diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json index 95fa6d2f80..f420216f07 100644 --- a/GURPS/translations/en.json +++ b/GURPS/translations/en.json @@ -77,14 +77,14 @@ "aiming-stats-label": "Aiming Stats", "targeting-systems-title": "Targeting Systems", "abbreviation-accuracy-label": "Acc", - "accuracy-tooltip": "Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354.", + "accuracy-tooltip": "Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B364.", "accuracy-bonus-tooltip": "Accuracy", "elevation-label": "Elevation", "ranged-elevation-label": "Elevation. If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.", "range-speed-label": "Range/Speed", "range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.", "aim-bonus-label": "Aim Bonus", - "aiming-bonus-tooltip": "Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354. The sum of Acc and all extra aimed-fire bonuses can never exceed twice the base Acc of the attack, see Accuracy and Aimed Fire B372.", + "aiming-bonus-tooltip": "Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B364. The sum of Acc and all extra aimed-fire bonuses can never exceed twice the base Acc of the attack, see Accuracy and Aimed Fire B372.", "abbreviation-rate-of-fire-label": "RoF", "rate-of-fire-tooltip": "Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.

Note: To view the Shots Fired popup box, please enter an integer of 2 or highter.

!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.", "shots-fired-label": "Fired", @@ -439,6 +439,10 @@ "tab-inventory": "Inventory", "tab-grimoire": "Grimoire", "tab-chase": "Chase", + "tab-vehicle": "Vehicle", + "tab-locations": "Locations", + "tab-crew": "Crew", + "tab-loadout": "Loadout", "tab-updates": "Updates", "tab-help": "Help", "gear-tab-label": "Gear Tab", @@ -902,7 +906,7 @@ "abbreviation-divisor-label": "Div", "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.", "abbreviation-disabled-label": "DIS", - "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421", + "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421.", "wounds-label": "Wounds", "hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.", "hitlocation-notes-tooltip": "Notes that could apply to the hit location armor, damage, or other effects.", @@ -947,7 +951,7 @@ "option-power-block-mental": "Power Block - Mental", "option-other": "Other", "formula-label": "Formula:", - "active-defense-formula-tooltip": "Formula is based upon the active defense type.
If Apply Combat Reflexes is checked, a bonus wil be applied to the Formula Level.", + "active-defense-formula-tooltip": "Formula is based upon the active defense type.
NOTE: The formula only applies to a linked trait.
If Apply Combat Reflexes is checked, a bonus wil be applied to the Formula Level.", "formula-as-is-description": "Enter a value or use the linked item value as is.", "formula-parry-description": "3 + (Skill or DX)/2, rounded down.", "formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.", @@ -2068,5 +2072,142 @@ "calculated-roll-label": "Calculated Roll", "modify-label": "Modify", "on-value": "ON", - "armor-on-toggle-tooltip": "Toggle the layer DR on or off. This will update summary column." + "armor-on-toggle-tooltip": "Toggle the layer DR on or off. This will update summary column.", + "vehicle-sheet-label": "Vehicle Sheet", + "vehicle-sheet-tooltip": "The vehicle sheet based on rules from GURPS Basic 462-470 and Damage to Objects 483.", + "vehicle-notes-tooltip": "Enter notes about the vehicle, such as modifiers to Health, Top Speed, and manuevering traits. A good example are vehicle options from GURPS Action 6 Tricked Out Rides.", + "vehicle-type-tooltip": "Enter a description for the type of vehicle. ", + "vehicle-tech-level-tooltip": "Enter the tech level of the vehicle.", + "vehicle-strength-tooltip": "Enter the Strength of the Vehicle. An unpowered vehicle will have a Strength of zero. B462.", + "vehicle-hit-points-tooltip": "Enter the hit points of the vehicle. B462.", + "vehicle-handling-tooltip": "Vehicle Handling modifies Control Rolls, B466.", + "vehicle-stability-rating-tooltip": "Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.", + "vehicle-health-tooltip": "Vehicle's Health. B466. Use the check-boxes to the right to identify fragile features of the vehicle. Unpowered vehicles are Homogenous with HT 12, while machines have HT 10, see Damage to Objects, B483.

Modifiers: ", + "machine-option": "Machine (HT 10)", + "unpowered-option": "Unpowered (HT 12)", + "vehicle-flammable-tooltip": "A flammable vehicle will catch fire if it suffers 3 Hit Points of burning damage. If exposed to a flame that can't do 3 or more hit points, roll 3d6 every 10 seconds, on a 6 or less, the vehicle catches fire. Once on fire, vehicle suffers 1d6-1 burning damage per second. B433.", + "vehicle-combustible-tooltip": "A combustible vehicle would be made of wood or paper. Make a HT roll to avoid catching fire whenever the vehicle suffers a major wound from a burning or explosive attack, on a failure the vehicle catches fire. If the damge is 10+ HP, the vehicle catches fire automatically. Once on fire, the vehicle suffers 1d6-1 bruning per second until extinguished. B136.", + "vehicle-explosive-tooltip": "The vehicle contains explosive fuel or ammunition. If the vehicle suffers a major wound from a burning or explosive attack, make a HT roll, on critical failure, the vehicle explodes! The vehicle will also explode on any failed death roll by 3 or more. The explosion is 6d6x(HP/10) crushing explosion. B137.", + "abbreviation-acceleration-label": "Accel", + "top-label": "Top", + "vehicle-top-tooltip": "Enter the top speed of the vehicle. B463.", + "abbreviation-loaded-weight-label": "Lwt", + "vehicle-loaded-weight-tooltip": "Enter the vehicle's loaded weight, in tons, of the vehicle. This is the maximum payload and a full load of fuel. B463.", + "vehicle-load-tooltip": "The weight, in tons, of occupants and cargo the vehicle can carry, including the operator. B463.", + "abbreviation-capacity-label": "Cap", + "vehicle-cargo-capacity-tooltip": "Vehicle's cargo capacity, uses the formula of Load subtract weight of occupants, where each person is .1 tons. B463.", + "curb-label": "Curb", + "vehicle-curb-weight-tooltip": "Vehicle's curb weight (with fuel but no other payload), which is Loaded Weight minus Load. B463.", + "vehicle-size-modifier-tooltip": "Vehicle's size modifier, B463. Will automatically be applied to the To Hit Modifier for each Hit Location.", + "crew-label": "Crew", + "vehicle-crew-tooltip": "Enter the number of crew members needed to operate the vehicle. B463.", + "passengers-label": "Passengers", + "vehicle-passengers-tooltip": "Enter the number of passengers, non-essential crew members, the vehicle can carry. B463.", + "a-indicator-long-term-label": "A: Long-term", + "vehicle-long-term-tooltip": "The letter \"A\" indicates the vehicle is built for long-term accommodation, with room to sleep, cook, etc. B463.", + "p-indicator-pressure-support-label": "P: Pressure Support", + "vehicle-pressure-support-tooltip": "The letter \"P\" indicates the vehicle is built to support pressure (B77), such as a submarine or spacecraft. B463.", + "s-indicator-sealed-label": "S: Sealed", + "vehicle-sealed-tooltip": "The letter \"S\" indicates the vehicle is sealed (B82) against the environment, such as a spacecraft or submarine. B463.", + "p-indicator-vacuum-support-label": "P: Vacuum Support", + "vehicle-vacuum-support-tooltip": "The letter \"P\" indicates the vehicle has vacuum support (B96), such as a spacecraft. B463.", + "vehicle-damage-resistance-tooltip": "Vehicle's Damage Resistance, this can be used as a reference when building hit locations. B463.", + "vehicle-range-tooltip": "The travel distance before the vehicle runs of out fuel or provisions. B463.", + "cruise-percent-label": "Cruise %", + "vehicle-cruise-percent-tooltip": "Enter a percentage to calculate the vehicle's Cruising speed, which is typically about 60 to 70 percent of the top speed. B463.", + "cruising-label": "Cruising", + "vehicle-cruising-speed-tooltip": "The vehicle cruising speed, which is Top Speed times Cruise %. B463.", + "abbreviation-endurance-label": "End", + "vehicle-endurance-tooltip": "Vehicle's endurance in hours is the Range divided by Cruising speed. For situations where \"Loiter\" capability matters more than range. Vehicle must carry provisions in order to take advantage of endurance in excess of one day. B463.", + "abbreviation-location-label": "Loc", + "vehicle-location-tooltip": "Vehicle's hit locations, this can be used to help build the hit locations table. B463. The quantity precedes the abbreviation; e.g., \"3M\" for a three-masted ship.", + "vehicle-hit-location-abbreviations-tooltip": "Hit Location Abbreviations. B463.