Vauryx / advancedspelleffects

This module will use Sequencer, Tagger, JB2A spell effects and socketlib to create advanced spell functionality without relying on finicky macros to do the heavy lifting.
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[v10 Beta] Magic Missile behaves strangely when executed by Monsters #138

Open Seamonster73 opened 1 year ago

Seamonster73 commented 1 year ago

Magic Missile seems to have some bugs when added to NPCs/Monsters

Issue: When executed by an NPC, the spell attempts to consume multiple spell slots (one per dart) even when the 'consume spell slot?' tickbox is unchecked, and generates errors in the console preventing further execution.

See below for screenshot showing that 3 slots will be consumed:

image

In addition, once all spell slots have been consumed the following error is generated:

image

Manually re-adding available spell slots to the NPC does not then resolve the issue, and the above Sequencer & MidiQol errors continue to be generated on each subsequent execution:

image


Details:

Foundry version: 10.291 System: DnD5e 2.1.4 ASE version: 0.9.!9.92

Steps to recreate:

*The issue occurs whether the spell is converted to ASE before/or after the spell is dragged to the actor (i.e. in the items tab)

Active Modules:

Active-Auras v; Active Token Effects v; Advanced Spell Effects v92; Automated Animations v; Dice So Nice! v; Dice Tray v; Dynamic effects using Active Effects v; Item Macro v; Jack Kerouac's Animated Spell Effects v; Jack Kerouac's Animated Spell Effects: Cartoon v; JB2A - Patreon Complete Collection v; Jinker's Animated Art Pack v; libWrapper v.0; Midi QOL v; Sequencer v; socketlib v; Tagger v; The Forge v; Tidy UI - Game Settings v; Token Magic FX v; Warp Gate v;


MidiQOL settings: fvtt-midi-qol-settings.json.zip