Initial import
This commit is contained in:
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import * as CHARACTER from "./character.mjs"
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import * as WEAPON from "./weapon.mjs"
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import * as ARMOR from "./armor.mjs"
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import * as SPELL from "./spell.mjs"
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import * as SKILL from "./skill.mjs"
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import * as EQUIPMENT from "./equipment.mjs"
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import * as CHARACTERISTICS from "./characteristic-tables.mjs"
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import * as MONSTER from "./monster.mjs"
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export const SYSTEM_ID = "fvtt-prism-rpg"
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export const DEV_MODE = false
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export const MONEY = {
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tinbit: {
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id: "tinbit",
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abbrev: "tb",
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label: "PRISMRPG.Money.Tinbits",
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valuetb: 1
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},
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copper: {
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id: "copper",
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abbrev: "cp",
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label: "PRISMRPG.Money.Coppers",
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valuetb: 10
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},
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silver: {
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id: "silver",
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abbrev: "sp",
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label: "PRISMRPG.Money.Silvers",
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valuetb: 100
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},
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gold: {
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id: "gold",
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abbrev: "gp",
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label: "PRISMRPG.Money.Golds",
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valuetb: 1000
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},
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platinum: {
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id: "platinum",
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abbrev: "pp",
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label: "PRISMRPG.Money.Platinums",
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valuetb: 10000
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}
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}
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export const MORTAL_CHOICES = {
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"mankind": { label: "Mankind", id: "mankind", defenseBonus: 0 },
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"elf": { label: "Elf", id: "elf", defenseBonus: 0 },
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"dwarf": { label: "Dwarf", id: "dwarf", defenseBonus: 0 },
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"halfelf": { label: "Half-Elf", id: "halfelf", defenseBonus: 0 },
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"halforc": { label: "Half-Orc", id: "halforc", defenseBonus: 0 },
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"gnome": { label: "Gnome", id: "gnome", defenseBonus: 2 },
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"halflings": { label: "Halfling", id: "halflings", defenseBonus: 2 }
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}
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export const FAVOR_CHOICES = {
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"none": { label: "None", value: "none" },
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"favor": { label: "Favor", value: "favor" },
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"disfavor": { label: "Disfavor", value: "disfavor" }
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}
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export const MOVEMENT_CHOICES = {
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"none": { label: "None (D20E Disfavor)", disfavor: true, value: "2D20kl" },
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"walk": { label: "Walk (D20E)", disfavor: true, value: "D20" },
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"incombat": { label: "In Combat (D20E)", favor: false, value: "D20" },
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"run": { label: "Jog/Run/Sprint (D20E Favor)", favor: true, value: "2D20kh" }
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}
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export const MOVE_DIRECTION_CHOICES = {
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"away": { label: "Away (+0)", value: "+0" },
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"toward": { label: "Toward (0)", value: "0" },
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"lateral": { label: "Lateral (Red +5)", value: "+5" },
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"none": { label: "None (+0)", value: "0" },
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}
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export const SIZE_CHOICES = {
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"tiny": { label: "Tiny (Blue +11)", value: "+11" },
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"small": { label: "Small (Purple +7)", value: "+7" },
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"medium": { label: "Medium (Red +5)", value: "+5" },
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"large": { label: "Large (Yellow +1)", value: "+1" },
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"huge": { label: "Huge (0)", value: "0" }
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}
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export const RANGE_CHOICES = {
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"pointblank": { label: "Point Blank (Special)", value: "pointblank" },
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"short": { label: "Short (+0)", value: "0" },
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"medium": { label: "Medium (Red +5)", value: "+5" },
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"long": { label: "Long (Purle +7)", value: "+7" },
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"extreme": { label: "Extreme (Grey +9)", value: "+9" },
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"beyondskill": { label: "Beyond Skill (Blue +11)", value: "beyondskill" }
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}
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export const ATTACKER_AIM_CHOICES = {
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"simple": { label: "Simple (+0)", value: "0" },
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"careful": { label: "Careful (Red +5)", value: "+4" },
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"focused": { label: "Focused (Grey +9)", value: "+9" }
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}
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export const SPELL_LETHARGY_DICE = [
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{ dice: "D6", level: "1-5", value: "6", maxLevel: 5 },
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{ dice: "D8", level: "6-10", value: "8", maxLevel: 10 },
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{ dice: "D10", value: "10", level: "11-15", maxLevel: 15 },
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{ dice: "D12", value: "12", level: "16-20", maxLevel: 20 },
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{ dice: "D20", value: "20", level: "21-25", maxLevel: 25 }
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]
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export const GRANTED_DICE_CHOICES = {
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"0": { label: "None", value: "0" },
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"D2": { label: "D2", value: "D2" },
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"D3": { label: "D3", value: "D3" },
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"D4": { label: "D4", value: "D4" },
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"D6": { label: "D6", value: "D6" },
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"D8": { label: "D8", value: "D8" },
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"D10": { label: "D10", value: "D10" },
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"D12": { label: "D12", value: "D12" },
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"D20": { label: "D20", value: "D20" }
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}
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export const INITIATIVE_DICE_CHOICES_PER_CLASS = {
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"untrained": [
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{ "name": "Asleep or totally distracted (2D12)", "value": "2D12" },
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{ "name": "Awake but unsuspecting (2D8)", "value": "2D8" },
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{ "name": "Declared Ready on Alert (2D6)", "value": "2D6" },
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/*{ "name": "Aware of the enemy, can hear them but not see (2D4)", "value": "2D4" },
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{ "name": "Aware and know exactly where the enemy is (2D3)", "value": "2D3" }*/
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],
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"fighter": [
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{ "name": "Asleep or totally distracted (1D12)", "value": "1D12" },
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{ "name": "Awake but unsuspecting (1D8)", "value": "1D8" },
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{ "name": "Declared Ready on Alert (1)", "value": "1" },
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/*{ "name": "Aware of the enemy, can hear them but not see (1D4)", "value": "1D4" },
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{ "name": "Aware and know exactly where the enemy is (1D3)", "value": "1D3" }*/
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],
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"rogue": [
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{ "name": "Asleep or totally distracted (1D10)", "value": "1D10" },
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{ "name": "Awake but unsuspecting (1D8)", "value": "1D8" },
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{ "name": "Declared Ready on Alert (1)", "value": "1" },
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/*{ "name": "Aware of the enemy, can hear them but not see (1D3)", "value": "1D3" },
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{ "name": "Aware and know exactly where the enemy is (1D2)", "value": "1D2" }*/
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],
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"ranger": [
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{ "name": "Asleep or totally distracted (1D10)", "value": "1D10" },
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{ "name": "Awake but unsuspecting (1D8)", "value": "1D8" },
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{ "name": "Declared Ready on Alert (1)", "value": "1" },
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/*{ "name": "Aware of the enemy, can hear them but not see (1D4)", "value": "1D4" },
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{ "name": "Aware and know exactly where the enemy is (1D3)", "value": "1D3" }*/
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],
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"cleric": [
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{ "name": "Asleep or totally distracted (1D12)", "value": "1D12" },
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{ "name": "Awake but unsuspecting (1D10)", "value": "1D10" },
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{ "name": "Declared Ready on Alert (1)", "value": "1" },
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/*{ "name": "Aware of the enemy, can hear them but not see (1D6)", "value": "1D6" },
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{ "name": "Aware and know exactly where the enemy is (1D4)", "value": "1D4" }*/
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],
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"magicuser": [
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{ "name": "Sleeping to recover Aether Points (2D20)", "value": "2D20" },
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{ "name": "Asleep or totally distracted (1D20)", "value": "1D20" },
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{ "name": "Awake but unsuspecting (1D12)", "value": "1D12" },
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{ "name": "Declared Ready on Alert (1)", "value": "1" },
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/*{ "name": "Aware of the enemy, can hear them but not see (1D8)", "value": "1D8" },
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{ "name": "Aware and know exactly where the enemy is (1D6)", "value": "1D6" }*/
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]
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}
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export const CHAR_CLASSES = {
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"untrained": "Untrained",
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"fighter": "Fighter",
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"rogue": "Rogue",
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"ranger": "Ranger",
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"cleric": "Cleric",
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"magicuser": "Magic User"
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}
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export const CHAR_CLASSES_DEFINES = {
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"untrained": { id: "untrained", label: "Untrained" },
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"fighter": { id: "fighter", label: "Fighter" },
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"rogue": { id: "rogue", label: "Rogue" },
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"ranger": { id: "ranger", label: "Ranger" },
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"cleric": { id: "cleric", label: "Cleric" },
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"magicuser": { id: "magicuser", label: "Magic User" }
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}
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export const DICE_VALUES = {
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"d3": "D3",
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"d4": "D4",
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"d6": "D6",
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"d8": "D8",
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"d10": "D10",
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"d12": "D12",
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"d20": "D20"
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}
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export const CHARACTERISTIC_ATTACK = ["str", "int", "wis", "dex"]
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export const CHARACTERISTIC_RANGED_ATTACK = ["int", "wis", "dex"]
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export const CHARACTERISTIC_DEFENSE = ["int", "wis", "dex"]
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export const CHARACTERISTIC_DAMAGE = ["str"]
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export const DEFENSE_DICE_VALUES = {
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"0": "0",
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"d3": "D3",
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"d4": "D4",
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"d6": "D6",
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"d8": "D8",
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"d10": "D10"
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}
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export const CHOICE_DICE = {
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"D4": "D4",
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"D6": "D6",
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"D8": "D8",
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"D10": "D10",
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"D12": "D12",
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"D20": "D20"
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}
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export const MIRACLE_TYPES = {
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"combat": "Combat",
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"noncombat": "Non-Combat",
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"ritualfaith": "Ritual of Faith"
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}
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export const SPELL_CRITICAL = {
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"none": "None",
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"electric": "Electric",
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"fire": "Fire",
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"cold": "Cold",
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"force": "Force",
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"acid": "Acid"
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}
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export const CHOICE_MODIFIERS = {
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"-9": "-9",
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"-8": "-8",
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"-7": "-7",
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"-6": "-6",
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"-5": "-5",
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"-4": "-4",
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"-3": "-3",
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"-2": "-2",
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"-1": "-1",
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"+0": "0",
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"+1": "+1",
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"+2": "+2",
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"+3": "+3",
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"+4": "+4",
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"+5": "+5",
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"+6": "+6",
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"+7": "+7",
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"+8": "+8",
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"+9": "+9",
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"+10": "+10",
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"+11": "+11",
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"+12": "+12",
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"+13": "+13",
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"+14": "+14",
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"+15": "+15",
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"+16": "+16",
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"+17": "+17",
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"+18": "+18",
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"+19": "+19",
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"+20": "+20",
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"+21": "+21",
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"+22": "+22",
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"+23": "+23",
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"+24": "+24",
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"+25": "+25"
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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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:@@! @@! @!! @@! @@@ @@! @@@ @@! @@! @@! @@@ @@!@!@@@ @!! @@! @@@ !@@ @@! !@@ :
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:@!! @!!!:! @!! @!@!@!@! @!@!@!@! @!! @!!!:! @!@!@!@! @!@@!!@! @!! @!@!@!@! !@@!! !@!@! :
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:!!: !!: !!: !!: !!! !!: !!! !!: !!: !!: !!! !!: !!! !!: !!: !!! !:! !!: :
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:: ::.: : : :: :: : : : : : : : : ::.: : : : : : :: : : : : : ::.: : .: :
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: :
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······················································································································
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`
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/**
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* Include all constant definitions within the SYSTEM global export
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* @type {Object}
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*/
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export const SYSTEM = {
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id: SYSTEM_ID,
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CHARACTERISTICS: CHARACTER.CHARACTERISTICS,
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CHARACTERISTICS_TABLES: CHARACTERISTICS.TABLES,
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CHARACTERISTICS_MAJOR: CHARACTERISTICS.MAJOR,
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MONSTER_CHARACTERISTICS: MONSTER.MONSTER_CHARACTERISTICS,
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MONSTER_RESIST: MONSTER.MONSTER_RESIST,
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MONSTER_SAVES: MONSTER.MONSTER_SAVES,
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SAVES: CHARACTER.SAVES,
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CHALLENGES: CHARACTER.CHALLENGES,
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SKILL_CATEGORY: SKILL.CATEGORY,
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ARMOR_TYPE: ARMOR.TYPE,
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EQUIPMENT_CATEGORY: EQUIPMENT.CATEGORY,
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SPELL_RANGE: SPELL.RANGE,
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WEAPON_TYPE: WEAPON.WEAPON_TYPE,
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WEAPON_CLASS: WEAPON.WEAPON_CLASS,
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COMBAT_PROGRESSION_DICE: DICE_VALUES,
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SHIELD_DEFENSE_DICE: DEFENSE_DICE_VALUES,
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WEAPON_CATEGORIES: WEAPON.WEAPON_CATEGORIES,
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CHARACTERISTIC_ATTACK,
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CHARACTERISTIC_RANGED_ATTACK,
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CHARACTERISTIC_DEFENSE,
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CHARACTERISTIC_DAMAGE,
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INITIATIVE_DICE_CHOICES_PER_CLASS,
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CHAR_CLASSES,
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CHAR_CLASSES_DEFINES,
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MONEY,
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ASCII,
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CHOICE_MODIFIERS,
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CHOICE_DICE,
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DEV_MODE,
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MOVEMENT_CHOICES,
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MOVE_DIRECTION_CHOICES,
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SIZE_CHOICES,
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RANGE_CHOICES,
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FAVOR_CHOICES,
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ATTACKER_AIM_CHOICES,
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MORTAL_CHOICES,
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SPELL_CRITICAL,
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MIRACLE_TYPES,
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SPELL_LETHARGY_DICE,
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GRANTED_DICE_CHOICES
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}
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