Minor fixes
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178
.history/module/models/character_20241210080003.mjs
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178
.history/module/models/character_20241210080003.mjs
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import { ROLL_TYPE, SYSTEM } from "../config/system.mjs"
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import LethalFantasyRoll from "../documents/roll.mjs"
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import LethalFantasyUtils from "../utils.mjs"
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export default class LethalFantasyCharacter 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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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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// 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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percent: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 100 }),
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attackMod: new fields.NumberField({ ...requiredInteger, initial: 0 }),
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defenseMod: new fields.NumberField({ ...requiredInteger, initial: 0 })
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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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// Save
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const saveField = (label) => {
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const schema = {
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.saves = new fields.SchemaField(
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Object.values(SYSTEM.SAVES).reduce((obj, save) => {
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obj[save.id] = saveField(save.label)
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return obj
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}, {}),
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)
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// Challenges
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const challengeField = (label) => {
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const schema = {
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.challenges = new fields.SchemaField(
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Object.values(SYSTEM.CHALLENGES).reduce((obj, save) => {
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obj[save.id] = challengeField(save.label)
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return obj
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}, {}),
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)
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schema.hp = 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: 0, min: 0 }),
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})
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schema.perception = new fields.SchemaField({
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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bonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.grit = new fields.SchemaField({
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starting: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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current: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.luck = new fields.SchemaField({
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earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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current: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.movement = new fields.SchemaField({
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walk: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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jog: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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sprint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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run: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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armorAdjust: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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})
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schema.biodata = new fields.SchemaField({
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class: new fields.StringField({ required: true, nullable: false, initial: "" }),
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level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
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mortal: new fields.StringField({ required: true, nullable: false, initial: "" }),
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alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
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age: new fields.NumberField({ ...requiredInteger, initial: 15, min: 6 }),
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height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 50 }),
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eyes: new fields.StringField({ required: true, nullable: false, initial: "" }),
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hair: new fields.StringField({ required: true, nullable: false, initial: "" })
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})
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schema.developmentPoints = new fields.SchemaField({
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total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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remaining: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.spellMiraclePoints = new fields.SchemaField({
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total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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used: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.money = new fields.SchemaField({
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total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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used: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["LETHALFANTASY.Character"]
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prepareDerivedData() {
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super.prepareDerivedData();
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let grit = 0
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for (let c in this.characteristics) {
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if (SYSTEM.CHARACTERISTICS_MAJOR[c.id]) {
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grit += this.characteristics[c].value
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}
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}
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this.grit.starting = Math.round(grit / 6)
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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} rollTarget 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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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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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, rollTarget, rollAdvantage = "=") {
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let rollValue
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let opponentTarget
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switch (rollType) {
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case ROLL_TYPE.SAVE:
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rollValue = this.caracteristiques[rollTarget].valeur
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opponentTarget = game.user.targets.first()
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break
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case ROLL_TYPE.DAMAGE:
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rollValue = this.parent.items.get(rollTarget).system.degats
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opponentTarget = game.user.targets.first()
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break
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default:
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// Handle other cases or do nothing
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break
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}
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await this._roll(rollType, rollTarget, rollValue, opponentTarget, rollAdvantage)
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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} rollTarget 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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* @param {number} rollValue The value of the roll. If the roll is a damage roll, this is the dice to roll.
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* @param {Token} opponentTarget The target of the roll : used for save rolls to get the oppponent's malus.
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* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
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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, rollTarget, rollValue, opponentTarget = undefined, rollAdvantage = "=") {
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const hasTarget = opponentTarget !== undefined
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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rollTarget,
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rollValue,
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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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rollAdvantage,
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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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