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11 Commits

23 changed files with 1250 additions and 368 deletions

1
.gitignore vendored
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@@ -22,3 +22,4 @@ dist-ssr
*.njsproj
*.sln
*.sw?
/dist.zip

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@@ -1 +0,0 @@
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@@ -0,0 +1,97 @@
import type {DSAAttributes, DSAExperienceLevel, DSAPersonalData, DSAStats} from "../types/baseCharacter.ts";
import type {DSACalculatedValue} from "../types/baseDSA.ts";
import type {DSABaseEquiment} from "../types/baseEquiment.ts";
import type {DSAArmor, DSAMeleeWeapon, DSARangedWeapon, DSAShieldParryWeapon} from "../types/equiment.ts";
import type {DSASpell} from "../types/character.ts";
import type DSASkill from "./DSASkill.ts";
// TODO
// === LOGIC ===
// Skillpoint <-> QualityLevel
export default class DSACharacter {
public id: string
personalData: DSAPersonalData
attributes: DSAAttributes
stats: DSAStats
fatePoints: DSACalculatedValue
experienceLevel: DSAExperienceLevel
advantanges: string[] // TODO
disadvantanges: string[] // TODO
generalSpecialAbilities: string[] // TODO
skills: DSASkill[] // TODO: {physical, social, nature, knowledge, craft} generated by GPT
languages: string[]
scripts: string[]
combatTechniques: string[] // TODO
combatSpecialAbilities: string[] // TODO
public inventory: {
closeCombatWeapons: DSAMeleeWeapon[] // TODO
rangedWeapons: DSARangedWeapon[] // TODO
armor: DSAArmor[] // TODO
shieldParryWeapon: DSAShieldParryWeapon[] // TODO
belongings: DSABaseEquiment[]
totalWeight: number // TODO Calculated
carryingCapacity: number // TODO Calculated
purse: {
ducats: number
silverthalers: number
halers: number
kreutzers: number
}
}
public animal?: {
name: string
sizeCategory: 'winzig' | 'klein' | 'mittel' | 'groß' | 'riesig'
type: string
stats: DSAStats
attributes: DSAAttributes
attack: {
attack: number
defence: number
damagePoints: number
armor: number
}
actions: string[]
specialAbilities: string[]
image?: string
}
public spellsAndRituals?: { // TODO
properties: string[]
primaryAttribute: string[]
tradition: string[]
magicalSpecialAbilities: string[]
cantrips: string[]
spells?: DSASpell[]
}
public liturgicalChantsAndCeremonies?: { // TODO
aspects: string[]
primaryAttribute: string[]
tradition: string[]
blessedSpecialAbilities: string[]
blessings: string[]
spells?: DSASpell[]
}
constructor() {
this.id = crypto.randomUUID()
this.personalData = {
name: "", age: "", culture: "", family: "", hometown: "", profession: "", socialStanding: "", species: ""
}
this.attributes = {
agility: 8,
charisma: 8,
cleverness: 8,
constitution: 8,
courage: 8,
dexterity: 8,
intuition: 8,
strength: 8
}
}
}

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@@ -0,0 +1,26 @@
import improvementCostTable from '../data/improvementcosttable.json'
import type {DSAImprovements} from "../types/baseDSA.ts";
export default class DSAImprovementsTable {
private static readonly improvementCostTable = improvementCostTable;
static getCost(improvement: DSAImprovements, level: number) : number{
if(improvement === 'other') {
//TODO
return 0
}
else {
return improvementCostTable[improvement][this.getKey(level)]
}
}
private static getKey(level : number) : string {
if(level >= 1 && level <= 12) {
return '1-12'
} else {
return level.toString()
}
}
}

47
src/classes/DSASkill.ts Normal file
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@@ -0,0 +1,47 @@
import type {DSAAttributes} from "../types/baseCharacter.ts";
import type {DSAImprovements} from "../types/baseDSA.ts";
import DSAImprovementsTable from "./DSAImprovementsTable.ts";
export class DSABaseSkill {
skillName: string
improvement: DSAImprovements
skillLevel: number
constructor(skillName: string, improvement: DSAImprovements, skillLevel: number) {
this.skillName = skillName
this.improvement = improvement
this.skillLevel = skillLevel
}
improvementCost(): number {
return DSAImprovementsTable.getCost(this.improvement, this.skillLevel)
}
improve() {
this.skillLevel++
}
}
export class DSASkill extends DSABaseSkill {
skillName: string;
improvement: DSAImprovements;
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes]
encumbrance: "YES" | "NO" | "MAYBE"
comment: string
constructor(skillName: string, improvement: DSAImprovements,
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes],
encumbrance: "YES" | "NO" | "MAYBE", skillLevel: number, comment: string) {
super(skillName, improvement, skillLevel)
this.skillName = skillName
this.improvement = improvement
this.attributes = attributes
this.encumbrance = encumbrance
this.skillLevel = skillLevel
this.comment = comment
}
routineCheck(): number {
return this.skillLevel >= 13 ? this.skillLevel / 2 : 0
}
}

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@@ -1,6 +1,7 @@
import React from 'react';
import { useTranslation } from 'react-i18next';
import type {DSACharacter, DSAAttributes} from '../types/character';
import type {DSACharacter} from '../types/character';
import type {DSAAttributes} from "../types/baseCharacter.ts";
interface AttributesProps {
character: DSACharacter;

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@@ -1,6 +1,7 @@
import React from 'react';
import { useTranslation } from 'react-i18next';
import type {DSACharacter} from '../types/character';
import type {DSAPersonalData} from "../types/baseCharacter.ts";
interface BasicInfoProps {
character: DSACharacter;
@@ -9,7 +10,7 @@ interface BasicInfoProps {
const BasicInfo: React.FC<BasicInfoProps> = ({ character, setCharacter }) => {
const { t } = useTranslation();
const updateField = (field: keyof DSACharacter, value: string) => {
const updateField = (field: keyof DSACharacter | keyof DSAPersonalData, value: string) => {
setCharacter(prev => ({
...prev,
[field]: value
@@ -25,7 +26,7 @@ const BasicInfo: React.FC<BasicInfoProps> = ({ character, setCharacter }) => {
<input
id="name"
type="text"
value={character.name}
value={character.personalData.name}
onChange={(e) => updateField('name', e.target.value)}
placeholder={t('basicInfo.namePlaceholder')}
/>
@@ -35,7 +36,7 @@ const BasicInfo: React.FC<BasicInfoProps> = ({ character, setCharacter }) => {
<input
id="species"
type="text"
value={character.species}
value={character.personalData.species}
onChange={(e) => updateField('species', e.target.value)}
placeholder={t('basicInfo.speciesPlaceholder')}
/>
@@ -45,7 +46,7 @@ const BasicInfo: React.FC<BasicInfoProps> = ({ character, setCharacter }) => {
<input
id="culture"
type="text"
value={character.culture}
value={character.personalData.culture}
onChange={(e) => updateField('culture', e.target.value)}
placeholder={t('basicInfo.culturePlaceholder')}
/>
@@ -55,7 +56,7 @@ const BasicInfo: React.FC<BasicInfoProps> = ({ character, setCharacter }) => {
<input
id="profession"
type="text"
value={character.profession}
value={character.personalData.profession}
onChange={(e) => updateField('profession', e.target.value)}
placeholder={t('basicInfo.professionPlaceholder')}
/>

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@@ -9,18 +9,42 @@ import Spells from './Spells';
import CombatValues from './CombatValues';
import ThemeToggle from './ThemeToggle';
import LanguageSelector from './LanguageSelector';
import DSADiceRoller from "./DSADiceRoller.tsx";
import iconUrl from '/icon.png';
import '../styles/CharacterSheet.css';
// Erweiterte Initial-Daten mit Astralenergie und Zaubern
const initialCharacter: DSACharacter = {
id: crypto.randomUUID(),
personalData: {
name: '',
species: '',
culture: '',
profession: '',
socialstatus: '',
hometown: '',
family: '',
looks: {
age: '',
haircolor: '',
eyecolor: '',
height: '',
weight: '',
characteristics: ''
}
},
experienceLevel: 'Experienced',
health: {
lifePoints: {
max: 30,
current: 30,
base: 30,
modifier: 0,
purchased: 0
},
conditions: [],
fatigue: 0,
pain: 0
},
attributes: {
courage: 8,
cleverness: 8,
@@ -32,21 +56,143 @@ const initialCharacter: DSACharacter = {
strength: 8
},
skills: {},
spells: {}, // ← Neu hinzugefügt
combat: {
lifePoints: { max: 30, current: 30 },
stamina: { max: 30, current: 30 },
initiative: 10,
speed: 8
astral: {
spells: {
'test': {
id: '',
name: '',
tradition: [''],
attributes: ['courage', 'agility', 'charisma'],
skillValue: 0,
aspCost: '',
castingTime: '',
range: '',
duration: '',
difficulty: 0,
description: '',
effect: '',
}
},
astralEnergy: { // ← Neu hinzugefügt für Zauberer
traditions: [],
astralEnergy: {
max: 0,
current: 0
}
},
karmal: {
spells: {
'test': {
id: '',
name: '',
tradition: [''],
attributes: ['courage', 'agility', 'charisma'],
skillValue: 0,
aspCost: '',
castingTime: '',
range: '',
duration: '',
difficulty: 0,
description: '',
effect: '',
}
},
traditions: [],
karmalEnergy: {
max: 0,
current: 0
}
},
hasKarmal: false,
hasMagic: false,
combat: {
initiative: 10,
speed: 8,
armor: {
'leather': {
encumbrance: 0,
equip: {
name: 'hello',
weight: 0
},
penalties: 0,
protection: 0
}
},
combatAbilities: {
'test': {
name: 'test'
}
},
dodge: 0,
meleeWeapons: {
'test': {
weapon: {
equip: {
name: 'test',
weight: 0
},
range: 0,
technique: 'test',
tp: 0
},
atpamod: 0,
at: 0,
damagebonus: 0,
pa: 0
}
},
rangedWeapons: {
'javelin': {
weapon: {
equip: {
name: '',
weight: 0
},
technique: '',
tp: 0,
range: 0,
},
reloaddur: 0,
ammo: {
equip: {
name: '',
weight: 0
},
perUse: 0,
count: 0
},
rangedCombat: 0,
}
},
unarmedAttack: 0,
unarmedParry: 0
},
advantages: [],
disadvantages: [],
equipment: [],
resistances: {
spirit: {
base: 0,
modifier: 0,
purchased: 0,
max: 0,
current: 0
},
magicalTraditions: [], // ← Neu hinzugefügt
advantages: [],
disadvantages: [],
equipment: []
thoughness: {
base: 0,
modifier: 0,
purchased: 0,
max: 0,
current: 0,
},
dodge: {
base: 0,
modifier: 0,
purchased: 0,
max: 0,
current: 0
}
}
};
const CharacterSheet: React.FC = () => {
@@ -54,7 +200,7 @@ const CharacterSheet: React.FC = () => {
const [character, setCharacter] = useState<DSACharacter>(initialCharacter);
// Hilfsfunktion um zu prüfen ob Charakter Zauberer ist
const isSpellcaster = character.astralEnergy && character.astralEnergy.max > 0;
const isSpellcaster = character.astral.astralEnergy && character.astral.astralEnergy.max > 0;
return (
<div className="character-sheet">
@@ -82,16 +228,13 @@ const CharacterSheet: React.FC = () => {
{/* Fertigkeiten */}
<Skills character={character} setCharacter={setCharacter}/>
{/* Würfel-Integration - kommt nach Skills */}
<DSADiceRoller character={character} />
{/* Zauber - nur anzeigen wenn Astralenergie > 0 oder explizit gewünscht */}
{(isSpellcaster || Object.keys(character.spells).length > 0) && (
{(isSpellcaster || Object.keys(character.astral.spells).length > 0) && (
<Spells character={character} setCharacter={setCharacter}/>
)}
{/* Button zum Hinzufügen von Zaubern falls noch kein Zauberer */}
{!isSpellcaster && Object.keys(character.spells).length === 0 && (
{!isSpellcaster && Object.keys(character.astral.spells).length === 0 && (
<div className="add-magic-section">
<button
className="add-magic-button"

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@@ -7,7 +7,7 @@ interface CombatValuesProps {
}
const CombatValues: React.FC<CombatValuesProps> = ({ character, setCharacter }) => {
const updateCombatValue = (category: 'lifePoints' | 'stamina' | 'astralEnergy',
const updateCombatValue = (category: 'lifePoints' | 'astralEnergy',
field: 'max' | 'current',
value: number) => {
setCharacter(prev => ({
@@ -62,32 +62,6 @@ const CombatValues: React.FC<CombatValuesProps> = ({ character, setCharacter })
</div>
</div>
<div className="combat-group">
<h3>Stamina</h3>
<div className="value-pair">
<div>
<label htmlFor="stamina-current">Current</label>
<input
id="stamina-current"
type="number"
value={character.combat.stamina.current}
onChange={(e) => updateCombatValue('stamina', 'current', parseInt(e.target.value) || 0)}
min="0"
/>
</div>
<div>
<label htmlFor="stamina-max">Maximum</label>
<input
id="stamina-max"
type="number"
value={character.combat.stamina.max}
onChange={(e) => updateCombatValue('stamina', 'max', parseInt(e.target.value) || 0)}
min="0"
/>
</div>
</div>
</div>
<div className="combat-simple">
<div>
<label htmlFor="initiative">Initiative</label>

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@@ -1,199 +0,0 @@
import React, { useState } from 'react';
import type { DSACharacter, DSASkill, DSASpell } from '../types/character';
import { useTaleSpireDice } from '../hooks/useTaleSpireDice';
interface DSADiceRollerProps {
character: DSACharacter;
}
const DSADiceRoller: React.FC<DSADiceRollerProps> = ({ character }) => {
const { rollDSACheck, rollSimpleDice, isAvailable } = useTaleSpireDice();
const [modifier, setModifier] = useState(0);
const [lastResult, setLastResult] = useState<any>(null);
const rollAttributeCheck = async (attributeKey: keyof typeof character.attributes) => {
const attributeValue = character.attributes[attributeKey];
try {
const result = await rollDSACheck(
[attributeValue, attributeValue, attributeValue],
0,
modifier,
`${attributeKey.toUpperCase()} Probe`
);
setLastResult(result);
} catch (error) {
console.error('Dice roll failed:', error);
}
};
const rollSkillCheck = async (skill: DSASkill) => {
const [attr1, attr2, attr3] = skill.attributes;
const attributes: [number, number, number] = [
character.attributes[attr1],
character.attributes[attr2],
character.attributes[attr3]
];
try {
const result = await rollDSACheck(
attributes,
skill.value,
modifier,
`${skill.name} Probe`
);
setLastResult(result);
} catch (error) {
console.error('Skill roll failed:', error);
}
};
const rollSpellCheck = async (spell: DSASpell) => {
const [attr1, attr2, attr3] = spell.attributes;
const attributes: [number, number, number] = [
character.attributes[attr1],
character.attributes[attr2],
character.attributes[attr3]
];
try {
const result = await rollDSACheck(
attributes,
spell.skillValue,
modifier + spell.difficulty,
`${spell.name} Zauberprobe`
);
setLastResult(result);
} catch (error) {
console.error('Spell roll failed:', error);
}
};
const rollInitiative = async () => {
try {
const result = await rollSimpleDice('1d6', 'Initiative');
const total = result.total + character.combat.initiative;
setLastResult({ ...result, total, type: 'initiative' });
} catch (error) {
console.error('Initiative roll failed:', error);
}
};
return (
<div className="dsa-dice-roller section">
<h2>🎲 Würfelproben</h2>
{!isAvailable && (
<div className="dice-warning">
TaleSpire Dice API nicht verfügbar - Development Mode aktiv
</div>
)}
{/* Modifikator */}
<div className="modifier-section">
<label htmlFor="modifier">Modifikator:</label>
<input
id="modifier"
type="number"
value={modifier}
onChange={(e) => setModifier(parseInt(e.target.value) || 0)}
min="-10"
max="10"
className="modifier-input"
/>
</div>
{/* Letztes Ergebnis */}
{lastResult && (
<div className={`last-result ${lastResult.success ? 'success' : 'failure'}`}>
<h3>Letztes Ergebnis:</h3>
<div className="result-details">
<div>Würfel: {lastResult.dice?.join(', ')}</div>
{lastResult.type === 'initiative' ? (
<div>Initiative: {lastResult.total}</div>
) : (
<>
<div>{lastResult.success ? '✅ Erfolg' : '❌ Fehlschlag'}</div>
{lastResult.success && (
<div>Qualitätsstufe: {lastResult.qualityLevel}</div>
)}
</>
)}
</div>
</div>
)}
{/* Eigenschaften */}
<div className="dice-section">
<h3>Eigenschaftsproben</h3>
<div className="dice-buttons">
{Object.entries(character.attributes).map(([key, value]) => (
<button
key={key}
onClick={() => rollAttributeCheck(key as keyof typeof character.attributes)}
className="dice-button attribute-button"
>
{key.substring(0, 2).toUpperCase()} ({value})
</button>
))}
</div>
</div>
{/* Fertigkeiten */}
{Object.keys(character.skills).length > 0 && (
<div className="dice-section">
<h3>Fertigkeitsproben</h3>
<div className="dice-buttons">
{Object.values(character.skills).slice(0, 6).map((skill) => (
<button
key={skill.name}
onClick={() => rollSkillCheck(skill)}
className="dice-button skill-button"
>
{skill.name} (FW {skill.value})
</button>
))}
</div>
</div>
)}
{/* Zauberproben */}
{Object.keys(character.spells).length > 0 && (
<div className="dice-section">
<h3>Zauberproben</h3>
<div className="dice-buttons">
{Object.values(character.spells).slice(0, 4).map((spell) => (
<button
key={spell.name}
onClick={() => rollSpellCheck(spell)}
className="dice-button spell-button"
>
{spell.name} (FW {spell.skillValue})
</button>
))}
</div>
</div>
)}
{/* Kampf */}
<div className="dice-section">
<h3>Kampfwürfe</h3>
<div className="dice-buttons">
<button
onClick={rollInitiative}
className="dice-button combat-button"
>
Initiative (INI {character.combat.initiative})
</button>
<button
onClick={() => rollSimpleDice('1d6', 'Schaden')}
className="dice-button combat-button"
>
Schaden (1W6)
</button>
</div>
</div>
</div>
);
};
export default DSADiceRoller;

View File

@@ -0,0 +1,91 @@
{
"combat_techniques": {
"page_ref": "p. 214-231",
"techniques": [
{
"name": "Bows",
"primary": ["DEX"],
"improvement": "C",
"type": "ranged"
},
{
"name": "Brawling",
"primary": ["AGI", "STR"],
"improvement": "B",
"type": "melee"
},
{
"name": "Chain Weapons",
"primary": ["STR"],
"improvement": "B",
"type": "melee"
},
{
"name": "Crossbows",
"primary": ["DEX"],
"improvement": "B",
"type": "ranged"
},
{
"name": "Daggers",
"primary": ["AGI"],
"improvement": "B",
"type": "melee"
},
{
"name": "Fencing Weapons",
"primary": ["AGI"],
"improvement": "C",
"type": "melee"
},
{
"name": "Impact Weapons",
"primary": ["STR"],
"improvement": "C",
"type": "melee"
},
{
"name": "Lances",
"primary": ["STR"],
"improvement": "B",
"type": "melee"
},
{
"name": "Pole Weapons",
"primary": ["AGI", "STR"],
"improvement": "C",
"type": "melee"
},
{
"name": "Shields",
"primary": ["STR"],
"improvement": "C",
"type": "defensive"
},
{
"name": "Swords",
"primary": ["AGI", "STR"],
"improvement": "C",
"type": "melee"
},
{
"name": "Thrown Weapons",
"primary": ["DEX"],
"improvement": "B",
"type": "ranged"
},
{
"name": "Two-Handed Impact Weapons",
"primary": ["STR"],
"improvement": "C",
"type": "melee"
},
{
"name": "Two-Handed Swords",
"primary": ["STR"],
"improvement": "C",
"type": "melee"
}
]
}
}

View File

@@ -0,0 +1,87 @@
{
"A": {
"0": 1,
"1-12": 1,
"13": 2,
"14": 3,
"15": 4,
"16": 5,
"17": 6,
"18": 7,
"19": 8,
"20": 9,
"21": 10,
"22": 11,
"23": 12,
"24": 13,
"25": 14
},
"B": {
"0": 2,
"1-12": 2,
"13": 4,
"14": 6,
"15": 8,
"16": 10,
"17": 12,
"18": 14,
"19": 16,
"20": 18,
"21": 20,
"22": 22,
"23": 24,
"24": 26,
"25": 28
},
"C": {
"0": 3,
"1-12": 3,
"13": 6,
"14": 9,
"15": 12,
"16": 15,
"17": 18,
"18": 21,
"19": 24,
"20": 27,
"21": 30,
"22": 33,
"23": 36,
"24": 39,
"25": 42
},
"D": {
"0": 4,
"1-12": 4,
"13": 8,
"14": 12,
"15": 16,
"16": 20,
"17": 24,
"18": 28,
"19": 32,
"20": 36,
"21": 40,
"22": 44,
"23": 48,
"24": 52,
"25": 56
},
"E": {
"0": null,
"1-12": 15,
"13": 15,
"14": 15,
"15": 30,
"16": 45,
"17": 60,
"18": 75,
"19": 90,
"20": 105,
"21": 120,
"22": 135,
"23": 150,
"24": 165,
"25": 180
}
}

381
src/data/skills.json Normal file
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@@ -0,0 +1,381 @@
{
"physical_skills": {
"page_ref": "p. 188-192",
"skills": [
{
"name": "Body Control",
"check": ["AGI", "AGI", "CON"],
"enc": "yes",
"improvement": "D"
},
{
"name": "Carousing",
"check": ["SGC", "CON", "STR"],
"enc": "no",
"improvement": "A"
},
{
"name": "Climbing",
"check": ["COU", "AGI", "STR"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Dancing",
"check": ["SGC", "CHA", "AGI"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Feat of Strength",
"check": ["COU", "STR", "STR"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Flying",
"check": ["COU", "INT", "AGI"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Gaukelei",
"check": ["COU", "CHA", "DEX"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Perception",
"check": ["SGC", "INT", "INT"],
"enc": "maybe",
"improvement": "D"
},
{
"name": "Pickpocket",
"check": ["COU", "DEX", "AGI"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Riding",
"check": ["CHA", "AGI", "STR"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Self-Control",
"check": ["COU", "COU", "CON"],
"enc": "no",
"improvement": "D"
},
{
"name": "Singing",
"check": ["SGC", "CHA", "CON"],
"enc": "maybe",
"improvement": "A"
},
{
"name": "Stealth",
"check": ["COU", "INT", "AGI"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Swimming",
"check": ["AGI", "CON", "STR"],
"enc": "yes",
"improvement": "B"
}
]
},
"social_skills": {
"page_ref": "p. 193-197",
"skills": [
{
"name": "Disguise",
"check": ["INT", "CHA", "AGI"],
"enc": "maybe",
"improvement": "B"
},
{
"name": "Empathy",
"check": ["SGC", "INT", "CHA"],
"enc": "no",
"improvement": "C"
},
{
"name": "Etiquette",
"check": ["SGC", "INT", "CHA"],
"enc": "maybe",
"improvement": "B"
},
{
"name": "Fast-Talk",
"check": ["COU", "INT", "CHA"],
"enc": "no",
"improvement": "C"
},
{
"name": "Intimidation",
"check": ["COU", "INT", "CHA"],
"enc": "no",
"improvement": "B"
},
{
"name": "Persuasion",
"check": ["COU", "SGC", "CHA"],
"enc": "no",
"improvement": "B"
},
{
"name": "Seduction",
"check": ["COU", "CHA", "CHA"],
"enc": "maybe",
"improvement": "B"
},
{
"name": "Streetwise",
"check": ["SGC", "INT", "CHA"],
"enc": "maybe",
"improvement": "C"
},
{
"name": "Willpower",
"check": ["COU", "INT", "CHA"],
"enc": "no",
"improvement": "D"
}
]
},
"knowledge_skills": {
"page_ref": "p. 201-205",
"skills": [
{
"name": "Astronomy",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "A"
},
{
"name": "Gambling",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "A"
},
{
"name": "Geography",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "History",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "Law",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "A"
},
{
"name": "Magical Lore",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "C"
},
{
"name": "Math",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "A"
},
{
"name": "Mechanics",
"check": ["SGC", "SGC", "DEX"],
"enc": "no",
"improvement": "B"
},
{
"name": "Myths & Legends",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "Religions",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "Sphere Lore",
"check": ["SGC", "SGC", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "Warfare",
"check": ["COU", "SGC", "INT"],
"enc": "no",
"improvement": "B"
}
]
},
"nature_skills": {
"page_ref": "p. 198-200",
"skills": [
{
"name": "Animal Lore",
"check": ["COU", "COU", "CHA"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Fishing",
"check": ["DEX", "AGI", "CON"],
"enc": "maybe",
"improvement": "A"
},
{
"name": "Orienting",
"check": ["SGC", "INT", "INT"],
"enc": "no",
"improvement": "B"
},
{
"name": "Plant Lore",
"check": ["SGC", "DEX", "CON"],
"enc": "maybe",
"improvement": "C"
},
{
"name": "Ropes",
"check": ["SGC", "DEX", "STR"],
"enc": "maybe",
"improvement": "A"
},
{
"name": "Survival",
"check": ["COU", "AGI", "CON"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Tracking",
"check": ["COU", "INT", "AGI"],
"enc": "yes",
"improvement": "C"
}
]
},
"craft_skills": {
"page_ref": "p. 206-213",
"skills": [
{
"name": "Alchemy",
"check": ["COU", "SGC", "DEX"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Artistic Ability",
"check": ["INT", "DEX", "DEX"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Clothworking",
"check": ["SGC", "DEX", "DEX"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Commerce",
"check": ["SGC", "INT", "CHA"],
"enc": "no",
"improvement": "B"
},
{
"name": "Driving",
"check": ["CHA", "DEX", "CON"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Earthencraft",
"check": ["DEX", "DEX", "STR"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Leatherworking",
"check": ["DEX", "AGI", "CON"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Metalworking",
"check": ["DEX", "CON", "STR"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Music",
"check": ["CHA", "DEX", "CON"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Pick Locks",
"check": ["INT", "DEX", "DEX"],
"enc": "yes",
"improvement": "C"
},
{
"name": "Prepare Food",
"check": ["INT", "DEX", "DEX"],
"enc": "yes",
"improvement": "A"
},
{
"name": "Sailing",
"check": ["DEX", "AGI", "STR"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Treat Disease",
"check": ["COU", "INT", "CON"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Treat Poison",
"check": ["COU", "SGC", "INT"],
"enc": "yes",
"improvement": "B"
},
{
"name": "Treat Soul",
"check": ["INT", "CHA", "CON"],
"enc": "no",
"improvement": "B"
},
{
"name": "Treat Wounds",
"check": ["SGC", "DEX", "DEX"],
"enc": "yes",
"improvement": "D"
},
{
"name": "Woodworking",
"check": ["DEX", "AGI", "STR"],
"enc": "yes",
"improvement": "B"
}
]
}
}

View File

@@ -14,6 +14,12 @@
"culturePlaceholder": "z.B. Mittelländisch, Thorwalsch",
"profession": "Profession",
"professionPlaceholder": "z.B. Krieger, Magier, Kundschafter",
"socialstatus": "Sozialstatus",
"socialstatusPlaceholder": "z.B. Unfrei, Bürger, Adel",
"hometown": "Heimatort",
"hometownPlaceholder": "Geburts- oder Heimatort",
"family": "Familie",
"familyPlaceholder": "Familienstand und Verwandtschaft",
"experienceLevel": "Erfahrungsstufe",
"experienceLevels": {
"inexperienced": "Unerfahren",
@@ -25,6 +31,21 @@
"legendary": "Legendär"
}
},
"appearance": {
"title": "Aussehen",
"age": "Alter",
"agePlaceholder": "Alter in Jahren",
"haircolor": "Haarfarbe",
"haircolorPlaceholder": "z.B. Braun, Blond, Schwarz",
"eyecolor": "Augenfarbe",
"eyecolorPlaceholder": "z.B. Braun, Blau, Grün",
"height": "Größe",
"heightPlaceholder": "Größe in cm",
"weight": "Gewicht",
"weightPlaceholder": "Gewicht in kg",
"characteristics": "Besondere Merkmale",
"characteristicsPlaceholder": "Narben, Tätowierungen, etc."
},
"attributes": {
"title": "Eigenschaften",
"courage": "MU - Mut",
@@ -39,16 +60,62 @@
"combat": {
"title": "Kampfwerte",
"lifePoints": "Lebenspunkte",
"stamina": "Ausdauer",
"astralEnergy": "Astralpunkte",
"initiative": "Initiative",
"speed": "Geschwindigkeit"
"speed": "Geschwindigkeit",
"max": "Max",
"current": "Aktuell"
},
"skills": {
"title": "Fertigkeiten"
"title": "Fertigkeiten",
"skillValue": "FW",
"addSkill": "Fertigkeit hinzufügen"
},
"advantages": {
"title": "Vorteile",
"addAdvantage": "Vorteil hinzufügen"
},
"disadvantages": {
"title": "Nachteile",
"addDisadvantage": "Nachteil hinzufügen"
},
"equipment": {
"title": "Ausrüstung",
"addEquipment": "Ausrüstung hinzufügen"
},
"spells": {
"title": "Zauber",
"addMagic": "🪄 Zauberfähigkeiten hinzufügen"
"addMagic": "Zauberfähigkeiten hinzufügen",
"addSpell": "Zauber hinzufügen",
"magicalTraditions": "Magische Traditionen",
"tradition": "Tradition",
"skillValue": "ZfW - Zauberfertigkeit",
"aspCost": "AsP-Kosten",
"castingTime": "Zauberdauer",
"range": "Reichweite",
"duration": "Wirkungsdauer",
"difficulty": "Erschwernis",
"description": "Beschreibung",
"effect": "Wirkung",
"traditions": {
"gildenmagier": "Gildenmagier",
"hexe": "Hexe",
"druide": "Druide",
"elf": "Elf",
"scharlatane": "Scharlatane",
"zauberbarde": "Zauberbarde",
"zaubertänzer": "Zaubertänzer",
"intuitivezauberer": "Intuitive Zauberer"
}
},
"common": {
"save": "Speichern",
"cancel": "Abbrechen",
"edit": "Bearbeiten",
"delete": "Löschen",
"add": "Hinzufügen",
"close": "Schließen",
"confirm": "Bestätigen"
}
}
}

View File

@@ -48,7 +48,7 @@
},
"spells": {
"title": "Spells",
"addMagic": "🪄 Add Magic Abilities"
"addMagic": "Add Magic Abilities"
}
}
}

36
src/types/abilities.ts Normal file
View File

@@ -0,0 +1,36 @@
import type {DSAAttributes} from "./baseCharacter.ts";
import type {DSABelastungen, DSAImprovements} from "./baseDSA.ts";
export interface DSABaseAbility {
name: string
steigerungsfaktor: DSAImprovements
}
export interface DSASkill extends DSABaseAbility {
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes]
fertigkeitswert: number
belastung: DSABelastungen
anmerkung: string
routineProbe: number
}
export interface DSACombatTechnique extends DSABaseAbility {
primaryAttribute: keyof DSAAttributes
kampftechnikwert: number
hitcheck: number
paradecheck: number
}
export interface DSASpell {
name: string
check: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes]
skilllevel: number
cost: number
timeInSec: number
range: number
duration: number
property: string
improvement: DSAImprovements
effect: string[]
special: boolean
}

View File

@@ -0,0 +1,55 @@
import type {DSABelastungen, DSACalculatedValue} from "./baseDSA.ts";
export interface DSAAttributes {
courage: number;
cleverness: number;
intuition: number;
charisma: number;
dexterity: number;
agility: number;
constitution: number;
strength: number;
}
export interface DSAPersonalData {
name: string;
sex?: 'm' | 'w' | 'd';
species: string;
culture: string;
profession: string;
socialStanding: string;
hometown: string;
placeOfBirth?: string;
family: string;
age: string;
birthdate?: string;
hairColor?: string;
eyeColor?: string;
height?: string;
weight?: string;
characteristics?: string[];
image?: string;
}
export interface DSAStats {
lifePoints: {
value: DSACalculatedValue;
pain: number;
fatigue: number;
}
conditions?: string[];
astralEnergy?: DSACalculatedValue;
karmaEnergy?: DSACalculatedValue;
spirit: DSACalculatedValue;
thoughness: DSACalculatedValue;
dodge: DSACalculatedValue;
initiative: number; //TODO function?
movement: number;
}
export interface DSAExperienceLevel {
current: "Unerfahren" | "Durchschnittlich" | "Erfahren" | "Kompetent" | "Meisterlich" | "Brillant" | "Legendär"
apTotal: number
apAvailable: number
apSpent: number
}

11
src/types/baseDSA.ts Normal file
View File

@@ -0,0 +1,11 @@
export interface DSACalculatedValue {
base: number;
modifier: number;
purchased?: number;
max: number;
current: number;
}
export type DSAImprovements = 'A' | 'B' | 'C' | 'D' | 'E' | 'other'
export type DSABelastungen = 'JA' | 'NEIN' | 'EVTL';

11
src/types/baseEquiment.ts Normal file
View File

@@ -0,0 +1,11 @@
export interface DSABaseEquiment {
name: string;
weight: number;
carriedWhere: string;
}
export interface DSABaseWeapon extends DSABaseEquiment {
technique: string;
tp: number;
range: number;
}

View File

@@ -1,69 +1,80 @@
export interface DSAAttributes {
courage: number; // Mut
cleverness: number; // Klugheit
intuition: number; // Intuition
charisma: number; // Charisma
dexterity: number; // Fingerfertigkeit
agility: number; // Gewandtheit
constitution: number; // Konstitution
strength: number; // Körperkraft
}
import type {DSAAttributes, DSAHealth, DSAPersonalData, DSAResistances} from "./baseCharacter.ts";
import type {DSAArmor, DSAMeleeWeapon, DSARangedWeapon, DSAShield} from "./equiment.ts";
import type {DSACombatTechnique} from "./abilities.ts";
import type {DSAFatePoints} from "./fatepoints.ts";
import type {DSABelastungen, DSAImprovements} from "./baseDSA.ts";
export interface DSASkill {
name: string;
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes];
value: number;
name: string
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes]
fertigkeitswert: number
belastung: DSABelastungen
steigerungsfaktor: DSAImprovements
anmerkung: string
routineProbe: number
}
export interface DSACombatValues {
lifePoints: {
max: number;
current: number;
};
stamina: {
max: number;
current: number;
};
initiative: number;
speed: number;
dodge: number;
unarmedAttack: number;
unarmedParry: number;
meleeWeapons: DSAMeleeWeapon[];
rangedWeapons: DSARangedWeapon[];
armor: DSAArmor[];
shield: DSAShield[];
combatAbilities: Record<string, DSACombatTechnique>;
}
export interface DSAAstral {
astralEnergy?: {
max: number;
current: number;
};
initiative: number;
speed: number;
spells: Record<string, DSASpell>;
traditions: string[];
}
export interface DSAKarmal {
karmalEnergy?: {
max: number;
current: number;
}
spells: Record<string, DSASpell>;
traditions: string[];
}
export interface DSASpell {
id: string;
name: string;
tradition: string[]; // Gildenmagier, Hexe, Druide, etc.
tradition: string[];
attributes: [keyof DSAAttributes, keyof DSAAttributes, keyof DSAAttributes];
skillValue: number; // FW - Fertigkeitswert
aspCost: string; // "4 AsP", "2 AsP pro Stufe"
castingTime: string; // "2 Aktionen", "5 Minuten"
range: string; // "Berührung", "7 Meter"
duration: string; // "Sofort", "5 Minuten"
difficulty: number; // Erschwernis/Erleichterung
skillValue: number;
aspCost: string;
castingTime: string;
range: string;
duration: string;
difficulty: number;
description: string;
effect: string;
}
export interface DSACharacter {
id: string;
name: string;
species: string; // Spezies
culture: string; // Kultur
profession: string; // Profession
experienceLevel: string; // Erfahrungsgrad
personalData: DSAPersonalData;
experienceLevel: string;
attributes: DSAAttributes;
health: DSAHealth;
resistances: DSAResistances;
skills: Record<string, DSASkill>;
combat: DSACombatValues;
advantages: string[]; // Vorteile
disadvantages: string[]; // Nachteile
equipment: string[]; // Ausrüstung
astralEnergy?: {
max: number;
current: number;
};
spells: Record<string, DSASpell>;
magicalTraditions: string[];
advantages: string[];
disadvantages: string[];
equipment: string[];
hasMagic: boolean;
astral: DSAAstral;
hasKarmal: boolean;
karmal: DSAKarmal;
fatepoints: DSAFatePoints;
}

4
src/types/condition.ts Normal file
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export interface DSACondition {
condition: "confusion" | "encumbrance" | "fear" | "pain" | "paralysis" | "rapture" | "stupor";
level: 1 | 2 | 3 | 4;
}

32
src/types/equiment.ts Normal file
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import type {DSABaseEquiment, DSABaseWeapon} from "./baseEquiment.ts";
import type {DSACalculatedValue} from "./baseDSA.ts";
export interface DSAAmmonution extends DSABaseEquiment {
perUse: number;
count: number;
}
export interface DSAMeleeWeapon extends DSABaseWeapon{
atpamod: number;
damagebonus: number;
at: number;
pa: number;
}
export interface DSARangedWeapon extends DSABaseWeapon{
reloaddur: number;
ammo: DSAAmmonution;
rangedCombat: number;
}
export interface DSAArmor extends DSABaseEquiment{
protection: number;
encumbrance: number;
penalties: number;
}
export interface DSAShieldParryWeapon extends DSABaseEquiment {
structure: DSACalculatedValue;
atpamod: number;
}

6
src/types/fatepoints.ts Normal file
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export interface DSAFatePoints {
stats: number;
bonus: number;
max: number;
current: number;
}