/** * Status Condition Types * Based on D&D 5e with extensions for other systems */ export declare enum ConditionType { BLINDED = "blinded", CHARMED = "charmed", DEAFENED = "deafened", FRIGHTENED = "frightened", GRAPPLED = "grappled", INCAPACITATED = "incapacitated", INVISIBLE = "invisible", PARALYZED = "paralyzed", PETRIFIED = "petrified", POISONED = "poisoned", PRONE = "prone", RESTRAINED = "restrained", STUNNED = "stunned", UNCONSCIOUS = "unconscious", BLEEDING = "bleeding", BURNING = "burning", CONCENTRATING = "concentrating", EXHAUSTED = "exhausted", HASTED = "hasted", SLOWED = "slowed", BLESSED = "blessed", CURSED = "cursed", MARKED = "marked", HIDDEN = "hidden" } /** * How a condition's duration is tracked */ export declare enum DurationType { /** Lasts until end of target's next turn */ END_OF_TURN = "end_of_turn", /** Lasts until start of target's next turn */ START_OF_TURN = "start_of_turn", /** Lasts for a specific number of rounds */ ROUNDS = "rounds", /** Lasts until a save is made */ SAVE_ENDS = "save_ends", /** Lasts indefinitely until removed */ PERMANENT = "permanent", /** Lasts until concentration is broken */ CONCENTRATION = "concentration" } /** * Ability scores for saving throws */ export declare enum Ability { STRENGTH = "strength", DEXTERITY = "dexterity", CONSTITUTION = "constitution", INTELLIGENCE = "intelligence", WISDOM = "wisdom", CHARISMA = "charisma" } /** * Ongoing effect that occurs each turn */ export interface OngoingEffect { /** Type of effect */ type: 'damage' | 'healing' | 'custom'; /** Amount (for damage/healing) */ amount?: number; /** Dice notation (alternative to amount) */ dice?: string; /** When the effect triggers */ trigger: 'start_of_turn' | 'end_of_turn'; } /** * Complete condition data */ export interface Condition { /** Unique ID for this condition instance */ id: string; /** Type of condition */ type: ConditionType; /** How long the condition lasts */ durationType: DurationType; /** Remaining duration (rounds or turns) */ duration?: number; /** Source participant ID (who applied it) */ sourceId?: string; /** Save DC (if save_ends) */ saveDC?: number; /** Ability for saving throw */ saveAbility?: Ability; /** Ongoing effects */ ongoingEffects?: OngoingEffect[]; /** Custom metadata */ metadata?: Record; } /** * Condition effect modifiers * Defines mechanical effects of each condition type */ export declare const CONDITION_EFFECTS: Record; //# sourceMappingURL=conditions.d.ts.map