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@ -10,13 +10,13 @@ stages:
|
||||
build:
|
||||
stage: build
|
||||
script:
|
||||
- zip swade-fr.zip -r module -x ".*"
|
||||
- zip swade-fr-content.zip -r module -x ".*"
|
||||
artifacts:
|
||||
expire_in: never
|
||||
name: swade-fr
|
||||
name: swade-fr-content
|
||||
when: on_success
|
||||
paths:
|
||||
- swade-fr.zip
|
||||
- swade-fr-content.zip
|
||||
when: on_success
|
||||
only:
|
||||
- tags
|
||||
|
@ -8,7 +8,7 @@ Module pour système de jeu SWADE pour [Foundry Virtual Tabletop](https://foundr
|
||||
|
||||
## Installer avec le manifeste
|
||||
Copier ce lien et chargez-le dans le menu module de Foundry.
|
||||
> https://gitlab.com/sasmira/swade-fr/-/raw/master/module/module.json
|
||||
> https://gitlab.com/sasmira/swade-fr-content/-/raw/master/module/module.json
|
||||
|
||||
### Modules requis pour le français
|
||||
Pour traduire les éléments de base de FoundryVTT (interface), il vous faut installer et activer le module suivant :
|
||||
|
@ -8,7 +8,7 @@
|
||||
"items": [
|
||||
{
|
||||
"_id": "yu8mQgz9LsE64YCd",
|
||||
"name": "Armor +2",
|
||||
"name": "Armure +2",
|
||||
"type": "armor",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p>Thick skin.</p>\n</div>",
|
||||
@ -81,7 +81,7 @@
|
||||
},
|
||||
{
|
||||
"_id": "LtIsTTVxdFc34ZYG",
|
||||
"name": "Fighting",
|
||||
"name": "Combat",
|
||||
"type": "skill",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.</p>\n</div>",
|
||||
@ -9790,8 +9790,8 @@
|
||||
},
|
||||
{
|
||||
"id": "Summon Ally: Attendant",
|
||||
"name": "Summon Ally: Attendant",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</strong> +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n</div>",
|
||||
"name": "Convocation d'allié: Serviteur",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n</div>",
|
||||
"items": [
|
||||
{
|
||||
"_id": "9OnwZJgcVuBhf3SU",
|
||||
@ -9927,7 +9927,7 @@
|
||||
},
|
||||
{
|
||||
"_id": "0LsJ55pZ2oOk1DUD",
|
||||
"name": "Claw",
|
||||
"name": "Griffes",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p> </p>\n</div>",
|
||||
@ -9963,8 +9963,8 @@
|
||||
},
|
||||
{
|
||||
"id": "Summon Ally: Bodyguard",
|
||||
"name": "Summon Ally: Bodyguard",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</strong> +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n</div>",
|
||||
"name": "Summon Ally: Garde du corps",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n</div>",
|
||||
"items": [
|
||||
{
|
||||
"_id": "pgBggVRmxmscLMro",
|
||||
@ -10122,10 +10122,10 @@
|
||||
},
|
||||
{
|
||||
"_id": "VxPVCaxej4aDZxwh",
|
||||
"name": "Armor +2",
|
||||
"name": "Armure +2",
|
||||
"type": "armor",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p>Hardened skin.</p>\n</div>",
|
||||
"description": "<div class=\"swade-core\">\n<p>Peau renforcée.</p>\n</div>",
|
||||
"notes": "",
|
||||
"additionalStats": {},
|
||||
"quantity": 1,
|
||||
@ -10150,7 +10150,7 @@
|
||||
},
|
||||
{
|
||||
"_id": "FvfPoVVQAkcYJTvr",
|
||||
"name": "Melee attack",
|
||||
"name": "Arme de mêlée",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p> </p>\n</div>",
|
||||
@ -10210,8 +10210,8 @@
|
||||
},
|
||||
{
|
||||
"id": "Summon Ally: Sentinel",
|
||||
"name": "Summon Ally: Sentinel",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Construct}:</strong> +2 to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point of Wound penalties; doesn't breathe, immune @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} or @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Fearless}:</strong> Immune to @Compendium[swade-core-rules.swade-rules.Fear]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> Sentinels are 8' tall and very dense.</li>\n</ul>\n</div>",
|
||||
"name": "Summon Ally: Sentinelle",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> haute de 2m40 et trapue.</li>\n</ul>\n</div>",
|
||||
"items": [
|
||||
{
|
||||
"_id": "V1ntFnQcdg4Qquci",
|
||||
@ -10325,10 +10325,10 @@
|
||||
},
|
||||
{
|
||||
"_id": "DfMjiZ7qDgJ691tM",
|
||||
"name": "Armor +4",
|
||||
"name": "Armure +4",
|
||||
"type": "armor",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p>Stone skin.</p>\n</div>",
|
||||
"description": "<div class=\"swade-core\">\n<p>Peau pierreuse.</p>\n</div>",
|
||||
"notes": "",
|
||||
"additionalStats": {},
|
||||
"quantity": 1,
|
||||
@ -10353,7 +10353,7 @@
|
||||
},
|
||||
{
|
||||
"_id": "b6vZnSeNRuz5KEdf",
|
||||
"name": "Melee attack",
|
||||
"name": "Arme de mêlée",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class=\"swade-core\">\n<p> </p>\n</div>",
|
||||
@ -11115,7 +11115,7 @@
|
||||
"description": "<div class=\"swade-core\">\n<p>Voici les caractéristiques standards pour des vampires un peu moins forts que le légendaire Dracula, mais bien supérieurs aux buveurs de sang à peine sortis de la tombe. Le MJ peut ajouter d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} pour refléter le passé du vampire qu’il désire créer.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Transformation:</strong> se transforme en loup ou chauve-souris sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2. Reprend forme humaine sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}.</li>\n<li><strong>Charme:</strong> @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} d10, 10 cases, jusqu'à nouvelle cible. <em>@Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette}</em> : sur Succès, contrôle total d'une cible ayant une attirance pour lui (selon le MJ). Ils peuvent lancer et maintenir le pouvoir indéfiniment, mais ne peuvent affecter qu'une seule cible à la fois.</li>\n<li><strong>Enfants de la nuit :</strong> peut invoquer et contrôler 1d6 loups ou 1d6 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) de rats sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} –2. Ils arrivent de la nature environnante en 1d6 + 2 rounds.s.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerabilité}: </strong>peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.</li>\n<li><strong>Brume:</strong> se transforme en brume ou reprend forme humaine en une action sur Succès d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2.</li>\n<li><strong>Infection : </strong>Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.</li>\n<li><strong>Mort-vivant : </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.</li>\n<li><strong>Point faible (symbole religieux): </strong>Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.</li>\n<li><strong>Point faible (eau bénite) : </strong>+1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).</li>\n<li><strong>Point faible (invité): </strong>ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.</li>\n<li><strong>Point faible (pieu dans le coeur): </strong> dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts. </li>\n<li><strong>Point faible (lumière du soleil) : </strong>subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.</li>\n</ul>\n</div>",
|
||||
"items": [
|
||||
{
|
||||
|
||||
|
||||
"_id": "KdkbqjBMh3DyezrM",
|
||||
"name": "★ Athletics",
|
||||
"type": "skill",
|
||||
|
@ -182,7 +182,7 @@
|
||||
"id": "Combat Acrobat",
|
||||
"name": "Acrobate de combat",
|
||||
"description":"Voir SWADE p.49",
|
||||
"description_full": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Les attaques contre ce personnage bondissant subissent un malus de -1 si ce dernier voit l’attaque venir, dispose de suffisamment d’espace pour se mouvoir et ne subit aucun malus d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encumbrement} ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}.</span></p>\n</div>"
|
||||
"description_full": "<div class=\"swade-core\">\n<p><span class=\"fontstyle0\">Les attaques contre ce personnage bondissant subissent un malus de -1 si ce dernier voit l’attaque venir, dispose de suffisamment d’espace pour se mouvoir et ne subit aucun malus d’@Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} ou de @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}.</span></p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Combat Reflexes",
|
||||
|
@ -1,137 +1,149 @@
|
||||
{
|
||||
"label": "SWADE Équipement",
|
||||
"mapping": {
|
||||
"description": "data.description"
|
||||
"description": "data.description",
|
||||
"skill": {
|
||||
"path": "data.actions.skill",
|
||||
"converter": "gear_skill"
|
||||
},
|
||||
"range": {
|
||||
"path": "data.range",
|
||||
"converter": "gear_range"
|
||||
},
|
||||
"ammo": {
|
||||
"path": "data.ammo",
|
||||
"converter": "gear_ammo"
|
||||
}
|
||||
},
|
||||
"entries": [
|
||||
{
|
||||
"id": "\"Bug\" (Micro Transmitter)",
|
||||
"name": "\"Bug\" (Micro Transmitter)",
|
||||
"description": "<div class=\"swade-core\">\n<p>12 hours of continuous use.</p>\n</div>"
|
||||
"description": "<div class=\"swade-core\">\n<p>12 heures d'utilisation continue.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "120mm Tank Gun (AP Rounds)",
|
||||
"name": "120mm Tank Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} </p>\n</div>"
|
||||
},
|
||||
"name": "Canon de tank de 120mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "120mm Tank Gun (HE Rounds)",
|
||||
"name": "120mm Tank Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de tank de 120mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "125mm Tank Gun (AP Rounds)",
|
||||
"name": "125mm Tank Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} </p>\n</div>"
|
||||
"name": "Canon de tank de 125mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "125mm Tank Gun (HE Rounds)",
|
||||
"name": "125mm Tank Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de tank de 125mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "2 pd AT Gun (AP Rounds)",
|
||||
"name": "2 pd AT Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p></div>"
|
||||
"name": "Canon antichar 2 pd (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "2 pd AT Gun (HE Rounds)",
|
||||
"name": "2 pd AT Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon antichar 2 pd (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "20mm Cannon",
|
||||
"name": "20mm Cannon",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
|
||||
"name": "Canon de 20mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "25mm Cannon",
|
||||
"name": "25mm Cannon",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
|
||||
"name": "Canon de 25mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "30mm Cannon",
|
||||
"name": "30mm Cannon",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
|
||||
"name": "Canon de 30mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "37mm AT Gun (AP Rounds)",
|
||||
"name": "37mm AT Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p></div>"
|
||||
"name": "Canon antichar de 37mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "37mm AT Gun (HE Rounds)",
|
||||
"name": "37mm AT Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon antichar de 37mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "40mm Cannon (AP Rounds)",
|
||||
"name": "40mm Cannon (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p>\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n</div>"
|
||||
"name": "Canon de 40mm (PA Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "40mm Cannon (HE Rounds)",
|
||||
"name": "40mm Cannon (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p>\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de 40mm (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "57mm AT Gun (AP Rounds)",
|
||||
"name": "57mm AT Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p></div>"
|
||||
"name": "Canon antichar de 57mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "57mm AT Gun (HE Rounds)",
|
||||
"name": "57mm AT Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon antichar de 57mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "75mm Tank Gun (AP Rounds)",
|
||||
"name": "75mm Tank Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} </p>\n</div>"
|
||||
"name": "Canon de tank de 75mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "75mm Tank Gun (HE Rounds)",
|
||||
"name": "75mm Tank Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de tank de 75mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "76mm Tank Gun (AP Rounds)",
|
||||
"name": "76mm Tank Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} </p>\n</div>"
|
||||
"name": "Canon de tank de 76mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "76mm Tank Gun (HE Rounds)",
|
||||
"name": "76mm Tank Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de tank de 76mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "88mm Tank Gun (AP Rounds)",
|
||||
"name": "88mm Tank Gun (AP Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} </p>\n</div>"
|
||||
"name": "Canon de tank de 88mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "88mm Tank Gun (HE Rounds)",
|
||||
"name": "88mm Tank Gun (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short @Compendium[swade-core-rules.swade-rules.Range]{Range} or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)} @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n</div>"
|
||||
"name": "Canon de tank de 88mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "AK47",
|
||||
"name": "AK47",
|
||||
"description": "<div class=\"swade-core\"><p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
"description": "<div class=\"swade-core\"><p>Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Anti-Personnel Mine",
|
||||
"name": "Anti-Personnel Mine",
|
||||
"name": "Mine Anti-Personnel",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Anti-Tank Mine",
|
||||
"name": "Anti-Tank Mine",
|
||||
"name": "Mine Anti-Tank",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Arrows/Bolts",
|
||||
"name": "Arrows/Bolts",
|
||||
"name": "Flèches/Carreaux",
|
||||
"description": "<div class=\"swade-core\">\n<p>Arrows for @Compendium[swade-core-rules.swade-equipment.Bow]{bows}, bolts for @Compendium[swade-core-rules.swade-equipment.Crossbow]{crossbow}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -141,27 +153,27 @@
|
||||
},
|
||||
{
|
||||
"id": "Axe, Battle",
|
||||
"name": "Axe, Battle",
|
||||
"name": "Hache, Bataille",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Axe, Great",
|
||||
"name": "Axe, Great",
|
||||
"name": "Hache, Grande",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Axe, Hand",
|
||||
"name": "Axe, Hand",
|
||||
"name": "Hache, Courte",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Axe, Throwing",
|
||||
"name": "Axe, Throwing",
|
||||
"name": "Hache, Lancer",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Backpack",
|
||||
"name": "Backpack",
|
||||
"name": "Sac à dos",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -181,7 +193,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Battle Helmet",
|
||||
"name": "Battle Helmet",
|
||||
"name": "Casque de bataille",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||||
},
|
||||
{
|
||||
@ -191,7 +203,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Bayonet",
|
||||
"name": "Bayonet",
|
||||
"name": "Baïonette",
|
||||
"description": "<div class=\"swade-core\">\n<p>Str+d6 and @Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1 attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -201,12 +213,12 @@
|
||||
},
|
||||
{
|
||||
"id": "Bedroll",
|
||||
"name": "Bedroll",
|
||||
"name": "Sac de couchage",
|
||||
"description": "<div class=\"swade-core\">\n<p>Sleeping bag; winterized</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Bike helmet",
|
||||
"name": "Bike helmet",
|
||||
"name": "Casque de vélo",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -226,12 +238,12 @@
|
||||
},
|
||||
{
|
||||
"id": "Blunderbuss",
|
||||
"name": "Blunderbuss",
|
||||
"name": "Tromblon",
|
||||
"description": "<div class=\"swade-core\"><p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p>\n<p>Treat as @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotgun}.</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Body Armor",
|
||||
"name": "Body Armor",
|
||||
"name": "Armure",
|
||||
"description": "<div class=\"swade-core\">\n<p>Light, armored clothing made from complex polymers or advanced ballistic weave.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -246,7 +258,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Bombs",
|
||||
"name": "Bombs",
|
||||
"name": "Bombes",
|
||||
"description": "<div class=\"swade-core\"><blockquote>\n<p>Bomb Damage: All of it.</p>\n<p>A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone <em>not</em> in the affected area.</p>\n<p><cite>- Clint Black</cite></p>\n</blockquote></div>"
|
||||
},
|
||||
{
|
||||
@ -261,7 +273,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Bow",
|
||||
"name": "Bow",
|
||||
"name": "Arc",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -286,8 +298,8 @@
|
||||
},
|
||||
{
|
||||
"id": "Brown Bess or Similar Muskets",
|
||||
"name": "Brown Bess or Similar Muskets",
|
||||
"description": "<div class=\"swade-core\"><p>Black powder weapons are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 3.</p></div>"
|
||||
"name": "Mousquets ou assimilés",
|
||||
"description": "<div class=\"swade-core\"><p>Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Browning Automatic Rifle",
|
||||
@ -296,17 +308,17 @@
|
||||
},
|
||||
{
|
||||
"id": "Bullets, Large",
|
||||
"name": "Bullets, Large",
|
||||
"name": "Balles, Grandes",
|
||||
"description": "<div class=\"swade-core\">\n<p>.50 caliber and larger rounds</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Bullets, Medium",
|
||||
"name": "Bullets, Medium",
|
||||
"name": "Balles, Mediums",
|
||||
"description": "<div class=\"swade-core\"><p>9mm to .45 caliber</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Bullets, Small",
|
||||
"name": "Bullets, Small",
|
||||
"name": "Balles, Petites",
|
||||
"description": "<div class=\"swade-core\"><p>.22 to .32 caliber</p></div>"
|
||||
},
|
||||
{
|
||||
@ -316,7 +328,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Camera (digital)",
|
||||
"name": "Camera (digital)",
|
||||
"name": "Caméra (digitale)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -336,7 +348,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Candle",
|
||||
"name": "Candle",
|
||||
"name": "Bougie",
|
||||
"description": "<div class=\"swade-core\">\n<p>One hour, 2” radius</p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -376,7 +388,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Catapult",
|
||||
"name": "Catapult",
|
||||
"name": "Catapulte",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</p>\n<hr />\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -391,7 +403,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Chainsaw",
|
||||
"name": "Chainsaw",
|
||||
"name": "Tronçonneuse",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} hits the user</p></div>"
|
||||
},
|
||||
{
|
||||
@ -431,22 +443,22 @@
|
||||
},
|
||||
{
|
||||
"id": "Compound Bow",
|
||||
"name": "Compound Bow",
|
||||
"name": "Arc composite",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Computer, Desktop",
|
||||
"name": "Computer, Desktop",
|
||||
"name": "Ordinateur, Desktop",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Computer, Hand held",
|
||||
"name": "Computer, Hand held",
|
||||
"name": "Ordinateur, terminal portatif",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Computer, Laptop",
|
||||
"name": "Computer, Laptop",
|
||||
"name": "Ordinateur, Laptop",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -456,32 +468,32 @@
|
||||
},
|
||||
{
|
||||
"id": "Crossbow",
|
||||
"name": "Crossbow",
|
||||
"name": "Arbalète",
|
||||
"description": "<div class=\"swade-core\"><p>Hand-drawn.</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Crossbow (Modern)",
|
||||
"name": "Crossbow (Modern)",
|
||||
"name": "Arbalète (Moderne)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Crossbow, Heavy",
|
||||
"name": "Crossbow, Heavy",
|
||||
"name": "Arbalète, Lourde",
|
||||
"description": "<div class=\"swade-core\"><p>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Crowbar",
|
||||
"name": "Crowbar",
|
||||
"name": "Pied de biche",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Dagger/Knife (melee)",
|
||||
"name": "Dagger/Knife (melee)",
|
||||
"name": "Dague/Couteau (Mêlée)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
"id": "Dagger/Knife (Throwing)",
|
||||
"name": "Dagger/Knife (Throwing)",
|
||||
"name": "Dague/Couteau (Lancer)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -496,7 +508,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Double-Barrel Shotgun",
|
||||
"name": "Double-Barrel Shotgun",
|
||||
"name": "Shotgun à double barillets",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.</p></div>"
|
||||
},
|
||||
{
|
||||
@ -516,8 +528,8 @@
|
||||
},
|
||||
{
|
||||
"id": "Flail",
|
||||
"name": "Flail",
|
||||
"description": "<div class=\"swade-core\">\n<p>Ignores @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus</p>\n</div>"
|
||||
"name": "Fléau",
|
||||
"description": "<div class=\"swade-core\">\n<p>Ignore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Flak Jacket (Vietnam-era)",
|
||||
@ -526,7 +538,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Flamethrower",
|
||||
"name": "Flamethrower",
|
||||
"name": "Lance-flammes",
|
||||
"description": "<div class=\"swade-core\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.</p>\n<p>For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
@ -606,12 +618,12 @@
|
||||
},
|
||||
{
|
||||
"id": "Halberd",
|
||||
"name": "Halberd",
|
||||
"name": "Hallebarde",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands</p></div>"
|
||||
},
|
||||
{
|
||||
"id": "Hammer",
|
||||
"name": "Hammer",
|
||||
"name": "Marteau",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -651,12 +663,12 @@
|
||||
},
|
||||
{
|
||||
"id": "Horse",
|
||||
"name": "Horse",
|
||||
"name": "Cheval",
|
||||
"description": "<div class=\"swade-core\">\n<p>See @Actor[RFfhBAdJgR2vIiCw]{Horse} for stats.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Hunting Rifle",
|
||||
"name": "Hunting Rifle",
|
||||
"name": "Fusil de chasse",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
},
|
||||
{
|
||||
@ -691,7 +703,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Kevlar helmet",
|
||||
"name": "Kevlar helmet",
|
||||
"name": "Casque en Kevlar",
|
||||
"description": "<div class=\"swade-core\"><p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
|
||||
},
|
||||
{
|
||||
@ -721,7 +733,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Lantern",
|
||||
"name": "Lantern",
|
||||
"name": "Lanterne",
|
||||
"description": "<div class=\"swade-core\"><p>Four hours, 4” radius</p></div>"
|
||||
},
|
||||
{
|
||||
@ -791,7 +803,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Long Bow",
|
||||
"name": "Long Bow",
|
||||
"name": "Arc long",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
{
|
||||
@ -901,7 +913,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Oil",
|
||||
"name": "Oil",
|
||||
"name": "Huile",
|
||||
"description": "<div class=\"swade-core\"><p>For lantern; one pint</p></div>"
|
||||
},
|
||||
{
|
||||
@ -971,7 +983,7 @@
|
||||
},
|
||||
{
|
||||
"id": "Rapier",
|
||||
"name": "Rapier",
|
||||
"name": "Rapière",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} +1</p></div>"
|
||||
},
|
||||
{
|
||||
@ -1251,12 +1263,12 @@
|
||||
},
|
||||
{
|
||||
"id": "War Horse",
|
||||
"name": "War Horse",
|
||||
"name": "Cheval de guerre",
|
||||
"description": "<div class=\"swade-core\">\n<p>See @Actor[YhXM3GoaSTkJKto3]{Horse, War} for stats.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Warhammer",
|
||||
"name": "Warhammer",
|
||||
"name": "Marteau de guerre",
|
||||
"description": "<div class=\"swade-core\">\n<p>Spiked, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 1</p>\n</div>"
|
||||
},
|
||||
{
|
||||
|
File diff suppressed because one or more lines are too long
74
module/compendiums/swade-core-rules.swade-races.json
Normal file
74
module/compendiums/swade-core-rules.swade-races.json
Normal file
@ -0,0 +1,74 @@
|
||||
{
|
||||
"label": "SWADE Espèces",
|
||||
"mapping": {
|
||||
"description_full": "data.description"
|
||||
},
|
||||
"entries": [
|
||||
{
|
||||
"id": "#[CF_tempEntity]",
|
||||
"name": "#[CF_tempEntity]",
|
||||
"description": "",
|
||||
"description_full": ""
|
||||
},
|
||||
{
|
||||
"id": "Android",
|
||||
"name": "Androide",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Androide</h2>\n<pUn androïde est un être semi-organique créé par une technologie avancée. Nous présentons ici une version classique calquée sur les humains et pouvant généralement se faire passer pour l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les Capacités innées (voir p. 18) @Compendium[swade-core-rules.swade-rules.Making Races]{Concevoir des Epsèces}.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PACIFISTE (Majeur):</strong> à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des Lois de la Robotique, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste (Majeur)}.</li>\n<li><strong>Créature artificielle:</strong> un androide bénéficie d'un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ne respire pas, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, et est immunisué aux poisons et aux maladies. Ses Blessures doivent être gérées en utilisant la Compétence Réparation. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de @Compendium[swade-core-rules.swade-rules.Healing]{L'heure d'or}.</strong>.</li>\n<li><strong>2tranger (Majeur):</strong> un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété). </li>\n<li><strong>Serment (Majeur):</strong>un androïde est généralement programmé pour remplir un rôle précis. Un tel personnage a des directives assez souples, comme servir telle corporation ou tel groupe politique. Ces obligations sont considérées comme le Handicap Serment (Majeur). En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de d’androïde.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Android.webp\" alt=\"Image of an Android with quote 'Alter as needed for Android soliders, miners, entertainers, or whatever.'\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Aquarian",
|
||||
"name": "Aquarian",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Aquarian</h2>\n<p>From the crushing ocean depths come aquatic folk. They are thick and sturdy beneath the waves but often vulnerable in the dry air or searing heat of the surface.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AQUATIC</strong>: Aquarians cannot drown in water and move at their full Pace when swimming. See <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Movement}</strong> for normal swimming rates.</li>\n<li><strong>DEPENDENCY</strong>: Aquarians must immerse them­selves in water one hour out of every 24 or become automatically Fatigued each day until they are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated}. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</li>\n<li><strong>LOW LIGHT VISION</strong>: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>TOUGHNESS</strong>: Life in the depths of their watery worlds has made aquarian flesh tough and resilient. Add +1 to their @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Aquarian.webp\" alt=\"An image of an Aquarian\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Avion",
|
||||
"name": "Avion",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Avion</h2>\n<p>Avions are humanoids with wings. They tend to be very slight of build owing to their hollow bones. Some are feathered while others are leathery or even scaled.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CAN'T SWIM</strong>: Avions’ wings are a hazard in water. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each inch moved in water costs them 3″ of Pace.</li>\n<li><strong>FLIGHT</strong>: Avions fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12 per round. Use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} when maneuvering.</li>\n<li><strong>FRAIL</strong>: Avions have −1 @Compendium[swade-core-rules.swade-rules.Characters]{Toughness} due to their hollow bones.</li>\n<li><strong>KEEN SENSES</strong>: Avions are more perceptive than most. They begin with a d6 in @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (instead of d4) and may raise the skill to d12+1.</li>\n<li><strong>REDUCED PACE</strong>: Dependence on flight and bulky wings make avions slightly slower when walking. Decrease their walking @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die by one step.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Avion.webp\" alt=\"An image of an Avion\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Celestials",
|
||||
"name": "Celestials",
|
||||
"description_full": "<div class=\"swade-core graph-full\">\n<h3>Celestials</h3>\n<p>Angels are a great and varied lot, but all have these traits in common.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}:</strong> Celestials are not accustomed to technology or machines.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}:</strong> Celestials can call forth a variety of blessed miracles.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Faith]{FAITH}:</strong> All celestials start with a d6 in Faith. This increases their maximum to d12+1.</li>\n<li><strong>FLIGHT:</strong> Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Pace} 12.</li>\n<li><strong>RACIAL ENEMY (Demons & Devils):</strong> Those who descend from above do not easily tolerate those who crawl forth from the Abyss.</li>\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} (Major — Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Dwarves",
|
||||
"name": "Dwarves",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Dwarves</h2>\n<p>Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.</p>\n<p>Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LOW LIGHT VISION</strong>: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>REDUCED PACE</strong>: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.</li>\n<li><strong>TOUGH</strong>: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases maximum Vigor to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Dwarves.webp\" alt=\"An image of a Dwarf\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Elves",
|
||||
"name": "Elves",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Elves</h2>\n<p>Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4. This increases maximum Agility to d12+1.</li>\n<li><strong>ALL THUMBS</strong>: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.</li>\n<li><strong>LOW LIGHT VISION</strong>: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Elves.webp\" alt=\"An image of an Elf\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Guardians",
|
||||
"name": "Guardians",
|
||||
"description_full": "<div class=\"swade-core\">\n<h3>Guardians</h3>\n<p>Those humans who serve the Heavenly Choir are called guardians.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE:</strong> Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).</li>\n<li><strong>@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}:</strong> Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.</li>\n<li><strong>VIGOROUS:</strong> Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} instead of a d4. This increases their Vigor maximum to d12+1.</li>\n<li><strong><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{VOW} </strong>(Major — Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/CelestialsAndGaurdians.webp\" alt=\"A picture of a Celestial and a Gaurdian with the quote 'Not ready to be an angel yet, but I so wanna play this!' — Red\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Half-Elves",
|
||||
"name": "Half-Elves",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Half-elves</h2>\n<p>Half-elves gain the elves’ grace but none of their elegant frailty. Most are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin, living only to about 100 years.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>HERITAGE</strong>: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agility} instead of a d4 (which also increases his Agility maximum to d12+1).</li>\n<li><strong>LOW LIGHT VISION</strong>: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Elves.webp\" alt=\"An image of a Half-Elf\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Half-Folk",
|
||||
"name": "Half-Folk",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Half-Folk</h2>\n<p>Half-folk are small, nimble people with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LUCK</strong>: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.</li>\n<li><strong>REDUCED PACE</strong>: Decrease the character’s @Compendium[swade-core-rules.swade-rules.Movement]{Pace} by 1 and their running die one die type.</li>\n<li><strong>SIZE -1</strong>: Half-folk average only about four feet tall, reducing their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Toughness}) by 1.</li>\n<li><strong>SPIRITED</strong>: Half-folk are generally optimistic beings. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Spirit} instead of a d4. This increases their maximum Spirit to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Folk.webp\" alt=\"An image of a Half-Folk\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Humans",
|
||||
"name": "Humans",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Humans</h2>\n<p>Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choice. This option reflects their versatility and adaptability compared to most other races.</p>\n<p>For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE</strong>: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Edge} of their choosing. They must meet its Requirements as usual.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Humans.webp\" alt=\"An image of a Human\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Rakashans",
|
||||
"name": "Rakashans",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Rakashans</h2>\n<p>Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.</p>\n<p>Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agility} attribute instead of a d4. This increases maximum Agility to d12+1.</li>\n<li><strong>BITE/CLAWS</strong>: Rakashan fangs and claws are<strong> @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>BLOODTHIRSTY</strong>: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.</li>\n<li><strong>CAN'T SWIM</strong>: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} (swimming) rolls and each tabletop inch of movement in water uses 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Pace}.</li>\n<li><strong>LOW LIGHT VISION</strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>RACIAL ENEMY</strong>: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Rakashans.webp\" alt=\"An image of a Rakashan\" /></div>"
|
||||
},
|
||||
{
|
||||
"id": "Saurians",
|
||||
"name": "Saurians",
|
||||
"description_full": "<div class=\"swade-core\">\n<h2>Saurians</h2>\n<p>Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR +2</strong>: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{armor}.</li>\n<li><strong>BITE</strong>: A saurian’s fangs are <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>ENVIRONMENTAL WEAKNESS</strong>: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a −4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.</li>\n<li><strong>KEEN SENSES</strong>: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Saurians.webp\" alt=\"An image of a Saurian\" /></div>"
|
||||
}
|
||||
]
|
||||
}
|
File diff suppressed because one or more lines are too long
@ -192,9 +192,9 @@
|
||||
},
|
||||
{
|
||||
"id": "Unskilled Attempt",
|
||||
"name": "Tentative sans qualification",
|
||||
"description":"page inconnue",
|
||||
"description_full":"<div class=\"swade-core\">\n<p>Si un personnage n'a pas de compétence pour une action qu'il tente, il lance un d4 pour son dé de compétence (et un dé sauvage si c'est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) et soustrait 2 du total.</p>\n<p>Le MJ peut décider que certaines tâches ne peuvent être tentées sans qualification, comme la réalisation d'une chirurgie complexe ou le pilotage d'un jet commercial.</p>\n</div>"
|
||||
"name": "Compétence par défaut",
|
||||
"description":"Voir SWADE p. 89",
|
||||
"description_full":"<div class=\"swade-core\">\n<p>Si un personnage ne dispose pas de la Compétence pour son action, il lance un d4 en guise de dé de Trait (et le dé Joker s’il est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}) et soustrait 2 du total.</p>\n<p>Le MJ décide quelles tâches ne peuvent pas être accomplies sans connaissances réelles, comme procéder à une intervention chirurgicale à cerveau ouvert ou piloter un avion.</p>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Weird Science",
|
||||
|
199
module/compendiums/swade-core-rules.swade-specialabilities.json
Normal file
199
module/compendiums/swade-core-rules.swade-specialabilities.json
Normal file
@ -0,0 +1,199 @@
|
||||
{
|
||||
"label": "SWADE Special Abilities",
|
||||
"mapping": {
|
||||
"description_full": "data.description"
|
||||
},
|
||||
"entries": [
|
||||
{
|
||||
"id": "#[CF_tempEntity]",
|
||||
"name": "#[CF_tempEntity]",
|
||||
"description": "",
|
||||
"description_full": ""
|
||||
},
|
||||
{
|
||||
"id": "Aquatic",
|
||||
"name": "Aquatique",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}:</strong> @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} 5.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Burrow",
|
||||
"name": "Terrier",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Terrier} (20″):</strong> Les Vers géant creusent des tunnels dans le sous-sol, qui sont seulement bloqués par la roche.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Change Form",
|
||||
"name": "Changeforme",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Changeforme:</strong> Avec un action, un Vampire peut se transformer en loup ou en chauve souris avec un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. Revenir à la forme humaine requiert à nouveau un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Charm",
|
||||
"name": "Charme",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Charme:</strong> Les Vampires peuvent utiliser leur pouvoir <em>@Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette}</em> sur ceux qui sont attirés (sur décision du MJ) en utilisant leur @Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} comme @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Compétence d'Arcane}. Ils peuvent lancer et maintenir ce pouvoir indéfinementindefinitely, mais seulement sur 1 seule cible en même temps.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Children of the Night",
|
||||
"name": "Enfants de la Nuit",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Enfants de la Nuit:</strong> Les Anciens vampires peuvent inviquer et contrôler des loups ou des rats. Cela requiert une action et un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2. En cas de succès, [[1d6]] # Loups ou [[1d6]] # essaims de rats (voir @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) appairaissent dans les environs au bout de [[1d6+2]] # Rounds.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Constrict",
|
||||
"name": "Constriction",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Constriction: </strong>+2 aux jets de @Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour @Compendium[swade-core-rules.swade-rules.Grappling]{Empoigner}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Construct",
|
||||
"name": "Créature artificielle",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour récupérer d'un état secoué @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; ignore la pénalité d'1 Blessure; n'a pas besoin de respirer, résiste aux @Compendium[swade-core-rules.swade-rules.Disease]{maladie} et au @Compendium[swade-core-rules.swade-rules.Poison]{poison}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Elemental",
|
||||
"name": "Elémentaire",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: </strong>Ignore les dommages additionnels des attaques ciblées @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque Ciblée}, ignore la pénalité de 1 Blessure, n'a pas besoin de respirer, immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Ethereal",
|
||||
"name": "Immateriel",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immateriel}:</strong> Les Fantômes peuvent devenir invisibles et immatériels à volonté et peuvent seulement être blessés par des armes magiques.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Fast Regeneration",
|
||||
"name": "Régéneration rapide",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération rapide}:</strong> Certaines créatures guérissent rapidement et peuvent faire un jet de @Compendium[swade-core-rules.swade-rules.Healing]{guérison naturelle} chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitée,} à moins que leurs @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne soient dues au feu.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Fear",
|
||||
"name": "Peur",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}:</strong> Quiconque voit cette créature doit réussir de un test de Terreur.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Fear (-2)",
|
||||
"name": "Peur (-2)",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2):</strong> Quiconque voit cette créature doit réussir de un test de Terreur à -2.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Fearless",
|
||||
"name": "Sans peur",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut réagir intelligement à des situations causant la peur.<li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Flight",
|
||||
"name": "Vol",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}:</strong> Vitesse de déplacement de 24 mètres.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Gaseous Form",
|
||||
"name": "Forme gazeuse",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Form gazeuse:</strong> Peut traverser toute surface non-solide, passer au travers des fentes dans les portes ou les fenêtres, traverse l'eau sous forme de bulles, etc.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Hardy",
|
||||
"name": "Robuste",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}:</strong> La créature ne subit pas de blessure sur un second état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Immunity",
|
||||
"name": "Immunité",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}:</strong> Imunisé à un certain type d'attaques.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Infection",
|
||||
"name": "Infection",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Infection:</strong> Quiconque blessé par un loup-garou a 50% de chances de dévenir garou également. Le personnage se transforme involontairement à chaque pleine lune. Il gagne le contrôle de sa lycanthropie seulement après [[/sr 1d6 # années]].</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Infravision",
|
||||
"name": "Infravision",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}</strong> Divise par deux les malus dus à l'obscurité.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Invulnerability",
|
||||
"name": "Invulnérabilité",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}:</strong> Immunisé aux attaques non magiques par exemple.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Low Light Vision",
|
||||
"name": "Vision en faible luminosité",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}:</strong> Ignore les malus de Pénombre et d'Obscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Mist",
|
||||
"name": "Brume",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Brume:</strong> Les anciens Vampines ont la capacité de se transformer en brume. Cela nécessite une action, comme de revenir à leur forme humaine, et requiert un jet d'@Compendium[swade-core-rules.swade-rules.Traits]{Intelligence} à -2.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Night Vision",
|
||||
"name": "Vision nocturne",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Vision nocturne:</strong> @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Ornery",
|
||||
"name": "Têtu",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Têtu:</strong> Les mules sont des créatures obstinées. Les personnages doivent subissent un malus de -1 sur leur jets d'@Compendium[swade-core-rules.swade-skills.Riding]{Equitation} avec ces animaux.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Poison",
|
||||
"name": "Poison",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: </strong> Le MJ choisit quel type @Compendium[swade-core-rules.swade-rules.Poison]{poison} la vipère injecte.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Poison (-4)",
|
||||
"name": "Poison (-4)",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4):</strong> Usually @Compendium[swade-core-rules.swade-rules.Poison]{Medium} or @Compendium[swade-core-rules.swade-rules.Poison]{Lethal}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Resilient",
|
||||
"name": "Resilient",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}:</strong> Certaines créatures peuvent subir 1 blessure avant d'être Incapacité.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Seep",
|
||||
"name": "Infiltration",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Seep:</strong> Peut traverser toute matière poreuse comme étant un @Compendium[swade-core-rules.swade-rules.Movement]{Terrain Difficile}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Sire",
|
||||
"name": "Seigneur",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Sire: </strong>Quiconque est tué par un Vampire a 50% de chances de se relever en tant que Vampire sous [[/r 1d4]] jours.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Speed",
|
||||
"name": "Vitesse",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Vitesse:</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{mouvement}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Split",
|
||||
"name": "Division",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Division: </strong>Certains essaims peuvent se diviser en essaims plus petits lorsqu'ils subissent des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (à la discrétion du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zone d'effet} d'une dimension.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Swarm",
|
||||
"name": "Essaim",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Essaim: </strong>+2 pour récupérer d'un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +2. Les essaims sont composés de plusieurs petites créatures, les armes tranchantes ne font donc pas de réels dommages. Les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d'effet} fonctionnent normalement, et les personnages peuvent également Piétiner en @Compendium[swade-core-rules.swade-rules.Traits]{Force} chaque round. Certains essaims (abeilles, oiseaux) peuvent être détruits suite à une immersion sous l'eau.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Swat",
|
||||
"name": "Ecrasement",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Ecrasement}:</strong> Les Dragons ignorent jusqu'à 4 niveaux de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} lorsqu'ils attaquent avec leurs griffes.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Undead",
|
||||
"name": "Mort-vivant",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort vivant}:</strong> +2 Toughness; +2 pour récupérer de l'état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}; aucun dommages supplémentaires du aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; ignore les pénalités d'1 point de Blessure; n'a pas besoin de respirer; immuniser aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Wall Walker",
|
||||
"name": "Adhérence",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}:</strong>Les creatures se déplacent à leur vitesse de @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} sur les murs et plafonds ! Effrayant !</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Weakness",
|
||||
"name": "Faiblesse",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Faiblesse (Invitation seulement): </strong>Les Vampires ne peuvent pas entrer dans un espace privé sans y avoir été invité. Ils peuvent entrer dans les bâtiments publiques comme ils le veulent.</li>\n</ul>\n</div>"
|
||||
},
|
||||
{
|
||||
"id": "Zombie",
|
||||
"name": "Zombie",
|
||||
"description_full": "<div class=\"swade-core\">\n<ul>\n<li><strong>Zombie:</strong> Les Liches sont des Nécromanciens avant tout. Lesmorts-vivants qu'elles lèvent via le sort <em>@Compendium[swade-core-rules.swade-powers.Zombie]{zombie}</em> sont permanents, et elles peuvent également appeler des @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes} à la place de @Compendium[swade-core-rules.swade-bestiary.Zombie]{zombies}. Certaines liches ont bâtie des armées entières de morts-vivants à leur disposition.</li>\n</ul>\n</div>"
|
||||
}
|
||||
]
|
||||
}
|
@ -3324,8 +3324,8 @@
|
||||
"name": "Canon de tank de 76mm (Tourelle)",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class='swade-core'><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p></div>",
|
||||
"notes": "Heavy Weapon.",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>",
|
||||
"notes": "Arme lourde",
|
||||
"additionalStats": {},
|
||||
"quantity": 1,
|
||||
"weight": 0,
|
||||
@ -3433,8 +3433,8 @@
|
||||
"name": "Canon de tank de 125mm",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class='swade-core'><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p></div>",
|
||||
"notes": "Heavy Weapon.",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>",
|
||||
"notes": "Arme lourde",
|
||||
"additionalStats": {},
|
||||
"quantity": 1,
|
||||
"weight": 0,
|
||||
@ -3610,8 +3610,8 @@
|
||||
"name": "Canon de tank de 125mm (Stabilisateur amélioré)",
|
||||
"type": "weapon",
|
||||
"data": {
|
||||
"description": "<div class='swade-core'><p><strong>Tank and AT Guns:</strong> May fire either @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing (AP)} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)} rounds as the gunner chooses. AP rounds do additional damage up close. Increase the weapon’s damage dice by one when fired at half their Short Range or less (so 4d10+2 becomes 5d10+2, for example).</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p></div>",
|
||||
"notes": "Heavy Weapon.",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>",
|
||||
"notes": "Arme lourde",
|
||||
"additionalStats": {},
|
||||
"quantity": 1,
|
||||
"weight": 0,
|
||||
|
@ -156,9 +156,9 @@
|
||||
"name": "Subterfuge"
|
||||
},
|
||||
{
|
||||
"description": "page inconnue",
|
||||
"id": "Unskilled Attempt",
|
||||
"name": "Tentative sans compétence"
|
||||
"description": "Voir SWADE p.89",
|
||||
"id": "Untrained",
|
||||
"name": "Compétence par défaut"
|
||||
},
|
||||
{
|
||||
"description": "Voir SWADE p.35",
|
||||
|
304
module/fr.json
304
module/fr.json
@ -1,304 +1,2 @@
|
||||
{
|
||||
"SWADE.CommunityCharSheet": "Ancienne fiche de personnage",
|
||||
"SWADE.CommunityNPCSheet": "Fiche de PNJ communautaire",
|
||||
"SWADE.CommunityVicSheet": "Fiche de véhicule communautaire",
|
||||
"SWADE.CommunityItemSheet": "Fiche d'objet communautaire",
|
||||
"SWADE.Expand": "Agrandir",
|
||||
"SWADE.OfficialSheet": "Fiche officielle Savage Worlds par Pinnacle",
|
||||
"SWADE.ModHint": "Assurez-vous que votre modificateur inclut un + ou un -",
|
||||
"ACTOR.TypeCharacter": "Personnage",
|
||||
"ACTOR.TypeNpc": "PNJ",
|
||||
"ACTOR.TypeVehicle": "Véhicule",
|
||||
"ITEM.TypeWeapon": "Arme",
|
||||
"ITEM.TypeArmor": "Armure",
|
||||
"ITEM.TypeShield": "Bouclier",
|
||||
"ITEM.TypeGear": "Équipement",
|
||||
"ITEM.TypeEdge": "Atout",
|
||||
"ITEM.TypeHindrance": "Handicap",
|
||||
"ITEM.TypeSkill": "Compétence",
|
||||
"ITEM.TypePower": "Pouvoir",
|
||||
"ITEM.TypeAbility": "Capacité",
|
||||
"SWADE.Name": "Nom",
|
||||
"SWADE.Tough": "Résistance",
|
||||
"SWADE.Race": "Espèce",
|
||||
"SWADE.Pace": "Allure",
|
||||
"SWADE.Running": "Course",
|
||||
"SWADE.RunningDie": "Dé de Course",
|
||||
"SWADE.RollRun": "Cliquez pour courir",
|
||||
"SWADE.Adv": "Progressions",
|
||||
"SWADE.Rank": "Rang",
|
||||
"SWADE.Inv": "Inventaire",
|
||||
"SWADE.Summary": "Résumé",
|
||||
"SWADE.Pow": "Pouvoirs",
|
||||
"SWADE.Wildcard": "Joker",
|
||||
"SWADE.Extra": "Extra",
|
||||
"SWADE.Bennies": "Jetons",
|
||||
"SWADE.TraitMod": "Mod. Trait",
|
||||
"SWADE.SkillTest": "Jet de Compétence",
|
||||
"SWADE.AttributeTest": "Jet d'Attribut",
|
||||
"SWADE.Attributes": "Attributs",
|
||||
"SWADE.Derived": "Caractéristiques dérivées",
|
||||
"SWADE.AttrAgi": "Agilité",
|
||||
"SWADE.AttrSma": "Intellect",
|
||||
"SWADE.AnimalSmarts": "Intellect animal",
|
||||
"SWADE.AttrSpr": "Âme",
|
||||
"SWADE.AttrStr": "Force",
|
||||
"SWADE.AttrVig": "Vigueur",
|
||||
"SWADE.Tweaks": "Ajustements",
|
||||
"SWADE.AttrAgiShort": "Agi",
|
||||
"SWADE.AttrSmaShort": "Int",
|
||||
"SWADE.AttrSprShort": "Âme",
|
||||
"SWADE.AttrStrShort": "For",
|
||||
"SWADE.AttrVigShort": "Vig",
|
||||
"SWADE.Skills": "Compétences",
|
||||
"SWADE.Unskilled": "Non entraîné",
|
||||
"SWADE.LinkAttr": "Attribut lié",
|
||||
"SWADE.Die": "Dé",
|
||||
"SWADE.WildDie": "Dé Joker",
|
||||
"SWADE.Mod": "Modificateur",
|
||||
"SWADE.BenniesSpend": "Dépenser un Jeton",
|
||||
"SWADE.BenniesGive": "Donner un Jeton",
|
||||
"SWADE.BenniesRefresh": "Réinitialiser les Jetons",
|
||||
"SWADE.AllBenniesRefresh": "Réinitialiser tous les Jetons",
|
||||
"SWADE.BenniesRefreshMessage": "Les Jetons ont été réinitialisés !",
|
||||
"SWADE.BenniesRefreshAllMessage": "Tous les Jetons ont été réinitialisés !",
|
||||
"SWADE.BenniesGMRefreshMessage": "Les Jetons du MJ ont été réinitialisés !",
|
||||
"SWADE.BenniesAddMessage": "a obtenu un nouveau Jeton !",
|
||||
"SWADE.BenniesGMAddMessage": "Le MJ a obtenu un nouveau Jeton !",
|
||||
"SWADE.BenniesSpendMessage": "dépense un Jeton",
|
||||
"SWADE.BenniesMax": "Réinitialisation des Jetons",
|
||||
"SWADE.EditSkill": "Modifier Compétence",
|
||||
"SWADE.EdEdge": "Modifier Atout",
|
||||
"SWADE.EdHind": "Modifier Handicap",
|
||||
"SWADE.Ed": "Modifier",
|
||||
"SWADE.Del": "Supprimer",
|
||||
"SWADE.Arcane": "Arcanes",
|
||||
"SWADE.All": "Tous",
|
||||
"SWADE.HasPowers": "A des pouvoirs",
|
||||
"SWADE.Weapons": "Armes",
|
||||
"SWADE.MeleeWeapons": "Armes de contact",
|
||||
"SWADE.RangedWeapons": "Armes à distance",
|
||||
"SWADE.Armors": "Armures",
|
||||
"SWADE.Shields": "Boucliers",
|
||||
"SWADE.Biography": "Historique",
|
||||
"SWADE.Shaken": "Secoué",
|
||||
"SWADE.Distr": "Distrait",
|
||||
"SWADE.Vuln": "Vulnérable",
|
||||
"SWADE.Stunned": "Sonné",
|
||||
"SWADE.Entangled": "Entravé",
|
||||
"SWADE.Bound": "Immobilisé",
|
||||
"SWADE.Aiming": "Viser",
|
||||
"SWADE.Berserk": "Enragé",
|
||||
"SWADE.Defending": "Défense totale",
|
||||
"SWADE.Flying": "En Vol",
|
||||
"SWADE.Holding": "En attente",
|
||||
"SWADE.Frightened": "Effrayé",
|
||||
"SWADE.Encumbered": "Encombré",
|
||||
"SWADE.Prone": "À terre",
|
||||
"SWADE.BleedingOut": "Hémorragie",
|
||||
"SWADE.Diseased": "Malade",
|
||||
"SWADE.HeartAttack": "Arrêt cardiaque",
|
||||
"SWADE.OnFire": "En feu",
|
||||
"SWADE.Poisoned": "Empoisonné",
|
||||
"SWADE.CoverShield": "Couvert de bouclier",
|
||||
"SWADE.Reach": "Allonge",
|
||||
"SWADE.Torch": "Torche",
|
||||
"SWADE.Invisible": "Invisible",
|
||||
"SWADE.Smite": "Frappe",
|
||||
"SWADE.Armor": "Armure",
|
||||
"SWADE.Protection": "protection",
|
||||
"SWADE.Dmg": "Dégâts",
|
||||
"SWADE.DmgOver": "Remplacement des dégâts",
|
||||
"SWADE.Rng": "Portée",
|
||||
"SWADE.Ap": "PA",
|
||||
"SWADE.APLong": "Pénétration d'armure",
|
||||
"SWADE.RoF": "CdT",
|
||||
"SWADE.Mag": "Coups",
|
||||
"SWADE.Parry": "Parade",
|
||||
"SWADE.Cover": "Couvert",
|
||||
"SWADE.Notes": "Notes",
|
||||
"SWADE.ActionsEffects": "Actions et Effets",
|
||||
"SWADE.Actions": "Actions",
|
||||
"SWADE.DmgModUni": "Modificateur de dégâts (universel)",
|
||||
"SWADE.SkillModUni": "Modificateur de comp. (universel)",
|
||||
"SWADE.ShotsUsed": "Mun. utilisées",
|
||||
"SWADE.NaturalArmor": "Armure naturelle",
|
||||
"SWADE.HitLocations": "Localisation",
|
||||
"SWADE.Head": "Tête",
|
||||
"SWADE.Torso": "Torse",
|
||||
"SWADE.Arms": "Bras",
|
||||
"SWADE.Legs": "Jambes",
|
||||
"SWADE.MinStrLong": "Force minimale",
|
||||
"SWADE.MinStr": "Force min.",
|
||||
"SWADE.MinStrShort": "For min.",
|
||||
"SWADE.Desc": "Description",
|
||||
"SWADE.Special": "Capacités spéciales",
|
||||
"SWADE.Details": "Détails",
|
||||
"SWADE.Equippable": "Équipable",
|
||||
"SWADE.Misc": "Divers",
|
||||
"SWADE.QuickAccess": "Accès rapide",
|
||||
"SWADE.Effects": "Effets actifs",
|
||||
"SWADE.Hindrances": "Handicaps",
|
||||
"SWADE.MajHind": "Handicap Majeur",
|
||||
"SWADE.Major": "(Majeur)",
|
||||
"SWADE.Minor": "(Mineur)",
|
||||
"SWADE.Edges": "Atouts",
|
||||
"SWADE.ArcBack": "Arcanes",
|
||||
"SWADE.Req": "Prérequis",
|
||||
"SWADE.Conv": "Conviction",
|
||||
"SWADE.UseConv": "Fait appel à sa Conviction !",
|
||||
"SWADE.Hesitant": "Hésitant",
|
||||
"SWADE.LevelHeaded": "Tête froide",
|
||||
"SWADE.ImprovedLevelHeaded": "Sang-froid",
|
||||
"SWADE.AutoCalc": "Calculs automatiques",
|
||||
"SWADE.InclArmor": "Calcule automatiquement la Résistance, armure incluse",
|
||||
"SWADE.Label": "Label",
|
||||
"SWADE.HasMaxValue": "A une valeur max.",
|
||||
"SWADE.Enabled": "Activé",
|
||||
"SWADE.Currency": "Argent",
|
||||
"SWADE.CarryWeight": "Encombrement",
|
||||
"SWADE.Eqd": "Éqpé",
|
||||
"SWADE.Equipped": "Équipé",
|
||||
"SWADE.Unequipped": "Non équipé",
|
||||
"SWADE.Quantity": "Quantité",
|
||||
"SWADE.Weight": "Poids",
|
||||
"SWADE.Price": "Prix",
|
||||
"SWADE.PP": "Points de pouvoir",
|
||||
"SWADE.PPShort": "Pt de pouvoir",
|
||||
"SWADE.CurPP": "Pt de pouvoir actuels",
|
||||
"SWADE.MaxPP": "Pt de pouvoir max.",
|
||||
"SWADE.Dur": "Durée",
|
||||
"SWADE.Trap": "Aspect",
|
||||
"SWADE.Wound": "Blessure",
|
||||
"SWADE.Wounds": "Blessures",
|
||||
"SWADE.WoundsMax": "Blessures max.",
|
||||
"SWADE.Fatigue": "Fatigue",
|
||||
"SWADE.FatigueMax": "Fatigue max.",
|
||||
"SWADE.Incap": "Incapacité",
|
||||
"SWADE.Init": "Initiative",
|
||||
"SWADE.InitDraw": "pioche son Initiative !",
|
||||
"SWADE.JokersWild": "Un joker, c'est fou !",
|
||||
"SWADE.General": "Général",
|
||||
"SWADE.Addi": "Additionel",
|
||||
"SWADE.Status": "Statut",
|
||||
"SWADE.Handling": "Manœuvrabilité",
|
||||
"SWADE.Topspeed": "Vitesse Max",
|
||||
"SWADE.OutOfControl": "Hors de contrôle",
|
||||
"SWADE.Wrecked": "Épave",
|
||||
"SWADE.Item": "Objet",
|
||||
"SWADE.Cargo": "Cargaison",
|
||||
"SWADE.MaxCargo": "Encombrement max. cargaison",
|
||||
"SWADE.CargoWeight": "Poids cargaison",
|
||||
"SWADE.Mods": "Mods",
|
||||
"SWADE.ModSlots": "Emplacements de Mods",
|
||||
"SWADE.MaxMods": "Mods Maximums",
|
||||
"SWADE.Operator": "Conducteur",
|
||||
"SWADE.ManCheck": "Jet de Manœuvre",
|
||||
"SWADE.AltSkill": "Comp. alternative",
|
||||
"SWADE.Class": "Classification",
|
||||
"SWADE.Vehicular": "Arme de véhicule",
|
||||
"SWADE.VehicleMod": "Mod de véhicule",
|
||||
"SWADE.OpSkill": "Compétence de manœuvre",
|
||||
"SWADE.CardSound": "Son de pioche de carte",
|
||||
"SWADE.CardSoundDesc": "Joue un son lorsque l'Initiative est piochée",
|
||||
"SWADE.AutoInit": "Initiative automatique",
|
||||
"SWADE.AutoInitDesc": "Pioche automatiquement l'initiative à chaque tour",
|
||||
"SWADE.CreateInitChat": "Créer un message dans le chat pour l'Initiative",
|
||||
"SWADE.HideWC": "Cache le Joker des PNJ",
|
||||
"SWADE.HideWCDesc": "Ne montre pas le signe Joker aux joueurs pour les PNJ",
|
||||
"SWADE.EnableConv": "Activer la Conviction",
|
||||
"SWADE.EnableConvDesc": "Active la règle d'univers Conviction",
|
||||
"SWADE.EnableWoundPace": "Ajuster l'Allure avec les Blessures",
|
||||
"SWADE.EnableWoundPaceDesc": "Quand l'option est activée, l'Allure est automatiquement affectée par les Blessures",
|
||||
"SWADE.AutoLink": "Lier automatiquement les Jokers",
|
||||
"SWADE.AutoLinkDesc": "Les Joker PNJ auront leur pion lié lorsque leur statut sera basculé d'Extra à Joker",
|
||||
"SWADE.GmBennies": "Jetons du MJ",
|
||||
"SWADE.GmBenniesDesc": "Détermine combien de Jetons le MJ reçoit après une réinitialisation",
|
||||
"SWADE.EnableBennyNotify": "Notifications des Jetons",
|
||||
"SWADE.EnableBennyNotifyDesc": "Affiche des messages dans le chat lorsque les Jetons sont modifiés.",
|
||||
"SWADE.VehicleMods": "Mods du véhicules",
|
||||
"SWADE.VehicleModsDesc": "Le véhicule a des emplacements de mods",
|
||||
"SWADE.VehicleEdges": "Atouts du véhicule",
|
||||
"SWADE.VehicleEdgesDesc": "Le véhicule utilise des Atouts et des Handicaps",
|
||||
"SWADE.ShowBennyAnimation": "Montrer l'animation du Jeton",
|
||||
"SWADE.ShowBennyAnimationDesc": "Joue une animation en dépensant un jeton. Seulement disponible si Dice So Nice! est installé",
|
||||
"SWADE.WildDiePreset": "Thème du dé Joker",
|
||||
"SWADE.WildDiePresetDesc": "Sélectionnez un thème DSN pour votre dé Joker. Sélectionnez « Personnalisé » si vous voulez créer le vôtre ou « Aucun » si vous ne voulez pas que votre dé Joker soit différent. Gardez à l'esprit que pour le moment, il n'y a que vous qui puissiez voir votre dé Joker personnalisé. Les autres joueurs le verrons différemment.",
|
||||
"SWADE.AmmoManagement": "Gestion des munitions",
|
||||
"SWADE.AmmoManagementDesc": "Quand l'option est activée, et si c'est applicable, les actions soustraient des munitions du chargeur de votre arme. Les cartes d'objet ont aussi un nouveau bouton recharger et vous ne pourrez pas faire d'attaque si vous n'avez pas assez de munitions.",
|
||||
"SWADE.PCAmmoFromInventory": "Les PJ utilisent les munitions de l'inventaire",
|
||||
"SWADE.PCAmmoFromInventoryDesc": "Quand l'option est activée, il est possible de marquer un objet « Équipement » comme munitions. Il sera utilisé pour recharger l'arme.",
|
||||
"SWADE.NPCAmmoFromInventory": "Les PNJ utilisent les munitions de l'inventaire",
|
||||
"SWADE.VehicleAmmoFromInventory": "Les véhicules utilisent les munitions de l'inventaire",
|
||||
"SWADE.SettingConf": "Configuration des règles",
|
||||
"SWADE.SettingConfLabel": "Ouvrir la Configuration des règles",
|
||||
"SWADE.SettingConfDesc": "Ajustez le système pour qu'il s'adapte à l'univers auquel vous jouez",
|
||||
"SWADE.DiceConf": "Configuration des dés",
|
||||
"SWADE.DiceConfDesc": "Configurer les options pour l'intégration SWADE/Dice So Nice",
|
||||
"SWADE.DiceConfLabel": "Ouvrir la Configuration des dés",
|
||||
"SWADE.Formula": "Formule",
|
||||
"SWADE.SitMod": "Modificateur de situation",
|
||||
"SWADE.RollMode": "Mode de jet",
|
||||
"SWADE.RollExample": "ex. +1d6x= or -2",
|
||||
"SWADE.Roll": "Jeter",
|
||||
"SWADE.RollRaise": "Avec Prouesse",
|
||||
"SWADE.GroupRoll": "Jet de groupe",
|
||||
"SWADE.Ok": "Ok",
|
||||
"SWADE.Cancel": "Annuler",
|
||||
"SWADE.Redraw": "Re-piocher",
|
||||
"SWADE.Add": "Ajout",
|
||||
"SWADE.ConfigInit": "Configurer l'Initiative",
|
||||
"SWADE.IgnWounds": "Ignorer les Blessures",
|
||||
"SWADE.Size": "Taille",
|
||||
"SWADE.Scale": "Échelle",
|
||||
"SWADE.PickACard": "Piocher une carte",
|
||||
"SWADE.NoCardsLeft": "Il n'y a plus assez de cartes dans le paquet !",
|
||||
"SWADE.OldCard": "Ancienne carte",
|
||||
"SWADE.ActionCard": "Carte d'action",
|
||||
"SWADE.ConvictionActive": "Conviction active",
|
||||
"SWADE ConvictionActivate": "Fait appel à sa Conviction !",
|
||||
"SWADE.ConvictionExtend": "Voulez-vous maintenir votre Conviction ?",
|
||||
"SWADE.ConvictionEnd": "vacille dans sa Conviction",
|
||||
"SWADE.NoBennies": "Vous n'avez plus de Jetons !",
|
||||
"SWADE.SBT": "Petit gabarit",
|
||||
"SWADE.MBT": "Gabarit moyen",
|
||||
"SWADE.LBT": "Grand gabarit",
|
||||
"SWADE.Cone": "Gabarit de cône",
|
||||
"SWADE.GM": "Meneur de Jeu",
|
||||
"SWADE.Vehicles": "Véhicules",
|
||||
"SWADE.AddStats": "Caractéristiques additionelles",
|
||||
"SWADE.Actors": "Personnages",
|
||||
"SWADE.Items": "Objets",
|
||||
"SWADE.Max": "Max.",
|
||||
"SWADE.Curr": "Actuel",
|
||||
"SWADE.DSNNone": "- Aucun -",
|
||||
"SWADE.Reload": "Recharger",
|
||||
"SWADE.Refresh": "Rafraichir cette carte",
|
||||
"SWADE.Ammo": "Munitions",
|
||||
"SWADE.ReloadUnneeded": "Cette arme est déjà complètement chargée",
|
||||
"SWADE.ReloadSuccess": "L'arme a été rechargée avec succès",
|
||||
"SWADE.NotEnoughAmmo": "Vous n'avez pas assez de munitions pour effectuer cette action !",
|
||||
"SWADE.NotEnoughAmmoToReload": "Il n'y a pas assez de munitions pour une recharge complète",
|
||||
"SWADE.AutoReload": "Rechargement auto.",
|
||||
"SWADE.NoAmmoSet": "Il n'y a pas de munitions affectées",
|
||||
"SWADE.Trapping": "Aspects",
|
||||
"SWADE.AddBenny": "Ajouter un Jeton",
|
||||
"SWADE.CurrentBennies": "Jetons actuels",
|
||||
"SWADE.RerollWithBenny": "Relancer avec un Jeton",
|
||||
"SWADE.FreeReroll": "Relance gratuite",
|
||||
"SWADE.HideNpcItemChatCards": "Cacher les cartes du chat d'objets des PNJ",
|
||||
"SWADE.HideNpcItemChatCardsDesc": "Quand l'option est activée, les cartes du chat d'objets des PNJ sont automatiquement envoyées en message privé à tous les Meneurs de Jeu au lieu d'être envoyées en chat public",
|
||||
"SWADE.JokersWildDesc": "Donner un Jeton à tous les PJ lorsque l'un d'entre eux tire un joker",
|
||||
"SWADE.ParryBase": "Compétence liée à la Parade",
|
||||
"SWADE.ParryBaseDesc": "Le nom de la Compétence qui sera utilisée pour calculer la Parade du personnage",
|
||||
"SWADE.AutoCalcParry": "Calculer la Parade automatiquement, bouclier inclus",
|
||||
"SWADE.Subtype": "Sous-type",
|
||||
"SWADE.SpecialAbility": "Capacité spéciale",
|
||||
"SWADE.SpecialAbilities": "Capacités spéciales",
|
||||
"SWADE.RacialAbilities": "Capacités innées",
|
||||
"SWADE.About": "Description",
|
||||
"SWADE.EdgesHindrances": "Atouts et Handicaps",
|
||||
"SWADE.GrantsPowers": "Accorde des pouvoirs",
|
||||
"SWADE.Crew": "Équipage requis",
|
||||
"SWADE.Passengers": "Passagers"
|
||||
}
|
||||
}
|
||||
|
@ -1,74 +1,84 @@
|
||||
{
|
||||
"name": "swade-fr",
|
||||
"title": "SWADE en Français - version *PREMIUM* -",
|
||||
"description": "Traduction française du système SWADE <p>*** Join the official Discord server: <a href='https://discord.gg/foundryvtt'> Official Discord</a></p><p>*** Rejoignez la communauté Francophone: <a href='https://discord.gg/pPSDNJk'>Francophone Discord</a></p>",
|
||||
"version": "0.17.2.0",
|
||||
"minimumCoreVersion" : "0.7.9",
|
||||
"compatibleCoreVersion" : "1.0.0",
|
||||
"author": "BoboursToutCool, Gronyon, Kyane, LeRatierBretonnien, Sasmira, U~man,X.O. de Vorcen",
|
||||
"name": "swade-fr-content",
|
||||
"title": "SWADE Content en Français - *NON-OFFICIEL*",
|
||||
"description": "Traduction française du système SWADE <p>*** Join the official Discord server: <a href=\"https://discord.gg/foundryvtt\"> Official Discord</a></p><p>*** Rejoignez la communauté Francophone: <a href=\"https://discord.gg/pPSDNJk\">Francophone Discord</a></p>",
|
||||
"author": "Team Swade, La Fonderie",
|
||||
"authors": [
|
||||
{
|
||||
"name": "BoboursToutCool",
|
||||
"discord": "BoboursToutCool#9787"
|
||||
"name": "BoboursToutCool",
|
||||
"discord": "BoboursToutCool#9787"
|
||||
},
|
||||
{
|
||||
"name": "Cyril - Gronyon- Ronseaux",
|
||||
"discord": "Gronyon#0843"
|
||||
"name": "Cyril - Gronyon- Ronseaux",
|
||||
"discord": "Gronyon#0843"
|
||||
},
|
||||
{
|
||||
"name": "Kyane von Schnitzel",
|
||||
"discord": "Kyane von Schnitzel#8654"
|
||||
"name": "Kyane von Schnitzel",
|
||||
"discord": "Kyane von Schnitzel#8654"
|
||||
},
|
||||
{
|
||||
"name": "LeRatierBretonnien",
|
||||
"discord": "LeRatierBretonnien#2065"
|
||||
"name": "Lazarius",
|
||||
"discord": "Lazarius#0965"
|
||||
},
|
||||
{
|
||||
"name": "Sasmira",
|
||||
"discord": "Sasmira#4566"
|
||||
"name": "LeRatierBretonnien",
|
||||
"discord": "LeRatierBretonnien#2065"
|
||||
},
|
||||
{
|
||||
"name": "U~man",
|
||||
"discord": "U~man#2374"
|
||||
"name": "Sasmira",
|
||||
"discord": "Sasmira#4566"
|
||||
},
|
||||
{
|
||||
"name" : "X.O. de Vorcen"
|
||||
"name": "Sharilaa",
|
||||
"discord": "sharilaa#8389"
|
||||
},
|
||||
{
|
||||
"name": "U~man",
|
||||
"discord": "U~man#2374"
|
||||
},
|
||||
{
|
||||
"name": "X.O. de Vorcen"
|
||||
}
|
||||
],
|
||||
|
||||
"dependencies": [
|
||||
{
|
||||
"name": "babele",
|
||||
"type": "module",
|
||||
"manifest": "https://gitlab.com/riccisi/foundryvtt-babele/raw/master/module/module.json"
|
||||
},
|
||||
{
|
||||
"name": "swade",
|
||||
"type": "system"
|
||||
},
|
||||
{
|
||||
"name": "dice-so-nice",
|
||||
"type": "module",
|
||||
"manifest": "https://gitlab.com/riccisi/foundryvtt-dice-so-nice/-/raw/master/module/module.json"
|
||||
}
|
||||
],
|
||||
|
||||
],
|
||||
"url": "https://gitlab.com/sasmira/swade-fr",
|
||||
"flags": {},
|
||||
"version": "0.21.0.0",
|
||||
"minimumCoreVersion": "0.7.9",
|
||||
"compatibleCoreVersion": "9",
|
||||
"scripts": [],
|
||||
"styles": ["swade-fr.css"],
|
||||
"packs": [],
|
||||
"esmodules": [
|
||||
"modules/swade-fr-init.js"
|
||||
],
|
||||
|
||||
"languages": [
|
||||
"styles": [
|
||||
"swade-fr.css"
|
||||
],
|
||||
"languages": [],
|
||||
"packs": [],
|
||||
"system": [],
|
||||
"dependencies": [
|
||||
{
|
||||
"lang": "fr",
|
||||
"name": "French (FRANCE)",
|
||||
"path": "fr.json"
|
||||
"name": "babele",
|
||||
"type": "module",
|
||||
"manifest": "https://gitlab.com/riccisi/foundryvtt-babele/raw/master/module/module.json"
|
||||
},
|
||||
{
|
||||
"name": "swade",
|
||||
"type": "system"
|
||||
},
|
||||
{
|
||||
"name": "swade-fr",
|
||||
"type": "module"
|
||||
},
|
||||
{
|
||||
"name": "dice-so-nice",
|
||||
"type": "module",
|
||||
"manifest": "https://gitlab.com/riccisi/foundryvtt-dice-so-nice/-/raw/master/module/module.json"
|
||||
}
|
||||
],
|
||||
|
||||
"url": "https://gitlab.com/sasmira/swade-fr",
|
||||
"manifest": "https://gitlab.com/sasmira/swade-fr/-/raw/master/module/module.json",
|
||||
"download": "https://gitlab.com/sasmira/swade-fr/-/jobs/artifacts/v0.17.2.0/raw/swade-fr.zip?job=build"
|
||||
"socket": false,
|
||||
"manifest": "https://gitlab.com/sasmira/swade-fr-content/-/raw/master/module/module.json",
|
||||
"download": "https://gitlab.com/sasmira/swade-fr-content/-/jobs/artifacts/v0.21.0.0/raw/swade-fr-content.zip?job=build",
|
||||
"protected": false,
|
||||
"coreTranslation": false,
|
||||
"library": false
|
||||
}
|
||||
|
@ -1,14 +1,168 @@
|
||||
|
||||
const __compFolderTranslation = [
|
||||
{
|
||||
compendium: 'swade-core-rules.swade-vehicles',
|
||||
words: [
|
||||
{source: 'Vehicles', translation: 'Véhicules' },
|
||||
{source: 'Aircraft', translation: 'Avions' },
|
||||
{source: 'Civilian', translation: 'Civils' },
|
||||
{source: 'Modern Military Aircraft', translation: 'Avions Militaires Modernes' },
|
||||
{source: 'World War II Military Aircraft', translation: 'Avions Seconde Guerre Mondiale' },
|
||||
]
|
||||
}
|
||||
]
|
||||
|
||||
class FolderTranslate {
|
||||
|
||||
static async translateFolders() {
|
||||
|
||||
for (let tData of __compFolderTranslation) {
|
||||
let pack = game.packs.get(tData.compendium);
|
||||
let wasLocked = false;
|
||||
if (pack.locked) {
|
||||
await pack.configure({locked: false})
|
||||
wasLocked = true;
|
||||
}
|
||||
let folders = await game.CF.FICFolderAPI.loadFolders(tData.compendium);
|
||||
|
||||
for (let trans of tData.words) {
|
||||
let folderToChange = folders.contents.find(f => f.name === trans.source );
|
||||
if (folderToChange ) {
|
||||
await game.CF.FICFolderAPI.renameFolder(folderToChange, trans.translation);
|
||||
}
|
||||
}
|
||||
if ( wasLocked) {
|
||||
await pack.configure({locked: true})
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once('translateCompendiumFolders', () => {
|
||||
console.log("LOADED !!!!!!")
|
||||
});
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once('init', () => {
|
||||
|
||||
if(typeof Babele !== 'undefined') {
|
||||
|
||||
|
||||
console.log("BABELE LOADED !!!");
|
||||
Babele.get().register({
|
||||
module: 'swade-fr',
|
||||
module: 'swade-fr-content',
|
||||
lang: 'fr',
|
||||
dir: 'compendiums'
|
||||
});
|
||||
|
||||
Babele.get().registerConverters({
|
||||
"gear_skill": (skill) => {
|
||||
if (skill) {
|
||||
if (skill == 'Fighting') return 'Combat';
|
||||
if (skill == 'Shooting') return 'Tir';
|
||||
console.log("UNKOWN SKILL", skill);
|
||||
}
|
||||
return skill;
|
||||
},
|
||||
"gear_range": (range) => {
|
||||
if (range) {
|
||||
if (range== 'Cone Template') return 'Gabarit de cone';
|
||||
}
|
||||
return range;
|
||||
},
|
||||
"gear_ammo": (ammo) => {
|
||||
if (ammo) {
|
||||
if (ammo== 'Arrows/Bolts') return 'Flèches/Carreaux';
|
||||
if (ammo== 'Canister Shot (Cannon)') return 'Cartouches (Canon)';
|
||||
if (ammo== 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)';
|
||||
if (ammo== 'Solid Shot (Cannon)') return 'Solide (Canon)';
|
||||
if (ammo== 'Bullets, Medium') return 'Balles, Moyenne';
|
||||
if (ammo== 'Shotgun Shells') return 'Cartouche de Shotgun';
|
||||
if (ammo== 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet';
|
||||
if (ammo== 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil';
|
||||
}
|
||||
return ammo;
|
||||
},
|
||||
"powers_duration": (duration) => {
|
||||
if ( duration == 'One hour') return '1 heure';
|
||||
if ( duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)';
|
||||
if ( duration == '(boost); Instant (lower)') return '5 (augmentation), Instantanée (diminution)';
|
||||
if ( duration == 'Instant') return 'Instantannée';
|
||||
if ( duration == 'Until the end of the victim\'s next turn') return 'Jusqu’à la fin du prochain tour de la victime';
|
||||
if ( duration == 'A brief conversation of about five minutes') return 'Une brève conversation d\'environ 5 minutes';
|
||||
if ( duration == '5 (detect), one hour (conceal)') return '5 (détection), 1 heure (dissimulation)';
|
||||
if ( duration == 'Instant (Sound); 5 (Silence)') return 'Instantanée (son), 5 (silence)';
|
||||
return duration;
|
||||
},
|
||||
"powers_range": (range) => {
|
||||
if ( range == 'Smarts x5 (Sound); Smarts (Silence)')
|
||||
return 'Intellect ×5 (son), Intellect (silence)';
|
||||
if ( range == "Cone Template")
|
||||
return "Gabarit de cône"
|
||||
if ( range == "Touch")
|
||||
return "Toucher"
|
||||
if ( range == "Sm")
|
||||
return "Intellect"
|
||||
if ( range == "Sm x 2" || range == "Sm x2")
|
||||
return "Intellect x2"
|
||||
if ( range == "Self")
|
||||
return "Personnel"
|
||||
return range;
|
||||
},
|
||||
"powers_rank": (rank) => {
|
||||
if ( rank == 'Novice') return 'Novice';
|
||||
if ( rank == 'Seasoned') return 'Aguerri';
|
||||
if ( rank == 'Veteran') return 'Vétéran';
|
||||
if ( rank == 'Heroic') return 'Héroïque';
|
||||
return rank;
|
||||
}
|
||||
} );
|
||||
}
|
||||
|
||||
|
||||
});
|
||||
|
||||
/************************************************************************************/
|
||||
const transFolder = { "Actor": "Acteur", "Edges": "Atouts"}
|
||||
const subFolder = { 'Social Edges': 'Atouts sociaux', 'Background Edges': 'Atouts de Background', 'Combat Edges': 'Atouts de combat',
|
||||
'Leadership Edges': 'Atouts de commandement', 'Legendary Edges': 'Atouts légendaires', 'Power Edges': 'Atouts de pouvoir',
|
||||
'Professional Edges': 'Atouts professionnels', 'Weird Edges': 'Atouts étranges', 'Edges': 'Atouts', 'Hindrances': 'Handicaps', 'Skills': 'Compétences',
|
||||
'Equipment': 'Equipement', 'Ammo': 'Munitions', 'Armor': 'Armure', 'Common Gear': 'Matériel commun', 'Modern Firearms': 'Armes à feu modernes',
|
||||
'Personal Weapons': 'Armes', 'Special Weapons': 'Armes spéciales', 'Bullet': 'Balles', 'Cannon': 'Canon', 'Laser Battery': 'Batterie Laser',
|
||||
'Adventuring Gear': 'Matériel d\'aventure', 'Animals and Tack': 'Animaux', 'Clothing': 'Vêtements', 'Computers & Electronics':'Ordinateurs et Electroniques',
|
||||
'Firearms Accessories': 'Accessoires armes à feu', 'Food': 'Nourriture', 'Personal Defense': 'Auto-défense', 'Futuristic': 'Futuriste',
|
||||
'Medieval & Ancient': 'Médiévale et Antiquité', 'Modern': 'Moderne', 'Shields': 'Boucliers', 'Laser (Futuristic)': 'Laser (Fururiste)',
|
||||
'Machine Guns': 'Mitraillettes', 'Pistols': 'Pistolets', 'Rifles': 'Fusils', 'Submachine Guns': 'Semi-automatiques', 'Cannons': 'Canons',
|
||||
'Catapults': 'Catapultes', 'Flamethrowers': 'Lance-flammes', 'Rocket Launchers & Torpedoes': 'Lance roquettes et torpilles',
|
||||
'Vehicular Weapons': 'Armes de véhicules' }
|
||||
|
||||
/* -------------------------------------------- */
|
||||
// Register world usage statistics
|
||||
function registerUsageCount( registerKey ) {
|
||||
if ( game.user.isGM ) {
|
||||
game.settings.register(registerKey, "world-key", {
|
||||
name: "Unique world key",
|
||||
scope: "world",
|
||||
config: false,
|
||||
type: String
|
||||
});
|
||||
|
||||
let worldKey = game.settings.get(registerKey, "world-key")
|
||||
if ( worldKey == undefined || worldKey == "" ) {
|
||||
worldKey = randomID(32)
|
||||
game.settings.set(registerKey, "world-key", worldKey )
|
||||
}
|
||||
// Simple API counter
|
||||
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.data.version}"`
|
||||
$.ajax(regURL)
|
||||
/* -------------------------------------------- */
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once('ready', () => {
|
||||
|
||||
//FolderTranslate.translateFolders()
|
||||
registerUsageCount("swade-fr-content")
|
||||
|
||||
});
|
||||
|
||||
|
Reference in New Issue
Block a user