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/DS4-MAT.png", meleeRanged: "systems/ds4/assets/DS4-MRA.png", ranged: "systems/ds4/assets/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", }, /** * 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 a character has */ attributes: { body: "DS4.AttributeBody", mobility: "DS4.AttributeMobility", mind: "DS4.AttributeMind", }, /** * Define the set of traits a character has */ traits: { strength: "DS4.TraitStrength", constitution: "DS4.TraitConstitution", agility: "DS4.TraitAgility", dexterity: "DS4.TraitDexterity", intellect: "DS4.TraitIntellect", aura: "DS4.TraitAura", }, /** * Define the set of combat values a character 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 */ baseInfo: { race: "DS4.BaseInfoRace", class: "DS4.BaseInfoClass", heroClass: "DS4.BaseInfoHeroClass", racialAbilities: "DS4.BaseInfoRacialAbilities", }, /** * Definme the progression info of a character */ progression: { level: "DS4.ProgressionLevel", experiencePoints: "DS4.ProgressionExperiencePoints", talentPoints: "DS4.ProgressionTalentPoints", progressPoints: "DS4.ProgressionProgressPoints", }, };