整值添加到伤害中。\n• 在使用长弓进行攻击和伤害检定时,你可以使用力量替代敏捷。 Feat/&FeatBowMasteryTitle=弓箭精通 Feat/&FeatCrossbowMasteryDescription=你的弩专业训练将为你带来以下好处:\n• 你使用重弩、轻弩和手弩进行的伤害检定获得 +1 加值。\n• 当你在回合中使用轻弩或手弩进行攻击动作时,你可以使用附赠动作进行一次远程武器攻击,将你的属性调整值添加到伤害中。\n• 在使用重弩进行攻击和伤害检定时,你可以使用力量替代敏捷。 Feat/&FeatCrossbowMasteryTitle=弩矢精通 -Feat/&FeatDeadeyeDescription=你已经学会了用准确性换取更致命的射击:\n• 当使用远程武器攻击时,你可以选择对你的命中率进行 -5 惩罚以造成额外的 +10 伤害。\n• 攻击在远距离不会造成劣势,远程武器攻击会忽略半掩护和四分之三掩护。 -Feat/&FeatDeadeyeTitle=死神之眼 +Feat/&FeatDeadeyeDescription=你已经学会了用准确性换取更致命的射击:\n• 当使用远程武器攻击时,你可以选择对你的攻击检定承受 -5 减值,其伤害掷骰获得 +10 加值。\n• 攻击在远距离不会造成劣势,远程武器攻击会忽略半身掩护和四分之三掩护。 +Feat/&FeatDeadeyeTitle=神射手 Feat/&FeatRangedExpertDescription=你对远程武器的专业训练为你带来以下好处:\n• 近战范围内的攻击不会带来劣势。\n• 当你在你的回合采取攻击行动时,你可以使用附赠动作进行一次单手远程武器攻击,附加你的属性调整值。 Feat/&FeatRangedExpertTitle=远程专家 -Feat/&FeatSteadyAimDescription=将你的敏捷提高 1,最多为 20。作为附赠动作,你在当前回合的下一次攻击检定中获得优势。只有当你在本回合中没有移动时你才能使用这个附赠动作,并且在你使用这个附赠动作后,你的速度在本回合结束前为 0。 +Feat/&FeatSteadyAimDescription=将你的敏捷 +1,上限为 20。作为附赠动作,你在当前回合的下一次攻击检定中获得优势。只有当你在本回合中没有移动时你才能使用这个附赠动作,并且在你使用这个附赠动作后,你的速度在本回合结束前为 0。 Feat/&FeatSteadyAimTitle=稳步瞄准 -Feature/&PowerFeatSteadyAimDescription=作为奖励动作,你可以在当前回合的下一次攻击检定中为自己带来优势。只有当你在本回合中没有移动时,你才能使用此奖励动作,并且在使用奖励动作后,你的速度为0,直到当前回合结束。 +Feature/&PowerFeatSteadyAimDescription=作为附赠动作,你可以在当前回合的下一次攻击检定中为自己带来优势。只有当你在本回合中没有移动时,你才能使用此附赠动作,并且在使用附赠动作后,你的速度为 0,直到当前回合结束。 Feature/&PowerFeatSteadyAimTitle=稳定瞄准 -Tooltip/&DeadeyeConcentration=禁用死神之眼。 +Tooltip/&DeadeyeConcentration=禁用神射手。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt index bc38193c60..871f6abde5 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Feats/TwoWeaponCombat-zh-CN.txt @@ -2,5 +2,5 @@ Condition/&ConditionDualFlurryGrantDescription=你的敌人正在退缩! Condition/&ConditionDualFlurryGrantTitle=双重乱舞 Feat/&FeatDualFlurryDescription=你是使用成对武器战斗的高手。当你在一回合内双持武器且命中两次时,你获得一个额外的附赠动作,该动作只能进行副手攻击。 Feat/&FeatDualFlurryTitle=双重乱舞 -Feat/&FeatDualWeaponDefenseDescription=您精通使用两种武器进行战斗,并获得以下好处:\n• 当您每只手都使用单独的近战武器时,AC 获得 +1 加值。\n• 即使在你所使用的单手近战武器并不轻。 +Feat/&FeatDualWeaponDefenseDescription=你精通使用两种武器进行战斗,并获得以下好处:\n• 当你每只手都使用单独的近战武器时,护甲等级获得 +1 加值。\n• 即使你所使用的并不是轻型单手近战武器。 Feat/&FeatDualWeaponDefenseTitle=双持者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt index 39b6f28975..f7f77aba4a 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Items-zh-CN.txt @@ -3,55 +3,55 @@ Feature/&PowerHandwrapsOfPullingDescription=作为一个附赠动作,你可以 Feature/&PowerHandwrapsOfPullingTitle=卷入 Feedback/&ExtraDamageDescription=闪电矛的额外伤害。 Feedback/&ExtraDamageTitle=闪电矛额外伤害 -Item/&Armor_Noble_ClothesTitle_Cherry=樱桃贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Green=绿色贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Orange=橙色贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Pink=粉红贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Purple=紫色贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Red=红贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Silver=白银贵族的衣服 -Item/&Armor_Noble_ClothesTitle_Valley=山谷贵族的衣服 -Item/&BarbarianClothes_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Armor_Noble_ClothesTitle_Cherry=樱桃红贵族衣服 +Item/&Armor_Noble_ClothesTitle_Green=绿色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Orange=橙色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Pink=粉红色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Purple=紫色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Red=红色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Silver=银色贵族衣服 +Item/&Armor_Noble_ClothesTitle_Valley=山谷贵族衣服 +Item/&BarbarianClothes_Deflection_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&BarbarianClothes_Deflection_Title=偏转野蛮人衣服 -Item/&BarbarianClothes_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&BarbarianClothes_FlameDancing_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&BarbarianClothes_FlameDancing_Title=焰舞野蛮人衣服 -Item/&BarbarianClothes_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&BarbarianClothes_FrostWalking_Description=这件附魔护甲是用马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&BarbarianClothes_FrostWalking_Title=霜行野蛮人衣服 -Item/&BarbarianClothes_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&BarbarianClothes_Robustness_Title=健壮野蛮人衣服 -Item/&BarbarianClothes_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&BarbarianClothes_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&BarbarianClothes_Robustness_Title=稳健野蛮人衣服 +Item/&BarbarianClothes_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&BarbarianClothes_Sturdiness_Title=坚固野蛮人衣服 -Item/&BarbarianClothes_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&BarbarianClothes_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&BarbarianClothes_Survival_Title=生存野蛮人衣服 -Item/&Battleaxe_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Battleaxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Battleaxe_Acuteness_Title=敏锐战斧 -Item/&Battleaxe_Bearclaw_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。熊爪的尖刺会撕碎盔甲,造成额外伤害。这种类型的第一件武器是由 伊杜瑞尔·强手设计的。 +Item/&Battleaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。这种类型的第一件武器是由伊杜瑞尔·强手设计的。 Item/&Battleaxe_Bearclaw_Title=熊爪战斧 -Item/&Battleaxe_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&Battleaxe_Frostburn_Title=霜烧战斧 -Item/&Battleaxe_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Battleaxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Battleaxe_Frostburn_Title=霜燃战斧 +Item/&Battleaxe_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Battleaxe_Lightbringer_Title=光明使者战斧 -Item/&Battleaxe_Power_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把战斧,以赋予钢铁军团的冠军他们的精灵身体无法提供的力量。 -Item/&Battleaxe_Power_Title=力量战斧 -Item/&Battleaxe_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 +Item/&Battleaxe_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重肉体强度。马纳卡隆的奥术师们创造了这把战斧,以赋予钢铁军团冠军们的精灵身躯无法提供的力量。 +Item/&Battleaxe_Power_Title=威力战斧 +Item/&Battleaxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶魔石的结合赋予了这把斧头难以置信的穿透力。 Item/&Battleaxe_Punisher_Title=惩罚者战斧 -Item/&Battleaxe_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Battleaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Battleaxe_Souldrinker_Title=饮魂者战斧 -Item/&Battleaxe_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! -Item/&Battleaxe_Stormblade_Title=风暴之刃战斧 -Item/&Battleaxe_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Battleaxe_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Battleaxe_Stormblade_Title=风暴刃战斧 +Item/&Battleaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Battleaxe_Whiteburn_Title=怀特本战斧 -Item/&Breastplate_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Breastplate_Deflection_Title=偏转胸甲 -Item/&Breastplate_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Breastplate_FlameDancing_Title=焰舞胸甲 -Item/&Breastplate_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Breastplate_FrostWalking_Title=霜行胸甲 -Item/&Breastplate_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Breastplate_Robustness_Title=坚固胸甲 -Item/&Breastplate_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_Robustness_Title=稳健胸甲 +Item/&Breastplate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Breastplate_Sturdiness_Title=坚固胸甲 -Item/&Breastplate_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Breastplate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Breastplate_Survival_Title=生存胸甲 Item/&CEArcaneStaffDescription=这根法杖上刻有魔法文字,可以用作奥术施法的法器。 Item/&CEArcaneStaffTitle=奥术法杖 @@ -68,23 +68,23 @@ Item/&CEHalberdLightningUnidentifiedTitle=华丽戟 Item/&CEHalberdPrimedTitle=制备好的 戟 Item/&CEHalberdTitle=戟 Item/&CEHalberdTypeTitle=戟 -Item/&CEHalberd_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 -Item/&CEHalberd_Acuteness_Title=尖锐戟 -Item/&CEHalberd_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&CEHalberd_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&CEHalberd_Acuteness_Title=敏锐戟 +Item/&CEHalberd_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&CEHalberd_Bearclaw_Title=熊爪戟 -Item/&CEHalberd_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&CEHalberd_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 Item/&CEHalberd_Dragonblade_Title=龙刃戟 -Item/&CEHalberd_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 -Item/&CEHalberd_Frostburn_Title=霜灼戟 -Item/&CEHalberd_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&CEHalberd_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&CEHalberd_Frostburn_Title=霜燃戟 +Item/&CEHalberd_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&CEHalberd_Lightbringer_Title=光明使者戟 -Item/&CEHalberd_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&CEHalberd_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&CEHalberd_Souldrinker_Title=饮魂者戟 -Item/&CEHalberd_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由 Galar Stromforge 设计,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! -Item/&CEHalberd_Stormblade_Title=风暴之刃戟 -Item/&CEHalberd_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。 +Item/&CEHalberd_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&CEHalberd_Stormblade_Title=风暴刃戟 +Item/&CEHalberd_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。 Item/&CEHalberd_Warden_Title=典狱长戟 -Item/&CEHalberd_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&CEHalberd_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 Item/&CEHalberd_Whiteburn_Title=白燃戟 Item/&CEHandXbow+1Title=手弩 +1 Item/&CEHandXbow+1UnidentifiedTitle=优质手弩 @@ -97,23 +97,23 @@ Item/&CEHandXbowAcidUnidentifiedTitle=华丽手弩 Item/&CEHandXbowPrimedTitle=制备好的 手弩 Item/&CEHandXbowTitle=手弩 Item/&CEHandXbowTypeTitle=手弩 -Item/&CEHandXbow_Accuracy_Description=这把附魔的武器是用 Colthannin 的弓箭大师们的古老知识锻造而成的。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 +Item/&CEHandXbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 Item/&CEHandXbow_Accuracy_Title=精准手弩 -Item/&CEHandXbow_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&CEHandXbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&CEHandXbow_Bearclaw_Title=熊爪手弩 -Item/&CEHandXbow_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&CEHandXbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&CEHandXbow_Frostburn_Title=霜烧手弩 -Item/&CEHandXbow_Lightbringer_Description=这把附魔的武器是用 Colthannin 的弓箭大师们的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&CEHandXbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&CEHandXbow_Lightbringer_Title=光明使者手弩 -Item/&CEHandXbow_Medusa_Description=这把附魔的武器是用 Colthannin 的弓箭大师们的古老知识锻造而成的。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 +Item/&CEHandXbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 Item/&CEHandXbow_Medusa_Title=美杜莎手弩 -Item/&CEHandXbow_Sharpshooting_Description=这把附魔的武器是用 Colthannin 的弓箭大师们的古老知识锻造而成的。 Coedymwarth 更喜欢用物理而不是魔法来对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 +Item/&CEHandXbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而不是魔法来对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 Item/&CEHandXbow_Sharpshooting_Title=神射手弩 -Item/&CEHandXbow_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&CEHandXbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&CEHandXbow_Souldrinker_Title=饮魂者手弩 -Item/&CEHandXbow_Stormbow_Description=这把附魔的武器是用 Colthannin 的弓箭大师们的古老知识锻造而成的。它由 Galar Stromforge 设计,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! +Item/&CEHandXbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&CEHandXbow_Stormbow_Title=风暴手弩 -Item/&CEHandXbow_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&CEHandXbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&CEHandXbow_Whiteburn_Title=怀特本手弩 Item/&CELivewoodClubDescription=这个木棍由活木组成,上面有发芽的叶子,也许还有季节性的花朵。它可以用作德鲁伊施法的焦点。 Item/&CELivewoodClubTitle=活木木棍 @@ -130,20 +130,20 @@ Item/&CELongMaceThunderTitle=雷鸣长钉锤 Item/&CELongMaceThunderUnidentifiedTitle=华丽的长钉锤 Item/&CELongMaceTitle=长钉锤 Item/&CELongMaceTypeTitle=长钉锤 -Item/&CELongMace_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&CELongMace_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&CELongMace_Acuteness_Title=敏锐长钉锤 -Item/&CELongMace_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&CELongMace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&CELongMace_Bearclaw_Title=熊爪长狼牙棒 -Item/&CELongMace_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&CELongMace_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 Item/&CELongMace_Dragonblade_Title=龙刃长钉锤 -Item/&CELongMace_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&CELongMace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 Item/&CELongMace_Frostburn_Title=霜冻长钉锤 -Item/&CELongMace_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&CELongMace_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&CELongMace_Lightbringer_Title=光明使者长钉锤 -Item/&CELongMace_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&CELongMace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&CELongMace_Souldrinker_Title=饮魂者长钉锤 -Item/&CELongMace_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由 Galar Stromforge 设计,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! -Item/&CELongMace_Stormblade_Title=风暴之刃长钉锤 +Item/&CELongMace_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&CELongMace_Stormblade_Title=风暴刃长钉锤 Item/&CELongMace_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。 Item/&CELongMace_Warden_Title=典狱长长钉锤 Item/&CELongMace_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 @@ -159,518 +159,518 @@ Item/&CEPikePsychicTitle=通灵长矛 Item/&CEPikePsychicUnidentifiedTitle=华丽长矛 Item/&CEPikeTitle=长矛 Item/&CEPikeTypeTitle=长矛 -Item/&CEPike_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&CEPike_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&CEPike_Acuteness_Title=敏锐长矛 -Item/&CEPike_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&CEPike_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&CEPike_Bearclaw_Title=熊爪派克 -Item/&CEPike_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&CEPike_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 Item/&CEPike_Dragonblade_Title=龙刃长矛 -Item/&CEPike_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 -Item/&CEPike_Frostburn_Title=霜冻长矛 -Item/&CEPike_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&CEPike_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&CEPike_Frostburn_Title=霜燃长矛 +Item/&CEPike_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&CEPike_Lightbringer_Title=光明使者长矛 -Item/&CEPike_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 -Item/&CEPike_Souldrinker_Title=饮魂长矛 -Item/&CEPike_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由 Galar Stromforge 设计,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! -Item/&CEPike_Stormblade_Title=风暴之刃长矛 -Item/&CEPike_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。 +Item/&CEPike_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 +Item/&CEPike_Souldrinker_Title=饮魂者长矛 +Item/&CEPike_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&CEPike_Stormblade_Title=风暴刃长矛 +Item/&CEPike_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一个这样的刀片,魔纳卡隆Warden,被提供给 Euraidd 的指挥官。 Item/&CEPike_Warden_Title=典狱长长矛 -Item/&CEPike_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&CEPike_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 Item/&CEPike_Whiteburn_Title=白燃长矛 Item/&CEProducedFlameDartTitle=投掷火焰 Item/&CEProducedFlameTitle=燃火术 Item/&CEUnarmedStrikeClawsTitle=赤裸的利爪 -Item/&ChainMail_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainMail_Deflection_Title=偏斜锁子甲 -Item/&ChainMail_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainMail_FlameDancing_Title=焰舞锁子甲 -Item/&ChainMail_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainMail_FrostWalking_Title=霜行锁子甲 -Item/&ChainMail_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ChainMail_Robustness_Title=坚固锁子甲 -Item/&ChainMail_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_Robustness_Title=稳健锁子甲 +Item/&ChainMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainMail_Sturdiness_Title=坚固锁子甲 -Item/&ChainMail_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainMail_Survival_Title=生存锁子甲 -Item/&ChainShirt_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainShirt_Deflection_Title=偏转锁子甲衫 -Item/&ChainShirt_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainShirt_FlameDancing_Title=焰舞锁子甲衫 -Item/&ChainShirt_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainShirt_FrostWalking_Title=霜行锁子甲衫 -Item/&ChainShirt_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ChainShirt_Robustness_Title=健壮锁子甲衫 -Item/&ChainShirt_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ChainShirt_Sturdiness_Title=坚韧锁子甲衫 -Item/&ChainShirt_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_Robustness_Title=稳健锁子甲衫 +Item/&ChainShirt_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ChainShirt_Sturdiness_Title=坚固锁子甲衫 +Item/&ChainShirt_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ChainShirt_Survival_Title=生存锁子甲衫 -Item/&ClothesWizard_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ClothesWizard_Deflection_Title=偏转法师服 -Item/&ClothesWizard_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ClothesWizard_FlameDancing_Title=焰舞法师服 -Item/&ClothesWizard_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ClothesWizard_FrostWalking_Title=霜行法师服 -Item/&ClothesWizard_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ClothesWizard_Robustness_Title=健壮法师服 -Item/&ClothesWizard_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ClothesWizard_Sturdiness_Title=坚韧法师服 -Item/&ClothesWizard_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_Robustness_Title=稳健法师服 +Item/&ClothesWizard_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ClothesWizard_Sturdiness_Title=坚固法师服 +Item/&ClothesWizard_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ClothesWizard_Survival_Title=生存法师服 -Item/&Club_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 -Item/&Club_Acuteness_Title=敏锐 木棍 -Item/&Club_Bearclaw_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 -Item/&Club_Bearclaw_Title=熊掌 木棍 -Item/&Club_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&Club_Frostburn_Title=霜烧俱乐部 -Item/&Club_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Club_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Club_Acuteness_Title=敏锐短棒 +Item/&Club_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 +Item/&Club_Bearclaw_Title=熊掌短棒 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-Item/&Club_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 -Item/&Club_Whiteburn_Title=怀特本俱乐部 +Item/&Club_Punisher_Title=惩罚者短棒 +Item/&Club_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 +Item/&Club_Souldrinker_Title=饮魂者短棒 +Item/&Club_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Club_Stormblade_Title=风暴刃短棒 +Item/&Club_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Club_Whiteburn_Title=怀特本短棒 Item/&ConjuredWeaponTypeTitle=魔法武器 -Item/&Dart_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Dart_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Dart_Acuteness_Title=敏锐之镖 -Item/&Dart_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Dart_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Dart_Bearclaw_Title=熊爪飞镖 -Item/&Dart_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Dart_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 Item/&Dart_Frostburn_Title=霜冻镖 -Item/&Dart_Sharpness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Dart_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Dart_Sharpness_Title=锋利之镖 -Item/&Dart_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&Dart_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Dart_Souldrinker_Title=饮魂镖 -Item/&Dart_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Dart_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Dart_Whiteburn_Title=怀特本达特 Item/&EnchantTitle=附魔{0} Item/&GlovesOfThieveryDescription=戴上这些手套是看不见的。佩戴它们时,你的敏捷(手上功夫)检定和用于开锁的敏捷检定获得 +5 加值。 Item/&GlovesOfThieveryTitle=盗贼手套 -Item/&Greataxe_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Greataxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Greataxe_Acuteness_Title=敏锐巨斧 -Item/&Greataxe_Bearclaw_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 +Item/&Greataxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 Item/&Greataxe_Bearclaw_Title=熊爪巨斧 -Item/&Greataxe_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Greataxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Greataxe_Frostburn_Title=霜烧巨斧 -Item/&Greataxe_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Greataxe_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Greataxe_Lightbringer_Title=光明使者巨斧 -Item/&Greataxe_Power_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。有些生物只尊重体力。魔纳卡隆奥术师创造了这把巨斧,以赋予钢铁军团的冠军他们的精灵身体无法提供的力量。 -Item/&Greataxe_Power_Title=力量巨斧 -Item/&Greataxe_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 +Item/&Greataxe_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆奥术师创造了这把巨斧,以赋予钢铁军团的冠军他们的精灵身体无法提供的力量。 +Item/&Greataxe_Power_Title=威力巨斧 +Item/&Greataxe_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 Item/&Greataxe_Punisher_Title=惩罚者巨斧 -Item/&Greataxe_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Greataxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Greataxe_Souldrinker_Title=饮魂巨斧 -Item/&Greataxe_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Greataxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Greataxe_Whiteburn_Title=怀特本巨斧 -Item/&Greatsword_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Greatsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Greatsword_Bearclaw_Title=熊爪巨剑 -Item/&Greatsword_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Greatsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Greatsword_Frostburn_Title=霜烧巨剑 -Item/&Greatsword_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 +Item/&Greatsword_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 Item/&Greatsword_Punisher_Title=惩罚者巨剑 -Item/&Greatsword_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Greatsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Greatsword_Souldrinker_Title=饮魂者巨剑 -Item/&Greatsword_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Greatsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Greatsword_Whiteburn_Title=怀特本巨剑 -Item/&HalfPlate_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_Deflection_Title=偏转半板甲 -Item/&HalfPlate_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_FlameDancing_Title=半盘焰舞 -Item/&HalfPlate_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_FrostWalking_Title=霜行半盘 -Item/&HalfPlate_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_Robustness_Title=坚固的半板甲 -Item/&HalfPlate_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_Sturdiness_Title=坚固的半板甲 -Item/&HalfPlate_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HalfPlate_Survival_Title=半盘生存 -Item/&Handaxe_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&HalfPlate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_Deflection_Title=偏转半身板甲 +Item/&HalfPlate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_FlameDancing_Title=焰舞半身板甲 +Item/&HalfPlate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_FrostWalking_Title=霜行半身板甲 +Item/&HalfPlate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_Robustness_Title=稳健半身板甲 +Item/&HalfPlate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_Sturdiness_Title=坚固半身板甲 +Item/&HalfPlate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HalfPlate_Survival_Title=生存半身板甲 +Item/&Handaxe_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Handaxe_Acuteness_Title=敏锐手斧 -Item/&Handaxe_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Handaxe_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Handaxe_Bearclaw_Title=熊爪手斧 -Item/&Handaxe_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Handaxe_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 Item/&Handaxe_Frostburn_Title=霜冻手斧 -Item/&Handaxe_Sharpness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Handaxe_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Handaxe_Sharpness_Title=锋利手斧 -Item/&Handaxe_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&Handaxe_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Handaxe_Souldrinker_Title=饮魂者手斧 -Item/&Handaxe_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Handaxe_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Handaxe_Whiteburn_Title=怀特本手斧 Item/&HandwrapsOfForceTitle=强力护手 Item/&HandwrapsOfForceUnidentifiedTitle=华丽护手 Item/&HandwrapsOfPullingTitle=牵引护手 Item/&HandwrapsOfPullingUnidentifiedTitle=华丽护手 -Item/&HeavyCrossbow_Accuracy_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 +Item/&HeavyCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 Item/&HeavyCrossbow_Accuracy_Title=精准重弩 -Item/&HeavyCrossbow_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 -Item/&HeavyCrossbow_Bearclaw_Title=重型熊爪十字弓 -Item/&HeavyCrossbow_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&HeavyCrossbow_Frostburn_Title=重霜烧十字弓 -Item/&HeavyCrossbow_Lightbringer_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&HeavyCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&HeavyCrossbow_Bearclaw_Title=熊爪重弩 +Item/&HeavyCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&HeavyCrossbow_Frostburn_Title=霜燃重弩 +Item/&HeavyCrossbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&HeavyCrossbow_Lightbringer_Title=光明使者重弩 -Item/&HeavyCrossbow_Medusa_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 +Item/&HeavyCrossbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 Item/&HeavyCrossbow_Medusa_Title=美杜莎重弩 -Item/&HeavyCrossbow_Sharpshooting_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 +Item/&HeavyCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 Item/&HeavyCrossbow_Sharpshooting_Title=神射重弩 -Item/&HeavyCrossbow_Stormbow_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它是由 Galar Stromforge 设计的,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! -Item/&HeavyCrossbow_Stormbow_Title=重型风暴弩 -Item/&HeavyCrossbow_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&HeavyCrossbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&HeavyCrossbow_Stormbow_Title=风暴重弩 +Item/&HeavyCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&HeavyCrossbow_Whiteburn_Title=怀特本重弩 -Item/&HelmOfAwarenessDescription=佩戴此头盔并与它协调的生物在先攻检定上具有优势并且不会被惊吓,前提是它没有失能。 +Item/&HelmOfAwarenessDescription=佩戴此头盔并与它同调的生物在先攻检定上具有优势并且不会被惊吓,前提是它没有失能。 Item/&HelmOfAwarenessTitle=意识头盔 -Item/&HideArmor_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_Deflection_Title=偏斜毛裘甲 -Item/&HideArmor_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_FlameDancing_Title=焰舞毛裘甲 -Item/&HideArmor_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_FrostWalking_Title=霜行者毛裘甲 -Item/&HideArmor_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_Robustness_Title=强健毛裘甲 -Item/&HideArmor_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_Sturdiness_Title=坚固毛裘甲 -Item/&HideArmor_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&HideArmor_Survival_Title=生存者毛裘甲 -Item/&Javelin_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&HideArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_Deflection_Title=偏斜兽皮甲 +Item/&HideArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_FlameDancing_Title=焰舞兽皮甲 +Item/&HideArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_FrostWalking_Title=霜行兽皮甲 +Item/&HideArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_Robustness_Title=稳健兽皮甲 +Item/&HideArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_Sturdiness_Title=坚固兽皮甲 +Item/&HideArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&HideArmor_Survival_Title=生存兽皮甲 +Item/&Javelin_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Javelin_Acuteness_Title=敏锐标枪 -Item/&Javelin_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Javelin_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Javelin_Bearclaw_Title=熊爪标枪 -Item/&Javelin_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Javelin_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 Item/&Javelin_Frostburn_Title=霜冻标枪 -Item/&Javelin_Sharpness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Javelin_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Javelin_Sharpness_Title=锋利标枪 -Item/&Javelin_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&Javelin_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Javelin_Souldrinker_Title=饮魂者标枪 -Item/&Javelin_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Javelin_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Javelin_Whiteburn_Title=怀特本标枪 -Item/&LeatherDruid_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&LeatherDruid_Deflection_Title=德鲁伊偏斜皮 -Item/&LeatherDruid_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&LeatherDruid_FlameDancing_Title=德鲁伊烈焰舞皮 -Item/&LeatherDruid_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Deflection_Title=偏斜德鲁伊皮甲 +Item/&LeatherDruid_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_FlameDancing_Title=焰舞德鲁伊皮甲 +Item/&LeatherDruid_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&LeatherDruid_FrostWalking_Title=霜行德鲁伊皮甲 -Item/&LeatherDruid_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&LeatherDruid_Robustness_Title=德鲁伊坚韧皮甲 -Item/&LeatherDruid_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&LeatherDruid_Sturdiness_Title=德鲁伊坚固皮甲 -Item/&LeatherDruid_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&LeatherDruid_Survival_Title=德鲁伊生存皮甲 -Item/&Leather_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Robustness_Title=稳健德鲁伊皮甲 +Item/&LeatherDruid_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Sturdiness_Title=坚固德鲁伊皮甲 +Item/&LeatherDruid_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&LeatherDruid_Survival_Title=生存德鲁伊皮甲 +Item/&Leather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Leather_Deflection_Title=偏斜皮甲 -Item/&Leather_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Leather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Leather_FlameDancing_Title=焰舞皮甲 -Item/&Leather_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Leather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Leather_FrostWalking_Title=霜行皮甲 -Item/&Leather_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Leather_Robustness_Title=坚韧皮甲 -Item/&Leather_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Leather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Leather_Robustness_Title=稳健皮甲 +Item/&Leather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Leather_Sturdiness_Title=坚固皮甲 -Item/&Leather_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Leather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Leather_Survival_Title=生存皮甲 -Item/&LightCrossbow_Accuracy_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 +Item/&LightCrossbow_Accuracy_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它的原始设计带有著名的森林精灵魔法师 Defineth Sharpsight 的印记。 Item/&LightCrossbow_Accuracy_Title=精准轻弩 -Item/&LightCrossbow_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&LightCrossbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&LightCrossbow_Bearclaw_Title=轻型熊爪弩 -Item/&LightCrossbow_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&LightCrossbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&LightCrossbow_Frostburn_Title=轻霜烧十字弓 -Item/&LightCrossbow_Lightbringer_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&LightCrossbow_Lightbringer_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&LightCrossbow_Lightbringer_Title=光明使者光弩 -Item/&LightCrossbow_Medusa_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 +Item/&LightCrossbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出一把致命的弓,深受岛上半身人登船者的喜爱。 Item/&LightCrossbow_Medusa_Title=美杜莎轻弩 -Item/&LightCrossbow_Sharpshooting_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 +Item/&LightCrossbow_Sharpshooting_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。 Coedymwarth 更喜欢用物理而非魔法对付魔纳卡隆的奥术师。它最好的弓箭手得到了十字弓,这是 Defineth Sharpsight 的发明。 Item/&LightCrossbow_Sharpshooting_Title=神射轻弩 -Item/&LightCrossbow_Stormbow_Description=这把附魔的武器是用 Colthannin 的弓箭大师的古老知识锻造的。它是由 Galar Stromforge 设计的,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! +Item/&LightCrossbow_Stormbow_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&LightCrossbow_Stormbow_Title=轻型风暴弩 -Item/&LightCrossbow_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&LightCrossbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&LightCrossbow_Whiteburn_Title=怀特本轻弩 -Item/&Longbow_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Longbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Longbow_Bearclaw_Title=熊爪长弓 -Item/&Longbow_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Longbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Longbow_Frostburn_Title=霜烧长弓 -Item/&Longbow_Medusa_Description=这把魔法武器是利用科尔坦宁的弓箭手大师的古老知识铸造的。魔法将美杜莎珊瑚和硬木融合在一起,创造出了一把致命的弓,深受岛上半身人登船队的青睐。 +Item/&Longbow_Medusa_Description=这把附魔武器由科尔萨宁的箭匠大师的古老知识铸成。魔法将美杜莎珊瑚和硬木融合在一起,创造出了一把致命的弓,深受岛上半身人登船队的青睐。 Item/&Longbow_Medusa_Title=美杜莎长弓 -Item/&Longbow_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Longbow_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Longbow_Souldrinker_Title=饮魂长弓 -Item/&Longbow_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Longbow_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Longbow_Whiteburn_Title=怀特伯恩长弓 -Item/&Longsword_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Longsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Longsword_Bearclaw_Title=熊爪长剑 -Item/&Longsword_Lightbringer_Description=这把魔法武器是利用科尔坦宁的铁匠大师的古老知识铸造的。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 +Item/&Longsword_Lightbringer_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 Item/&Longsword_Lightbringer_Title=光明使者长剑 -Item/&Longsword_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器由 Cylordir Redblade 设计,是沉默低语特工的最爱。 +Item/&Longsword_Souldrinker_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Longsword_Souldrinker_Title=饮魂者长剑 -Item/&Longsword_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Longsword_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Longsword_Whiteburn_Title=怀特本长剑 -Item/&Mace_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Mace_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Mace_Bearclaw_Title=熊爪狼牙棒 -Item/&Mace_Dragonblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 +Item/&Mace_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 Item/&Mace_Dragonblade_Title=龙刃狼牙棒 -Item/&Mace_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Mace_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Mace_Frostburn_Title=霜烧狼牙棒 -Item/&Mace_Lightbringer_Description=这把魔法武器是利用科尔坦宁的铁匠大师的古老知识铸造的。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 +Item/&Mace_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 Item/&Mace_Lightbringer_Title=光明使者狼牙棒 -Item/&Mace_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器由 Cylordir Redblade 设计,是沉默低语特工的最爱。 +Item/&Mace_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Mace_Souldrinker_Title=饮魂者狼牙棒 -Item/&Mace_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一位利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Mace_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&Mace_Stormblade_Title=风暴之刃狼牙棒 -Item/&Mace_Warden_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 +Item/&Mace_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 Item/&Mace_Warden_Title=典狱长梅斯 -Item/&Mace_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Mace_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Mace_Whiteburn_Title=怀特本狼牙棒 -Item/&Maul_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 -Item/&Maul_Acuteness_Title=敏锐之槌 -Item/&Maul_Bearclaw_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 -Item/&Maul_Bearclaw_Title=熊爪槌 -Item/&Maul_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&Maul_Frostburn_Title=霜烧之槌 -Item/&Maul_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 -Item/&Maul_Lightbringer_Title=光明使者之槌 -Item/&Maul_Power_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这个 Maul 来为 Iron Legions 的冠军提供他们的精灵身体无法提供的力量。 -Item/&Maul_Power_Title=力量之槌 -Item/&Maul_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 -Item/&Maul_Punisher_Title=惩罚者之槌 -Item/&Maul_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 -Item/&Maul_Souldrinker_Title=饮魂之锤 -Item/&Maul_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! -Item/&Maul_Stormblade_Title=风暴之刃之锤 -Item/&Maul_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 -Item/&Maul_Whiteburn_Title=怀特本之槌 -Item/&MonkArmor_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Maul_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Maul_Acuteness_Title=敏锐巨锤 +Item/&Maul_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 +Item/&Maul_Bearclaw_Title=熊爪巨锤 +Item/&Maul_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Maul_Frostburn_Title=霜燃巨锤 +Item/&Maul_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Maul_Lightbringer_Title=光明使者巨锤 +Item/&Maul_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这个 Maul 来为 Iron Legions 的冠军提供他们的精灵身体无法提供的力量。 +Item/&Maul_Power_Title=威力巨锤 +Item/&Maul_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 +Item/&Maul_Punisher_Title=惩罚者巨锤 +Item/&Maul_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 +Item/&Maul_Souldrinker_Title=饮魂巨锤 +Item/&Maul_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Maul_Stormblade_Title=风暴刃巨锤 +Item/&Maul_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Maul_Whiteburn_Title=怀特本巨锤 +Item/&MonkArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&MonkArmor_Deflection_Title=偏转武僧服 -Item/&MonkArmor_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&MonkArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&MonkArmor_FlameDancing_Title=焰舞武僧服 -Item/&MonkArmor_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&MonkArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&MonkArmor_FrostWalking_Title=霜行武僧服 -Item/&MonkArmor_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&MonkArmor_Robustness_Title=健壮武僧服 -Item/&MonkArmor_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&MonkArmor_Sturdiness_Title=坚韧武僧服 -Item/&MonkArmor_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&MonkArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&MonkArmor_Robustness_Title=稳健武僧服 +Item/&MonkArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&MonkArmor_Sturdiness_Title=坚固武僧服 +Item/&MonkArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&MonkArmor_Survival_Title=生存武僧服 -Item/&Morningstar_Acuteness_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它的设计是奥秘法师埃尔加多·基恩斯皮里特的早期作品之一。 -Item/&Morningstar_Acuteness_Title=敏锐晨星 -Item/&Morningstar_Dragonblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 -Item/&Morningstar_Dragonblade_Title=龙刃晨星 -Item/&Morningstar_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&Morningstar_Frostburn_Title=霜烧晨星 -Item/&Morningstar_Lightbringer_Description=这把魔法武器是利用科尔坦宁的铁匠大师的古老知识铸造的。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 -Item/&Morningstar_Lightbringer_Title=光明使者晨星 -Item/&Morningstar_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器由 Cylordir Redblade 设计,是沉默低语特工的最爱。 -Item/&Morningstar_Souldrinker_Title=饮魂者晨星 -Item/&Morningstar_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一位利用武器中的风暴之力达到毁灭性效果的矮人铁匠! -Item/&Morningstar_Stormblade_Title=风暴之刃晨星 -Item/&Morningstar_Warden_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 -Item/&Morningstar_Warden_Title=典狱长晨星 -Item/&Morningstar_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 -Item/&Morningstar_Whiteburn_Title=怀特本晨星公司 -Item/&PaddedLeather_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Morningstar_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥秘法师埃尔加多·基恩斯皮里特的早期作品之一。 +Item/&Morningstar_Acuteness_Title=敏锐钉头锤 +Item/&Morningstar_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 +Item/&Morningstar_Dragonblade_Title=龙刃钉头锤 +Item/&Morningstar_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Morningstar_Frostburn_Title=霜燃钉头锤 +Item/&Morningstar_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 +Item/&Morningstar_Lightbringer_Title=光明使者钉头锤 +Item/&Morningstar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 +Item/&Morningstar_Souldrinker_Title=饮魂者钉头锤 +Item/&Morningstar_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Morningstar_Stormblade_Title=风暴刃钉头锤 +Item/&Morningstar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 +Item/&Morningstar_Warden_Title=典狱长钉头锤 +Item/&Morningstar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Morningstar_Whiteburn_Title=怀特本钉头锤 +Item/&PaddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&PaddedLeather_Deflection_Title=偏斜加垫皮甲 -Item/&PaddedLeather_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&PaddedLeather_FlameDancing_Title=舞焰加垫皮甲 -Item/&PaddedLeather_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&PaddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&PaddedLeather_FlameDancing_Title=焰舞加垫皮甲 +Item/&PaddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&PaddedLeather_FrostWalking_Title=霜行加垫皮甲 -Item/&PaddedLeather_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&PaddedLeather_Robustness_Title=坚韧加垫皮甲 -Item/&PaddedLeather_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&PaddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&PaddedLeather_Robustness_Title=稳健加垫皮甲 +Item/&PaddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&PaddedLeather_Sturdiness_Title=坚固加垫皮甲 -Item/&PaddedLeather_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&PaddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&PaddedLeather_Survival_Title=生存加垫皮甲 -Item/&Plate_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Plate_Deflection_Title=偏转板甲 -Item/&Plate_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Plate_FlameDancing_Title=焰舞板甲 -Item/&Plate_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Plate_FrostWalking_Title=冰霜行走板甲 -Item/&Plate_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Plate_Robustness_Title=坚韧板甲 -Item/&Plate_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_FrostWalking_Title=霜行板甲 +Item/&Plate_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_Robustness_Title=稳健板甲 +Item/&Plate_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Plate_Sturdiness_Title=坚固板甲 -Item/&Plate_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Plate_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Plate_Survival_Title=生存板甲 Item/&PrimeTitle=优先{0} -Item/&Quarterstaff_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Quarterstaff_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Quarterstaff_Acuteness_Title=敏锐木杖 -Item/&Quarterstaff_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Quarterstaff_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Quarterstaff_Bearclaw_Title=熊爪短杖 -Item/&Quarterstaff_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&Quarterstaff_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 Item/&Quarterstaff_Dragonblade_Title=龙刃短杖 -Item/&Quarterstaff_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 -Item/&Quarterstaff_Frostburn_Title=霜冻短杖 -Item/&Quarterstaff_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Quarterstaff_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Quarterstaff_Frostburn_Title=霜燃短杖 +Item/&Quarterstaff_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Quarterstaff_Lightbringer_Title=光明使者短杖 -Item/&Quarterstaff_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&Quarterstaff_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Quarterstaff_Souldrinker_Title=饮魂者短杖 -Item/&Quarterstaff_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它是由 Galar Stromforge 设计的,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! +Item/&Quarterstaff_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&Quarterstaff_Stormblade_Title=风暴之刃短杖 -Item/&Quarterstaff_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 +Item/&Quarterstaff_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 Item/&Quarterstaff_Warden_Title=典狱长军需官 -Item/&Quarterstaff_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&Quarterstaff_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 Item/&Quarterstaff_Whiteburn_Title=怀特本军需官 -Item/&Rapier_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 -Item/&Rapier_Bearclaw_Title=熊爪剑剑 -Item/&Rapier_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 -Item/&Rapier_Dragonblade_Title=龙刃细剑 -Item/&Rapier_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 -Item/&Rapier_Frostburn_Title=霜燃细剑 -Item/&Rapier_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 -Item/&Rapier_Lightbringer_Title=光明使者剑 -Item/&Rapier_Power_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把 Rapier 以赋予 Iron Legions 的冠军他们的精灵身体无法提供的力量。 -Item/&Rapier_Power_Title=力量之剑 -Item/&Rapier_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 -Item/&Rapier_Souldrinker_Title=饮魂细剑 -Item/&Rapier_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它是由 Galar Stromforge 设计的,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! -Item/&Rapier_Stormblade_Title=风暴之刃剑 -Item/&Rapier_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 -Item/&Rapier_Warden_Title=典狱长剑 -Item/&Rapier_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 -Item/&Rapier_Whiteburn_Title=怀特伯恩剑杆 -Item/&ScaleMail_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Rapier_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Rapier_Bearclaw_Title=熊爪刺剑 +Item/&Rapier_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&Rapier_Dragonblade_Title=龙刃刺剑 +Item/&Rapier_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Rapier_Frostburn_Title=霜燃刺剑 +Item/&Rapier_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Rapier_Lightbringer_Title=光明使者刺剑 +Item/&Rapier_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把 Rapier 以赋予 Iron Legions 的冠军他们的精灵身体无法提供的力量。 +Item/&Rapier_Power_Title=威力刺剑 +Item/&Rapier_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 +Item/&Rapier_Souldrinker_Title=饮魂者刺剑 +Item/&Rapier_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Rapier_Stormblade_Title=风暴刃刺剑 +Item/&Rapier_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 +Item/&Rapier_Warden_Title=典狱长刺剑 +Item/&Rapier_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&Rapier_Whiteburn_Title=怀特伯恩刺剑 +Item/&ScaleMail_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ScaleMail_Deflection_Title=偏转鳞甲 -Item/&ScaleMail_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ScaleMail_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ScaleMail_FlameDancing_Title=焰舞鳞甲 -Item/&ScaleMail_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ScaleMail_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ScaleMail_FrostWalking_Title=霜行鳞甲 -Item/&ScaleMail_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&ScaleMail_Robustness_Title=坚固鳞甲 -Item/&ScaleMail_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ScaleMail_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ScaleMail_Robustness_Title=稳健鳞甲 +Item/&ScaleMail_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ScaleMail_Sturdiness_Title=坚固鳞甲 -Item/&ScaleMail_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&ScaleMail_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&ScaleMail_Survival_Title=生存鳞甲 -Item/&Scimitar_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Scimitar_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Scimitar_Bearclaw_Title=熊爪弯刀 -Item/&Scimitar_Dragonblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 +Item/&Scimitar_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由莱斯托尔斯·钢臂设计,用于在帝国寒冷的北方作战。 Item/&Scimitar_Dragonblade_Title=龙刃弯刀 -Item/&Scimitar_Frostburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 +Item/&Scimitar_Frostburn_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成它是由 Keliandir Moltenheart 设计的,他在对元素位面的探索出错后锻造了这把武器来对抗火蜥蜴。 Item/&Scimitar_Frostburn_Title=霜冻弯刀 -Item/&Scimitar_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Scimitar_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Scimitar_Lightbringer_Title=光明使者弯刀 -Item/&Scimitar_Souldrinker_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。这款武器是 Silent Whisper 特工的最爱,由 Cylordir Redblade 设计。 +Item/&Scimitar_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Scimitar_Souldrinker_Title=饮魂者弯刀 -Item/&Scimitar_Stormblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它是由 Galar Stromforge 设计的,他是第一位将风暴的力量运用到武器中以达到毁灭性效果的矮人铁匠! +Item/&Scimitar_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&Scimitar_Stormblade_Title=风暴之刃弯刀 -Item/&Scimitar_Warden_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 +Item/&Scimitar_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它由著名的魔纳卡隆刀匠 Ildurial Strongarm 设计。第一把这样的剑,魔纳卡隆Warden,被提供给了 Euraidd 的指挥官。 Item/&Scimitar_Warden_Title=典狱长弯刀 -Item/&Scimitar_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&Scimitar_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 Item/&Scimitar_Whiteburn_Title=怀特本弯刀 -Item/&Shield_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Deflection_Title=偏斜之盾 -Item/&Shield_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_FlameDancing_Title=舞焰之盾 -Item/&Shield_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_FrostWalking_Title=冰霜行走之盾 -Item/&Shield_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Robustness_Title=坚韧之盾 -Item/&Shield_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Sturdiness_Title=坚固之盾 -Item/&Shield_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Survival_Title=生存之盾 -Item/&Shield_Wooden_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Deflection_Title=偏斜盾牌 +Item/&Shield_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_FlameDancing_Title=焰舞盾牌 +Item/&Shield_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_FrostWalking_Title=霜行盾牌 +Item/&Shield_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Robustness_Title=稳健盾牌 +Item/&Shield_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Sturdiness_Title=坚固盾牌 +Item/&Shield_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Survival_Title=生存盾牌 +Item/&Shield_Wooden_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Shield_Wooden_Deflection_Title=偏转木盾 -Item/&Shield_Wooden_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Wooden_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Shield_Wooden_FlameDancing_Title=焰舞木盾 -Item/&Shield_Wooden_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Wooden_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Shield_Wooden_FrostWalking_Title=霜行木盾 -Item/&Shield_Wooden_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Wooden_Robustness_Title=坚固木盾 -Item/&Shield_Wooden_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Wooden_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Wooden_Robustness_Title=稳健木盾 +Item/&Shield_Wooden_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 Item/&Shield_Wooden_Sturdiness_Title=坚固木盾 -Item/&Shield_Wooden_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Shield_Wooden_Survival_Title=生存之木盾 -Item/&Shortbow_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Shield_Wooden_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Shield_Wooden_Survival_Title=生存木盾 +Item/&Shortbow_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Shortbow_Bearclaw_Title=熊爪短弓 -Item/&Shortbow_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Shortbow_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Shortbow_Frostburn_Title=霜烧短弓 -Item/&Shortbow_Lightbringer_Description=这把魔法武器是利用科尔坦宁的铁匠大师的古老知识铸造的。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 +Item/&Shortbow_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 Item/&Shortbow_Lightbringer_Title=光明使者短弓 -Item/&Shortbow_Stormbow_Description=这把魔法武器是利用科尔坦宁的弓箭手大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Shortbow_Stormbow_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&Shortbow_Stormbow_Title=风暴短弓 -Item/&Shortsword_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Shortsword_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Shortsword_Bearclaw_Title=熊爪短剑 -Item/&Shortsword_Dragonblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 +Item/&Shortsword_Dragonblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由 Lestoreth Steelarm 设计的,用于在帝国寒冷的北部作战。 Item/&Shortsword_Dragonblade_Title=龙刃短剑 -Item/&Shortsword_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Shortsword_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 Item/&Shortsword_Frostburn_Title=霜烧短剑 -Item/&Shortsword_Lightbringer_Description=这把魔法武器是利用科尔坦宁的铁匠大师的古老知识铸造的。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 +Item/&Shortsword_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥秘法师埃尔加多·基恩斯皮特 (Elgador Keenspirit) 设计的,旨在支持与不死生物的战斗。 Item/&Shortsword_Lightbringer_Title=光明使者短剑 -Item/&Shortsword_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器由 Cylordir Redblade 设计,是沉默低语特工的最爱。 +Item/&Shortsword_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Shortsword_Souldrinker_Title=饮魂短剑 -Item/&Shortsword_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一位利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Shortsword_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! Item/&Shortsword_Stormblade_Title=风暴之刃短剑 -Item/&Shortsword_Warden_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 +Item/&Shortsword_Warden_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由著名的马纳卡隆刀匠伊尔杜瑞尔·斯特朗阿姆 (Ildurial Strongarm) 设计的。第一把这样的剑,马纳卡隆守望者,被提供给了欧瑞德的指挥官。 Item/&Shortsword_Warden_Title=典狱长短剑 -Item/&SorcererArmor_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_Deflection_Title=巫师偏斜铠甲 -Item/&SorcererArmor_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_FlameDancing_Title=焰舞法师铠甲 -Item/&SorcererArmor_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_FrostWalking_Title=霜行巫师铠甲 -Item/&SorcererArmor_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_Robustness_Title=坚固的巫师盔甲 -Item/&SorcererArmor_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_Sturdiness_Title=巫师坚固铠甲 -Item/&SorcererArmor_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&SorcererArmor_Survival_Title=巫师生存盔甲 -Item/&Spear_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&SorcererArmor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_Deflection_Title=偏斜术士护甲 +Item/&SorcererArmor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_FlameDancing_Title=焰舞术士护甲 +Item/&SorcererArmor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_FrostWalking_Title=霜行术士护甲 +Item/&SorcererArmor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_Robustness_Title=稳健术士护甲 +Item/&SorcererArmor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_Sturdiness_Title=坚固术士护甲 +Item/&SorcererArmor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&SorcererArmor_Survival_Title=生存术士护甲 +Item/&Spear_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Spear_Acuteness_Title=敏锐之矛 -Item/&Spear_Bearclaw_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 +Item/&Spear_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的锋利尖刺会撕碎盔甲,造成额外伤害。第一个此类武器是由 Idurial Stronghand 设计的。 Item/&Spear_Bearclaw_Title=熊爪矛 -Item/&Spear_BlackViper_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识,使用长矛和来自 Solasta 深处的传奇蜘蛛的毒液锻造而成。这把刀刃的设计师是格里格·黑心,一位臭名昭著的沼泽半身人铁匠,他在阿尔埃莱的锻造厂工作。 +Item/&Spear_BlackViper_Description=这把附魔武器使用马纳卡隆的铁匠大师的古老知识,使用长矛和来自 Solasta 深处的传奇蜘蛛的毒液锻造而成。这把刀刃的设计师是格里格·黑心,一位臭名昭著的沼泽半身人铁匠,他在阿尔埃莱的锻造厂工作。 Item/&Spear_BlackViper_Title=黑毒蛇长矛 -Item/&Spear_Doomblade_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。 Kenaloth Darkmind 设计了毁灭之刃作为惩罚那些抵抗帝国魔法的人的工具。 +Item/&Spear_Doomblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Kenaloth Darkmind 设计了毁灭之刃作为惩罚那些抵抗帝国魔法的人的工具。 Item/&Spear_Doomblade_Title=末日之矛 -Item/&Spear_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Spear_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Spear_Lightbringer_Title=光明使者之矛 -Item/&Spear_Sharpness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&Spear_Sharpness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Spear_Sharpness_Title=锐利之矛 -Item/&Spear_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Spear_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Spear_Souldrinker_Title=饮魂矛 -Item/&Spear_Whiteburn_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 +Item/&Spear_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。 Whiteburn 是由第一个 Danantar 创建的,以对抗来自他领地南部 Sioltafin 和 Scarafin 之间沼泽地的巨魔入侵。 Item/&Spear_Whiteburn_Title=怀特本之矛 -Item/&StuddedLeather_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_Deflection_Title=偏转镶嵌皮甲 -Item/&StuddedLeather_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_FlameDancing_Title=镶嵌烈焰舞皮 -Item/&StuddedLeather_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_FrostWalking_Title=霜行皮甲 -Item/&StuddedLeather_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_Robustness_Title=坚固的铆钉皮甲 -Item/&StuddedLeather_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_Sturdiness_Title=坚固的镶嵌皮甲 -Item/&StuddedLeather_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&StuddedLeather_Survival_Title=生存皮甲 -Item/&Warhammer_Acuteness_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 +Item/&StuddedLeather_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_Deflection_Title=偏转镶钉皮甲 +Item/&StuddedLeather_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_FlameDancing_Title=烈舞镶钉皮甲 +Item/&StuddedLeather_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_FrostWalking_Title=霜行镶钉皮甲 +Item/&StuddedLeather_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_Robustness_Title=稳健镶钉皮甲 +Item/&StuddedLeather_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_Sturdiness_Title=坚固镶钉皮甲 +Item/&StuddedLeather_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&StuddedLeather_Survival_Title=生存镶钉皮甲 +Item/&Warhammer_Acuteness_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它的设计是奥术师艾尔戈多·神锐的早期作品之一。 Item/&Warhammer_Acuteness_Title=敏锐战锤 -Item/&Warhammer_Bearclaw_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 +Item/&Warhammer_Bearclaw_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。熊爪的尖刺会撕碎盔甲,造成额外伤害。第一种此类武器是由 伊杜瑞尔·强手设计的。 Item/&Warhammer_Bearclaw_Title=熊爪战锤 -Item/&Warhammer_Frostburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 -Item/&Warhammer_Frostburn_Title=霜烧战锤 -Item/&Warhammer_Lightbringer_Description=这把附魔武器是用科尔萨宁的铁匠大师的古老知识锻造而成的。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 +Item/&Warhammer_Frostburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由凯利安迪尔·熔火之心设计的,他在一次元素位面探索失败后铸造了这把武器来对抗火蜥蜴。 +Item/&Warhammer_Frostburn_Title=霜燃战锤 +Item/&Warhammer_Lightbringer_Description=这把附魔武器由科尔萨宁的铁匠大师的古老知识铸成。它是由奥术师艾尔戈多·神锐设计的,用于支持与不死生物的战斗。 Item/&Warhammer_Lightbringer_Title=光明使者战锤 -Item/&Warhammer_Power_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识锻造而成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把战锤, 给钢铁军团的胜利者们提供了精灵族身体所没有的力量。 -Item/&Warhammer_Power_Title=力量战锤 -Item/&Warhammer_Punisher_Description=这把附魔武器是使用魔纳卡隆的铁匠大师的古老知识制造的。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 +Item/&Warhammer_Power_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。有些生物只尊重体力。魔纳卡隆的奥术师们创造了这把战锤, 给钢铁军团的胜利者们提供了精灵族身体所没有的力量。 +Item/&Warhammer_Power_Title=威力战锤 +Item/&Warhammer_Punisher_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。最好的金属和奴隶石的结合赋予了这把斧头难以置信的穿透力。 Item/&Warhammer_Punisher_Title=惩罚者战锤 -Item/&Warhammer_Souldrinker_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。这把武器是由 Cylordir Redblade 设计的,是 Silent Whisper 特工的最爱。 +Item/&Warhammer_Souldrinker_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。这把武器是由赛洛迪尔·红刃设计的,是无声耳语特工的最爱选择。 Item/&Warhammer_Souldrinker_Title=饮魂者战锤 -Item/&Warhammer_Stormblade_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识铸造的。它是由伽勒尔·斯托姆弗吉 (Galar Stromforge) 设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! -Item/&Warhammer_Stormblade_Title=风暴之刃战锤 -Item/&Warhammer_Whiteburn_Description=这把魔法武器是利用马纳卡隆的铁匠大师的古老知识创造的。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 +Item/&Warhammer_Stormblade_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。它是由伽勒尔·风暴锻造设计的,他是第一个利用武器中的风暴之力达到毁灭性效果的矮人铁匠! +Item/&Warhammer_Stormblade_Title=风暴刃战锤 +Item/&Warhammer_Whiteburn_Description=这把附魔武器由马纳卡隆的铁匠大师的古老知识铸成。怀特伯恩是由第一代达南塔尔创建的,目的是对抗来自西奥塔芬河和斯卡拉芬河之间的沼泽地的巨魔入侵。 Item/&Warhammer_Whiteburn_Title=怀特本战锤 -Item/&Warlock_Armor_Deflection_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_Deflection_Title=偏转术士护甲 -Item/&Warlock_Armor_FlameDancing_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_FlameDancing_Title=术士烈焰舞铠甲 -Item/&Warlock_Armor_FrostWalking_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_FrostWalking_Title=术士霜行护甲 -Item/&Warlock_Armor_Robustness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_Robustness_Title=术士坚固护甲 -Item/&Warlock_Armor_Sturdiness_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_Sturdiness_Title=坚固的术士盔甲 -Item/&Warlock_Armor_Survival_Description=这件魔法盔甲是使用魔纳卡隆的军械大师的古老知识创造的。 伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 -Item/&Warlock_Armor_Survival_Title=术士生存盔甲 +Item/&Warlock_Armor_Deflection_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_Deflection_Title=偏转邪术士护甲 +Item/&Warlock_Armor_FlameDancing_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_FlameDancing_Title=焰舞邪术士铠甲 +Item/&Warlock_Armor_FrostWalking_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_FrostWalking_Title=霜行邪术士护甲 +Item/&Warlock_Armor_Robustness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_Robustness_Title=稳健邪术士护甲 +Item/&Warlock_Armor_Sturdiness_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_Sturdiness_Title=坚固邪术士护甲 +Item/&Warlock_Armor_Survival_Description=这件附魔护甲由马纳卡隆的军械大师的古老知识制成。伊杜瑞尔·强手为皇帝的贴身卫队打造了第一件盔甲。 +Item/&Warlock_Armor_Survival_Title=生存邪术士护甲 Tooltip/&NoFreeHandToLoadAmmoDescription=没有空闲的手来填装弹药! Tooltip/&TagPolearmWeaponTitle=长柄 Tooltip/&TagReturningWeaponTitle=回力 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt index 335982cfea..d8f614a7cc 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Level20-zh-CN.txt @@ -1,161 +1,161 @@ Action/&TraditionOpenHandQuiveringPalmToggleDescription=启动/禁用 渗透劲。 Action/&TraditionOpenHandQuiveringPalmToggleTitle=渗透劲 -Condition/&ConditionFortuneFavorTheBoldPsychicDamageDescription=你在下次攻击时造成 4d8 精神伤害。 -Condition/&ConditionFortuneFavorTheBoldPsychicDamageTitle=精神伤害 -Condition/&ConditionMartialCommanderPeerlessCommanderMovementDescription=增加10尺移动距离。 +Condition/&ConditionFortuneFavorTheBoldPsychicDamageDescription=你在下次攻击时造成 4d8 心灵伤害。 +Condition/&ConditionFortuneFavorTheBoldPsychicDamageTitle=心灵伤害 +Condition/&ConditionMartialCommanderPeerlessCommanderMovementDescription=增加 10 尺移动距离。 Condition/&ConditionMartialCommanderPeerlessCommanderMovementTitle=定向移动 Condition/&ConditionMartialCommanderPeerlessCommanderSavingsDescription=在下一次豁免检定中获得优势。 Condition/&ConditionMartialCommanderPeerlessCommanderSavingsTitle=定向防御 -Condition/&ConditionMonkEmptyBodyDescription=你对除武力外的所有伤害都有抵抗力。 +Condition/&ConditionMonkEmptyBodyDescription=你对除武力外的所有伤害都有抗性。 Condition/&ConditionMonkEmptyBodyTitle=无相体 -Condition/&ConditionOathOfDevotionHolyNimbusDescription=明亮的光线照射到你周围 30 尺的半径范围内,而昏暗的光线则照射到半径 30 尺以外的地方。每当敌方生物在强光下开始回合时,该生物就会受到 10 点光辉伤害。你在对抗邪魔或不死生物施展的法术时也有优势。 +Condition/&ConditionOathOfDevotionHolyNimbusDescription=明亮的光线照射到你周围 30 尺的半径范围内,而昏暗的光线则照射到半径 30 尺以外的地方。每当敌方生物在明亮光照下开始回合时,该生物就会受到 10 点光耀伤害。你在对抗邪魔或不死生物施展的法术时也有优势。 Condition/&ConditionOathOfDevotionHolyNimbusTitle=神圣雨云 Condition/&ConditionOathOfJugementFinalJudgementCasterDescription=你对非魔法武器的钝击、穿刺和挥砍伤害具有抗性,你会获得一次额外攻击,并且你的临界阈值会降低 1 点。 Condition/&ConditionOathOfJugementFinalJudgementCasterTitle=最终审判 Condition/&ConditionOathOfMotherlandFlamesOfMotherlandDescription=你的所有武器攻击都会造成额外 2d6 点火焰伤害,并且距离你 5 尺内的任何使用近战武器攻击击中你的生物都会受到 10 点火焰伤害。 Condition/&ConditionOathOfMotherlandFlamesOfMotherlandTitle=祖地之焰 -Condition/&ConditionOathOfTirmarInquisitorSelfZealDescription=你拥有 120 尺范围内的真实视力,并且在攻击拥有黑暗视觉的敌人时具有优势。 +Condition/&ConditionOathOfTirmarInquisitorSelfZealDescription=你拥有 120 尺范围内的真实视觉,并且在攻击拥有黑暗视觉的敌人时具有优势。 Condition/&ConditionOathOfTirmarInquisitorSelfZealTitle=审判官的热忱 Condition/&ConditionOathOfTirmarInquisitorZealDescription=你在所有感知豁免检定上都有优势。 Condition/&ConditionOathOfTirmarInquisitorZealTitle=审判官的热忱优势 -Condition/&ConditionRoguishDarkweaverDarkAssaultDescription=你获得一次额外攻击,以及额外的15尺移动距离。 +Condition/&ConditionRoguishDarkweaverDarkAssaultDescription=你获得一次额外攻击,以及额外的 15 尺移动距离。 Condition/&ConditionRoguishDarkweaverDarkAssaultTitle=黑暗之袭 Condition/&ConditionRoguishShadowcasterShadowFormDescription=你对除了光耀外的所有类型的伤害都有抗性,你免疫困难地形,你不会引发借机攻击。 Condition/&ConditionRoguishShadowcasterShadowFormTitle=暗影形态 Condition/&ConditionTraditionOpenHandQuiveringPalmDescription=渗透劲。 Condition/&ConditionTraditionOpenHandQuiveringPalmTitle=渗透劲 Condition/&ConditionTraditionSurvivalPhysicalPerfectionDescription=当你的生命值未达到你最大生命值的一半时,你的金刚之躯的治疗效果会翻倍。 -Condition/&ConditionTraditionSurvivalPhysicalPerfectionTitle=金刚之躯 (强化再生) +Condition/&ConditionTraditionSurvivalPhysicalPerfectionTitle=金刚之躯(强化再生) Feature/&AttributeModifierTraditionFreedomFluidStrikesDescription=每轮当你进行攻击动作时,你可以攻击三次,而不是两次。 Feature/&AttributeModifierTraditionFreedomFluidStrikesTitle=纯净之光 -Feature/&BattleStartedListenerMonkPerfectSelfDescription=当你开始战斗并且没有剩余气点时,你将恢复4气点。 +Feature/&BattleStartedListenerMonkPerfectSelfDescription=当你开始战斗并且没有剩余气时,你将恢复 4 点气。 Feature/&BattleStartedListenerMonkPerfectSelfTitle=完化身心 Feature/&ChangeAbilityCheckBarbarianIndomitableMightDescription=如果你的力量检定总值低于你的力量值,你可以用该值代替总值。 Feature/&ChangeAbilityCheckBarbarianIndomitableMightTitle=不屈神武 -Feature/&CustomCodeBarbarianPrimalChampionDescription=在第 20 级,你体现了荒野的力量。你的力量和体质值增加 4。 +Feature/&CustomCodeBarbarianPrimalChampionDescription=在第 20 级,你体现了荒野的力量。你的力量和体质 +4。 Feature/&CustomCodeBarbarianPrimalChampionTitle=原始勇士 Feature/&DomainLifeSupremeHealingDescription=当你通常会掷一个或多个骰子来用法术恢复生命值时,你会为每个骰子使用尽可能高的数字。 Feature/&DomainLifeSupremeHealingTitle=至高疗愈 -Feature/&FeatureBardSuperiorInspirationDescription=当你掷出先攻骰且没有剩余吟游诗人激励时,你恢复一次激励使用次数。 +Feature/&FeatureBardSuperiorInspirationDescription=当你掷出先攻且没有剩余诗人激励时,你恢复一次激励使用次数。 Feature/&FeatureBardSuperiorInspirationTitle=先发激励 -Feature/&FeatureDomainLawFinalWordDescription=每当你打破敌人的施法集中度时,该敌人就会陷入沉默,直到你的下一回合结束。 +Feature/&FeatureDomainLawFinalWordDescription=每当你打破敌人的施法专注时,该敌人就会陷入沉默,直到你的下一回合结束。 Feature/&FeatureDomainLawFinalWordTitle=最后一句话 -Feature/&FeatureDomainOblivionKeeperOfOblivionDescription=当你的敌人迈向遗忘之门时,你从他们身上窃取生命力,让你的盟友得到片刻的喘息。当你看到的敌人在你周围 30 尺内死亡时,你周围 30 尺内的盟友会从生命值池中恢复相当于你牧师等级的生命值。生命值最低的盟友会首先得到治疗,直到池子被完全消耗掉。一旦你使用了它,你就不能再这样做,直到你的下一个回合开始。 +Feature/&FeatureDomainOblivionKeeperOfOblivionDescription=当你的敌人迈向遗忘之门时,你从他们身上窃取生命力,让你的盟友得到片刻的喘息。当你看到的敌人在你周围 30 尺内死亡时,你周围 30 尺内的盟友会从生命值池中恢复相当于你 牧师等级 点生命值。生命值最低的盟友会首先得到治疗,直到池子被完全消耗掉。一旦你使用了它,你就不能再这样做,直到你的下一个回合开始。 Feature/&FeatureDomainOblivionKeeperOfOblivionTitle=遗忘守护者 Feature/&FeatureDruidBeastSpellsDescription=你可以使用荒野形态以你假设的任何形状施放许多德鲁伊法术。你可以在野兽形态下执行德鲁伊法术的肢体和语言成分,但你无法提供材料成分。 Feature/&FeatureDruidBeastSpellsTitle=野兽法术 -Feature/&FeatureMartialChampionSurvivorDescription=你持续战斗的能力达到巅峰。在战斗中你的每个回合开始时,你恢复等于5+你的体质调整值点的生命值。你无法在生命值为0时,或生命值多于一半时,从此能力中获益。 +Feature/&FeatureMartialChampionSurvivorDescription=你持续战斗的能力达到巅峰。在战斗中你的每个回合开始时,你恢复等于 5 + 你的体质调整值 点的生命值。你无法在生命值为 0 时,或生命值多于一半时,从此能力中获益。 Feature/&FeatureMartialChampionSurvivorTitle=生还者 Feature/&FeatureRangerFoeSlayerDescription=你成为了猎杀敌人的无双猎手。你造成的所有伤害都附加等于你感知调整值的伤害。 Feature/&FeatureRangerFoeSlayerTitle=屠灭众敌 Feature/&FeatureRogueElusiveDescription=你飘忽不定的身形让敌人攻击时无从下手。除非你处于失能状态,否则以你为目标的攻击检定无法取得优势。 Feature/&FeatureRogueElusiveTitle=飘忽不定 -Feature/&FeatureRoguishDarkweaverDarkAssaultDescription=从第17级开始,当你在微光或黑暗中结束你的回合时,直到你的下回合结束,你获得一次额外的攻击,并获得额外15尺移动距离。 +Feature/&FeatureRoguishDarkweaverDarkAssaultDescription=从第 17 级开始,当你在微光光照或黑暗环境中结束你的回合时,直到你的下回合结束,你获得一次额外的攻击,并获得额外 15 尺移动距离。 Feature/&FeatureRoguishDarkweaverDarkAssaultTitle=黑暗之袭 -Feature/&FeatureRoguishHoodlumBrutalAssaultDescription=从第17级开始,你获得以下增益:\n• 每当你的卑鄙战斗目标未能通过豁免检定时,你可以对该生物进行一次武器攻击,作为附赠动作的一部分。\n• 倒伏、昏迷、致盲、惊吓、失能、中毒、瘫痪或束缚的生物时,你额外造成等于你的熟练度加值的伤害。 -Feature/&FeatureRoguishHoodlumBrutalAssaultTitle=残忍之袭 -Feature/&FeatureRoguishThiefThiefReflexesDescription=从第17级开始,你变的更加擅长伏击和快速脱离险境。战斗的第一轮里,你可以行动两个回合:即你先以自己正常的先攻执行一个回合行动,再以先攻数值减10的数值作为另一先攻额外执行一回合的行动。你不能在遭受突袭时使用该特性。 +Feature/&FeatureRoguishHoodlumBrutalAssaultDescription=从第 17 级开始,你获得以下增益:\n• 每当你的卑鄙战斗目标未能通过豁免检定时,你可以对该生物进行一次武器攻击,作为附赠动作的一部分。\n• 倒地、昏迷、目盲、恐慌、失能、中毒、麻痹或束缚的生物时,你额外造成等于你的熟练加值的伤害。 +Feature/&FeatureRoguishHoodlumBrutalAssaultTitle=凶蛮之袭 +Feature/&FeatureRoguishThiefThiefReflexesDescription=从第 17 级开始,你变的更加擅长伏击和快速脱离险境。战斗的第一轮里,你可以行动两个回合:即你先以自己正常的先攻执行一个回合行动,再以先攻减 10 的数值作为另一先攻额外执行一回合的行动。你不能在遭受突袭时使用该特性。 Feature/&FeatureRoguishThiefThiefReflexesTitle=窃盗本能 -Feature/&FeatureSetDomainBattleParagonOfBattleDescription=你获得对钝击、穿刺和砍击伤害的抗性。此外,战斗先驱的射程增加至 15 尺。 +Feature/&FeatureSetDomainBattleParagonOfBattleDescription=你获得对钝击、穿刺和挥砍伤害的抗性。此外,战斗先驱的射程增加至 15 尺。 Feature/&FeatureSetDomainBattleParagonOfBattleTitle=战斗典范 -Feature/&FeatureSetDomainInsightAvatarOfKnowledgeDescription=\n• 你获得基于智力的豁免检定的熟练程度。\n• 你现在可以将预知神性引导给你和 15 尺内的所有盟友。 +Feature/&FeatureSetDomainInsightAvatarOfKnowledgeDescription=\n• 你的智力豁免获得熟练加值。\n• 你现在可以将引导神力预知给你和 15 尺内的所有盟友。 Feature/&FeatureSetDomainInsightAvatarOfKnowledgeTitle=知识的化身 -Feature/&FeatureSetDomainSunRisingDawnDescription=你对火焰和辐射伤害有抗性,并且你的攻击和法术可以绕过火焰和辐射伤害抗性。 +Feature/&FeatureSetDomainSunRisingDawnDescription=你对火焰和黯蚀伤害有抗性,并且你的攻击和法术可以绕过火焰和辐射伤害抗性。 Feature/&FeatureSetDomainSunRisingDawnTitle=黎明升起 -Feature/&FeatureSetMartialCommanderPeerlessCommanderDescription=从第18级开始,任何受唤醒呐喊影响的盟友在下一次豁免检定中也获得优势,并在你的下一个回合开始前获得额外的10尺移动距离。 +Feature/&FeatureSetMartialCommanderPeerlessCommanderDescription=从第 18 级开始,任何受鼓舞呐喊影响的盟友在下一次豁免检定中也获得优势,并在你的下一个回合开始前获得额外的 10 尺移动距离。 Feature/&FeatureSetMartialCommanderPeerlessCommanderTitle=无双指挥官 -Feature/&FeatureSetMartialMountaineerPositionOfStrengthDescription=从第18级开始,你的坑道战士专长也可以在任何盟友的5尺范围内提供它的增益(不包括对角线)。你有一个永久光环,使你和5尺内的所有盟友获得+1防御等级(AC)。 +Feature/&FeatureSetMartialMountaineerPositionOfStrengthDescription=从第 18 级开始,你的坑道斗士特性也可以在任何盟友的 5 尺范围内提供它的增益(不包括对角线)。你有一个永久光环,使你和 5 尺内的所有盟友获得 +1 护甲等级。 Feature/&FeatureSetMartialMountaineerPositionOfStrengthTitle=力量之证 -Feature/&FeatureSetSorcererDraconicBloodlinePresenceDescription=从 18 级开始,你可以引导血脉中的龙威,让你周围的人感到敬畏或恐惧。作为一个动作,你可以花费 5 个法术点来利用这种力量,并在 60 尺的距离内散发出敬畏或恐惧的光环。该区域内的每个敌对生物都必须成功通过感知豁免,否则就会被魅惑或惊吓。每个生物都可以在每个回合结束时重复豁免检定。 +Feature/&FeatureSetSorcererDraconicBloodlinePresenceDescription=从第 18 级开始,你可以引导血脉中的龙威,让你周围的人感到敬畏或恐慌。作为一个动作,你可以花费 5 个术法点来利用这种力量,并在 60 尺的距离内散发出敬畏或恐慌的光环。该区域内的每个敌对生物都必须成功通过感知豁免,否则就会被魅惑或恐慌。每个生物都可以在每个回合结束时重投豁免。 Feature/&FeatureSetSorcererDraconicBloodlinePresenceTitle=龙脉显化 -Feature/&FeatureSetSorcererManaPainterManaOverflowDescription=在 18 级,你获得以下好处:\n• 每当你成功通过对抗咒语或其他魔法效果的豁免检定时,你就会恢复 2 点术法点。\n• 你的法力吸取会造成 4d10 + 你的魅力调整值伤害,并且相反,恢复 2 点术法点。 +Feature/&FeatureSetSorcererManaPainterManaOverflowDescription=在 18 级,你获得以下好处:\n• 每当你成功通过对抗法术或其他魔法效果的豁免检定时,你就会恢复 2 点术法点。\n• 你的法力吸取会造成 4d10 + 你的魅力调整 伤害,并且恢复 2 点术法点。 Feature/&FeatureSetSorcererManaPainterManaOverflowTitle=法力溢出 -Feature/&FeatureSetTraditionLightPurityOfLightDescription=从第17级开始,你获得如下增益:\n• 你所有的武僧武器攻击和徒手攻击都使用明亮之气。\n• 你的光耀打击现在造成1d6的光耀伤害。\n• 当你击中受明亮之气影响的生物时,该生物20尺内的所有有意识盟友恢复2点生命,武僧获得2倍的生命。 +Feature/&FeatureSetTraditionLightPurityOfLightDescription=从第 17 级开始,你获得如下增益:\n• 你所有的武僧武器攻击和徒手攻击都使用明亮之气。\n• 你的光耀打击现在造成1d6的光耀伤害。\n• 当你击中受纯净之光影响的生物时,该生物 20 尺内的所有有意识盟友恢复 2 点生命,武僧获得 2 倍的生命。 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的暗蚀伤害。 +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/&GrantInvocationsSpellMasteryDescription=你已经精通某些法术,可以随意施展它们。你准备的前两个 1 级和 2 级法师法术可以在不消耗法术位的情况下以最低环级施展。如果你想施展任何一个更高环级的法术,你必须照常消耗一个法术位。 +Feature/&GrantInvocationsSpellMasteryDescription=你已经精通某些法术,可以随意施展它们。你准备的前两个 1 级和 2 级法师法术可以在不消耗法术位的情况下以最低环级施展。如果你想施展任何一个更高环阶的法术,你必须照常消耗一个法术位。 Feature/&GrantInvocationsSpellMasteryTitle=法术精通 Feature/&InvocationPoolSignatureSpellsLearnDescription=选择一个招牌法术。 Feature/&InvocationPoolSignatureSpellsLearnTitle=招牌法术 -Feature/&InvocationPoolWizardSignatureSpellsDescription=你精通两个强大的法术,可以毫不费力地施放它们。选择两个3环法师法术作为你的招牌法术。你总是准备着这些法术,它们不会占用你的法术准备位,你可以施展这两个法术的3环版本各一次,且无需消耗法术位。每次短休或长休后可以使用一次。 +Feature/&InvocationPoolWizardSignatureSpellsDescription=你精通两个强大的法术,可以毫不费力地施放它们。选择两个 3 环法师法术作为你的招牌法术。你总是准备着这些法术,它们不会占用你的法术准备位,你可以施展这两个法术的 3 环版本各一次,且无需消耗法术位。每次短休或长休后可以使用一次。 Feature/&InvocationPoolWizardSignatureSpellsTitle=招牌法术 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 -Feature/&MagicAffinitySorcererChildRiftMagicMasteryDescription=从 18 级开始,每当你投掷 d20 来从裂谷魔法功能中重新获得法术位时,你现在可以在投掷 18、19 或 20 时重新获得任何插槽级别。 -Feature/&MagicAffinitySorcererChildRiftMagicMasteryTitle=裂谷魔法精通 +Feature/&MagicAffinitySorcererChildRiftMagicMasteryDescription=从第 18 级开始,每当你投掷 d20 来从裂隙魔法特性中重新获得法术位时,你现在可以在投掷 18、19 或 20 时重新获得任何环阶法术位。 +Feature/&MagicAffinitySorcererChildRiftMagicMasteryTitle=裂隙魔法精通 Feature/&PowerClericImprovedDivineInterventionDescription=你尝试请求神的帮助,成功的机会是 100%。 -Feature/&PowerClericImprovedDivineInterventionTitle=改进神圣干预 -Feature/&PowerDomainBattleImprovedHeraldOfBattleDescription=15 尺内的盟友在攻击检定、伤害、AC 和豁免检定上获得 +1。 -Feature/&PowerDomainBattleImprovedHeraldOfBattleTitle=改进战斗先驱 -Feature/&PowerDomainColdSummonBlizzardDescription=作为一个动作,你可以召唤 1 个空气元素和 1 个冰元素。一旦你使用了这个能力,你就不能再使用它,直到你完成长时间的休息。 +Feature/&PowerClericImprovedDivineInterventionTitle=精通神圣干预 +Feature/&PowerDomainBattleImprovedHeraldOfBattleDescription=15 尺内的盟友在攻击检定、伤害、护甲等级和豁免获得 +1。 +Feature/&PowerDomainBattleImprovedHeraldOfBattleTitle=精通战斗先驱 +Feature/&PowerDomainColdSummonBlizzardDescription=作为一个动作,你可以召唤 1 个气元素和 1 个冰元素。一旦你使用了这个能力,你就不能再使用它,直到你完成长休。 Feature/&PowerDomainColdSummonBlizzardTitle=召唤暴风雪 -Feature/&PowerDomainFireSummonInfernoDescription=作为一个动作,你可以召唤 1 个土元素和 1 个火元素。一旦你使用了这个能力,你就不能再使用它,直到你完成长时间的休息。 +Feature/&PowerDomainFireSummonInfernoDescription=作为一个动作,你可以召唤 1 个土元素和 1 个火元素。一旦你使用了这个能力,你就不能再使用它,直到你完成长休。 Feature/&PowerDomainFireSummonInfernoTitle=召唤地狱火 -Feature/&PowerDomainLightningLivingTempestDismissDescription=作为一项奖励措施,你可以取消航班。 -Feature/&PowerDomainLightningLivingTempestDismissTitle=取消航班 -Feature/&PowerDomainLightningLivingTempestSproutDescription=作为奖励动作,你可以让自己的飞行速度等于你的步行速度。 +Feature/&PowerDomainLightningLivingTempestDismissDescription=作为一个附赠动作,你可以取消飞行时间。 +Feature/&PowerDomainLightningLivingTempestDismissTitle=取消飞行时间 +Feature/&PowerDomainLightningLivingTempestSproutDescription=作为附赠动作,你可以让自己的飞行速度等于你的步行速度。 Feature/&PowerDomainLightningLivingTempestSproutTitle=生活风暴 -Feature/&PowerDomainMischiefFortuneFavorTheBoldDescription=每当你使用你的引导神性:混沌之击功能时,你会随机获得以下效果之一:无任何效果,下一次攻击检定中的劣势,下一次攻击检定中的优势,临时生命值等于牧师等级,+4d8精神伤害下一次击中的攻击检定,具有镜像法术的效果。 +Feature/&PowerDomainMischiefFortuneFavorTheBoldDescription=每当你使用你的引导神力:混沌之击特性时,你会随机获得以下效果之一:无任何效果,下一次攻击检定中的劣势,下一次攻击检定中的优势,临时生命值等于牧师等级,+4d8 心灵伤害下一次击中的攻击检定,具有镜影术的效果。 Feature/&PowerDomainMischiefFortuneFavorTheBoldTitle=命运眷顾勇敢者 -Feature/&PowerMartialCommanderPeerlessCommanderDescription=你可以使用一个附赠动作,使你周围3个单元内的所有盟友(包括你自己)在下一次攻击中获得优势,直到你的下一回合开始,他们的下一次豁免检定中获得优势,并在你的下一回合开始前可以额外移动10尺。 +Feature/&PowerMartialCommanderPeerlessCommanderDescription=你可以使用一个附赠动作,使你周围 3 个格内的所有盟友(包括你自己)在下一次攻击中获得优势,直到你的下一回合开始,他们的下一次豁免检定中获得优势,并在你的下一回合开始前可以额外移动 10 尺。 Feature/&PowerMartialCommanderPeerlessCommanderTitle=鼓舞呐喊 -Feature/&PowerMonkEmptyBodyDescription=你可以使用你的动作花费 4 点气来隐形 1 分钟。在那段时间里,你还可以抵抗除力场伤害以外的所有伤害。 +Feature/&PowerMonkEmptyBodyDescription=你可以使用你的动作花费 4 点气来隐形 1 分钟。在那段时间里,你对除力场伤害以外的所有伤害有抗性。 Feature/&PowerMonkEmptyBodyTitle=空灵体 -Feature/&PowerOathOfDevotionAuraDevotion18Description=你的奉献光环范围增加到 30 尺。 -Feature/&PowerOathOfDevotionAuraDevotion18Title=强化奉献光环 -Feature/&PowerOathOfDevotionHolyNimbusDescription=从20级开始,作为一个动作,你可以散发出阳光的光环。在 1 分钟内,明亮的光线会照射到你周围 30 英尺的半径范围内,而昏暗的光线则会照射到半径 30 英尺以外的地方。每当敌方生物在强光下开始回合时,该生物就会受到 10 点光辉伤害。此外,在持续时间内,你在对抗恶魔或不死生物施展的法术时拥有豁免检定优势。一旦使用此功能,在完成长时间休息之前将无法再次使用。 +Feature/&PowerOathOfDevotionAuraDevotion18Description=你的奉献灵光范围增加到 30 尺。 +Feature/&PowerOathOfDevotionAuraDevotion18Title=精通奉献灵光 +Feature/&PowerOathOfDevotionHolyNimbusDescription=从第 20 级开始,作为一个动作,你可以散发出阳光的光环。在 1 分钟内,明亮的光线会照射到你周围 30 尺的半径范围内,而昏暗的光线则会照射到半径 30 尺以外的地方。每当敌方生物在强光下开始回合时,该生物就会受到 10 点光耀伤害。此外,在持续时间内,你在对抗恶魔或不死生物施展的法术时拥有豁免检定优势。一旦使用此特性,在完成长休之前将无法再次使用。 Feature/&PowerOathOfDevotionHolyNimbusTitle=神圣雨云 -Feature/&PowerOathOfJugementAuraRightenousness18Description=你的正义光环范围增加到 30 尺。 -Feature/&PowerOathOfJugementAuraRightenousness18Title=强化正义光环 -Feature/&PowerOathOfJugementFinalJudgementDescription=从 20 级开始,作为一个动作,你将获得以下好处,持续一分钟:\n• 你对非魔法武器的钝击、穿刺和砍击伤害有抵抗力。\n• 当你对自己的物体执行攻击动作时回合中,你可以进行一次额外的攻击,作为该操作的一部分。\n• 你的临界阈值减少 1。\n每次长时间休息你可以使用此功能一次。 +Feature/&PowerOathOfJugementAuraRightenousness18Description=你的正义灵光范围增加到 30 尺。 +Feature/&PowerOathOfJugementAuraRightenousness18Title=精通正义灵光 +Feature/&PowerOathOfJugementFinalJudgementDescription=从第 20 级开始,作为一个动作,你将获得以下好处,持续一分钟:\n• 你对非魔法武器的钝击、穿刺和砍击伤害有抗性。\n• 当你在一个回合中回合执行攻击动作,你可以进行一次额外的攻击,作为该动作的一部分。\n• 你的重击范围减少 1。\n每次长休你可以使用此特性一次。 Feature/&PowerOathOfJugementFinalJudgementTitle=最终审判 -Feature/&PowerOathOfMotherlandFlamesOfMotherlandDescription=从 20 级开始,通过一个动作,你将获得以下效果,持续一分钟:\n• 激活后,你 30 英尺内的所有敌方生物都会受到 8d6 点火焰伤害。\n• 你的所有武器攻击都会额外造成 2d6 点伤害火焰伤害。\n• 任何在你周围 5 英尺内用近战武器攻击击中你的生物都会受到 10 点火焰伤害。\n每次长时间休息你可以使用此功能一次。 +Feature/&PowerOathOfMotherlandFlamesOfMotherlandDescription=从第 20 级开始,通过一个动作,你将获得以下效果,持续一分钟:\n• 激活后,你 30 尺内的所有敌方生物都会受到 8d6 点火焰伤害。\n• 你的所有武器攻击都会额外造成 2d6 点伤害火焰伤害。\n• 任何在你周围 5 尺内用近战武器攻击击中你的生物都会受到 10 点火焰伤害。\n每次长休你可以使用此特性一次。 Feature/&PowerOathOfMotherlandFlamesOfMotherlandTitle=祖国的火焰 -Feature/&PowerOathOfMotherlandRetaliateFlamesOfMotherlandDescription=任何距离你 5 英尺以内的生物如果用近战武器攻击击中你,都会受到 10 点火焰伤害。 +Feature/&PowerOathOfMotherlandRetaliateFlamesOfMotherlandDescription=任何距离你 5 尺以内的生物如果用近战武器攻击击中你,都会受到 10 点火焰伤害。 Feature/&PowerOathOfMotherlandRetaliateFlamesOfMotherlandTitle=祖国的火焰 -Feature/&PowerOathOfMotherlandVolcanicAura18Description=你的火山光环范围增加到 30 尺。 -Feature/&PowerOathOfMotherlandVolcanicAura18Title=强化火山光环 -Feature/&PowerOathOfTirmarAuraTruth18Description=你的真理光环范围增加到 30 尺。 -Feature/&PowerOathOfTirmarAuraTruth18Title=强化真理光环 -Feature/&PowerOathOfTirmarInquisitorZealDescription=从 20 级开始,作为奖励动作,你将获得以下一分钟的好处:\n• 你拥有 120 英尺范围内的真实视力。\n• 你在攻击拥有黑暗视觉的敌人时具有优势。{ 99}• 你和所有盟友在所有感知豁免检定上都具有优势。\n每次长时间休息你可以使用此功能一次。 +Feature/&PowerOathOfMotherlandVolcanicAura18Description=你的火山灵光范围增加到 30 尺。 +Feature/&PowerOathOfMotherlandVolcanicAura18Title=精通火山灵光 +Feature/&PowerOathOfTirmarAuraTruth18Description=你的真理灵光范围增加到 30 尺。 +Feature/&PowerOathOfTirmarAuraTruth18Title=精通真理灵光 +Feature/&PowerOathOfTirmarInquisitorZealDescription=从第 20 级开始,作为附赠动作,你将获得以下一分钟的好处:\n• 你拥有 120 尺范围内的真实视觉。\n• 你在攻击拥有黑暗视觉的敌人时具有优势。\n• 你和所有盟友在所有感知豁免检定上都具有优势。\n每次长休你可以使用此特性一次。 Feature/&PowerOathOfTirmarInquisitorZealTitle=审判官的热忱 Feature/&PowerPaladinAuraOfCourage18Description=为 30 尺内的盟友提供豁免加值。 -Feature/&PowerPaladinAuraOfCourage18Title=强化勇气光环 -Feature/&PowerPaladinAuraOfProtection18Description=你和你 30 尺内的盟友不会被恐吓。 -Feature/&PowerPaladinAuraOfProtection18Title=强化保护光环 +Feature/&PowerPaladinAuraOfCourage18Title=精通勇气灵光 +Feature/&PowerPaladinAuraOfProtection18Description=你和你 30 尺内的盟友不会被恐慌。 +Feature/&PowerPaladinAuraOfProtection18Title=精通保护灵光 Feature/&PowerRogueStrokeOfLuckDescription=你有一种不可思议的技巧,可以让你取得成功。当你攻击一个攻击范围内的敌人失手时,你可以使用反应动作使该次攻击命中。 Feature/&PowerRogueStrokeOfLuckTitle=幸运之击 Feature/&PowerRoguishShadowcasterShadowFormDescription=从第 17 级开始,你可以使用你的附赠动作将你自己化为暗影形态,持续一分钟。在这种形态下,你获得如下增益:\n• 你对除了光耀外的所有类型的伤害都有抗性。\n• 你免疫困难地形。\n• 你不会引发借机攻击。 Feature/&PowerRoguishShadowcasterShadowFormTitle=暗影形态 -Feature/&PowerSorcererDraconicBloodlineAwePresenceDescription=该区域中的每个敌对生物都必须成功通过感知豁免,否则就会被魅惑。每个生物都可以在每个回合结束时重复豁免检定。 +Feature/&PowerSorcererDraconicBloodlineAwePresenceDescription=该区域中的每个敌对生物都必须成功通过感知豁免,否则就会被魅惑。每个生物都可以在每个回合结束时重投豁免。 Feature/&PowerSorcererDraconicBloodlineAwePresenceTitle=敬畏存在 -Feature/&PowerSorcererDraconicBloodlineFearPresenceDescription=该区域中的每个敌对生物都必须成功通过感知豁免,否则就会受到惊吓。每个生物都可以在每个回合结束时重复豁免检定。 +Feature/&PowerSorcererDraconicBloodlineFearPresenceDescription=该区域中的每个敌对生物都必须成功通过感知豁免,否则就会受到恐慌。每个生物都可以在每个回合结束时重投豁免。 Feature/&PowerSorcererDraconicBloodlineFearPresenceTitle=恐惧存在 -Feature/&PowerSorcererHauntedSoulPossessionDescription=从 18 级开始,你可以用你的行动附身带有恶灵的敌人的身体。瞄准距你 120 英尺以内的 4x4 区域。该区域中的每个敌方生物都被迫对你的法术 DC 进行魅力豁免检定。如果豁免检定失败,每个敌方生物都会受到 6d10 的坏死伤害,并受到支配,直到你的下一回合结束。支配条件结束后,他们会感到一定程度的疲惫。每次长时间休息可以使用此功能一次。 +Feature/&PowerSorcererHauntedSoulPossessionDescription=从第 18 级开始,你可以用你的行动附身带有恶灵的敌人的身体。瞄准距你 120 尺以内的 4x4 区域。该区域中的每个敌方生物都被迫对你的法术 DC 进行魅力豁免检定。如果豁免检定失败,每个敌方生物都会受到 6d10 的黯蚀伤害,并受到支配,直到你的下一回合结束。支配状态结束后,他们会感到一定程度的疲惫。每次长休可以使用此特性一次。 Feature/&PowerSorcererHauntedSoulPossessionTitle=附身 -Feature/&PowerSorcererManaPainterManaOverflowDescription=进行近战法术攻击。成功命中后,目标生物会受到 4d10 + 你的魅力调整值力量伤害,你会恢复 2 点魔法值。你需要短暂休息才能恢复这种力量。 +Feature/&PowerSorcererManaPainterManaOverflowDescription=进行近战法术攻击。成功命中后,目标生物会受到 4d10 + 你的魅力调整值力量伤害,你会恢复 2 点术法点。你需要短休才能恢复这种能力。 Feature/&PowerSorcererManaPainterManaOverflowTitle=法力吸取 -Feature/&PowerSorcererSorcerousRestorationDescription=短暂休息时恢复 4 点魔法值。 +Feature/&PowerSorcererSorcerousRestorationDescription=短休时恢复 4 点术法点。 Feature/&PowerSorcererSorcerousRestorationTitle=巫术恢复 -Feature/&PowerTraditionSurvivalPhysicalPerfectionDescription=从第 17 级开始,你获得以下好处:\n• 当你的生命值低于你的最大生命值的一半时,你的坚不可摧特性的治疗效果加倍。\n• 当你的生命值降至 0 时,你可以支付 1 气以恢复 1 点生命值。 +Feature/&PowerTraditionSurvivalPhysicalPerfectionDescription=从第 17 级开始,你获得以下好处:\n• 当你的生命值低于你的最大生命值的一半时,你的金刚之躯特性的治疗效果加倍。\n• 当你的生命值降至 0 时,你可以花费 1 点气以恢复 1 点生命值。 Feature/&PowerTraditionSurvivalPhysicalPerfectionTitle=身体完美 -Feature/&PowerWarlockEldritchMasterDescription=你可以利用储备的魔力祈求你的宗主为你恢复已消耗的法术位。你可以花1分钟祈求宗主的帮助,恢复所有你已消耗的契约魔法法术位。使用该特性恢复法术位后,你必须完成一次长休才能再次使用该特性。 +Feature/&PowerWarlockEldritchMasterDescription=你可以利用储备的魔力祈求你的宗主为你恢复已消耗的法术位。你可以花 1 分钟祈求宗主的帮助,恢复所有你已消耗的契约魔法法术位。使用该特性恢复法术位后,你必须完成一次长休才能再次使用该特性。 Feature/&PowerWarlockEldritchMasterTitle=魔能掌控 Feature/&SenseRangerFeralSensesDescription=你获得超自然的感官,帮助你对抗看不见的生物。当你攻击一个你看不见的生物时,你无法看见它不会对你对它的攻击掷骰造成不利影响。 Feature/&SenseRangerFeralSensesTitle=野性感官 -Feedback/&AdditionalDamageBrutalAssaultFormat=残忍之袭! -Feedback/&AdditionalDamageBrutalAssaultLine={0} 对 {1} 发动残忍之袭 +{2} 额外伤害! +Feedback/&AdditionalDamageBrutalAssaultFormat=凶蛮之袭! +Feedback/&AdditionalDamageBrutalAssaultLine={0} 对 {1} 发动凶蛮之袭 +{2} 额外伤害! Feedback/&AdditionalDamageFlamesOfMotherlandFormat=祖国的火焰! Feedback/&AdditionalDamageFlamesOfMotherlandLine={0} 燃烧 {1},造成 +{2} 伤害! Feedback/&AdditionalDamageFortuneFavorTheBoldFormat=命运眷顾勇敢者 -Feedback/&AdditionalDamageFortuneFavorTheBoldLine=幸运眷顾大胆者会造成额外的 +{2} 精神伤害! +Feedback/&AdditionalDamageFortuneFavorTheBoldLine=幸运眷顾大胆者会造成额外的 +{2} 心灵伤害! Reaction/&SpendPowerRogueStrokeOfLuckDescription=利用你的运气来自动成功完成这次攻击。 Reaction/&SpendPowerRogueStrokeOfLuckReactDescription=使用你的幸运之击自动命中该攻击。 Reaction/&SpendPowerRogueStrokeOfLuckReactTitle=成功命中 Reaction/&SpendPowerRogueStrokeOfLuckTitle=幸运之击 -Reaction/&UsePhysicalPerfectionDescription=使用1点气点回复1点生命值。 -Reaction/&UsePhysicalPerfectionReactDescription=使用1点气点回复1点生命值。 +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=完美之身 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 a1177a32f2..a566043357 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Metamagic-zh-CN.txt @@ -2,15 +2,15 @@ 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 -Feature/&MetamagicAltruisticSpellAllyDescription=施放法术以30尺内的盟友为目标,而不是自己。 +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尺内的自己和盟友。 -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/&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/&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 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/&MetamagicFocusedSpellTitle=专注法术 -Feature/&MetamagicPowerfulSpellDescription=你可以花费每法术位等级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 点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/&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 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt index 3e4036652d..646bcf80b9 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Others-zh-CN.txt @@ -1,40 +1,43 @@ -Action/&ArcaneArcherToggleDescription=激活/停用奥术弓箭手 -Action/&ArcaneArcherToggleTitle=奥术弓箭手 +Action/&ArcaneArcherToggleDescription=激活/停用魔射手 +Action/&ArcaneArcherToggleTitle=魔射手 +Action/&BrutalStrikeToggleDescription=激活/停用凶蛮打击 +Action/&BrutalStrikeToggleTitle=凶蛮打击 Action/&CastPlaneMagicDescription=施展你从 位面之触 专长中获得的法术之一 Action/&CastPlaneMagicTitle=通道位面魔法 -Action/&CastSignatureSpellsDescription=使用这些3级法术时不消耗法术位 +Action/&CastSignatureSpellsDescription=使用这些 3 环法术时不消耗法术位 Action/&CastSignatureSpellsTitle=招牌法术 -Action/&CastSpellMasteryDescription=你施放的1环或2环法术不消耗法术位 +Action/&CastSpellMasteryDescription=你施放的 1 环或 2 环法术不消耗法术位 Action/&CastSpellMasteryTitle=法术精通 Action/&CoordinatedAssaultToggleDescription=激活/停用协同攻击 Action/&CoordinatedAssaultToggleTitle=协同攻击 -Action/&CunningStrikeToggleDescription=激活/停用狡猾打击 -Action/&CunningStrikeToggleTitle=狡猾的打击 -Action/&DyingLightToggleDescription=激活/停用消逝的光芒 -Action/&DyingLightToggleTitle=垂死的光 +Action/&CunningStrikeToggleDescription=激活/停用狡诈打击 +Action/&CunningStrikeToggleTitle=狡诈打击 +Action/&DyingLightToggleDescription=激活/停用垂死光芒 +Action/&DyingLightToggleTitle=垂死光芒 Action/&FarStepDescription=传送最多 60 尺到一个你能看到的未被占用的空间 Action/&FarStepTitle=远步 -Action/&FeatCrusherToggleDescription=使破碎机能够在击中时推动目标 +Action/&FeatCrusherToggleDescription=使粉碎者能够在击中时推撞目标 Action/&FeatCrusherToggleTitle=粉碎者 Action/&FlightResumeDescription=恢复暂停的飞行效果 -Action/&FlightResumeTitle=Fly +Action/&FlightResumeTitle=飞行 Action/&FlightSuspendDescription=暂停你的飞行效果,以便你可以在地面上行走 -Action/&FlightSuspendTitle=土地 +Action/&FlightSuspendTitle=地面 Action/&ForcePoweredStrikeToggleDescription=激活/停用原力打击 -Action/&ForcePoweredStrikeToggleTitle=强力打击 -Action/&GloomBladeToggleDescription=激活/停用幽暗之刃坏死伤害 -Action/&GloomBladeToggleTitle=忧郁的叶子 -Action/&HailOfBladesToggleDescription=激活/停用刀锋冰雹 -Action/&HailOfBladesToggleTitle=刀锋冰雹 -Action/&InventorInfusionDescription=注能物品或山寨造物 +Action/&ForcePoweredStrikeToggleTitle=原力打击 +Action/&GloomBladeToggleDescription=激活/停用幽影刃黯蚀伤害 +Action/&GloomBladeToggleTitle=幽影刃 +Action/&HailOfBladesToggleDescription=激活/停用剑刃冰雹 +Action/&HailOfBladesToggleTitle=剑刃冰雹 +Action/&InventorInfusionDescription=注能物品或复制造物 Action/&InventorInfusionTitle=注能 Action/&PaladinSmiteToggleDescription=对任何攻击启用打击,否则仅对暴击启用 Action/&PaladinSmiteToggleTitle=暴击 Action/&PressTheAdvantageToggleDescription=激活/停用 按优势 Action/&PressTheAdvantageToggleTitle=按优势 +Action/&RecklessAttackExtendedDescription=在你轮到你进行第一次攻击之前,你可以决定鲁莽地攻击。这样做可以让你在使用力量的近战武器攻击骰上获得优势,直到你的下一个回合,但是对你的攻击骰在你的下一个回合之前有优势。 Action/&TacticianGambitDescription=选择特殊机动 Action/&TacticianGambitTitle=策略 -Action/&WithdrawDescription=当你处于敌方生物的近战范围内时,你可以使用奖励动作移动最多 3 个方格,而不会引发借机攻击。 +Action/&WithdrawDescription=当你处于敌方生物的近战范围内时,你可以使用附赠动作移动最多 3 个方格,而不会引发借机攻击。 Action/&WithdrawTitle=提取 BlueprintCategory/&FlatRoomsTitle=平坦房间 Condition/&ConditionBlindedByCloudKillTitle=被云杀致盲 @@ -45,36 +48,45 @@ Condition/&ConditionBlindedByPetalStormTitle=被花瓣风暴致盲 Condition/&ConditionBlindedBySleetStormTitle=被雨夹雪风暴蒙蔽双眼 Condition/&ConditionBlindedByStinkingCloudTitle=被臭云蒙蔽了双眼 Condition/&ConditionBlindedExtendedDescription=视力被蒙蔽了。针对该生物的攻击检定具有优势,而该生物的攻击检定则具有劣势。 -Condition/&ConditionLightlyObscuredDescription=视线被轻微遮挡。智慧(感知)豁免检定的劣势。 +Condition/&ConditionLightlyObscuredDescription=视线被轻微遮挡。感知(察觉)豁免检定的劣势。 Condition/&ConditionLightlyObscuredTitle=轻微遮挡 Condition/&ConditionRogueCunningStrikeDisarmedTitle=解除武装 Condition/&ConditionRogueCunningStrikeWithdrawTitle=取消 -Condition/&ConditionRogueDeviousStrikeDazedDescription=你不能使用反应或奖励动作,并且可以在你的回合中移动或采取其他动作,但不能同时执行两者。 +Condition/&ConditionRogueDeviousStrikeDazedDescription=你不能使用反应或附赠动作,并且可以在你的回合中移动或采取其他动作,但不能同时执行两者。 Condition/&ConditionRogueDeviousStrikeDazedTitle=茫然 Condition/&ConditionRogueDeviousStrikeKnockOutTitle=被踢出 +Condition/&ConditionStaggeringBlowAoODescription=在你的下一个回合开始之前你不能进行借机攻击。 +Condition/&ConditionStaggeringBlowAoOTitle=惊人一击 Condition/&FlightSuspendDescription=正在进行的飞行效果已暂停 Condition/&FlightSuspendTitle=航班暂停 -ContentPack/&9999Description=未竟之业包增加了多职业、种族、子职业、专长、战斗风格和法术。有更高的等级上限、快捷功能、修复等。这是名副其实的丰饶号角 (TM)...... +ContentPack/&9999Description=未竟之业包增加了多职业、种族、子职、专长、战斗风格和法术。有更高的等级上限、快捷功能、修复等。这是名副其实的丰饶号角 (TM)...... ContentPack/&9999Title=未竟之业包 -Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=当你使用该武器并对其进行调整时,你的攻击会在 18, 19 或 20 点上获得致命一击。 +Equipment/&DLC3_DwarvenWeapon_Dagger+3_CriticalThreshold=当你使用该武器并对其进行调和时,你的攻击检定会在 18, 19 或 20 点上获得致命一击。 Failure/&FailureFlagTargetMeleeWeaponError=无法使用当前武器对该目标进行近战攻击 Feature/&AlwaysBeardDescription={0}% 的机会长出漂亮的胡子! Feature/&AncestryLevelUpDraconicDescription=你的龙类血统赋予你对 {0} 伤害类型的亲和力。 -Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusDescription=你可以进行一次徒手攻击作为奖励动作。 +Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusDescription=你可以进行一次徒手攻击作为附赠动作。 Feature/&AttackModifierMonkMartialArtsUnarmedStrikeBonusTitle=武术 - 额外徒手打击 -Feature/&AttributeModifierMonkAbundantKiDescription=将一半的熟练加值(向上舍入)添加到您的 Ki 点数池中。 +Feature/&AttributeModifierMonkAbundantKiDescription=将一半的熟练加值(向上舍入)添加到你的气池中。 Feature/&AttributeModifierMonkAbundantKiTitle=气量充沛 Feature/&CollegeHopeWanderingHealerSpellsDescription={0}\n\n -Feature/&EnhancedIndomitableResistanceDescription=如果你的豁免检定失败,你可以重新投掷,并获得相当于你的战士等级的奖励。如果您这样做,则必须使用新的骰子,并且在完成长时间休息之前不能再次使用此功能。 +Feature/&EnhancedIndomitableResistanceDescription=如果你的豁免检定失败,你可以重投,并获得相当于你的战士等级的加值。如果你这样做,则必须使用新的骰子,并且在完成长休之前不能再次使用此特性。 Feature/&ExpandedSpellsDescription={0}\n\n Feature/&ExpandedSpellsTitle=扩展法术 -Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=作为奖励动作,你可以花费 1 Ki 点进行两次徒手攻击。 +Feature/&FeatureSetAlternateMonkFlurryOfBlowsDescription=作为附赠动作,你可以花费 1 点气进行两次徒手攻击。 Feature/&FeatureSetAlternateMonkFlurryOfBlowsTitle=连环打击 -Feature/&FighterExtraAttackDescription=当你使用攻击或推挤动作时,你可以攻击两次,而不是一次。 +Feature/&FeatureSetBarbarianBrutalStrikeDescription=当你使用鲁莽攻击时,你在回合结束前进行的一次基于力量的攻击检定会造成与武器或徒手打击所造成的相同类型的额外 1d10 伤害,并且如果击中,你还可以选择以下效果之一:\n• 强力打击。目标被直接推离你 15 尺。\n• 腿筋打击。目标的速度降低 15 尺,直到你的下一回合开始。 +Feature/&FeatureSetBarbarianBrutalStrikeImprovement13Description=你已经磨练出了猛烈攻击的新方法。现在,你的凶蛮打击选项中包含以下效果:\n• 惊人打击。目标在下一次豁免检定中处于劣势,并且在你的下回合开始之前无法进行借机攻击。\n• 粉碎一击。你的打击会在该生物的防御中为盟友留下一个缺口,直到你的下一个回合开始。除你之外的生物对目标进行的下一次攻击检定获得 1d10 的攻击和伤害检定加值。 +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奖励动作。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、钝击和穿刺伤害的抵抗力。仅当您不穿着重甲时您才能获得这些好处。持续 1 分钟,如果自上回合以来您没有攻击或受到伤害,则结束。\n您以 2 点怒气开始,在长时间休息后恢复。 7级时,短暂休息后你会恢复1点怒气。 +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 Feature/&FlightSuspendDescription=暂停你的飞行效果,以便你可以在地面上行走 -Feature/&FlightSuspendTitle=暂停航班 +Feature/&FlightSuspendTitle=暂停飞行 Feature/&InvocationPoolAngelicFormChoiceLearnDescription=选择天使形态。 Feature/&InvocationPoolAngelicFormChoiceLearnTitle=天使形态 Feature/&InvocationPoolArcaneShotChoiceLearnDescription=选择奥术射击。 @@ -83,7 +95,7 @@ Feature/&InvocationPoolKindredSpiritChoiceLearnDescription=为你的德鲁伊选 Feature/&InvocationPoolKindredSpiritChoiceLearnTitle=志趣相投 Feature/&InvocationPoolMonkWeaponSpecializationLearnDescription=选择一种新的武器类型,成为你的武僧武器。 Feature/&InvocationPoolMonkWeaponSpecializationLearnTitle=武僧武器专精 -Feature/&InvocationPoolPathClawDraconicChoiceLearnDescription=选择爪龙血统的路径。 +Feature/&InvocationPoolPathClawDraconicChoiceLearnDescription=选择龙脉血统的道途。 Feature/&InvocationPoolPathClawDraconicChoiceLearnTitle=龙脉血统 Feature/&InvocationPoolPathOfTheElementsElementalFuryChoiceLearnDescription=选择一个元素之怒。 Feature/&InvocationPoolPathOfTheElementsElementalFuryChoiceLearnTitle=元素之怒 @@ -94,20 +106,30 @@ Feature/&InvocationPoolRangerTerrainTypeAffinityLearnTitle=偏好地形 Feature/&InvocationPoolSorcererDraconicChoiceLearnDescription=选择一个术士龙脉血统。 Feature/&InvocationPoolSorcererDraconicChoiceLearnTitle=龙脉血统 Feature/&MagicAffinityPatronExpandedSpellsDescription={0}\n\n -Feature/&MonkAlternateUnarmoredMovementImprovedDescription=从第 9 级开始,您将能够沿着垂直表面移动而不会跌倒。 -Feature/&MonkAlternateUnarmoredMovementImprovedTitle=非装甲运动 - 改进 +Feature/&MonkAlternateUnarmoredMovementImprovedDescription=从第 9 级开始,你将能够沿着垂直表面移动而不会落下。 +Feature/&MonkAlternateUnarmoredMovementImprovedTitle=无甲移动 - 改进 Feature/&PowerAfterRestIdentifyDescription=鉴定库存中的所有魔法物品。 Feature/&PowerAfterRestIdentifyTitle=鉴定 +Feature/&PowerBarbarianBrutalStrikeDescription=凶蛮打击待定 +Feature/&PowerBarbarianBrutalStrikeForcefulBlowDescription=目标被推离你 15 尺。 +Feature/&PowerBarbarianBrutalStrikeForcefulBlowTitle=强力一击 +Feature/&PowerBarbarianBrutalStrikeHamstringBlowDescription=目标的速度降低 15 尺,直到你的下一个回合开始。 +Feature/&PowerBarbarianBrutalStrikeHamstringBlowTitle=腿筋打击 +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowDescription=目标在下一次豁免检定中处于劣势,并且在你的下回合开始之前无法进行借机攻击。 +Feature/&PowerBarbarianBrutalStrikeStaggeringBlowTitle=惊人一击 +Feature/&PowerBarbarianBrutalStrikeSunderingBlowDescription=你的打击会在该生物的防御中为盟友留下一个缺口,直到你的下一个回合开始。除你之外的生物对目标进行的下一次攻击检定获得 1d10 的攻击和伤害检定加值。 +Feature/&PowerBarbarianBrutalStrikeSunderingBlowTitle=粉碎一击 +Feature/&PowerBarbarianBrutalStrikeTitle=凶蛮打击 Feature/&PowerHelpDescription=你可以帮助友方生物攻击距离你 5 尺以内的生物。你佯攻、分散目标的注意力,或以其他方式联合起来使你的盟友的攻击更有效。如果你的盟友在你的下一轮之前攻击目标,则第一次攻击检定具有优势。 Feature/&PowerHelpTitle=帮助 -Feature/&PowerRangerNatureShroudDescription=你利用自然的力量来暂时隐藏自己。作为一个奖励动作,你可以神奇地变得隐形,连同你穿着或携带的任何装备,直到你的下一个回合开始。您可以使用此功能的次数等于您的熟练加值,并且当您完成长时间休息后,您将重新获得所有消耗的使用次数。 -Feature/&PowerRangerNatureShroudTitle=自然的裹尸布 -Feature/&PowerRogueCunningStrikeDescription=你已经开发出巧妙的方法来使用你的偷袭。当你造成偷袭伤害时,你可以放弃偷袭骰子来添加额外的狡猾打击效果。 +Feature/&PowerRangerNatureShroudDescription=你利用自然的力量来暂时隐藏自己。作为一个附贈动作,你可以神奇地变得隐形,连同你穿着或携带的任何装备,直到你的下一个回合开始。你可以使用此特性的次数等于你的熟练加值,并且当你完成长休后,你将重获所有使用次数。 +Feature/&PowerRangerNatureShroudTitle=自然面纱 +Feature/&PowerRogueCunningStrikeDescription=你已经开发出巧妙的方法来使用你的偷袭。当你造成偷袭伤害时,你可以放弃偷袭骰来添加额外的狡诈打击效果。 Feature/&PowerRogueCunningStrikeDisarmDescription=目标必须成功通过敏捷豁免,否则在下回合结束之前所有攻击都处于劣势。 Feature/&PowerRogueCunningStrikeDisarmTitle=解除武装 -Feature/&PowerRogueCunningStrikePoisonDescription=目标必须成功通过体质豁免,否则会中毒 1 分钟。他们可以在每个回合开始时重试保存。 -Feature/&PowerRogueCunningStrikePoisonTitle=毒 -Feature/&PowerRogueCunningStrikeTitle=狡猾的打击 +Feature/&PowerRogueCunningStrikePoisonDescription=目标必须成功通过体质豁免,否则会中毒 1 分钟。他们可以在每个回合开始时重投豁免。 +Feature/&PowerRogueCunningStrikePoisonTitle=下毒 +Feature/&PowerRogueCunningStrikeTitle=狡诈打击 Feature/&PowerRogueCunningStrikeTripDescription=目标必须成功通过敏捷豁免,否则就会俯卧。 Feature/&PowerRogueCunningStrikeTripTitle=旅行 Feature/&PowerRogueCunningStrikeWithdrawDescription=攻击后,你可以使用自由动作向后退最多 3 个格子,而不会引发借机攻击。 @@ -115,38 +137,42 @@ Feature/&PowerRogueCunningStrikeWithdrawTitle=提取 Feature/&PowerRogueDeviousStrikeDazeDescription=目标必须成功通过体质豁免,否则将处于眩晕状态直至下回合结束。 Feature/&PowerRogueDeviousStrikeDazeTitle=茫然 Feature/&PowerRogueDeviousStrikeDescription=你已经练习了巧妙地使用偷袭的新方法。 -Feature/&PowerRogueDeviousStrikeKnockOutDescription=目标必须成功通过体质豁免,否则将丧失行动能力 1 分钟。他们可以在每个回合结束时重试保存,如果受到损坏也会失去该条件。 -Feature/&PowerRogueDeviousStrikeKnockOutTitle=昏死 -Feature/&PowerRogueDeviousStrikeObscureDescription=目标必须成功通过敏捷豁免,否则将被致盲直至下回合结束。 -Feature/&PowerRogueDeviousStrikeObscureTitle=朦胧 -Feature/&PowerRogueDeviousStrikeTitle=狡猾的打击 -Feature/&PowerTeleportSummonDescription=你可以传送到施法者 5 英尺以内的任何位置。 +Feature/&PowerRogueDeviousStrikeKnockOutDescription=目标必须成功通过体质豁免,否则将失能 1 分钟。他们可以在每个回合结束时重投豁免,如果受到伤害也会失去该条件。 +Feature/&PowerRogueDeviousStrikeKnockOutTitle=击晕 +Feature/&PowerRogueDeviousStrikeObscureDescription=目标必须成功通过敏捷豁免,否则将被目盲直至下回合结束。 +Feature/&PowerRogueDeviousStrikeObscureTitle=遮蔽 +Feature/&PowerRogueDeviousStrikeTitle=狡诈打击 +Feature/&PowerTeleportSummonDescription=你可以传送到施法者 5 尺以内的任何位置。 Feature/&PowerTeleportSummonTitle=传送 -Feature/&PowerVanishSummonDescription=你可以让你的召唤消失。 +Feature/&PowerVanishSummonDescription=你可以让你的召唤物消失。 Feature/&PowerVanishSummonTitle=消失 Feature/&ToolGainChoicesPluralDescription=从这些工具中选择 {0}:{1} Feature/&ToolGainChoicesSingleDescription=选择以下工具之一:{1} -Feedback/&ChangeSneakDiceDamageType={1} 将潜行骰子伤害更改为 {2} -Feedback/&ChangeSneakDiceDieType={1} 将潜行骰子类型从 {2} 更改为 {3} -Feedback/&ChangeSneakDiceNumber={1} 将潜行骰子编号从 {2} 更改为 {3} +Feedback/&AdditionalDamageBrutalStrikeFormat=凶蛮打击 +Feedback/&AdditionalDamageBrutalStrikeLine=凶蛮打击造成额外 +{2} 伤害! +Feedback/&AdditionalDamageSunderingBlowFormat=粉碎一击 +Feedback/&AdditionalDamageSunderingBlowLine=粉碎一击造成额外 +{2} 伤害! +Feedback/&ChangeSneakDiceDamageType={1} 将偷袭骰伤害更改为 {2} +Feedback/&ChangeSneakDiceDieType={1} 将偷袭骰类型从 {2} 更改为 {3} +Feedback/&ChangeSneakDiceNumber={1} 将偷袭骰编号从 {2} 更改为 {3} Feedback/&ConcentrationEffectCheckRolledAnyAdvantageLine={0} 掷骰以维持 {1} {2} 对抗 DC {3},掷骰 {4} = {5} 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/&NarrativeChoiceRoll={0} 滚动 {1} 个叙述选项,结果为 {2}。 +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 Feedback/&TriggerFeatureLine={0} 触发 {1} -Feedback/&TriggerRerollLine={0} 激活 {1} 以重新滚动 {2} = {3} +Feedback/&TriggerRerollLine={0} 激活 {1} 以重投 {2} = {3} Feedback/&TrueSightAndIllusionSpells={0}拥有真实视觉并且不受此法术影响 Format/&LevelAndExperienceFormat=等级:{0}\n经验:{1}\n升到{3}级需要 {2} 经验 Format/&LevelAndExperienceMaxedFormat=等级:{0}\n经验:{1}\n已达到最高等级 -Invocation/&DevilsSightExtendedDescription=您可以在黑暗中正常看到 80 英尺的距离,无论是魔法还是非魔法。 +Invocation/&DevilsSightExtendedDescription=你可以在黑暗中正常看到 80 尺的距离,无论是魔法还是非魔法。 Message/&CharacterExportDuplicateNameErrorDescription=导出已取消:\n\n池中已存在同名的英雄。\n请尝试其他名称。 Message/&CharacterExportEmptyNameErrorDescription=导出已取消:\n\n请尝试非空名称。 Message/&CharacterExportModalContentDescription=输入要导出的英雄名称: Message/&CharacterExportModalTitleDescription=导出 {0} -Message/&MessageModWelcomeDescription=未完成的商业模组充满了令人兴奋的功能,但默认情况下没有启用。按 Ctrl-F10 打开 Unity Mod Manager UI [UMM],然后单击“未完成的业务”旁边的设置图标以打开设置页面。探索选项并选择您喜欢的选项。 +Message/&MessageModWelcomeDescription=未完成的商业模组充满了令人兴奋的功能,但默认情况下没有启用。按 Ctrl-F10 打开 Unity Mod Manager UI [UMM],然后单击“未完成的业务”旁边的设置图标以打开设置页面。探索选项并选择你喜欢的选项。 Message/&MessageModWelcomeTitle=未竟之业模式 Message/&ModErrorWarningDescription=Solasta 检测到不稳定情况。请要求每个玩家关闭游戏,获取文件 %APPDATA%\LocalLow\Tactical Adventures\Player.log,并与 Unfinished Business mod 社区分享这些日志和保存文件。 Message/&ModErrorWarningTitle=游戏警告! @@ -162,10 +188,14 @@ Reaction/&CastSpellInRetributionReactDescription=单击以施放 {0}。 Reaction/&CastSpellInRetributionReactTitle=施法 Reaction/&CastSpellInRetributionTitle=施放反应法术 Reaction/&ReactionSpendPowerBundleDescription=花费力量。 -Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=您可以放弃 个潜行攻击骰子来应用额外效果。 -Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=您可以放弃 个潜行攻击骰子来应用额外效果。 -Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=狡猾的打击 -Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeTitle=狡猾的打击 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeDescription=你可以应用附加效果。 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactDescription=应用附加效果。 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeReactTitle=凶蛮打击 +Reaction/&ReactionSpendPowerBundlePowerBarbarianBrutalStrikeTitle=凶蛮打击 +Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeDescription=你可以放弃 个潜行攻击骰子来应用额外效果。 +Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactDescription=你可以放弃 个潜行攻击骰子来应用额外效果。 +Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeReactTitle=狡诈打击 +Reaction/&ReactionSpendPowerBundlePowerRogueCunningStrikeTitle=狡诈打击 Reaction/&ReactionSpendPowerBundleTitle=花费力量 Reaction/&ReadiedAction{0}Description=准备好 {0} Reaction/&ReadiedAction{0}Title=准备好 {0} @@ -198,7 +228,7 @@ Rules/&SituationalContext9003Format=主手有近战武器,副手有空闲武 Rules/&SituationalContext9004Format=手中有盾: Rules/&SituationalContext9005Format=手上有简单或军用武器: Rules/&SituationalContext9006Format=手持专精武器: -Rules/&SituationalContext9007Format=不处于明亮光源下: +Rules/&SituationalContext9007Format=不处于明亮光照下: Rules/&SituationalContext9008Format=处于狂暴与双持状态: Rules/&SituationalContext9009Format=主要武器为近战或徒手武器或手持长弓的自卫军: Rules/&SituationalContext9010Format=旁边有持用盾牌、身着中甲且有意识,位于目标边上的盟友: @@ -212,10 +242,10 @@ Rules/&TurnOccurenceEndOfSourceTurnFormat=末端转弯源 Screen/&ClassExtraSpellDescriptionFormat=你从 {0} 职业知道这个法术。 Screen/&EditorLocationSize3Title=巨型 [修改] Screen/&EditorLocationSize4Title=超巨型 [修改] -Screen/&MulticlassExtraSpellDescription=你从其他法术表中知道这个咒语。 +Screen/&MulticlassExtraSpellDescription=你从其他法术表中知道这个法术。 Screen/&MulticlassExtraSpellTitle=兼职 -Screen/&PatronExtraSpellDescription=守护神咒语 -Screen/&PatronExtraSpellTitle=赞助人 +Screen/&PatronExtraSpellDescription=宗主法术 +Screen/&PatronExtraSpellTitle=宗主 Screen/&RaceExtraSpellDescription=你从你的血脉传承中获得该法术。 Screen/&RaceExtraSpellTitle=血脉传承 Screen/&RangerSpellDescription=该法术已被你的游侠职业授予,并被视为你已知。 @@ -224,25 +254,25 @@ Screen/&RepertoireHeaderFormat={0} Screen/&RoguishSpellDescription=此法术已被你的游荡者职业授予,并被视为你已知。 Screen/&RoguishSpellTitle=游荡者 Screen/&SpellSlotsUsedLongDescription=你已在该等级扩展了 {0} 个法术位。 -Screen/&SpellSlotsUsedShortDescription=你已经扩展了 {0} 个契约魔法槽。 -Screen/&SpellSlotsUsedShortLongDescription=你在这个等级已经扩展了 {0} 个契约魔法位和 {1} 个法术位。 -Screen/&SubclassClassExtraSpellDescriptionFormat=你从 {0} 子职知道这个咒语。 +Screen/&SpellSlotsUsedShortDescription=你已经扩展了 {0} 个契约魔法法术位。 +Screen/&SpellSlotsUsedShortLongDescription=你在这个等级已经扩展了 {0} 个契约魔法法术位和 {1} 个法术位。 +Screen/&SubclassClassExtraSpellDescriptionFormat=你从 {0} 子职知道这个法术。 Screen/&SwitchConfigurationDescription=将你装备的物品切换到此配置:{0}。\n如果可能,按住 CTRL 以保持副手状态。 Spell/&ConjureElementalInvisibleStalkerTitle=召唤元素 [隐形潜伏怪] Stage/&IdentityMorphotypeEyeHeader=眼型 ToolTip/&CheckBoxDefaultPartyTitle=在开始新的冒险或测试自定义位置时,选中此框以设置你的默认队伍。你最多可以选择 {0} 个英雄,以先进先出的方式进行 -Tooltip/&ChannelDivinityPortraitPoolFormat=你有 {0} 次使用引导神力,共 {1} 次。\n所有使用次数都在短休息或长休息后恢复。 -Tooltip/&CoordinatedAssaultPortraitPoolFormat=您已经使用了 {0} 次协调攻击,共 {1} 次。\n所有使用次数都会在长时间休息后恢复。 +Tooltip/&ChannelDivinityPortraitPoolFormat=你有 {0} 次使用引导神力,共 {1} 次。\n所有使用次数都在短休或长休后恢复。 +Tooltip/&CoordinatedAssaultPortraitPoolFormat=你已经使用了 {0} 次协调攻击,共 {1} 次。\n所有使用次数都会在长休后恢复。 Tooltip/&CustomMapMarkerCamp=营地 Tooltip/&CustomMapMarkerExit=出口 Tooltip/&CustomMapMarkerTeleport=传送点 Tooltip/&FeatGroupTitle=专长组 -Tooltip/&ForcePointsPortraitPoolFormat=您已经使用了 {0} 次力量点,共 {1} 次。\n所有使用次数都会在短暂或长时间休息后恢复。 +Tooltip/&ForcePointsPortraitPoolFormat=你已经使用了 {0} 次力量点,共 {1} 次。\n所有使用次数都会在短休或长休后恢复。 Tooltip/&InvocationUsageShortRestAvailableDescription=一旦被使用,该祈唤将需要短休或长休才能再次使用。 Tooltip/&InvocationUsageShortRestUsedDescription=该祈唤需要短休或长休才能再次使用。 Tooltip/&LightingTargetPerceiveFormat=未感知到 {0} Tooltip/&MonsterNaturalArmorTitle=天然护甲 -Tooltip/&PowerCostSneakAttackDice=潜行骰子 +Tooltip/&PowerCostSneakAttackDice=偷袭伤害骰 Tooltip/&PreReqDoesNotKnow=不知道{0} Tooltip/&PreReqIs=是{0} Tooltip/&PreReqIsNot=不是{0} @@ -251,15 +281,15 @@ Tooltip/&PreReqLevelFormat=最低角色等级 {0} Tooltip/&PreReqMustKnow=需要已知 {0} Tooltip/&Tag9000Title=自定义效果 Tooltip/&TagUnfinishedBusinessTitle=未竟之业 -UI/&CustomFeatureSelectionStageDescription=为你的职业/子职业选择额外的功能。 +UI/&CustomFeatureSelectionStageDescription=为你的职业/子职业选择额外的特性。 UI/&CustomFeatureSelectionStageFeatures=专长 -UI/&CustomFeatureSelectionStageNotDone=在继续之前,你必须选择所有可用功能 +UI/&CustomFeatureSelectionStageNotDone=在继续之前,你必须选择所有可用特性 UI/&CustomFeatureSelectionStageTitle=专长选择 UI/&CustomFeatureSelectionTooltipTypeAngelicFormChoice=天使形态 UI/&CustomFeatureSelectionTooltipTypeArcaneShotChoice=奥术射击 UI/&CustomFeatureSelectionTooltipTypeCantrip=戏法 UI/&CustomFeatureSelectionTooltipTypeFeature=专长 -UI/&CustomFeatureSelectionTooltipTypeKindredSpiritChoice=巫术龙族血统 +UI/&CustomFeatureSelectionTooltipTypeKindredSpiritChoice=龙族血统术法起源 UI/&CustomFeatureSelectionTooltipTypeMonkWeaponSpecialization=武僧武器专精 UI/&CustomFeatureSelectionTooltipTypePathClawDraconicChoice=爪龙血统 UI/&CustomFeatureSelectionTooltipTypePathOfTheElementsElementalFuryChoice=元素之怒 @@ -268,7 +298,7 @@ UI/&CustomFeatureSelectionTooltipTypeProficiency=熟练项 UI/&CustomFeatureSelectionTooltipTypeRangerPreferredEnemy=首选敌人 UI/&CustomFeatureSelectionTooltipTypeRangerTerrainTypeAffinity=地形类型亲和力 UI/&CustomFeatureSelectionTooltipTypeSignatureSpells=招牌法术 -UI/&CustomFeatureSelectionTooltipTypeSorcererDraconicChoice=巫术龙血统 +UI/&CustomFeatureSelectionTooltipTypeSorcererDraconicChoice=龙族血统术法起源 UI/&CustomFeatureSelectionTooltipTypeWeaponSpecialization=武器训练 UI/&ForcePreferredCantripDescription=如果此开关为开,则只有首选的戏法可以触发。如果没有选择首选的戏法,那么第一个有效的戏法将被触发,而无视这个开关。 UI/&ForcePreferredCantripTitle=强制首选戏法 @@ -280,7 +310,7 @@ UI/&InventoryFilterCostPerWeight=每重量成本 UI/&InventoryFilterName=姓名 UI/&InventoryFilterUnidentifiedMagical=不明魔法 UI/&InventoryFilterWeight=重量 -UI/&RecipeFilterAll=All +UI/&RecipeFilterAll=所有 UI/&RecipeFilterAmmunition=弹药 UI/&RecipeFilterArmor=盔甲 UI/&RecipeFilterUsableDevices=可用设备 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt index b6c357ab45..bde0be1a86 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Battleborn-zh-CN.txt @@ -1,9 +1,9 @@ Feature/&AttributeModifierBattlebornBonusACTitle=奥术韧性 -Feature/&FeatureSetBattlebornAbilityScoreIncreaseDescription=体质+2,其他1项得分增加1点。 -Feature/&FeatureSetBattlebornAbilityScoreIncreaseTitle=能力值增加 +Feature/&FeatureSetBattlebornAbilityScoreIncreaseDescription=体质 +2,其他 1 项属性 +1。 +Feature/&FeatureSetBattlebornAbilityScoreIncreaseTitle=属性值提升 Feature/&FeatureSetBattlebornArcaneResilienceDescription=你生来就具有非凡的毅力,体现在以下优势:\n\n• 你的防御等级获得 +1 加值。\n• 你在中毒豁免检定上有优势,并且对中毒有抵抗力毒伤害。\n• 你对疾病免疫。\n• 你不需要睡觉,魔法也不能让你入睡。 Feature/&FeatureSetBattlebornArcaneResilienceTitle=奥术韧性 -Feature/&FeatureSetBattlebornSpecializedInfusionDescription=您将获得您选择的一种技能熟练程度和一种工具熟练程度。 +Feature/&FeatureSetBattlebornSpecializedInfusionDescription=你将获得你选择的一种技能熟练项和一种工具熟练项。 Feature/&FeatureSetBattlebornSpecializedInfusionTitle=专业输液 -Race/&RaceBattlebornDescription=战斗之子是奥术实验的结果,融合肉体、炼金术和魔法,创造出完美的战场士兵。它们原本是作为武器而诞生的,现在必须找到战争之外的用途。战斗出生的人可以是忠诚的盟友,冷酷无情的杀戮机器,或者是寻找目的和意义的流浪灵魂。 -Race/&RaceBattlebornTitle=为战而生 +Race/&RaceBattlebornDescription=战裔是奥术实验的结果,融合肉体、炼金术和魔法,创造出完美的战场士兵。他们原本是作为武器而诞生的,现在必须找到战争之外的用途。战裔可以是忠诚的盟友,冷酷无情的杀戮机器,或者是寻找目的和意义的流浪灵魂。 +Race/&RaceBattlebornTitle=战裔 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt index d8a7af03b9..04a63bade6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Bolgrif-zh-CN.txt @@ -1,14 +1,14 @@ -Feature/&AttributeModifierBolgrifStrengthAbilityScoreIncreaseDescription=力量+1 -Feature/&AttributeModifierBolgrifStrengthAbilityScoreIncreaseTitle=属性增加 -Feature/&AttributeModifierBolgrifWisdomAbilityScoreIncreaseDescription=感知+2 -Feature/&AttributeModifierBolgrifWisdomAbilityScoreIncreaseTitle=属性增加 +Feature/&AttributeModifierBolgrifStrengthAbilityScoreIncreaseDescription=力量 +1 +Feature/&AttributeModifierBolgrifStrengthAbilityScoreIncreaseTitle=属性值提升 +Feature/&AttributeModifierBolgrifWisdomAbilityScoreIncreaseDescription=感知 +2 +Feature/&AttributeModifierBolgrifWisdomAbilityScoreIncreaseTitle=属性值提升 Feature/&CastSpellBolgrifMagicDescription=你习得从德鲁伊法术列表中选择的一个戏法。用感知施法。 Feature/&CastSpellBolgrifMagicTitle=德鲁伊魔法 Feature/&EquipmentAffinityBolgrifPowerfulBuildDescription=在确定你的承载能力时,你将你的尺寸算作大型。 -Feature/&EquipmentAffinityBolgrifPowerfulBuildTitle=身强力壮 +Feature/&EquipmentAffinityBolgrifPowerfulBuildTitle=有力体型 Feature/&PowerBolgrifInvisibilityDescription=以一个附赠动作,你可以神奇地隐形 1 轮。如果你采取任何进攻行动,这种隐身状态就会消失。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用它。 Feature/&PowerBolgrifInvisibilityTitle=渐隐 Feature/&ProficiencyBolgrifLanguagesDescription=通用语,精灵语和巨人语。 Feature/&ProficiencyBolgrifLanguagesTitle=语言 Race/&RaceBolgrifDescription=博格里夫是生活在索拉斯塔冰冻高地的半巨人。他们狡猾、谨慎、隐居,不信任除精灵以外的大多数类人生物,并且更喜欢生活在远离文明的紧密联系的氏族中。如果被迫投入战斗,博格里夫会展示出强大的武器和自然魔法技能。 -Race/&RaceBolgrifTitle=费尔博格 +Race/&RaceBolgrifTitle=博格里夫 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/DarkElf-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/DarkElf-zh-CN.txt index d74c3e7dea..631ecea660 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/DarkElf-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/DarkElf-zh-CN.txt @@ -1,6 +1,6 @@ Feature/&AttributeModifierDarkelfCharismaAbilityScoreIncreaseDescription=魅力 +1 -Feature/&AttributeModifierDarkelfCharismaAbilityScoreIncreaseTitle=属性增加 -Feature/&CastSpellDarkelfMagicDescription=你熟知舞光术戏法。在 3 级时,你习得妖火,在第 5 级,你习得黑暗术。每次长休都可以使用一次。 +Feature/&AttributeModifierDarkelfCharismaAbilityScoreIncreaseTitle=属性值提升 +Feature/&CastSpellDarkelfMagicDescription=你熟知 舞光术 戏法。在 3 级时,你习得 妖火,在第 5 级,你习得 黑暗术。每次长休都可以使用一次。 Feature/&CastSpellDarkelfMagicTitle=黑暗精灵魔法 Feature/&ProficiencyDarkelfWeaponTrainingDescription=你熟练使用刺剑、短剑和手弩。 Feature/&ProficiencyDarkelfWeaponTrainingTitle=黑暗精灵武器训练 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Fairy-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Fairy-zh-CN.txt index ff1b1bc27a..380e6c1b3a 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Fairy-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Fairy-zh-CN.txt @@ -1,4 +1,4 @@ -Feature/&CastSpellFairyDescription=你熟知光辉爆发戏法,在第3级时,你学会妖火 ,在5级时,你学会七彩喷射。每次长休后可以使用一次。 +Feature/&CastSpellFairyDescription=你熟知 光耀祷词 戏法,在第 3 级时,你学会 妖火,在 5 级时,你学会 七彩喷射。每次长休后可以使用一次。 Feature/&CastSpellFairyTitle=仙灵魔法 Feature/&FeatureSetFairyAbilityScoreIncreaseDescription=敏捷 +2, 智力、感知或魅力 +1 Feature/&FeatureSetFairyAbilityScoreIncreaseTitle=属性值 @@ -10,5 +10,5 @@ Feature/&PowerFairyFlightSproutDescription=你可以使用一个动作,使你 Feature/&PowerFairyFlightSproutTitle=飞行 Feature/&ProficiencyFairyLanguagesDescription=通用语,精灵语 Feature/&ProficiencyFairyLanguagesTitle=语言 -Race/&RaceFairyDescription=妖精荒野是许多神奇民族的家园,包括仙灵。仙灵是个娇小的种族,但比起他们的皮克精和小妖精朋友们来说还算大一些。最早的仙灵说的是精灵语、地精语或森林语,与人类来访者的相遇促使他们中的许多人也学会了通用语。 +Race/&RaceFairyDescription=妖精荒野是许多神奇民族的家园,包括仙灵。仙灵是个娇小的种族,但比起他们的皮克精和小妖精朋友们来说还算大一些。最早的仙灵说的是精灵语、地精语或木族语,与人类来访者的相遇促使他们中的许多人也学会了通用语。 Race/&RaceFairyTitle=仙灵 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/FlexibleRaces-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/FlexibleRaces-zh-CN.txt index a9981833cb..382d4de581 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/FlexibleRaces-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/FlexibleRaces-zh-CN.txt @@ -1,6 +1,6 @@ -Feature/&PointPoolAbilityScore3Description=任意选择 3 个属性提升。 -Feature/&PointPoolAbilityScore3Title=属性增加 -Feature/&PointPoolAbilityScore4Description=任意选择 4 个属性提升。 -Feature/&PointPoolAbilityScore4Title=属性增加 +Feature/&PointPoolAbilityScore3Description=任意选择 3 个属性值提升。 +Feature/&PointPoolAbilityScore3Title=属性值提升 +Feature/&PointPoolAbilityScore4Description=任意选择 4 个属性值提升。 +Feature/&PointPoolAbilityScore4Title=属性值提升 Feature/&PointPoolSelectBonusFeatsDescription=为你的角色选择 {0} 个额外专长。 Feature/&PointPoolSelectBonusFeatsTitle={0} 奖励专长 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/GrayDwarf-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/GrayDwarf-zh-CN.txt index 50d10e045d..222d212d78 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/GrayDwarf-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/GrayDwarf-zh-CN.txt @@ -1,12 +1,12 @@ Condition/&ConditionGrayDwarfStoneStrengthDescription=在力量检定和豁免检定上具有优势。 +1d4 近战力量武器伤害。 Condition/&ConditionGrayDwarfStoneStrengthTitle=石头之力 Feature/&AttributeModifierGrayDwarfStrengthAbilityScoreIncreaseDescription=力量 +1 -Feature/&AttributeModifierGrayDwarfStrengthAbilityScoreIncreaseTitle=能力值增加 -Feature/&FeatureSetGrayDwarfAncestryDescription=对抗魅惑、麻痹和幻觉的豁免优势 +Feature/&AttributeModifierGrayDwarfStrengthAbilityScoreIncreaseTitle=属性值提升 +Feature/&FeatureSetGrayDwarfAncestryDescription=对抗魅惑、麻痹和幻术的豁免优势 Feature/&FeatureSetGrayDwarfAncestryTitle=灰矮人祖先 Feature/&PowerGrayDwarfInvisibilityDescription=你可以神奇地隐形最多 1 分钟。如果你采取任何进攻行动,这种隐身状态就会消失。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用它。 Feature/&PowerGrayDwarfInvisibilityTitle=隐形 Feature/&PowerGrayDwarfStoneStrengthDescription=作为一个附赠动作,你获得石头之力 1 分钟。你在力量检定和力量豁免上有优势。你还可以使用基于力量的近战武器造成额外的 1d4 伤害。一旦你使用了这个能力,在你完成一次短休或长休之前你不能再次使用它。 Feature/&PowerGrayDwarfStoneStrengthTitle=石头之力 -Race/&RaceGrayDwarfDescription=灰矮人是经过几代人接触荒地神秘魔法后发生变化的矮人。它们主要是夜间活动的,主要居住在掩埋的废墟中。他们的肤色趋向于灰色甚至煤黑色。与大多数矮人不同,他们不留胡须。 +Race/&RaceGrayDwarfDescription=灰矮人是经过几代人接触荒地神秘魔法后发生变化的矮人。他们主要是夜间活动的,主要居住在掩埋的废墟中。他们的肤色趋向于灰色甚至煤黑色。与大多数矮人不同,他们不留胡须。 Race/&RaceGrayDwarfTitle=灰矮人 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/HalfElfVariant-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/HalfElfVariant-zh-CN.txt index 310ae579d5..9b59c5660d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/HalfElfVariant-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/HalfElfVariant-zh-CN.txt @@ -1,6 +1,6 @@ -Race/&RaceHalfElfDarkDescription=半暗精灵是黑暗精灵的后代,他们因生活在荒凉的荒地而随着时间的推移而发生了变化。他们的人类血统使他们能够适应明亮的光线。 -Race/&RaceHalfElfDarkTitle=半暗精灵 -Race/&RaceHalfElfHighDescription=半高精灵很早就受过使用魔法的训练。 -Race/&RaceHalfElfHighTitle=半高精灵 -Race/&RaceHalfElfSylvanDescription=半森精灵受过在野外生存的训练,精通野外求生。由于他们具有森精灵的血统,所以从小就接受过剑与弓的训练。 -Race/&RaceHalfElfSylvanTitle=半森精灵 +Race/&RaceHalfElfDarkDescription=半黑暗精灵是黑暗精灵的后代,他们因生活在荒凉的荒地而随着时间的推移而发生了变化。他们的人类血统使他们能够适应明亮的光线。 +Race/&RaceHalfElfDarkTitle=半黑暗精灵 +Race/&RaceHalfElfHighDescription=半高等精灵很早就受过使用魔法的训练。 +Race/&RaceHalfElfHighTitle=半高等精灵 +Race/&RaceHalfElfSylvanDescription=半木精灵受过在野外生存的训练,精通野外求生。由于他们具有木精灵的血统,所以从小就接受过剑与弓的训练。 +Race/&RaceHalfElfSylvanTitle=半木精灵 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Imp-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Imp-zh-CN.txt index a099cd4e7e..7f8014838c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Imp-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Imp-zh-CN.txt @@ -1,20 +1,20 @@ Action/&ImpishWrathToggleDescription=激活/停用小魔鬼之怒 Action/&ImpishWrathToggleTitle=小魔鬼之怒 -Feature/&ActionAffinityImpForestInnateCunningDescription=您可以使用奖励动作来脱离或隐藏。 +Feature/&ActionAffinityImpForestInnateCunningDescription=你可以使用附赠动作来撤离或躲藏。 Feature/&ActionAffinityImpForestInnateCunningTitle=与生俱来的狡猾 -Feature/&CastSpellImpInfernalDescription=你熟知恶毒嘲讽戏法。当你达到3级时,你可以在每次长休后施放一次隐身术。你使用魅力调整值作为这些法术的施法属性。 +Feature/&CastSpellImpInfernalDescription=你熟知 恶言相加 戏法。当你达到 3 级时,你可以在每次长休后施放一次 隐形术 。你使用魅力作为这些法术的施法属性。 Feature/&CastSpellImpInfernalTitle=恶魔诡术 Feature/&FeatureSetImpForestAbilityScoreIncreaseDescription=敏捷 +2,体质 +1 -Feature/&FeatureSetImpForestAbilityScoreIncreaseTitle=属性提升 +Feature/&FeatureSetImpForestAbilityScoreIncreaseTitle=属性值提升 Feature/&FeatureSetImpInfernalAbilityScoreIncreaseDescription=敏捷 +2,魅力 +1 -Feature/&FeatureSetImpInfernalAbilityScoreIncreaseTitle=属性提升 +Feature/&FeatureSetImpInfernalAbilityScoreIncreaseTitle=属性值提升 Feature/&FeatureSetImpInfernalFiendishResistanceDescription=你对火焰和毒素伤害具有抗性。 Feature/&FeatureSetImpInfernalFiendishResistanceTitle=恶魔抗性 -Feature/&PowerImpForestImpishWrathDescription=当你对敌人造成伤害时,你可以选择造成相当于你的熟练加值的额外伤害。你可以使用改特质的次数等于你的熟练加值,在长休后恢复所有充能。 +Feature/&PowerImpForestImpishWrathDescription=当你对敌人造成伤害时,你可以选择造成相当于你的熟练加值的额外伤害。你可以使用该特性的次数等于你的熟练加值,在长休后恢复所有次数。 Feature/&PowerImpForestImpishWrathTitle=小魔鬼之怒 -Race/&RaceImpDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,他们中的一些人决定出现并探索周围的世界,即使其中的人可能不会善待他们的恶魔本性。 -Race/&RaceImpForestDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,他们中的一些人决定出现并探索周围的世界,即使其中的人可能不会善待他们的恶魔本性。 +Race/&RaceImpDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,它们中的一些成员决定出现并探索周围的世界,即使可能不会善待它们的恶魔本性。 +Race/&RaceImpForestDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,它们中的一些成员决定出现并探索周围的世界,即使可能不会善待它们的恶魔本性。 Race/&RaceImpForestTitle=森林小魔鬼 -Race/&RaceImpInfernalDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,他们中的一些人决定出现并探索周围的世界,即使其中的人可能不会善待他们的恶魔本性。 +Race/&RaceImpInfernalDescription=马纳卡隆时代的星际实验导致恶魔和其他生物被带入物质位面。虽然其中许多生物最终被收容或驱逐,但这些鬼鬼祟祟的小魔鬼却能够躲藏起来,从那时起就秘密适应并在荒地的各个地方繁衍生息。现在,它们中的一些成员决定出现并探索周围的世界,即使可能不会善待它们的恶魔本性。 Race/&RaceImpInfernalTitle=地狱小魔鬼 Race/&RaceImpTitle=小魔鬼 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/IronbornDwarf-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/IronbornDwarf-zh-CN.txt index 5428fc9dd4..c1fd409faf 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/IronbornDwarf-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/IronbornDwarf-zh-CN.txt @@ -1,6 +1,6 @@ Feature/&AttributeModifierIronbornDwarfStrengthAbilityScoreIncreaseDescription=力量 +2 -Feature/&AttributeModifierIronbornDwarfStrengthAbilityScoreIncreaseTitle=属性增加 -Feature/&ProficiencyIronbornDwarfArmorTrainingDescription=你精通轻型和中型装甲。 -Feature/&ProficiencyIronbornDwarfArmorTrainingTitle=铁裔装甲训练 +Feature/&AttributeModifierIronbornDwarfStrengthAbilityScoreIncreaseTitle=属性值提升 +Feature/&ProficiencyIronbornDwarfArmorTrainingDescription=你拥有轻甲和中甲的熟练项。 +Feature/&ProficiencyIronbornDwarfArmorTrainingTitle=铁裔护甲训练 Race/&RaceIronbornDwarfDescription=坚强而顽强的铁裔矮人与他们的表亲冰雪矮人生活在一起,但常常分开。尽管他们是家族式的、冷漠的,但他们仍然可以与冰雪联盟中的任何人并肩作战。 Race/&RaceIronbornDwarfTitle=铁裔矮人 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Kobold-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Kobold-zh-CN.txt index c709a89271..d4f4df0bdd 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Kobold-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Kobold-zh-CN.txt @@ -6,7 +6,7 @@ Feature/&PowerDarkKoboldGrovelCowerAndBegDescription=在你的回合中,你可 Feature/&PowerDarkKoboldGrovelCowerAndBegTitle=卑躬屈膝、畏缩和乞求 Feature/&PowerDraconicKoboldDraconicCryDescription=作为一个附赠动作,你对 10 尺内的敌人大喊一声。在你的下一轮开始之前,你和你的盟友在对任何能听到你的敌人的攻击检定上具有优势。你可以使用此特性的次数等于你的熟练加值,并且在你完成长休后恢复所有消耗的使用次数。 Feature/&PowerDraconicKoboldDraconicCryTitle=龙之怒吼 -Feature/&ProficiencyKoboldAbilityScoreIncrease=一个属性值增加 2,另一个属性值增加 1,或者三个不同的属性值增加 1。 +Feature/&ProficiencyKoboldAbilityScoreIncrease=一个属性值 +2,另一个属性值 +1,或者三个不同的属性值 +1。 Feature/&ProficiencyKoboldLanguagesDescription=通用语,龙语。 Feature/&ProficiencyKoboldLanguagesTitle=语言 Race/&RaceDarkKoboldDescription=黑暗狗头人是小型隐居生物。最近,一些更高级的狗头人部落选择了现身并与其他种族互动。这与龙裔出名同时发生并非巧合,因为最先进的狗头人似乎在许多方面模仿龙裔,甚至以类似的风格命名自己。由于与龙裔混居,他们甚至可能比其他狗头人更先进。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt index 7354c74645..5e1f28f6ee 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Malakh-zh-CN.txt @@ -4,15 +4,15 @@ Condition/&ConditionMalakhAngelicRadianceDescription=每回合一次,当你命 Condition/&ConditionMalakhAngelicRadianceTitle=天使光辉 Condition/&ConditionMalakhAngelicVisageDescription=每回合一次,当你命中敌人时,你会造成额外的光耀伤害,伤害值等于你的熟练加值。 Condition/&ConditionMalakhAngelicVisageTitle=天使之貌 -Feature/&CastSpellMalakhMagicDescription=你熟知光亮术戏法。 +Feature/&CastSpellMalakhMagicDescription=你熟知 光亮术 戏法。 Feature/&CastSpellMalakhMagicTitle=天裔魔法 Feature/&CustomInvocationPoolMalakhAngelicFormDescription=你可以选择天裔的天使形态之一。 Feature/&CustomInvocationPoolMalakhAngelicFormTitle=天使形态 Feature/&FeatureMalakhAngelicFormDescription=当你达到第 3 级时,你可以选择天使形态。所有天使形态都使用你的附赠行动。一旦你使用了该能力,你就无法再次使用它,直到你完成一次长休:\n• 天使之翼:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。你还获得等于你的移动速度的飞行速度。\n• 天使光辉:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。在你的每个回合结束时,你对你周围 10 尺内的敌人造成 1d4 光耀伤害。此伤害每四级成长一次,可成长至 1d6、1d8、1d10 和 1d12。\n• 天使之貌:每回合一次,持续一分钟,当你命中敌人时,你会造成相当于你熟练加值的额外光耀伤害。激活时,每个敌人都需要进行DC为 8 + 你的熟练加值 + 魅力调整值 的魅力豁免检定,否则就会受到惊吓,直到下回合结束。 Feature/&FeatureMalakhAngelicFormTitle=天使形态 -Feature/&FeatureSetMalakhAbilityScoreIncreaseDescription=魅力 +2,其他 1 项属性增加 1 点。 -Feature/&FeatureSetMalakhAbilityScoreIncreaseTitle=属性提升 -Feature/&FeatureSetMalakhDivineResistanceDescription=你对光耀伤害和暗蚀伤害有抵抗力。 +Feature/&FeatureSetMalakhAbilityScoreIncreaseDescription=魅力 +2,其他 1 项属性 +1。 +Feature/&FeatureSetMalakhAbilityScoreIncreaseTitle=属性值提升 +Feature/&FeatureSetMalakhDivineResistanceDescription=你对光耀伤害和黯蚀伤害有抵抗力。 Feature/&FeatureSetMalakhDivineResistanceTitle=神圣抗性 Feature/&FeatureSetMalakhLanguagesDescription=通用语和你选择的一种语言。 Feature/&FeatureSetMalakhLanguagesTitle=语言 @@ -24,7 +24,7 @@ Feature/&PowerMalakhAngelicVisageDescription=当你达到第 3 级时,你可 Feature/&PowerMalakhAngelicVisageTitle=天使之貌 Feature/&PowerMalakhHealingTouchDescription=你可以使用你的行动来治愈你可以触及的盟友。目标将恢复等于你角色等级的生命值。一旦你使用了该能力,你就不能再次使用它,直到你完成长休。 Feature/&PowerMalakhHealingTouchTitle=治愈之触 -Feedback/&AdditionalDamageAngelicFormFormat=天使般的光辉 +Feedback/&AdditionalDamageAngelicFormFormat=天使光辉 Feedback/&AdditionalDamageAngelicFormLine=天使光辉造成额外 +{2} 伤害! Race/&RaceMalakhDescription=天裔是人形的神圣造物,为执行其神的意志而生。当他们成年后,他们能够根据自己的本性获得对应的天使形态。 Race/&RaceMalakhTitle=天裔 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/ObsidianDwarf-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/ObsidianDwarf-zh-CN.txt index 5349d5eab4..daf67a22ba 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/ObsidianDwarf-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/ObsidianDwarf-zh-CN.txt @@ -1,4 +1,4 @@ -Feature/&AttributeModifierObsidianDwarfStrengthAbilityScoreIncreaseDescription=力量+1 +Feature/&AttributeModifierObsidianDwarfStrengthAbilityScoreIncreaseDescription=力量 +1 Feature/&AttributeModifierObsidianDwarfStrengthAbilityScoreIncreaseTitle=荒地膂力 Feature/&DamageAffinityObsidianDwarfFireResistanceDescription=你对火焰伤害具有抗性。 Feature/&DamageAffinityObsidianDwarfFireResistanceTitle=火之摇篮 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt index 6050d342dc..5fd407695c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oligath-zh-CN.txt @@ -1,12 +1,12 @@ Feature/&AttributeModifierOligathConstitutionAbilityScoreIncreaseDescription=体质 +1 -Feature/&AttributeModifierOligathConstitutionAbilityScoreIncreaseTitle=属性增加 +Feature/&AttributeModifierOligathConstitutionAbilityScoreIncreaseTitle=属性值提升 Feature/&AttributeModifierOligathStrengthAbilityScoreIncreaseDescription=力量 +2 -Feature/&AttributeModifierOligathStrengthAbilityScoreIncreaseTitle=属性增加 +Feature/&AttributeModifierOligathStrengthAbilityScoreIncreaseTitle=属性值提升 Feature/&DamageAffinityOligathHotBloodedDescription=你对寒冷伤害有抵抗力。您不会受到中等寒冷天气的影响。在寒冷的天气里,你也会感到寒冷而不是冰冻。 Feature/&DamageAffinityOligathHotBloodedTitle=灼热血脉 Feature/&EquipmentAffinityOligathPowerfulBuildDescription=在确定你的承载能力时,你将你的体型视为大型。 -Feature/&EquipmentAffinityOligathPowerfulBuildTitle=身强力壮 -Feature/&PowerOligathStoneEnduranceDescription=当你受到伤害时,你可以使用你的反应来掷 d12。将你的体质调整值加到掷出的数值上,并按该数值减少受到的伤害。你可以使用此特性的次数等同于你的熟练加值,并在长休后重新充能使用次数。 +Feature/&EquipmentAffinityOligathPowerfulBuildTitle=强健体格 +Feature/&PowerOligathStoneEnduranceDescription=当你受到攻击时,你可以利用你的反应来掷出 d12。将你的体质调整值添加到滚动的数字中,并减少相应数量的传入伤害。你可以使用相当于你的熟练加值的这个特质,并在长时间休息后重新获得消耗的使用量。 Feature/&PowerOligathStoneEnduranceTitle=石之坚韧 Feature/&ProficiencyOligathLanguagesDescription=通用语和巨人语。 Feature/&ProficiencyOligathLanguagesTitle=语言 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oni-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oni-zh-CN.txt index 78503ffdb0..6569dd92cb 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oni-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Oni-zh-CN.txt @@ -1,10 +1,10 @@ -Feature/&CastSpellOniOgreMagicDescription=3级时,每次长时间休息你可以施放雷霆重击一次。 智慧是你的施法能力。 +Feature/&CastSpellOniOgreMagicDescription=3 级时,每次长休你可以施放 雷鸣斩 一次。感知是你的施法属性。 Feature/&CastSpellOniOgreMagicTitle=食人魔魔法 -Feature/&FeatureSetOniAbilityScoreIncreaseDescription=力量+2、智慧+1 -Feature/&FeatureSetOniAbilityScoreIncreaseTitle=属性增加 -Feature/&ProficiencyOniOgreMightDescription=你精通武术武器。 +Feature/&FeatureSetOniAbilityScoreIncreaseDescription=力量 +2、感知 +1 +Feature/&FeatureSetOniAbilityScoreIncreaseTitle=属性值提升 +Feature/&ProficiencyOniOgreMightDescription=你获得军用武器熟练项。 Feature/&ProficiencyOniOgreMightTitle=食人魔之力 -Feature/&ProficiencyOniThirdEyeDescription=你精通感知技能。 +Feature/&ProficiencyOniThirdEyeDescription=你获得察觉技能熟练项。 Feature/&ProficiencyOniThirdEyeTitle=第三只眼睛 Race/&RaceOniDescription=恶鬼是来自远东岛屿王国日本的类似恶魔的生物。他们通过激活的大门来到索拉斯塔。 Race/&RaceOniTitle=恶鬼 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Tiefling-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Tiefling-zh-CN.txt index 377eed7921..f64b7bfb1f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Tiefling-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Tiefling-zh-CN.txt @@ -1,24 +1,24 @@ -Feature/&AttributeModifierTieflingDexterityAbilityScoreIncreaseDescription=敏捷+1 -Feature/&AttributeModifierTieflingDexterityAbilityScoreIncreaseTitle=墨菲斯托属性增加 -Feature/&AttributeModifierTieflingIntelligenceAbilityScoreIncreaseDescription=智力+1 -Feature/&AttributeModifierTieflingIntelligenceAbilityScoreIncreaseTitle=阿斯蒙蒂斯属性增加 -Feature/&AttributeModifierTieflingStrengthAbilityScoreIncreaseDescription=力量+1 -Feature/&AttributeModifierTieflingStrengthAbilityScoreIncreaseTitle=扎瑞尔属性增加 -Feature/&CastSpellTieflingDevilTongueDescription=你熟知恶言相加戏法。在第 3 级,你习得魅惑人类,在第 5 级,你习得安定心神。每次长休可以使用一次。 -Feature/&CastSpellTieflingDevilTongueTitle=恶魔之舌魔法 -Feature/&CastSpellTieflingFeralDescription=你熟知燃火术戏法。在第 3 级,你习得燃烧之手。每次长休可使用一次。 +Feature/&AttributeModifierTieflingDexterityAbilityScoreIncreaseDescription=敏捷 +1 +Feature/&AttributeModifierTieflingDexterityAbilityScoreIncreaseTitle=墨菲斯托属性值提升 +Feature/&AttributeModifierTieflingIntelligenceAbilityScoreIncreaseDescription=智力 +1 +Feature/&AttributeModifierTieflingIntelligenceAbilityScoreIncreaseTitle=阿斯蒙蒂斯属性值提升 +Feature/&AttributeModifierTieflingStrengthAbilityScoreIncreaseDescription=力量 +1 +Feature/&AttributeModifierTieflingStrengthAbilityScoreIncreaseTitle=扎瑞尔属性值提升 +Feature/&CastSpellTieflingDevilTongueDescription=你熟知 恶言相加 戏法。在第 3 级,你习得 魅惑人类,在第 5 级,你习得 安定心神。每次长休可以使用一次。 +Feature/&CastSpellTieflingDevilTongueTitle=魔鬼之舌魔法 +Feature/&CastSpellTieflingFeralDescription=你熟知 燃火术 戏法。在第 3 级,你习得 燃烧之手。每次长休可使用一次。 Feature/&CastSpellTieflingFeralTitle=返祖魔法 -Feature/&CastSpellTieflingMephistophelesDescription=你熟知火焰箭 戏法。在 3 级时,你习得燃烧之手,在 5 级时,你习得燃火术。每次长休都可以使用一次。 +Feature/&CastSpellTieflingMephistophelesDescription=你熟知 火焰箭 戏法。在 3 级时,你习得 燃烧之手,在 5 级时,你习得 燃火术。每次长休都可以使用一次。 Feature/&CastSpellTieflingMephistophelesTitle=墨菲斯托魔法 -Feature/&CastSpellTieflingZarielDescription=你熟知耀阳剑 戏法。在第 3 级,你习得灼热射线,在第 5 级,你习得炽焰斩。每次长休都可以使用一次。 +Feature/&CastSpellTieflingZarielDescription=你熟知 耀阳剑 戏法。在第 3 级,你习得 灼热射线,在第 5 级,你习得 炽焰斩。每次长休都可以使用一次。 Feature/&CastSpellTieflingZarielTitle=扎瑞尔魔法 Feature/&PowerTieflingFeralDemonicWingsDismissDescription=解除你的恶魔之翼。 Feature/&PowerTieflingFeralDemonicWingsDismissTitle=解除恶魔之翼 Feature/&PowerTieflingFeralDemonicWingsSproutDescription=作为一个动作,你可以让自己的飞行速度等于你的步行速度。如果你穿着中型或重型盔甲,则不能使用此能力。 Feature/&PowerTieflingFeralDemonicWingsSproutTitle=恶魔之翼 -Race/&RaceTieflingDevilTongueDescription=与墨菲斯托或其他Succubi有血统关系的提夫林继承了他们魅力和操纵他人的魔法能力的一部分。 -Race/&RaceTieflingDevilTongueTitle=恶魔之舌 -Race/&RaceTieflingFeralDescription=这些提夫林们显露的特征与能力更具恶魔化,例如叉形尾巴和蝙蝠翅膀。正因如此,许多返祖提夫林被迫躲藏起来以避免受到审判或猎杀,而更多人则选择拥抱这种恶魔本性。 +Race/&RaceTieflingDevilTongueDescription=与墨菲斯托或其他魅魔有血统关系的提夫林继承了他们魅力和操纵他人的魔法能力的一部分。 +Race/&RaceTieflingDevilTongueTitle=魔鬼之舌 +Race/&RaceTieflingFeralDescription=这些提夫林们显露的特征与能力更具恶魔化,例如叉形尾巴和蝙蝠翅膀。正因如此,许多返祖提夫林被迫躲藏起来以避免受到审判或猎杀,而更多人则选择拥抱这种邪魔本性。 Race/&RaceTieflingFeralTitle=返祖 Race/&RaceTieflingMephistophelesDescription=墨菲斯托为那些向他恳求的人提供神秘的力量。与他有关的提夫林掌握一些奥术。 Race/&RaceTieflingMephistophelesTitle=墨菲斯托 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wendigo-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wendigo-zh-CN.txt index 11a74d389d..a9477e0081 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wendigo-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wendigo-zh-CN.txt @@ -1,16 +1,16 @@ Feature/&AdditionalDamageWendigoSuckerPunchDescription=在第一轮战斗中,如果你用攻击检定击中了一个生物,而该生物的主动性低于你,则该生物会受到额外的 2d6 点伤害。 Feature/&AdditionalDamageWendigoSuckerPunchTitle=先发制人 -Feature/&AttributeModifierWendigoDexterityAbilityScoreIncreaseDescription=敏捷+1 -Feature/&AttributeModifierWendigoDexterityAbilityScoreIncreaseTitle=属性增加 -Feature/&AttributeModifierWendigoStrengthAbilityScoreIncreaseDescription=力量+2 -Feature/&AttributeModifierWendigoStrengthAbilityScoreIncreaseTitle=属性增加 -Feature/&EquipmentAffinityWendigoPowerfulBuildDescription=在确定你的承载能力时,你将你的尺寸算作大型。 -Feature/&EquipmentAffinityWendigoPowerfulBuildTitle=身强力壮 -Feature/&FeatureWendigoNaturalLungerDescription=你的近战攻击增加 5 英尺。不与其他增加近战攻击范围的能力叠加。 +Feature/&AttributeModifierWendigoDexterityAbilityScoreIncreaseDescription=敏捷 +1 +Feature/&AttributeModifierWendigoDexterityAbilityScoreIncreaseTitle=属性值提升 +Feature/&AttributeModifierWendigoStrengthAbilityScoreIncreaseDescription=力量 +2 +Feature/&AttributeModifierWendigoStrengthAbilityScoreIncreaseTitle=属性值提升 +Feature/&EquipmentAffinityWendigoPowerfulBuildDescription=在确定你的承载能力时,你将你的体型视作大型。 +Feature/&EquipmentAffinityWendigoPowerfulBuildTitle=强健体格 +Feature/&FeatureWendigoNaturalLungerDescription=你的近战攻击增加 5 尺。不与其他增加近战攻击范围的能力叠加。 Feature/&FeatureWendigoNaturalLungerTitle=天生长臂 Feature/&ProficiencyWendigoLanguagesDescription=通用语和地精语。 Feature/&ProficiencyWendigoLanguagesTitle=语言 -Feature/&ProficiencyWendigoStalkerDescription=你擅长隐匿技能。 +Feature/&ProficiencyWendigoStalkerDescription=你获得隐匿技能熟练项。 Feature/&ProficiencyWendigoStalkerTitle=隐踪者 Feedback/&AdditionalDamageSuckerPunchFormat=先发制人! Feedback/&AdditionalDamageSuckerPunchLine={0} 通过先发制人造成 +{2} 额外伤害! diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wildling-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wildling-zh-CN.txt index 355b509506..91c77ce1b8 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wildling-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wildling-zh-CN.txt @@ -1,18 +1,18 @@ -Action/&WildlingFeralAgilityDescription=单回合你的移动速度加倍。一旦你使用了这个特性,你就不能再次使用它,直到你在一个回合中移动 0 英尺。 +Action/&WildlingFeralAgilityDescription=单回合你的移动速度加倍。一旦你使用了这个特性,你就不能再次使用它,直到你在一个回合中移动 0 尺。 Action/&WildlingFeralAgilityTitle=野性敏捷 Condition/&ConditionWildlingAgileDescription=在回合结束之前,你的移动速度会加倍。 Condition/&ConditionWildlingAgileTitle=敏捷 -Condition/&ConditionWildlingTiredDescription=在您的一个回合中移动 0 英尺之前,您无法使用野性敏捷。 +Condition/&ConditionWildlingTiredDescription=在你的一个回合中移动 0 尺之前,你无法使用野性敏捷。 Condition/&ConditionWildlingTiredTitle=疲劳的 -Feature/&ActionAffinityWildlingFeralAgilityDescription=你的反应能力和敏捷性让你能够快速移动。当你在战斗中进入回合时,你可以将速度加倍,直到回合结束。一旦你使用了这个特性,你就不能再次使用它,直到你在一个回合中移动 0 英尺。 +Feature/&ActionAffinityWildlingFeralAgilityDescription=你的反应能力和敏捷性让你能够快速移动。当你在战斗中进入回合时,你可以将速度加倍,直到回合结束。一旦你使用了这个特性,你就不能再次使用它,直到你在一个回合中移动 0 尺。 Feature/&ActionAffinityWildlingFeralAgilityTitle=野性敏捷 -Feature/&FeatureSetWildlingAbilityScoreIncreaseDescription=敏捷+2,魅力+1 -Feature/&FeatureSetWildlingAbilityScoreIncreaseTitle=能力值增加 +Feature/&FeatureSetWildlingAbilityScoreIncreaseDescription=敏捷 +2,魅力 +1 +Feature/&FeatureSetWildlingAbilityScoreIncreaseTitle=属性值提升 Feature/&FeatureWildlingClawsDescription=你的徒手攻击会造成 1d6 + 你的力量调整值的挥砍伤害,而不是徒手攻击通常造成的钝击伤害。 Feature/&FeatureWildlingClawsTitle=利爪 Feature/&MovementAffinityWildlingExpertClimberDescription=你的攀爬速度与你的步行速度相同。 Feature/&MovementAffinityWildlingExpertClimberTitle=专家登山者 -Feature/&ProficiencyWildlingNaturalInstinctsDescription=您精通感知和隐秘技能。 +Feature/&ProficiencyWildlingNaturalInstinctsDescription=你获得察觉和隐匿技能熟练项。 Feature/&ProficiencyWildlingNaturalInstinctsTitle=天性 Race/&RaceWildlingDescription=野人是人类和提夫林的后代,他们大多继承了提夫林父母的野性特征。野人的外貌和本性各不相同,他们一生的大部分时间都在索拉斯塔的森林或其他人烟稀少的地区度过,作为自给自足的猎人和旅行者。 Race/&RaceWildlingTitle=野人 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt index 32794bca37..76289abee1 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Races/Wyrmkin-zh-CN.txt @@ -4,35 +4,35 @@ Action/&CrystalDefenseOnDescription=激活水晶防御 Action/&CrystalDefenseOnTitle=水晶防御 Condition/&ConditionCrystalDefenseDescription=你的AC增加+4。你处于俯卧状态,你的速度为 0,除了使用附赠动作来停用水晶防御之外,你无法执行任何行动。 Condition/&ConditionCrystalDefenseTitle=水晶防御 -Feature/&AbilityCheckAffinityCaveWyrmkinCaveSensesDescription=你在感知(生存)能力检查中具有优势。 +Feature/&AbilityCheckAffinityCaveWyrmkinCaveSensesDescription=你在感知(生存)技能检定中具有优势。 Feature/&AbilityCheckAffinityCaveWyrmkinCaveSensesTitle=洞穴感官 -Feature/&ActionAffinityCrystalWyrmkinCrystalDefenseDescription=你可以用你的行动来激活水晶防御。当水晶防御激活时,你的AC增加+4。你处于俯卧状态,你的速度为 0,除了使用附赠动作来停用水晶防御之外,你无法执行任何行动。 +Feature/&ActionAffinityCrystalWyrmkinCrystalDefenseDescription=你可以用你的动作来激活水晶防御。当水晶防御激活时,你的AC增加+4。你处于俯卧状态,你的速度为 0,除了使用附赠动作来停用水晶防御之外,你无法执行任何动作。 Feature/&ActionAffinityCrystalWyrmkinCrystalDefenseTitle=水晶防御 Feature/&AttributeModifierCaveWyrmkinConstitutionAbilityScoreIncreaseDescription=体质 +1 Feature/&AttributeModifierCaveWyrmkinConstitutionAbilityScoreIncreaseTitle=属性提升 Feature/&AttributeModifierCaveWyrmkinStrengthAbilityScoreIncreaseDescription=力量 +2 -Feature/&AttributeModifierCaveWyrmkinStrengthAbilityScoreIncreaseTitle=属性提升 +Feature/&AttributeModifierCaveWyrmkinStrengthAbilityScoreIncreaseTitle=属性值提升 Feature/&AttributeModifierHighWyrmkinIntelligenceAbilityScoreIncreaseDescription=智力 +2 -Feature/&AttributeModifierHighWyrmkinIntelligenceAbilityScoreIncreaseTitle=属性提升 +Feature/&AttributeModifierHighWyrmkinIntelligenceAbilityScoreIncreaseTitle=属性值提升 Feature/&AttributeModifierHighWyrmkinStrengthAbilityScoreIncreaseDescription=力量 +1 -Feature/&AttributeModifierHighWyrmkinStrengthAbilityScoreIncreaseTitle=属性提升 +Feature/&AttributeModifierHighWyrmkinStrengthAbilityScoreIncreaseTitle=属性值提升 Feature/&FeatureCaveWyrmkinChargingStrikeDescription=如果你使用动作进行疾走,则可以使用附赠动作进行徒手攻击。 Feature/&FeatureCaveWyrmkinChargingStrikeTitle=冲锋攻击 Feature/&FeatureCaveWyrmkinPowerfulClawsDescription=你的徒手攻击造成 1d6 点伤害,而不是 1 点。当你用近战攻击击中目标时,你可以使用附赠动作进行推撞。 Feature/&FeatureCaveWyrmkinPowerfulClawsTitle=强爪 -Feature/&FeatureCrystalWyrmkinHardScalesDescription=你的坚硬鳞片提供天然的盔甲和武器。当不穿盔甲时,你的AC为17(你的敏捷调整值不会影响该数值)。你的徒手攻击会造成 1d6 的钝击伤害,而不是 1 点。 +Feature/&FeatureCrystalWyrmkinHardScalesDescription=你的坚硬鳞片提供天然的盔甲和武器。当不穿盔甲时,你的AC为 17(你的敏捷调整值不会影响该数值)。你的徒手攻击会造成 1d6 的钝击伤害,而不是 1 点。 Feature/&FeatureCrystalWyrmkinHardScalesTitle=坚鳞 Feature/&FeatureSetCrystalWyrmkinAbilityScoreIncreaseDescription=力量 +2、感知 +1 -Feature/&FeatureSetCrystalWyrmkinAbilityScoreIncreaseTitle=属性提升 -Feature/&PointPoolCrystalWyrmkinInnateKnowledgeDescription=您精通以下您选择的技能之一:驯兽、医学、自然、感知、隐秘、生存。 +Feature/&FeatureSetCrystalWyrmkinAbilityScoreIncreaseTitle=属性值提升 +Feature/&PointPoolCrystalWyrmkinInnateKnowledgeDescription=你获得以下你选择技能之一的熟练项:驯兽、医药、自然、察觉、隐匿、生存。 Feature/&PointPoolCrystalWyrmkinInnateKnowledgeTitle=天赋学识 -Feature/&PowerHighWyrmkinPsionicWaveDescription=你可以用你的动作在 15 英尺圆锥体中释放灵能波。该区域内的所有生物都必须进行一次智力豁免。该豁免的 DC 等于 8 + 你的智力调整值 + 你的熟练加值。豁免失败时,生物会受到 2d6 精神伤害;豁免成功时,受到一半伤害。当你达到6级、11级和16级时,伤害增加1d6。使用此特性后,直到下一次短休或长休前,你将无法再次使用。 +Feature/&PowerHighWyrmkinPsionicWaveDescription=你可以用你的动作在 15 尺圆锥体中释放灵能波。该区域内的所有生物都必须进行一次智力豁免。该豁免的 DC 等于 8 + 你的智力调整值 + 你的熟练加值。豁免失败时,生物会受到 2d6 精神伤害;豁免成功时,受到一半伤害。当你达到6级、11级和16级时,伤害增加1d6。使用此特性后,直到下一次短休或长休前,你将无法再次使用。 Feature/&PowerHighWyrmkinPsionicWaveTitle=灵能波 Feature/&PowerHighWyrmkinReactiveRetributionDescription=当一个生物攻击你时,如果其在你的攻击范围内,你可以利用你的反应,使用你所挥舞的武器来攻击该生物。一旦你使用了这个特性,直到下一次短休或长休前,你将无法再次使用。 Feature/&PowerHighWyrmkinReactiveRetributionTitle=反应反击 Feature/&ProficiencyRaceWyrmkinLanguagesDescription=通用语、龙语。 Feature/&ProficiencyRaceWyrmkinLanguagesTitle=语言 -Race/&RaceCaveWyrmkinDescription=洞穴龙人是适应生活在巨大的地下洞穴网络中的龙人。它们天生具有强烈的方向感,熟悉地下网络,并利用强大的爪子挖掘隧道。 +Race/&RaceCaveWyrmkinDescription=洞穴龙人是适应生活在巨大的地下洞穴网络中的龙人。他们天生具有强烈的方向感,熟悉地下网络,并利用强大的爪子挖掘隧道。 Race/&RaceCaveWyrmkinTitle=洞穴龙人 Race/&RaceCrystalWyrmkinDescription=龙人是龙裔的体型较大的表亲,是龙族的另一种后裔。与龙裔不同,他们可以在黑暗中看到东西。 Race/&RaceCrystalWyrmkinTitle=水晶龙人 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt index 53f7f56e2f..2109d1f658 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/Settings-zh-CN.txt @@ -1,14 +1,14 @@ -ModUi/&AccountForAllDiceOnSavageAttack=将来自基础武器伤害的所有骰子添加到增加基础武器伤害的特征(例如半兽人的野蛮攻击)而不是总是 1 个骰子 +ModUi/&AccountForAllDiceOnSavageAttack=将所有添加武器伤害骰的特性以添加武器基础伤害骰取代只有 1 个骰[半兽人的凶蛮攻击特性、双手武器等等] ModUi/&AddAllToStore=全部添加到商店 ModUi/&AddBleedingToLesserRestoration=将流血状态添加到高等复原术和次级复原术的移除列表里 ModUi/&AddCustomIconsToOfficialItems=为官方游戏物品添加自定义图标[弹药、配方、工具包等][需要重启] -ModUi/&AddDarknessPerceptiveToDarkRaces=对Darkelf、Dark Kobold和Gray Dwarf启用黑暗感知\n[在未照明或在魔法黑暗下时察觉检定具有优势] -ModUi/&AddFighterLevelToIndomitableSavingReroll=将战士等级添加到Indomitable豁免重掷中 +ModUi/&AddDarknessPerceptiveToDarkRaces=对黑暗精灵、黑暗狗头人和灰矮人启用黑暗感知\n[在未照明或在魔法黑暗下时察觉检定具有优势] +ModUi/&AddFighterLevelToIndomitableSavingReroll=将战士等级添加到Indomitable豁免重投中 ModUi/&AddHelpActionToAllRaces=为所有可玩种族添加帮助动作[你可以帮助友方生物攻击距离你5尺以内的生物] -ModUi/&AddHumanoidFavoredEnemyToRanger=为游侠添加人形敌人宿敌 +ModUi/&AddHumanoidFavoredEnemyToRanger=启用Rangers类人生物宿敌 ModUi/&AddNewBrightEyeColors=添加新的亮色眼睛颜色 ModUi/&AddNewWeaponsAndRecipesToShops=向商店添加新的武器和配方[护腕、戟、长矛、长狼牙棒、手弩] [需要重启] -ModUi/&AddPaladinSmiteToggle=添加一个开关以允许圣骑士仅在暴击时启用至圣斩[有助于减少反应动作提示] +ModUi/&AddPaladinSmiteToggle=添加一个开关以允许圣武士仅在暴击时启用至圣斩[有助于减少反应动作提示] ModUi/&AddPickPocketableLoot=添加可扒窃的战利品[建议扒窃专长开启时启用] ModUi/&AddToStore=添加到商店 ModUi/&Advanced=高级:[需要重启] @@ -19,12 +19,12 @@ ModUi/&AllowAllPlayersOnNarrativeSequences=+允许所有玩家进行叙述序 ModUi/&AllowAnyClassToWearSylvanArmor=允许任何职业穿森林之甲或光明使者之衣 ModUi/&AllowBeardlessDwarves=允许无须矮人 ModUi/&AllowClubsToBeThrown=允许木棒像匕首或手斧一样投掷 -ModUi/&AllowDisplayingNonSuggestedSpells=允许在每个列表上使用 mod 非建议的咒语 -ModUi/&AllowDisplayingOfficialSpells=允许每个列表中使用游戏官方咒语 +ModUi/&AllowDisplayingNonSuggestedSpells=允许在每个列表上使用 mod 非建议的法术 +ModUi/&AllowDisplayingOfficialSpells=允许每个列表中使用游戏官方法术 ModUi/&AllowDruidToWearMetalArmor=允许德鲁伊穿上金属盔甲 -ModUi/&AllowDungeonsMaxLevel20=允许最高等级为20的地城 +ModUi/&AllowDungeonsMaxLevel20=允许最高等级为 20 的地城 ModUi/&AllowFlightSuspend=允许暂时中止物品和法术的飞行[不影响wildshape或飞行种族] -ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=在放置小工具或道具时启用CTRL点击绕过任何检查 +ModUi/&AllowGadgetsAndPropsToBePlacedAnywhere=在放置小工具或道具时启用CTRL点击绕过任何检定 ModUi/&AllowHasteCasting=允许使用加速术赋予的额外动作施法(你仍然每轮只能释放一个标准动作法术) ModUi/&AllowHornsOnAllRaces=允许所有种族长角[根据种族、头和角的不同,结果可能看起来很怪] ModUi/&AllowMoreRealStateOnRestPanel=允许在休息面板上显示更多真实状态[在面板打开后隐藏休息动作,在面板关闭后恢复功能] @@ -34,7 +34,7 @@ ModUi/&AllowUnmarkedSorcerers=允许术士没有起源标 ModUi/&AltOnlyHighlightItemsInPartyFieldOfView=按ALT键只高亮队伍视野中的可用物品[仅限自定义地下城] ModUi/&ArcaneShieldstaffOptions=允许奥术盾杖被任何职业调和 ModUi/&Backgrounds=背景 -ModUi/&BackgroundsAndRaces=背景与神灵 +ModUi/&BackgroundsAndRaces=背景与种族 ModUi/&Basic=基本: ModUi/&Bestiary=怪物池 ModUi/&BestowCurseNoConcentrationRequiredForSlotLevel5OrAbove=降咒使用5环以上法术位施放时不需要专注 @@ -49,8 +49,8 @@ ModUi/&Changelog=更改日志 ModUi/&Character=特点 ModUi/&CharactersPool=角色池 ModUi/&Classes=职业 -ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=寒冷免疫还赋予对寒冷和冰冻条件的免疫力 -ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=耐寒性还可以增强对寒冷条件的免疫力,并将冷冻状态降低为冷冻状态 +ModUi/&ColdImmunityAlsoGrantsImmunityToChilledAndFrozenCondition=冷冻免疫还赋予对寒冷和冰冻条件的免疫力 +ModUi/&ColdResistanceAlsoGrantsImmunityToChilledCondition=冷冻抗性还可以增强对冻寒状态的免疫,并将冻结状态降低为冻寒状态 ModUi/&Combat=战斗: ModUi/&Crafting=制作: ModUi/&CraftingHelp=•按下按钮即可在当前队伍中立即学习配方\n。添加到商店的物品可能需要队伍离开该地点然后回来 @@ -63,6 +63,7 @@ ModUi/&CriticalOption2=2:继续重新掷出任 ModUi/&CriticalOption3=3:将攻击的总伤害加倍,而不是掷额外的骰子。[(XdY+Z)*2] ModUi/&Deities=神灵 ModUi/&DisableAutoEquip=禁用自动装备物品栏中的物品 +ModUi/&DisableBarbarianBrutalCritical=+ 同时在 9、13 和 17 级禁用野蛮人 残酷致命 ModUi/&DisableCastSpellPreRequisitesOnModFeats=禁用此模组提供的专长的施法先决条件[需要重新启动] ModUi/&DisableClassPrerequisitesOnModFeats=禁用此mod提供的职业专长的等级前提条件 ModUi/&DisableRacePrerequisitesOnModFeats=禁用此mod提供的专长的种族前提条件 @@ -73,34 +74,37 @@ ModUi/&DisplayAllKnownSpellsDuringLevelUp=+在升级过程中显示其他职 ModUi/&DisplayPactSlotsOnSpellSelectionPanel=+在法术选择而非角色面板上显示邪术士契约槽位 ModUi/&Donate=捐赠: {0} ModUi/&DontDisplayHelmets=不在角色图像上显示头盔[需要重启] -ModUi/&DontEndTurnAfterReady=使用准备动作后不会结束回合[允许使用奖励动作或任何来自加速或其他来源的额外主要动作] +ModUi/&DontEndTurnAfterReady=使用准备动作后不会结束回合[允许使用附赠动作或任何来自加速或其他来源的额外主要动作] ModUi/&DontFollowCharacterInBattle=当角色已经出现在屏幕上时,战斗镜头不会跟随 ModUi/&DontFollowMargin=+除非英雄不在屏幕内或在屏幕边缘的%范围内 ModUi/&DungeonMakerBasicHelp=•这些设置不需要玩家安装这个模组 ModUi/&DungeonMakerMenu=地城编辑器 ModUi/&EmpressGarbAppearance=皇后服外观 -ModUi/&EnableActionSwitching=启用动作切换栏[在主要动作之前急于使用紧急动作时有用] +ModUi/&EnableActionSwitching=启用动作切换栏[在主要动作之前急于使用加速动作时有用] ModUi/&EnableAdditionalBackstoryDisplay=在背景检查中启用额外的背景故事显示 ModUi/&EnableAdditionalIconsOnLevelMap=在关卡地图上为营地、出口和传送器启用额外的图标 ModUi/&EnableAdditionalItemsInDungeonMaker=+向地城编辑器添加新物品 ModUi/&EnableAlternateHuman=启用变体人类[+1专长/+2属性选择/+1技能] -ModUi/&EnableAlternateVotingSystem=启用替代投票系统[使用英雄魅力修正来确定选择权重] -ModUi/&EnableBarbarianFightingStyle=在2级启用野蛮人战斗风格 +ModUi/&EnableAlternateVotingSystem=启用替代投票系统[使用英雄魅力调整值来确定选择权重] +ModUi/&EnableBarbarianBrutalStrike=在职业等级 9、13 和 17 启用野蛮人凶蛮打击精通凶蛮打击 +ModUi/&EnableBarbarianFightingStyle=在 2 级启用野蛮人战斗风格 +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=在等级 7 时启用野蛮人在短暂休息后恢复一次狂暴使用 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额外奖励攻击 +ModUi/&EnableCantripsTriggeringOnWarMagic=启用戏法触发战争魔法,可以用附赠动作发动一次武器攻击 ModUi/&EnableCharacterChecker=在 主屏幕 > 角色 上启用角色检视按钮 ModUi/&EnableCharacterExport=启用CTRL-SHIFT-(E)导出角色 -ModUi/&EnableCharactersOnFireToEmitLight=使火焰生物发光[光之立方体、火元素、火焰小丑、火焰鹗、火蜘蛛,以及其他火系生物] +ModUi/&EnableCharactersOnFireToEmitLight=使火焰生物发光[光亮立方格、火元素、火焰小丑、火焰鹗、火蜘蛛,以及其他火系生物] ModUi/&EnableCheatMenu=启用作弊菜单 ModUi/&EnableCustomPortraits=启用自定义肖像 -ModUi/&EnableCustomPortraitsHelp=。将您的自定义肖像放在子文件夹 PersonalPreGen,以英雄名字[即:Anton、Celia、Nialla 等]\n 命名。使用 PNG 图像,大小为 256 x 384 像素,带有透明层[使用 GIMP 以获得最佳效果] -ModUi/&EnableDungeonMakerModdedContent=启用地城编辑器Pro\n[包括平坦的房间、150x150和200x200的地牢大小以及简洁的混合来自所有环境的素材] -ModUi/&EnableEpicPointsAndArray=启用史诗级35点购点和默认骰[17,15,13,12,10,8][需要重启] -ModUi/&EnableExtendedProficienciesPanelDisplay=启用扩展熟练面板显示[奥术射击、注入、开局和多功能]\n[角色性能提升检查。使用风险自负] -ModUi/&EnableFeatsAtEvenLevels=在等级2、10和18启用专长选择 -ModUi/&EnableFeatsAtEvenLevelsMiddle=在6级和14级启用专长选择 -ModUi/&EnableFighterWeaponSpecialization=在8级和16级启用战士武器专攻[获得+1命中和伤害,但是使用其他武器时将获得劣势] +ModUi/&EnableCustomPortraitsHelp=。将你的自定义肖像放在子文件夹 PersonalPreGen,以英雄名字[即:Anton、Celia、Nialla 等]\n 命名。使用 PNG 图像,大小为 256 x 384 像素,带有透明层[使用 GIMP 以获得最佳效果] +ModUi/&EnableDungeonMakerModdedContent=启用地城编辑器Pro\n[包括平坦的房间、150x150 和 200x200 的地牢大小以及简洁的混合来自所有环境的素材] +ModUi/&EnableEpicPointsAndArray=启用史诗级 35 点购点和默认骰[17,15,13,12,10,8][需要重启] +ModUi/&EnableExtendedProficienciesPanelDisplay=启用扩展熟练面板显示[奥术射击、注法、战技和多种功能]\n[角色性能提升检查。使用风险自负] +ModUi/&EnableFeatsAtEvenLevels=在等级 2、10 和 18 启用专长选择 +ModUi/&EnableFeatsAtEvenLevelsMiddle=在 6 级和 14 级启用专长选择 +ModUi/&EnableFighterWeaponSpecialization=在 8 级和 16 级启用战士武器专攻[获得+1命中和伤害,但是使用其他武器时将获得劣势] ModUi/&EnableFlexibleBackgrounds=启用灵活的背景[自由选择背景提供的技能和工具熟练项] ModUi/&EnableFlexibleRaces=启用灵活的种族[自由分配种族属性加值] ModUi/&EnableHigherGroundRules=启用夹击规则[从高处射击时 +1 命中,前后夹击敌人时 +1 命中,如果敌人被四个盟友包围则获得优势] @@ -113,23 +117,23 @@ ModUi/&EnableInvisibleCrownOfTheMagister=隐藏游戏界面上的 ModUi/&EnableLevel20=启用20级[需要重启] ModUi/&EnableLogDialoguesToConsole=在叙述序列期间启用日志对话到游戏控制台 ModUi/&EnableLoggingInvalidReferencesInUserCampaigns=在自定义活动中启用记录无效引用 -ModUi/&EnableMinInOutAttributes=+强制能力得分最低的前置条件 -ModUi/&EnableMonkAbundantKi=在1级启用武僧丰富的气[获得额外的Ki等于熟练加值的一半] +ModUi/&EnableMinInOutAttributes=+强制属性值最低的前置条件 +ModUi/&EnableMonkAbundantKi=在第 1 级启用武僧丰富的气[获得额外的等于熟练加值一半的气] ModUi/&EnableMonkDoNotRequireAttackActionForBonusUnarmoredAttack=启用武僧武术 - 额外徒手攻击,在使用前不需要进行攻击动作 -ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=启用武僧连击,在使用前不需要进行攻击动作 +ModUi/&EnableMonkDoNotRequireAttackActionForFlurry=启用武僧疾风连击,在使用前不需要进行攻击动作 ModUi/&EnableMonkFightingStyle=在第 2 级启用武僧战斗风格选择 ModUi/&EnableMonkImprovedUnarmoredMovementToMoveOnTheWall=启用武僧改进的无甲移动沿垂直表面移动而不会掉落 -ModUi/&EnableMonkWeaponSpecialization=在等级2和11启用僧侣武器专精[所选武器类型成为你的僧侣武器] +ModUi/&EnableMonkWeaponSpecialization=在第 2 级和 11 级启用武僧武器专精[所选武器类型成为你的武僧武器] ModUi/&EnableMulticlass=启用兼职[需要重启] ModUi/&EnablePcgRandom=启用更好的随机数算法[https://www.pcg-random.org] -ModUi/&EnableRangerNatureShroudAt10=在 10 级启用游侠自然裹尸布功能[作为奖励动作,你可以神奇地变得隐形,直到下回合开始] +ModUi/&EnableRangerNatureShroudAt10=在第 10 级启用游侠自然面纱功能[作为附赠动作,你可以神奇地变得隐形,直到下回合开始] ModUi/&EnableRejoinParty=启用CTRL-SHIFT-(R)重新加入所选英雄或领导者周围的队伍(如果未选择)[适用于5人或6人的队伍] ModUi/&EnableRelearnSpells=+可以选择其他职业已经学过的咒语或法术 ModUi/&EnableRespec=在休息操作后启用洗点 -ModUi/&EnableRogueCunningStrike=在等级 5 和 14 时启用盗贼狡猾打击狡猾打击[你放弃1个偷袭骰子可获得额外的命中效果] +ModUi/&EnableRogueCunningStrike=在第 5 级和 14 级时启用盗贼诡诈打击凶狡打击[你放弃1个偷袭骰子可获得额外的命中效果] ModUi/&EnableRogueFightingStyle=在第 2 级启用Rogue战斗风格选择 -ModUi/&EnableRogueSteadyAim=在等级 3 时启用盗贼稳定瞄准[奖励动作会在当前回合中为你的下一次攻击检定带来优势,如果你还没动] -ModUi/&EnableRogueStrSaving=启用盗贼在狡猾/恶魔打击虚弱/强化打击刀锋冰雹上使用DEX或STR调整值 +ModUi/&EnableRogueSteadyAim=在第 3 级时启用游荡者手稳就准[作为附赠动作,在当前回合中为你的下一次攻击检定带来优势,如果你还没移动] +ModUi/&EnableRogueStrSaving=启用游荡者在诡诈/凶狡打击虚弱/强化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/&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] @@ -152,22 +156,23 @@ ModUi/&Feats=专长 ModUi/&FightingStyles=战斗风格 ModUi/&FixAsianLanguagesTextWrap=修复亚洲语言的游戏 UI 文本换行[需要重启] ModUi/&FixEldritchBlastRange=将魔能爆范围更改为24[而不是16] -ModUi/&FlightSuspendWingedBoots=+使用翼靴官方规则[航班暂停时剩余时间不计算] +ModUi/&FixRingOfRegenerationHealRate=将再生之环治疗率设置为每3分钟1hp +ModUi/&FlightSuspendWingedBoots=+使用飞翼之靴官方规则[暂停飞行时不计算剩余时间] ModUi/&Formation=队形: ModUi/&FormationError=你不能在多人游戏中改变你的阵型... ModUi/&FormationHelp1=•使用数字按钮编辑给定的集合[考虑在输入下启用热键] ModUi/&FormationHelp2=•@代表相对英雄位置 -ModUi/&FormationHelp3=•单击任意2个按钮以交换它们的位置 +ModUi/&FormationHelp3=•单击任意 2 个按钮以交换它们的位置 ModUi/&FormationHotkey=启用CTRL-SHIFT-(1..5)在游戏中交换阵型 ModUi/&FormationResetAllSets=重置全部 ModUi/&FormationResetThisSet=重置这个 ModUi/&FormationSelected=已选择编队集{0} -ModUi/&FullyControlConjurations=完全控制魔法造物[动物、元素等] +ModUi/&FullyControlConjurations=完全控制咒唤物[动物、元素等] ModUi/&GameUi=游戏界面 ModUi/&Gameplay=玩法 ModUi/&General=通用: ModUi/&GeneralMenu=通用 -ModUi/&GrantScimitarSpecializationToBarkMonkRogue=为吟游诗人和游荡着授予弯刀武器专精 +ModUi/&GrantScimitarSpecializationToBarkMonkRogue=为吟游诗人和游荡者授予弯刀武器专精 ModUi/&GridSelectedColor=更改移动网格颜色 ModUi/&HideExitAndTeleporterGizmosIfNotDiscovered=如果尚未发现,则隐藏出口和传送器视觉效果 ModUi/&HideMonsterHitPoints=以25%/50%/75%/100%的步长显示怪物的生命值,而不是准确生命值 @@ -176,10 +181,10 @@ ModUi/&HighContrastTargetingSingleColor=更改单个生物突 ModUi/&House=房规: ModUi/&IdentifyAfterRest=通过短休或长休增加识别魔法物品的能力 ModUi/&IgnoreHandXbowFreeHandRequirements=不需要空闲的手来使用手弩 -ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻象法术对范围内 TrueSight 的目标自动失败 -ModUi/&ImproveLevelUpFeaturesSelection=改进升级功能选择[需要重启]\n[影响游侠宿敌和擅长地形,德鲁伊血缘野兽,野蛮人元素之路和龙类子职选择] +ModUi/&IllusionSpellsAutomaticallyFailAgainstTrueSightInRange=幻术法术对范围内 真实视觉 的目标自动失败 +ModUi/&ImproveLevelUpFeaturesSelection=改进升级功能选择[需要重启]\n[影响游侠宿敌和偏好地形,德鲁伊血缘野兽,野蛮人元素道途和龙族子职选择] ModUi/&IncreaseGameTimeBy=增加游戏时间 -ModUi/&IncreaseMaxAttunedItems=在第10级将最大同调物品增加到4个,在第18级增加到5个 +ModUi/&IncreaseMaxAttunedItems=在第 10 级将最大同调物品增加到 4 个,在第 18 级增加到 5 个 ModUi/&InitialChoices=创作: ModUi/&Input=输入: ModUi/&Interface=界面 @@ -192,9 +197,8 @@ ModUi/&ItemsCraftingMerchants=物品、手工艺和商人 ModUi/&ItemsHelp1=打开角色检视界面为英雄添加物品... ModUi/&ItemsHelp2=按+将项目添加到地面容器 ModUi/&KeepInvisibilityWhenUsingItems=启用物品使用不会破坏隐形 -ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=如果在突袭回合中察觉到,则在攻击后更新英雄的隐身状态[仅限第一个英雄] +ModUi/&KeepStealthOnHeroIfPerceivedDuringSurpriseAttack=如果在突袭回合中察觉到,则在攻击后更新英雄的隐匿状态[仅限第一个英雄] ModUi/&MakeAllMagicStaveArcaneFoci=使所有魔法法杖成为奥术专用[除了治疗法杖是通用的] -ModUi/&MakeLargeWildshapeFormsMedium=使所有大型野生动物形态中等大小 ModUi/&MarkInvisibleTeleportersOnLevelMap=+发现后在关卡地图上标记隐形传送器的位置 ModUi/&MaxAllowedClasses=最大允许职业 ModUi/&Merchants=商家: @@ -205,10 +209,10 @@ ModUi/&MulticlassKeyHelp=SHIFT点击法术会反转消耗 ModUi/&MultiplyTheExperienceGainedBy=乘以获得的经验[%] ModUi/&NoExperienceOnLevelUp=升级不需要经验 ModUi/&OfferAdditionalLoreFriendlyNames=在角色创建时提供额外的知识友好名称 -ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 取消优势/劣势盲法和感知对[与官方优势/劣势规则结合使用]< /颜色> +ModUi/&OfficialObscurementRulesCancelAdvDisPairs=+ 取消优势/劣势盲法和感知对[与官方优势/劣势规则结合使用] ModUi/&OfficialObscurementRulesHeavilyObscuredAsProjectileBlocker=+ 将严重遮挡区域更改为射弹阻挡器[云杀、雾云、燃烧云、花瓣风暴、雨夹雪风暴、臭云] ModUi/&OfficialObscurementRulesMagicalDarknessAsProjectileBlocker=+ 将魔法遮蔽区域更改为射弹阻挡器[黑暗法术效果的任何来源] -ModUi/&OfficialObscurementRulesTweakMonsters=+ 在适当的时候向怪物和 NPC 添加 Darkvision、BlindSight 和 TrueSight\n [设置集合MonstersThatShouldHaveDarkvisionMonstersThatShouldHaveTrueSightMonstersThatShouldHaveBlindSight] +ModUi/&OfficialObscurementRulesTweakMonsters=+ 在适当的时候向怪物和 NPC 添加 黑暗视觉、盲视 和 真实视觉\n [设置集合MonstersThatShouldHaveDarkvisionMonstersThatShouldHaveTrueSightMonstersThatShouldHaveBlindSight] ModUi/&OnlyShowMostPowerfulUpcastConjuredElementalOrFey=+只显示魔法列表中最强大的生物 ModUi/&OutlineGridWidthModifier=将轮廓网格宽度乘以 [%] ModUi/&OutlineGridWidthSpeed=将轮廓网格动画速度乘以 [%] @@ -258,12 +262,12 @@ ModUi/&ShowCraftingRecipeInDetailedTooltips=在详细的工具提示中显示制 ModUi/&ShowDescriptions=显示说明 ModUi/&SpellLevelFilter=法术等级过滤器[-1 显示全部] ModUi/&SpellsMenu=法术 -ModUi/&StealthBreaksWhenAttackHits=当武器或法术攻击命中时启用隐身损失 -ModUi/&StealthBreaksWhenAttackMisses=当武器或法术攻击未命中时启用隐身损失 -ModUi/&StealthBreaksWhenCastingMaterial=施放材料时启用隐身损失[任何目标为全部或敌人的非攻击法术] -ModUi/&StealthBreaksWhenCastingSomatic=施放躯体[任何目标为全部或敌人的非攻击法术]时启用隐身损失 -ModUi/&StealthBreaksWhenCastingVerbose=施放详细时启用隐身损失[任何目标为全部或敌人的非攻击法术] -ModUi/&StealthDoesNotBreakWithSubtle=如果 Subtle Metamagic 并且没有材质组件,则启用隐身不会破坏 +ModUi/&StealthBreaksWhenAttackHits=当武器或法术攻击命中时启用隐匿损失 +ModUi/&StealthBreaksWhenAttackMisses=当武器或法术攻击未命中时启用隐匿损失 +ModUi/&StealthBreaksWhenCastingMaterial=施放材料成分法术时启用隐匿损失[任何目标为全部或敌人的非攻击法术] +ModUi/&StealthBreaksWhenCastingSomatic=施放姿势成分法术时启用隐匿损失[任何目标为全部或敌人的非攻击法术] +ModUi/&StealthBreaksWhenCastingVerbose=施放言语成分法术时启用隐匿损失[任何目标为全部或敌人的非攻击法术] +ModUi/&StealthDoesNotBreakWithSubtle=如果 精妙超魔 并且没有材料成分,则启用隐匿不会破坏 ModUi/&StockGorimStoreWithAllNonMagicalClothing=格罗姆的商店出售所有非魔法服装[需要重启] ModUi/&StockGorimStoreWithAllNonMagicalInstruments=格罗姆的商店出售所有非魔法乐器[需要重启] ModUi/&StockHugoStoreWithAdditionalFoci=在雨果的商店将奥术法杖、德鲁伊项链、法杖和棍棒设置为焦点项目 @@ -280,8 +284,8 @@ ModUi/&UnleashEnemyAsNpc=允许在NPC小工具上选择怪物 ModUi/&UnleashNpcAsEnemy=解锁怪物选择 ModUi/&UnlockAllNpcFaces=解锁NPC面孔 ModUi/&UnlockEyeStyles=解锁眼睛样式 -ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=解锁所有标记和纹身的亮色颜色 -ModUi/&UnlockGlowingEyeColors=添加亮色眼睛颜色 +ModUi/&UnlockGlowingColorsForAllMarksAndTattoos=解锁所有亮色的标记和纹身 +ModUi/&UnlockGlowingEyeColors=添加亮色的眼睛 ModUi/&UnlockMarkAndTattoosForAllCharacters=解锁所有角色的术士起源标记和纹身 ModUi/&UnlockSkinColors=解锁肤色 ModUi/&Update=更新 @@ -294,6 +298,6 @@ ModUi/&UseOfficialFlankingRulesAlsoForRanged=+ 还可以进行远程攻击+ 还启用触及攻击[禁用精确数学] ModUi/&UseOfficialFlankingRulesButAddAttackModifier=+ 将优势改为 +1 攻击掷骰 ModUi/&UseOfficialFoodRationsWeight=将食物配给的重量减少到2磅 -ModUi/&UseOfficialObscurementRules=使用官方的光照、遮挡和视觉战斗规则\n[感知到防御者的攻击者获得 ADV,没有感知到的攻击者获得 ADV感知 能够感知到它的防御者会受到 DIS\n 严重遮挡的区域造成失明状态,其中针对该生物的攻击骰具有 ADV,并且该生物的攻击骰具有 DIS\n 如果攻击者没有视力,则无法施放针对个人的所有距离法术,除了那些明确没有说明需要视力的] +ModUi/&UseOfficialObscurementRules=使用官方的光照、掩蔽和视野战斗规则\n[察觉到防御者的攻击者获得 优势,没有察觉到的攻击者获得 劣势\n 严重掩蔽的区域造成失明状态,其中针对该生物的攻击骰具有 优势,并且该生物的攻击骰具有 劣势\n 如果攻击者没有视野,则无法施放针对个人的所有距离法术,除了那些明确没有说明需要视野的] ModUi/&UseOfficialSmallRacesDisWithHeavyWeapons=使用重型武器时请使用官方小型体型种族规则[你的攻击处于劣势] ModUi/&Visuals=视觉效果:[需要重启] diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheAncientForest-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheAncientForest-zh-CN.txt index 4bbdb74968..4c61ccfe74 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheAncientForest-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheAncientForest-zh-CN.txt @@ -1,37 +1,37 @@ -Condition/&ConditionAncientForestPhotosynthesisDescription=你可以从阳光中吸收能量。当你处于直射强光下时,你会在你的回合开始时恢复 2 HP。 +Condition/&ConditionAncientForestPhotosynthesisDescription=你可以从阳光中吸收能量。当你处于明亮光照下时,你会在你的回合开始时恢复 2 HP。 Condition/&ConditionAncientForestPhotosynthesisTitle=光合作用 -Condition/&ConditionAncientForestRootedDescription=树栖的卷须从你的脚上长出来并深入地下。你可以随意施放纠缠。你的速度变为 0,你在任何推你、拉你或击倒你的豁免检定中获得优势。 +Condition/&ConditionAncientForestRootedDescription=树栖的卷须从你的脚上长出来并深入地下。你可以随意施放 纠缠术。你的速度变为 0,你在任何推你、拉你或击倒你的豁免检定中获得优势。 Condition/&ConditionAncientForestRootedTitle=根须 -Equipment/&HerbalBrewDamageAffinityAcidResistanceDescription=获得对酸伤害的抵抗力 1 小时。 -Equipment/&HerbalBrewDamageAffinityAcidResistanceTitle=防酸佳酿 -Equipment/&HerbalBrewDamageAffinityLightningResistanceDescription=获得 1 小时的闪电伤害抗性。 -Equipment/&HerbalBrewDamageAffinityLightningResistanceTitle=防雷佳酿 -Equipment/&HerbalBrewDamageAffinityNecroticResistanceDescription=获得对暗蚀伤害的抵抗力,持续 1 小时。 -Equipment/&HerbalBrewDamageAffinityNecroticResistanceTitle=暗蚀保护酒 -Equipment/&HerbalBrewDamageAffinityPoisonResistanceDescription=获得对毒素伤害的抵抗力,持续 1 小时。 -Equipment/&HerbalBrewDamageAffinityPoisonResistanceTitle=防毒佳酿 -Equipment/&HerbalBrewDamageAffinityRadiantResistanceDescription=获得 1 小时的光耀伤害抗性。 -Equipment/&HerbalBrewDamageAffinityRadiantResistanceTitle=光耀防护佳酿 -Equipment/&HerbalBrewHealingTitle=加速佳酿 -Equipment/&HerbalBrewToxifyingTitle=剧毒佳酿 -Feature/&AttributeModifierAncientForestBarkskinDescription=护甲等级(AC)设置为 16。 -Feature/&AttributeModifierAncientForestBarkskinTitle=树皮 -Feature/&BonusCantripAncientForestDescription=你将学习有关自然魔法和生命能量如何联系的秘密。你学习橡棍术和寒冷之触。 +Equipment/&HerbalBrewDamageAffinityAcidResistanceDescription=获得强酸伤害抗性 1 小时。 +Equipment/&HerbalBrewDamageAffinityAcidResistanceTitle=防护强酸酿 +Equipment/&HerbalBrewDamageAffinityLightningResistanceDescription=获得闪电伤害抗性 1 小时。 +Equipment/&HerbalBrewDamageAffinityLightningResistanceTitle=防护闪电酿 +Equipment/&HerbalBrewDamageAffinityNecroticResistanceDescription=获得黯蚀伤害的抵抗力 1 小时。 +Equipment/&HerbalBrewDamageAffinityNecroticResistanceTitle=防护黯蚀酿 +Equipment/&HerbalBrewDamageAffinityPoisonResistanceDescription=获得毒素伤害的抵抗力 1 小时。 +Equipment/&HerbalBrewDamageAffinityPoisonResistanceTitle=防护毒素酿 +Equipment/&HerbalBrewDamageAffinityRadiantResistanceDescription=获得光耀伤害抗性 1 小时。 +Equipment/&HerbalBrewDamageAffinityRadiantResistanceTitle=防护光耀酿 +Equipment/&HerbalBrewHealingTitle=治愈酿 +Equipment/&HerbalBrewToxifyingTitle=毒性酿 +Feature/&AttributeModifierAncientForestBarkskinDescription=护甲等级设置为 16。 +Feature/&AttributeModifierAncientForestBarkskinTitle=树肤 +Feature/&BonusCantripAncientForestDescription=你将学习有关自然魔法和生命能量如何联系的秘密。你学习 橡棍术冻寒之触 。 Feature/&BonusCantripAncientForestTitle=远古森林额外戏法 -Feature/&FeatureSetWallOfThornsDescription=每天施放荆棘之墙的次数等于你的熟练加值。 +Feature/&FeatureSetWallOfThornsDescription=每天施放 棘墙术 的次数等于你的熟练加值。 Feature/&FeatureSetWallOfThornsTitle=森林屏障 -Feature/&LightAffinityAncientForestPhotosynthesisDescription=你可以从阳光中吸收能量。当你处于直射强光下时,你每轮获得 2 点生命值。 +Feature/&LightAffinityAncientForestPhotosynthesisDescription=你可以从阳光中吸收能量。当你处于明亮光照下时,你每轮获得 2 点生命值。 Feature/&LightAffinityAncientForestPhotosynthesisTitle=光合作用 Feature/&OnMagicalAttackDamageEffectAncientForestLifeSapDescription=当你用法术伤害敌人时,你每回合恢复一次等于你等级一半的 HP。如果你的生命值低于一半,你将改为治疗等同于你的等级的生命值,但最多只能治疗你最大生命值的一半。 Feature/&OnMagicalAttackDamageEffectAncientForestLifeSapTitle=生命汁液 -Feature/&PowerAncientForestRegrowthDescription=当你进行长时间的休息时,你会恢复大量的治疗能力。使用该池,你可以恢复等于你的德鲁伊等级 × 5 的总生命值。 +Feature/&PowerAncientForestRegrowthDescription=当你进行长休时,你会恢复大量的治疗能力。使用该池,你可以恢复等于你的德鲁伊等级 × 5 的总生命值。 Feature/&PowerAncientForestRegrowthTitle=再生 Feature/&PowerAncientForestRootedDescription=树栖的卷须从你的脚上长出来并深入地下。你的速度变为 0,并且你在任何推你、拉你或击倒你的豁免检定中获得优势。你可以随意施展纠缠。 -Feature/&PowerAncientForestRootedTitle=根 -Feature/&PowerPoolAncientForestHerbalBrewDescription=你可以制作草药饮品,每次都持续到下一次长休息。你创造的酿造总量等于你的熟练加值。对于每种酿造,选择以下效果之一:\n强化之酿:在 1 小时内抵抗不同的伤害类型。\n活跃之酿 color>:提供 2d4 生命值。\n毒害之酿:作为毒药作用于武器,持续 1 分钟。如果击中目标,则每次击中目标都会受到 1d4 毒伤害。 -Feature/&PowerPoolAncientForestHerbalBrewTitle=草药酿造 -Feature/&PowerPoolAncientForestWallOfThornsDescription=你可以施放荆棘墙的次数等于你的感知调整值。它在长时间休息时充电。 -Feature/&PowerPoolAncientForestWallOfThornsTitle=荆棘之墙 +Feature/&PowerAncientForestRootedTitle=根须 +Feature/&PowerPoolAncientForestHerbalBrewDescription=你可以制作草药酿,每次都持续到下一次长休。你创造的酿总量等于你的熟练加值。对于每种酿,选择以下效果之一:\n强化酿:在 1 小时内抵抗不同的伤害类型。\n治愈酿 color>:提供 2d4 生命值。\n毒性酿:作为毒药作用于武器,持续 1 分钟。如果击中目标,则每次击中目标都会受到 1d4 毒素伤害。 +Feature/&PowerPoolAncientForestHerbalBrewTitle=草药酿 +Feature/&PowerPoolAncientForestWallOfThornsDescription=你可以施放 棘墙术 的次数等于你的感知调整值。你在长休后重新获得所有消耗掉的次数。 +Feature/&PowerPoolAncientForestWallOfThornsTitle=棘墙术 Feedback/&AncientForestHerbalBrewDamageAffinityAcidResistancePowerUsedWhileTravellingFormat={0} 创建 {1} Feedback/&AncientForestHerbalBrewDamageAffinityLightningResistancePowerUsedWhileTravellingFormat={0} 创建 {1} Feedback/&AncientForestHerbalBrewDamageAffinityNecroticResistancePowerUsedWhileTravellingFormat={0} 创建 {1} @@ -39,5 +39,5 @@ Feedback/&AncientForestHerbalBrewDamageAffinityPoisonResistancePowerUsedWhileTra Feedback/&AncientForestHerbalBrewDamageAffinityRadiantResistancePowerUsedWhileTravellingFormat={0} 创建 {1} Feedback/&AncientForestHerbalBrewHealingPowerUsedWhileTravellingFormat={0} 创建 {1} Feedback/&AncientForestHerbalBrewToxifyingPowerUsedWhileTravellingFormat={0} 创建 {1} -Subclass/&CircleOfTheAncientForestDescription=你已经与一个强大的自然实体建立了关系:古代树妖、大德鲁伊、流血到物质层面的精魂的显现、来自原始时代的被遗忘的神。它可能希望你保护自然世界,前往它无法到达的遥远国度旅行,或者它可能有另一个对短命凡人来说似乎难以理解的动机。 -Subclass/&CircleOfTheAncientForestTitle=古树结社 +Subclass/&CircleOfTheAncientForestDescription=你已经与一个强大的自然实体建立了关系:古代树妖、大德鲁伊、精类野性渗入物质层面的表現形式、来自原始时代的被遗忘诸神。它可能希望你保护自然世界,前往它无法到达的遥远国度旅行,或者它可能有另一个对短命凡人来说似乎难以理解的动机。 +Subclass/&CircleOfTheAncientForestTitle=远古森林结社 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt index 3c57643951..6c5c640c68 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheCosmos-zh-CN.txt @@ -1,49 +1,49 @@ Feature/&DieRollModifierCircleOfTheCosmosDragonAbilityDescription=当你进行智力或感知检定时,你可以将 d20 上 9 或更低的骰子视为 10。 Feature/&DieRollModifierCircleOfTheCosmosDragonConcentrationDescription=当你进行体质豁免以保持对法术的专注时,你可以将 d20 上 9 或更低的检定视为 10。 -Feature/&FeatureCircleOfTheCosmosNovaStarDescription=当你处于星空形态时,你会变得部分虚体,使你能够抵抗棍击、穿刺和砍击伤害。 -Feature/&FeatureCircleOfTheCosmosNovaStarTitle=新星 -Feature/&FeatureSetCircleOfTheCosmosConstellationFormDescription=作为奖励动作,你可以使用狂野形状功能来呈现星空形态,而不是变成野兽。当你处于星空形态时,你的身体会变得发光。这种形式在 10 英尺半径内发出明亮的光线,并在另外 10 英尺的范围内发出昏暗的光线。该表格持续 10 分钟。如果您解除它、丧失能力、死亡或再次使用此功能,它会提前结束。每当你呈现出星空形态时,请选择以下哪个星座在你的身上闪烁:弓箭手、圣杯或龙。 -Feature/&FeatureSetCircleOfTheCosmosConstellationFormTitle=星座形态 -Feature/&FeatureSetCircleOfTheCosmosConstellationMapDescription=你已经创建了一张星图作为你的天体研究的一部分。持有这张地图时,您可以获得以下好处:\n。您知道指导戏法。\n。你已经准备好了引导箭法术,并且可以在不消耗法术位的情况下施放它。你可以这样做的次数等于你的熟练加值,当你完成长时间的休息时,你会恢复所有消耗的用途。 -Feature/&FeatureSetCircleOfTheCosmosConstellationMapTitle=宇宙地图 -Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsDescription=你的星空形态得到改善。弓箭手和圣杯的 1d8 变成 2d8,当龙处于活动状态时,你的飞行速度为 20 英尺。此外,如果你在星空形态下尚未移动或使用任何奖励或主要动作,你可以改变你身上闪烁的星座。 -Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsTitle=闪烁的星星 -Feature/&PowerCircleOfTheCosmosArcherConstellationFormDescription=射手座出现在你身上。当你激活此形态时,并在其持续期间作为后续回合的奖励动作,你可以进行远程法术攻击,投掷一支发光箭,目标是距离你 60 英尺内的一个生物。命中时,攻击会造成相当于 1d8 + 你的感知调整值的光辉伤害。该伤害在 10 级时增加至 2d8 + 你的感知调整值。 -Feature/&PowerCircleOfTheCosmosArcherConstellationFormTitle=射手 -Feature/&PowerCircleOfTheCosmosArcherDescription=你可以进行远程法术攻击,投掷一支发光箭,瞄准距离你 60 英尺内的一个生物。命中时,攻击会造成相当于 1d8 + 你的感知调整值的光辉伤害。该伤害在 10 级时增加至 2d8 + 你的感知调整值。 -Feature/&PowerCircleOfTheCosmosArcherTitle=射手 -Feature/&PowerCircleOfTheCosmosChaliceConstellationFormDescription=一个赋予生命的圣杯星座出现在你身上。每当你使用法术位施放一个为生物恢复生命值的法术时,你或你周围 30 英尺内的另一个生物可以恢复等于 1d8 + 你的感知调整值的生命值。在 10 级时,生命值增益增加至 2d8 + 你的感知调整值。 -Feature/&PowerCircleOfTheCosmosChaliceConstellationFormTitle=圣杯 -Feature/&PowerCircleOfTheCosmosChaliceDescription=你或你周围 30 英尺内的另一个生物可以恢复等于 1d8 + 你的感知调整值的生命值。在 10 级时,生命值增益增加至 2d8 + 你的感知调整值。 -Feature/&PowerCircleOfTheCosmosChaliceTitle=圣杯 -Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=你学习使用你的星图来占卜宇宙的意志。每当您完成长时间休息时,您都可以使用免费能力,并且在完成下一次长时间休息之前,您可以根据您在骰子上掷出的数字是偶数还是奇数来获得特殊反应:\n。威尔:每当您在 30 英尺内看到的一个生物即将进行攻击检定或豁免检定时,您可以使用您的反应来投掷 d6 并将投掷的数字添加到总数中。\n。不幸的是:每当你在 30 英尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6 并从总数中减去投出的数字。 -Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=命运在星辰里 -Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=智慧龙星座出现在你身上。当你进行智力或感知检定或体质豁免检定以保持对法术的专注时,你可以将 d20 的 9 或更低检定视为 10。 -Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=龙 -Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=如果您尚未移动或使用任何奖励或主要动作,您可以切换星座形态。 -Feature/&PowerCircleOfTheCosmosSwitchConstellationFormTitle=切换星座形态 -Feature/&PowerCircleOfTheCosmosWealCosmosOmenDescription=每当你在 30 英尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6 并将投掷的数字添加到总数中。 -Feature/&PowerCircleOfTheCosmosWealCosmosOmenTitle=福利 -Feature/&PowerCircleOfTheCosmosWoeCosmosOmenDescription=每当你在 30 英尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应进行 d6 掷骰,并从总数中减去掷出的数字。 +Feature/&FeatureCircleOfTheCosmosNovaStarDescription=当你处于星耀形态时,你会变得部分虚体,使你能够抵抗棍击、穿刺和砍击伤害。 +Feature/&FeatureCircleOfTheCosmosNovaStarTitle=灿若繁星 +Feature/&FeatureSetCircleOfTheCosmosConstellationFormDescription=作为附赠动作,你可以使用荒野形态特性来呈现星耀形态,而非变化为野兽形态。当你处于星耀形态时,你的身体会变得发光。这种形式在 10 尺半径内发出明亮的光线,并在另外 10 尺的范围内发出昏暗的光线。这一形态持续10分钟。如果你解除它、丧失能力、死亡或再次使用此功能,它会提前结束。每当你呈现出星耀形态时,请选择以下哪个星座在你的身上闪烁:射手座、巨爵座或天龙座。 +Feature/&FeatureSetCircleOfTheCosmosConstellationFormTitle=星耀形态 +Feature/&FeatureSetCircleOfTheCosmosConstellationMapDescription=你已经创建了一张星图作为你的天体研究的一部分。持有这张地图时,你可以获得以下好处:\n。你知道 神导术 戏法。\n。你已经准备好了 光导箭 法术,并且可以在不消耗法术位的情况下施放它。你可以这样做的次数等于你的熟练加值,当你完成一次长休后,你重获所有已消耗的使用次数。 +Feature/&FeatureSetCircleOfTheCosmosConstellationMapTitle=星图 +Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsDescription=你的星耀形态得到改善。射手座和巨爵座中的 1d8 变成 2d8,在巨龙座激活期间,你的飞行速度为 20 尺。此外,如果你在星耀形态下尚未移动或使用任何附赠或主要动作,你可以更改当前身上的闪耀星座。 +Feature/&FeatureSetCircleOfTheCosmosTwinklingStarsTitle=闪耀星座 +Feature/&PowerCircleOfTheCosmosArcherConstellationFormDescription=射手座出现在你身上。当你激活此形态时,并在其持续期间作为后续回合的奖励动作,你可以进行远程法术攻击,对你 60 尺内的一个生物射出一发光箭。命中时,攻击会造成相当于 1d8 + 你的感知调整值的光耀伤害。该伤害在 10 级时增加至 2d8 + 你的感知调整值。 +Feature/&PowerCircleOfTheCosmosArcherConstellationFormTitle=射手座 +Feature/&PowerCircleOfTheCosmosArcherDescription=你可以进行远程法术攻击,对你 60 尺内的一个生物射出一发光箭。命中时,攻击会造成相当于 1d8 + 你的感知调整值的光耀伤害。该伤害在 10 级时增加至 2d8 + 你的感知调整值。 +Feature/&PowerCircleOfTheCosmosArcherTitle=射手座 +Feature/&PowerCircleOfTheCosmosChaliceConstellationFormDescription=一个赋予生命的圣杯星座于你身上浮现。每当你使用法术位施放一个为生物恢复生命值的法术时,你或你周围 30 尺内的另一个生物可以恢复等于 1d8 + 你的感知调整值 点的生命值。在 10 级时,生命值恢复增加至 2d8 + 你的感知调整值。 +Feature/&PowerCircleOfTheCosmosChaliceConstellationFormTitle=巨爵座 +Feature/&PowerCircleOfTheCosmosChaliceDescription=你或你周围 30 尺内的另一个生物可以恢复等于 1d8 + 你的感知调整值 点的生命值。在 10 级时,生命值恢复增加至 2d8 + 你的感知调整值。 +Feature/&PowerCircleOfTheCosmosChaliceTitle=巨爵座 +Feature/&PowerCircleOfTheCosmosCosmosOmenDescription=你学习使用你的星图来占卜宇宙的意志。每当你完成长休时,你都可以自由使用能力,并且在完成下一次长休之前,你可以根据你在骰子上掷出的数字是偶数还是奇数来获得特殊反应能力:\n。吉兆:每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6,并将结果加入到检定结果中。\n。凶兆:每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6,并将结果从检定结果中减去。 +Feature/&PowerCircleOfTheCosmosCosmosOmenTitle=宇宙预兆 +Feature/&PowerCircleOfTheCosmosDragonConstellationFormDescription=一个智慧巨龙的星座于你身上浮现。当你进行一次智力或感知检定,或是进行一次体质豁免来维持法术专注时,你可以将 d20 中 9 或以下的骰值视为10。 +Feature/&PowerCircleOfTheCosmosDragonConstellationFormTitle=天龙座 +Feature/&PowerCircleOfTheCosmosSwitchConstellationFormDescription=如果您尚未移动或使用任何附赠或主要动作,你可以切换星耀形态。 +Feature/&PowerCircleOfTheCosmosSwitchConstellationFormTitle=切换星耀形态 +Feature/&PowerCircleOfTheCosmosWealCosmosOmenDescription=每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应来投掷 d6 并将投掷的数字添加到总数中。 +Feature/&PowerCircleOfTheCosmosWealCosmosOmenTitle=吉兆 +Feature/&PowerCircleOfTheCosmosWoeCosmosOmenDescription=每当你在 30 尺内看到的一个生物即将进行攻击检定或豁免检定时,你可以使用你的反应进行 d6 掷骰,并从总数中减去掷出的数字。 Feature/&PowerCircleOfTheCosmosWoeCosmosOmenTitle=Woe Feedback/&CosmosOmenAttackToHitRoll={0} 使用 {1} 掷骰子 D6 ({2}) 并将 {3} 添加到攻击骰子中 -Feedback/&CosmosOmenSavingToHitRoll={0} 使用 {1} 掷骰子 D6 ({2}) 并将 {3} 添加到保存骰子中 +Feedback/&CosmosOmenSavingToHitRoll={0} 使用 {1} 掷骰子 D6 ({2}) 并将 {3} 添加到豁免骰子中 Feedback/&DieRollModifierCircleOfTheCosmosDragonReroll=因为龙 {0} 迫使 {1} 死亡为 10。 Reaction/&SpendPowerWealCosmosOmenAttackDescription={0} 错过了 {1}。 {2} 可以做出反应来投骰 D6 并将结果添加到攻击骰中。 Reaction/&SpendPowerWealCosmosOmenAttackReactDescription=掷骰子 D6 将其添加到攻击掷骰中。 -Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=福利 -Reaction/&SpendPowerWealCosmosOmenAttackTitle=星宿:福祉 -Reaction/&SpendPowerWealCosmosOmenSavingDescription={0} 对 {1} 的保存检定失败。 {2} 可以作出反应投掷 D6 并使保存成功。 +Reaction/&SpendPowerWealCosmosOmenAttackReactTitle=吉兆 +Reaction/&SpendPowerWealCosmosOmenAttackTitle=宇宙预兆:吉兆 +Reaction/&SpendPowerWealCosmosOmenSavingDescription={0} 对 {1} 的豁免检定失败。 {2} 可以作出反应投掷 D6 并使豁免成功。 Reaction/&SpendPowerWealCosmosOmenSavingReactDescription=投掷 D6 来帮助盟友进行储蓄投骰。 -Reaction/&SpendPowerWealCosmosOmenSavingReactTitle=福利 -Reaction/&SpendPowerWealCosmosOmenSavingTitle=星宿:福祉 +Reaction/&SpendPowerWealCosmosOmenSavingReactTitle=吉兆 +Reaction/&SpendPowerWealCosmosOmenSavingTitle=宇宙预兆:吉兆 Reaction/&SpendPowerWoeCosmosOmenAttackDescription={0}已达到{1}。 {2} 可以做出反应来掷骰子 D6 并从攻击掷骰中减去结果。 Reaction/&SpendPowerWoeCosmosOmenAttackReactDescription=掷骰子 D6 将其从攻击检定中减去。 -Reaction/&SpendPowerWoeCosmosOmenAttackReactTitle=Woe -Reaction/&SpendPowerWoeCosmosOmenAttackTitle=星星的命运:祸患 -Reaction/&SpendPowerWoeCosmosOmenSavingDescription={0} 成功对抗 {1} 的豁免检定。 {2} 可以作出反应,掷出 D6 并使保存失败。 +Reaction/&SpendPowerWoeCosmosOmenAttackReactTitle=凶兆 +Reaction/&SpendPowerWoeCosmosOmenAttackTitle=宇宙预兆:凶兆 +Reaction/&SpendPowerWoeCosmosOmenSavingDescription={0} 成功对抗 {1} 的豁免检定。 {2} 可以作出反应,掷出 D6 并使豁免失败。 Reaction/&SpendPowerWoeCosmosOmenSavingReactDescription=投掷 D6 来通过豁免检定来分散敌人的注意力。 -Reaction/&SpendPowerWoeCosmosOmenSavingReactTitle=Woe -Reaction/&SpendPowerWoeCosmosOmenSavingTitle=星星的命运:祸患 -Subclass/&CircleOfTheCosmosDescription=宇宙之环让德鲁伊能够利用星光的力量。这些德鲁伊自远古以来就一直在追踪天堂的模式,发现隐藏在星座中的秘密。通过揭示和理解这些秘密,宇宙之环试图利用恒星的力量。 -Subclass/&CircleOfTheCosmosTitle=宇宙之环 +Reaction/&SpendPowerWoeCosmosOmenSavingReactTitle=凶兆 +Reaction/&SpendPowerWoeCosmosOmenSavingTitle=宇宙预兆:凶兆 +Subclass/&CircleOfTheCosmosDescription=宇宙结社让德鲁伊能够利用星光的力量。这些德鲁伊自远古以来就一直在追寻星空的奥妙,发现隐藏在星座中的秘密。通过揭示和理解这些秘密,宇宙结社试图利用恒星的力量。 +Subclass/&CircleOfTheCosmosTitle=宇宙结社 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheForestGuardian-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheForestGuardian-zh-CN.txt index 4740f10671..876053bce4 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheForestGuardian-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheForestGuardian-zh-CN.txt @@ -1,14 +1,14 @@ -Condition/&ConditionForestGuardianBarkWardDescription=你在每个回合开始时获得 4 点临时生命值。 6级时临时生命值增加至6。如果您丧失行为能力,此效果会提前结束。 -Condition/&ConditionForestGuardianBarkWardTitle=树皮病房 -Condition/&ConditionForestGuardianImprovedBarkWardDescription=你在每个回合开始时获得 8 点临时生命值。 14级时临时生命值增加至10。此外,你免疫毒药伤害,并且当你有任何临时生命值时,你会对通过近战攻击击中你的生物造成 2d8 穿刺伤害。如果您丧失行为能力,此效果会提前结束。 -Condition/&ConditionForestGuardianImprovedBarkWardTitle=改良树皮结界 -Feature/&AttackModifierForestGuardianSylvanDurabilityDescription=你的非双手武器攻击算作魔法攻击,你可以使用你的施法修正值来进行攻击和伤害检定。如果你有两种武器的战斗风格,这些变化也适用于你的副手攻击。 +Condition/&ConditionForestGuardianBarkWardDescription=你在每个回合开始时获得 4 点临时生命值。 6 级时临时生命值增加至6。如果你受失能状态影响,此效果会提前结束。 +Condition/&ConditionForestGuardianBarkWardTitle=树皮结界 +Condition/&ConditionForestGuardianImprovedBarkWardDescription=你在每个回合开始时获得 8 点临时生命值。 14 级时临时生命值增加至 10。此外,你免疫毒药伤害,并且当你有任何临时生命值时,你会对通过近战攻击击中你的生物造成 2d8 穿刺伤害。如果你受失能状态影响,此效果会提前结束。 +Condition/&ConditionForestGuardianImprovedBarkWardTitle=精通树皮结界 +Feature/&AttackModifierForestGuardianSylvanDurabilityDescription=你的非双手武器攻击算作魔法攻击,你可以使用你的施法调整值来进行攻击和伤害检定。如果你有双武器战斗风格,这些变化也适用于你的副手攻击。 Feature/&AttackModifierForestGuardianSylvanDurabilityTitle=森林魔法 -Feature/&PowerSharedPoolForestGuardianBarkWardDescription=您可以使用奖励动作并使用狂野形状功能来用再生树皮覆盖自己。当树皮激活时,你在每个回合开始时获得 4 点临时生命值,包括使用此功能的回合。 6级时临时生命值增加至6点,10级时力量提升。吠叫持续一分钟,或直到您丧失行为能力。 -Feature/&PowerSharedPoolForestGuardianBarkWardTitle=树皮病房 -Feature/&PowerSharedPoolForestGuardianImprovedBarkWardDescription=您可以使用奖励动作并使用狂野形状功能来用再生树皮覆盖自己。当树皮激活时,你在每个回合开始时获得 8 点临时生命值,包括使用此功能的回合。 14级时临时生命值增加至10。此外,当树皮守卫处于活动状态时,你具有毒药免疫能力,并且每当一个生物在你的 5 英尺范围内用近战武器攻击对你造成伤害并且当你有任何临时生命值时,该生物会受到 2d8 穿刺伤害。改善后的吠叫会持续一分钟,或者直到你失去行为能力。 -Feature/&PowerSharedPoolForestGuardianImprovedBarkWardTitle=改良树皮结界 -Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardDescription=当你激活树皮结界时,以及在你的每个回合开始时,当你的树皮结界处于活动状态时,你在 15 英尺内可以看到的所有盟友也会从树皮结界中获得与你相同数量的临时生命值。 -Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardTitle=自然的守护者 -Subclass/&CircleOfTheForestGuardianDescription=森林守护者之环德鲁伊发誓保护森林和森林中的一切生物。这个德鲁伊圈子的成员擅长使用防护魔法和武术,是战场上可怕的对手。 -Subclass/&CircleOfTheForestGuardianTitle=森林守护者之环 +Feature/&PowerSharedPoolForestGuardianBarkWardDescription=你可以使用附赠动作并使用荒野形态特性以再生树皮覆盖自己。当树皮生效时,你在每个回合开始时获得 4 点临时生命值,包括使用此功能的回合。 6 级时临时生命值增加至 6 点,10 级时力量提升。树皮持续一分钟,或直到你受失能状态影响。 +Feature/&PowerSharedPoolForestGuardianBarkWardTitle=树皮结界 +Feature/&PowerSharedPoolForestGuardianImprovedBarkWardDescription=你可以使用附赠动作并使用荒野形态特性以再生树皮覆盖自己。当树皮激活时,你在每个回合开始时获得 8 点临时生命值,包括使用此功能的回合。 14 级时临时生命值增加至 10。此外,当树皮结界生效时,你具有毒药免疫能力,并且每当一个生物在你的 5 尺范围内用近战武器攻击对你造成伤害,并且当你有任何临时生命值时,该生物会受到 2d8 穿刺伤害。精通树皮会持续一分钟,或者直到你失去行为能力。 +Feature/&PowerSharedPoolForestGuardianImprovedBarkWardTitle=精通树皮结界 +Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardDescription=当你激活树皮结界时,以及在你的每个回合开始时,当你的树皮结界生效时,你在 15 尺内可以看到的所有盟友也会从树皮结界中获得与你相同数量的临时生命值。 +Feature/&PowerSharedPoolForestGuardianSuperiorBarkWardTitle=自然守卫 +Subclass/&CircleOfTheForestGuardianDescription=森林守卫结社德鲁伊发誓保护森林和森林中的一切生物。这个德鲁伊结社的成员擅长使用防护魔法和武术,是战场上可怕的对手。 +Subclass/&CircleOfTheForestGuardianTitle=森林守卫结社 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheLife-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheLife-zh-CN.txt index 76ea0ffc44..7c5b29cca0 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheLife-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheLife-zh-CN.txt @@ -1,16 +1,16 @@ -Condition/&ConditionCircleOfTheLifeRevitalizingBoonDescription=在体质豁免检定和受到暗蚀伤害时获得优势。 -Condition/&ConditionCircleOfTheLifeRevitalizingBoonTitle=复兴之赐 -Condition/&ConditionCircleOfTheLifeSeedOfLifeDescription=在你的回合开始时,恢复相当于施法者熟练度加值的生命值,持续1分钟。在效果结束时回复等于施法者等级2倍的生命值。 +Condition/&ConditionCircleOfTheLifeRevitalizingBoonDescription=在体质豁免检定和受到黯蚀伤害时获得优势。 +Condition/&ConditionCircleOfTheLifeRevitalizingBoonTitle=焕发活力恩惠 +Condition/&ConditionCircleOfTheLifeSeedOfLifeDescription=在你的回合开始时,恢复相当于施法者熟练加值的生命值,持续 1 分钟。在效果结束时回复等于施法者等级 2 倍的生命值。 Condition/&ConditionCircleOfTheLifeSeedOfLifeTitle=生命之种 Condition/&ConditionCircleOfTheLifeVerdancyDescription=在你的回合开始时恢复等于施法等级的生命值,持续 3 轮。 Condition/&ConditionCircleOfTheLifeVerdancyTitle=苍翠 -Feature/&FeatureCircleOfTheLifeRevitalizingBoonDescription=从10级开始,受“苍翠”或“生命之种”影响的生物在进行体质豁免检定和受到暗蚀伤害时获得优势。 -Feature/&FeatureCircleOfTheLifeRevitalizingBoonTitle=复兴之赐 -Feature/&FeatureCircleOfTheLifeVerdancyDescription=从第 2 级开始,每当你使用 1 级或更高等级的治疗法术治疗一个生物,或者用较小和较大恢复法术影响该生物时,该生物也会在其施法等级开始时恢复等于施法等级的生命值。转,3轮。如果生物失去知觉,治疗效果就会被移除。该效果可以叠加。 +Feature/&FeatureCircleOfTheLifeRevitalizingBoonDescription=从10级开始,受苍翠或生命之种影响的生物在进行体质豁免检定和受到黯蚀伤害时获得优势。 +Feature/&FeatureCircleOfTheLifeRevitalizingBoonTitle=焕发活力恩惠 +Feature/&FeatureCircleOfTheLifeVerdancyDescription=从第 2 级开始,每当你使用 1 级或更高等级的治疗法术治疗一个生物,或者用 次级复原术高等复原术 影响该生物时,该生物也会在其回合开始时恢复等于施法等级的生命值,持续 3 轮。如果生物昏迷,治疗效果就会被移除。该效果可以叠加。 Feature/&FeatureCircleOfTheLifeVerdancyTitle=苍翠 -Feature/&MagicAffinityCircleOfTheLifeHarmoniousBloomDescription=从 14 级开始,你施展的所有治疗法术均视为升1环释放,并且你的苍翠专长持续 5 轮而不是 3 轮。 -Feature/&MagicAffinityCircleOfTheLifeHarmoniousBloomTitle=元气绽放 -Feature/&PowerCircleOfTheLifeSeedOfLifeDescription=从6级开始,你召唤出一颗神奇的种子并将其与一个生物的灵魂融合。使用一个动作,你选择一名盟友生物,使其获得以下增益:\n• 在该生物的每个回合开始时,该生物恢复与你的熟练度加值相等的生命值。\n• 如果该生物的生命值降至0,生命之种的所有其他效果也随之终止。\n• 如果效果在一分钟后自然失效,该生物被治疗等于你两倍德鲁伊等级的生命值。\n每次长休后可以使用两次。 +Feature/&MagicAffinityCircleOfTheLifeHarmoniousBloomDescription=从 14 级开始,你施展的所有治疗法术均视为升 1 环释放,并且你的苍翠特性持续 5 轮而不是 3 轮。 +Feature/&MagicAffinityCircleOfTheLifeHarmoniousBloomTitle=和谐绽放 +Feature/&PowerCircleOfTheLifeSeedOfLifeDescription=从6级开始,你召唤出一颗神奇的种子并将其与一个生物的灵魂融合。使用一个动作,你选择一名盟友生物,使其获得以下增益:\n• 在该生物的每个回合开始时,该生物恢复与你的熟练加值相等的生命值。\n• 如果该生物的生命值降至 0,生命之种的所有其他效果也随之终止。\n• 如果效果在一分钟后自然失效,该生物被治疗等于你两倍德鲁伊等级的生命值。\n每次长休后可以使用两次。 Feature/&PowerCircleOfTheLifeSeedOfLifeTitle=生命之种 Subclass/&CircleOfTheLifeDescription=生命结社努力保护和拯救尽可能多的生命。这些德鲁伊了解自然循环中每一种生命形式的重要性,生命不分贵贱,每一个都值得拯救。 Subclass/&CircleOfTheLifeTitle=生命结社 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt index 04bef85f0a..2845f9882d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CircleOfTheNight-zh-CN.txt @@ -1,24 +1,24 @@ -Feature/&FeatureSetCircleOfTheNightElementalFormsDescription=在第 10 级时,你可以花费 1 次 荒野形态的使用次数来转变为风元素、土元素或火元素。 +Feature/&FeatureSetCircleOfTheNightElementalFormsDescription=在第 10 级时,你可以花费 1 次荒野形态的使用次数以变成气元素、土元素或火元素。 Feature/&FeatureSetCircleOfTheNightElementalFormsTitle=元素形态 -Feature/&FeatureSetCircleOfTheNightMonstrousFormsDescription=在第 14 级,你可以花费 1 次荒野形态的使用次数来变身为猩红蜘蛛或牛头怪精英。 -Feature/&FeatureSetCircleOfTheNightMonstrousFormsTitle=暗夜结社 +Feature/&FeatureSetCircleOfTheNightMonstrousFormsDescription=在第 14 级,你可以花费 1 次荒野形态的使用次数以变成猩红蜘蛛或牛头怪精英。 +Feature/&FeatureSetCircleOfTheNightMonstrousFormsTitle=怪物形态 Feature/&PowerCircleOfTheNightPrimalStrikeDescription=从第 6 级开始,为了克服对非魔法攻击和伤害的抵抗力和免疫力,你在野兽形态下的攻击算作魔法攻击。你也可以变身为野兽,挑战等级等于你的德鲁伊等级除以 3,向下取整。 -Feature/&PowerCircleOfTheNightPrimalStrikeTitle=原始打击 -Feature/&PowerCircleOfTheNightWildShapeCombatDescription=你结社的仪式使你能够更快地转变为更危险的动物形态。你使用奖励动作而非主要动作施法荒野形态,并且可选的野兽种类更加丰富。 +Feature/&PowerCircleOfTheNightPrimalStrikeTitle=原初打击 +Feature/&PowerCircleOfTheNightWildShapeCombatDescription=你结社的仪式使你能够更快地转变为更危险的动物形态。你使用附赠动作而非主要动作使用荒野形态,并且可选的野兽种类更加丰富。 Feature/&PowerCircleOfTheNightWildShapeCombatTitle=战斗荒野形态 -Feature/&PowerCircleOfTheNightWildShapeHealingDescription=处于野外形态时,你可以使用附赠动作来治疗自己 1d8 点生命值。你可以使用此特性的次数等于你在每次长休中采用的每个形态的熟练调整值。 +Feature/&PowerCircleOfTheNightWildShapeHealingDescription=处于荒野形态时,你可以使用附赠动作来治疗自己 1d8 点生命值。你可以使用此特性的次数等于你在每次长休中采用的每个形态的熟练调整值。 Feature/&PowerCircleOfTheNightWildShapeHealingTitle=战斗治疗 -Feature/&PowerCircleOfTheNightWildShapeImprovedHealingDescription=你的战斗治疗现在可以治疗你 2d8+3 点生命值。 -Feature/&PowerCircleOfTheNightWildShapeImprovedHealingTitle=强化战斗治疗 -Feature/&PowerCircleOfTheNightWildShapeMasterfulHealingDescription=你的战斗治疗现在可以治疗你 4d8+9 点生命值。 -Feature/&PowerCircleOfTheNightWildShapeMasterfulHealingTitle=精湛战斗治疗 -Feature/&PowerCircleOfTheNightWildShapeSuperiorHealingDescription=你的战斗治疗现在可以治疗你 3d8+6 点生命值。 -Feature/&PowerCircleOfTheNightWildShapeSuperiorHealingTitle=卓越战斗治疗 -Monster/&WildShapeDireBearDescription=杂食性恐熊通常不会打扰试图避开它的生物,但会积极防御猎物或其他食物来源。它会毫不犹豫地撕开任何可能含有可食用的东西。 -Monster/&WildShapeDireBearTitle=巨熊 -Monster/&WildShapeMinotaurEliteDescription=灰毛牛肉人作为优秀的战士出现并接受额外的训练,足以掌握致命的技能,甚至比他们的兄弟更有力量和力量。 -Monster/&WildShapeMinotaurEliteTitle=灰毛牛头人 +Feature/&PowerCircleOfTheNightWildShapeImprovedHealingDescription=你的战斗治疗现在可以治疗你 2d8 + 3 点生命值。 +Feature/&PowerCircleOfTheNightWildShapeImprovedHealingTitle=精通战斗治疗 +Feature/&PowerCircleOfTheNightWildShapeMasterfulHealingDescription=你的战斗治疗现在可以治疗你 4d8 + 9 点生命值。 +Feature/&PowerCircleOfTheNightWildShapeMasterfulHealingTitle=卓越战斗治疗 +Feature/&PowerCircleOfTheNightWildShapeSuperiorHealingDescription=你的战斗治疗现在可以治疗你 3d8 + 6 点生命值。 +Feature/&PowerCircleOfTheNightWildShapeSuperiorHealingTitle=究级战斗治疗 +Monster/&WildShapeDireBearDescription=杂食性凶暴熊通常不会打扰试图避开它的生物,但会积极防御猎物或其他食物来源。它会毫不犹豫地撕开任何可能含有可食用的东西。 +Monster/&WildShapeDireBearTitle=凶暴熊 +Monster/&WildShapeMinotaurEliteDescription=灰鬃牛头人作为优秀的战士出现并接受额外的训练,足以掌握致命的技能,甚至比他们的兄弟更有力量和力量。 +Monster/&WildShapeMinotaurEliteTitle=灰鬃牛头人 Monster/&WildShapeWaterElementalDescription=水元素是由3000加仑的水组成的不断旋转、令人窒息的水流。 Monster/&WildShapeWaterElementalTitle=水元素 -Subclass/&CircleOfTheNightDescription=暗夜结社的德鲁伊是荒野的凶猛守护者。他们命令派系成员在满月下聚集,分享消息和警示。他们出没在荒野的最深处,在那里他们可能会连续几周都无法与另一个人形生物相遇,更不用说另一个德鲁伊了。 +Subclass/&CircleOfTheNightDescription=暗夜结社的德鲁伊是荒野的凶猛守卫。他们命令派系成员在满月下聚集,分享消息和警示。他们出没在荒野的最深处,在那里他们可能会连续几周都无法与另一个类人生物相遇,更不用说另一个德鲁伊了。 Subclass/&CircleOfTheNightTitle=暗夜结社 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt index 29002b3624..742076158c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfAudacity-zh-CN.txt @@ -1,26 +1,26 @@ -Action/&AudaciousWhirlToggleDescription=激活/停用无畏回旋 -Action/&AudaciousWhirlToggleTitle=无畏回旋 -Action/&MasterfulWhirlToggleDescription=激活/停用回旋大师 -Action/&MasterfulWhirlToggleTitle=回旋大师 -Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=回旋骰值添加到防御等级(AC)。 -Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=御旋 -Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=每当你在回合中采取攻击动作时,你的步行速度都会增加 10 英尺,直到回合结束,如果你在此动作中进行的武器攻击击中了生物,你可以花费一次吟游诗人灵感。伤害等于你在吟游诗人灵感骰上掷出的数值。你还可以选择特定的策略:\n• 御旋:你可以将吟游诗人灵感骰子添加到你的 AC 中,直到下一回合开始。\n• 斩旋:你对你周围 5 英尺内的所有其他敌方生物造成额外伤害。\n• 动旋:你获得逃离的好处,直到你的回合结束。 -Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=无畏回旋 -Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=你熟练使用中甲和弯刀。你还可以使用武器作为吟游诗人法术的施法媒介。 -Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=奖励熟练 -Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlDescription=每当你使用“无畏回旋”能力时,你都可以掷出 D6 并使用它,而不是花费吟游诗人灵感骰。 -Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlTitle=回旋大师 -Feature/&FightingStyleChoiceCollegeOfAudacityDescription=你采用一种特定的战斗风格作为你的专长。选择决斗或双武器战斗。 +Action/&AudaciousWhirlToggleDescription=激活/停用无畏旋舞 +Action/&AudaciousWhirlToggleTitle=无畏旋舞 +Action/&MasterfulWhirlToggleDescription=激活/停用旋舞大师 +Action/&MasterfulWhirlToggleTitle=旋舞大师 +Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlDescription=旋舞骰值添加到护甲等级。 +Feature/&AttributeModifierCollegeOfAudacityDefensiveWhirlTitle=守御旋舞 +Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlDescription=每当你在回合中采取攻击动作时,你的步行速度都会增加 10 尺,直到回合结束,如果你在此动作中进行的武器攻击击中了生物,你可以花费一次诗人激励。伤害等于你在诗人激励骰上掷出的数值。你还可以选择特定的策略:\n• 守御旋舞:你可以将诗人激励骰子添加到你的 AC 中,直到下一回合开始。\n• 乱击旋舞:你对你周围 5 尺内的所有其他敌方生物造成额外伤害。\n• 推击旋舞:你获得撤离的好处,直到你的回合结束。 +Feature/&FeatureSetCollegeOfAudacityAudaciousWhirlTitle=无畏旋舞 +Feature/&FeatureSetCollegeOfAudacityBonusProficienciesDescription=你获得中甲和弯刀熟练项。你还可以使用武器作为吟游诗人法术的法器。 +Feature/&FeatureSetCollegeOfAudacityBonusProficienciesTitle=附赠熟练项 +Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlDescription=每当你使用“无畏旋舞”能力时,你都可以掷出 D6 并使用它,而不是花费诗人激励骰。 +Feature/&FeatureSetCollegeOfAudacityMasterfulWhirlTitle=旋舞大师 +Feature/&FightingStyleChoiceCollegeOfAudacityDescription=你采用一种特定的战斗风格作为你的专精。选择对决或双武器战斗。 Feature/&FightingStyleChoiceCollegeOfAudacityTitle=战斗风格 -Feature/&PowerCollegeOfAudacityDefensiveWhirlDescription=你可以花费一次吟游诗人灵感,使武器对你击中的目标造成额外伤害。伤害等于你在吟游诗人灵感骰或 D6(如果是回旋大师)上掷出的数字。你还可以将掷出的数字添加到你的 防御等级(AC) 中,直到下一回合开始。 -Feature/&PowerCollegeOfAudacityDefensiveWhirlTitle=御旋 -Feature/&PowerCollegeOfAudacityMobileWhirlDescription=你可以花费一次吟游诗人灵感,使武器对你击中的目标造成额外伤害。伤害等于你在吟游诗人灵感骰或 D6(如果是回旋大师)上掷出的数字。你将获得逃离的好处,直到你的回合结束。 -Feature/&PowerCollegeOfAudacityMobileWhirlTitle=动旋 -Feature/&PowerCollegeOfAudacitySlashingWhirlDescription=你可以花费一次吟游诗人灵感,使武器对你击中的目标以及你周围 5 尺内的所有其他敌方生物造成额外伤害。伤害等于你在吟游诗人灵感骰或 D6(如果是回旋大师)上掷出的数字。 -Feature/&PowerCollegeOfAudacitySlashingWhirlTitle=斩旋 -Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlDescription={0} 可以使武器对目标造成额外伤害。伤害等于你在吟游诗人灵感骰或 D6(如果是回旋大师)上掷出的数值。 -Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactDescription=回旋 -Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactTitle=回旋 -Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlTitle=回旋 -Subclass/&CollegeOfAudacityDescription=胆识学院的吟游诗人通过大胆的武器技巧来娱乐。他们表演吞剑、扔刀、杂耍、模拟格斗等特技。尽管他们使用武器来娱乐,但他们本身也是训练有素、技术精湛的战士。 -Subclass/&CollegeOfAudacityTitle=胆识学院 +Feature/&PowerCollegeOfAudacityDefensiveWhirlDescription=你可以花费一次诗人激励,使武器对你击中的目标造成额外伤害。伤害等于你在诗人激励骰或 D6(如果是旋舞大师)上掷出的数字。你还可以将掷出的数字添加到你的防御等级(AC)中,直到下一回合开始。 +Feature/&PowerCollegeOfAudacityDefensiveWhirlTitle=守御旋舞 +Feature/&PowerCollegeOfAudacityMobileWhirlDescription=你可以花费一次诗人激励,使武器对你击中的目标造成额外伤害。伤害等于你在诗人激励骰或 D6(如果是旋舞大师)上掷出的数字。你获得撤离的好处,直到你的回合结束。 +Feature/&PowerCollegeOfAudacityMobileWhirlTitle=推击旋舞 +Feature/&PowerCollegeOfAudacitySlashingWhirlDescription=你可以花费一次诗人激励,使武器对你击中的目标以及你周围 5 尺内的所有其他敌方生物造成额外伤害。伤害等于你在诗人激励骰或 D6(如果是旋舞大师)上掷出的数字。 +Feature/&PowerCollegeOfAudacitySlashingWhirlTitle=乱击旋舞 +Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlDescription={0} 可以使武器对目标造成额外伤害。伤害等于你在诗人激励骰或 D6(如果是旋舞大师)上掷出的数值。 +Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactDescription=旋舞 +Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlReactTitle=旋舞 +Reaction/&ReactionSpendPowerBundlePowerCollegeOfAudacityAudaciousWhirlTitle=旋舞 +Subclass/&CollegeOfAudacityDescription=无畏学院的吟游诗人通过大胆的武器技巧来娱乐。他们表演吞剑、扔刀、杂耍、模拟格斗等特技。尽管他们使用武器来娱乐,但他们本身也是训练有素、技术精湛的战士。 +Subclass/&CollegeOfAudacityTitle=无畏学院 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfLife-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfLife-zh-CN.txt index 6fe6c23c65..49cb1a17cf 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfLife-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfLife-zh-CN.txt @@ -1,24 +1,24 @@ -Condition/&ConditionCollegeOfLifeConstitutionDescription=临时生命值由转化力授予的熟练度。 -Condition/&ConditionCollegeOfLifeConstitutionTitle=临时生命值 -Condition/&ConditionCollegeOfLifeElementalResistanceDescription=由转化力力量赋予的临时酸、冷、火、闪电、暗蚀、毒和雷抗性。 +Condition/&ConditionCollegeOfLifeConstitutionDescription=由转化之力特性赋予临时体质豁免熟练加值。 +Condition/&ConditionCollegeOfLifeConstitutionTitle=体质豁免 +Condition/&ConditionCollegeOfLifeElementalResistanceDescription=由转化之力特性赋予临时强酸、冷冻、火焰、闪电、黯蚀、毒素和雷鸣抗性。 Condition/&ConditionCollegeOfLifeElementalResistanceTitle=元素抗性 -Feature/&DamageAffinityCollegeOfLifeNecroticResistanceDescription=你的转化力赋予你黯蚀抗性。 +Feature/&DamageAffinityCollegeOfLifeNecroticResistanceDescription=你的转化之力赋予黯蚀抗性。 Feature/&DamageAffinityCollegeOfLifeNecroticResistanceTitle=黯蚀抗性 Feature/&MagicAffinityCollegeOfLifeHeightenedDescription=当施放 变化 或 死灵 法术时,它们施放的法术位比使用的法术位高 2 级。 Feature/&MagicAffinityCollegeOfLifeHeightenedTitle=现实扭曲 -Feature/&PowerCollegeOfLifeTransmuteForceDescription=您每天可以使用特殊能力在现实中执行您的意志,次数等于您的熟练加值:\n• 体质保存:使用您的转化之力授予高级黑暗视觉,直到下一次长时间休息。\n• 元素抵抗:使用您的转化之力赋予您对酸、寒冷、火焰、闪电、坏死、毒药和雷霆伤害的抵抗力,直到您下一次长时间休息结束为止。\n• 飞行:使用您的转化之力赋予飞行能力。{99 }• 治疗:使用转化之力治疗最多 6 个目标。\n• 复活:使用您的转化之力在死亡 1 分钟内复活角色。\n• 高级黑暗视觉:使用您的转化之力授予高级黑暗视觉直到下一次长时间的休息。 -Feature/&PowerCollegeOfLifeTransmuteForceTitle=转化力量 -Feature/&PowerSharedPoolCollegeOfLifeConstitutionDescription=使用你的转化力来获得体质豁免的熟练度,直到下一次长休。 -Feature/&PowerSharedPoolCollegeOfLifeConstitutionTitle=体质保存 -Feature/&PowerSharedPoolCollegeOfLifeDarkvisionDescription=在下一次长休之前,使用你的转化之力来获得超强的黑暗视觉。 -Feature/&PowerSharedPoolCollegeOfLifeDarkvisionTitle=高级黑暗视觉 -Feature/&PowerSharedPoolCollegeOfLifeElementalResistanceDescription=使用你的转化力来获得对酸、寒冷、火焰、闪电、暗蚀、毒素和雷鸣伤害的抵抗力,直到你的下一次长休结束。 +Feature/&PowerCollegeOfLifeTransmuteForceDescription=你每天可以使用特性在现实中执行你的意志,次数等于你的熟练加值:\n• 体质豁免:使用你的转化之力赋予增强黑暗视觉,直到下一次长时间休息。\n• 元素抵抗:使用你的转化之力赋予你对强酸、冷冻、火焰、闪电、黯蚀、毒素和雷鸣伤害抗性,直到你下一次长休结束为止。\n• 飞行:使用你的转化之力赋予飞行能力。{99 }• 治疗:使用转化之力治疗最多 6 个目标。\n• 回生:使用你的转化之力在死亡 1 分钟内复活角色。\n• 增强黑暗视觉:使用你的转化之力赋予增强黑暗视觉直到下一次长时间的休息。 +Feature/&PowerCollegeOfLifeTransmuteForceTitle=转化之力 +Feature/&PowerSharedPoolCollegeOfLifeConstitutionDescription=使用你的转化之力赋予体质豁免熟练加值,直到下一次长休。 +Feature/&PowerSharedPoolCollegeOfLifeConstitutionTitle=体质豁免 +Feature/&PowerSharedPoolCollegeOfLifeDarkvisionDescription=使用你的转化之力赋予增强黑暗视觉,直到下一次长休。 +Feature/&PowerSharedPoolCollegeOfLifeDarkvisionTitle=增强黑暗视觉 +Feature/&PowerSharedPoolCollegeOfLifeElementalResistanceDescription=使用你的转化之力赋予对强酸、冷冻、火焰、闪电、黯蚀、毒素和雷鸣伤害抗性,直到下一次长休。 Feature/&PowerSharedPoolCollegeOfLifeElementalResistanceTitle=元素抗性 -Feature/&PowerSharedPoolCollegeOfLifeFlyDescription=使用你的转化力来授予飞行能力。 +Feature/&PowerSharedPoolCollegeOfLifeFlyDescription=使用你的转化之力赋予飞行能力。 Feature/&PowerSharedPoolCollegeOfLifeFlyTitle=飞行 -Feature/&PowerSharedPoolCollegeOfLifeHealDescription=使用你的转化力治疗最多 6 个目标。 -Feature/&PowerSharedPoolCollegeOfLifeHealTitle=愈合 -Feature/&PowerSharedPoolCollegeOfLifeReviveDescription=使用你的转化力在死后 1 分钟内复活一个角色。 -Feature/&PowerSharedPoolCollegeOfLifeReviveTitle=复活 +Feature/&PowerSharedPoolCollegeOfLifeHealDescription=使用你的转化之力治疗最多 6 个目标。 +Feature/&PowerSharedPoolCollegeOfLifeHealTitle=医疗 +Feature/&PowerSharedPoolCollegeOfLifeReviveDescription=使用你的转化之力在死后 1 分钟内复活一个角色。 +Feature/&PowerSharedPoolCollegeOfLifeReviveTitle=回生 Subclass/&CollegeOfLifeDescription=操纵物质和生命能量的大师。 Subclass/&CollegeOfLifeTitle=生命学院 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfThespian-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfThespian-zh-CN.txt index b73ae92f09..ef62adc464 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfThespian-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfThespian-zh-CN.txt @@ -1,19 +1,19 @@ -Condition/&ConditionCollegeOfThespianCombatInspirationCombatDescription=你在下一次进攻中就有优势。 -Condition/&ConditionCollegeOfThespianCombatInspirationCombatTitle=灵感战斗 -Condition/&ConditionCollegeOfThespianCombatInspirationMovementDescription=你获得的移动速度加值等于你的吟游诗人灵感检定。 -Condition/&ConditionCollegeOfThespianCombatInspirationMovementTitle=灵感运动 -Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsDescription=你可以使用你的武器作为施法焦点,并且能够在持有物品的同时执行法术的躯体部分。 -Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsTitle=恐怖仪器 -Feature/&PowerCollegeOfThespianCombatInspirationDescription=当你沐浴在激烈的战斗中时,你会受到启发。一旦在你的回合中以一个自由动作,你可以投掷吟游诗人的灵感,将投掷添加到你的移动速度中,并在你的回合结束前进行的下一次攻击掷骰中获得优势。 -Feature/&PowerCollegeOfThespianCombatInspirationTitle=战斗灵感 -Feature/&PowerCollegeOfThespianFinaleDescription=每当你将一个生物的生命值减少到 0 时,你就会重新获得一个吟游诗人灵感骰子。 +Condition/&ConditionCollegeOfThespianCombatInspirationCombatDescription=你在下一次攻击中就有优势。 +Condition/&ConditionCollegeOfThespianCombatInspirationCombatTitle=激励战斗 +Condition/&ConditionCollegeOfThespianCombatInspirationMovementDescription=你获得的移动速度加值等于你的诗人激励骰。 +Condition/&ConditionCollegeOfThespianCombatInspirationMovementTitle=激励运动 +Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsDescription=你可以使用你的武器作为法器,并且能够在持有物品的同时执行法术的姿势部分。 +Feature/&MagicAffinityCollegeOfThespianMacabreInstrumentsTitle=恐怖乐器 +Feature/&PowerCollegeOfThespianCombatInspirationDescription=当你沐浴在激烈的战斗中时,你会受到激励。一旦在你的回合中以一个自由动作,你可以投掷诗人激励,将投掷结果添加到你的移动速度中,并在你的回合结束前进行的下一次攻击掷骰中获得优势。 +Feature/&PowerCollegeOfThespianCombatInspirationTitle=战斗激励 +Feature/&PowerCollegeOfThespianFinaleDescription=每当你将一个生物的生命值减少到 0 时,你就会重新获得一个诗人激励骰。 Feature/&PowerCollegeOfThespianFinaleTitle=结局 -Feature/&PowerCollegeOfThespianImprovedTerrificPerformanceDescription=任何在对抗你出色表演时未能通过豁免检定的生物除了受到惊吓之外,还会受到相当于两次吟游诗人骰子掷骰的精神伤害。 -Feature/&PowerCollegeOfThespianImprovedTerrificPerformanceTitle=改进的出色性能 +Feature/&PowerCollegeOfThespianImprovedTerrificPerformanceDescription=任何在对抗你出色表演时未能通过豁免检定的生物除了受到惊吓之外,还会受到相当于两次诗人激励骰的精神伤害。 +Feature/&PowerCollegeOfThespianImprovedTerrificPerformanceTitle=精通出色表演 Feature/&PowerCollegeOfThespianTerrificPerformanceDescription=你以一种可怕的方式击倒你的敌人,给那些还活着的人灌输恐惧。每当你用近战武器攻击将一个生物的生命值降低到 0 时,该生物 15 英尺内的所有其他敌方生物都必须进行一次感知豁免以对抗你的法术 DC,否则就会受到惊吓,直到你的下回合结束。 -Feature/&PowerCollegeOfThespianTerrificPerformanceTitle=出色的表现 -Feature/&ProficiencyCollegeOfThespianFightingStyleDescription=当你进行双武器战斗时,你可以将你的能力调整值添加到第二次攻击的伤害上。 +Feature/&PowerCollegeOfThespianTerrificPerformanceTitle=出色表演 +Feature/&ProficiencyCollegeOfThespianFightingStyleDescription=当你进行双武器战斗时,你可以将你的属性值调整值添加到第二次攻击的伤害上。 Feature/&ProficiencyCollegeOfThespianFightingStyleTitle=双武器战斗风格 -Feedback/&CollegeOfThespianBardicInspiration={0} 花费 {2} 个吟游诗人灵感骰子将移动速度提高 {3} 并在下一次攻击中获得优势 +Feedback/&CollegeOfThespianBardicInspiration={0} 花费 {2} 个诗人激励骰将移动速度提高 {3} 并在下一次攻击中获得优势 Subclass/&CollegeOfThespianDescription=戏剧吟游诗人学院认为艺术和战争没有区别。他们认为自己有责任通过舞台或战场上的表演来延续大灾变伟大战役的传奇。 Subclass/&CollegeOfThespianTitle=戏剧学院 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfValiance-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfValiance-zh-CN.txt index 67e17413d3..4ea89d5932 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfValiance-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfValiance-zh-CN.txt @@ -1,16 +1,16 @@ -Condition/&ConditionCollegeOfValianceDishearteningPerformanceDescription=你必须在下一次豁免检定中减去吟游诗人激励骰子来源上掷出的数字。 +Condition/&ConditionCollegeOfValianceDishearteningPerformanceDescription=你必须在下一次豁免检定中减去诗人激励骰来源上掷出的数字。 Condition/&ConditionCollegeOfValianceDishearteningPerformanceTitle=打击表演 -Feature/&AutoPreparedSpellsCollegeOfValianceRecallLanguageDescription=你通过阅读异域文学作品获得了许多不同语言的知识,并且你可以神奇地流利使用这些语言,将巧言术法术添加到已知法术列表中。 +Feature/&AutoPreparedSpellsCollegeOfValianceRecallLanguageDescription=你通过阅读异域文学作品获得了许多不同语言的知识,并且你可以神奇地流利使用这些语言,将 巧言术 法术添加到已知法术列表中。 Feature/&AutoPreparedSpellsCollegeOfValianceRecallLanguageTitle=回忆语言 -Feature/&FeatureCollegeOfValianceCaptivatingPresenceDescription=你给周围的人留下了深刻的印象。当你进行说服或表现检定时,你可以将 9 或更低的 d20 检定视为 10。 +Feature/&FeatureCollegeOfValianceCaptivatingPresenceDescription=你给周围的人留下了深刻的印象。当你进行游说或表演检定时,你可以将 9 或更低的 d20 检定视为 10。 Feature/&FeatureCollegeOfValianceCaptivatingPresenceTitle=诱人存在 -Feature/&FeatureCollegeOfValianceSteadfastInspirationDescription=你的激励话语非常振奋人心,使其他人充满动力以取得成功。当一个友方生物将你的吟游诗人激励骰子之一添加到其能力检定、攻击检定或豁免检定中并且检定失败时,该生物可以保留该吟游诗人激励骰子。 +Feature/&FeatureCollegeOfValianceSteadfastInspirationDescription=你的激励话语非常振奋人心,使其他人充满动力以取得成功。当一个友方生物将你的诗人激励骰之一添加到其能力检定、攻击检定或豁免检定中并且检定失败时,该生物可以保留该诗人激励骰。 Feature/&FeatureCollegeOfValianceSteadfastInspirationTitle=坚韧激励 -Feature/&PowerCollegeOfValianceDishearteningPerformanceDescription=你在战斗中的英勇使你的敌人士气低落。作为一个奖励动作,你可以使用一次吟游诗人激励并选择一个你在 60 尺内可以看到的敌对生物。投掷吟游诗人激励骰。该生物必须在你的下一回合结束之前将它第一次成功的豁免检定结果中减去掷出的数字。 +Feature/&PowerCollegeOfValianceDishearteningPerformanceDescription=你在战斗中的英勇使你的敌人士气低落。作为一个奖励动作,你可以使用一次诗人激励并选择一个你在 60 尺内可以看到的敌对生物。投掷诗人激励骰。该生物必须在你的下一回合结束之前将它第一次成功的豁免检定结果中减去掷出的数字。 Feature/&PowerCollegeOfValianceDishearteningPerformanceTitle=打击表演 -Feature/&PowerCollegeOfValianceHeroicInspirationDescription=你可以使用附赠行动来激活英雄激励。英雄激励赋予吟游诗人激励的所有增益,而无需消耗任何吟游诗人激励的使用次数,并且可以瞄准 60 尺内的两个友方生物,而不是一个。每次长休可以使用该能力 2 次。 +Feature/&PowerCollegeOfValianceHeroicInspirationDescription=你可以使用附赠行动来激活英雄激励。英雄激励赋予诗人激励的所有增益,而无需消耗任何诗人激励的使用次数,并且可以瞄准 60 尺内的两个友方生物,而不是一个。每次长休可以使用该能力 2 次。 Feature/&PowerCollegeOfValianceHeroicInspirationTitle=英雄激励 Feedback/&DishearteningPerformanceUsedFailureLine={0}花费了{2}个激励骰子来改变结果,在激励骰子上投掷{3},但没有改变结果,这仍然是成功。 Feedback/&DishearteningPerformanceUsedSuccessLine={0}花费了{2}个激励骰子来改变结果,在激励骰子上投掷{3},并将结果更改为失败! -Subclass/&CollegeOfValianceDescription=无畏学院的吟游诗人们用音乐和坚定不移的决心来鼓舞盟友,同时挫伤敌人的士气。这些吟游诗人从古代英雄的故事、伟大事迹和非凡事件中汲取灵感,为维护自己的理想而勇敢地奋斗,给周围的人留下了持久的印象。 -Subclass/&CollegeOfValianceTitle=无畏学院 +Subclass/&CollegeOfValianceDescription=雄辩学院的吟游诗人们用音乐和坚定不移的决心来鼓舞盟友,同时挫伤敌人的士气。这些吟游诗人从古代英雄的故事、伟大事迹和非凡事件中汲取灵感,为维护自己的理想而勇敢地奋斗,给周围的人留下了持久的印象。 +Subclass/&CollegeOfValianceTitle=雄辩学院 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfWarDancer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfWarDancer-zh-CN.txt index ec0e0a4709..08a248291d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfWarDancer-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/CollegeOfWarDancer-zh-CN.txt @@ -1,27 +1,18 @@ -Condition/&ConditionCharmedByDanceOfWarDescription=护甲等级(AC)因魅力修正而降低。 -Condition/&ConditionCharmedByDanceOfWarTittle=被迷住 +Condition/&ConditionCharmedByDanceOfWarDescription=护甲等级减少魅力调整值。 +Condition/&ConditionCharmedByDanceOfWarTittle=魅惑 Condition/&ConditionWarDanceDescription=快速移动和攻击。 -Condition/&ConditionWarDanceLightMomentumDescription=你的攻击气势很弱。 -Condition/&ConditionWarDanceLightMomentumTitle=轻舞步 Condition/&ConditionWarDanceMomentumDescription=你的攻击造成更多伤害但命中较低。 Condition/&ConditionWarDanceMomentumTitle=舞步 -Condition/&ConditionWarDanceTitle=War Dancing -Feature/&FeatureCollegeOfWarDancerFocusedWarDanceDescription=从14级开始,你可以在战舞中使用你的魅力属性进行专注豁免。 -Feature/&FeatureCollegeOfWarDancerFocusedWarDanceTitle=专注战舞 -Feature/&FeatureCollegeOfWarDancerImprovedWarDanceDescription=从6级开始,你可以用你的气势施展戏法。 -Feature/&FeatureCollegeOfWarDancerImprovedWarDanceTitle=强化战舞 -Feature/&PowerCollegeOfWarDancerImprovedWarDanceDescription=距离你 30 尺以内的敌人必须进行一次魅力豁免,否则将被你的舞蹈迷住,直到他们的下一轮开始。被迷住的生物的护甲等级(AC)减少等于你的魅力调整值。 -Feature/&PowerCollegeOfWarDancerImprovedWarDanceTitle=致命舞姿 -Feature/&PowerWarDancerWarDanceDescription=在你的下一轮开始之前,你会受到激励,并将你的魅力调整值添加到攻击加值上。你不受困难地形的影响,你的速度也会提高15尺,并且你可以自由切换武器。\n进行主要动作后,你会获得一个可用于攻击、闪避、脱离和冲刺的气势。它使你的攻击更强但更难命中,并且效果因你用来进行攻击的武器而异。你的最大气势可以等于熟练度加值的一半(向上舍入)。\n当你使用非近战武器攻击或未命中时,你的舞蹈将结束,除非你使用吟游诗人骰子来延长它。\n如果你将敌人的生命值降低到0,气势也会延长1轮。 +Condition/&ConditionWarDanceTitle=战舞 +Feature/&FeatureCollegeOfWarDancerFocusedWarDanceDescription=从 14 级开始,你可以在战舞中使用你的魅力属性进行专注豁免。 +Feature/&FeatureCollegeOfWarDancerFocusedWarDanceTitle=集中战舞 +Feature/&FeatureCollegeOfWarDancerImprovedWarDanceDescription=当 战争之舞 激活期间,你在完成所有主要动作后将获得额外的主手攻击。额外攻击的每次命中都会带来另一次额外攻击,额外攻击次数最多可达你的熟练加值(向下取整)一半。这些额外攻击只能是近战攻击。 +Feature/&FeatureCollegeOfWarDancerImprovedWarDanceTitle=精通战舞 +Feature/&PowerWarDancerWarDanceDescription=你获得 诗人激励 ,并将你的魅力调整值添加到攻击检定上并使之维持 1 分钟。你不受困难地形的影响,你的速度也会提高 15 尺,并且你可以自由切换武器。\n每次成功的攻击赋予 舞步 - 减少攻击检定的增益,但根据武器重量赋予额外伤害:\n•轻型: 攻击: -2 per 舞步, 伤害: 1d6 舞步\n•重型: 攻击: -4 舞步, 伤害: 2d10 舞步\n•其他: 攻击: -3 舞步, 伤害: 1d8 + 1d8 舞步\n这个额外伤害不会因暴击而翻倍。 舞步 在你的回合结束时失去。 当你受到伤害并且你的专注检定失败 战争之舞 和所有 舞步 结束,以及所有来自 精通战舞 的额外攻击。 Feature/&PowerWarDancerWarDanceTitle=战争之舞 -Feedback/&ActivateMomentum={1} 给予 {0} 次额外攻击! -Feedback/&ActivateWarDancerAttack={1} 给予 {0} 次额外攻击! +Feedback/&ActivateWarDancerAttack={1} 赋予 {0} 次额外攻击! Feedback/&ActivateWarDancerMomentum={0} 获得 {1}! -Feedback/&AdditionalDamageMomentumFormat=携势之击 -Feedback/&AdditionalDamageMomentumLine=携势之击造成额外的 +{2} 伤害! -Reaction/&CustomReactionDanceOfWarOnMissDescription={0} 错失良机,可以花费吟游诗人灵感骰来保持战舞的效果和所有气势。 -Reaction/&CustomReactionDanceOfWarOnMissReactDescription=花费骰子继续战舞并保持势头 -Reaction/&CustomReactionDanceOfWarOnMissReactTitle=激励 -Reaction/&CustomReactionDanceOfWarOnMissTitle=停止 +Feedback/&AdditionalDamageMomentumFormat=舞步打击 +Feedback/&AdditionalDamageMomentumLine={0} 造成舞步打击 {1} (+{2}) Subclass/&CollegeOfWarDancerDescription=战舞学院的吟游诗人是格斗艺术的高手,战场就是他们的舞台,手中的武器就是最好的乐器。他们敏捷的动作和无尽的攻击通常是遇到他们的人最后的美丽回忆。 Subclass/&CollegeOfWarDancerTitle=战舞学院 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt index 964aaa0214..384e786437 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainDefiler-zh-CN.txt @@ -1,22 +1,22 @@ Condition/&ConditionDomainDefilerInsidiousDeathMagicDescription=你被一个亵渎者诅咒了。你不能再获得生命值。 -Condition/&ConditionDomainDefilerInsidiousDeathMagicTitle=亵渎死亡魔法 -Feature/&AdditionalDamageDomainDefilerDivineStrikeDescription=每回合一次,武器攻击造成 1d8 坏死伤害。该伤害在 14 级时增加至 2d8。 +Condition/&ConditionDomainDefilerInsidiousDeathMagicTitle=阴险死亡魔法 +Feature/&AdditionalDamageDomainDefilerDivineStrikeDescription=每回合一次,武器攻击造成 1d8 黯蚀伤害。该伤害在 14 级时增加至 2d8。 Feature/&AdditionalDamageDomainDefilerDivineStrikeTitle=神圣打击 -Feature/&AutoPreparedSpellsDomainDefilerDyingLightDescription=你学习了死亡之环和死亡之指法术,并将其添加到已知法术列表中。它们总是做好准备的,不计入你准备的法术限制,并且被视为你的牧师法术。每当你造成坏死伤害时,你都可以造成最大伤害而不是滚动。每次长时间休息可以使用此功能一次。 -Feature/&AutoPreparedSpellsDomainDefilerDyingLightTitle=垂死的光 -Feature/&BonusCantripDomainDefilerDescription=获得奖励戏法Wrack。 +Feature/&AutoPreparedSpellsDomainDefilerDyingLightDescription=你学习了 死亡法阵死亡一指 法术,并将其添加到已知法术列表中。它们总是做好准备的,不计入你准备的法术限制,并且被视为你的牧师法术。每当你造成黯蚀伤害时,你都可以造成最大伤害而无需掷骰。每次长时间休息可以使用此特性一次。 +Feature/&AutoPreparedSpellsDomainDefilerDyingLightTitle=垂死光芒 +Feature/&BonusCantripDomainDefilerDescription=获得奖励戏法 Wrack。 Feature/&BonusCantripDomainDefilerTitle=戏法奖励 -Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionDescription=你获得对坏死伤害的抗性,并且你的法术和特性造成的坏死伤害会忽略对坏死伤害的抗性。 -Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionTitle=腐败的灯塔 -Feature/&DamageAffinityDomainDefilerDivineImmunityDescription=你免疫暗蚀伤害。 +Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionDescription=你获得对黯蚀伤害的抗性,并且你的法术和特性造成的黯蚀伤害会忽略对黯蚀伤害的抗性。 +Feature/&DamageAffinityDomainDefilerBeaconOfCorruptionTitle=腐败信标 +Feature/&DamageAffinityDomainDefilerDivineImmunityDescription=你免疫黯蚀伤害。 Feature/&DamageAffinityDomainDefilerDivineImmunityTitle=神圣免疫 -Feature/&FeatureDomainDefilerInsidiousDeathMagicDescription=你通过法术、能力或武器对其造成坏死伤害的生物在等于你牧师等级一半(向上取整)的轮数内无法治愈,如果是神圣打击,则在 6 轮内无法治愈。 -Feature/&FeatureDomainDefilerInsidiousDeathMagicTitle=亵渎死亡魔法 -Feature/&PowerDomainDefilerDefileLifeDescription=在你周围释放一股坏死能量。 30英尺半径内的每个非不死敌对生物都必须进行一次体质豁免。受影响的生物在豁免检定失败时会受到 2d10 + 牧师等级的坏死伤害,而在豁免检定成功时则受到一半的伤害。 -Feature/&PowerDomainDefilerDefileLifeTitle=玷污生活 -Feature/&PowerDomainDefilerDyingLightDescription=每当你造成坏死伤害时,你都可以造成最大伤害而不是滚动。每次长时间休息可以使用此功能一次。 -Feature/&PowerDomainDefilerDyingLightTitle=垂死的光 -Feedback/&AdditionalDamageDivineStrikeFormat=神击! -Feedback/&AdditionalDamageDivineStrikeLine={0} 对 {1} (+{2}) 进行神击攻击 +Feature/&FeatureDomainDefilerInsidiousDeathMagicDescription=你通过法术、能力或武器对其造成黯蚀伤害的生物在等于你牧师等级一半(向上取整)的轮数内无法治愈,如果是神圣打击,则在 6 轮内无法治愈。 +Feature/&FeatureDomainDefilerInsidiousDeathMagicTitle=阴险死亡魔法 +Feature/&PowerDomainDefilerDefileLifeDescription=在你周围释放一股黯蚀能量。 30英尺半径内的每个非不死敌对生物都必须进行一次体质豁免。受影响的生物在豁免检定失败时会受到 2d10 + 牧师等级的黯蚀伤害,而在豁免检定成功时则受到一半的伤害。 +Feature/&PowerDomainDefilerDefileLifeTitle=玷污生命 +Feature/&PowerDomainDefilerDyingLightDescription=每当你造成黯蚀伤害时,你都可以造成最大伤害而无需掷骰。每次长时间休息可以使用此特性一次。 +Feature/&PowerDomainDefilerDyingLightTitle=垂死光芒 +Feedback/&AdditionalDamageDivineStrikeFormat=神圣打击! +Feedback/&AdditionalDamageDivineStrikeLine={0} 对 {1} (+{2}) 进行神圣打击攻击 Subclass/&DomainDefilerDescription=亵渎者崇拜死亡、腐化与枯萎之神,为自己的目的寻求权力和腐化:取悦他们的神明,或者出于更自私的原因。 Subclass/&DomainDefilerTitle=亵渎者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt index ba60b36e79..357f76e949 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/DomainSmith-zh-CN.txt @@ -2,19 +2,19 @@ Condition/&ConditionDomainSmithAdamantBenedictionDescription=你的盔甲强化 Condition/&ConditionDomainSmithAdamantBenedictionTitle=精金盔甲 Feature/&AdditionalDamageDomainSmithDivineStrikeDescription=每回合一次,武器攻击造成 +1d8 火焰伤害。该伤害在 14 级时增加至 2d8。 Feature/&AdditionalDamageDomainSmithDivineStrikeTitle=神圣打击 -Feature/&AttributeModifierDomainSmithForgeMasteryDescription=获得火焰抗性并在穿着盔甲时获得 +1 护甲等级(AC)。 +Feature/&AttributeModifierDomainSmithForgeMasteryDescription=获得火焰抗性并在穿着盔甲时获得 +1 护甲等级。 Feature/&AttributeModifierDomainSmithForgeMasteryTitle=精通锻造 -Feature/&AttributeModifierDomainSmithReinforceArmorDescription=这件盔甲已经过强化,提供额外的 +{0} 护甲等级(AC)。 +Feature/&AttributeModifierDomainSmithReinforceArmorDescription=这件盔甲已经过强化,提供额外的 +{0} 护甲等级。 Feature/&AttributeModifierDomainSmithReinforceArmorTitle=强化 -Feature/&BonusProficiencyDomainSmithArtisanToolTypeDescription=熟练使用铁匠工具。 -Feature/&BonusProficiencyDomainSmithArtisanToolTypeTitle=精通锻造工具 -Feature/&BonusProficiencyDomainSmithDescription=熟练使用铁匠工具和重甲。 -Feature/&BonusProficiencyDomainSmithTitle=奖励熟练度 +Feature/&BonusProficiencyDomainSmithArtisanToolTypeDescription=你获得铁匠工具熟练项。 +Feature/&BonusProficiencyDomainSmithArtisanToolTypeTitle=铁匠工具熟练 +Feature/&BonusProficiencyDomainSmithDescription=你获得重甲熟练项。 +Feature/&BonusProficiencyDomainSmithTitle=重甲熟练 Feature/&FeatureDomainSmithBlessedMetalDescription=你和金属与火焰的联系加深。穿着盔甲时,你获得以下增益:\n• 你免疫火焰伤害。\n• 你对非魔法攻击的钝击、穿刺和挥砍伤害具有抗性。 Feature/&FeatureDomainSmithBlessedMetalTitle=祝福金属 Feature/&PowerDomainSmithAdamantBenedictionDescription=使用一个动作,增强 30 尺半径内盟友的护甲。他们的盔甲获得精金盔甲的力量,在 1 分钟内免疫重击。 Feature/&PowerDomainSmithAdamantBenedictionTitle=坚定的祝福 -Feature/&PowerDomainSmithReinforceArmorDescription=每次短休一次,你可以强化一件非魔法盔甲或盾牌。被强化的物体获得额外的 +{0} 护甲等级(AC)。 +Feature/&PowerDomainSmithReinforceArmorDescription=每次短休一次,你可以强化一件非魔法盔甲或盾牌。被强化的物体获得额外的 +{0} 护甲等级。 Feature/&PowerDomainSmithReinforceArmorTitle=强化护甲 -Subclass/&DomainSmithDescription=通过钢铁和锻造来引导他们的信仰的神圣铁匠。加强盟军装甲并重装自己。 -Subclass/&DomainSmithTitle=锻造之神 +Subclass/&DomainSmithDescription=通过钢铁和锻造来引导他们的信仰的神圣铁匠。加强盟友装甲并重装自己。 +Subclass/&DomainSmithTitle=工匠领域 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationAlchemy-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationAlchemy-zh-CN.txt index cc0d67738f..4cd3c63cfb 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationAlchemy-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationAlchemy-zh-CN.txt @@ -1,47 +1,47 @@ -Condition/&ConditionInnovationAlchemyDamageNecroticDescription=目标无法治愈并在其回合结束时受到 2d6 暗蚀伤害。 -Condition/&ConditionInnovationAlchemyDamageNecroticTitle=暗蚀 +Condition/&ConditionInnovationAlchemyDamageNecroticDescription=目标无法治愈并在其回合结束时受到 2d6 黯蚀伤害。 +Condition/&ConditionInnovationAlchemyDamageNecroticTitle=黯蚀 Condition/&ConditionInnovationAlchemyDamagePoisonDescription=目标在下一次攻击掷骰时处于劣势。 Condition/&ConditionInnovationAlchemyDamagePsychicDescription=在力量、敏捷和体质豁免检定上获得 -1d4。 -Condition/&ConditionInnovationAlchemyDamagePsychicTitle=不堪重负 +Condition/&ConditionInnovationAlchemyDamagePsychicTitle=压制 Condition/&ConditionInnovationAlchemyDamageThunderDescription=在智力、感知和魅力豁免检定上获得 -1d4。 Condition/&ConditionInnovationAlchemyDamageThunderTitle=震荡 -Feature/&ActionAffinityInnovationAlchemyFastHandsDescription=你已经学会了混合试剂和快速使用各种设备。你可以使用奖励动作来激活任何设备。 +Feature/&ActionAffinityInnovationAlchemyFastHandsDescription=你已经学会了混合试剂和快速使用各种设备。你可以使用附赠动作来激活任何设备。 Feature/&ActionAffinityInnovationAlchemyFastHandsTitle=快手 Feature/&AutoPreparedSpellsInnovationAlchemyDescription=学习并始终准备:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationAlchemyTitle=掷弹兵法术 -Feature/&FeatureInnovationAlchemyBombsDescription=花费炼金点数快速混和并投掷炸弹。 +Feature/&FeatureInnovationAlchemyBombsDescription=花费炼金点数快速混合并投掷炸弹。 Feature/&FeatureInnovationAlchemyBombsTitle=炼金炸弹 -Feature/&FeatureInnovationAlchemyExtraOverchargeBombsDescription=你可以在制造炸弹时额外花费2次费用,以使其更有效。精确的炸弹可以瞄准更多的敌人。 -Feature/&FeatureInnovationAlchemyExtraOverchargeBombsTitle=改进的浓缩炸弹 -Feature/&FeatureInnovationAlchemyMasterOverchargeBombsDescription=你可以在制造炸弹时额外花费3次费用使其更强大。精确的炸弹可以瞄准更多的敌人。 -Feature/&FeatureInnovationAlchemyMasterOverchargeBombsTitle=完美的浓缩炸弹 -Feature/&FeatureInnovationAlchemyOverchargeBombsDescription=你可以在制造炸弹时花费额外的费用以使其更有效。精确的炸弹可以瞄准更多的敌人。飞溅炸弹增加爆炸半径。锥形炸弹会增加它们的伤害。 +Feature/&FeatureInnovationAlchemyExtraOverchargeBombsDescription=你可以在制造炸弹时额外花费 2 次费用使其更强大。精确炸弹可以瞄准更多的敌人。 +Feature/&FeatureInnovationAlchemyExtraOverchargeBombsTitle=精通浓缩炸弹 +Feature/&FeatureInnovationAlchemyMasterOverchargeBombsDescription=你可以在制造炸弹时额外花费 3 次费用使其更强大。精确炸弹可以瞄准更多的敌人。 +Feature/&FeatureInnovationAlchemyMasterOverchargeBombsTitle=完美浓缩炸弹 +Feature/&FeatureInnovationAlchemyOverchargeBombsDescription=你可以在制造炸弹时额外花费次数以使其更强大。精确炸弹可以瞄准更多的敌人。飞溅炸弹增加爆炸半径。锥形炸弹会增加它们的伤害。 Feature/&FeatureInnovationAlchemyOverchargeBombsTitle=浓缩炸弹 Feature/&PowerInnovationAlchemyBombBreathDescription=让炸弹在你面前的锥形区域爆炸。对你的发明家法术 DC 的成功豁免将使伤害减半。 Feature/&PowerInnovationAlchemyBombBreathTitle=锥体 Feature/&PowerInnovationAlchemyBombPreciseDescription=投掷炸弹对单个目标造成伤害。这是一种使用你的发明家法术攻击加值的远程攻击。 -Feature/&PowerInnovationAlchemyBombPreciseTitle=精准 +Feature/&PowerInnovationAlchemyBombPreciseTitle=精确 Feature/&PowerInnovationAlchemyBombSplashDescription=投掷炸弹,在小范围内造成伤害。对你的发明家法术 DC 的成功豁免将使伤害减半。 -Feature/&PowerInnovationAlchemyBombSplashTitle=泼溅 -Feature/&PowerInnovationAlchemyBombsAdvancedDescription=你已经学会了如何将炸弹的伤害类型更改为力场、光耀、暗蚀、雷鸣或心灵。这些炸弹造成的伤害略低于火焰炸弹,但包括额外的效果。 +Feature/&PowerInnovationAlchemyBombSplashTitle=飞溅 +Feature/&PowerInnovationAlchemyBombsAdvancedDescription=你已经学会了如何将炸弹的伤害类型更改为力场、光耀、黯蚀、雷鸣或心灵。这些炸弹造成的伤害略低于火焰炸弹,但包括额外的效果。 Feature/&PowerInnovationAlchemyBombsAdvancedTitle=改良炸弹 -Feature/&PowerInnovationAlchemyBombsElementalDescription=你已经学会了如何将炸弹的伤害类型更改为寒冷、闪电、强酸或毒性。这些炸弹造成的伤害略低于火焰炸弹,但包括额外的效果。 +Feature/&PowerInnovationAlchemyBombsElementalDescription=你已经学会了如何将炸弹的伤害类型更改为冷冻、闪电、强酸或毒素。这些炸弹造成的伤害略低于火焰炸弹,但包括额外的效果。 Feature/&PowerInnovationAlchemyBombsElementalTitle=元素炸弹 -Feature/&PowerInnovationAlchemyMarkerDamageAcidDescription=使炸弹造成强酸伤害,未能通过敏捷豁免的敌人的护甲等级(AC)降低 1。 +Feature/&PowerInnovationAlchemyMarkerDamageAcidDescription=使炸弹造成强酸伤害,未能通过敏捷豁免的敌人的护甲等级降低 1。 Feature/&PowerInnovationAlchemyMarkerDamageAcidTitle=强酸炸弹 -Feature/&PowerInnovationAlchemyMarkerDamageColdDescription=让炸弹造成寒冷伤害并阻碍体质豁免失败的敌人。 -Feature/&PowerInnovationAlchemyMarkerDamageColdTitle=寒冷炸弹 +Feature/&PowerInnovationAlchemyMarkerDamageColdDescription=让炸弹造成冷冻伤害并阻碍体质豁免失败的敌人。 +Feature/&PowerInnovationAlchemyMarkerDamageColdTitle=冷冻炸弹 Feature/&PowerInnovationAlchemyMarkerDamageFireDescription=让炸弹造成火焰伤害——它们造成的伤害比其他炸弹多一点。 Feature/&PowerInnovationAlchemyMarkerDamageFireTitle=火焰炸弹 Feature/&PowerInnovationAlchemyMarkerDamageForceDescription=让炸弹造成力场伤害并推开未通过力量豁免的敌人。 -Feature/&PowerInnovationAlchemyMarkerDamageForceTitle=立场炸弹 -Feature/&PowerInnovationAlchemyMarkerDamageLightningDescription=让炸弹对未能通过敏捷豁免的敌人造成闪电伤害和电击。 +Feature/&PowerInnovationAlchemyMarkerDamageForceTitle=力场炸弹 +Feature/&PowerInnovationAlchemyMarkerDamageLightningDescription=让炸弹造成闪电伤害并震慑未通过敏捷豁免的敌人。 Feature/&PowerInnovationAlchemyMarkerDamageLightningTitle=闪电炸弹 -Feature/&PowerInnovationAlchemyMarkerDamageNecroticDescription=让炸弹造成暗蚀伤害,体质豁免失败的敌人在 1 轮内无法恢复生命值,并在他们的回合结束时受到 2d6 暗蚀伤害。 -Feature/&PowerInnovationAlchemyMarkerDamageNecroticTitle=暗蚀炸弹 +Feature/&PowerInnovationAlchemyMarkerDamageNecroticDescription=让炸弹造成黯蚀伤害,体质豁免失败的敌人在 1 轮内无法恢复生命值,并在他们的回合结束时受到 2d6 黯蚀伤害。 +Feature/&PowerInnovationAlchemyMarkerDamageNecroticTitle=黯蚀炸弹 Feature/&PowerInnovationAlchemyMarkerDamagePoisonDescription=让炸弹造成毒素伤害并使体质豁免失败的敌人中毒。 -Feature/&PowerInnovationAlchemyMarkerDamagePoisonTitle=毒性炸弹 -Feature/&PowerInnovationAlchemyMarkerDamagePsychicDescription=使炸弹造成精神伤害,感知豁免失败的敌人在 1 轮的力量、敏捷和体质豁免上获得 -1d4。 +Feature/&PowerInnovationAlchemyMarkerDamagePoisonTitle=毒素炸弹 +Feature/&PowerInnovationAlchemyMarkerDamagePsychicDescription=使炸弹造成心灵伤害,感知豁免失败的敌人在 1 轮的力量、敏捷和体质豁免上获得 -1d4。 Feature/&PowerInnovationAlchemyMarkerDamagePsychicTitle=心灵炸弹 Feature/&PowerInnovationAlchemyMarkerDamageRadiantDescription=让炸弹造成光耀伤害,并在首次攻击魅力豁免失败的敌人时获得优势。 Feature/&PowerInnovationAlchemyMarkerDamageRadiantTitle=光耀炸弹 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArmor-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArmor-zh-CN.txt index 760084e717..e9bc2225d6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArmor-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArmor-zh-CN.txt @@ -1,6 +1,6 @@ -Condition/&ConditionInnovationArmorGuardianModeDescription=获得雷霆战拳(1d8 雷鸣伤害)武器,如果你有空闲的手和防御场奖励动作来获得等于发明家等级的临时生命值。 +Condition/&ConditionInnovationArmorGuardianModeDescription=获得雷霆战拳(1d8 雷鸣伤害)武器,如果你有空闲的手和防御场附赠动作来获得等于发明家等级的临时生命值。 Condition/&ConditionInnovationArmorGuardianModeTitle=守护者 -Condition/&ConditionInnovationArmorInfiltratorModeDescription=获得激电 远程攻击(1d6 闪电伤害,本轮第一次攻击造成 2d6)。 +Condition/&ConditionInnovationArmorInfiltratorModeDescription=获得闪电发射器 远程攻击(1d6 闪电伤害,本轮第一次攻击造成 2d6)。 Condition/&ConditionInnovationArmorInfiltratorModeTitle=渗透者 Condition/&ConditionInventorArmorerInfiltratorDamageDescription=对该生物的下一次攻击具有优势,并在击中时造成额外的 1d6 闪电伤害。 Condition/&ConditionInventorArmorerInfiltratorDamageTitle=闪烁:脆弱 @@ -8,23 +8,23 @@ Condition/&ConditionInventorArmorerInfiltratorGlimmerDescription=在 5 尺半径 Condition/&ConditionInventorArmorerInfiltratorGlimmerTitle=闪烁:分心 Feature/&AutoPreparedSpellsInnovationArmorDescription=学习并始终准备:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationArmorTitle=装甲师法术 -Feature/&FeatureSetInnovationArmorArmoredUpDescription=你熟练于重甲并忽略盔甲的力量要求。 +Feature/&FeatureSetInnovationArmorArmoredUpDescription=你获得重甲的熟练并忽略护甲的力量要求。 Feature/&FeatureSetInnovationArmorArmoredUpTitle=全副武装 -Feature/&FeatureSetInnovationArmorModesDescription=每次短暂休息时,您可以选择 2 种盔甲模式之一:\n• 守护者:如果您有空闲的手,则获得雷霆手套武器,并且防御场奖励行动,获得相当于发明家等级的临时生命值。\n•渗透者:获得闪电发射器远程攻击、5英尺移动速度奖励和敏捷优势(隐秘)检查。 +Feature/&FeatureSetInnovationArmorModesDescription=每次短休时,你可以选择 2 种盔甲模式之一:\n• 守护者:如果你有空闲的手,则获得雷霆战拳武器,并且防御场附赠动作,获得相当于发明家等级的临时生命值。\n•渗透者:获得闪电发射器远程攻击、5 尺移动速度加值和敏捷(隐匿)检定优势。 Feature/&FeatureSetInnovationArmorModesTitle=装甲模式 -Feature/&FeatureSetInventorArmorerPerfectedArmorDescription=你改善了你的护甲模式:\n• 守护者:被你的雷霆手套攻击的生物会被减速,直到你的下一个回合开始,除非它们成功通过了对抗技师的施法 DC 的 CON 豁免检定。\n< b>•渗透者:被你的闪电发射器攻击的生物会闪烁着魔法光芒,直到你的下一个回合开始。这种闪闪发光的生物会在 5 英尺半径范围内发出微弱的光芒,并且它在攻击你时处于劣势,因为如果它攻击你,光线会震动它。此外,针对它的下一次攻击检定具有优势,如果这次攻击击中,目标会受到额外的 1d6 闪电伤害。 +Feature/&FeatureSetInventorArmorerPerfectedArmorDescription=你改善了你的装甲模式:\n• 守护者:被你的雷霆战拳攻击的生物会被减速,直到你的下一个回合开始,除非它们成功通过了对抗技师的施法 DC 的体质豁免检定。\n•渗透者:被你的闪电发射器攻击的生物会闪烁着魔法光芒,直到你的下一个回合开始。这种闪闪发光的生物会在 5 尺半径范围内发出微弱的光芒,并且它在攻击你时处于劣势,因为如果它攻击你,光线会震动它。此外,针对它的下一次攻击检定具有优势,如果这次攻击击中,目标会受到额外的 1d6 闪电伤害。 Feature/&FeatureSetInventorArmorerPerfectedArmorTitle=完美装甲 -Feature/&PowerInnovationArmorDefensiveFieldDescription=作为奖励动作,你可以获得相当于你的发明家等级的临时生命值,取代你已经拥有的任何临时生命值。你可以使用这个奖励动作的次数等于你的熟练加值,并且当你完成长时间休息时,你会重新获得所有消耗的使用次数。 -Feature/&PowerInnovationArmorDefensiveFieldTitle=防护力场 +Feature/&PowerInnovationArmorDefensiveFieldDescription=作为附赠动作,你可以获得相当于你的发明家等级的临时生命值,取代你已经拥有的任何临时生命值。你可以使用这个附赠动作的次数等于你的熟练加值,并且当你完成长休时,你会重新获得所有消耗的使用次数。 +Feature/&PowerInnovationArmorDefensiveFieldTitle=防护场 Feature/&PowerInnovationArmorModeSelectorPoolDescription=每次短休或长休可以切换装甲模式。 Feature/&PowerInnovationArmorModeSelectorPoolTitle=装甲模式开关 -Feature/&PowerInnovationArmorSwitchModeGuardianDescription=如果您有空闲的手,则获得雷霆手套武器(1d8 + 智力调整值雷霆伤害),并获得防御场奖励行动以获得相当于您的技师等级的临时生命值。被护手击中的生物在对除你自己之外的目标的攻击骰上处于劣势,直到你的下一回合开始。如果另一个盟友嘲讽该生物,此效果会提前结束。 -Feature/&PowerInnovationArmorSwitchModeGuardianTitle=守卫模式 -Feature/&PowerInnovationArmorSwitchModeInfiltratorDescription=获得 激电 远程攻击(1d6 闪电伤害,本轮第一次攻击造成 2d6 伤害)、5 尺移动速度加值和敏捷(潜行)检定优势。 -Feature/&PowerInnovationArmorSwitchModeInfiltratorTitle=渗透模式 -Feature/&PowerInventorArmorerPerfectedArmorGuardianDescription=雷霆手套会发出脉冲,如果目标在对抗技工的施法 DC 时未能通过 CON 豁免检定,则会减慢目标的速度。 +Feature/&PowerInnovationArmorSwitchModeGuardianDescription=如果你有空闲的手,则获得雷霆战拳武器(1d8 + 智力调整值雷鸣伤害),并获得防御场附赠动作以获得相当于你的技师等级的临时生命值。被护手击中的生物在对除你自己之外的目标的攻击骰上处于劣势,直到你的下一回合开始。如果另一个盟友嘲讽该生物,此效果会提前结束。 +Feature/&PowerInnovationArmorSwitchModeGuardianTitle=守护者模式 +Feature/&PowerInnovationArmorSwitchModeInfiltratorDescription=获得 闪电发射器 远程攻击(1d6 闪电伤害,本轮第一次攻击造成 2d6 伤害)、5 尺移动速度加值和敏捷(隐匿)检定优势。 +Feature/&PowerInnovationArmorSwitchModeInfiltratorTitle=渗透者模式 +Feature/&PowerInventorArmorerPerfectedArmorGuardianDescription=雷霆战拳会发出脉冲,如果目标在对抗发明家的施法 DC 时未能通过体质豁免检定,则会减慢目标的速度。 Feature/&PowerInventorArmorerPerfectedArmorGuardianTitle=减速脉冲 -Feature/&PowerUseModifierInventorInfusionPoolArmorModificationDescription=你已经学会了如何使用你的技师灌注来特殊修改盔甲 - 现在你可以将武器增强灌注放在盔甲上,它们会影响内置的雷霆战拳闪电发射器武器。此外,你一次可以注入的最大物品数量增加 2。 +Feature/&PowerUseModifierInventorInfusionPoolArmorModificationDescription=你已经学会了如何使用你的技师灌注来特殊修改盔甲 - 现在你可以将增强武器灌注放在盔甲上,它们会影响内置的雷霆战拳闪电发射器武器。此外,你一次可以注入的最大物品数量增加 2。 Feature/&PowerUseModifierInventorInfusionPoolArmorModificationTitle=装甲改造 Item/&CELightningLauncherTitle=闪电发射器 Item/&CEThunderGauntletTitle=雷霆战拳 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArtillerist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArtillerist-zh-CN.txt index f5d85debca..0bc1f44cb4 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArtillerist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationArtillerist-zh-CN.txt @@ -1,36 +1,36 @@ -Condition/&ConditionInnovationArtilleristFortifiedPositionDescription=你和你的盟友在魔炮师制造的大炮 10 尺范围内有半掩护,这是大炮发射的闪闪发光的魔法保护力场的结果。 -Condition/&ConditionInnovationArtilleristFortifiedPositionTitle=坚守阵地 +Condition/&ConditionInnovationArtilleristFortifiedPositionDescription=你和你的盟友在魔炮师制造的魔能炮台 10 尺范围内有半身掩护,这是炮台发出的闪闪发光的魔法防护场的结果。 +Condition/&ConditionInnovationArtilleristFortifiedPositionTitle=要塞阵地 Feature/&AutoPreparedSpellsInnovationArtilleristDescription=学习并始终准备:\n{0}\n\n Feature/&AutoPreparedSpellsInnovationArtilleristTitle=魔炮师法术 -Feature/&FeatureSetInnovationArtilleristArcaneFirearmDescription=从第 5 级开始,你知道如何使用你擅长的武器作为你的巧匠法术的施法焦点。当你通过武器施展技师法术时,投掷 d8,你将在其中一次法术伤害检定中获得等于掷骰数的加值。该伤害在 15 级时增加到 2d8。 +Feature/&FeatureSetInnovationArtilleristArcaneFirearmDescription=从第 5 级开始,你知道如何使用你擅长的武器作为你的发明家法术的法器。当你通过武器施展发明家法术时,投掷 d8,你将在其中一次法术伤害检定中获得等于掷骰数的加值。该伤害在 15 级时增加到 2d8。 Feature/&FeatureSetInnovationArtilleristArcaneFirearmTitle=奥法火器 -Feature/&FeatureSetInnovationArtilleristEldritchCannonDescription=从第 3 级开始,你学会了如何制造魔法大炮。你可以采取一个动作,在距离你 5 尺以内的水平表面上的未被占据空间中神奇地制造一门小型或微小的 魔能炮。一个具有 1D8 + 5 * 职业等级生命值的小型 魔能炮 占据它的空间,一个小的可以用一只手握住。\n一旦你创造了一门大炮,你就不能再次创造,直到你完成一个长休息或者直到你花费一个法术位来创造一个。\n你一次只能拥有一门大炮。在你的每个回合中,你都可以采取附赠动作来启动大炮。作为同一个附赠动作的一部分,你可以引导大炮行走或爬升至多 15 尺到一个未被占据的空间。 -Feature/&FeatureSetInnovationArtilleristEldritchCannonTitle=高爆炮台 -Feature/&FeatureSetInnovationArtilleristExplosiveCannonDescription=从第 9 级开始,你制造的每一门可怕的大炮都更具破坏性:\n• 大炮的伤害掷骰全部增加到 3d8。\n• 作为一个动作,如果你在大炮 60 尺范围内,你可以命令它引爆.这样做会摧毁大炮并迫使其 20 尺内的每个生物进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 3d8 力场伤害,成功则受到一半的伤害。 +Feature/&FeatureSetInnovationArtilleristEldritchCannonDescription=从第 3 级开始,你学会了如何制造魔法炮台。你可以采取一个动作,在距离你 5 尺以内的水平表面上的未被占据空间中神奇地制造一个小型或微型的 魔能炮台。一个具有 1D8 + 5 * 职业等级生命值的小型 魔能炮台 占据它的方格,而微型炮台能用一只手持用。\n一旦你创造了一个炮台,你就不能再次创造,直到你完成一个长休或者直到你花费一个法术位来创造一个。\n你一次只能拥有一个炮台。在你的每个回合中,你都可以采取附赠动作来启动炮台。作为同一个附赠动作的一部分,你可以引导炮台行走或爬升至多 15 尺到一个未被占据的空间。 +Feature/&FeatureSetInnovationArtilleristEldritchCannonTitle=魔能炮台 +Feature/&FeatureSetInnovationArtilleristExplosiveCannonDescription=从第 9 级开始,你制造的每一个魔能炮台都更具破坏性:\n• 炮台的伤害全部增加到 3d8。\n• 作为一个动作,如果你在炮台 60 尺范围内,你可以命令它引爆。这样做会摧毁炮台并迫使其 20 尺内的每个生物进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 3d8 力场伤害,成功则受到一半的伤害。 Feature/&FeatureSetInnovationArtilleristExplosiveCannonTitle=高爆炮台 -Feature/&FeatureSetInnovationArtilleristFortifiedPositionDescription=从第 15 级开始,你是使用 魔能炮 形成防御良好的阵地的大师:\n• 大炮的伤害掷骰全部增加到 4d8。\n• 你现在可以召唤一门大炮两次,直到长休。\n• 你和你的盟友在你用 魔能炮 制造的大炮 10 尺范围内有一半的掩护,这是大炮发射的闪闪发光的魔法保护场的结果。 -Feature/&FeatureSetInnovationArtilleristFortifiedPositionTitle=坚固要塞 -Feature/&PowerInnovationArtilleristEldritchCannonActivateDescription=召唤一门可怕的大炮。 -Feature/&PowerInnovationArtilleristEldritchCannonActivateTitle=召唤大炮 -Feature/&PowerInnovationArtilleristEldritchCannonCommandDescription=在你的每个回合中,你都可以采取附赠动作来启动大炮。作为同一个附赠动作的一部分,你可以引导大炮行走或爬升至多 15 尺到一个未被占据的空间,前提是它有腿。 -Feature/&PowerInnovationArtilleristEldritchCannonCommandTitle=命令大炮 -Feature/&PowerInnovationArtilleristEldritchCannonDetonateDescription=如果你在 60 尺范围内,你可以命令大炮引爆。这样做会摧毁大炮并迫使其 20 尺内的每个生物进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 3d8 力场伤害,成功则受到一半的伤害。 -Feature/&PowerInnovationArtilleristEldritchCannonDetonateTitle=引爆大炮 -Feature/&PowerInnovationArtilleristEldritchCannonDismissDescription=解散一门可怕的大炮。 -Feature/&PowerInnovationArtilleristEldritchCannonDismissTitle=解散大炮 -Feature/&PowerInnovationArtilleristEldritchCannonRefundDescription=你可以花费一个法术位来退还魔能炮的使用次数。 -Feature/&PowerInnovationArtilleristEldritchCannonRefundTitle=退还大炮 -Feature/&PowerInnovationArtilleristFlamethrowerDescription=大炮在你指定的相邻 15 尺圆锥体中喷出火焰。该区域中的每个生物都必须进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 2d8 火焰伤害,成功则伤害减半。大火会点燃区域内所有未被穿戴或携带的易燃物品。 -Feature/&PowerInnovationArtilleristFlamethrowerTitle=火焰喷射器 -Feature/&PowerInnovationArtilleristForceBallistaDescription=从大炮发出远程法术攻击,攻击 120 尺内的一个生物或物体。命中时,目标受到 2d8 力场伤害,如果目标是生物,它会被推离大炮最多 5 尺。 -Feature/&PowerInnovationArtilleristForceBallistaTitle=强力弩车 -Feature/&PowerInnovationArtilleristProtectorDescription=大炮发出一阵正能量,使它自己和 10 尺内你选择的每个生物在 1 分钟内获得等于 1d8+5 的临时生命值。 -Feature/&PowerInnovationArtilleristProtectorTitle=保护者 -Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=火焰喷射器 [小型] -Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=Force Ballista [小型] -Feature/&PowerInnovationArtilleristSummonProtectorTinyTitle=保护器[小] -Feedback/&AdditionalDamageArcaneFirearmFormat=奥术火器! -Feedback/&AdditionalDamageArcaneFirearmLine={0} 对 {1} (+{2}) 进行奥术火器攻击 +Feature/&FeatureSetInnovationArtilleristFortifiedPositionDescription=从第 15 级开始,你是使用 魔能炮台 形成防御良好的阵地的大师:\n• 炮台的伤害全部增加到 4d8。\n• 你现在可以召唤一个炮台两次,直到长休。\n• 你和你的盟友在你用 魔能炮台 制造的炮台 10 尺范围内有半身掩护,这是炮台发出的闪闪发光的魔法防护场的结果。 +Feature/&FeatureSetInnovationArtilleristFortifiedPositionTitle=要塞阵地 +Feature/&PowerInnovationArtilleristEldritchCannonActivateDescription=召唤一个魔能炮台。 +Feature/&PowerInnovationArtilleristEldritchCannonActivateTitle=召唤炮台 +Feature/&PowerInnovationArtilleristEldritchCannonCommandDescription=在你的每个回合中,你都可以采取附赠动作来启动炮台。作为同一个附赠动作的一部分,你可以引导炮台行走或爬升至多 15 尺到一个未被占据的空间,前提是它有腿。 +Feature/&PowerInnovationArtilleristEldritchCannonCommandTitle=命令炮台 +Feature/&PowerInnovationArtilleristEldritchCannonDetonateDescription=如果你在 60 尺范围内,你可以命令炮台引爆。这样做会摧毁炮台并迫使其 20 尺内的每个生物进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 3d8 力场伤害,成功则受到一半的伤害。 +Feature/&PowerInnovationArtilleristEldritchCannonDetonateTitle=引爆炮台 +Feature/&PowerInnovationArtilleristEldritchCannonDismissDescription=解散一个魔能炮台。 +Feature/&PowerInnovationArtilleristEldritchCannonDismissTitle=解散炮台 +Feature/&PowerInnovationArtilleristEldritchCannonRefundDescription=你可以花费一个法术位来退还魔能炮台的使用次数。 +Feature/&PowerInnovationArtilleristEldritchCannonRefundTitle=退还炮台 +Feature/&PowerInnovationArtilleristFlamethrowerDescription=炮台在你指定的相邻 15 尺圆锥体中喷出火焰。该区域中的每个生物都必须进行一次对抗你的法术豁免 DC 的敏捷豁免,豁免失败则受到 2d8 火焰伤害,成功则伤害减半。大火会点燃区域内所有未被穿戴或携带的易燃物品。 +Feature/&PowerInnovationArtilleristFlamethrowerTitle=投火机 +Feature/&PowerInnovationArtilleristForceBallistaDescription=从炮台发出远程法术攻击,攻击 120 尺内的一个生物或物体。命中时,目标受到 2d8 力场伤害,如果目标是生物,它会被推离炮台最多 5 尺。 +Feature/&PowerInnovationArtilleristForceBallistaTitle=力场弩炮 +Feature/&PowerInnovationArtilleristProtectorDescription=炮台发出一阵正能量,使它自己和 10 尺内你选择的每个生物在 1 分钟内获得等于 1d8+5 的临时生命值。 +Feature/&PowerInnovationArtilleristProtectorTitle=防御者 +Feature/&PowerInnovationArtilleristSummonFlamethrowerTinyTitle=投火机 [微型] +Feature/&PowerInnovationArtilleristSummonForceBallistaTinyTitle=力场弩炮 [微型] +Feature/&PowerInnovationArtilleristSummonProtectorTinyTitle=防御者[微型] +Feedback/&AdditionalDamageArcaneFirearmFormat=奥法火器! +Feedback/&AdditionalDamageArcaneFirearmLine={0} 对 {1} (+{2}) 进行奥法火器攻击 Screen/&InventorArtilleristSpellDescription=此魔炮师法术始终被视为已准备好。\n它不计入你的法术准备限制。 Screen/&InventorArtilleristSpellTitle=魔炮师 Subclass/&InnovationArtilleristDescription=魔炮师擅长使用魔法在战场上投掷能量、射弹和爆炸。这种破坏力在许多不同世界的战争中受到军队的重视。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVitriolist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVitriolist-zh-CN.txt index 066930eff9..c946dac2df 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVitriolist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVitriolist-zh-CN.txt @@ -1,6 +1,6 @@ Condition/&ConditionInnovationVitriolistArsenalDescription=无法做出反应。 Condition/&ConditionInnovationVitriolistArsenalTitle=震慑 -Condition/&ConditionInnovationVitriolistCorrodedDescription=-2 防御等级(AC)。 +Condition/&ConditionInnovationVitriolistCorrodedDescription=-2 护甲等级。 Condition/&ConditionInnovationVitriolistCorrodedTitle=腐蚀 Condition/&ConditionInnovationVitriolistMiserableDescription=持续伤害。 Condition/&ConditionInnovationVitriolistMiserableTitle=痛苦 @@ -10,25 +10,25 @@ Feature/&FeatureInnovationVitriolistParagonDescription=从第 15 级开始,你 Feature/&FeatureInnovationVitriolistParagonTitle=硫酸典范 Feature/&FeatureSetInnovationVitriolistArsenalDescription=从第 9 级开始,你已经学会了如何分解你自己的魔法来创造更多的硫酸合剂。作为一个动作,你可以将法术位转换为硫酸合剂功能的使用次数。每转换一个法术环位,你就可以重新使用一次硫酸合剂。\n你已经学会了让你的硫酸合剂变得如此强大,以至于它们能够忽视强酸抗性,并对具有强酸免疫的生物造成一半伤害。此外,由于其效力增加,现在每种合剂也会震慑目标系统,从而消除他们使用反应的能力,直到下一轮开始。 Feature/&FeatureSetInnovationVitriolistArsenalTitle=硫酸工厂 -Feature/&FeatureSetInnovationVitriolistInfusionDescription=从第 5 级开始,长久的解除硫酸已经为你的身体注入了抗酸能力。你也具备了对酸液的亲和能力,你造成任何强酸伤害时,造成等于你的熟练加值的额外伤害。 +Feature/&FeatureSetInnovationVitriolistInfusionDescription=从第 5 级开始,长久接触硫酸已经为你的身体注入了强酸抗性能力。你也具备了对酸液的亲和能力,你造成任何强酸伤害时,造成等于你的熟练加值的额外伤害。 Feature/&FeatureSetInnovationVitriolistInfusionTitle=硫酸注入 Feature/&FeatureSetInnovationVitriolistMixtureDescription=从第 3 级开始,你获得使用自己制作的硫酸合剂的能力:\n• 折磨:命中时,该生物会受到 2d4 强酸伤害和 2d4 毒素伤害。该生物也会中毒,直到其下一回合结束。\n• 腐蚀:命中时,该生物会受到 2d8 强酸伤害。该生物的 AC 也会降低 2,直到下一回合结束。\n• 痛苦:命中时,该生物会受到 2d8 点强酸伤害,该伤害会残留在其皮肤上,在下回合结束时造成额外 2d4 点强酸伤害。\n• 粘性:命中时,该生物会受到 2d8 点强酸伤害。该生物也会感到困惑,直到下回合结束。\n所有伤害骰子在第 7、14 和 18 级时都会增加。 Feature/&FeatureSetInnovationVitriolistMixtureTitle=硫酸合剂 -Feature/&PowerInnovationVitriolistAfflictionDescription=向 30 英尺内你能看到的目标投掷混合物,并进行范围法术攻击,命中后该生物会受到 2d4 酸伤害和 2d4 毒伤害。该生物也会中毒,直到下一个回合结束。对于每种伤害类型,7级时增加到3d4,14级时增加到4d4,18级时增加到5d4。 +Feature/&PowerInnovationVitriolistAfflictionDescription=向 30 尺内你能看到的目标投掷混合物,并进行范围法术攻击,命中后该生物会受到 2d4 酸伤害和 2d4 毒伤害。该生物也会中毒,直到下一个回合结束。对于每种伤害类型,7级时增加到3d4,14级时增加到4d4,18级时增加到5d4。 Feature/&PowerInnovationVitriolistAfflictionTitle=折磨合剂 -Feature/&PowerInnovationVitriolistCorrosionDescription=向 30 英尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中时该生物会受到 2d8 酸伤害。该生物的 AC 也会降低 2,直到下一回合结束。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 +Feature/&PowerInnovationVitriolistCorrosionDescription=向 30 尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中时该生物会受到 2d8 酸伤害。该生物的 AC 也会降低 2,直到下一回合结束。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 Feature/&PowerInnovationVitriolistCorrosionTitle=腐蚀合剂 -Feature/&PowerInnovationVitriolistMiseryDescription=向 30 英尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中该生物时会受到 2d8 酸伤害,该伤害会残留在其皮肤上,并在下一回合结束时造成额外 2d4 酸伤害。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 -Feature/&PowerInnovationVitriolistMiseryTitle=苦难合剂 +Feature/&PowerInnovationVitriolistMiseryDescription=向 30 尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中该生物时会受到 2d8 酸伤害,该伤害会残留在其皮肤上,并在下一回合结束时造成额外 2d4 酸伤害。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 +Feature/&PowerInnovationVitriolistMiseryTitle=痛苦合剂 Feature/&PowerInnovationVitriolistMixtureDescription=使用你自己制作的硫酸合剂。 Feature/&PowerInnovationVitriolistMixtureTitle=硫酸合剂 Feature/&PowerInnovationVitriolistRefundMixtureDescription=消耗一个法术位可以回收一份合剂的使用次数。 Feature/&PowerInnovationVitriolistRefundMixtureTitle=回收合剂 -Feature/&PowerInnovationVitriolistViscosityDescription=向 30 英尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中时该生物会受到 2d8 酸伤害。该生物也会感到困惑,直到下一个回合结束。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 +Feature/&PowerInnovationVitriolistViscosityDescription=向 30 尺内你能看到的目标投掷混合物,并进行范围法术攻击,击中时该生物会受到 2d8 酸伤害。该生物也会感到困惑,直到下一个回合结束。该伤害在 7 级时增加到 3d8,在 14 级时增加到 4d8,在 18 级时增加到 5d8。 Feature/&PowerInnovationVitriolistViscosityTitle=粘性合剂 Feedback/&AdditionalDamageInfusionFormat=硫酸注入! Feedback/&AdditionalDamageInfusionLine={0} 对 {1} 执行注入攻击 Screen/&InnovationVitriolistSpellDescription=此硫酸专家法术始终被视为已准备就绪。\n它不计入你的法术准备限制。 Screen/&InnovationVitriolistSpellTitle=硫酸专家 -Subclass/&InnovationVitriolistDescription=所有发明家都使用各种形式的硫酸和其他魔法手段来将原料、生物组织甚至各类物体分解为其实验需要的基本材料,一些发明家开始专注于分解过程,特别是在使用硫酸来达成目的这方面上。并尝试了如何将硫酸利用到在进攻和防御能力方面,使其可以发挥更大的作用。 +Subclass/&InnovationVitriolistDescription=所有发明家都使用各种形式的强酸和其他魔法手段来将原料、生物组织甚至各类物体分解为其实验需要的基本材料,一些发明家开始专注于分解过程,特别是在使用强酸来达成目的这方面上。并尝试了如何将强酸利用到在进攻和防御能力方面,使其可以发挥更大的作用。 Subclass/&InnovationVitriolistTitle=硫酸专家 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt index 6ba6877b69..89dca65ca1 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationVivisectionist-zh-CN.txt @@ -1,28 +1,28 @@ Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyDescription=每回合一次,如果你在攻击检定上有优势,你使用武器命中敌人时可以额外造成 1d6 伤害。如果目标的另一个敌人在其 5 尺以内,该敌人没有失能,并且你在攻击检定上没有劣势,则你在攻击检定上不需要优势,伤害在 7 级增加到 2d6,在 11 级增加到 3d6,在 15 级增加到 4d6,在 19 级增加到 5d6。 Feature/&AdditionalDamageInnovationVivisectionistMedicalAccuracyTitle=医学精准 Feature/&AutoPreparedSpellsInnovationVivisectionistDescription=学习并始终准备:\n{0}\n\n -Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=活体解剖法术 +Feature/&AutoPreparedSpellsInnovationVivisectionistTitle=活体解剖师法术 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryDescription=施展治疗法术时,你的治疗骰最低值为 2。 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryReroll=由于稳定手术 {0} 迫使 {1} 翻转为 2。 Feature/&DieRollModifierInnovationVivisectionistStableSurgeryTitle=稳定手术 -Feature/&PowerInnovationVivisectionistEmergencyCureDescription=你可以使用一个附赠动作对 5 尺内的盟友使用次级复原术或移除诅咒。你能使用该能力的次数等于你的熟练度加值。长休后重新充能该能力。 -Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=移除盟友的不利状况。 +Feature/&PowerInnovationVivisectionistEmergencyCureDescription=你可以使用一个附赠动作对 5 尺内的盟友使用次级复原术或移除诅咒。你能使用该能力的次数等于你的熟练加值。长休后重新充能该能力。 +Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationDescription=移除盟友的不利状态。 Feature/&PowerInnovationVivisectionistEmergencyCureLesserRestorationTitle=紧急治疗 [次级复原术] Feature/&PowerInnovationVivisectionistEmergencyCureRemoveCurseDescription=移除所有影响目标的诅咒。 Feature/&PowerInnovationVivisectionistEmergencyCureRemoveCurseTitle=紧急治疗 [移除诅咒] Feature/&PowerInnovationVivisectionistEmergencyCureTitle=紧急治疗 -Feature/&PowerInnovationVivisectionistEmergencySurgeryDescription=你可以使用一个动作来治疗 5 尺内的一个盟友,治疗量等于你的医学精准骰 + 你的智力调整值。你能使用该能力的次数等于你的熟练度加值。长休后重新充能该能力。 +Feature/&PowerInnovationVivisectionistEmergencySurgeryDescription=你可以使用一个动作来医疗 5 尺内的一个盟友,治疗量等于你的医学精准骰 + 你的智力调整值。你能使用该能力的次数等于你的熟练加值。长休后重新充能该能力。 Feature/&PowerInnovationVivisectionistEmergencySurgeryTitle=紧急手术 -Feature/&PowerInnovationVivisectionistMasterEmergencyCureDescription=你可以使用一个自由动作对 5 英尺内盟友使用次级复原术或移除诅咒。你能使用该能力的次数等于你的熟练度加值。长休后重新充能该能力。 +Feature/&PowerInnovationVivisectionistMasterEmergencyCureDescription=你可以使用一个自由动作对 5 尺内盟友使用次级复原术或移除诅咒。你能使用该能力的次数等于你的熟练加值。长休后重新充能该能力。 Feature/&PowerInnovationVivisectionistMasterEmergencyCureTitle=紧急治疗大师 -Feature/&PowerInnovationVivisectionistMasterEmergencySurgeryDescription=你可以使用一个附赠动作来治疗 5 尺内的盟友,治疗量等于你的医学精准骰 + 你的智力调整值。你能使用该能力的次数等于你的熟练度加值。长休后重新充能该能力。 +Feature/&PowerInnovationVivisectionistMasterEmergencySurgeryDescription=你可以使用一个附赠动作来医疗 5 尺内的盟友,治疗量等于你的医学精准骰 + 你的智力调整值。你能使用该能力的次数等于你的熟练加值。长休后重新充能该能力。 Feature/&PowerInnovationVivisectionistMasterEmergencySurgeryTitle=紧急手术大师 Feature/&PowerInnovationVivisectionistOrganDonationDescription=当你将敌对生物的生命值降至 0 时,你可以重新使用一次紧急手术与紧急治疗。每次短休后可以触发一次。 Feature/&PowerInnovationVivisectionistOrganDonationTitle=器官捐献 Feedback/&AdditionalDamageMedicalAccuracyFormat=医学精准! Feedback/&AdditionalDamageMedicalAccuracyLine={0} 对 {1} (+{2}) 执行医学精准攻击 -Reaction/&SpendPowerOrganDonationDescription=您可以重新使用一次紧急手术和紧急治疗。 -Reaction/&SpendPowerOrganDonationReactDescription=您可以重新使用一次紧急手术和紧急治疗。 +Reaction/&SpendPowerOrganDonationDescription=你可以重新使用一次紧急手术和紧急治疗。 +Reaction/&SpendPowerOrganDonationReactDescription=你可以重新使用一次紧急手术和紧急治疗。 Reaction/&SpendPowerOrganDonationReactTitle=器官捐献 Reaction/&SpendPowerOrganDonationTitle=器官捐献 Screen/&InventorVivisectionistSpellDescription=该活体解剖师法术始终被视为已准备好。\n它不计入你的法术准备限制。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationWeapon-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationWeapon-zh-CN.txt index 0c9551db94..5a10f50b92 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationWeapon-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/InnovationWeapon-zh-CN.txt @@ -1,32 +1,32 @@ -Condition/&ConditionInnovationWeaponSummonSteelDefenderProficiencyBonusTitle=添加其创建者的熟练度奖励 +Condition/&ConditionInnovationWeaponSummonSteelDefenderProficiencyBonusTitle=添加其创造者的熟练加值 Condition/&ConditionInnovationWeaponSummonSteelDefenderSpellAttackTitle=其创造者的法术攻击加值 Feature/&AutoPreparedSpellsInnovationWeaponDescription=学习并时刻做好准备:\n{0}\n\n -Feature/&AutoPreparedSpellsInnovationWeaponTitle=武器匠法术 -Feature/&FeatureSetInnovationWeaponImprovedDefenderDescription=您的奥术震动和钢铁守卫变得更加强大:\n• 奥术震动的额外伤害和治疗效果均增加至 4d6。\n• 您的钢铁守卫获得 +2 护甲等级加值。 -Feature/&FeatureSetInnovationWeaponImprovedDefenderTitle=改良后卫 -Feature/&FeatureSetInnovationWeaponSteelDefenderDescription=你对武器的实验为你带来了钢铁守卫同伴。它免疫中毒、疲惫、迷惑或惊讶。在战斗中,钢铁守卫会分享你的主动权并立即在你后面轮流行动。它可以移动并使用反应来对攻击防御者 1 格内盟友的敌人的攻击骰施加不利,但它在回合开始时采取闪避动作,除非你使用奖励动作来命令它。如果您丧失行为能力,防守方可以采取其选择的任何行动。 +Feature/&AutoPreparedSpellsInnovationWeaponTitle=战地匠师法术 +Feature/&FeatureSetInnovationWeaponImprovedDefenderDescription=你的奥能震荡和钢铁守卫变得更加强大:\n• 奥能震荡的额外伤害和治疗效果均增加至 4d6。\n• 你的钢铁守卫获得 +2 护甲等级加值。 +Feature/&FeatureSetInnovationWeaponImprovedDefenderTitle=改良守卫 +Feature/&FeatureSetInnovationWeaponSteelDefenderDescription=你对武器的实验为你带来了钢铁守卫同伴。它免疫中毒、力竭、魅惑或突袭。在战斗中,钢铁守卫会分享你的先攻并立即在你后面回合行动。它可以移动并使用反应来对攻击防御者 1 格内盟友的敌人的攻击骰施加劣势,但它在回合开始时采取闪避动作,除非你使用附赠动作来命令它。如果你失能,钢铁守卫可以采取其选择的任何动作。 Feature/&FeatureSetInnovationWeaponSteelDefenderTitle=钢铁守卫 -Feature/&PowerInnovationWeaponArcaneJoltDescription=当你攻击击中敌人时,你可以通过攻击引导魔法能量,使目标受到额外 2d6 力场伤害。你可以使用该力量的次数等于每次长时间休息的智力调整值,但每回合不得超过一次。 -Feature/&PowerInnovationWeaponArcaneJoltTitle=强力震动 -Feature/&PowerInnovationWeaponSteelDefenderRecuperateDescription=钢铁守卫的 d8 命中骰子数量等于您的发明家等级。在短暂的休息期间,你可以滚动它们来恢复钢铁守卫的生命值。 +Feature/&PowerInnovationWeaponArcaneJoltDescription=当你攻击击中敌人时,你可以通过攻击引导魔法能量,使目标受到额外 2d6 力场伤害。你每次长休可以使用该力量的次数等于智力调整值,但每回合不得超过一次。 +Feature/&PowerInnovationWeaponArcaneJoltTitle=奥能震荡 +Feature/&PowerInnovationWeaponSteelDefenderRecuperateDescription=钢铁守卫的 d8 骰子数量等于你的发明家等级。在短休期间,你可以投掷它们来恢复钢铁守卫的生命值。 Feature/&PowerInnovationWeaponSteelDefenderRecuperateFormat=钢铁守卫生命值:\n{0}/{1} -Feature/&PowerInnovationWeaponSteelDefenderRecuperateTitle=钢铁后卫击中模具 -Feature/&PowerInnovationWeaponSteelDefenderRepairDescription=防御者体内的神奇机制可以为其自身恢复 2d8 + 4 点生命值。 -Feature/&PowerInnovationWeaponSteelDefenderRepairTitle=自我修复 -Feature/&PowerInnovationWeaponSummonSteelDefenderDescription=召唤钢铁守护者来帮助你战斗。它的生命值等于 2 + 你的智力调整值 + 5 倍你的发明家等级。它使用你的法术攻击加值进行攻击,并将你的熟练加值添加到其攻击的伤害上。 +Feature/&PowerInnovationWeaponSteelDefenderRecuperateTitle=钢铁守卫击中模具 +Feature/&PowerInnovationWeaponSteelDefenderRepairDescription=钢铁守卫体内的魔法机械可以为其自身恢复 2d8 + 4 点生命值。 +Feature/&PowerInnovationWeaponSteelDefenderRepairTitle=自我修理 +Feature/&PowerInnovationWeaponSummonSteelDefenderDescription=召唤钢铁守卫来帮助你战斗。它的生命值等于 2 + 你的智力调整值 + 5 倍你的发明家等级。它使用你的法术攻击加值进行攻击,并将你的熟练加值添加到其攻击的伤害上。 Feature/&PowerInnovationWeaponSummonSteelDefenderTitle=钢铁守卫 Feature/&PowerInventorWeaponSteelDefenderCommandDescription=向你的钢铁守卫发出命令 - 在你的下一个回合开始之前,它可以采取的行动类型不受限制。如果你在没有花费奖励行动的情况下结束回合 - 你将自动命令你的钢铁守卫。 -Feature/&PowerInventorWeaponSteelDefenderCommandTitle=指挥钢卫 -Feature/&ProficiencyInnovationWeaponBattleReadyDescription=在尝试使用武器后,您了解到可以利用自己的智慧来处理它们:\n• 您精通所有军用武器\n• 您可以使用智力来使用魔法武器进行攻击和伤害检定。 -Feature/&ProficiencyInnovationWeaponBattleReadyTitle=创造性武器的使用 -Item/&MonsterAttackSteelDefenderTitle=强力斩击 -Monster/&InnovationWeaponSteelDefenderDescription=武器匠的忠实捍卫者。 +Feature/&PowerInventorWeaponSteelDefenderCommandTitle=指挥钢铁守卫 +Feature/&ProficiencyInnovationWeaponBattleReadyDescription=在尝试使用武器后,你了解到可以利用自己的聪慧来处理它们:\n• 你获得军用武器的熟练\n• 你可以使用智力来使用魔法武器进行攻击和伤害检定。 +Feature/&ProficiencyInnovationWeaponBattleReadyTitle=创造性的武器使用 +Item/&MonsterAttackSteelDefenderTitle=力场斩击 +Monster/&InnovationWeaponSteelDefenderDescription=战地匠师的忠实捍卫者。 Monster/&InnovationWeaponSteelDefenderTitle=钢铁守卫 Reaction/&SpendPowerPowerInnovationWeaponArcaneJoltDescription=通过攻击引导魔法能量,使目标受到额外 2d6 力量伤害。 Reaction/&SpendPowerPowerInnovationWeaponArcaneJoltReactDescription=使用此力量造成额外伤害。 Reaction/&SpendPowerPowerInnovationWeaponArcaneJoltReactTitle=反应 -Reaction/&SpendPowerPowerInnovationWeaponArcaneJoltTitle=强力震动 -Screen/&InventorWeaponsmithSpellDescription=此武器匠法术始终被视为已准备就绪。\n它不计入你的法术准备限制。 -Screen/&InventorWeaponsmithSpellTitle=武器匠 -Subclass/&InnovationWeaponDescription=武器工匠的研究重点是魔法武器以及如何有效地使用它们。 -Subclass/&InnovationWeaponTitle=武器匠 +Reaction/&SpendPowerPowerInnovationWeaponArcaneJoltTitle=奥能震荡 +Screen/&InventorWeaponsmithSpellDescription=此战地匠师法术始终被视为已准备就绪。\n它不计入你的法术准备限制。 +Screen/&InventorWeaponsmithSpellTitle=战地匠师 +Subclass/&InnovationWeaponDescription=战地匠师的研究重点是魔法武器以及如何有效地使用它们。 +Subclass/&InnovationWeaponTitle=战地匠师 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialArcaneArcher-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialArcaneArcher-zh-CN.txt index 33cfbf8a81..f578978dd9 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialArcaneArcher-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialArcaneArcher-zh-CN.txt @@ -1,41 +1,41 @@ Condition/&ConditionMartialArcaneArcherEnfeeblingArrowDescription=该生物对基于力量的攻击只造成一半伤害,并且在力量、敏捷、体质豁免检定和能力检定上处于劣势。 -Condition/&ConditionMartialArcaneArcherEnfeeblingArrowTitle=衰弱 +Condition/&ConditionMartialArcaneArcherEnfeeblingArrowTitle=虚弱 Condition/&ConditionMartialArcaneArcherInsightArrowDescription=生物不能从隐形中受益,攻击者有优势。它们还照亮 10 个光照格 + 10 个暗淡光照格。 -Condition/&ConditionMartialArcaneArcherInsightArrowTitle=高亮标注 +Condition/&ConditionMartialArcaneArcherInsightArrowTitle=高亮 Feature/&CastSpellMartialArcaneArcherArcaneMagicDescription=你选择并习得一种法师戏法。 Feature/&CastSpellMartialArcaneArcherArcaneMagicTitle=奥术魔法 -Feature/&FeatureMartialArcaneArcherEverReadyShotDescription=战斗开始之时,你的奥能箭始终可用。如果你投出先攻骰并且失去了至少一次奥能射击的使用次数时,你重新获得一次使用次数。 +Feature/&FeatureMartialArcaneArcherEverReadyShotDescription=战斗开始之时,你的奥术射击始终可用。如果你投出先攻骰并且失去了至少一次奥能射击的使用次数时,你重新获得一次使用次数。 Feature/&FeatureMartialArcaneArcherEverReadyShotTitle=时刻准备射击 Feature/&FeatureMartialArcaneArcherGuidedShotDescription=当你用魔法箭进行攻击检定但未命中时,你可以使用反应来重新进行攻击检定。 Feature/&FeatureMartialArcaneArcherGuidedShotTitle=引导射击 -Feature/&FeatureMartialArcaneArcherMagicArrowDescription=你获得了为箭注入魔法的能力。每当你从短弓或长弓发射非魔法箭矢时,你都可以将其转为魔法箭矢,以应对对非魔法攻击和伤害的抗性和免疫。箭命中或未命中目标后,魔法会立即消失。 -Feature/&FeatureMartialArcaneArcherMagicArrowTitle=魔法箭 -Feature/&FeatureSetMartialArcaneArcherArcaneLoreDescription=你选择精通奥秘或自然技能。 +Feature/&FeatureMartialArcaneArcherMagicArrowDescription=你获得了为箭注入魔法的能力。每当你从短弓或长弓发射非魔法箭时,你都可以将其转为魔法箭,以应对对非魔法攻击和伤害的抗性和免疫。箭命中或未命中目标后,魔法会立即消失。 +Feature/&FeatureMartialArcaneArcherMagicArrowTitle=注魔箭 +Feature/&FeatureSetMartialArcaneArcherArcaneLoreDescription=你选择获得奥秘或自然技能熟练项。 Feature/&FeatureSetMartialArcaneArcherArcaneLoreTitle=奥术知识 -Feature/&FeatureSetMartialArcaneArcherArcaneShotDescription=你学会了以射击释放神奇的法术效果。当你获得该能力时,你可以选择两种奥能射击选项。每回合一次,当你作为攻击动作的一部分从短弓或长弓射击时,你可以将奥能射击选项之一应用于该箭矢。当箭矢命中生物时,你可以选择应用能力,除非该选项不涉及攻击检定。你可以使用该能力 2 次,并且当你完成短休或长休后,你会恢复所有已消耗的使用次数。 -Feature/&FeatureSetMartialArcaneArcherArcaneShotTitle=奥能射击 -Feature/&InvocationPoolArcaneShotChoice1Description=选择 1 个奥能射击。 -Feature/&InvocationPoolArcaneShotChoice1Title=奥能射击 -Feature/&InvocationPoolArcaneShotChoice2Description=选择 2 个奥能射击。 -Feature/&InvocationPoolArcaneShotChoice2Title=奥能射击 +Feature/&FeatureSetMartialArcaneArcherArcaneShotDescription=你学会了以射击释放神奇的法术效果。当你获得该能力时,你可以选择两种奥术射击选项。每回合一次,当你作为攻击动作的一部分从短弓或长弓射击时,你可以将奥术射击选项之一应用于该箭。当箭命中生物时,你可以选择应用能力,除非该选项不涉及攻击检定。你可以使用该能力 2 次,并且当你完成短休或长休后,你会恢复所有已消耗的使用次数。 +Feature/&FeatureSetMartialArcaneArcherArcaneShotTitle=奥术射击 +Feature/&InvocationPoolArcaneShotChoice1Description=选择 1 个奥术射击。 +Feature/&InvocationPoolArcaneShotChoice1Title=奥术射击 +Feature/&InvocationPoolArcaneShotChoice2Description=选择 2 个奥术射击。 +Feature/&InvocationPoolArcaneShotChoice2Title=奥术射击 Feature/&PowerMartialArcaneArcherBanishingArrowDescription=你使用防护法术来尝试暂时将你的目标驱逐到一个无害的地方。被箭命中的生物会受到额外 1d6 力场伤害,并且必须成功通过魅力豁免检定,否则将被放逐直到你的下回合结束。他们还在 11 级时受到额外的 1d6 力场伤害,在 17 级时受到额外的 2d6 力场伤害。 Feature/&PowerMartialArcaneArcherBanishingArrowTitle=放逐箭 -Feature/&PowerMartialArcaneArcherBeguilingArrowDescription=你的附魔法术使这支箭暂时迷惑其目标。被箭命中的生物会受到额外 2d6 心灵伤害,并且必须成功通过感知豁免,否则会被魅惑直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 -Feature/&PowerMartialArcaneArcherBeguilingArrowTitle=迷惑箭 -Feature/&PowerMartialArcaneArcherBurstingArrowDescription=你为你的箭注入来自召唤学派的力场能量。攻击后能量会爆炸。箭命中该生物后,目标及其 15 英尺内的所有其他敌方生物会立即受到额外 2d6 力场伤害。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 +Feature/&PowerMartialArcaneArcherBeguilingArrowDescription=你的附魔法术使这支箭暂时欺骗其目标。被箭命中的生物会受到额外 2d6 心灵伤害,并且必须成功通过感知豁免,否则会被魅惑直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 +Feature/&PowerMartialArcaneArcherBeguilingArrowTitle=欺诈箭 +Feature/&PowerMartialArcaneArcherBurstingArrowDescription=你为你的箭注入来自塑能学派的力场能量。攻击后能量会爆炸。箭命中该生物后,目标及其 15 尺内的所有其他敌方生物会立即受到额外 2d6 力场伤害。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 Feature/&PowerMartialArcaneArcherBurstingArrowTitle=爆裂箭 Feature/&PowerMartialArcaneArcherEnfeeblingArrowDescription=你将死灵法术编织到你的箭中。被箭命中的生物会受到额外 2d6 的坏死伤害,并且必须在体质豁免检定中成功,或者在基于力量的攻命中造成一半伤害,并且在所有力量、敏捷和体质豁免检定以及能力检定上处于劣势,直到你的下一次结束转动。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 -Feature/&PowerMartialArcaneArcherEnfeeblingArrowTitle=衰弱箭 +Feature/&PowerMartialArcaneArcherEnfeeblingArrowTitle=虚弱箭 Feature/&PowerMartialArcaneArcherGraspingArrowDescription=当这支箭命中目标时,咒法法术会产生可抓握的有毒荆棘,将目标包裹起来。被箭命中的生物会受到额外的 2d6 挥砍伤害,并且必须成功通过一次力量豁免检定,否则将被束缚直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 -Feature/&PowerMartialArcaneArcherGraspingArrowTitle=攥取箭 -Feature/&PowerMartialArcaneArcherInsightArrowDescription=你将预言法术编织到你的箭中,让你能够短暂洞察它的防御。被箭命中的生物会受到额外 2d6 光耀伤害,并且必须成功通过敏捷豁免,否则就会被高亮标注直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 +Feature/&PowerMartialArcaneArcherGraspingArrowTitle=缠绕箭 +Feature/&PowerMartialArcaneArcherInsightArrowDescription=你将预言法术编织到你的箭中,让你能够短暂洞悉它的防御。被箭命中的生物会受到额外 2d6 光耀伤害,并且必须成功通过敏捷豁免,否则就会被高亮直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 Feature/&PowerMartialArcaneArcherInsightArrowTitle=显影箭 Feature/&PowerMartialArcaneArcherShadowArrowDescription=你将幻术法术编织到你的箭中,使其用阴影遮挡敌人的视野。被箭命中的生物会受到额外 2d6 心灵伤害,并且必须成功通过感知豁免,否则将被致盲直到你的下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 -Feature/&PowerMartialArcaneArcherShadowArrowTitle=暗影箭 +Feature/&PowerMartialArcaneArcherShadowArrowTitle=遮影箭 Feature/&PowerMartialArcaneArcherSlowingArrowDescription=你将变化法术编织到你的箭中。被箭命中的生物会受到额外 2d6 力场伤害,并且必须成功通过敏捷豁免检定,否则会被减速直至下回合结束。该伤害在 11 级时增加至 3d6,在 17 级时增加至 4d6。 Feature/&PowerMartialArcaneArcherSlowingArrowTitle=减速箭 -Feature/&PowerUseModifierMartialArcaneArcherArcaneShotUse1Description=你掌握了奥能射击技艺的一种额外用途。 -Feature/&PowerUseModifierMartialArcaneArcherArcaneShotUse1Title=奥能射击专精 +Feature/&PowerUseModifierMartialArcaneArcherArcaneShotUse1Description=你掌握了奥术射击技艺的一种额外用途。 +Feature/&PowerUseModifierMartialArcaneArcherArcaneShotUse1Title=奥术射击专精 Feature/&ProficiencyMartialArcaneArcherArcanaDescription=获得奥秘熟练项 Feature/&ProficiencyMartialArcaneArcherArcanaTitle=奥秘 Feature/&ProficiencyMartialArcaneArcherNatureDescription=获得自然熟练项 @@ -44,10 +44,10 @@ Reaction/&CustomReactionMartialArcaneArcherGuidedShotDescription=你可以利用 Reaction/&CustomReactionMartialArcaneArcherGuidedShotReactDescription=使用引导射击重试攻击。 Reaction/&CustomReactionMartialArcaneArcherGuidedShotReactTitle=重试攻击 Reaction/&CustomReactionMartialArcaneArcherGuidedShotTitle=引导射击 -Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotDescription=你可以应用其中一种奥能射击技艺。 -Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotReactDescription=你可以应用其中一种奥能射击技艺。 -Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotReactTitle=奥能射击 -Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotTitle=奥能射击 -Screen/&InvocationPoolArcaneShotChoiceHeader=奥能射击 -Subclass/&MartialArcaneArcherDescription=魔能射手研究一种独特的精灵战法:将魔法注入到攻命中以产生神奇效果。魔能射手是精灵中最精锐的战士之一。他们守卫着精灵领地的边缘,密切关注入侵者,并使用注入魔法的箭矢在怪物和入侵者到达精灵定居点之前将其击败。几个世纪以来,这些精灵弓箭手的方法已被其他种族的成员学习,他们也能将奥术与箭术融为一体。 -Subclass/&MartialArcaneArcherTitle=魔能射手 +Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotDescription=你可以应用其中一种奥术射击技艺。 +Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotReactDescription=你可以应用其中一种奥术射击技艺。 +Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotReactTitle=奥术射击 +Reaction/&ReactionSpendPowerBundlePowerMartialArcaneArcherArcaneShotTitle=奥术射击 +Screen/&InvocationPoolArcaneShotChoiceHeader=奥术射击 +Subclass/&MartialArcaneArcherDescription=魔射手研究一种独特的精灵战法:将魔法注入到攻命中以产生神奇效果。魔射手是精灵中最精锐的战士之一。他们守卫着精灵领地的边缘,密切关注入侵者,并使用注入魔法的箭在怪物和入侵者到达精灵定居点之前将其击败。几个世纪以来,这些精灵射手的手段已被其他种族的成员学习,他们也能将奥术与箭术融为一体。 +Subclass/&MartialArcaneArcherTitle=魔射手 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialForceKnight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialForceKnight-zh-CN.txt index f945880ed4..8abd875ed2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialForceKnight-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialForceKnight-zh-CN.txt @@ -1,42 +1,42 @@ -Condition/&ConditionMartialForceKnightForceDriveDescription=你装备的近战武器获得 30 英尺的额外射程。 -Condition/&ConditionMartialForceKnightForceDriveTitle=力驱动 -Condition/&ConditionMartialForceKnightKineticBarrierDescription=你周围有一个纯粹力量的防护罩,给予你额外的AC,等于力量骑士智力调整值。 -Condition/&ConditionMartialForceKnightKineticBarrierTitle=动能屏障 -Condition/&ConditionMartialForceKnightTelekineticGraspDescription=你可以使用武器进行一次攻击作为奖励动作。你可以用你的动作尝试通过重复比赛来维持对生物的心灵控制,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。 -Condition/&ConditionMartialForceKnightTelekineticGraspTitle=心灵传动 +Condition/&ConditionMartialForceKnightForceDriveDescription=你装备的近战武器获得 30 尺的额外射程。 +Condition/&ConditionMartialForceKnightForceDriveTitle=原力驱动 +Condition/&ConditionMartialForceKnightKineticBarrierDescription=你周围有一个看不见的力场制护盾,给予你额外的护甲等级,等于灵能武士智力调整值。 +Condition/&ConditionMartialForceKnightKineticBarrierTitle=动能护壁 +Condition/&ConditionMartialForceKnightTelekineticGraspDescription=你可以使用武器进行一次攻击作为附赠动作。你可以用你的动作尝试通过重复争夺来维持对生物的念控擒抱,或者瞄准一个新生物,结束对先前受影响的生物的束缚效果。 +Condition/&ConditionMartialForceKnightTelekineticGraspTitle=心灵遥控 Feature/&FeatureMartialForceKnightForceOfWillDescription=你的灵能赋予你非凡的恢复力。在你的每个回合开始时,如果你至少有 1 点生命值,你将获得相当于你的智力修正值的临时生命值(至少 1)。此外,如果豁免检定更高,你可以使用智力调整值代替感知和魅力调整值。 Feature/&FeatureMartialForceKnightForceOfWillTitle=意志力 -Feature/&FeatureSetMartialForceKnightPsionicAdeptDescription=你现在可以对被原力打击击中的生物施加一次力量豁免检定(DC = 8 + 熟练加值 + 智力调整值)。如果该生物失败了,你可以将其击退 15 英尺或将其击倒。 +Feature/&FeatureSetMartialForceKnightPsionicAdeptDescription=你现在可以对被原力打击击中的生物施加一次力量豁免检定(DC = 8 + 熟练加值 + 智力调整值)。如果该生物失败了,你可以将其击退 15 尺或将其击倒。 Feature/&FeatureSetMartialForceKnightPsionicAdeptTitle=灵能专家 -Feature/&FeatureSetMartialForceKnightPsionicInitiateDescription=你获得了许多力量点,可以用来增强各种心理动力能力。您从 3 个力量点开始,此后每 3 级获得 1 个额外点。您的力量点会在短期或长期休息时恢复。 \n• 武力打击。在你的每个回合中,当你用武器攻击击中一个生物时,你可以消耗 1 点力量点来造成额外的力量伤害,伤害值等于 1d6 + 智力调整值。伤害在第 5 级时增加到 1d8,在第 11 级增加到 1d10,在第 17 级增加到 1d12。\n• 动能屏障。当你或你周围 30 英尺内可以看到的其他友方生物即将受到攻击时,你可以消耗 1 点力量点并利用你的反应在其周围形成纯粹力量的防护罩,为其提供额外的 AC直到攻击生物的回合结束为止,针对该攻击和所有后续攻击的智力调整值(至少+1)。\n• 强制驱动。你可以通过一个自由动作消耗 1 点力量点来使用你的念力发射武器。直到你的回合结束,你装备的近战武器获得 30 英尺的额外射程。您可以在每次短暂休息时使用此功能一次,而无需消耗力量点。 -Feature/&FeatureSetMartialForceKnightPsionicInitiateTitle=灵能入门者 -Feature/&PowerMartialForceKnightForceBulwarkDescription=你可以用念动力保护自己和他人。作为一个奖励动作,你可以花费 1 点力量点并选择你可以在 30 英尺内看到的生物,其中可以包括你,最多数量等于你的智力调整值的生物(最少一个生物)。每个选定的生物都会受到半掩体的保护,持续 1 分钟或直到你丧失行动能力。您可以在每次长时间休息时使用此功能一次,而无需消耗力量点。 -Feature/&PowerMartialForceKnightForceBulwarkTitle=部队壁垒 -Feature/&PowerMartialForceKnightForceDriveDescription=你可以通过一个自由动作消耗 1 点力量点来使用你的念力发射武器。直到你的回合结束,你装备的近战武器获得 30 英尺的额外射程。您可以在每次短暂休息时使用此功能一次,而无需消耗力量点。 -Feature/&PowerMartialForceKnightForceDriveTitle=力驱动 -Feature/&PowerMartialForceKnightKineticBarrierDescription=当你或你周围 30 英尺内可以看到的其他友方生物即将受到攻击时,你可以消耗 1 点力量点并利用你的反应在其周围形成纯粹力量的防护罩,为其提供额外的 AC对抗该攻击和所有后续攻击的智力调整值(至少+1),可能会导致攻击失败,直到攻击生物的回合结束。 -Feature/&PowerMartialForceKnightKineticBarrierTitle=动能屏障 +Feature/&FeatureSetMartialForceKnightPsionicInitiateDescription=你获得了许多原力点,可以用来增强各种心灵能力。你从 3 个原力点开始,此后每 3 级获得 1 个额外点。你的原力点会在短期或长期休息时恢复。 \n• 原力打击。在你的每个回合中,当你用武器攻击击中一个生物时,你可以消耗 1 点原力点来造成额外的力场伤害,伤害值等于 1d6 + 智力调整值。伤害在第 5 级时增加到 1d8,在第 11 级增加到 1d10,在第 17 级增加到 1d12。\n• 动能护壁。当你或你周围 30 尺内可以看到的其他友方生物即将受到攻击时,你可以消耗 1 点原力点并利用你的反应在其周围形成看不见的力场制护盾,为其提供额外的 AC 直到攻击生物的回合结束为止,针对该攻击和所有后续攻击的智力调整值(至少+1)。\n• 原力驱动。你可以通过一个自由动作消耗 1 点原力点来使用你的心灵力量发射武器。直到你的回合结束,你装备的近战武器获得 30 尺的额外射程。你可以在每次短休时使用此特性一次,而无需消耗原力点。 +Feature/&FeatureSetMartialForceKnightPsionicInitiateTitle=灵能学徒 +Feature/&PowerMartialForceKnightForceBulwarkDescription=你可以用心灵之力保护自己和他人。作为一个附赠动作,你可以花费 1 点原力点并选择你可以在 30 尺内看到的生物,其中可以包括你,最多数量等于你的智力调整值的生物(最少一个生物)。每个选定的生物都会受到半身掩护的保护,持续 1 分钟或直到你失能。你可以在每次长休时使用此特性一次,而无需消耗原力点。 +Feature/&PowerMartialForceKnightForceBulwarkTitle=壁垒之力 +Feature/&PowerMartialForceKnightForceDriveDescription=你可以通过一个自由动作消耗 1 点原力点来使用你的念力发射武器。直到你的回合结束,你装备的近战武器获得 30 尺的额外射程。你可以在每次短休时使用此特性一次,而无需消耗原力点。 +Feature/&PowerMartialForceKnightForceDriveTitle=原力驱动 +Feature/&PowerMartialForceKnightKineticBarrierDescription=当你或你周围 30 尺内可以看到的其他友方生物即将受到攻击时,你可以消耗 1 点原力点并利用你的反应在其周围形成看不见的力场制护盾,为其提供额外的 AC 对抗该攻击和所有后续攻击的智力调整值(至少+1),可能会导致攻击失败,直到攻击生物的回合结束。 +Feature/&PowerMartialForceKnightKineticBarrierTitle=动能护壁 Feature/&PowerMartialForceKnightPsionicAdeptProneDescription=你可以对被原力打击击中的生物施加一次力量豁免检定(DC = 8 + 熟练加值 + 智力调整值)。如果该生物失败了,你可以将其击倒。 -Feature/&PowerMartialForceKnightPsionicAdeptProneTitle=易于 -Feature/&PowerMartialForceKnightPsionicAdeptPushDescription=你可以对被原力打击击中的生物施加一次力量豁免检定(DC = 8 + 熟练加值 + 智力调整值)。如果该生物失败了,你可以将该生物推回 15 英尺。 -Feature/&PowerMartialForceKnightPsionicAdeptPushTitle=推 -Feature/&PowerMartialForceKnightPsionicInitiateDescription=超自然力量在你体内觉醒,让你引导你的精神能量,释放各种心理动力能力。通过广泛的使用和训练,你学会了控制这些能力并可以在战斗中有效地使用它们。你获得了一些力量点,可以用来增强各种心理动力能力。您从 3 个力量点开始,此后每升 3 级就获得 1 点力量点。您的力量点会在短期或长期休息时恢复。 -Feature/&PowerMartialForceKnightPsionicInitiateTitle=灵能入门者 -Feature/&PowerMartialForceKnightPsionicPropulsionDescription=你可以消耗 1 点力量点并使用你的奖励动作来获得等于你步行速度两倍的飞行速度,并且直到你的回合结束为止都不会引发借机攻击。您可以在每次短暂休息时使用此功能一次,而无需消耗力量点。 +Feature/&PowerMartialForceKnightPsionicAdeptProneTitle=倒地 +Feature/&PowerMartialForceKnightPsionicAdeptPushDescription=你可以对被原力打击击中的生物施加一次力量豁免检定(DC = 8 + 熟练加值 + 智力调整值)。如果该生物失败了,你可以将该生物推回 15 尺。 +Feature/&PowerMartialForceKnightPsionicAdeptPushTitle=推撞 +Feature/&PowerMartialForceKnightPsionicInitiateDescription=超自然力量在你体内觉醒,让你引导你的精神能量,释放各种心灵能力。通过广泛的使用和训练,你学会了控制这些能力并可以在战斗中有效地使用它们。你获得了一些原力点,可以用来增强各种心理动力能力。你从 3 个原力点开始,此后每升 3 级就获得 1 点原力点。你的原力点会在短休或长休时恢复。 +Feature/&PowerMartialForceKnightPsionicInitiateTitle=灵能学徒 +Feature/&PowerMartialForceKnightPsionicPropulsionDescription=你可以消耗 1 点原力点并使用你的附赠动作来获得等于你步行速度两倍的飞行速度,并且直到你的回合结束为止都不会引发借机攻击。你可以在每次短休时使用此功能一次,而无需消耗原力点。 Feature/&PowerMartialForceKnightPsionicPropulsionTitle=灵能推进 -Feature/&PowerMartialForceKnightTelekineticGraspDescription=你可以消耗 1 点力量点来施放心灵传动法术,不需要任何组件,并且你对该法术的施法能力是智力。在你专注于该法术的每个回合中,包括施放该法术的回合,你都可以使用武器进行一次攻击作为奖励动作。您可以在每次长时间休息时使用此功能一次,而无需消耗力量点。 -Feature/&PowerMartialForceKnightTelekineticGraspTitle=心灵传动抓握 -Feedback/&AdditionalDamageForcePoweredStrikeFormat=强力打击 -Feedback/&AdditionalDamageForcePoweredStrikeLine=强力打击造成额外 +{2} 伤害! +Feature/&PowerMartialForceKnightTelekineticGraspDescription=你可以消耗 1 点原力点来施放心灵遥控法术,不需要任何法术成分,并且你对该法术的施法属性是智力。在你专注于该法术的每个回合中,包括施放该法术的回合,你都可以使用武器进行一次攻击作为附赠动作。你可以在每次长休时使用此特性一次,而无需消耗原力点。 +Feature/&PowerMartialForceKnightTelekineticGraspTitle=念控擒抱 +Feedback/&AdditionalDamageForcePoweredStrikeFormat=原力打击 +Feedback/&AdditionalDamageForcePoweredStrikeLine=原力打击造成额外 +{2} 伤害! Reaction/&ReactionSpendPowerBundlePsionicAdeptDescription=你可以将生物击退 15 英尺或将其击倒。 Reaction/&ReactionSpendPowerBundlePsionicAdeptReactDescription=你可以将生物击退 15 英尺或将其击倒。 Reaction/&ReactionSpendPowerBundlePsionicAdeptReactTitle=灵能专家 Reaction/&ReactionSpendPowerBundlePsionicAdeptTitle=灵能专家 -Reaction/&UseKineticBarrierReactDescription=花费 1 点力量点来保护您或盟友免受攻击。 -Reaction/&UseKineticBarrierReactDescriptionAlly={0}即将到达{1}!你可以花费 1 个力量点来赋予它额外的 AC,其值等于你的智力调整值(至少 +1)。 -Reaction/&UseKineticBarrierReactDescriptionSelfFormat={0}即将袭击您!你可以花费 1 个力量点来获得额外的 AC,其值等于你的智力调整值(至少 +1)。 +Reaction/&UseKineticBarrierReactDescription=花费 1 点原力点来保护你或盟友免受攻击。 +Reaction/&UseKineticBarrierReactDescriptionAlly={0}即将到达{1}!你可以花费 1 个原力点来赋予它额外的 AC,其值等于你的智力调整值(至少 +1)。 +Reaction/&UseKineticBarrierReactDescriptionSelfFormat={0}即将袭击您!你可以花费 1 个原力点来获得额外的 AC,其值等于你的智力调整值(至少 +1)。 Reaction/&UseKineticBarrierReactTitle=花费 -Reaction/&UseKineticBarrierTitle=动能屏障 -Subclass/&MartialForceKnightDescription=原力骑士是纪律严明的战士,他们利用广泛的心理动力能力在战斗中占据上风。他们可以轻松适应任何情况,通过注入灵能的攻击来增强自己的力量,或者通过精神创造的障碍和心灵传动来帮助盟友。 -Subclass/&MartialForceKnightTitle=原力骑士 -Tooltip/&ForcePoweredStrikeDieDescription=您的原力打击骰子是 {0},您还可以使用 {1}。 +Reaction/&UseKineticBarrierTitle=动能护壁 +Subclass/&MartialForceKnightDescription=灵能武士是纪律严明的战士,他们利用广泛的心灵能力在战斗中占据上风。他们可以轻松适应任何情况,通过注入灵能的攻击来增强自己的力量,或者通过精神创造的障碍和念控传动来帮助盟友。 +Subclass/&MartialForceKnightTitle=灵能武士 +Tooltip/&ForcePoweredStrikeDieDescription=你的原力打击骰子是 {0},你还可以使用 {1}。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialGuardian-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialGuardian-zh-CN.txt index a0c9106202..d41996fd89 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialGuardian-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialGuardian-zh-CN.txt @@ -1,16 +1,16 @@ -Action/&CompellingStrikeToggleDescription=激活/停用强制打击 -Action/&CompellingStrikeToggleTitle=引人注目的打击 -Feature/&ActionAffinityMartialGuardianCompellingStrikeDescription=每当你用近战武器攻击击中一个生物时,你就可以嘲讽该生物,直到你的下一个回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者您距离该生物超过 5 英尺,则此效果会提前结束。 -Feature/&ActionAffinityMartialGuardianCompellingStrikeTitle=引人注目的打击 -Feature/&FeatureMartialGuardianImperviousProtectorDescription=只要你穿着重甲,你就可以获得对所有非魔法钝击、穿刺和砍砍伤害的抵抗力,如果你投出主动权并且错过了至少一次大挑战功能的使用,你会重新获得一次使用它的能力。 -Feature/&FeatureMartialGuardianImperviousProtectorTitle=防渗保护器 -Feature/&PerceptionAffinityMartialGuardianVigilanceDescription=你不能再感到惊讶,并且每轮你可以使用你的反应两次,而不是只能使用一次,但每轮只能使用一次。 -Feature/&PerceptionAffinityMartialGuardianVigilanceTitle=警觉 -Feature/&PowerMartialGuardianGrandChallengeDescription=作为奖励动作,你可以嘲讽 30 英尺范围内所有你能看到的敌对生物。每个受影响的敌方生物必须成功通过感知豁免(DC = 8 + 熟练加值 + 你的体质调整值),否则就会受到嘲讽,直到你的下一个回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者您距离该生物超过 30 英尺,则此效果会提前结束。每次长时间休息您可以使用此功能的次数等于您的熟练加值。 -Feature/&PowerMartialGuardianGrandChallengeTitle=大挑战 -Feature/&ProficiencyMartialGuardianSentinelDescription=您已经掌握了利用敌人防守的每一次失败的技巧:\n• 当您借机攻击击中生物时,该生物的速度在本回合剩余时间内变为 0。\n• 生物会引发借机攻击即使他们在离开您的范围之前采取脱离行动,您也可以这样做。\n• 当生物对您以外的目标进行攻击时,您可以使用您的反应对攻击生物进行近战武器攻击。 +Action/&CompellingStrikeToggleDescription=激活/停用瞩目打击 +Action/&CompellingStrikeToggleTitle=瞩目打击 +Feature/&ActionAffinityMartialGuardianCompellingStrikeDescription=每当你用近战武器攻击击中一个生物时,你就可以嘲讽该生物,直到你的下一个回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者你距离该生物超过 5 尺,则此效果会提前结束。 +Feature/&ActionAffinityMartialGuardianCompellingStrikeTitle=瞩目打击 +Feature/&FeatureMartialGuardianImperviousProtectorDescription=只要你穿着重甲,你就可以获得对所有非魔法钝击、穿刺和挥砍伤害的抗性,如果你投出先攻并且错过了至少一次隆重挑战功能的使用,你会重新获得一次使用它的能力。 +Feature/&FeatureMartialGuardianImperviousProtectorTitle=不灭保护者 +Feature/&PerceptionAffinityMartialGuardianVigilanceDescription=你不会被突袭,并且每轮你可以使用你的反应两次,而不是只能使用一次,但每回合只能使用一次。 +Feature/&PerceptionAffinityMartialGuardianVigilanceTitle=警戒 +Feature/&PowerMartialGuardianGrandChallengeDescription=作为附赠动作,你可以嘲讽 30 尺范围内所有你能看到的敌对生物。每个受影响的敌方生物必须成功通过感知豁免(DC = 8 + 熟练加值 + 你的体质调整值),否则就会受到嘲讽,直到你的下一个回合开始。被你嘲讽的生物在任何不以你为目标的攻击检定中都会处于劣势。如果另一个盟友嘲讽该生物或者你距离该生物超过 30 尺,则此效果会提前结束。每次长休你可以使用此特性的次数等于你的熟练加值。 +Feature/&PowerMartialGuardianGrandChallengeTitle=隆重挑战 +Feature/&ProficiencyMartialGuardianSentinelDescription=你已经掌握了利用敌人防守破绽以得到优势的技巧:\n• 当你借机攻击击中生物时,该生物的速度在本回合剩余时间内变为 0。\n• 生物会引发借机攻击即使他们在离开你的触及之前采取撤离行动。\n• 当生物对你以外的目标进行攻击时,你可以使用你的反应对攻击生物进行近战武器攻击。 Feature/&ProficiencyMartialGuardianSentinelTitle=坚定前线 -Feature/&ProficiencyMartialGuardianUnyieldingDescription=你获得智慧豁免检定的熟练度。当你穿着重甲并且没有丧失行动能力时,你也会被视为半掩体。 +Feature/&ProficiencyMartialGuardianUnyieldingDescription=你获得感知豁免熟练。当你穿着重甲并且没有失能时,你也会被视为拥有半身掩护。 Feature/&ProficiencyMartialGuardianUnyieldingTitle=不屈 Subclass/&MartialGuardianDescription=守护者是坚定的战士,他们使用嘲讽和坚不可摧的防御,成为盟友和某些厄运之间的活墙。无论守护者是英勇的骑士、顽固的雇佣兵,还是久经沙场的将军,在形势最危急的时候,没有人比你更能陪伴在你身边。 -Subclass/&MartialGuardianTitle=监护人 +Subclass/&MartialGuardianTitle=守护者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt index 448f1fcf11..e00019b115 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialRoyalKnight-zh-CN.txt @@ -1,16 +1,16 @@ -Feature/&FeatureSetRoyalKnightRoyalEnvoyDescription=从第3级开始,将你熟练度加值的一半加到你进行的任何没有使用你熟练度加值的魅力检定上。此外,你获得魅力豁免熟练项。 +Feature/&FeatureSetRoyalKnightRoyalEnvoyDescription=从第 3 级开始,将你熟练加值的一半加到你进行的任何没有使用你熟练加值的魅力检定上。此外,你获得魅力豁免熟练项。 Feature/&FeatureSetRoyalKnightRoyalEnvoyTitle=皇家特使 -Feature/&PowerRoyalKnightInspiringProtectionDescription=从第15级开始,你的行动会激励其他人继续战斗。当你在60尺范围内看到你的一个盟友豁免失败时,你可以用你的反应让他重新进行豁免。每次长休息可以使用该功能三次。 +Feature/&PowerRoyalKnightInspiringProtectionDescription=从第 15 级开始,你的行动会激励其他人继续战斗。当你在 60 尺范围内看到你的一个盟友豁免失败时,你可以用你的反应让他重新进行豁免。每次长休可以使用该特性 3 次。 Feature/&PowerRoyalKnightInspiringProtectionTitle=激励守护 -Feature/&PowerRoyalKnightInspiringSurgeDescription=从第10级开始,你可以使用一个附赠动作为盟友增加一个主要动作,持续1回合,每次短休后可以使用1次。 +Feature/&PowerRoyalKnightInspiringSurgeDescription=从第 10 级开始,你可以使用一个附赠动作为盟友增加一个主要动作,持续 1 回合,每次短休后可以使用 1 次。 Feature/&PowerRoyalKnightInspiringSurgeTitle=激励如潮 -Feature/&PowerRoyalKnightRallyingCryDescription=从第3级开始,你可以将你的“回气”替换为更强大的能力,能回复相当于你战士等级4倍的生命值,并将其平均分配给30尺内的一个或多个盟友。 +Feature/&PowerRoyalKnightRallyingCryDescription=从第 3 级开始,你可以将你的“回气”替换为更强大的特性,能回复相当于你战士等级 4 倍的生命值,并将其平均分配给 30 尺内的一个或多个盟友。 Feature/&PowerRoyalKnightRallyingCryTitle=集结呐喊 -Feature/&PowerRoyalKnightSpiritedSurgeDescription=从18级开始,你的激励如潮也会在1回合内给予盟友攻击,豁免和属性检定优势。 +Feature/&PowerRoyalKnightSpiritedSurgeDescription=从 18 级开始,你的激励如潮也会在 1 回合内给予盟友攻击,豁免和属性检定优势。 Feature/&PowerRoyalKnightSpiritedSurgeTitle=精神如潮 Reaction/&SpendPowerRoyalKnightInspiringProtectionDescriptionAlly={0} 豁免检定对抗 {1}{2}失败。你可以使用你的反应即兴帮助他,重新进行豁免掷骰。 Reaction/&SpendPowerRoyalKnightInspiringProtectionDescriptionSelf={0} 豁免检定对抗 {1}{2}失败。你可以使用你的反应即兴帮助他,重新进行豁免掷骰。 -Reaction/&SpendPowerRoyalKnightInspiringProtectionReactDescription=使用这个能力帮助队友重新掷骰。 +Reaction/&SpendPowerRoyalKnightInspiringProtectionReactDescription=使用这个能力帮助盟友重新掷骰。 Reaction/&SpendPowerRoyalKnightInspiringProtectionReactTitle=激励守护 Reaction/&SpendPowerRoyalKnightInspiringProtectionTitle=激励守护 Subclass/&MartialRoyalKnightDescription=一个通过在战斗中做出勇敢的事迹来激发他人的伟大骑士。皇家骑士是一名技术娴熟的战士,但领导一队盟友甚至可以将装备最差的民兵变成一支凶猛的战队。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt index 2475d16f22..506e1689d8 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialSpellShield-zh-CN.txt @@ -1,14 +1,14 @@ -Condition/&ConditionSpellShieldBladeWeavingDescription=你在下一次对抗咒语或戏法的豁免检定中处于劣势。 -Condition/&ConditionSpellShieldBladeWeavingTitle=刀片编织 -Condition/&ConditionSpellShieldProtectiveBarrierDescription=+2 至交流电。 -Condition/&ConditionSpellShieldProtectiveBarrierTitle=防护屏障 -Feature/&CastSpellSpellShieldDescription=施放法师咒语和咒语。 +Condition/&ConditionSpellShieldBladeWeavingDescription=你在下一次对抗法术或戏法的豁免检定中处于劣势。 +Condition/&ConditionSpellShieldBladeWeavingTitle=剑刃编织 +Condition/&ConditionSpellShieldProtectiveBarrierDescription=+2 至护甲等级。 +Condition/&ConditionSpellShieldProtectiveBarrierTitle=防护护壁 +Feature/&CastSpellSpellShieldDescription=施放法师法术和戏法。 Feature/&CastSpellSpellShieldTitle=施法 Feature/&MagicAffinitySpellShieldCombatMagicVigorDescription=当你用武器攻击击中一个生物时,该生物在你的下一回合结束之前进行的下一次豁免检定中处于劣势。 -Feature/&MagicAffinitySpellShieldCombatMagicVigorTitle=刀片编织 -Feature/&PowerSpellShieldArcaneDeflectionDescription=作为反应,你可以使用你的奥术力量来保护自己。这会让你的护甲等级(AC) +3 直到你的下一个回合。 +Feature/&MagicAffinitySpellShieldCombatMagicVigorTitle=剑刃编织 +Feature/&PowerSpellShieldArcaneDeflectionDescription=作为反应,你可以使用你的奥术力量来保护自己。这会让你的护甲等级 +3 直到你的下一个回合。 Feature/&PowerSpellShieldArcaneDeflectionTitle=奥术偏转 -Feature/&PowerSpellShieldRangedDeflectionDescription=你可以用你的行动来瞄准最多 4 个友方生物。当屏障持续时,每个受影响的生物都会获得 +2 AC。每次长时间休息可以使用此功能一次。 -Feature/&PowerSpellShieldRangedDeflectionTitle=防护屏障 +Feature/&PowerSpellShieldRangedDeflectionDescription=你可以用你的动作来瞄准最多 4 个友方生物。当护壁持续时,每个受影响的生物都会获得 +2 护甲等级。每次长休可以使用此特性一次。 +Feature/&PowerSpellShieldRangedDeflectionTitle=防护护壁 Subclass/&MartialSpellShieldDescription=法术之盾是专门从事防御和保护的战士。他们使用魔法来帮助他们的天生能力。 -Subclass/&MartialSpellShieldTitle=法术护卫 +Subclass/&MartialSpellShieldTitle=法术之盾 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt index f342736371..c68bf49fb3 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialTactician-zh-CN.txt @@ -1,44 +1,44 @@ -Feature/&FeatureAdaptiveStrategyDescription=每当你在一次攻击中投出致命一击或致命一击时,就会获得一个策略骰子。这种增益每回合只能发生一次,并且不会使你超过最大策略骰子限制。 +Feature/&FeatureAdaptiveStrategyDescription=每当你在一次攻击中投出严重失误或致命一击时,就会获得一个策略骰。这种增益每回合只能发生一次,并且不会使你超过最大策略骰限制。 Feature/&FeatureAdaptiveStrategyTitle=策略:适应 -Feature/&FeatureImproviseStrategyDescription=将你的策略骰子最大值增加 2。 +Feature/&FeatureImproviseStrategyDescription=将你的策略骰最大值增加 2。 Feature/&FeatureImproviseStrategyTitle=策略:即兴发挥 -Feature/&FeatureOvercomingStrategyDescription=每当你的一次攻击杀死一个生物,或者每当一个被你的破坏性策略骰子能力伤害的生物在你的下一回合开始之前死亡时,就会重新获得一个策略骰子。这种增益每轮只能发生一次,并且不会使您超过最大策略骰子限制。 +Feature/&FeatureOvercomingStrategyDescription=每当你的一次攻击杀死一个生物,或者每当一个被你的有害策略骰特性伤害的生物在你的下一回合开始之前死亡时,就会重新获得一个策略骰。这种增益每轮只能发生一次,并且不会使你超过最大策略骰限制。 Feature/&FeatureOvercomingStrategyTitle=策略:克服 -Feature/&FeatureSefTacticianStrategicPlanDescription=你可以选择一种策略来应对长时间的遭遇——这种能力可以让你在某些情况下获得策略骰子。 -Feature/&FeatureSefTacticianStrategicPlanTitle=选择战略计划 -Feature/&FeatureSetTacticianBattleClarityDescription=通过您选择的豁免来获得熟练程度。 -Feature/&FeatureSetTacticianBattleClarityTitle=战斗清晰度 -Feature/&FeatureSetTacticianHonedCraftDescription=通过您选择的技能或工具获得专业知识。 -Feature/&FeatureSetTacticianHonedCraftTitle=磨练的技能 -Feature/&FeatureSetTacticianSharpMindDescription=熟练掌握您选择的技能。 -Feature/&FeatureSetTacticianSharpMindTitle=敏锐的思想 -Feature/&FeatureSetTacticianTacticalAwarenessDescription=当您没有丧失行为能力时,您将获得以下好处:\n• 每回合一次,您的武器攻击会造成相当于您熟练加值的额外伤害。\n• 您进行的借机攻击具有优势。\n•对你的借机攻击是在不利的情况下进行的。 +Feature/&FeatureSefTacticianStrategicPlanDescription=你可以选择一种策略来应对长时间的遭遇——这种能力可以让你在某些情况下获得策略骰。 +Feature/&FeatureSefTacticianStrategicPlanTitle=战略计划 +Feature/&FeatureSetTacticianBattleClarityDescription=获得你选择的豁免熟练项。 +Feature/&FeatureSetTacticianBattleClarityTitle=明晰战斗 +Feature/&FeatureSetTacticianHonedCraftDescription=获得你选择的技能或工具熟练项。 +Feature/&FeatureSetTacticianHonedCraftTitle=砥砺技能 +Feature/&FeatureSetTacticianSharpMindDescription=获得你选择的技能熟练项。 +Feature/&FeatureSetTacticianSharpMindTitle=欺骗思想 +Feature/&FeatureSetTacticianTacticalAwarenessDescription=当你没有失能时,你将获得以下好处:\n• 每回合一次,你的武器攻击会造成相当于你熟练加值的额外伤害。\n• 你进行的借机攻击具有优势。\n• 对你的借机攻击是在劣势的情况下进行的。 Feature/&FeatureSetTacticianTacticalAwarenessTitle=战术意识 -Feature/&FeatureTacticianGambitDieSizeD10Description=您的策略骰子升级为 D10。 +Feature/&FeatureTacticianGambitDieSizeD10Description=你的策略骰升级为 D10。 Feature/&FeatureTacticianGambitDieSizeD10Title=开局骰子尺寸 (d10) -Feature/&FeatureTacticianGambitDieSizeD12Description=您的策略骰子升级为 D12。 +Feature/&FeatureTacticianGambitDieSizeD12Description=你的策略骰升级为 D12。 Feature/&FeatureTacticianGambitDieSizeD12Title=开局骰子尺寸 (d12) Feature/&InvocationPoolGambitLearn1Description=学习 1 个策略。 Feature/&InvocationPoolGambitLearn1Title=策略 -Feature/&InvocationPoolGambitLearn2Description=学习2个策略。 +Feature/&InvocationPoolGambitLearn2Description=学习 2 个策略。 Feature/&InvocationPoolGambitLearn2Title=策略 -Feature/&InvocationPoolGambitLearn4Description=你学习三种称为策略的特殊技术。使用一种策略会消耗一个策略的骰子。大多数策略都会在某种程度上增强你的攻击,并将策略骰子的掷骰添加到攻击的伤害中。您一次只能激活一种策略。你的一些策略要求你的目标进行豁免检定以避免其有害影响。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。 +Feature/&InvocationPoolGambitLearn4Description=你学习三种称为策略的特殊技术。使用一种策略会消耗一个策略骰。大多数策略都会在某种程度上增强你的攻击,并将策略骰的掷骰添加到攻击的伤害中。你一次只能激活一种策略。你的一些策略要求你的目标进行豁免检定以避免其有害影响。这些策略的策略 DC 为 8 + 熟练加值 + 力量或敏捷调整值,以较高者为准。 Feature/&InvocationPoolGambitLearn4Title=策略 Feature/&InvocationPoolGambitLearnDescription=选择要学习的策略。 Feature/&InvocationPoolGambitLearnTitle=学习策略 Feature/&InvocationPoolGambitUnlearnDescription=你可以用一种新的策略来替换你所知道的一种策略。 Feature/&InvocationPoolGambitUnlearnTitle=替换策略 -Feature/&PowerPoolTacticianGambitDescription=您将获得四个 D8 骰子(称为策略骰子),您可以使用它们来使用各种策略。每当您短暂或长时间休息时,都会花费骰子充电。在某些级别上,这些骰子的大小会增加。 -Feature/&PowerPoolTacticianGambitTitle=开局骰子 -Feature/&PowerUseModifierTacticianGambitPoolDescription=您获得额外的策略骰子。 -Feature/&PowerUseModifierTacticianGambitPoolTitle=附加开局骰子 +Feature/&PowerPoolTacticianGambitDescription=你将获得四个 D8 骰子(称为策略骰),你可以使用它们来使用各种策略。每当你短休或长休时,都会恢复使用次数。到了更高等级,这些骰子的大小会增加。 +Feature/&PowerPoolTacticianGambitTitle=开局骰 +Feature/&PowerUseModifierTacticianGambitPoolDescription=你获得额外的策略骰。 +Feature/&PowerUseModifierTacticianGambitPoolTitle=附加开局骰 Feedback/&AdditionalDamageGambitDieFormat=开局! -Feedback/&AdditionalDamageGambitDieLine={0} 投掷一个策略骰子并造成 +{2} 额外伤害! +Feedback/&AdditionalDamageGambitDieLine={0} 投掷一个策略骰并造成 +{2} 额外伤害! Feedback/&AdditionalDamageTacticalAwarenessFormat=战术意识! Feedback/&AdditionalDamageTacticalAwarenessLine={0} 对 {1} (+{2}) 进行战术攻击 -Screen/&GambitDieDescription=您的策略骰子是 {0},您还可以使用 {1}。 +Screen/&GambitDieDescription=你的策略骰是 {0},你还可以使用 {1}。 Screen/&InvocationPoolGambitHeader=策略 -Subclass/&MartialTacticianDescription=对于战术家来说,战斗既是对力量的考验,也是对智慧的考验。他们运用凯旋的军事领导人传承下来的各种武术技巧,旨在使用任何必要的战术来智胜对手并击败对手,以取得胜利。 +Subclass/&MartialTacticianDescription=对于战术家来说,战斗既是对力量的考验,也是对智慧的考验。他们运用凯旋的军事领导人传承下来的各种武术技巧,旨在使用任何必要的战术来智胜并击败对手,以取得胜利。 Subclass/&MartialTacticianTitle=战术家 -Tooltip/&CustomPortraitPoolPowerPoolTacticianGambit=开局骰子 +Tooltip/&CustomPortraitPoolPowerPoolTacticianGambit=开局骰 UI/&CustomFeatureSelectionTooltipTypeGambit=策略 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt index ee3fbf233b..d09419b0d6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWarlord-zh-CN.txt @@ -1,37 +1,37 @@ Condition/&ConditionMartialWarlordCoveringStrikeDescription=除了来源之外的所有盟友都不会引发你的借机攻击。 Condition/&ConditionMartialWarlordCoveringStrikeTitle=重定向 Condition/&ConditionMartialWarlordExploitOpeningDescription=攻击者以外的攻击者对你进行的下一次攻击检定是有优势的。 -Condition/&ConditionMartialWarlordExploitOpeningTitle=被剥削 +Condition/&ConditionMartialWarlordExploitOpeningTitle=被压榨 Condition/&ConditionMartialWarlordPredictAttackDescription=你在下一次攻击检定中处于劣势。 Condition/&ConditionMartialWarlordPredictAttackTitle=可预测 -Feature/&FeatureMartialWarlordBattlePlanDescription=你的战场经验现在扩展到你周围 30 英尺内的所有盟友生物。 +Feature/&FeatureMartialWarlordBattlePlanDescription=你的战场经验现在扩展到你周围 30 尺内的所有盟友生物。 Feature/&FeatureMartialWarlordBattlePlanTitle=作战计划 Feature/&FeatureMartialWarlordBattlefieldExperienceDescription=从第 3 级开始,你在主动掷骰上获得的加值等于你的感知调整值(至少 +1)。 -Feature/&FeatureMartialWarlordBattlefieldExperienceTitle=战场体验 -Feature/&FeatureSetMartialWarlordControlTheFieldDescription=每当你发动主动行动时,你都会重新获得一次协同攻击的使用权,并且每当你使用你的战略重新定位功能时,你都可以在回合结束前以自由动作重复使用该功能。 -Feature/&FeatureSetMartialWarlordControlTheFieldTitle=控制场域 -Feature/&FeatureSetMartialWarlordCoordinatedAssaultDescription=在你的回合中,当你用近战武器攻击击中一个生物时,你可以发出攻击该生物的命令,允许所有盟友利用他们的反应对其进行借机攻击。每次长时间休息可以使用此功能 3 次。 +Feature/&FeatureMartialWarlordBattlefieldExperienceTitle=战场经验 +Feature/&FeatureSetMartialWarlordControlTheFieldDescription=每当你投先攻时,你都会重新获得一次协同突击的次数,并且每当你使用控制战场特性时,你都可以在回合结束前以自由动作重复使用该特性。 +Feature/&FeatureSetMartialWarlordControlTheFieldTitle=控制战场 +Feature/&FeatureSetMartialWarlordCoordinatedAssaultDescription=在你的回合中,当你用近战武器攻击击中一个生物时,你可以发出攻击该生物的命令,允许所有盟友利用他们的反应对其进行借机攻击。每次长休可以使用此特性 3 次。 Feature/&FeatureSetMartialWarlordCoordinatedAssaultTitle=协同突击 -Feature/&FeatureSetMartialWarlordPressTheAdvantageDescription=当你发动攻击时,你可以向盟友发出尖锐的命令,刺激他们采取行动,并让他们趁机利用。一旦在你的回合中,当你用近战武器攻击击中一个生物时,你可以立即启动以下操作之一:\n• 利用开局 - 除你之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下回合开始之前进行。\n• 预测攻击 - 该生物在你的下回合开始之前进行的下一次攻击检定中处于劣势。\n• 掩护打击 - 除你自己不要引发该生物的借机攻击。该效果持续到你的下一个回合开始。 +Feature/&FeatureSetMartialWarlordPressTheAdvantageDescription=当你发动攻击时,你可以向盟友发出激烈的命令,鞭策他们采取行动,并让他们在开局获得优势。一旦在你的回合中,当你用近战武器攻击击中一个生物时,你可以立即启动以下操作之一:\n• 压榨开局 - 除你之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下回合开始之前进行。\n• 预测攻击 - 该生物在你的下回合开始之前进行的下一次攻击检定中处于劣势。\n• 掩护打击 - 除你之外的盟友不要引发该生物的借机攻击。该效果持续到你的下一个回合开始。 Feature/&FeatureSetMartialWarlordPressTheAdvantageTitle=按优势 -Feature/&PowerMartialWarlordControlTheFieldDescription=你可以使用你的自由行动来命令除你自己之外的、你能看到的、距离你 30 英尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。 -Feature/&PowerMartialWarlordControlTheFieldTitle=控制场域 -Feature/&PowerMartialWarlordCoveringStrikeDescription=除了你自己之外的所有盟友都不会引发该生物的借机攻击。该效果持续到你的下一个回合开始。 +Feature/&PowerMartialWarlordControlTheFieldDescription=你可以使用自由行动来命令除自己之外的、你能看到的、距离你 30 尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。 +Feature/&PowerMartialWarlordControlTheFieldTitle=控制战场 +Feature/&PowerMartialWarlordCoveringStrikeDescription=除了自己之外的所有盟友都不会引发该生物的借机攻击。该效果持续到你的下一个回合开始。 Feature/&PowerMartialWarlordCoveringStrikeTitle=掩护打击 -Feature/&PowerMartialWarlordExploitOpeningDescription=除您之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下一回合开始之前进行。 -Feature/&PowerMartialWarlordExploitOpeningTitle=漏洞利用 +Feature/&PowerMartialWarlordExploitOpeningDescription=除你之外的攻击者对该生物进行的下一次攻击检定具有优势。攻击必须在你的下一回合开始之前进行。 +Feature/&PowerMartialWarlordExploitOpeningTitle=压榨开局 Feature/&PowerMartialWarlordPredictAttackDescription=该生物在你的下一回合开始之前进行的下一次攻击检定处于劣势。 Feature/&PowerMartialWarlordPredictAttackTitle=预测攻击 -Feature/&PowerMartialWarlordStrategicRepositionDescription=你可以使用你的奖励行动来命令除你自己之外的你可以看到且距离你 30 英尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。 -Feature/&PowerMartialWarlordStrategicRepositionTitle=战略重新定位 -Reaction/&CoordinatedAssaultDescription={0}受到协同攻击的攻击,部分角色可以利用反应来加入这次攻击。 +Feature/&PowerMartialWarlordStrategicRepositionDescription=你可以使用你的附赠奖励动作来命令除你自己之外的你可以看到且距离你 30 尺以内的盟友改变他们的位置。目标盟友可以将移动速度提高到其移动速度的一半(向上取整),而不会引发借机攻击。 +Feature/&PowerMartialWarlordStrategicRepositionTitle=控制战场 +Reaction/&CoordinatedAssaultDescription={0}受到协同突击的攻击,部分角色可以利用反应来加入这次攻击。 Reaction/&CoordinatedAssaultReactDescription=利用反应来攻击目标。 Reaction/&CoordinatedAssaultReactTitle=攻击 Reaction/&CoordinatedAssaultTitle=协同突击 -Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageDescription=你可以向你的盟友发出尖锐的命令。 -Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactDescription=你可以向你的盟友发出尖锐的命令。 +Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageDescription=你可以向你的盟友发出激烈的命令。 +Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactDescription=你可以向你的盟友发出激烈的命令。 Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageReactTitle=按优势 Reaction/&ReactionSpendPowerBundlePowerMartialWarlordPressTheAdvantageTitle=按优势 Reaction/&SubitemSelectCoordinatedAssaultTitle=选择动作 -Subclass/&MartialWarlordDescription=无论他们受到爱戴、尊重还是恐惧,军阀主要以一件事而闻名——他们领导的士兵与众不同。军阀与盟友并肩作战,可以扭转任何战斗的局势,无论需要利剑还是锋利的舌头。这些天生的领导者的存在足以让士兵自信地执行他们的命令并成为最好的自己。 -Subclass/&MartialWarlordTitle=军阀 +Subclass/&MartialWarlordDescription=无论他们受到爱戴、尊重还是恐惧,督军主要以一件事而闻名——他们领导的士兵与众不同。督军与盟友并肩作战,可以扭转任何战斗的局势,无论需要利剑还是锋利的舌头。这些天生的领导者的存在足以让士兵自信地执行他们的命令并成为最好的自己。 +Subclass/&MartialWarlordTitle=督军 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWeaponMaster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWeaponMaster-zh-CN.txt index 1107485dde..f6fd3af4a2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWeaponMaster-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/MartialWeaponMaster-zh-CN.txt @@ -1,23 +1,23 @@ -Condition/&ConditionMartialWeaponMasterFocusedStrikesDescription=在你的回合结束之前,你使用专用武器进行的所有攻击都具有优势。 -Condition/&ConditionMartialWeaponMasterFocusedStrikesTitle=专注强击 -Feature/&AttributeModifierMartialWeaponMasterSpecializationDescription=你的专精武器类型的命中和伤害检定获得+1。武器大师在使用所有其他武器类型进行攻击时将处于劣势。从15级开始获得+2加值。 +Condition/&ConditionMartialWeaponMasterFocusedStrikesDescription=在你的回合结束之前,你使用专精武器进行的所有攻击都具有优势。 +Condition/&ConditionMartialWeaponMasterFocusedStrikesTitle=集中打击 +Feature/&AttributeModifierMartialWeaponMasterSpecializationDescription=你的专精武器类型的命中和伤害检定获得 +1。武器大师在使用所有其他武器类型进行攻击时将处于劣势。从 15 级开始获得 +2 加值。 Feature/&AttributeModifierMartialWeaponMasterSpecializationTitle=武器专精 -Feature/&FeatureMartialWeaponMasterBattleStanceDescription=每当你发起主动行动时,你都会获得相当于你的武器大师等级+体质修正值的临时生命值,并且如果你装备了专门的武器,你就会重新获得一次集中打击功能的使用权。 -Feature/&FeatureMartialWeaponMasterBattleStanceTitle=战斗姿态 -Feature/&FeatureMartialWeaponMasterDeadlyAccuracyDescription=每当你用你的专用武器造成重击时,你会造成额外的 2d6 伤害。 -Feature/&FeatureMartialWeaponMasterDeadlyAccuracyTitle=致命大师 +Feature/&FeatureMartialWeaponMasterBattleStanceDescription=每当你投先攻时,你会获得相当于你的武器大师等级 + 体质调整值的临时生命值,并且如果你装备了专精武器,你就会重新获得一次集中打击特性的次数。 +Feature/&FeatureMartialWeaponMasterBattleStanceTitle=战斗架势 +Feature/&FeatureMartialWeaponMasterDeadlyAccuracyDescription=每当你用你的专精武器造成重击时,你会造成额外的 2d6 伤害。 +Feature/&FeatureMartialWeaponMasterDeadlyAccuracyTitle=致命精准 Feature/&FeatureMartialWeaponMasterMomentumDescription=当你使用专精武器将一个生物的生命值降低到 0 后,你可以使用你的反应来获得额外的攻击。 Feature/&FeatureMartialWeaponMasterMomentumTitle=势不可当 -Feature/&FeatureMartialWeaponMasterPerfectStrikesDescription=当你使用专精武器攻击时,你的专注强击也会让你在所有伤害检定上获得优势。 -Feature/&FeatureMartialWeaponMasterPerfectStrikesTitle=完美一击 +Feature/&FeatureMartialWeaponMasterPerfectStrikesDescription=当你使用专精武器攻击时,你的集中打击也会让你在所有伤害检定上获得优势。 +Feature/&FeatureMartialWeaponMasterPerfectStrikesTitle=完美打击 Feature/&InvocationPoolMartialWeaponMasterLearnDescription=选择一种武器类型来专精。 Feature/&InvocationPoolMartialWeaponMasterLearnTitle=武器专精 -Feature/&PowerMartialWeaponMasterFocusedStrikesDescription=你可以使用你的奖励行动来获得你的特殊武器的所有攻击的优势,直到你的回合结束。每次长休息可以使用此功能 3 次。 -Feature/&PowerMartialWeaponMasterFocusedStrikesTitle=专注强击 +Feature/&PowerMartialWeaponMasterFocusedStrikesDescription=你可以使用你的附赠动作使你专精武器的所有攻击获得优势,直到你的回合结束。每次长休可以使用此特性 3 次。 +Feature/&PowerMartialWeaponMasterFocusedStrikesTitle=集中打击 Feedback/&ActivateRepaysLine={0} 重新获得 {1} -Feedback/&AdditionalDamageDeadlyAccuracyFormat=耀阳剑! -Feedback/&AdditionalDamageDeadlyAccuracyLine={0} 对 {1} 进行致命精准一击 (+{2}) -Reaction/&CustomReactionMomentumDescription=你获得势不可当,可以获得额外的攻击。 +Feedback/&AdditionalDamageDeadlyAccuracyFormat=精准攻击! +Feedback/&AdditionalDamageDeadlyAccuracyLine={0} 对 {1} 进行致命精准攻击 (+{2}) +Reaction/&CustomReactionMomentumDescription=你获得势不可当,可以获得附赠攻击。 Reaction/&CustomReactionMomentumReactDescription=获得势不可当。 Reaction/&CustomReactionMomentumReactTitle=势不可当 Reaction/&CustomReactionMomentumTitle=势不可当 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAltruism-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAltruism-zh-CN.txt index 579c18aa24..f5fce477bf 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAltruism-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAltruism-zh-CN.txt @@ -1,33 +1,33 @@ -Condition/&ConditionOathOfAltruismAuraOfTheGuardianDescription=该角色在守护光环反应的范围内。 -Condition/&ConditionOathOfAltruismAuraOfTheGuardianTitle=守护光环 -Condition/&ConditionOathOfAltruismExaltedProtectorDescription=尊贵保护者 -Condition/&ConditionOathOfAltruismExaltedProtectorTitle=尊贵保护者 -Condition/&ConditionOathOfAltruismSpiritualShieldingDescription=你周围有一个纯粹力量的防护罩,给予你额外的AC,等于利他主义魅力调整值的誓言。 -Condition/&ConditionOathOfAltruismSpiritualShieldingTitle=精神屏蔽 -Feature/&FeatureOathOfAltruismDefensiveStrikeDescription=当一个你能看到的友方生物被攻击击中时,你可以使用引导神力向该生物投射一股坚定的意志——它立即使用它的反应进行一次近战武器攻击,将你的魅力调整值添加到两个攻击和伤害掷骰。 +Condition/&ConditionOathOfAltruismAuraOfTheGuardianDescription=该角色在守护灵光反应的范围内。 +Condition/&ConditionOathOfAltruismAuraOfTheGuardianTitle=守护灵光 +Condition/&ConditionOathOfAltruismExaltedProtectorDescription=高尚保护者 +Condition/&ConditionOathOfAltruismExaltedProtectorTitle=高尚保护者 +Condition/&ConditionOathOfAltruismSpiritualShieldingDescription=你周围有一个看不见的力场制护盾,赋予你额外等于利他之誓魅力调整值的护甲等级。 +Condition/&ConditionOathOfAltruismSpiritualShieldingTitle=精神护盾 +Feature/&FeatureOathOfAltruismDefensiveStrikeDescription=当一个你能看到的友方生物被攻击击中时,你可以使用引导神力向该生物投射一股坚定的意志——它立即使用它的反应进行一次近战武器攻击,将你的魅力调整值添加到攻击和伤害骰。 Feature/&FeatureOathOfAltruismDefensiveStrikeTitle=引导神力:防御打击 -Feature/&FeatureOathOfAltruismSpiritualShieldingDescription=当你看到的一个友方生物即将被攻击击中时,你可以使用引导神力,为其提供额外的AC,其数值等于你的魅力调整值。 +Feature/&FeatureOathOfAltruismSpiritualShieldingDescription=当你看到的一个友方生物即将被攻击击中时,你可以使用引导神力,为其提供额外的护甲等级,其数值等于你的魅力调整值。 Feature/&FeatureOathOfAltruismSpiritualShieldingTitle=引导神力:精神护盾 -Feature/&PowerOathOfAltruismAuraOfTheGuardian18Description=你的守护光环范围增加到 30 尺。 -Feature/&PowerOathOfAltruismAuraOfTheGuardian18Title=强化守护光环 -Feature/&PowerOathOfAltruismAuraOfTheGuardianDescription=从第 7 级开始,你可以以牺牲自己的健康为代价来保护他人免受伤害。当你 10 尺内的一个生物受到伤害时,你可以使用你的反应魔法地承受伤害,而不是由那个生物承受伤害。此功能不会转移可能伴随伤害的任何其他效果,并且无法以任何方式减少此伤害。 -Feature/&PowerOathOfAltruismAuraOfTheGuardianTitle=守护光环 -Feature/&PowerOathOfAltruismExaltedProtectorDescription=你获得以下被动增益:\n• 你和你周围 30 尺内的盟友处于不需要专注的祝福术影响下。\n• 你和你周围 30 尺内的所有盟友在专注检定中都具有优势。\n• 你周围 30 尺内的所有盟友在所有死亡豁免检定中都具有优势。 -Feature/&PowerOathOfAltruismExaltedProtectorTitle=高尚守卫 +Feature/&PowerOathOfAltruismAuraOfTheGuardian18Description=你的守护灵光范围增加到 30 尺。 +Feature/&PowerOathOfAltruismAuraOfTheGuardian18Title=精通守护灵光 +Feature/&PowerOathOfAltruismAuraOfTheGuardianDescription=从第 7 级开始,你可以以牺牲自己的健康为代价来保护他人免受伤害。当你 10 尺内的一个生物受到伤害时,你可以使用你的反应魔法地承受伤害,而不是由那个生物承受伤害。此特性不会转移可能伴随伤害的任何其他效果,并且无法以任何方式减少此伤害。 +Feature/&PowerOathOfAltruismAuraOfTheGuardianTitle=守护灵光 +Feature/&PowerOathOfAltruismExaltedProtectorDescription=你获得以下被动增益:\n• 你和你周围 30 尺内的盟友处于不需要专注的 祝福术 影响下。\n• 你和你周围 30 尺内的所有盟友在专注检定中都具有优势。\n• 你周围 30 尺内的所有盟友在所有死亡豁免中都具有优势。 +Feature/&PowerOathOfAltruismExaltedProtectorTitle=高尚保护者 Feature/&PowerOathOfAltruismTakeThePainDescription=作为附赠动作,花费引导神力与盟友交换生命值。你获得的临时生命值等于你的熟练加值的两倍加上你的魅力调整值。 -Feature/&PowerOathOfAltruismTakeThePainTitle=引导神性:承受痛苦 -Feedback/&GuardianAuraHeal={0} 通过守护光环治疗盟友。 -Reaction/&CustomReactionFeatureOathOfAltruismDefensiveStrikeDescription={0}{1} 攻击,你可以花费一次引导神力让他们花费他们的反应并用近战攻击进行报复。这次攻击将获得 +{2} 的命中和伤害掷骰。 +Feature/&PowerOathOfAltruismTakeThePainTitle=引导神力:承受痛苦 +Feedback/&GuardianAuraHeal={0} 通过守护灵光治疗盟友。 +Reaction/&CustomReactionFeatureOathOfAltruismDefensiveStrikeDescription={0}{1} 攻击,你可以花费一次引导神力让他们花费他们的反应并用近战攻击进行报复。这次攻击和伤害骰将获得 +{2} 。 Reaction/&CustomReactionFeatureOathOfAltruismDefensiveStrikeReactDescription=花费引导神力让盟友进行反击。 Reaction/&CustomReactionFeatureOathOfAltruismDefensiveStrikeReactTitle=花费 Reaction/&CustomReactionFeatureOathOfAltruismDefensiveStrikeTitle=引导神力:防御打击 Reaction/&CustomReactionGuardianAuraDescription={0} 受到了 {1} 伤害。你可以用你的反应来治疗他们,并自己承担伤害。 Reaction/&CustomReactionGuardianAuraReactDescription=用你的反应来治疗你的盟友并自己承担伤害。 Reaction/&CustomReactionGuardianAuraReactTitle=反应 -Reaction/&CustomReactionGuardianAuraTitle=守护光环! -Reaction/&UseSpiritualShieldingDescription={0}即将到达{1}!您可以使用一次神性通道,为其额外提供相当于您的魅力调整值的 {2} AC。 +Reaction/&CustomReactionGuardianAuraTitle=守护灵光! +Reaction/&UseSpiritualShieldingDescription={0}即将到达{1}!你可以使用一次引导神力,赋予额外等于利他之誓魅力调整值的 {2} 护甲等级。 Reaction/&UseSpiritualShieldingReactDescription=花费引导神力保护盟友免受攻击。 Reaction/&UseSpiritualShieldingReactTitle=花费 Reaction/&UseSpiritualShieldingTitle=引导神力:精神护盾 -Subclass/&OathOfAltruismDescription=英雄们知道自己的使命,而“利他之誓”呼唤那些把保护弱者置于首位的无私英雄。此誓约的追随者是真正无私的保护者,他们冒着生命危险,愿意为他们关心的人而死。此誓约的骑士并不寻求荣耀,通常会与那些寻求更远大目标的人结盟。他们为团队的共同目标贡献自己的剑与盾,而非为了自己。 +Subclass/&OathOfAltruismDescription=英雄们知道自己的使命,而利他之誓呼唤那些把保护弱者置于首位的无私英雄。此誓约的追随者是真正无私的保护者,他们冒着生命危险,愿意为他们关心的人而死。此誓约的骑士并不寻求荣耀,通常会与那些寻求更远大目标的人结盟。他们为团队的共同目标贡献自己的剑与盾,而非为了自己。 Subclass/&OathOfAltruismTitle=利他之誓 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAncients-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAncients-zh-CN.txt index 3ca055cd34..c1c3b638a2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAncients-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfAncients-zh-CN.txt @@ -1,18 +1,18 @@ -Condition/&ConditionOathOfAncientsAuraWardingDescription=获得对法术伤害的抵抗力。 -Condition/&ConditionOathOfAncientsAuraWardingTitle=被保护 -Condition/&ConditionOathOfAncientsElderChampionDescription=• 你在你的回合开始时回复 10 点生命值。\n• 每当你施放一个施法时间为1个动作的圣骑士法术时,你可以在该动作中进行两次武器攻击。\n• 你 10 尺范围内的敌方生物在对抗您的圣武士法术和引导神力的豁免检定上具有劣势。 +Condition/&ConditionOathOfAncientsAuraWardingDescription=获得对法术伤害的抗性。 +Condition/&ConditionOathOfAncientsAuraWardingTitle=被戒卫 +Condition/&ConditionOathOfAncientsElderChampionDescription=• 你在你的回合开始时回复 10 点生命值。\n• 每当你施放一个施法时间为 1 个动作的圣骑士法术时,你可以在该动作中进行两次武器攻击。\n• 你 10 尺范围内的敌方生物在对抗你的圣武士法术和引导神力的豁免检定上具有劣势。 Condition/&ConditionOathOfAncientsElderChampionTitle=上古斗士 Feature/&DamageAffinityOathOfAncientsUndyingSentinelDescription=当你的生命值降为 0 但没有被彻底杀死时,你的生命值会降为 1。在你完成一次长休之前,你不能再次从这个特性中获益。 -Feature/&DamageAffinityOathOfAncientsUndyingSentinelTitle=不死哨兵 -Feature/&PowerOathOfAncientsAuraWarding18Description=你的守护光环范围增加到 30 尺。 -Feature/&PowerOathOfAncientsAuraWarding18Title=强化守护光环 -Feature/&PowerOathOfAncientsAuraWardingDescription=从第 7 级开始,远古魔法对你的影响如此之大,以至于它形成了一个 eldritch 结界。你和你周围 10 尺内的友方生物对法术伤害具有抵抗力。 -Feature/&PowerOathOfAncientsAuraWardingTitle=守护光环 -Feature/&PowerOathOfAncientsElderChampionDescription=使用一个动作,你在一分钟内获得如下增益:\n• 你在你的回合开始时回复 10 点生命值。\n• 每当你施放一个施法时间为1个动作的圣骑士法术时,你可以在该动作中进行两次武器攻击。\n• 你 10 尺范围内的敌方生物在对抗您的圣武士法术和引导神力的豁免检定上具有劣势。\n\n一旦你使用该能力,直到完成一次长休前,你不能再次使用该能力。 +Feature/&DamageAffinityOathOfAncientsUndyingSentinelTitle=不朽哨卫 +Feature/&PowerOathOfAncientsAuraWarding18Description=你的戒卫灵光范围增加到 30 尺。 +Feature/&PowerOathOfAncientsAuraWarding18Title=精通戒卫灵光 +Feature/&PowerOathOfAncientsAuraWardingDescription=从第 7 级开始,远古魔法对你的影响如此之大,以至于它形成了一个魔能结界。你和你周围 10 尺内的友方生物对法术伤害具有抗性。 +Feature/&PowerOathOfAncientsAuraWardingTitle=戒卫灵光 +Feature/&PowerOathOfAncientsElderChampionDescription=使用一个动作,你在一分钟内获得如下增益:\n• 你在你的回合开始时回复 10 点生命值。\n• 每当你施放一个施法时间为 1 个动作的圣骑士法术时,你可以在该动作中进行两次武器攻击。\n• 你 10 尺范围内的敌方生物在对抗你的圣武士法术和引导神力的豁免检定上具有劣势。\n\n一旦你使用该特性,直到完成一次长休前,你不能再次使用该特性。 Feature/&PowerOathOfAncientsElderChampionTitle=上古斗士 -Feature/&PowerOathOfAncientsNaturesWrathDescription=你可以使用你的通灵神力来召唤原始力量来诱捕敌人。作为一个动作,你可以使幽灵藤蔓出现并伸向你周围 10 尺内你能看到的一个生物。该生物必须成功通过一次力量豁免,否则将被束缚。当被藤蔓束缚时,该生物在其每个回合结束时重复一次豁免检定。成功后,它会自行释放并且藤蔓会消失。 +Feature/&PowerOathOfAncientsNaturesWrathDescription=你可以使用你的引导神力来召唤原始力量来诱捕敌人。作为一个动作,你可以使幽灵藤蔓出现并伸向你周围 10 尺内你能看到的一个生物。该生物必须成功通过一次力量豁免,否则将被束缚。当被藤蔓束缚时,该生物在其每个回合结束时重复一次豁免检定。成功后,它会自行释放并且藤蔓会消失。 Feature/&PowerOathOfAncientsNaturesWrathTitle=引导神力:自然之怒 -Feature/&PowerOathOfAncientsTurnFaithlessDescription=你可以使用你的通灵神力说出精类和恶魔听来痛苦的古老话语。作为一个动作,你展示你的圣徽,并且在你 30 尺内的每个能听到你的精类或恶魔必须进行一次感知豁免。如果豁免失败,该生物将被驱散 1 分钟或直到它受到伤害。 -Feature/&PowerOathOfAncientsTurnFaithlessTitle=引导神性:转变背信者 +Feature/&PowerOathOfAncientsTurnFaithlessDescription=你可以使用你的引导神力说出精类和恶魔听来痛苦的古老话语。作为一个动作,你展示你的圣徽,并且在你 30 尺内的每个能听到你的精类或恶魔必须进行一次感知豁免。如果豁免失败,该生物将被驱散 1 分钟或直到它受到伤害。 +Feature/&PowerOathOfAncientsTurnFaithlessTitle=引导神性:转变无信者 Subclass/&OathOfAncientsDescription=来自更原始时代的誓言,人们致力于利用自然造福人类。 Subclass/&OathOfAncientsTitle=远古之誓 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt index 89bb209fa2..e2beea1570 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDemonHunter-zh-CN.txt @@ -2,13 +2,13 @@ Condition/&ConditionOathOfDemonHunterTrialMarkDescription=受到印记来源造 Condition/&ConditionOathOfDemonHunterTrialMarkTitle=审判印记 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowDescription=从 15 级起,你为弩注入了神圣的力量,你获得以下增益:\n· 你的弩类武器的射程增加 30 尺\n· 你的重击威胁范围增加 1 点 Feature/&AttributeModifierOathOfDemonHunterDivineCrossbowTitle=光铸神弩 -Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=由于狩魔斗士能力 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 +Feature/&DieRollModifierOathOfDemonHunterDemonSlayer=由于恶魔杀手特性 {0} 将 {1} 骰子从 {2} 重掷为 {3}。 Feature/&FeatureOathOfDemonHunterDemonHunterDescription=从 3 级起,你使用弩类武器(轻弩,重弩,手弩)命中敌人时,可以应用至圣斩能力。 Feature/&FeatureOathOfDemonHunterDemonHunterTitle=狩魔猎人 Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltDescription=从 7 级起,你能使用神圣之力自动填装弩矢,你使用弩类武器发动攻击时,不会因为近处敌人具有劣势,你可以使用弩类武器发动多重攻击,当你命中没有审判印记的敌人时,你可以使用一个反应引导神力,对目标施加审判印记。 Feature/&FeatureOathOfDemonHunterLightEnergyCrossbowBoltTitle=光能弩矢 Feature/&FeatureSetOathOfDemonHunterDemonSlayerDescription=从 20 级起,你斩尽邪恶,净化万魔。你获得以下增益:\n· 你发动至圣斩时,视为使用更高一环的法术位。\n· 当你为光耀伤害骰掷骰时,重掷所有小于 3 的骰子,且重掷的骰子数值最小为 3。 -Feature/&FeatureSetOathOfDemonHunterDemonSlayerTitle=狩魔斗士 +Feature/&FeatureSetOathOfDemonHunterDemonSlayerTitle=恶魔杀手 Feature/&PowerOathOfDemonHunterTrialMarkDescription=作为一个附赠动作,你引导神力标记 60 尺范围内你能看到的一个敌方生物,持续 1 分钟,你对具有审判印记的敌人造成武器伤害时,额外造成 1d6 的光耀伤害,该伤害在7级成长到 2d6,11级 3d6,15级 4d6,19级 5d6。 Feature/&PowerOathOfDemonHunterTrialMarkTitle=引导神力:审判印记 Feedback/&AdditionalDamageTrialMarkFormat=审判! diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt index 48b579f750..833516ba62 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfDread-zh-CN.txt @@ -1,8 +1,8 @@ Condition/&ConditionOathOfDreadAspectOfDreadDescription=你对所有伤害具有抗性。\n• 你的所有武器攻击造成额外的 1d8 心灵伤害。\n• 在你 10 尺范围内的敌方生物在对抗你的圣武士法术和恐惧之势的豁免检定上具有劣势。 Condition/&ConditionOathOfDreadAspectOfDreadTitle=恐惧之相 Condition/&ConditionOathOfDreadAuraOfDominationDescription=如果你感到害怕或恐惧,你的速度会降低到 0,并且你会受到等同于发射者圣武士等级一半的心灵伤害。 -Condition/&ConditionOathOfDreadAuraOfDominationTitle=征服灵光 -Condition/&ConditionOathOfDreadMarkOfTheSubmissionDescription=标记在针对你的攻击检定上具有优势。 +Condition/&ConditionOathOfDreadAuraOfDominationTitle=支配灵光 +Condition/&ConditionOathOfDreadMarkOfTheSubmissionDescription=你对该标记生物发动攻击时进行的攻击检定具有优势。 Condition/&ConditionOathOfDreadMarkOfTheSubmissionTitle=惩戒印记 Feature/&FeatureOathOfDreadAspectOfDreadDescription=距离你 10 尺以内的敌方生物在对抗你的圣武士法术和恐惧之势的豁免检定中处于劣势。 Feature/&FeatureOathOfDreadAspectOfDreadTitle=恐惧劣势 @@ -12,13 +12,13 @@ Feature/&FeatureSetOathOfDreadAspectOfDreadDamageResistanceDescription=你对所 Feature/&FeatureSetOathOfDreadAspectOfDreadDamageResistanceTitle=可怖抗性 Feature/&FeatureSetOathOfDreadMarkOfTheSubmissionDescription=使用一个附赠动作,你可以使用你的引导神力惩戒 10 尺内的敌方生物。你在对该生物的攻击检定上获得优势,持续 1 分钟。 Feature/&FeatureSetOathOfDreadMarkOfTheSubmissionTitle=引导神力:惩戒印记 -Feature/&PowerOathOfDreadAspectOfDreadDescription=使用一个动作,你获得一分钟的如下增益:\n• 你对所有伤害具有抗性。\n• 你的所有武器攻击造成额外的 1d8 心灵伤害。\n• 在你 10 尺范围内的敌方生物在对抗你的圣武士法术和恐惧之势的豁免检定上具有劣势。\n\n一旦你使用该能力,直到完成一次长休前,你不能再次使用该能力。 +Feature/&PowerOathOfDreadAspectOfDreadDescription=使用一个动作,你获得一分钟的如下增益:\n• 你对所有伤害具有抗性。\n• 你的所有武器攻击造成额外的 1d8 心灵伤害。\n• 在你 10 尺范围内的敌方生物在对抗你的圣武士法术和恐惧之势的豁免检定上具有劣势。\n\n一旦你使用该特性,直到完成一次长休前,你不能再次使用该特性。 Feature/&PowerOathOfDreadAspectOfDreadTitle=恐惧之相 -Feature/&PowerOathOfDreadAuraOfDomination18Description=你的征服灵光范围增加到 30 尺。 -Feature/&PowerOathOfDreadAuraOfDomination18Title=强化征服灵光 -Feature/&PowerOathOfDreadAuraOfDominationDescription=从第 7 级开始,当你没有失能时,你不断地向 10 尺内的所有敌人散发出威胁的光环。如果一个生物受到惊吓或恐惧,并在你的光环中开始它的回合,它的速度将降低为 0,并且该生物受到等同于你的圣武士等级一半的心灵伤害。在 18 级时,此光环的范围增加到 30 尺。 +Feature/&PowerOathOfDreadAuraOfDomination18Description=你的支配灵光范围增加到 30 尺。 +Feature/&PowerOathOfDreadAuraOfDomination18Title=强化支配灵光 +Feature/&PowerOathOfDreadAuraOfDominationDescription=从第 7 级开始,当你没有失能时,你不断地向 10 尺内的所有敌人散发出威胁的灵光。如果一个生物受到恐慌,并在你的灵光中开始它的回合,它的速度将降低为 0,并且该生物受到等同于你的圣武士等级一半的心灵伤害。在 18 级时,此灵光的范围增加到 30 尺。 Feature/&PowerOathOfDreadAuraOfDominationTitle=征服灵光 -Feature/&PowerOathOfDreadDreadfulPresenceDescription=使用一个动作,你可以使用你的引导神力散发出可怕的气息。30 尺内的每个敌方生物都必须进行感知豁免,失败则惊恐 1 分钟。每个受惊的生物都可以在其回合结束时重复豁免检定,成功则结束对自身的影响。 +Feature/&PowerOathOfDreadDreadfulPresenceDescription=使用一个动作,你可以使用你的引导神力散发出可怕的气息。30 尺内的每个敌方生物都必须进行感知豁免,失败则恐慌 1 分钟。每个恐慌的生物都可以在其回合结束时重复豁免检定,成功则结束对自身的影响。 Feature/&PowerOathOfDreadDreadfulPresenceTitle=引导神力:恐惧之势 Feedback/&AdditionalDamageAspectOfDreadFormat=恐惧之相! Feedback/&AdditionalDamageAspectOfDreadLine={0} 对 {1} (+{2}) 进行恐惧攻击 @@ -26,5 +26,5 @@ Reaction/&ReactionAttackHarrowingCrusadeDescription={0} 攻击了 {1}。你可 Reaction/&ReactionAttackHarrowingCrusadeReactDescription=用你的反应来攻击。 Reaction/&ReactionAttackHarrowingCrusadeReactTitle=攻击 Reaction/&ReactionAttackHarrowingCrusadeTitle=恐惧征伐 -Subclass/&OathOfDreadDescription=宣誓征服誓言的圣骑士是狂热的战士,他们运用神圣的力量恐吓敌人屈服,或驱散他们。 -Subclass/&OathOfDreadTitle=征服之誓 +Subclass/&OathOfDreadDescription=宣誓恐惧之誓的圣武士是狂热的战士,他们运用神圣的力量恐吓敌人屈服,或驱散他们。 +Subclass/&OathOfDreadTitle=恐惧之誓 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHammer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHammer-zh-CN.txt index fe6bc09aab..7c911c6341 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHammer-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHammer-zh-CN.txt @@ -1,26 +1,26 @@ Condition/&ConditionOathOfThunderDivineBoltDescription=你的移动速度减半。 Condition/&ConditionOathOfThunderDivineBoltTitle=神圣之箭 -Feature/&FeatureOathOfThunderAxesBoonDescription=使用战斧或战锤时,它们可以以 20/60 的射程投掷,并在使用投掷攻击后立即返回您的手上。此外,你的至圣斩能力可用于所有使用它们进行的攻击,但你在使用除战斧和战锤以外的任何其他武器类型进行攻击时处于劣势。 +Feature/&FeatureOathOfThunderAxesBoonDescription=使用战斧或战锤时,它们可以以 20/60 的射程投掷,并在使用投掷攻击后立即返回你的手上。此外,你的至圣斩能力可用于所有使用它们进行的攻击,但你在使用除战斧和战锤以外的任何其他武器类型进行攻击时处于劣势。 Feature/&FeatureOathOfThunderAxesBoonTitle=暴风战斧 -Feature/&FeatureOathOfThunderGodOfThunderDescription=每回合一次,你使用战斧和战锤造成额外 1d4 雷霆伤害。该伤害在第 15 时增加至 2d4。 -Feature/&FeatureOathOfThunderGodOfThunderTitle=雷电之神 -Feature/&FeatureOathOfThunderHammersBoonDescription=使用战锤时,它可以以 20/60 的射程投掷,并在使用投掷攻击后立即返回您的手上。此外,你的至圣斩能力可用于所有使用它们进行的攻击,但你在使用除战锤以外的任何其他武器类型进行攻击时处于劣势。 +Feature/&FeatureOathOfThunderGodOfThunderDescription=每回合一次,你使用战斧和战锤造成额外 1d4 雷鸣伤害。该伤害在第 15 时增加至 2d4。 +Feature/&FeatureOathOfThunderGodOfThunderTitle=雷神 +Feature/&FeatureOathOfThunderHammersBoonDescription=使用战锤时,它可以以 20/60 的射程投掷,并在使用投掷攻击后立即返回你的手上。此外,你的至圣斩能力可用于所有使用它们进行的攻击,但你在使用除战锤以外的任何其他武器类型进行攻击时处于劣势。 Feature/&FeatureOathOfThunderHammersBoonTitle=雷神之锤 -Feature/&FeatureSetOathOfThunderStormHeraldDescription=你获得 12 格的飞行速度,并且免疫雷电伤害。作为一个附赠动作,你可以召唤一道闪电击中你 60 英尺内你选择的 3x3 点。每个受影响的生物必须进行一次敏捷豁免,豁免失败则受到 3d10 闪电伤害,成功则伤害减半。每次长休你可以使用该特性的次数等于你的熟练修正值。 +Feature/&FeatureSetOathOfThunderStormHeraldDescription=你获得 12 格的飞行速度,并且免疫雷电伤害。作为一个附赠动作,你可以召唤一道闪电击中你 60 尺内你选择的 3x3 点。每个受影响的生物必须进行一次敏捷豁免,豁免失败则受到 3d10 闪电伤害,成功则伤害减半。每次长休你可以使用该特性的次数等于你的熟练加值。 Feature/&FeatureSetOathOfThunderStormHeraldTitle=风暴先驱 -Feature/&PowerOathOfThunderBifrostDescription=作为一个动作,你可以传送到 60 英尺内你能看到的一个点,如果在 5 英尺内,你可以带上一个盟友。在你的目的地位置 10 英尺内的所有敌方生物受到 3d10 雷电伤害,或在成功的体质豁免中减半。每次长休你可以使用该特性的次数等于你的熟练修正值。 +Feature/&PowerOathOfThunderBifrostDescription=作为一个动作,你可以传送到 60 尺内你能看到的一个点,如果在 5 尺内,你可以带上一个盟友。在你的目的地位置 10 尺内的所有敌方生物受到 3d10 雷鸣伤害,或在成功的体质豁免中减半。每次长休你可以使用该特性的次数等于你的熟练加值。 Feature/&PowerOathOfThunderBifrostTitle=彩虹桥 -Feature/&PowerOathOfThunderDivineBoltDescription=作为奖励动作,你可以召唤一道闪电来攻击 60 英尺内你能看到的敌人生物。你造成 2d6 闪电伤害。该伤害在 7、15 和 20 级时再增加 1d6。 +Feature/&PowerOathOfThunderDivineBoltDescription=作为一个附赠动作,你可以召唤一道闪电来攻击 60 尺内你能看到的敌人生物。你造成 2d6 闪电伤害。该伤害在 7、15 和 20 级时再增加 1d6。 Feature/&PowerOathOfThunderDivineBoltTitle=引导神力:神圣之箭 -Feature/&PowerOathOfThunderStormHeraldDescription=作为一个附赠动作,你可以召唤一道闪电击中你 60 英尺内你选择的 3x3 点。每个受影响的生物必须进行一次敏捷豁免,豁免失败则受到 3d10 闪电伤害,成功则伤害减半。每次长休你可以使用该特性的次数等于你的熟练修正值。 +Feature/&PowerOathOfThunderStormHeraldDescription=作为一个附赠动作,你可以召唤一道闪电击中你 60 尺内你选择的 3x3 点。每个受影响的生物必须进行一次敏捷豁免,豁免失败则受到 3d10 闪电伤害,成功则伤害减半。每次长休你可以使用该特性的次数等于你的熟练加值。 Feature/&PowerOathOfThunderStormHeraldTitle=风暴先驱 -Feature/&PowerOathOfThunderThunderousRebukeDescription=当敌方生物在距离您 5 英尺远的地方用近战攻击击中您时,您可以做出反应,用咆哮的雷霆攻击它。你造成 2d6 雷霆伤害。该伤害在 7、15 和 20 级时再增加 1d6。 -Feature/&PowerOathOfThunderThunderousRebukeTitle=引导神性:雷霆斥责 -Feedback/&AdditionalDamageGodOfThunderFormat=雷电之神! +Feature/&PowerOathOfThunderThunderousRebukeDescription=当敌方生物在距离你 5 尺远的地方用近战攻击击中你时,你可以做出反应,用咆哮的雷霆攻击它。你造成 2d6 雷鸣伤害。该伤害在 7、15 和 20 级时再增加 1d6。 +Feature/&PowerOathOfThunderThunderousRebukeTitle=引导神力:雷霆叱喝 +Feedback/&AdditionalDamageGodOfThunderFormat=雷神! Feedback/&AdditionalDamageGodOfThunderLine={0} 在 {1} (+{2}) 上呼唤雷电 -Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeDescription=当受到近战攻击伤害时,你可以用你的反应斥责目标。 -Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeReactDescription=使用反应来斥责目标。 -Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeReactTitle=雷鸣斥责 -Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeTitle=雷鸣斥责 -Subclass/&OathOfThunderDescription=雷霆圣骑士的诞生是为了结束与巨人的永恒战争。即使是那些远离家乡的人,仍然渴望履行他们的职责,用雷霆之怒和上古诸神的力量打击他们的敌人。 -Subclass/&OathOfThunderTitle=雷霆之誓 +Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeDescription=当受到近战攻击伤害时,你可以用你的反应叱喝目标。 +Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeReactDescription=使用反应来叱喝目标。 +Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeReactTitle=雷鸣叱喝 +Reaction/&SpendPowerPowerOathOfThunderThunderousRebukeTitle=雷鸣叱喝 +Subclass/&OathOfThunderDescription=雷鸣之誓圣武士的诞生是为了结束与巨人的永恒战争。即使是那些远离家乡的人,仍然渴望履行他们的职责,用雷霆之怒和上古诸神的力量打击他们的敌人。 +Subclass/&OathOfThunderTitle=雷鸣之誓 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHatred-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHatred-zh-CN.txt index bee609a8d1..b77995354b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHatred-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/OathOfHatred-zh-CN.txt @@ -1,24 +1,24 @@ -Condition/&ConditionDauntlessPursuerDescription=你获得 2 个额外的移动单元并忽略对手的反应。 +Condition/&ConditionDauntlessPursuerDescription=你获得 2 个额外的移动格并忽略对手的反应。 Condition/&ConditionDauntlessPursuerTitle=无畏的追击者 Condition/&ConditionHatredArdentHateDescription=你的武器攻击无视目标的伤害抗性。每轮一次,当你进行一次武器攻击但未命中时,你可以使该次攻击改为命中。 Condition/&ConditionHatredArdentHateTitle=刻骨之恨 Condition/&ConditionScornfulPrayerDescription=随着祈祷的笼罩,力量和声音逐渐消失。在效果下,祈祷会使敌人虚弱并在攻击掷骰时受到诅咒。 Condition/&ConditionScornfulPrayerTitle=蔑视 -Feature/&FeatureHatredDauntlessPursuerDescription=在一次成功的机会攻击中,获得 2 个额外的移动单元和一次自由脱离。 +Feature/&FeatureHatredDauntlessPursuerDescription=在一次成功的机会攻击中,获得 2 个额外的移动格和一次自由撤离。 Feature/&FeatureHatredDauntlessPursuerTitle=无畏的追击者 -Feature/&FeatureSetHatredElevatedHateDescription=当你宣誓仇恨时,选择一个你最讨厌的敌人,在战斗中造成额外的伤害。 +Feature/&FeatureSetHatredElevatedHateDescription=当你宣誓仇恨时,选择一个你最仇恨的敌人,在战斗中造成额外的伤害。 Feature/&FeatureSetHatredElevatedHateTitle=高涨的仇恨 Feature/&FeatureSetHatredResistanceDescription=你的仇恨赋予你对钝击、穿刺和挥砍伤害的抵抗力。 Feature/&FeatureSetHatredResistanceTitle=无情的仇恨 -Feature/&PowerHatredArdentHateDescription=使用一个附赠动作,你获得一分钟的如下增益:\n• 你在所有豁免检定上都具有优势。\n• 你的武器攻击无视目标的伤害抗性。\n• 每轮一次,当你进行一次武器攻击且未命中时,你可以使该攻击改为命中。\n\n一旦你使用该能力,直到完成一次长休前,你不能再次使用该能力。 +Feature/&PowerHatredArdentHateDescription=使用一个附赠动作,你获得一分钟的如下增益:\n• 你在所有豁免检定上都具有优势。\n• 你的武器攻击无视目标的伤害抗性。\n• 每轮一次,当你进行一次武器攻击且未命中时,你可以使该攻击改为命中。\n\n 一旦你使用该特性,直到完成一次长休前,你不能再次使用该特性。 Feature/&PowerHatredArdentHateTitle=刻骨之恨 Feature/&PowerHatredHatefulGazeDescription=作为一个附赠动作,使用你的引导神力将你的愤怒转化为凝视,使最远 30 尺外的目标敌人感到恐惧。 Feature/&PowerHatredHatefulGazeTitle=引导神力:仇恨凝视 -Feature/&PowerHatredScornfulPrayerDescription=使用你的引导神力对最远 60 尺外的敌人进行蔑视祈祷,在豁免检定失败时诅咒并削弱他们。 -Feature/&PowerHatredScornfulPrayerTitle=引导神性:轻蔑的祈祷 -Reaction/&CustomReactionHatredArdentHateDescription={0} 未命中 {1} 并且可以使用 Ardent Hate 代替命中。 -Reaction/&CustomReactionHatredArdentHateReactDescription=而是打。 -Reaction/&CustomReactionHatredArdentHateReactTitle=Hit -Reaction/&CustomReactionHatredArdentHateTitle=炽热的仇恨 -Subclass/&OathOfHatredDescription=仇恨誓言圣武士致力于通过引导仇恨来惩罚作恶者。 +Feature/&PowerHatredScornfulPrayerDescription=使用你的引导神力对最远 60 尺外的敌人进行轻蔑的祈祷,在豁免检定失败时诅咒并削弱他们。 +Feature/&PowerHatredScornfulPrayerTitle=引导神力:轻蔑的祈祷 +Reaction/&CustomReactionHatredArdentHateDescription={0} 未命中 {1} 并且可以使用刻骨之恨代替命中。 +Reaction/&CustomReactionHatredArdentHateReactDescription=代替命中。 +Reaction/&CustomReactionHatredArdentHateReactTitle=命中 +Reaction/&CustomReactionHatredArdentHateTitle=刻骨之恨 +Subclass/&OathOfHatredDescription=仇恨之誓圣武士致力于通过引导仇恨来惩罚作恶者。 Subclass/&OathOfHatredTitle=仇恨之誓 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheElements-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheElements-zh-CN.txt index f05cc7d077..fda2e3e73f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheElements-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheElements-zh-CN.txt @@ -1,32 +1,32 @@ Condition/&ConditionPathOfTheElementsElementalBlessingDescription=你有伤害抗性。 Condition/&ConditionPathOfTheElementsElementalBlessingTitle=元素祝福 -Feature/&AncestryPathOfTheElementsAllDescription=当你狂暴时,你周围 5 尺内的所有敌方生物在你的回合结束时受到 1d6 {0} 点伤害。这种伤害在 6 级增加到 1d10,在 10 级增加到 2d6,在 14 级增加到 2d10。 -Feature/&AncestryPathOfTheElementsBlizzardTitle=暴风雪 +Feature/&AncestryPathOfTheElementsAllDescription=当你狂暴时,你周围 5 尺内的所有敌方生物在你的回合结束时受到 1d6 {0} 点伤害。这种伤害在 6 级提升至 1d10,在 10 级提升至 2d6,在 14 级提升至 2d10。 +Feature/&AncestryPathOfTheElementsBlizzardTitle=暴雪 Feature/&AncestryPathOfTheElementsStormTitle=风暴 Feature/&AncestryPathOfTheElementsWildfireTitle=野火 -Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=当你狂暴时,任何被暴风雪 3 级特性伤害的生物必须通过一次力量豁免,否则他们的移动速度将降至 0,直到他们的下一轮结束。 -Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=暴雪导能 +Feature/&FeaturePathOfTheElementsElementalConduitBlizzardDescription=当你狂暴时,任何被暴雪 3 级特性伤害的生物必须通过一次力量豁免,否则他们的移动速度将降至 0,直到他们的下一轮结束。 +Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=暴雪通道 Feature/&FeaturePathOfTheElementsElementalConduitWildfireDescription=当你狂暴时,每当一个敌方生物用攻击击中你时,你可以使用你的反应迫使该生物进行一次敏捷豁免。豁免失败时,该生物将受到等同于你野蛮人等级一半的火焰伤害。 -Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=野火导能 -Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=从第 6 级开始,你对第 3 级选择的元素之灾的献力为你和你的盟友提供了对该伤害类型的抵抗力。\n• 风暴:当你狂暴时,你和所有盟友在你 10 尺范围内获得闪电抗性。\n• 暴风雪:当你狂暴时,你和在你 10 尺范围内的所有盟友获得寒冷抗性。\n• 野火 b>:当你狂暴时,你和你周围 10 尺内的所有盟友获得火焰抗性。 +Feature/&FeaturePathOfTheElementsElementalConduitWildfireTitle=野火通道Feature/&FeaturePathOfTheElementsElementalConduitBlizzardTitle=暴雪通道 +Feature/&FeatureSetPathOfTheElementsElementalBlessingDescription=从第 6 级开始,你对第 3 级选择的元素之灾的献力为你和你的盟友提供了对该伤害类型的抵抗力。\n• 风暴:当你狂暴时,你和所有盟友在你 10 尺范围内获得闪电抗性。\n• 暴雪:当你狂暴时,你和在你 10 尺范围内的所有盟友获得冷冻抗性。\n• 野火 b>:当你狂暴时,你和你周围 10 尺内的所有盟友获得火焰抗性。 Feature/&FeatureSetPathOfTheElementsElementalBlessingTitle=元素祝福 -Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=从 10 级开始,根据在 3 级时选择的元素之灾,你获得额外的力量。\n• 风暴:{0}\n• 暴风雪:{1 }\n• 野火:{2} +Feature/&FeatureSetPathOfTheElementsElementalBurstDescription=从 10 级开始,根据在 3 级时选择的元素之灾,你获得额外的力量。\n• 风暴:{0}\n• 暴雪:{1}\n• 野火:{2} Feature/&FeatureSetPathOfTheElementsElementalBurstTitle=元素爆发 -Feature/&FeatureSetPathOfTheElementsElementalConduitDescription=从 14 级开始,你获得额外的力量,具体取决于 3 级时选择的元素之灾。\n• 风暴:{0}\n• 暴风雪:{1 }\n• 野火:{2} -Feature/&FeatureSetPathOfTheElementsElementalConduitTitle=元素道途 -Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=从第 3 级开始,选择一种元素灾难。灾难决定了你在狂暴时创造的魔法斗篷的类型,以及你在遵循这条道路时获得的更高级别的功能。如果任何效果需要豁免检定,则 DC 等于 8 + 你的熟练加值 + 你的体质调整值。\n• 风暴:当你狂暴时,你周围 5 英尺内的所有敌人都会受到 1D6 闪电伤害当你结束回合时。\n• 暴风雪:当你狂暴时,当你结束回合时,你周围 5 英尺内的所有敌人都会受到 1D6 寒冷伤害。\n• 野火< /b>:当你狂暴时,当你的回合结束时,你周围 5 英尺内的所有敌人都会受到 1D6 火焰伤害。\n这些伤害在 6 级时增加到 1d10,在 10 级时增加到 2d6,在 14 级时增加到 2d10。 -Feature/&FeatureSetPathOfTheElementsElementalFuryTitle=元素之怒 -Feature/&PowerPathOfTheElementsElementalBurstBlizzardDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作送出一阵寒风。在一次失败的力量豁免中,该区域内的每个敌方生物都会受到 3d8 寒冷伤害并倒地(豁免减半伤害,豁免以防止倒地)。每次短休你可以使用这个特性一次。伤害在 13 级增加到 4d8,在 17 级增加到 5d8。 -Feature/&PowerPathOfTheElementsElementalBurstBlizzardTitle=暴风雪爆发 -Feature/&PowerPathOfTheElementsElementalBurstStormDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作召唤一道闪电。敏捷豁免失败时,该区域内的每个敌方生物都会受到 3d10 闪电伤害,并在 1 轮内无法使用反应(豁免减半伤害,豁免以防止失去反应)。每次短休你可以使用这个特性一次。伤害在 13 级增加到 4d10,在 17 级增加到 5d10。 +Feature/&FeatureSetPathOfTheElementsElementalConduitDescription=从 14 级开始,你获得额外的力量,具体取决于 3 级时选择的元素之灾。\n• 风暴:{0}\n• 暴雪:{1}\n• 野火:{2} +Feature/&FeatureSetPathOfTheElementsElementalConduitTitle=元素通道 +Feature/&FeatureSetPathOfTheElementsElementalFuryDescription=从第 3 级开始,选择一种元素之灾。灾难决定了你在狂暴时创造的魔法披风的类型,以及你在遵循这条道途时获得的更高等级的特性。如果任何效果需要豁免检定,则 DC 等于 8 + 你的熟练加值 + 你的体质调整值。\n• 风暴:当你狂暴时,你周围 5 尺内的所有敌人都会受到 1D6 闪电伤害当你结束回合时。\n• 暴雪:当你狂暴时,当你结束回合时,你周围 5 尺内的所有敌人都会受到 1D6 寒冷伤害。\n• 野火:当你狂暴时,当你的回合结束时,你周围 5 尺内的所有敌人都会受到 1D6 火焰伤害。\n这些伤害在 6 级时提升至 1d10,在 10 级时提升至 2d6,在 14 级时提升至 2d10。 +Feature/&FeatureSetPathOfTheElementsElementalFuryTitle=元素怒火 +Feature/&PowerPathOfTheElementsElementalBurstBlizzardDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作送出一阵寒风。在一次失败的力量豁免中,该区域内的每个敌方生物都会受到 3d8 冷冻伤害并倒地(豁免减半伤害,豁免以防止倒地)。每次短休你可以使用这个特性一次。伤害在 13 级增加到 4d8,在 17 级增加到 5d8。 +Feature/&PowerPathOfTheElementsElementalBurstBlizzardTitle=暴雪爆发 +Feature/&PowerPathOfTheElementsElementalBurstStormDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作召唤一道闪电。敏捷豁免失败时,该区域内的每个敌方生物都会受到 3d10 闪电伤害,并在 1 轮内无法使用反应(豁免减半伤害,豁免以防止失去反应)。每次短休你可以使用这个特性一次。伤害在 13 级提升至 4d10,在 17 级提升至 5d10。 Feature/&PowerPathOfTheElementsElementalBurstStormTitle=风暴爆发 -Feature/&PowerPathOfTheElementsElementalBurstWildfireDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作投掷强烈的热浪。在一次失败的敏捷豁免中,该区域内的每个敌方生物都会受到 4d6 火焰伤害并被点燃(豁免减半伤害,豁免以防止着火)。每次短休你可以使用这个特性一次。伤害在 13 级增加到 5d6,在 17 级增加到 6d6。 +Feature/&PowerPathOfTheElementsElementalBurstWildfireDescription=当你狂暴时,你可以瞄准 60 尺内的 3x3 区域并使用你的附赠动作投掷强烈的热浪。在一次失败的敏捷豁免中,该区域内的每个敌方生物都会受到 4d6 火焰伤害并被点燃(豁免减半伤害,豁免以防止着火)。每次短休你可以使用这个特性一次。伤害在 13 级提升至 5d6,在 17 级提升至 6d6。 Feature/&PowerPathOfTheElementsElementalBurstWildfireTitle=野火爆发 Feature/&PowerPathOfTheElementsElementalConduitStormDescription=当你狂暴时,你获得的飞行速度等于你的步行速度。 Feature/&PowerPathOfTheElementsElementalConduitStormTitle=风暴导管 Reaction/&CustomReactionElementalConduitWildfireDescription=强迫该生物进行一次敏捷豁免。豁免失败时,它会受到等同于你野蛮人等级一半的火焰伤害。 Reaction/&CustomReactionElementalConduitWildfireReactDescription=强迫该生物进行一次敏捷豁免。豁免失败时,它会受到等同于你野蛮人等级一半的火焰伤害。 -Reaction/&CustomReactionElementalConduitWildfireReactTitle=野火导能 -Reaction/&CustomReactionElementalConduitWildfireTitle=野火导能 -Subclass/&PathOfTheElementsDescription=遵循元素之道的野蛮人学会了驾驭大自然的破坏性力量,将他们的愤怒转化为原始魔法的斗篷,盘旋在他们周围。当处于狂怒状态时,这条道路上的野蛮人会利用自然来制造毁灭性的元素之灾。 +Reaction/&CustomReactionElementalConduitWildfireReactTitle=野火通道 +Reaction/&CustomReactionElementalConduitWildfireTitle=野火通道 +Subclass/&PathOfTheElementsDescription=遵循元素道途的野蛮人学会了驾驭大自然的破坏性力量,将他们的愤怒转化为原始魔法的披风,盘旋在他们周围。当怒火中烧时,这条道途的野蛮人会利用自然来制造毁灭性的元素之灾。 Subclass/&PathOfTheElementsTitle=元素道途 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheLight-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheLight-zh-CN.txt index a728a4fd53..34c9726bef 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheLight-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheLight-zh-CN.txt @@ -1,26 +1,26 @@ Condition/&ConditionPathOfTheLightEyesOfTruthDescription=可以感知隐形生物。 Condition/&ConditionPathOfTheLightEyesOfTruthTitle=光明视觉 -Condition/&ConditionPathOfTheLightIlluminatedDescription=被光明之击分心。 -Condition/&ConditionPathOfTheLightIlluminatedTitle=发光的 -Feature/&AttackDisadvantageAgainstNonSourcePathOfTheLightIlluminatedDescription=任何不针对光之野蛮人之路的攻击检定的劣势。 -Feature/&AttackDisadvantageAgainstNonSourcePathOfTheLightIlluminatedTitle=发光的 -Feature/&FeaturePathOfTheLightIlluminatingStrikeImprovementDescription=光明之击 造成的额外伤害增加到 2d6。 -Feature/&FeaturePathOfTheLightIlluminatingStrikeImprovementTitle=高级光明打击 +Condition/&ConditionPathOfTheLightIlluminatedDescription=被明光打击分心。 +Condition/&ConditionPathOfTheLightIlluminatedTitle=照亮的 +Feature/&AttackDisadvantageAgainstNonSourcePathOfTheLightIlluminatedDescription=任何不针对光明道途野蛮人的攻击检定具有劣势。 +Feature/&AttackDisadvantageAgainstNonSourcePathOfTheLightIlluminatedTitle=照亮的 +Feature/&FeaturePathOfTheLightIlluminatingStrikeImprovementDescription=明光打击造成的额外伤害增加到 2d6。 +Feature/&FeaturePathOfTheLightIlluminatingStrikeImprovementTitle=精通明光打击 Feature/&FeatureSetPathOfTheLightIlluminatedPreventInvisibilityDescription=被光之野蛮人之道照亮时无法隐形。 -Feature/&FeatureSetPathOfTheLightIlluminatedPreventInvisibilityTitle=发光的 -Feature/&FeatureSetPathOfTheLightIlluminatingBurstDescription=在你进入狂暴的回合,你可以选择照亮你周围 30 英尺内最多三个敌人。他们必须成功通过体质豁免(DC 8 + 你的熟练加值 + 你的体质调整值),否则会受到 4d6 光辉伤害并被你的照明打击照亮 1 分钟。以这种方式照亮的生物在每个回合结束时都会进行一次体质豁免检定。成功保存后,效果就会结束。 -Feature/&FeatureSetPathOfTheLightIlluminatingBurstTitle=光明爆破 +Feature/&FeatureSetPathOfTheLightIlluminatedPreventInvisibilityTitle=照亮的 +Feature/&FeatureSetPathOfTheLightIlluminatingBurstDescription=在你进入狂暴的回合,你可以选择照亮你周围 30 尺内最多三个敌人。他们必须成功通过体质豁免(DC 8 + 你的熟练加值 + 你的体质调整值),否则会受到 4d6 光耀伤害并被你的明光打击照亮 1 分钟。以这种方式照亮的生物在每个回合结束时都会进行一次体质豁免检定。豁免成功后,效果就会结束。 +Feature/&FeatureSetPathOfTheLightIlluminatingBurstTitle=明光爆发 Feature/&FeatureSetPathOfTheLightIlluminatingStrikeDescription=当你狂暴时,你在你的回合中用攻击击中的第一个生物会受到额外的 1d6 光耀伤害并被魔法照亮,直到他们的下一轮开始。此外,该生物在任何不针对你的攻击检定上都具有劣势,并且无法隐形。 -Feature/&FeatureSetPathOfTheLightIlluminatingStrikeTitle=光明之击 -Feature/&FeatureSetPathOfTheLightLightsProtectionDescription=当受到你的照耀之击影响的敌对生物死亡时,你恢复等于你野蛮人等级一半的生命值。此外,你不再引发受你的照耀之击影响的生物的借机攻击。 +Feature/&FeatureSetPathOfTheLightIlluminatingStrikeTitle=明光打击 +Feature/&FeatureSetPathOfTheLightLightsProtectionDescription=当受到你的明光打击影响的敌对生物死亡时,你恢复等于你野蛮人等级一半的生命值。此外,你不再引发受你的明光打击影响的生物的借机攻击。 Feature/&FeatureSetPathOfTheLightLightsProtectionTitle=光之护佑 -Feature/&FeatureSetPathOfTheLightPierceTheDarknessDescription=你获得超强的黑暗视觉。 +Feature/&FeatureSetPathOfTheLightPierceTheDarknessDescription=你获得强化黑暗视觉。 Feature/&FeatureSetPathOfTheLightPierceTheDarknessTitle=穿透黑暗 -Feature/&PowerPathOfTheLightEyesOfTruthDescription=你总是处于 识破隐形 法术的影响之下。 -Feature/&PowerPathOfTheLightEyesOfTruthTitle=真理之眼 -Feature/&PowerPathOfTheLightIlluminatingBurstDescription=最多三个敌人进行体质豁免或受到 4d6 光耀伤害并被你的照耀之击照亮。 -Feature/&PowerPathOfTheLightIlluminatingBurstTitle=光明爆破 -Feedback/&AdditionalDamageIlluminatingStrikeFormat=光明之击! -Feedback/&AdditionalDamageIlluminatingStrikeLine=光明之击 对目标造成额外伤害! +Feature/&PowerPathOfTheLightEyesOfTruthDescription=你总是处于 识破隐形 法术的影响之下。 +Feature/&PowerPathOfTheLightEyesOfTruthTitle=真实之眼 +Feature/&PowerPathOfTheLightIlluminatingBurstDescription=最多三个敌人进行体质豁免或受到 4d6 光耀伤害并被你的明光打击照亮。 +Feature/&PowerPathOfTheLightIlluminatingBurstTitle=明光爆发 +Feedback/&AdditionalDamageIlluminatingStrikeFormat=明光打击! +Feedback/&AdditionalDamageIlluminatingStrikeLine=明光打击对目标造成额外伤害! Subclass/&PathOfTheLightDescription=追随光明之路的野蛮人照亮了黑暗,并保护他们的盟友免受潜伏在黑暗中的危险。 Subclass/&PathOfTheLightTitle=光明道途 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheReaver-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheReaver-zh-CN.txt index c471153f39..ddf8370bce 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheReaver-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheReaver-zh-CN.txt @@ -1,15 +1,15 @@ -Feature/&AttributeModifierPathOfTheReaverProfaneVitalityDescription=你的生命值上限会增加 3 点,并且每当你在该等级中获得一个等级时,你的生命值就会增加 1 点。 +Feature/&AttributeModifierPathOfTheReaverProfaneVitalityDescription=你的生命值上限会增加 3 点,并且每当你在该职业中获得一个等级,你的生命值就会提升 1 点。 Feature/&AttributeModifierPathOfTheReaverProfaneVitalityTitle=龙之韧性 -Feature/&FeaturePathOfTheReaverCorruptedBloodDescription=从第 14 级开始,你的血液会永久腐化,对接触到它的生物造成伤害。每当 5 尺内的一个生物用近战攻击击中你时,该生物将受到等同于你的体质调整值的暗蚀伤害。 +Feature/&FeaturePathOfTheReaverCorruptedBloodDescription=从第 14 级开始,你的血液会永久腐化,对接触到它的生物造成伤害。每当 5 尺内的一个生物用近战攻击击中你时,该生物将受到等同于你的体质调整值的黯蚀伤害。 Feature/&FeaturePathOfTheReaverCorruptedBloodTitle=堕落之血 -Feature/&FeaturePathOfTheReaverVoraciousFuryDescription=从第 3 级开始,你可以将你内心的腐败引导到你的近战武器攻击中。当你狂暴时,你在你的每个回合中用近战武器攻击击中的第一个生物会受到额外的暗蚀伤害,其数值等同于你的熟练程度,并且你会恢复等量的生命值。暴击时伤害和治疗翻倍。 +Feature/&FeaturePathOfTheReaverVoraciousFuryDescription=从第 3 级开始,你可以将你内心的腐败引导到你的近战武器攻击中。当你狂暴时,你在你的每个回合中用近战武器攻击击中的第一个生物会受到额外的黯蚀伤害,其数值等同于你的熟练加值,并且你会恢复等量的生命值。暴击时伤害和治疗翻倍。 Feature/&FeaturePathOfTheReaverVoraciousFuryTitle=贪婪之怒 -Feature/&FeatureSetPathOfTheReaverProfaneVitalityDescription=从第 6 级开始,你获得对坏死和毒药伤害的抵抗力。 +Feature/&FeatureSetPathOfTheReaverProfaneVitalityDescription=从第 6 级开始,你获得对黯蚀和毒素伤害的抵抗力。 Feature/&FeatureSetPathOfTheReaverProfaneVitalityTitle=亵渎活力 Feature/&PowerPathOfTheReaverBloodbathDescription=从第 10 级开始,当你处于狂暴状态时,每当你使用近战武器攻击将一个生物的生命值降为 0 时,你可以掏出该生物的内脏,恢复相当于你的野蛮人等级 2 倍的生命值。每次短休你可以使用这个特性一次。 Feature/&PowerPathOfTheReaverBloodbathTitle=血屠 Reaction/&UseBloodbathDescription=你可以掏出该生物的内脏,恢复 {0} 点生命值。 -Reaction/&UseBloodbathReactDescription=掏出此生物的内脏。 +Reaction/&UseBloodbathReactDescription=掏出该生物的内脏。 Reaction/&UseBloodbathReactTitle=掏心 Reaction/&UseBloodbathTitle=血屠 Subclass/&PathOfTheReaverDescription=所有的掠夺者都经历了一个仪式,该仪式涉及饮用被污染的龙血,以逐渐增加腐败为代价,将一小部分龙的力量与贪婪永久地注入他们的身体。这些可怕的战士陶醉于死亡,从敌人的痛苦中恢复能量。 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSavagery-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSavagery-zh-CN.txt index 7c9ac6a42a..9731afec3c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSavagery-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSavagery-zh-CN.txt @@ -1,14 +1,14 @@ -Condition/&ConditionPathOfTheSavageryUnbridledFerocityDescription=你的重击威胁范围增加1点 +Condition/&ConditionPathOfTheSavageryUnbridledFerocityDescription=你的重击威胁范围增加 1 点 Condition/&ConditionPathOfTheSavageryUnbridledFerocityTitle=肆虐暴行 -Feature/&AttackModifierPathOfTheSavagerySavageStrengthDescription=从3级开始,你可以双持非轻型近战武器,并将你的攻击调整值添加到副手攻击中。 +Feature/&AttackModifierPathOfTheSavagerySavageStrengthDescription=从 3 级开始,你可以双持非轻型近战武器,并将你的属性调整值添加到副手攻击中。 Feature/&AttackModifierPathOfTheSavagerySavageStrengthTitle=野蛮力量 -Feature/&FeaturePathOfTheSavageryFuriousDefenseDescription=从6级开始,当你处于狂暴状态时,每当你需要进行敏捷豁免检定时,你可以使用力量豁免检定替代。当你狂暴且双持两件近战武器时,你的护甲等级(AC)+2。 +Feature/&FeaturePathOfTheSavageryFuriousDefenseDescription=从 6 级开始,你在狂暴期间,每当你需要进行敏捷豁免检定,你可以使用力量豁免检定代替。当你狂暴且双持两件近战武器时,你的护甲等级 +2。 Feature/&FeaturePathOfTheSavageryFuriousDefenseTitle=狂暴之护 -Feature/&FeaturePathOfTheSavageryUnbridledFerocityDescription=从14级开始,当你狂暴时,每当你用近战武器攻击击中一个生物并且没有造成致命一击时,你的致命一击范围就会增加1点。此效果可以叠加。一旦你造成致命一击,奖励就会重置为 0。 +Feature/&FeaturePathOfTheSavageryUnbridledFerocityDescription=从 14 级开始,你在狂暴期间,每当你用近战武器攻击击中一个生物并且没有造成致命一击,你的致命一击范围就会增加 1 点。此效果可以叠加。一旦你造成致命一击,效果就会重置为 0。 Feature/&FeaturePathOfTheSavageryUnbridledFerocityTitle=肆虐暴行 -Feature/&FeaturePathOfTheSavageryWrathAndFuryDescription=从 10 级开始,当你双持近战武器时,将每件装备的武器的伤害类别增加 1(d4 变为 d6,d6 变为 d8,等等)。每当你使用鲁莽攻击功能时,你都会获得相当于野蛮人等级一半的临时生命值(向上取整)。 -Feature/&FeaturePathOfTheSavageryWrathAndFuryTitle=无边盛怒 +Feature/&FeaturePathOfTheSavageryWrathAndFuryDescription=从 10 级开始,你双持近战武器时,将每件装备的武器的伤害类别增加 1(d4 变为 d6,d6 变为 d8,等等)。每当你使用鲁莽攻击特性,你都会获得野蛮人等级一半的临时生命值(向上取整)。 +Feature/&FeaturePathOfTheSavageryWrathAndFuryTitle=无边怒火 Feature/&FeatureSetPathOfTheSavageryPrimalInstinctDescription=你可以使用自由动作进入狂暴。 Feature/&FeatureSetPathOfTheSavageryPrimalInstinctTitle=原始本能 -Subclass/&PathOfTheSavageryDescription=践行野性之道的野蛮人专注于自然的力量,他们并非像人一般战斗,反而更似野兽。他们挥舞双刃,以惊人的力量与速度发起攻击,如同野兽使用尖牙与利爪一般。 +Subclass/&PathOfTheSavageryDescription=践行野性道途的野蛮人专注于自然的力量,他们并非像人一般战斗,反而更似野兽。他们挥舞双刃,以惊人的力量与速度发起攻击,如同野兽使用尖牙与利爪一般。 Subclass/&PathOfTheSavageryTitle=野性道途 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt index f31e493d26..6d5f2b95b7 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheSpirits-zh-CN.txt @@ -6,43 +6,43 @@ Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfDescription=获得可 Condition/&ConditionPathOfTheSpiritsHonedAnimalAspectsWolfTitle=强化狼之狂怒 Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackDescription=狼之精魂使你在近战攻击检定上具有优势。 Condition/&ConditionPathOfTheSpiritsWolfLeadershipPackTitle=狼之精魂 -Feature/&ActionAffinityPathOfTheSpiritsCunningActionDescription=鹰之精魂使你成为一个敏捷的猎手,可以轻松地穿越战场。你可以用附赠动作进行冲疾走、撤离或隐蔽。 +Feature/&ActionAffinityPathOfTheSpiritsCunningActionDescription=鹰之精魂使你成为一个敏捷的猎手,可以轻松地穿越战场。你可以用附赠动作进行疾走、撤离或躲藏。 Feature/&ActionAffinityPathOfTheSpiritsCunningActionTitle=鹰之精魂 -Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearDescription=熊之精魂使你每提升一级,你的生命值额外提高2点,并使你在力量检定中获得优势。 +Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearDescription=熊之精魂使你每提升一级,你的生命值额外提高 2 点,并使你在力量检定中获得优势。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceBearTitle=熊之相 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceEagleDescription=你获得了鹰的视力。你将获得卓越的黑暗视觉、感知(智慧)技能或专业知识(如果你已经精通)的熟练程度,以及感知(智慧)技能检定的优势。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceEagleTitle=鹰之相 -Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearDescription=狂暴时,距离你5尺的敌人在攻击你以外的敌人时处于劣势。 +Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearDescription=狂暴时,距离你 5 尺的敌人在攻击你以外的敌人时处于劣势。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedBearTitle=强化熊之相 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedEagleDescription=狂暴时,获得无需额外移动即可飞行的能力。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedEagleTitle=强化鹰之相 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedWolfDescription=狂暴时,可以使用附赠动作进行推撞。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceHonedWolfTitle=强化狼之相 -Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfDescription=你获得了狼的狩猎敏感性。如果您已经熟练,您将获得生存(智慧)技能或专业知识的熟练程度,并在生存(智慧)技能检查中获得优势。你还可以每天施放一次不带任何成分的识别生物咒语作为奖励动作。 +Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfDescription=你获得了狼的狩猎敏感性。你获得求生(感知)技能熟练项,如果你已经获得熟练项,则在求生(感知)技能检定中获得优势。你还可以每天附赠动作施放一次不带任何法术成分的 识别生物 法术。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoiceWolfTitle=狼之相 -Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesDescription=从第6级开始,你获得你选择精魂的魔法能力。你可以选择与你在第3级时选择的动物相同的动物,也可以选择不同的动物。 +Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesDescription=从第 6 级开始,你获得你选择精魂的魔法能力。你可以选择与你在第 3 级时选择的动物相同的动物,也可以选择不同的动物。 Feature/&FeatureSetPathOfTheSpiritsAnimalAspectChoicesTitle=动物之相 -Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesDescription=从第3级开始,当你选择这条道路时,你选择一个动物精魂作为向导并获得它的特性。 +Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesDescription=从第 3 级开始,当你选择这条道路时,你选择一个动物精魂作为向导并获得它的特性。 Feature/&FeatureSetPathOfTheSpiritsAnimalSpiritChoicesTitle=动物精魂 -Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesDescription=从第14级开始,选择一种动物来强化你与精魂联系,获得更多的精魂特性。 +Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesDescription=从第 14 级开始,选择一种动物来强化你与精魂联系,获得更多的精魂特性。 Feature/&FeatureSetPathOfTheSpiritsHonedAnimalAspectChoicesTitle=强化动物之相 -Feature/&FeatureSetPathOfTheSpiritsSpiritSeekerDescription=当你采用这条道路时,你将获得在每次短暂休息时施放一次动物友谊和寻找陷阱的能力,作为奖励动作。你使用你的智慧作为施法调整剂来施展这些法术。 +Feature/&FeatureSetPathOfTheSpiritsSpiritSeekerDescription=当你采用这条道路时,你将获得在每次短休时施放一次 化兽为友寻找陷阱 的能力,作为附赠动作。你使用你的感知作为施法属性施展这些法术。 Feature/&FeatureSetPathOfTheSpiritsSpiritSeekerTitle=寻灵者 -Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerDescription=每当你开始狂暴时,你还可以施放精神守护者法术作为狂暴功能的一部分,该法术持续一分钟,无需任何组件,也不需要集中注意力。每次长时间休息可以使用此功能一次。如果您开始狂暴并且无法使用此功能,您可以花费一笔狂怒费用来再次使用它。 +Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerDescription=每当你开始狂暴时,你还可以施放 灵体卫士 法术作为狂暴特性的一部分,该法术持续一分钟,无需任何法术成分,也不需要保持专注。每次长休可以使用此特性一次。如果你开始狂暴并且无法使用此特性,你可以花费一次狂暴次数来再次使用它。 Feature/&FeatureSetPathOfTheSpiritsSpiritWalkerTitle=精魂行者 Feature/&PowerPathOfTheSpiritsBearResistanceDescription=熊之精魂使你足够坚强,可以承受任何伤害。狂暴时,你对除精神伤害外的所有伤害都有抵抗力。 Feature/&PowerPathOfTheSpiritsBearResistanceTitle=熊之耐力 -Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsBearDescription=狂暴时,距离你5尺的敌人在攻击你以外的敌人时处于劣势。 +Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsBearDescription=狂暴时,距离你 5 尺的敌人在攻击你以外的敌人时处于劣势。 Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsBearTitle=强化熊之威慑 Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsEagleDescription=狂暴时,获得飞行能力。 Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsEagleTitle=强化鹰之激斗 Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsWolfDescription=狂暴时,获得可以使用附赠动作进行推撞的能力。 Feature/&PowerPathOfTheSpiritsHonedAnimalAspectsWolfTitle=强化狼之狂怒 -Feature/&PowerPathOfTheSpiritsWolfLeadershipDescription=狼的精神使你成为猎人的领袖。狂暴时,5 英尺内的任何盟友在近战攻击检定上都有优势。 +Feature/&PowerPathOfTheSpiritsWolfLeadershipDescription=狼的精神使你成为猎人的领袖。狂暴时,5 尺内的任何盟友在近战攻击检定上都有优势。 Feature/&PowerPathOfTheSpiritsWolfLeadershipTitle=狼灵 -Reaction/&UseSpiritWalkerDescription=你可以施放持续一分钟的灵魂守护者法术。 -Reaction/&UseSpiritWalkerReactDescription=你可以施放持续一分钟的灵魂守护者法术。 +Reaction/&UseSpiritWalkerDescription=你可以施放持续一分钟的 灵体卫士 法术。 +Reaction/&UseSpiritWalkerReactDescription=你可以施放持续一分钟的 灵体卫士 法术。 Reaction/&UseSpiritWalkerReactTitle=灵魂行者 Reaction/&UseSpiritWalkerTitle=灵魂行者 -Subclass/&PathOfTheSpiritsDescription=追随精魂之道的野蛮人容纳动物精魂作为指引、护佑与启示,这使得他们充满了超自然的力量,为野蛮人的愤怒增添了魔法燃料。 +Subclass/&PathOfTheSpiritsDescription=追随精魂道途的野蛮人容纳动物精魂作为指引、护佑与启示,这使得他们充满了超自然的力量,为野蛮人的愤怒增添了魔法燃料。 Subclass/&PathOfTheSpiritsTitle=精魂道途 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt index 7ca53fb102..2f7b7a86a0 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PathOfTheYeoman-zh-CN.txt @@ -1,21 +1,21 @@ -Condition/&ConditionPathOfTheYeomanBulwarkDescription=你使用长弓攻击时,不会因为近处敌人具有劣势。你可以使用你的反应动作,对你周身五尺范围内移动的敌人发动借机攻击。 +Condition/&ConditionPathOfTheYeomanBulwarkDescription=你使用长弓攻击时,不会因为近处敌人具有劣势。你可以使用你的反应动作,对你周身 5 尺范围内移动的敌人发动借机攻击。 Condition/&ConditionPathOfTheYeomanBulwarkTitle=筑垒防卫 Feature/&ActionAffinityPathOfTheYeomanStaggeringBlowDescription=当你狂暴并装备长弓时,你可以使用附赠动作推撞敌人。 Feature/&ActionAffinityPathOfTheYeomanStaggeringBlowTitle=惊天一击 Feature/&CombatAffinityPathOfTheYeomanBulwarkDescription=你使用长弓攻击时,不会因为近处敌人具有劣势。 Feature/&CombatAffinityPathOfTheYeomanBulwarkTitle=筑垒防卫 -Feature/&FeaturePathOfTheYeomanKeenEyeDescription=当你使用长弓时也可以应用鲁莽攻击能力。当你在9级、13级和17级解锁凶蛮重击能力时,你的长弓暴击也能增加额外的伤害骰子。 +Feature/&FeaturePathOfTheYeomanKeenEyeDescription=当你使用长弓时也可以应用鲁莽攻击特性。当你在 9 级、13 级和 17 级解锁凶蛮重击特性时,你的长弓暴击也能增加额外的伤害骰。 Feature/&FeaturePathOfTheYeomanKeenEyeTitle=鹰眼 -Feature/&FeaturePathOfTheYeomanMightyShotDescription=长弓的伤害骰从8增加到12。当你狂暴且未穿着重甲时,你用长弓攻击敌人后,目标15英尺内的敌人必须进行敏捷豁免检定,以避免受到相当于 你的狂暴伤害 + 你的力量调整值 的雷鸣伤害。 +Feature/&FeaturePathOfTheYeomanMightyShotDescription=长弓的伤害骰从 d8 提升至 d12。当你狂暴且未穿着重甲时,你用长弓攻击敌人后,目标 15 尺内的敌人必须进行敏捷豁免检定,以避免受到相当于 你的狂暴伤害 + 你的力量调整值 的雷鸣伤害。 Feature/&FeaturePathOfTheYeomanMightyShotTitle=强力射击 Feature/&FeaturePathOfTheYeomanStrongBowDescription=当你使用长弓时,你可以在攻击检定和伤害上使用你的力量调整值,当你狂暴时,你的长弓攻击可以附加狂暴伤害加成。 Feature/&FeaturePathOfTheYeomanStrongBowTitle=强弓 -Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=你的速度降为0。 +Feature/&MovementAffinityPathOfTheYeomanBulwarkDescription=你的速度降为 0。 Feature/&MovementAffinityPathOfTheYeomanBulwarkTitle=筑垒防卫 -Feature/&PowerPathOfTheYeomanBulwarkDescription=你可以使用一个附赠动作进入稳定姿态。只有当你失去知觉时,该姿态才会提前结束。稳定姿态下你的移动速度为0,无法增加,你获得以下增益:\n• 你使用长弓攻击时,不会因为近处敌人具有劣势。\n• 敌人使用武器远程攻击你时具有劣势。\n• 你可以使用你的反应动作,对你周身五尺范围内移动的敌人发动借机攻击。 +Feature/&PowerPathOfTheYeomanBulwarkDescription=你可以使用一个附赠动作进入稳定姿态。只有当你昏迷时,该姿态才会提前结束。稳定姿态下你的移动速度为0,无法增加,你获得以下增益:\n• 你使用长弓攻击时,不会因为近处敌人具有劣势。\n• 敌人使用武器远程攻击你时具有劣势。\n• 你可以使用你的反应动作,对你周身 5 尺范围内移动的敌人发动借机攻击。 Feature/&PowerPathOfTheYeomanBulwarkTitle=筑垒防卫 Feature/&ProficiencyPathOfTheYeomanFletcherDescription=获得铁匠工具熟练项 Feature/&ProficiencyPathOfTheYeomanFletcherTitle=箭匠 -Subclass/&PathOfTheYeomanDescription=沿袭自卫军道途的野蛮人放下了近战武器,转而拿起长弓。他们的力量丝毫不逊于其他道途的野蛮人,他们的箭能射杀最强大的敌人,他们一心一意的专注防御,将本已强大的防御能力提升到了令人难以置信的高度。 +Subclass/&PathOfTheYeomanDescription=沿袭自卫军道途的野蛮人放下了近战武器,转而拿起长弓。他们的力量丝毫不逊于其他道途的野蛮人,他们的箭能射杀最强大的敌人,他们一心一意地专注防御,将本已强大的防御能力提升到了令人难以置信的高度。 Subclass/&PathOfTheYeomanTitle=自卫军道途 Tooltip/&BulwarkConcentration=关闭筑垒防卫 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronCelestial-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronCelestial-zh-CN.txt index 71c897ffc7..f6df172a5d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronCelestial-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronCelestial-zh-CN.txt @@ -1,19 +1,19 @@ Condition/&ConditionBlindedBySearingVengeanceTitle=被灼热的复仇所蒙蔽 -Feature/&BonusCantripCelestialDescription=你学习光亮术圣火术戏法。它们对你来说算作术士戏法,但它们不计入你已知的戏法数量。 +Feature/&BonusCantripCelestialDescription=你习得 光亮术圣火术 戏法。它们对你来说算作邪术师戏法,但它们不计入你已知的戏法数量。 Feature/&BonusCantripCelestialTitle=额外戏法 -Feature/&FeatureSetCelestialRadiantSoulDescription=你与天界的联系使你能够充当光耀能量的管道。你对光耀伤害具有抗性,当你施放一个造成光耀或火焰伤害的法术时,你可以将你的魅力调整值添加到该法术的一次光耀或火焰伤害检定上。 -Feature/&FeatureSetCelestialRadiantSoulTitle=光耀魂灵 -Feature/&PowerCelestialCelestialResistanceDescription=每当你完成短休或长休时,你都会获得临时生命值。这些临时生命值等于 你的术士等级 + 你的魅力调整值。此外,所有原始队伍成员都会获得临时生命值,生命值等于 你的术士等级的一半 + 你的魅力调整值。 +Feature/&FeatureSetCelestialRadiantSoulDescription=你与天界的联系使你能够充当光耀能量的管道。你对光耀伤害具有抗性,当你施放一个造成光耀或火焰伤害的法术时,你可以将你的魅力调整值添加到该法术的一次光耀或火焰伤害骰上。 +Feature/&FeatureSetCelestialRadiantSoulTitle=光耀之魂 +Feature/&PowerCelestialCelestialResistanceDescription=每当你完成短休或长休时,你都会获得临时生命值。这些临时生命值等于 你的邪术师等级 + 你的魅力调整值。此外,所有原始队伍成员都会获得临时生命值,生命值等于 你的邪术师等级的一半 + 你的魅力调整值。 Feature/&PowerCelestialCelestialResistanceTitle=天界抗性 -Feature/&PowerCelestialHealingLightDescription=你获得了引导天界能量来治愈伤口的能力。你有一池 D6 可以用来促进这种治疗。骰子池中的骰子数量等于 1 + 你的术士等级。作为一个附赠动作,你可以使用池中的骰子来治愈 60 英尺内你能看到的一个生物。你一次可以花费的最大骰子数量等于你的魅力调整值(最少 1 个骰子,最多 6 个骰子)。掷出你花费的骰子,将它们加在一起,并恢复等于总数的生命值。当你完成长休后,你的池子会恢复所有消耗的骰子。 +Feature/&PowerCelestialHealingLightDescription=你获得了引导天界能量来治愈伤口的能力。你有一池 D6 可以用来促进这种治疗。骰子池中的骰子数量等于 1 + 你的邪术师等级。作为一个附赠动作,你可以使用池中的骰子来治愈 60 尺内你能看到的一个生物。你一次可以花费的最大骰子数量等于你的魅力调整值(最少 1 个骰子,最多 6 个骰子)。掷出你花费的骰子,将它们加在一起,并恢复等于总数的生命值。当你完成长休后,你的池子会恢复所有消耗的骰子。 Feature/&PowerCelestialHealingLightTitle=治愈之光 -Feature/&PowerCelestialSearingVengeanceDescription=你引导的光耀能量可以让你抵抗死亡。当你必须在回合开始时进行死亡豁免检定时,你可以用一阵光耀能量弹回双脚。你恢复的生命值等于你最大生命值的一半,然后你可以选择站起来。距离你 30 尺内的每个你选择的生物都会受到等于 2d8 + 你的魅力调整值 的光耀伤害,并且会被致盲,直到你的回合结束。一旦使用该能力,直到完成长休后才能再次使用。 -Feature/&PowerCelestialSearingVengeanceTitle=灼热复仇 +Feature/&PowerCelestialSearingVengeanceDescription=你引导的光耀能量可以让你抵抗死亡。当你必须在回合开始时进行死亡豁免检定时,你可以用一阵光耀能量中跃起。你恢复的生命值等于你最大生命值的一半,然后你可以选择站起来。距离你 30 尺内的每个你选择的生物都会受到等于 2d8 + 你的魅力调整值 的光耀伤害,并且会被致盲,直到你的回合结束。一旦使用该特性,直到完成长休后才能再次使用。 +Feature/&PowerCelestialSearingVengeanceTitle=灼光复仇 Feature/&PowerSharedPoolCelestialHealingLightDescription=作为一个附赠动作,你可以使用池中的 {0} 个骰子来治愈 60 尺内你能看到的一个生物。掷出你花费的骰子,将它们加在一起,并恢复等于总数的生命值。当你完成长休后,你的池子会恢复所有消耗的骰子。 Feature/&PowerSharedPoolCelestialHealingLightTitle=治愈之光 {0}D6 Reaction/&UseSearingVengeanceDescription=你恢复等于最大生命值一半的生命值,对 30 尺内的敌人造成等于 2d8 + 你的魅力调整值 的光耀伤害,并使他们致盲。 -Reaction/&UseSearingVengeanceReactDescription=带着一阵光耀能量弹回双脚。 -Reaction/&UseSearingVengeanceReactTitle=灼热复仇 -Reaction/&UseSearingVengeanceTitle=灼热复仇 -Subclass/&PatronCelestialDescription=你的守护神是上层位面的强大存在。你已将自己与远古至高天、太阳、麒麟、独角兽或其他居住在永恒极乐位面的实体联系在一起。你与那个存在的契约让你体验到照亮多元宇宙的圣光的最简单的接触。 +Reaction/&UseSearingVengeanceReactDescription=带着一阵光耀能量中跃起。 +Reaction/&UseSearingVengeanceReactTitle=灼光复仇 +Reaction/&UseSearingVengeanceTitle=灼光复仇 +Subclass/&PatronCelestialDescription=你的守护神是上层位面的强大存在。你已将自己与远古至高天、太阳、麒麟、独角兽或其他居住在永恒极乐位面的存在立下了契约。你与那个存在的契约让你体验到裸身沐浴在照亮多元宇宙的圣光中的独特体验。 Subclass/&PatronCelestialTitle=天界 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt index 8562ca7ab8..bcbc175c62 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronEldritchSurge-zh-CN.txt @@ -1,23 +1,23 @@ Attribute/&TitleLong=通才 Condition/&ConditionPatronEldritchSurgeBlastOverloadDescription=你获得一个额外主要动作,你施展所有的才能不需要消耗魔能点,不需要进行任何检定。 Condition/&ConditionPatronEldritchSurgeBlastOverloadTitle=魔爆超限 -Feature/&BonusCantripsPatronEldritchSurgeBlastExclusiveDescription=你将魔能爆作为额外戏法,其射线的数量改为由你的邪术师等级减去两倍其他职业等级决定,该差每大于等于3,8,13,18,增加一条射线。 +Feature/&BonusCantripsPatronEldritchSurgeBlastExclusiveDescription=你将 魔能爆 作为额外戏法,其射线的数量改为由你的邪术师等级减去两倍其他职业等级决定,该差每大于等于 3, 8, 13, 18,增加一条射线。 Feature/&BonusCantripsPatronEldritchSurgeBlastExclusiveTitle=魔爆掌控 -Feature/&FeaturePatronEldritchSurgeBlastPursuitDescription=当你以魔能爆命中30尺范围内的敌方目标/击杀敌方目标时,额外获得1/射线数点魔能点。 +Feature/&FeaturePatronEldritchSurgeBlastPursuitDescription=当你以魔能爆命中 30 尺范围内的敌方目标/击杀敌方目标时,额外获得 1/射线数 点魔能点。 Feature/&FeaturePatronEldritchSurgeBlastPursuitTitle=魔爆追击 -Feature/&PowerPatronEldritchSurgeBlastOverloadDescription=每次长休一次,你可以用一个自由动作进入超载。直到你的下回合开始,你获得一个额外主要动作,你施展所有的才能时不需要消耗魔能点,不需要进行任何检定,且相应属性值视为提升至22。 +Feature/&PowerPatronEldritchSurgeBlastOverloadDescription=每次长休一次,你可以用一个自由动作进入超限。直到你的下回合开始,你获得一个额外主要动作,你施展所有的才能时不需要消耗魔能点,不需要进行任何检定,且相应属性值视为提升至 22。 Feature/&PowerPatronEldritchSurgeBlastOverloadTitle=魔爆超限 Feature/&PowerPatronEldritchSurgeBlastReloadDescription=如果你以主要动作施展过戏法,则你也可以用附赠动作施展同样的戏法。 Feature/&PowerPatronEldritchSurgeBlastReloadTitle=魔爆重载 -Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntDescription=在使用才能时,你的智力视为10+2*熟练加值。 +Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntDescription=在使用才能时,你的智力视为 10 +2*熟练加值。 Feature/&PowerPatronEldritchSurgeVersatilitySwitchIntTitle=智力 Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneDescription=你的力量/智力/感知获得你所掌握才能数量的加值。 Feature/&PowerPatronEldritchSurgeVersatilitySwitchNoneTitle=通才 -Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=每回合一次,你可以在力量/智力/感知/通才中切换状态。在使用才能时,你所选择的属性值视为提升至10+2*熟练加值;若你选择通才,则你的力量/智力/感知获得你所掌握才能数量的加值。 +Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolDescription=每回合一次,你可以在力量/智力/感知/通才中切换状态。在使用才能时,你所选择的属性值视为提升至 10+2*熟练加值;若你选择通才,则你的力量/智力/感知获得你所掌握才能数量的加值。 Feature/&PowerPatronEldritchSurgeVersatilitySwitchPoolTitle=多才切换 -Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrDescription=在使用才能时,你的力量视为10+2*熟练加值。 +Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrDescription=在使用才能时,你的力量视为 10 +2*熟练加值。 Feature/&PowerPatronEldritchSurgeVersatilitySwitchStrTitle=力量 -Feature/&PowerPatronEldritchSurgeVersatilitySwitchWisDescription=在使用才能时,你的感知视为10+2*熟练加值。 +Feature/&PowerPatronEldritchSurgeVersatilitySwitchWisDescription=在使用才能时,你的感知视为 10 +2*熟练加值。 Feature/&PowerPatronEldritchSurgeVersatilitySwitchWisTitle=感知 Subclass/&PatronEldritchSurgeDescription=你与一神秘存在缔结契约。该存在或许是精妙交织的魔网所涌现的意识,其坚信纯粹的奥能可以产生任何现象,而你将证明这一点。 -Subclass/&PatronEldritchSurgeTitle=魔能狂涌 +Subclass/&PatronEldritchSurgeTitle=魔能潮涌 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronElementalist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronElementalist-zh-CN.txt index 088c9228f9..19812bcb45 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronElementalist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronElementalist-zh-CN.txt @@ -1,4 +1,4 @@ -Feature/&BonusCantripElementalistMinorElementalDescription=你对元素能量的控制已经增加到你现在对较弱元素的支配程度。你可以随意施展召唤次要元素。 +Feature/&BonusCantripElementalistMinorElementalDescription=你对元素能量的控制已经增加到你现在对较弱元素的支配程度。你可以随意施展 次级元素咒唤术 。 Feature/&BonusCantripElementalistMinorElementalTitle=元素仆从 Feature/&ElementalPatronAirPlane=气位面 Feature/&ElementalPatronEarthPlane=土位面 @@ -6,19 +6,19 @@ Feature/&ElementalPatronElementalConditionDescription=每轮第一击造成额 Feature/&ElementalPatronElementalConditionTitle=通灵{0} Feature/&ElementalPatronElementalDamageDescription=引导 {0} 时,每轮第一击造成额外的 {1} 伤害,等同于你的熟练加值。 Feature/&ElementalPatronElementalDamageTitle=元素伤害:{0} -Feature/&ElementalPatronElementalFormDescription=引导 {0} 时,你获得对 {1} 伤害的抵抗力,并将熟练加值作为相同类型的伤害应用到每一轮的首次命中。 -Feature/&ElementalPatronElementalFormEnhancedDescription=引导 {0} 时,你获得对 {1} 的免疫力,并将熟练加值作为相同类型的伤害应用到每一轮的首次命中。 +Feature/&ElementalPatronElementalFormDescription=引导 {0} 时,你获得对 {1} 伤害的抗性,并将熟练加值作为相同类型的伤害应用到每一轮的首次命中。 +Feature/&ElementalPatronElementalFormEnhancedDescription=引导 {0} 时,你获得对 {1} 的免疫,并将熟练加值作为相同类型的伤害应用到每一轮的首次命中。 Feature/&ElementalPatronElementalFormEnhancedTitle=通灵{0} Feature/&ElementalPatronElementalFormTitle={0} Feature/&ElementalPatronFirePlane=火位面 Feature/&ElementalPatronIcePlane=冰位面 -Feature/&FeatureSetElementalistKnowledgeDescription=你对元素的知识已经增加到这样的程度,你现在可以在对元素的能力检定中获得优势,并对元素造成等同于你的知识水平的额外伤害。你不能再被元素迷住或害怕。 +Feature/&FeatureSetElementalistKnowledgeDescription=你对元素的知识已经增加到这样的程度,你现在可以在对元素的技能检定中获得优势,并对元素造成等同于你的知识等级的额外伤害。你不能再被元素魅惑或恐慌。 Feature/&FeatureSetElementalistKnowledgeTitle=元素知识 -Feature/&PowerElementalistElementalEnhancedFormPoolDescription=你可以通过引导元素能量在增强的元素形态之间切换,次数等于你每天的熟练度奖励。你获得对相关伤害的免疫力,并将熟练加值作为相同类型的伤害应用到每轮的第一个法术伤害上。这些表格持续 1 分钟。 +Feature/&PowerElementalistElementalEnhancedFormPoolDescription=你可以通过引导元素能量在增强的元素形态之间切换,次数等于你每天的熟练加值。你获得对相关伤害的免疫,并将熟练加值作为相同类型的伤害应用到每轮的第一个法术伤害上。该形态持续 1 分钟。 Feature/&PowerElementalistElementalEnhancedFormPoolTitle=增强元素形态 -Feature/&PowerElementalistElementalFormPoolDescription=通过引导元素能量,你可以在元素形态之间切换的次数等于你每次长休的熟练加值。你获得对相关伤害的抵抗力,并且每回合一次,将你的熟练加值作为相同类型的伤害应用于该回合造成的第一个法术伤害。这些表格持续 1 分钟。 +Feature/&PowerElementalistElementalFormPoolDescription=通过引导元素能量,你可以在元素形态之间切换的次数等于你每次长休的熟练加值。你获得对相关伤害的抗性,并且每回合一次,将你的熟练加值作为相同类型的伤害应用于该回合造成的第一个法术伤害。该形态持续 1 分钟。 Feature/&PowerElementalistElementalFormPoolTitle=元素形态 Feedback/&AdditionalDamageElementalDamageFormat=元素伤害 Feedback/&AdditionalDamageElementalDamageLine=元素形态给予额外伤害 Subclass/&PatronElementalistDescription=你已经与存在于元素位面的原始生物订立了契约,并被它们改变了。守护神的元素混沌充满了你的灵魂,让你可以使用不同元素类型的力量。 -Subclass/&PatronElementalistTitle=元素使者 +Subclass/&PatronElementalistTitle=元素使 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt index c6cbbab0e3..b2e6ab4b1c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMoonlitScion-zh-CN.txt @@ -2,27 +2,27 @@ Feature/&AttributeModifierMoonlitScionLunarRadianceEnemyDescription=AC 受到 Feature/&AttributeModifierMoonlitScionLunarRadianceEnemyTitle=月光 Feature/&FeatureMoonlitScionLunarEmbraceDescription=你的月亮斗篷的伤害增加到 2d8。此外,每当你召唤斗篷时,你在斗篷持续时间内获得的飞行速度等于你的行走速度。 Feature/&FeatureMoonlitScionLunarEmbraceTitle=月之拥抱 -Feature/&FeatureSetMoonlitScionLunarCloakDescription=您可以使用奖励动作召唤光明或黑暗斗篷,获得以下好处之一,持续一分钟:\n满月:您在 15 英尺半径内发出明亮的光芒,并在另外 15 英尺半径内发出昏暗的光芒你周围的半径并获得月球辐射力。进行近战法术攻击。一旦命中,该生物会受到 1d8 光辉伤害,并且 AC 受到 –1 惩罚,直到你的下一回合结束。\n新月:你被非魔法的黑暗所遮蔽。如果您移动到处于昏暗或明亮光线下的图块,您将被视为处于非魔法黑暗中,并获得月亮寒冷力量。进行近战法术攻击。击中时,该生物会受到 1d8 点冰冷伤害,并受到阻碍,直到你的下一回合结束。 +Feature/&FeatureSetMoonlitScionLunarCloakDescription=你可以使用附赠动作召唤光明或黑暗斗篷,获得以下好处之一,持续一分钟:\n满月:你在 15 尺半径内发出明亮光照,并在你周围另外 15 尺半径范围内发出微光光照并获得月球辐射力。对它进行近战法术攻击,一旦命中,该生物会受到 1d8 光耀伤害,并且护甲等级受到 –1 惩罚,直到你的下一回合结束。\n新月:你被非魔法的黑暗所遮蔽。如果你移动到处于微光或明亮光照下的空间,你将被视为处于非魔法黑暗中,并获得月之寒气。进行近战法术攻击。击中时,该生物会受到 1d8 点冷冻伤害,并受到阻碍,直到你的下一回合结束。 Feature/&FeatureSetMoonlitScionLunarCloakTitle=月亮斗篷 -Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=当满月斗篷激活时,你可以抵抗辐射伤害;当新月斗篷激活时,你可以抵抗寒冷伤害。如果您还没有学习月光法术,您也可以学习。你可以在每次长时间休息时施放一次,而无需在你的最高等级上扩展法术位。当你以这种方式施放月光时,你会获得相当于术士等级的临时生命值,持续一分钟,并且受到伤害不会破坏你对该法术的专注。 +Feature/&FeatureSetMoonlitScionMidnightBlessingDescription=当满月斗篷激活时,你可以抵抗黯蚀伤害;当新月斗篷激活时,你可以抵抗冷冻伤害。如果你还没有习得 月华之光 法术,你可以学习。你可以在每次长休时施放一次,而无需你的最高环阶法术位。当你以这种方式施放 月华之光 时,你会获得相当于邪术师等级的临时生命值,持续一分钟,并且受到伤害不会破坏你对该法术的专注。 Feature/&FeatureSetMoonlitScionMidnightBlessingTitle=午夜祝福 Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceDescription=你获得的飞行速度等于你的步行速度 Feature/&MovementAffinityMoonlitScionFullMoonLunarEmbraceTitle=月之拥抱 -Feature/&PowerMoonlitScionFullMoonDescription=您在 15 英尺半径范围内发出明亮的光线,并在您周围另外 15 英尺半径范围内发出昏暗的光线。当你召唤它时,作为你后续每个回合的奖励动作,你可以使用你的奖励动作暂时扩大你斗篷的覆盖范围,并用月光接触你周围 30 英尺内的敌对生物。对它进行近战法术攻击。一旦命中,该生物会受到 1d8 光辉伤害,并且 AC 受到 –1 惩罚,直到你的下回合结束。 +Feature/&PowerMoonlitScionFullMoonDescription=你在 15 尺半径范围内发出明亮光照,并在你周围另外 15 尺半径范围内发出微光光照。当你召唤它时,作为你后续每个回合的附赠动作,你可以使用你的附赠动作暂时扩大你斗篷的覆盖范围,并用月光接触你周围 30 尺内的敌对生物。对它进行近战法术攻击,一旦命中,该生物会受到 1d8 光耀伤害,并且护甲等级受到 –1 惩罚,直到你的下回合结束。 Feature/&PowerMoonlitScionFullMoonTitle=满月 -Feature/&PowerMoonlitScionLunarChillDescription=你可以暂时扩展你的斗篷的范围,并用月之寒气接触到你 30 英尺内的敌对生物。对它进行近战法术攻击。击中时,该生物会受到 1d8 点冰冷伤害,并受到阻碍,直到你的下一回合结束。 -Feature/&PowerMoonlitScionLunarChillTitle=月寒 -Feature/&PowerMoonlitScionLunarRadianceDescription=你可以暂时扩展你的斗篷的覆盖范围,并用月光接触到你周围 30 英尺内的敌对生物。对它进行近战法术攻击。一旦命中,该生物会受到 1d8 光辉伤害,并且 AC 受到 –1 惩罚,直到你的下回合结束。 +Feature/&PowerMoonlitScionLunarChillDescription=你可以暂时扩展你的斗篷的范围,并用月之寒气接触到你 30 尺内的敌对生物。对它进行近战法术攻击,一旦命中,该生物会受到 1d8 点冷冻伤害,并受到阻碍,直到你的下一回合结束。 +Feature/&PowerMoonlitScionLunarChillTitle=月之寒气 +Feature/&PowerMoonlitScionLunarRadianceDescription=你可以暂时扩展你的斗篷的覆盖范围,并用月光接触到你周围 30 尺内的敌对生物。对它进行近战法术攻击。一旦命中,该生物会受到 1d8 光耀伤害,并且 AC 受到 –1 惩罚,直到你的下回合结束。 Feature/&PowerMoonlitScionLunarRadianceTitle=月光 -Feature/&PowerMoonlitScionMidnightBlessingDescription=你可以将月光作为一种力量施放,每次长时间休息一次,而无需在你的最高等级上扩展法术位。当你以这种方式施放月光时,你会获得相当于术士等级的临时生命值,持续一分钟,并且受到伤害不会破坏你对该法术的专注。 +Feature/&PowerMoonlitScionMidnightBlessingDescription=你可以将 月华之光 作为一种力量施放,每次长休一次,而无需你的最高环阶法术位。当你以这种方式施放 月华之光 时,你会获得相当于邪术师等级的临时生命值,持续一分钟,并且受到伤害不会破坏你对该法术的专注。 Feature/&PowerMoonlitScionMidnightBlessingTitle=午夜祝福 -Feature/&PowerMoonlitScionMoonlightGuiseDescription=每当一个生物对你造成伤害时,你可以利用你的反应来隐形,直到你的下一个回合结束。每次短暂休息时您可以使用此功能一次。 +Feature/&PowerMoonlitScionMoonlightGuiseDescription=每当一个生物对你造成伤害时,你可以利用你的反应来隐形,直到你的下一个回合结束。每次短休时你可以使用此特性一次。 Feature/&PowerMoonlitScionMoonlightGuiseTitle=月光伪装 -Feature/&PowerMoonlitScionNewMoonDescription=你在非魔法黑暗中被遮挡,并获得高达 30 英尺的黑暗视觉。如果你移动到处于昏暗或明亮光线下的图块,你将被视为处于非魔法黑暗中。当你召唤它时,作为你随后每个回合的奖励动作,你可以使用你的奖励动作暂时扩大你斗篷的触及范围,并用月光之寒接触你周围 30 英尺内的敌对生物。对它进行近战法术攻击。击中时,该生物会受到 1d8 点冰冷伤害,并受到阻碍,直到你的下一回合结束。 +Feature/&PowerMoonlitScionNewMoonDescription=你在非魔法黑暗中被遮挡,并获得高达 30 尺的黑暗视觉。如果你移动到处于微光或明亮光照下的空间,你将被视为处于非魔法黑暗中。当你召唤它时,作为你随后每个回合的附赠动作,你可以使用你的附赠动作暂时扩大你斗篷的触及范围,并用月之寒气接触你周围 30 尺内的敌对生物。对它进行近战法术攻击。击中时,该生物会受到 1d8 点冷冻伤害,并受到阻碍,直到你的下一回合结束。 Feature/&PowerMoonlitScionNewMoonTitle=新月 -Reaction/&UseMoonlightGuiseDescription=你可以变得隐身,直到下一个回合结束。 +Reaction/&UseMoonlightGuiseDescription=你可以变得隐形,直到下一个回合结束。 Reaction/&UseMoonlightGuiseReactDescription=变得隐形。 Reaction/&UseMoonlightGuiseReactTitle=月光伪装 Reaction/&UseMoonlightGuiseTitle=月光伪装 -Subclass/&PatronMoonlitScionDescription=你的守护神是月亮之灵,一个体现光明与黑暗循环本质的实体。这些神灵寻求维持夜空中月亮的力量,同时阻止那些追踪黑暗的亵渎力量,并赋予他们的术士同样的任务,让他们能够指挥月亮的力量及其影响。 -Subclass/&PatronMoonlitScionTitle=月光下 +Subclass/&PatronMoonlitScionDescription=你的守护神是月亮之灵,一个体现光明与黑暗循环本质的实体。这些神灵寻求维持夜空中月亮的力量,同时阻止那些追踪黑暗的亵渎力量,并赋予他们的邪术师同样的任务,让他们能够指挥月亮的力量及其影响。 +Subclass/&PatronMoonlitScionTitle=月夜 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMountain-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMountain-zh-CN.txt index 07dd091b2d..407b5616d4 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMountain-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronMountain-zh-CN.txt @@ -1,18 +1,20 @@ -Feature/&FeatureSetPatronMountainIceboundSoulDescription=获得对寒冷伤害的免疫力。当你在你的回合中第一次攻击敌人时,他们必须对你的术士法术 DC 进行一次体质豁免检定,否则就会失明直到下个回合结束。 +Feature/&FeatureSetPatronMountainEternalGuardianDescription=你可以使用你的岩石屏障特性,次数等于你的魅力调整值,短休后回复。 +Feature/&FeatureSetPatronMountainEternalGuardianTitle=永恒守卫 +Feature/&FeatureSetPatronMountainIceboundSoulDescription=获得对冷冻伤害的免疫。当你在你的回合中第一次攻击敌人时,他们必须对你的邪术师法术 DC 进行一次体质豁免检定,否则就会失明直到下个回合结束。 Feature/&FeatureSetPatronMountainIceboundSoulTitle=冰封魂灵 -Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=精通自然和生存。获得山地地形偏好。 +Feature/&FeatureSetPatronMountainKnowledgeOfAeonsDescription=获得自然和求生熟练项。获得山地地形偏好。 Feature/&FeatureSetPatronMountainKnowledgeOfAeonsTitle=万古知识 -Feature/&PowerPatronMountainBarrierOfStoneDescription=当你 30 尺内的盟友受到伤害时,你可以使用你的反应来减少伤害,减少伤害值等于两倍你的邪术士等级加上你的魅力调整值。你可以使用该能力的次数等于你的魅力调整值,长休后回复。 +Feature/&PowerPatronMountainBarrierOfStoneDescription=当你 30 英尺内的盟友受到攻击时,你可以使用你的反应来减少伤害,伤害值等于你的术士等级的两倍加上你的魅力调整值。你可以使用该力量的次数等于你每次长休息的魅力调整值。 Feature/&PowerPatronMountainBarrierOfStoneTitle=岩石屏障 -Feature/&PowerPatronMountainClingingStrengthDescription=你可以在你的回合使用一个附赠动作,让你自己或你周围 5 尺内的盟友获得大步奔行和蛛行术的好处,持续 1 小时(无需专职)。一旦你使用了这个能力,你就不能再次使用它,直到你完成短休或长休。 +Feature/&PowerPatronMountainClingingStrengthDescription=你可以在你的回合使用一个附赠动作,让你自己或你周围 5 尺内的盟友获得 大步奔行蛛行术 的好处,无需专注持续 1 小时。一旦你使用了这个特性,你就不能再次使用它,直到你完成短休或长休。 Feature/&PowerPatronMountainClingingStrengthTitle=攀附之力 -Feature/&PowerPatronMountainEternalGuardianDescription=你可以使用你的岩石屏障能力,次数等于你的魅力调整值,短休后回复。 -Feature/&PowerPatronMountainEternalGuardianTitle=永恒守卫 -Feature/&PowerPatronMountainTheMountainWakesDescription=你可以施展多次四环冰风暴,次数等于你的熟练加值,长休后回复。 +Feature/&PowerPatronMountainEternalGuardianDescription=当你 30 英尺内的盟友受到攻击时,你可以使用你的反应来减少伤害,伤害值等于你的术士等级的两倍加上你的魅力调整值。你可以使用该力量的次数等于每次短暂休息时你的魅力调整值。 +Feature/&PowerPatronMountainEternalGuardianTitle=石头屏障 +Feature/&PowerPatronMountainTheMountainWakesDescription=你可以施展多次四环 冰风暴 ,次数等于你的熟练加值,长休后回复。 Feature/&PowerPatronMountainTheMountainWakesTitle=山岭复苏 -Reaction/&UseBarrierOfStoneDescription=一名盟友遭到袭击。你可以将伤害减少两倍你的邪术士等级加上你的魅力调整值。 +Reaction/&UseBarrierOfStoneDescription=一名盟友遭到袭击。你可以将伤害减少两倍你的邪术师等级加上你的魅力调整值。 Reaction/&UseBarrierOfStoneReactDescription=减少伤害。 Reaction/&UseBarrierOfStoneReactTitle=岩石屏障 Reaction/&UseBarrierOfStoneTitle=岩石屏障 -Subclass/&PatronMountainDescription=你已经与居住在索拉斯塔最高山脉顶上的一个古老的原始存在签订了契约。这些存在渴望一个更简单的时代,届时凡人让它们在云层之上长眠,不再建造城市,不再开采矿石。他们的邪术师蔑视文明的工具,召唤山脉的力量来保护他们的同伴并击倒他们的敌人。 +Subclass/&PatronMountainDescription=你已经与居住在索拉斯塔最高山脉顶上的一个古老的原始存在签订了契约。这些存在渴望一个更淳朴的时代,届时凡人让它们在云层之上长眠,不再建造城市,不再开采矿石。他们的邪术师蔑视文明的工具,召唤山脉的力量来保护他们的同伴并击倒他们的敌人。 Subclass/&PatronMountainTitle=山岭 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronRiftWalker-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronRiftWalker-zh-CN.txt index 9e4339e4c2..a5a482d98f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronRiftWalker-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronRiftWalker-zh-CN.txt @@ -1,22 +1,22 @@ -Condition/&ConditionRiftWalkerRiftCloakDescription=你对所有类型的伤害都有抵抗力。 +Condition/&ConditionRiftWalkerRiftCloakDescription=你对所有类型的伤害都有抗性。 Condition/&ConditionRiftWalkerRiftCloakTitle=由裂隙斗篷守护 -Feature/&ConditionAffinityRiftWalkerRestrainedImmunityDescription=你不能被约束。 -Feature/&ConditionAffinityRiftWalkerRestrainedImmunityTitle=裂谷自由 -Feature/&DamageAffinityRiftWalkerFadeIntoTheVoidDescription=当你的生命值减少到 0 点但没有被彻底杀死时,你的生命值会下降到 1 点,同时你会短暂地淡入虚空以减轻伤害。每次长时间休息可以使用此功能一次。 +Feature/&ConditionAffinityRiftWalkerRestrainedImmunityDescription=你不能被束缚。 +Feature/&ConditionAffinityRiftWalkerRestrainedImmunityTitle=自由裂隙 +Feature/&DamageAffinityRiftWalkerFadeIntoTheVoidDescription=当你的生命值减少到 0 点但没有被彻底杀死时,你的生命值会下降到 1 点,同时你会短暂地淡入虚空以减轻伤害。每次长休可以使用此特性一次。 Feature/&DamageAffinityRiftWalkerFadeIntoTheVoidTitle=淡入虚空 -Feature/&PowerRiftWalkerBlinkDescription=作为奖励动作,你会从当前的存在位面消失,防止所有伤害。在你的下一个回合开始时,你会回到你消失的空间。每次长时间休息您可以使用此功能两次。 -Feature/&PowerRiftWalkerBlinkTitle=眨 -Feature/&PowerRiftWalkerRiftCloakDescription=你对裂隙门户的控制已经增加到你现在可以将裂隙的保护授予他人的程度。你可以随意施放守卫羁绊(不分摊伤害)。 -Feature/&PowerRiftWalkerRiftCloakTitle=裂隙披风 -Feature/&PowerRiftWalkerRiftPortalDescription=短暂地被裂痕能量包围后,你传送到一个无人居住的空间。现在,你可以在传送时携带一名盟友,并且传送范围显着增加。每次短暂休息时您可以使用此功能一次。 -Feature/&PowerRiftWalkerRiftPortalTitle=裂谷传送门 -Feature/&PowerRiftWalkerRiftStepDescription=短暂地被世界之间的虚空能量所包围,你传送到 30 英尺外一个你能看到的无人居住的空间。每次短暂休息时您可以使用此功能一次。 -Feature/&PowerRiftWalkerRiftStepTitle=裂谷步 -Feature/&PowerRiftWalkerRiftStrikeDescription=当受到近战攻击伤害时,你可以利用你的反应来创建一个传送门,将攻击者从你的存在位面驱逐1轮。每次短暂休息时您可以使用此功能一次。 -Feature/&PowerRiftWalkerRiftStrikeTitle=裂谷打击 +Feature/&PowerRiftWalkerBlinkDescription=使用一个附赠动作,你会从当前的存在位面消失,防止所有伤害。在你的下一个回合开始时,你会回到你消失的空间。每次长休你可以使用此特性两次。 +Feature/&PowerRiftWalkerBlinkTitle=闪现 +Feature/&PowerRiftWalkerRiftCloakDescription=使用一个主要动作,你现在对裂隙传送门的控制已经增强到可以为你能看到的盟友提供对所有伤害类型的抗性。每次长休时你可以使用此特性一次。 +Feature/&PowerRiftWalkerRiftCloakTitle=裂隙斗篷 +Feature/&PowerRiftWalkerRiftPortalDescription=使用一个附赠动作,你传送到一个无人居住的空间,并且你可以携带一名盟友。每次短休时你可以使用此特性一次。 +Feature/&PowerRiftWalkerRiftPortalTitle=裂隙传送门 +Feature/&PowerRiftWalkerRiftStepDescription=短暂地被世界之间的虚空能量所包围,你传送到 30 尺外一个你能看到的无人居住的空间。每次短休时你可以使用此特性一次。 +Feature/&PowerRiftWalkerRiftStepTitle=裂隙步 +Feature/&PowerRiftWalkerRiftStrikeDescription=当受到近战攻击伤害时,你可以利用你的反应来创建一个传送门,将攻击者从你的存在位面放逐 1 轮。每次短休时你可以使用此特性一次。 +Feature/&PowerRiftWalkerRiftStrikeTitle=裂隙打击 Reaction/&SpendPowerPowerRiftWalkerRiftStrikeDescription=将攻击者从你的存在位面放逐 1 轮。 -Reaction/&SpendPowerPowerRiftWalkerRiftStrikeReactDescription=驱逐攻击者。 -Reaction/&SpendPowerPowerRiftWalkerRiftStrikeReactTitle=裂谷打击 -Reaction/&SpendPowerPowerRiftWalkerRiftStrikeTitle=裂谷打击 -Subclass/&PatronRiftWalkerDescription=你的赞助人是将世界之间的虚空称为家园的稀有生物之一。他们轻松地在位面之间滑动,而你从与他们互动中获得的知识允许你利用挥之不去的裂谷能量在 solasta 中为你带来好处。有时你可能会充满对你赞助人遥远国度的渴望,渴望在余下的日子里在维度之间徘徊,或者观察另一个裂谷事件的迹象,以阻止或鼓励。 +Reaction/&SpendPowerPowerRiftWalkerRiftStrikeReactDescription=放逐攻击者。 +Reaction/&SpendPowerPowerRiftWalkerRiftStrikeReactTitle=裂隙打击 +Reaction/&SpendPowerPowerRiftWalkerRiftStrikeTitle=裂隙打击 +Subclass/&PatronRiftWalkerDescription=你的宗主是将世界之间的虚空称为家园的稀有生物之一。他们轻松地在位面之间滑动,而你从与他们互动中获得的知识允许你利用挥之不去的裂隙能量在索拉斯塔中为你带来好处。有时你可能会充满对你宗主遥远国度的渴望,渴望在余下的日子里在维度之间徘徊,或者观察另一个裂隙事件的迹象,以便将其阻止或促成。 Subclass/&PatronRiftWalkerTitle=裂隙行者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt index 8034be1f73..32f15d7fcb 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/PatronSoulBlade-zh-CN.txt @@ -1,20 +1,20 @@ -Condition/&ConditionSoulBladeHexDefenderDescription=被灵魂魔咒诅咒。 -Condition/&ConditionSoulBladeHexDefenderTitle=灵魂魔咒 +Condition/&ConditionSoulBladeHexDefenderDescription=被灵魂巫咒诅咒。 +Condition/&ConditionSoulBladeHexDefenderTitle=灵魂巫咒 Condition/&ConditionSoulBladeSummonPactWeaponDescription=你召唤了一件精神契约武器。 Condition/&ConditionSoulBladeSummonPactWeaponTitle=精神契约武器 -Feature/&AttackModifierSoulBladeEmpowerWeaponDescription=你可以用灵魂赋予武器力量。它算作魔法并使用魅力修正来进行攻击和伤害检定。 +Feature/&AttackModifierSoulBladeEmpowerWeaponDescription=你可以用灵魂赋予武器力量。它算作魔法并使用魅力调整值来进行攻击和伤害检定。 Feature/&AttackModifierSoulBladeEmpowerWeaponTitle=灵魂赋能 -Feature/&FeatureSetSoulBladeMasterHexDescription=现在,你可以在每次短暂休息时使用灵魂妖术两次,并且如果原始目标被杀死,你可以使用奖励动作将妖术应用于距离你 30 英尺内的另一个生物。 -Feature/&FeatureSetSoulBladeMasterHexTitle=灵魂魔咒大师 -Feature/&PowerSoulBladeHexDescription=你可以诅咒 30 英尺内你能看到的一个生物一分钟。生效期间:\n• 你将你的熟练加值加到对被诅咒生物的伤害上。\n• 你对被诅咒生物的致命威胁范围增加 1。\n• 你恢复的生命值等于你的术士等级 +当被诅咒的生物死亡时你的魅力调整值。 -Feature/&PowerSoulBladeHexTitle=灵魂魔咒 -Feature/&PowerSoulBladeSoulShieldDescription=你可以利用灵魂的力量来保护自己。作为反应,你的护甲等级可以获得+5,直到你的下一回合开始。每次短暂休息时您可以使用此功能一次。 +Feature/&FeatureSetSoulBladeMasterHexDescription=现在,你可以在每次短休时使用灵魂巫咒两次,并且如果原始目标被杀死,你可以使用附赠动作将巫咒应用于距离你 30 尺内的另一个生物。 +Feature/&FeatureSetSoulBladeMasterHexTitle=灵魂巫咒大师 +Feature/&PowerSoulBladeHexDescription=你可以诅咒 30 尺内你能看到的一个生物一分钟。生效期间:\n• 你将你的熟练加值加到对被诅咒生物的伤害上。\n• 你对被诅咒生物的致命威胁范围增加 1。\n• 你恢复的生命值等于你的邪术师等级 +当被诅咒的生物死亡时你的魅力调整值。 +Feature/&PowerSoulBladeHexTitle=灵魂巫咒 +Feature/&PowerSoulBladeSoulShieldDescription=你可以利用灵魂的力量来保护自己。作为反应,你的护甲等级可以获得 +5,直到你的下一回合开始。每次短休时您可以使用此特性一次。 Feature/&PowerSoulBladeSoulShieldTitle=灵魂之盾 -Feature/&PowerSoulBladeSummonPactWeaponDescription=你可以通过一个自由动作从你的契约中召唤出一种精神形态的武器,持续一分钟。作为奖励动作,你可以根据需要指挥武器攻击你的敌人。武器每次攻击前都会移动 20 英尺。该武器击中时造成 1d8 + 魅力力伤害。该伤害在 10 级时增加到 2d8,在 14 级时增加到 3d8。 +Feature/&PowerSoulBladeSummonPactWeaponDescription=你可以通过一个自由动作从你的契约中召唤出一种精神形态的武器,持续一分钟。作为附赠动作,你可以根据需要指挥武器攻击你的敌人。武器每次攻击前都会移动 20 尺。该武器击中时造成 1d8 + 魅力调整值 点力场伤害。该伤害在 10 级时提升至 2d8,在 14 级时提升至 3d8。 Feature/&PowerSoulBladeSummonPactWeaponTitle=灵契武器 -Feedback/&AdditionalDamageHexFormat=灵魂魔咒! -Feedback/&AdditionalDamageHexLine={0} 个灵魂魔咒 {1} (+{2}) -Proxy/&ProxyPactWeaponDescription=精神契约武器,击中时造成 1d8 + 魅力力伤害。该伤害在 10 级时增加到 2d8,在 14 级时增加到 3d8。 +Feedback/&AdditionalDamageHexFormat=灵魂巫咒! +Feedback/&AdditionalDamageHexLine={0} 个灵魂巫咒 {1} (+{2}) +Proxy/&ProxyPactWeaponDescription=精神契约武器,击中时造成 1d8 + 魅力调整值 点力场伤害。该伤害在 10 级时提升至 2d8,在 14 级时提升至 3d8。 Proxy/&ProxyPactWeaponTitle=精神契约武器 -Subclass/&PatronSoulBladeDescription=你与一件有感知力的武器达成了交易,你用它来喂养灵魂以换取力量。 +Subclass/&PatronSoulBladeDescription=你与一件智能武器达成了交易,你用灵魂来喂养它以换取力量。 Subclass/&PatronSoulBladeTitle=魂刃 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerArcanist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerArcanist-zh-CN.txt index 47090019f5..c0b28d12a9 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerArcanist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerArcanist-zh-CN.txt @@ -1,14 +1,14 @@ -Condition/&ConditionMarkedByArcanistDescription=当施法者用武器攻击击中时,印记会爆炸,对受影响的人造成 1d6 力场伤害并摧毁印记。从第 11 级开始,你的奥术爆炸造成的伤害增加到 2d6。 +Condition/&ConditionMarkedByArcanistDescription=当施法者用武器攻击击中时,印记会爆炸,对受影响的人造成 1d6 力场伤害并摧毁印记。从第 11 级开始,你的奥术爆炸造成的伤害提升至 2d6。 Condition/&ConditionMarkedByArcanistTitle=奥术师印记 Feature/&AdditionalDamageArcanistArcaneDetonationDescription=从第 3 级开始,你为你的武器注入了奥术力量。被你的攻击击中的生物会受到奥术师印记的影响。 Feature/&AdditionalDamageArcanistArcaneDetonationTitle=奥术爆炸 -Feature/&AdditionalDamageArcanistArcaneDetonationUpgradeDescription=从第 11 级开始,你的奥术爆炸造成的伤害增加到 2d6。 +Feature/&AdditionalDamageArcanistArcaneDetonationUpgradeDescription=从第 11 级开始,你的奥术爆炸造成的伤害提升至 2d6。 Feature/&AdditionalDamageArcanistArcaneDetonationUpgradeTitle=高级奥术爆炸 Feature/&AutoPreparedSpellsArcanistDescription=你获得被视为游侠法术的奖励法术,它们总是准备就绪并且不计入你知道的游侠法术数量:\n{0}\n\n Feature/&AutoPreparedSpellsArcanistTitle=奥术师奖励法术 -Feature/&MagicAffinityRangerArcanistDescription=你擅长在战斗中施展法术,并且即使你的双手都拿着武器或盾牌,也可以施展需要动作成分的法术。 +Feature/&MagicAffinityRangerArcanistDescription=你擅长在战斗中施展法术,并且即使你的双手都拿着武器或盾牌,也可以施展需要姿势成分的法术。 Feature/&MagicAffinityRangerArcanistTitle=奥术战斗训练 -Feature/&PowerArcanistArcanePulseDescription=从第 7 级开始,你可以在 30 尺范围内引发奥术能量爆发。冲击点 15 尺内的敌对生物受到 4d8 伤害并获得奥术师印记。每次长休你可以使用此能力的次数等于你的感知调整值。在 15 级时,你的奥术脉冲伤害增加到 8d8。 +Feature/&PowerArcanistArcanePulseDescription=从第 7 级开始,你可以在 30 尺范围内引发奥术能量爆发。冲击点 15 尺内的敌对生物受到 4d8 伤害并获得奥术师印记。每次长休你可以使用此能力的次数等于你的感知调整值。在 15 级时,你的奥术脉冲伤害提升至 8d8。 Feature/&PowerArcanistArcanePulseTitle=奥术脉冲 Feedback/&AdditionalDamageArcanistMarkFormat=奥术师印记! Feedback/&AdditionalDamageArcanistMarkLine=奥术师印记引爆并对目标造成额外伤害! diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerGloomStalker-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerGloomStalker-zh-CN.txt index 7e7f687719..a14a5217e8 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerGloomStalker-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerGloomStalker-zh-CN.txt @@ -1,20 +1,20 @@ -Feature/&AttributeModifierRangerGloomStalkerDreadAmbusherDescription=你可以给自己的主动掷骰奖励相当于你的感知调整值。在每次战斗的第一个回合开始时,你的步行速度增加 10 英尺,持续到该回合结束。如果你在该回合采取攻击行动,你可以进行一次额外的武器攻击。下一次攻击时,目标会受到武器伤害类型的额外 1d8 点伤害。 -Feature/&AttributeModifierRangerGloomStalkerDreadAmbusherTitle=恐惧伏击者 -Feature/&AutoPreparedSpellsRangerGloomStalkerDescription=您获得的额外法术被视为游侠法术,它们始终是准备好的,并且不计入您已知的游侠法术数量:\n{0}\n\n -Feature/&AutoPreparedSpellsRangerGloomStalkerTitle=幽暗追猎者奖励法术 -Feature/&FeatureRangerGloomStalkerShadowyDodgeDescription=每当一个生物即将攻击你时,你可以利用你的反应使该生物以不利的方式重投攻击。 -Feature/&FeatureRangerGloomStalkerShadowyDodgeTitle=暗影道奇 +Feature/&AttributeModifierRangerGloomStalkerDreadAmbusherDescription=你的先攻检定获得等同于你感知调整值的加值。在每次战斗的第一个回合开始时,你的步行速度增加 10 尺,持续到该回合结束。如果你在该回合进行攻击动作,你可以进行一次额外的武器攻击。下一次攻击时,目标会受到武器伤害类型的额外 1d8 点伤害。 +Feature/&AttributeModifierRangerGloomStalkerDreadAmbusherTitle=恐惧伏击 +Feature/&AutoPreparedSpellsRangerGloomStalkerDescription=你获得的额外法术被视为游侠法术,它们始终是准备好的,并且不计入你已知的游侠法术数量:\n{0}\n\n +Feature/&AutoPreparedSpellsRangerGloomStalkerTitle=幽域追踪者奖励法术 +Feature/&FeatureRangerGloomStalkerShadowyDodgeDescription=每当一个生物即将攻击你时,你可以利用你的反应使该生物以劣势的情况重投攻击检定。 +Feature/&FeatureRangerGloomStalkerShadowyDodgeTitle=幽影回避 Feature/&FeatureRangerGloomStalkerStalkersFlurryDescription=在你的每个回合中,当你未命中武器攻击时,你会自动重新尝试对同一目标进行攻击。 -Feature/&FeatureRangerGloomStalkerStalkersFlurryTitle=追猎者的乱舞 -Feature/&FeatureRangerGloomStalkerUmbralSightDescription=你获得 60 英尺范围内的黑暗视觉。如果你已经有黑暗视觉,它的范围会增加 30 英尺。当你处于自然黑暗中时,生物无法使用它们的黑暗视觉来感知你。 -Feature/&FeatureRangerGloomStalkerUmbralSightTitle=暗影视线 -Feature/&FeatureSetRangerGloomStalkerIronMindDescription=你已经磨练了抵抗猎物改变思想的能力的能力。你获得智力、感知或魅力豁免检定的熟练程度。 +Feature/&FeatureRangerGloomStalkerStalkersFlurryTitle=追猎如风 +Feature/&FeatureRangerGloomStalkerUmbralSightDescription=你获得 60 尺范围内的黑暗视觉。如果你已经有黑暗视觉,它的范围会增加 30 尺。当你处于自然黑暗中时,生物无法使用它们的黑暗视觉来察觉你。 +Feature/&FeatureRangerGloomStalkerUmbralSightTitle=阴影视野 +Feature/&FeatureSetRangerGloomStalkerIronMindDescription=你已经磨练了抵抗猎物改变思想的能力的能力。你获得智力、感知或魅力豁免检定的熟练项。 Feature/&FeatureSetRangerGloomStalkerIronMindTitle=钢铁意志 -Feedback/&AdditionalDamageDreadAmbusherFormat=恐惧伏击者 -Feedback/&AdditionalDamageDreadAmbusherLine=恐惧伏击者造成额外 +{2} 伤害! -Reaction/&CustomReactionShadowyDodgeDescription=一个生物即将攻击你!你可以利用你的反应来使其在不利的情况下重新滚动。 -Reaction/&CustomReactionShadowyDodgeReactDescription=力劣势。 +Feedback/&AdditionalDamageDreadAmbusherFormat=恐惧伏击 +Feedback/&AdditionalDamageDreadAmbusherLine=恐惧伏击造成额外 +{2} 伤害! +Reaction/&CustomReactionShadowyDodgeDescription=一个生物即将攻击你!你可以利用你的反应来使其在劣势的情况下重投攻击检定。 +Reaction/&CustomReactionShadowyDodgeReactDescription=强迫劣势。 Reaction/&CustomReactionShadowyDodgeReactTitle=花费 -Reaction/&CustomReactionShadowyDodgeTitle=暗影道奇 -Subclass/&RangerGloomStalkerDescription=幽暗追猎者栖息在最黑暗的地方:地底深处、阴暗的小巷、原始森林以及任何光线暗淡的地方。大多数人进入这些地方都会感到惶恐不安,但幽暗追猎者却大胆地冒险进入黑暗,试图在威胁到达更广阔的世界之前对其进行伏击。这样的游侠经常出现在幽暗地域中,但他们会去任何邪恶潜伏在阴影中的地方。 -Subclass/&RangerGloomStalkerTitle=幽暗追猎者 +Reaction/&CustomReactionShadowyDodgeTitle=幽影回避 +Subclass/&RangerGloomStalkerDescription=幽域追踪者栖息在最黑暗的地方:地底深处、阴暗的小巷、原始森林以及任何光线暗淡的地方。大多数人进入这些地方都会感到惶恐不安,但幽域追踪者却大胆地冒险进入黑暗,试图在威胁到达更广阔的世界之前对其进行伏击。这样的游侠经常出现在幽暗地域中,但他们会去任何邪恶潜伏在阴影中的地方。 +Subclass/&RangerGloomStalkerTitle=幽域追踪者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerHellWalker-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerHellWalker-zh-CN.txt index 72c2606186..65f80b7547 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerHellWalker-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerHellWalker-zh-CN.txt @@ -1,23 +1,23 @@ Condition/&ConditionRangerHellWalkerDammingStrikeDescription=你每轮受到 1d6 点火焰伤害。 -Condition/&ConditionRangerHellWalkerDammingStrikeTitle=诅咒打击 -Condition/&ConditionRangerHellWalkerMarkOfTheDammedDescription=你在你的每个回合结束时受到 1d6 暗蚀伤害,你感到恐惧,来自标记的火焰攻击会忽视你的抗性。 -Condition/&ConditionRangerHellWalkerMarkOfTheDammedTitle=被诅咒标记 +Condition/&ConditionRangerHellWalkerDammingStrikeTitle=斥逐打击 +Condition/&ConditionRangerHellWalkerMarkOfTheDammedDescription=你在你的每个回合结束时受到 1d6 黯蚀伤害,你感到恐慌,来自标记的火焰攻击会忽视你的抗性。 +Condition/&ConditionRangerHellWalkerMarkOfTheDammedTitle=斥逐印记 Feature/&AdditionalDamageRangerHellWalkerDammingStrikeDescription=当你在你的回合中第一次用攻击击中一个生物时,你可以迫使它通过一次对抗你的法术 DC 的体质豁免检定或对其进行标记。当一个生物被这样标记时,它会在其每个回合开始时受到 1d6 火焰伤害,持续 1 分钟。在它的每个回合结束时,该生物可以重复该豁免检定,成功则结束该效果。 -Feature/&AdditionalDamageRangerHellWalkerDammingStrikeTitle=诅咒打击 -Feature/&AutoPreparedSpellsRangerHellWalkerDescription=你可以将 持久之刺 作为一个动作施放并获得额外法术,这些法术对你来说被视为游侠法术,并且不计入你已知的法术数量:\n{0} +Feature/&AdditionalDamageRangerHellWalkerDammingStrikeTitle=斥逐打击 +Feature/&AutoPreparedSpellsRangerHellWalkerDescription=你可以获得额外 削弱芒刺 法术并作为一个动作施放,这些法术对你来说被视为游侠法术,并且不计入你已知的法术数量:\n{0} Feature/&AutoPreparedSpellsRangerHellWalkerTitle=地狱行者魔法 -Feature/&FeatureSetRangerHellWalkerBurningConstitutionDescription=你的身体已经沐浴在低层位面的灼热中。你获得了对火焰和暗蚀伤害的抗性。 +Feature/&FeatureSetRangerHellWalkerBurningConstitutionDescription=你的身体已经沐浴在下层位面的灼热中。你获得了对火焰和黯蚀伤害的抗性。 Feature/&FeatureSetRangerHellWalkerBurningConstitutionTitle=燃烧体质 -Feature/&PowerRangerHellWalkerFiendishSpawnDescription=你地狱般的魔法使你对居住在低层位面的卑劣生物有了有限的控制权。你可以召唤持续时间为 1 分钟的劣魔。在你完成一次长休之前你不能再次使用它。 -Feature/&PowerRangerHellWalkerFiendishSpawnTitle=恶魔之卵 -Feature/&PowerRangerHellWalkerMarkOfTheDammedDescription=作为附赠动作,你可以选择一个被你的诅咒打击特征标记的生物。被标记时,所选生物会受到以下影响:\n• 它会受到额外的 1d6 暗蚀伤害。\n• 它会害怕你。\n• 它会失去对你的火焰伤害攻击的抗性。\n以上效果在诅咒打击生效时会持续。你只能同时让一个生物受此特性影响。 -Feature/&PowerRangerHellWalkerMarkOfTheDammedTitle=诅咒印记 -Feature/&ProficiencyRangerHellWalkerCursedTongueDescription=你与恶魔的亲和力让你能够理解低层位面的语言。你可以说、读、写深渊语和炼狱语。 +Feature/&PowerRangerHellWalkerFiendishSpawnDescription=你地狱般的魔法使你对居住在下层位面的卑劣生物有了有限的控制权。你可以施放持续时间为 1 分钟的 邪魔召唤术 。在你完成一次长休之前你不能再次使用它。 +Feature/&PowerRangerHellWalkerFiendishSpawnTitle=邪魔衍体 +Feature/&PowerRangerHellWalkerMarkOfTheDammedDescription=作为附赠动作,你可以选择一个被你的斥逐打击特性标记的生物。被标记时,所选生物会受到以下影响:\n• 它会受到额外的 1d6 黯蚀伤害。\n• 它会恐慌你。\n• 它会失去对你的火焰伤害攻击的抗性。\n以上效果在斥逐打击生效时会持续。你只能同时让一个生物受此特性影响。 +Feature/&PowerRangerHellWalkerMarkOfTheDammedTitle=斥逐印记 +Feature/&ProficiencyRangerHellWalkerCursedTongueDescription=你与恶魔的亲和力让你能够理解下层位面的语言。你可以说、读、写深渊语和炼狱语。 Feature/&ProficiencyRangerHellWalkerCursedTongueTitle=诅咒之舌 -Monster/&MonsterHezrouDescription=赫兹鲁是巨大的恶魔怪物。它们在表面上与人形蟾蜍有相似之处,长着手臂和手而不是前腿。它们宽阔的大嘴里有一排排钝牙,具有强大的碾压力,一串串长长的尖刺顺着它们的背脊向下延伸。 -Monster/&MonsterHezrouTitle=赫兹鲁 -Monster/&MonsterMarilithDescription=从腰部以上看,玛丽利斯似乎是拥有六只手臂的迷人人形女性,但她们的下半身是巨大的绿色蛇。他们每只手都拿着装饰精美的武器,并用手镯和珠宝装饰自己。 -Monster/&MonsterMarilithTitle=玛丽利斯 -Subclass/&RangerHellWalkerDescription=你是一名地狱行者,一名隐藏在低层位面魔法中的游侠。你是如何与这种魔法联系在一起的,只有你自己知道。或许你的高祖是魔族出身,又或许你的血脉带有魔族诅咒。不管是什么原因,魔法现在与你密不可分,你自己的存在永远与下面地狱般的生物联系在一起。 +Monster/&MonsterHezrouDescription=狂战魔是巨大的恶魔怪物。它们在表面上与人形蟾蜍有相似之处,长着手臂和手而不是前腿。它们宽阔的大嘴里有一排排钝牙,具有强大的碾压力,一串串长长的尖刺顺着它们的背脊向下延伸。 +Monster/&MonsterHezrouTitle=狂战魔 +Monster/&MonsterMarilithDescription=从腰部以上看,六臂蛇魔似乎是拥有六只手臂的迷人人形女性,但她们的下半身是巨大的绿蛇。它们每只手都拿着装饰精美的武器,并用手镯和珠宝装饰自己。 +Monster/&MonsterMarilithTitle=六臂蛇魔 +Subclass/&RangerHellWalkerDescription=你是一名地狱行者,一名隐藏在下层位面魔法中的游侠。你是如何与这种魔法联系在一起的,只有你自己知道。或许你的高祖是魔族出身,又或许你的血脉带有魔族诅咒。不管是什么原因,魔法现在与你密不可分,你自己的存在永远与地狱之底的生物联系在一起。 Subclass/&RangerHellWalkerTitle=地狱行者 -Tooltip/&MustHaveDammingStrikeCondition=没有被诅咒打击标记 +Tooltip/&MustHaveDammingStrikeCondition=没有被斥逐打击标记 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerLightBearer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerLightBearer-zh-CN.txt index 77e52c7688..434949665b 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerLightBearer-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerLightBearer-zh-CN.txt @@ -1,27 +1,27 @@ -Condition/&ConditionBlindedByBlessedGlowTitle=被祝福之光蒙蔽 -Condition/&ConditionRangerLightBearerAngelicFormDescription=你的飞行速度等于你的步行速度,你的攻击也算作魔法。 +Condition/&ConditionBlindedByBlessedGlowTitle=被祝福之光目盲 +Condition/&ConditionRangerLightBearerAngelicFormDescription=你的飞行速度等于你的步行速度,你的攻击也视作魔法攻击。 Condition/&ConditionRangerLightBearerAngelicFormTitle=天使形态 Condition/&ConditionRangerLightBearerBlessedWarriorDescription=当被施法者用武器攻击击中时,攻击造成的所有伤害都会变成光耀伤害,并且你会因此受到额外的 1d8 光耀伤害。从 11 级开始,额外伤害增加到 2d8。 -Condition/&ConditionRangerLightBearerBlessedWarriorTitle=被祝福的战士标记 -Feature/&AutoPreparedSpellsRangerLightBearerDescription=你可以将光作为一个动作施放并获得奖励法术,这些法术对你来说被视为游侠法术,并且不计入你已知的法术数量:\n{0} -Feature/&AutoPreparedSpellsRangerLightBearerTitle=光明使者魔法 +Condition/&ConditionRangerLightBearerBlessedWarriorTitle=被祝福的战士印记 +Feature/&AutoPreparedSpellsRangerLightBearerDescription=你可以获得 光亮术 作为奖励法术并以一个动作施放,这些法术对你来说被视为游侠法术,并且不计入你已知的法术数量:\n{0} +Feature/&AutoPreparedSpellsRangerLightBearerTitle=光辉掌者魔法 Feature/&FeatureRangerLightBearerWardingLightDescription=你可以用你的圣光使攻击者暂时失明。当 30 尺内的生物对目标进行攻击检定并且在检定上没有优势时,你可以使用你的反应对其施加劣势。 Feature/&FeatureRangerLightBearerWardingLightTitle=警示之光 -Feature/&PowerRangerLightBearerAngelicFormDismissDescription=放弃你的天使形象。 -Feature/&PowerRangerLightBearerAngelicFormDismissTitle=解散天使形态 -Feature/&PowerRangerLightBearerAngelicFormSproutDescription=你能够短暂地转变为神圣形态。作为一个动作,最多 1 分钟,你可以给自己一个等于你步行速度的飞行速度,你的攻击也算作魔法。此外,你还会获得等同于游侠等级的临时生命值。每次长休你可以使用此异能一次。 +Feature/&PowerRangerLightBearerAngelicFormDismissDescription=取消你的天使形态。 +Feature/&PowerRangerLightBearerAngelicFormDismissTitle=取消天使形态 +Feature/&PowerRangerLightBearerAngelicFormSproutDescription=你能够短暂地转变为神圣形态。作为一个动作,最多 1 分钟,你可以给自己一个等于你步行速度的飞行速度,你的攻击也算作魔法。此外,你还会获得等同于游侠等级的临时生命值。每次长休你可以使用此特性一次。 Feature/&PowerRangerLightBearerAngelicFormSproutTitle=天使形态 -Feature/&PowerRangerLightBearerBlessedGlowDescription=你有召唤圣光的能力。当你施展光之术时,你可以迫使光源 20 尺内的所有生物通过体质豁免来对抗你的法术豁免 DC,否则将目盲 1 分钟。不死生物或恶魔在此豁免检定上具有劣势。每次长休你可以使用此异能一次。 +Feature/&PowerRangerLightBearerBlessedGlowDescription=你有召唤圣光的能力。当你施放 光亮术 时,你可以迫使光源 20 尺内的所有生物通过体质豁免来对抗你的法术豁免 DC,否则将目盲 1 分钟。不死生物或恶魔在此豁免检定上具有劣势。每次长休你可以使用此特性一次。 Feature/&PowerRangerLightBearerBlessedGlowTitle=祝福之光 -Feature/&PowerRangerLightBearerBlessedWarriorDescription=以一个附赠动作,选择一个距离你 30 尺以内的生物。下一次你在本回合用武器攻击击中该生物时,攻击造成的所有伤害都变成光耀伤害,并且该生物因这次攻击额外受到 1d8 光耀伤害。从 11 级开始,额外伤害增加到 2d8。 -Feature/&PowerRangerLightBearerBlessedWarriorTitle=受祝福的战士 +Feature/&PowerRangerLightBearerBlessedWarriorDescription=以一个附赠动作,选择一个距离你 30 尺以内的生物。下一次你在本回合用武器攻击击中该生物时,攻击造成的所有伤害都变成光耀伤害,并且该生物因这次攻击额外受到 1d8 光耀伤害。从 11 级开始,额外伤害提升至 2d8。 +Feature/&PowerRangerLightBearerBlessedWarriorTitle=受祝战士 Feature/&PowerRangerLightBearerLifeBringerDescription=你的生命值池等于游侠等级的五倍。这个池在长时间休息结束时得到补充。作为一个动作,你可以选择你 30 尺内的一个生物并恢复其最大生命值的一半。 Feature/&PowerRangerLightBearerLifeBringerTitle=生命使者 -Feature/&PowerRangerLightBearerLightDescription=你可以触摸的物体会在有限的时间内发出强烈的光。 -Feature/&PowerRangerLightBearerLightTitle=光 -Reaction/&UseBlessedGlowDescription=尝试致盲你 20 尺内的所有生物。 -Reaction/&UseBlessedGlowReactDescription=尝试致盲你 20 尺内的所有生物。 +Feature/&PowerRangerLightBearerLightDescription=你可以触摸的物体会在有限的时间内发出明亮光照。 +Feature/&PowerRangerLightBearerLightTitle=光亮 +Reaction/&UseBlessedGlowDescription=尝试使你 20 尺内的所有生物陷入目盲。 +Reaction/&UseBlessedGlowReactDescription=尝试使你 20 尺内的所有生物陷入目盲。 Reaction/&UseBlessedGlowReactTitle=祝福之光 Reaction/&UseBlessedGlowTitle=祝福之光 -Subclass/&RangerLightBearerDescription=光明使者 是一位受到上层位面居民祝福的游侠。这些以对自然的善行和对所有种族的虔诚行为而闻名的游侠将引起生活在这些领域的神灵的注意。 -Subclass/&RangerLightBearerTitle=光明使者 +Subclass/&RangerLightBearerDescription=光辉掌者是一位受到上层位面居民祝福的游侠。这些以对自然的善行和对所有种族的虔诚行为而闻名的游侠将引起生活在这些领域的神灵的注意。 +Subclass/&RangerLightBearerTitle=光辉掌者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSkyWarrior-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSkyWarrior-zh-CN.txt index 240f75d134..cfdede4726 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSkyWarrior-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSkyWarrior-zh-CN.txt @@ -1,26 +1,26 @@ Condition/&ConditionRangerSkyWarriorGiftOfTheWindAttackedDescription=无法对伤害来源进行借机攻击。 Condition/&ConditionRangerSkyWarriorGiftOfTheWindAttackedTitle=风之礼赠 -Feature/&AttributeModifierRangerSkyWarriorSwiftStrikeDescription=你的主动掷骰获得相当于你的感知调整值的加值(至少 1)。 +Feature/&AttributeModifierRangerSkyWarriorSwiftStrikeDescription=你的先攻检定获得等同于你感知调整值的加值(至少 1)。 Feature/&AttributeModifierRangerSkyWarriorSwiftStrikeTitle=迅捷打击 Feature/&AutoPreparedSpellsRangerSkyWarriorDescription=你获得的额外法术被视为游侠法术,它们始终视为准备,并且不计入你所知道的游侠法术数量:\n{0}\n\n Feature/&AutoPreparedSpellsRangerSkyWarriorTitle=天之勇士奖励法术 Feature/&DamageAffinityRangerSkyWarriorIntangibleFormDescription=获得钝击伤害抗性。 -Feature/&DamageAffinityRangerSkyWarriorIntangibleFormTitle=无定之型 +Feature/&DamageAffinityRangerSkyWarriorIntangibleFormTitle=无定之形 Feature/&FeatureRangerSkyWarriorDeathFromAboveDescription=激活时,风之恩赐会让你的近战武器攻击对目标 5 尺内的每个敌人(包括目标本身)造成额外的钝击伤害,伤害值等于你的熟练加值。造成重击时,你还会免受所有命中敌人的借机攻击。 Feature/&FeatureRangerSkyWarriorDeathFromAboveTitle=死神天降 Feature/&PowerRangerSkyWarriorCloudDanceDismissDescription=穿戴盾牌时,飞行速度等于步行速度。 -Feature/&PowerRangerSkyWarriorCloudDanceDismissTitle=消散云之舞 +Feature/&PowerRangerSkyWarriorCloudDanceDismissTitle=取消云之舞 Feature/&PowerRangerSkyWarriorCloudDanceSproutDescription=穿戴盾牌时,飞行速度等于步行速度。 Feature/&PowerRangerSkyWarriorCloudDanceSproutTitle=云之舞 -Feature/&PowerRangerSkyWarriorGhostlyHowlDescription=当您在 60 英尺内看到的敌人攻击您时,您可以使用您的反应迫使他们对您的游侠法术 DC 进行感知豁免检定。如果失败,他们会受到惊吓的回合数等于你的感知调整值(最少 1)。你可以使用该能力的次数等于你的感知调整值,并在完成长时间休息后恢复所有使用次数。 +Feature/&PowerRangerSkyWarriorGhostlyHowlDescription=当你在 60 尺内看到的敌人攻击你时,你可以使用你的反应迫使他们对你的游侠法术 DC 进行感知豁免检定。如果失败,他们会受到恐慌的回合数等于你的感知调整值(最少 1)。你可以使用该特性的次数等于你的感知调整值,并在完成长休后恢复所有使用次数。 Feature/&PowerRangerSkyWarriorGhostlyHowlTitle=幽灵嚎叫 Feature/&PowerRangerSkyWarriorGiftOfTheWindDescription=穿戴盾牌时,你可以使用附赠动作将你的速度提高 10 尺,并免疫被你近战武器攻击过的敌人的借机攻击,直到你的下一回合开始。如果你不再佩戴盾牌,你将失去该增益。 Feature/&PowerRangerSkyWarriorGiftOfTheWindTitle=风之礼赠 -Feature/&ProficiencyRangerSkyWarriorAerialAgilityDescription=获得体操熟练项。 +Feature/&ProficiencyRangerSkyWarriorAerialAgilityDescription=获得特技熟练项。 Feature/&ProficiencyRangerSkyWarriorAerialAgilityTitle=空中灵敏 -Reaction/&UseGhostlyHowlDescription=你被攻击了!你可以利用你的反应来吓唬敌人。 +Reaction/&UseGhostlyHowlDescription=你被攻击了!你可以用你的反应使敌人恐慌。 Reaction/&UseGhostlyHowlReactDescription=利用你的反应来吓唬敌人。 Reaction/&UseGhostlyHowlReactTitle=幽灵嚎叫 Reaction/&UseGhostlyHowlTitle=幽灵嚎叫 -Subclass/&RangerSkyWarriorDescription=天之勇士们被狂风吹拂的贫瘠土地上挥之不去的力量所触及,那里除了幻影和幽灵之外什么也没有。他们将优雅的剑刃和盾牌动作与幻象魔法结合起来,在战斗中茁壮成长。 +Subclass/&RangerSkyWarriorDescription=天之勇士们被狂风吹拂的贫瘠土地上挥之不去的力量所触及,那里除了幻影和幽灵之外什么也没有。他们将优雅的剑刃和盾牌战技与幻术魔法结合起来,在战斗中茁壮成长。 Subclass/&RangerSkyWarriorTitle=天之勇士 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSurvivalist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSurvivalist-zh-CN.txt index 0483ae011e..ca13cb6c66 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSurvivalist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerSurvivalist-zh-CN.txt @@ -1,20 +1,20 @@ Condition/&ConditionRangerSurvivalistDisablingStrikeDescription=-2 移动速度。 Condition/&ConditionRangerSurvivalistDisablingStrikeTitle=致残打击 -Condition/&ConditionRangerSurvivalistImprovedDisablingStrikeDescription=-2 护甲等级(AC)和移动速度。 -Condition/&ConditionRangerSurvivalistImprovedDisablingStrikeTitle=强化致残打击 +Condition/&ConditionRangerSurvivalistImprovedDisablingStrikeDescription=-2 护甲等级和移动速度。 +Condition/&ConditionRangerSurvivalistImprovedDisablingStrikeTitle=精通致残打击 Feature/&AdditionalDamageRangerSurvivalistDisablingStrikeDescription=当你在你的每个回合中第一次用武器攻击击中一个生物时,他们必须进行一次针对你的游侠法术 DC 的敏捷豁免,否则被阻碍一分钟。一个生物可以在其每个回合结束时重复豁免检定,检定成功则提前结束阻碍。 Feature/&AdditionalDamageRangerSurvivalistDisablingStrikeTitle=致残打击 -Feature/&AdditionalDamageRangerSurvivalistImprovedDisablingStrikeDescription=你的致残打击现在适用于你进行的所有武器攻击,除了阻碍敌人之外,还会将该生物的护甲等级(AC)降低 2。此外,你的刽子手战斗风格的增益现在扩展到受阻碍影响的生物。 -Feature/&AdditionalDamageRangerSurvivalistImprovedDisablingStrikeTitle=强化致残打击 -Feature/&AutoPreparedSpellsRangerSurvivalistDescription=您获得被视为游侠法术的奖励法术,它们总是准备就绪并且不计入您知道的游侠法术数量:\n{0}\n\n +Feature/&AdditionalDamageRangerSurvivalistImprovedDisablingStrikeDescription=你的致残打击现在适用于你进行的所有武器攻击,除了阻碍敌人之外,还会将该生物的护甲等级降低 2。此外,你的刽子手战斗风格的增益现在扩展到受阻碍影响的生物。 +Feature/&AdditionalDamageRangerSurvivalistImprovedDisablingStrikeTitle=精通致残打击 +Feature/&AutoPreparedSpellsRangerSurvivalistDescription=你获得被视为游侠法术的奖励法术,它们总是准备就绪并且不计入你的游侠已知法术总数中:\n{0}\n\n Feature/&AutoPreparedSpellsRangerSurvivalistTitle=求生专家奖励法术 -Feature/&FeatureSetRangerSurvivalistAnalyticalMindDescription=在生存检定中获得优势,以增加对生物的了解以及增强刽子手战斗风格的所有增益。 +Feature/&FeatureSetRangerSurvivalistAnalyticalMindDescription=在求生检定中获得优势,以增加对生物的了解以及增强刽子手战斗风格的所有增益。 Feature/&FeatureSetRangerSurvivalistAnalyticalMindTitle=分析思维 -Feature/&FeatureSetRangerSurvivalistBlessingWildernessDescription=你免疫失明、耳聋、恐惧或中毒,并且任何对你的重击都算作普通攻击,除非你丧失能力或无法感知攻击者。 -Feature/&FeatureSetRangerSurvivalistBlessingWildernessTitle=荒野的祝福 -Feature/&ProficiencyRangerSurvivalistWanderingOutcastDescription=获得生存技能的熟练项,如果已经熟练,则获得专精。 +Feature/&FeatureSetRangerSurvivalistBlessingWildernessDescription=你免疫目盲、耳聋、恐慌或中毒,并且任何对你的重击都算作普通攻击,除非你失能或无法察觉攻击者。 +Feature/&FeatureSetRangerSurvivalistBlessingWildernessTitle=荒野祝福 +Feature/&ProficiencyRangerSurvivalistWanderingOutcastDescription=获得求生技能的熟练项。 Feature/&ProficiencyRangerSurvivalistWanderingOutcastTitle=漫游流浪者 Feature/&SavingThrowAffinityRangerSurvivalistUnmatchedExperienceDescription=获得感知豁免熟练项。 Feature/&SavingThrowAffinityRangerSurvivalistUnmatchedExperienceTitle=无与伦比的经验 -Subclass/&RangerSurvivalistDescription=生活在远离文明范围之外的游侠明白,最成功的狩猎是那些猎物既无法逃跑也无法反击的地方。求生专家能够分析潜在目标的每一个弱点,并借助自然的力量阻碍他们的敌人,同时通过精确的攻击粉碎他们的防御。 +Subclass/&RangerSurvivalistDescription=生活在远离文明范围之外的游侠明白,最成功的狩猎是将那些猎物逼至既无法逃跑也无法反击的境地。求生专家能够分析潜在目标的每一个弱点,并借助自然的力量阻碍他们的敌人,同时通过精确的攻击粉碎他们的防御。 Subclass/&RangerSurvivalistTitle=求生专家 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerWildMaster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerWildMaster-zh-CN.txt index 056c250f45..c784d04833 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerWildMaster-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RangerWildMaster-zh-CN.txt @@ -1,24 +1,24 @@ -Condition/&ConditionRangerWildMasterAdvancedTrainingDescription=您可以使用“冲刺”或“脱离”操作。 -Condition/&ConditionRangerWildMasterAdvancedTrainingTitle=高级培训 -Condition/&ConditionRangerWildMasterKillCommandDescription=游侠的野兽伙伴在针对你的所有攻击检定和伤害检定上获得游侠的熟练加值。 -Condition/&ConditionRangerWildMasterKillCommandTitle=由 Kill 命令标记 -Feature/&FeatureSetRangerWildMasterAdvancedTrainingDescription=作为奖励动作,你可以指示 30 英尺内且你可以看到的野兽伙伴执行战斗动作。当你这样做时,你的野兽伙伴可以使用其奖励动作来冲刺,并使用其奖励或主要动作来脱离。 -Feature/&FeatureSetRangerWildMasterAdvancedTrainingTitle=高级培训 -Feature/&FeatureSetRangerWildMasterBeastCompanionDescription=你将获得一只灵兽伙伴,它会陪伴你冒险,并接受训练与你并肩作战。它会获得你的护甲等级、攻击检定和伤害检定的感知修正值。每游侠等级它还获得 5 + 5 生命值,野兽伙伴和游侠都拥有相同的主动权,你可以在熊、鹰或狼之间进行选择:熊每游侠等级获得额外 3 生命值,鹰可以飞,狼有契约战术。 +Condition/&ConditionRangerWildMasterAdvancedTrainingDescription=你可以使用疾走或撤离动作。 +Condition/&ConditionRangerWildMasterAdvancedTrainingTitle=高级训练 +Condition/&ConditionRangerWildMasterKillCommandDescription=游侠的野兽伴侣在针对你的所有攻击检定和伤害检定上获得游侠的熟练加值。 +Condition/&ConditionRangerWildMasterKillCommandTitle=被杀戮命令标记 +Feature/&FeatureSetRangerWildMasterAdvancedTrainingDescription=作为附赠动作,你可以指示 30 尺内且你可以看到的野兽伴侣执行战斗动作。当你这样做时,你的野兽伴侣可以使用其附赠动作来疾走,并使用其附赠或主要动作来撤离。 +Feature/&FeatureSetRangerWildMasterAdvancedTrainingTitle=高级训练 +Feature/&FeatureSetRangerWildMasterBeastCompanionDescription=你将获得一只灵兽伴侣,它会陪伴你冒险,并接受训练与你并肩作战。你的感知修正值加到它的护甲等级、攻击检定和伤害掷骰。每游侠等级它还获得 5 + 5 生命值,野兽伴侣和游侠拥有相同的先攻,你可以在熊、鹰或狼之间进行选择:熊每游侠等级获得额外 3 生命值,鹰可以飞行,狼有集群战术。 Feature/&FeatureSetRangerWildMasterBeastCompanionTitle=野兽伴侣 -Feature/&PowerRangerWildMasterAdvancedTrainingDescription=您可以使用奖励动作来授予您的野兽伙伴冲刺或脱离动作的好处。 -Feature/&PowerRangerWildMasterAdvancedTrainingTitle=高级培训 -Feature/&PowerRangerWildMasterBeastCompanionPoolDescription=召唤一只熊、一只鹰或一只狼。每游侠等级,熊获得额外 3 生命值,鹰可以飞,狼有契约战术。 +Feature/&PowerRangerWildMasterAdvancedTrainingDescription=你可以使用附赠动作来授予你的野兽伴侣疾走或撤离动作的好处。 +Feature/&PowerRangerWildMasterAdvancedTrainingTitle=高级训练 +Feature/&PowerRangerWildMasterBeastCompanionPoolDescription=召唤一只熊、一只鹰或一只狼。熊每游侠等级获得额外 3 生命值,鹰可以飞行,狼有集群战术。 Feature/&PowerRangerWildMasterBeastCompanionPoolTitle=灵兽 -Feature/&PowerRangerWildMasterCommandBeastCompanionDescription=对你的灵兽发出命令,直到你的下一个回合开始,它可以采取的行动类型不受限制。如果你结束回合而不花费奖励动作,你将自动命令它。 -Feature/&PowerRangerWildMasterCommandBeastCompanionTitle=统领灵兽 -Feature/&PowerRangerWildMasterKillCommandDescription=每回合一次,以一个自由动作,你可以指示你的同伴注视你 60 英尺内的目标,你可以看到该目标一分钟。你的同伴针对该目标的所有攻击检定和伤害检定都会获得你的熟练加值。一次只能固定一个目标。每次长时间休息您可以使用此功能的次数等于您的熟练加值。 +Feature/&PowerRangerWildMasterCommandBeastCompanionDescription=对你的灵兽发出命令,直到你的下一个回合开始,它可以采取的动作类型不受限制。如果你结束回合而不花费附赠动作,你将自动命令它。 +Feature/&PowerRangerWildMasterCommandBeastCompanionTitle=命令灵兽 +Feature/&PowerRangerWildMasterKillCommandDescription=每回合一次,以一个自由动作,你可以指示你的伴侣持续一分钟锁定你 60 尺内可以看到的目标。你的伴侣针对该目标的所有攻击检定和伤害掷骰都会获得你的熟练加值。一次只能锁定一个目标。每次长休你可以使用此特性的次数等于你的熟练加值。 Feature/&PowerRangerWildMasterKillCommandTitle=杀戮命令 -Feature/&PowerRangerWildMasterSummonBeastCompanionDescription=与 Ranger 绑定的 {0}。 +Feature/&PowerRangerWildMasterSummonBeastCompanionDescription=与游侠绑定的 {0}。 Feature/&PowerRangerWildMasterSummonBeastCompanionTitle=召唤{0} -Feature/&SummoningAffinityRangerWildMasterTrueExpertiseDescription=你的野兽伙伴现在可以使用所有可用的攻击,并在所有豁免检定中获得你的熟练加值。 +Feature/&SummoningAffinityRangerWildMasterTrueExpertiseDescription=你的野兽伴侣现在可以使用所有可用的攻击,并在所有豁免检定中获得你的熟练加值。 Feature/&SummoningAffinityRangerWildMasterTrueExpertiseTitle=真正的专业知识 -Feedback/&BeastCompanionBonusTitle=狂野大师奖励 -Subclass/&RangerWildMasterDescription=狂野大师原型体现了文明种族与世界野兽之间的友谊。团结一致,精神饱满,游侠齐心协力,共同对抗威胁文明和荒野的可怕敌人。 -Subclass/&RangerWildMasterTitle=狂野大师 -Tooltip/&MustBeBeastCompanion=必须是你召唤出来的野兽伙伴 +Feedback/&BeastCompanionBonusTitle=荒野大师奖励 +Subclass/&RangerWildMasterDescription=荒野大师原型体现了文明种族与世上野兽之间的友谊。游侠齐心协力,共同对抗威胁文明和荒野的可怕敌人。 +Subclass/&RangerWildMasterTitle=荒野大师 +Tooltip/&MustBeBeastCompanion=必须是你召唤出来的野兽伴侣 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishAcrobat-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishAcrobat-zh-CN.txt index 14e9c76905..943eac926c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishAcrobat-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishAcrobat-zh-CN.txt @@ -1,20 +1,20 @@ -Feature/&AttributeModifierRoguishAcrobatProtectorDescription=当你用两只手挥舞木杖时,你将一半的熟练加值加到你的护甲等级(AC)上,并且你没有穿着盔甲或轻甲。 -Feature/&AttributeModifierRoguishAcrobatProtectorTitle=杂技演员保护者 -Feature/&FeatureRoguishAcrobatTrooperDescription=你获得了使用木棍作为灵巧武器的能力,木棍的攻击距离增加 5 尺。\n当你使用木棍进行攻击动作时,你可以使用附赠动作用木棍的另一端进行近战攻击武器。这次攻击使用与主要攻击相同的能力调整值并造成 1d4 钝击伤害。 -Feature/&FeatureRoguishAcrobatTrooperTitle=杂技演员 -Feature/&FeatureSetRoguishAcrobatSwiftWindDescription=你的木棍两用伤害骰子从 d8 变为 d10。\n攀爬不再花费你额外的移动次数,你可以再跳 10 尺。\n你在俯卧和推撞中具有优势。\n你必须用两只手挥舞着一根木棍来让能力生效。 +Feature/&AttributeModifierRoguishAcrobatProtectorDescription=当你用两只手挥舞长棍时,你将一半的熟练加值加到你的护甲等级上,并且你没有穿着盔甲或轻甲。 +Feature/&AttributeModifierRoguishAcrobatProtectorTitle=特技保护者 +Feature/&FeatureRoguishAcrobatTrooperDescription=你获得了使用长棍作为灵巧武器的能力,长棍的攻击距离增加 5 尺。\n当你使用长棍进行攻击动作时,你可以使用附赠动作用长棍的另一端作为近战攻击武器。这次攻击使用与主要攻击相同的属性调整值并造成 1d4 钝击伤害。 +Feature/&FeatureRoguishAcrobatTrooperTitle=特技尖兵 +Feature/&FeatureSetRoguishAcrobatSwiftWindDescription=你的长棍两用伤害骰子从 d8 变为 d10。\n攀爬不再花费你额外的移动力,你可以再跳跃 10 尺。\n你在倒地和推撞中具有优势。\n你必须用两只手挥舞着一根长棍来让能力生效。 Feature/&FeatureSetRoguishAcrobatSwiftWindTitle=疾如风 -Feature/&MovementAffinityRoguishAcrobatFluidMotionsDescription=你不受困难地形的影响。\n你可以沿着墙壁移动,并且在高达 30 尺的跌落时不会受到伤害。\n机会攻击对你不利。\n你必须使用木棍两只手让这些工作。 +Feature/&MovementAffinityRoguishAcrobatFluidMotionsDescription=你不受困难地形的影响。\n你可以沿着墙壁移动,并且在高达 30 尺的跌落时不会受到伤害。\n借机攻击对你有劣势。\n你必须双手持握长棍让这些生效。 Feature/&MovementAffinityRoguishAcrobatFluidMotionsTitle=受身 -Feature/&PowerRoguishAcrobatHeroicUncannyDodgeDescription=如果一次攻击检定成功击中了你,你可以使用你的反应迫使这次攻击落空。每次长休你可以使用此能力的次数等于你的敏捷调整值。 +Feature/&PowerRoguishAcrobatHeroicUncannyDodgeDescription=如果一次攻击检定成功击中了你,你可以使用你的反应迫使这次攻击落空。每次长休你可以使用此特性的次数等于你的敏捷调整值。 Feature/&PowerRoguishAcrobatHeroicUncannyDodgeTitle=英勇直觉闪避 -Feature/&PowerRoguishAcrobatReflexesDescription=作为附赠动作闪避的次数等于你的敏捷调整值。 -Feature/&PowerRoguishAcrobatReflexesTitle=杂技演员的反应 -Feature/&ProficiencyRoguishAcrobatMavenDescription=你获得杂技技能的熟练度或专业知识。 -Feature/&ProficiencyRoguishAcrobatMavenTitle=杂技大师 +Feature/&PowerRoguishAcrobatReflexesDescription=作为附赠动作回避的次数等于你的敏捷调整值。 +Feature/&PowerRoguishAcrobatReflexesTitle=特技反应 +Feature/&ProficiencyRoguishAcrobatMavenDescription=你获得特技技能的熟练项。 +Feature/&ProficiencyRoguishAcrobatMavenTitle=特技大师 Reaction/&UseHeroicUncannyDodgeDescription=你可以使用你的反应来完全防止任何伤害。 Reaction/&UseHeroicUncannyDodgeReactDescription=你可以使用你的反应来完全防止任何伤害。 Reaction/&UseHeroicUncannyDodgeReactTitle=英勇直觉闪避 Reaction/&UseHeroicUncannyDodgeTitle=英勇直觉闪避 -Subclass/&RoguishAcrobatDescription=杂技演员是天生的表演者。在有地形和障碍物的地方,杂技演员会看到一种达到非常特定目的的方法:表演! -Subclass/&RoguishAcrobatTitle=杂技演员 +Subclass/&RoguishAcrobatDescription=特技演员范型的游荡者是天生表演者。有地形和障碍物的地方,在特技演员眼中意味着:表演! +Subclass/&RoguishAcrobatTitle=特技演员 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishArcaneScoundrel-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishArcaneScoundrel-zh-CN.txt index 97866f5344..742f88544c 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishArcaneScoundrel-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishArcaneScoundrel-zh-CN.txt @@ -1,25 +1,25 @@ -Condition/&ConditionRoguishArcaneScoundrelDistractingAmbushDescription=你在豁免或能力检定上处于劣势。 +Condition/&ConditionRoguishArcaneScoundrelDistractingAmbushDescription=你在豁免或技能检定上处于劣势。 Condition/&ConditionRoguishArcaneScoundrelDistractingAmbushTitle=精力涣散 -Condition/&ConditionRoguishArcaneScoundrelPossessedDescription=你的生命精华被偷去伤害另一个生物。 +Condition/&ConditionRoguishArcaneScoundrelPossessedDescription=你的生命本源被偷去伤害另一个生物。 Condition/&ConditionRoguishArcaneScoundrelPossessedTitle=失魂 Feature/&AdditionalDamageRoguishArcaneScoundrelDistractingAmbushDescription=每当你对一个生物造成偷袭伤害时,该生物在下一次豁免检定或属性检定中处于劣势,直到你的下一轮结束。 Feature/&AdditionalDamageRoguishArcaneScoundrelDistractingAmbushTitle=精力涣散 -Feature/&CastSpellRoguishArcaneScoundrelDescription=施放法师咒语和咒语。 +Feature/&CastSpellRoguishArcaneScoundrelDescription=施放法师法术和戏法。 Feature/&CastSpellRoguishArcaneScoundrelTitle=施法 -Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeDescription=从 17 级开始,你可以从一个生物身上窃取精华并用它来伤害另一个生物。在你的回合中,当你对一个生物造成偷袭伤害时,你可以以一个自由动作以你周围 30 英尺内的任何其他生物为目标,造成一半的偷袭骰子(向下取整)作为力量伤害,并对其施加分散伏击条件生物。 -Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeTitle=移花接木 -Feature/&MagicAffinityRoguishArcaneScoundrelGuilefulCastingDescription=你可以使用你的武器作为施法媒介,并且能够在持有物品时执行法术的躯体成分 +Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeDescription=从 17 级开始,你可以从一个生物身上窃取本源并用它来伤害另一个生物。在你的回合中,当你对一个生物造成偷袭伤害时,你可以以一个自由动作以你周围 30 尺内的任何其他生物为目标,造成一半的偷袭骰(向下取整)作为力场伤害,并对该生物施加精力涣散。 +Feature/&FeatureSetRoguishArcaneScoundrelTricksOfTheTradeTitle=本源盗贼 +Feature/&MagicAffinityRoguishArcaneScoundrelGuilefulCastingDescription=你可以使用你的武器作为法器,并且能够在持有物品时满足法术的姿势成分 Feature/&MagicAffinityRoguishArcaneScoundrelGuilefulCastingTitle=诡计多端 -Feature/&PowerRoguishArcaneScoundrelArcaneBackslashDescription=从第 13 级开始,如果您还没有学习反咒语,请学习。每当你使用它成功打断法术时,你的偷袭就会对该生物造成强制伤害。此外,每次长时间休息时,你可以施放最高等级的反击法术,而无需消耗法术位。 +Feature/&PowerRoguishArcaneScoundrelArcaneBackslashDescription=从第 13 级开始,如果你还没有习得 法术反制,习得之。每当你使用它成功打断法术时,你的偷袭就会对该生物造成力场伤害。此外,每次长休时,你可以施放最高环阶的 法术反制,而无需消耗法术位。 Feature/&PowerRoguishArcaneScoundrelArcaneBackslashTitle=奥术反弹 -Feature/&PowerRoguishArcaneScoundrelEssenceTheftDescription=您可以从一个生物身上窃取精华并用它来伤害另一个生物。 -Feature/&PowerRoguishArcaneScoundrelEssenceTheftTitle=精华窃取 -Feature/&ProficiencyRoguishArcaneScoundrelArcanaDescription=获得奥秘技能熟练项。如果你已经拥有熟练项,则获得专精。 +Feature/&PowerRoguishArcaneScoundrelEssenceTheftDescription=你可以从一个生物身上窃取本源并用它来伤害另一个生物。 +Feature/&PowerRoguishArcaneScoundrelEssenceTheftTitle=本源破裂 +Feature/&ProficiencyRoguishArcaneScoundrelArcanaDescription=获得奥秘技能熟练项。 Feature/&ProficiencyRoguishArcaneScoundrelArcanaTitle=奥术亲和 Reaction/&SpendPowerPowerRoguishArcaneScoundrelArcaneBackslashCounterSpellDescription={0} 正在施法!你可以在不花费法术位的情况下做出反制法术的反应。 Reaction/&SpendPowerPowerRoguishArcaneScoundrelArcaneBackslashCounterSpellReactDescription=施放法术反制并反制敌人的法术。 Reaction/&SpendPowerPowerRoguishArcaneScoundrelArcaneBackslashCounterSpellReactTitle=反应 Reaction/&SpendPowerPowerRoguishArcaneScoundrelArcaneBackslashCounterSpellTitle=对抗法术施法 -Subclass/&RoguishArcaneScoundrelDescription=凭借敏捷的脚法和敏锐的感知,奥术恶棍利用一系列魔法技巧来智取和削弱他们的对手。 +Subclass/&RoguishArcaneScoundrelDescription=凭借敏捷的步伐和机智敏锐,奥术恶棍利用一系列魔法技巧来智取和削弱他们的对手。 Subclass/&RoguishArcaneScoundrelTitle=奥术恶棍 -Tooltip/&MustNotHavePossessedCondition=生命精华被盗,无法瞄准 +Tooltip/&MustNotHavePossessedCondition=生命本源被盗,无法瞄准 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt index e57ce053bb..81c1bb9141 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishBladeCaller-zh-CN.txt @@ -1,24 +1,24 @@ Condition/&ConditionRoguishBladeCallerBladeMarkDescription=攻击被标记者具有优势,并造成相当于其等级一半的额外伤害(向上取整)。 Condition/&ConditionRoguishBladeCallerBladeMarkTitle=剑刃印记 -Condition/&ConditionRoguishBladeCallerBladeSurgeDescription=你获得额外的武器攻击行动和额外 10 尺的移动速度。 -Condition/&ConditionRoguishBladeCallerBladeSurgeTitle=剑刃浪潮 -Feature/&FeatureRoguishBladeCallerBladeBondDescription=从第 3 级开始,你需要调整自己以适应你所使用的剑刃。你用匕首进行的攻击视为魔法攻击,可以克服对非魔法武器的抗性和免疫,它们的短距离和长距离投掷范围增加20英尺,如果你投掷它们,它们会立即返回你的手中。 +Condition/&ConditionRoguishBladeCallerBladeSurgeDescription=你获得额外的武器攻击动作和额外 10 尺的移动速度。 +Condition/&ConditionRoguishBladeCallerBladeSurgeTitle=剑刃潮涌 +Feature/&FeatureRoguishBladeCallerBladeBondDescription=从第 3 级开始,你需要调整自己以适应你所使用的剑刃。你用匕首进行的攻击视为魔法攻击,可以克服对非魔法武器的抗性和免疫,它们的短距离和长距离投掷范围增加 20 尺,如果你投掷它们,它们会立即返回你的手中。 Feature/&FeatureRoguishBladeCallerBladeBondTitle=剑刃联系 -Feature/&FeatureRoguishBladeCallerBladeStormDescription=从第 17 级开始,每当你将生物的生命值减少到 0 时,你就会重新使用刀锋冰雹功能。 +Feature/&FeatureRoguishBladeCallerBladeStormDescription=从第 17 级开始,每当你将生物的生命值减少到 0 时,你就会重新使用剑刃冰雹特性。 Feature/&FeatureRoguishBladeCallerBladeStormTitle=剑刃风暴 Feature/&FeatureRoguishBladeCallerBladeSurgeDescription=从第 13 级开始,每回合一次,当你用匕首攻击击中受剑刃印记影响的生物时,你将获得一次额外的武器攻击作为你动作的一部分,并获得额外 10 尺的移动速度,直到你的回合结束。 -Feature/&FeatureRoguishBladeCallerBladeSurgeTitle=剑刃浪潮 -Feature/&FeatureSetRoguishBladeCallerBladeMarkDescription=在你的回合中,你用匕首攻击击中的第一个生物会受到剑刃标记状态,直到你的下一个回合结束,除非该生物已经受到该状态的影响。当你攻击受剑刃印记影响的生物时,你会消耗该印记并以优势进行该攻击。如果你用匕首攻击击中,该生物会受到相当于你的游荡者等级一半的额外伤害(向上取整)。 +Feature/&FeatureRoguishBladeCallerBladeSurgeTitle=剑刃潮涌 +Feature/&FeatureSetRoguishBladeCallerBladeMarkDescription=在你的回合中,你用匕首攻击击中的第一个生物会受到剑刃印记状态,直到你的下一个回合结束,除非该生物已经受到该状态的影响。当你攻击受剑刃印记影响的生物时,你会消耗该印记并以优势进行该攻击。如果你用匕首攻击击中,该生物会受到相当于你的游荡者等级一半的额外伤害(向上取整)。 Feature/&FeatureSetRoguishBladeCallerBladeMarkTitle=剑刃印记 -Feature/&FeatureSetRoguishBladeCallerHailOfBladesDescription=从第 9 级开始,当你用匕首攻击击中受剑刃印记影响的生物时,你可以利用你的反应召唤出一片空灵的剑刃漩涡,并将它们投向你的敌人。你能看到的目标 10 英尺范围内的每个生物(包括目标)都必须通过敏捷豁免检定,或者受到等于你的偷袭伤害的力力伤害,并受到剑刃标记状态的影响,无论它们是否通过豁免检定。每次短暂休息时您可以使用此功能一次。 -Feature/&FeatureSetRoguishBladeCallerHailOfBladesTitle=剑刃颂歌 -Feature/&PowerRoguishBladeCallerHailOfBladesDescription=你可以利用你的反应召唤出一片虚无的剑刃漩涡,并将它们投向你的敌人。 -Feature/&PowerRoguishBladeCallerHailOfBladesTitle=剑刃颂歌 +Feature/&FeatureSetRoguishBladeCallerHailOfBladesDescription=从第 9 级开始,当你用匕首攻击击中受剑刃印记影响的生物时,你可以利用你的反应召唤出一片以太剑刃漩涡,并将它投向你的敌人。你能看到的目标 10 尺范围内的每个生物(包括目标)都必须通过敏捷豁免检定,或者受到等于你的偷袭伤害的力场伤害,并受到剑刃标记状态的影响,无论它们是否通过豁免检定。每次短休时你可以使用此特性一次。 +Feature/&FeatureSetRoguishBladeCallerHailOfBladesTitle=剑刃冰雹 +Feature/&PowerRoguishBladeCallerHailOfBladesDescription=你可以利用你的反应召唤出一片以太剑刃漩涡,并将它投向你的敌人。 +Feature/&PowerRoguishBladeCallerHailOfBladesTitle=剑刃冰雹 Feedback/&AdditionalDamageBladeMarkFormat=剑刃印记 Feedback/&AdditionalDamageBladeMarkLine=剑刃标记造成额外 +{2} 伤害! -Reaction/&UseHailOfBladesDescription=利用你的反应召唤出一片空灵利刃的漩涡,并将它们投向你的敌人。 -Reaction/&UseHailOfBladesReactDescription=利用你的反应召唤出一片空灵利刃的漩涡,并将它们投向你的敌人。 -Reaction/&UseHailOfBladesReactTitle=剑刃颂歌 -Reaction/&UseHailOfBladesTitle=剑刃颂歌 -Subclass/&RoguishBladeCallerDescription=剑锋召唤者是传奇刺客的后裔,至少传说中是这样的。这些斗士敏捷而精确,利用致命的剑术来攻击对手的弱点,并在时机成熟时以无与伦比的技巧将他们击倒。 -Subclass/&RoguishBladeCallerTitle=剑锋召唤者 +Reaction/&UseHailOfBladesDescription=利用你的反应召唤出一片以太剑刃漩涡,并将它投向你的敌人。 +Reaction/&UseHailOfBladesReactDescription=利用你的反应召唤出一片以太剑刃漩涡,并将它投向你的敌人。 +Reaction/&UseHailOfBladesReactTitle=剑刃冰雹 +Reaction/&UseHailOfBladesTitle=剑刃冰雹 +Subclass/&RoguishBladeCallerDescription=剑刃召唤者是传奇刺客的后裔,至少传说中是这样的。这些斗士敏捷而精确,利用致命的剑术来攻击对手的弱点,并在时机成熟时以无与伦比的技巧将他们击倒。 +Subclass/&RoguishBladeCallerTitle=剑刃召唤者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishDuelist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishDuelist-zh-CN.txt index 80a0ea65f9..3399e8ccb5 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishDuelist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishDuelist-zh-CN.txt @@ -1,14 +1,14 @@ Feature/&ActionAffinityRoguishDuelistSwirlingDanceDescription=从第 9 级开始,当一个生物的近战攻击检定未命中你时,你可以使用你的反应对该生物进行立即借机攻击。 Feature/&ActionAffinityRoguishDuelistSwirlingDanceTitle=漩涡之舞 -Feature/&AdditionalDamageRoguishDuelistDaringDuelDescription=如果你在一个生物 5 尺以内,你不需要在攻击检定上获得优势来对它使用偷袭,5 尺内没有其他生物,并且你在攻击检定上没有劣势。所有其他偷袭规则仍然适用。 +Feature/&AdditionalDamageRoguishDuelistDaringDuelDescription=如果你在一个生物 5 尺以内,你不需要在攻击检定上获得优势来对它使用偷袭;5 尺内没有其他生物,你在攻击检定上没有劣势。所有其他偷袭规则仍然适用。 Feature/&AdditionalDamageRoguishDuelistDaringDuelTitle=大胆决斗 -Feature/&AttributeModifierRoguishDuelistSureFootedDescription=获得等同于你熟练加值一半的额外护甲等级(AC)。 +Feature/&AttributeModifierRoguishDuelistSureFootedDescription=获得等同于你熟练加值一半的额外护甲等级。 Feature/&AttributeModifierRoguishDuelistSureFootedTitle=稳健步伐 Feature/&FeatureRoguishDuelistReflexiveParryDescription=从第 13 级开始,每回合一次,当你没有失能、震慑或减速并且没有被近战武器攻击击中时,你可以立即使用你的直觉闪避能力,而不需要或消耗你的反应。 -Feature/&FeatureRoguishDuelistReflexiveParryTitle=本能闪避 -Feature/&FeatureSetRoguishDuelistMasterDuelistDescription=从 17 级开始,在你使用潜行攻击后,你可以立即使用你的主手武器对同一个目标进行另一次攻击,前提是你在距离目标 5 英尺以内,并且没有其他生物在距离你 5 英尺以内。 +Feature/&FeatureRoguishDuelistReflexiveParryTitle=反射格挡 +Feature/&FeatureSetRoguishDuelistMasterDuelistDescription=从 17 级开始,在你使用偷袭后,你可以立即使用你的主手武器对同一个目标进行另一次攻击,前提是你在距离目标 5 尺以内,并且没有其他生物在距离你 5 尺以内。 Feature/&FeatureSetRoguishDuelistMasterDuelistTitle=决斗大师 -Feature/&FeatureSetRoguishDuelistSureFootedDescription=当没有盔甲或穿着没有盾牌的轻型盔甲时,获得额外的护甲等级(AC),等于你的熟练加值的一半,并在先攻检定上获得优势。 +Feature/&FeatureSetRoguishDuelistSureFootedDescription=当没有盔甲或穿着没有盾牌的轻型盔甲时,获得额外的护甲等级,等于你的熟练加值的一半,并在先攻检定上获得优势。 Feature/&FeatureSetRoguishDuelistSureFootedTitle=稳健步伐 Feedback/&AdditionalDamageSureFootedFormat=稳健步伐 Feedback/&AdditionalDamageSureFootedLine=稳健步伐造成额外的 +{2} 伤害! diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishOpportunist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishOpportunist-zh-CN.txt index c25c658b1a..eacc8afec6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishOpportunist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishOpportunist-zh-CN.txt @@ -1,23 +1,23 @@ -Condition/&ConditionRoguishOpportunistDebilitatedDescription=你被机会主义者削弱了并且在所有豁免检定中受到 -1d4 的惩罚。 -Condition/&ConditionRoguishOpportunistDebilitatedTitle=身体虚弱 -Condition/&ConditionRoguishOpportunistExposedDescription=你被机会主义者削弱了,所有豁免检定都会受到 -1d6 的惩罚,移动速度降低 10 英尺,并且所有针对你的攻击检定都具有优势。 -Condition/&ConditionRoguishOpportunistExposedTitle=身体虚弱 -Condition/&ConditionRoguishOpportunistImprovedDebilitatedDescription=你被机会主义者削弱了,所有豁免检定都会受到 -1d6 的惩罚,并且移动速度降低 10 英尺。 -Condition/&ConditionRoguishOpportunistImprovedDebilitatedTitle=身体虚弱 +Condition/&ConditionRoguishOpportunistDebilitatedDescription=你被巧技斗士衰弱了并且在所有豁免检定中受到 -1d4 的惩罚。 +Condition/&ConditionRoguishOpportunistDebilitatedTitle=衰弱 +Condition/&ConditionRoguishOpportunistExposedDescription=你被巧技斗士衰弱了,所有豁免检定都会受到 -1d6 的惩罚,移动速度降低 10 尺,并且所有针对你的攻击检定都具有优势。 +Condition/&ConditionRoguishOpportunistExposedTitle=衰弱 +Condition/&ConditionRoguishOpportunistImprovedDebilitatedDescription=你被巧技斗士衰弱了,所有豁免检定都会受到 -1d6 的惩罚,并且移动速度降低 10 尺。 +Condition/&ConditionRoguishOpportunistImprovedDebilitatedTitle=衰弱 Feature/&FeatureRoguishOpportunistOpportunityDescription=在第一轮战斗中,你在所有攻击检定中都具有优势。此外,你总是能以优势进行所有借机攻击。 -Feature/&FeatureRoguishOpportunistOpportunityTitle=机会 +Feature/&FeatureRoguishOpportunistOpportunityTitle=借机 Feature/&FeatureRoguishOpportunistSeizeTheChanceDescription=从第 9 级开始,当敌人第一次通过豁免检定失败并且还没有轮到你时,你可以利用你的反应对其进行借机攻击。 Feature/&FeatureRoguishOpportunistSeizeTheChanceTitle=趁机 -Feature/&PowerRoguishOpportunistDebilitatingStrikeDescription=每当你偷袭一个生物时,该生物必须通过一次体质豁免检定(DC 8 + 熟练加值 + 敏捷调整值),或者在你的下一回合结束之前进行所有豁免检定并受到 –1d4 的惩罚。 -Feature/&PowerRoguishOpportunistDebilitatingStrikeTitle=虚弱打击 +Feature/&PowerRoguishOpportunistDebilitatingStrikeDescription=每当你偷袭一个生物时,该生物必须通过一次体质豁免检定(DC 8 + 熟练加值 + 敏捷调整值),或者在你的下一回合结束之前进行所有豁免检定时受到 –1d4 的减值。 +Feature/&PowerRoguishOpportunistDebilitatingStrikeTitle=衰弱打击 Feature/&PowerRoguishOpportunistExposedWeaknessDescription=从 17 级开始,对受衰弱打击影响的生物的攻击具有优势。 -Feature/&PowerRoguishOpportunistExposedWeaknessTitle=暴露的弱点 -Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeDescription=每当你偷袭一个生物时,该生物必须通过一次体质豁免检定(DC 8 + 熟练加值 + 敏捷调整值)或移动速度降低 10 英尺,并在所有豁免检定中受到 –1d6 的罚值,直到你的下一次攻击结束转动。 -Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeTitle=强化虚弱打击 +Feature/&PowerRoguishOpportunistExposedWeaknessTitle=暴露弱点 +Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeDescription=每当你偷袭一个生物时,该生物必须通过一次体质豁免检定(DC 8 + 熟练加值 + 敏捷调整值)或移动速度降低 10 尺,并在所有豁免检定中受到 –1d6 的罚值,直到你的下一次回合结束。 +Feature/&PowerRoguishOpportunistImprovedDebilitatingStrikeTitle=强化衰弱打击 Reaction/&SeizeTheChanceDescription=一名敌人未能通过豁免检定。你可以利用你的反应来发动借机攻击。 Reaction/&SeizeTheChanceReactDescription=一名敌人未能通过豁免检定。你可以利用你的反应来发动借机攻击。 Reaction/&SeizeTheChanceReactTitle=趁机 Reaction/&SeizeTheChanceTitle=趁机 Reaction/&SubitemSelectSeizeTheChanceTitle=趁机 -Subclass/&RoguishOpportunistDescription=机会主义者是那些永远不放过消灭敌人的机会的人。他们刺得很快,刺到重要的地方。面对他们,没有多少人能毫发无伤地逃脱。 -Subclass/&RoguishOpportunistTitle=机会主义者 +Subclass/&RoguishOpportunistDescription=巧技斗士是那些永远不放过消灭敌人的机会的人。他们刺得很快,刺到重要的地方。面对他们,没有多少人能毫发无伤地逃脱。 +Subclass/&RoguishOpportunistTitle=巧技斗士 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishRavenScion-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishRavenScion-zh-CN.txt index ba0e5ef87d..d6996f6fbd 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishRavenScion-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishRavenScion-zh-CN.txt @@ -1,21 +1,21 @@ Condition/&ConditionRavenScionHeartSeekingShotDescription=如果你的下一次远程武器攻击击中了生物,则保证会造成致命一击。 Condition/&ConditionRavenScionHeartSeekingShotTitle=觅心射击 Feature/&AdditionalDamageRavenScionSniperAimDescription=每回合一次,当你用远程武器攻击击中一个生物时,该生物会受到等同于你的盗贼等级的相同类型的额外伤害。 -Feature/&AdditionalDamageRavenScionSniperAimTitle=狙击手的目标 -Feature/&FeatureRavenScionKillingSpreeDescription=在你的回合中,当你将一个生物的生命值减少到 0 时,你将获得一次额外的攻击作为你主要动作的一部分,并重置你的狙击手瞄准功能的使用。 +Feature/&AdditionalDamageRavenScionSniperAimTitle=狙击手瞄准 +Feature/&FeatureRavenScionKillingSpreeDescription=在你的回合中,当你将一个生物的生命值减少到 0 时,你将获得一次额外的攻击作为你主要动作的一部分,并重置你的狙击手瞄准特性的使用。 Feature/&FeatureRavenScionKillingSpreeTitle=杀戮狂潮 -Feature/&FeatureSetRavenScionRangedSpecialistDescription=你精通所有双手远程武器和箭术战斗风格。 +Feature/&FeatureSetRavenScionRangedSpecialistDescription=你专精所有双手远程武器并获得箭术战斗风格。 Feature/&FeatureSetRavenScionRangedSpecialistTitle=远程专家 Feature/&PowerRavenScionDeadlyFocusDescription=如果你在远程武器攻击检定中失手,你可以再次进行检定并获得优势。每次短休时你可以使用该能力一次。 -Feature/&PowerRavenScionDeadlyFocusTitle=致命瞄准 +Feature/&PowerRavenScionDeadlyFocusTitle=致命专攻 Feature/&PowerRavenScionHeartSeekingShotDescription=作为一个自由动作,你可以使你的下一次远程武器攻击击中生物时必定造成致命一击。每次短休时你可以使用该能力一次。 Feature/&PowerRavenScionHeartSeekingShotTitle=觅心射击 -Feedback/&AdditionalDamageSniperAimFormat=狙击手的目标 -Feedback/&AdditionalDamageSniperAimLine=狙击手的瞄准造成额外 +{2} 伤害! -Feedback/&TriggerRavenScionRerollLine={0} 卷 {1} = {2}。致命焦点会造成致命一击。 -Reaction/&SpendPowerRavenScionDeadlyFocusDescription=使用你的致命瞄准重试攻击。 -Reaction/&SpendPowerRavenScionDeadlyFocusReactDescription=使用你的致命瞄准重试攻击。 +Feedback/&AdditionalDamageSniperAimFormat=狙击手瞄准 +Feedback/&AdditionalDamageSniperAimLine=狙击手瞄准造成额外 +{2} 伤害! +Feedback/&TriggerRavenScionRerollLine={0} 卷 {1} = {2}。致命专攻会造成致命一击。 +Reaction/&SpendPowerRavenScionDeadlyFocusDescription=使用你的致命专攻重试攻击。 +Reaction/&SpendPowerRavenScionDeadlyFocusReactDescription=使用你的致命专攻重试攻击。 Reaction/&SpendPowerRavenScionDeadlyFocusReactTitle=重试攻击 -Reaction/&SpendPowerRavenScionDeadlyFocusTitle=致命瞄准 -Subclass/&RoguishRavenScionDescription=黑鸦是远程武器专家,经过训练可以快速有效地击倒敌人,而不会像他们的近亲遗产一样引起世界其他地方的嫉妒。 +Reaction/&SpendPowerRavenScionDeadlyFocusTitle=致命专攻 +Subclass/&RoguishRavenScionDescription=黑鸦是远程武器专家,经过训练可以快速有效地击倒敌人。 Subclass/&RoguishRavenScionTitle=黑鸦 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishSlayer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishSlayer-zh-CN.txt index 0d43547ab6..004a4b78b2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishSlayer-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishSlayer-zh-CN.txt @@ -2,13 +2,13 @@ Condition/&ConditionRoguishSlayerChainOfExecutionBeneficialDescription=将你下 Condition/&ConditionRoguishSlayerChainOfExecutionBeneficialTitle=连环处决 Condition/&ConditionRoguishSlayerChainOfExecutionDetrimentalDescription=你被杀手标记了。 Condition/&ConditionRoguishSlayerChainOfExecutionDetrimentalTitle=杀手印记 -Feature/&FeatureRoguishSlayerChainOfExecutionDescription=从第 9 级开始,每当你将一个生物的生命值降至 0,或者每当一个被你的偷袭伤害的生物在你的下一轮开始前死亡时,你的下一次偷袭的伤害额外增加 3d6,直到你的下一个回合。此伤害在 13 级增加到 4d6,在 17 级增加到 5d6。 +Feature/&FeatureRoguishSlayerChainOfExecutionDescription=从第 9 级开始,每当你将一个生物的生命值降至 0,或者每当一个被你的偷袭伤害的生物在你的下一轮开始前死亡时,你的下一次偷袭的伤害额外提升一半总偷袭骰,直到你的下一个回合结束。 Feature/&FeatureRoguishSlayerChainOfExecutionTitle=连环处决 -Feature/&FeatureRoguishSlayerEliminationDescription=从第 3 级开始,当你击倒敌人时,你就是最致命的。你对任何尚未进入战斗回合的生物进行攻击检定具有优势。此外,你对受惊生物的任何击中都是重击。 +Feature/&FeatureRoguishSlayerEliminationDescription=从第 3 级开始,当你击倒敌人时,你就是最致命的。你对任何尚未进入战斗回合的生物进行攻击检定具有优势。此外,你对震慑生物的任何命中都是重击。 Feature/&FeatureRoguishSlayerEliminationTitle=歼灭 -Feature/&FeatureRoguishSlayerFatalStrikeDescription=从 17 级开始,你就成为了速死大师。当你攻击并击中一个受到惊讶的生物时,它必须进行一次体质豁免检定(DC 8 + 你的熟练加值 + 你的敏捷调整值)。如果豁免失败,你对该生物的攻击造成的伤害加倍。 +Feature/&FeatureRoguishSlayerFatalStrikeDescription=从 17 级开始,你就成为了暴毙大师。当你攻击并命中一个受到震慑的生物时,它必须进行一次体质豁免检定(DC 8 + 你的熟练加值 + 你的敏捷调整值)。如果豁免失败,你对该生物的攻击造成的伤害加倍。 Feature/&FeatureRoguishSlayerFatalStrikeTitle=致命一击 -Feature/&PowerRoguishSlayerCloakOfShadowsDescription=从 13 级开始,你可以使用奖励动作隐形 1 分钟。每次长时间休息你可以使用此功能的次数等于你的敏捷调整值。 +Feature/&PowerRoguishSlayerCloakOfShadowsDescription=从 13 级开始,你可以使用附赠动作隐形 1 分钟。每次长休你可以使用此特性的次数等于你的敏捷调整值。 Feature/&PowerRoguishSlayerCloakOfShadowsTitle=暗影斗篷 -Subclass/&RoguishSlayerDescription=杀戮者将他们的训练重点放在严酷的死亡艺术上。坚持这一原型的人各不相同:受雇的杀手、间谍、赏金猎人,甚至是受过特别任命以消灭他们神明的敌人的牧师。隐身、毒药和伪装可帮助你以致命的效率消灭敌人。 +Subclass/&RoguishSlayerDescription=杀手将他们的训练重点放在严酷的死亡艺术上。坚持这一范型的人各不相同:受雇的杀手、间谍、赏金猎人,甚至是受过特别任命以消灭他们神明的敌人的牧师。隐匿、毒药和易容可帮助你以致命的效率消灭敌人。 Subclass/&RoguishSlayerTitle=杀手 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt index fb3f6c9835..5111236a17 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/RoguishUmbralStalker-zh-CN.txt @@ -1,23 +1,23 @@ -Condition/&ConditionRoguishUmbralStalkerShadowDanceDescription=你被魔法黑暗所遮蔽,你可以看穿它,每当你造成偷袭伤害并在骰子攻击之一上投掷最大数量时,你就会重新投掷该骰子并将其添加到伤害中。 +Condition/&ConditionRoguishUmbralStalkerShadowDanceDescription=你被魔法黑暗所遮蔽,你可以看穿它,每当你造成偷袭伤害并在攻击检定之一上投出最大骰值时,你重投该骰子并将其添加到伤害中。 Condition/&ConditionRoguishUmbralStalkerShadowDanceTitle=影舞 -Feature/&ActionAffinityGloomBladeToggleDescription=你将黑暗本身的本质注入你的攻击中。每当你用近战武器攻击偷袭一个生物时,你会造成额外的 1d6 点坏死伤害,并重投该攻击伤害骰上的任何 1 秒和 2 秒,并且必须承受第二个结果。此外,你可以随意选择将你的偷袭伤害骰子投掷为坏死伤害。 -Feature/&ActionAffinityGloomBladeToggleTitle=忧郁的叶子 -Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=你已经习惯了黑暗,并把它变成了致命的游乐场。你获得 60 英尺的黑暗视觉。如果你和目标生物都处于昏暗的光线或黑暗中,并且你在该生物的5英尺范围内,并且你在攻击检定上没有劣势,那么你不需要在攻击检定上有优势来使用你的偷袭。所有其他偷袭规则仍然适用于你。 -Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=致命阴影 -Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=你获得了对寒冷和坏死伤害的抵抗力。此外,每当你的生命值减少到0时,你就会恢复相当于你的盗贼等级的生命值,并站起来。每次长时间休息可以使用此功能一次。 -Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=暗影灵魂 -Feature/&GloomBladeAttackReroll=由于幽暗之刃,{0} 将 {1} 伤害骰子从 {2} 重新投掷到 {3}。 -Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=你可以使用你的奖励行动来为自己提供一分钟的旋转暗影能量光环。当这种暗影能量持续存在时,你会被魔法黑暗所遮蔽,你可以看穿它,每当你造成偷袭伤害并在骰子攻击之一上投掷最大数量时,你就会重新投掷该骰子并将其添加到伤害中。每次长时间休息可以使用此功能一次。 +Feature/&ActionAffinityGloomBladeToggleDescription=你将黑暗本身的本源注入你的攻击中。每当你用近战武器攻击偷袭一个生物时,你会造成额外的 1d6 点黯蚀伤害,在伤害骰值投到 1 和 2 时重投,并且必须承受第二个结果。此外,你可以随意选择将你的偷袭伤害骰变为黯蚀伤害。 +Feature/&ActionAffinityGloomBladeToggleTitle=幽影刃 +Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsDescription=你已经习惯了黑暗,并把它变成了致命的游乐场。你获得 60 尺的黑暗视觉。如果你和目标生物都处于微光光照或黑暗中,并且你在该生物的 5 尺范围内,并且你在攻击检定上没有劣势,那么你使用你的偷袭不需要在攻击检定上有优势。所有其他偷袭规则仍然适用于你。 +Feature/&FeatureSetRoguishUmbralStalkerDeadlyShadowsTitle=致命暗影 +Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulDescription=你获得了对冷冻和黯蚀伤害的抗性。此外,每当你的生命值减少到 0 时,你就会恢复相当于你的游荡者等级的生命值,并站起来。每次长休可以使用此特性一次。 +Feature/&FeatureSetRoguishUmbralStalkerUmbralSoulTitle=阴影灵魂 +Feature/&GloomBladeAttackReroll=由于幽影刃,{0} 将 {1} 伤害骰值从 {2} 重投到 {3}。 +Feature/&PowerRoguishUmbralStalkerShadowDanceDescription=你可以使用你的附赠动作来为自己提供一分钟的旋转暗影能量光环。当这种暗影能量持续存在时,你会被魔法黑暗所遮蔽,你可以看穿它,每当你造成偷袭伤害并在攻击检定之一上投出最大骰值时,你重投该骰子并将其添加到伤害中。每次长休可以使用此特性一次。 Feature/&PowerRoguishUmbralStalkerShadowDanceTitle=影舞 -Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=每回合一次,以一个自由动作,你可以用任意量的移动来代替等量距离的传送。当以这种方式传送时,你的起始位置和最终位置都必须在昏暗的光线或黑暗中。 +Feature/&PowerRoguishUmbralStalkerShadowStrideDescription=每回合一次,以一个自由动作,你可以用任意量的传送来代替等量的移动距离。当以这种方式传送时,你的起始位置和最终位置都必须在微光光照或黑暗中。 Feature/&PowerRoguishUmbralStalkerShadowStrideTitle=暗影步 -Feature/&PowerRoguishUmbralStalkerUmbralSoulDescription=每当你的生命值减少到 0 时,你就会恢复等于你的盗贼等级的生命值,然后站起来。每次长时间休息可以使用此功能一次。 -Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=暗影灵魂 -Feedback/&AdditionalDamageGloomBladeFormat=忧郁的叶子 -Feedback/&AdditionalDamageGloomBladeLine=幽暗之刃造成额外 +{2} 伤害! -Reaction/&UseUmbralSoulDescription=你恢复了相当于你的盗贼等级的生命值,然后站起来。 -Reaction/&UseUmbralSoulReactDescription=你恢复了相当于你的盗贼等级的生命值,然后站起来。 -Reaction/&UseUmbralSoulReactTitle=暗影灵魂 -Reaction/&UseUmbralSoulTitle=暗影灵魂 -Subclass/&RoguishUmbralStalkerDescription=有传言说,在索拉斯塔最黑暗的角落里,有比任何阴影都更黑暗的东西。故事预告了一些实体利用超自然力量操纵黑暗、伏击不幸者并看似随意消失。无论这些故事是否真实,许多人在夜深人静的时候穿过黑暗的小巷时都会回头看一眼。 -Subclass/&RoguishUmbralStalkerTitle=暗影追猎者 +Feature/&PowerRoguishUmbralStalkerUmbralSoulDescription=每当你的生命值减少到 0 时,你就会恢复等于你的游荡者等级的生命值,然后站起来。每次长休可以使用此特性一次。 +Feature/&PowerRoguishUmbralStalkerUmbralSoulTitle=阴影灵魂 +Feedback/&AdditionalDamageGloomBladeFormat=幽影刃 +Feedback/&AdditionalDamageGloomBladeLine=幽影刃造成额外 +{2} 伤害! +Reaction/&UseUmbralSoulDescription=你恢复了相当于你的游荡者等级的生命值,然后站起来。 +Reaction/&UseUmbralSoulReactDescription=你恢复了相当于你的游荡者等级的生命值,然后站起来。 +Reaction/&UseUmbralSoulReactTitle=阴影灵魂 +Reaction/&UseUmbralSoulTitle=阴影灵魂 +Subclass/&RoguishUmbralStalkerDescription=有传言说,在索拉斯塔最黑暗的角落里,有比任何暗影都更黑暗的东西。故事预告了一些存在利用超自然力量操纵黑暗、伏击不幸者并看似随意消失。无论这些故事是否真实,许多人在夜深人静的时候穿过黑暗的小巷时都会回头看一眼。 +Subclass/&RoguishUmbralStalkerTitle=阴影追踪者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt index 7f1a1e6ff1..98e4e3e6e8 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousDivineHeart-zh-CN.txt @@ -1,29 +1,29 @@ Condition/&ConditionDivineHeartEmpoweredHealingDescription=如果你在本回合中施展了治疗法术,你将重掷 1 或 2 的结果。 -Condition/&ConditionDivineHeartEmpoweredHealingTitle=赋能治疗 +Condition/&ConditionDivineHeartEmpoweredHealingTitle=强效治疗 Feature/&AttributeModifierDivineHeartDivineFortitudeDescription=每级 +1 生命值。 -Feature/&AttributeModifierDivineHeartDivineFortitudeTitle=神圣刚毅 -Feature/&AutoPreparedSpellsDivineHeartArunDescription=远离邪恶和善良总是众所周知和准备好的。 -Feature/&AutoPreparedSpellsDivineHeartArunTitle=阿伦:保护免受邪恶和善良 -Feature/&AutoPreparedSpellsDivineHeartEinarDescription=阿伦 - 造成伤害 总是广为人知并做好准备。 -Feature/&AutoPreparedSpellsDivineHeartEinarTitle=阿伦:造成伤害 -Feature/&AutoPreparedSpellsDivineHeartMariakeDescription=米萨耶 - 治疗伤害 总是广为人知并做好准备。 -Feature/&AutoPreparedSpellsDivineHeartMariakeTitle=米萨耶:治疗伤口 -Feature/&AutoPreparedSpellsDivineHeartMisayeDescription=米萨耶 - 灾祸术 总是广为人知并做好准备。 -Feature/&AutoPreparedSpellsDivineHeartMisayeTitle=米萨耶:灾祸术 -Feature/&AutoPreparedSpellsDivineHeartPakriDescription=帕克里 - 祝福术 总是广为人知并做好准备。 -Feature/&AutoPreparedSpellsDivineHeartPakriTitle=帕克里:祝福术 -Feature/&FeatureSetDivineHeartDeityChoiceDescription=选择你魔法的神圣来源。 +Feature/&AttributeModifierDivineHeartDivineFortitudeTitle=神圣强韧 +Feature/&AutoPreparedSpellsDivineHeartArunDescription=阿伦—— 防护善恶 总是已习得和已准备。 +Feature/&AutoPreparedSpellsDivineHeartArunTitle=阿伦:防护善恶 +Feature/&AutoPreparedSpellsDivineHeartEinarDescription=埃纳尔—— 致伤术 总是已习得和已准备。 +Feature/&AutoPreparedSpellsDivineHeartEinarTitle=埃纳尔:致伤术 +Feature/&AutoPreparedSpellsDivineHeartMariakeDescription=玛莱珂—— 疗伤术 总是已习得和已准备。 +Feature/&AutoPreparedSpellsDivineHeartMariakeTitle=玛莱珂:疗伤术 +Feature/&AutoPreparedSpellsDivineHeartMisayeDescription=蜜撒耶—— 灾祸术 总是已习得和已准备。 +Feature/&AutoPreparedSpellsDivineHeartMisayeTitle=蜜撒耶:灾祸术 +Feature/&AutoPreparedSpellsDivineHeartPakriDescription=帕克莉—— 祝福术 总是已习得和已准备。 +Feature/&AutoPreparedSpellsDivineHeartPakriTitle=帕克莉:祝福术 +Feature/&FeatureSetDivineHeartDeityChoiceDescription=选择你魔法的神力来源。 Feature/&FeatureSetDivineHeartDeityChoiceTitle=神明选择 Feature/&MagicAffinityDivineHeartClericSpellsListDescription=你与神的联系让你可以像术士法术一样学习和施放牧师法术。 Feature/&MagicAffinityDivineHeartClericSpellsListTitle=神圣魔法 -Feature/&PowerDivineHeartDivineFountDescription=作为附赠行动,重新获得 1 点巫术点数。可以使用的次数等于你的感知加值,所有使用都在长时间休息后重新充电。 +Feature/&PowerDivineHeartDivineFountDescription=作为附赠动作,重新获得 1 点术法点。可以使用的次数等于你的感知调整值,长休后重获所有次数。 Feature/&PowerDivineHeartDivineFountTitle=神圣之泉 -Feature/&PowerDivineHeartDivineRecoveryDescription=作为附赠动作,你可以为自己恢复 70 点生命值并消除失明和疾病。每次长休可以使用一次。 -Feature/&PowerDivineHeartDivineRecoveryTitle=神圣的恢复 -Feature/&PowerDivineHeartEmpoweredHealingDescription=在你的下一轮开始之前,当你施放治疗法术时,你会重新掷出 1 或 2 的治疗骰子,并保持新的结果。以消耗 1 术士点数的附赠动作激活此异能。 -Feature/&PowerDivineHeartEmpoweredHealingReroll=由于强化治疗,{0} 重新掷出 {1} 个伤害骰子,从 {2} 到 {3}。 -Feature/&PowerDivineHeartEmpoweredHealingTitle=赋能治疗 +Feature/&PowerDivineHeartDivineRecoveryDescription=作为附赠动作,你可以为自己恢复 70 点生命值并消除目盲和疾病。每次长休可以使用一次。 +Feature/&PowerDivineHeartDivineRecoveryTitle=神圣痊愈 +Feature/&PowerDivineHeartEmpoweredHealingDescription=在你的下一轮开始之前,当你施放治疗法术时,你会重掷 1 或 2 骰值的治疗骰,并保持新的结果。以消耗 1 术法点的附赠动作激活此特性。 +Feature/&PowerDivineHeartEmpoweredHealingReroll=由于强效治疗,{0} 重新掷出 {1} 个治疗骰,从 {2} 到 {3}。 +Feature/&PowerDivineHeartEmpoweredHealingTitle=强效治疗 Feature/&PowerDivineHeartPlanarPortalDescription=打开一个传送门,可以将一个友好的生物和你自己带到指定的目的地。 -Feature/&PowerDivineHeartPlanarPortalTitle=位面门户 -Subclass/&SorcerousDivineHeartDescription=你与生俱来的魔力是由神灵赋予你的,目的是你可能理解也可能不理解。 +Feature/&PowerDivineHeartPlanarPortalTitle=位面传送门 +Subclass/&SorcerousDivineHeartDescription=你与生俱来的魔力是由你可能理解也可能不理解其目的的神灵所赋予。 Subclass/&SorcerousDivineHeartTitle=神圣之心 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousFieldManipulator-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousFieldManipulator-zh-CN.txt index e1b48942da..fa04034c48 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousFieldManipulator-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousFieldManipulator-zh-CN.txt @@ -1,10 +1,10 @@ -Feature/&MagicAffinitySorcerousFieldManipulatorArcaneManipulationDescription=从第 6 级开始,你的附魔、防护和幻术系法术的释放环位比所使用的法术位高一级。 +Feature/&MagicAffinitySorcerousFieldManipulatorArcaneManipulationDescription=从第 6 级开始,你的附魔、防护和幻术学派法术的释放环阶比所使用的法术位高一环。 Feature/&MagicAffinitySorcerousFieldManipulatorArcaneManipulationTitle=奥术操纵 -Feature/&PowerSorcerousFieldManipulatorDisplacementDescription=从第 1 级开始,你可以使用你的动作将一个生物传送到距离你 60 尺以内的任何你能看到的格子上。敌方生物必须通过魅力豁免,DC 为你的法术DC,否则就会被强制移位。盟友不需要进行豁免检定。每次长休你可以使用该能力的次数等于你的熟练调整值。 +Feature/&PowerSorcerousFieldManipulatorDisplacementDescription=从第 1 级开始,你可以使用你的动作将一个生物传送到距离你 60 尺以内的任何你能看到的格子上。敌方生物必须通过魅力豁免,DC 为你的法术 DC,否则就会被强制移位。盟友不需要进行豁免检定。每次长休你可以使用该特性的次数等于你的熟练加值。 Feature/&PowerSorcerousFieldManipulatorDisplacementTitle=移位 -Feature/&PowerSorcerousFieldManipulatorForcefulStepDescription=从第 18 级开始,你可以使用你的附赠动作传送到 60 尺内你选择的地方。距离你目的地 10 尺内的任何敌方生物必须通过一次对抗你的法术 DC 的力量豁免,否则将受到 3d10 力场伤害并被击退 10 尺,陷入倒地状态。每次长休后你可以使用此能力 3 次,如果使用次数耗尽后,你可以消耗4点术法点使用此能力。 -Feature/&PowerSorcerousFieldManipulatorForcefulStepTitle=强力步伐 -Feature/&ProficiencySorcerousFieldManipulatorMentalResistanceDescription=从第 14 级开始,在智力和感知豁免检定上获得熟练。 -Feature/&ProficiencySorcerousFieldManipulatorMentalResistanceTitle=心灵抗性 +Feature/&PowerSorcerousFieldManipulatorForcefulStepDescription=从第 18 级开始,你可以使用你的附赠动作传送到 60 尺内你选择的地方。距离你目的地 10 尺内的任何敌方生物必须通过一次对抗你的法术 DC 的力量豁免,否则将受到 3d10 力场伤害并被击退 10 尺,陷入倒地状态。每次长休后你可以使用此特性 3 次,如果使用次数耗尽后,你可以消耗 4 点术法点使用此特性。 +Feature/&PowerSorcerousFieldManipulatorForcefulStepTitle=迫退步 +Feature/&ProficiencySorcerousFieldManipulatorMentalResistanceDescription=从第 14 级开始,在智力和感知豁免检定上获得熟练项。 +Feature/&ProficiencySorcerousFieldManipulatorMentalResistanceTitle=精神抗性 Subclass/&SorcerousFieldManipulatorDescription=战场操纵者擅长控制战场并防止敌人攻击他们。 Subclass/&SorcerousFieldManipulatorTitle=战场操纵者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousPsion-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousPsion-zh-CN.txt index b14af1d6e2..89907eb1dc 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousPsion-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousPsion-zh-CN.txt @@ -1,24 +1,24 @@ -Action/&MindSculptToggleDescription=激活后,你接下来造成的所有法术伤害都会转化为心灵伤害,消耗 1 点魔法值。 -Action/&MindSculptToggleTitle=心灵雕塑 -Action/&SupremeWillToggleDescription=激活后无需专注即可施展下一个法术,消耗 2 倍法术等级法术点。 +Action/&MindSculptToggleDescription=激活后,你接下来造成的所有法术伤害都会转化为心灵伤害,花费 1 术法点。 +Action/&MindSculptToggleTitle=心灵塑形 +Action/&SupremeWillToggleDescription=激活后无需专注即可施展下一个法术,花费 2 倍法术等级术法点。 Action/&SupremeWillToggleTitle=至高意志 -Feature/&ActionAffinitySorcerousPsionMindSculptDescription=每当你用法术造成心灵伤害时,你可以将你的魅力调整值作为额外心灵伤害添加到该法术的一次伤害检定中。此外,你可以支付 1 个法术点,将你造成的所有法术伤害转化为心灵伤害。 -Feature/&ActionAffinitySorcerousPsionMindSculptTitle=心灵雕塑 +Feature/&ActionAffinitySorcerousPsionMindSculptDescription=每当你用法术造成心灵伤害时,你可以将你的魅力调整值作为额外心灵伤害添加到该法术的一次伤害检定中。此外,你可以支付 1 术法点,将你造成的所有法术伤害转化为心灵伤害。 +Feature/&ActionAffinitySorcerousPsionMindSculptTitle=心灵塑形 Feature/&DamageAffinitySorcerousPsionPsionicMindDescription=你获得了对心灵伤害的抗性。 Feature/&DamageAffinitySorcerousPsionPsionicMindTitle=灵能心智 -Feature/&FeatureSetSorcerousPsionPsychokinesisDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会向你移动或远离你 15 英尺。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该能力的次数等于你的熟练加值,如果所有次数使用完毕,你可以支付 1 个术法点。 -Feature/&FeatureSetSorcerousPsionPsychokinesisTitle=念力 -Feature/&FeatureSetSorcerousPsionSupremeWillDescription=每当你施展专注法术时,你可以支付等于法术等级两倍的法术点以无需专注施展该法术。每次短休只能使用该能力一次。 +Feature/&FeatureSetSorcerousPsionPsychokinesisDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会向你移动或远离你 15 尺。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该特性的次数等于你的熟练加值,如果所有次数使用完毕,你可以支付 1 点术法点。 +Feature/&FeatureSetSorcerousPsionPsychokinesisTitle=念动力 +Feature/&FeatureSetSorcerousPsionSupremeWillDescription=每当你施展专注法术时,你可以花费等于法术等级两倍的术法点以无需专注施展该法术。每次短休只能使用该特性一次。 Feature/&FeatureSetSorcerousPsionSupremeWillTitle=至高意志 -Feature/&PowerSorcerousPsionMindOverMatterDescription=如果你的生命值降至 0 点并且没有彻底死亡,你可以恢复 1 点生命值,重新站起来,获得相当于你三倍术士等级的临时生命值,持续一分钟,并击倒周围 10 英尺内的所有敌人。此效果每次长休只能发生一次。 +Feature/&PowerSorcerousPsionMindOverMatterDescription=如果你的生命值降至 0 点并且没有彻底死亡,你可以恢复 1 点生命值,重新起立,获得相当于你三倍术士等级的临时生命值,持续一分钟,并击倒周围 10 尺内的所有敌人。此效果每次长休只能使用一次。 Feature/&PowerSorcerousPsionMindOverMatterTitle=心胜于物 -Feature/&PowerSorcerousPsionPsychokinesisDragDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会向你移动 15 尺。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该能力的次数等于你的熟练加值,如果所有次数使用完毕,你可以支付 2 个术法点。 -Feature/&PowerSorcerousPsionPsychokinesisDragTitle=念力【拉】 -Feature/&PowerSorcerousPsionPsychokinesisPushDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会移至远离你 15 尺的地方。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该能力的次数等于你的熟练加值,如果所有次数使用完毕,你可以支付 2 个术法点。 -Feature/&PowerSorcerousPsionPsychokinesisPushTitle=念力【推】 -Reaction/&UseMindOverMatterDescription=你可以用 1 点生命值 + 3 倍心灵术士等级临时生命值站立起来,并将 10 英尺内的所有敌人击倒。 -Reaction/&UseMindOverMatterReactDescription=你可以用 1 点生命值 + 3 倍心灵术士等级临时生命值站立起来,并将 10 英尺内的所有敌人击倒。 -Reaction/&UseMindOverMatterReactTitle=愈合 +Feature/&PowerSorcerousPsionPsychokinesisDragDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会向你移动 15 尺。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该特性的次数等于你的熟练加值,如果所有次数使用完毕,你可以花费 2 术法点代替。 +Feature/&PowerSorcerousPsionPsychokinesisDragTitle=念动力【拉】 +Feature/&PowerSorcerousPsionPsychokinesisPushDescription=你可以使用你的附赠动作来瞄准你周围 30 尺内的一个生物。然后目标生物会移至远离你 15 尺的地方。敌方生物必须通过对抗你的施法 DC 的力量豁免检定,或者朝所选方向移动,而盟友生物则无需豁免检定即可移动。每次长休你可以使用该特性的次数等于你的熟练加值,如果所有次数使用完毕,你可以花费 2 术法点代替。 +Feature/&PowerSorcerousPsionPsychokinesisPushTitle=念动力【推】 +Reaction/&UseMindOverMatterDescription=你可以用 1 点生命值 + 3 倍心灵术士等级临时生命值,起立并将 10 尺内的所有敌人击倒。 +Reaction/&UseMindOverMatterReactDescription=你可以用 1 点生命值 + 3 倍心灵术士等级临时生命值,起立并将 10 尺内的所有敌人击倒。 +Reaction/&UseMindOverMatterReactTitle=医疗 Reaction/&UseMindOverMatterTitle=心胜于物 -Subclass/&SorcerousPsionDescription=心灵术士是特殊的个体,拥有通过纯粹的意志力操纵灵能的天生能力。通过广泛的精神训练练习,心灵术士可以学会利用自己的力量并用思想扭曲现实。 +Subclass/&SorcerousPsionDescription=心灵术士是特殊的个体,拥有通过纯粹的意志力操纵灵能的天生能力。通过广博的精神训练课程,心灵术士可以学会利用自己的力量并用思想扭曲现实。 Subclass/&SorcerousPsionTitle=心灵术士 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSorrAkkath-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSorrAkkath-zh-CN.txt index 5594618578..8aa6a40d4e 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSorrAkkath-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSorrAkkath-zh-CN.txt @@ -1,12 +1,12 @@ -Feature/&AdditionalDamageSorcerousSorrAkkathSpellSneakAttackDescription=每回合一次,如果你在攻击检定上有优势,你可以对你用法术攻击击中的一个生物额外造成 1d6 点伤害。如果目标的另一个敌人在其 5 尺以内,则你在攻击检定上不需要优势,该敌人没有失能,并且你在攻击检定上没有劣势。伤害在 5 级增加到 2d6,在 11 级增加到 3d6,在 17 级增加到 4d6。 +Feature/&AdditionalDamageSorcerousSorrAkkathSpellSneakAttackDescription=每回合一次,如果你在攻击检定上有优势,你可以对你用法术攻击命中的一个生物额外造成 1d6 点伤害。如果目标的另一个敌人在其 5 尺以内,该敌人没有失能,并且你在攻击检定上没有劣势,则你在攻击检定上不需要优势。伤害在 5 级提升至 2d6,在 11 级提升至 3d6,在 17 级提升至 4d6。 Feature/&AdditionalDamageSorcerousSorrAkkathSpellSneakAttackTitle=法术偷袭 -Feature/&FeatureSetSorcerousSorrAkkathBloodOfSorrAkkathDescription=从第 6 级开始,你对毒素伤害产生抵抗力并获得对中毒状态的免疫力。此外,击中可以被法术偷袭的生物会对该生物进行体质豁免检定。如果检定失败,它会中毒,直到你的下一轮结束。 +Feature/&FeatureSetSorcerousSorrAkkathBloodOfSorrAkkathDescription=从第 6 级开始,你对毒素伤害产生抗性并获得对中毒状态的免疫。此外,被法术偷袭特性命中的生物会对该生物进行体质豁免检定。如果检定失败,它会中毒,直到你的下一轮结束。 Feature/&FeatureSetSorcerousSorrAkkathBloodOfSorrAkkathTitle=索尔·阿卡斯之血 -Feature/&FeatureSetSorcerousSorrAkkathDarknessAffinityDescription=从第 14 级开始,当你处于昏暗的光线或黑暗中时,你获得以下效果:\n• +2 护甲等级(AC)。\n• +2 攻击检定。\n• +2 豁免检定。\n• 在你的回合结束时+2 生命值恢复。 +Feature/&FeatureSetSorcerousSorrAkkathDarknessAffinityDescription=从第 14 级开始,当你处于微光光照或黑暗中时,你获得以下效果:\n• +2 护甲等级。\n• +2 攻击检定。\n• +2 豁免检定。\n• 在你的回合结束时 +2 生命值恢复。 Feature/&FeatureSetSorcerousSorrAkkathDarknessAffinityTitle=黑暗亲和 -Feature/&FeatureSetSorcerousSorrAkkathDeceptiveHeritageDescription=你变得精通 潜行 和 欺骗 技能,学习毒刺戏法并获得 60 尺的黑暗视觉。 +Feature/&FeatureSetSorcerousSorrAkkathDeceptiveHeritageDescription=你获得隐匿和欺瞒技能技能熟练项,习得 毒刺 戏法并获得 60 尺的黑暗视觉。 Feature/&FeatureSetSorcerousSorrAkkathDeceptiveHeritageTitle=欺诈血统 -Feature/&FeatureSetSorcerousSorrAkkathTouchOfDarknessDescription=从第 18 级开始,你获得了腐蚀接触生物并吸取其生命值的能力。将你的动作作为具有接触范围的法术攻击,成功命中时对一个生物造成 8d8 暗蚀伤害,并治疗所造成伤害的一半。每次长休你可以使用此能力 3 次,如果你没有使用,你可以使用 4 个术法点来代替。 +Feature/&FeatureSetSorcerousSorrAkkathTouchOfDarknessDescription=从第 18 级开始,你获得了腐蚀接触生物并吸取其生命值的能力。将你的动作作为具有接触范围的法术攻击,成功命中时对一个生物造成 8d8 黯蚀伤害,并治疗所造成伤害的一半。每次长休你可以使用此特性 3 次,如果你没有使用,你可以使用 4 个术法点来代替。 Feature/&FeatureSetSorcerousSorrAkkathTouchOfDarknessTitle=黑暗之触 Feedback/&AdditionalDamageSpellSneakAttackFormat=法术偷袭! Feedback/&AdditionalDamageSpellSneakAttackLine={0} 对 {1} 进行法术偷袭 (+{2}) diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSpellBlade-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSpellBlade-zh-CN.txt index b777596534..3cbe627b9d 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSpellBlade-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/SorcerousSpellBlade-zh-CN.txt @@ -1,12 +1,12 @@ Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererDescription=当你的攻击命中或用法术造成伤害时,将你的魅力调整值作为额外力场伤害添加到该攻击或法术的一次伤害检定中。 Feature/&AdditionalDamageSorcerousSpellBladeWarSorcererTitle=战争术士 -Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=你的护甲等级(AC)提高 2,并且你在敏捷豁免检定中获得熟练。 -Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=战斗反应 -Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=你可以使用你的奖励行动来获得相当于你的术士等级+魅力调整值的临时生命值,持续一分钟,每次长时间休息的次数等于你的熟练加值。如果你没用了,你可以花两个魔法点来代替。 +Feature/&FeatureSetSorcerousSpellBladeBattleReflexesDescription=你的护甲等级提高 2,并且你在敏捷豁免检定中获得熟练加值。 +Feature/&FeatureSetSorcerousSpellBladeBattleReflexesTitle=战斗反射 +Feature/&FeatureSetSorcerousSpellBladeManaShieldDescription=你可以使用你的附赠动作来获得相当于你的 术士等级 + 魅力调整值 的临时生命值,持续一分钟,每次长休的次数等于你的熟练加值。如果你用完使用次数,你可以花两个术法点来代替。 Feature/&FeatureSetSorcerousSpellBladeManaShieldTitle=法力护盾 Feature/&FeatureSetSorcerousSpellBladeMartialTrainingDescription=你获得轻甲、中甲和军用武器的熟练项。 -Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=战斗训练 +Feature/&FeatureSetSorcerousSpellBladeMartialTrainingTitle=武术训练 Feedback/&AdditionalDamageWarSorcererFormat=战争术士 Feedback/&AdditionalDamageWarSorcererLine={0} 因战争术士对 {1} 造成额外伤害 (+{2}) -Subclass/&SorcerousSpellBladeDescription=力法之刃魔武双修,结合了战斗技巧和血脉魔法,并以此击败敌人。 -Subclass/&SorcerousSpellBladeTitle=力法之刃 +Subclass/&SorcerousSpellBladeDescription=法刃魔武双修,结合了武术技巧和与生俱来的魔法天赋,并以此击败敌人。 +Subclass/&SorcerousSpellBladeTitle=法刃 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDiscordance-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDiscordance-zh-CN.txt index 668db4f153..de335a6da2 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDiscordance-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDiscordance-zh-CN.txt @@ -1,22 +1,22 @@ -Condition/&ConditionWayOfTheDiscordanceChaosChannelingDescription=你的徒手攻击范围增加 30 英尺,所有徒手攻击造成的伤害都会转化为暗蚀伤害。 +Condition/&ConditionWayOfTheDiscordanceChaosChannelingDescription=你的徒手打击范围增加 30 尺,所有徒手打击造成的伤害都会转化为黯蚀伤害。 Condition/&ConditionWayOfTheDiscordanceChaosChannelingTitle=混沌引导 -Condition/&ConditionWayOfTheDiscordanceDiscordanceDescription=如果你第二次进入不谐状态,你的心灵将会受到暗蚀伤害。 +Condition/&ConditionWayOfTheDiscordanceDiscordanceDescription=如果你第二次进入不谐状态,你的心灵将会受到黯蚀伤害。 Condition/&ConditionWayOfTheDiscordanceDiscordanceTitle=不谐 Condition/&ConditionWayOfTheDiscordanceTurmoilDescription=所有攻击检定和豁免检定均获得 -1d4。你可以尝试在每个回合结束时进行豁免检定。 Condition/&ConditionWayOfTheDiscordanceTurmoilTitle=混乱 -Feature/&FeatureSetWayOfTheDiscordanceBurstOfDisharmonyDescription=你可以花费 2 Ki 并使用你的奖励动作引发累积的负能量爆发,在 3x3 单元格区域内对敏捷豁免失败的敌方生物造成 3d6 坏死伤害(DC 8 + 熟练加值 + 感知调整值,减半)并对每个受影响的生物施加一次不和谐状态,无论它们是否通过了豁免检定。你每消耗额外的气点,伤害就会额外增加 1d6,总成本等于你武僧等级的一半(向上取整)。 +Feature/&FeatureSetWayOfTheDiscordanceBurstOfDisharmonyDescription=你可以花费 2 气点并使用你的附赠动作引发累积的负能量爆发,在 3x3 单元格区域内对敏捷豁免失败的敌方生物造成 3d6 黯蚀伤害(DC 8 + 熟练加值 + 感知调整值,减半)并对每个受影响的生物施加一次不和谐状态,无论它们是否通过了豁免检定。你每消耗额外的气点,伤害就会额外增加 1d6,总成本等于你武僧等级的一半(向上取整)。 Feature/&FeatureSetWayOfTheDiscordanceBurstOfDisharmonyTitle=不谐爆发 -Feature/&FeatureSetWayOfTheDiscordanceChaosChannelingDescription=你可以收集自己积累的混乱的一部分,并用它来创造负能量的尖峰。以一个自由动作,将你徒手攻击的范围增加 30 英尺,并将你徒手攻击造成的所有伤害转化为暗蚀伤害,直到你的回合结束。每次长休你可以使用该能力的次数等于你的熟练加值,并且如果使用次数耗尽,你可以花费 2 气点再次使用它。 +Feature/&FeatureSetWayOfTheDiscordanceChaosChannelingDescription=你可以收集自己积累的混乱的一部分,并用它来创造负能量的尖峰。以一个自由动作,将你徒手打击的范围增加 30 尺,并将你徒手打击造成的所有伤害转化为黯蚀伤害,直到你的回合结束。每次长休你可以使用该特性的次数等于你的熟练加值,并且如果使用次数耗尽,你可以花费 2 气点再次使用它。 Feature/&FeatureSetWayOfTheDiscordanceChaosChannelingTitle=混沌引导 -Feature/&FeatureSetWayOfTheDiscordanceDiscordanceDescription=你学会操纵敌人内心的混乱。每次你徒手攻击击中一个生物时,该生物都会受到一次不谐状态,持续 1 分钟。当一个生物第二次遭受不谐时,两次不谐都会被移除,该生物受到的暗蚀伤害等于你的 武艺骰子 + 感知调整值,并且该生物在该回合结束之前无法进入额外的不谐状态。 +Feature/&FeatureSetWayOfTheDiscordanceDiscordanceDescription=你学会操纵敌人内心的混乱。每次你徒手打击击中一个生物时,该生物都会受到一次不谐状态,持续 1 分钟。当一个生物第二次遭受不谐时,两次不谐都会被移除,该生物受到的黯蚀伤害等于你的 武艺骰 + 感知调整值,并且该生物在该回合结束之前无法进入额外的不谐状态。 Feature/&FeatureSetWayOfTheDiscordanceDiscordanceTitle=不谐 Feature/&FeatureWayOfTheDiscordanceEntropicStrikesDescription=被不谐伤害的生物现在可以继续进入不谐状态,没有任何限制。 -Feature/&FeatureWayOfTheDiscordanceEntropicStrikesTitle=熵能攻击 +Feature/&FeatureWayOfTheDiscordanceEntropicStrikesTitle=熵能打击 Feature/&PowerWayOfTheDiscordanceBurstOfDisharmonyDescription=花费 {0} 气点来造成 {1}d6 伤害。 Feature/&PowerWayOfTheDiscordanceBurstOfDisharmonyTitle=不谐爆发 [{0} 气] -Feature/&PowerWayOfTheDiscordanceTidesOfChaosDescription=从 17 级开始,当你在 30 英尺内看到的一个生物受到混乱状态影响并生命值降至 0 时,你将获得相当于你武僧等级和 1 气点的临时生命值。该效果每回合只能发生一次。 +Feature/&PowerWayOfTheDiscordanceTidesOfChaosDescription=从 17 级开始,当你在 30 尺内看到的一个生物受到混乱状态影响并生命值降至 0 时,你将获得相当于你武僧等级和 1 气点的临时生命值。该效果每回合只能发生一次。 Feature/&PowerWayOfTheDiscordanceTidesOfChaosTitle=混沌之潮 -Feature/&PowerWayOfTheDiscordanceTurmoilDescription=从第 6 级开始,当一个生物受到你的不和谐特性的伤害时,它必须成功通过魅力豁免(DC 8 + 熟练加值 + 感知调整值),否则会受到混乱状态长达一分钟,所有攻击检定和豁免检定受到 –1d4 减值。豁免失败的生物可以在每个回合结束时重复豁免。如果一个生物通过了豁免检定或效果结束,则该生物免疫进一步的混乱效果。 +Feature/&PowerWayOfTheDiscordanceTurmoilDescription=从第 6 级开始,当一个生物受到你的不谐特性的伤害时,它必须成功通过魅力豁免(DC 8 + 熟练加值 + 感知调整值),否则会受到混乱状态长达一分钟,所有攻击检定和豁免检定受到 –1d4 减值。豁免失败的生物可以在每个回合结束时重投豁免。如果一个生物通过了豁免检定或效果结束,则该生物免疫进一步的混乱效果。 Feature/&PowerWayOfTheDiscordanceTurmoilTitle=动荡 -Subclass/&WayOfTheDiscordanceDescription=虽然大多数僧侣通过沉思寻求启蒙并实现内心的平静,但另一方面,不谐之道的僧侣则专注于驾驭宇宙的混乱能量。这些神秘的不谐学者通过操纵敌人的气来利用敌人的内心冲突,用扭曲的能量爆发来摧毁他们。 +Subclass/&WayOfTheDiscordanceDescription=虽然大多数武僧通过沉思寻求启蒙并实现内心的平静,但另一方面,不谐宗的武僧则专注于驾驭宇宙的混乱能量。这些神秘的不谐学者通过操纵敌人的气来利用敌人的内心冲突,用扭曲的能量爆发来摧毁他们。 Subclass/&WayOfTheDiscordanceTitle=不谐宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDragon-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDragon-zh-CN.txt index 7529e4f0e5..f502c86a67 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDragon-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheDragon-zh-CN.txt @@ -1,68 +1,68 @@ Condition/&ConditionWayOfTheDragonDragonFuryAcidDescription=徒手攻击造成 2d6 强酸伤害。 -Condition/&ConditionWayOfTheDragonDragonFuryAcidTitle=巨龙之怒 - 强酸 -Condition/&ConditionWayOfTheDragonDragonFuryColdDescription=徒手攻击造成 2d6 寒冷伤害。 -Condition/&ConditionWayOfTheDragonDragonFuryColdTitle=巨龙之怒 - 寒冷 +Condition/&ConditionWayOfTheDragonDragonFuryAcidTitle=龙之怒火——强酸 +Condition/&ConditionWayOfTheDragonDragonFuryColdDescription=徒手攻击造成 2d6 冷冻伤害。 +Condition/&ConditionWayOfTheDragonDragonFuryColdTitle=龙之怒火——冷冻 Condition/&ConditionWayOfTheDragonDragonFuryFireDescription=徒手攻击造成 2d6 火焰伤害。 -Condition/&ConditionWayOfTheDragonDragonFuryFireTitle=巨龙之怒 - 火焰 +Condition/&ConditionWayOfTheDragonDragonFuryFireTitle=龙之怒火——火焰 Condition/&ConditionWayOfTheDragonDragonFuryLightningDescription=徒手攻击造成 2d6 闪电伤害。 -Condition/&ConditionWayOfTheDragonDragonFuryLightningTitle=巨龙之怒 - 闪电 +Condition/&ConditionWayOfTheDragonDragonFuryLightningTitle=龙之怒火——闪电 Condition/&ConditionWayOfTheDragonDragonFuryPoisonDescription=徒手攻击造成 2d6 毒素伤害。 -Condition/&ConditionWayOfTheDragonDragonFuryPoisonTitle=巨龙之怒 - 毒性 +Condition/&ConditionWayOfTheDragonDragonFuryPoisonTitle=龙之怒火——毒性 Condition/&ConditionWayOfTheDragonReactiveHideDescription=获得对任何类型伤害的抗性。 -Condition/&ConditionWayOfTheDragonReactiveHideTitle=反应性皮肤 +Condition/&ConditionWayOfTheDragonReactiveHideTitle=敏感皮肤 Feature/&AdditionalDamageWayOfTheDragonDragonFuryAcidDescription=你被强酸击中了。 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryAcidTitle=巨龙之怒 - 强酸 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryColdDescription=你被冷击击中。 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryColdTitle=巨龙之怒 - 寒冷 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryFireDescription=你被火击击中了。 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryFireTitle=巨龙之怒 - 火焰 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryAcidTitle=龙之怒火——强酸 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryColdDescription=你被冷冻击中。 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryColdTitle=龙之怒火——冷冻 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryFireDescription=你被火焰击中了。 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryFireTitle=龙之怒火——火焰 Feature/&AdditionalDamageWayOfTheDragonDragonFuryLightningDescription=你被闪电击中了。 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryLightningTitle=巨龙之怒 - 闪电 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryPoisonDescription=你中毒了。 -Feature/&AdditionalDamageWayOfTheDragonDragonFuryPoisonTitle=巨龙之怒 - 毒性 -Feature/&FeatureSetWayOfTheDragonBreathDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。你的呼吸的形状和伤害类型取决于你的龙祖特性。每个受你呼吸影响的生物都必须通过敏捷豁免检定,或者接收三个武术骰子作为你的龙祖特性的伤害类型(豁免一半)。每次长时间休息你可以使用这个功能的次数等于你的熟练加值,如果你用完了,你可以花费 2 ki 来代替。 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryLightningTitle=龙之怒火——闪电 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryPoisonDescription=你被毒素击中了。 +Feature/&AdditionalDamageWayOfTheDragonDragonFuryPoisonTitle=龙之怒火——毒素 +Feature/&FeatureSetWayOfTheDragonBreathDescription=在你的回合中,你可以放弃一次主要动作攻击来呼出元素能量。你的吐息的形状和伤害类型取决于你的龙类祖先特性。每个受你吐息影响的生物都必须通过敏捷豁免检定,或者受到三个武艺骰作为你的龙类祖先特性的伤害类型(豁免一半)。每次长时间休息你可以使用这个特性的次数等于你的熟练加值,如果你用完了,你可以花费 2 点气来代替。 Feature/&FeatureSetWayOfTheDragonBreathTitle=元素吐息 -Feature/&FeatureSetWayOfTheDragonFuryDescription=获得用你的龙类伤害灌注你的徒手攻击的能力。 -Feature/&FeatureSetWayOfTheDragonFuryTitle=巨龙之怒 +Feature/&FeatureSetWayOfTheDragonFuryDescription=你获得用元素龙类能量灌注你的拳头的能力。作为自由动作,你可以花费 2 点气在你的徒手攻击上造成 2d6 点额外元素伤害直到你的回合结束,伤害类型取决于你的龙类祖先特性。 +Feature/&FeatureSetWayOfTheDragonFuryTitle=龙之怒火 Feature/&PowerWayOfTheDragonAscensionDescription=作为附赠动作,你可以让自己的飞行速度等于你的步行速度,持续 1 分钟。 Feature/&PowerWayOfTheDragonAscensionDismissDescription=解散飞龙在天。 -Feature/&PowerWayOfTheDragonAscensionDismissTitle=飞龙在天[解散] +Feature/&PowerWayOfTheDragonAscensionDismissTitle=飞龙在天[解消] Feature/&PowerWayOfTheDragonAscensionTitle=飞龙在天 Feature/&PowerWayOfTheDragonDragonFuryAcidDescription=花费 2 点气在你的徒手攻击中造成 2d6 强酸伤害,直到你的回合结束。 -Feature/&PowerWayOfTheDragonDragonFuryAcidTitle=巨龙之怒 - 强酸 -Feature/&PowerWayOfTheDragonDragonFuryColdDescription=花费 2 点气在你的徒手攻击上造成 2d6 寒冷伤害,直到你的回合结束。 -Feature/&PowerWayOfTheDragonDragonFuryColdTitle=巨龙之怒 - 寒冷 +Feature/&PowerWayOfTheDragonDragonFuryAcidTitle=龙之怒火——强酸 +Feature/&PowerWayOfTheDragonDragonFuryColdDescription=花费 2 点气在你的徒手攻击上造成 2d6 冷冻伤害,直到你的回合结束。 +Feature/&PowerWayOfTheDragonDragonFuryColdTitle=龙之怒火——冷冻 Feature/&PowerWayOfTheDragonDragonFuryFireDescription=花费 2 点气在你的徒手攻击上造成 2d6 点火焰伤害,直到你的回合结束。 -Feature/&PowerWayOfTheDragonDragonFuryFireTitle=巨龙之怒 - 火焰 +Feature/&PowerWayOfTheDragonDragonFuryFireTitle=龙之怒火——火焰 Feature/&PowerWayOfTheDragonDragonFuryLightningDescription=花费 2 点气在你的徒手攻击上造成 2d6 闪电伤害,直到你的回合结束。 -Feature/&PowerWayOfTheDragonDragonFuryLightningTitle=巨龙之怒 - 闪电 -Feature/&PowerWayOfTheDragonDragonFuryPoisonDescription=花费 2 点气在你的徒手攻击上造成 2d6 毒伤害,直到你的回合结束。 -Feature/&PowerWayOfTheDragonDragonFuryPoisonTitle=巨龙之怒 - 毒性 -Feature/&PowerWayOfTheDragonElementalBreathBlackDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将酸喷射在一条宽 5 英尺、长 30 英尺的线上。每个受你呼吸影响的生物必须通过一次敏捷豁免(豁免一半)或受到三个武术骰子酸伤害。 -Feature/&PowerWayOfTheDragonElementalBreathBlackTitle=元素呼吸 - 酸性束 -Feature/&PowerWayOfTheDragonElementalBreathBlueDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将闪电投射到宽 5 英尺、长 30 英尺的线上。每个受你呼吸影响的生物都必须通过一次敏捷豁免检定(豁免一半)或受到三个武术骰子闪电伤害。 -Feature/&PowerWayOfTheDragonElementalBreathBlueTitle=元素吐息 - 闪电束 -Feature/&PowerWayOfTheDragonElementalBreathGoldDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将火投射到 15 英尺宽的圆锥体中。每个受你呼吸影响的生物都必须通过一次敏捷豁免(豁免一半)或受到三点武术火酸伤害。 -Feature/&PowerWayOfTheDragonElementalBreathGoldTitle=元素吐息 - 火焰锥 -Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将毒药投射到 15 英尺宽的圆锥体中。每个受你呼吸影响的生物都必须通过一次敏捷豁免(豁免一半)或受到三个武术骰子毒伤害。 -Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=元素吐息 - 毒性锥 -Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将冰投射到 15 英尺宽的圆锥体中。每个受你呼吸影响的生物都必须通过一次敏捷豁免(豁免一半),否则会受到三个武术骰子的寒冷伤害。 -Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=元素吐息 - 寒冰锥 -Feature/&PowerWayOfTheDragonReactiveHideDescription=每当你即将受到敌方生物的伤害时,你可以使用你的反应并支付 1 Ki 来获得对所有伤害的抵抗力,直到攻击者的回合结束。如果攻击者对你使用近战攻击,他们每次击中你时都会收到一个武术骰子作为你的龙祖特性的伤害类型。 -Feature/&PowerWayOfTheDragonReactiveHideTitle=反应性皮肤 +Feature/&PowerWayOfTheDragonDragonFuryLightningTitle=龙之怒火——闪电 +Feature/&PowerWayOfTheDragonDragonFuryPoisonDescription=花费 2 点气在你的徒手攻击上造成 2d6 毒素伤害,直到你的回合结束。 +Feature/&PowerWayOfTheDragonDragonFuryPoisonTitle=龙之怒火——毒素 +Feature/&PowerWayOfTheDragonElementalBreathBlackDescription=在你的回合中,你可以放弃一次主要行动攻击来呼出元素能量。将酸喷射在一条宽 5 尺、长 30 尺的线上。每个受你吐息影响的生物必须通过一次敏捷豁免(豁免一半)或受到三个武艺骰强酸伤害。 +Feature/&PowerWayOfTheDragonElementalBreathBlackTitle=元素吐息——强酸束 +Feature/&PowerWayOfTheDragonElementalBreathBlueDescription=在你的回合中,你可以放弃一次主要动作攻击来呼出元素能量。将闪投射到宽 5 尺、长 30 尺的线上。每个受你吐息影响的生物都必须通过一次敏捷豁免检定(豁免一半)或受到三个武艺骰闪电伤害。 +Feature/&PowerWayOfTheDragonElementalBreathBlueTitle=元素吐息——闪电束 +Feature/&PowerWayOfTheDragonElementalBreathGoldDescription=在你的回合中,你可以放弃一次主要动作攻击来呼出元素能量。将火投射到 15 尺宽的圆锥体中。每个受你吐息影响的生物都必须通过一次敏捷豁免(豁免一半)或受到三点武艺骰火焰伤害。 +Feature/&PowerWayOfTheDragonElementalBreathGoldTitle=元素吐息——火焰锥 +Feature/&PowerWayOfTheDragonElementalBreathGreenDescription=在你的回合中,你可以放弃一次主要动作攻击来呼出元素能量。将毒投射到 15 尺宽的圆锥体中。每个受你吐息影响的生物都必须通过一次敏捷豁免(豁免一半)或受到三个武艺骰毒素伤害。 +Feature/&PowerWayOfTheDragonElementalBreathGreenTitle=元素吐息——毒素锥 +Feature/&PowerWayOfTheDragonElementalBreathSilverDescription=在你的回合中,你可以放弃一次主要动作攻击来呼出元素能量。将冰投射到 15 尺宽的圆锥体中。每个受你吐息影响的生物都必须通过一次敏捷豁免(豁免一半),否则会受到三个武艺骰的冷冻伤害。 +Feature/&PowerWayOfTheDragonElementalBreathSilverTitle=元素吐息——冷冻锥 +Feature/&PowerWayOfTheDragonReactiveHideDescription=当你受到攻击时,你可以使用你的反应并支付1 Ki来获得对所有伤害的抵抗力,直到攻击者的回合结束。如果攻击者对你使用近战攻击,他们每次击中你时都会收到一个武术骰子作为你的龙祖特性的伤害类型。 +Feature/&PowerWayOfTheDragonReactiveHideTitle=敏感皮肤 Feedback/&AdditionalDamageDragonFuryDamageAcidFormat=龙之怒火! -Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} 通过巨龙之怒 (+{2}) 对 {1} 造成酸性伤害 +Feedback/&AdditionalDamageDragonFuryDamageAcidLine={0} 通过龙之怒火 (+{2}) 对 {1} 造成酸性伤害 Feedback/&AdditionalDamageDragonFuryDamageColdFormat=龙之怒火! -Feedback/&AdditionalDamageDragonFuryDamageColdLine={0} 通过巨龙之怒 (+{2}) 对 {1} 造成寒冷伤害 +Feedback/&AdditionalDamageDragonFuryDamageColdLine={0} 通过龙之怒火 (+{2}) 对 {1} 造成冷冻伤害 Feedback/&AdditionalDamageDragonFuryDamageFireFormat=龙之怒火! -Feedback/&AdditionalDamageDragonFuryDamageFireLine={0} 通过巨龙之怒 (+{2}) 对 {1} 造成火焰伤害 +Feedback/&AdditionalDamageDragonFuryDamageFireLine={0} 通过龙之怒火 (+{2}) 对 {1} 造成火焰伤害 Feedback/&AdditionalDamageDragonFuryDamageLightningFormat=龙之怒火! -Feedback/&AdditionalDamageDragonFuryDamageLightningLine={0} 通过巨龙之怒 (+{2}) 对 {1} 造成闪电伤害 +Feedback/&AdditionalDamageDragonFuryDamageLightningLine={0} 通过龙之怒火 (+{2}) 对 {1} 造成闪电伤害 Feedback/&AdditionalDamageDragonFuryDamagePoisonFormat=龙之怒火! -Feedback/&AdditionalDamageDragonFuryDamagePoisonLine={0} 通过巨龙之怒 (+{2}) 对 {1} 造成毒素伤害 +Feedback/&AdditionalDamageDragonFuryDamagePoisonLine={0} 通过龙之怒火 (+{2}) 对 {1} 造成毒素伤害 Reaction/&UseReactiveHideDescription=使用反应动作将受到的伤害减半,并使用龙的力量进行反击。 Reaction/&UseReactiveHideReactDescription=使用反应动作将受到的伤害减半,并使用龙的力量进行反击。 -Reaction/&UseReactiveHideReactTitle=反应性皮肤 -Reaction/&UseReactiveHideTitle=反应性皮肤 -Subclass/&WayOfTheDragonDescription=神龙道修行者潜心学习强大的神兽,获得龙之能力。 +Reaction/&UseReactiveHideReactTitle=敏感皮肤 +Reaction/&UseReactiveHideTitle=敏感皮肤 +Subclass/&WayOfTheDragonDescription=神龙宗修行者潜心学习强大的神兽,获得龙之能力。 Subclass/&WayOfTheDragonTitle=神龙宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheSilhouette-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheSilhouette-zh-CN.txt index 7b4ad5994d..7a47310756 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheSilhouette-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheSilhouette-zh-CN.txt @@ -1,20 +1,20 @@ Condition/&ConditionWayOfSilhouetteSilhouetteStepDescription=你在回合结束前进行的下一次近战攻击将获得优势。 -Condition/&ConditionWayOfSilhouetteSilhouetteStepTitle=剪影步 -Feature/&AdditionalDamageWayOfSilhouetteStrikeTheVitalsDescription=每回合一次,如果你用在攻击骰上有优势的攻击击中一个生物,你可以造成相当于你的武术骰子的额外伤害。如果目标的另一个敌人在其 5 英尺范围内,并且该敌人没有丧失行动能力,并且您在攻击检定上没有劣势,则您不需要在攻击检定上获得优势。你必须使用徒手攻击或武僧武器。在 11 级和 17 级时,此伤害会增加一个额外的武术骰子。 +Condition/&ConditionWayOfSilhouetteSilhouetteStepTitle=暗影步 +Feature/&AdditionalDamageWayOfSilhouetteStrikeTheVitalsDescription=每回合一次,如果你用在攻击骰上有优势的攻击击中一个生物,你可以造成相当于你的武艺骰的额外伤害。如果目标的另一个敌人在其 5 尺范围内,并且该敌人没有失能,并且你在攻击检定上没有劣势,则你不需要在攻击检定上获得优势。你必须使用徒手攻击或武僧武器。在 11 级和 17 级时,此伤害会增加一个额外的武艺骰。 Feature/&AdditionalDamageWayOfSilhouetteStrikeTheVitalsTitle=打击要害 -Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsDescription=您可以在昏暗的光线下以及在自然黑暗中如同在昏暗的光线下一样正常地看到 60 英尺的距离。你也可以花费 1 ki 以一个动作施放黑暗,而不需要提供材料成分。 +Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsDescription=你可以在微光光照下以及在黑暗环境如同在微光光照下一样正常地看到 60 尺的距离。你也可以花费 1 点气以一个动作施放 黑暗术 ,而不需要提供材料成分。 Feature/&FeatureSetWayOfSilhouetteSilhouetteArtsTitle=暗影技艺 Feature/&FeatureWayOfSilhouetteShadowFlurryDescription=在你的每个回合中,当你使用武僧武器或徒手攻击失败时,你会自动重新尝试对同一目标进行攻击。 Feature/&FeatureWayOfSilhouetteShadowFlurryTitle=暗影乱舞 -Feature/&PowerWayOfSilhouetteShadowySanctuaryDescription=当一个生物即将攻击你时,你可以花费 3 气并利用你的反应进入阴影并消失,消除你因该攻击而受到的任何伤害或有害效果。当你处于阴影中时,你会被视为被放逐,直到你的下一个回合开始。当你以这种方式被放逐时,你不会失去注意力。 -Feature/&PowerWayOfSilhouetteShadowySanctuaryTitle=暗影庇护所 -Feature/&PowerWayOfSilhouetteSilhouetteStepDescription=当您在昏暗的光线或自然黑暗中时,您可以使用奖励动作将其传送到 60 英尺之外的一个您可以看到且在昏暗的光线或自然黑暗中的未占用空间。这样做之后,你在回合结束前进行的下一次近战攻击将获得优势。 +Feature/&PowerWayOfSilhouetteShadowySanctuaryDescription=当一个生物即将攻击你时,你可以花费 3 点气并利用你的反应进入阴影并消失,消除你因该攻击而受到的任何伤害或有害效果。当你处于阴影中时,你会被视为被放逐,直到你的下一个回合开始。当你以这种方式被放逐时,你不会失去专注。 +Feature/&PowerWayOfSilhouetteShadowySanctuaryTitle=暗影庇护 +Feature/&PowerWayOfSilhouetteSilhouetteStepDescription=当你在微光光照或黑暗环境时,你可以使用附赠动作将其传送到 60 尺之外的一个你可以看到且在微光光照或黑暗环境中的未占用空间。这样做之后,你在回合结束前进行的下一次近战攻击将获得优势。 Feature/&PowerWayOfSilhouetteSilhouetteStepTitle=暗影步 -Feedback/&AdditionalDamageStrikeTheVitalsFormat=直击要害! +Feedback/&AdditionalDamageStrikeTheVitalsFormat=打击要害! Feedback/&AdditionalDamageStrikeTheVitalsLine={0} 对 {1} 进行致命攻击 (+{2}) Reaction/&UseShadowySanctuaryDescription=你可以走进阴影并消失,消除你因该攻击而受到的任何伤害或有害效果。 Reaction/&UseShadowySanctuaryReactDescription=用你的反应消失。 -Reaction/&UseShadowySanctuaryReactTitle=暗影庇护所 -Reaction/&UseShadowySanctuaryTitle=暗影庇护所 +Reaction/&UseShadowySanctuaryReactTitle=暗影庇护 +Reaction/&UseShadowySanctuaryTitle=暗影庇护 Subclass/&WayOfSilhouetteDescription=暗影之道的实践者遵循重视隐秘和诡计的传统。这些僧侣充当间谍和刺客。有时,忍者修道院的成员是家庭成员,组成一个宣誓对他们的艺术和使命保密的氏族。其他修道院更像是盗贼行会,将他们的服务出租给贵族、富商或任何可以支付费用的人。不管他们的方法如何,这些修道院的负责人都希望他们的学生毫无疑问地服从。 Subclass/&WayOfSilhouetteTitle=暗影宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheTempest-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheTempest-zh-CN.txt index c657da0870..398829a79f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheTempest-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheTempest-zh-CN.txt @@ -4,17 +4,17 @@ Condition/&ConditionWayOfTheTempestAppliedEyeOfTheStormDescription=你在下一 Condition/&ConditionWayOfTheTempestAppliedEyeOfTheStormTitle=风暴如潮 Condition/&ConditionWayOfTheTempestEyeOfTheStormDescription=如果你成功进行了 2 次武僧武器攻击或徒手攻击,你将在下次攻击获得优势。 Condition/&ConditionWayOfTheTempestEyeOfTheStormTitle=风暴前夕 -Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryDescription=从 11 级开始,你可以花费 3 Ki 来使用暴风雨之怒作为奖励动作。它是你的连击的升级版本,除了提供脱离行动的好处并允许你作为奖励动作进行两次徒手攻击外,还可以立即对你 5 英尺内的每个敌方生物发起一次额外的徒手攻击激活后。此功能提供的所有攻击都会造成额外的闪电伤害,伤害值等于你的武术骰子。 -Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryTitle=暴风雨之怒 -Feature/&FeatureSetWayOfTheTempestEyeOfTheStormDescription=从第 17 级开始,当你用武僧武器或徒手攻击攻击一个生物时,你标记该生物1分钟。你可以使用你的主要动作并消耗3点气来引爆每个生物身上的印记,并使他们进行一次敏捷豁免,DC为 8 + 熟练度加值 + 感知调整值。当豁免检定失败时,每个生物都受到 4d10 雷鸣伤害,并变得恍惚,在下回合结束前的所有攻击和技能检定中都处于劣势。 +Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryDescription=从 11 级开始,你可以花费 3 点气来使用风暴之怒作为附赠动作。它是你的连击的升级版本,除了提供撤离动作的好处并允许你作为附赠动作进行两次徒手攻击外,还可以立即对你 5 尺内的每个敌方生物发起一次额外的徒手攻击激活后。此疾风连击特性提供的所有攻击都会造成额外的闪电伤害,伤害值等于你的武艺骰。 +Feature/&FeatureSetWayOfTheTempestAlternateTempestFuryTitle=风暴之怒 +Feature/&FeatureSetWayOfTheTempestEyeOfTheStormDescription=从第 17 级开始,当你用武僧武器或徒手攻击攻击一个生物时,你标记该生物1分钟。你可以使用你的主要动作并消耗3点气来引爆每个生物身上的印记,并使他们进行一次敏捷豁免,DC为 8 + 熟练度加值 + 感知调整值。当豁免检定失败时,每个生物都受到 4d10 闪电伤害,并变得恍惚,在下回合结束前的所有攻击和技能检定中都处于劣势。 Feature/&FeatureSetWayOfTheTempestEyeOfTheStormTitle=风暴之眼 -Feature/&FeatureSetWayOfTheTempestGatheringStormDescription=从第 6 级开始,你获得如下增益:\n• 当你连续两次成功发动武僧武器攻击或徒手攻击时,你将获得风暴如潮,使你下一次攻击获得优势。\n• 你可以使用附赠动作进行一次徒手攻击。 +Feature/&FeatureSetWayOfTheTempestGatheringStormDescription=从第 6 级开始,你对闪电伤害具有抗性,并且你的疾风连击特性提供的额外攻击每次都会造成相当于你的武艺骰的额外闪电伤害。 Feature/&FeatureSetWayOfTheTempestGatheringStormTitle=风暴前夕 -Feature/&FeatureSetWayOfTheTempestTempestFuryDescription=从 11 级开始,当你进行攻击后,你可以消耗 3 点气,使用附赠动作触发风暴之怒。风暴之怒是疾风连击的升级版,除了拥有撤离动作的效果和允许你使用附赠动作进行两次徒手攻击外,还可以在激活时立即对你5尺内的每个敌方生物发起一次额外的徒手攻击。 +Feature/&FeatureSetWayOfTheTempestTempestFuryDescription=从 11 级开始,当你进行攻击后,你可以消耗 3 点气,使用附赠动作触发风暴之怒。风暴之怒是疾风连击特性的升级版,除了拥有撤离动作的效果和允许你使用附赠动作进行两次徒手攻击外,还可以在激活时立即对你 5 尺内的每个敌方生物发起一次额外的徒手攻击。 Feature/&FeatureSetWayOfTheTempestTempestFuryTitle=风暴之怒 -Feature/&MovementAffinityWayOfTheTempestTempestSwiftnessDescription=从第3级开始,你的基础移动速度提高10尺。每当你使用疾风连击时,你同时也获得撤离动作的效果。 +Feature/&MovementAffinityWayOfTheTempestTempestSwiftnessDescription=从第 3 级开始,你的基础移动速度提高 10 尺。每当你使用疾风连击特性时,你同时也获得撤离动作的效果。 Feature/&MovementAffinityWayOfTheTempestTempestSwiftnessTitle=风暴迅疾 Feedback/&AdditionalDamageGatheringStormFormat=风暴前夕! -Feedback/&AdditionalDamageGatheringStormLine={0} 在 {1} 上唤起风暴 (+{2}) -Subclass/&WayOfTheTempestDescription=暴风之道的僧侣们通过传承的气能涤身技巧,使身体超越物理极限。这些武术家们毫不费力地操纵战场,穿梭于敌人之间,发动疾风骤雨般的攻击。 +Feedback/&AdditionalDamageGatheringStormLine={0} 在 {1} 上唤起闪电 (+{2}) +Subclass/&WayOfTheTempestDescription=风暴宗的武僧们通过传承的气能涤身技巧,使身体超越物理极限。这些武术家们毫不费力地操纵战场,穿梭于敌人之间,发动疾风骤雨般的攻击。 Subclass/&WayOfTheTempestTitle=风暴宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheZenArchery-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheZenArchery-zh-CN.txt index 87221b8964..f74fb48f9f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheZenArchery-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfTheZenArchery-zh-CN.txt @@ -1,12 +1,12 @@ -Feature/&FeatureWayOfZenArcheryFlurryOfArrowsDescription=每当您使用连击功能时,您都可以用弓箭攻击代替徒手攻击。 -Feature/&FeatureWayOfZenArcheryFlurryOfArrowsTitle=乱箭乱舞 -Feature/&FeatureWayOfZenArcheryKiEmpoweredArrowsDescription=为了克服对非魔法攻击和伤害的抵抗和免疫,你的弓攻击被视为魔法,并且你现在可以在弓攻击中使用你的眩晕打击功能。 +Feature/&FeatureWayOfZenArcheryFlurryOfArrowsDescription=每当你使用疾风连击特性时,你都可以用弓箭攻击代替徒手攻击。 +Feature/&FeatureWayOfZenArcheryFlurryOfArrowsTitle=弓箭连击 +Feature/&FeatureWayOfZenArcheryKiEmpoweredArrowsDescription=为了克服对非魔法攻击和伤害的抗性和免疫,你的弓攻击被视为魔法,并且你现在可以在弓箭攻击中使用你的震慑拳特性。 Feature/&FeatureWayOfZenArcheryKiEmpoweredArrowsTitle=气赋能箭 Feature/&FeatureWayOfZenArcheryUnerringPrecisionDescription=你将获得一半的熟练加值(向下取整)作为所有弓箭攻击和伤害检定的加值。 Feature/&FeatureWayOfZenArcheryUnerringPrecisionTitle=精准无误 -Feature/&PowerWayOfZenArcheryHailOfArrowsDescription=你可以使用你的行动并花费 3 气来发射一连串的箭。你对 45 英尺圆锥体中能看到的每个敌方生物进行一次弓箭攻击。 +Feature/&PowerWayOfZenArcheryHailOfArrowsDescription=你可以使用你的动作并花费 3 点气来发射一连串的箭。你对 45 尺圆锥体中能看到的每个敌方生物进行一次弓箭攻击。 Feature/&PowerWayOfZenArcheryHailOfArrowsTitle=箭雨 -Feature/&ProficiencyWayOfZenArcheryOneWithTheBowDescription=你变得精通短弓和长弓。这些武器现在对你来说算作武僧武器。您还可以熟练使用锻造工具。 +Feature/&ProficiencyWayOfZenArcheryOneWithTheBowDescription=你获得短弓和长弓熟练项。这些武器现在对你来说算作武僧武器。你还获得铁匠工具熟练项。 Feature/&ProficiencyWayOfZenArcheryOneWithTheBowTitle=一把弓 -Subclass/&WayOfZenArcheryDescription=武器是自身的延伸,是使用者的简单表现。射禅禅道的僧人深知这一点。武术的美丽和精确性为这些僧侣提供了掌握他们选择的武器——弓的工具。他们以无与伦比的技巧使用它,并通过每次拉动弦线来展示他们对射箭的掌握。 -Subclass/&WayOfZenArcheryTitle=禅宗射箭之道 +Subclass/&WayOfZenArcheryDescription=武器是自身的延伸,是持握者的朴素诠释。禅射宗的武僧深知这一点。武术的美丽和精确性为这些武僧提供了掌握他们选择的武器——弓的机会。他们以无与伦比的技巧使用它,并通过每次拉动弓弦来展示他们对射箭的掌握。 +Subclass/&WayOfZenArcheryTitle=禅射宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt index d12887c27f..6d89221566 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WayOfWealAndWoe-zh-CN.txt @@ -1,13 +1,13 @@ -Feature/&FeatureWayOfWealAndWoeBrutalWealDescription=当你使用武僧武器或徒手攻击进行攻击检定并造成重击后,你会造成相当于你的武术骰一次检定的额外伤害。 -Feature/&FeatureWayOfWealAndWoeBrutalWealTitle=凶残之福 +Feature/&FeatureWayOfWealAndWoeBrutalWealDescription=当你使用武僧武器或徒手攻击进行攻击检定并造成重击后,你会造成一次你的武艺骰额外伤害。 +Feature/&FeatureWayOfWealAndWoeBrutalWealTitle=凶蛮之福 Feature/&FeatureWayOfWealAndWoeSelfPropelledWealDescription=当你使用武僧武器或徒手攻击进行攻击检定并造成重击后,你将重获 1 点气。 Feature/&FeatureWayOfWealAndWoeSelfPropelledWealTitle=自行之福 Feature/&FeatureWayOfWealAndWoeTheirWoeDescription=当你使用武僧武器或徒手攻击进行攻击检定并严重失手后,你会对目标而不是你自己造成祸的伤害。 Feature/&FeatureWayOfWealAndWoeTheirWoeTitle=他人之祸 Feature/&FeatureWayOfWealAndWoeWealDescription=当你使用武僧武器进行攻击检定或进行徒手攻击后,你的重击命中和严重失手范围都会增加一点。当你完成长休、重击或未命中时,它会重置回 20 和 1。 Feature/&FeatureWayOfWealAndWoeWealTitle=福 -Feature/&FeatureWayOfWealAndWoeWoeDescription=当你使用武僧武器或徒手攻击进行一次攻击检定并严重失手后,你会受到相当于你的武术骰一次检定的伤害。 +Feature/&FeatureWayOfWealAndWoeWoeDescription=当你使用武僧武器或徒手攻击进行一次攻击检定并严重失手后,你会受到一次你的武艺骰的伤害。 Feature/&FeatureWayOfWealAndWoeWoeTitle=祸 -Feedback/&WoeReroll=由于 {1} {2} 重新投掷攻击骰子,从 {3} 变为 {4} -Subclass/&WayOfWealAndWoeDescription=福祸宗的僧人,善于利用顺境与逆境同敌人作战。 +Feedback/&WoeReroll=由于 {1} {2} 重新投掷攻击检定,从 {3} 变为 {4} +Subclass/&WayOfWealAndWoeDescription=福祸宗的武僧,善于利用顺境与逆境同敌人作战。 Subclass/&WayOfWealAndWoeTitle=福祸宗 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardArcaneFighter-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardArcaneFighter-zh-CN.txt index 15ee6f61d6..95e3c98ac4 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardArcaneFighter-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardArcaneFighter-zh-CN.txt @@ -3,8 +3,8 @@ Feature/&AdditionalActionArcaneFighterTitle=法术战斗 Feature/&AdditionalDamageArcaneFighterBonusWeaponDescription=每回合一次,你的武器攻击额外造成 1d8 伤害。 Feature/&AdditionalDamageArcaneFighterBonusWeaponTitle=魔法攻击 Feature/&MagicAffinityArcaneFighterConcentrationAdvantageDescription=由于具有丰富的混战经验,在专注检定中获得优势。 -Feature/&MagicAffinityArcaneFighterConcentrationAdvantageTitle=集中注意 -Feedback/&AdditionalDamageArcaneFighterFormat=奥法骑士! -Feedback/&AdditionalDamageArcaneFighterLine=奥法骑士造成额外的 +{2} 伤害! -Subclass/&WizardArcaneFighterDescription=奥法骑士将魔法引导到他们的武器中以进行毁灭性的攻击。他们的对手常常对这些施法者的凶猛和无情感到惊讶。 -Subclass/&WizardArcaneFighterTitle=奥法骑士 +Feature/&MagicAffinityArcaneFighterConcentrationAdvantageTitle=精通专注 +Feedback/&AdditionalDamageArcaneFighterFormat=奥法战士! +Feedback/&AdditionalDamageArcaneFighterLine=奥法战士造成额外的 +{2} 伤害! +Subclass/&WizardArcaneFighterDescription=奥法战士将魔法引导到他们的武器中以进行毁灭性的攻击。他们的对手常常对这些施法者的凶猛和无情感到惊讶。 +Subclass/&WizardArcaneFighterTitle=奥法战士 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardBladeDancer-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardBladeDancer-zh-CN.txt index ec67e34701..b6d5d379df 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardBladeDancer-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardBladeDancer-zh-CN.txt @@ -1,16 +1,16 @@ -Condition/&ConditionBladeDancerBladeDanceDescription=在特技敏捷检定和体质检定上具有优势,并获得等同于你的智力调整值的护甲等级加值。 +Condition/&ConditionBladeDancerBladeDanceDescription=在敏捷(特技)检定和体质检定上具有优势,并获得等同于你的智力调整值的护甲等级加值。 Condition/&ConditionBladeDancerBladeDanceTitle=剑舞 Condition/&ConditionBladeDancerDanceOfVictoryDescription=在杂技敏捷检定和体质检定上获得优势,使你的护甲等级获得等同于你的智力调整值的加值,并为你的武器攻击造成+5的伤害。 Condition/&ConditionBladeDancerDanceOfVictoryTitle=胜利之舞 -Feature/&FeatureSetBladeDancerBladeDanceDescription=你可以用一个附赠动作开始剑舞,持续 1 分钟。如果你无法行动,或穿着中甲、重甲或盾牌,或者双手使用武器进行攻击,剑舞会提前结束:\n• 你的护甲等级(AC)获得智力调整值的加值。\n• 你的移动速度增加 10 尺。\n• 你在敏捷(体操)检定上有优势。\n• 你在体质检定上有 +4 加值。\n你可以使用该特性的次数等同于你的熟练度加值,并且当你完成长休后,你可以重新获得所有已消耗的使用次数。 +Feature/&FeatureSetBladeDancerBladeDanceDescription=你可以用一个附赠动作开始剑舞,持续 1 分钟。如果你失能,或穿着中甲、重甲或盾牌,或者双手使用武器进行攻击,剑舞会提前结束:\n• 你的护甲等级获得智力调整值的加值。\n• 你的移动速度增加 10 尺。\n• 你在敏捷(特技)检定上有优势。\n• 你在体质检定上有 +4 加值。\n你可以使用该特性的次数等同于你的熟练加值,并且当你完成长休后,你可以重获所有使用次数。 Feature/&FeatureSetBladeDancerBladeDanceTitle=剑舞 Feature/&FeatureSetBladeDancerDanceOfVictoryDescription=当你的剑舞激活时,你的武器伤害 +5。 Feature/&FeatureSetBladeDancerDanceOfVictoryTitle=胜利之舞 -Feature/&FeatureSetCasterBladeDancerFightingDescription=你可以穿轻甲,并且熟练使用军用武器。 +Feature/&FeatureSetCasterBladeDancerFightingDescription=你获得轻甲、军用武器熟练项。 Feature/&FeatureSetCasterBladeDancerFightingTitle=战斗之舞 -Feature/&PowerBladeDancerBladeDanceDescription=你可以用一个附赠动作开始剑舞,持续 1 分钟。如果你无法行动,或穿着中甲、重甲或盾牌,或者使用双手武器进行攻击,剑舞会提前结束。 +Feature/&PowerBladeDancerBladeDanceDescription=你可以用一个附赠动作开始剑舞,持续 1 分钟。如果你失能,或穿着中甲、重甲或盾牌,或者使用双手武器进行攻击,剑舞会提前结束。 Feature/&PowerBladeDancerBladeDanceTitle=剑舞 -Feature/&ReduceDamageBladeDancerDanceOfDefenseDescription=当你的剑刃舞处于活动状态时,你可以引导你的魔法吸收伤害。当你受到伤害时,你可以使用你的反应来消耗一个法术位,并将对你造成的伤害减少等同于该法术位等级的五倍。 +Feature/&ReduceDamageBladeDancerDanceOfDefenseDescription=的剑舞激活期间,你可以引导你的魔法吸收伤害。当你受到伤害时,你可以使用你的反应来消耗一个法术位,并将对你造成的伤害减少等同于该法术位等级的五倍。 Feature/&ReduceDamageBladeDancerDanceOfDefenseTitle=防御之舞 Feedback/&DanceOfDefenseLine=防御之舞减少来自目标的伤害! Reaction/&SpendSpellSlotDanceOfDefenseDescription=你可以减少等于该法术位等级五倍的伤害。 @@ -18,5 +18,5 @@ Reaction/&SpendSpellSlotDanceOfDefenseReactDescription=使用反应来减少伤 Reaction/&SpendSpellSlotDanceOfDefenseReactTitle=防御之舞 Reaction/&SpendSpellSlotDanceOfDefenseTitle=防御之舞 Reaction/&SubitemSelectDanceOfDefenseTitle=选择法术位 -Subclass/&WizardBladeDancerDescription=剑舞者使用一系列复杂、优雅的动作来抵御伤害,并将魔法转化为毁灭性的攻击和灵巧的防御。许多与剑舞者同行之人都记得观看这种伴随着刀刃的华丽舞蹈是他们生活中最美好的体验之一。 -Subclass/&WizardBladeDancerTitle=剑舞者 +Subclass/&WizardBladeDancerDescription=剑咏者使用一系列复杂、优雅的动作来抵御伤害,并将魔法转化为毁灭性的攻击和灵巧的防御。许多与剑咏者同行之人都记得观看这种伴随着刀刃的华丽舞蹈是他们生活中最美好的体验之一。 +Subclass/&WizardBladeDancerTitle=剑咏者 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardDeadMaster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardDeadMaster-zh-CN.txt index 51f3605ae1..fc097b71e6 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardDeadMaster-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardDeadMaster-zh-CN.txt @@ -1,14 +1,14 @@ Feature/&AutoPreparedSpellsDeadMasterDescription={0}。 -Feature/&AutoPreparedSpellsDeadMasterTitle=死亡主宰法术 -Feature/&BypassSpellConcentrationDeadMasterDescription=你已经精通死灵之道。如果升环施法复活死者,你不需要保持专注。 +Feature/&AutoPreparedSpellsDeadMasterTitle=死亡大师法术 +Feature/&BypassSpellConcentrationDeadMasterDescription=你已经精通死灵之道。如果升环施展 死者复活,你不需要保持专注。 Feature/&BypassSpellConcentrationDeadMasterTitle=死亡散播 Feature/&FeatureSetDeadMasterNecromancyBonusDCDescription=你在施展死灵法术时获得 +1 DC 加值。 -Feature/&FeatureSetDeadMasterNecromancyBonusDCTitle=亡灵专家 -Feature/&SummoningAffinityDeadMasterUndeadChainsDescription=你创造的不死生物的最大生命值每你的法师等级增加 2 HP,并将你的熟练加值加到攻击检定上。 +Feature/&FeatureSetDeadMasterNecromancyBonusDCTitle=死灵专家 +Feature/&SummoningAffinityDeadMasterUndeadChainsDescription=你创造的不死生物的最大生命值增加你每个法师等级 2 HP,并将你的熟练加值加到攻击检定上。 Feature/&SummoningAffinityDeadMasterUndeadChainsTitle=亡灵锁链 -Feature/&TargetReducedToZeroHpDeadMasterStarkHarvestDescription=每回合一次,当你用 1 级或更高等级的法术杀死生物时,你恢复等于该法术等级两倍的生命值,如果该法术属于死灵学派,则恢复三倍于它的等级。如果你的生命值已满,你将获得临时生命值。你不会因为杀死构装生物或不死生物而获得此好处。 +Feature/&TargetReducedToZeroHpDeadMasterStarkHarvestDescription=每回合一次,当你用 1 环或更高环阶的法术杀死生物时,你恢复等于该法术环阶两倍的生命值,如果该法术属于死灵学派,则恢复三倍于它的环阶。如果你的生命值已满,你将获得临时生命值。你不会因为杀死构装生物或不死生物而获得此好处。 Feature/&TargetReducedToZeroHpDeadMasterStarkHarvestTitle=收割盛宴 Spell/&SpellRaiseDeadFormatDescription=召唤 {0}:\n{1} Spell/&SpellRaiseDeadFormatTitle=召唤 {0} -Subclass/&WizardDeadMasterDescription=死亡主宰 学会操纵激活所有生物的能量。随着你的进步,你学会了从一个生物身上吸取生命力,因为你的魔法摧毁了它的身体,将生命能量转化为你可以操纵的魔法力量。 -Subclass/&WizardDeadMasterTitle=死亡主宰 +Subclass/&WizardDeadMasterDescription=死亡大师学会操纵激活所有生物的能量。随着你的进步,你学会了从一个生物身上吸取生命力,因为你的魔法摧毁了它的身体,将生命能量转化为你可以操纵的魔法力量。 +Subclass/&WizardDeadMasterTitle=死亡大师 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardGraviturgist-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardGraviturgist-zh-CN.txt index ef88805968..18a48ead2f 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardGraviturgist-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardGraviturgist-zh-CN.txt @@ -4,21 +4,21 @@ Condition/&ConditionWizardGraviturgistDensityIncreaseDescription=移动速度降 Condition/&ConditionWizardGraviturgistDensityIncreaseTitle=增加密度 Condition/&ConditionWizardGraviturgistEventHorizonDescription=移动速度降为零 Condition/&ConditionWizardGraviturgistEventHorizonSelfDescription=每回合造成 2d10 力场伤害,并在力量豁免失败时将敌人的移动速度降至零 -Condition/&ConditionWizardGraviturgistEventHorizonSelfTitle=黑洞视界 -Condition/&ConditionWizardGraviturgistEventHorizonTitle=粉碎 +Condition/&ConditionWizardGraviturgistEventHorizonSelfTitle=事件视界 +Condition/&ConditionWizardGraviturgistEventHorizonTitle=事件视界 Condition/&ConditionWizardGraviturgistViolentAttractionDescription=每回合一次,使用武器的攻击额外造成的 1d10 伤害。 -Condition/&ConditionWizardGraviturgistViolentAttractionTitle=暴力吸引 +Condition/&ConditionWizardGraviturgistViolentAttractionTitle=狂暴牵引 Feature/&PowerWizardGraviturgistDensityDecreaseDescription=降低目标的密度,在力量检定和豁免检定中处于劣势,增加移动速度。 Feature/&PowerWizardGraviturgistDensityDecreaseTitle=降低密度 Feature/&PowerWizardGraviturgistDensityIncreaseDescription=增加目标的密度,在力量检定和豁免检定中处于优势,降低移动速度。 Feature/&PowerWizardGraviturgistDensityIncreaseTitle=增加密度 Feature/&PowerWizardGraviturgistEventHorizonDescription=召唤一个强大的引力场,使周围 6 格内的敌人无法移动并对其造成伤害。 -Feature/&PowerWizardGraviturgistEventHorizonTitle=黑洞视界 +Feature/&PowerWizardGraviturgistEventHorizonTitle=事件视界 Feature/&PowerWizardGraviturgistGravityWellDescription=被你的法术攻击击中的生物被推离你 1 格。 -Feature/&PowerWizardGraviturgistGravityWellTitle=重力喷涌 +Feature/&PowerWizardGraviturgistGravityWellTitle=重力井 Feature/&PowerWizardGraviturgistViolentAttractionDescription=使盟友武器造成的伤害提高 1d10,持续 1 分钟。 -Feature/&PowerWizardGraviturgistViolentAttractionTitle=狂暴引力 -Feedback/&AdditionalDamageViolentAttractionFormat=狂暴引力! -Feedback/&AdditionalDamageViolentAttractionLine={0} 对 {1} 进行狂暴引力攻击 (+{2}) +Feature/&PowerWizardGraviturgistViolentAttractionTitle=狂暴牵引 +Feedback/&AdditionalDamageViolentAttractionFormat=狂暴牵引! +Feedback/&AdditionalDamageViolentAttractionLine={0} 对 {1} 进行狂暴牵引攻击 (+{2}) Subclass/&WizardGraviturgistDescription=在大灾变之后,荒地之中,土尘和物体不可思议的漂浮在空中已经成了司空见惯的事情。修习重力法术的法师们试图了解和并维持这种奇异现象。他们使重力的狂暴能量为己所用,并对敌人造成可怕的伤害。 Subclass/&WizardGraviturgistTitle=重力使 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardSpellMaster-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardSpellMaster-zh-CN.txt index f8db16e8dd..ea36a25e57 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardSpellMaster-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/WizardSpellMaster-zh-CN.txt @@ -2,15 +2,15 @@ Feature/&MagicAffinitySpellMasterExtraPreparedDescription=获得等于智力调 Feature/&MagicAffinitySpellMasterExtraPreparedTitle=额外准备 Feature/&MagicAffinitySpellMasterKnowledgeDescription=每升一级,抄写一个额外的法术。 Feature/&MagicAffinitySpellMasterKnowledgeTitle=知识广度 -Feature/&MagicAffinitySpellMasterPreparedDescription=获得等于熟练度加值的额外准备法术,这样你就能应对各种情况。 +Feature/&MagicAffinitySpellMasterPreparedDescription=获得等于熟练加值的额外准备法术,这样你就能应对各种情况。 Feature/&MagicAffinitySpellMasterPreparedTitle=准备充分 -Feature/&MagicAffinitySpellMasterRecoveryDescription=每次长休一次,你可以恢复法术位(除了奥术恢复)。 +Feature/&MagicAffinitySpellMasterRecoveryDescription=每次长休一次,你可以恢复法术位(除了奥术回想)。 Feature/&MagicAffinitySpellMasterRecoveryTitle=奥法深度 Feature/&MagicAffinitySpellMasterScriberDescription=抄录卷轴只需要 1/4 的时间和成本,并且在制造检定上具有优势。 Feature/&MagicAffinitySpellMasterScriberTitle=抄录大师 Feature/&PointPoolSpellMasterBonusCantripsDescription=获得 2 个额外已知戏法。 Feature/&PointPoolSpellMasterBonusCantripsTitle=奖励戏法 Feature/&SavingThrowAffinitySpellMasterSpellResistanceDescription=你的魔法训练让你在对抗法术时有优势。 -Feature/&SavingThrowAffinitySpellMasterSpellResistanceTitle=法术抗性 +Feature/&SavingThrowAffinitySpellMasterSpellResistanceTitle=魔法抗性 Subclass/&WizardSpellMasterDescription=法术大师沉浸于魔法之中,他们尝试学习见到的每一个法术。他们的法术知识无与伦比。 Subclass/&WizardSpellMasterTitle=法术大师 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt index 339cb27cd7..092998b0ae 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/SubClasses/_CommonBuilders-zh-CN.txt @@ -1,20 +1,20 @@ -Feature/&AttackModifierEnchantWeaponDescription=当在武器上激活时,它的攻击算作魔法攻击,你可以使用你的法术施法修正值来进行攻击和伤害检定。 +Feature/&AttackModifierEnchantWeaponDescription=当在武器上激活时,它的攻击算作魔法攻击,你可以使用你的法术施法调整值来进行攻击和伤害检定。 Feature/&AttackModifierEnchantWeaponTitle=奥术武器 Feature/&AttributeModifierCasterFightingExtraAttackDescription=每个战斗回合, 当你使用攻击或推撞动作时, 你可以额外攻击一次。 Feature/&AttributeModifierCasterFightingExtraAttackTitle=额外攻击 Feature/&AttributeModifierThirdExtraAttackDescription=你获得一次额外攻击,现在在你的回合中最多可以攻击 3 次。 Feature/&AttributeModifierThirdExtraAttackTitle=额外攻击 -Feature/&DamageAffinityGenericHardenToNecroticDescription=你对暗蚀伤害免疫,并且你的生命值上限不会降低。 -Feature/&DamageAffinityGenericHardenToNecroticTitle=硬化暗蚀 -Feature/&FeatureSetCasterFightingProficiencyDescription=你可以穿轻甲、中甲和盾牌,还可以熟练使用军用武器。 -Feature/&FeatureSetCasterFightingProficiencyTitle=盔甲和武器 -Feature/&MagicAffinityCasterFightingCombatMagicDescription=专注检定优势以及在持有物品时释放需要身体成分的法术的能力。 -Feature/&MagicAffinityCasterFightingCombatMagicImprovedDescription=在专注检定上也有优势,能够将你的武器用作施法媒介,能够在拿着物品的同时释放需要身体成分的法术,并且当敌人在近战范围内时没有劣势。 -Feature/&MagicAffinityCasterFightingCombatMagicImprovedTitle=强化战争铸造 -Feature/&MagicAffinityCasterFightingCombatMagicTitle=战争铸造 -Feature/&PowerCasterCommandUndeadDescription=你每天可以使用你的行动多次,次数等于你的熟练加值,以将不死生物置于你的控制之下。不死生物必须进行魅力豁免(DC 8 + 你的熟练加值 + 你的施法者属性调整值),否则将被控制 1 分钟。 +Feature/&DamageAffinityGenericHardenToNecroticDescription=你对黯蚀伤害免疫,并且你的生命值上限不会降低。 +Feature/&DamageAffinityGenericHardenToNecroticTitle=硬化黯蚀 +Feature/&FeatureSetCasterFightingProficiencyDescription=你获得轻甲、中甲、盾牌和军用武器熟练项。 +Feature/&FeatureSetCasterFightingProficiencyTitle=护甲和武器 +Feature/&MagicAffinityCasterFightingCombatMagicDescription=在专注检定上有优势,你的武器视作法器,并且可以在持有物品时施展需要姿势成分的法术。 +Feature/&MagicAffinityCasterFightingCombatMagicImprovedDescription=在专注检定上有优势,你的武器视作法器,可以在持有物品时施展需要姿势成分的法术,并且当敌人在近战范围内时没有劣势。 +Feature/&MagicAffinityCasterFightingCombatMagicImprovedTitle=精通战争施法 +Feature/&MagicAffinityCasterFightingCombatMagicTitle=战争施法 +Feature/&PowerCasterCommandUndeadDescription=你每天可以使用你的动作多次,次数等于你的熟练加值,以将不死生物置于你的控制之下。不死生物必须进行魅力豁免(DC 8 + 你的熟练加值 + 你的施法属性调整值),否则将被控制 1 分钟。 Feature/&PowerCasterCommandUndeadTitle=命令亡灵 -Feature/&PowerCasterFightingWarMagicDescription=在施展咒语(或戏法,如果在 mod ui 规则上启用)后,您可以使用奖励动作使用主手中的武器进行攻击。 +Feature/&PowerCasterFightingWarMagicDescription=在施展法术(或戏法,如果在 mod ui 规则上启用)后,你可以使用附赠动作使用主手中的武器进行攻击。 Feature/&PowerCasterFightingWarMagicTitle=战争魔法 Feature/&ReplaceAttackWithCantripCasterFightingDescription=你可以用戏法代替你的攻击之一。 Feature/&ReplaceAttackWithCantripCasterFightingTitle=戏法攻击 diff --git a/SolastaUnfinishedBusiness/Translations/zh-CN/UI-zh-CN.txt b/SolastaUnfinishedBusiness/Translations/zh-CN/UI-zh-CN.txt index e33c947e4d..4ffb9be70a 100644 --- a/SolastaUnfinishedBusiness/Translations/zh-CN/UI-zh-CN.txt +++ b/SolastaUnfinishedBusiness/Translations/zh-CN/UI-zh-CN.txt @@ -1,4 +1,4 @@ -Tutorial/&TutorialActionSwitchingDescription=当您有多个主要或附赠动作可用时,您可以单击动作状态符号将其设为当前活动的动作。这允许使用加速术或灭族者动作进行攻击,然后使用默认动作施放法术。或者您可能需要的任何其他组合。\n将鼠标悬停在动作状态符号上会显示工具提示,其中包含授予该动作的专长或状态的名称。 +Tutorial/&TutorialActionSwitchingDescription=当你有多个主要或附赠动作可用时,你可以单击动作状态符号将其设为当前活动的动作。这允许使用加速术或灭族者动作进行攻击,然后使用默认动作施放法术。或者你可能需要的任何其他组合。\n将鼠标悬停在动作状态符号上会显示工具提示框,其中包含授予该动作的专长或状态的名称。 Tutorial/&TutorialActionSwitchingTitle=多重动作 UI/&Add=添加 UI/&AdditionalActionSource=来源:{0} diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs index c01c1ca5ea..0c0eca05ee 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsCharacter.cs @@ -138,9 +138,6 @@ internal static class ValidatorsCharacter internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainAndOffhand = character => HasMeleeWeaponInMainHand(character) && HasMeleeWeaponInOffHand(character); - internal static readonly IsCharacterValidHandler HasMeleeWeaponInMainOrOffhand = character => - HasMeleeWeaponInMainHand(character) || HasMeleeWeaponInOffHand(character); - internal static readonly IsCharacterValidHandler IsUnarmedInMainHand = character => ValidatorsWeapon.IsUnarmed(character.GetMainWeapon()?.ItemDefinition, null); diff --git a/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs b/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs index e762f3b261..501929ec95 100644 --- a/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs +++ b/SolastaUnfinishedBusiness/Validators/ValidatorsFeat.cs @@ -61,9 +61,6 @@ internal static class ValidatorsFeat internal static readonly Func IsRogueLevel5 = ValidateIsClass(Rogue.FormatTitle(), 5, Rogue); - internal static readonly Func - IsRangerOrRogueLevel4 = ValidateIsClass($"{Ranger.FormatTitle()} | {Rogue.FormatTitle()}", 4, Ranger, Rogue); - internal static readonly Func IsClericOrPaladinLevel4 = ValidateIsClass($"{Cleric.FormatTitle()} | {Paladin.FormatTitle()}", 4, Cleric, Paladin);