import { SYSTEM } from "../config/system.mjs" 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 }) // Prism RPG weapon properties schema.weaponType = new fields.StringField({ required: true, initial: "light", choices: SYSTEM.WEAPON_TYPE_CHOICES }) schema.weaponGroup = new fields.StringField({ required: true, initial: "longsword", choices: SYSTEM.WEAPON_GROUP_CHOICES }) // 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({ piercing: new fields.BooleanField({ initial: false }), bludgeoning: new fields.BooleanField({ initial: false }), slashing: new fields.BooleanField({ initial: false }) }) // 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 }) // Bonuses (from magical enhancements, etc.) schema.bonuses = new fields.SchemaField({ attackBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), damageBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), defenseBonus: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.cost = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) schema.equipped = new fields.BooleanField({ required: true, initial: false }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["PRISMRPG.Weapon"] }