Initial import

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2025-11-05 20:35:04 +01:00
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export { default as PrismRPGCharacter } from "./character.mjs"
export { default as PrismRPGMonster } from "./monster.mjs"
export { default as PrismRPGWeapon } from "./weapon.mjs"
export { default as PrismRPGSpell } from "./spell.mjs"
export { default as PrismRPGSkill } from "./skill.mjs"
export { default as PrismRPGArmor } from "./armor.mjs"
export { default as PrismRPGShield } from "./shield.mjs"
export { default as PrismRPGGift } from "./gift.mjs"
export { default as PrismRPGVulnerability } from "./vulnerability.mjs"
export { default as PrismRPGEquipment } from "./equipment.mjs"
export { default as PrismRPGMiracle } from "./miracle.mjs"
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.armorType = new fields.StringField({ required: true, initial: "light", choices: SYSTEM.ARMOR_TYPE })
schema.defense = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: -50 })
schema.maximumMovement = new fields.StringField({ ...requiredInteger, required: true, initial: "" })
schema.hp = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.damageReduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.equipped = new fields.BooleanField({ required: true, initial: false })
schema.isHelmet = new fields.BooleanField({ required: true, initial: false })
schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"]
}
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import { SYSTEM } from "../config/system.mjs"
import PrismRPGRoll from "../documents/roll.mjs"
import PrismRPGUtils from "../utils.mjs"
export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
// Carac
const characteristicField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
percent: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 100 }),
attackMod: new fields.NumberField({ ...requiredInteger, initial: 0 }),
defenseMod: new fields.NumberField({ ...requiredInteger, initial: 0 })
}
return new fields.SchemaField(schema, { label })
}
schema.characteristics = new fields.SchemaField(
Object.values(SYSTEM.CHARACTERISTICS).reduce((obj, characteristic) => {
obj[characteristic.id] = characteristicField(characteristic.label)
return obj
}, {}),
)
// Save
const saveField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}
return new fields.SchemaField(schema, { label })
}
schema.saves = new fields.SchemaField(
Object.values(SYSTEM.SAVES).reduce((obj, save) => {
obj[save.id] = saveField(save.label)
return obj
}, {}),
)
// Challenges
const challengeField = (label) => {
const schema = {
value: new fields.StringField({ initial: "0", required: true, nullable: false }),
}
return new fields.SchemaField(schema, { label })
}
schema.challenges = new fields.SchemaField(
Object.values(SYSTEM.CHALLENGES).reduce((obj, save) => {
obj[save.id] = challengeField(save.label)
return obj
}, {}),
)
const woundFieldSchema = {
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
duration: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
description: new fields.StringField({ initial: "", required: false, nullable: true }),
}
schema.hp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
wounds: new fields.ArrayField(new fields.SchemaField(woundFieldSchema), {
initial: [{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 },
{ description: "", value: 0, duration: 0 }, { description: "", value: 0, duration: 0 }], min: 8
}),
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.perception = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.grit = new fields.SchemaField({
starting: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
current: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.luck = new fields.SchemaField({
earned: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
current: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.granted = new fields.SchemaField({
attackDice: new fields.StringField({ required: true, nullable: false, initial: "0", choices: SYSTEM.GRANTED_DICE_CHOICES }),
defenseDice: new fields.StringField({ required: true, nullable: false, initial: "0", choices: SYSTEM.GRANTED_DICE_CHOICES }),
damageDice: new fields.StringField({ required: true, nullable: false, initial: "0", choices: SYSTEM.GRANTED_DICE_CHOICES })
})
schema.movement = new fields.SchemaField({
walk: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
jog: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
sprint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
run: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
armorAdjust: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.jump = new fields.SchemaField({
broad: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
running: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
vertical: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.biodata = new fields.SchemaField({
class: new fields.StringField({ required: true, initial: "untrained", choices: SYSTEM.CHAR_CLASSES }),
level: new fields.NumberField({ ...requiredInteger, initial: 1, min: 1 }),
mortal: new fields.StringField({ required: true, initial: "mankind", choices: SYSTEM.MORTAL_CHOICES }),
alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
age: new fields.NumberField({ ...requiredInteger, initial: 15, min: 6 }),
height: new fields.NumberField({ ...requiredInteger, initial: 170, min: 10 }),
weight: new fields.StringField({ required: true, nullable: false, initial: "" }),
eyes: new fields.StringField({ required: true, nullable: false, initial: "" }),
hair: new fields.StringField({ required: true, nullable: false, initial: "" }),
magicUser: new fields.BooleanField({ initial: false }),
clericUser: new fields.BooleanField({ initial: false }),
hpPerLevel: new fields.StringField({ required: true, nullable: false, initial: "" }),
})
schema.modifiers = new fields.SchemaField({
levelSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
saveModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
levelMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
intSpellModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
chaMiracleModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.developmentPoints = new fields.SchemaField({
total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
remaining: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.spellMiraclePoints = new fields.SchemaField({
total: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
used: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.aetherPoints = new fields.SchemaField({
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.divinityPoints = new fields.SchemaField({
max: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.combat = new fields.SchemaField({
attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
rangedAttackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
defenseBonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
armorHitPoints: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
const moneyField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}
return new fields.SchemaField(schema, { label })
}
schema.moneys = new fields.SchemaField(
Object.values(SYSTEM.MONEY).reduce((obj, save) => {
obj[save.id] = moneyField(save.label)
return obj
}, {}),
)
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Character"]
static migrateData(data) {
if (data?.biodata?.mortal) {
if (!SYSTEM.MORTAL_CHOICES[data.biodata.mortal]) {
for (let key in SYSTEM.MORTAL_CHOICES) {
let mortal = SYSTEM.MORTAL_CHOICES[key]
if (mortal.label.toLowerCase() === data.biodata.mortal.toLowerCase()) {
data.biodata.mortal = mortal.id
}
if (data.biodata.mortal.toLowerCase().includes("shire")) {
data.biodata.mortal = "halflings"
}
if (data.biodata.mortal.toLowerCase().includes("human")) {
data.biodata.mortal = "mankind"
}
}
}
if (!SYSTEM.MORTAL_CHOICES[data.biodata.mortal]) {
console.warn("Lethal Fantasy | Migrate data: Mortal not found, forced to mankind", data.biodata.mortal)
data.biodata.mortal = "mankind"
}
}
return super.migrateData(data)
}
prepareDerivedData() {
super.prepareDerivedData();
let grit = 0
for (let c in this.characteristics) {
if (SYSTEM.CHARACTERISTICS_MAJOR[c.id]) {
grit += this.characteristics[c].value
}
}
this.modifiers.saveModifier = Math.floor((Number(this.biodata.level) / 5))
this.modifiers.levelSpellModifier = Math.floor((Number(this.biodata.level) / 5))
this.modifiers.levelMiracleModifier = Math.floor((Number(this.biodata.level) / 5))
this.grit.starting = Math.round(grit / 6)
let strDef = SYSTEM.CHARACTERISTICS_TABLES.str.find(s => s.value === this.characteristics.str.value)
this.challenges.str.value = strDef.challenge
let intDef = SYSTEM.CHARACTERISTICS_TABLES.int.find(s => s.value === this.characteristics.int.value)
this.modifiers.intSpellModifier = intDef.arkane_casting_mod
let dexDef = SYSTEM.CHARACTERISTICS_TABLES.dex.find(s => s.value === this.characteristics.dex.value)
this.challenges.agility.value = dexDef.challenge
this.saves.dodge.value = dexDef.dodge + this.modifiers.saveModifier
let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find(s => s.value === this.characteristics.wis.value)
this.saves.will.value = wisDef.willpower_save + this.modifiers.saveModifier
let chaDef = SYSTEM.CHARACTERISTICS_TABLES.cha.find(s => s.value === this.characteristics.cha.value)
this.modifiers.chaMiracleModifier = chaDef.divine_miracle_bonus
let conDef = SYSTEM.CHARACTERISTICS_TABLES.con.find(s => s.value === this.characteristics.con.value)
this.saves.pain.value = conDef.pain_save + this.modifiers.saveModifier
this.saves.toughness.value = conDef.toughness_save + this.modifiers.saveModifier
this.challenges.dying.value = conDef.stabilization_dice
this.saves.contagion.value = this.characteristics.con.value;// + this.modifiers.saveModifier
this.saves.poison.value = this.characteristics.con.value; // + this.modifiers.saveModifier
this.combat.attackModifier = 0
for (let chaKey of SYSTEM.CHARACTERISTIC_ATTACK) {
let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
this.combat.attackModifier += chaDef.attack
}
this.combat.rangedAttackModifier = 0
for (let chaKey of SYSTEM.CHARACTERISTIC_RANGED_ATTACK) {
let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
this.combat.rangedAttackModifier += chaDef.attack
}
this.combat.defenseBonus = SYSTEM.MORTAL_CHOICES[this.biodata.mortal]?.defenseBonus || 0
this.combat.defenseModifier = this.combat.defenseBonus
for (let chaKey of SYSTEM.CHARACTERISTIC_DEFENSE) {
let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
this.combat.defenseModifier += chaDef.defense
}
this.combat.damageModifier = 0
for (let chaKey of SYSTEM.CHARACTERISTIC_DAMAGE) {
let chaDef = SYSTEM.CHARACTERISTICS_TABLES[chaKey].find(s => s.value === this.characteristics[chaKey].value)
this.combat.damageModifier += chaDef.damage
}
}
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @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.
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollTarget) {
const hasTarget = false
let roll = await PrismRPGRoll.prompt({
rollType,
rollTarget,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: false
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
async rollInitiative(combatId = undefined, combatantId = undefined) {
const hasTarget = false
let actorClass = this.biodata.class;
let wisDef = SYSTEM.CHARACTERISTICS_TABLES.wis.find((c) => c.value === this.characteristics.wis.value)
let maxInit = Number(wisDef.init_cap) || 1000
let roll = await PrismRPGRoll.promptInitiative({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
combatId,
combatantId,
actorClass,
maxInit,
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
async rollProgressionDice(combatId, combatantId, rollProgressionCount) {
// Get all weapons from the actor
let weapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "melee")
let weaponsChoices = weapons.map(w => { return { id: w.id, name: `${w.name} (${w.system.combatProgressionDice.toUpperCase()})`, combatProgressionDice: w.system.combatProgressionDice.toUpperCase() } })
let rangeWeapons = this.parent.items.filter(i => i.type === "weapon" && i.system.weaponType === "ranged")
for (let w of rangeWeapons) {
weaponsChoices.push({ id: `${w.id}simpleAim`, name: `${w.name} (Simple Aim: ${w.system.speed.simpleAim.toUpperCase()})`, combatProgressionDice: w.system.speed.simpleAim.toUpperCase() })
weaponsChoices.push({ id: `${w.id}carefulAim`, name: `${w.name} (Careful Aim: ${w.system.speed.carefulAim.toUpperCase()})`, combatProgressionDice: w.system.speed.carefulAim.toUpperCase() })
weaponsChoices.push({ id: `${w.id}focusedAim`, name: `${w.name} (Focused Aim: ${w.system.speed.focusedAim.toUpperCase()})`, combatProgressionDice: w.system.speed.focusedAim.toUpperCase() })
}
if (this.biodata.magicUser || this.biodata.clericUser) {
let spells = this.parent.items.filter(i => i.type === "spell" || i.type === "miracle")
for (let s of spells) {
let title = ""
let formula = ""
if (s.type === "spell") {
let dice = PrismRPGUtils.getLethargyDice(s.system.level)
title = `${s.name} (Casting time: ${s.system.castingTime}, Lethargy: ${dice})`
formula = `${s.system.castingTime}+${dice}`
} else {
title = `${s.name} (Prayer time: ${s.system.prayerTime})`
formula = `${s.system.prayerTime}`
}
weaponsChoices.push({ id: s.id, name: title, combatProgressionDice: formula })
}
}
let roll = await PrismRPGRoll.promptCombatAction({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
weaponsChoices,
combatId,
combatantId,
rollProgressionCount,
type: "progression",
})
}
}
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGEquipment extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.category = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.EQUIPMENT_CATEGORIES })
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.hi = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.medium = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.lo = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Equipment"]
}
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export default class PrismRPGGift extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Gift"]
}
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGMiracle extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({
required: false,
blank: true,
initial: "",
textSearch: true,
})
schema.level = new fields.NumberField({
...requiredInteger,
initial: 1,
min: 1,
max: 25,
})
schema.components = new fields.SchemaField({
verbal: new fields.BooleanField(),
somatic: new fields.BooleanField(),
material: new fields.BooleanField(),
catalyst: new fields.BooleanField(),
religious: new fields.BooleanField()
})
schema.prayerTime = new fields.StringField({ required: true, initial: "" })
schema.miracleRange = new fields.StringField({ required: true, initial: "" })
schema.areaAffected = new fields.StringField({ required: true, initial: "" })
schema.duration = new fields.StringField({ required: true, initial: "" })
schema.savingThrow = new fields.StringField({ required: true, initial: "" })
schema.materialComponent = new fields.StringField({ required: true, initial: "" })
schema.catalyst = new fields.StringField({ required: true, initial: "" })
schema.miracleType = new fields.StringField({ required: true, initial: "combat", choices: SYSTEM.MIRACLE_TYPES })
schema.attackRoll = new fields.StringField({ required: true, initial: "" })
schema.powerRoll = new fields.StringField({ required: true, initial: "" })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Miracle"]
}
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import { SYSTEM } from "../config/system.mjs"
import PrismRPGRoll from "../documents/roll.mjs"
export default class PrismRPGMonster extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.notes = new fields.HTMLField({ required: true, textSearch: true })
// Carac
const characteristicField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 3, min: 0 }),
percent: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0, max: 100 }),
attackMod: new fields.NumberField({ ...requiredInteger, initial: 0 }),
defenseMod: new fields.NumberField({ ...requiredInteger, initial: 0 })
}
return new fields.SchemaField(schema, { label })
}
schema.characteristics = new fields.SchemaField(
Object.values(SYSTEM.MONSTER_CHARACTERISTICS).reduce((obj, characteristic) => {
obj[characteristic.id] = characteristicField(characteristic.label)
return obj
}, {}),
)
// Save
const saveField = (label) => {
const schema = {
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
}
return new fields.SchemaField(schema, { label })
}
schema.saves = new fields.SchemaField(
Object.values(SYSTEM.MONSTER_SAVES).reduce((obj, save) => {
obj[save.id] = saveField(save.label)
return obj
}, {}),
)
// Resist
const resistField = (label) => {
const schema = {
value: new fields.StringField({ initial: "0", required: true, nullable: false }),
}
return new fields.SchemaField(schema, { label })
}
schema.resists = new fields.SchemaField(
Object.values(SYSTEM.MONSTER_RESIST).reduce((obj, save) => {
obj[save.id] = resistField(save.label)
return obj
}, {}),
)
schema.hp = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
average: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, initial: 1, min: 0 }),
damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
const attackField = (label) => {
const schema = {
key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }),
name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }),
attackScore: new fields.NumberField({ ...requiredInteger, initial: Number(label), min: 0 }),
attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }),
damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
enabled: new fields.BooleanField({ initial: true, required: true, nullable: false }),
}
return new fields.SchemaField(schema, { label })
}
// Add 4 attackFields in an attack schema
schema.attacks = new fields.SchemaField({
attack1: attackField("1"),
attack2: attackField("2"),
attack3: attackField("3"),
attack4: attackField("4"),
attack5: attackField("5"),
attack6: attackField("6"),
attack7: attackField("7"),
attack8: attackField("8")
})
schema.perception = new fields.SchemaField({
value: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
bonus: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
})
schema.movement = new fields.SchemaField({
walk: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
jog: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
sprint: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
run: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
armorAdjust: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.jump = new fields.SchemaField({
broad: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
running: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
vertical: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
schema.biodata = new fields.SchemaField({
alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
vision: new fields.StringField({ required: true, nullable: false, initial: "" }),
height: new fields.StringField({ required: true, nullable: false, initial: "" }),
length: new fields.StringField({ required: true, nullable: false, initial: "" }),
weight: new fields.StringField({ required: true, nullable: false, initial: "" })
})
schema.combat = new fields.SchemaField({
attackModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
defenseModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
armorHitPoints: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Monster"]
/**
* Rolls a dice for a character.
* @param {("save"|"resource|damage")} rollType The type of the roll.
* @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.
* @param {"="|"+"|"++"|"-"|"--"} rollAdvantage If there is an avantage (+), a disadvantage (-), a double advantage (++), a double disadvantage (--) or a normal roll (=).
* @returns {Promise<null>} - A promise that resolves to null if the roll is cancelled.
*/
async roll(rollType, rollTarget) {
const hasTarget = false
let roll = await PrismRPGRoll.prompt({
rollType,
rollTarget,
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
hasTarget,
target: false
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
async prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined) {
let rollTarget
switch (rollType) {
case "monster-attack":
case "monster-defense":
case "monster-damage":
rollTarget = foundry.utils.duplicate(this.attacks[rollKey])
rollTarget.rollKey = rollKey
break
case "monster-skill":
rollTarget = foundry.utils.duplicate(this.resists[rollKey])
rollTarget.rollKey = rollKey
break
case "save":
rollTarget = foundry.utils.duplicate(this.saves[rollKey])
rollTarget.rollKey = rollKey
rollTarget.rollDice = rollDice
break
case "weapon-damage-small":
case "weapon-damage-medium":
case "weapon-attack":
case "weapon-defense": {
let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
let skill
let skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
} else {
skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
if (skills.length > 0) {
skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
} else {
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
return
}
}
}
}
if (!weapon || !skill) {
console.error("Weapon or skill not found", weapon, skill)
ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
return
}
rollTarget = skill
rollTarget.weapon = weapon
rollTarget.weaponSkillModifier = skill.weaponSkillModifier
rollTarget.rollKey = rollKey
rollTarget.combat = foundry.utils.duplicate(this.combat)
}
break
default:
ui.notifications.error(game.i18n.localize("PRISMRPG.Notifications.rollTypeNotFound") + String(rollType))
break
}
// In all cases
rollTarget.tokenId = tokenId
console.log(rollTarget)
await this.roll(rollType, rollTarget)
}
async rollInitiative(combatId = undefined, combatantId = undefined) {
const hasTarget = false
let maxInit = 100
let roll = await PrismRPGRoll.promptInitiative({
actorId: this.parent.id,
actorName: this.parent.name,
actorImage: this.parent.img,
combatId,
combatantId,
actorClass: "fighter",
maxInit,
})
if (!roll) return null
await roll.toMessage({}, { rollMode: roll.options.rollMode })
}
async rollProgressionDice(combatId, combatantId) {
const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
const fieldRollMode = new foundry.data.fields.StringField({
choices: rollModes,
blank: false,
default: "public",
})
let roll = new Roll("1D12")
await roll.evaluate()
let combatant = game.combats.get(combatId)?.combatants?.get(combatantId)
let msg = await roll.toMessage({ flavor: `Progression Roll for ${this.parent.name}` })
if (game?.dice3d) {
await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
}
let hasAttack = false
for (let key in this.attacks) {
let attack = this.attacks[key]
if (attack.enabled && attack.attackScore > 0 && attack.attackScore === roll.total) {
hasAttack = true
let message = game.i18n.format("PRISMRPG.Notifications.messageProgressionOKMonster", { isMonster: true, name: this.parent.name, weapon: attack.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
let token = combatant?.token
this.prepareMonsterRoll("monster-attack", key, undefined, token?.id)
if (token?.object) {
token.object?.control({ releaseOthers: true });
return canvas.animatePan(token.object.center);
}
}
}
if (!hasAttack) {
let message = game.i18n.format("PRISMRPG.Notifications.messageProgressionKOMonster", { isMonster: true, name: this.parent.name, roll: roll.total })
ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
}
}
}
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.defense = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.SHIELD_DEFENSE_DICE})
schema.movementreduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.hascover = new fields.BooleanField({ required: true, initial: false })
schema.standing = new fields.SchemaField({
min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.crouching = new fields.SchemaField({
min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.destruction = new fields.SchemaField({
bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.autodestruction = new fields.SchemaField({
bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
schema.equipped = new fields.BooleanField({ required: true, initial: false })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"]
}
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import { SYSTEM } from "../config/system.mjs"
import { CATEGORY } from "../config/skill.mjs"
export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.category = new fields.StringField({ required: true, initial: "layperson", choices: SYSTEM.SKILL_CATEGORY })
schema.base = new fields.StringField({ required: true, initial: "WIS" })
schema.bonus = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.classesCost = new fields.SchemaField(
Object.values(SYSTEM.CHAR_CLASSES_DEFINES).reduce((obj, pcClass) => {
obj[pcClass.id] = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
return obj
}, {}),
)
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
schema.weaponBonus = new fields.SchemaField({
attack: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
defense: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
damage: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Skill"]
get skillCategory() {
return game.i18n.localize(CATEGORY[this.category].label)
}
validate(options) {
let isError = super.validate(options)
let bonus = this._source.weaponBonus.attack + this._source.weaponBonus.defense + this._source.weaponBonus.damage
if (bonus > Math.floor(this._source.skillTotal / 10)) {
ui.notifications.error(game.i18n.localize("PRISMRPG.Skill.error.weaponBonus"))
isError = true
}
return isError
}
prepareDerivedData() {
super.prepareDerivedData();
this.skillTotal = this.computeBase();
if (this.category === "weapon") {
this.totalBonus = this.weaponBonus.attack + this.weaponBonus.defense + this.weaponBonus.damage;
if (Number(this.skillTotal)) {
this.availableBonus = Math.max(Math.floor(this.skillTotal / 10) - 1, 0)
} else {
this.availableBonus = "N/A"
}
}
}
computeBase() {
let actor = this.parent?.actor;
if (!actor) {
return `${this.base} + ${String(this.bonus)}`;
}
if (this.base === "N/A" || this.base === "None") {
return this.bonus
}
// Split the base value per stat : WIS,DEX,STR,INT,CHA (example)
let base = this.base;
// Fix errors in the base value
base.replace("CHARISMA", "CHA");
if (base.match(/OR/)) {
let baseSplit = base.split("OR");
let baseSplitLength = baseSplit.length;
if (baseSplitLength > 0) {
// Select the max stat value from the parent actor
let maxStat = 0;
for (let i = 0; i < baseSplitLength; i++) {
const stat = baseSplit[i].trim();
const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
if (statValue > maxStat) {
maxStat = statValue;
}
}
return maxStat + this.bonus
}
} else {
if (base.match(/\+/)) {
// Split with + calculate the total
let baseSplit = base.split("+");
let baseSplitLength = baseSplit.length;
if (baseSplitLength > 0) {
let total = 0;
for (let i = 0; i < baseSplitLength; i++) {
const stat = baseSplit[i].trim();
const statValue = actor.system.characteristics[stat.toLowerCase()]?.value || 0;
total += statValue;
}
return total + this.bonus
}
} else {
// Single stat
const statValue = actor.system.characteristics[base.trim().toLowerCase()]?.value || 0;
return statValue + this.bonus
}
}
return `${this.base} + ${String(this.bonus)}`;
}
}
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGSpell extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({
required: false,
blank: true,
initial: "",
textSearch: true,
})
schema.level = new fields.NumberField({
...requiredInteger,
initial: 1,
min: 1,
max: 25,
})
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.memorized = new fields.BooleanField({ required: true, initial: false })
schema.components = new fields.SchemaField({
verbal: new fields.BooleanField(),
somatic: new fields.BooleanField(),
catalyst: new fields.BooleanField(),
material: new fields.BooleanField(),
})
schema.castingTime = new fields.StringField({ required: true, initial: "" })
schema.spellRange = new fields.StringField({ required: true, initial: "" })
schema.areaAffected = new fields.StringField({ required: true, initial: "" })
schema.duration = new fields.StringField({ required: true, initial: "" })
schema.savingThrow = new fields.StringField({ required: true, initial: "" })
schema.extraAetherPoints = new fields.StringField({ required: true, initial: "" })
schema.materialComponent = new fields.StringField({ required: true, initial: "" })
schema.catalyst = new fields.StringField({ required: true, initial: "" })
schema.criticalType = new fields.StringField({ required: true, initial: "electric", choices : SYSTEM.SPELL_CRITICAL })
schema.attackRoll = new fields.StringField({ required: true, initial: "" })
schema.powerRoll = new fields.StringField({ required: true, initial: "" })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Spell"]
}
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export default class PrismRPGVulnerability extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const requiredInteger = { required: true, nullable: false, integer: true }
const schema = {}
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.gainedPoints = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Vulnerability"]
}
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import { SYSTEM } from "../config/system.mjs"
export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
static defineSchema() {
const fields = foundry.data.fields
const schema = {}
const requiredInteger = { required: true, nullable: false, integer: true }
schema.description = new fields.HTMLField({ required: true, textSearch: true })
schema.weaponType = new fields.StringField({ required: true, initial: "melee", choices: SYSTEM.WEAPON_TYPE })
schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
schema.damageType = new fields.SchemaField({
typeP: new fields.BooleanField(),
typeB: new fields.BooleanField(),
typeS: new fields.BooleanField()
})
schema.damage = new fields.SchemaField({
damageS: new fields.StringField({required: true, initial: ""}),
damageM: new fields.StringField({required: true, initial: ""})
})
schema.applyStrengthDamageBonus = new fields.BooleanField({ required: true, initial: true })
schema.hands = new fields.StringField({ required: true, initial: "1", choices: {"1": "1", "2": "2"} })
schema.isAgile = new fields.BooleanField({ required: true, initial: false })
schema.defenseMax = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.secondsToAttack = new fields.StringField({required: true, initial: ""})
schema.combatProgressionDice = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.COMBAT_PROGRESSION_DICE})
schema.speed = new fields.SchemaField({
simpleAim: new fields.StringField({required: true, initial: ""}),
carefulAim: new fields.StringField({required: true, initial: ""}),
focusedAim: new fields.StringField({required: true, initial: ""})
})
schema.defense = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.weaponRange = new fields.SchemaField({
pointBlank: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
short: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
medium: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
long: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
extreme: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
outOfSkill: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.bonuses = new fields.SchemaField({
attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
})
schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
schema.equipped = new fields.BooleanField({ required: true, initial: false })
return schema
}
/** @override */
static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"]
get weaponCategory() {
return game.i18n.localize(CATEGORY[this.weaponType].label)
}
}