From 96da20a06116f8226383106213ddc3726deb314d Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Sat, 12 Oct 2024 06:16:21 +0100 Subject: [PATCH 1/6] New translations en.yaml (Portuguese, Brazilian) --- i18n/pt_BR.yaml | 64 ++++++++++++++++++++++++------------------------- 1 file changed, 32 insertions(+), 32 deletions(-) diff --git a/i18n/pt_BR.yaml b/i18n/pt_BR.yaml index 04923572..b632bbec 100644 --- a/i18n/pt_BR.yaml +++ b/i18n/pt_BR.yaml @@ -125,7 +125,7 @@ FALLOUT.CHAT_MESSAGE.conditions.fatigue_level: Nível de Fadiga FALLOUT.CHAT_MESSAGE.conditions.hunger_level: Nível de Fome FALLOUT.CHAT_MESSAGE.conditions.sleep_level: Nível de Sono FALLOUT.CHAT_MESSAGE.conditions.thirst_level: Nível de Sede -FALLOUT.CHAT_MESSAGE.consumed_dirty_water.body: "{actorName} consumed Dirty Water" +FALLOUT.CHAT_MESSAGE.consumed_dirty_water.body: "{actorName} consumiu Água Suja" FALLOUT.CHAT_MESSAGE.consumed.beverage.title: Bebida Consumida FALLOUT.CHAT_MESSAGE.consumed.body: "{actorName} consumiu {itemName}" FALLOUT.CHAT_MESSAGE.consumed.chem.title: Droga Consumida @@ -136,8 +136,8 @@ FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.body: "{actorName} resis FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.title: Resistiu à Radiação FALLOUT.CHAT_MESSAGE.radiation_from_consumable.body: "{actorName} sofre {radsTaken} dano de radiação ao consumir {itemName}" FALLOUT.CHAT_MESSAGE.radiation_from_consumable.title: Dano de Radiação -FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water_resisted.body: "{actorName} resisted the {baseRadDamage} radiation damage from consuming Dirty Water" -FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water.body: "{actorName} takes {radsTaken} radiation damage from consuming Dirty Water" +FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water_resisted.body: "{actorName} resistiu {baseRadDamage} dano de radiação ao consumir Água Suja" +FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water.body: "{actorName} recebe {radsTaken} dano de radiação ao consumir Água Suja" FALLOUT.CHAT_MESSAGE.SalvageJunk.Scrapper: Sucateador FALLOUT.CHAT_MESSAGE.scavenging.body: "{location} foi pilhado, levando {time}" FALLOUT.CHAT_MESSAGE.scavenging.title: Pilhando Local @@ -212,12 +212,12 @@ FALLOUT.LOCATION_TIME_TAKEN.average: 30 minutos FALLOUT.LOCATION_TIME_TAKEN.large: 2 horas FALLOUT.LOCATION_TIME_TAKEN.small: 10 minutos FALLOUT.LOCATION_TIME_TAKEN.tiny: 1 minuto -FALLOUT.MACRO.DrinkDirtyWater.name: Drink Dirty Water +FALLOUT.MACRO.DrinkDirtyWater.name: Beber Água Suja FALLOUT.MACRO.Error.CaughtError: "O macro '{macro}' falhou pois apresenta o seguinte erro: {error}" FALLOUT.MACRO.Error.GameMasterRoleRequired: O macro '{macro}' necessita que você tenha o cargo de Mestre -FALLOUT.MACRO.Error.NoPLayerCharacterAssigned: To run this macro players must have a character assigned. -FALLOUT.MACRO.Error.NoTokensSelected: You must have at least one token selected when executing this macro. -FALLOUT.MACRO.Error.TooManyTokensSelected: You can only have a maximum of {max} tokens selected when executing this macro. +FALLOUT.MACRO.Error.NoPLayerCharacterAssigned: Para executar este macro jogadores devem ter um caractere atribuído. +FALLOUT.MACRO.Error.NoTokensSelected: Você deve ter pelo menos um token selecionado ao executar este macro. +FALLOUT.MACRO.Error.TooManyTokensSelected: Você só pode ter um máximo de {max} tokens selecionados ao executar este macro. FALLOUT.MACRO.NewSession.name: Nova Sessão FALLOUT.MACRO.Success: O macro '{macro}' foi usado com sucesso FALLOUT.MIGRATION.begin_migration: Realizando atualizações de arquivos para Fallout 2d20 @@ -233,10 +233,10 @@ FALLOUT.NPC_TYPES.normal: Normal FALLOUT.NPC_TYPES.notable: Notável FALLOUT.OTHER: Outro FALLOUT.powered: Energizado -FALLOUT.RANGE.close: Close -FALLOUT.RANGE.extreme: Extreme -FALLOUT.RANGE.long: Long -FALLOUT.RANGE.medium: Medium +FALLOUT.RANGE.close: Curto +FALLOUT.RANGE.extreme: Extremo +FALLOUT.RANGE.long: Longo +FALLOUT.RANGE.medium: Médio FALLOUT.RESISTANCE.ClickToToggleImmunity: Clique para alternar Imunidade FALLOUT.RESISTANCE.energy: RD Energia FALLOUT.RESISTANCE.Immunity.poison: Imunidade a Veneno @@ -305,20 +305,20 @@ FALLOUT.SKILL.Speech: Lábia FALLOUT.SKILL.Survival: Sobrevivência FALLOUT.SKILL.Throwing: Arremesso FALLOUT.SKILL.Unarmed: Desarmado -FALLOUT.SOURCE_TITLE.aat_fully_operational: "Astoundingly Awesome Tales, Issue No. 2 - Fully Operational" -FALLOUT.SOURCE_TITLE.aat_hunted: "Astoundingly Awesome Tales, Issue No. 4 - Hunted!" -FALLOUT.SOURCE_TITLE.aat_one_to_four: "Astoundingly Awesome Tales, Issues #1-4 - Bonus Issue #5 Inside!" -FALLOUT.SOURCE_TITLE.aat_orange_sky: "Astoundingly Awesome Tales, Issue No. 1 - Orange Colored Sky" -FALLOUT.SOURCE_TITLE.aat_skull_canyon: "Astoundingly Awesome Tales, Issue No. 3 - Showdown in Skull Canyon" -FALLOUT.SOURCE_TITLE.core_rulebook: "Fallout: The Roleplaying Game" -FALLOUT.SOURCE_TITLE.enclave_remnants: "NPC Pack #2 - Enclave Remnants" +FALLOUT.SOURCE_TITLE.aat_fully_operational: "Contos Impressionantemente Incríveis, Edição No. 2 - Totalmente Operacional" +FALLOUT.SOURCE_TITLE.aat_hunted: "Contos Impressionantemente Incríveis, Edição No. 4 - Caçado!" +FALLOUT.SOURCE_TITLE.aat_one_to_four: "Contos Impressionantemente Incríveis, Edição #1-4 - Edição Bônus #5 dentro!" +FALLOUT.SOURCE_TITLE.aat_orange_sky: "Contos Impressionantemente Incríveis, Edição No. 1 - Céu Alaranjado" +FALLOUT.SOURCE_TITLE.aat_skull_canyon: "Contos Impressionantemente Incríveis, Edição No. 3 - Confronto em Skull Canyon" +FALLOUT.SOURCE_TITLE.core_rulebook: "Fallout: O RPG" +FALLOUT.SOURCE_TITLE.enclave_remnants: "Pacote de NPC #2 - Remanescentes da Enclave" FALLOUT.SOURCE_TITLE.gm_toolkit: "Ferramentas de Mestre" -FALLOUT.SOURCE_TITLE.hollywood_heroes: "NPC Pack - Hollywood Heroes" -FALLOUT.SOURCE_TITLE.map_pack_vault: "Map Pack 1 - Vault" -FALLOUT.SOURCE_TITLE.map_pack_wasteland_locales: "Map Pack 2 - Wasteland Locales" +FALLOUT.SOURCE_TITLE.hollywood_heroes: "Pacote de NPC - Heróis de Hollywood" +FALLOUT.SOURCE_TITLE.map_pack_vault: "Pacote de Mapa 1 - Refúgio" +FALLOUT.SOURCE_TITLE.map_pack_wasteland_locales: "Pacote de Mapa 2 - Locais dos Ermos" FALLOUT.SOURCE_TITLE.quickstart: Início Rápido -FALLOUT.SOURCE_TITLE.reillys_rangers: "NPC Pack #3 - Reilly's Rangers" -FALLOUT.SOURCE_TITLE.rust_devils: "NPC Pack #1 - The Rust Devils" +FALLOUT.SOURCE_TITLE.reillys_rangers: "Pacote de NPC #3 - Patrulheiros de Reilly" +FALLOUT.SOURCE_TITLE.rust_devils: "Pacote de NPC #1 - Os Rust Devils" FALLOUT.SOURCE_TITLE.settlers_guide: Livro Guia dos Colonos FALLOUT.SOURCE_TITLE.wanderers_guide: Livro Guia dos Andarilhos FALLOUT.SOURCE_TITLE.winter_of_atom: Inverno de Átom @@ -396,8 +396,8 @@ FALLOUT.TEMPLATES.DAMAGE_EFFECTS: EFEITOS DE DANO FALLOUT.TEMPLATES.DAMAGE_TYPE: TIPO DO DANO FALLOUT.TEMPLATES.DAMAGE: DANO FALLOUT.TEMPLATES.Data: Dados -FALLOUT.TEMPLATES.DaysInfected: Days Infected -FALLOUT.TEMPLATES.DiseaseIncubating: Incubating +FALLOUT.TEMPLATES.DaysInfected: Dias Infectado +FALLOUT.TEMPLATES.DiseaseIncubating: Incubando FALLOUT.TEMPLATES.Default_Attribute: Atributo Padrão FALLOUT.TEMPLATES.DEFENSE: DEFESA FALLOUT.TEMPLATES.Degree: Grau @@ -406,7 +406,7 @@ FALLOUT.TEMPLATES.Delete: Deletar FALLOUT.TEMPLATES.DERIVED: SOBRE VOCÊ FALLOUT.TEMPLATES.Description: Descrição FALLOUT.TEMPLATES.Details: Detalhes -FALLOUT.TEMPLATES.DiseaseProgress: Day {day} of {days} +FALLOUT.TEMPLATES.DiseaseProgress: Dia {day} de {days} FALLOUT.TEMPLATES.Duration: Duração FALLOUT.TEMPLATES.Edit_Item: Editar Item FALLOUT.TEMPLATES.Effect: Efeito @@ -423,7 +423,7 @@ FALLOUT.TEMPLATES.Healthy: Saudável FALLOUT.TEMPLATES.HitLocationLabel: Local do Acerto FALLOUT.TEMPLATES.HP_Healed: PV Restaurado FALLOUT.TEMPLATES.HP: PV -FALLOUT.TEMPLATES.InfectionActive: Infection Active +FALLOUT.TEMPLATES.InfectionActive: Infecção Ativa FALLOUT.TEMPLATES.INITIATIVE: INICIATIVA FALLOUT.TEMPLATES.Injuries: Feridas FALLOUT.TEMPLATES.INJURIES: FERIDAS @@ -470,7 +470,7 @@ FALLOUT.TEMPLATES.Range: Alcance FALLOUT.TEMPLATES.RANGE: Alcance FALLOUT.TEMPLATES.Rank: Ranque FALLOUT.TEMPLATES.Ranks_current_maximum: Ranques [atual/máximo] -FALLOUT.TEMPLATES.Ranks: Ranks +FALLOUT.TEMPLATES.Ranks: Ranques FALLOUT.TEMPLATES.Re_roll: Re-rolar FALLOUT.TEMPLATES.RemoveSettler: Remover Colono FALLOUT.TEMPLATES.Requirements: Requisitos @@ -482,14 +482,14 @@ FALLOUT.TEMPLATES.SalvageTooltip: NA de Sucatear FALLOUT.TEMPLATES.Scale: Escala FALLOUT.TEMPLATES.SettlersAndJobs: Colonos e Profissões FALLOUT.TEMPLATES.Skill: Habilidade -FALLOUT.TEMPLATES.Skills: Skills +FALLOUT.TEMPLATES.Skills: Habilidades FALLOUT.TEMPLATES.Source: Fonte FALLOUT.TEMPLATES.Status: Status FALLOUT.TEMPLATES.Stockpile: Estoque FALLOUT.TEMPLATES.StructuresAndRooms: Estruturas e Quartos FALLOUT.TEMPLATES.Successes: Sucessos FALLOUT.TEMPLATES.Tag: Marcada -FALLOUT.TEMPLATES.Tagged: Tagged +FALLOUT.TEMPLATES.Tagged: Marcado FALLOUT.TEMPLATES.Tear: Desgaste FALLOUT.TEMPLATES.Thirst_Reduction: Redução da Sede FALLOUT.TEMPLATES.TimeTaken: Tempo Gasto @@ -606,7 +606,7 @@ FALLOUT.WEAPONS.damageEffect.piercing_x: Perfuração FALLOUT.WEAPONS.damageEffect.radioactive: Radioativo FALLOUT.WEAPONS.damageEffect.spread: Propagação FALLOUT.WEAPONS.damageEffect.stun: Atordoar -FALLOUT.WEAPONS.damageEffect.tranquilize_x: Tranquilize +FALLOUT.WEAPONS.damageEffect.tranquilize_x: Tranquilizante FALLOUT.WEAPONS.damageEffect.vicious: Cruel FALLOUT.WEAPONS.damageType.energy: Energia FALLOUT.WEAPONS.damageType.physical: Físico @@ -664,7 +664,7 @@ TYPES.Item.consumable: Consumível TYPES.Item.disease: Doença TYPES.Item.miscellany: Geral TYPES.Item.object_or_structure: Objeto/Estrutura -TYPES.Item.origin: Origin +TYPES.Item.origin: Origem TYPES.Item.perk: Talento TYPES.Item.robot_armor: Armadura Robótica TYPES.Item.robot_mod: Módulo Robótico From 557fe09f5bb6f81e9e28e2c11f038b3da3934297 Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Sat, 12 Oct 2024 07:19:24 +0100 Subject: [PATCH 2/6] New translations en.yaml (Portuguese, Brazilian) --- i18n/pt_BR.yaml | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/i18n/pt_BR.yaml b/i18n/pt_BR.yaml index b632bbec..7ec4b3ed 100644 --- a/i18n/pt_BR.yaml +++ b/i18n/pt_BR.yaml @@ -528,7 +528,7 @@ FALLOUT.TOOLTIPS.DamageEffect.piercing_x: Ignora X pontos da RD do alvo para cad FALLOUT.TOOLTIPS.DamageEffect.radioactive: Por cada Efeito rolado, o alvo também sofre 1 ponto de dano de radiação. Esse dano de radiação é rolado e aplicado separadamente, logo após o alvo sofrer o dano normal do ataque. FALLOUT.TOOLTIPS.DamageEffect.spread: Para cada Efeito rolado, seu ataque inflige um acerto adicional no alvo. Cada acerto adicional inflige metade do dano rolado (arredondado para baixo) e atinge um local aleatório, mesmo que um local específico tenha sido alvo do ataque inicial. FALLOUT.TOOLTIPS.DamageEffect.stun: Se um ou mais Efeitos forem rolados, o alvo não poderá realizar suas ações normais no próximo turno. Um personagem ou criatura atordoada ainda pode gastar PA para realizar ações adicionais normalmente. -FALLOUT.TOOLTIPS.DamageEffect.tranquilize_x: Weapons with the Tranquilize effect deal damage but do not deal Injuries. If an attack with a Tranquilize weapon would deal enough damage to cause an Injury, instead the damaged target must pass a END + Survival or Body + OTHER test with a difficulty of X. If they succeed, the attack has no other effect, if they fail however, they are rendered unconscious for 1 hour. If a target is reduced to 0 HP at the same time as they would suffer an Injury, they automatically fail the test and are rendered unconscious for 1 hour instead of any other effects. Characters immune to poison damage or in a full suit of Power Armor are immune to this Effect. +FALLOUT.TOOLTIPS.DamageEffect.tranquilize_x: Armas com o efeito Tranquilizante causam dano, mas não causam Ferimentos. Se um ataque com uma arma Tranquilizante inflingir dano suficiente para causar um Ferimento, em vez disso, o alvo deve passar um teste VIG + Sobrevivência ou Corpo + OUTRO com uma dificuldade de X. Se for bem sucedido, o ataque não terá nenhum Efeito, se falhar, o alvo fica inconsciente por 1 hora. Se um alvo for reduzido para 0 de HP ao mesmo tempo que sofreria um Ferimento, eles falham automaticamente no teste e ficam inconscientes por 1 hora em vez de quaisquer outros efeitos. Personagens imunes a dano venenoso ou em um traje completo de Armadura Potente são imunes a este efeito. FALLOUT.TOOLTIPS.DamageEffect.vicious: O ataque causa +1 de dano por cada Efeito rolado. FALLOUT.TOOLTIPS.WeaponQuality.accurate: Se você realizar a Ação Menor de Mirar antes de atacar com uma arma Precisa, você pode gastar até 3 PA para adicionar +1 @fos[DC] por PA gasto ao dano do ataque. Se você adicionar dano dessa maneira, você não pode gastar munição para adicionar mais dano. Uma arma não pode ser Precisa e Imprecisa. FALLOUT.TOOLTIPS.WeaponQuality.ammo_hungry_x: A arma consome munição a uma taxa muito maior do que outras armas. Cada vez que a arma é disparada, ela gasta X munição, em vez de 1. Além disso, dano extra requer gastar X munição por +1CD, com um número máximo de CD igual à Cadência de Tiro da arma. Usos adicionais de munição, como o efeito de dano Rajada, também gastam X munição para cada 1 munição que normalmente seria gasta. @@ -555,7 +555,7 @@ FALLOUT.TOOLTIPS.WeaponQuality.thrown: Uma arma de Arremesso (C) pode ser arreme FALLOUT.TOOLTIPS.WeaponQuality.two_handed: Uma arma de Duas Mãos deve ser usada com as duas mãos; tentar atacar com uma arma de Duas Mãos com apenas uma mão aumentará a dificulade em +2. FALLOUT.TOOLTIPS.WeaponQuality.unreliable: Quando você faz um ataque com uma arma Não Confiável, aumente o alcance de complicação do ataque em 1. Uma arma pode não ser Confiável e Não Confiável. FALLOUT.TOOLTIPS.WeaponQuality.unstable_radiation: Isso nunca foi projetado para ser usado como uma arma portátil. Ao atacar com uma arma dessas, cada complicação inflinge em você 2DC de dano de radiação. Uma arma pode não ser Radioativamente Instável e Confiável. -FALLOUT.TOOLTIPS.WeaponQuality.wrangle: If an attack with a Wrangle weapon is successful, you may spend 2 AP to move the target up to one zone. On subsequent turns, either you or the target, may attempt an opposed STR or AGI + Athletics test to move the character on the other end of the lasso or break free. +FALLOUT.TOOLTIPS.WeaponQuality.wrangle: Se um ataque com uma arma com Laçar for bem-sucedido, você pode gastar 2 PA para mover o alvo para até uma zona. Nas rodadas subsequentes, você ou o alvo, podem tentar um teste FOR ou AGI + Atletismo para mover o personagem no outro extremo do laço ou se libertar. FALLOUT.UI.Add: Adicionar FALLOUT.UI.Addictions: Vícios FALLOUT.UI.APPAREL_MODS: Modificações de Vestuário @@ -637,7 +637,7 @@ FALLOUT.WEAPONS.weaponQuality.thrown: Arremessável FALLOUT.WEAPONS.weaponQuality.two_handed: Duas Mãos FALLOUT.WEAPONS.weaponQuality.unreliable: Não Confiável FALLOUT.WEAPONS.weaponQuality.unstable_radiation: Radioativamente Instável -FALLOUT.WEAPONS.weaponQuality.wrangle: Wrangle +FALLOUT.WEAPONS.weaponQuality.wrangle: Laçar FALLOUT.WEAPONS.weaponType.bigGuns: Armas Grandes FALLOUT.WEAPONS.weaponType.bows: Arcos FALLOUT.WEAPONS.weaponType.creatureAttack: Ataque de Criatura From 4bf420a742f30990be8c1ef9c67ee28dda975cba Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Mon, 14 Oct 2024 11:27:06 +0100 Subject: [PATCH 3/6] New translations en.yaml (German) --- i18n/de.yaml | 74 ++++++++++++++++++++++++++-------------------------- 1 file changed, 37 insertions(+), 37 deletions(-) diff --git a/i18n/de.yaml b/i18n/de.yaml index e09d6ffa..a84340ae 100644 --- a/i18n/de.yaml +++ b/i18n/de.yaml @@ -40,7 +40,7 @@ FALLOUT.APP.PartySleep.title: Gruppenrast FALLOUT.APP.SalvageJunk.AdvanceGameTime: Spielzeit vorspulen FALLOUT.APP.SalvageJunk.error.noJunkToSalvage: Du hast keinen Müll zum verwerten FALLOUT.APP.SalvageJunk.gameTimeAdvanced: Spielzeit um {time} vorgespult -FALLOUT.APP.SalvageJunk.Items: Items +FALLOUT.APP.SalvageJunk.Items: Gegenstände FALLOUT.APP.SalvageJunk.selectedAmount: Salvaging {amount} of {max} Junk FALLOUT.APP.SalvageJunk.start: Starte Verwerten FALLOUT.APP.SalvageJunk.time: Das benötigt {time} @@ -125,7 +125,7 @@ FALLOUT.CHAT_MESSAGE.conditions.fatigue_level: Erschöpfungzustand FALLOUT.CHAT_MESSAGE.conditions.hunger_level: Hungerzustand FALLOUT.CHAT_MESSAGE.conditions.sleep_level: Schlafzustand FALLOUT.CHAT_MESSAGE.conditions.thirst_level: Durstzustand -FALLOUT.CHAT_MESSAGE.consumed_dirty_water.body: "{actorName} consumed Dirty Water" +FALLOUT.CHAT_MESSAGE.consumed_dirty_water.body: "{actorName} trank schmutziges Wasser" FALLOUT.CHAT_MESSAGE.consumed.beverage.title: Getränk verbraucht FALLOUT.CHAT_MESSAGE.consumed.body: "{actorName} verbrauchte {itemName}" FALLOUT.CHAT_MESSAGE.consumed.chem.title: Chem verbraucht @@ -136,11 +136,11 @@ FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.body: "{actorName} wider FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.title: Strahlung widerstanden FALLOUT.CHAT_MESSAGE.radiation_from_consumable.body: "{actorName} nimmt {radsTaken} Strahlungsschaden aus dem Konsum von {itemName}" FALLOUT.CHAT_MESSAGE.radiation_from_consumable.title: Strahlungsschaden -FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water_resisted.body: "{actorName} resisted the {baseRadDamage} radiation damage from consuming Dirty Water" -FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water.body: "{actorName} takes {radsTaken} radiation damage from consuming Dirty Water" -FALLOUT.CHAT_MESSAGE.SalvageJunk.Scrapper: Scrapper +FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water_resisted.body: "{actorName} widerstand {baseRadDamage} Strahlungsschaden aus dem Trinken von schmutzigem Wasser" +FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water.body: "{actorName} erhält {radsTaken} Strahlungsschaden aus dem Trinken von schmutzigem Wasser" +FALLOUT.CHAT_MESSAGE.SalvageJunk.Scrapper: Wiederverwerter FALLOUT.CHAT_MESSAGE.scavenging.body: "{location} has been scavenged, taking {time}" -FALLOUT.CHAT_MESSAGE.scavenging.title: Location Scavenging +FALLOUT.CHAT_MESSAGE.scavenging.title: Schauplatz plündern FALLOUT.CHEM: Chem FALLOUT.ChemDuration.brief: Flüchtig FALLOUT.ChemDuration.instant: Augenblicklich @@ -172,7 +172,7 @@ FALLOUT.Form.ScavengingCategoryTables.hint: Here you can specify the default Rol FALLOUT.Form.ScavengingCategoryTables.title: Default Category Tables FALLOUT.Form.ScavengingCompendium.hint: If selected only RollTables stored in the specified compendium will be available for selection as Scavenging result sources. FALLOUT.Form.ScavengingCompendium.title: Scavenging Compendium -FALLOUT.Form.ScavengingSettings.title: Scavenging Settings +FALLOUT.Form.ScavengingSettings.title: Plünder-Einstellungen FALLOUT.Form.SelectCompendiumItem.Error.MaxChoicesReached: Du kanns maximal {maxChoices} dieses Gegenstand-Typs auswählen. FALLOUT.Form.SelectCompendiumItem.Error.NoItemsFound: Kann keine Gegenstände des Typs in den Verfügbaren Kompendien finden. FALLOUT.Form.SelectCompendiumItem.prompt: Gegenstand auswählen ... @@ -197,27 +197,27 @@ FALLOUT.LEVEL.CurrentXP: Aktuelle EP FALLOUT.LEVEL.Level: Stufe FALLOUT.LEVEL.NextXP: EP zur nächsten Stufe FALLOUT.LEVEL.RewardXP: EP Belohnung -FALLOUT.LOCATION_CATEGORY.agriculture: Agriculture -FALLOUT.LOCATION_CATEGORY.commercial: Commercial +FALLOUT.LOCATION_CATEGORY.agriculture: Landwirtschaft +FALLOUT.LOCATION_CATEGORY.commercial: Gewerbe FALLOUT.LOCATION_CATEGORY.custom: Custom FALLOUT.LOCATION_CATEGORY.industry: Industry FALLOUT.LOCATION_CATEGORY.medical: Medical FALLOUT.LOCATION_CATEGORY.military: Military FALLOUT.LOCATION_CATEGORY.residential: Residential -FALLOUT.LOCATION_SCALE.average: Average -FALLOUT.LOCATION_SCALE.large: Large -FALLOUT.LOCATION_SCALE.small: Small -FALLOUT.LOCATION_SCALE.tiny: Tiny -FALLOUT.LOCATION_TIME_TAKEN.average: 30 minutes -FALLOUT.LOCATION_TIME_TAKEN.large: 2 hours -FALLOUT.LOCATION_TIME_TAKEN.small: 10 minutes -FALLOUT.LOCATION_TIME_TAKEN.tiny: 1 minute -FALLOUT.MACRO.DrinkDirtyWater.name: Drink Dirty Water +FALLOUT.LOCATION_SCALE.average: Mittelgroß +FALLOUT.LOCATION_SCALE.large: Groß +FALLOUT.LOCATION_SCALE.small: Klein +FALLOUT.LOCATION_SCALE.tiny: Winzig +FALLOUT.LOCATION_TIME_TAKEN.average: 30 Minuten +FALLOUT.LOCATION_TIME_TAKEN.large: 2 Stunden +FALLOUT.LOCATION_TIME_TAKEN.small: 10 Minuten +FALLOUT.LOCATION_TIME_TAKEN.tiny: 1 Minute +FALLOUT.MACRO.DrinkDirtyWater.name: Schmutziges Wasser trinken FALLOUT.MACRO.Error.CaughtError: "Das '{macro}' ist mit dem folgenden Fehler fehlgeschlagen: {error}" FALLOUT.MACRO.Error.GameMasterRoleRequired: Das '{macro}' Makro benötigt die Gamemaster Rolle -FALLOUT.MACRO.Error.NoPLayerCharacterAssigned: To run this macro players must have a character assigned. -FALLOUT.MACRO.Error.NoTokensSelected: You must have at least one token selected when executing this macro. -FALLOUT.MACRO.Error.TooManyTokensSelected: You can only have a maximum of {max} tokens selected when executing this macro. +FALLOUT.MACRO.Error.NoPLayerCharacterAssigned: Um dieses Makro ausführen zu können, muss ein Charakter zugewiesen sein. +FALLOUT.MACRO.Error.NoTokensSelected: Sie müssen mindestens ein Token ausgewählt haben, um dieses Makro auszuführen. +FALLOUT.MACRO.Error.TooManyTokensSelected: Sie dürfen nur maximal {max} Token ausgewählt haben, wenn Sie dieses Makro ausführen. FALLOUT.MACRO.NewSession.name: Neue Sitzung FALLOUT.MACRO.Success: Das '{macro}' Makro wurde erfolgreich beendet FALLOUT.MIGRATION.begin_migration: Führen Daten-Updates für Fallout 2d20 durch @@ -233,10 +233,10 @@ FALLOUT.NPC_TYPES.normal: Normal FALLOUT.NPC_TYPES.notable: Bemerkenswert FALLOUT.OTHER: Anderes FALLOUT.powered: Angetrieben -FALLOUT.RANGE.close: Close -FALLOUT.RANGE.extreme: Extreme -FALLOUT.RANGE.long: Long -FALLOUT.RANGE.medium: Medium +FALLOUT.RANGE.close: Nah +FALLOUT.RANGE.extreme: Extrem +FALLOUT.RANGE.long: Lang +FALLOUT.RANGE.medium: Mittel FALLOUT.RESISTANCE.ClickToToggleImmunity: Klicken, um Immunität umzuschalten FALLOUT.RESISTANCE.energy: Energie FALLOUT.RESISTANCE.Immunity.poison: Immun gegen Giftschaden @@ -244,20 +244,20 @@ FALLOUT.RESISTANCE.Immunity.radiation: Immun gegen Strahlungsschaden FALLOUT.RESISTANCE.physical: Körperlich FALLOUT.RESISTANCE.poison: Gift FALLOUT.RESISTANCE.radiation: Strahlung -FALLOUT.SCAVENGING_ITEM_TYPE.ammunition: Ammunition -FALLOUT.SCAVENGING_ITEM_TYPE.armor: Armor -FALLOUT.SCAVENGING_ITEM_TYPE.beverages: Beverages +FALLOUT.SCAVENGING_ITEM_TYPE.ammunition: Munition +FALLOUT.SCAVENGING_ITEM_TYPE.armor: Rüstung +FALLOUT.SCAVENGING_ITEM_TYPE.beverages: Getränke FALLOUT.SCAVENGING_ITEM_TYPE.chems: Chems -FALLOUT.SCAVENGING_ITEM_TYPE.clothing: Clothing -FALLOUT.SCAVENGING_ITEM_TYPE.food: Food -FALLOUT.SCAVENGING_ITEM_TYPE.junk: Junk +FALLOUT.SCAVENGING_ITEM_TYPE.clothing: Bekleidung +FALLOUT.SCAVENGING_ITEM_TYPE.food: Speisen +FALLOUT.SCAVENGING_ITEM_TYPE.junk: Schrott FALLOUT.SCAVENGING_ITEM_TYPE.other: Other -FALLOUT.SCAVENGING_ITEM_TYPE.weapons: Weapons -FALLOUT.SCAVENGING_LOCATION.Button.ClearResults: Clear Results -FALLOUT.SCAVENGING_LOCATION.Button.ScavengeLocation: Scavenge Location -FALLOUT.SCAVENGING_LOCATION.ClearResults.notify: All scavenging results have been cleared. -FALLOUT.SCAVENGING_LOCATION.ClearResults.title: Clear Scavenging Results -FALLOUT.SCAVENGING_LOCATION.Warn.NoItemTableSet: No item table has been set for {category} items. +FALLOUT.SCAVENGING_ITEM_TYPE.weapons: Waffen +FALLOUT.SCAVENGING_LOCATION.Button.ClearResults: Ergebnisse löschen +FALLOUT.SCAVENGING_LOCATION.Button.ScavengeLocation: Schauplatz plündern +FALLOUT.SCAVENGING_LOCATION.ClearResults.notify: Alle Plünder-Ergebnisse wurden gelöscht. +FALLOUT.SCAVENGING_LOCATION.ClearResults.title: Plünder-Ergebnisse löschen +FALLOUT.SCAVENGING_LOCATION.Warn.NoItemTableSet: Für {category} Gegenstände wurde keine Gegenstands-Tabelle festgelegt. FALLOUT.SEARCHED_DEGREE.heavily_searched: Heavily Searched (D3) FALLOUT.SEARCHED_DEGREE.mostly_searched: Mostly Searched (D2) FALLOUT.SEARCHED_DEGREE.partly_searched: Partly Searched (D1) From 438bb8c4f70f5e2cfdf1da62b0a6e37f6303e5b0 Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Mon, 14 Oct 2024 13:13:33 +0100 Subject: [PATCH 4/6] New translations en.yaml (German) --- i18n/de.yaml | 54 ++++++++++++++++++++++++++-------------------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/i18n/de.yaml b/i18n/de.yaml index a84340ae..5a4ce1b8 100644 --- a/i18n/de.yaml +++ b/i18n/de.yaml @@ -20,13 +20,13 @@ FALLOUT.actor.inventory.materials.rare: Selten FALLOUT.actor.inventory.materials.uncommon: Ungewöhnlich FALLOUT.Actor.Warnings.ActiveEffectOverride: Der Wert wird durch einen aktiven Effekt modifiziert und kann nicht bearbeitet werden. Deaktiviere den Effekt, um ihn zu bearbeiten. FALLOUT.Actor.Warnings.DerivedValue: Dies ist ein automatisch berechneter Wert der nicht bearbeitet werden kann. -FALLOUT.Actor.Warnings.NpcAlreadyResident: Der NPC ist bereits Bewohner von {settlementName} -FALLOUT.Actor.Warnings.NpcMissing: Ein Siedler mit Akteur UUID {uuid} wurde nicht gefunden so, dass er aus {settlementName} entfernt wurde +FALLOUT.Actor.Warnings.NpcAlreadyResident: Der NSC ist bereits Bewohner von {settlementName} +FALLOUT.Actor.Warnings.NpcMissing: Ein Siedler mit Akteur UUID {uuid} wurde nicht gefunden, und wurde deshalb aus {settlementName} entfernt FALLOUT.Add: Hinzufügen FALLOUT.APP.ChemDoseManager.ResetAllButton: Alles zurücksetzen FALLOUT.APP.ChemDoseManager.ResetAllHeader: Alle Chem Dosen zurücksetzen FALLOUT.APP.ChemDoseManager.title: Chem Dosen -FALLOUT.APP.ItemTypeMenu.title: gegenstand Typ auswählen +FALLOUT.APP.ItemTypeMenu.title: Gegenstandstyp auswählen FALLOUT.APP.Loading.body: Durchsuche das Ödland... FALLOUT.APP.Loading.title: Lade FALLOUT.APP.ModuleArtConfig.items: Gegenstände @@ -51,7 +51,7 @@ FALLOUT.APPAREL.headgear: Kopfbedeckung FALLOUT.APPAREL.outfit: Outfit FALLOUT.APPAREL.plating: Beschichtung FALLOUT.APPAREL.powerArmor: Powerrüstung -FALLOUT.AvailabilityRoll.result.body: Maximal verfügbare Seltenheit {rarity} +FALLOUT.AvailabilityRoll.result.body: Die maximal verfügbare Seltenheit ist {rarity} FALLOUT.AvailabilityRoll.result.title: Verfügbarkeits-Wurf FALLOUT.AvailabilityRoll.tooltip: Würfle für Verfügbarkeit FALLOUT.BEVERAGE: Getränk @@ -65,8 +65,8 @@ FALLOUT.BODYLOCATION_ABBR.robot.armL: A1 FALLOUT.BODYLOCATION_ABBR.robot.armR: A2 FALLOUT.BODYLOCATION_ABBR.robot.head: O FALLOUT.BODYLOCATION_ABBR.robot.legL: A3 -FALLOUT.BODYLOCATION_ABBR.robot.legR: TH -FALLOUT.BODYLOCATION_ABBR.robot.torso: KH +FALLOUT.BODYLOCATION_ABBR.robot.legR: S +FALLOUT.BODYLOCATION_ABBR.robot.torso: HK FALLOUT.BODYLOCATION.character.armL: Linker Arm FALLOUT.BODYLOCATION.character.armR: Rechter Arm FALLOUT.BODYLOCATION.character.head: Kopf @@ -76,9 +76,9 @@ FALLOUT.BODYLOCATION.character.torso: Rumpf FALLOUT.BODYLOCATION.labels.Head_Optics_Head_Head: Kopf | Optik | Kopf | Kopf FALLOUT.BODYLOCATION.labels.LeftArm_Arm1_LeftFrontLeg_LeftWingAsLeg: Linker Arm | Arm 1 | Linkes Vorderbein | Linker Flügel (als Bein) FALLOUT.BODYLOCATION.labels.LeftLeg_Arm3_LeftHindLeg_Legs: Linkes Bein | Arm 3 | Linkes Hinterbein | Beine -FALLOUT.BODYLOCATION.labels.RightArm_Arm2_RightFrontLeg_RightWingAsLeg: Rechter Arm | Arm 2 | Rechtes Vorderbein | Rechter Flügel (aks Bein) +FALLOUT.BODYLOCATION.labels.RightArm_Arm2_RightFrontLeg_RightWingAsLeg: Rechter Arm | Arm 2 | Rechtes Vorderbein | Rechter Flügel (als Bein) FALLOUT.BODYLOCATION.labels.RightLeg_Thruster_RightHindLeg_Legs: Rechtes Bein | Thruster | Rechtes Hinterbein | Beine -FALLOUT.BODYLOCATION.labels.Torso_MainBody_Torso_Torso: Torso_MainBody_Torso_Torso +FALLOUT.BODYLOCATION.labels.Torso_MainBody_Torso_Torso: Rumpf_Hauptkörper_Rumpf_Rumpf FALLOUT.BODYLOCATION.robot.armL: Arm 1 FALLOUT.BODYLOCATION.robot.armR: Arm 2 FALLOUT.BODYLOCATION.robot.head: Optik @@ -94,7 +94,7 @@ FALLOUT.BodyTypes.flyingInsect.legL: Beine FALLOUT.BodyTypes.flyingInsect.legR: Beine FALLOUT.BodyTypes.flyingInsect.torso: Rumpf FALLOUT.BodyTypes.humanoid.armL: Arm links -FALLOUT.BodyTypes.humanoid.armR: Arm Rechts +FALLOUT.BodyTypes.humanoid.armR: Arm rechts FALLOUT.BodyTypes.humanoid.head: Kopf FALLOUT.BodyTypes.humanoid.label: Mensch FALLOUT.BodyTypes.humanoid.legL: Bein links @@ -114,14 +114,14 @@ FALLOUT.BodyTypes.robot.label: Roboter FALLOUT.BodyTypes.robot.legL: Arm 3 FALLOUT.BodyTypes.robot.legR: Hauptkörper FALLOUT.BodyTypes.robot.torso: Hauptkörper -FALLOUT.CHAT_MESSAGE.addiction.body: "{actorName} wird abhängig von {itemName}" +FALLOUT.CHAT_MESSAGE.addiction.body: "{actorName} wird von {itemName} abhängig" FALLOUT.CHAT_MESSAGE.addiction.title: Chem Sucht FALLOUT.CHAT_MESSAGE.alcoholic.body: "{actorName} wird aus dem Konsum von {itemName} ein Alkoholiker" FALLOUT.CHAT_MESSAGE.alcoholic.title: Alkoholabhängigkeit FALLOUT.CHAT_MESSAGE.condition-change.body: "{actorName} ist jetzt {hungerLevel}, {thirstLevel} und {sleepLevel}" FALLOUT.CHAT_MESSAGE.condition-change.title: Zustandsänderung FALLOUT.CHAT_MESSAGE.conditions.fatigue_change: Deine Ermüdung hat sich aufgrund deines {condition} Levels um +{level} erhöht -FALLOUT.CHAT_MESSAGE.conditions.fatigue_level: Erschöpfungzustand +FALLOUT.CHAT_MESSAGE.conditions.fatigue_level: Erschöpfungszustand FALLOUT.CHAT_MESSAGE.conditions.hunger_level: Hungerzustand FALLOUT.CHAT_MESSAGE.conditions.sleep_level: Schlafzustand FALLOUT.CHAT_MESSAGE.conditions.thirst_level: Durstzustand @@ -129,12 +129,12 @@ FALLOUT.CHAT_MESSAGE.consumed_dirty_water.body: "{actorName} trank schmutziges W FALLOUT.CHAT_MESSAGE.consumed.beverage.title: Getränk verbraucht FALLOUT.CHAT_MESSAGE.consumed.body: "{actorName} verbrauchte {itemName}" FALLOUT.CHAT_MESSAGE.consumed.chem.title: Chem verbraucht -FALLOUT.CHAT_MESSAGE.consumed.food.title: Essen verbaucht -FALLOUT.CHAT_MESSAGE.consumed.food.warn_full: Du bist bereits voll und kannst nicht mehr essen +FALLOUT.CHAT_MESSAGE.consumed.food.title: Essen gegessen +FALLOUT.CHAT_MESSAGE.consumed.food.warn_full: Du bist bereits satt und kannst nichts mehr essen FALLOUT.CHAT_MESSAGE.consumed.other.title: Sonstiges verbraucht -FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.body: "{actorName} widerstnad {baseRadDamage} Strahlungsschaden aus dem Konsum von {itemName}" +FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.body: "{actorName} widerstand {baseRadDamage} Strahlungsschaden aus dem Konsum von {itemName}" FALLOUT.CHAT_MESSAGE.radiation_from_consumable_resisted.title: Strahlung widerstanden -FALLOUT.CHAT_MESSAGE.radiation_from_consumable.body: "{actorName} nimmt {radsTaken} Strahlungsschaden aus dem Konsum von {itemName}" +FALLOUT.CHAT_MESSAGE.radiation_from_consumable.body: "{actorName} nimmt aus dem Konsum von {itemName} {radsTaken} Strahlungsschaden" FALLOUT.CHAT_MESSAGE.radiation_from_consumable.title: Strahlungsschaden FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water_resisted.body: "{actorName} widerstand {baseRadDamage} Strahlungsschaden aus dem Trinken von schmutzigem Wasser" FALLOUT.CHAT_MESSAGE.radiation_from_dirty_water.body: "{actorName} erhält {radsTaken} Strahlungsschaden aus dem Trinken von schmutzigem Wasser" @@ -156,11 +156,11 @@ FALLOUT.dialog.roll_ammo.button.update: Item aktualisieren FALLOUT.dialog.roll_ammo.chat.body: "{ammoName} x {quantity}" FALLOUT.dialog.roll_ammo.chat.details: Dies wird das Ergebnis der Munition als Chat-Nachricht veröffentlichen. FALLOUT.dialog.roll_ammo.create.details: Dies wird einen neuen Munitionsgegenstand erstellen, mit zufällig gewürfelter Menge. Wenn der Gegenstand von dem gewürfelt wird, einem Akteur gehört, wird der neue Gegenstand im Inventar erstellt. -FALLOUT.dialog.roll_ammo.title: Würfle Munition +FALLOUT.dialog.roll_ammo.title: Munition würfeln FALLOUT.dialog.roll_ammo.update.details: Dies wird die Munition mit der gewürfelten Menge updaten. -FALLOUT.EffectCreate: Erzeuge Effekt -FALLOUT.EffectDelete: Entferne Effekt -FALLOUT.EffectEdit: Bearbeite Effektt +FALLOUT.EffectCreate: Effekt erzeugen +FALLOUT.EffectDelete: Effekt entfernen +FALLOUT.EffectEdit: Effekt bearbeiten FALLOUT.EffectToggle: Effekt umschalten FALLOUT.equipped: Ausgerüstet FALLOUT.ERRORS.ThisWeaponIsBroken: Diese Waffe ist kaputt und kann nicht länger genutzt werden. @@ -173,11 +173,11 @@ FALLOUT.Form.ScavengingCategoryTables.title: Default Category Tables FALLOUT.Form.ScavengingCompendium.hint: If selected only RollTables stored in the specified compendium will be available for selection as Scavenging result sources. FALLOUT.Form.ScavengingCompendium.title: Scavenging Compendium FALLOUT.Form.ScavengingSettings.title: Plünder-Einstellungen -FALLOUT.Form.SelectCompendiumItem.Error.MaxChoicesReached: Du kanns maximal {maxChoices} dieses Gegenstand-Typs auswählen. +FALLOUT.Form.SelectCompendiumItem.Error.MaxChoicesReached: Du kannst maximal {maxChoices} dieses Gegenstand-Typs auswählen. FALLOUT.Form.SelectCompendiumItem.Error.NoItemsFound: Kann keine Gegenstände des Typs in den Verfügbaren Kompendien finden. FALLOUT.Form.SelectCompendiumItem.prompt: Gegenstand auswählen ... -FALLOUT.Form.SelectCompendiumItem.title: Gegestände wählen -FALLOUT.Form.SelectCompendiumItem.tooltip: AUs Kompendium hinzufügen +FALLOUT.Form.SelectCompendiumItem.title: Gegenstände wählen +FALLOUT.Form.SelectCompendiumItem.tooltip: Aus Kompendium hinzufügen FALLOUT.Form.SelectItem.title: Wähle {type} FALLOUT.Form.SourceFilters.AllUsed: Alle Quellen sind erlaubt FALLOUT.Form.SourceFilters.hint: Nur Quellen in dieser Liste werden beim automatischen Hinzufügen von Gegenständen aus Kompendien berücksichtigt. @@ -575,7 +575,7 @@ FALLOUT.UI.Consume: Verbrauchen FALLOUT.UI.Cost: Kosten FALLOUT.UI.Damage: Schaden FALLOUT.UI.DeleteOrJunk.message: Would you like to Delete or Junk this Item? -FALLOUT.UI.DeleteOrJunk.title: Delete or Junk? +FALLOUT.UI.DeleteOrJunk.title: Löschen oder verschrotten? FALLOUT.UI.DISEASES: Krankheiten FALLOUT.UI.favorite: Favorit FALLOUT.UI.INVENTORY: Inventar @@ -583,7 +583,7 @@ FALLOUT.UI.MISCELLANY: Verschiedenes FALLOUT.UI.Name: Name FALLOUT.UI.OTHER: Anderes FALLOUT.UI.Perks: Extras -FALLOUT.UI.PreWarMoneyRoll: Pre-War Money Roll +FALLOUT.UI.PreWarMoneyRoll: Rolle Vorkriegsgeld FALLOUT.UI.Qty: Menge FALLOUT.UI.Quantity: Anzahl FALLOUT.UI.Rarity: Seltenheit @@ -606,7 +606,7 @@ FALLOUT.WEAPONS.damageEffect.piercing_x: Panzerbrechend FALLOUT.WEAPONS.damageEffect.radioactive: Radioaktiv FALLOUT.WEAPONS.damageEffect.spread: Streuung FALLOUT.WEAPONS.damageEffect.stun: Betäubend -FALLOUT.WEAPONS.damageEffect.tranquilize_x: Tranquilize +FALLOUT.WEAPONS.damageEffect.tranquilize_x: Betäubend FALLOUT.WEAPONS.damageEffect.vicious: Verheerend FALLOUT.WEAPONS.damageType.energy: Energie FALLOUT.WEAPONS.damageType.physical: Physisch @@ -653,7 +653,7 @@ TYPES.Actor.character: Charakter TYPES.Actor.creature: Kreatur TYPES.Actor.npc: NSC TYPES.Actor.robot: Roboter -TYPES.Actor.scavenging_location: Scavenging Location +TYPES.Actor.scavenging_location: Schauplatz TYPES.Actor.settlement: Siedlung TYPES.Item.addiction: Abhängigkeit TYPES.Item.ammo: Munition @@ -664,7 +664,7 @@ TYPES.Item.consumable: Verbrauchsgegenstand TYPES.Item.disease: Krankheit TYPES.Item.miscellany: Verschiedenes TYPES.Item.object_or_structure: Objekt/Struktur -TYPES.Item.origin: Origin +TYPES.Item.origin: Herkunft TYPES.Item.perk: Extra TYPES.Item.robot_armor: Roboterrüstung TYPES.Item.robot_mod: Robotermodul From 04cf149453d2807e710ecd237f7c6f4025539c05 Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Wed, 16 Oct 2024 02:15:06 +0100 Subject: [PATCH 5/6] New translations en.yaml (French) --- i18n/fr.yaml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/i18n/fr.yaml b/i18n/fr.yaml index 2c1f1805..adcfa21b 100644 --- a/i18n/fr.yaml +++ b/i18n/fr.yaml @@ -233,10 +233,10 @@ FALLOUT.NPC_TYPES.normal: Normal FALLOUT.NPC_TYPES.notable: Notable FALLOUT.OTHER: Autres FALLOUT.powered: Alimenté -FALLOUT.RANGE.close: Close -FALLOUT.RANGE.extreme: Extreme -FALLOUT.RANGE.long: Long -FALLOUT.RANGE.medium: Medium +FALLOUT.RANGE.close: Courte +FALLOUT.RANGE.extreme: Extrême +FALLOUT.RANGE.long: Longue +FALLOUT.RANGE.medium: Moyenne FALLOUT.RESISTANCE.ClickToToggleImmunity: Activer/Désactiver l'immunité FALLOUT.RESISTANCE.energy: Energie FALLOUT.RESISTANCE.Immunity.poison: Immunisé aux dégâts de poison @@ -396,8 +396,8 @@ FALLOUT.TEMPLATES.DAMAGE_EFFECTS: EFFETS DÉGÂTS FALLOUT.TEMPLATES.DAMAGE_TYPE: TYPE DÉGÂTS FALLOUT.TEMPLATES.DAMAGE: DÉGÂTS FALLOUT.TEMPLATES.Data: Donnée -FALLOUT.TEMPLATES.DaysInfected: Days Infected -FALLOUT.TEMPLATES.DiseaseIncubating: Incubating +FALLOUT.TEMPLATES.DaysInfected: Jours infectés +FALLOUT.TEMPLATES.DiseaseIncubating: Incubation FALLOUT.TEMPLATES.Default_Attribute: Attribut par défaut FALLOUT.TEMPLATES.DEFENSE: DEFENSE FALLOUT.TEMPLATES.Degree: Degré @@ -406,7 +406,7 @@ FALLOUT.TEMPLATES.Delete: Effacer FALLOUT.TEMPLATES.DERIVED: DERIVÉE FALLOUT.TEMPLATES.Description: Description FALLOUT.TEMPLATES.Details: Détails -FALLOUT.TEMPLATES.DiseaseProgress: Day {day} of {days} +FALLOUT.TEMPLATES.DiseaseProgress: Jour {day} de {days} FALLOUT.TEMPLATES.Duration: Durée FALLOUT.TEMPLATES.Edit_Item: Editer Objet FALLOUT.TEMPLATES.Effect: Effet @@ -423,7 +423,7 @@ FALLOUT.TEMPLATES.Healthy: Bonne Santé FALLOUT.TEMPLATES.HitLocationLabel: Localisation du coup FALLOUT.TEMPLATES.HP_Healed: PV guéris FALLOUT.TEMPLATES.HP: PV -FALLOUT.TEMPLATES.InfectionActive: Infection Active +FALLOUT.TEMPLATES.InfectionActive: Infection Actuelle FALLOUT.TEMPLATES.INITIATIVE: INITIATIVE FALLOUT.TEMPLATES.Injuries: Blessures FALLOUT.TEMPLATES.INJURIES: BLESSURES From 51858788d96ff999194a708fa24e0b0c4f66abc7 Mon Sep 17 00:00:00 2001 From: Paul Maskelyne Date: Wed, 16 Oct 2024 03:19:39 +0100 Subject: [PATCH 6/6] New translations en.yaml (French) --- i18n/fr.yaml | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/i18n/fr.yaml b/i18n/fr.yaml index adcfa21b..d5db6439 100644 --- a/i18n/fr.yaml +++ b/i18n/fr.yaml @@ -470,7 +470,7 @@ FALLOUT.TEMPLATES.Range: Portée FALLOUT.TEMPLATES.RANGE: Portée FALLOUT.TEMPLATES.Rank: Rang FALLOUT.TEMPLATES.Ranks_current_maximum: Rangs [actuel/maximum] -FALLOUT.TEMPLATES.Ranks: Ranks +FALLOUT.TEMPLATES.Ranks: Rangs FALLOUT.TEMPLATES.Re_roll: Relancer FALLOUT.TEMPLATES.RemoveSettler: Supprimer le colon FALLOUT.TEMPLATES.Requirements: Prérequis @@ -482,14 +482,14 @@ FALLOUT.TEMPLATES.SalvageTooltip: Contrôle SR Récupération FALLOUT.TEMPLATES.Scale: Échelle FALLOUT.TEMPLATES.SettlersAndJobs: Colons et tâches FALLOUT.TEMPLATES.Skill: Compétence -FALLOUT.TEMPLATES.Skills: Skills +FALLOUT.TEMPLATES.Skills: Compétences FALLOUT.TEMPLATES.Source: Source FALLOUT.TEMPLATES.Status: État FALLOUT.TEMPLATES.Stockpile: Réserve FALLOUT.TEMPLATES.StructuresAndRooms: Structures et pièces FALLOUT.TEMPLATES.Successes: Succès FALLOUT.TEMPLATES.Tag: Atout -FALLOUT.TEMPLATES.Tagged: Tagged +FALLOUT.TEMPLATES.Tagged: Personnels FALLOUT.TEMPLATES.Tear: Usure FALLOUT.TEMPLATES.Thirst_Reduction: Réduction de la soif FALLOUT.TEMPLATES.TimeTaken: Temps pris @@ -528,7 +528,7 @@ FALLOUT.TOOLTIPS.DamageEffect.piercing_x: Ignorez X points de résistance aux d FALLOUT.TOOLTIPS.DamageEffect.radioactive: Pour chaque Effet obtenu sur le jet de dégâts, la cible subit également 1 point de dégâts de radiation. Ces dégâts de radiation sont calculés et appliqués séparément, après qu'un personnage a subi les dégâts normaux de l'attaque. FALLOUT.TOOLTIPS.DamageEffect.spread: Pour chaque Effet obtenu sur le jet de dégâts, votre attaque inflige un coup supplémentaire à la cible. Chaque coup supplémentaire inflige la moitié des dégâts obtenus sur le jet (arrondi à l'inférieur) et touche une localisation au hasard même si une localisation spécifique était ciblée par l'attaque initiale. FALLOUT.TOOLTIPS.DamageEffect.stun: Si vous obtenez un ou plusieurs Effets sur le jet de dégâts, la cible perd ses actions normales à son tour suivant. Une créature ou un personnage étourdi peut toujours dépenser des PA pour effectuer des actions supplémentaires normalement. -FALLOUT.TOOLTIPS.DamageEffect.tranquilize_x: Weapons with the Tranquilize effect deal damage but do not deal Injuries. If an attack with a Tranquilize weapon would deal enough damage to cause an Injury, instead the damaged target must pass a END + Survival or Body + OTHER test with a difficulty of X. If they succeed, the attack has no other effect, if they fail however, they are rendered unconscious for 1 hour. If a target is reduced to 0 HP at the same time as they would suffer an Injury, they automatically fail the test and are rendered unconscious for 1 hour instead of any other effects. Characters immune to poison damage or in a full suit of Power Armor are immune to this Effect. +FALLOUT.TOOLTIPS.DamageEffect.tranquilize_x: Les armes ayant l'effet Tranquilisant infligent des dégâts mais n'infligent pas de blessures. Si une attaque avec une arme Tranquilisant inflige suffisamment de dégâts pour causer des blessures, au lieu de cela, la cible blessée doit réussir un test END + Survie ou Corps + AUTRE avec une difficulté de X. S'ils réussissent, l'attaque n'a pas d'autre effet, s'ils échouent, ils sont rendus inconscients pendant 1 heure. Si une cible est réduite à 0 PV en même temps qu'elle subirait une blessure, ils échouent automatiquement au test et sont rendus inconscients pendant 1 heure au lieu de tout autre effet. Les personnages immunisés contre les dégâts de posion ou en Armure Assistée complète sont immunisés contre cet effet. FALLOUT.TOOLTIPS.DamageEffect.vicious: L'attaque inflige +1 point de dégâts pour chaque Effet obtenu sur le jet de dégâts. FALLOUT.TOOLTIPS.WeaponQuality.accurate: Si vous effectuez l'action mineure viser avant d'attaquer avec une arme Précise, vous pouvez dépenser jusqu'à 3 PA pour ajouter +1 @fos[DC] par PA dépensé aux dégâts de l'attaque. Si vous gagnez des dégâts de cette manière, vous ne pouvez pas dépenser de munitions pour gagner des dégâts supplémentaires. Une arme ne peut pas être à la fois Précise et Imprécise. FALLOUT.TOOLTIPS.WeaponQuality.ammo_hungry_x: L'arme utilise beaucoup plus de munitions que la plupart des armes. A chaque tir l'arme dépense X munitions à la place d'une seule. De plus chaque tir supplémentaire coute X munitions toujours limité par la cadence de tir. Cela compte également pour En Rafale. @@ -555,7 +555,7 @@ FALLOUT.TOOLTIPS.WeaponQuality.thrown: Une arme de Lancer (C) peut être projet FALLOUT.TOOLTIPS.WeaponQuality.two_handed: Une arme à Deux mains doit être maniée à deux mains pour être utilisée efficacement ; tenter d'attaquer avec une arme à Deux mains dans une seule main augmente la difficulté de +2. FALLOUT.TOOLTIPS.WeaponQuality.unreliable: Quand vous portez une attaque avec une arme Imprévisible, augmentez la marge de complication de l'attaque de 1. Une arme ne peut pas être à la fois Fiable et Imprévisible. FALLOUT.TOOLTIPS.WeaponQuality.unstable_radiation: Cette arme n'a jamais été conçu pour être utilisée comme arme de poing. Lorsque vous attaquez avec, la moindre complication vous inflige 2DC de dégâts dû au retour de radiation. Une arme ne peut pas être à la fois Fiable et Radiation instable. -FALLOUT.TOOLTIPS.WeaponQuality.wrangle: If an attack with a Wrangle weapon is successful, you may spend 2 AP to move the target up to one zone. On subsequent turns, either you or the target, may attempt an opposed STR or AGI + Athletics test to move the character on the other end of the lasso or break free. +FALLOUT.TOOLTIPS.WeaponQuality.wrangle: Si une attaque avec une arme Bataille est réussie, vous pouvez dépenser 2 PA pour déplacer la cible d'une zone. Lors des tours suivants, vous ou la cible, peut essayer un test d'opposition de FOR ou AGI + Athlétisme pour déplacer le personnage à l'autre extrémité du lasso ou se libérer. FALLOUT.UI.Add: Ajouter FALLOUT.UI.Addictions: Dépendances FALLOUT.UI.APPAREL_MODS: Mods Habillement @@ -606,7 +606,7 @@ FALLOUT.WEAPONS.damageEffect.piercing_x: Perforant FALLOUT.WEAPONS.damageEffect.radioactive: Radioactif FALLOUT.WEAPONS.damageEffect.spread: De zone FALLOUT.WEAPONS.damageEffect.stun: Étourdissant -FALLOUT.WEAPONS.damageEffect.tranquilize_x: Tranquilize +FALLOUT.WEAPONS.damageEffect.tranquilize_x: Tranquillisant FALLOUT.WEAPONS.damageEffect.vicious: Brutal FALLOUT.WEAPONS.damageType.energy: énergétiques FALLOUT.WEAPONS.damageType.physical: balistiques @@ -637,7 +637,7 @@ FALLOUT.WEAPONS.weaponQuality.thrown: Lancer FALLOUT.WEAPONS.weaponQuality.two_handed: Deux mains FALLOUT.WEAPONS.weaponQuality.unreliable: Imprévisible FALLOUT.WEAPONS.weaponQuality.unstable_radiation: Radiation instable -FALLOUT.WEAPONS.weaponQuality.wrangle: Wrangle +FALLOUT.WEAPONS.weaponQuality.wrangle: Bataille FALLOUT.WEAPONS.weaponType.bigGuns: Armes lourdes FALLOUT.WEAPONS.weaponType.bows: Arcs FALLOUT.WEAPONS.weaponType.creatureAttack: Attaque Créature @@ -664,7 +664,7 @@ TYPES.Item.consumable: Consommable TYPES.Item.disease: Maladie TYPES.Item.miscellany: Bric-A-Brac TYPES.Item.object_or_structure: Objet/Structure -TYPES.Item.origin: Origin +TYPES.Item.origin: Origine TYPES.Item.perk: Aptitude TYPES.Item.robot_armor: Armure de robot TYPES.Item.robot_mod: Module de robot