forked from GitHub-Mirrors/foundry-sw5e
Fix NPC power points
Ignore power point calculation for NPCs which are hardcoded in.
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1 changed files with 5 additions and 3 deletions
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@ -492,11 +492,13 @@ export default class Actor5e extends Actor {
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// EXCEPTION: NPC with an explicit power-caster level
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if (isNPC && actorData.data.details.powerForceLevel) {
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forceProgression.levels = actorData.data.details.powerForceLevel;
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actorData.data.attributes.force.level = forceProgression.levels;
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forceProgression.maxClass = actorData.data.attributes.powercasting;
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forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)];
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}
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if (isNPC && actorData.data.details.powerTechLevel) {
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techProgression.levels = actorData.data.details.powerTechLevel;
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actorData.data.attributes.tech.level = techProgression.levels;
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techProgression.maxClass = actorData.data.attributes.powercasting;
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techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)];
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}
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@ -536,13 +538,13 @@ export default class Actor5e extends Actor {
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}
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}
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// Set Force and tech power
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if (forceProgression.levels > 0){
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// Set Force and tech power for PC Actors
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if (!isNPC && forceProgression.levels){
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actorData.data.attributes.force.known.max = forceProgression.powersKnown;
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actorData.data.attributes.force.points.max = forceProgression.points + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod);
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actorData.data.attributes.force.level = forceProgression.levels;
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}
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if (techProgression.levels > 0){
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if (!isNPC && techProgression.levels){
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actorData.data.attributes.tech.known.max = techProgression.powersKnown;
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actorData.data.attributes.tech.points.max = techProgression.points + actorData.data.abilities.int.mod;
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actorData.data.attributes.tech.level = techProgression.levels;
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