mirror of
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add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file
72 lines
2.5 KiB
JavaScript
72 lines
2.5 KiB
JavaScript
import BaseDataItem from "./base.mjs";
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export default class DHWeapon extends BaseDataItem {
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/** @inheritDoc */
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static get metadata() {
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return foundry.utils.mergeObject(super.metadata, {
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label: "TYPES.Item.weapon",
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type: "weapon",
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hasDescription: true,
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isQuantifiable: true,
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});
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}
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/** @inheritDoc */
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static defineSchema() {
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const fields = foundry.data.fields;
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return {
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...super.defineSchema(),
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equipped: new fields.BooleanField({ initial: false }),
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//TODO: NEED REVISION
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//It makes more sense to control the inventory from the actor
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inventoryWeapon: new fields.NumberField({ initial: null, nullable: true, integer: true }),
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//SETTINGS
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secondary: new fields.BooleanField({ initial: false }),
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trait: new fields.StringField({ required: true, choices: SYSTEM.ACTOR.abilities, initial: 'agility' }),
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range: new fields.StringField({ required: true, choices: SYSTEM.GENERAL.range, initial: 'melee' }),
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burden: new fields.StringField({ required: true, choices: SYSTEM.GENERAL.burden, initial: 'oneHanded' }),
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//DAMAGE
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damage: new fields.SchemaField({
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//TODO: CREATE FORMULA FIELD
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value: new fields.StringField({ initial: 'd6' }),
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type: new fields.StringField({
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required: true,
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choices: SYSTEM.GENERAL.damageTypes,
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initial: 'physical'
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})
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}),
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feature: new fields.StringField({ choices: SYSTEM.ITEM.weaponFeatures, blank: true }),
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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 (const key in effects) {
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console.log
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const effectType = effects[key];
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for (const 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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}
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}
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}
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}
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}
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