@optolith/database-schema 0.55.0 → 0.56.0
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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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## [0.56.0](https://github.com/Optolith/database-schema/compare/v0.55.0...v0.56.0) (2026-09-08)
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### ⚠ BREAKING CHANGES
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* advanced combat special ability type and labels
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### Features
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* advanced combat special ability type and labels ([b953514](https://github.com/Optolith/database-schema/commit/b95351409bb2a7d0e4af365b299e3a2bccf0a3a4))
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## [0.55.0](https://github.com/Optolith/database-schema/compare/v0.54.0...v0.55.0) (2026-09-08)
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### ⚠ BREAKING CHANGES
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package/gen/types.d.ts
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@@ -961,6 +961,11 @@ export interface AdvancedCombatSpecialAbility {
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*/
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usage_type: CombatSpecialAbilityUsageType
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/**
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* The definition of if the combat special ability can be used when armed or when unarmed.
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*/
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type: CombatSpecialAbilityType
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/**
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* Definitions for possible options for the activatable entry, derived from entry categories.
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*
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kind: "SpecialManeuver"
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}
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/**
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* The definition of if the combat special ability can be used when armed or when unarmed.
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*/
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export type CombatSpecialAbilityType =
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kind: "Armed"
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}
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kind: "Unarmed"
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}
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/**
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* Definitions for possible options for the activatable entry. They can either be derived from entry categories or be defined explicitly. Both can happen as well, but if there is an explicitly defined select option and a derived select option has the same identifier (which may only happen if skill or combat technique identifiers are used for explicit select options), the explicit definition overwrites the derived option.
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*
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"Active": string
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"Basic Maneuver": string
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"Special Maneuver": string
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"AC": string
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"UC": string
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"Volume": string
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"Penalty": string
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"Binding Cost": string
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kind: "Active"
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}
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/**
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* The definition of if the combat special ability can be used when armed or when unarmed.
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*/
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export type CombatSpecialAbilityType =
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kind: "Armed"
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}
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kind: "Unarmed"
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}
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/**
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* A reference to an advanced special ability.
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*/
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package/lib/types/Locale.d.ts
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package/lib/types/Locale.js
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@@ -13,6 +13,10 @@ export declare const AdvancedCombatSpecialAbility: DB.Entity<"AdvancedCombatSpec
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BasicManeuver: DB.EnumCase<null>;
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SpecialManeuver: DB.EnumCase<null>;
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}, []>>, true>;
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type: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"CombatSpecialAbilityType", {
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Armed: DB.EnumCase<null>;
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Unarmed: DB.EnumCase<null>;
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}, []>>, true>;
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select_options: DB.MemberDecl<DB.IncludeIdentifier<[], DB.TypeAlias<"SelectOptions", DB.Object<{
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derived: DB.MemberDecl<DB.IncludeIdentifier<[], DB.Enum<"SelectOptionCategory", {
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Blessings: DB.EnumCase<null>;
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import * as DB from "tsondb/schema/dsl";
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import { input, levels, maximum, name, name_in_library, rules } from "../_Activatable.js";
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import { ap_value, ap_value_append, ap_value_l10n } from "../_ActivatableAdventurePointsValue.js";
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import { combat_techniques, penalty, special_ability_usage_type } from "../_ActivatableCombat.js";
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import { combat_techniques, penalty, special_ability_usage_type, type, } from "../_ActivatableCombat.js";
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import { activatableDisplayNameCustomizer, nameBuilderRules } from "../_ActivatableNames.js";
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import { explicit_select_options, select_options } from "../_ActivatableSelectOptions.js";
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import { skill_applications, skill_uses } from "../_ActivatableSkillApplicationsAndUses.js";
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levels,
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nameBuilderRules,
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usage_type: special_ability_usage_type,
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type,
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select_options,
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explicit_select_options,
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skill_applications,
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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.
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"version": "0.56.0",
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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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