Co-MJ v1 : quêtes de première classe, guidage de préparation, assistant IA,
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mode séance, battlemaps multiples et export Foundry ciblé
- Quêtes (Niveau 1) : entité Quest orthogonale à l'arbre, rattachée à un arc HUB
ou libre (migrations V9-V12, V18, V20 ; réconciliation des jumeaux V10).
Fusion quête/conteneur dans la sidebar, progression par partie (statuts
disponible/en cours/terminée), et quêtes libres avec espace de scènes créé
automatiquement (arc technique « Quêtes libres », V21 : levée de la
contrainte arcs.type héritée du baseline).
- Guidage (Pilier B) : bilan de préparation 100 % dérivé (règles arc/chapitre/
scène/quête), panneau « Prochaines étapes » avec boutons « Corriger », et
pastilles détaillées (tooltip des manques) dans l'arbre.
- Assistant IA (Pilier A) : étoffage champ par champ (scène, chapitre, arc) et
brouillons de scènes en propose→applique (brain : narrative-fields,
scene-drafts).
- Horloges & menaces (V15-V17) : clocks à segments avec déclencheurs, fronts.
- Mode séance : préparation de séance (readiness + quêtes dispo), scène
épinglée (V19), récap « précédemment » (brain : session-recap), onglet
« Partie » du panneau de référence, graphe amélioré (pan/zoom, éditeur de
liens).
- Perf : endpoint agrégé GET /api/campaigns/{id}/tree — la sidebar charge en
1 requête au lieu de ~15.
- Battlemaps multiples par scène (variantes jour/nuit, étages…) : liste JSON
étiquetée (V22, reprise automatique de la carte existante), rendu PDF avec
légendes, export/import rétro-compatible.
- Export Foundry ciblé : modale de périmètre (cartes+ennemis / journaux /
tables), bundle filtré côté serveur (zip allégé), module Foundry à jour
(respect du périmètre + une Scene Foundry par variante de carte,
rétro-compatible anciens bundles).
This commit is contained in:
@@ -378,7 +378,9 @@
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"removeLink": "Remove link",
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"increment": "One more",
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"decrement": "One less",
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"noMatch": "No matching enemy"
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"noMatch": "No matching enemy",
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"broken": "Missing reference",
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"brokenTitle": "This scene references a deleted bestiary entry (enemy deleted then recreated?). Click × to remove the dead reference."
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},
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"personaView": {
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"empty": "This sheet is still empty."
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@@ -508,7 +510,11 @@
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"chatSuggestion3": "Suggest a two-act resolution",
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"deleteTitle": "Delete arc",
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"deleteMessage": "Delete the arc \"{{name}}\"?",
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"irreversible": "This action is irreversible."
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"irreversible": "This action is irreversible.",
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"optionalHint": "Only the title is required. Expand and fill in only the sections you need — everything else is optional.",
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"themesStakesSectionTitle": "Themes and stakes",
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"gmNotesSectionTitle": "GM notes",
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"rewardsResolutionSectionTitle": "Rewards and resolution"
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},
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"arcView": {
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"subtitleHub": "Hub arc (non-linear quests)",
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@@ -537,7 +543,10 @@
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"deleteCascade": "This action will also delete: {{parts}}.",
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"irreversible": "This action is irreversible.",
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"deleteConfirmTitle": "Delete arc",
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"deleteConfirmMessage": "Delete the arc \"{{name}}\"?"
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"deleteConfirmMessage": "Delete the arc \"{{name}}\"?",
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"questsTitle": "Quests in this arc",
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"questsEmpty": "No quests yet. Add one to populate this hub.",
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"createQuest": "New quest"
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},
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"campaigns": {
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"heroTitle": "Your Campaigns",
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@@ -625,7 +634,13 @@
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"playthroughsPlural": "{{n}} playthroughs (with their PCs, sessions, facts)",
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"alsoDeletes": "Will also be deleted: {{items}}.",
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"irreversible": "This action is irreversible."
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}
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},
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"quickScene": "Scene",
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"quickSceneFirst": "Add a scene",
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"organizeInArcs": "or organize into arcs",
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"defaultArcName": "Main arc",
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"defaultChapterName": "Chapter 1",
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"flatModeHint": "Simple mode: your scenes are in the left panel. Add one, or organize the campaign into arcs."
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},
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"campaignImport": {
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"pageTitle": "Import a campaign",
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@@ -726,7 +741,11 @@
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"chatSuggestion3": "Suggest a striking opening scene",
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"deleteTitle": "Delete chapter",
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"deleteMessage": "Delete the chapter \"{{name}}\"?",
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"irreversible": "This action is irreversible."
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"irreversible": "This action is irreversible.",
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"optionalHint": "Only the title is required. Expand and fill in only the sections you need — everything else is optional.",
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"gmNotesSectionTitle": "GM notes",
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"objectivesStakesSectionTitle": "Objectives and stakes",
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"quest": "Quest"
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},
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"chapterGraph": {
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"chapter": "Chapter",
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@@ -734,8 +753,31 @@
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"subtitle": "Flowchart of scenes and their narrative branches",
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"back": "Back to chapter",
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"empty": "This chapter has no scenes. Create some to see the map appear.",
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"hint": "💡 Click a scene to open it, or drag it to rearrange the map. Scenes not connected to the entry point (scene of order 1) appear at the bottom.",
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"allCampaigns": "All campaigns"
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"hint": "💡 Click a scene to open it, drag it to move it. Drag the dot under a node onto another to create a link; click a link to edit or delete it. Wheel = zoom, drag the background = pan the view.",
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"allCampaigns": "All campaigns",
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"addScene": "Add a scene",
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"newSceneName": "New scene",
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"titleFlat": "Scene map",
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"backFlat": "Back to campaign",
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"zoomIn": "Zoom in",
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"zoomOut": "Zoom out",
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"fit": "Fit to content",
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"linkEditor": {
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"label": "Choice label",
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"labelPlaceholder": "e.g. \"Follow the trail\"",
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"condition": "Condition (GM notes)",
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"conditionPlaceholder": "e.g. \"if the PCs have the key\"",
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"type": "Link type",
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"delete": "Delete link",
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"close": "Close",
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"kind": {
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"EXIT": "Exit",
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"CLUE": "Clue",
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"LEAD": "Lead"
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}
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},
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"rename": "Rename scene",
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"renamePlaceholder": "Scene name"
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},
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"chapterView": {
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"chapter": "Chapter",
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@@ -941,8 +983,8 @@
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"aiAssistantTitle": "Open the AI Assistant to discuss this scene",
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"illustrationsLabel": "Illustrations",
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"illustrationsHint": "NPC portraits, visual mood, evocative scenes...",
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"battlemapLabel": "Battlemap (Foundry export)",
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"battlemapHint": "Battle map to export to Foundry: media (image/video) + Universal VTT .json/.dd2vtt file (Dungeon Alchemist, Dungeondraft...). Not displayed in the app.",
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"battlemapLabel": "Battlemaps (Foundry export)",
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"battlemapHint": "Battle maps to export to Foundry: media (image/video) + Universal VTT .json/.dd2vtt file (Dungeon Alchemist, Dungeondraft...). Add several maps for variants of the same scene (day/night, floors...). Not displayed in the app.",
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"battlemapMedia": "Media (image / video)",
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"battlemapData": "Data (.json / .dd2vtt)",
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"battlemapChoose": "Choose a file",
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@@ -951,7 +993,7 @@
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"battlemapRemove": "Remove",
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"nameLabel": "Scene title *",
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"namePlaceholder": "E.g.: Arrival at the village",
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"descriptionLabel": "Short description *",
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"descriptionLabel": "Short description",
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"descriptionPlaceholder": "One or two sentences summarizing what happens...",
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"iconLabel": "Icon",
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"contextSectionTitle": "Context and mood",
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@@ -1007,7 +1049,15 @@
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"battlemapSourceDD": "DungeonDraft (.dd2vtt)",
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"battlemapDd2vttSlot": ".dd2vtt file",
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"battlemapDd2vttHint": "The .dd2vtt contains the map AND the walls/lights; the embedded image is extracted automatically for the Foundry export.",
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"battlemapDd2vttNoImage": "No image found in this .dd2vtt — the exported map will have no background."
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"battlemapDd2vttNoImage": "No image found in this .dd2vtt — the exported map will have no background.",
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"optionalHint": "Only the title is required. Expand and fill in only the sections you need — everything else is optional.",
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"nodeTypeLabel": "Node type",
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"nodeTypeHint": "Level 2: typing the scene (location, encounter, NPC…) colors the node in the graph view. Optional.",
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"branchKindLabel": "Link type",
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"branchTargetBroken": "Destination not found (deleted scene): pick a new destination or remove this branch.",
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"battlemapAdd": "Add a map",
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"battlemapLabelPlaceholder": "Label (e.g.: Day, Night, Floor 1…)",
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"battlemapRemoveMap": "Remove this map"
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},
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"sceneView": {
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"subtitle": "Scene",
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@@ -1411,6 +1461,20 @@
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"deleteEntryConfirm": {
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"title": "Delete this entry?",
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"message": "This log entry will be permanently deleted."
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},
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"pinned": {
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"label": "Current scene",
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"open": "Open the scene (new tab)",
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"unpin": "Unpin",
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"showNarration": "Show player narration",
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"hideNarration": "Hide narration"
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},
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"recap": {
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"button": "“Previously…” recap",
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"loading": "Writing the recap…",
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"title": "Previously ({{name}})",
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"addToJournal": "Add to journal",
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"error": "Recap failed. Is the Brain (AI) running?"
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}
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},
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"sessionReferencePanel": {
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@@ -1423,7 +1487,12 @@
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"playerCharacters": "Player characters",
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"nonPlayerCharacters": "Non-player characters",
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"emptyCharacters": "No characters in this campaign.",
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"emptyScenes": "No narrative arc yet. Build your campaign scenario to find it here."
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"emptyScenes": "No narrative arc yet. Build your campaign scenario to find it here.",
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"tabPlay": "Play",
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"playClocks": "Clocks",
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"playFacts": "Facts",
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"playNoPlaythrough": "This session is not attached to any playthrough.",
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"pinScene": "Pin as current scene"
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},
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"sessionDicePanel": {
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"count": "Count",
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@@ -1521,7 +1590,9 @@
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"deleteCascade": "This action will also delete: {{parts}}.",
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"irreversible": "This action is irreversible.",
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"deleteTitle": "Delete playthrough",
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"deleteMessage": "Delete \"{{name}}\"?"
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"deleteMessage": "Delete \"{{name}}\"?",
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"clocksTitle": "Progress clocks",
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"prepTitle": "Prepare the next session"
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},
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"playthroughFlagsPage": {
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"title": "Facts — {{name}}",
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@@ -1546,7 +1617,9 @@
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"allCampaigns": "All campaigns",
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"sectionCharacters": "Characters",
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"sectionNarration": "Narration",
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"sectionTools": "Tools"
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"sectionTools": "Tools",
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"scenesGroup": "Scenes",
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"quests": "Quests"
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},
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"services": {
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"importFailed": "Import failed.",
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@@ -1563,5 +1636,244 @@
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"zoomOut": "Zoom out",
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"dragHint": "Drag to reframe",
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"remove": "Remove this image"
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},
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"questList": {
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"title": "Quests",
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"create": "New quest",
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"hint": "Quests are orthogonal to the structure: they carry objectives and unlock conditions, and can span several scenes.",
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"empty": "No quests yet.",
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"conditional": "Unlock conditions",
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"deleteTitle": "Delete quest",
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"deleteMessage": "Delete the quest \"{{name}}\"?",
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"irreversible": "This action is irreversible."
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},
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"questEdit": {
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"newTitle": "New quest",
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"fallbackTitle": "Quest",
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"subtitle": "Quest",
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"optionalHint": "Only the title is required. Expand and fill in only the sections you need — everything else is optional.",
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"nameLabel": "Quest title *",
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"namePlaceholder": "E.g.: Save the missing merchant",
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"descriptionLabel": "Description",
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"descriptionPlaceholder": "Describe the objective and context of the quest...",
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"iconLabel": "Icon",
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"unlockSectionTitle": "Unlock conditions",
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"unlockHint": "All conditions must be met (AND) for the quest to unlock in a Playthrough. Empty = available from the start. Progression is managed in the Playthrough screen.",
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"gmNotesSectionTitle": "GM notes",
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"gmNotesPlaceholder": "Private notes about the quest, twists, secrets...",
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"objectivesSectionTitle": "Objectives and stakes",
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"playerObjectivesLabel": "Player objectives",
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"playerObjectivesPlaceholder": "What must the players accomplish?",
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"narrativeStakesLabel": "Narrative stakes",
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"narrativeStakesPlaceholder": "What are the dramatic stakes?",
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"deleteTitle": "Delete quest",
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"deleteMessage": "Delete the quest \"{{name}}\"?",
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"irreversible": "This action is irreversible.",
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"illustrationsLabel": "Illustrations",
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"illustrationsHint": "Portraits, moods and notable locations of the quest.",
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"nodesSectionTitle": "Narrative nodes traversed",
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"nodesHint": "OPTIONAL — only use this if the quest should TRAVERSE existing content (“the quest passes through these places”). These are links: removing a node deletes nothing. Without nodes, the quest automatically gets its own scene space (created on the fly, with its map).",
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"relatedPagesLabel": "Linked Lore pages",
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"relatedPagesHint": "Link this quest to NPCs, places or Lore elements that appear in it.",
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"noLoreHint": "💡 This campaign is not linked to any universe. Link it to a Lore from the campaign screen to attach Lore pages to this quest."
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},
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"nodePicker": {
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"chapter": "Chapter",
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"scene": "Scene",
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"selectChapter": "Add a chapter...",
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"selectScene": "Add a scene...",
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"addChapter": "Add",
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"addScene": "Add",
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"empty": "No node attached yet. This quest isn't linked to any chapter or scene.",
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"deletedNode": "(deleted node)",
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"moveUp": "Move up",
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"moveDown": "Move down",
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"remove": "Remove this node"
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},
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"questView": {
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"subtitle": "Quest",
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"synopsisTitle": "Description",
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"playerObjectivesTitle": "Player objectives",
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"narrativeStakesTitle": "Narrative stakes",
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"prerequisitesTitle": "Unlock conditions",
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"nodesTitle": "Narrative nodes traversed",
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"gmNotesTitle": "GM notes",
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"relatedPagesTitle": "Linked Lore pages",
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"notProvided": "Not provided",
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"deleteTitle": "Delete quest",
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"deleteMessage": "Delete the quest \"{{name}}\"?",
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"irreversible": "This action is irreversible.",
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"deletedPage": "(deleted page)",
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"deletedQuest": "(deleted quest)",
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"deletedNode": "(deleted node)",
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"prereqQuestCompleted": "Quest \"{{name}}\" completed",
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"prereqSessionReached": "Session {{n}} reached",
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"prereqFlagSet": "Fact: {{flag}}",
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"mapButton": "Scene map"
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},
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"sceneType": {
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"GENERIC": "Generic scene",
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"LOCATION": "Location",
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"ENCOUNTER": "Encounter",
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"NPC": "NPC situation",
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"EVENT": "Event",
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"REVELATION": "Revelation"
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},
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"linkType": {
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"EXIT": "Exit",
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"CLUE": "Clue",
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"LEAD": "Lead"
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},
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"clocksManager": {
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"empty": "No clocks yet. Create one to track a threat or a countdown that advances as the game unfolds.",
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"namePlaceholder": "Clock name (e.g. \"The cult completes its ritual\")",
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"segments": "Segments",
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"segmentsN": "{{n}} segments",
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"add": "Add",
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"advance": "Advance one segment",
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"regress": "Roll back one segment",
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"triggerType": "Auto trigger",
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"triggerOption": {
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"NONE": "Manual",
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"FLAG_SET": "When a Fact becomes true",
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"QUEST_COMPLETED": "When a quest completes",
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"SESSION_ENDED": "At session end"
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},
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"flagPlaceholder": "Fact name",
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"quest": "Quest",
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"selectQuest": "— Choose a quest —",
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"triggerFlag": "Fact: {{name}}",
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"triggerQuest": "Quest: {{name}}",
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"triggerSession": "Session end",
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"deletedQuest": "(deleted quest)",
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"ungrouped": "Loose clocks",
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"deleteFront": "Delete this front (its clocks become loose)",
|
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"frontPlaceholder": "New front (threat: \"The rise of the Cult\"…)",
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"addFront": "Add a front",
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"front": "Front",
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"noFront": "— No front —",
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||||
"edit": "Edit"
|
||||
},
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||||
"readiness": {
|
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"title": "Next steps",
|
||||
"badge": {
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"DRAFT": "Draft",
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||||
"PLAYABLE": "Playable",
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||||
"POLISHED": "Polished"
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},
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||||
"blockingN": "{{n}} blocking",
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"recommendedN": "{{n}} recommended",
|
||||
"allSet": "All set: this campaign is ready to play.",
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"fix": "Fix",
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"dot": {
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"blocking": "To fix: a blocking gap, here or in an item below. See “Next steps” on the campaign.",
|
||||
"recommended": "Suggested: a recommended gap, here or below. See “Next steps” on the campaign.",
|
||||
"more": "+ {{n}} more gap(s) — see “Next steps”"
|
||||
}
|
||||
},
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||||
"sceneAssist": {
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||||
"button": "Flesh out with AI",
|
||||
"hint": "The co-GM suggests values for the scene's fields. Nothing is saved: pick what fills the form, then save as usual.",
|
||||
"instructionPlaceholder": "Optional instruction (e.g. \"make the mood more ominous\", \"add a clue about the cult\")…",
|
||||
"generate": "Generate suggestions",
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||||
"generating": "Generating…",
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||||
"regenerate": "Regenerate",
|
||||
"applySelection": "Apply selection ({{n}})",
|
||||
"empty": "The AI had nothing new to suggest — the scene may already be complete, or rephrase your instruction.",
|
||||
"error": "Generation failed. Is the Brain (AI) running?",
|
||||
"current": "Current",
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||||
"proposed": "Proposed",
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||||
"field": {
|
||||
"description": "Description",
|
||||
"location": "Location",
|
||||
"timing": "Timing",
|
||||
"atmosphere": "Atmosphere",
|
||||
"playerNarration": "Player narration",
|
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"choicesConsequences": "Choices & consequences",
|
||||
"combatDifficulty": "Combat difficulty",
|
||||
"enemies": "Enemies",
|
||||
"gmSecretNotes": "GM secret notes"
|
||||
}
|
||||
},
|
||||
"entityAssist": {
|
||||
"button": "Flesh out with AI",
|
||||
"hint": "The co-GM suggests values for the fields. Nothing is saved: pick what fills the form, then save as usual.",
|
||||
"instructionPlaceholder": "Optional instruction (e.g. \"make the mood more ominous\", \"add a clue about the cult\")…",
|
||||
"generate": "Generate suggestions",
|
||||
"generating": "Generating…",
|
||||
"regenerate": "Regenerate",
|
||||
"applySelection": "Apply selection ({{n}})",
|
||||
"empty": "The AI had nothing new to suggest — the entity may already be complete, or rephrase your instruction.",
|
||||
"error": "Generation failed. Is the Brain (AI) running?",
|
||||
"current": "Current",
|
||||
"proposed": "Proposed",
|
||||
"field": {
|
||||
"description": "Description",
|
||||
"location": "Location",
|
||||
"timing": "Timing",
|
||||
"atmosphere": "Atmosphere",
|
||||
"playerNarration": "Player narration",
|
||||
"choicesConsequences": "Choices & consequences",
|
||||
"combatDifficulty": "Combat difficulty",
|
||||
"enemies": "Enemies",
|
||||
"gmSecretNotes": "GM secret notes",
|
||||
"gmNotes": "GM notes",
|
||||
"playerObjectives": "Player objectives",
|
||||
"narrativeStakes": "Narrative stakes",
|
||||
"themes": "Themes",
|
||||
"stakes": "Stakes",
|
||||
"rewards": "Rewards",
|
||||
"resolution": "Resolution"
|
||||
}
|
||||
},
|
||||
"sceneDraft": {
|
||||
"button": "Generate scenes",
|
||||
"hint": "The co-GM suggests several scenes for this chapter. Tick the ones to keep; they are created in the chapter (you can refine them afterwards).",
|
||||
"instructionPlaceholder": "Optional instruction (e.g. \"an infiltration, a fight, then a reveal\")…",
|
||||
"countLabel": "How many",
|
||||
"generate": "Suggest scenes",
|
||||
"generating": "Generating…",
|
||||
"regenerate": "Regenerate",
|
||||
"createSelection": "Create selection ({{n}})",
|
||||
"creating": "Creating…",
|
||||
"empty": "The AI suggested no scenes — try rephrasing your instruction.",
|
||||
"error": "Generation failed. Is the Brain (AI) running?",
|
||||
"applyError": "Failed to create the scenes."
|
||||
},
|
||||
"sessionPrep": {
|
||||
"lastSessionActive": "Session in progress: {{name}}",
|
||||
"lastSessionEnded": "Last session: {{name}} (ended)",
|
||||
"allQuiet": "All clear: no active quest and no gap in upcoming content. Start the next session whenever you like.",
|
||||
"positionTitle": "Where the players are",
|
||||
"inProgress": "In progress:",
|
||||
"available": "Available:",
|
||||
"hotspotsTitle": "Likely content for the next session",
|
||||
"nodeKind": {
|
||||
"CHAPTER": "chapter",
|
||||
"SCENE": "scene"
|
||||
},
|
||||
"gapsTitle": "To fill in before playing",
|
||||
"fix": "Fix",
|
||||
"otherGaps": "+ {{n}} other gap(s) elsewhere in the campaign",
|
||||
"clocksTitle": "Threats in motion",
|
||||
"clockNearly": "nearly full!",
|
||||
"clockFull": "full!",
|
||||
"completed": "Completed:",
|
||||
"markStarted": "Mark as in progress (the players started it)",
|
||||
"markCompleted": "Mark as completed (removed from likely leads)",
|
||||
"reopen": "Reopen (back to not started)"
|
||||
},
|
||||
"foundryDialog": {
|
||||
"title": "Export to Foundry",
|
||||
"intro": "Choose what the Foundry module should import. For example, to run your combats, export only the maps and the enemies prepared in your scenes.",
|
||||
"presetAll": "Everything",
|
||||
"presetMapsOnly": "Maps & enemies only",
|
||||
"optMaps": "Maps & enemies",
|
||||
"optMapsHint": "One Foundry Scene per battlemap (day/night variants included), with the tokens of the enemies linked to each scene.",
|
||||
"optJournals": "Narrative journals",
|
||||
"optJournalsHint": "Arcs, chapters, quests and scenes as journals (texts + illustrations), plus NPC and bestiary sheets.",
|
||||
"optTables": "Random tables",
|
||||
"optTablesHint": "Your encounter and event tables as Foundry RollTables.",
|
||||
"confirm": "Export"
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user