forked from GitHub-Mirrors/foundry-sw5e
Fix Long Rest to split force and tech powers
Updated long rest functionality to handle the force tech split
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2 changed files with 6 additions and 4 deletions
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@ -1249,9 +1249,11 @@ export default class Actor5e extends Actor {
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// Recover power slots
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for ( let [k, v] of Object.entries(data.powers) ) {
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updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0);
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updateData[`data.powers.${k}.fvalue`] = Number.isNumeric(v.foverride) ? v.foverride : (v.fmax ?? 0);
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}
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for ( let [k, v] of Object.entries(data.powers) ) {
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updateData[`data.powers.${k}.tvalue`] = Number.isNumeric(v.toverride) ? v.toverride : (v.tmax ?? 0);
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}
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// Determine the number of hit dice which may be recovered
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let recoverHD = Math.max(Math.floor(data.details.level / 2), 1);
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let dhd = 0;
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@ -265,7 +265,7 @@ function _migrateActorPowers(actorData, updateData) {
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const ad = actorData.data;
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// If new Force & Tech data is not present, create it
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const hasNewAttrib = ad?.attributes?.force?.level !== undefined;
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let hasNewAttrib = ad?.attributes?.force?.level !== undefined;
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if ( !hasNewAttrib ) {
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updateData["data.attributes.force.known.value"] = 0;
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updateData["data.attributes.force.known.min"] = 0;
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@ -288,7 +288,7 @@ function _migrateActorPowers(actorData, updateData) {
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}
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// If new Power F/T split data is not present, create it
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const hasNewBonus = ad?.powers?.power1?.fvalue !== undefined;
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hasNewBonus = ad?.powers?.power1?.fvalue !== undefined;
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if ( !hasNewBonus ) {
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for (let i = 1; i <= 9; i++) {
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// add new
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