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
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:
In addition, once all spell slots have been consumed the following error is generated:
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:
Details:
Foundry version: 10.291
System: DnD5e 2.1.4
ASE version: 0.9.!9.92
Steps to recreate:
Import Magic Missile from the Spell SRD compendium
Drag it to the NPC, mark as prepared*
Disable AA global recognition
Convert to ASE spell effect
Enter correct values (e.g. Die count:1, Die Type: d4, Damage Bonus: +1)
Click Overwrite
Click Save and Close
Ensure NPC has multiple spell slots
Execute spell
Untick 'Consume Spell Slot'
Select targets
Click Done
Observe how many spell slots consumed
Repeat spell execution
*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;
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:
In addition, once all spell slots have been consumed the following error is generated:
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:
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