Add monsetr sheet
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144
module/models/monster.mjs
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144
module/models/monster.mjs
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import { SYSTEM } from "../config/system.mjs"
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import LethalFantasyRoll from "../documents/roll.mjs"
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export default class LethalFantasyMonster 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.MONSTER_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.MONSTER_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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// Resist
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const resistField = (label) => {
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const schema = {
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value: new fields.StringField({ initial: "0", required: true, nullable: false }),
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}
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return new fields.SchemaField(schema, { label })
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}
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schema.resists = new fields.SchemaField(
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Object.values(SYSTEM.MONSTER_RESIST).reduce((obj, save) => {
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obj[save.id] = resistField(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: 1, min: 0 }),
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average: 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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const attackField = (label) => {
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const schema = {
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key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }),
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name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }),
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attackScore: new fields.NumberField({ ...requiredInteger, initial: Number(label), min: 0 }),
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attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }),
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}
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return new fields.SchemaField(schema, { label })
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}
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// Add 4 attackFields in an attack schema
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schema.attacks = new fields.SchemaField({
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attack1: attackField("1"),
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attack2: attackField("2"),
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attack3: attackField("3"),
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attack4: attackField("4"),
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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.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.jump = new fields.SchemaField({
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broad: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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running: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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vertical: 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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alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
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vision: new fields.StringField({ required: true, nullable: false, initial: "" }),
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height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 50 }),
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length: new fields.StringField({ required: true, nullable: false, initial: "" }),
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weight: new fields.NumberField({ ...requiredInteger, initial: 70, min: 0 })
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})
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schema.combat = new fields.SchemaField({
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attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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armorHitPoints: 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.Monster"]
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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) {
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const hasTarget = false
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let roll = await LethalFantasyRoll.prompt({
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rollType,
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rollTarget,
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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: false
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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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