Add rituals and tomes and creatures
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80
module/models/creature.mjs
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80
module/models/creature.mjs
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import { SYSTEM } from "../config/system.mjs"
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import CthulhuEternalRoll from "../documents/roll.mjs"
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export default class CthulhuEternalCreature extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const requiredInteger = { required: true, nullable: false, integer: true }
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const schema = {}
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// Carac
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const characteristicField = (label) => {
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const schema = {
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value: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
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feature: new fields.StringField({ required: true, nullable: false, initial: "" })
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.characteristics = new fields.SchemaField(
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Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
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obj[characteristic.id] = characteristicField(characteristic.label)
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return obj
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}, {}),
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)
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schema.wp = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
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exhausted: new fields.BooleanField({ required: true, initial: false })
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})
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schema.hp = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 })
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})
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schema.movement = new fields.StringField({ required: true, initial: "" })
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schema.sanLoss = new fields.StringField({ required: true, initial: "1/1D6" })
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schema.armor = new fields.StringField({ required: true, initial: "" })
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schema.size = new fields.StringField({ required: true, initial: "medium", choices: SYSTEM.CREATURE_SIZE })
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schema.damageBonus = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.notes = new fields.HTMLField({ required: true, textSearch: true })
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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["CTHULHUETERNAL.Creature"]
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/** */
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/**
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* Rolls a dice for a character.
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* @param {("save"|"resource|damage")} rollType The type of the roll.
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* @param {number} rollItem The target value for the roll. Which caracteristic or resource. If the roll is a damage roll, this is the id of the item.
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* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
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*/
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async roll(rollType, rollItem) {
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let opponentTarget
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const hasTarget = opponentTarget !== undefined
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let roll = await CthulhuEternalRoll.prompt({
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rollType,
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rollItem,
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isLowWP: false,
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isZeroWP: false,
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isExhausted: false,
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actorId: this.parent.id,
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actorName: this.parent.name,
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actorImage: this.parent.img,
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hasTarget,
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target: opponentTarget
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})
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if (!roll) return null
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await roll.toMessage({}, { rollMode: roll.options.rollMode })
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}
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}
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