2020-12-23 16:52:20 +01:00
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export const DS4 = {
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// ASCII Artwork
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2020-12-28 12:46:39 +01:00
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ASCII: String.raw`_____________________________________________________________________________________________
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____ _ _ _ _ ____ _____ ___ _ _ ____ _ _ __ _______ ____ ____ _ _
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| _ \| | | | \ | |/ ___| ____/ _ \| \ | / ___|| | / \\ \ / / ____| _ \/ ___| | || |
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| | | | | | | \| | | _| _|| | | | \| \___ \| | / _ \\ V /| _| | |_) \___ \ | || |_
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| |_| | |_| | |\ | |_| | |__| |_| | |\ |___) | |___ / ___ \| | | |___| _ < ___) | |__ _|
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|____/ \___/|_| \_|\____|_____\___/|_| \_|____/|_____/_/ \_\_| |_____|_| \_\____/ |_|
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2020-12-23 16:52:20 +01:00
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=============================================================================================`,
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/**
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* Define the set of acttack types that can be performed with weapon items
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*/
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attackTypes: {
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melee: "DS4.AttackTypeMelee",
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ranged: "DS4.AttackTypeRanged",
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meleeRanged: "DS4.AttackTypeMeleeRanged",
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},
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2020-12-30 01:03:06 +01:00
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/**
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2020-12-29 22:44:56 +01:00
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* Define the file paths to icon images
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2020-12-30 01:03:06 +01:00
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*/
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attackTypesIcons: {
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melee: "systems/ds4/assets/DS4-MAT.png",
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meleeRanged: "systems/ds4/assets/DS4-MRA.png",
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ranged: "systems/ds4/assets/DS4-RAT.png",
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},
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2020-12-23 16:52:20 +01:00
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/**
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* Define the set of item availabilties
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*/
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itemAvailabilities: {
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2020-12-28 21:44:47 +01:00
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unset: "DS4.ItemAvailabilityUnset",
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2020-12-23 16:52:20 +01:00
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hamlet: "DS4.ItemAvailabilityHamlet",
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village: "DS4.ItemAvailabilityVilage",
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city: "DS4.ItemAvailabilityCity",
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elves: "DS4.ItemAvailabilityElves",
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dwarves: "DS4.ItemAvailabilityDwarves",
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2020-12-28 21:50:45 +01:00
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nowhere: "DS4.ItemAvailabilityNowhere",
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2020-12-23 16:52:20 +01:00
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},
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/**
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2020-12-29 22:44:56 +01:00
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* Define the set of item types
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2020-12-23 16:52:20 +01:00
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*/
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itemTypes: {
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weapon: "DS4.ItemTypeWeapon",
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armor: "DS4.ItemTypeArmor",
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shield: "DS4.ItemTypeShield",
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trinket: "DS4.ItemTypeTrinket",
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equipment: "DS4.ItemTypeEquipment",
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},
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/**
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2020-12-29 22:44:56 +01:00
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* Define the set of armor types, a character may only wear one item of each at any given time
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2020-12-23 16:52:20 +01:00
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*/
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armorTypes: {
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body: "DS4.ArmorTypeBody",
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2020-12-28 18:24:13 +01:00
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helmet: "DS4.ArmorTypeHelmet",
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2020-12-23 16:52:20 +01:00
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vambrace: "DS4.ArmorTypeVambrace",
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greaves: "DS4.ArmorTypeGreaves",
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vambraceGreaves: "DS4.ArmorTypeVambraceGreaves",
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},
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2020-12-30 01:03:06 +01:00
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/**
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2020-12-29 22:44:56 +01:00
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* Define abbreviations for the armor types
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2020-12-30 01:03:06 +01:00
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*/
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armorTypesAbbr: {
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body: "DS4.ArmorTypeBodyAbbr",
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helmet: "DS4.ArmorTypeHelmetAbbr",
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vambrace: "DS4.ArmorTypeVambraceAbbr",
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greaves: "DS4.ArmorTypeGreavesAbbr",
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vambraceGreaves: "DS4.ArmorTypeVambraceGreavesAbbr",
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},
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2020-12-23 16:52:20 +01:00
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/**
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2020-12-29 22:44:56 +01:00
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* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
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2020-12-23 16:52:20 +01:00
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*/
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armorMaterialTypes: {
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cloth: "DS4.ArmorMaterialTypeCloth",
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leather: "DS4.ArmorMaterialTypeLeather",
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chain: "DS4.ArmorMaterialTypeChain",
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plate: "DS4.ArmorMaterialTypePlate",
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},
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2020-12-30 00:01:41 +01:00
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/**
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2020-12-29 22:44:56 +01:00
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* Define the abbreviations of armor materials
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2020-12-30 00:01:41 +01:00
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*/
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2020-12-30 01:03:06 +01:00
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armorMaterialTypesAbbr: {
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cloth: "DS4.ArmorMaterialTypeClothAbbr",
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leather: "DS4.ArmorMaterialTypeLeatherAbbr",
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chain: "DS4.ArmorMaterialTypeChainAbbr",
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plate: "DS4.ArmorMaterialTypePlateAbbr",
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2020-12-30 00:01:41 +01:00
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},
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2020-12-29 22:44:56 +01:00
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/**
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* Define the set of attributes a character has
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*/
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attributes: {
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body: "DS4.AttributeBody",
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mobility: "DS4.AttributeMobility",
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mind: "DS4.AttributeMind",
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},
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/**
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* Define the set of traits a character has
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*/
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traits: {
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strength: "DS4.TraitStrength",
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constitution: "DS4.TraitConstitution",
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agility: "DS4.TraitAgility",
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dexterity: "DS4.TraitDexterity",
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intellect: "DS4.TraitIntellect",
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aura: "DS4.TraitAura",
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},
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/**
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* Define the set of combat values a character has
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*/
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combatValues: {
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hitPoints: "DS4.CombatValuesHitPoints",
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defense: "DS4.CombatValuesDefense",
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initiative: "DS4.CombatValuesInitiative",
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movement: "DS4.CombatValuesMovement",
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meleeAttack: "DS4.CombatValuesMeleeAttack",
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rangedAttack: "DS4.CombatValuesRangedAttack",
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spellcasting: "DS4.CombatValuesSpellcasting",
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targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
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},
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/**
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* Define the base info of a character
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*/
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baseInfo: {
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race: "DS4.BaseInfoRace",
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class: "DS4.BaseInfoClass",
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heroClass: "DS4.BaseInfoHeroClass",
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racialAbilities: "DS4.BaseInfoRacialAbilities",
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},
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/**
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* Definme the progression info of a character
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*/
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progression: {
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level: "DS4.ProgressionLevel",
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experiencePoints: "DS4.ProgressionExperiencePoints",
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talentPoints: "DS4.ProgressionTalentPoints",
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progressPoints: "DS4.ProgressionProgressPoints",
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},
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2020-12-23 16:52:20 +01:00
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};
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