First iteration over items
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@@ -12,13 +12,13 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
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schema.weaponType = new fields.StringField({
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required: true,
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initial: "light",
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choices: Object.keys(SYSTEM.WEAPON_TYPE || {})
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choices: SYSTEM.WEAPON_TYPE_CHOICES
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})
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schema.weaponGroup = new fields.StringField({
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required: true,
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initial: "longsword",
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choices: Object.keys(SYSTEM.WEAPON_GROUP || {})
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choices: SYSTEM.WEAPON_GROUP_CHOICES
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})
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// APC (Action Point Cost) - determined by weapon type
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@@ -105,37 +105,7 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
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min: 0
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})
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// Legacy properties (kept for backward compatibility)
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schema.hands = new fields.StringField({
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required: true,
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initial: "1",
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choices: { "1": "1", "2": "2" }
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})
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schema.isAgile = new fields.BooleanField({
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required: true,
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initial: false
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})
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schema.applyStrengthDamageBonus = new fields.BooleanField({
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required: true,
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initial: true
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})
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schema.defenseMax = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 0,
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min: 0
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})
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schema.defense = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 0,
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min: 0
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})
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// Bonuses (from magical enhancements, etc.)
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schema.bonuses = new fields.SchemaField({
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attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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