forked from GitHub-Mirrors/foundry-sw5e
Merge branch 'Develop-VJ' into cyr-power-point-ui
This commit is contained in:
commit
70d399e8f6
7 changed files with 215 additions and 64 deletions
|
@ -144,6 +144,10 @@
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"SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus",
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"SW5E.BonusSaveForm": "Update Bonuses",
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"SW5E.BonusPowerDC": "Global Power DC Bonus",
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"SW5E.BonusForceLightPowerDC": "Global Force Light Power DC Bonus",
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"SW5E.BonusForceDarkPowerDC": "Global Force Dark Power DC Bonus",
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"SW5E.BonusForceUnivPowerDC": "Global Force Universal Power DC Bonus",
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"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus",
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"SW5E.BonusTitle": "Configure Actor Bonuses",
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"SW5E.Bonuses": "Global Bonuses",
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"SW5E.BonusesHint": "Define global bonuses as formulas which are added to certain rolls. For example: 1d4 + 2",
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@ -94,7 +94,7 @@ export default class Actor5e extends Actor {
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// Prepare power-casting data
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data.attributes.powerForceLightDC = 8 + data.abilities.wis.mod + data.attributes.prof ?? 10;
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data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10;
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data.attributes.powerForceUnivDC = Math.ceil(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10;
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data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10;
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data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10;
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this._computePowercastingProgression(this.data);
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@ -506,7 +506,6 @@ export default class Actor5e extends Actor {
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}
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// Look up the number of slots per level from the powerLimit table
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// TODO: Add Tech progression afterwards
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let forcePowerLimit = SW5E.powerLimit['none'];
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for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) {
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forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i];
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@ -515,9 +514,22 @@ export default class Actor5e extends Actor {
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for ( let [n, lvl] of Object.entries(powers) ) {
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let i = parseInt(n.slice(-1));
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if ( Number.isNaN(i) ) continue;
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if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
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else lvl.max = forcePowerLimit[i-1] || 0;
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lvl.value = parseInt(lvl.value);
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if ( Number.isNumeric(lvl.foverride) ) lvl.fmax = Math.max(parseInt(lvl.foverride), 0);
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else lvl.fmax = forcePowerLimit[i-1] || 0;
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lvl.fvalue = parseInt(lvl.fvalue);
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}
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let techPowerLimit = SW5E.powerLimit['none'];
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for (let i = 0; i < (techProgression.maxClassPowerLevel); i++) {
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techPowerLimit[i] = SW5E.powerLimit[techProgression.maxClass][i];
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}
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for ( let [n, lvl] of Object.entries(powers) ) {
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let i = parseInt(n.slice(-1));
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if ( Number.isNaN(i) ) continue;
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if ( Number.isNumeric(lvl.toverride) ) lvl.tmax = Math.max(parseInt(lvl.toverride), 0);
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else lvl.tmax = techPowerLimit[i-1] || 0;
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lvl.tvalue = parseInt(lvl.tvalue);
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}
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// Set Force and tech power
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@ -1119,8 +1131,6 @@ export default class Actor5e extends Actor {
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}
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}
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// Note the change in HP and HD and TP which occurred
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const dhd = this.data.data.attributes.hd - hd0;
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const dhp = this.data.data.attributes.hp.value - hp0;
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@ -100,32 +100,63 @@ export default class AbilityUseDialog extends Dialog {
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// Determine the levels which are feasible
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let lmax = 0;
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const powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {max: 0, override: null};
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let max = parseInt(l.override || l.max || 0);
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let slots = Math.clamped(parseInt(l.value || 0), 0, max);
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if ( max > 0 ) lmax = i;
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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// If this character has pact slots, present them as an option for casting the power.
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const pact = actorData.powers.pact;
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if (pact.level >= lvl) {
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powerLevels.push({
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level: 'pact',
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label: `${game.i18n.format('SW5E.PowerLevelPact', {level: pact.level, n: pact.value})}`,
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canCast: true,
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hasSlots: pact.value > 0
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});
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let points;
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let powerType;
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switch (itemData.school){
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case "lgt":
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case "uni":
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case "drk": {
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powerType = "force"
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points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp;
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break;
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}
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case "tec": {
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powerType = "tech"
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points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp;
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break;
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}
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}
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let powerLevels
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if (powerType === "force"){
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powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {fmax: 0, foverride: null};
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let max = parseInt(l.foverride || l.fmax || 0);
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let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max);
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if ( max > 0 ) lmax = i;
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if ((max > 0) && (slots > 0) && (points > i)){
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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}
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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}else if (powerType === "tech"){
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powerLevels = Array.fromRange(10).reduce((arr, i) => {
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if ( i < lvl ) return arr;
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const label = CONFIG.SW5E.powerLevels[i];
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const l = actorData.powers["power"+i] || {tmax: 0, toverride: null};
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let max = parseInt(l.override || l.tmax || 0);
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let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max);
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if ( max > 0 ) lmax = i;
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if ((max > 0) && (slots > 0) && (points > i)){
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arr.push({
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level: i,
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label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label,
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canCast: max > 0,
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hasSlots: slots > 0
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});
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}
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return arr;
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}, []).filter(sl => sl.level <= lmax);
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}
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const canCast = powerLevels.some(l => l.hasSlots);
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if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", {
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level: CONFIG.SW5E.powerLevels[lvl],
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@ -74,7 +74,11 @@ export default class ActorSheetFlags extends BaseEntitySheet {
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{name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"},
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{name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"},
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{name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"},
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{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"}
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{name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"},
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{name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"},
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{name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"},
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{name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"},
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{name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"}
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];
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for ( let b of bonuses ) {
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b.value = getProperty(this.object._data, b.name) || "";
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@ -25,8 +25,17 @@ export default class Item5e extends Item {
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else if (this.actor) {
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const actorData = this.actor.data.data;
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// Powers - Use Actor powercasting modifier
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if (this.data.type === "power") return actorData.attributes.powercasting || "int";
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// Powers - Use Actor powercasting modifier based on power school
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if (this.data.type === "power") {
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switch (this.data.data.school) {
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case "lgt": return "wis";
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case "uni": return (actorData.abilities["wis"].mod >= actorData.abilities["cha"].mod) ? "wis" : "cha";
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case "drk": return "cha";
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case "tec": return "int";
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}
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return "none";
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}
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// Tools - default to Intelligence
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else if (this.data.type === "tool") return "int";
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@ -311,7 +320,24 @@ export default class Item5e extends Item {
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// Actor power-DC based scaling
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if ( save.scaling === "power" ) {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null;
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switch (this.data.data.school) {
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case "lgt": {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceLightDC") : null;
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break;
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}
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case "uni": {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceUnivDC") : null;
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break;
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}
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case "drk": {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceDarkDC") : null;
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break;
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}
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case "tec": {
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save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerTechDC") : null;
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break;
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}
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}
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}
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// Ability-score based scaling
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@ -414,6 +440,7 @@ export default class Item5e extends Item {
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const recharge = id.recharge || {}; // Recharge mechanic
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const uses = id?.uses ?? {}; // Limited uses
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const isPower = this.type === "power"; // Does the item require a power slot?
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// TODO: Possibly Mod this to not consume slots based on class?
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const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode);
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// Define follow-up actions resulting from the item usage
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@ -424,11 +451,18 @@ export default class Item5e extends Item {
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let consumeUsage = !!uses.per; // Consume limited uses
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let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses
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/*//set rollback values in case you pick a spell level you can't cast anymore
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let forcePointValueRollback = actor.data.data.attributes.force.points.value;
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let forcePointTempRollback = actor.data.data.attributes.force.points.temp;
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let techPointValueRollback = actor.data.data.attributes.tech.points.value;
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let techPointTempRollback = actor.data.data.attributes.tech.points.temp;
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*/
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// Display a configuration dialog to customize the usage
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const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
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if (configureDialog && needsConfiguration) {
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const configuration = await AbilityUseDialog.create(this);
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if (!configuration) return;
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// Determine consumption preferences
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createMeasuredTemplate = Boolean(configuration.placeTemplate);
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@ -440,18 +474,20 @@ export default class Item5e extends Item {
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// Handle power upcasting
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if ( requirePowerSlot ) {
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const slotLevel = configuration.level;
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const powerLevel = slotLevel === "pact" ? actor.data.data.powers.pact.level : parseInt(slotLevel);
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const powerLevel = parseInt(slotLevel);
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if (powerLevel !== id.level) {
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const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false});
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item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version
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}
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if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`;
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if ( consumePowerSlot ) consumePowerSlot = `power${powerLevel}`;
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}
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}
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// Determine whether the item can be used by testing for resource consumption
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const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity});
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if ( !usage ) return;
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const {actorUpdates, itemUpdates, resourceUpdates} = usage;
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// Commit pending data updates
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@ -513,14 +549,47 @@ export default class Item5e extends Item {
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// Consume Power Slots
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if ( consumePowerSlot ) {
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const level = this.actor?.data.data.powers[consumePowerSlot];
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const powers = Number(level?.value ?? 0);
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if ( powers === 0 ) {
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const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`);
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ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
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return false;
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const fp = this.actor.data.data.attributes.force.points;
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const tp = this.actor.data.data.attributes.tech.points;
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const powerCost = level + 1;
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switch (id.school){
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case "lgt":
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case "uni":
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case "drk": {
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const powers = Number(level?.fvalue ?? 0);
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if ( powers === 0 ) {
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const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
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ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
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return false;
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}
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actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0);
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if (fp.temp >= powerCost) {
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actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost;
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}else{
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actorUpdates["data.attributes.force.points.value"] = fp.value + fp.temp - powerCost;
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actorUpdates["data.attributes.force.points.temp"] = 0;
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}
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break;
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}
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case "tec": {
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const powers = Number(level?.tvalue ?? 0);
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if ( powers === 0 ) {
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const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
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ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
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return false;
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}
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actorUpdates[`data.powers.${consumePowerSlot}.tvalue`] = Math.max(powers - 1, 0);
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if (tp.temp >= powerCost) {
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actorUpdates["data.attributes.force.points.temp"] = tp.temp - powerCost;
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}else{
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actorUpdates["data.attributes.force.points.value"] = tp.value + tp.temp - powerCost;
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actorUpdates["data.attributes.force.points.temp"] = 0;
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}
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break;
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}
|
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}
|
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actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0);
|
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}
|
||||
|
||||
|
||||
// Consume Limited Usage
|
||||
if ( consumeUsage ) {
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||||
|
@ -792,7 +861,7 @@ export default class Item5e extends Item {
|
|||
/* -------------------------------------------- */
|
||||
|
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/**
|
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* Prepare chat card data for tool type items
|
||||
* Prepare chat card data for loot type items
|
||||
* @private
|
||||
*/
|
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_lootChatData(data, labels, props) {
|
||||
|
|
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@ -286,13 +286,28 @@ function _migrateActorPowers(actorData, updateData) {
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updateData["data.attributes.tech.points.tempmax"] = 0;
|
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updateData["data.attributes.tech.level"] = 0;
|
||||
}
|
||||
|
||||
// If new Power F/T split data is not present, create it
|
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const hasNewBonus = ad?.powers?.power1?.fvalue !== undefined;
|
||||
if ( !hasNewBonus ) {
|
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for (let i = 1; i <= 9; i++) {
|
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// add new
|
||||
updateData["data.powers.power" + i + ".fvalue"] = 0;
|
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updateData["data.powers.power" + i + ".foverride"] = null;
|
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updateData["data.powers.power" + i + ".tvalue"] = 0;
|
||||
updateData["data.powers.power" + i + ".toverride"] = null;
|
||||
//remove old
|
||||
updateData["data.powers.power" + i + ".-=value"] = null;
|
||||
updateData["data.powers.power" + i + ".-=override"] = null;
|
||||
}
|
||||
}
|
||||
// If new Bonus Power DC data is not present, create it
|
||||
const hasNewBonus = ad?.bonuses?.power?.forceLightDC !== undefined;
|
||||
if ( !hasNewBonus ) {
|
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updateData["data.bonuses.power.forceLightDC"] = "";
|
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updateData["data.bonuses.power.forceDarkDC"] = "";
|
||||
updateData["data.bonuses.power.forceUnivDC"] = "";
|
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updateData["data.bonuses.power.TechDC"] = "";
|
||||
updateData["data.bonuses.power.techDC"] = "";
|
||||
}
|
||||
|
||||
// Remove the Power DC Bonus
|
||||
|
|
|
@ -211,40 +211,58 @@
|
|||
},
|
||||
"powers": {
|
||||
"power1": {
|
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"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power2": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power3": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power4": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power5": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power6": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power7": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power8": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
},
|
||||
"power9": {
|
||||
"value": 0,
|
||||
"override": null
|
||||
"fvalue": 0,
|
||||
"foverride": null,
|
||||
"tvalue": 0,
|
||||
"toverride": null
|
||||
}
|
||||
},
|
||||
"bonuses": {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue