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+/**
+ * @typedef {string} MonsterSlug
+ * @typedef {string} TechniqueSlug
+ */
+
+//
+
+const ElementType = {
+ aether: 'aether',
+ wood: 'wood',
+ fire: 'fire',
+ earth: 'earth',
+ metal: 'metal',
+ water: 'water',
+
+ /* lightning: 'lightning',
+ frost: 'frost',
+ venom: 'venom',
+ //vermin: 'vermin',
+ cosmic: 'cosmic',
+ battle: 'battle',
+ psionic: 'psionic',
+ darkness: 'darkness',
+ heaven: 'heaven',
+
+ combineTypes(typeA, typeB) {
+ if (typeA === ElementType.earth & typeB === ElementType.fire) {
+ return ElementType.lightning;
+ }
+ if (typeA === ElementType.earth & typeB === ElementType.water) {
+ return ElementType.frost;
+ }
+ if (typeA === ElementType.earth & typeB === ElementType.wood) {
+ return ElementType.venom;
+ }
+ // if (typeA === ElementType.earth & typeB === ElementType.metal) {
+ // return ElementType.vermin;
+ // }
+ if (typeA === ElementType.fire && typeB === ElementType.water) {
+ return ElementType.cosmic;
+ }
+ } */
+};
+
+const ElementTypeColor = {
+ [ElementType.aether]: 'rgba(255, 255, 255, 1)',
+ [ElementType.wood]: '#3ca6a6',
+ [ElementType.fire]: '#ca3c3c',
+ [ElementType.earth]: '#eac93c',
+ [ElementType.metal]: '#e4e4e4',
+ [ElementType.water]: '#3c3c3c',
+};
+
+
+/**
+ * @readonly
+ * @enum {string}
+ */
+const TasteWarm = {
+ tasteless: 'tasteless',
+ peppy: 'peppy',
+ salty: 'salty',
+ hearty: 'hearty',
+ zesty: 'zesty',
+ refined: 'refined',
+};
+
+const TasteCold = {
+ tasteless: 'tasteless',
+ mild: 'mild',
+ sweet: 'sweet',
+ soft: 'soft',
+ flakey: 'flakey',
+ dry: 'dry',
+};
+
+
+const TechniqueRange = {
+ melee: 'melee',
+ touch: 'touch',
+ ranged: 'ranged',
+ reach: 'reach',
+ reliable: 'reliable',
+};
+
+
+const StatType = {
+ // hp: 'hp',
+ melee: 'melee',
+ armour: 'armour',
+ ranged: 'ranged',
+ dodge: 'dodge',
+ speed: 'speed',
+};
+
+
+const StatusEffectType = {
+ blinded: 'blinded',
+ burn: 'burn',
+ chargedup: 'chargedup',
+ charging: 'charging',
+ confused: 'confused',
+ diehard: 'diehard',
+ dozing: 'dozing',
+ elementalshield: 'elementalshield',
+ eliminated: 'eliminated',
+ enraged: 'enraged',
+ exhausted: 'exhausted',
+ faint: 'faint',
+ feedback: 'feedback',
+ festering: 'festering',
+ flinching: 'flinching',
+ focused: 'focused',
+ grabbed: 'grabbed',
+ hardshell: 'hardshell',
+ harpooned: 'harpooned',
+ lifeleech: 'lifeleech',
+ lockdown: 'lockdown',
+ noddingoff: 'noddingoff',
+ poison: 'poison',
+ prickly: 'prickly',
+ recover: 'recover',
+ slow: 'slow',
+ sniping: 'sniping',
+ softened: 'softened',
+ stuck: 'stuck',
+ tired: 'tired',
+ wasting: 'wasting',
+ wild: 'wild',
+};
+
+const StatusEffectTypeColor = {
+ [StatusEffectType.burn]: 'red',
+ [StatusEffectType.poison]: 'purple',
+ [StatusEffectType.recover]: 'white',
+};