BeeGrinder / FantasyGrounds-SW5e

A Fantasy Grounds module to implement the SW5e game. A home-brew (OGL) rule set based in the Star Wars universe, legends, and lore.
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Audit new tech powers #39

Closed BeeGrinder closed 3 years ago

BeeGrinder commented 3 years ago

Using the attached list from the Nov. 2020 PHB. Audit the SW5e supplement module to add/delete/modify powers.

Tech powers will be added to new module "Lobots Tech Power Manual"

Level 0: id-00001 - id-00999 Level 1: id-01001 - id-01999 Level 2: id-02001 - id-02999 Level 3: id-03001 - id-03999 etc.

Make sure the following are set on every tech power:

<school type="string">Tech</school>
<source type="string">Tech Powers</source>
<locked type="number">1</locked>

If known, add a comment specifying the original spell name the power is based upon as follows:

<name type="string">Absorb Energy</name><!-- A D&D Name -->

Attached file for audit. Key: +++ = New spell to be added --- = Old spell to be removed *** = modification of old spell () = DnD spell on which it is based for combat tracker action code

tech_powers_by_level.txt

BeeGrinder commented 3 years ago

A different approach has been taken. All powers (tech and force) are gathered from the sw5e website json data and processed through the power-db utility to load them with the older versions of the spells to allow a merge when new spells are added/changed. These are then merged into the PHB module with the sw5e-generator utility.