+6
-6
public/lang/en.json
+6
-6
public/lang/en.json
···
303
303
"msg": "You gain no bonus Resource Dice (though the Commodity remains depleted). If you Traded Commodities the previous turn, @{gainLose gainLose=gain amount=1 amountType=value resource=unrest label=\"Gain 1 Unrest\"}"
304
304
},
305
305
{
306
-
"msg": "@{gainLose gainLose=gain amount=1 amountType=valueNextTurn resource=resource-dice label=\"Gain 1 Resource Die Next Turn\"}"
306
+
"msg": "@{gainLose gainLose=gain amount=1 amountType=valueNextTurn resource=resourceDice label=\"Gain 1 Resource Die Next Turn\"}"
307
307
},
308
308
{
309
-
"msg": "@{gainLose gainLose=gain amount=1 amountType=valueMultipleNextTurn resource=resource-dice label=\"Gain 1 Resource Die Next Turn\"} per point of stockpile expended from your Commodity now."
309
+
"msg": "@{gainLose gainLose=gain amount=1 amountType=valueMultipleNextTurn resource=resourceDice label=\"Gain 1 Resource Die Next Turn\"} per point of stockpile expended from your Commodity now."
310
310
},
311
311
{
312
-
"msg": "@{gainLose gainLose=gain amount=2 amountType=valueMultipleNextTurn resource=resource-dice label=\"Gain 2 Resource Dice Next Turn\"} per point of stockpile expended from your Commodity now."
312
+
"msg": "@{gainLose gainLose=gain amount=2 amountType=valueMultipleNextTurn resource=resourceDice label=\"Gain 2 Resource Dice Next Turn\"} per point of stockpile expended from your Commodity now."
313
313
}
314
314
]
315
315
},
···
702
702
"msg": "Your ally marshals its resources but cannot get aid to you in time to deal with your current situation. @{gainLose gainLose=gain amount=1d4 amountType=rollNextTurn resource=resourcePoints label=\"Gain 1d4 Resource Points Next Turn\"}"
703
703
},
704
704
{
705
-
"msg": "Your ally's aid grants you either a +2 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn or @{gainLose gainLose=gain amount=1 amountType=value resource=resourceDiceRolled source=foreignAid label=\"1 Rolled Resource Die\"}. This RP does not accrue into XP at the end of the turn if you don't spend it. You can choose to apply the bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known.\n\n@{applyEffect effect=requestForeighAidS}"
705
+
"msg": "Your ally's aid grants you either a +2 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn or @{gainLose gainLose=gain amount=1 amountType=value resource=resourceDiceRolled source=foreignAid label=\"Gain 1 Rolled Resource Die\"}. This RP does not accrue into XP at the end of the turn if you don't spend it. You can choose to apply the bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known.\n\n@{applyEffect effect=requestForeighAidS}"
706
706
},
707
707
{
708
708
"msg": "Your ally's aid grants a +4 circumstance bonus to any one Kingdom skill check attempted during the remainder of this Kingdom turn. You can choose to apply this bonus to any Kingdom skill check after the die is rolled, but must do so before the result is known. In addition, @{gainLose gainLose=gain amount=2 amountType=value resource=resourceDiceRolled source=foreignAid label=\"Gain 2 Rolled Resource Dice\"}; this RP does not accrue into XP at the end of the turn if you don't spend it.\n\n@{applyEffect effect=requestForeignAidCS}"
···
939
939
"msg": "The rousing and inspiring stories you spread about the PCs helps to bring the nation together. @{gainLose gainLose=lose amount=1d6 amountType=roll resource=unrest label=\"Lose 1d6 Unrest\"}"
940
940
},
941
941
{
942
-
"msg": "Not only do your stories bring pride and patriotism to the nation, but they also help increase its glory. @{gainLose gainLose=lose amount=1d6 amountType=roll resource=unrest label=\"Lose 1d6 Unrest\"}, and @{gainLose gainLose=gain amount=1 amountType=valueNextTurn resource=krp label=\"Gain 1 KRP Next Turn\"}. In addition, if the kingdom experiences a dangerous random event during this turn's Event Phase, reduce that event's level modifier by 1.\n\n@{applyEffect effect=spreadTheLegendCS}"
942
+
"msg": "Not only do your stories bring pride and patriotism to the nation, but they also help increase its glory. @{gainLose gainLose=lose amount=1d6 amountType=roll resource=unrest label=\"Lose 1d6 Unrest\"}, and @{gainLose gainLose=gain amount=1 amountType=valueNextTurn resource=krp label=\"Gain 1 KRP Next Turn\"}. In addition, if the kingdom experiences a dangerous random event during this turn's Event Phase, reduce that event's level modifier by 1."
943
943
}
944
944
]
945
945
},
···
1083
1083
"msg": "You locate a monster's lair but can't recruit it into your kingdom's defense just yet. If you attempt this activity on your next kingdom turn; the result of that check is improved one degree as you continue to build a rapport with the monster.\n\n@{applyEffect effect=recruitMonstersS}"
1084
1084
},
1085
1085
{
1086
-
"msg": "You manage to locate a monster's lair and take steps to incorporate it into your kingdom's defense. The next time your kingdom suffers a Bandit Activity, Monster Activity, Sacrifices, or Undead Uprising random event, you can use your recruited monster to help resolve the event. Doing so removes the Recruited Monster from your kingdom (you can attempt to recruit a new monster on a future kingdom turn though) but allows you to roll a skill check twice when resolving the Dangerous Hex event, taking the better of the two results as your actual result. This is a fortune effect. Your kingdom can support 1 Recruited Monster at a time. If your Emissary is master in Diplomacy, Deception, or Society, you can support up to 2 Recruited Monsters at a time, and if your Emissary is legendary in Diplomacy, Deception, or Society, you can support up to 3 Recruited Monsters at a time.\n\n@{applyEffect effect=recruitMonstersCS}"
1086
+
"msg": "You manage to locate a monster's lair and take steps to incorporate it into your kingdom's defense. The next time your kingdom suffers a Bandit Activity, Monster Activity, Sacrifices, or Undead Uprising random event, you can use your recruited monster to help resolve the event. Doing so removes the Recruited Monster from your kingdom (you can attempt to recruit a new monster on a future kingdom turn though) but allows you to roll a skill check twice when resolving the Dangerous Hex event, taking the better of the two results as your actual result. This is a fortune effect. Your kingdom can support 1 Recruited Monster at a time. If your Emissary is master in Diplomacy, Deception, or Society, you can support up to 2 Recruited Monsters at a time, and if your Emissary is legendary in Diplomacy, Deception, or Society, you can support up to 3 Recruited Monsters at a time."
1087
1087
}
1088
1088
]
1089
1089
},