From b343a06ef6f541b489ee5c7bbbdc79e3f9418306 Mon Sep 17 00:00:00 2001 From: Jacob Lucas Date: Sat, 3 Jul 2021 01:40:48 +0100 Subject: [PATCH] Fixed bug that caused power points to not have the mods --- module/actor/entity.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/module/actor/entity.js b/module/actor/entity.js index 101b7e05..a75c0e6d 100644 --- a/module/actor/entity.js +++ b/module/actor/entity.js @@ -669,10 +669,10 @@ export default class Actor5e extends Actor { // TODO: Consider an option for using the variant rule of all powers use the same value ad.attributes.powerForceLightDC = 8 + ad.abilities.wis.mod + ad.attributes.prof ?? 10; ad.attributes.powerForceDarkDC = 8 + ad.abilities.cha.mod + ad.attributes.prof ?? 10; - ad.attributes.powerForceUnivDC = Math.max(ad.attributes.powerForceLightDC,ad.attributes.powerForceDarkDC) ?? 10 + ad.attributes.powerForceUnivDC = Math.max(ad.attributes.powerForceLightDC,ad.attributes.powerForceDarkDC) ?? 10; ad.attributes.powerTechDC = 8 + ad.abilities.int.mod + ad.attributes.prof ?? 10; - if (actorData.type !== 'actor') return; + if (actorData.type !== 'character') return; // Set Force and tech bonus points for PC Actors if (!!ad.attributes.force.level){