From ad50d1549fa6e8f6223a60094d610b6a6263e828 Mon Sep 17 00:00:00 2001 From: supervj <64861570+supervj@users.noreply.github.com> Date: Tue, 9 Feb 2021 23:47:32 -0500 Subject: [PATCH] Powercasting works based on school of power Updated power items to automatically change mod used when set to powercasting --- lang/en.json | 4 ++++ module/actor/entity.js | 4 +--- module/apps/actor-flags.js | 6 +++++- module/item/entity.js | 41 +++++++++++++++++++++++++++++++------- module/migration.js | 2 +- 5 files changed, 45 insertions(+), 12 deletions(-) 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..489ee602 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); @@ -1119,8 +1119,6 @@ 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/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 8b35bcc5..1bc68041 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"; @@ -291,7 +300,24 @@ 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 @@ -394,6 +420,7 @@ 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 @@ -420,12 +447,12 @@ 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}`; } } @@ -495,7 +522,7 @@ export default class Item5e extends Item { 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${id.level}`); + const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`); ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label})); return false; } @@ -772,7 +799,7 @@ 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..a1b138b9 100644 --- a/module/migration.js +++ b/module/migration.js @@ -292,7 +292,7 @@ function _migrateActorPowers(actorData, updateData) { 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