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https://github.com/Nighthawk42/roll20-character-sheets.git
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New translations translation.json (Japanese)
This commit is contained in:
+24
-20
@@ -423,7 +423,7 @@
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"abbreviation-health": "HT",
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"attributes-health-tooltip": "Health 10pts/level - Unmodified:",
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"abbreviation-perception": "Per",
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"attributes-perception-tooltip": "\nPerception: Based on Intelligence<br>\n5pts/level<br>\nCheck the box to whisper perception roll to GM.<br>\nUnmodified: <span name=\"attr_perception_base\"></span>\n\t\t\t\t\t\t\t\t\t",
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"attributes-perception-tooltip": "Perception: Based on Intelligence<br>5pts/level.<br>Unmodified: <span name=\"attr_perception_base\"></span>",
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"attribute-vision": "Vision",
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"attributes-vision-tooltip": "\nVisual Perception<br>\nBased on Perception<br>\n2pts/level<br>\nUnmodified: <span name=\"attr_vision_base\"></span>\n\t\t\t\t\t\t\t",
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"attribute-hearing": "Hearing",
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@@ -442,7 +442,7 @@
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"attribute-unstun": "Unstun",
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"attribute-unstun-tooltip": "Recover from physical stun, based on Health.<br>Roll at the end of your turn after Do Nothing ",
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"abbreviation-knock-down": "K Down",
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"attribute-knock-down-tooltip": "\nKnockdown & Stunning Check, based on Health.<br>\nRoll: <br>\nWhenever you suffer a major wound. B420<br>\nWhenever you are struck in the head (skull, face, or eye) or<br>\nvitals for enough injury to cause a shock penalty,<br>\nYou must make an immediate HT roll to avoid knockdown and stunning. <br>\n<i>>Modifiers:</i> <br>\n-5 for a major wound to the face or vitals (or to the groin, on a humanoid male).<br>\n-10 for a major wound to the skull or eye. <br>\n+3 High Pain Threshold<br>\n-4 Low Pain Threshold\n\t\t\t\t\t\t\t",
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"attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).<br />Roll <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">immediately</span> whenever the following happens:<br /><ul><li>You suffer a Major Wound (B420) - This is any <span style=\"font-style: italic; font-weight: bold; text-decoration: underline;\">single injury</span> that inflicts a wound in excess of ½ your HP.</li><li>You suffer any Crippling Injury (B420-421).</li><li>Whenever you are struck in the Head (Skull, Face, or Eye) or Vitals for enough injury to cause a Shock (B419) penalty.</li></ul><span style=\"font-style: italic;\">Modifiers:</span><br /><ul><li>- 5 for a Major Wound (B420) to the Face or Vitals (or to the Groin on a humanoid male).</li><li>- 10 for a Major Wound (B420) to the Skull or Eye.</li></ul>",
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"abbreviation-unconscious": "Unc.",
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"attribute-unconscious-check-tooltip": "Unconscious Check, based on Health<br>If HP zero or less, roll per turn to take an Active Action.<br>-1 per full multiple of HP below zero.<br>Hard/Easy to Subdue: Gives +/- per level to Unconscious Check<br>Fit +1 to Unc. Check . Very Fit +2 to Unc. Check",
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"abbreviation-death-check": "死",
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@@ -450,15 +450,15 @@
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"speed-label": "速度",
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"attribute-speed-tooltip": "Basic Speed<br>Based on Health and Dexterity<br>5pts/0.25<br>Unmodified: <span name=\"attr_basic_speed_base\" value=\"10\"></span>",
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"attribute-move": "Move",
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"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\" value=\"0\"></span><br>Note: The Move score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"attribute-move-tooltip": "Basic Move - Based on Basic Speed - 5pts/level - Unmodified: <span name=\"attr_basic_move_base\" value=\"0\"></span><br>Note: The Move score, under Encumbrance and Current, automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"abbreviation-enhanced": "Enhncd",
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"attribute-enhanced-ground-move-tooltip": "Enhanced ground move. <br>10pts per half level. Can use up|down arrow keys<br>Level: <span name=\"attr_enhanced_ground_move_multiple\" value=\"0\"></span>",
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"attribute-dodge": "Dodge",
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"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\" value=\"0\"></span><br>Note: The Dodge score automatically adjusts for HP and/or FP loss below 1/3. (B419, B426)",
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"attribute-dodge-tooltip": "Dodge - Based on Basic Speed - Unmodified: <span name=\"attr_dodge_base\" value=\"0\"></span><br>Note: The Dodge score, under Encumbrance and Current, automatically adjusts for Enumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"abbreviation-lifting-strength": "Lift ST",
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"attribute-lifting-strength-tooltip": "Lifting Strength (B65)<br>Based on Strength <span name=\"attr_lifting_points_per_level\"></span> pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_lift_st_base\" readonly=\"readonly\">",
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"attribute-lift": "Lift",
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"attribute-basic-lift-tooltip": "Basic Lift Table B17, in pounds. (B15)",
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"attribute-basic-lift-tooltip": "Basic Lift Table B17, in <span name=\"attr_weight_system\"></span>. (B15)",
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"attribute-striking": "Striking",
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"attribute-striking-strength-tooltip": "Striking Strength<br>Based on Strength<br><span name=\"attr_striking_points_per_level\"></span> pts/level<br>Unmodified: <input class=\"sheet-inline\" type=\"number\" name=\"attr_striking_st_base\" readonly=\"readonly\">",
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"attribute-thrust": "Thrust",
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@@ -530,7 +530,7 @@
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"air-tooltip": "Air/Flying move.<br><b>STEP:</b> The number in parentheses is the step distance.",
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"water-label": "Water",
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"water-tooltip": "Water/Swimming move.<br><b>STEP:</b> The number in parentheses is the step distance.",
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"encumbrance-dodge-tooltip": "\nNote: The Dodge score automatically adjusts for Encumbrance<br>\nand for HP and/or FP loss below 1/3. (B419, B426)\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t",
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"encumbrance-dodge-tooltip": "Note: The Dodge score automatically adjusts for Encumbrance and for HP and/or FP loss below 1/3. (B419, B426)",
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"encumbrance-none-0-label": "None (0)",
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"encumbrance-light-1-label": "Light (1)",
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"encumbrance-medium-2-label": "Medium (2)",
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@@ -673,7 +673,7 @@
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"age-label": "年齢",
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"height-label": "身長",
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"weight-heading": "重量",
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"character-weight-tooltip": "\nEnter a <strong>Numerical Value</strong> only.<br>\nDo not enter any type of indicator like lbs, pounds, kilos, etc.<br>\nThis is because the weight is added to your Inventory’s Grand Total<br>\nWeight and thus needs to be numerical.\n\t\t\t\t\t\t\t",
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"character-weight-tooltip": "Weight in <span name=\"attr_weight_system\"></span>.<br />Enter a <strong>Numerical Value</strong> only.<br>Do not enter any type of indicator like lbs, pounds, kilos, etc.<br>This is because the weight is added to your Inventory’s Grand Total<br>Weight and thus needs to be numerical.",
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"eyes-label": "目の色",
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"build-label": "Build",
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"hair-label": "髪の毛",
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@@ -711,7 +711,7 @@
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"skill-level-label": "ユーザレベル",
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"abbreviation-attribute-label": "Attr",
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"abbreviation-difficulty-label": "Diff",
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"skill-difficulty-tooltip": "\nWC = Wildcard Skill.<br>\nPTS = 3, 6, 12, 24, 36, etc.\n\t\t\t\t\t\t\t",
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"skill-difficulty-tooltip": "Difficulty of Skill<br />WC = Wildcard Skill. (B175)",
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"skill-modifier-tooltip": "\nModifier applied to skill level.<br>\nCan be a positive or a negative number.<br>\nExamples include a bonus from a Talent,<br>\ndefault from another Skill or Technique,<br>\na piece of equipment, or a Perk.\n\t\t\t\t\t\t\t",
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"modifier-label": "Modifier:$[[3]] ",
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"modifier-dialog-tooltip": "Enter a modifier to apply to any rolls on the this table.<br>Use the pencil/paper icon to select modifiers.<br><b>NOTE:</b> Changing the modifier or check status of <i>Max skill of 9</i> will clear modifiers used by dialog box.",
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@@ -769,7 +769,7 @@
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"tools-label": "tools",
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"target-size-modifier-tooltip": "Size Modifier of target.",
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"abbreviation-hit-points": "HP",
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"abbreviation-major-label": "MAJ",
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"abbreviation-major-label": "MW",
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"major-wounds-tooltip": "Major wound threshold. <i>Any</i> single injury of greater than 1/2 your HP. If using hit location, any injury that disables a limb is a <b>Major Wound</b>.<br>Roll HT to avoid Knockdown and Stunning or use the <b>K Down</b> trait on the general tab. See B420.",
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"encumbrance-tooltip": "Current encumbrance level. Penalty equal to your encumbrance is applied to Dodge, Judo, Karate, or any fencing Parry. See B549",
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"load-tooltip": "Amount of weight you're currently carrying.",
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@@ -803,7 +803,7 @@
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"abbreviation-defense-bonus-label": "DB",
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"defense-bonus-tooltip": "Apply the defense bonus of a shield, cloak, spell (B252), or Meta-trait (Supers34). See B374<br><b>Shield/Cloak:</b> Used against attacks from front or from your shield side. Can't be used against firearms <b>unless</b> you're using the <i>Damage to Shields</i> option.<br><b>Shield Spell:</b> Protects from <i>frontal</i> attacks and is cumulative with a normal shield.",
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"abbreviation-damage-label": "DMG",
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"hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.<br><b>NOTE:</b> The damage will <i>note</i> affect the current Hit Points.",
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"hitlocation-damage-tooltip": "Enter the amount of damage this location has taken.<br><b>NOTE:</b> If you want this column to affect the current Hit Points,<br />click the option (gear) icon then click <b>SHEET OPTIONS</b> tab.<br />Check the box labeled <b>Update Hit Points</b>",
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"abbreviation-divisor-label": "Div",
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"hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
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"abbreviation-disabled-label": "DIS",
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@@ -850,7 +850,7 @@
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"option-power-block-mental": "Power Block - Mental",
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"option-other": "Other",
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"formula-label": "Formula:",
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"active-defense-formula-tooltip": "Formula is based upon the active defense type.",
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"active-defense-formula-tooltip": "Formula is based upon the active defense type.<br />If <b>Apply Combat Reflexes</b> is checked, a bonus wil be applied to the Formula Level.",
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"formula-as-is-description": "Enter a value or use the linked item value as is.",
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"formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
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"formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
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@@ -865,7 +865,8 @@
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"abbreviation-information-notes": "INFO Notes",
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"fencing-unbalanced-tooltip": "\nIf you enter F or U under the <b>INFO</b> column, the notes <br>\nbelow will be <b>replaced</b> with appropriate notes. <br>\nAny other value, and the text box will get <b>cleared</b> out.<br>\n\t\t\t\t\t\t\t\t\t\t",
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"apply-combat-reflexes-label": "Apply Combat Reflexes",
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"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43).<br />This will also update the active defenses listed below <i>Knockback save vs crushing or cutting attacks</i>.<br /><b>Note:</b> On older sheets, you may have uncheck/check in order to apply combat reflexes to all active defenses.",
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"combat-reflexes-label": "Combat Reflexes:",
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"apply-combat-reflexes-tooltip": "Quickly add +1 Dodge modifier and +2 Fright modifier on the General page. (B43).<br />This will also check the <b>Combat Reflexes</b> boxes for the custom <b>Active Defenses</b>, which will apply a bonus to the final <b>Defensive Skill Level</b>.<br /><b>Note:</b> On older sheets, you may have to uncheck/check in order to apply combat reflexes to all active defenses.",
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"apply-combat-reflexes-mod-label": "Apply Combat Reflexes to mod column.",
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"apply-combat-reflexes-mod-tooltip": "If checked, the combat reflex bonus will be applied to the active defenses modifier column listed below <b>Knockback save vs crushing or cutting attacks</b>.",
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"show-defense-bonus-label": "Show DB Notes",
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@@ -901,7 +902,7 @@
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"armor-divisor-tooltip": "Divide the target’s DR by this number before subtracting it from your damage. (B268). and round DOWN – Minimum 0 (B378).<br />For example, a divisor of (2) would halve DR. A fractional divisor increases DR: (0.5) multiplies DR by 2<br /><b>Explosive</b> attacks (optional house rule: area effect attacks) only apply to the target of a direct hit. (B269)<br /><b>Afflictions: </b>divide the DR before determining modifiers to the HT roll. (B269)",
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"divide-by-label": "Divide target DR by",
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"weapon-notes-label": "Weapon Notes",
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"melee-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can additional Hit Locations as desired.",
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"melee-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
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"private-notes-label": "Private Notes",
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"private-notes-tooltip": "These notes do not appear in any Roll Template; they are just here for your reference.",
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"damage-notes-label": "Damage Notes",
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@@ -934,9 +935,9 @@
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"very-reliable-label": "Very Reliable",
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"very-reliable-tooltip": "Some weapons, according to High Tech (HT101, 121, 157) are Very Reliable. Check this box if this weapon is.",
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"optional-malfunction-description": "(Optional: See Settings TAB, <i>Use Malfunction</i>)",
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"ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. <strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can additional Hit Locations as desired.",
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"ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results. <strong>Hint:</strong> Enter inline rolls for additional results. To select a targeted Hit Location, use this example:<br /><pre>***Selected Location:*** **?{Location|Head|Torso}**</pre><i>Note:</i> You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.",
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"ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.<br /><strong>Hint:</strong> Enter inline rolls for additional results.<br>Example: Does an additional [[1d6]] fire damage.",
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"abbreviation-thrown-pounds-label": "Thrown (lbs)",
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"abbreviation-thrown-pounds-label": "Thrown (<span name=\"attr_weight_system\"></span>)",
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"thrown-strength-tooltip": "\nBased on Striking ST<br>\n<i>Note:</i> future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t",
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"thrown-strength-modifier-tooltip": "Strength Modifier to distance only<br>Throwing or Throwing Art at DX Level = +1 ST<br>Throwing or Throwing Art at DX+1 Level = +2 ST",
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"thrown-super-tooltip": "\nSuper Throw Level<br>\nEach level of Super Throw, double range.<br>\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t",
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@@ -986,7 +987,7 @@
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"abbreviation-relative-explosive-force-label": "REF",
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"relative-explosive-force-tooltip": "\nRelative Explosive Force, equivalence in pounds of TNT.<br>\nTNT = 1.0. See B415.\n\t\t\t\t\t\t\t",
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"abbreviation-pounds-label": "lbs",
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"demolition-pounds-tooltip": "Weight in pounds required by its REF.",
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"demolition-pounds-tooltip": "Weight in <span name=\"attr_weight_system\"></span> required by its REF.",
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"demolition-base-damage-tooltip": "Base damage role. Rules as written is 6d6.",
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"abbreviation-multiplier-label": "Multi",
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"damage-multiplier-tooltip": "\n<strong>Damage Multiplier:</strong><br>Enter the number to multiply 6d6 by.<br>\nAn explosion doing 6dx<i>n</i> damage takes (<i>n</i>x<i>n</i>)/4 pounds of TNT.<br>\n<b>NOTE:</b> Anyone caught in a blast may attempt an active defense<br>\nroll to dive for cover from the explosion’s collateral damage and<br>\nfragmentation; see Dodge and Drop B377.\n\t\t\t\t\t\t\t",
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@@ -1007,14 +1008,14 @@
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"abbreviation-legality-class-label": "LC",
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"legality-class-tooltip": "\n\t\t\t\t\t\t\t\tLegality Class B267.\n\t\t\t\t\t\t\t",
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"on-label": "On",
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"inventory-carried-tooltip": "\n\t\t\t\t\t\t\t\tCarried<br>\n\t\t\t\t\t\t\t\tIs the item being carried at the moment?\n\t\t\t\t\t\t\t",
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"inventory-carried-tooltip": "Carried<br>Check this box if the item is being carried.<br />Note: This may affect your Encumbrance Levels which may also affect Move and Dodge scores.",
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"gravity-tooltip": "Standard gravity is based on 1G, earth normal.<br>If gravity is over 1G, then add <i>your</i> weight and encumberance then multiply by Gravity - 1. Add this value to your encumbrance.<br>If gravity is less than 1G, multiply the weight of your gear by the Gravity value, this is your new encumbrance.<br>See B350.",
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"total-inventory-value-label": "Total Inventory Value:",
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"total-inventory-value-tooltip": "\n\t\t\t\t\t\t\t\tTotal monetary value of all items (carried or not).\n\t\t\t\t\t\t\t",
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"total-inventory-weight-label": "Total Inventory Weight:",
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"total-inventory-weight-tooltip": "Total weight of all items carried.",
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"total-inventory-weight-tooltip": "Total weight of all items carried in <span name=\"attr_weight_system\"></span>.",
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"grand-total-weight-label": "Grand Total Weight:",
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"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white; font-weight: bold; text-decoration: underline;\" name=\"attr_weight\" value=\"0\"></span>, and all items carried.",
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"grand-total-weight-tooltip": "Grand total of PC's weight: <span style=\"background-color: white; font-weight: bold; text-decoration: underline;\" name=\"attr_weight\" value=\"0\"></span> <span name=\"attr_weight_system\"></span>, and all items carried.",
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"spells-based-on-label": "Spells Based on:",
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"magery-power-investiture-bonus-label": "Magery/PI/Bonus Level:",
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"cencentration-penalty-label": "Concentration Penalty",
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@@ -1109,6 +1110,8 @@
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"damage-dice-icon": "Damage Dice Icon",
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"use-malfunction-label": "Use Malfunction",
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"use-malfunction-tooltip": "If checked, roll results will check for malfunction.",
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"use-metric-label": "Use Metric Weights",
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"use-metric-tooltip": "If checked, labels will be changed from LBS (pounds) to KG (kiligrams) and encumbrance formula will use metric weights.",
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"stat-modifier-options-label": "Stat Modifier Options",
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"modifiers-to-attributes-increase-all-label": "Mods to attributes increase all derived stats (including HP, FP)",
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"modifiers-to-attributes-increase-most-label": "Mods to attributes increase most derived stats (not HP, FP)",
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@@ -1150,8 +1153,9 @@
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"import-notes-label": "Import Notes",
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"import-notes-tooltip": "Import notes into <i>Bio\\Misc</i> fields and into <i>Notes</i> textboxes for repeating tables.",
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"gurps-4th-edition-wiki-button": "GURPS 4th Edition Roll20 Wiki Page",
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"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 1",
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"gurps-sheet-thread-link-button": "Roll20 Forum - [GURPS] - Sheet #1 - Thread 2",
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"base-label": "BASE",
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"speed-ties-description": "DX has been added to Speed to help break ties. (B363)",
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"selected-label": "Selected",
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"target-one-label": "Target 1",
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"roll-label": "Roll:",
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