export const getAllData = (state) => state.ruleData; export const getAbilityScoreDisplayTypes = (state) => state.ruleData.abilityScoreDisplayTypes; export const getAbilitySkills = (state) => state.ruleData.abilitySkills; export const getActivationTypes = (state) => state.ruleData.activationTypes; export const getAdditionalLevelTypes = (state) => state.ruleData.additionalLevelTypes; export const getAdjustmentDataTypes = (state) => state.ruleData.adjustmentDataTypes; export const getAdjustmentTypes = (state) => state.ruleData.adjustmentTypes; export const getAlignments = (state) => state.ruleData.alignments; export const getAoeTypes = (state) => state.ruleData.aoeTypes; export const getArmor = (state) => state.ruleData.armor; export const getBasicActions = (state) => state.ruleData.basicActions; export const getBaseWeaponReach = (state) => state.ruleData.baseWeaponReach; export const getBasicMaxStatScore = (state) => state.ruleData.basicMaxStatScore; export const getChallengeRatings = (state) => state.ruleData.challengeRatings; export const getConditionTypes = (state) => state.ruleData.conditionTypes; export const getConditions = (state) => state.ruleData.conditions; export const getCreatureGroupCategories = (state) => state.ruleData.creatureGroupCategories; export const getCreatureGroupFlags = (state) => state.ruleData.creatureGroupFlags; export const getCreatureGroups = (state) => state.ruleData.creatureGroups; export const getCreatureSizes = (state) => state.ruleData.creatureSizes; export const getCurrencyData = (state) => state.ruleData.currencyData; export const getDamageAdjustments = (state) => state.ruleData.damageAdjustments; export const getDamageTypes = (state) => state.ruleData.damageTypes; export const getDefaultArmorImageUrl = (state) => state.ruleData.defaultArmorImageUrl; export const getDefaultAttunedItemCountMax = (state) => state.ruleData.defaultAttunedItemCountMax; export const getDefaultGearImageUrl = (state) => state.ruleData.defaultGearImageUrl; export const getDefaultRacePortraitUrl = (state) => state.ruleData.defaultRacePortraitUrl; export const getDefaultWeaponImageUrl = (state) => state.ruleData.defaultWeaponImageUrl; export const getDiceValues = (state) => state.ruleData.diceValues; export const getEnvironments = (state) => state.ruleData.environments; export const getInitiativeScore = (state) => state.ruleData.initiativeScore; export const getLanguageTypeId = (state) => state.ruleData.languageTypeId; export const getLanguages = (state) => state.ruleData.languages; export const getLevelExperiencePoints = (state) => state.ruleData.levelExperiencePoints; export const getLevelProficiencyBonuses = (state) => state.ruleData.levelProficiencyBonuses; export const getLifestyles = (state) => state.ruleData.lifestyles; export const getLimitedUseResetTypes = (state) => state.ruleData.limitedUseResetTypes; export const getLongRestMinimumHitDiceUsedRecovered = (state) => state.ruleData.longRestMinimumHitDiceUsedRecovered; export const getMaxAttunedItemCountMax = (state) => state.ruleData.maxAttunedItemCountMax; export const getMaxCharacterLevel = (state) => state.ruleData.maxCharacterLevel; export const getMaxDeathsavesFail = (state) => state.ruleData.maxDeathsavesFail; export const getMaxDeathsavesSuccess = (state) => state.ruleData.maxDeathsavesSuccess; export const getMaxSpellLevel = (state) => state.ruleData.maxSpellLevel; export const getMaxStatScore = (state) => state.ruleData.maxStatScore; export const getMinAttunedItemCountMax = (state) => state.ruleData.minAttunedItemCountMax; export const getMinStatScore = (state) => state.ruleData.minStatScore; export const getMinimumHpTotal = (state) => state.ruleData.minimumHpTotal; export const getMinimumLimitedUseMaxUse = (state) => state.ruleData.minimumLimitedUseMaxUse; export const getMonsterSubTypes = (state) => state.ruleData.monsterSubTypes; export const getMonsterTypes = (state) => state.ruleData.monsterTypes; export const getMovements = (state) => state.ruleData.movements; export const getMultiClassSpellSlots = (state) => state.ruleData.multiClassSpellSlots; export const getNaturalActions = (state) => state.ruleData.naturalActions; export const getNoArmorAcAmount = (state) => state.ruleData.noArmorAcAmount; export const getPactMagicMultiClassSpellSlots = (state) => state.ruleData.pactMagicMultiClassSpellSlots; export const getPrivacyTypes = (state) => state.ruleData.privacyTypes; export const getProficiencyGroups = (state) => state.ruleData.proficiencyGroups; export const getRaceGroups = (state) => state.ruleData.raceGroups; export const getRangeTypes = (state) => state.ruleData.rangeTypes; export const getRitualCastingTimeMinuteAddition = (state) => state.ruleData.ritualCastingTimeMinuteAddition; export const getRules = (state) => state.ruleData.rules; export const getSenses = (state) => state.ruleData.senses; export const getSharingTypes = (state) => state.ruleData.sharingTypes; export const getSourceCategories = (state) => state.ruleData.sourceCategories; export const getSources = (state) => state.ruleData.sources; export const getSpellComponents = (state) => state.ruleData.spellComponents; export const getSpellConditionTypes = (state) => state.ruleData.spellConditionTypes; export const getSpellRangeTypes = (state) => state.ruleData.spellRangeTypes; export const getStatModifiers = (state) => state.ruleData.statModifiers; export const getStats = (state) => state.ruleData.stats; export const getStealthCheckTypes = (state) => state.ruleData.stealthCheckTypes; export const getStringMartialArts = (state) => state.ruleData.stringMartialArts; export const getStringPactMagic = (state) => state.ruleData.stringPactMagic; export const getStringSpellCasting = (state) => state.ruleData.stringSpellCasting; export const getStringSpellEldritchBlast = (state) => state.ruleData.stringSpellEldritchBlast; export const getWeapons = (state) => state.ruleData.weapons; export const getWeaponCategories = (state) => state.ruleData.weaponCategories; export const getWeaponProperties = (state) => state.ruleData.weaponProperties; export const getWeaponPropertyReachDistance = (state) => state.ruleData.weaponPropertyReachDistance;