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Merge pull request #12166 from Roll20/l10n_master
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New Crowdin updates
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nmbradley authored Sep 19, 2023
2 parents a549a37 + ee8a273 commit 41d2464
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12 changes: 10 additions & 2 deletions GURPS/translations/af.json
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"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
"temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
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"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is <b>9</b>",
"traits-label": "Traits",
"roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
"temporary-traits-label": "Temporary Traits",
"roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify:</span> roll 3d6 again to verify the results. (HT79)<br>",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br><b style=\"color:red;\">Note:</b> Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
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"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"stress-derangement-label": "Stress & Derangement",
"stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
"current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
"attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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12 changes: 10 additions & 2 deletions GURPS/translations/ca.json
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
"temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
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"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is <b>9</b>",
"traits-label": "Traits",
"roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
"temporary-traits-label": "Temporary Traits",
"roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify:</span> roll 3d6 again to verify the results. (HT79)<br>",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br><b style=\"color:red;\">Note:</b> Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
Expand Down Expand Up @@ -1294,10 +1298,14 @@
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"stress-derangement-label": "Stress & Derangement",
"stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
"current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
"attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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12 changes: 10 additions & 2 deletions GURPS/translations/cs.json
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
"temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
Expand Down Expand Up @@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is <b>9</b>",
"traits-label": "Traits",
"roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
"temporary-traits-label": "Temporary Traits",
"roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "<span style=\"color: red; font-weight:bold;\">Verify:</span> roll 3d6 again to verify the results. (HT79)<br>",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.<br><b style=\"color:red;\">Note:</b> Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
Expand Down Expand Up @@ -1294,10 +1298,14 @@
"import-tips-description": "<p>After importing, compare your Roll20 sheet to GCA5 character sheet.</p><p>Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.</p><p>For GCA Roll20 Exporter Tool Version <b>1.0.1.9</b> or later, Rital Magic Spells will be added to the Grimoire with difficult set to <b>T/H</b> and points set to <b>0</b>. The spell will also be added to the Techniques table with the actual character point cost.</p><p>GCA5 Export to Roll20. Update <b>1.0.1.10</b>. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.</p>",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
"stress-derangement-label": "Stress & Derangement",
"stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
"attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
"current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
"attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.<br />On failed fright check, add -1 to Stress, on Critical Failure add -3!<br />GM could add Stress for other reasons besides failed fright checks.<br />Stress can be recovered by one for every ten minutes spent in mental relaxation.<br />GM may rule that certain indulgences can erase an extra point of Stress.<br /><b>Important:</b> If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.<br />When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!<br />At the end of the day with no new stress or derangement a <b>Will</b> roll will erase -1 point of derangement.<br />+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.<br />A therapist can also roll their skill once per day to erase an additional -1 in Derangement.<br /><b>Important:</b> If you go over the maximum Derangement, the points should start going to new disadvantages!<br />You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is <i>(Stress + Derangement)/2</i>, rounded down <i>against</i> the player. H141<br />This penalty is automatically applied to the Fright Check attribute.<br />The penalty (modified by Fearlessness) could also affect <b>self-control</b> rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.<br />At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
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