forked from GitHub-Mirrors/foundry-sw5e
Fix for Power DC's
beginning attempt at storing power DC's
This commit is contained in:
parent
18c626bd42
commit
ac198745f1
2 changed files with 14 additions and 11 deletions
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@ -92,7 +92,10 @@ export default class Actor5e extends Actor {
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init.total = init.mod + init.prof + init.bonus;
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init.total = init.mod + init.prof + init.bonus;
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// Prepare power-casting data
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// Prepare power-casting data
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data.attributes.powerdc = data.attributes.powercasting ? data.abilities[data.attributes.powercasting].dc : 10;
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data.attributes.powerForceLightDC = data.attributes[wis].dc ?? 10;
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data.attributes.powerForceDarkDC = data.attributes[cha].dc ?? 10;
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data.attributes.powerForceUniDC = floor.ceil(data.attributes.powerfldc,data.attributes.powerfddc) ?? 10;
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data.attributes.powerTechDC = data.attributes[int].dc ?? 10;
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this._computePowercastingProgression(this.data);
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this._computePowercastingProgression(this.data);
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// Compute owned item attributes which depend on prepared Actor data
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// Compute owned item attributes which depend on prepared Actor data
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@ -390,6 +393,7 @@ export default class Actor5e extends Actor {
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// Tabulate the total power-casting progression
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// Tabulate the total power-casting progression
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const classes = this.data.items.filter(i => i.type === "class");
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const classes = this.data.items.filter(i => i.type === "class");
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let priority = 0;
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for ( let cls of classes ) {
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for ( let cls of classes ) {
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const d = cls.data;
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const d = cls.data;
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if ( d.powercasting === "none" ) continue;
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if ( d.powercasting === "none" ) continue;
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@ -398,7 +402,7 @@ export default class Actor5e extends Actor {
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switch (prog) {
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switch (prog) {
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case 'consular':
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case 'consular':
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let priority = 3;
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priority = 3;
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forceProgression.levels += levels;
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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'][levels-1]/9)*levels;
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forceProgression.classes++;
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forceProgression.classes++;
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@ -414,7 +418,7 @@ export default class Actor5e extends Actor {
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forceProgression.points += SW5E.powerPoints['consular'][Math.clamped((levels - 1), 0, 20)];
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forceProgression.points += SW5E.powerPoints['consular'][Math.clamped((levels - 1), 0, 20)];
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break;
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break;
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case 'engineer':
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case 'engineer':
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let priority = 2
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priority = 2
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techProgression.levels += levels;
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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'][levels-1]/9)*levels;
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techProgression.classes++;
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techProgression.classes++;
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@ -429,7 +433,7 @@ export default class Actor5e extends Actor {
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techProgression.points += SW5E.powerPoints['engineer'][Math.clamped((levels - 1), 0, 20)];
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techProgression.points += SW5E.powerPoints['engineer'][Math.clamped((levels - 1), 0, 20)];
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break;
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break;
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case 'guardian':
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case 'guardian':
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let priority = 1;
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priority = 1;
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forceProgression.levels += levels;
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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'][levels-1]/9)*levels;
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forceProgression.classes++;
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forceProgression.classes++;
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@ -444,7 +448,7 @@ export default class Actor5e extends Actor {
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forceProgression.points += SW5E.powerPoints['guardian'][Math.clamped((levels - 1), 0, 20)];
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forceProgression.points += SW5E.powerPoints['guardian'][Math.clamped((levels - 1), 0, 20)];
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break;
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break;
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case 'scout':
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case 'scout':
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let priority = 1;
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priority = 1;
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techProgression.levels += levels;
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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'][levels-1]/9)*levels;
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techProgression.classes++;
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techProgression.classes++;
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@ -459,7 +463,7 @@ export default class Actor5e extends Actor {
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techProgression.points += SW5E.powerPoints['scout'][Math.clamped((levels - 1), 0, 20)];
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techProgression.points += SW5E.powerPoints['scout'][Math.clamped((levels - 1), 0, 20)];
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break;
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break;
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case 'sentinel':
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case 'sentinel':
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let priority = 2;
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priority = 2;
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forceProgression.levels += levels;
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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'][levels-1]/9)*levels;
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forceProgression.classes++;
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forceProgression.classes++;
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@ -241,10 +241,6 @@
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"power9": {
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"power9": {
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"value": 0,
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"value": 0,
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"override": null
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"override": null
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},
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"pact": {
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"value": 0,
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"override": null
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}
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}
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},
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},
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"bonuses": {
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"bonuses": {
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@ -270,7 +266,10 @@
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"skill": ""
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"skill": ""
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},
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},
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"power": {
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"power": {
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"dc": ""
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"forceLightDC": "",
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"forceUnivDC": "",
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"forceDarkDC": "",
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"techDC": ""
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}
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}
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}
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}
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}
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}
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