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fix stat effecs, remove stat effect persistence, fix scenario rules, …
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…fix hint dialog, migrate more GH rules, small other fixes and improvements
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Lurkars committed Mar 23, 2024
1 parent 0eef141 commit d4a0dbc
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8 changes: 8 additions & 0 deletions data/fh/label/en.json
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Expand Up @@ -136,8 +136,16 @@
},
"rules": {
"fh": {
"0": "Do not set up the Hound monster ability deck. Instead, each round on initiative 26, all Hounds perform %game.action.move% 2; %game.action.attack% 2.",
"1": "City Guards do not perform turns but instead gain an additional innate %game.action.shield% 1 (for a total of %game.action.shield% 2 at level 1) and %game.action.retaliate% 2, and have an initiative of 50 for the purpose of focusing.",
"65": "All monsters add %game.action.push% 1 to all their attacks. If the scenario level is 4 or higher, increase this to %game.action.push% 2.",
"76": "Divide the Fish King's maximum hit point value by 2 (rounded down). The Fish King does not act, cannot be targeted by heal abilities, is immune to all conditions, and has an initiative of 01 for the purpose of focusing.",
"77": {
"1": "The Fish King cannot perform any move abilities and is immune to forced movement. (Also adjusted Boss Specials!)",
"2": "Immune to forced movement"
},
"97": "To add monster abilities to a character's hand, open the Ability Cards menu and remove the cards from the deck. To play that card, simply add it back in the Edit menu.",
"112": "The two Hounds have twice their maximum hit point values.",
"129": "All City Guards use Archer monster ability cards instead of their own."
}
}
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56 changes: 0 additions & 56 deletions data/fh/monster/fish-king-scenario-76.json

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144 changes: 0 additions & 144 deletions data/fh/monster/fish-king-scenario-77.json

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