First iteration over items
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+13
-12
@@ -7,6 +7,8 @@ import * as SKILL from "./skill.mjs"
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import * as EQUIPMENT from "./equipment.mjs"
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import * as CHARACTERISTICS from "./characteristic-tables.mjs"
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import * as MONSTER from "./monster.mjs"
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import * as RACE from "./race.mjs"
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import * as CLASS from "./class.mjs"
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export const SYSTEM_ID = "fvtt-prism-rpg"
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export const DEV_MODE = false
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@@ -220,15 +222,6 @@ export const MIRACLE_TYPES = {
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"ritualfaith": "Ritual of Faith"
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}
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export const SPELL_CRITICAL = {
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"none": "None",
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"electric": "Electric",
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"fire": "Fire",
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"cold": "Cold",
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"force": "Force",
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"acid": "Acid"
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}
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export const CHOICE_MODIFIERS = {
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"-9": "-9",
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"-8": "-8",
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@@ -296,6 +289,7 @@ export const SYSTEM = {
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CHALLENGES: CHARACTER.CHALLENGES,
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SKILL_CATEGORY: SKILL.CATEGORY,
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CORE_SKILLS: SKILL.CORE_SKILLS,
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CORE_SKILLS_CHOICES: SKILL.CORE_SKILLS_CHOICES,
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CORE_SKILL_BONUS: SKILL.CORE_SKILL_BONUS,
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ARMOR_TYPE: ARMOR.TYPE,
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ARMOR_BASE_AC: ARMOR.BASE_AC,
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@@ -303,16 +297,19 @@ export const SYSTEM = {
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ARMOR_WITHSTAND_APC: ARMOR.WITHSTAND_APC,
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ARMOR_SET_REQUIREMENTS: ARMOR.SET_REQUIREMENTS,
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SHIELD_TYPE: SHIELD.TYPE,
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SHIELD_TYPE_CHOICES: SHIELD.TYPE_CHOICES,
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SHIELD_BLOCK_AUGMENTS: SHIELD.BLOCK_AUGMENTS,
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EQUIPMENT_CATEGORY: EQUIPMENT.CATEGORY,
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SPELL_RANGE: SPELL.RANGE,
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SPELL_COLORS: SPELL.COLORS,
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SPELL_COLORS_CHOICES: SPELL.COLORS_CHOICES,
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WEAPON_TYPE: WEAPON.TYPE,
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WEAPON_TYPE_CHOICES: WEAPON.TYPE_CHOICES,
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WEAPON_GROUP: WEAPON.WEAPON_GROUP,
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WEAPON_GROUP_CHOICES: WEAPON.WEAPON_GROUP_CHOICES,
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WEAPON_DAMAGE_TYPE: WEAPON.DAMAGE_TYPE,
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WEAPON_CLASS: WEAPON.WEAPON_CLASS,
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COMBAT_PROGRESSION_DICE: DICE_VALUES,
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SHIELD_DEFENSE_DICE: DEFENSE_DICE_VALUES,
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WEAPON_CATEGORIES: WEAPON.WEAPON_CATEGORIES,
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CHARACTERISTIC_ATTACK,
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CHARACTERISTIC_RANGED_ATTACK,
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@@ -333,8 +330,12 @@ export const SYSTEM = {
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FAVOR_CHOICES,
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ATTACKER_AIM_CHOICES,
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MORTAL_CHOICES,
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SPELL_CRITICAL,
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MIRACLE_TYPES,
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SPELL_LETHARGY_DICE,
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GRANTED_DICE_CHOICES
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GRANTED_DICE_CHOICES,
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RACE_SIZE: RACE.SIZE,
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RACE_AGE_CATEGORY: RACE.AGE_CATEGORY,
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CLASS_ARCHETYPE: CLASS.ARCHETYPE,
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CLASS_TYPE: CLASS.CLASS_TYPE,
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CLASS_SPELLCASTING_TYPE: CLASS.SPELLCASTING_TYPE
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}
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