adjust character data to consist of basic character data
This commit is contained in:
parent
589a3c87ce
commit
59fb033db8
5 changed files with 218 additions and 66 deletions
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@ -54,5 +54,30 @@
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"DS4.ArmorMaterialTypeChain": "Chain",
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"DS4.ArmorMaterialTypeChain": "Chain",
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"DS4.ArmorMaterialTypeChainAbbr": "Chain",
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"DS4.ArmorMaterialTypeChainAbbr": "Chain",
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"DS4.ArmorMaterialTypePlate": "Plate",
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"DS4.ArmorMaterialTypePlate": "Plate",
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"DS4.ArmorMaterialTypePlateAbbr": "Plate"
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"DS4.ArmorMaterialTypePlateAbbr": "Plate",
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"DS4.AttributeBody": "Body",
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"DS4.AttributeMobility": "Mobility",
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"DS4.AttributeMind": "Mind",
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"DS4.TraitStrength": "Strength",
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"DS4.TraitConstitution": "Constitution",
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"DS4.TraitAgility": "Agility",
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"DS4.TraitDexterity": "Dexterity",
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"DS4.TraitIntellect": "Intellect",
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"DS4.TraitAura": "Aura",
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"DS4.CombatValuesHitPoints": "Hit Points",
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"DS4.CombatValuesDefense": "Defense",
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"DS4.CombatValuesInitiative": "Initiative",
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"DS4.CombatValuesMovement": "Movement",
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"DS4.CombatValuesMeleeAttack": "Melee Attack",
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"DS4.CombatValuesRangedAttack": "Ranged Attack",
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"DS4.CombatValuesSpellcasting": "Spellcasting",
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"DS4.CombatValuestargetedSpellcasting": "TargetedSpellcasting",
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"DS4.BaseInfoRace": "Race",
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"DS4.BaseInfoClass": "Class",
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"DS4.BaseInfoHeroClass": "Hero Class",
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"DS4.BaseInfoRacialAbilities": "Racial Abilites",
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"DS4.ProgressionLevel": "Level",
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"DS4.ProgressionExperiencePoints": "Experience Points",
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"DS4.ProgressionTalentPoints": "Tylent Points",
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"DS4.ProgressionProgressPoints": "Progress Points"
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}
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}
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@ -1,26 +1,65 @@
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export interface DS4ActorDataType {
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export interface DS4ActorDataType {
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attributes: DS4ActorDataAttributes;
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attributes: DS4ActorDataAttributes;
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traits: DS4ActorDataTraits;
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traits: DS4ActorDataTraits;
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combatValues: DS4ActorDataCombatValues;
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baseInfo: DS4ActorDataBaseInfo;
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progression: DS4ActorDataProgression;
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}
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}
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interface DS4ActorDataAttributes {
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interface DS4ActorDataAttributes {
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body: BodyAttribute;
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body: BodyAttribute;
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mobility: ExtensibleData<number>;
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mobility: ModifiableData<number>;
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mind: ExtensibleData<number>;
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mind: ModifiableData<number>;
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}
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}
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interface ExtensibleData<T> {
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export interface ModifiableData<T> {
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initial: T;
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base: T;
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mod: T;
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total?: T;
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}
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interface UsableResource<T> {
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total: T;
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used: T;
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}
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interface CurrentData<T> extends ModifiableData<T> {
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current: T;
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}
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}
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// Blueprint in case we need more detailed differentiation
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// Blueprint in case we need more detailed differentiation
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type BodyAttribute = ExtensibleData<number>;
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type BodyAttribute = ModifiableData<number>;
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interface DS4ActorDataTraits {
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interface DS4ActorDataTraits {
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strength: ExtensibleData<number>;
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strength: ModifiableData<number>;
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constitution: ExtensibleData<number>;
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constitution: ModifiableData<number>;
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agility: ExtensibleData<number>;
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agility: ModifiableData<number>;
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dexterity: ExtensibleData<number>;
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dexterity: ModifiableData<number>;
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intellect: ExtensibleData<number>;
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intellect: ModifiableData<number>;
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aura: ExtensibleData<number>;
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aura: ModifiableData<number>;
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}
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interface DS4ActorDataCombatValues {
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hitPoints: CurrentData<number>;
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defense: ModifiableData<number>;
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initiative: ModifiableData<number>;
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movement: ModifiableData<number>;
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meleeAttack: ModifiableData<number>;
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rangedAttack: ModifiableData<number>;
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spellcasting: ModifiableData<number>;
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targetedSpellcasting: ModifiableData<number>;
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}
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interface DS4ActorDataBaseInfo {
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race: string;
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class: string;
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heroClass: string;
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racialAbilities: string;
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}
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interface DS4ActorDataProgression {
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level: number;
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experiencePoints: number;
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talenPoints: UsableResource<number>;
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progressPoints: UsableResource<number>;
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}
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}
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@ -1,43 +1,22 @@
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import { DS4Item } from "../item/item";
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import { DS4Item } from "../item/item";
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import { DS4ItemDataType } from "../item/item-data";
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import { DS4ItemDataType } from "../item/item-data";
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import { DS4ActorDataType } from "./actor-data";
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import { DS4ActorDataType, ModifiableData } from "./actor-data";
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/**
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* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
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* @extends {Actor}
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*/
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export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
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export class DS4Actor extends Actor<DS4ActorDataType, DS4ItemDataType, DS4Item> {
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/** @override */
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/** @override */
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prepareDerivedData(): void {
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prepareDerivedData(): void {
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const data = this.data;
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const data = this.data;
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this._prepareCombatValues(data);
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const attributes = data.data.attributes;
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}
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Object.values(attributes).forEach(
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(attribute: ModifiableData<number>) => (attribute.total = attribute.base + attribute.mod),
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private _prepareCombatValues(data: ActorData<DS4ActorDataType>): void {
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const hitPointsModifier = getProperty(data, "data.combatValues.hitPoints.modifier") || 0;
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const actorData = data.data;
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setProperty(
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data,
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"data.combatValues.hitPoints.max",
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actorData.attributes.body.initial + actorData.traits.constitution.initial + 10 + hitPointsModifier,
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);
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);
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const defenseModifier = getProperty(data, "data.combatValues.defense.modifier") || 0;
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const traits = data.data.traits;
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setProperty(
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Object.values(traits).forEach((trait: ModifiableData<number>) => (trait.total = trait.base + trait.mod));
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data,
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"data.combatValues.defense.value",
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actorData.attributes.body.initial +
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actorData.traits.constitution.initial +
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this._getArmorValue() +
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defenseModifier,
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);
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}
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private _getArmorValue(): number {
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const combatValues = data.data.combatValues;
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return this.data["items"]
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Object.values(combatValues).forEach(
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.filter((item) => ["armor", "shield"].includes(item.type))
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(combatValue: ModifiableData<number>) => (combatValue.total = combatValue.base + combatValue.mod),
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.filter((item) => item.data.equipped)
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);
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.map((item) => item.data.armorValue)
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.reduce((a, b) => a + b, 0);
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}
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}
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}
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}
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@ -10,7 +10,6 @@ export const DS4 = {
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/**
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/**
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* Define the set of acttack types that can be performed with weapon items
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* Define the set of acttack types that can be performed with weapon items
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* @type {Object}
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*/
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*/
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attackTypes: {
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attackTypes: {
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melee: "DS4.AttackTypeMelee",
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melee: "DS4.AttackTypeMelee",
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@ -19,8 +18,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define the file paths to icon images
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* Define the file paths to icon images
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* @type {Object}
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*/
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*/
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attackTypesIcons: {
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attackTypesIcons: {
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melee: "systems/ds4/assets/DS4-MAT.png",
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melee: "systems/ds4/assets/DS4-MAT.png",
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@ -30,7 +28,6 @@ export const DS4 = {
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/**
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/**
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* Define the set of item availabilties
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* Define the set of item availabilties
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* @type {Object}
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*/
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*/
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itemAvailabilities: {
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itemAvailabilities: {
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unset: "DS4.ItemAvailabilityUnset",
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unset: "DS4.ItemAvailabilityUnset",
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@ -43,8 +40,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define the set of item types
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* Define the set of item types
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* @type {Object}
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*/
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*/
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itemTypes: {
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itemTypes: {
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weapon: "DS4.ItemTypeWeapon",
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weapon: "DS4.ItemTypeWeapon",
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@ -55,8 +51,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define the set of armor types, a character may only wear one item of each at any given time
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* Define the set of armor types, a character may only wear one item of each at any given time
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* @type {Object}
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*/
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*/
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armorTypes: {
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armorTypes: {
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body: "DS4.ArmorTypeBody",
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body: "DS4.ArmorTypeBody",
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@ -67,8 +62,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define abbreviations for the armor types
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* Define abbreviations for the armor types
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* @type {Object}
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*/
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*/
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armorTypesAbbr: {
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armorTypesAbbr: {
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body: "DS4.ArmorTypeBodyAbbr",
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body: "DS4.ArmorTypeBodyAbbr",
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@ -79,8 +73,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
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* Define the set of armor materials, used to determine if a characer may wear the armor without additional penalties
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* @type {Object}
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*/
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*/
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armorMaterialTypes: {
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armorMaterialTypes: {
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cloth: "DS4.ArmorMaterialTypeCloth",
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cloth: "DS4.ArmorMaterialTypeCloth",
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@ -90,8 +83,7 @@ export const DS4 = {
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},
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},
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/**
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/**
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* * Define the abbreviations of armor materials
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* Define the abbreviations of armor materials
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* @type {Object}
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*/
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*/
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armorMaterialTypesAbbr: {
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armorMaterialTypesAbbr: {
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cloth: "DS4.ArmorMaterialTypeClothAbbr",
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cloth: "DS4.ArmorMaterialTypeClothAbbr",
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@ -99,4 +91,59 @@ export const DS4 = {
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chain: "DS4.ArmorMaterialTypeChainAbbr",
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chain: "DS4.ArmorMaterialTypeChainAbbr",
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plate: "DS4.ArmorMaterialTypePlateAbbr",
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plate: "DS4.ArmorMaterialTypePlateAbbr",
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},
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},
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/**
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* Define the set of attributes a character has
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*/
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attributes: {
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body: "DS4.AttributeBody",
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mobility: "DS4.AttributeMobility",
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mind: "DS4.AttributeMind",
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},
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/**
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* Define the set of traits a character has
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*/
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traits: {
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strength: "DS4.TraitStrength",
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constitution: "DS4.TraitConstitution",
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agility: "DS4.TraitAgility",
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dexterity: "DS4.TraitDexterity",
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intellect: "DS4.TraitIntellect",
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aura: "DS4.TraitAura",
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},
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/**
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* Define the set of combat values a character has
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*/
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combatValues: {
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hitPoints: "DS4.CombatValuesHitPoints",
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defense: "DS4.CombatValuesDefense",
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initiative: "DS4.CombatValuesInitiative",
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movement: "DS4.CombatValuesMovement",
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meleeAttack: "DS4.CombatValuesMeleeAttack",
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rangedAttack: "DS4.CombatValuesRangedAttack",
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spellcasting: "DS4.CombatValuesSpellcasting",
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targetedSpellcasting: "DS4.CombatValuesTargetedSpellcasting",
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},
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/**
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* Define the base info of a character
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*/
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baseInfo: {
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race: "DS4.BaseInfoRace",
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class: "DS4.BaseInfoClass",
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heroClass: "DS4.BaseInfoHeroClass",
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racialAbilities: "DS4.BaseInfoRacialAbilities",
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},
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/**
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* Definme the progression info of a character
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*/
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progression: {
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level: "DS4.ProgressionLevel",
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experiencePoints: "DS4.ProgressionExperiencePoints",
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talentPoints: "DS4.ProgressionTalentPoints",
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progressPoints: "DS4.ProgressionProgressPoints",
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},
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};
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};
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"templates": [],
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"templates": [],
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"attributes": {
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"attributes": {
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"body": {
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"body": {
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"initial": 8
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"base": 0,
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"mod": 0
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},
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},
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"mobility": {
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"mobility": {
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"initial": 0
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"base": 0,
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"mod": 0
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},
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},
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"mind": {
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"mind": {
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"initial": 0
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"base": 0,
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"mod": 0
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}
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}
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},
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},
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"traits": {
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"traits": {
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"strength": {
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"strength": {
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"initial": 4
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"base": 0,
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"mod": 0
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},
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},
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"constitution": {
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"constitution": {
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"initial": 0
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"base": 0,
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"mod": 0
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},
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},
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"agility": {
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"agility": {
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"initial": 0
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"base": 0,
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"mod": 0
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},
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},
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"dexterity": {
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"dexterity": {
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"initial": 0
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"base": 0,
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"mod": 0
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},
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},
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"intellect": {
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"intellect": {
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"initial": 0
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"base": 0,
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"mod": 0
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},
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},
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"aura": {
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"aura": {
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"initial": 0
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"base": 0,
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"mod": 0
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}
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},
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"combatValues": {
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"hitPoints": {
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"base": 0,
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"mod": 0,
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"current": 0
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},
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"defense": {
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"base": 0,
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"mod": 0
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},
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"initiative": {
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"base": 0,
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"mod": 0
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},
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"movement": {
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"base": 0,
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"mod": 0
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},
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"meleeAttack": {
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"base": 0,
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"mod": 0
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},
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"rangedAttack": {
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"base": 0,
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"mod": 0
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},
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"spellcasting": {
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"base": 0,
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"mod": 0
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},
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"targetedSpellcasting": {
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"base": 0,
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"mod": 0
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}
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},
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"baseInfo": {
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"race": "",
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"class": "",
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"heroClass": "",
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"racialAbilities": ""
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},
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"progression": {
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"level": 0,
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||||||
|
"experiencePoints": 0,
|
||||||
|
"talentPoints": {
|
||||||
|
"total": 0,
|
||||||
|
"used": 0
|
||||||
|
},
|
||||||
|
"progressPoints": {
|
||||||
|
"total": 0,
|
||||||
|
"used": 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue