import { SYSTEM } from "../config/system.mjs" export default class PrismRPGShield 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 shield properties schema.shieldType = new fields.StringField({ required: true, initial: "buckler", choices: Object.keys(SYSTEM.SHIELD_TYPE || {}) }) // APC (Action Point Cost) for Block action schema.apc = new fields.NumberField({ ...requiredInteger, required: true, initial: 1, min: 1, max: 4, label: "Block APC" }) // Shield Rating (SR) - damage prevention dice (e.g., "1d4", "1d8", "1d12", "3d6") schema.sr = new fields.StringField({ required: true, initial: "1d4", label: "Shield Rating (SR)" }) // Block Augment - passive ability when using Block action schema.blockAugment = new fields.StringField({ required: true, initial: "", label: "Block Augment" }) schema.blockAugmentDescription = new fields.HTMLField({ required: true, initial: "", label: "Block Augment Description" }) // Augment effects (for equipment progression) schema.augment = new fields.StringField({ required: true, initial: "", label: "Shield Augment" }) schema.augmentDescription = new fields.HTMLField({ required: true, initial: "", label: "Augment Description" }) // Legacy properties (kept for backward compatibility) schema.defense = new fields.StringField({ required: true, initial: "d4", choices: SYSTEM.SHIELD_DEFENSE_DICE }) schema.movementreduction = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) schema.hascover = new fields.BooleanField({ required: true, initial: false }) schema.standing = new fields.SchemaField({ min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) }) schema.crouching = new fields.SchemaField({ min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) }) schema.destruction = new fields.SchemaField({ bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }) }) schema.autodestruction = new fields.SchemaField({ bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }), piercing: 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({ 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.Shield"] }