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* Added prettier with automatic useage on pre-commit to avoid style breakage * Ran Prettier on the project
50 lines
2.2 KiB
JavaScript
50 lines
2.2 KiB
JavaScript
export default class DhpWeapon extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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active: new fields.BooleanField({ initial: false }),
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inventoryWeapon: new fields.NumberField({ initial: null, nullable: true, integer: true }),
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secondary: new fields.BooleanField({ initial: false }),
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trait: new fields.StringField({ choices: SYSTEM.ACTOR.abilities, integer: false }),
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range: new fields.StringField({ choices: SYSTEM.GENERAL.range, integer: false }),
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damage: new fields.SchemaField({
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value: new fields.StringField({}),
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type: new fields.StringField({ choices: SYSTEM.GENERAL.damageTypes, integer: false })
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}),
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burden: new fields.StringField({ choices: SYSTEM.GENERAL.burden, integer: false }),
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feature: new fields.StringField({ choices: SYSTEM.ITEM.weaponFeatures, integer: false, blank: true }),
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quantity: new fields.NumberField({ initial: 1, integer: true }),
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description: new fields.HTMLField({})
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};
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}
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prepareDerivedData() {
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if (this.parent.parent) {
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this.applyEffects();
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}
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}
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applyEffects() {
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const effects = this.parent.parent.system.effects;
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for (var key in effects) {
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const effectType = effects[key];
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for (var effect of effectType) {
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switch (key) {
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case SYSTEM.EFFECTS.effectTypes.reach.id:
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if (
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SYSTEM.GENERAL.range[this.range].distance <
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SYSTEM.GENERAL.range[effect.valueData.value].distance
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) {
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this.range = effect.valueData.value;
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}
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break;
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// case SYSTEM.EFFECTS.effectTypes.damage.id:
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// if(this.damage.type === 'physical') this.damage.value = (`${this.damage.value} + ${this.parent.parent.system.levelData.currentLevel}`);
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// break;
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}
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}
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}
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}
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}
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