First adaptation pass
This commit is contained in:
+15
-2
@@ -7,8 +7,21 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.armorType = new fields.StringField({ required: true, initial: "light", choices: SYSTEM.ARMOR_TYPE })
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// MRR - Movement Rating Reduction (reduced by Vigor sub-attribute)
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schema.mrr = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0, label: "Movement Rating Reduction" })
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// Armor Passive - the passive ability of this armor piece
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schema.passive = new fields.StringField({ required: false, initial: "", label: "Armor Passive" })
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schema.passiveDescription = new fields.HTMLField({ required: false, textSearch: true, label: "Passive Description" })
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// Armor Augment - the Withstand action effect (requires augment from class feature)
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schema.augment = new fields.StringField({ required: false, initial: "", label: "Armor Augment" })
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schema.augmentDescription = new fields.HTMLField({ required: false, textSearch: true, label: "Augment Description" })
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// Legacy fields for compatibility
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schema.defense = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: -50 })
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schema.maximumMovement = new fields.StringField({ ...requiredInteger, required: true, initial: "" })
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schema.maximumMovement = new fields.StringField({ required: false, initial: "" })
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schema.hp = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.damageReduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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@@ -18,7 +31,7 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
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schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
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schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
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return schema
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}
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@@ -168,6 +168,21 @@ export default class PrismRPGCharacter extends foundry.abstract.TypeDataModel {
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}, {}),
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)
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// Core Skill system (Prism RPG)
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schema.coreSkill = new fields.SchemaField({
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skill: new fields.StringField({
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required: true,
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initial: "",
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choices: Object.keys(SYSTEM.CORE_SKILLS || {}),
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label: "Selected Core Skill"
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}),
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attributeChoice: new fields.StringField({
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required: true,
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initial: "",
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label: "Attribute Choice for +2 Bonus"
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})
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})
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return schema
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}
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+108
-17
@@ -1,4 +1,5 @@
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import { SYSTEM } from "../config/system.mjs"
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export default class PrismRPGMiracle extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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@@ -11,30 +12,120 @@ export default class PrismRPGMiracle extends foundry.abstract.TypeDataModel {
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initial: "",
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textSearch: true,
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})
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// Miracle level (1-7+)
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schema.level = new fields.NumberField({
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...requiredInteger,
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initial: 1,
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min: 1,
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max: 25,
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})
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schema.components = new fields.SchemaField({
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verbal: new fields.BooleanField(),
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somatic: new fields.BooleanField(),
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material: new fields.BooleanField(),
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catalyst: new fields.BooleanField(),
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religious: new fields.BooleanField()
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})
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schema.prayerTime = new fields.StringField({ required: true, initial: "" })
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schema.miracleRange = new fields.StringField({ required: true, initial: "" })
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schema.areaAffected = new fields.StringField({ required: true, initial: "" })
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schema.duration = new fields.StringField({ required: true, initial: "" })
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schema.savingThrow = new fields.StringField({ required: true, initial: "" })
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schema.materialComponent = new fields.StringField({ required: true, initial: "" })
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schema.catalyst = new fields.StringField({ required: true, initial: "" })
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schema.miracleType = new fields.StringField({ required: true, initial: "combat", choices: SYSTEM.MIRACLE_TYPES })
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schema.attackRoll = new fields.StringField({ required: true, initial: "" })
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schema.powerRoll = new fields.StringField({ required: true, initial: "" })
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// Miracle type
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schema.miracleType = new fields.StringField({
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required: true,
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initial: "combat",
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choices: SYSTEM.MIRACLE_TYPES
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})
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// APC to pray
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schema.apc = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 1,
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min: 0,
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label: "Action Point Cost"
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})
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// Faith cost (if applicable in Prism RPG)
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schema.faithCost = 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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label: "Faith Cost"
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})
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// Divine favor required
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schema.divineFavor = new fields.StringField({
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required: true,
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initial: "",
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label: "Divine Favor"
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})
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// Components (Miracles have 'religious' component)
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schema.components = new fields.SchemaField({
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verbal: new fields.BooleanField({ initial: false }),
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somatic: new fields.BooleanField({ initial: false }),
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material: new fields.BooleanField({ initial: false }),
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catalyst: new fields.BooleanField({ initial: false }),
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religious: new fields.BooleanField({ initial: true })
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})
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schema.materialComponent = new fields.StringField({
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required: true,
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initial: ""
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})
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schema.catalyst = new fields.StringField({
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required: true,
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initial: ""
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})
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// Prayer parameters
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schema.prayerTime = new fields.StringField({
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required: true,
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initial: "1 action"
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})
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schema.miracleRange = new fields.StringField({
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required: true,
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initial: "Touch"
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})
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schema.areaAffected = new fields.StringField({
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required: true,
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initial: "Single target"
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})
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schema.duration = new fields.StringField({
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required: true,
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initial: "Instantaneous"
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})
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schema.savingThrow = new fields.StringField({
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required: true,
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initial: ""
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})
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// Attack and power
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schema.attackRoll = new fields.StringField({
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required: true,
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initial: ""
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})
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schema.powerRoll = new fields.StringField({
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required: true,
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initial: ""
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})
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// Keywords
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schema.keywords = new fields.ArrayField(
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new fields.StringField()
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)
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// Miracle augment (if applicable)
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schema.augment = new fields.StringField({
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required: true,
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initial: "",
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label: "Miracle Augment"
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})
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schema.augmentDescription = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Augment Description"
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})
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return schema
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}
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@@ -1,4 +1,5 @@
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import { SYSTEM } from "../config/system.mjs"
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export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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@@ -6,14 +7,81 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
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const requiredInteger = { required: true, nullable: false, integer: true }
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.defense = new fields.StringField({required: true, initial: "d4", choices: SYSTEM.SHIELD_DEFENSE_DICE})
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schema.movementreduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.hascover = new fields.BooleanField({ required: true, initial: false })
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// Prism RPG shield properties
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schema.shieldType = new fields.StringField({
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required: true,
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initial: "buckler",
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choices: Object.keys(SYSTEM.SHIELD_TYPE || {})
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})
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// APC (Action Point Cost) for Block action
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schema.apc = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 1,
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min: 1,
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max: 4,
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label: "Block APC"
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})
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// Shield Rating (SR) - damage prevention dice (e.g., "1d4", "1d8", "1d12", "3d6")
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schema.sr = new fields.StringField({
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required: true,
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initial: "1d4",
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label: "Shield Rating (SR)"
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})
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// Block Augment - passive ability when using Block action
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schema.blockAugment = new fields.StringField({
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required: true,
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initial: "",
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label: "Block Augment"
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})
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schema.blockAugmentDescription = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Block Augment Description"
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})
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// Augment effects (for equipment progression)
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schema.augment = new fields.StringField({
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required: true,
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initial: "",
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label: "Shield Augment"
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})
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schema.augmentDescription = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Augment Description"
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})
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// Legacy properties (kept for backward compatibility)
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schema.defense = new fields.StringField({
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required: true,
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initial: "d4",
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choices: SYSTEM.SHIELD_DEFENSE_DICE
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})
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schema.movementreduction = 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.hascover = new fields.BooleanField({
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required: true,
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initial: false
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})
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schema.standing = new fields.SchemaField({
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.crouching = new fields.SchemaField({
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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@@ -24,6 +92,7 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
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slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.autodestruction = new fields.SchemaField({
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bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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@@ -40,5 +109,4 @@ export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"]
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}
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+106
-86
@@ -1,29 +1,75 @@
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import { SYSTEM } from "../config/system.mjs"
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import { CATEGORY } from "../config/skill.mjs"
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/**
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* Core Skill data model for Prism RPG
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*
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* Core Skills are skills in which the character is particularly proficient.
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* - Basic skill checks: +5 modifier
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* - Advanced skill checks: Only accessible with Core Skill
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* - Core Skill Class: Gives access to a class based on archetype
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* - Attribute Bonus: +2 to one of 3 associated attributes
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*/
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export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const schema = {}
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const requiredInteger = { required: true, nullable: false, integer: true }
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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schema.category = new fields.StringField({ required: true, initial: "layperson", choices: SYSTEM.SKILL_CATEGORY })
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schema.base = new fields.StringField({ required: true, initial: "WIS" })
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schema.bonus = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.classesCost = new fields.SchemaField(
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Object.values(SYSTEM.CHAR_CLASSES_DEFINES).reduce((obj, pcClass) => {
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obj[pcClass.id] = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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return obj
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}, {}),
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)
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schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.description = new fields.HTMLField({
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required: true,
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textSearch: true,
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initial: ""
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})
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schema.weaponClass = new fields.StringField({ required: true, initial: "shortblade", choices: SYSTEM.WEAPON_CLASS })
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schema.weaponBonus = new fields.SchemaField({
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attack: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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defense: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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damage: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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// Core Skill type (from the 18 available Core Skills)
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schema.coreSkill = new fields.StringField({
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required: true,
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initial: "acrobatics",
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choices: Object.keys(SYSTEM.CORE_SKILLS || {}),
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label: "Core Skill"
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})
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// Is this the character's chosen Core Skill?
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schema.isCoreSkill = new fields.BooleanField({
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required: true,
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initial: false,
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label: "Is Core Skill"
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})
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// If Core Skill, which attribute receives the +2 bonus?
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schema.attributeBonus = new fields.StringField({
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required: true,
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initial: "",
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label: "Attribute Bonus"
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})
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// Skill modifier (includes Core Skill bonus if applicable)
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schema.modifier = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 0,
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label: "Skill Modifier"
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})
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// Can perform advanced checks
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schema.canAdvancedCheck = new fields.BooleanField({
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required: true,
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initial: false,
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label: "Can Perform Advanced Checks"
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})
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// Associated Core Skill Class (if any)
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schema.coreSkillClass = new fields.StringField({
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required: true,
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initial: "",
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label: "Core Skill Class"
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})
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// Notes/Custom description
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schema.notes = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Notes"
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})
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return schema
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@@ -32,83 +78,57 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Skill"]
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get skillCategory() {
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return game.i18n.localize(CATEGORY[this.category].label)
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/**
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* Get the Core Skill definition from SYSTEM
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*/
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get coreSkillDefinition() {
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return SYSTEM.CORE_SKILLS?.[this.coreSkill] || null
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}
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validate(options) {
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let isError = super.validate(options)
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let bonus = this._source.weaponBonus.attack + this._source.weaponBonus.defense + this._source.weaponBonus.damage
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if (bonus > Math.floor(this._source.skillTotal / 10)) {
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ui.notifications.error(game.i18n.localize("PRISMRPG.Skill.error.weaponBonus"))
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isError = true
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}
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return isError
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/**
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* Get the localized Core Skill name
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*/
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get coreSkillLabel() {
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const definition = this.coreSkillDefinition
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return definition ? game.i18n.localize(definition.label) : this.coreSkill
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}
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/**
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* Get the available attribute choices for this Core Skill
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*/
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get attributeChoices() {
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const definition = this.coreSkillDefinition
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return definition?.attributeChoices || []
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}
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/**
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* Prepare derived data
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*/
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prepareDerivedData() {
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super.prepareDerivedData();
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this.skillTotal = this.computeBase();
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if (this.category === "weapon") {
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this.totalBonus = this.weaponBonus.attack + this.weaponBonus.defense + this.weaponBonus.damage;
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if (Number(this.skillTotal)) {
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this.availableBonus = Math.max(Math.floor(this.skillTotal / 10) - 1, 0)
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} else {
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this.availableBonus = "N/A"
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}
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super.prepareDerivedData()
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// If this is the character's Core Skill, apply bonuses
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if (this.isCoreSkill) {
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this.modifier = SYSTEM.CORE_SKILL_BONUS?.basic || 5
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this.canAdvancedCheck = true
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} else {
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this.modifier = 0
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this.canAdvancedCheck = false
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}
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}
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computeBase() {
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let actor = this.parent?.actor;
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if (!actor) {
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return `${this.base} + ${String(this.bonus)}`;
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}
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/**
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* Calculate skill check bonus
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* @param {string} attributeKey The attribute to use (str, dex, con, int, wis, cha)
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* @returns {number} Total skill check bonus
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*/
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getSkillCheckBonus(attributeKey) {
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let actor = this.parent?.actor
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if (!actor) return this.modifier
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if (this.base === "N/A" || this.base === "None") {
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return this.bonus
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}
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const attribute = actor.system.characteristics?.[attributeKey]
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const attributeMod = attribute?.mod || 0
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// Split the base value per stat : WIS,DEX,STR,INT,CHA (example)
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let base = this.base;
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||||
// 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)}`;
|
||||
return attributeMod + this.modifier
|
||||
}
|
||||
}
|
||||
|
||||
+141
-20
@@ -1,4 +1,5 @@
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
export default class PrismRPGSpell extends foundry.abstract.TypeDataModel {
|
||||
static defineSchema() {
|
||||
const fields = foundry.data.fields
|
||||
@@ -11,6 +12,8 @@ export default class PrismRPGSpell extends foundry.abstract.TypeDataModel {
|
||||
initial: "",
|
||||
textSearch: true,
|
||||
})
|
||||
|
||||
// Spell level (1-7+)
|
||||
schema.level = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
initial: 1,
|
||||
@@ -18,28 +21,146 @@ export default class PrismRPGSpell extends foundry.abstract.TypeDataModel {
|
||||
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(),
|
||||
// Mana cost - base cost of the spell
|
||||
schema.manaCost = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 1,
|
||||
min: 0,
|
||||
label: "Mana Cost"
|
||||
})
|
||||
|
||||
// Mana upkeep cost (for sustained spells)
|
||||
schema.manaUpkeep = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 0,
|
||||
min: 0,
|
||||
label: "Mana Upkeep"
|
||||
})
|
||||
|
||||
// APC to cast
|
||||
schema.apc = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 1,
|
||||
min: 0,
|
||||
label: "Action Point Cost"
|
||||
})
|
||||
|
||||
// Color/Hue of the spell (from the Prism)
|
||||
schema.color = new fields.StringField({
|
||||
required: true,
|
||||
initial: "violet",
|
||||
choices: Object.keys(SYSTEM.SPELL_COLORS || {}),
|
||||
label: "Spell Color"
|
||||
})
|
||||
|
||||
// Color effect description
|
||||
schema.colorEffect = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: "",
|
||||
label: "Color Effect"
|
||||
})
|
||||
|
||||
// Spell Ascension - can be upcast
|
||||
schema.canAscend = new fields.BooleanField({
|
||||
required: true,
|
||||
initial: true,
|
||||
label: "Can Ascend"
|
||||
})
|
||||
|
||||
schema.ascensionEffect = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: "",
|
||||
label: "Ascension Effect"
|
||||
})
|
||||
|
||||
// Memorized (prepared)
|
||||
schema.memorized = new fields.BooleanField({
|
||||
required: true,
|
||||
initial: false
|
||||
})
|
||||
|
||||
// Components
|
||||
schema.components = new fields.SchemaField({
|
||||
verbal: new fields.BooleanField({ initial: false }),
|
||||
somatic: new fields.BooleanField({ initial: false }),
|
||||
catalyst: new fields.BooleanField({ initial: false }),
|
||||
material: new fields.BooleanField({ initial: false }),
|
||||
})
|
||||
|
||||
schema.materialComponent = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.catalyst = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Casting parameters
|
||||
schema.castingTime = new fields.StringField({
|
||||
required: true,
|
||||
initial: "1 action"
|
||||
})
|
||||
|
||||
schema.spellRange = new fields.StringField({
|
||||
required: true,
|
||||
initial: "30ft"
|
||||
})
|
||||
|
||||
schema.areaAffected = new fields.StringField({
|
||||
required: true,
|
||||
initial: "Single target"
|
||||
})
|
||||
|
||||
schema.duration = new fields.StringField({
|
||||
required: true,
|
||||
initial: "Instantaneous"
|
||||
})
|
||||
|
||||
schema.savingThrow = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Attack and damage
|
||||
schema.attackRoll = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.powerRoll = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Keywords
|
||||
schema.keywords = new fields.ArrayField(
|
||||
new fields.StringField()
|
||||
)
|
||||
|
||||
// Legacy fields
|
||||
schema.cost = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 0,
|
||||
min: 0
|
||||
})
|
||||
|
||||
schema.extraAetherPoints = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.criticalType = new fields.StringField({
|
||||
required: true,
|
||||
initial: "electric",
|
||||
choices: SYSTEM.SPELL_CRITICAL
|
||||
})
|
||||
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
|
||||
}
|
||||
|
||||
|
||||
+124
-37
@@ -1,47 +1,139 @@
|
||||
import { SYSTEM } from "../config/system.mjs"
|
||||
|
||||
export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
export default class PrismRPGWeapon 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 })
|
||||
|
||||
// Prism RPG weapon properties
|
||||
schema.weaponType = new fields.StringField({
|
||||
required: true,
|
||||
initial: "light",
|
||||
choices: Object.keys(SYSTEM.WEAPON_TYPE || {})
|
||||
})
|
||||
|
||||
schema.weaponGroup = new fields.StringField({
|
||||
required: true,
|
||||
initial: "longsword",
|
||||
choices: Object.keys(SYSTEM.WEAPON_GROUP || {})
|
||||
})
|
||||
|
||||
// APC (Action Point Cost) - determined by weapon type
|
||||
schema.apc = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 1,
|
||||
min: 0,
|
||||
max: 3
|
||||
})
|
||||
|
||||
// Damage dice (e.g., "1d8", "2d6", "1d12")
|
||||
schema.damage = new fields.StringField({
|
||||
required: true,
|
||||
initial: "1d8"
|
||||
})
|
||||
|
||||
// Damage type(s)
|
||||
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: ""})
|
||||
piercing: new fields.BooleanField({ initial: false }),
|
||||
bludgeoning: new fields.BooleanField({ initial: false }),
|
||||
slashing: new fields.BooleanField({ initial: false })
|
||||
})
|
||||
|
||||
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 })
|
||||
// Group passive (inherited from weapon group)
|
||||
schema.groupPassive = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.groupPassiveDescription = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Weapon-specific passive ability
|
||||
schema.passive = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.passiveDescription = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Maneuver(s) available with this weapon
|
||||
schema.maneuver = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.maneuverDescription = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Augment effects (for equipment progression)
|
||||
schema.augment = new fields.StringField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
schema.augmentDescription = new fields.HTMLField({
|
||||
required: true,
|
||||
initial: ""
|
||||
})
|
||||
|
||||
// Projectile-specific properties
|
||||
schema.isProjectile = new fields.BooleanField({
|
||||
required: true,
|
||||
initial: false
|
||||
})
|
||||
|
||||
schema.range = new fields.SchemaField({
|
||||
short: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
medium: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 }),
|
||||
long: new fields.NumberField({ ...requiredInteger, initial: 0, min: 0 })
|
||||
})
|
||||
|
||||
schema.reloadAPC = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
initial: 0,
|
||||
min: 0
|
||||
})
|
||||
|
||||
// Legacy properties (kept for backward compatibility)
|
||||
schema.hands = new fields.StringField({
|
||||
required: true,
|
||||
initial: "1",
|
||||
choices: { "1": "1", "2": "2" }
|
||||
})
|
||||
|
||||
schema.isAgile = new fields.BooleanField({
|
||||
required: true,
|
||||
initial: false
|
||||
})
|
||||
|
||||
schema.applyStrengthDamageBonus = new fields.BooleanField({
|
||||
required: true,
|
||||
initial: true
|
||||
})
|
||||
|
||||
schema.defenseMax = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 0,
|
||||
min: 0
|
||||
})
|
||||
|
||||
schema.defense = new fields.NumberField({
|
||||
...requiredInteger,
|
||||
required: true,
|
||||
initial: 0,
|
||||
min: 0
|
||||
})
|
||||
|
||||
schema.bonuses = new fields.SchemaField({
|
||||
@@ -60,9 +152,4 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
|
||||
|
||||
/** @override */
|
||||
static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"]
|
||||
|
||||
get weaponCategory() {
|
||||
return game.i18n.localize(CATEGORY[this.weaponType].label)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user