export const SYSTEM_ID = "fvtt-adventures-with-emmy" export const DEV_MODE = false export const ATTRIBUTES = { agility: { id: "agility", abbrev: "AGI", label: "AWEMMY.Attribute.Agility" }, fitness: { id: "fitness", abbrev: "FIT", label: "AWEMMY.Attribute.Fitness" }, awareness: { id: "awareness", abbrev: "AWA", label: "AWEMMY.Attribute.Awareness" }, influence: { id: "influence", abbrev: "INF", label: "AWEMMY.Attribute.Influence" } } export const CONDITIONS = { edge: { id: "edge", label: "AWEMMY.Condition.Edge" }, hampered: { id: "hampered", label: "AWEMMY.Condition.Hampered" }, inhibited: { id: "inhibited", label: "AWEMMY.Condition.Inhibited" }, jumbled: { id: "jumbled", label: "AWEMMY.Condition.Jumbled" }, mishap: { id: "mishap", label: "AWEMMY.Condition.Mishap" }, prone: { id: "prone", label: "AWEMMY.Condition.Prone" }, quickened: { id: "quickened", label: "AWEMMY.Condition.Quickened" }, slowed: { id: "slowed", label: "AWEMMY.Condition.Slowed" }, vulnerable: { id: "vulnerable", label: "AWEMMY.Condition.Vulnerable" } } export const ABILITY_COST = { "one": { id: "one", label: "Δ" }, "two": { id: "two", label: "ΔΔ" }, "three": { id: "three", label: "ΔΔΔ" }, "reaction": { id: "reaction", label: "↩" }, "free": { id: "free", label: "AWEMMY.Ability.Cost.Free" }, "none": { id: "none", label: "—" } } export const ABILITY_TYPE = { "field": { id: "field", label: "AWEMMY.Ability.Type.Field" }, "archetype": { id: "archetype", label: "AWEMMY.Ability.Type.Archetype" }, "general": { id: "general", label: "AWEMMY.Ability.Type.General" }, "beginner": { id: "beginner", label: "AWEMMY.Ability.Type.Beginner" } } export const OUTCOME_LABELS = { criticalSuccess: "AWEMMY.Roll.CriticalSuccess", success: "AWEMMY.Roll.Success", failure: "AWEMMY.Roll.Failure", criticalFailure: "AWEMMY.Roll.CriticalFailure" } export const ASCII = ` _ _ _ _ _ _ _____ / \\ __| |_ _____ _ __ | |_ _ _ _ __ ___ ___| | | | | | ____|_ __ ___ _ __ ___ _ _ / _ \\ / _\` \\ \\ / / _ \\ '_ \\| __| | | | '__/ _ \\/ __| | | | | | _| | '_ \` _ \\| '_ \` _ \\| | | | / ___ \\ (_| |\\ V / __/ | | | |_| |_| | | | __/\\__ \\ |_| | |___| |___| | | | | | | | | | | |_| | /_/ \\_\\__,_| \\_/ \\___|_| |_|\\__|\\__,_|_| \\___||___/\\___/|_____|_____|_| |_| |_|_| |_| |_|\\__, | |___/ ` /** Default trait list extracted from the core rulebook. Open-ended: custom traits are always allowed. */ export const TRAITS = [ // Action traits "attack", "discovered", "flow", "hypothesis", "intensive", "kit", "linguistic", "manipulate", "review", "traversal", "velocity", // Damage types "acid", "bludgeoning", "cold", "electricity", "fire", "force", "mental", "piercing", "poison", "slashing", "sonic", // Mathematician / math traits "electromagnetic", "geometry", "gravity", "numerical", "paradox", "probability", // Special/narrative traits "animal", "archetype", "aura", "auditory", "awarded", "axiom", "design", "extradimensional", "fabricate", "gremlin", "interdisciplinary", "large", "mishap", "number", "plant", "prototype", "singular", "small", "teleportation", // Field/class traits "biologist", "chemist", "engineer", "mathematician", "physicist", ] // Re-export all for convenience export const SYSTEM = { SYSTEM_ID, DEV_MODE, ATTRIBUTES, CONDITIONS, ABILITY_COST, ABILITY_TYPE, OUTCOME_LABELS, TRAITS, ASCII }