{
    "pf2e-ranged-combat": {
        "module-name": "PF2e Ranged Combat",
        "config": {
            "schemaVersion": {
                "name": "Schema Version",
                "hint": "The current version of the data related to this module"
            },
            "postToChat": {
                "none": "None",
                "simple": "Simple",
                "full": "Full"
            },
            "postActionToChat": {
                "name": "Post Actions to Chat",
                "hint": "When running macros that simulate taking actions, post either a simple message or the full action to chat."
            },
            "postAmmunitionToChat": {
                "name": "Post Ammunition to Chat",
                "hint": "When firing a ranged weapon, post either a simple message, or the whole ammunition item."
            },
            "preventFireNotLoaded": {
                "name": "Prevent Firing Weapon if not Loaded",
                "hint": "For weapons with a reload of at least 1, prevent attack rolls using that weapon unless you have the loaded effect for that weapon."
            },
            "advancedAmmunitionSystemPlayer": {
                "name": "Advanced Ammunition System",
                "hint": "Player characters only. Track loaded ammunition for reloadable and repeating weapons. This overrides Prevent Firing Weapon if not Loaded."
            },
            "advancedThrownWeaponSystemPlayer": {
                "name": "Advanced Thrown Weapon System",
                "hint": "Player characters only. Handle thrown weapons being dropped after use, and require another weapon to be drawn before another attack."
            },
            "requiredPermissionToShowMessages": {
                "name": "Minimum Permission to See Messages",
                "hint": "Several functions of this module send messages to chat, for example Reloading.\nThis will hide those messages for players without the required permission over the actor performing the action."
            },
            "hideTokenIcons": {
                "name": "Hide Token Effect Icons",
                "hint": "Hide the token icons for effects created by this module."
            },
            "category": {
                "chatControls": {
                    "header": "Chat Controls",
                    "description": {
                        "main": "Settings related to posting to chat.",
                        "full": "Full: post the full action or item.",
                        "simple": "Simple: post a small message describing what happened.",
                        "none": "None: don't post a message."
                    }
                },
                "ammunitionSystemPlayer": {
                    "header": "Ammunition System (Player)",
                    "description": "Controls how the module checks and handles ammunition when making ranged attacks with player characters."
                },
                "ammunitionSystemNPC": {
                    "header": "Ammunition System (NPC)",
                    "description": {
                        "line1": "Controls how the module checks and handles ammunition when making ranged attacks with NPC characters.",
                        "line2": "Note that the Advanced Ammunition System is controlled via the NPC Weapon Configuration macro included with the module."
                    }
                },
                "ammunitionEffects": {
                    "header": "Ammunition Effects",
                    "description": "When enabled, the module overrides the sytem's handling of ammunition effects. When firing a weapon using ammunition with an effect, an effect is applied to the next damage roll using that weapon with the effects of the ammunition. Changing the weapon's ammunition between firing and rolling damage will apply the effects from the ammunition that was fired, not the weapon's selected ammunition."
                },
                "advancedThrownWeaponSystem": {
                    "header": "Advanced Thrown Weapon System",
                    "description": {
                        "line1": "When enabled, the module will handle stacks of thrown weapons (e.g. knives and bombs) so drawing/sheathing/stowing one will create a new stack containing one item in the new state. The rest of the stack will be left unchanged. If there is already a stack of that item in the new state, the item will be moved to that stack.",
                        "line2": "Note that the option here applies only to player character-type actors. It can be enabled for an NPC using the NPC Weapon Configuration macro included with the module."
                    }
                },
                "miscellaneous": {
                    "header": "Miscellaneous",
                    "description": "Other settings from the module that don't belong anywhere else."
                }
            }
        },
        "dialog": {
            "button": {
                "cancel": "Cancel"
            }
        },
        "huntPrey": {
            "warningNoAction": "{token} does not have the Hunt Prey action.",
            "unknownToken": "Unknown Token",
            "maxTargetsOne": "one",
            "maxTargetsTwo": "two",
            "maxTargetsThree": "three",
            "shareWithTwo": "They can share the effect with two allies.",
            "shareWithOne": "They can share the effect with one ally.",
            "huntThreeTargets": "{token} makes {target1}, {target2}, and {target3} their hunted prey.",
            "huntTwoTargets": "{token} makes {target1} and {target2} their hunted prey.",
            "huntOneTarget": "{token} makes {target1} their hunted prey.",
            "warningNoTarget": "No target selected.",
            "warningTooManyTargets": "You may only have {maxTargets} hunted prey.",
            "precision": {
                "attackNumber": "Attack on Hunted Prey",
                "first": "First",
                "second": "Second",
                "third": "Third",
                "subsequent": "Subsequent"
            },
            "huntersEdge": {
                "flurry": "Flurry",
                "precision": "Precision",
                "outwit": "Outwit"
            }
        },
        "linkCompanion": {
            "noAnimalCompanionFeat": "{actor} does not have the Animal Companion ranger feat.",
            "noTarget": "You must select a single target to become your animal companion.",
            "rangersAnimalCompanion": "{actor}'s Animal Companion",
            "masterfulAnimalCompanion": "{actor}'s Masterful Companion",
            "linkedCompanion": "{companion} is now {master}'s companion."
        },
        "thrownWeapons": {
            "warningNotEquipped": "{weapon} is not equipped!",
            "warningNoAmmoLeft": "You have no {weapon} left!"
        },
        "npcWeaponSystem": {
            "warningNpcOnly": "You can only use this on NPCs.",
            "dialog": {
                "title": "NPC Weapon Configuration",
                "hint": "Here, you can configure the NPC to be used by the PF2e Ranged Combat module.",
                "legendGeneral": "General",
                "enableAmmunition": "Enable Advanced Ammunition System",
                "enableThrown": "Enable Advanced Thrown Weapon System",
                "legendMapping": "Weapon Mapping",
                "mappingHint": "You can map each of your NPC's attacks to a weapon and ammunition, so it is treated like a PC's weapon by the module.",
                "labelWeapon": "Weapon",
                "weaponTypeMelee": "Melee",
                "weaponTypeRanged": "Ranged",
                "labelAmmunition": "Ammunition",
                "done": "Done",
                "cancel": "Cancel"
            }
        },
        "ammunitionSystem": {
            "disabled": "This functionality has been disabled since PF2e system version 7.7 changed how ammunition is handled. It will be restored in future updates.",
            "fireWeapon": "{actor} fires {ammunition}.",
            "fireWeaponRepeating": "{actor} fires {ammunition} ({remaining}/{capacity} remaining).",
            "warning": {
                "noCompatibleAmmunition": "{actor} has no ammunition for {weapon}."
            },
            "select": {
                "title": "Ammunition Select",
                "titleWithWeapon": "Ammunition Select ({weapon})",
                "action": {
                    "load": "Select ammunition to load.",
                    "switch": "Select ammunition to switch to.",
                    "unload": "Select ammunition to unload.",
                    "fire": "Select ammunition to fire."
                },
                "header": {
                    "loaded": "Loaded",
                    "current": "Current",
                    "equipped": "Equipped",
                    "depleted": "Depleted",
                    "clear": "Clear"
                },
                "option": {
                    "setAsAmmunition": "Set as ammunition",
                    "clear": "Clear Selected Ammunition"
                },
                "warning": {
                    "noneValid": "{weapon} has no valid ammunition."
                }
            },
            "jammed": {
                "weaponJammed": "{weapon} is jammed."
            },
            "check": {
                "weaponNotLoaded": "{weapon} is not loaded.",
                "magazineNotLoaded": "{weapon} has no magazine loaded.",
                "magazineEmpty": "{weapon}'s magazine is empty.",
                "magazineNotEnough": "{weapon}'s magazine does not have enough ammunition",
                "chamberNotLoaded": "{weapon}'s current chamber is not loaded.",
                "bothBarrelsNotLoaded": "{weapon} does not have both barrels loaded.",
                "bothBarrelsNotEnough": "{weapon} does not have enough ammunition to fire both barrels.",
                "noAmmunitionSelected": "{weapon} has no ammunition selected.",
                "noAmmunitionRemaining": "{weapon} has no ammunition remaining.",
                "notEnoughAmmunition": "{weapon} does not have enough ammunition remaining."
            },
            "effect": {
                "config": {
                    "enable": {
                        "name": "Enable Ammunition Effects",
                        "hint": "Override the system's ammunition effects with one that uses the previously-fired ammunition effects"
                    },
                    "warningLevel": {
                        "name": "Ammunition Effects Warning Level",
                        "hint": "The level of warning to show when ammunition effects may not apply as expected."
                    }
                },
                "warning": {
                    "notMatched": {
                        "verbose": "Your weapon's current ammunition does not match the ammunition whose effect was applied to the damage roll. The weapon's ammunition may have been changed since its last attack roll.",
                        "simple": "Weapon ammunition does not match ammunition effect."
                    },
                    "damageWithoutEffect": {
                        "verbose": "Your weapon's current ammunition has an effect, but it was not applied to this damage roll. The weapon's ammunition may have change since its last attack roll, or damage may have been rolled without a prior attack roll.",
                        "simple": "Weapon damage rolled without ammunition effect."
                    },
                    "button": {
                        "ok": "OK",
                        "showSimple": "OK (Show Simple Messages)",
                        "doNotShow": "OK (Do Not Show Messages)"
                    }
                }
            },
            "actions": {
                "names": {
                    "reload": "Reload",
                    "unload": "Unload",
                    "reloadMagazine": "Reload Magazine",
                    "nextChamber": "Next Chamber"
                },
                "clearJam": {
                    "actionName": "Clear Jam",
                    "warningNoJammedWeapons": "{actor} has no jammed weapons.",
                    "clearJamMessage": "{actor} clears the jam on their {weapon}."
                },
                "consolidateAmmunition": {
                    "chatMessage": "{actor} consolidates their ammunition.",
                    "infoAlreadyConsolidated": "Your repeating ammunition is already consolidated!"
                },
                "nextChamber": {
                    "noCapacityWeapons": "You have no weapons with the capacity trait.",
                    "warningAlreadyLoaded": "{weapon} already has a chamber loaded with {ammunition} selected!",
                    "chatMessageSelectChamber": "{actor} selects a chamber loaded with {ammunition} on their {weapon}.",
                    "warningAlreadySelected": "{weapon} already has a loaded chamber selected!",
                    "chatMessageSelectNextChamber": "{actor} selects the next loaded chamber on their {weapon}."
                },
                "reload": {
                    "magazine": {
                        "warning": {
                            "noRepeatingWeapons": "{actor} has no repeating weapons.",
                            "fullyLoaded": "{weapon} is already loaded with a full magazine.",
                            "alreadyMoreAmmo": "{weapon}'s current magazine is already loaded with as much ammunition as {ammo}."
                        }
                    },
                    "warning": {
                        "noReloadableWeapons": "{actor} has no reloadable weapons.",
                        "noMagazineLoaded": "{weapon} has no magazine loaded!",
                        "magazineEmpty": "{weapon}'s magazine is empty!",
                        "alreadyLoaded": "{weapon} is already loaded.",
                        "alreadyFullyLoaded": "{weapon} is already fully loaded.",
                        "notEnoughAmmunition": "The selected ammunition for {weapon} is empty."
                    },
                    "performed": {
                        "weapon": "{actor} reloads their {weapon}.",
                        "weaponAmmunition": "{actor} reloads their {weapon} with {ammunition}.",
                        "weaponAmmunitionCharges": "{actor} reloads their {weapon} with {ammunition} ({charges}/{maxCharges})."
                    }
                },
                "switchAmmunition": {
                    "warningNoWeaponUsesAmmunition": "{actor} has no weapons that use ammunition."
                },
                "unload": {
                    "noLoadedWeapons": "{actor} has no weapons that can be unloaded.",
                    "warningNotLoaded": "{weapon} is not loaded!",
                    "unloadWeapon": "{actor} unloads their {weapon}.",
                    "unloadWeaponAmmunition": "{actor} unloads {ammunition} from their {weapon}."
                }
            }
        },
        "weaponSystem": {
            "select": {
                "title": "Weapon Select",
                "action": {
                    "generic": "Select as weapon.",
                    "reload": "Select a weapon to reload.",
                    "unload": "Select a weapon to unload.",
                    "switchAmmunition": "Select a weapon to switch ammunition."
                }
            },
            "carried": {
                "held": "Held",
                "equipped": "Equipped",
                "worn": "Worn",
                "stowed": "Stowed"
            }
        },
        "utils": {
            "singleCharacterSelected": "You must have a single character selected.",
            "warningDialog1": "You cannot perform this action because:",
            "warningDialog2": "This is a feature of the PF2e Ranged Combat module.",
            "warningDialog3": "You can learn how to use the module <a href=\"https://github.com/JDCalvert/FVTT-PF2e-Ranged-Combat/blob/main/README.md\">here</a>.",
            "buttonOK": "OK",
            "buttonDoNotShowAgain": "OK (Do not show again)",
            "migration": {
                "multipleAmmunitions.consoleInfo": "PF2e Ranged Combat - Running Migration 1: Multiple Ammunition Update",
                "thrownWeaponGroups.consoleInfo": "PF2e Ranged Combat - Running Migration 2: Thrown Weapon Groups",
                "huntedPrey.consoleInfo": "PF2e Ranged Combat - Running Migration 3: Hunted Prey Array"
            }
        },
        "actions": {
            "alchemicalCrossbow": {
                "warningAlreadyLoaded": "{token}'s {weapon} is already loaded with {bomb}.",
                "bombWillBeReturned": "{bomb} will be returned to your inventory.",
                "usesWillBeWasted": "The remaining uses of {bomb} will be wasted.",
                "loadInsteadDialogTitle": "{weapon} Already Loaded",
                "weaponIsLoadedWithCharges": "{weapon} is loaded with {bomb} with {charges}/{maxCharges} uses remaining.",
                "loadInstead": "Would you like to load {bomb} instead?",
                "buttonLoad": "Load",
                "buttonDoNotLoad": "Do Not Load",
                "lesser": "Lesser",
                "tokenLoadsWeaponWithBomb": "{token} loads their {weapon} with {bomb}.",
                "warningWeaponNotLoaded": "{token}'s {weapon} is not loaded with an alchemical bomb.",
                "shouldUnloadDialogTitle": "{bomb} discard",
                "shouldUnloadDialogRestWasted": "The remaining uses will be wasted.",
                "shouldUnloadInstead": "Are you sure you want to unload {bomb} from {weapon}?",
                "buttonUnload": "Unload",
                "buttonDoNotUnload": "Do Not Unload",
                "tokenUnloadsBombFromWeapon": "{token} unloads {bomb} from their {weapon}.",
                "warningNoAlchemicalCrossbow": "{token} has no Alchemical Crossbow.",
                "warningNoLesserAlchemicalBombs": "{token} has no lesser alchemical bombs that deal energy damage."
            },
            "alchemicalShot": {
                "warningNoFeat": "{actor} does not have the Alchemical Shot feat.",
                "warningNotWieldingProperWeapon": "{actor} is not wielding a firearm or crossbow.",
                "warningNoAlchemicalBombs": "{actor} has no alchemical bombs.",
                "pourBombIntoWeapon": "{actor} pours the contents of {bomb} into their {weapon}.",
                "alchemicalShot": "Alchemical Shot"
            },
            "riskyReload": {
                "warningNotWieldingProperWeapon": "{actor} is not wielding a firearm.",
                "weaponJammed": "{actor}'s weapon has jammed after their Risky Reload Strike failed!"
            }
        },
        "feat": {
            "fakeOut": {
                "config": {
                    "description": "Controls how the module handles Fake Out automation.",
                    "dc": {
                        "name": "Fake Out DC",
                        "hint": "When using the Fake Out action, the DC to roll against. The standard Aid DC was 20 before the remaster, and is 15 after the remaster, although a popular house-rule is to use the enemy's AC.",
                        "enemyDC": "Enemy AC"
                    },
                    "fireWeapon": {
                        "name": "Fire Weapon",
                        "hint": "Whether to actually fire the weapon when using Fake Out. Pathfinder Society rules specify that you do not."
                    }
                },
                "name": "Fake Out",
                "noWeapon": "{actor} is not wielding a loaded firearm or crossbow.",
                "noTarget": "You must have a single target selected.",
                "result": {
                    "success": "You grant your ally a +{bonus} circumstance bonus to their check.",
                    "failure": "You fail to aid your ally.",
                    "criticalFailure": "Your ally takes a -1 circumstance penalty to their check."
                }
            }
        }
    }
}
