import { SYSTEM } from "../config/system.mjs" export default class OathHammerMagicItem extends foundry.abstract.TypeDataModel { static defineSchema() { const fields = foundry.data.fields const requiredInteger = { required: true, nullable: false, integer: true } const schema = {} // The magical effect / description of the item schema.effect = new fields.HTMLField({ required: true, textSearch: true }) // Sub-type: Focus (arcane/divine instrument), Talisman (worn item), Trinket (misc object) // Note: magic weapons and armor use the weapon/armor item types with isMagic=true instead. schema.itemType = new fields.StringField({ required: true, initial: "talisman", choices: SYSTEM.MAGIC_ITEM_TYPE_CHOICES }) // Quality: lesser / greater / legendary (determines power and how found, p.136) schema.quality = new fields.StringField({ required: true, initial: "lesser", choices: SYSTEM.MAGIC_QUALITY_CHOICES }) // Cursed items impose a bane that cannot be removed until the curse is broken schema.isCursed = new fields.BooleanField({ initial: false }) // Legendary items bond to a single character (cannot be shared, p.136) schema.isBonded = new fields.BooleanField({ initial: false }) // Class/lineage restriction printed in the item's type line, e.g. "Troubadour Only" schema.classRestriction = new fields.StringField({ required: true, nullable: false, initial: "" }) // Limited-use items (e.g. "once per day"); none = always active schema.usagePeriod = new fields.StringField({ required: true, initial: "none", choices: SYSTEM.ABILITY_USAGE_PERIOD }) schema.maxUses = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) // Item slots occupied when carried; 0 = small item (no slots) schema.slots = new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }) schema.equipped = new fields.BooleanField({ initial: false }) return schema } static LOCALIZATION_PREFIXES = ["OATHHAMMER.MagicItem"] }