export const DS4 = { // ASCII Artwork ASCII: String.raw`_____________________________________________________________________________________________ ____ _ _ _ _ ____ _____ ___ _ _ ____ _ _ __ _______ ____ ____ _ _ | _ \| | | | \ | |/ ___| ____/ _ \| \ | / ___|| | / \\ \ / / ____| _ \/ ___| | || | | | | | | | | \| | | _| _|| | | | \| \___ \| | / _ \\ V /| _| | |_) \___ \ | || |_ | |_| | |_| | |\ | |_| | |__| |_| | |\ |___) | |___ / ___ \| | | |___| _ < ___) | |__ _| |____/ \___/|_| \_|\____|_____\___/|_| \_|____/|_____/_/ \_\_| |_____|_| \_\____/ |_| =============================================================================================`, /** * 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 file paths to icon images */ attackTypesIcons: { melee: "systems/ds4/assets/official/DS4-MAT.png", meleeRanged: "systems/ds4/assets/official/DS4-MRA.png", ranged: "systems/ds4/assets/official/DS4-RAT.png", }, /** * 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", trinket: "DS4.ItemTypeTrinket", equipment: "DS4.ItemTypeEquipment", talent: "DS4.ItemTypeTalent", racialAbility: "DS4.ItemTypeRacialAbility", language: "DS4.ItemTypeLanguage", alphabet: "DS4.ItemTypeAlphabet", }, /** * 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 characer may wear the armor without additional penalties */ armorMaterialTypes: { cloth: "DS4.ArmorMaterialTypeCloth", leather: "DS4.ArmorMaterialTypeLeather", chain: "DS4.ArmorMaterialTypeChain", plate: "DS4.ArmorMaterialTypePlate", }, /** * Define the abbreviations of armor materials */ armorMaterialTypesAbbr: { cloth: "DS4.ArmorMaterialTypeClothAbbr", leather: "DS4.ArmorMaterialTypeLeatherAbbr", chain: "DS4.ArmorMaterialTypeChainAbbr", plate: "DS4.ArmorMaterialTypePlateAbbr", }, /** * 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", }, /** * 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: { gender: "DS4.CharacterProfileGender", birthday: "DS4.CharacterProfileBirthday", birthplace: "DS4.CharacterProfileBirthplace", age: "DS4.CharacterProfileAge", height: "DS4.CharacterProfileHeight", hairColor: "DS4.ProfilHairColor", weight: "DS4.CharacterProfileWeight", eyeColor: "DS4.CharacterProfileEyeColor", specialCharacteristics: "DS4.CharacterProfileSpecialCharacteristics", }, /** * Define the profile info types for hanndlebars of a character */ characterProfileDTypes: { gender: "String", birthday: "String", birthplace: "String", age: "Number", height: "Number", hairColor: "String", weight: "Number", eyeColor: "String", specialCharacteristics: "String", }, /** * 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 a 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", }, };