forked from GitHub-Mirrors/foundry-sw5e
Update to help NPCs work better
This requires all the monsters to be updated with force powers, powerForce/TechLevels, and powercasting "classes"
This commit is contained in:
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f9bc405787
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7fc983b042
6 changed files with 549 additions and 522 deletions
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@ -404,7 +404,7 @@ export default class Actor5e extends Actor {
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case 'consular':
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priority = 3;
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forceProgression.levels += levels;
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forceProgression.multi += (SW5E.powerMaxLevel['consular'][levels-1]/9)*levels;
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forceProgression.multi += (SW5E.powerMaxLevel['consular'][19]/9)*levels;
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forceProgression.classes++;
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// see if class controls high level forcecasting
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if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
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@ -420,7 +420,7 @@ export default class Actor5e extends Actor {
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case 'engineer':
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priority = 2
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techProgression.levels += levels;
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techProgression.multi += (SW5E.powerMaxLevel['engineer'][levels-1]/9)*levels;
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techProgression.multi += (SW5E.powerMaxLevel['engineer'][19]/9)*levels;
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techProgression.classes++;
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// see if class controls high level techcasting
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if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){
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@ -435,7 +435,7 @@ export default class Actor5e extends Actor {
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case 'guardian':
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priority = 1;
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forceProgression.levels += levels;
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forceProgression.multi += (SW5E.powerMaxLevel['guardian'][levels-1]/9)*levels;
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forceProgression.multi += (SW5E.powerMaxLevel['guardian'][19]/9)*levels;
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forceProgression.classes++;
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// see if class controls high level forcecasting
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if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
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@ -450,7 +450,7 @@ export default class Actor5e extends Actor {
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case 'scout':
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priority = 1;
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techProgression.levels += levels;
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techProgression.multi += (SW5E.powerMaxLevel['scout'][levels-1]/9)*levels;
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techProgression.multi += (SW5E.powerMaxLevel['scout'][19]/9)*levels;
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techProgression.classes++;
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// see if class controls high level techcasting
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if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){
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@ -465,7 +465,7 @@ export default class Actor5e extends Actor {
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case 'sentinel':
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priority = 2;
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forceProgression.levels += levels;
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forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][levels-1]/9)*levels;
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forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][19]/9)*levels;
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forceProgression.classes++;
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// see if class controls high level forcecasting
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if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
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@ -482,31 +482,27 @@ export default class Actor5e extends Actor {
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// EXCEPTION: multi-classed progression uses multi rounded down rather than levels
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if (!isNPC && forceProgression.classes > 1) {
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forceProgression.levels = Math.floor(forceProgression.multi);
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forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][levels - 1];
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forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][forceProgression.levels - 1];
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}
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if (!isNPC && techProgression.classes > 1) {
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techProgression.levels = Math.floor(techProgression.multi);
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techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][levels - 1];
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techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['multi'][techProgression.levels - 1];
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}
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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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forceProgression.maxClass = 'consular';
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forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
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forceProgression.powersKnown = SW5E.powersKnown['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
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forceProgression.points = SW5E.powerPoints['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
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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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techProgression.maxClass = 'engineer';
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techProgression.maxClassPowerLevel = SW5E.powerMaxLevel['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
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techProgression.powersKnown = SW5E.powersKnown['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
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techProgression.points = SW5E.powerPoints['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
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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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// Look up the number of slots per level from the powerLimit table
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let forcePowerLimit = SW5E.powerLimit['none'];
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let forcePowerLimit = Array.from(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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}
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@ -516,10 +512,14 @@ export default class Actor5e extends Actor {
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if ( Number.isNaN(i) ) continue;
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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 = Math.min(parseInt(lvl.fvalue),lvl.fmax);
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if (isNPC){
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lvl.fvalue = lvl.fmax;
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}else{
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lvl.fvalue = Math.min(parseInt(lvl.fvalue || lvl.value || lvl.fmax),lvl.fmax);
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}
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}
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let techPowerLimit = SW5E.powerLimit['none'];
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let techPowerLimit = Array.from(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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@ -529,7 +529,11 @@ export default class Actor5e extends Actor {
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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 = Math.min(parseInt(lvl.tvalue),lvl.tmax);
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if (isNPC){
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lvl.tvalue = lvl.tmax;
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}else{
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lvl.tvalue = Math.min(parseInt(lvl.tvalue || lvl.value || lvl.tmax),lvl.tmax);
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}
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}
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// Set Force and tech power
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@ -544,29 +548,31 @@ export default class Actor5e extends Actor {
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actorData.data.attributes.tech.level = techProgression.levels;
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}
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// Tally Powers Known
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const knownPowers = this.data.items.filter(i => i.type === "power");
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let knownForcePowers = 0;
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let knownTechPowers = 0;
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for ( let knownPower of knownPowers ) {
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const d = knownPower.data;
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switch (knownPower.data.school){
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case "lgt":
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case "uni":
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case "drk":{
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knownForcePowers++;
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break;
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}
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case "tec":{
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knownTechPowers++;
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break;
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}
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}
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continue;
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// Tally Powers Known and check for migration first to avoid errors
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let hasKnownPowers = actorData?.data?.attributes?.force?.known?.value !== undefined;
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if ( hasKnownPowers ) {
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const knownPowers = this.data.items.filter(i => i.type === "power");
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let knownForcePowers = 0;
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let knownTechPowers = 0;
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for ( let knownPower of knownPowers ) {
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const d = knownPower.data;
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switch (knownPower.data.school){
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case "lgt":
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case "uni":
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case "drk":{
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knownForcePowers++;
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break;
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}
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case "tec":{
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knownTechPowers++;
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break;
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}
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}
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continue;
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}
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actorData.data.attributes.force.known.value = knownForcePowers;
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actorData.data.attributes.tech.known.value = knownTechPowers;
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}
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actorData.data.attributes.force.known.value = knownForcePowers;
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actorData.data.attributes.tech.known.value = knownTechPowers;
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}
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/* -------------------------------------------- */
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@ -129,7 +129,6 @@ export const migrateActorData = function(actor) {
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// Actor Data Updates
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_migrateActorMovement(actor, updateData);
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_migrateActorSenses(actor, updateData);
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_migrateActorPowers(actor, updateData);
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// Migrate Owned Items
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if ( !actor.items ) return updateData;
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@ -153,6 +152,10 @@ export const migrateActorData = function(actor) {
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} else return i;
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});
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if ( hasItemUpdates ) updateData.items = items;
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// migrate powers last since it relies on item classes being migrated first.
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_migrateActorPowers(actor, updateData);
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return updateData;
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};
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@ -268,7 +271,6 @@ function _migrateActorPowers(actorData, updateData) {
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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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updateData["data.attributes.force.known.max"] = 0;
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updateData["data.attributes.force.points.value"] = 0;
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updateData["data.attributes.force.points.min"] = 0;
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@ -277,7 +279,6 @@ function _migrateActorPowers(actorData, updateData) {
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updateData["data.attributes.force.points.tempmax"] = 0;
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updateData["data.attributes.force.level"] = 0;
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updateData["data.attributes.tech.known.value"] = 0;
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updateData["data.attributes.tech.known.min"] = 0;
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updateData["data.attributes.tech.known.max"] = 0;
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updateData["data.attributes.tech.points.value"] = 0;
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updateData["data.attributes.tech.points.min"] = 0;
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@ -288,13 +289,15 @@ 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 hasNewLimit = ad?.powers?.power1?.fvalue !== undefined;
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const hasNewLimit = ad?.powers?.power1?.foverride !== undefined;
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if ( !hasNewLimit ) {
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for (let i = 1; i <= 9; i++) {
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// add new
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updateData["data.powers.power" + i + ".fvalue"] = 1000;
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// add new
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updateData["data.powers.power" + i + ".fvalue"] = getProperty(ad.powers,"power" + i + ".fvalue");
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updateData["data.powers.power" + i + ".fmax"] = getProperty(ad.powers,"power" + i + ".fmax");
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updateData["data.powers.power" + i + ".foverride"] = null;
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updateData["data.powers.power" + i + ".tvalue"] = 1000;
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updateData["data.powers.power" + i + ".tvalue"] = getProperty(ad.powers,"power" + i + ".tvalue");
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updateData["data.powers.power" + i + ".tmax"] = getProperty(ad.powers,"power" + i + ".tmax");
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updateData["data.powers.power" + i + ".toverride"] = null;
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//remove old
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updateData["data.powers.power" + i + ".-=value"] = null;
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File diff suppressed because one or more lines are too long
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@ -97,7 +97,6 @@
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"force": {
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"known": {
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"value": 0,
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"min": 0,
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"max": 0
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},
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"points": {
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@ -112,7 +111,6 @@
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"tech": {
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"known": {
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"value": 0,
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"min": 0,
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"max": 0
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},
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"points": {
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@ -211,57 +209,75 @@
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},
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"powers": {
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"power1": {
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"fvalue": 0,
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"fvalue": 1000,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1000,
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"tmax": 0,
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"toverride": null
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},
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"power2": {
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"fvalue": 0,
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"fvalue": 1000,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1000,
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"tmax": 0,
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"toverride": null
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},
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"power3": {
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"fvalue": 0,
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"fvalue": 1000,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1000,
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"tmax": 0,
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"toverride": null
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},
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"power4": {
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"fvalue": 0,
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"fvalue": 1000,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1000,
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"tmax": 0,
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"toverride": null
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},
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"power5": {
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"fvalue": 0,
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"fvalue": 1000,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1000,
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"tmax": 0,
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"toverride": null
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},
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"power6": {
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"fvalue": 0,
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"fvalue": 1,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1,
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"tmax": 0,
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"toverride": null
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},
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"power7": {
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"fvalue": 0,
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"fvalue": 1,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1,
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"tmax": 0,
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"toverride": null
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},
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"power8": {
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"fvalue": 0,
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"fvalue": 1,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1,
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"tmax": 0,
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"toverride": null
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},
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"power9": {
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"fvalue": 0,
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"fvalue": 1,
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"fmax": 0,
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"foverride": null,
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"tvalue": 0,
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"tvalue": 1,
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"tmax": 0,
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"toverride": null
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}
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},
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@ -52,10 +52,11 @@
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</div>
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{{else}}
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<h1>{{localize "SW5E.PowersKnown"}}</h1>
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<div class="attribute-value">
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<div></div>
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<span>{{data.attributes.force.known.max}}</span>
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<div class="attribute-value multiple">
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<span class="value-number">{{data.attributes.force.known.value}}</span>
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<span class="value-separator">/</span>
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<span class="value-number">{{data.attributes.force.known.max}}</span>
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</div>
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{{/if}}
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</div>
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@ -35,9 +35,10 @@
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{{else}}
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<h1>{{localize "SW5E.PowersKnown"}}</h1>
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<div class="attribute-value">
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<div></div>
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<span>{{data.attributes.tech.known.max}}</span>
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<div class="attribute-value multiple">
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<span class="value-number">{{data.attributes.tech.known.value}}</span>
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<span class="value-separator">/</span>
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<span class="value-number">{{data.attributes.tech.known.max}}</span>
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</div>
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{{/if}}
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</div>
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