diff --git a/lang/en.json b/lang/en.json index 0afb6bc6..e83df03b 100644 --- a/lang/en.json +++ b/lang/en.json @@ -144,6 +144,10 @@ "SW5E.BonusRWDamage": "Ranged Weapon Damage Bonus", "SW5E.BonusSaveForm": "Update Bonuses", "SW5E.BonusPowerDC": "Global Power DC Bonus", +"SW5E.BonusForceLightPowerDC": "Global Force Light Power DC Bonus", +"SW5E.BonusForceDarkPowerDC": "Global Force Dark Power DC Bonus", +"SW5E.BonusForceUnivPowerDC": "Global Force Universal Power DC Bonus", +"SW5E.BonusTechPowerDC": "Global Tech Power DC Bonus", "SW5E.BonusTitle": "Configure Actor Bonuses", "SW5E.Bonuses": "Global Bonuses", "SW5E.BonusesHint": "Define global bonuses as formulas which are added to certain rolls. For example: 1d4 + 2", diff --git a/module/actor/entity.js b/module/actor/entity.js index 7b242362..4c24956a 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -94,7 +94,7 @@ export default class Actor5e extends Actor { // Prepare power-casting data data.attributes.powerForceLightDC = 8 + data.abilities.wis.mod + data.attributes.prof ?? 10; data.attributes.powerForceDarkDC = 8 + data.abilities.cha.mod + data.attributes.prof ?? 10; - data.attributes.powerForceUnivDC = Math.ceil(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10; + data.attributes.powerForceUnivDC = Math.max(data.attributes.powerForceLightDC,data.attributes.powerForceDarkDC) ?? 10; data.attributes.powerTechDC = 8 + data.abilities.int.mod + data.attributes.prof ?? 10; this._computePowercastingProgression(this.data); @@ -506,7 +506,6 @@ export default class Actor5e extends Actor { } // Look up the number of slots per level from the powerLimit table - // TODO: Add Tech progression afterwards let forcePowerLimit = SW5E.powerLimit['none']; for (let i = 0; i < (forceProgression.maxClassPowerLevel); i++) { forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i]; @@ -515,9 +514,22 @@ export default class Actor5e extends Actor { for ( let [n, lvl] of Object.entries(powers) ) { let i = parseInt(n.slice(-1)); if ( Number.isNaN(i) ) continue; - if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0); - else lvl.max = forcePowerLimit[i-1] || 0; - lvl.value = parseInt(lvl.value); + if ( Number.isNumeric(lvl.foverride) ) lvl.fmax = Math.max(parseInt(lvl.foverride), 0); + else lvl.fmax = forcePowerLimit[i-1] || 0; + lvl.fvalue = parseInt(lvl.fvalue); + } + + let techPowerLimit = SW5E.powerLimit['none']; + for (let i = 0; i < (techProgression.maxClassPowerLevel); i++) { + techPowerLimit[i] = SW5E.powerLimit[techProgression.maxClass][i]; + } + + for ( let [n, lvl] of Object.entries(powers) ) { + let i = parseInt(n.slice(-1)); + if ( Number.isNaN(i) ) continue; + if ( Number.isNumeric(lvl.toverride) ) lvl.tmax = Math.max(parseInt(lvl.toverride), 0); + else lvl.tmax = techPowerLimit[i-1] || 0; + lvl.tvalue = parseInt(lvl.tvalue); } // Set Force and tech power @@ -1119,8 +1131,6 @@ export default class Actor5e extends Actor { } } - - // Note the change in HP and HD and TP which occurred const dhd = this.data.data.attributes.hd - hd0; const dhp = this.data.data.attributes.hp.value - hp0; diff --git a/module/apps/ability-use-dialog.js b/module/apps/ability-use-dialog.js index cc277f9b..b0a1fc91 100644 --- a/module/apps/ability-use-dialog.js +++ b/module/apps/ability-use-dialog.js @@ -100,32 +100,63 @@ export default class AbilityUseDialog extends Dialog { // Determine the levels which are feasible let lmax = 0; - const powerLevels = Array.fromRange(10).reduce((arr, i) => { - if ( i < lvl ) return arr; - const label = CONFIG.SW5E.powerLevels[i]; - const l = actorData.powers["power"+i] || {max: 0, override: null}; - let max = parseInt(l.override || l.max || 0); - let slots = Math.clamped(parseInt(l.value || 0), 0, max); - if ( max > 0 ) lmax = i; - arr.push({ - level: i, - label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, - canCast: max > 0, - hasSlots: slots > 0 - }); - return arr; - }, []).filter(sl => sl.level <= lmax); - - // If this character has pact slots, present them as an option for casting the power. - const pact = actorData.powers.pact; - if (pact.level >= lvl) { - powerLevels.push({ - level: 'pact', - label: `${game.i18n.format('SW5E.PowerLevelPact', {level: pact.level, n: pact.value})}`, - canCast: true, - hasSlots: pact.value > 0 - }); + let points; + let powerType; + switch (itemData.school){ + case "lgt": + case "uni": + case "drk": { + powerType = "force" + points = actorData.attributes.force.points.value + actorData.attributes.force.points.temp; + break; + } + case "tec": { + powerType = "tech" + points = actorData.attributes.tech.points.value + actorData.attributes.tech.points.temp; + break; + } } + let powerLevels + if (powerType === "force"){ + powerLevels = Array.fromRange(10).reduce((arr, i) => { + if ( i < lvl ) return arr; + const label = CONFIG.SW5E.powerLevels[i]; + const l = actorData.powers["power"+i] || {fmax: 0, foverride: null}; + let max = parseInt(l.foverride || l.fmax || 0); + let slots = Math.clamped(parseInt(l.fvalue || 0), 0, max); + if ( max > 0 ) lmax = i; + if ((max > 0) && (slots > 0) && (points > i)){ + arr.push({ + level: i, + label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, + canCast: max > 0, + hasSlots: slots > 0 + }); + } + return arr; + }, []).filter(sl => sl.level <= lmax); + }else if (powerType === "tech"){ + powerLevels = Array.fromRange(10).reduce((arr, i) => { + if ( i < lvl ) return arr; + const label = CONFIG.SW5E.powerLevels[i]; + const l = actorData.powers["power"+i] || {tmax: 0, toverride: null}; + let max = parseInt(l.override || l.tmax || 0); + let slots = Math.clamped(parseInt(l.tvalue || 0), 0, max); + if ( max > 0 ) lmax = i; + if ((max > 0) && (slots > 0) && (points > i)){ + arr.push({ + level: i, + label: i > 0 ? game.i18n.format('SW5E.PowerLevelSlot', {level: label, n: slots}) : label, + canCast: max > 0, + hasSlots: slots > 0 + }); + } + return arr; + }, []).filter(sl => sl.level <= lmax); + } + + + const canCast = powerLevels.some(l => l.hasSlots); if ( !canCast ) data.errors.push(game.i18n.format("SW5E.PowerCastNoSlots", { level: CONFIG.SW5E.powerLevels[lvl], diff --git a/module/apps/actor-flags.js b/module/apps/actor-flags.js index 16241782..86293dab 100644 --- a/module/apps/actor-flags.js +++ b/module/apps/actor-flags.js @@ -74,7 +74,11 @@ export default class ActorSheetFlags extends BaseEntitySheet { {name: "data.bonuses.abilities.check", label: "SW5E.BonusAbilityCheck"}, {name: "data.bonuses.abilities.save", label: "SW5E.BonusAbilitySave"}, {name: "data.bonuses.abilities.skill", label: "SW5E.BonusAbilitySkill"}, - {name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"} + {name: "data.bonuses.power.dc", label: "SW5E.BonusPowerDC"}, + {name: "data.bonuses.power.forceLightDC", label: "SW5E.BonusForceLightPowerDC"}, + {name: "data.bonuses.power.forceDarkDC", label: "SW5E.BonusForceDarkPowerDC"}, + {name: "data.bonuses.power.forceUnivDC", label: "SW5E.BonusForceUnivPowerDC"}, + {name: "data.bonuses.power.techDC", label: "SW5E.BonusTechPowerDC"} ]; for ( let b of bonuses ) { b.value = getProperty(this.object._data, b.name) || ""; diff --git a/module/item/entity.js b/module/item/entity.js index 3ddab49e..3daadd2b 100644 --- a/module/item/entity.js +++ b/module/item/entity.js @@ -25,8 +25,17 @@ export default class Item5e extends Item { else if (this.actor) { const actorData = this.actor.data.data; - // Powers - Use Actor powercasting modifier - if (this.data.type === "power") return actorData.attributes.powercasting || "int"; + // Powers - Use Actor powercasting modifier based on power school + if (this.data.type === "power") { + switch (this.data.data.school) { + case "lgt": return "wis"; + case "uni": return (actorData.abilities["wis"].mod >= actorData.abilities["cha"].mod) ? "wis" : "cha"; + case "drk": return "cha"; + case "tec": return "int"; + } + return "none"; + } + // Tools - default to Intelligence else if (this.data.type === "tool") return "int"; @@ -311,7 +320,24 @@ export default class Item5e extends Item { // Actor power-DC based scaling if ( save.scaling === "power" ) { - save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerdc") : null; + switch (this.data.data.school) { + case "lgt": { + save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceLightDC") : null; + break; + } + case "uni": { + save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceUnivDC") : null; + break; + } + case "drk": { + save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerForceDarkDC") : null; + break; + } + case "tec": { + save.dc = this.isOwned ? getProperty(this.actor.data, "data.attributes.powerTechDC") : null; + break; + } + } } // Ability-score based scaling @@ -414,6 +440,7 @@ export default class Item5e extends Item { const recharge = id.recharge || {}; // Recharge mechanic const uses = id?.uses ?? {}; // Limited uses const isPower = this.type === "power"; // Does the item require a power slot? + // TODO: Possibly Mod this to not consume slots based on class? const requirePowerSlot = isPower && (id.level > 0) && CONFIG.SW5E.powerUpcastModes.includes(id.preparation.mode); // Define follow-up actions resulting from the item usage @@ -424,11 +451,18 @@ export default class Item5e extends Item { let consumeUsage = !!uses.per; // Consume limited uses let consumeQuantity = uses.autoDestroy; // Consume quantity of the item in lieu of uses + /*//set rollback values in case you pick a spell level you can't cast anymore + let forcePointValueRollback = actor.data.data.attributes.force.points.value; + let forcePointTempRollback = actor.data.data.attributes.force.points.temp; + let techPointValueRollback = actor.data.data.attributes.tech.points.value; + let techPointTempRollback = actor.data.data.attributes.tech.points.temp; + */ // Display a configuration dialog to customize the usage const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage; if (configureDialog && needsConfiguration) { const configuration = await AbilityUseDialog.create(this); if (!configuration) return; + // Determine consumption preferences createMeasuredTemplate = Boolean(configuration.placeTemplate); @@ -440,18 +474,20 @@ export default class Item5e extends Item { // Handle power upcasting if ( requirePowerSlot ) { const slotLevel = configuration.level; - const powerLevel = slotLevel === "pact" ? actor.data.data.powers.pact.level : parseInt(slotLevel); + const powerLevel = parseInt(slotLevel); + if (powerLevel !== id.level) { const upcastData = mergeObject(this.data, {"data.level": powerLevel}, {inplace: false}); item = this.constructor.createOwned(upcastData, actor); // Replace the item with an upcast version } - if ( consumePowerSlot ) consumePowerSlot = slotLevel === "pact" ? "pact" : `power${powerLevel}`; + if ( consumePowerSlot ) consumePowerSlot = `power${powerLevel}`; } } // Determine whether the item can be used by testing for resource consumption const usage = item._getUsageUpdates({consumeRecharge, consumeResource, consumePowerSlot, consumeUsage, consumeQuantity}); if ( !usage ) return; + const {actorUpdates, itemUpdates, resourceUpdates} = usage; // Commit pending data updates @@ -513,14 +549,47 @@ export default class Item5e extends Item { // Consume Power Slots if ( consumePowerSlot ) { const level = this.actor?.data.data.powers[consumePowerSlot]; - const powers = Number(level?.value ?? 0); - if ( powers === 0 ) { - const label = game.i18n.localize(consumePowerSlot === "pact" ? "SW5E.PowerProgPact" : `SW5E.PowerLevel${id.level}`); - ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); - return false; + const fp = this.actor.data.data.attributes.force.points; + const tp = this.actor.data.data.attributes.tech.points; + const powerCost = level + 1; + switch (id.school){ + case "lgt": + case "uni": + case "drk": { + const powers = Number(level?.fvalue ?? 0); + if ( powers === 0 ) { + const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`); + ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); + return false; + } + actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0); + if (fp.temp >= powerCost) { + actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost; + }else{ + actorUpdates["data.attributes.force.points.value"] = fp.value + fp.temp - powerCost; + actorUpdates["data.attributes.force.points.temp"] = 0; + } + break; + } + case "tec": { + const powers = Number(level?.tvalue ?? 0); + if ( powers === 0 ) { + const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`); + ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); + return false; + } + actorUpdates[`data.powers.${consumePowerSlot}.tvalue`] = Math.max(powers - 1, 0); + if (tp.temp >= powerCost) { + actorUpdates["data.attributes.force.points.temp"] = tp.temp - powerCost; + }else{ + actorUpdates["data.attributes.force.points.value"] = tp.value + tp.temp - powerCost; + actorUpdates["data.attributes.force.points.temp"] = 0; + } + break; + } } - actorUpdates[`data.powers.${consumePowerSlot}.value`] = Math.max(powers - 1, 0); } + // Consume Limited Usage if ( consumeUsage ) { @@ -792,7 +861,7 @@ export default class Item5e extends Item { /* -------------------------------------------- */ /** - * Prepare chat card data for tool type items + * Prepare chat card data for loot type items * @private */ _lootChatData(data, labels, props) { diff --git a/module/migration.js b/module/migration.js index 75ac202c..cf31ec6a 100644 --- a/module/migration.js +++ b/module/migration.js @@ -286,13 +286,28 @@ function _migrateActorPowers(actorData, updateData) { updateData["data.attributes.tech.points.tempmax"] = 0; updateData["data.attributes.tech.level"] = 0; } + + // If new Power F/T split data is not present, create it + const hasNewBonus = ad?.powers?.power1?.fvalue !== undefined; + if ( !hasNewBonus ) { + for (let i = 1; i <= 9; i++) { + // add new + updateData["data.powers.power" + i + ".fvalue"] = 0; + updateData["data.powers.power" + i + ".foverride"] = null; + 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 ) { updateData["data.bonuses.power.forceLightDC"] = ""; updateData["data.bonuses.power.forceDarkDC"] = ""; updateData["data.bonuses.power.forceUnivDC"] = ""; - updateData["data.bonuses.power.TechDC"] = ""; + updateData["data.bonuses.power.techDC"] = ""; } // Remove the Power DC Bonus diff --git a/template.json b/template.json index 32084f50..1fe3984a 100644 --- a/template.json +++ b/template.json @@ -211,40 +211,58 @@ }, "powers": { "power1": { - "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": {