ds4/src/config.ts

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// SPDX-FileCopyrightText: 2021 Johannes Loher
// SPDX-FileCopyrightText: 2021 Oliver Rümpelein
// SPDX-FileCopyrightText: 2021 Gesina Schwalbe
// SPDX-FileCopyrightText: 2021 Siegfried Krug
//
// SPDX-License-Identifier: MIT
const i18nKeys = {
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/**
* Define the set of acttack types that can be performed with weapon items
*/
attackTypes: {
melee: "DS4.AttackTypeMelee",
ranged: "DS4.AttackTypeRanged",
meleeRanged: "DS4.AttackTypeMeleeRanged",
},
/**
* Define the set of item availabilties
*/
itemAvailabilities: {
unset: "DS4.ItemAvailabilityUnset",
hamlet: "DS4.ItemAvailabilityHamlet",
village: "DS4.ItemAvailabilityVilage",
city: "DS4.ItemAvailabilityCity",
elves: "DS4.ItemAvailabilityElves",
dwarves: "DS4.ItemAvailabilityDwarves",
nowhere: "DS4.ItemAvailabilityNowhere",
},
/**
* Define the set of item types
*/
itemTypes: {
weapon: "DS4.ItemTypeWeapon",
armor: "DS4.ItemTypeArmor",
shield: "DS4.ItemTypeShield",
spell: "DS4.ItemTypeSpell",
equipment: "DS4.ItemTypeEquipment",
loot: "DS4.ItemTypeLoot",
talent: "DS4.ItemTypeTalent",
racialAbility: "DS4.ItemTypeRacialAbility",
language: "DS4.ItemTypeLanguage",
alphabet: "DS4.ItemTypeAlphabet",
specialCreatureAbility: "DS4.ItemTypeSpecialCreatureAbility",
},
/**
* Define the set of armor types, a character may only wear one item of each at any given time
*/
armorTypes: {
body: "DS4.ArmorTypeBody",
helmet: "DS4.ArmorTypeHelmet",
vambrace: "DS4.ArmorTypeVambrace",
greaves: "DS4.ArmorTypeGreaves",
vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
},
/**
* Define abbreviations for the armor types
*/
armorTypesAbbr: {
body: "DS4.ArmorTypeBodyAbbr",
helmet: "DS4.ArmorTypeHelmetAbbr",
vambrace: "DS4.ArmorTypeVambraceAbbr",
greaves: "DS4.ArmorTypeGreavesAbbr",
vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
},
/**
* Define the set of armor materials, used to determine if a character may wear the armor without additional penalties
*/
armorMaterialTypes: {
cloth: "DS4.ArmorMaterialTypeCloth",
leather: "DS4.ArmorMaterialTypeLeather",
chain: "DS4.ArmorMaterialTypeChain",
plate: "DS4.ArmorMaterialTypePlate",
natural: "DS4.ArmorMaterialTypeNatural",
},
/**
* Define the abbreviations of armor materials
*/
armorMaterialTypesAbbr: {
cloth: "DS4.ArmorMaterialTypeClothAbbr",
leather: "DS4.ArmorMaterialTypeLeatherAbbr",
chain: "DS4.ArmorMaterialTypeChainAbbr",
plate: "DS4.ArmorMaterialTypePlateAbbr",
natural: "DS4.ArmorMaterialTypeNaturalAbbr",
},
spellTypes: {
spellcasting: "DS4.SpellTypeSpellcasting",
targetedSpellcasting: "DS4.SpellTypeTargetedSpellcasting",
},
spellGroups: {
lightning: "DS4.SpellGroupLightning",
earth: "DS4.SpellGroupEarth",
water: "DS4.SpellGroupWater",
ice: "DS4.SpellGroupIce",
fire: "DS4.SpellGroupFire",
healing: "DS4.SpellGroupHealing",
light: "DS4.SpellGroupLight",
air: "DS4.SpellGroupAir",
transport: "DS4.SpellGroupTransport",
damage: "DS4.SpellGroupDamage",
shadow: "DS4.SpellGroupShadow",
protection: "DS4.SpellGroupProtection",
mindAffecting: "DS4.SpellGroupMindAffecting",
demonology: "DS4.SpellGroupDemonology",
necromancy: "DS4.SpellGroupNecromancy",
transmutation: "DS4.SpellGroupTransmutation",
area: "DS4.SpellGroupArea",
},
cooldownDurations: {
"0r": "DS4.CooldownDuration0R",
"1r": "DS4.CooldownDuration1R",
"2r": "DS4.CooldownDuration2R",
"5r": "DS4.CooldownDuration5R",
"10r": "DS4.CooldownDuration10R",
"100r": "DS4.CooldownDuration100R",
"1d": "DS4.CooldownDuration1D",
d20d: "DS4.CooldownDurationD20D",
},
/**
* Define the set of actor types
*/
actorTypes: {
character: "DS4.ActorTypeCharacter",
creature: "DS4.ActorTypeCreature",
},
/**
* Define the set of attributes an actor has
*/
attributes: {
body: "DS4.AttributeBody",
mobility: "DS4.AttributeMobility",
mind: "DS4.AttributeMind",
},
/**
* Define the set of traits an actor has
*/
traits: {
strength: "DS4.TraitStrength",
agility: "DS4.TraitAgility",
intellect: "DS4.TraitIntellect",
constitution: "DS4.TraitConstitution",
dexterity: "DS4.TraitDexterity",
aura: "DS4.TraitAura",
},
/**
* Define the set of combat values an actor has
*/
combatValues: {
hitPoints: "DS4.CombatValuesHitPoints",
defense: "DS4.CombatValuesDefense",
initiative: "DS4.CombatValuesInitiative",
movement: "DS4.CombatValuesMovement",
meleeAttack: "DS4.CombatValuesMeleeAttack",
rangedAttack: "DS4.CombatValuesRangedAttack",
spellcasting: "DS4.CombatValuesSpellcasting",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
},
/**
* The what do display in the actor sheets for the combat value text (in some languages, abbreviations are necessary)
*/
combatValuesSheet: {
hitPoints: "DS4.CombatValuesHitPointsSheet",
defense: "DS4.CombatValuesDefenseSheet",
initiative: "DS4.CombatValuesInitiativeSheet",
movement: "DS4.CombatValuesMovementSheet",
meleeAttack: "DS4.CombatValuesMeleeAttackSheet",
rangedAttack: "DS4.CombatValuesRangedAttackSheet",
spellcasting: "DS4.CombatValuesSpellcastingSheet",
targetedSpellcasting: "DS4.CombatValuesTargetedSpellcastingSheet",
},
/**
* Define the base info of a character
*/
characterBaseInfo: {
race: "DS4.CharacterBaseInfoRace",
class: "DS4.CharacterBaseInfoClass",
heroClass: "DS4.CharacterBaseInfoHeroClass",
culture: "DS4.CharacterBaseInfoCulture",
},
/**
* Define the progression info of a character
*/
characterProgression: {
level: "DS4.CharacterProgressionLevel",
experiencePoints: "DS4.CharacterProgressionExperiencePoints",
talentPoints: "DS4.CharacterProgressionTalentPoints",
progressPoints: "DS4.CharacterProgressionProgressPoints",
},
/**
* Define the language info of a character
*/
characterLanguage: {
languages: "DS4.CharacterLanguageLanguages",
alphabets: "DS4.CharacterLanguageAlphabets",
},
/**
* Define the profile info of a character
*/
characterProfile: {
biography: "DS4.CharacterProfileBiography",
gender: "DS4.CharacterProfileGender",
birthday: "DS4.CharacterProfileBirthday",
birthplace: "DS4.CharacterProfileBirthplace",
age: "DS4.CharacterProfileAge",
height: "DS4.CharacterProfileHeight",
hairColor: "DS4.CharacterProfileHairColor",
weight: "DS4.CharacterProfileWeight",
eyeColor: "DS4.CharacterProfileEyeColor",
specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics",
},
/**
* Define currency elements of a character
*/
characterCurrency: {
gold: "DS4.CharacterCurrencyGold",
silver: "DS4.CharacterCurrencySilver",
copper: "DS4.CharacterCurrencyCopper",
},
/**
* Define the different creature types a creature can be
*/
creatureTypes: {
animal: "DS4.CreatureTypeAnimal",
construct: "DS4.CreatureTypeConstruct",
humanoid: "DS4.CreatureTypeHumanoid",
magicalEntity: "DS4.CreatureTypeMagicalEntity",
plantBeing: "DS4.CreatureTypePlantBeing",
undead: "DS4.CreatureTypeUndead",
},
/**
* Define the different size categories creatures fall into
*/
creatureSizeCategories: {
tiny: "DS4.CreatureSizeCategoryTiny",
small: "DS4.CreatureSizeCategorySmall",
normal: "DS4.CreatureSizeCategoryNormal",
large: "DS4.CreatureSizeCategoryLarge",
huge: "DS4.CreatureSizeCategoryHuge",
colossal: "DS4.CreatureSizeCategoryColossal",
},
/**
* Define the base info of a creature
*/
creatureBaseInfo: {
loot: "DS4.CreatureBaseInfoLoot",
foeFactor: "DS4.CreatureBaseInfoFoeFactor",
creatureType: "DS4.CreatureBaseInfoCreatureType",
sizeCategory: "DS4.CreatureBaseInfoSizeCategory",
experiencePoints: "DS4.CreatureBaseInfoExperiencePoints",
description: "DS4.CreatureBaseInfoDescription",
},
/**
* Define translations for available distance units
*/
distanceUnits: {
meter: "DS4.UnitMeters",
kilometer: "DS4.UnitKilometers",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available distance units
*/
distanceUnitsAbbr: {
meter: "DS4.UnitMetersAbbr",
kilometer: "DS4.UnitKilometersAbbr",
custom: "DS4.UnitCustomAbbr",
},
/**
* Define translations for available duration units
*/
temporalUnits: {
rounds: "DS4.UnitRounds",
minutes: "DS4.UnitMinutes",
hours: "DS4.UnitHours",
days: "DS4.UnitDays",
custom: "DS4.UnitCustom",
},
/**
* Define abbreviations for available duration units
*/
temporalUnitsAbbr: {
rounds: "DS4.UnitRoundsAbbr",
minutes: "DS4.UnitMinutesAbbr",
hours: "DS4.UnitHoursAbbr",
days: "DS4.UnitDaysAbbr",
custom: "DS4.UnitCustomAbbr",
},
checks: {
appraise: "DS4.ChecksAppraise",
changeSpell: "DS4.ChecksChangeSpell",
climb: "DS4.ChecksClimb",
communicate: "DS4.ChecksCommunicate",
decipherScript: "DS4.ChecksDecipherScript",
defend: "DS4.ChecksDefend",
defyPoison: "DS4.ChecksDefyPoison",
disableTraps: "DS4.ChecksDisableTraps",
featOfStrength: "DS4.ChecksFeatOfStrength",
flirt: "DS4.ChecksFlirt",
haggle: "DS4.ChecksHaggle",
hide: "DS4.ChecksHide",
identifyMagic: "DS4.ChecksIdentifyMagic",
jump: "DS4.ChecksJump",
knowledge: "DS4.ChecksKnowledge",
openLock: "DS4.ChecksOpenLock",
perception: "DS4.ChecksPerception",
pickPocket: "DS4.ChecksPickPocket",
readTracks: "DS4.ChecksReadTracks",
resistDisease: "DS4.ChecksResistDisease",
ride: "DS4.ChecksRide",
search: "DS4.ChecksSearch",
senseMagic: "DS4.ChecksSenseMagic",
sneak: "DS4.ChecksSneak",
startFire: "DS4.ChecksStartFire",
swim: "DS4.ChecksSwim",
wakeUp: "DS4.ChecksWakeUp",
workMechanism: "DS4.ChecksWorkMechanism",
},
/**
* Translations for the standard check modifiers
*/
checkModifiers: {
routine: "DS4.CheckModifierRoutine",
veryEasy: "DS4.CheckModifierVeryEasy",
easy: "DS4.CheckModifierEasy",
normal: "DS4.CheckModifierMormal",
difficult: "DS4.CheckModifierDifficult",
veryDifficult: "DS4.CheckModifierVeryDifficult",
extremelyDifficult: "DS4.CheckModifierExtremelyDifficult",
custom: "DS4.CheckModifierCustom",
},
};
export const DS4 = {
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// ASCII Artwork
ASCII: String.raw`_____________________________________________________________________________________________
____ _ _ _ _ ____ _____ ___ _ _ ____ _ _ __ _______ ____ ____ _ _
| _ \| | | | \ | |/ ___| ____/ _ \| \ | / ___|| | / \\ \ / / ____| _ \/ ___| | || |
| | | | | | | \| | | _| _|| | | | \| \___ \| | / _ \\ V /| _| | |_) \___ \ | || |_
| |_| | |_| | |\ | |_| | |__| |_| | |\ |___) | |___ / ___ \| | | |___| _ < ___) | |__ _|
|____/ \___/|_| \_|\____|_____\___/|_| \_|____/|_____/_/ \_\_| |_____|_| \_\____/ |_|
=============================================================================================`,
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/**
* A dictionary of dictionaries each mapping keys to localized strings
* resp. their localization keys.
* The localization is assumed to take place on each reload.
*/
i18n: i18nKeys,
/**
* A dictionary of dictionaries each mapping keys to localizion keys.
*/
i18nKeys,
/**
* A dictionary of dictionaries mapping keys to icon file paths.
*/
icons: {
/**
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* Define the file paths to icon images
*/
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attackTypes: {
melee: "systems/ds4/assets/icons/official/combat-values/melee-attack.png",
meleeRanged: "systems/ds4/assets/icons/official/combat-values/melee-ranged-attack.png",
ranged: "systems/ds4/assets/icons/official/combat-values/ranged-attack.png",
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},
/**
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* Define the file paths to icon images
*/
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spellTypes: {
spellcasting: "systems/ds4/assets/icons/official/combat-values/spellcasting.png",
targetedSpellcasting: "systems/ds4/assets/icons/official/combat-values/targeted-spellcasting.png",
},
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/**
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* Define the file paths to check images
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*/
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checks: {
appraise: "systems/ds4/assets/icons/game-icons/delapouite/two-coins.svg",
changeSpell: "systems/ds4/assets/icons/game-icons/delapouite/card-exchange.svg",
climb: "systems/ds4/assets/icons/game-icons/caro-asercion/mountain-climbing.svg",
communicate: "systems/ds4/assets/icons/game-icons/delapouite/discussion.svg",
decipherScript: "systems/ds4/assets/icons/game-icons/lorc/rune-stone.svg",
defend: "systems/ds4/assets/icons/game-icons/sbed/shield.svg",
defyPoison: "systems/ds4/assets/icons/game-icons/lorc/poison-bottle.svg",
disableTraps: "systems/ds4/assets/icons/game-icons/lorc/wolf-trap.svg",
featOfStrength: "systems/ds4/assets/icons/game-icons/delapouite/biceps.svg",
flirt: "systems/ds4/assets/icons/game-icons/lorc/charm.svg",
haggle: "systems/ds4/assets/icons/game-icons/lorc/cash.svg",
hide: "systems/ds4/assets/icons/game-icons/lorc/hidden.svg",
identifyMagic: "systems/ds4/assets/icons/game-icons/lorc/uncertainty.svg",
jump: "systems/ds4/assets/icons/game-icons/delapouite/jump-across.svg",
knowledge: "systems/ds4/assets/icons/game-icons/delapouite/bookshelf.svg",
openLock: "systems/ds4/assets/icons/game-icons/delapouite/padlock-open.svg",
perception: "systems/ds4/assets/icons/game-icons/lorc/awareness.svg",
pickPocket: "systems/ds4/assets/icons/game-icons/darkzaitev/robber-hand.svg",
readTracks: "systems/ds4/assets/icons/game-icons/delapouite/deer-track.svg",
resistDisease: "systems/ds4/assets/icons/game-icons/lorc/virus.svg",
ride: "systems/ds4/assets/icons/game-icons/delapouite/cavalry.svg",
search: "systems/ds4/assets/icons/game-icons/lorc/magnifying-glass.svg",
senseMagic: "systems/ds4/assets/icons/game-icons/delapouite/sparkles.svg",
sneak: "systems/ds4/assets/icons/game-icons/delapouite/mute.svg",
startFire: "systems/ds4/assets/icons/game-icons/lorc/campfire.svg",
swim: "systems/ds4/assets/icons/game-icons/delapouite/pool-dive.svg",
wakeUp: "systems/ds4/assets/icons/game-icons/delapouite/alarm-clock.svg",
workMechanism: "systems/ds4/assets/icons/game-icons/lorc/lever.svg",
},
},
/**
* Profile info types for handlebars of a character
*/
characterProfileDTypes: {
biography: "String",
gender: "String",
birthday: "String",
birthplace: "String",
age: "Number",
height: "Number",
hairColor: "String",
weight: "Number",
eyeColor: "String",
specialCharacteristics: "String",
},
/**
* Standard check modifiers
*/
checkModifiers: {
routine: 8,
veryEasy: 4,
easy: 2,
normal: 0,
difficult: -2,
veryDifficult: -4,
extremelyDifficult: -8,
},
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};