Translation components API.

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GET /api/translations/pf2-fr/main/en/changes/?format=api&page=7
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            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418528Z",
            "action": 71,
            "target": "Awakened animals were once normal creatures before they gained sapience.",
            "old": "",
            "details": {
                "state": 20,
                "source": "Awakened animals were once normal creatures before they gained sapience.",
                "old_state": -1
            },
            "id": 495918,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495918/?format=api"
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        {
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            "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api",
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/pf2-fr/main/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418517Z",
            "action": 59,
            "target": "An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful @Check[crafting|dc:10] check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.",
            "old": "An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful @Check[type:crafting|dc:10] check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.",
            "details": {
                "state": 20,
                "source": "An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash, but only if you're wielding the shield. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful @Check[crafting|dc:10] check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged.",
                "old_state": 20
            },
            "id": 495917,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495917/?format=api"
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        {
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            "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api",
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/pf2-fr/main/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418506Z",
            "action": 71,
            "target": "Athamarus are fishlike aquatic humanoids.",
            "old": "",
            "details": {
                "state": 20,
                "source": "Athamarus are fishlike aquatic humanoids.",
                "old_state": -1
            },
            "id": 495916,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495916/?format=api"
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        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304363/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418496Z",
            "action": 71,
            "target": "Astral creatures are native to the Astral Plane. They can survive the basic environmental effects of the Astral Plane.",
            "old": "",
            "details": {
                "state": 20,
                "source": "Astral creatures are native to the Astral Plane. They can survive the basic environmental effects of the Astral Plane.",
                "old_state": -1
            },
            "id": 495915,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495915/?format=api"
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        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304362/?format=api",
            "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api",
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            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418485Z",
            "action": 71,
            "target": "Members of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.",
            "old": "",
            "details": {
                "state": 20,
                "source": "Members of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.",
                "old_state": -1
            },
            "id": 495914,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495914/?format=api"
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        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180267/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418474Z",
            "action": 59,
            "target": "This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.",
            "old": "This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical.",
            "details": {
                "state": 20,
                "source": "This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.",
                "old_state": 20
            },
            "id": 495913,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495913/?format=api"
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            "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api",
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/pf2-fr/main/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418462Z",
            "action": 71,
            "target": "Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.",
            "old": "",
            "details": {
                "state": 20,
                "source": "Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.",
                "old_state": -1
            },
            "id": 495912,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495912/?format=api"
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        {
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            "component": "https://weblate.foundryvtt-hub.com/api/components/pf2-fr/main/?format=api",
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            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418451Z",
            "action": 71,
            "target": "<p>Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.</p><p> Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.</p>",
            "old": "",
            "details": {
                "state": 20,
                "source": "<p>Apparitions are spiritual entities who generally lack the power, cohesiveness, or attachments to enter or affect the physical world. Unlike a ghost or phantom, an apparition does not need to have ever been a living creature and could be the spiritual memory of a particularly meaningful location or event. Apparitions are reliant on animists to interact with other people and things, and generally can't be targeted or affected by spells and abilities other than those of the animist they are attuned to. Animist feats and abilities that affect spirits affect apparitions only if they specifically say so.</p><p> Animist abilities with the apparition trait involve one or more of your apparitions acting alongside you. You must be attuned to at least one apparition to use an apparition ability, and some abilities might state in their requirements more specifically which apparition you must be attuned to. Typically, you're assumed to always attune to your apparitions during your daily preparations, but in some rare circumstances or as a result of certain animist abilities, your apparitions might be dispersed or separated from you for a time; you aren't attuned to dispersed apparitions.</p>",
                "old_state": -1
            },
            "id": 495911,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495911/?format=api"
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        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180560/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418440Z",
            "action": 59,
            "target": "<p>When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute's modifier by 1 or to a total of +4, whichever would give you a higher value. This gives you all the benefits of the new attribute modifier until the investiture ends. For example, in addition to increasing rolls you make using the attribute, increasing your Intelligence lets you become trained in an additional skill and learn a new language, and increasing your Constitution gives you more Hit Points.</p><p>An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the attribute modifier increase, though you do gain any other effects of Investing the Item.</p>",
            "old": "When you Invest an Item that has the apex trait, it improves one of your attribute modifiers, either increasing it by 1 or to a total of +4, whichever grants the higher modifier. This gives you all the benefits of the new attribute modifier until the investiture ends. An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the attribute modifier increase, though you do gain any other effects of Investing the Item.",
            "details": {
                "state": 20,
                "source": "<p>When you Invest an Item that has the apex trait, it improves one of your attributes, either increasing the attribute's modifier by 1 or to a total of +4, whichever would give you a higher value. This gives you all the benefits of the new attribute modifier until the investiture ends. For example, in addition to increasing rolls you make using the attribute, increasing your Intelligence lets you become trained in an additional skill and learn a new language, and increasing your Constitution gives you more Hit Points.</p><p>An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the attribute modifier increase, though you do gain any other effects of Investing the Item.</p>",
                "old_state": 20
            },
            "id": 495910,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495910/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304359/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418427Z",
            "action": 71,
            "target": "This indicates abilities from the animist class.",
            "old": "",
            "details": {
                "state": 20,
                "source": "This indicates abilities from the animist class.",
                "old_state": -1
            },
            "id": 495909,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495909/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304358/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418416Z",
            "action": 71,
            "target": "An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.",
            "old": "",
            "details": {
                "state": 20,
                "source": "An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.",
                "old_state": -1
            },
            "id": 495908,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495908/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304357/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418404Z",
            "action": 71,
            "target": "This family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.",
            "old": "",
            "details": {
                "state": 20,
                "source": "This family of celestials are messengers and warriors. Most angels are holy, have darkvision, and have a weakness to unholy.",
                "old_state": -1
            },
            "id": 495907,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495907/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180262/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418393Z",
            "action": 59,
            "target": "An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.",
            "old": "An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.",
            "details": {
                "state": 20,
                "source": "An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.",
                "old_state": 20
            },
            "id": 495906,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495906/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180260/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418382Z",
            "action": 59,
            "target": "Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.",
            "old": "Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.",
            "details": {
                "state": 20,
                "source": "Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.",
                "old_state": 20
            },
            "id": 495905,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495905/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/304356/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418371Z",
            "action": 71,
            "target": "A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.",
            "old": "",
            "details": {
                "state": 20,
                "source": "A creature with this trait has the aiuvarin versatile heritage. Aiuvarins are of mixed ancestry, including elves or other aiuvarins. An ability with this trait can be used or selected only by aiuvarins.",
                "old_state": -1
            },
            "id": 495904,
            "action_name": "String added in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495904/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180259/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418360Z",
            "action": 59,
            "target": "Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.",
            "old": "Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.",
            "details": {
                "state": 20,
                "source": "Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.",
                "old_state": 20
            },
            "id": 495903,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495903/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180254/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418349Z",
            "action": 59,
            "target": "These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, hold a dichotomy of interests, and communicate via a strange telepathic hodgepodge of sensory sending called envisioning. Axiomites and their creations are aeons, but don't share all the characteristics of traditional aeons.",
            "old": "These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.",
            "details": {
                "state": 20,
                "source": "These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, hold a dichotomy of interests, and communicate via a strange telepathic hodgepodge of sensory sending called envisioning. Axiomites and their creations are aeons, but don't share all the characteristics of traditional aeons.",
                "old_state": 20
            },
            "id": 495902,
            "action_name": "String updated in the repository",
            "url": "https://weblate.foundryvtt-hub.com/api/changes/495902/?format=api"
        },
        {
            "unit": "https://weblate.foundryvtt-hub.com/api/units/180252/?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/en/?format=api",
            "user": null,
            "author": null,
            "timestamp": "2025-03-29T05:16:13.418339Z",
            "action": 59,
            "target": "Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.",
            "old": "Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an infused alchemical item, and some can be used only with the Quick Alchemy action. The additive trait is always followed by a level, such as additive 2. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level",
            "details": {
                "state": 20,
                "source": "Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.",
                "old_state": 20
            },
            "id": 495901,
            "action_name": "String updated in the repository",
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