@optolith/database-schema 0.47.0 → 0.47.2
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package/CHANGELOG.md
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All notable changes to this project will be documented in this file. See [commit-and-tag-version](https://github.com/absolute-version/commit-and-tag-version) for commit guidelines.
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## [0.47.2](https://github.com/Optolith/database-schema/compare/v0.47.1...v0.47.2) (2026-06-08)
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### Features
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* optional target category for animist powers ([aa556a4](https://github.com/Optolith/database-schema/commit/aa556a48c842fabc80b2564c15743fc68b730668))
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## [0.47.1](https://github.com/Optolith/database-schema/compare/v0.47.0...v0.47.1) (2026-06-08)
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### Features
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* skill check penalty for animist powers ([9ed6e70](https://github.com/Optolith/database-schema/commit/9ed6e7064587aaf3ac297c31f116b4eb64889b61))
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### Bug Fixes
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* personality trait effect supports markdown ([af43af8](https://github.com/Optolith/database-schema/commit/af43af87de963623527e5f0e6d0071d2cd09d7bc))
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## [0.47.0](https://github.com/Optolith/database-schema/compare/v0.46.0...v0.47.0) (2026-06-07)
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package/gen/types.d.ts
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*/
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check: SkillCheck
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/**
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* In some cases, the target's Spirit or Toughness is applied as a penalty.
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*/
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check_penalty?: SkillCheckPenalty
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/**
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* Measurable parameters of an animist power.
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*/
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parameters: AnimistPowerPerformanceParameters
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/**
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* The target category – the kind of creature or object – the skill affects.
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*/
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target?: AffectedTargetCategories
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/**
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* The associated property.
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*/
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import * as DB from "tsondb/schema/dsl";
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export declare const AnimistPower: DB.Entity<"AnimistPower", {
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check: DB.MemberDecl<DB.IncludeIdentifier<[], DB.TypeAlias<"SkillCheck", DB.Array<DB.ReferenceIdentifier>, []>>, true>;
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check_penalty: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"SkillCheckPenalty", {
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Spirit: DB.EnumCase<null>;
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HalfOfSpirit: DB.EnumCase<null>;
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Toughness: DB.EnumCase<null>;
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HigherOfSpiritAndToughness: DB.EnumCase<null>;
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SummoningDifficulty: DB.EnumCase<null>;
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CreationDifficulty: DB.EnumCase<null>;
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Object: DB.EnumCase<null>;
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}, []>>, false>;
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parameters: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"AnimistPowerPerformanceParameters", {
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OneTime: DB.EnumCase<DB.IncludeIdentifier<[], DB.TypeAlias<"OneTimeAnimistPowerPerformanceParameters", DB.Object<{
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cost: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"OneTimeAnimistPowerCost", {
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}, []>>, true>;
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}>, []>>>;
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}, []>>, true>;
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target: DB.MemberDecl<DB.IncludeIdentifier<[], DB.TypeAlias<"AffectedTargetCategories", DB.Array<DB.IncludeIdentifier<[], DB.TypeAlias<"SpecificAffectedTargetCategory", DB.Object<{
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id: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"SpecificAffectedTargetCategoryIdentifier", {
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Self: DB.EnumCase<null>;
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Zone: DB.EnumCase<null>;
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LiturgicalChantsAndCeremonies: DB.EnumCase<null>;
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Cantrips: DB.EnumCase<null>;
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Spellworks: DB.EnumCase<null>;
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Predefined: DB.EnumCase<DB.ReferenceIdentifier>;
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}, []>>, true>;
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translations: DB.MemberDecl<DB.NestedEntityMap<"SpecificAffectedTargetCategoryTranslation", {
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note: DB.MemberDecl<DB.String, true>;
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}>, false>;
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}>, []>>>, []>>, false>;
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property: DB.MemberDecl<DB.ReferenceIdentifier, true>;
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tribe_tradition: DB.MemberDecl<DB.Array<DB.ReferenceIdentifier>, true>;
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improvement_cost: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"AnimistPowerImprovementCost", {
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@@ -3,11 +3,12 @@ import { name_in_library } from "../_Activatable.js";
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import { OldParameter } from "../_ActivatableSkill.js";
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import { CheckResultBasedDuration, DurationUnitValue } from "../_ActivatableSkillDuration.js";
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import { ActivatableSkillEffect } from "../_ActivatableSkillEffect.js";
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import { AffectedTargetCategories } from "../_ActivatableSkillTargetCategory.js";
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import { PropertyIdentifier, TribeIdentifier } from "../_Identifier.js";
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import { ImprovementCost } from "../_ImprovementCost.js";
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import { AnimistPowerPrerequisites } from "../_Prerequisite.js";
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import { ResponsiveTextOptional } from "../_ResponsiveText.js";
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import { SkillCheck } from "../_SkillCheck.js";
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import { SkillCheck, SkillCheckPenalty } from "../_SkillCheck.js";
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import { NestedTranslationMap } from "../Locale.js";
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import { Errata } from "../source/_Erratum.js";
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import { PublicationRefs, src } from "../source/_PublicationRef.js";
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comment: "Lists the linked three attributes used to make a skill check.",
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type: DB.IncludeIdentifier(SkillCheck),
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}),
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check_penalty: DB.Optional({
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comment: "In some cases, the target's Spirit or Toughness is applied as a penalty.",
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type: DB.IncludeIdentifier(SkillCheckPenalty),
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}),
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parameters: DB.Required({
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comment: "Measurable parameters of an animist power.",
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type: DB.IncludeIdentifier(AnimistPowerPerformanceParameters),
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}),
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target: DB.Optional({
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comment: "The target category – the kind of creature or object – the skill affects.",
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type: DB.IncludeIdentifier(AffectedTargetCategories),
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}),
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property: DB.Required({
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comment: "The associated property.",
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type: PropertyIdentifier(),
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package/package.json
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{
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"name": "@optolith/database-schema",
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"version": "0.47.
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"version": "0.47.2",
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"description": "Definitions and utilities for the flat-file database of Optolith, a character creation tool for the Pen and Paper RPG “The Dark Eye 5”, and its external integrations into other software.",
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"keywords": [
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"tde",
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