diff --git a/src/main/resources/net/rptools/maptool/language/i18n.properties b/src/main/resources/net/rptools/maptool/language/i18n.properties
index f6e6b04e39..bacb3cd884 100644
--- a/src/main/resources/net/rptools/maptool/language/i18n.properties
+++ b/src/main/resources/net/rptools/maptool/language/i18n.properties
@@ -100,41 +100,36 @@ Color.none = None
Color.custom = Custom
Color.default = Default
-Button.accept = Accept
-Button.add = Add
-Button.apply = APPLY
-Button.background = Background
-Button.browse = Browse
+Button.ok = OK
Button.cancel = Cancel
-Button.clear = Clear
-Button.clearall = Clear All
+Button.refresh = Refresh
+Button.rescan = Rescan
+Button.revert = Revert
Button.close = Close
+Button.import = Import
+Button.export = Export
Button.delete = Delete
+Button.add = Add
+Button.new = New
+Button.browse = Browse
+Button.update = Update
+Button.apply = APPLY
+Button.accept = Accept
+Button.up = Move Up
Button.down = Move Down
-Button.edit = Edit
-# For editing raw text
-Button.editRaw = Edit Raw
-Button.editRaw.tooltip = Edit the raw text
-Button.export = Export
-Button.fog = Fog
-Button.hide = Hide
-Button.import = Import
-Button.install = Install
+Button.background = Background
Button.map = Map
-Button.new = New
+Button.fog = Fog
+Button.clear = Clear
+Button.clearall = Clear All
+Button.yes = Yes
Button.no = No
-Button.ok = OK
-Button.refresh = Refresh
-Button.rescan = Rescan
-Button.revert = Revert
+Button.install = Install
Button.runmacro = RUN MACRO
-Button.up = Move Up
-Button.update = Update
-Button.yes = Yes
+Button.hide = Hide
-Label.label=Label:
Label.lights = Vision:
-Label.name = Name
+Label.name = Name:
Label.gmname = GM Name:
Label.speechName = Speech Bubble Name:
Label.optional = Optional
@@ -189,10 +184,8 @@ Label.image.choose = Choose Image
Label.table.import = Import Table
Label.table.export = Export Table
Label.preview = Preview
-Label.background = Background
-Label.foreground = Foreground
-Label.showbackground = Show Background
-Label.fontSize = Font Size
+Label.foreground = Foreground:
+Label.showbackground = Show Background:
Label.layers = Layers:
Label.view.current = Current View
Label.host = Host:
@@ -248,10 +241,10 @@ DrawPanelPopupMenu.menu.getProperties = Get Properties
DrawPanelPopupMenu.menu.setProperties = Set Properties
DrawPanelPopupMenu.menu.setName = Set Name
DrawPanelPopupMenu.menu.getId = Get Drawing ID
-DrawPanelPopupMenu.menu.pathVbl = Path to Vision Blocking
-DrawPanelPopupMenu.menu.shapeVbl = Shape to Vision Blocking
-DrawPanelPopupMenu.menu.vbl.add = Add to Vision Blocking
-DrawPanelPopupMenu.menu.vbl.remove = Remove from Vision Blocking
+DrawPanelPopupMenu.menu.pathVbl = Path to VBL
+DrawPanelPopupMenu.menu.shapeVbl = Shape to VBL
+DrawPanelPopupMenu.menu.vbl.add = Add to VBL
+DrawPanelPopupMenu.menu.vbl.remove = Remove from VBL
DrawPanelPopupMenu.dialog.name.title = Set Name
DrawPanelPopupMenu.dialog.name.msg = Enter a name:
@@ -283,9 +276,10 @@ EditTokenDialog.label.sight.has = Has Sight:
EditTokenDialog.label.terrain.mod = Terrain Modifier:
EditTokenDialog.label.terrain.mod.tooltip= Adjust the cost of movement other tokens will may to move over or through this token. Default multiplier of 1 equals no change (1 * 1 = 1).
EditTokenDialog.label.image = Image Table:
+EditTokenDialog.label.uniqueLightSources = Unique Light Sources:
EditTokenDialog.label.opacity = Token Opacity:
EditTokenDialog.label.opacity.tooltip = Change the opacity of the token.
-EditTokenDialog.label.opacity.100 = 100%
+EditTokenDialog.label.opacity.100 = 100%
EditTokenDialog.label.terrain.ignore = Ignore Terrain:
EditTokenDialog.label.terrain.ignore.tooltip= Select any terrain modifier types this token should ignore.
EditTokenDialog.label.statSheet = Stat Sheet
@@ -306,22 +300,22 @@ EditTokenDialog.tab.config = Config
EditTokenDialog.tab.hero = Hero Lab
EditTokenDialog.tab.libToken = Lib:Token properties
EditTokenDialog.button.vbl = Generate Token Topology
-EditTokenDialog.button.vbl.tooltip = This will create VB/MB based on non-transparent pixels.
+EditTokenDialog.button.vbl.tooltip = This will create VBL/MBL based on non-transparent pixels.
EditTokenDialog.button.vbl.clear = Clear Token Topology
-EditTokenDialog.button.vbl.clear.tooltip = Clear VB/MB from token.
+EditTokenDialog.button.vbl.clear.tooltip = Clear VBL/MBL from token.
EditTokenDialog.button.vbl.tomap = Move Topology To Map
EditTokenDialog.button.vbl.frommap = Move Topology From Map
-EditTokenDialog.button.vbl.preview = VB Preview
+EditTokenDialog.button.vbl.preview = VBL Preview
EditTokenDialog.option.vbl.erase = Erase Source Topology on Move
-EditTokenDialog.option.vbl.erase.tooltip = Move the VB/MB vs Copy it.
+EditTokenDialog.option.vbl.erase.tooltip = Move the VBL/MBL vs Copy it.
EditTokenDialog.label.vbl.visiblity = Token Visibility
EditTokenDialog.label.vbl.tolerance = Visibility Tolerance
EditTokenDialog.label.vbl.preview = Hide Token Image Preview
-EditTokenDialog.label.vbl.preview.tooltip= Do not generate a preview of the vision/movement blocking in this window.
+EditTokenDialog.label.vbl.preview.tooltip= Do not generate a preview of the VBL/MBL in this window.
EditTokenDialog.label.vbl.sensitivity = Color Sensitivity
-EditTokenDialog.label.vbl.sensitivity.tooltip = Adjust the sensitivity to the color match that will be used to generate vision blocking, values 0-255 with 0 being an exact color match.
+EditTokenDialog.label.vbl.sensitivity.tooltip = Adjust the sensitivity to the color match that will be used to generate VBL, values 0-255 with 0 being an exact color match.
EditTokenDialog.label.vbl.invert = Inverse Topology Color Selection
-EditTokenDialog.label.vbl.invert.tooltip = Generate vision/movement blocking where the color does not match on the token when checked.
+EditTokenDialog.label.vbl.invert.tooltip = Generate VBL/MBL where the color does not match on the token when checked.
EditTokenDialog.label.vbl.level = Level
EditTokenDialog.label.vbl.method = Method
EditTokenDialog.label.vbl.optimize = Topology Optimization
@@ -329,8 +323,8 @@ EditTokenDialog.drop.vbl.optimize.tooltip= Advanced Use: Choose the algori
EditTokenDialog.label.vbl.over = Is Visible over FoW
EditTokenDialog.label.vbl.over.tooltip = Always show this token over FoW when in sight of another token. Useful for doors, statues, columns, roofs, etc.
EditTokenDialog.label.vbl.color = Color Selection
-EditTokenDialog.label.vbl.toggle = Pick a color from the image to match against when generating token vision/movement blocking.
-EditTokenDialog.label.vbl.well = Manually pick a color to match against when generating token vision/movement blocking.
+EditTokenDialog.label.vbl.toggle = Pick a color from the image to match against when generating token VBL/MBL.
+EditTokenDialog.label.vbl.well = Manually pick a color to match against when generating token VBL/MBL.
EditTokenDialog.border.title.vbl.preview = Topology Preview
EditTokenDialog.status.vbl.instructions = Mouse Wheel to zoom; double-LClick to reset position and zoom
EditTokenDialog.label.hero.summary = Summary:
@@ -351,8 +345,8 @@ EditTokenDialog.tab.hero.html = HTML
EditTokenDialog.spinner.tolerance.tooltip= Sets the tolerance for the optimization, a value of 0 disables optimization and values > 0 reduce the number of polygon points for better performance.
EditTokenDialog.vbl.explanation.tooltip = Controls how many of the tokens regions must be seen before showing over FoW, range is 1-9 regions.
The image is sliced into an even 3 x 3 grid for a total of 9 regions. The tolerance controls how many of these "regions" must be "seen" by another token before it's image is revealed.
For a very large roof, because of vision distance, you may want to use a value of 1.
Where as for a smaller token like a statue, you may not want to show the image until more of it is visable and use a value of 3 or 4.
EditTokenDialog.confirm.clearSpeech = Are you sure you want to clear all speech for this token?
-EditTokenDialog.confirm.vbl.autoGenerate = Are you sure you want to reset all vision/movement blocking \n and automatically generate vision/movement blocking for this token?
-EditTokenDialog.confirm.vbl.clearVBL = Are you sure you want to clear all vision/movement blocking for this token?
+EditTokenDialog.confirm.vbl.autoGenerate = Are you sure you want to reset all VBL/MBL \n and automatically generate VBL/MBL for this token?
+EditTokenDialog.confirm.vbl.clearVBL = Are you sure you want to clear all VBL/MBL for this token?
# These "generic" entries are currently not used; they're supposed to be
# overridden with specific entries in the code. So if they show up,
# it's a software bug. ;-)
@@ -398,11 +392,11 @@ AdjustBoardDialog.none.tooltip = No snap.
AdjustBoardDialog.grid.tooltip = Snap to the token grid.
AdjustBoardDialog.tile.tooltip = Snap to the repeating background texture.
-GridControlPanel.sizeInPixels = Grid Size
+GridControlPanel.sizeInPixels = Grid Size:
GridControlPanel.sizeInPixels.second = 2nd Size:
GridControlPanel.offset.x = Offset X:
GridControlPanel.offset.y = Offset Y:
-GridControlPanel.color = Color
+GridControlPanel.color = Color:
GridlessGrid.error.notLoaded = Could not load gridless grid footprints.
@@ -433,6 +427,8 @@ Update.msg2 = Would you like to download {0}?
Update.button = Skip this Version
Update.chkbox = Never check for updates again!
+ExportCampaign.desc = Export campaign to a previous version
+
ExportScreenshot.view.current.tooltip = What you see is what you get.
ExportScreenshot.view.asselected = As Selected
ExportScreenshot.view.asselected.tooltip = Pick which layers to include in the screenshot.
@@ -443,7 +439,7 @@ ExportScreenshot.view.gm.tooltip = Everything the GM sees.
ExportScreenshot.view.player.tooltip = Only what a Player can see.
ExportScreenshot.view.layer.tooltip = Include this layer.
ExportScreenshot.view.board.tooltip = The tiling background and/or the image used in "New Map".
-ExportScreenshot.view.layer.vbl.tooltip = Saves Visibility Blocking (VB) as a monochrome image.
+ExportScreenshot.view.layer.vbl.tooltip = Saves Visibility Blocking Layer (VBL) as a monochrome image.
ExportScreenshot.ftp.path.note = NOTE: path must already exist
ExportScreenshot.ftp.host.example = (ex: myhost.com)
ExportScreenshot.ftp.username.example = (ex: pbpuser)
@@ -608,15 +604,6 @@ Preferences.label.access.delay.dismiss = ToolTip Dismiss Delay
Preferences.label.access.delay.dismiss.tooltip = The amount of time (in milliseconds) the tooltip will remain before being removed.
Preferences.label.access.size = Chat Font Size
Preferences.label.access.size.tooltip = Point size for all chat window text (both input and output).
-Preferences.label.access.tokenLabel = Token Name Label (On Map)
-Preferences.label.access.tokenLabel.size = Font Size
-Preferences.label.access.tokenLabel.pcBackground = PC Background
-Preferences.label.access.tokenLabel.pcForeground = PC Foreground
-Preferences.label.access.tokenLabel.npcBackground = NPC Background
-Preferences.label.access.tokenLabel.npcForeground = NPC Foreground
-Preferences.label.access.tokenLabel.nonVisBackground = Non Visible Background
-Preferences.label.access.tokenLabel.nonVisForeground = Non Visible Foreground
-
Preferences.label.sound.system = Play system sounds
Preferences.label.sound.system.tooltip = Turn this off to prevent all sounds from within MapTool. Needed for some Java implementations as too many sounds queued up can crash the JVM.
Preferences.label.sound.stream = Play clips and streams
@@ -638,7 +625,7 @@ Preferences.label.advanced = Advanced Options
Preferences.label.advanced.assert = Enable assertions
Preferences.label.advanced.direct3d = Disable Direct3d Pipeline
Preferences.label.advanced.opengl = Enable OpenGL Pipeline
-Preferences.label.advanced.javafx = Initialize AWT before JavaFX
+Preferences.label.advanced.javafx = Intialize AWT before JavaFX
Preferences.label.jvm = JVM Memory Settings
Preferences.label.jvm.heap = Maximum heap size (-Xmx)
Preferences.label.jvm.heap.tooltip = -Xmx size in bytes Sets the maximum size to which the Java heap can grow.
@@ -759,7 +746,9 @@ ServerDialog.option.disablePlayerLibrary = Hide Players' Library
ServerDialog.option.disablePlayerLibrary.tooltip = Prevents players from importing tokens from their libraries.
ServerDialog.tooltip.useupnp = Attempt to map ports automatically. Most people should try this option first, and forward ports manually only if UPnP does not work. If you have set up port forwarding, leave this option unchecked.
ServerDialog.label.alias = RPTools.net Alias:
-ServerDialog.tooltip.alias = Allows players to find this server by name. If not provided,
players will need your external address to use Direct Connect.
must be specified if using WebRTC.
+ServerDialog.tooltip.alias = Allows players to find this server by name. If not provided,
\
+ players will need your external address to use Direct Connect.
\
+ must be specified if using WebRTC.
ServerDialog.label.gmpassword = GM Password:
ServerDialog.label.password = Player Password:
ServerDialog.label.metric = Movement metric
@@ -784,30 +773,14 @@ ServerDialog.option.rolls.tooltip = Tool Tips will be used for [ ] rolls wh
ServerDialog.button.networkinghelp = Networking Help
ServerDialog.generatePassword = Generate Password
-# Campaign Properties Dialogue - Tab label
+
CampaignPropertiesDialog.tab.token = Token Properties
-# Campaign Properties Dialogue - Tab label
CampaignPropertiesDialog.tab.repo = Repositories
-# Campaign Properties Dialogue - Tab label
CampaignPropertiesDialog.tab.sight = Sight
-# Campaign Properties Dialogue - Tab label
CampaignPropertiesDialog.tab.light = Light
-# Campaign Properties Dialogue - Tab label
CampaignPropertiesDialog.tab.states = States
-# Campaign Properties Dialogue - Tab label
CampaignPropertiesDialog.tab.bars = Bars
-
-# Campaign properties button - label - for importing predefined settings for game system
-CampaignPropertiesDialog.button.importPredefined = Import Predefined
-# Campaign properties button - tooltip - for importing predefined settings for game system
-CampaignPropertiesDialog.button.importPredefined.tooltip = Import predefined properties and settings for the selected system
-# Campaign properties combo list - tooltip - for selecting predefined settings
-CampaignPropertiesDialog.combo.importPredefined.tooltip = The system settings to import
-# Campaign properties button - label - for importing settings from file
-CampaignPropertiesDialog.button.import.tooltip = Import campaign properties from file. Warning: overwrites ALL current setting.
-# Campaign properties button - label - for exporting settings to file
-CampaignPropertiesDialog.button.export.tooltip = Export campaign properties to file
-
+CampaignPropertiesDialog.button.import = Import predefined
campaignPropertiesDialog.newTokenTypeName = Enter the name for the new token type
campaignPropertiesDialog.newTokenTypeTitle = New Token Type
campaignPropertiesDialog.newTokenTypeDefaultName = New Token Type {0}
@@ -817,388 +790,342 @@ campaignPropertiesDialog.tokenTypeNameChangeTitle = Token Type Name Change
campaignPropertiesDialog.tokenTypeNameDeleteTitle = Delete Token Type {0}
campaignPropertiesDialog.tokenTypeNameDeleteMessage =Change existing Tokens to:
campaignPropertiesDialog.tokenTypeNameRename = Renaming Token Types...
-campaignProperties.macroEditDialog.default.title = Default value for property
-
+campaignProperties.macroEditDialog.default.title = Default value for Property
campaignPropertiesTable.column.name = Name
-#Token type properties editor - table heading
campaignPropertiesTable.column.shortName = Short Name
-#Token type properties editor - table heading
campaignPropertiesTable.column.displayName = Display Name
-#Token type properties editor - table heading
-campaignPropertiesTable.column.onStatSheet = Stat-Sheet
-#Token type properties editor - table heading
+campaignPropertiesTable.column.onStatSheet = Stat Sheet
campaignPropertiesTable.column.gmStatSheet = GM
-#Token type properties editor - table heading
campaignPropertiesTable.column.ownerStatSheet = Owner
-#Token type properties editor - table heading
campaignPropertiesTable.column.defaultValue = Default
-campaignPropertiesTable.column.name.description = The actual name of the property, used by the application.
-campaignPropertiesTable.column.shortName.description = Short version of the property name. Used in stat-sheets and character sheets.
-campaignPropertiesTable.column.displayName.description = Display version of the property name. Used in stat-sheets and character sheets.
-campaignPropertiesTable.column.statSheet.description = Show the property on the stat-sheet.
-campaignPropertiesTable.column.gm.description = Restrict visibility to the GM view of the stat-sheet.
-campaignPropertiesTable.column.owner.description = Restrict visibility to the owner's view of the stat-sheet.
-campaignPropertiesTable.column.default.description = The default value assigned to the property.
-
# Bar propertyType
-
-# Bars - combo list item - type of bar - visual construction
CampaignPropertiesDialog.combo.bars.type.twoImages = Two Images
-# Bars - combo list item - type of bar - visual construction
CampaignPropertiesDialog.combo.bars.type.singleImage = Single Image
-# Bars - combo list item - type of bar - visual construction
CampaignPropertiesDialog.combo.bars.type.multipleImages = Multiple Images
-# Bars - combo list item - type of bar - visual construction
CampaignPropertiesDialog.combo.bars.type.solid = Solid
-# Bars - combo list item - type of bar - visual construction
CampaignPropertiesDialog.combo.bars.type.twoTone = Two Tone
-
-# Bars - combo list item - side where bar is drawn
+# Bar side
CampaignPropertiesDialog.combo.bars.side.top = Top
-# Bars - combo list item - side where bar is drawn
CampaignPropertiesDialog.combo.bars.type.bottom = Bottom
-# Bars - combo list item - side where bar is drawn
CampaignPropertiesDialog.combo.bars.type.left = Left
-# Bars - combo list item - side where bar is drawn
CampaignPropertiesDialog.combo.bars.type.right = Right
-
-# States - combo list item for type - visual representation
+# State propertyType
CampaignPropertiesDialog.combo.states.type.image = Image
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.cornerImage = Corner Image
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.gridImage = Grid Image
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.dot = Dot
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.gridDot = Grid Dot
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.circle = Circle
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.shaded = Shaded
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.x = X
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.cross = Cross
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.diamond = Diamond
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.gridDiamond = Grid Diamond
-# States - combo list item for type - visual representation
# "Yield" here refers to the shape of the traffic sign (an inverted triangle)
CampaignPropertiesDialog.combo.states.type.yield = Yield
-# States - combo list item for type - visual representation
-# "Yield" here refers to the shape of the traffic sign (an inverted triangle)
CampaignPropertiesDialog.combo.states.type.gridYield = Grid Yield
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.triangle = Triangle
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.gridTriangle = Grid Triangle
-# States - combo list item for type - visual representation
CampaignPropertiesDialog.combo.states.type.gridSquare = Grid Square
-
-# Positions, i.e. location on screen. Used for stat-sheets
+# Positions
position.corner.topLeft = Top Left
-# Positions, i.e. location on screen. Used for stat-sheets
position.corner.topRight = Top Right
-# Positions, i.e. location on screen. Used for stat-sheets
position.corner.bottomLeft = Bottom Left
-# Positions, i.e. location on screen. Used for stat-sheets
position.corner.bottomRight = Bottom Right
-# Positions, i.e. location on screen. Used for stat-sheets
position.side.left = Left
-# Positions, i.e. location on screen. Used for stat-sheets
position.side.right = Right
-# Positions, i.e. location on screen. Used for stat-sheets
position.side.top = Top
-# Positions, i.e. location on screen. Used for stat-sheets
position.side.bottom = Bottom
# Start : CampaignPropertiesDialog light and sight.
-#
-# -- these are not loaded explicitly.
-# -- they are loaded in bulk so they incorrectly show as unused.
-
-
-# sight and light help text - example section - name of light group
light.example.groupName = Light group name
-# sight and light help text - example section - name of defined light
light.example.auras.groupName = Sample Auras: 5' grid
-# sight and light help text - example section - name of defined light
light.example.name.aura.allPlayers = Aura All Players 10
-# sight and light help text - example section - name of defined light
light.example.name.aura.donutCone = Donut Cone
-# sight and light help text - example section - name of defined light
light.example.name.aura.donutHole = Donut Hole
-# sight and light help text - example section - name of defined light
light.example.name.aura.gmRed = Aura GM Red 10
-# sight and light help text - example section - name of defined light
light.example.name.aura.gmRedSquare = Aura GM Red Square
-# sight and light help text - example section - name of defined light
light.example.name.aura.lineOfSight = Line of Sight
-# sight and light help text - example section - name of defined light
light.example.name.aura.owner = Aura Owner 10
-# sight and light help text - example section - name of defined light
light.example.name.aura.rangeArcs = Range Arcs
-# sight and light help text - example section - name of defined light
light.example.name.aura.rangeCircles = Range Circles
-# sight and light help text - example section - name of defined light
light.example.name.aura.sideFields = Side Fields
-# sight and light help text - example section - name of defined light
light.example.name.forwardArcAura = Forward Arc
-# sight and light help text - example section - name of defined light
light.example.name.lantern = Lantern
-# sight and light help text - example section - name of defined light
-light.example.name.streetLight = Street Light
sight.example.name.blind = Blind
-# sight and light help text - example section - name of defined sight
sight.example.name.coneVision = Conic Vision
-# sight and light help text - example section - name of defined sight
sight.example.name.darkVision = Dark Vision
-# sight and light help text - example section - name of defined sight
sight.example.name.elfVision = Elf Vision
-# sight and light help text - example section - comment example
sight.example.comment = This line is a comment
-# sight and light help text - example section - description of defined light
light.example.text.aura.allPlayers = A blue aura visible to all players.
-# sight and light help text - example section - description of defined light
light.example.text.aura.donutCone = The same trick done with a cone.
-# sight and light help text - example section - description of defined light
light.example.text.aura.donutHole = This one hides a secret. If you have a range with no colour it becomes the range the light source begins. In this case the light begins at 20 and ends at 40.
-# sight and light help text - example section - description of defined light
light.example.text.aura.gmRed = A circular GM-only aura in red with a 15-foot diameter.
-# sight and light help text - example section - description of defined light
light.example.text.aura.gmRedSquare = A 5-foot square red aura only visible to the GM.
-# sight and light help text - example section - description of defined light
light.example.text.aura.lineOfSight = A beam 150 ft long with a width of 0.4 map units.
-# sight and light help text - example section - description of defined light
light.example.text.aura.owner = A circular green aura that is only visible to the token's owners.
-# sight and light help text - example section - description of defined light
light.example.text.aura.rangeArcs = A series of cones starting every 30 ft and ending 0.4 ft later.
-# sight and light help text - example section - description of defined light
light.example.text.aura.rangeCircles= A series of circles starting every 30 ft and ending 0.4 ft later.
-# sight and light help text - example section - description of defined light
light.example.text.aura.sideFields = 4 cones with an arc of 90 degrees and range of 12.5, each one offset to cover a different region.
-# sight and light help text - form/type used for the option
option.type.key.equals.value = Key=Value
-# sight and light help text - form/type used for the option
option.type.keyword = Keyword
-# sight and light help text - form/type used for the option
option.type.prefixed.value = Prefixed Value
-# sight and light help text - form/type used for the option - Adjective - Used as "_Special_ (String)"
option.type.special = Special
-# sight and light help text - recurring sentence - used where fields/entries can be used multiple times
phrase.multipleEntriesAllowed = Multiple entries are allowed.
-# sight and light help text - shape type
shape.type.name.beam = beam
-# sight and light help text - shape type
shape.type.name.circle = circle
-# sight and light help text - shape type
shape.type.name.cone = cone
-# sight and light help text - shape type
shape.type.name.grid = grid
-# sight and light help text - shape type
shape.type.name.hexagon = hexagon
-# sight and light help text - shape type
shape.type.name.square = square
-# sight and light help text - default value for sight distance = the vision distance set in the map
sight.default.distance = Map vision distance
-# sight and light help text - option definition table heading
sightLight.columnHeading.option = Option
-# sight and light help text - option definition table heading
sightLight.columnHeading.optionComponent = Component
-# sight and light help text - option definition table heading
sightLight.columnHeading.optionDefaultValue = Default
-# sight and light help text - option definition table heading
sightLight.columnHeading.optionDescription = Description
-# sight and light help text - option definition table heading
sightLight.columnHeading.optionType = Type
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.arc = Arc
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.aura = Aura
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.color = Color
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.component = Component
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.distance = Distance
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.lumens = Lumens
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.magnifier = Magnifier
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.offset = Offset
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.personalSight = Personal Sight
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.range = Range
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.restriction = Restriction
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.scale = Scale
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.shape = Shape
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
sightLight.optionLabel.width = Width
-# sight and light help text - name/subject of the definition part - used in syntax example and explanatory table
-sightLight.optionLabel.ignoresVBL = ignores-VBL
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.arc = Used with the cone shape, the angle of the cone in degrees.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.aura = Create the light as an aura instead.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.distance = How far the vision type extends.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
-sightLight.optionDescription.ignoresVBL = The light will not be stopped by vision blocking.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.lightComponents = A string defining light range characteristics.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.magnifier = Multiplies each light source radius by this value to create a second dimmer region.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.name = The user-visible name to use for the entry.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.offset1 = Used with the beam and cone shapes.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
-sightLight.optionDescription.offset2 = With the beam shape, the angle between the token facing and the beam centre-line; with the cone, the angle between the token facing and the start of the cone's arc.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
+sightLight.optionDescription.offset2 = With the beam shape, the angle between the token facing and the beam centre-line; with the cone, the angle between the token facing and the start of the cone's arc. how wide to make the beam.
sightLight.optionDescription.personalSight = A string defining an illuminated range only visible to the token.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.personalSight.component.color = A {0} hex color component used to tint the area.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.personalSight.component.lumens = A positive or negative integer.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.personalSight.component.range = How far the personal sight extends.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.range = How far the light extends.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.restriction = Only used with auras. Accepts {0} or {1}.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.scale = Measure the distance from the token's edge instead of its center.
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.shape = Shape may be {0}(beam), {1}(circle), {2}(cone), {3}(grid), {4}(hexagon), or {5}(square).
-# sight and light help text - description of the definition part - used in syntax example and explanatory table
sightLight.optionDescription.width = Used with the beam shape, how wide to make the beam.
-# sight and light help text - footnotes
sightLight.footnote.lumens.line.2 = A lumens value larger than the equivalent darkness is needed to expose an area, i.e. a dark region of lumens -20 remains dark against a lumens of +20. A lumens of +21 or higher will expose the region.
-# sight and light help text - footnotes
sightLight.footnote.lumens.line.1 = Negative values act as darkness and are removed from the exposed visible area.
-# sight and light help text - footnotes
sightLight.footnote.multiple.lights = Each definition can contain multiple definitions chained together.
-# sight and light help text - footnotes
sightLight.footnote.multiple.rangeColourLumens = Each shape/entry can have its range, color, and lumens specified.
-# sight and light help text - footnotes
sightLight.footnote.multiple.shapes.1 = Sight and light definitions can be made combining different shapes.
-# sight and light help text - footnotes
sightLight.footnote.multiple.shapes.2 = Each shape will be used until either: a) another shape replaces it, or b) the end of the line is reached.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.comments = Lines beginning with "-" are comments and not processed.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.defaults = When no value is provided the default value is used.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.groupedNames = The following entry names are used in the sub-menu under the group name.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.groupName = The first entry of a group is used as the name for the group; it becomes an entry on the token popup menu under the {0} element.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.groups = End a group with a blank line.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.letterCase = Letter case is preserved for names and ignored for options.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.lines = One definition per line, use spaces to separate components.
-# sight and light help text - structure section - list item
-sightLight.structure.listItem.measurement = Distances represent map units, i.e. on a 5' grid, 5' covers one grid cell.
-# sight and light help text - structure section - list item
+sightLight.structure.listItem.measurement = Distances represent map units, i.e. on a 5' grid, 5' covers one grid cell..
sightLight.structure.listItem.multiple = Each definition can contain multiple lights.
-# sight and light help text - structure section - list item
sightLight.structure.listItem.sorting = Group names and their sub-entries are alphabetically sorted in the menu.
-# sight and light help text - syntax section - heading
sightLight.subheading.definitionSyntax = Definition Syntax
-# sight and light help text - structure section - heading
sightLight.subheading.structure = Structure
-# sight and light help text - syntax section - parts used to construct definition e.g. " [name] : [options] "
sightLight.syntax.label.groupName = Group Name
-# sight and light help text - syntax section - parts used to construct definition e.g. " [name] : [options] "
sightLight.syntax.label.name = Name
-# sight and light help text - syntax section - parts used to construct definition e.g. " [name] : [options] "
sightLight.syntax.label.options = Options
-# sight and light help text - Referral to the wiki
sightLight.wikiLinkReferral = Comprehensive explanations online at {0}.
-# standalone words used as headings, subheadings, or subjects in definitions
word.example = Example
-# standalone words used as headings, subheadings, or subjects in definitions
word.examples = Examples
-# standalone words used as headings, subheadings, or subjects in definitions
word.integer = Integer
-# standalone words used as headings, subheadings, or subjects in definitions
word.optional = Optional
-# standalone words used as headings, subheadings, or subjects in definitions
word.string = String
-# standalone words used as headings, subheadings, or subjects in definitions
word.syntax = Syntax
-# standalone words used as headings, subheadings, or subjects in definitions
word.unused = Unused
-
# End : CampaignPropertiesDialog light and sight.
-# This is the old help text for sight. No need to translate if all the other sight texts have been done.
-CampaignPropertiesDialog.label.sight = Format:
Name : options
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using defaults for all values (e.g. Normal vision).
Options:
Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
Can have an optional #rrggbb hex color component appended to it as per typical CSS rules.
Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
Ex: r60#bb0000+120
Group name
----------
name: type shape OPTIONS scale range#rrggbb+x
Define groups of light types with a line of text to indicate the group name followed by one or more name definitions. End a group with a blank line. All text is case-insensitive. Lines starting with a "-" are considered comments and are ignored. The group name becomes an entry on the token's popup menu under the Light Sources element, and individual light source definitions become sub-entries. Group names and their sub-entries are alphabetically sorted.
An optional shape for the light emanation. Can be circle (default), square, cone, beam, or grid†.
Additional fields exist for beams and cones; both have an offset=y field,cones also have arc=y and beams have a width=y field.
Shapes apply from the point they are included in the definition until the end of the definition or until another shape is specified. This means multiple light shapes can be created under a single name and turned on or off as a unit.
†For systems like Pathfinder if you want to see exactly which grid cells areaffected by a Light/Aura.
GM and OWNER apply only to auras (see below).
IGNORES-VBL allows the light or aura to render through vision blocking.
A distance in map units as measured from the centerpoint of the grid cell.
Can have additional definitions;
A +x lumens value, with x equaling an integer (-x can instead be used to provide a negative lumens value). If not provided, the value will default to 100. If set to a negative number, the light will instead act as darkness and subtract it's area from the FoW. Lights are processed in order of their absolute value of lumens. eg. Darkness with lumens=-20 will cover over any light with lumens <= 20 and any light with lumens >= 21 will expose through any darkness with a lumens value of -1 to -20.
*Note: Personal Lights defined in Sight have a default lumens value of 100. So a typical sight defined for Darkvision will see through any lights with a lumens value of -1 through -99. To overcome Darkvision, use lumens values <= -100.
Example:
Sample Lights - 5' grid
----
Candle - 5 : 7.5 12.5#000000
Lamp - 15 : 17.5 32.5#000000
Torch - 20 : 22.5 42.5#000000
Lantern, bullseye - 60 : cone arc=60 62.5 122.5#000000
Lantern, bullseye (leaks light) - 60 : cone arc=60 62.5 122.5#000000 circle 2.5#000000
Daylight Spell - 60 : 62.5+50 122.5#000000+50
Nightvision goggles - 40 : cone arc=30 42.5#00e000+30
Magical Darkness
----
Deeper Darkness - 60: circle 62.5-130
Darkness - 20 (CL2): circle 22.5-20
Darkness - 20 (CL4): circle 22.5-40
Auras:
To create an aura, put the keyword aura at the beginning of the definition. Auras radiate a colored area and interact with the vision blocking layer (i.e. are blocked by vision blocking), but do not actually cast any visible light and do not expose any fog-of-war. GM-only auras are only visible by clients logged into the server as GM. They remain visible even when the map is in Show As Player mode. Owner-only auras areonly visible to the player(s) who owns the token. They are always visibleto the GM. See examples, below.
In the following example, the GM-only auras are red, the owner-only auras are green, and the player auras are blue. You can of course define your own colors.
Sample Auras: 5' grid
----
Aura red 5 : aura square GM 2.5#ff0000
Aura red 10 : aura GM 7.5#ff0000
Aura Owner Also 5 : aura square owner 2.5#00ff00
Aura Owner Also 10 : aura owner 7.5#00ff00
Aura Player Also 5 : aura square 2.5#0000ff
Aura Player Also 10 : aura 7.5#0000ff
The first line creates a square GM-only aura in red that is 5-feet across. The second creates a round GM-only aura in red with a 15-foot diameter. Lines three and four do the same thing, but with a green aura that is only visible to players who own the token with the aura attached to it. Lines five and six are visible to all players and are in blue.
New Interesting Auras: 5' grid
----
Side Fields - 12.5: aura cone arc=90 12.5#6666ff offset=90 12.5#aadd00 offset=-90 12.5#aadd00 offset=180 12.5#bb00aa
Donut Hole - 40: aura circle 20 40#ffff00
Donut Cone - 20: aura cone arc=30 10 20#ffff00
Range Circles 30/60/90: aura circle 30.5 30.9#000000 60.5 60.9#000000 90.5 90.9#000000
Range Arcs 30/60/90: aura cone arc=135 30.5 30.9#000000 60.5 60.9#000000 90.5 90.9#000000
Beam - 150: aura beam width=0.4 150#ffff00
Name : options\ +
Each sight type can have zero or more options, use spaces between each option. Having zero options implies using \ + defaults for all values (e.g. Normal vision).
\ +Options:
\ +Range of personal light. The token will have a light source centered on them that only they can see with a radius of this value. You can define multiple personal lights per sight type.
\ +Can have an optional #rrggbb hex color component appended to it as per typical CSS rules.
\ +Can also have an optional +x lumens value. Lumens defaults to 100, meaning it will see through any darkness with a lumens value from -1 to -99. See discussion of lumens on the Light tab for more info.
\ +Ex: r60#bb0000+120
Group name\ +
\ +----------
\ +name: type shape OPTIONS scale range#rrggbb+x
Define groups of light types with a line of text to indicate the group \ +name followed by one or more name definitions. End a group with a \ +blank line. All text is case-insensitive. Lines starting with a "-" are \ +considered comments and are ignored. The group name becomes an entry on \ +the token's popup menu under the Light Sources element, and \ +individual light source definitions become sub-entries. Group names and \ +their sub-entries are alphabetically sorted.
\ +An optional shape for the light emanation. Can be circle (default), \ + square, cone, beam, or grid†.
\ +Additional fields exist for beams and cones; both have an offset=y field,\ + cones also have arc=y and beams have a width=y field.
\ +Shapes apply from the point they are included in the definition until the end of the \ + definition or until another shape is specified. This means multiple light shapes \ + can be created under a single name and turned on or off as a unit.
\ +†For systems like Pathfinder if you want to see exactly which grid cells are\ + affected by a Light/Aura.
GM and OWNER apply only to auras (see below).
\ +IGNORES-VBL allows the light or aura to render through VBL.
A distance in map units as measured from the centerpoint of the grid cell.
\ +Can have additional definitions;\ +
A +x lumens value, with x equaling an integer \ + (-x can instead be used to provide a negative lumens value). If not \ + provided, the value will default to 100. If set to a negative number, the \ + light will instead act as darkness and subtract it's area from the FoW. \ + Lights are processed in order of their absolute value of lumens. eg. Darkness \ + with lumens=-20 will cover over any light with lumens <= 20 and any light \ + with lumens >= 21 will expose through any darkness with a lumens value of \ + -1 to -20.
\ +*Note: Personal Lights defined in Sight have a default lumens \ + value of 100. So a typical sight defined for Darkvision will see through \ + any lights with a lumens value of -1 through -99. To overcome Darkvision, use \ + lumens values <= -100.
\ +Example:
\ +\ +Sample Lights - 5' grid\ +
\ +----
\ +Candle - 5 : 7.5 12.5#000000
\ +Lamp - 15 : 17.5 32.5#000000
\ +Torch - 20 : 22.5 42.5#000000
\ +Lantern, bullseye - 60 : cone arc=60 62.5 122.5#000000
\ +Lantern, bullseye (leaks light) - 60 : cone arc=60 62.5 122.5#000000 circle 2.5#000000
\ +Daylight Spell - 60 : 62.5+50 122.5#000000+50
\ +Nightvision goggles - 40 : cone arc=30 42.5#00e000+30
\ +
\ +Magical Darkness
\ +----
\ +Deeper Darkness - 60: circle 62.5-130
\ +Darkness - 20 (CL2): circle 22.5-20
\ +Darkness - 20 (CL4): circle 22.5-40
\ +
Auras:
\ +To create an aura, put the keyword aura at the beginning of the \ +definition. Auras radiate a colored area and interact with the vision \ +blocking layer (i.e. are blocked by VBL), but do not actually cast any \ +visible light and do not expose any fog-of-war. GM-only auras are only \ +visible by clients logged into the server as GM. They remain visible \ +even when the map is in Show As Player mode. Owner-only auras are\ +only visible to the player(s) who owns the token. They are always visible\ +to the GM. See examples, below.
\ +In the following example, the GM-only auras are red, the owner-only \ +auras are green, and the player auras are blue. You can of course define \ +your own colors.
\ +\ +Sample Auras: 5' grid\ +
\ +----
\ +Aura red 5 : aura square GM 2.5#ff0000
\ +Aura red 10 : aura GM 7.5#ff0000
\ +Aura Owner Also 5 : aura square owner 2.5#00ff00
\ +Aura Owner Also 10 : aura owner 7.5#00ff00
\ +Aura Player Also 5 : aura square 2.5#0000ff
\ +Aura Player Also 10 : aura 7.5#0000ff
\ +\ +
The first line creates a square GM-only aura in red that is 5-feet across. \ +The second creates a round GM-only aura in red with a 15-foot diameter. \ +Lines three and four do the same thing, but with a green aura that is only \ +visible to players who own the token with the aura attached to it. Lines \ +five and six are visible to all players and are in blue.
\ +\ +New Interesting Auras: 5' grid\ +
\ +----
\ +Side Fields - 12.5: aura cone arc=90 12.5#6666ff offset=90 12.5#aadd00 offset=-90 12.5#aadd00 offset=180 12.5#bb00aa
\ +Donut Hole - 40: aura circle 20 40#ffff00
\ +Donut Cone - 20: aura cone arc=30 10 20#ffff00
\ +Range Circles 30/60/90: aura circle 30.5 30.9#000000 60.5 60.9#000000 90.5 90.9#000000
\ +Range Arcs 30/60/90: aura cone arc=135 30.5 30.9#000000 60.5 60.9#000000 90.5 90.9#000000
\ +Beam - 150: aura beam width=0.4 150#ffff00
\ +
If you currently make use of this feature please visit discord channel to let us know how you are using it so we can include this in our plans for its replacement
(link will appear in chat after server has started)
If you currently make use of this feature please \ + visit discord channel to let us know how you are using it so we can \ + include this in our plans for its replacement
\ +(link will appear in chat after server has started)
The experimental Server App is deprecated and will be removed in an upcoming version.
If you currently make use of this feature please visit discord channel
to let us know how you are using it so we can include this in our plans for its replacement
Discord: https://discord.gg/hKChMAmn32
+webapp.serverStarted = Webapp server has been started\ + The experimental Server App is deprecated and will be removed in an \ + upcoming version.
If you currently make use of this feature please \
+ visit discord channel
to let us know how you are using it so we \
+ can include this in our plans for its replacement
Discord: \ + https://discord.gg/hKChMAmn32
whisper.command = Whisper whisper.description = Send a message to a specific player. @@ -2878,7 +2868,11 @@ playerDB.dialog.error.savingChanges = Error saving database changes playerDB.dialog.encodedPassword = -- Encoded Password -- WebRTC.toggleUseWebRTC = Use WebRTC (experimental) -WebRTC.toggleUseWebRTC.tooltip = Use WebRTC as connection method, this may help