Change Instance
Changes API.
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GET /api/changes/496827/?format=api
https://weblate.foundryvtt-hub.com/api/units/186644/?format=api", "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api", "translation": "https://weblate.foundryvtt-hub.com/api/translations/pf2-fr/main/fr/?format=api", "user": null, "author": null, "timestamp": "2025-03-29T05:16:24.011817Z", "action": 59, "target": "<p>Troops are composed of many individuals, represented by four \"segments\" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.</p>\n<p>A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, @UUID[Compendium.pf2e.conditionitems.Item.sDPxOjQ9kx2RZE8D]{Fleeing}, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.</p>\n<p>Troops are typically immune to non-damaging effects that target a single creature, such as a @UUID[Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6]{Charm} spell or the @UUID[Compendium.pf2e.actionspf2e.Item.2u915NdUyQan6uKF]{Demoralize} action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank <em>charm</em> spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.</p>", "old": "<p>Les troupes sont composées de nombreux individus, et au fil d'un nombre suffisant d'attaques et de camarades abattus, les troupes diminuent en taille. La plupart des troupes commencent par occuper 16 cases (4 par 4) et leurs points de vie ont deux seuils répertoriés, typiquement le premier est à 2/3 de leurs points de vie maximum et le second est à 1/3 de leurs points de vie maximum. Lorsque la troupe passe sous le premier seuil, elle perd 4 cases, ce qui lui laisse 12 cases et le premier seuil devient le nouveau maximum de points de vie de la troupe. Lorsque la troupe passe sous le second seuil, elle perd à nouveau 4 cases, ce qui lui laisse 8 cases et le second seuil devient le nouveau maximum de points de vie de la troupe. Pour retrouver sa taille et son nombre maximal de points de vie, une troupe doit consacrer un temps d'arrêt à l'application d'un traitement à long terme aux blessés ou au recrutement de nouveaux membres pour remplacer ceux qui sont tombés. À 0 point de vie, la troupe est réduite à 4 cases, ce qui est trop peu pour la soutenir et elle se disperse donc entièrement, les quelques membres restants se rendant, fuyant ou étant facilement expédiés, selon leur nature.</p>\n<p>Un effet dommageable à cible unique, tel qu'une Frappe, ne peut pas forcer une troupe à franchir plus d'un seuil à la fois. Par exemple, si une troupe dispose de 60 points de vie, avec des seuils à 40 et 20, une Frappe qui inflige 50 dégâts laisserait la troupe à 21 points de vie, juste au-dessus du deuxième seuil. Un effet de zone dommageable ou un effet multi-cibles peut franchir plusieurs seuils à la fois et pourrait potentiellement détruire toute la troupe en un seul coup.</p>\n<p>Les effets non dommageables avec une zone ou qui ciblent toutes les créatures à une certaine proximité affectent une troupe normalement s'ils affectent toute la zone occupée par la troupe. Si un effet a une zone ou un nombre de cibles plus restreint, il n'a généralement aucun effet sur la troupe. Toutefois, si l'effet peut cibler au moins quatre créatures ou couvrir au moins quatre cases de la troupe et, s'il est susceptible d'empêcher ses cibles d'agir, de les faire fuir ou de les rendre autrement incapables de fonctionner en tant que membres de la troupe pendant un round ou plus, la troupe perd un nombre de points de vie égal à la quantité requise pour la faire passer au seuil suivant, en retirant 4 cases. Si un effet doit à la fois infliger des dégâts et franchir automatiquement un seuil en raison de l'incapacité de certaines créatures de la troupe, appliquez d'abord les dégâts. Si les dégâts n'étaient pas suffisants pour franchir un seuil à eux seuls, réduisez alors les points de vie pour franchir le seuil de l'effet incapacitant.</p>", "details": { "state": 20, "source": "<p>Troops are composed of many individuals, represented by four \"segments\" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.</p>\n<p>A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, @UUID[Compendium.pf2e.conditionitems.Item.sDPxOjQ9kx2RZE8D]{Fleeing}, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.</p>\n<p>Troops are typically immune to non-damaging effects that target a single creature, such as a @UUID[Compendium.pf2e.spells-srd.Item.vLA0q0WOK2YPuJs6]{Charm} spell or the @UUID[Compendium.pf2e.actionspf2e.Item.2u915NdUyQan6uKF]{Demoralize} action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank <em>charm</em> spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.</p>", "old_state": 20 }, "id": 496827, "action_name": "String updated in the repository", "url": "https://weblate.foundryvtt-hub.com/api/changes/496827/?format=api" }{ "unit": "