{ "reliableTranslations": { "Regenerate": "Régénération", "
${this.actor.prototypeToken.name} has \n
When all Poisoned Conditions are lost, so too is Regenerate.
": "${this.actor.prototypeToken.name} a :\n
Lorsque tous les états Empoisonné sont perdus, la Régénération l’est aussi.
", "Could not find ${lore} spell. Try Again": "Chargement des sorts", "Target has Aethyric Attunement or Second Sight": "La Cible possède Harmonisation Aethyrique ou Seconde Vue", "Mutation table not found, please ensure a table with the `mutatephys` key is imported in the world.": "Table de Mutation introuvable, veuillez vous assurer qu'une table avec la clé `mutatephys` est importée dans le monde.", ", this.actor).roll()\n\nroll.toMessage(this.script.getChatData({flavor : `${this.effect.name} (Duration)`}));\n\nthis.effect.updateSource({": ")}!`)\n for(let weapon of dropped)\n {\n await weapon.system.toggleEquip();\n }\n }\n}\n\nlet roll = await new Roll(", "${this.effect.name} (Duration)": "Dropped ${dropped.map(i => i.name).join(\", \")}!", ": Ignore Metal (": ": Ignorer Métal (", "Healed ${wounds} Wounds": "Soigne ${wounds} Blessures", "Fear": "Peur", "${this.effect.name}: Automatic Failure": "${this.effect.name}: Echec Automatique", "Enter Target Species (singular)": "Saisir l'espèce cible (singulier)", "Victory Notes for Experience Log": "Notes de Victoire pour le Journal d'Expérience", ")])).map(i => i.text)\n \n for (let ch in characteristics)\n {\n updateObj.system.characteristics[ch].modifier += characteristics[ch];\n }\n \n for (let talent of talents)\n {\n let talentItem = await game.wfrp4e.utility.findTalent(talent)\n if (talentItem)\n {\n items.push(talentItem.toObject());\n }\n else \n {\n ui.notifications.warn(`Could not find ${talent}`, {permanent : true})\n }\n }\n \n \n await this.actor.update(updateObj)\n this.actor.createEmbeddedDocuments(": ")])).map(i => i.text)\n\n for (let ch in characteristics)\n {\n updateObj.system.characteristics[ch].modifier += characteristics[ch];\n }\n\n for (let talent of talents)\n {\n let talentItem = await game.wfrp4e.utility.findTalent(talent)\n if (talentItem)\n {\n items.push(talentItem.toObject());\n }\n else\n {\n ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})\n }\n }\n\n\n await this.actor.update(updateObj)\n this.actor.createEmbeddedDocuments(", "Blinded while wearing the ${this.item.name}": "Aveuglé en portant ${this.item.name}", "Choose Rune": "Choisissez une Rune", "Cannot enter ${this.effect.name}!": "Impossible d'entrer dans ${this.effect.name} !", "Healed ${healed} Wounds": "Soin de ${healed} Blessures", "Endurance": "Résistance", "(ignored ${metalAP} metal AP on ${game.wfrp4e.config.locations[loc]})": "(Ignore ${metalAP} PA de métal sur ${game.wfrp4e.config.locations[loc]})", "Removed Broken.": "Condition Brisé supprimée.", "Enter Armour value": "Entrez la valeur d'Armure", "Cannot Dodge!": "Impossible d'Esquiver!", "None left!": "Plus rien !", "${this.effect.name}: Gained ${this.item.Advances} Advantage": "${this.effect.name}: Gain de ${this.item.Advances} Avantage(s)", "Sail (Skycraft)": "Voile (Aéronavale)", "No effect at 0 Wounds": "Aucun effet à 0 Blessures", "Healed ${this.actor.characteristics.t.bonus} Wounds": "Soin de ${this.actor.characteristics.t.bonus} Blessures", "Removing Fatigued Condition, disabled effect": "Etat Fatigué - Suppression de la condition Fatigué, effet désactivé", "Wyrmslayer: Ignore TB vs Dragons": "Wyrmslayer: Ignore le BE contre les Dragons", "Suffered @Condition[Fatigued] because of nightmares.": "Subi la @Condition[Fatigued] à cause de cauchemars.", "Suffered nightmares, but slept well enough.": "Subi la @Condition[Fatigued] à cause de cauchemars.", "Venom": "Venin", "${this.effect.name}: Wound loss capped to 10": "${this.effect.name}: Perte de Blessures limitée à 10", "Ethereal": "Éthéré", ")\n if (traitItem)\n { \n let t = traitItem.toObject();\n t.system.specification.value = trait.value;\n if (trait.disabled)\n {\n t.system.disabled = true;\n }\n items.push(t);\n }\n else \n {\n ui.notifications.warn(`Could not find ${trait.name}`, {permanent : true})\n }\n}\n \n\n\nupdateObj.name = updateObj.name +=": "} ];\nlet items = [];\n\nlet updateObj = this.actor.toObject();\nfor (let ch in characteristics)\n{\n updateObj.system.characteristics[ch].modifier += characteristics[ch];\n}\n\nupdateObj.system.characteristics.int.initial = 0;\nupdateObj.system.characteristics.wp.initial = 0;\nupdateObj.system.characteristics.fel.initial = 0;\n\nfor (let trait of traits)\n{\n let traitItem = await game.wfrp4e.utility.find(trait.name,", "Could not find ${trait.name}": ": -200\n}\nlet traits = [ {name:", "Fortune point stolen from ${this.actor.name}": "1 Point de Chance volé à ${this.actor.name}", "let weapons = args.actor.itemTypes.weapon.filter(i => !i.system.location.value);\nlet armour = args.actor.itemTags.armour.filter(i => !i.system.location.value);\nfor(let item of weapons)\n{\n\tif (item.system.properties.qualities.shield)\n\t{\n\t\tawait item.system.damageItem(1, \"shield\");\n\t}\n\telse \n\t{\n\t\tawait item.system.damageItem(1);\n\t}\n\tmsg +=": "let weapons = args.actor.itemTypes.weapon.filter(i => !i.system.location.value);\nlet armour = args.actor.itemTags.armour.filter(i => !i.system.location.value);\nfor(let item of weapons)\n{\n\tif (item.system.properties.qualities.shield)\n\t{\n\t\tawait item.system.damageItem(1, \"shield\");\n\t}\n\telse\n\t{\n\t\tawait item.system.damageItem(1);\n\t}\n\tmsg +=", "Bless (Taal)": "Béni (Taal)", "Finished repairing ${this.item.name}.
": "Réparation terminée ${this.item.name}.
", ").roll({allowInteractive : false});\n let regen = regenRoll.total;\n \n if (wounds.value >= wounds.max)\n return;\n \n if (wounds.value > 0) {\n wounds.value += Math.floor(regen / 2);\n if (wounds.value > wounds.max) {\n wounds.value = wounds.max;\n }\n message += \\`\\${this.actor.name} regains \\${regen} Wounds.\\`;\n \n if (regen === 10) {\n message +=": ").roll({allowInteractive : false});\n let regen = regenRoll.total;\n\n if (wounds.value >= wounds.max)\n return;\n\n if (wounds.value > 0) {\n wounds.value += Math.floor(regen / 2);\n if (wounds.value > wounds.max) {\n wounds.value = wounds.max;\n }\n message += \\`\\${this.actor.name} regagne \\${regen} Blessures.\\`;\n\n if (regen === 10) {\n message +=", "let chatData = {whisper: ChatMessage.getWhisperRecipients(\"GM\")};\n let message = \"\";\n \n let wounds = foundry.utils.duplicate(this.actor.status.wounds);\n let regenRoll = await new Roll(\"1d10\").roll({allowInteractive : false});\n let regen = regenRoll.total;\n \n if (wounds.value >= wounds.max)\n return;\n \n if (wounds.value > 0) {\n wounds.value += Math.floor(regen / 2);\n if (wounds.value > wounds.max) {\n wounds.value = wounds.max;\n }\n message += \\": ").roll({allowInteractive : false});\n let regen = regenRoll.total;\n\n if (wounds.value >= wounds.max)\n return;\n\n if (wounds.value > 0) {\n wounds.value += Math.floor(regen / 2);\n if (wounds.value > wounds.max) {\n wounds.value = wounds.max;\n }\n message += \\`\\${this.actor.name} regagne \\${regen} Blessures.\\`;\n\n if (regen === 10) {\n message +=", "Arboreal": "Arboricole", "${this.effect.name}: destroys magical ${args.attackerTest.item.name}.": "${this.effect.name}: détruit magique ${args.attackerTest.item.name}.", "Cold Blooded": "À Sang Froid", "${this.actor.prototypeToken.name} has gained the Cold Blooded Creature Trait and may reverse any failed Willpower based Tests.
\nIf they gain a Surprised Condition, this Condition is not lost the first time it should be (which is typically at the end of the Round or if they victim is attacked).
": "${this.actor.prototypeToken.name} a acquis le Trait de Créature À Sang Froid et peut annuler tout test de Volonté raté.
\nSi ils gagnent une Condition Surpris, cette Condition n'est pas perdue la première fois qu'elle devrait l'être (ce qui est généralement à la fin du Round ou si la victime est attaquée).
", "Blade of Nurglitch: ${args.actor.name} must pass an Difficult (-10) Endurance Test or gain a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}": "Blade of Nurglitch: ${args.actor.name} doit réussir un Test d'Endurance de Difficulté (-10) ou recevoir une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente}", "Stupid": "Stupide", "Enter Spellcasting Lore": "Entrez le Savoir d'Incantation", "of your species": "de votre espèce", "Animosity (all not ${species})": "Compendium.wfrp4e-core.items.Q2MCUrG2HppMcvN0", "Cannot use ${game.wfrp4e.config.locations[this.effect.getFlag(\"wfrp4e\", \"location\")]}!": "Impossible d'utiliser ${game.wfrp4e.config.locations[this.effect.getFlag(\"wfrp4e\", \"location\")]}!", "Use Ward provided by ${this.effect.name}?": "
Utiliser la Protection fournie par ${this.effect.name}?", "Advantage Subtracted": "Avantage retiré", "Not enough Advantage!": "Avantage retiré", "Lore (Oceans)": "Savoir (Océans)", "${actor.name} recognizes lure of the Leviathan.": ", {\n appendTitle: ` – ${this.effect.name}`,\n skipTargets: true,\n fields: {difficulty:", "Cannot update Fortune": "system.status.fortune.value", "Enter Wounds Lost to gain SL": "Entrez les Blessures Perdues pour gagner DR", "Butcher contracts @UUID[${bloodyFluxUUID}].": "Compendium.wfrp4e-core.items.Item.herUmN51D9TiL2Vn", "Removed ${poisoned.conditionValue} Poisoned Conditions": "SSuppression de ${poisoned.conditionValue} états Empoisonnés", "No Poisoned Conditions": "Aucun état Empoisonné à supprimer.", "Claimed ${this.effect.name} Bonus": "Bonus utilisé : ${this.effect.name}", "Painless": "utilisateur d", "
${this.actor.prototypeToken.name} has gained the Painless Creature Trait. This\n effect lasts for one hour, after which it dissipates and the full effect\n of all the imbiber's wounds come crashing down at once.
\nNote that this does not prevent the user from acquiring a Critical\n Wound or dying from one. It merely allows them to ignore most\n of their effects.
": "${this.actor.prototypeToken.name} a acquis le Trait de Créature Insensible à la douleur. Cet\n effet dure une heure, après quoi il se dissipe et l'effet complet\n de toutes les blessures du buveur s'abat d'un coup.
\nNotez que cela n'empêche pas l'utilisateur d'acquérir une Blessure Critique\n ou d'en mourir. Cela leur permet simplement d'ignorer la plupart\n de leurs effets.
", "Damage Increase": "Augmentation des Dégâts", "Cannot acquire Ablaze Condition": "Ne peut recevoir un état En Flammes", "${this.effect.name}: Ignore AP with Weakpoints (${APIgnored})": "${this.effect.name}: Ignore les PA avec des points faibles (${APIgnored})", "${this.actor.prototypeToken.name} regains ${healed} Wounds": "${this.actor.prototypeToken.name} regagne ${healed} Blessures", "${this.effect.name} - Ignore Weakpoints (${weakpointsAP})": "${this.effect.name} - Ignore les points faibles (${weakpointsAP})", "Choose 6 Petty Spells": "system.lore.value", "\n Select your choice\n
\n\n Sélectionnez votre choix\n
\n\n Ranged (Bow) +10 and a Longbow with 12 Arrows\n
": "Ajouter une option?\n\n Projectile (Arc) +10 et un Arc long avec 12 flèches\n
", "Amber Talons": "Serres d'ambre", "Enter Venom Strength": "Entrez la Force du Venin", "}`).trim()\n }\n else \n traitItem.system.specification.value = traitSpec\n\n items.push(traitItem)\n\n}\n\nfor (let trapping of trappings) \n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\nfor (let spell of spells) \n{\n let spellItem = await game.wfrp4e.utility.findItem(spell)\n if (spellItem)\n {\n spellItem = spellItem.toObject()\n\n items.push(spellItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${spell}`, {permanent : true})\n }\n}\n\nupdateObj.name = updateObj.name +=": "}`).trim()\n }\n else\n traitItem.system.specification.value = traitSpec\n\n items.push(traitItem)\n\n}\n\nfor (let trapping of trappings)\n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else\n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\nfor (let spell of spells)\n{\n let spellItem = await game.wfrp4e.utility.findItem(spell)\n if (spellItem)\n {\n spellItem = spellItem.toObject()\n\n items.push(spellItem);\n }\n else\n {\n ui.notifications.warn(`Could not find ${spell}`, {permanent : true})\n }\n}\n\nupdateObj.name = updateObj.name +=", "\n Select your choice\n
\n\n Sélectionnez votre choix\n
\n\n Ranged (Bow) +10 and a Longbow with 12 Arrows\n
", "fr": "Ajouter une option?\n\n Projectile (Arc) +10 et un Arc long avec 12 flèches\n
" } ] }, { "file": "vFUVWZ1l8wpTjLcx.js", "translations": [ { "en": "Daemonic", "fr": "Démoniaque" } ] }, { "file": "ve3RcfTi49rdYZU0.js", "translations": [ { "en": "Endurance", "fr": "Résistance" } ] }, { "file": "whUSkaR1yem21bXp.js", "translations": [ { "en": "s a specialization\n let traitSpec = traitMatches[3]\n\n let traitItem;\n try {\n traitItem = await WFRP_Utility.findItem(traitName, \"trait\")\n }\n catch { }\n if (!traitItem) {\n ui.notifications.warn(`Could not find ${trait}`, {permanent : true})\n }\n traitItem = traitItem.toObject()\n\n if (Number.isNumeric(traitVal))\n {\n traitItem.system.specification.value = traitName.includes(", "fr": "}`).trim()\n }\n else \n traitItem.system.specification.value = traitSpec\n\n items.push(traitItem)\n\n}\n\nfor (let trapping of trappings) \n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\nfor (let spell of spells) \n{\n let spellItem = await game.wfrp4e.utility.findItem(spell)\n if (spellItem)\n {\n spellItem = spellItem.toObject()\n\n items.push(spellItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${spell}`, {permanent : true})\n }\n}\n\nupdateObj.name = updateObj.name +=" }, { "en": "}`).trim()\n }\n else \n traitItem.system.specification.value = traitSpec\n\n items.push(traitItem)\n\n}\n\nfor (let trapping of trappings) \n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\nfor (let spell of spells) \n{\n let spellItem = await game.wfrp4e.utility.findItem(spell)\n if (spellItem)\n {\n spellItem = spellItem.toObject()\n\n items.push(spellItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${spell}`, {permanent : true})\n }\n}\n\nupdateObj.name = updateObj.name +=", "fr": "}`).trim()\n }\n else\n traitItem.system.specification.value = traitSpec\n\n items.push(traitItem)\n\n}\n\nfor (let trapping of trappings)\n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else\n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\nfor (let spell of spells)\n{\n let spellItem = await game.wfrp4e.utility.findItem(spell)\n if (spellItem)\n {\n spellItem = spellItem.toObject()\n\n items.push(spellItem);\n }\n else\n {\n ui.notifications.warn(`Could not find ${spell}`, {permanent : true})\n }\n}\n\nupdateObj.name = updateObj.name +=" } ] }, { "file": "wyTCozh9qGTx6yK0.js", "translations": [ { "en": "Fear", "fr": "Peur" } ] }, { "file": "xUpKYT7BZCSmAfUy.js", "translations": [ { "en": "None left!", "fr": "Plus rien !" } ] }, { "file": "xiyQSXozoLxt0MZs.js", "translations": [ { "en": "Painless", "fr": "utilisateur d" }, { "en": "Immunity to Psychology", "fr": "Immunité Psychologique" } ] }, { "file": "y7hk7prQ0lLTyv1Y.js", "translations": [ { "en": "Ranged", "fr": "Projectiles" } ] }, { "file": "yQziCK8G8I1RYkTj.js", "translations": [ { "en": "Ranged", "fr": "Projectiles" } ] }, { "file": "zadppy7FEbXvgUON.js", "translations": [ { "en": ")\n if (skillItem)\n skillItem.system.advances.value += skillAdvancements[index]\n else \n {\n skillItem = await game.wfrp4e.utility.findSkill(skill)\n skillItem = skillItem.toObject();\n skillItem.system.advances.value = skillAdvancements[index];\n items.push(skillItem);\n }\n}\n\nfor (let talent of talents)\n{\n let talentItem = await game.wfrp4e.utility.findTalent(talent)\n if (talentItem)\n {\n items.push(talentItem.toObject());\n }\n else \n {\n ui.notifications.warn(`Could not find ${talent}`, {permanent : true})\n }\n}\n\nfor (let trapping of trappings) \n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else \n {\n ui.notifications.warn(`Could not find ${trapping}`, {permanent : true})\n }\n}\n\n\nawait this.actor.update(updateObj)\nthis.actor.createEmbeddedDocuments(", "fr": ")\n if (skillItem)\n skillItem.system.advances.value += skillAdvancements[index]\n else\n {\n skillItem = await game.wfrp4e.utility.findSkill(skill)\n skillItem = skillItem.toObject();\n skillItem.system.advances.value = skillAdvancements[index];\n items.push(skillItem);\n }\n}\n\nfor (let talent of talents)\n{\n let talentItem = await game.wfrp4e.utility.findTalent(talent)\n if (talentItem)\n {\n items.push(talentItem.toObject());\n }\n else\n {\n ui.notifications.warn(`Impossible de trouver ${talent}`, {permanent : true})\n }\n}\n\nfor (let trapping of trappings)\n{\n let trappingItem = await game.wfrp4e.utility.findItem(trapping)\n if (trappingItem)\n {\n trappingItem = trappingItem.toObject()\n\n trappingItem.system.equipped.value = true;\n\n items.push(trappingItem);\n }\n else\n {\n ui.notifications.warn(`Impossible de trouver ${trapping}`, {permanent : true})\n }\n}\n\n\nawait this.actor.update(updateObj)\nthis.actor.createEmbeddedDocuments(" } ] }, { "file": "zi8Z3NlwVj3IfgAW.js", "translations": [ { "en": "None left!", "fr": "Plus rien !" } ] } ] }