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:

shape
shape may be circle, square, hex, grid, cone or beam
distance=y
Distance is the range at which this vision type ends. Can be a decimal value, e.g. distance=10.5
scale
An optional keyword that adds the token's footprint (size) to the distance so vision starts at token's edge vs the token's center.
arc=y
Used with the cone shape. The angle of the cone in degrees, it determines the field of view the token has. Can be an integer value, e.g. arc=120
width=y
Used with the beam shape. How wide the beam will be in map units. Can be a decimal, e.g. width=1.4
offset=y
Used with the cone and beam shape. For cones, how many degrees off center the shape begins; for beams, how many degrees off center to the center-line of the beam. Can be an integer value, e.g. offset=120
x#
Magnifier, multiplies each light source radius by this value. Can be a decimal value, e.g. x2.5
r#

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

- -# This is the old help text for light. No need to translate if all the other light texts have been done. -CampaignPropertiesDialog.label.light = Format:
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.

name
A user-visible name for light definition.
type
An optional type for the light. Currently only aura is valid. (See below for a description of auras.)
shape

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.

arc=y
Used with the cone shape. The angle of the cone in degrees, it determines the field of view covered by the light. Can be an integer value, e.g. arc=120
width=y
Used with the beam shape. How wide the beam will be in map units. Can be a decimal, e.g. width=1.4
offset=y
Used with the cone and beam shape. For cones, how many degrees off center the shape begins; for beams, how many degrees off center to the center-line of the beam. Can be an integer value, e.g. offset=120
OPTIONS

GM and OWNER apply only to auras (see below).

IGNORES-VBL allows the light or aura to render through vision blocking.

scale
An optional keyword that adds the token's footprint (size) to the distance so vision starts at token's edge vs the token's center.
range

A distance in map units as measured from the centerpoint of the grid cell.

Can have additional definitions;

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
Side fields
4 cones with an arc of 90 degrees and range of 12.5.Each one offset to cover a different region.
Dounut Hole
This one hides a secret. If you have a range withno colour it becomes the range the light source begins. In this case the lightbegins at 20 and ends at 40.
Donut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every 30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long with a width of 0.4 map units
+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:

\ +
\ +
shape
shape may be circle, square, hex, grid, cone or beam
\ +
distance=y
Distance is the range at which this vision type ends. Can be a decimal value, e.g. distance=10.5
\ +
scale
An optional keyword that adds the token's footprint (size) to the distance so vision starts at token's edge vs the token's center.
\ +
arc=y
Used with the cone shape. The angle of the cone in degrees, it determines the field of view the token has. Can be an integer value, e.g. arc=120
\ +
width=y
Used with the beam shape. How wide the beam will be in map units. Can be a decimal, e.g. width=1.4
\ +
offset=y
Used with the cone and beam shape. For cones, how many degrees off center the shape begins; for beams, how many degrees off center to the center-line of the beam. Can be an integer value, e.g. offset=120
\ +
x#
Magnifier, multiplies each light source radius by this value. Can be a decimal value, e.g. x2.5
\ +
r#

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

\ +
\ + + +CampaignPropertiesDialog.label.light = \ +Format: \ +
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.

\ +
\ +
name
A user-visible name for light definition.
\ +
type
An optional type for the light. Currently only aura is valid. (See below for a description of auras.)
\ +
shape

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.

\ +
arc=y
Used with the cone shape. The angle of the cone in degrees, it determines the field of view covered by the light. Can be an integer value, e.g. arc=120
\ +
width=y
Used with the beam shape. How wide the beam will be in map units. Can be a decimal, e.g. width=1.4
\ +
offset=y
Used with the cone and beam shape. For cones, how many degrees off center the shape begins; for beams, how many degrees off center to the center-line of the beam. Can be an integer value, e.g. offset=120
\ +
OPTIONS

GM and OWNER apply only to auras (see below).

\ +

IGNORES-VBL allows the light or aura to render through VBL.

\ +
scale
An optional keyword that adds the token's footprint (size) to the distance so vision starts at token's edge vs the token's center.
\ +
range

A distance in map units as measured from the centerpoint of the grid cell.

\ +

Can have additional definitions;\ +

  • A #rrggbb hex color component appended to determine color.
  • \ +
  • 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
\ +
\ +
\ +
Side fields
4 cones with an arc of 90 degrees and range of 12.5.\ + Each one offset to cover a different region.
\ +
Dounut Hole
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.
\ +
Donut Cone
The same trick done with a cone.
\ +
Range Circles
A series of circles starting every 30 ft and ending 0.4 ft later.
\ +
Range Arcs
Another repeat, this one using cones.
\ +
Beam
A beam 150 ft long with a width of 0.4 map units
\ + CampaignPropertiesDialog.label.title = Campaign Properties -CampaignPropertiesDialog.label.group = Group -CampaignPropertiesDialog.label.image = Image -CampaignPropertiesDialog.label.images = Images +CampaignPropertiesDialog.label.group = Group: +CampaignPropertiesDialog.label.image = Image: +CampaignPropertiesDialog.label.images = Images: CampaignPropertiesDialog.label.show = Show To: -CampaignPropertiesDialog.label.corner = Corner -CampaignPropertiesDialog.label.preview = Preview -CampaignPropertiesDialog.label.side = Side -CampaignPropertiesDialog.label.bar = Bar Color -CampaignPropertiesDialog.label.background = Background -CampaignPropertiesDialog.label.thick = Thickness -CampaignPropertiesDialog.label.opacity = Opacity -CampaignPropertiesDialog.label.inc = Increments -CampaignPropertiesDialog.label.mouse = Mouseover -CampaignPropertiesDialog.label.order = Order +CampaignPropertiesDialog.label.corner = Corner: +CampaignPropertiesDialog.label.preview = Preview: +CampaignPropertiesDialog.label.side = Side: +CampaignPropertiesDialog.label.bar = Bar Color: +CampaignPropertiesDialog.label.background = Background: +CampaignPropertiesDialog.label.thick = Thickness: +CampaignPropertiesDialog.label.opacity = Opacity: +CampaignPropertiesDialog.label.inc = Increments: +CampaignPropertiesDialog.label.mouse = Mouseover: +CampaignPropertiesDialog.label.order = Order: CampaignPropertiesDialog.label.order.tooltip = Position in the list of states, change to move up or down the list. CampaignPropertiesDialog.label.else = Everybody Else -CampaignPropertiesDialog.label.owner = Owner +CampaginPropertiesDialog.label.owner = Owner TextureChooserPanel.title = Texture -# old TokenPropertiesPanel.label.list = List the token properties for this token type below, one property per line: - +TokenPropertiesPanel.label.list = List the token properties for this token type below, one property per line: TokenPropertiesPanel.label.type = Token Type -TokenPropertiesPanel.label.statSheet = Stat-Sheet -TokenPropertiesPanel.combo.statSheet.tooltip = The default stat-sheet to use for this token type -TokenPropertiesPanel.combo.statSheetLocation.tooltip = The default display position for the stat-sheet -! TokenPropertiesPanel.button.statSheetProps = Stat-Sheet Properties +TokenPropertiesPanel.label.statSheet = Stat Sheet +TokenPropertiesPanel.button.statSheetProps = Stat Sheet Properties TokenPropertiesPanel.button.setAsDefault = Set as Default -TokenPropertiesPanel.button.setAsDefault.tooltip = Make this the default type for all new tokens -TokenPropertiesPanel.button.add.tooltip = Create a new token type -TokenPropertiesPanel.button.addProperty.tooltip = Add a new property to the list -TokenPropertiesPanel.button.deleteProperty.tooltip = Remove selected property from the list -TokenPropertiesPanel.button.propertyUpDown.tooltip = Change the list position of the property -TokenPropertiesPanel.button.delete.tooltip = Delete the token type and its associated properties TokenPropertiesPanel.defaultPropertyType = Default Property Type - - # Token terrain modifier operations Token.TerrainModifierOperation.NONE = None Token.TerrainModifierOperation.MULTIPLY = Multiply @@ -1229,7 +1156,7 @@ TokenFootprint.name.humongous = Humongous TokenFootprint.name.gargantuan = Gargantuan TokenFootprint.name.colossal = Colossal -# Token VB Optimization methods +# Token VBL Optimization methods TokenVBL.JTS_SimplifyMethodType.DOUGLAS_PEUCKER_SIMPLIFIER = Douglas Peucker TokenVBL.JTS_SimplifyMethodType.TOPOLOGY_PRESERVING_SIMPLIFIER = Topology Preserving TokenVBL.JTS_SimplifyMethodType.VW_SIMPLIFIER = VW Simplifier @@ -1356,6 +1283,8 @@ action.error.noMapBoard = There is no map image. Use "Edit # hard-coded in the application, but that's OSX for you. ;-) action.exit = E&xit action.exit.description = Exit out of MapTool. +action.exportCampaignAs = Campaign As... +action.exportCampaignAs.description = Export current campaign to a version compatible with older MapTool releases. action.exportScreenShot = Screenshot action.exportScreenShot.title = Export Screenshot action.exportScreenShot.accel = shift S @@ -1491,7 +1420,7 @@ action.saveMessageHistory = Save Chat Log &History... action.saveMessageHistory.description = Save the contents of your chat log, including whispers. # Tool action.sendChat = C&hat -action.sendChat.accel = Enter +action.sendChat.accel = ENTER action.chat.color.tooltip = Set the color of your speech text action.chat.scrolllock.tooltip = Scroll lock action.chat.showhide.tooltip = Show/hide typing notification @@ -1728,6 +1657,11 @@ dialog.addresource.warn.musthavename = Must supply a name for th dialog.addresource.warn.mustselectone = Must select at least one library to download dialog.addresource.error.malformedurl = Artpack URL {0} is malformed. Please check your installation. dialog.addresource.warn.badresourceid = Bad resource identifier: {0}. Report error to MapTool team. +dialog.campaignExport.notes.version.1.4.0.0 = Exporting to this version will strip out any drawables and any campaign settings for Lumens.
Tokens with VBL will loose this functionality as well as any Always Visible values.
Merged Drawings will still be present but their label in Draw Explorer will not show as normal.

Note: Macros will remain unchanged, so any reference to newer functionality not available in this version will cause normal errors when ran. +dialog.campaignExport.notes.version.1.4.0.1 = Exporting to this version will strip out any campaign settings for Lumens.
Tokens with VBL will loose this functionality as well as any Always Visible values.
Merged Drawings will still be present but their label in Draw Explorer will not show as normal.

Note: Macros will remain unchanged, so any reference to newer functionality not available in this version will cause normal errors when ran. +dialog.campaignExport.notes.version.1.4.1..1.5.0 = Exporting to this version will make sure the former format of the content.xml inside the campaign file is kept and the unitsPerCell value for zones/maps is an integer (vs. double in the newer versions). +dialog.campaignExport.notes.version.1.5.1 = Exporting to this version will make sure the former format of the content.xml inside the campaign file is kept. +dialog.campaignexport.error.invalidversion = Unable to export, an invalid version number was detected. dialog.colorChooser.title = Choose Color dialog.copyZone.msg = New map name: # {0} is the current map name @@ -1739,7 +1673,7 @@ dialog.resizeStamp.label.height = Height: dialog.resizeStamp.label.height.selected = Number of Vertical Cells Selected: dialog.resizeStamp.label.px = px dialog.resizeStamp.label.stampDimensions = Stamp Dimensions -dialog.resizeStamp.label.width = Width +dialog.resizeStamp.label.width = Width: dialog.resizeStamp.label.width.selected = Number of Horizontal Cells Selected: dialog.resizeStamp.toolTip = Adjust the Anchor point so when snapping to grid, the grid aligns. Useful when the left edge of the stamp has a partial cell. dialog.screenshot.error.failedExportingImage = Failed to export image. @@ -2191,7 +2125,7 @@ msg.commandPanel.cheater.gm = {0} was caught cheating: msg.commandPanel.div = Unexpected </div> tag without matching <div>. msg.confirm.aboutToBeginFTP = About to begin FTP process of {0,number} file(s)... msg.confirm.bootPlayer = Are you sure you want to boot {0}? -msg.confirm.campaignRepoExported = Campaign repository exported. +msg.confirm.campaignExported = Campaign exported. msg.confirm.clearAllDrawings = This will clear all drawings on layer {0} and completely empty the undo queue for ALL layers.
This cannot be undone. Are you sure? msg.confirm.deleteDraw = Are you sure you want to delete the selected drawings? msg.confirm.deleteDraw.removed = This will no longer ask for permission when deleting drawing. If you want to turn this back on look in Preferences. @@ -2205,7 +2139,13 @@ msg.confirm.legacySave = You are saving in an old format msg.confirm.loseChanges = Changes to your campaign will be lost. Continue? msg.confirm.newCampaign = Discard current campaign? msg.confirm.webServerStartTitle = Start Experimental Web App? -msg.confirm.webServerStart =
If you did not start the server press cancel

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

(link will appear in chat after server has started)

+msg.confirm.webServerStart =
\ + If you did not start the server press cancel\ +

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

\ +

(link will appear in chat after server has started)

msg.confirm.newerVersion = You are attempting to load a campaign created by MapTool {1}.
There may be loading errors because you are running version {0}.

Are you sure? msg.confirm.overwriteExistingCampaign = That file already exists. Overwrite? @@ -2486,7 +2426,8 @@ pendingConnection.label.playerName = Name pendingConnection.label.pin = PIN pendingConnection.column.title = Players attempting to connect pendingConnection.sendPublicKey.title = Sending Public Key to Server -pendingConnection.sendPublicKey = Sending public key to server, let the GM know your PIN is {0} so they can approve your connection. +pendingConnection.sendPublicKey = Sending public key to server, let the GM know \ + your PIN is {0} so they can approve your connection. panel.Connections.description = Dockable window showing connected clients. panel.DrawExplorer = Draw Explorer panel.DrawExplorer.description = Dockable window for managing drawings. @@ -2542,7 +2483,7 @@ panel.Tables = Tables panel.Tables.description = Dockable window for managing the tables in the current campaign. dialog.NewToken.title = New Token -dialog.NewToken.type = Type +dialog.NewToken.type = Type: dialog.NewToken.visible = Visible: dialog.NewToken.show = Show this dialog dialog.NewToken.tokenPropertyType = Token Property @@ -2693,10 +2634,10 @@ token.popup.menu.edit.notallowed.tooltip = The GM is currently locki # requires two single quotes in the message string.) token.popup.menu.halo = Halo token.popup.menu.vision.overlay = Vision Overlay -token.properties.button.transferVblFromMap.copy.text = Copy VB From Map -token.properties.button.transferVblFromMap.move.text = Move VB From Map -token.properties.button.transferVblToMap.copy.text = Copy VB To Map -token.properties.button.transferVblToMap.move.text = Move VB To Map +token.properties.button.transferVblFromMap.copy.text = Copy VBL From Map +token.properties.button.transferVblFromMap.move.text = Move VBL From Map +token.properties.button.transferVblToMap.copy.text = Copy VBL To Map +token.properties.button.transferVblToMap.move.text = Move VBL To Map tokenspeech.description = Say the given speech on the currently selected tokens. @@ -2715,14 +2656,14 @@ tool.bursttemplate.tooltip = Draw a burst template. tool.cone.instructions = LClick: set initial point, second LClick sets radius and direction; Ctrl: move origin point tool.cone.tooltip = Draw a cone template. tool.crosstopology.instructions = LClick: set initial/final point; Shift LClick: erase cross; Ctrl snaps to grid -tool.crosstopology.tooltip = Draw a cross of vision blocking. +tool.crosstopology.tooltip = Draw a cross VBL tool.deletedrawing.instructions=LClick: Select drawings Double-Click: Delete selected drawings. tool.deletedrawing.tooltip=Delete drawing tool tool.isorectangle.tooltip = Draw an isometric rectangle. tool.isorectangleexpose.tooltip = Expose/Hide an isometric rectangle on the Fog of War. tool.facing.instructions = Unused tool.facing.tooltip = Set the token facing. -tool.filltopology.tooltip = Fill in closed areas of vision blocking. +tool.filltopology.tooltip = Fill in closed areas of VBL. tool.freehand.instructions = LDrag: draw freehand line, Shift+LDrag: erase freehand line, Alt (hold): Snap to cell center tool.freehand.tooltip = Draw freehand lines. tool.freehandexpose.instructions = LClick: lay initial/final point to expose, RClick (while drawing): set intermediate point, Shift+LClick (initial): hide area @@ -2743,16 +2684,16 @@ tool.oval.tooltip = Draw an oval. tool.ovalexpose.instructions = LClick: set initial/final point to expose, Shift+LClick: hide area; Alt: origin is centerpoint tool.ovalexpose.tooltip = Expose/Hide an oval on the Fog of War. tool.ovaltopology.instructions = LClick: set initial/final point, Shift+LClick: start erase oval -tool.ovaltopology.tooltip = Draw a filled oval of vision blocking. -tool.ovaltopologyhollow.tooltip = Draw a hollow oval of vision blocking. +tool.ovaltopology.tooltip = Draw an oval VBL. +tool.ovaltopologyhollow.tooltip = Draw a hollow oval VBL. tool.pointer.instructions = LClick: select, LDrag: move selected, RClick: menu, RDrag: move map, MWheel: zoom, MClick and Spacebar: Toggle waypoint, Shift+MouseOver: no statsheet tool.pointer.tooltip = Pointer tool tool.poly.instructions = LClick: lay initial/final point, RClick (while drawing): set intermediate point, RDrag: move map, Shift+LClick (initial): Erase poly area tool.poly.tooltip = Draw closed polygon. tool.polyexpose.instructions = LClick: lay initial/final point to expose, RClick (while drawing): set intermediate point, RDrag: move map, Shift+LClick (initial): hide area tool.polyexpose.tooltip = Expose/Hide a polygon on the Fog of War. -tool.polylinetopo.tooltip = Draw poly line for vision blocking. -tool.polytopo.tooltip = Draw a closed polygon for vision blocking. +tool.polylinetopo.tooltip = Draw poly line VBL. +tool.polytopo.tooltip = Draw closed polygon VBL. tool.radiusCellTemplate.tooltip = Draw a radius template centered on a grid cell. tool.radiustemplate.instructions = LClick: set initial point, second LClick sets radius; Ctrl: move origin point tool.radiustemplate.tooltip = Draw a radius template. @@ -2761,20 +2702,21 @@ tool.rect.tooltip = Draw a rectangle. tool.rectexpose.instructions = LClick: set initial/final point to expose; Shift+LClick: hide rectangle; Alt: origin is centerpoint tool.rectexpose.tooltip = Expose/Hide a rectangle on the Fog of War. tool.recttopology.instructions = LClick: set initial/final point, Shift+LClick: erase rectangle; Ctrl: snap-to-grid -tool.recttopology.tooltip = Draw a filled rectangular vision blocking section. -tool.recttopologyhollow.tooltip = Draw a hollow rectangular vision blocking section. -tool.isorectangletopology.tooltip = Draw a filled isometric rectangle of vision blocking. -tool.isorectangletopologyhollow.tooltip = Draw a hollow isometric rectangle of vision blocking. +tool.recttopology.tooltip = Draw a rectangular VBL. +tool.recttopologyhollow.tooltip = Draw a hollow rectangular VBL. +tool.isorectangletopology.tooltip = Draw an isometric rectangle VBL. +tool.isorectangletopologyhollow.tooltip = Draw a hollow isometric rectangle VBL. tool.isorectangletopology.instructions = LClick: set initial/final point, Shift+LClick: erase isometric rectangle; Ctrl: snap-to-grid tool.stamp.tooltip = Stamp tool tool.walltemplate.instructions = LClick: set starting cell, move mouse in direction of wall, second LClick to finish wall; Ctrl: move origin point tool.walltemplate.tooltip = Draw a wall template. -tools.ai_selector.tooltip = Tokens will navigate around Movement Blocking, Vision Blocking (if selected), and account for tokens with terrain modifiers. -tools.ignore_vbl_on_move.tooltip = Tokens will navigate around Vision Blocking if selected, otherwise they will freely move into Vision Blocking areas. -tools.topology_mode_selection.vbl.tooltip = Draw Wall Vision Blocking (Wall VB). -tools.topology_mode_selection.hill_vbl.tooltip = Draw Hill Vision Blocking (Hill VB). -tools.topology_mode_selection.pit_vbl.tooltip = Draw Pit Vision Blocking (Pit VB). -tools.topology_mode_selection.mbl.tooltip = Draw Movement Blocking (MB). +tools.ai_selector.tooltip = Tokens will navigate around MBL, VBL (if selected), and account for tokens with terrain modifiers. +tools.ignore_vbl_on_move.tooltip = Tokens will navigate around VBL if selected, otherwise they will freely move into VBL. +tools.topology_mode_selection.cover_vbl.tooltip = Draw Cover Vision Blocking (Cover VB). +tools.topology_mode_selection.vbl.tooltip = Draw Wall Vision Blocking Layer (Wall VBL). +tools.topology_mode_selection.hill_vbl.tooltip = Draw Hill Vision Blocking Layer (Hill VBL). +tools.topology_mode_selection.pit_vbl.tooltip = Draw Pit Vision Blocking Layer (Pit VBL). +tools.topology_mode_selection.mbl.tooltip = Draw Movement Blocking Layer (MBL). tools.drawing.tooltip = Drawing Tools tools.fog.tooltip = Fog of War Tools tools.interaction.tooltip = Interaction Tools @@ -2787,7 +2729,7 @@ tools.token.fow.all.tooltip = Show FoW for All Tokens you explicitly own or are tools.token.fow.gm.tooltip = Show FoW for Tokens you explicitly own.
IF you are a GM, you will also see any tokens that have no ownership set. tools.token.fow.npc.tooltip = Show FoW for NPC Tokens you explicitly own or are owned by all. tools.token.fow.pc.tooltip = Show FoW for PC Tokens you explicitly own or are owned by all. -tools.topo.tooltip = Vision Blocking (VB) Tools +tools.topo.tooltip = Vision Blocking Layer (VBL) Tools tools.zoneselector.tooltip = Select Map tools.initiative.tooltip = Initiative Tools @@ -2797,9 +2739,51 @@ undefinedmacro.unknownCommand = Unknown command: "{0}". Try /help for a startup.config.unableToWrite = Unable to write to configuration file. Preferences.startup.label.info = Startup Preferences Information -startup.preferences.info = {0} JVM Memory SettingsLanguage OverrideAdditional OptionsAdvanced Options - -startup.preferences.info.manualCopy =

Activating Startup Preferences

MapTool is unable to copy the configuration file to the startup directory.
In order for them to take effect you will need to edit the {0} and restart MapTool after saving your changes.
+startup.preferences.info = \ + {0} \ + JVM Memory Settings\ +
    \ +
  • \ + Maximum Heap Size: The maximum amount of memory MapTool can use\ +
      \ +
    • This should include G for gig, e.g. 8G
    • \ +
    \ +
  • \ +
  • \ + Minimum Heap Size: The minimum amount of memory MapTool will use\ +
      \ +
    • This should include G for gig, e.g. 4G
    • \ +
    \ +
  • \ +
  • \ + Thread Stack Size: The amount of memory MapTool will for its stack, increase this if you get stack errors when running \ + macros.\ +
      \ +
    • This should include M for Meg, e.g. 8M
    • \ +
    • warning setting this higher than 16M may cause issues
    • \ +
    \ +
  • \ +
\ + Language Override\ +
    \ +
  • Language: The language to use for MapTool

  • \ +
\ + Additional Options\ +
    \ +
  • Data Directory: The directory where MapTool data will be stored
  • \ +
\ + Advanced Options\ +
    \ +
  • Disable Direct3d pipeline: Try disabling this if you are experiencing graphical glitches on Windows Systems
  • \ +
  • Disable OpenGL pipeline: Try disabling this if you are experiencing graphical glitches on non Windows Systems
  • \ +
  • Initialize AWT before JavaFx: Only check this if you are experiencing problems with windows and dialogs not appearing
  • \ +
\ + + +startup.preferences.info.manualCopy =

Activating Startup Preferences

\ + MapTool is unable to copy the configuration file to the startup directory.
\ + In order for them to take effect you will need to edit the {0} and restart MapTool \ + after saving your changes.
userTerm.GM = GM @@ -2830,7 +2814,13 @@ mapSortType.DISPLAYNAME = Display Name webapp.serverAlreadyRunning = The webapp server is already running. -webapp.serverStarted = Webapp server has been started
Connect to http://{0}:{1}/{2} on your browser/phone/tablet.

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
Connect to \ + http://{0}:{1}/{2} on your browser/phone/tablet.

\ + 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
with connection issues where portforwarding doesn't work
both client and server must have the same setting.
This functionality is still experimental.
Requires an RPTools net Alias to be set +WebRTC.toggleUseWebRTC.tooltip = Use WebRTC as connection method, this may help
\ + with connection issues where portforwarding doesn't work
\ + both client and server must have the same setting.
\ + This functionality is still experimental.
\ + Requires an RPTools net Alias to be set dialog.button.ok = Ok dialog.button.cancel = Cancel @@ -2909,8 +2903,11 @@ library.error.notFound = Library with namespace {0} does not exist. library.error.noEventHandler = Library with namespace {1} does not contains an event handler for {0}. library.error.retrievingEventHandler = Error retrieving event handlers for event {0}. library.error.addOn.sheet = Error adding stat sheet {1}, namespace {0} -library.export.information = This will extract the Lib:Token to the specified directory as the format required for an add-on library.
Most functionality will work without modifications but you will probably still need to make some modifications. -library.export.done = Exported {0} to {1} as add-on library. It's likely you will need to make modifications to the add on library to make it work. +library.export.information = This will extract the Lib:Token to the specified directory \ + as the format required for an add-on library.
Most functionality will work without modifications \ + but you will probably still need to make some modifications. +library.export.done = Exported {0} to {1} as add-on library. It's likely you \ + will need to make modifications to the add on library to make it work. library.export.error.overwrite = Directory {0} is not empty, please select a different directory. library.export.errorReadingDirectory = Unable to read directory {0}. library.export.errorWriting = Error writing file {0} for add-on library. @@ -2935,7 +2932,9 @@ library.dialog.table.remove = Remove Library library.dialog.table.removeData = Remove Library and Data library.dialog.delete.confirm = Are you sure you want to remove add-on library {0}? library.dialog.deleteData.confirm = Are you sure you want to remove add-on library {0} and all its data? -library.dialog.copy.title = The copied CSS is for testing purposes only.
Within your add-on use
lib://net.rptools.maptool/css/mt-stat-sheet.css or
lib://net.rptools.maptool/css/mt-theme.css +library.dialog.copy.title = The copied CSS is for testing \ + purposes only.
Within your add-on use
lib://net.rptools.maptool/css/mt-stat-sheet.css \ + or
lib://net.rptools.maptool/css/mt-theme.css library.dialog.copyMTThemeCSS = Copy CSS Theme to clipbaord library.dialog.copyMTStatSheetTheme = Copy Stat Sheet Theme to clipbaord @@ -2954,14 +2953,14 @@ Label.icontheme=Icon theme Preferences.label.icontheme.tooltip=The theme aplication icons use. Label.theme.macroeditor=Macro editor theme TEXT_TYPE=Text type - -EditTokenDialog.button.movevbltoggle.tooltip=Include Wall Vision Blocking (Wall VB) during move or copy -EditTokenDialog.button.movembltoggle.tooltip=Include Movement Blocking (MB) during move or copy -EditTokenDialog.button.movehbltoggle.tooltip=Include Hill Vision Blocking (Hill VB) during move or copy -EditTokenDialog.button.movepbltoggle.tooltip=Include Pit Vision Blocking (Pit VB) during move or copy -EditTokenDialog.button.movecbltoggle.tooltip=Include Cover Vision Blocking (Cover VB) during move or copy -EditTokenDialog.button.movefrommap.tooltip=Move or Copy selected blocking from Map -EditTokenDialog.button.movetomap.tooltip=Move or Copy selected blocking to Map +EditTokenDialog.button.movevbltoggle.tooltip=Include Wall Vision Blocking Layer (Wall VBL) during move or copy +EditTokenDialog.button.movembltoggle.tooltip=Include Movement Blocking Layer (MBL) during move or copy +EditTokenDialog.button.movehbltoggle.tooltip=Include Hill Vision Blocking Layer (Hill VBL) during move or copy +EditTokenDialog.button.movepbltoggle.tooltip=Include Pit Vision Blocking Layer (Pit VBL) during move or copy +EditTokenDialog.button.movecbltoggle.tooltip=Include Cover Vision Blocking Layer (Cover VBL) during move or copy +EditTokenDialog.button.movefrommap.tooltip=Move or Copy selected blocking layer from Map +EditTokenDialog.button.movetomap.tooltip=Move or Copy selected blocking layer to Map +Label.label=Label: # StatSheet token.statSheet.legacyStatSheetDescription = Legacy (pre 1.14) Stat Sheet @@ -2977,13 +2976,4 @@ advanced.roll.propertyNotNumber = Property {0} is not a number. advanced.roll.noTokenInContext = No token in context. advanced.roll.inputNotNumber = Input {0} is not a number. Preferences.label.tokens.stack.hide=Hide Token stack indicator -Preferences.label.tokens.stack.hide.tooltip=Token Layer stack inidicator will be hidden -Label.border.color=Border Color -Label.showBorder=Show Border -Label.borderWidth=Border Width -Label.borderArc=Border Arc -Preferences.label.access.tokenLabel.pcBorderColor=PC Border Color -Preferences.label.access.tokenLabel.npcBorderColor=NPC Border Color -Preferences.label.access.tokenLabel.nonVisBorderColor=Non Visible Border Color -Preferences.label.access.tokenLabel.borderSize=Border Size -Preferences.label.access.tokenLabel.borderArc=Border Arc \ No newline at end of file +Preferences.label.tokens.stack.hide.tooltip=Token Layer stack inidicator will be hidden \ No newline at end of file