From 7e9ca6469adf22db72b1dbcc5ce16be68b57ffdf Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:49 +1030 Subject: [PATCH 01/14] New translations i18n.properties (French) --- .../resources/net/rptools/maptool/language/i18n_fr.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_fr.properties b/src/main/resources/net/rptools/maptool/language/i18n_fr.properties index 3a8b9fa3eb..4d033a360c 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_fr.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_fr.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Propriétés de la campagne CampaignPropertiesDialog.label.group = Groupe\: CampaignPropertiesDialog.label.image = Image\: From 35930811e11c4594f9903abe0a0a4fe516724823 Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:51 +1030 Subject: [PATCH 02/14] New translations i18n.properties (Spanish) --- .../resources/net/rptools/maptool/language/i18n_es.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_es.properties b/src/main/resources/net/rptools/maptool/language/i18n_es.properties index 99e832c043..1ab4838fb7 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_es.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_es.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Campaign Properties CampaignPropertiesDialog.label.group = Group\: CampaignPropertiesDialog.label.image = Image\: From 98ac0d6b7b407d24e795fc54d1ab94ead86b3d1f Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:52 +1030 Subject: [PATCH 03/14] New translations i18n.properties (Czech) --- .../resources/net/rptools/maptool/language/i18n_cs.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_cs.properties b/src/main/resources/net/rptools/maptool/language/i18n_cs.properties index b4f849c33c..b1343a067f 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_cs.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_cs.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Campaign Properties CampaignPropertiesDialog.label.group = Group\: CampaignPropertiesDialog.label.image = Image\: From ec278fb7fecbfba9e1d76af376c13e817d025af0 Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:54 +1030 Subject: [PATCH 04/14] New translations i18n.properties (Danish) --- .../resources/net/rptools/maptool/language/i18n_da.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_da.properties b/src/main/resources/net/rptools/maptool/language/i18n_da.properties index 5f1c82eb8e..043f8e9fdf 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_da.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_da.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Kampagne egenskaber CampaignPropertiesDialog.label.group = Gruppe\: CampaignPropertiesDialog.label.image = Billede\: From f38c759b2b86ccbb175fd50e13eab184f090de8f Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:55 +1030 Subject: [PATCH 05/14] New translations i18n.properties (German) --- .../net/rptools/maptool/language/i18n_de.properties | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_de.properties b/src/main/resources/net/rptools/maptool/language/i18n_de.properties index e246d20a7c..ff3108b06d 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_de.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_de.properties @@ -836,9 +836,8 @@ position.side.top = Oben position.side.bottom = Unten -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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+CampaignPropertiesDialog.label.sight = Format\:
Name \: Optionen

Jeder Sichttyp kann eine oder mehr Optionen haben, aber auch keine, Leerzeichen trennen Optionen. Wenn keine Optionen verwendet werden, werden Standardwerte für alle Werte angenommen (z.B. Normale Sicht).

Optionen\:

shape
shape kann circle, square, hex, grid, cone oder beam sein
distance\=y
distance ist der Abstand, an dem dieser Sichttyp endet. Das kann ein Dezimalwert sein, z.B. distance\=10.5
scale
Ein optionales Schlüsselwort, welches des Tokens Fußabdruck (size) zu der distance hinzufügt, so dass die Sicht am Rand des Tokens statt dem Zentrum des Tokens beginnt
arc\=y

Bei Verwendung mit shape\=cone beschreibt den Winkel, den das Sichtfeld hat. Ein ganzzahliger Wert von 0 bis 180, beispielsweise\: arc\=120

Wenn er mit shape\=beam verwendet wird, bestimmt er die Breite des Strahls, Ein ganzzahliger Wert sein, beispielsweise arc\=4

offset\=y
Wird mit cone oder beam verwendet, es bedeutet, wie viele Grad von der Mitte die Form(shape) beginnt. Ein ganzzahliger Wert, beispielsweise offset\=120
x\#
Vervielfacher, multipliziert jeden Lichtquellradius mit diesem Wert. Ein Dezimalwert, beispielsweise. x2,5
r\#

Bereich des persönlichen Lichts. Das Token wird eine Lichtquelle auf es zentriert haben, die nur es selbst mit einem Radius dieses Wertes sehen können. Sie können mehrere persönliche Lichter pro Sichtart definieren.

Kann eine optionale \#rrggbb hex Farbkomponente gemäß typischen CSS-Regeln haben.

Kann auch einen optionalen +x lumens Wert haben. Lumens Standard ist 100, was bedeutet, dass es durch jede Dunkelheit mit einem Lumenwert von -1 bis -99 zu sehen ist. Siehe die Diskussion von Lumen auf der Registerkarte Licht für weiteres.

Beispiel\: 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Kampagneneigenschaften CampaignPropertiesDialog.label.group = Gruppe\: CampaignPropertiesDialog.label.image = Bild\: From 1eab03155ec867119103ad56d5d9182d474e7f38 Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:57 +1030 Subject: [PATCH 06/14] New translations i18n.properties (Italian) --- .../resources/net/rptools/maptool/language/i18n_it.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_it.properties b/src/main/resources/net/rptools/maptool/language/i18n_it.properties index 10bee9813e..fa2803a1dc 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_it.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_it.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Proprietà Campagna CampaignPropertiesDialog.label.group = Gruppo\: CampaignPropertiesDialog.label.image = Immagine\: From 9a88c5b161863ac74482002e85196bb66da6747b Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:05:58 +1030 Subject: [PATCH 07/14] New translations i18n.properties (Japanese) --- .../resources/net/rptools/maptool/language/i18n_ja.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_ja.properties b/src/main/resources/net/rptools/maptool/language/i18n_ja.properties index 057a15599d..22f3ce0fbc 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_ja.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_ja.properties @@ -837,8 +837,7 @@ position.side.bottom = 下 CampaignPropertiesDialog.label.sight = 書式:
名称\: options

各視覚種別0個以上のオプションを持つことができ、それぞれのオプションは1つ以上の空白文字で区切られる。オプションのないものは全ての値に初期値を用いることとなる(例:Normal視覚)。

オプション:

形状
形状は circle(円)、square(四角)、hex(ヘックス)、grid(マス目)、cone(円錐)、beam(直線)を指定できる
distance\=y
distance(距離)はその視界種別が終了する距離である。10進数の値を指定できる。例:distance\=10.5
scale
この省略可能な識別子は、視界の開始地点をトークンの中央ではなく、トークンが占める範囲を距離に加え、トークンの縁を視界の開始地点とする
arc\=y

形状に cone を使用した場合、トークンがどれ程の幅の視界を持つかを指定する。整数の値を指定できる。例:arc\=120

形状に beam を指定した場合、直線の幅を指定する。0から180までの整数を指定できる。例:arc\=4

offset\=y
形状に cone または beam を指定した場合、どの角度から形状が開始されるかを指定する。整数の値を指定することができる。例:offset\=120
x\#
拡大数。各照明の半径はこの値だけ掛けられる。10進数を指定することができ。例:x2.5
r\#

個人照明の範囲。トークンは、この値の半径だけ見ることのできる照明をトークンの中心に持つことになる。個人照明は各光源につき複数定義することができる。

省略可能な \#rrggbb の16進数色要素を追加することができる。これは一般的なCSSのルールに基づく。

また、+x の照度の値を持つこともできる。照度の初期値は100であり、これは -1 から -99 までの照度を持つ暗闇を見通す事ができる。詳しい説明は照明タブの照度の欄を参照。

例: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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = キャンペーン設定 CampaignPropertiesDialog.label.group = グループ: CampaignPropertiesDialog.label.image = 画像: From 8c2bcedb39ad7a13dba485265952597e683e3c15 Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:00 +1030 Subject: [PATCH 08/14] New translations i18n.properties (Dutch) --- .../resources/net/rptools/maptool/language/i18n_nl.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_nl.properties b/src/main/resources/net/rptools/maptool/language/i18n_nl.properties index 8397b91263..fd3c2fdcde 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_nl.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_nl.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Campaign Properties CampaignPropertiesDialog.label.group = Groep\: CampaignPropertiesDialog.label.image = Afbeelding\: From 42dbb23e5e86e7c89572cab27a8c6be2f8f8942f Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:01 +1030 Subject: [PATCH 09/14] New translations i18n.properties (Polish) --- .../resources/net/rptools/maptool/language/i18n_pl.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_pl.properties b/src/main/resources/net/rptools/maptool/language/i18n_pl.properties index c608b0ed5f..8d80b7ccdc 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_pl.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_pl.properties @@ -837,8 +837,7 @@ position.side.bottom = Dół 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Właściwości kampanii CampaignPropertiesDialog.label.group = Zestaw\: CampaignPropertiesDialog.label.image = Obraz\: From 3f5df183c4579e36fbdfa985a9dd7c96a2dc6b5d Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:03 +1030 Subject: [PATCH 10/14] New translations i18n.properties (Russian) --- .../resources/net/rptools/maptool/language/i18n_ru.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_ru.properties b/src/main/resources/net/rptools/maptool/language/i18n_ru.properties index d318e6c12d..1c02e70fb9 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_ru.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_ru.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Свойства кампании CampaignPropertiesDialog.label.group = Group\: CampaignPropertiesDialog.label.image = Image\: From 8f1c8342511d515ceae3611696e4a00696e119f9 Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:05 +1030 Subject: [PATCH 11/14] New translations i18n.properties (Swedish) --- .../resources/net/rptools/maptool/language/i18n_sv.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_sv.properties b/src/main/resources/net/rptools/maptool/language/i18n_sv.properties index 66564c8fe6..c330daebfe 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_sv.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_sv.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Kampanjegenskaper CampaignPropertiesDialog.label.group = Grupp\: CampaignPropertiesDialog.label.image = Bild\: From 63a863cc155050468335f50b86c5f0d162245a5b Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:06 +1030 Subject: [PATCH 12/14] New translations i18n.properties (Ukrainian) --- .../resources/net/rptools/maptool/language/i18n_uk.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_uk.properties b/src/main/resources/net/rptools/maptool/language/i18n_uk.properties index 65a1273e61..dd1193a7e2 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_uk.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_uk.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Campaign Properties CampaignPropertiesDialog.label.group = Group\: CampaignPropertiesDialog.label.image = Image\: From 2e78c1dda469727cfb7f87e0b8c4ad2322b0d87c Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:07 +1030 Subject: [PATCH 13/14] New translations i18n.properties (Chinese Simplified) --- .../resources/net/rptools/maptool/language/i18n_zh.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_zh.properties b/src/main/resources/net/rptools/maptool/language/i18n_zh.properties index 71d8167043..d8945837a3 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_zh.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_zh.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = 战役属性 CampaignPropertiesDialog.label.group = 组: CampaignPropertiesDialog.label.image = 图像\: From 6a6a5fc924c6a522366b90fd79ad276a30500d9e Mon Sep 17 00:00:00 2001 From: rptools-automation <47437651+rptools-automation@users.noreply.github.com> Date: Tue, 28 Nov 2023 09:06:09 +1030 Subject: [PATCH 14/14] New translations i18n.properties (Portuguese, Brazilian) --- .../resources/net/rptools/maptool/language/i18n_pt.properties | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main/resources/net/rptools/maptool/language/i18n_pt.properties b/src/main/resources/net/rptools/maptool/language/i18n_pt.properties index 2eb5866818..42e0bcdbdc 100644 --- a/src/main/resources/net/rptools/maptool/language/i18n_pt.properties +++ b/src/main/resources/net/rptools/maptool/language/i18n_pt.properties @@ -837,8 +837,7 @@ position.side.bottom = Bottom 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

When used with the cone shape, it signifies how wide a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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 -Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut Cone - 20\: aura cone arc\=30 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
+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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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
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

When used with the cone shape, it signifies how large a field of vision the token has. Can be an integer value. e,g, arc\=120

When used with the beam shape, it determines how wide the beam will be. Can be an integer value from 0 to 180, e.g. arc\=4

offset\=y
When used with the cone or beam shape, it signifies how many degrees off centre the shape begins. 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

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 that start 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 are displayed in sorted order, and the sub-entries are alphabetically sorted as well.

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 (beams and cones also have arc\=angle and offset\=y fields) or grid (for systems like Pathfinder if you want to see exactly which grid cells are affected by a Light/Aura). 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.
scale
An optional keyword that adds the token's footprint (size) to the range so the light/aura starts at token's edge vs the token's center.
range

A distance measured in map units (defined when the map is created). Units are measured from the centerpoint of the grid cell, hence the extra 2 &\#189; feet added in the below example to make neat squares.

Can have an optional \#rrggbb hex color component appended to it as per typical CSS rules.

Can have an optional +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.

OPTIONS
The only valid options are GM and OWNER and they apply only to auras (see below).

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 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
Doughnut Hole - 40\: aura circle 20 40\#ffff00
Doughnut 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 - 50\: aura beam arc\=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.
Doughnut 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.
Doughnut Cone
The same trick done with a cone.
Range Circles
A series of circles starting every30 ft and ending 0.4 ft later.
Range Arcs
Another repeat, this one using cones.
Beam
A beam 150 ft long. The arc determines its widthand is 4 degrees. At 180 degrees it would be as wide as the token.
CampaignPropertiesDialog.label.title = Propriedades da Campanha CampaignPropertiesDialog.label.group = Grupo\: CampaignPropertiesDialog.label.image = Imagem\: