First adaptation pass
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@@ -1,5 +1,45 @@
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export const TYPE = Object.freeze({
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light: { id: "light", label: "PRISMRPG.Armor.Category.light" },
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medium: { id: "medium", label: "PRISMRPG.Armor.Category.medium" },
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heavy: { id: "medium", label: "PRISMRPG.Armor.Category.heavy" }
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heavy: { id: "heavy", label: "PRISMRPG.Armor.Category.heavy" }
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})
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// Base AC values for armor proficiency levels
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export const BASE_AC = Object.freeze({
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light: 12, // +Prowess, Competence, or Grace
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medium: 14, // +Authority, Cunning, or Resilience
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heavy: 16 // +Presence, Tenacity, or Willpower
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})
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// AC bonus sub-attributes for each armor type
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export const AC_BONUS_ATTRIBUTES = Object.freeze({
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light: ["prowess", "competence", "grace"],
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medium: ["authority", "cunning", "resilience"],
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heavy: ["presence", "tenacity", "willpower"]
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})
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// Withstand action APC cost for each armor type
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export const WITHSTAND_APC = Object.freeze({
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light: 1,
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medium: 2,
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heavy: 3
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})
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// Armor set composition requirements
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export const SET_REQUIREMENTS = Object.freeze({
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light: {
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light: 2,
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medium: 0,
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heavy: 0
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},
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medium: {
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light: 3,
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medium: 1,
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heavy: 0
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},
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heavy: {
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light: 3,
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medium: 2,
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heavy: 1
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}
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})
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