Closed Seamonster73 closed 2 years ago
Could you see if the issue persists with the new update? Thanks!
Hi Vauryx,
It looks like it is still happening for me, but it looks like it's caused by some kind of conflict with MidiQOL. I tried to recreate the issue in a clean new world - It doesn't happen if I just enable the bare minimum of modules required for ASE and AA.
But as soon as I install MidiQOL, without changing any of it's settings from default, the issue occurs.
However, it's not actually breaking anything - Dice get rolled correctly etc so from a gameplay point of view this probably isn't a high priority issue.
Steps to recreate:
I ended up having these modules enabled:
(plus WarpGate which is cut off at the end of that image)
Here's a gif showing the issue:
There's also another minor issue; When first converting the Magic Missile spell to an ASE the initial/default settings look like this:
I think this should initially be set to the following instead:
Hope this helps! (and apologies in advance if it turns out this is 'user error'...)
The first three darts comes from Automated Animations most likely, I recommend disabling it on the item.
Yes, it seems like AA is triggering at some point, but it doesn't happen with just AA and ASE enabled. It only happens when AA, ASE and Midi are enabled.
I'll give disabling AA's autorec on this spell a go, but I thought it was worth mentioning as you might continually get people asking about this if they have the same combination of modules enabled.
Yep, it looks like deleting it from AA's autorec settings fixes the issue.
Yeah - AA and ASE are technically usable together so I haven't made it required to disable one. They each do their animations separately so its possible to combine the effects if one wanted to. Generally speaking, unless you have a specific reason for it, only one should be enabled for an item.
Just for information purposes, on the latest versions of Foundry & MidiQOL the Magic Missile spell spawns darts that hit (Foundry core) targeted icons before the darts have been assigned via the Select Target popup screen.
Once targets have been selected via the Select target screen, and you click 'Done', another round of darts are fired. However, this now seems to spawn too many darts. In my case, approx 12 darts seem to get fired at the target, when it should be three.
The correct number of darts were rolled in the chat window however.
As a secondary issue (and this may only happen for the GM), it seems possible to triple click a target to assign three darts but the second or third click opens the target's character sheet instead of assigning a dart. When this happens, the Select Target screen registers three targets as having been assigned, when in fact only two have registered. No more targets can be assigned until the window is closed and the spell re-cast. If instead you click 'Done' only two hits are rolled.