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