{
  "xdy-pf2e-workbench": {
    "effectItem": "Effect Item",
    "npcRoller": {
      "title": "NPC Roller",
      "button-label": "NPC Roller",
      "nav-labels": {
        "strike": "Strikes",
        "damage": "Damage",
        "ac": "Armor Class",
        "save": "Saves",
        "hp": "Hit Points",
        "spell": "Spell",
        "dc": "DCs",
        "areaDamage": "Area Damage",
        "perception": "Perception",
        "abilityScore": "Ability Scores",
        "skill": "Skills"
      }
    },
    "spellCardNotFound": "The spell card could not be found. Casting {spell} at minimum level for that spell.",
    "effects": {
      "orcFerocityUsed": "Orc Ferocity Used",
      "bounceBackUsed": "Bounce Back Used",
      "numbToDeathUsed": "Numb To Death Used",
      "deliberateDeathUsed": "Deliberate Death Used"
    },
    "macros": {
      "basicActionMacros": {
        "title": "Actions ({name})",
        "exploration": "Exploration",
        "downtime": "Downtime",
        "explorationShort": "E",
        "downtimeShort": "D",
        "bamTabview": {
          "name": "BAM: Use tabbed layout",
          "hint": "Use a tabbed layout for the Basic Action Macros dialog."
        },
        "bamShowUnusable": {
          "name": "BAM: Show actions that cannot be used.",
          "hint": "Whether to show actions that cannot be used as the character is not trained."
        },
        "noActorSelected": "No pc, npc or familiar actor is selected",
        "gmMustImport": "The GM must right click on the compendium xdy-pf2e-workbench-macros and select 'Import All Content' and make sure to check 'Keep Document IDs' when importing.",
        "cancel": "Cancel",
        "YouAreTheBestInYourParty": "You are the best in your party",
        "agileTrait": "(Agile)",
        "settings": {
          "showBestBonus": {
            "name": "BAM: Show if best in Basic Action Macros",
            "hint": "Whether to show if the selected actor has the best bonus in the Basic Action Macros dialog"
          }
        },
        "macroNotFound": "Macro {macroName} not found",
        "compendiumNotFound": "Compendium {compendiumName} not found",
        "actions": {
          "AdministerFirstAidStabilize": "Administer First Aid - Stabilize",
          "AdministerFirstAidStopBleeding": "Administer First Aid - Stop Bleeding",
          "AidToggle": "Aid (toggle)",
          "AidASE": "Aid (ASE macro)",
          "AidPF2eMacros": "Aid (PF2e Macros)",
          "AvoidNotice": "Avoid Notice",
          "Balance": "Balance",
          "Climb": "Climb",
          "Coerce": "Coerce",
          "CommandAnAnimal": "Command an Animal",
          "ConcealAnObject": "Conceal an Object",
          "Craft": "Craft",
          "CreateADiversionDistractingWords": "Create a Diversion - Distracting Words",
          "CreateADiversionGesture": "Create a Diversion - Gesture",
          "CreateADiversionTrick": "Create a Diversion - Trick",
          "CreateForgery": "Create Forgery",
          "DecipherWritingArcana": "Decipher writing - Arcana",
          "DecipherWritingOccultism": "Decipher writing - Occultism",
          "DecipherWritingReligion": "Decipher writing - Religion",
          "DecipherWritingSociety": "Decipher writing - Society",
          "Demoralize": "Demoralize",
          "DisableDevice": "Disable Device",
          "Disarm": "Disarm",
          "Escape": "Escape",
          "Feint": "Feint",
          "FollowTheExpertToggle": "Follow the Expert (toggle)",
          "ForceOpen": "Force Open",
          "GatherInformation": "Gather Information",
          "Grapple": "Grapple",
          "Hide": "Hide",
          "Impersonate": "Impersonate",
          "JumpHigh": "Jump - High",
          "JumpLong": "Jump - Long",
          "Lie": "Lie",
          "MakeAnImpression": "Make an Impression",
          "ManeuverInFlight": "Maneuver in Flight",
          "PalmAnObject": "Palm an Object",
          "Perform": "Perform",
          "PickALock": "Pick a Lock",
          "RaiseAShieldToggle": "Raise a Shield (toggle)",
          "RecallKnowledge": "Recall Knowledge",
          "Repair": "Repair",
          "Reposition": "Reposition",
          "Request": "Request",
          "Seek": "Seek",
          "SenseDirection": "Sense Direction",
          "SenseMotive": "Sense Motive",
          "Shove": "Shove",
          "Sneak": "Sneak",
          "Squeeze": "Squeeze",
          "Steal": "Steal",
          "SubsistSociety": "Subsist - Society",
          "SubsistSurvival": "Subsist - Survival",
          "Swim": "Swim",
          "TakeCoverToggle": "Take Cover (toggle)",
          "Track": "Track",
          "TreatDisease": "Treat Disease",
          "TreatPoison": "Treat Poison",
          "TreatWounds": "Treat Wounds",
          "Trip": "Trip",
          "TumbleThrough": "Tumble Through"
        }
      },
      "buildNpcSpellbookJournal": {
        "title": "Build NPC Spellbook Journal",
        "noSpellcastingEntry": "You must have either an NPC character sheet open and selected, or a single NPC token selected. Also, said NPC must have a spellcasting entry.",
        "generatedSpellbookFor": "Generated spellbook for {name}"
      },
      "recallKnowledge": {
        "breakdown": {
          "name": "Recall Knowledge: Show roll breakdowns",
          "hint": "Show a breakdown of the modifiers applied to each skill on a line below the result.",
          "all": "All modifiers",
          "extra": "Extra modifiers; omit skill and proficiency",
          "none": "Don't show any modifiers"
        }
      },
      "refocus": {
        "regains": "Regains {focus} focus points.",
        "notPsychic": "spent at least {regain} focus points",
        "isPsychic": "spent Focus Points only to amp psi cantrips or fuel psychic abilities",
        "regainOne": "Regain 1 focus point.",
        "disabled": "Disabled due to no ability to regain more than 1 focus point.",
        "enabled": "Regain {regain} focus points.<br/>Click <b>ONLY</b> if you have {details} since last Refocus.",
        "one": "one",
        "selectOneActor": "You must select one actor."
      }
    },
    "modules": {
      "pf2e-sheet-skill-actions": "The module pf2e-sheet-skill-actions is no longer maintained, all it's functions are part of the Workbench, please turn it off.",
      "pf2e-toolbox": "The module pf2e-toolbox is no longer maintained, most of it's functions are part of the Workbench, please turn it off.",
      "multilevel-tokens": "The module Multilevel Tokens (and probably other modules that teleport tokens) may have problems with teleporting as you have enabled the optional Workbench setting to change token animation."
    },
    "SETTINGS": {
      "actionsReminderAllow": {
        "all": "All",
        "gm": "GM",
        "hint": "Check to show number of actions reminder as chat message.",
        "name": "Who gets an actions reminder",
        "none": "None",
        "players": "Players"
      },
      "addUserTargets": {
        "addFor": "Add targets for",
        "clearFor": "Clear targets for",
        "hint": "Keybind to add selected and hovered tokens to the chosen user's targets.",
        "name": "Add user targets",
        "title": "Select user to add targets for"
      },
      "applyPersistentDamage": {
        "hint": "World setting to automatically apply persistent damage.",
        "name": "Automatically apply persistent damage."
      },
      "applyPersistentDamageRecoveryRoll": {
        "hint": "... and automatically roll recovery after that. Requires the setting above to be enabled.",
        "name": "... and automatically roll recovery after that."
      },
      "applyPersistentHealing": {
        "hint": "World setting to automatically apply persistent healing rolled by the system.",
        "name": "Automatically apply persistent healing rolled by the system.",
        "wasHealed": "{healing} healing was automatically applied."
      },
      "autoCollapseItemChatCardContent": {
        "collapsedDefault": "Collapsed by default, click title to expand.",
        "hint": "Client setting to automatically collapse item chat card content (excluding actions and attacks, see below for those).",
        "name": "Automatically collapse item chat card content.",
        "noCollapse": "Never collapse",
        "nonCollapsedDefault": "Expanded by default, click title to collapse."
      },
      "autoCollapseItemChatCardMoveEffectLinks": {
        "hint": "... but move any links to effect items outside of the collapsed part of the card when collapsed by default",
        "name": "... but show effect links"
      },
      "autoCollapseItemActionChatCardContent": {
        "collapsedDefault": "Collapsed by default, click title to expand.",
        "hint": "Client setting to automatically collapse action chat card content.",
        "name": "Automatically collapse action chat card content.",
        "noCollapse": "Never collapse",
        "nonCollapsedDefault": "Expanded by default, click title to collapse."
      },
      "autoCollapseItemAttackChatCardContent": {
        "collapsedDefault": "Collapsed by default, click title to expand.",
        "hint": "Client setting to automatically collapse attack chat card content.",
        "name": "Automatically collapse attack chat card content.",
        "noCollapse": "Never collapse",
        "nonCollapsedDefault": "Expanded by default, click title to collapse."
      },
      "dropHeldItemsOnBecomingUnconscious": {
        "hint": "Characters automatically drop held items on becoming unconscious (except shields, that become worn instead of held).",
        "name": "Characters automatically drop held items on becoming unconscious.",
        "message": "{name} lost their grip on: {items}"
      },
      "sheatheHeldItemsAfterEncounter": {
        "hint": "Characters automatically sheathe held weapons after encounters.",
        "name": "Characters automatically sheathe held weapons after encounters.",
        "message": "{name} sheathed: {items}"
      },
      "sheatheHeldItemsAfterEncounterTypes": {
        "hint": "Comma-separated list of item types to sheathe after encounters (e.g. 'armor,backpack,book,consumable,equipment,shield,treasure,weapon')",
        "name": "... but only for these item types"
      },
      "autoExpandDamageRolls": {
        "collapsedAll": "All damage rolls collapse (default foundry).",
        "expandedAll": "All damage rolls expand.",
        "expandedNew": "New damage rolls expand (also expands last three damage rolls on refresh).",
        "expandedNewest": "New damage rolls expand (also expands the very last damage roll on refresh).",
        "hint": "Client setting to automatically expand damage rolls (foundry default is all damage rolls collapsed). Click dice roll to expand/collapse.",
        "name": "Automatically expand damage rolls."
      },
      "autoGainDyingAtZeroHP": {
        "addOne": "Add one",
        "addOneForCharacters": "Add one, for characters+familiars",
        "addWoundedLevel": "Add 1 + Wounded level, for all",
        "addWoundedLevelForCharacters": "Add 1 + Wounded level, for characters+familiars",
        "deliberateDeathMessage": "{name} can <b>before gaining Dying</b> as a result of another creature's attack or ability, if that creature is within melee reach, make a melee Strike against the triggering creature.<br>Remove 'Deliberate Death Used' effect if it actually can't be used.",
        "hint": "Setting to automatically increase Dying at 0 HP.",
        "name": "Automatically increase Dying at 0 HP.",
        "no": "No",
        "orcFerocityMessage": "{name} has just used @UUID[Compendium.pf2e.feats-srd.PlhPpdwIV0rIAJ8K] and can now use the free action:@UUID[Compendium.pf2e.actionspf2e.FkfWKq9jhhPzKAbb]"
      },
      "autoGainDyingAtZeroHPIfCriticallyHitOneMore": {
        "no": "No",
        "add": "Add dying",
        "addForCharacters": "Add dying, for characters+familiars",
        "hint": "If critically hit by a targeted damaging attack from an enemy actor, add one more level of Dying. Uses 'wounded' settings from the dropdown above this. Requires the setting above to be enabled.",
        "name": "... and add one more dying if critically damaged by an enemy."
      },
      "autoGainDyingIfTakingDamageWhenAlreadyDying": {
        "no": "No",
        "add": "Add dying",
        "addForCharacters": "Add dying, for characters+familiars",
        "hint": "If taking damage while already Dying, add one more Dying (or possibly two if extra dying on critical hit is enabled). Uses 'wounded' settings from the dropdown above this. Requires the setting above to be enabled.",
        "name": "... and add additional dying level(s) if taking damage when dying."
      },
      "nonLethalIsNotLethal": {
        "no": "Nonlethal damage is just damage",
        "unconscious": "Nonlethal damage doesn't kill",
        "unconsciousForCharacters": "Nonlethal doesn't kill characters+familiars",
        "hint": "If the last damage you take is nonlethal, you don't become dying. Instead, you are unconscious with 0 HP. Requires the setting above to be enabled.",
        "name": "... depending on if last damage was nonlethal."
      },
      "autoKillIfMassiveDamage": {
        "yes": "Yes, for all",
        "yesForCharacters": "Yes, for characters+familiars",
        "yesForNpcs": "Yes, for npcs",
        "hint": "(Deprecated) Setting to automatically kill on taking Massive Damage.",
        "name": "... but automatically kill on taking Massive Damage. (Deprecated)",
        "no": "No"
      },
      "autoKillIfDamageHasDeathTrait": {
        "yes": "Yes, for all",
        "yesForCharacters": "Yes, for characters+familiars",
        "yesForNpcs": "Yes, for npcs",
        "hint": "(Deprecated) Setting to automatically kill on taking sufficient damage from a source with the Death trait.",
        "name": "... but automatically kill on taking sufficient damage from a Death effect. (Deprecated)",
        "no": "No"
      },
      "autoGainDyingIgnoresTargeting": {
        "name": "... whether or not damage was targeted at selected token.",
        "hint": "Enable to apply the above settings whether or not the target matches the selected token. (Mostly useful if not using targeting/automation.)"
      },
      "automationClientSettings": {
        "hint": "Enable and configure local automation settings, i.e. settings that only affect your own client.",
        "label": "Manage Client Automation Settings",
        "name": "Client Automation Settings"
      },
      "automationWorldSettings": {
        "hint": "Enable and configure automation for GMs",
        "label": "Manage World Automation Settings",
        "name": "World Automation Settings"
      },
      "autoReduceStunned": {
        "hint": "Client setting to automatically reduce Stunned on turn start.",
        "name": "Automatically reduce stunned on turn start"
      },
      "autoRemoveDyingAtGreaterThanZeroHP": {
        "hint": "Setting to automatically remove Dying when healed to above 0 HP.",
        "name": "Automatically remove Dying when healed to above 0 HP.",
        "no": "No",
        "removeDying": "Remove Dying for all",
        "removeDyingForCharacters": "Remove Dying, for characters+familiars"
      },
      "autoRemoveUnconsciousAtGreaterThanZeroHP": {
        "hint": "Setting to automatically remove unconscious if healed to greater than 0 HP.",
        "name": "Automatically remove unconscious if healed to greater than 0 HP."
      },
      "autoRollDamageAllow": {
        "all": "All",
        "gm": "GM",
        "hint": "Select who is allowed to set the option to Autoroll damage on a hit. Save settings to show/hide additional options on the client automation setting menu.",
        "name": "Who is allowed to set the option to Autoroll damage on a hit.",
        "none": "None",
        "players": "Players"
      },
      "autoRollDamageForSpellAttack": {
        "hint": "Client setting to autoroll damage for spell attacks that hit. Note that critical hits always roll normal damage.",
        "name": "Autoroll damage for spell attacks that hit."
      },
      "autoRollDamageForSpellWhenNotAnAttack": {
        "hint": "Client setting to autoroll normal damage for *non-attack* spells when they are cast. If the message includes save results it'll autoroll if it's a failure, and for basic saves if it's a success. For attacks it'll autoroll if it's a success. If it's both an attack and a save spell it won't autoroll (e.g. Disintegrate).",
        "name": "Autoroll damage for cast spells that are not attacks.",
        "no": "No",
        "anySpell": "For any non-attack spell",
        "saveSpell": "For a non-attack save spell",
        "nonSaveSpell": "For a non-attack non-save spell"
      },
      "autoRollDamageForStrike": {
        "hint": "Client setting to autoroll damage for strikes that hit. Note that critical hits roll critical damage.",
        "name": "Autoroll damage for strikes that hit.",
        "strike": "Strike"
      },
      "autoRollDamageNotifyOnSpellCardNotFound": {
        "hint": "Client setting to notify when a spell attack is rolled and no spell card was found to roll damage for.",
        "name": "Notify when a spell attack is rolled and no spell card was found."
      },
      "handleDyingRecoveryRollAllow": {
        "all": "All",
        "gm": "GM",
        "hint": "Select who is allowed to set the option to automatically handle dying recovery roll results after the owner has clicked the recovery button the character sheet. Save settings to show/hide additional options on the client automation setting menu.",
        "name": "Who is allowed to set the option to automatically handle dying recovery roll results after clicking recovery button.",
        "none": "None",
        "players": "Players"
      },
      "handleDyingRecoveryRoll": {
        "hint": "Client setting to automatically handle dying recovery roll results after clicking the recovery button.",
        "name": "Automatically handle dying recovery roll results after clicking recovery button.",
        "handled": "Dying recovery roll {roll} {outcome} handled automatically. {defeated}.",
        "defeated": "{name} was defeated"
      },
      "playerFeatsPrerequisiteHint": {
        "hint": "Client setting to add an asterisk to the name for feats with a prerequisite set.",
        "name": "Add an asterisk to the name for feats with a prerequisite."
      },
      "playerCraftingRarityColour": {
        "hint": "Client setting to show formula names in rarity colour on actor sheets.",
        "name": "Show formula names in rarity colour on actor sheets."
      },
      "playerFeatsRarityColour": {
        "hint": "Client setting to show feat names in rarity colour on actor sheets.",
        "name": "Show feat names in rarity colour on actor sheets."
      },
      "playerSpellsRarityColour": {
        "hint": "Client setting to show spell names in rarity colour on actor sheets.",
        "name": "Show spell names in rarity colour on actor sheets."
      },
      "playerSpellsChangeSendToChat": {
        "hint": "World setting to make sending a spell to chat send a link to the spell item rather than the full spell.",
        "name": "Make sending a spell to chat send a link to the spell item rather than the full spell.",
        "text": "Spell was sent to chat: "
      },
      "castPrivateSpell": {
        "hint": "Check to enabling ctrl-clicking Cast on a spell to cast it as a whisper to caster and GM.",
        "name": "Ctrl-click Cast to cast in private.",
        "aSpell": "A spell"
      },
      "castPrivateSpellAutoRevealIfKnown": {
        "hint": "Check to autoreveal privately cast spell if any party member knows the spell.",
        "name": "... but autoreveal spell if it is known by party."
      },
      "castPrivateSpellAutoRevealOverrideGMRollMode": {
        "hint": "Override the GM's selected roll mode to public. If disabled, the GM's selected roll mode (public/private/blind/self) will be used.",
        "name": "... and always autoreveal spells as a public message."
      },
      "castPrivateSpellAutoRevealPartyMembersThatKnowSpell": {
        "hint": "Check to, for autorevealed spells, show party members that know the spell in the chat card",
        "name": "... and list the party members that know the autorevealed spell"
      },
      "castPrivateSpellHideName": {
        "hint": "Check to hide the name of a privately cast spell in the damage roll instead of hiding the damage roll.",
        "name": "... and hide the name of a privately cast spell in damage roll."
      },
      "castPrivateSpellAlwaysFor": {
        "hint": "Check to always cast privately for... (Hold Ctrl to *not* cast privately.)",
        "name": "... but always cast privately for:",
        "none": "None",
        "nonAllies": "Non-allies",
        "nonPartymembers": "Non-partymembers",
        "npcs": "NPCs"
      },
      "castPrivateSpellWithPublicMessage": {
        "cantrip": "Cantrip",
        "firstPart": "{tokenName} just cast a {type} of the <strong>{traditionString}</strong> tradition. <p data-visibility=\"gm\"> (@UUID[{spellUUID}]) </p>",
        "hint": "If casting privately, this setting also posts a public message that a spell has been cast UNLESS you hold SHIFT as well as CTRL while casting.",
        "name": "Post public message that a spell has been cast.",
        "basic": "Basic",
        "noButtonSavePart": "<br><b>{basic} {dataSave} save</b>",
        "savePart": "<br>Save for the unknown spell is: @Check[type:{dataSave}|dc:{dataDC}|traits:{traits}{basic}}]",
        "secondPartNoRk": ".<br>You can try using one of @UUID[Compendium.pf2e.feats-srd.MjQyTcV8Jiv1Jtln] or @UUID[Compendium.pf2e.feats-srd.2rSyTfPgAmNAo01r] to recognize it. Or, on your turn, spend an action to try to identify it (ask your gm for details).",
        "secondPartRK": ".<br>You can try using one of @UUID[Compendium.pf2e.feats-srd.MjQyTcV8Jiv1Jtln] or @UUID[Compendium.pf2e.feats-srd.2rSyTfPgAmNAo01r] to recognize it. Or, on your turn, spend an action to try to identify it with @Check[type:{skill}|dc:{dcRK}|traits:secret,action:recall-knowledge] @UUID[Compendium.pf2e.actionspf2e.Item.1OagaWtBpVXExToo] (or 10 minutes with @Check[type:{skill}|dc:{dcRK}|traits:secret,action:identify-magic] @UUID[Compendium.pf2e.actionspf2e.Item.eReSHVEPCsdkSL4G] )",
        "spell": "Spell",
        "they": "They",
        "knownBy": "<div><p><b>Known by: </b>{spellHavers}</p></div><hr class=\"item-block-divider\">"
      },
      "castPrivateSpellWithPublicMessageShowToGM": {
        "hint": "Show public message to gm also.",
        "name": "... and show the public message to the gm also."
      },
      "castPrivateSpellWithPublicMessageShowTraits": {
        "hint": "Show spell traits in the public message.",
        "name": "... and show spell traits in the public message.",
        "traitPart": " with these traits: <strong>{traits}</strong>"
      },
      "castPrivateSpellWithPublicMessageTraitsBlocklist": {
        "hint": "Comma-separated list of traits to exclude from the public message (e.g. 'mental, illusion')",
        "name": "... but exclude these traits from the public message"
      },
      "customPauseImage": {
        "hint": "Custom image to use for the pause image. Leave empty to use the default clockwork icon.",
        "name": "Custom image to use for the pause image."
      },
      "customPauseText": {
        "hint": "Custom text to use for the pause text. Leave empty to use the default 'Game Paused'.",
        "name": "Custom text to use for the pause text."
      },
      "decreaseFrightenedConditionEachTurn": {
        "hint": "Client setting to automatically decrease the frightened condition each turn for characters, npcs and familiars.",
        "name": "Automatically decrease the frightened condition each turn."
      },
      "enableAutomaticMove": {
        "hint": "Select to enable setting initiative of combatant outside it's own turn to just before the current combatant, normally because the current combatant has killed the selected combatant. Due to rounding several combatants may show the same initiative in the list.",
        "name": "Setting initiative to just before the current combatant.",
        "noAutomation": "Never",
        "reaching0HP": "When character or npc combatant reaches 0 HP.",
        "reaching0HPCharactersOnly": "When character combatant reaches 0 HP."
      },
      "giveUnconsciousIfDyingRemovedAt0HP": {
        "hint": "Setting to automatically give unconscious if Dying removed while at 0 HP.",
        "name": "Automatically give unconscious if Dying removed at 0 HP.",
        "no": "No"
      },
      "giveWoundedWhenDyingRemoved": {
        "hint": "Setting to automatically give Wounded condition when Dying condition is removed.",
        "name": "Automatically give Wounded when Dying is removed.",
        "numbToDeathMessage": "{name} has just triggered @UUID[Compendium.pf2e.feats-srd.gfMP2aMs3YGONVeB]. Apply healing manually."
      },
      "heroPointHandler": {
        "add": "Add",
        "addedFor": "1 Hero Point added for {name}",
        "addedToForAll": "{heroPoints} Hero Point(s) added for all",
        "addOne": "<b>Section 2</b> - Add one Hero Point to selected character from the current members of the active party (defaults to random character when timer expires)",
        "all": "All",
        "defaultTimeoutMinutes": 60,
        "doWhat": "<b>Section 1</b> - Choose what to do to the Hero Points of <em>all</em> characters with the following value",
        "hint": "Check to enable Hero Point handler feature with an optional keybind to open a dialog that can reset or add Hero Points for all characters, add one Hero Point to a random (or selected) character and, most importantly, start a timer to make the dialog reappear after (by default) 60 minutes.",
        "ignore": "Nothing",
        "instructions": "Note that the timer is paused while this dialog is open. Close this dialog without pressing any of these buttons to unpause the timer, or press the appropriate button to do what the button says.",
        "minutesLeft": "minutes left on current timer",
        "name": "Enable Hero Point handler.",
        "none": "No character",
        "noRunningTimer": "No timer running",
        "noTimerLabel": "Submit changes with <b>no</b> timer. Will <b>stop</b> any existing timer.",
        "resetTo": "Reset to",
        "resetToForAll": "Hero Points reset to {heroPoints} for all",
        "showAfter": "Show dialog again after this many minutes",
        "startTimerLabel": "Submit changes and start/continue timer",
        "thisMany": "This many",
        "timerStopped": "Hero Points timer is stopped.",
        "timerValue": "Timer value (range 0 - {maxMinutes})",
        "title": "Hero Point Handler",
        "willBeResetIn": "Hero Point Handler returns in {remainingMinutes} minutes ({time})."
      },
      "heroPointHandlerDefaultTimeoutMinutes": {
        "hint": "Set the default (and maximum) for how many minutes till the next time the hero point handler opens.",
        "name": "... with this many minutes until the Hero Point Handler dialog opens."
      },
      "heroPointHandlerKey": {
        "hint": "Keybind to open the Hero Point handler dialog that enables resetting and adding Hero Points with an hourly reminder.",
        "name": "Keybind to open the Hero Point handler dialog."
      },
      "heropointHandlerNotification": {
        "name": "... and post notification when a Hero Point is handed out.",
        "hint": "Check to automatically post a notification when the Hero Point handler has handed out a Hero Point."
      },
      "heropointHandlerNotificationChat": {
        "name": "... as chat or info message.",
        "hint": "Check for the Hero Point handler to notify as chat, otherwise it will be a temporary info message."
      },
      "heroPointHandlerStartTimerOnReady": {
        "hint": "Check to automatically start the Hero Point handler timer when the game is ready.",
        "name": "... and automatically start Hero Point Handler."
      },
      "heropointHandlerRandomization": {
        "hint": "How to select player to get random heropoint",
        "name": "... how to select player to get random heropoint.",
        "none": "No one",
        "random": "A random partymember",
        "randomPartymemberThatHasNotReceivedAHeropoint": "A partymember that hasn't gotten one yet."
      },
      "housepatcher": {
        "hint": "(REALLY EXPERIMENTAL) Enter a json array to patch system compendiums. See housepatcher.md on the github for documentation.",
        "name": "(REALLY EXPERIMENTAL) Housepatcher (patches in house rules). Requires refresh (f5) after changing.",
        "notification": "Patched {count} unpatched items in system compendiums.",
        "error": "Bad housepatcher JSON has been deleted"
      },
      "houseRulesSettings": {
        "hint": "(Experimental) Enable and configure various house rules",
        "label": "Manage House Rules Settings",
        "name": "(Experimental) House Rules Settings"
      },
      "heroPointRules": {
        "hint": "Keeley's Hero Point Rule, Use Highest Roll, or, of course, the normal Use Last Roll.",
        "name": "Variant Hero Point house rules",
        "no": "Normal rules (use last roll)",
        "keeleysHeroPointRule": "Keeley's Hero Point Rule (+10 if reroll is less than 10).",
        "useHighestHeroPointRoll": "Use highest roll.",
        "bonusTagKeeleys": "Low Reroll +10",
        "bonusTagUseHighestRoll": "Used highest roll"
      },
      "legacyVariantRuleAncestryParagon": {
        "hint": "Requires the system setting 'Campaign Feats' to be enabled. Adds a Campaign Feats section for Ancestry Paragon but does *not* automatically migrate feats from the previous section or Bonus Feats.",
        "name": "Adds Ancestry Paragon feat slots. Refresh (f5) after changing.",
        "title": "Ancestry Paragon Feats"
      },
      "legacyVariantRuleDualClass": {
        "hint": "Requires the system setting 'Campaign Feats' to be enabled. Adds a Campaign Feats section for Dual Class but does *not* automatically migrate feats from the previous section or Bonus Feats, you also need to use the Dual Class macro to create the class for the character to use.",
        "name": "Adds Dual Class feat slots. Refresh (f5) after changing.",
        "title": "Dual Class Feats"
      },
      "logLevel": {
        "name": "Log level",
        "hint": "Log level",
        "trace": "Trace",
        "debug": "Debug",
        "info": "Info",
        "warn": "Warn",
        "error": "Error",
        "off": "Off"
      },
      "moveBeforeCurrentCombatantContextMenu": {
        "name": "Move selected combatant before the current combatant."
      },
      "moveBeforeCurrentCombatantKey": {
        "hint": "World keybind for moving selected combatant to before the current combatant, normally because the current combatant has killed the selected combatant. Due to rounding several combatants may show the same initiative in the list.",
        "name": "(World) keybind to move selected combatant before current combatant."
      },
      "mystificationSettings": {
        "hint": "Enable and configure NPC mystification",
        "label": "Manage NPC Mystification Settings",
        "name": "NPC Mystification Settings"
      },
      "notifications": {
        "cantMystify": "You cannot mystify this token. Is it on the active scene, and, are you a GM?"
      },
      "npcMystifier": {
        "hint": "Check to enable token mystifier, renaming tokens on the active scene based on their traits if Ctrl (configurable) is clicked when adding to scene. Save settings to show/hide additional options. Will always exclude party members.",
        "name": "Enable npc mystifier."
      },
      "npcMystifierAddRandomProperty": {
        "hint": "Select a type of random property to add when mystifying tokens that can optionally be kept.",
        "name": "Add random property of chosen type to name",
        "none": "None",
        "numberPostfix": "Number as postfix",
        "wordPrefix": "Word as prefix"
      },
      "npcMystifierBlacklist": {
        "hint": "Add words to filter out contents of this comma-separated blocklist from the mystified name.",
        "name": "Blocklist traits to never add"
      },
      "npcMystifierDemystifyAllTokensBasedOnTheSameActor": {
        "hint": "Check to make all mystification act on all tokens based on the same actor.",
        "name": "Demystify all tokens of actor"
      },
      "npcMystifierDemystifyToOriginalTokenName": {
        "hint": "When demystifying a token, restore its original name rather than using the actor's prototype token name.",
        "name": "Restore original token name when demystifying"
      },
      "npcMystifierExcludeActorTypes": {
        "hint": "Comma-separated list of actor types to exclude from mystification (i.e. one or more of army,character,familiar,hazard,loot,npc,party,vehicle)",
        "name": "Actor types to exclude from mystification"
      },
      "npcMystifierIcon": {
        "hint": "The Font Awesome icon to use for the mystification toggle. Must be a valid Font Awesome icon class (e.g. `fa-solid fa-eye-slash` or `fa-solid fa-user-secret`).",
        "name": "Mystification Icon"
      },
      "npcMystifierKeepRandomProperty": {
        "hint": "Check to keep number postfix/word prefix *in the same format as currently configured in this module* (if any) as a postfix/prefix to the name when mystifying/demystifying tokens.",
        "name": "Keep prefix/postfix when mystifying/demystifying."
      },
      "npcMystifierModifierKey": {
        "alt": "Alt",
        "always": "Always",
        "control": "Control",
        "meta": "Meta/⌘ (command)/⊞ (windows)",
        "disabled": "Disabled",
        "hint": "Select to enable setting which key to hold to mystify token as it's dragged out to the active scene. Note that if you choose Alt (not the default) it also hides the token.",
        "name": "Key to mystify on drag to scene"
      },
      "npcMystifierMystifyKey": {
        "hint": "Set keybind to mystify selected tokens.",
        "name": "Keybind for mystifying selected tokens"
      },
      "npcMystifierNoMatch": {
        "hint": "Text to use when no matching trait is found, so name would be empty. (Empty string here will be set to '...')",
        "name": "No match text"
      },
      "npcMystifierPostfix": {
        "hint": "Add text to postfix new name with, defaults to '' (example: 'Creature'), if this matches the name of a rollable table (the default is the included table 'Workbench Adjectives') a random text result from this table will be used as the postfix instead. This will be added *before* any random property prefix (also see prefix option.)",
        "name": "Word or rollable table postfix"
      },
      "npcMystifierPrefix": {
        "hint": "Add text to prefix new name with (infix if a random word property is chosen above), defaults to '' (example: 'Unknown'), if this matches the name of a rollable table a random text result from this table will be used as the prefix instead.  This will be added *after* any random property postfix (also see prefix option.)",
        "name": "Word or rollable table prefix"
      },
      "npcMystifierRandomPropertySkipForUnique": {
        "hint": "Check to skip adding a random property when mystifying unique tokens. (I.e. it's kept when you demystify the token.)",
        "name": "Skip random persistent property for unique tokens."
      },
      "npcMystifierUseCreatureTraits": {
        "hint": "Check to use all 'creature traits' as defined in the pf2e system in the mystified name.",
        "name": "Use creature traits."
      },
      "npcMystifierUseCreatureTypesTraits": {
        "hint": "Check to use creature identification traits (see https://2e.aonprd.com/Rules.aspx?ID=2641) in the mystified name.",
        "name": "Use creature identification traits"
      },
      "npcMystifierUseEliteWeak": {
        "hint": "Check to use elite/weak in the mystified name.",
        "name": "Use elite/weak status"
      },
      "npcMystifierUseOtherTraits": {
        "hint": "Check to use all token traits not already included by any of the above settings in the mystified name.",
        "name": "Use other traits"
      },
      "npcMystifierUseRarities": {
        "hint": "Check to use rarities in the mystified name.",
        "name": "Use rarity"
      },
      "npcMystifierUseRaritiesReplacement": {
        "hint": "Enter word to replace rarities greater than Common with (e.g. 'Unusual') in this text field. If empty, do not change the displayed rarity.",
        "name": "Replace rarities rarer than Common"
      },
      "npcMystifierUseSize": {
        "hint": "Check to use the actor's size in the mystified name",
        "name": "Use actor size"
      },
      "npcMystifierWordPrefix": {
        "hint": "Adds a random word from the given roll table as a prefix if 'Word prefix' is chosen).",
        "name": "Add random word from the given roll table"
      },
      "npcMystifyAllPhysicalMagicalItems": {
        "hint": "Automatically mystify any non-temporary physical items that are alchemical or magical according to what's selected in the dropdown, if the PF2e system setting 'NPCs are lootable' is enabled.",
        "name": "Mystify alchemical and magical items on npcs, if the PF2e system setting 'NPCs are lootable' is enabled.",
        "no": "No item mystification",
        "onScene": "Mystify items when npc added to scene",
        "onZeroHp": "Mystify items on npc reaching 0 hp"
      },
      "npcMystifyAllPhysicalMagicalItemsOfThisLevelOrGreater": {
        "hint": "Mystify items only if they are of this level or greater.",
        "name": "Mystify items only if they are of this level or greater."
      },
      "npcMystifyAllPhysicalMagicalItemsOfThisLevelOrGreaterUsingPartyLevel": {
        "hint": "Mystify items only if equal to or greater than party level. Overrides manual entry.",
        "name": "Mystify items only if equal to or greater than party level."
      },
      "npcMystifyAllPhysicalMagicalItemsOfThisLevelOrGreaterMultiplier": {
        "hint": "...as modified by this multiplier (yeah, I know, I should show the final value)",
        "name": "...as modified by this multiplier"
      },
      "npcMystifyAllPhysicalMagicalItemsOfThisRarityOrGreater": {
        "hint": "Mystify items only if they are of this rarity or greater.",
        "name": "Mystify items only if they are of this rarity or greater."
      },
      "npcRoller": {
        "hint": "Check to enable the NPC quick roller utility.",
        "name": "Enable NPC roller utility"
      },
      "npcScaler": {
        "hint": "Check to allow scaling NPCs (does not work in foundry v13 yet)",
        "name": "Allow scaling NPCs (foundry v12)"
      },
      "qolWorldSettings": {
        "hint": "Enable and configure quality of life settings for GMs",
        "label": "Manage World QoL Settings",
        "name": "World QoL Settings"
      },
      "reminderBreathWeapon": {
        "defaultName": "Breath",
        "hint": "Check to set reminder for use of recharge abilities (e.g. breath weapons).",
        "name": "Recharge reminder (e.g. breath weapons)",
        "source": "Recharge reminder created by PF2e Workbench",
        "used": "Used "
      },
      "reminderBreathWeaponHidden": {
        "hint": "Check to hide reminder if cast by a non-party member.",
        "name": "... but hide non-party reminder."
      },
      "reminderCannotAttack": {
        "dead": "is dead",
        "defeated": "is defeated",
        "hasNoHp": "has no hp",
        "hint": "Check to show reminder if attacking with a token that cannot attack due to being unconscious/dead/defeated/no hp/etc.",
        "name": "Reminder if attacking with token unable to attack",
        "info": "Are you sure about this {title}? {actorName} {reason}, and thus not likely to be able to attack...",
        "error": "{title} canceled as {actorName} {reason}.",
        "petrified": "is petrified",
        "restrained": "is restrained",
        "unconscious": "is unconscious",
        "no": "No reminder",
        "reminder": "Reminder",
        "cancelAttack": "Cancel attack if unable to attack"
      },
      "reminderCannotAttackIgnoreDeadEidolon": {
        "hint": "Check to allow eidolons that are dead/have no hp to attack without a reminder.",
        "name": "Eidolons can attack while dead"
      },
      "remindersSettings": {
        "hint": "Enable and configure various reminders",
        "label": "Manage Reminders Settings",
        "name": "Reminders Settings"
      },
      "reminderTargeting": {
        "hint": "Check to show reminder for targeting in combat.",
        "name": "Targeting reminder",
        "info": "Please target before you attack.",
        "error": "{title} canceled as you must target before you attack.",
        "no": "No reminder",
        "reminder": "Reminder",
        "mustTarget": "Cancel untargeted attack"
      },
      "tokenAnimation": {
        "hint": "Enable to alter token movement animation. This may cause problems with the module Multilevel Tokens.",
        "name": "Enable to alter token movement animation."
      },
      "tokenAnimationSpeed": {
        "hint": "Change to alter token movement animation speed (default is 6).",
        "name": "Change to alter token movement animation speed."
      },
      "workbenchVersion": {
        "hint": "Version that the latest migration ran on. Can be lower than the module version. Don't modify this unless you know what you are doing.",
        "name": "Workbench migration version"
      },
      "pauseImageNoSpin": {
        "hint": "Stop the pause image from spinning.",
        "name": "Stop pause image from spinning"
      }
    }
  }
}
