Update Monsters and more casting styles

Finished adding monster values

Added innate and dual powercasting modes

Innate powercasters do not use force points or slots when casting powers
This commit is contained in:
supervj 2021-02-18 00:24:02 -05:00
parent 4fd32de1cd
commit cbd9e7f94b
4 changed files with 131 additions and 125 deletions

View file

@ -116,6 +116,11 @@ export default class AbilityUseDialog extends Dialog {
break;
}
}
// eliminate point usage for innate casters
if (actorData.attributes.powercasting === 'innate') points = 999;
let powerLevels
if (powerType === "force"){
powerLevels = Array.fromRange(10).reduce((arr, i) => {

View file

@ -556,7 +556,9 @@ SW5E.powerLimit = {
"engineer": [1000,1000,1000,1000,1000,1,1,1,1],
"guardian": [1000,1000,1000,1000,1,0,0,0,0],
"scout": [1000,1000,1000,1,1,0,0,0,0],
"sentinel": [1000,1000,1000,1000,1,1,1,0,0]
"sentinel": [1000,1000,1000,1000,1,1,1,0,0],
"innate": [1000,1000,1000,1000,1000,1000,1000,1000,1000],
"dual": [1000,1000,1000,1000,1000,1,1,1,1]
};
/**
@ -570,7 +572,9 @@ SW5E.powerMaxLevel = {
"guardian": [1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5],
"scout": [0,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5],
"sentinel": [1,1,2,2,2,3,3,3,4,4,5,5,5,6,6,6,7,7,7,7],
"multi": [1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,9,9]
"multi": [1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,9,9],
"innate": [1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,9,9],
"dual": [1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,9,9]
};
/**

View file

@ -431,13 +431,7 @@ 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
// Display a configuration dialog to customize the usage
const needsConfiguration = createMeasuredTemplate || consumeRecharge || consumeResource || consumePowerSlot || consumeUsage;
if (configureDialog && needsConfiguration) {
const configuration = await AbilityUseDialog.create(this);
@ -532,40 +526,43 @@ export default class Item5e extends Item {
const fp = this.actor.data.data.attributes.force.points;
const tp = this.actor.data.data.attributes.tech.points;
const powerCost = id.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${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
const innatePower = this.actor.data.data.attributes.powercasting === 'innate';
if (!innatePower){
switch (id.school){
case "lgt":
case "uni":
case "drk": {
const powers = Number(level?.fvalue ?? 0);
if ( powers === 0 ) {
const label = game.i18n.localize(`SW5E.PowerLevel${id.level}`);
ui.notifications.warn(game.i18n.format("SW5E.PowerCastNoSlots", {name: this.name, level: label}));
return false;
}
actorUpdates[`data.powers.${consumePowerSlot}.fvalue`] = Math.max(powers - 1, 0);
if (fp.temp >= powerCost) {
actorUpdates["data.attributes.force.points.temp"] = fp.temp - powerCost;
}else{
actorUpdates["data.attributes.force.points.value"] = fp.value + fp.temp - powerCost;
actorUpdates["data.attributes.force.points.temp"] = 0;
}
break;
}
actorUpdates[`data.powers.${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;
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.tech.points.temp"] = tp.temp - powerCost;
}else{
actorUpdates["data.attributes.tech.points.value"] = tp.value + tp.temp - powerCost;
actorUpdates["data.attributes.tech.points.temp"] = 0;
}
break;
}
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.tech.points.temp"] = tp.temp - powerCost;
}else{
actorUpdates["data.attributes.tech.points.value"] = tp.value + tp.temp - powerCost;
actorUpdates["data.attributes.tech.points.temp"] = 0;
}
break;
}
}
}

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