298 lines
13 KiB
JavaScript
298 lines
13 KiB
JavaScript
import { 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.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.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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const woundFieldSchema = {
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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duration: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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description: new fields.StringField({ initial: "", required: false, nullable: true }),
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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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painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), {
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initial: [{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 },
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{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 },
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{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }], min: 8
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}),
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damageResistance: 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.granted = new fields.SchemaField({
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attackDice: new fields.StringField({ required: true, nullable: false, initial: "" }),
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defenseDice: new fields.StringField({ required: true, nullable: false, initial: "" }),
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damageDice: new fields.StringField({ required: true, nullable: false, initial: "" })
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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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class: new fields.StringField({ required: true, initial: "untrained", choices: SYSTEM.CHAR_CLASSES }),
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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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magicUser: new fields.BooleanField({ initial: false }),
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clericUser: new fields.BooleanField({ initial: false }),
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hpPerLevel: new fields.StringField({ required: true, nullable: false, initial: "" }),
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})
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schema.modifiers = new fields.SchemaField({
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levelSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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saveModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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levelMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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intSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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chaMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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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.aetherPoints = new fields.SchemaField({
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max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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schema.divinityPoints = new fields.SchemaField({
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max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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value: new fields.NumberField({ ...requiredInteger, initial: 0, 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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const moneyField = (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.moneys = new fields.SchemaField(
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Object.values(SYSTEM.MONEY).reduce((obj, save) => {
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obj[save.id] = moneyField(save.label)
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return obj
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}, {}),
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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.modifiers.saveModifier = Math.floor((Number(this.biodata.level) / 5))
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this.modifiers.levelSpellModifier = Math.floor((Number(this.biodata.level) / 5))
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this.modifiers.levelMiracleModifier = Math.floor((Number(this.biodata.level) / 5))
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this.grit.starting = Math.round(grit / 6)
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let strDef = SYSTEM.CHARACTERISTICS_TABLES.str.find(s => s.value === this.characteristics.str.value)
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this.challenges.str.value = strDef.challenge
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let intDef = SYSTEM.CHARACTERISTICS_TABLES.int.find(s => s.value === this.characteristics.int.value)
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this.modifiers.intSpellModifier = intDef.arkane_casting_mod
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let dexDef = SYSTEM.CHARACTERISTICS_TABLES.dex.find(s => s.value === this.characteristics.dex.value)
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this.challenges.agility.value = dexDef.challenge
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this.saves.dodge.value = dexDef.dodge + this.modifiers.saveModifier
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let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value)
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this.saves.will.value = wisDef.willpower_save + this.modifiers.saveModifier
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let chaDef = SYSTEM.CHARACTERISTICS_TABLES.cha.find(s => s.value === this.characteristics.cha.value)
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this.modifiers.chaMiracleModifier = chaDef.divine_miracle_bonus
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let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value)
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this.saves.pain.value = conDef.pain_save + this.modifiers.saveModifier
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this.saves.toughness.value = conDef.toughness_save + this.modifiers.saveModifier
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this.challenges.dying.value = conDef.stabilization_dice
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this.saves.contagion.value = this.characteristics.con.value + this.modifiers.saveModifier
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this.saves.poison.value = this.characteristics.con.value + this.modifiers.saveModifier
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this.combat.attackModifier = 0
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for (let chaKey of SYSTEM.CHARACTERISTIC_ATTACK) {
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let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
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this.combat.attackModifier += chaDef.attack
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}
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this.combat.defenseModifier = 0
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for (let chaKey of SYSTEM.CHARACTERISTIC_DEFENSE) {
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let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
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this.combat.defenseModifier += chaDef.defense
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}
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this.combat.damageModifier = 0
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for (let chaKey of SYSTEM.CHARACTERISTIC_DAMAGE) {
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let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
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this.combat.damageModifier += chaDef.damage
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}
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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) {
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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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async rollInitiative(combatId = undefined, combatantId = undefined) {
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const hasTarget = false
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let actorClass = this.biodata.class;
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let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value)
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let maxInit = Number(wisDef.init_cap) || 1000
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console.log("Rolling initiative for", this)
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let roll = await LethalFantasyRoll.promptInitiative({
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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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combatId,
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combatantId ,
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actorClass,
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maxInit,
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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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async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
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// Get all weapons from the actor
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let weapons = this.parent.items.filter(i => i.type === "weapon")
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let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice})`, combatProgressionDice: w.system.combatProgressionDice } })
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let roll = await LethalFantasyRoll.promptProgressionDice({
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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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weaponsChoices,
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combatId,
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combatantId,
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rollProgressionCount,
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type: "progression",
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})
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}
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}
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