Fix for initiative bug with cast

This commit is contained in:
Vlyan
2021-01-21 09:21:53 +01:00
parent 90ea03df33
commit b99e0ab952

View File

@@ -59,7 +59,7 @@ export class CombatL5r5e extends Combat {
if (combatant.actor.data.type === "npc" && combatant.actor.data.data.type === "minion") {
// Minion NPCs can generate initiative value without a check, using their focus or vigilance attribute
initiative = cfg.prepared.minion ? data.focus : data.is_compromised ? 1 : data.vigilance;
initiative = cfg.prepared.minion === "true" ? data.focus : data.is_compromised ? 1 : data.vigilance;
} else {
// PC and Adversary
const isPc = combatant.actor.data.type === "character";
@@ -67,9 +67,9 @@ export class CombatL5r5e extends Combat {
// prepared is a boolean or if null we get the info in the actor sheet
let isPrepared = isPc ? cfg.prepared.character : cfg.prepared.adversary;
if (isPrepared === "null") {
isPrepared = data.prepared;
isPrepared = data.prepared ? "true" : "false";
}
initiative = isPrepared ? data.focus : data.is_compromised ? 1 : data.vigilance;
initiative = isPrepared === "true" ? data.focus : data.is_compromised ? 1 : data.vigilance;
// Roll formula
if (!formula) {