Fix mortal+shield again
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@ -53,10 +53,12 @@ export const MORTAL_CHOICES = {
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"shirefolk": {label: "Shire Folk", value: "Shire Folk", defenseBonus: 2},
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"shirefolk": {label: "Shire Folk", value: "Shire Folk", defenseBonus: 2},
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"Elf": {label: "Elf", value: "Elf", defenseBonus: 0},
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"Elf": {label: "Elf", value: "Elf", defenseBonus: 0},
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"Half-orc": {label: "Half-Orc", value: "Half-Orc", defenseBonus: 0},
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"Half-orc": {label: "Half-Orc", value: "Half-Orc", defenseBonus: 0},
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"Half-Orc": {label: "Half-Orc", value: "Half-Orc", defenseBonus: 0},
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"Dwarf": {label: "Dwarf", value: "Dwarf", defenseBonus: 0},
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"Dwarf": {label: "Dwarf", value: "Dwarf", defenseBonus: 0},
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"Half-elf": {label: "Half-Elf", value: "Half-Elf", defenseBonus: 0},
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"Half-elf": {label: "Half-Elf", value: "Half-Elf", defenseBonus: 0},
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"Gnome": {label: "Gnome", value: "Gnome", defenseBonus: 2},
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"Gnome": {label: "Gnome", value: "Gnome", defenseBonus: 2},
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"Shire Folk": {label: "Shire Folk", value: "Shire Folk", defenseBonus: 2},
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"Shire Folk": {label: "Shire Folk", value: "Shire Folk", defenseBonus: 2},
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"Shire folk": {label: "Shire Folk", value: "Shire Folk", defenseBonus: 2},
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"Mankind": {label: "Human", value: "Human", defenseBonus: 0},
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"Mankind": {label: "Human", value: "Human", defenseBonus: 0},
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}
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}
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@ -96,7 +98,7 @@ export const RANGE_CHOICES = {
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"extreme": {label: "Extreme (+20)", value: "+20"},
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"extreme": {label: "Extreme (+20)", value: "+20"},
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"beyondskill": {label: "Beyond Skill (+25)", value: "+25"}
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"beyondskill": {label: "Beyond Skill (+25)", value: "+25"}
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}
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}
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export const ATTACKER_AIM_CHOICES = {
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export const ATTACKER_AIM_CHOICES = {
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"simple": {label: "Simple (+0)", value: "0"},
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"simple": {label: "Simple (+0)", value: "0"},
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"careful": {label: "Careful (-4)", value: "-4"},
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"careful": {label: "Careful (-4)", value: "-4"},
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@ -119,7 +121,7 @@ export const INITIATIVE_DICE_CHOICES_PER_CLASS = {
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{ "name": "Aware of the enemy, can hear them but not see (2D4)", "value": "2D4" },
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{ "name": "Aware of the enemy, can hear them but not see (2D4)", "value": "2D4" },
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{ "name": "Aware and know exactly where the enemy is (2D3)", "value": "2D3" }
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{ "name": "Aware and know exactly where the enemy is (2D3)", "value": "2D3" }
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],
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],
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"fighter": [
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"fighter": [
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{ "name": "Asleep or totally distracted (1D12)", "value": "1D12" },
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{ "name": "Asleep or totally distracted (1D12)", "value": "1D12" },
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{ "name": "Awake but unsuspecting (1D8)", "value": "1D8" },
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{ "name": "Awake but unsuspecting (1D8)", "value": "1D8" },
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{ "name": "Declared Ready on Alert (1D6)", "value": "1D6" },
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{ "name": "Declared Ready on Alert (1D6)", "value": "1D6" },
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@ -163,7 +165,7 @@ export const CHAR_CLASSES = {
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"rogue": "Rogue",
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"rogue": "Rogue",
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"ranger": "Ranger",
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"ranger": "Ranger",
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"cleric": "Cleric",
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"cleric": "Cleric",
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"magicuser": "Magic User"
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"magicuser": "Magic User"
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}
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}
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export const CHAR_CLASSES_DEFINES = {
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export const CHAR_CLASSES_DEFINES = {
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@ -176,7 +178,7 @@ export const CHAR_CLASSES_DEFINES = {
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}
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}
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export const DICE_VALUES = {
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export const DICE_VALUES = {
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"d3": "D3",
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"d3": "D3",
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"d4": "D4",
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"d4": "D4",
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"d6": "D6",
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"d6": "D6",
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"d8": "D8",
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"d8": "D8",
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@ -191,7 +193,8 @@ export const CHARACTERISTIC_DEFENSE = [ "int", "wis", "dex" ]
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export const CHARACTERISTIC_DAMAGE = [ "str" ]
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export const CHARACTERISTIC_DAMAGE = [ "str" ]
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export const DEFENSE_DICE_VALUES = {
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export const DEFENSE_DICE_VALUES = {
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"d3": "D3",
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"0": "0",
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"d3": "D3",
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"d4": "D4",
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"d4": "D4",
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"d6": "D6",
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"d6": "D6",
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"d8": "D8",
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"d8": "D8",
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@ -280,7 +283,7 @@ export const SYSTEM = {
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id: SYSTEM_ID,
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id: SYSTEM_ID,
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CHARACTERISTICS: CHARACTER.CHARACTERISTICS,
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CHARACTERISTICS: CHARACTER.CHARACTERISTICS,
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CHARACTERISTICS_TABLES: CHARACTERISTICS.TABLES,
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CHARACTERISTICS_TABLES: CHARACTERISTICS.TABLES,
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CHARACTERISTICS_MAJOR: CHARACTERISTICS.MAJOR,
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CHARACTERISTICS_MAJOR: CHARACTERISTICS.MAJOR,
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MONSTER_CHARACTERISTICS: MONSTER.MONSTER_CHARACTERISTICS,
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MONSTER_CHARACTERISTICS: MONSTER.MONSTER_CHARACTERISTICS,
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MONSTER_RESIST: MONSTER.MONSTER_RESIST,
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MONSTER_RESIST: MONSTER.MONSTER_RESIST,
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MONSTER_SAVES: MONSTER.MONSTER_SAVES,
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MONSTER_SAVES: MONSTER.MONSTER_SAVES,
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@ -8,7 +8,7 @@ export default class LethalFantasyShield extends foundry.abstract.TypeDataModel
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.defense = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.SHIELD_DEFENSE_DICE})
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schema.defense = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.SHIELD_DEFENSE_DICE})
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schema.movementreduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.movementreduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.hascover = new fields.BooleanField({ required: true, initial: false })
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schema.hascover = new fields.BooleanField({ required: true, initial: false })
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schema.standing = new fields.SchemaField({
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schema.standing = new fields.SchemaField({
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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@ -9,33 +9,33 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.weaponType = new fields.StringField({ required: true, initial: "melee", choices: SYSTEM.WEAPON_TYPE })
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schema.weaponType = new fields.StringField({ required: true, initial: "melee", choices: SYSTEM.WEAPON_TYPE })
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schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
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schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
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schema.damageType = new fields.SchemaField({
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schema.damageType = new fields.SchemaField({
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typeP: new fields.BooleanField(),
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typeP: new fields.BooleanField(),
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typeB: new fields.BooleanField(),
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typeB: new fields.BooleanField(),
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typeS: new fields.BooleanField()
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typeS: new fields.BooleanField()
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})
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})
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schema.damage = new fields.SchemaField({
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schema.damage = new fields.SchemaField({
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damageS: new fields.StringField({required: true, initial: ""}),
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damageS: new fields.StringField({required: true, initial: ""}),
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damageM: new fields.StringField({required: true, initial: ""})
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damageM: new fields.StringField({required: true, initial: ""})
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})
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})
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schema.applyStrengthDamageBonus = new fields.BooleanField({ required: true, initial: true })
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schema.applyStrengthDamageBonus = new fields.BooleanField({ required: true, initial: true })
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schema.hands = new fields.StringField({ required: true, initial: "1", choices: {"1": "1", "2": "2"} })
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schema.hands = new fields.StringField({ required: true, initial: "1", choices: {"1": "1", "2": "2"} })
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schema.isAgile = new fields.BooleanField({ required: true, initial: false })
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schema.isAgile = new fields.BooleanField({ required: true, initial: false })
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schema.defenseMax = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.defenseMax = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.secondsToAttack = new fields.StringField({required: true, initial: ""})
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schema.secondsToAttack = new fields.StringField({required: true, initial: ""})
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schema.combatProgressionDice = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.COMBAT_PROGRESSION_DICE})
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schema.combatProgressionDice = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.COMBAT_PROGRESSION_DICE})
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schema.speed = new fields.SchemaField({
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schema.speed = new fields.SchemaField({
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simpleAim: new fields.StringField({required: true, initial: ""}),
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simpleAim: new fields.StringField({required: true, initial: ""}),
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carefulAim: new fields.StringField({required: true, initial: ""}),
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carefulAim: new fields.StringField({required: true, initial: ""}),
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focusedAim: new fields.StringField({required: true, initial: ""})
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focusedAim: new fields.StringField({required: true, initial: ""})
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})
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})
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schema.defense = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.defense = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.weaponRange = new fields.SchemaField({
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schema.weaponRange = new fields.SchemaField({
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pointBlank: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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pointBlank: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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short: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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short: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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medium: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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medium: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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@ -44,7 +44,7 @@ export default class LethalFantasySkill extends foundry.abstract.TypeDataModel {
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outOfSkill: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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outOfSkill: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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})
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schema.bonuses = new fields.SchemaField({
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schema.bonuses = new fields.SchemaField({
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attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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