From b99e0ab9520fcb48d31a383ee70df5d3626fb4f2 Mon Sep 17 00:00:00 2001 From: Vlyan Date: Thu, 21 Jan 2021 09:21:53 +0100 Subject: [PATCH] Fix for initiative bug with cast --- system/scripts/combat.js | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/system/scripts/combat.js b/system/scripts/combat.js index 161ffcd..a2787a0 100644 --- a/system/scripts/combat.js +++ b/system/scripts/combat.js @@ -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) {