Initial import
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import { SYSTEM } from "../config/system.mjs"
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import PrismRPGRoll from "../documents/roll.mjs"
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export default class PrismRPGMonster 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.MONSTER_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.MONSTER_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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// Resist
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const resistField = (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.resists = new fields.SchemaField(
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Object.values(SYSTEM.MONSTER_RESIST).reduce((obj, save) => {
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obj[save.id] = resistField(save.label)
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return obj
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}, {}),
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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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average: 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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damageResistance: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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painDamage: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
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})
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const attackField = (label) => {
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const schema = {
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key: new fields.StringField({ required: true, nullable: false, initial: `attack${label}` }),
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name: new fields.StringField({ required: true, nullable: false, initial: `Attack ${label}` }),
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attackScore: new fields.NumberField({ ...requiredInteger, initial: Number(label), min: 0 }),
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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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damageDice: new fields.StringField({ required: true, nullable: false, initial: "1D6" }),
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damageModifier: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
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enabled: new fields.BooleanField({ initial: true, 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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// Add 4 attackFields in an attack schema
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schema.attacks = new fields.SchemaField({
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attack1: attackField("1"),
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attack2: attackField("2"),
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attack3: attackField("3"),
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attack4: attackField("4"),
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attack5: attackField("5"),
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attack6: attackField("6"),
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attack7: attackField("7"),
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attack8: attackField("8")
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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.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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alignment: new fields.StringField({ required: true, nullable: false, initial: "" }),
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vision: new fields.StringField({ required: true, nullable: false, initial: "" }),
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height: new fields.StringField({ required: true, nullable: false, initial: "" }),
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length: new fields.StringField({ required: true, nullable: false, initial: "" }),
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weight: new fields.StringField({ required: true, nullable: false, initial: "" })
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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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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Monster"]
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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 PrismRPGRoll.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 prepareMonsterRoll(rollType, rollKey, rollDice = undefined, tokenId = undefined) {
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let rollTarget
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switch (rollType) {
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case "monster-attack":
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case "monster-defense":
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case "monster-damage":
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rollTarget = foundry.utils.duplicate(this.attacks[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "monster-skill":
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rollTarget = foundry.utils.duplicate(this.resists[rollKey])
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rollTarget.rollKey = rollKey
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break
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case "save":
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rollTarget = foundry.utils.duplicate(this.saves[rollKey])
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rollTarget.rollKey = rollKey
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rollTarget.rollDice = rollDice
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break
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case "weapon-damage-small":
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case "weapon-damage-medium":
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case "weapon-attack":
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case "weapon-defense": {
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let weapon = this.actor.items.find((i) => i.type === "weapon" && i.id === rollKey)
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let skill
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let skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase() === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.name.toLowerCase().replace(" skill", "") === weapon.name.toLowerCase())
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 1.0)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass === weapon.system.weaponClass)
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.5)
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} else {
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skills = this.actor.items.filter((i) => i.type === "skill" && i.system.weaponClass.includes(SYSTEM.WEAPON_CATEGORIES[weapon.system.weaponClass]))
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if (skills.length > 0) {
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skill = this.getBestWeaponClassSkill(skills, rollType, 0.25)
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} else {
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
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return
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}
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}
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}
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}
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if (!weapon || !skill) {
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console.error("Weapon or skill not found", weapon, skill)
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ui.notifications.warn(game.i18n.localize("PRISMRPG.Notifications.skillNotFound"))
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return
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}
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rollTarget = skill
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rollTarget.weapon = weapon
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rollTarget.weaponSkillModifier = skill.weaponSkillModifier
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rollTarget.rollKey = rollKey
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rollTarget.combat = foundry.utils.duplicate(this.combat)
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}
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break
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default:
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ui.notifications.error(game.i18n.localize("PRISMRPG.Notifications.rollTypeNotFound") + String(rollType))
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break
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}
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// In all cases
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rollTarget.tokenId = tokenId
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console.log(rollTarget)
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await this.roll(rollType, rollTarget)
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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 maxInit = 100
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let roll = await PrismRPGRoll.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: "fighter",
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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) {
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const rollModes = foundry.utils.duplicate(CONFIG.Dice.rollModes)
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const fieldRollMode = new foundry.data.fields.StringField({
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choices: rollModes,
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blank: false,
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default: "public",
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})
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let roll = new Roll("1D12")
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await roll.evaluate()
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let combatant = game.combats.get(combatId)?.combatants?.get(combatantId)
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let msg = await roll.toMessage({ flavor: `Progression Roll for ${this.parent.name}` })
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if (game?.dice3d) {
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await game.dice3d.waitFor3DAnimationByMessageID(msg.id)
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}
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let hasAttack = false
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for (let key in this.attacks) {
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let attack = this.attacks[key]
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if (attack.enabled && attack.attackScore > 0 && attack.attackScore === roll.total) {
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hasAttack = true
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let message = game.i18n.format("PRISMRPG.Notifications.messageProgressionOKMonster", { isMonster: true, name: this.parent.name, weapon: attack.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
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let token = combatant?.token
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this.prepareMonsterRoll("monster-attack", key, undefined, token?.id)
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if (token?.object) {
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token.object?.control({ releaseOthers: true });
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return canvas.animatePan(token.object.center);
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}
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}
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}
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if (!hasAttack) {
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let message = game.i18n.format("PRISMRPG.Notifications.messageProgressionKOMonster", { isMonster: true, name: this.parent.name, roll: roll.total })
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ChatMessage.create({ content: message, speaker: ChatMessage.getSpeaker({ actor: this.parent }) })
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}
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}
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}
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