First adaptation pass
This commit is contained in:
+41
-1
@@ -1,5 +1,45 @@
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export const TYPE = Object.freeze({
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light: { id: "light", label: "PRISMRPG.Armor.Category.light" },
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medium: { id: "medium", label: "PRISMRPG.Armor.Category.medium" },
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heavy: { id: "medium", label: "PRISMRPG.Armor.Category.heavy" }
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heavy: { id: "heavy", label: "PRISMRPG.Armor.Category.heavy" }
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})
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// Base AC values for armor proficiency levels
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export const BASE_AC = Object.freeze({
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light: 12, // +Prowess, Competence, or Grace
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medium: 14, // +Authority, Cunning, or Resilience
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heavy: 16 // +Presence, Tenacity, or Willpower
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})
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// AC bonus sub-attributes for each armor type
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export const AC_BONUS_ATTRIBUTES = Object.freeze({
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light: ["prowess", "competence", "grace"],
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medium: ["authority", "cunning", "resilience"],
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heavy: ["presence", "tenacity", "willpower"]
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})
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// Withstand action APC cost for each armor type
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export const WITHSTAND_APC = Object.freeze({
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light: 1,
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medium: 2,
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heavy: 3
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})
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// Armor set composition requirements
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export const SET_REQUIREMENTS = Object.freeze({
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light: {
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light: 2,
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medium: 0,
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heavy: 0
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},
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medium: {
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light: 3,
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medium: 1,
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heavy: 0
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},
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heavy: {
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light: 3,
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medium: 2,
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heavy: 1
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}
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})
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+101
-15
@@ -1,15 +1,7 @@
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export const CHARACTERISTICS = Object.freeze({
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str: {
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id: "str",
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label: "PRISMRPG.Label.str"
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},
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int: {
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id: "int",
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label: "PRISMRPG.Character.int.label"
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},
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wis: {
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id: "wis",
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label: "PRISMRPG.Character.wis.label"
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label: "PRISMRPG.Character.str.label"
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},
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dex: {
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id: "dex",
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@@ -19,18 +11,112 @@ export const CHARACTERISTICS = Object.freeze({
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id: "con",
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label: "PRISMRPG.Character.con.label"
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},
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int: {
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id: "int",
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label: "PRISMRPG.Character.int.label"
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},
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wis: {
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id: "wis",
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label: "PRISMRPG.Character.wis.label"
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},
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cha: {
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id: "cha",
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label: "PRISMRPG.Character.cha.label"
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}
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})
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// Sub-Attributes derived from combinations of two main attributes
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export const SUB_ATTRIBUTES = Object.freeze({
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prowess: {
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id: "prowess",
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label: "PRISMRPG.Character.prowess.label",
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parents: ["str", "dex"],
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description: "PRISMRPG.Character.prowess.description"
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},
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luc: {
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id: "luc",
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label: "PRISMRPG.Character.luc.label"
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vigor: {
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id: "vigor",
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label: "PRISMRPG.Character.vigor.label",
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parents: ["str", "con"],
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description: "PRISMRPG.Character.vigor.description"
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},
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app: {
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id: "app",
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label: "PRISMRPG.Character.app.label"
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competence: {
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id: "competence",
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label: "PRISMRPG.Character.competence.label",
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parents: ["str", "int"],
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description: "PRISMRPG.Character.competence.description"
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},
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authority: {
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id: "authority",
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label: "PRISMRPG.Character.authority.label",
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parents: ["str", "wis"],
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description: "PRISMRPG.Character.authority.description"
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},
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presence: {
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id: "presence",
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label: "PRISMRPG.Character.presence.label",
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parents: ["str", "cha"],
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description: "PRISMRPG.Character.presence.description"
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},
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stamina: {
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id: "stamina",
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label: "PRISMRPG.Character.stamina.label",
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parents: ["dex", "con"],
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description: "PRISMRPG.Character.stamina.description"
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},
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initiative: {
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id: "initiative",
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label: "PRISMRPG.Character.initiative.label",
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parents: ["dex", "int"],
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description: "PRISMRPG.Character.initiative.description"
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},
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wit: {
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id: "wit",
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label: "PRISMRPG.Character.wit.label",
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parents: ["dex", "wis"],
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description: "PRISMRPG.Character.wit.description"
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},
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grace: {
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id: "grace",
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label: "PRISMRPG.Character.grace.label",
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parents: ["dex", "cha"],
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description: "PRISMRPG.Character.grace.description"
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},
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tenacity: {
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id: "tenacity",
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label: "PRISMRPG.Character.tenacity.label",
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parents: ["con", "int"],
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description: "PRISMRPG.Character.tenacity.description"
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},
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willpower: {
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id: "willpower",
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label: "PRISMRPG.Character.willpower.label",
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parents: ["con", "wis"],
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description: "PRISMRPG.Character.willpower.description"
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},
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resilience: {
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id: "resilience",
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label: "PRISMRPG.Character.resilience.label",
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parents: ["con", "cha"],
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description: "PRISMRPG.Character.resilience.description"
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},
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cunning: {
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id: "cunning",
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label: "PRISMRPG.Character.cunning.label",
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parents: ["int", "wis"],
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description: "PRISMRPG.Character.cunning.description"
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},
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guile: {
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id: "guile",
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label: "PRISMRPG.Character.guile.label",
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parents: ["int", "cha"],
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description: "PRISMRPG.Character.guile.description"
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},
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sovereignty: {
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id: "sovereignty",
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label: "PRISMRPG.Character.sovereignty.label",
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parents: ["wis", "cha"],
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description: "PRISMRPG.Character.sovereignty.description"
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}
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})
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export const CHALLENGES = Object.freeze({
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@@ -0,0 +1,50 @@
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/**
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* Shield types based on Prism RPG rules
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* Shields prevent damage equal to their Shield Rating (SR)
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* Each shield has a Block APC and a Block Augment passive ability
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*/
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export const TYPE = Object.freeze({
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buckler: {
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id: "buckler",
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label: "PRISMRPG.Shield.Type.buckler",
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apc: 1,
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sr: "1d4",
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blockAugment: "PRISMRPG.Shield.BlockAugment.buckler",
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blockAugmentDescription: "PRISMRPG.Shield.BlockAugmentDescription.buckler"
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},
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light: {
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id: "light",
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label: "PRISMRPG.Shield.Type.light",
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apc: 2,
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sr: "1d8",
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blockAugment: "PRISMRPG.Shield.BlockAugment.light",
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blockAugmentDescription: "PRISMRPG.Shield.BlockAugmentDescription.light"
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},
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heavy: {
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id: "heavy",
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label: "PRISMRPG.Shield.Type.heavy",
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apc: 3,
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sr: "1d12",
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blockAugment: "PRISMRPG.Shield.BlockAugment.heavy",
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blockAugmentDescription: "PRISMRPG.Shield.BlockAugmentDescription.heavy"
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},
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tower: {
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id: "tower",
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label: "PRISMRPG.Shield.Type.tower",
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apc: 4,
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sr: "3d6",
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blockAugment: "PRISMRPG.Shield.BlockAugment.tower",
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blockAugmentDescription: "PRISMRPG.Shield.BlockAugmentDescription.tower"
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}
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});
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/**
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* Block augment descriptions for reference
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* These are activated when using the Block action with the shield
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*/
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export const BLOCK_AUGMENTS = Object.freeze({
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buckler: "If the character should successfully block damage with this shield, the character reduces the cost of the next Parry action by an amount equal to their Prowess.",
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light: "If the character would successfully block damage with this shield, the character may move an amount equal to their movement rating.",
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heavy: "If the character would successfully block damage with this shield, they reduce the APC of the next attack they make by an amount equal to their Vigor or Prowess.",
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tower: "If the character would successfully block damage with this shield, for 1 round they are considered cover for themselves and allies that are adjacent to them."
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});
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@@ -1,3 +1,115 @@
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/**
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* Core Skills in Prism RPG
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* Characters choose 1 Core Skill which gives:
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* - +5 bonus to basic skill checks
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* - Access to advanced skill checks
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* - Access to a Core Skill Class (based on archetype)
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* - +2 to one of 3 associated attributes
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*/
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export const CORE_SKILLS = Object.freeze({
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acrobatics: {
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id: "acrobatics",
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label: "PRISMRPG.Skill.CoreSkill.acrobatics",
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attributeChoices: ["dex", "wis", "con"]
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},
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animalHandling: {
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id: "animalHandling",
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label: "PRISMRPG.Skill.CoreSkill.animalHandling",
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attributeChoices: ["str", "con", "dex"]
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},
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arcana: {
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id: "arcana",
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label: "PRISMRPG.Skill.CoreSkill.arcana",
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attributeChoices: ["str", "int", "wis"]
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},
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athletics: {
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id: "athletics",
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label: "PRISMRPG.Skill.CoreSkill.athletics",
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attributeChoices: ["str", "dex", "con"]
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},
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deception: {
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id: "deception",
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label: "PRISMRPG.Skill.CoreSkill.deception",
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attributeChoices: ["int", "wis", "cha"]
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},
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history: {
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id: "history",
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label: "PRISMRPG.Skill.CoreSkill.history",
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attributeChoices: ["str", "wis", "con"]
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},
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insight: {
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id: "insight",
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label: "PRISMRPG.Skill.CoreSkill.insight",
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attributeChoices: ["int", "cha", "wis"]
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},
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intimidate: {
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id: "intimidate",
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label: "PRISMRPG.Skill.CoreSkill.intimidate",
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attributeChoices: ["str", "cha", "wis"]
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},
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investigation: {
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id: "investigation",
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label: "PRISMRPG.Skill.CoreSkill.investigation",
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attributeChoices: ["int", "wis", "con"]
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},
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medicine: {
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id: "medicine",
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label: "PRISMRPG.Skill.CoreSkill.medicine",
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attributeChoices: ["con", "wis", "int"]
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},
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nature: {
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id: "nature",
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label: "PRISMRPG.Skill.CoreSkill.nature",
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attributeChoices: ["str", "wis", "int"]
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},
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perception: {
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id: "perception",
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label: "PRISMRPG.Skill.CoreSkill.perception",
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attributeChoices: ["dex", "wis", "cha"]
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},
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performance: {
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id: "performance",
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label: "PRISMRPG.Skill.CoreSkill.performance",
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attributeChoices: ["str", "cha", "wis"]
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},
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persuasion: {
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id: "persuasion",
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label: "PRISMRPG.Skill.CoreSkill.persuasion",
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attributeChoices: ["cha", "dex", "int"]
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},
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religion: {
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id: "religion",
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label: "PRISMRPG.Skill.CoreSkill.religion",
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attributeChoices: ["str", "wis", "cha"]
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},
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sleightOfHand: {
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id: "sleightOfHand",
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label: "PRISMRPG.Skill.CoreSkill.sleightOfHand",
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attributeChoices: ["dex", "wis", "int"]
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},
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stealth: {
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id: "stealth",
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label: "PRISMRPG.Skill.CoreSkill.stealth",
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attributeChoices: ["int", "dex", "cha"]
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},
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survival: {
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id: "survival",
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label: "PRISMRPG.Skill.CoreSkill.survival",
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attributeChoices: ["int", "con", "cha"]
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}
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});
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/**
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* Core Skill bonus values
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*/
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export const CORE_SKILL_BONUS = Object.freeze({
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basic: 5, // +5 to basic skill checks
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attributeBonus: 2 // +2 to chosen attribute
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});
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/**
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* Legacy skill categories (may be deprecated)
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*/
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export const CATEGORY = Object.freeze({
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layperson: {
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id: "layperson",
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@@ -1,3 +1,48 @@
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/**
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* Spell colors from the Prism
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* Each color gives a different effect to spells
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*/
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export const COLORS = Object.freeze({
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indigo: {
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id: "indigo",
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label: "PRISMRPG.Spell.Color.indigo",
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description: "PRISMRPG.Spell.ColorEffect.indigo"
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},
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blue: {
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id: "blue",
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label: "PRISMRPG.Spell.Color.blue",
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description: "PRISMRPG.Spell.ColorEffect.blue"
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},
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green: {
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id: "green",
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label: "PRISMRPG.Spell.Color.green",
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description: "PRISMRPG.Spell.ColorEffect.green"
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},
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yellow: {
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id: "yellow",
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label: "PRISMRPG.Spell.Color.yellow",
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description: "PRISMRPG.Spell.ColorEffect.yellow"
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},
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orange: {
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id: "orange",
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label: "PRISMRPG.Spell.Color.orange",
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description: "PRISMRPG.Spell.ColorEffect.orange"
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},
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red: {
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id: "red",
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label: "PRISMRPG.Spell.Color.red",
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description: "PRISMRPG.Spell.ColorEffect.red"
|
||||
},
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violet: {
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id: "violet",
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||||
label: "PRISMRPG.Spell.Color.violet",
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||||
description: "PRISMRPG.Spell.ColorEffect.violet"
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Spell ranges (legacy - to be replaced with Prism system)
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||||
*/
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||||
export const RANGE = Object.freeze({
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||||
na: {
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id: "na",
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||||
|
||||
@@ -1,6 +1,7 @@
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||||
import * as CHARACTER from "./character.mjs"
|
||||
import * as WEAPON from "./weapon.mjs"
|
||||
import * as ARMOR from "./armor.mjs"
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||||
import * as SHIELD from "./shield.mjs"
|
||||
import * as SPELL from "./spell.mjs"
|
||||
import * as SKILL from "./skill.mjs"
|
||||
import * as EQUIPMENT from "./equipment.mjs"
|
||||
@@ -285,6 +286,7 @@ export const ASCII = `
|
||||
export const SYSTEM = {
|
||||
id: SYSTEM_ID,
|
||||
CHARACTERISTICS: CHARACTER.CHARACTERISTICS,
|
||||
SUB_ATTRIBUTES: CHARACTER.SUB_ATTRIBUTES,
|
||||
CHARACTERISTICS_TABLES: CHARACTERISTICS.TABLES,
|
||||
CHARACTERISTICS_MAJOR: CHARACTERISTICS.MAJOR,
|
||||
MONSTER_CHARACTERISTICS: MONSTER.MONSTER_CHARACTERISTICS,
|
||||
@@ -293,10 +295,21 @@ export const SYSTEM = {
|
||||
SAVES: CHARACTER.SAVES,
|
||||
CHALLENGES: CHARACTER.CHALLENGES,
|
||||
SKILL_CATEGORY: SKILL.CATEGORY,
|
||||
CORE_SKILLS: SKILL.CORE_SKILLS,
|
||||
CORE_SKILL_BONUS: SKILL.CORE_SKILL_BONUS,
|
||||
ARMOR_TYPE: ARMOR.TYPE,
|
||||
ARMOR_BASE_AC: ARMOR.BASE_AC,
|
||||
ARMOR_AC_BONUS_ATTRIBUTES: ARMOR.AC_BONUS_ATTRIBUTES,
|
||||
ARMOR_WITHSTAND_APC: ARMOR.WITHSTAND_APC,
|
||||
ARMOR_SET_REQUIREMENTS: ARMOR.SET_REQUIREMENTS,
|
||||
SHIELD_TYPE: SHIELD.TYPE,
|
||||
SHIELD_BLOCK_AUGMENTS: SHIELD.BLOCK_AUGMENTS,
|
||||
EQUIPMENT_CATEGORY: EQUIPMENT.CATEGORY,
|
||||
SPELL_RANGE: SPELL.RANGE,
|
||||
WEAPON_TYPE: WEAPON.WEAPON_TYPE,
|
||||
SPELL_COLORS: SPELL.COLORS,
|
||||
WEAPON_TYPE: WEAPON.TYPE,
|
||||
WEAPON_GROUP: WEAPON.WEAPON_GROUP,
|
||||
WEAPON_DAMAGE_TYPE: WEAPON.DAMAGE_TYPE,
|
||||
WEAPON_CLASS: WEAPON.WEAPON_CLASS,
|
||||
COMBAT_PROGRESSION_DICE: DICE_VALUES,
|
||||
SHIELD_DEFENSE_DICE: DEFENSE_DICE_VALUES,
|
||||
|
||||
+102
-2
@@ -1,4 +1,105 @@
|
||||
/**
|
||||
* Weapon types based on Prism RPG rules
|
||||
* APC determines weapon class: Light (1 APC), One-Handed (2 APC), Heavy (3 APC)
|
||||
*/
|
||||
export const TYPE = Object.freeze({
|
||||
light: {
|
||||
id: "light",
|
||||
label: "PRISMRPG.Weapon.Type.light",
|
||||
apc: 1,
|
||||
hands: 1
|
||||
},
|
||||
oneHanded: {
|
||||
id: "oneHanded",
|
||||
label: "PRISMRPG.Weapon.Type.oneHanded",
|
||||
apc: 2,
|
||||
hands: 1
|
||||
},
|
||||
heavy: {
|
||||
id: "heavy",
|
||||
label: "PRISMRPG.Weapon.Type.heavy",
|
||||
apc: 3,
|
||||
hands: 2
|
||||
},
|
||||
projectile: {
|
||||
id: "projectile",
|
||||
label: "PRISMRPG.Weapon.Type.projectile",
|
||||
apc: 0, // Variable based on specific weapon
|
||||
hands: 2
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Weapon groups and their associated passives
|
||||
* Each weapon belongs to a group and possesses its passive while wielded
|
||||
*/
|
||||
export const WEAPON_GROUP = Object.freeze({
|
||||
longsword: {
|
||||
id: "longsword",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.longsword",
|
||||
passive: "turningEdge",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.turningEdge",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.turningEdge"
|
||||
},
|
||||
warhammer: {
|
||||
id: "warhammer",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.warhammer",
|
||||
passive: "puncturingBlows",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.puncturingBlows",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.puncturingBlows"
|
||||
},
|
||||
battleaxe: {
|
||||
id: "battleaxe",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.battleaxe",
|
||||
passive: "shieldEater",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.shieldEater",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.shieldEater"
|
||||
},
|
||||
dagger: {
|
||||
id: "dagger",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.dagger",
|
||||
passive: "balancingStance",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.balancingStance",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.balancingStance"
|
||||
},
|
||||
crossbow: {
|
||||
id: "crossbow",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.crossbow",
|
||||
passive: "boltlock",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.boltlock",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.boltlock"
|
||||
},
|
||||
longbow: {
|
||||
id: "longbow",
|
||||
label: "PRISMRPG.Weapon.WeaponGroup.longbow",
|
||||
passive: "volleyFire",
|
||||
passiveLabel: "PRISMRPG.Weapon.Passive.volleyFire",
|
||||
passiveDescription: "PRISMRPG.Weapon.PassiveDescription.volleyFire"
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* Damage types for weapons
|
||||
*/
|
||||
export const DAMAGE_TYPE = Object.freeze({
|
||||
piercing: {
|
||||
id: "piercing",
|
||||
label: "PRISMRPG.Weapon.DamageType.piercing",
|
||||
abbreviation: "P"
|
||||
},
|
||||
bludgeoning: {
|
||||
id: "bludgeoning",
|
||||
label: "PRISMRPG.Weapon.DamageType.bludgeoning",
|
||||
abbreviation: "B"
|
||||
},
|
||||
slashing: {
|
||||
id: "slashing",
|
||||
label: "PRISMRPG.Weapon.DamageType.slashing",
|
||||
abbreviation: "S"
|
||||
}
|
||||
});
|
||||
|
||||
// Legacy exports for backward compatibility (to be removed later)
|
||||
export const WEAPON_TYPE = {
|
||||
"melee": "PRISMRPG.Weapon.WeaponType.melee",
|
||||
"ranged": "PRISMRPG.Weapon.WeaponType.ranged"
|
||||
@@ -16,7 +117,7 @@ export const WEAPON_CLASS = {
|
||||
"sling": "PRISMRPG.Weapon.WeaponClass.sling",
|
||||
"thrown": "PRISMRPG.Weapon.WeaponClass.thrown",
|
||||
"polearm": "PRISMRPG.Weapon.WeaponClass.polearm",
|
||||
"unarmed" : "PRISMRPG.Weapon.WeaponClass.unarmed"
|
||||
"unarmed": "PRISMRPG.Weapon.WeaponClass.unarmed"
|
||||
}
|
||||
|
||||
export const WEAPON_CATEGORIES = {
|
||||
@@ -32,4 +133,3 @@ export const WEAPON_CATEGORIES = {
|
||||
"thrown": ["axe", "hammer", "mace", "flail", "bow", "sling", "polearm"],
|
||||
"polearm": ["axe", "hammer", "mace", "flail", "bow", "sling", "thrown"]
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user