import { SYSTEM } from "../config/system.mjs" export default class PrismRPGArmor 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.armorType = new fields.StringField({ required: true, initial: "light", choices: SYSTEM.ARMOR_TYPE }) // MRR - Movement Rating Reduction (reduced by Vigor sub-attribute) schema.mrr = new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0, label: "Movement Rating Reduction" }) // Armor Passive - the passive ability of this armor piece schema.passive = new fields.StringField({ required: false, initial: "", label: "Armor Passive" }) schema.passiveDescription = new fields.HTMLField({ required: false, textSearch: true, label: "Passive Description" }) // Armor Augment - the Withstand action effect (requires augment from class feature) schema.augment = new fields.StringField({ required: false, initial: "", label: "Armor Augment" }) schema.augmentDescription = new fields.HTMLField({ required: false, textSearch: true, label: "Augment Description" }) schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.equipped = new fields.BooleanField({ required: true, initial: false }) schema.isHelmet = new fields.BooleanField({ required: true, initial: false }) schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 }) schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY }) return schema } /** @override */ static LOCALIZATION_PREFIXES = ["PRISMRPG.Armor"] }