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IAsset.ts
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IAsset.ts
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import type { IAssetAbility , IAssetAttachment , IAssetState , IAssetType , IAssetUsage,IConditionMeter, IDisplayWithTitle, IHasAliases, IHasDisplay, IHasId, IHasName, IHasSource, IInputSelect , IInputText } from "@json_out/index.js";
/**
* An interface representing an *Ironsworn: Starforged* asset card.
* @public
*/
export interface IAsset extends IHasId, IHasName, IHasDisplay, IHasSource, Partial<IHasAliases> {
/**
* @example "Starforged/Assets/Path/Bounty_Hunter"
* @pattern ^(Starforged|Ironsworn)/Assets/[A-z_-]+/[A-z_-]+$
*/
$id: string;
/**
* The asset's name - the title printed on the card.
* @example "Bounty Hunter"
*/
Name: string;
Display: IDisplayWithTitle;
/**
* Describes any states that the asset might have, such as "Broken". Some states may disable the asset entirely.
*/
States?: IAssetState[] | undefined;
/**
* The ID of the asset's parent AssetType
* @example "Starforged/Assets/Path"
*/
"Asset Type": IAssetType["$id"];
/**
* Information on the asset's usage, such as whether its abilities are shared amongst the player characters.
*/
Usage: IAssetUsage;
/**
* Details on what attachments (other assets) are accepted by this asset.
*/
Attachments?: IAssetAttachment | undefined;
/**
* Data describing the Input controls that should be embedded in the card. Inputs embedded in specific asset abilities appear as keys of the corresponding ability object, instead.
*/
Inputs?: (IInputText|IInputSelect)[] | undefined;
/**
* An optional markdown string representing the requirement text that appears at the top of some asset cards.
* @markdown
* @example "If you wear your finely crafted set of personal armor..."
*/
Requirement?: string | undefined;
/**
* The asset's abilities.
*/
Abilities: [IAssetAbility, IAssetAbility, IAssetAbility];
/**
* Information on this asset's condition meter, if any.
*/
"Condition Meter"?: IConditionMeter | undefined;
Tags?: string[] | undefined;
}