Update skill sheet
This commit is contained in:
@@ -6,9 +6,7 @@ export { default as PrismRPGSkill } from "./skill.mjs"
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export { default as PrismRPGArmor } from "./armor.mjs"
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export { default as PrismRPGShield } from "./shield.mjs"
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export { default as PrismRPGRacialAbility } from "./racial-ability.mjs"
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export { default as PrismRPGVulnerability } from "./vulnerability.mjs"
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export { default as PrismRPGEquipment } from "./equipment.mjs"
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export { default as PrismRPGMiracle } from "./miracle.mjs"
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export { default as PrismRPGRace } from "./race.mjs"
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export { default as PrismRPGClass } from "./class.mjs"
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export { default as PrismRPGCharacterPath } from "./character-path.mjs"
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@@ -32,4 +32,29 @@ export default class PrismRPGArmor extends foundry.abstract.TypeDataModel {
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"]
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static migrateData(data) {
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// Migrate old money types to new ones
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if (data?.money) {
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const moneyMigration = {
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"tinbit": "coppercoin",
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"copper": "coppercoin",
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"silver": "silvercoin",
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"gold": "goldcoin",
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"platinum": "note"
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}
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if (moneyMigration[data.money]) {
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data.money = moneyMigration[data.money]
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}
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// If still invalid, default to coppercoin
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if (!SYSTEM.MONEY[data.money]) {
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console.warn(`Prism RPG | Migrate armor: Invalid money type "${data.money}", defaulting to coppercoin`)
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data.money = "coppercoin"
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}
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}
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return super.migrateData(data)
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}
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}
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@@ -1,124 +0,0 @@
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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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const requiredInteger = { required: true, nullable: false, integer: true }
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const schema = {}
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schema.description = new fields.HTMLField({
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required: false,
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blank: true,
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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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// 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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// 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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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Miracle"]
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}
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@@ -69,4 +69,29 @@ 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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static migrateData(data) {
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// Migrate old money types to new ones
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if (data?.money) {
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const moneyMigration = {
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"tinbit": "coppercoin",
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"copper": "coppercoin",
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"silver": "silvercoin",
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"gold": "goldcoin",
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"platinum": "note"
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}
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if (moneyMigration[data.money]) {
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data.money = moneyMigration[data.money]
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}
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// If still invalid, default to coppercoin
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if (!SYSTEM.MONEY[data.money]) {
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console.warn(`Prism RPG | Migrate shield: Invalid money type "${data.money}", defaulting to coppercoin`)
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data.money = "coppercoin"
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}
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}
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return super.migrateData(data)
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}
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}
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+30
-23
@@ -1,4 +1,5 @@
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import { CORE_SKILLS_CHOICES, CORE_SKILL_BONUS, CORE_SKILLS } from "../config/skill.mjs"
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import { SUB_ATTRIBUTES } from "../config/character.mjs"
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/**
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* Core Skill data model for Prism RPG
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@@ -21,14 +22,6 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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initial: ""
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})
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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: CORE_SKILLS_CHOICES,
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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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@@ -36,18 +29,18 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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label: "Is Core Skill"
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})
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// Primary attribute for this skill (str, dex, con, int, wis, cha)
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schema.primaryAttribute = new fields.StringField({
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// First sub-attribute for this skill
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schema.subAttribute1 = new fields.StringField({
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required: true,
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initial: "dex",
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label: "Primary Attribute"
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initial: "prowess",
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label: "Sub-Attribute 1"
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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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// Second sub-attribute for this skill
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schema.subAttribute2 = 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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initial: "initiative",
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label: "Sub-Attribute 2"
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})
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// Skill modifier (includes Core Skill bonus if applicable)
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@@ -114,9 +107,9 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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prepareDerivedData() {
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super.prepareDerivedData()
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// D&D 5e style: Core Skill gives +2 proficiency bonus
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// Core Skill gives +5 proficiency bonus
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if (this.isCoreSkill) {
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this.modifier = 2
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this.modifier = 5
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this.canAdvancedCheck = true
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} else {
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this.modifier = 0
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@@ -126,16 +119,30 @@ export default class PrismRPGSkill extends foundry.abstract.TypeDataModel {
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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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* @param {string} subAttributeKey The sub-attribute to use (prowess, vigor, etc.)
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* @returns {number} Total skill check bonus
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*/
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getSkillCheckBonus(attributeKey) {
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getSkillCheckBonus(subAttributeKey) {
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let actor = this.parent?.actor
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if (!actor) return this.modifier
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const attribute = actor.system.characteristics?.[attributeKey]
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const attributeMod = attribute?.mod || 0
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const subAttribute = actor.system.subAttributes?.[subAttributeKey]
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const subAttributeMod = subAttribute?.value || 0
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return attributeMod + this.modifier
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return subAttributeMod + this.modifier
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}
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/**
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* Get the available sub-attribute choices for this skill
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*/
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get subAttributeChoices() {
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const choices = {}
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if (this.subAttribute1) {
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choices[this.subAttribute1] = SUB_ATTRIBUTES[this.subAttribute1]?.label || this.subAttribute1
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}
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if (this.subAttribute2) {
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choices[this.subAttribute2] = SUB_ATTRIBUTES[this.subAttribute2]?.label || this.subAttribute2
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}
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return choices
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}
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}
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@@ -1,17 +0,0 @@
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export default class PrismRPGVulnerability 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.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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schema.gainedPoints = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Vulnerability"]
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}
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@@ -133,4 +133,29 @@ export default class PrismRPGWeapon extends foundry.abstract.TypeDataModel {
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"]
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static migrateData(data) {
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// Migrate old money types to new ones
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if (data?.money) {
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const moneyMigration = {
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"tinbit": "coppercoin",
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"copper": "coppercoin",
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"silver": "silvercoin",
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"gold": "goldcoin",
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"platinum": "note"
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}
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if (moneyMigration[data.money]) {
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data.money = moneyMigration[data.money]
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}
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// If still invalid, default to coppercoin
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if (!SYSTEM.MONEY[data.money]) {
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console.warn(`Prism RPG | Migrate weapon: Invalid money type "${data.money}", defaulting to coppercoin`)
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data.money = "coppercoin"
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}
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}
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return super.migrateData(data)
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}
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}
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