Power overhaul part 2

I think this will calculate the level limits for single and multiclassed characters in _computePowercastingProgression of module\actor\entity.js
This commit is contained in:
supervj 2021-01-30 18:05:01 -05:00
parent 6b239d5d6b
commit e5df96b9b6
4 changed files with 116 additions and 51 deletions

2
.vscode/settings.json vendored Normal file
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@ -0,0 +1,2 @@
{
}

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@ -368,17 +368,26 @@ export default class Actor5e extends Actor {
const forceProgression = {
classes: 0,
levels: 0,
multi: 0
multi: 0,
maxClass: "none",
maxClassPriority: 0,
maxClassLevels: 0,
maxClassPowerLevel: 0,
powersKnown: 0,
points: 0
};
const techProgression = {
classes: 0,
levels: 0,
multi: 0
multi: 0,
maxClass: "none",
maxClassPriority: 0,
maxClassLevels: 0,
maxClassPowerLevel: 0,
powersKnown: 0,
points: 0
};
// Keep track of the last seen caster in case we're in a single-caster situation.
let caster = null;
// Tabulate the total power-casting progression
const classes = this.data.items.filter(i => i.type === "class");
for ( let cls of classes ) {
@ -387,83 +396,130 @@ export default class Actor5e extends Actor {
const levels = d.levels;
const prog = d.powercasting;
// Accumulate levels
caster = cls;
switch (prog) {
case 'consular':
let priority = 3;
forceProgression.levels += levels;
forceProgression.multi += (SW5E.powerMaxLevel['consular'][levels-1]/9)*levels;
forceProgression.classes++;
// see if class controls high level forcecasting
if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
forceProgression.maxClass = 'consular';
forceProgression.maxClassLevels = levels;
forceProgression.maxClassPriority = priority;
forceProgression.maxClassPowerLevel = SW5E.maxPowerLevel['consular'][Math.clamped((levels - 1), 0, 20)];
}
// calculate points and powers known
forceProgression.powersKnown += SW5E.powersKnown['consular'][Math.clamped((levels - 1), 0, 20)];
forceProgression.points += SW5E.powerPoints['consular'][Math.clamped((levels - 1), 0, 20)];
break;
case 'engineer':
let priority = 2
techProgression.levels += levels;
techProgression.multi += (SW5E.powerMaxLevel['engineer'][levels-1]/9)*levels;
techProgression.classes++;
// see if class controls high level techcasting
if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){
techProgression.maxClass = 'engineer';
techProgression.maxClassLevels = levels;
techProgression.maxClassPriority = priority;
techProgression.maxClassPowerLevel = SW5E.maxPowerLevel['engineer'][Math.clamped((levels - 1), 0, 20)];
}
techProgression.powersKnown += SW5E.powersKnown['engineer'][Math.clamped((levels - 1), 0, 20)];
techProgression.points += SW5E.powerPoints['engineer'][Math.clamped((levels - 1), 0, 20)];
break;
case 'guardian':
let priority = 1;
forceProgression.levels += levels;
forceProgression.multi += (SW5E.powerMaxLevel['guardian'][levels-1]/9)*levels;
forceProgression.classes++;
// see if class controls high level forcecasting
if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
forceProgression.maxClass = 'guardian';
forceProgression.maxClassLevels = levels;
forceProgression.maxClassPriority = priority;
forceProgression.maxClassPowerLevel = SW5E.maxPowerLevel['guardian'][Math.clamped((levels - 1), 0, 20)];
}
forceProgression.powersKnown += SW5E.powersKnown['guardian'][Math.clamped((levels - 1), 0, 20)];
forceProgression.points += SW5E.powerPoints['guardian'][Math.clamped((levels - 1), 0, 20)];
break;
case 'scout':
let priority = 1;
techProgression.levels += levels;
techProgression.multi += (SW5E.powerMaxLevel['scout'][levels-1]/9)*levels;
techProgression.classes++;
// see if class controls high level techcasting
if ((levels >= techProgression.maxClassLevels) && (priority > techProgression.maxClassPriority)){
techProgression.maxClass = 'scout';
techProgression.maxClassLevels = levels;
techProgression.maxClassPriority = priority;
techProgression.maxClassPowerLevel = SW5E.maxPowerLevel['scout'][Math.clamped((levels - 1), 0, 20)];
}
techProgression.powersKnown += SW5E.powersKnown['scout'][Math.clamped((levels - 1), 0, 20)];
techProgression.points += SW5E.powerPoints['scout'][Math.clamped((levels - 1), 0, 20)];
break;
case 'sentinel':
let priority = 2;
forceProgression.levels += levels;
forceProgression.multi += (SW5E.powerMaxLevel['sentinel'][levels-1]/9)*levels;
forceProgression.classes++;
break;
}
// see if class controls high level forcecasting
if ((levels >= forceProgression.maxClassLevels) && (priority > forceProgression.maxClassPriority)){
forceProgression.maxClass = 'sentinel';
forceProgression.maxClassLevels = levels;
forceProgression.maxClassPriority = priority;
forceProgression.maxClassPowerLevel = SW5E.maxPowerLevel['sentinel'][Math.clamped((levels - 1), 0, 20)];
}
forceProgression.powersKnown += SW5E.powersKnown['sentinel'][Math.clamped((levels - 1), 0, 20)];
forceProgression.points += SW5E.powerPoints['sentinel'][Math.clamped((levels - 1), 0, 20)];
break; }
}
// EXCEPTION: multi-classed progression uses multi rounded down rather than levels
if (!isNPC && forceProgression.classes > 1) {
forceProgression.levels = Math.floor(forceProgression.multi);
forceProgression.maxClassPowerLevel = SW5E.maxPowerLevel['multi'][levels - 1];
}
if (!isNPC && techProgression.classes > 1) {
techProgression.levels = Math.floor(techProgression.multi);
techProgression.maxClassPowerLevel = SW5E.maxPowerLevel['multi'][levels - 1];
}
// EXCEPTION: NPC with an explicit power-caster level
if (isNPC && actorData.data.details.powerForceLevel) {
forceProgression.levels = actorData.data.details.powerForceLevel;
forceProgression.maxClass = 'consular';
forceProgression.maxClassPowerLevel = SW5E.maxPowerLevel['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
forceProgression.powersKnown = SW5E.powersKnown['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
forceProgression.points = SW5E.powerPoints['consular'][Math.clamped((forceProgression.levels - 1), 0, 20)];
}
if (isNPC && actorData.data.details.powerTechLevel) {
techProgression.levels = actorData.data.details.powerTechLevel;
techProgression.maxClass = 'engineer';
techProgression.maxClassPowerLevel = SW5E.maxPowerLevel['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
techProgression.powersKnown = SW5E.powersKnown['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
techProgression.points = SW5E.powerPoints['engineer'][Math.clamped((techProgression.levels - 1), 0, 20)];
}
//TODO: STOPPED HERE, PICKUP WHERE YOU LEFT OFF
// Look up the number of slots per level from the powerLimit table
const forcePowerLimit = SW5E.powerLimit['none'];
for (let i = 0; i < (forceProgression.maxPowerLevel - 1); i++) {
forcePowerLimit[i] = SW5E.powerLimit[forceProgression.maxClass][i];
}
/**
* ? set max force/tech points? Should probably be done on class level up drop
* ? set max force/tech powers known? Should probably be done on class level up drop
* ? should I tally number of powers known here?
*/
// Look up the number of slots per level from the progression table
const levels = Math.clamped(progression.slot, 0, 20);
const slots = SW5E.SPELL_SLOT_TABLE[levels - 1] || [];
for ( let [n, lvl] of Object.entries(powers) ) {
let i = parseInt(n.slice(-1));
if ( Number.isNaN(i) ) continue;
if ( Number.isNumeric(lvl.override) ) lvl.max = Math.max(parseInt(lvl.override), 0);
else lvl.max = slots[i-1] || 0;
else lvl.max = forcePowerLimit[i-1] || 0;
lvl.value = parseInt(lvl.value);
}
// Determine the Actor's pact magic level (if any)
let pl = Math.clamped(progression.pact, 0, 20);
powers.pact = powers.pact || {};
if ( (pl === 0) && isNPC && Number.isNumeric(powers.pact.override) ) pl = actorData.data.details.powerLevel;
// Determine the number of Warlock pact slots per level
if ( pl > 0) {
powers.pact.level = Math.ceil(Math.min(10, pl) / 2);
if ( Number.isNumeric(powers.pact.override) ) powers.pact.max = Math.max(parseInt(powers.pact.override), 1);
else powers.pact.max = Math.max(1, Math.min(pl, 2), Math.min(pl - 8, 3), Math.min(pl - 13, 4));
powers.pact.value = Math.min(powers.pact.value, powers.pact.max);
} else {
powers.pact.max = parseInt(powers.pact.override) || 0
powers.pact.level = powers.pact.max > 0 ? 1 : 0;
}
}
/* -------------------------------------------- */
@ -1058,11 +1114,6 @@ export default class Actor5e extends Actor {
}
}
// Recover pact slots.
const pact = this.data.data.powers.pact;
updateData['data.powers.pact.value'] = pact.override || pact.max;
await this.update(updateData);
// Recover item uses
const recovery = newDay ? ["sr", "day"] : ["sr"];
const items = this.items.filter(item => item.data.data.uses && recovery.includes(item.data.data.uses.per));
@ -1149,10 +1200,6 @@ export default class Actor5e extends Actor {
updateData[`data.powers.${k}.value`] = Number.isNumeric(v.override) ? v.override : (v.max ?? 0);
}
// Recover pact slots.
const pact = data.powers.pact;
updateData['data.powers.pact.value'] = pact.override || pact.max;
// Determine the number of hit dice which may be recovered
let recoverHD = Math.max(Math.floor(data.details.level / 2), 1);
let dhd = 0;

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@ -537,7 +537,7 @@ SW5E.powerProgression = {
* The max number of known powers available to each class per level
*/
SW5E.powerKnown = {
SW5E.powersKnown = {
"none": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
"consular": [9,11,13,15,17,19,21,23,25,26,28,29,31,32,34,35,37,38,39,40],
"engineer": [6,7,9,10,12,13,15,16,18,19,21,22,23,24,25,26,27,28,29,30],
@ -552,11 +552,11 @@ SW5E.powerKnown = {
SW5E.powerLimit = {
"none": [0,0,0,0,0,0,0,0,0],
"consular": [99,99,99,99,99,1,1,1,1],
"engineer": [99,99,99,99,99,1,1,1,1],
"guardian": [99,99,99,99,1,0,0,0,0],
"scout": [99,99,99,1,1,0,0,0,0],
"sentinel": [99,99,99,99,1,1,1,0,0]
"consular": [1000,1000,1000,1000,1000,1,1,1,1],
"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]
};
/**

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@ -95,13 +95,29 @@
},
"powercasting": "none",
"force": {
"known": 0,
"points": 0,
"known": {
"value": 0,
"min": 0,
"max": 0
},
"points": {
"value": 0,
"min": 0,
"max": 0
},
"level": 0
},
"tech": {
"known": 0,
"points": 0,
"known": {
"value": 0,
"min": 0,
"max": 0
},
"points": {
"value": 0,
"min": 0,
"max": 0
},
"level": 0
}
},