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Add back Loading Indicator, rework children caching, small visual improvement on character sheet and config management.
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33
app/types/character.d.ts
vendored
33
app/types/character.d.ts
vendored
@@ -1,4 +1,4 @@
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import type { MAIN_STATS, ABILITIES, LEVELS, TRAINING_LEVELS, SPELL_TYPES, CATEGORIES, SPELL_ELEMENTS, ALIGNMENTS, RESISTANCES, DAMAGE_TYPES, WEAPON_TYPES } from "#shared/character.util";
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import type { MAIN_STATS, ABILITIES, LEVELS, TRAINING_LEVELS, SPELL_TYPES, CATEGORIES, SPELL_ELEMENTS, ALIGNMENTS, RESISTANCES, DAMAGE_TYPES, WEAPON_TYPES, PropertySum, ITEM_BUFFER_KEYS } from "#shared/character.util";
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import type { Localized } from "../types/general";
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export type MainStat = typeof MAIN_STATS[number];
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@@ -57,11 +57,16 @@ export type CharacterVariables = {
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money: number;
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};
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export type TreeStructure = {
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name: string;
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};
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type CommonState = {
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capacity?: number;
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powercost?: number;
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};
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type ArmorState = { health?: number };
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type StateBufferKeys = typeof ITEM_BUFFER_KEYS[number];
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type ArmorState = { loss: number, health?: number, absorb?: { flat?: number, percent?: number } };
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type WeaponState = { attack?: number | string, hit?: number };
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type WondrousState = { };
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type MundaneState = { };
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@@ -72,11 +77,12 @@ type ItemState = {
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charges?: number;
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equipped?: boolean;
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state?: (ArmorState | WeaponState | WondrousState | MundaneState) & CommonState;
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buffer?: Partial<Record<StateBufferKeys, PropertySum>>;
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};
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export type CharacterConfig = {
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peoples: Record<string, RaceConfig>;
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training: Record<MainStat, Record<TrainingLevel, FeatureID[]>>;
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spells: Record<string, SpellConfig | ArtConfig>;
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spells: Record<string, SpellConfig>;
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aspects: Record<string, AspectConfig>;
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features: Record<FeatureID, Feature>;
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enchantments: Record<string, EnchantementConfig>;
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@@ -86,11 +92,12 @@ export type CharacterConfig = {
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freeaction: Record<string, { id: string, name: string, description: string }>;
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passive: Record<string, { id: string, name: string, description: string }>;
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texts: Record<i18nID, Localized>;
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trees: Record<string, TreeStructure>;
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//Each of these groups extend an existing feature as they all use the same properties
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sickness: Record<FeatureID, { stage: number }>; //TODO
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poisons: Record<FeatureID, { difficulty: number, efficienty: number, solubility: number }>; //TODO
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dedications: Record<FeatureID, { id: string, name: string, description: i18nID, effect: FeatureID[], requirement: Array<{ stat: MainStat, amount: number }> }>; //TODO
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sickness: Record<FeatureID, { name: string, stage: number }>; //TODO
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poisons: Record<FeatureID, { name: string, difficulty: number, efficienty: number, solubility: number }>; //TODO
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dedications: Record<FeatureID, { name: string, requirement: Array<{ stat: MainStat, amount: number }> }>; //TODO
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};
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export type EnchantementConfig = {
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id: string;
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@@ -142,7 +149,7 @@ export type SpellConfig = {
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id: string;
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name: string; //TODO -> TextID
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rank: 1 | 2 | 3 | 4;
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type: Exclude<SpellType, "arts">;
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type: SpellType;
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cost: number;
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speed: "action" | "reaction" | number;
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elements: Array<SpellElement>;
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@@ -191,7 +198,7 @@ export type FeatureEquipment = {
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id: FeatureID;
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category: "value";
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operation: "add" | "set" | "min";
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property: 'weapon/damage/value' | 'armor/health' | 'armor/absorb/flat' | 'armor/absorb/percent';
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property: StateBufferKeys;
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value: number | `modifier/${MainStat}` | false;
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}
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export type FeatureList = {
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@@ -228,13 +235,15 @@ export type CompiledCharacter = {
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race: string;
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spellslots: number; //Max
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artslots: number; //Max
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spellranks: Record<SpellType, 0 | 1 | 2 | 3>;
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spellranks: Record<SpellType | 'arts', 0 | 1 | 2 | 3>;
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aspect: {
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id: string,
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amount: number;
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duration: number;
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bonus: number;
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shift_bonus: number;
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tier: 0 | 1 | 2;
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bonus?: Partial<CompiledCharacter['bonus']>;
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};
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speed: number | false;
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capacity: number | false;
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@@ -269,13 +278,13 @@ export type CompiledCharacter = {
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defense: Partial<Record<MainStat, number>>; //Defense aux jets de resistance
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abilities: Partial<Record<Ability, number>>;
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spells: {
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type: Partial<Record<SpellType, number>>;
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type: Partial<Record<SpellType | 'arts', number>>;
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rank: Partial<Record<1 | 2 | 3 | 4, number>>;
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elements: Partial<Record<SpellElement, number>>;
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};
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weapon: Partial<Record<WeaponType, number>>;
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resistance: Partial<Record<Resistance, number>>; //Bonus à l'attaque
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}; //Any special bonus goes here
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resistance: Partial<Record<Resistance, number>>; //Bonus à l'attaque
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craft: { level: number, bonus: number };
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