diff --git a/module/actor/entity.js b/module/actor/entity.js index a0119252..27c3936f 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -492,11 +492,13 @@ export default class Actor5e extends Actor { // EXCEPTION: NPC with an explicit power-caster level if (isNPC && actorData.data.details.powerForceLevel) { forceProgression.levels = actorData.data.details.powerForceLevel; + actorData.data.attributes.force.level = forceProgression.levels; forceProgression.maxClass = actorData.data.attributes.powercasting; forceProgression.maxClassPowerLevel = SW5E.powerMaxLevel[forceProgression.maxClass][Math.clamped((forceProgression.levels - 1), 0, 20)]; } if (isNPC && actorData.data.details.powerTechLevel) { techProgression.levels = actorData.data.details.powerTechLevel; + actorData.data.attributes.tech.level = techProgression.levels; techProgression.maxClass = actorData.data.attributes.powercasting; techProgression.maxClassPowerLevel = SW5E.powerMaxLevel[techProgression.maxClass][Math.clamped((techProgression.levels - 1), 0, 20)]; } @@ -536,13 +538,13 @@ export default class Actor5e extends Actor { } } - // Set Force and tech power - if (forceProgression.levels > 0){ + // Set Force and tech power for PC Actors + if (!isNPC && forceProgression.levels){ actorData.data.attributes.force.known.max = forceProgression.powersKnown; actorData.data.attributes.force.points.max = forceProgression.points + Math.max(actorData.data.abilities.wis.mod,actorData.data.abilities.cha.mod); actorData.data.attributes.force.level = forceProgression.levels; } - if (techProgression.levels > 0){ + if (!isNPC && techProgression.levels){ actorData.data.attributes.tech.known.max = techProgression.powersKnown; actorData.data.attributes.tech.points.max = techProgression.points + actorData.data.abilities.int.mod; actorData.data.attributes.tech.level = techProgression.levels;