13.0.37
New Features:
Enhanced overtime effects with save/fail count thresholds and optional effect application:
Format:
saveCount=N[-+]effectSpecorfailCount=N[-+]effectSpec
The
-or+after the number is required and specifies what happens when the count is reached:
-(minus): Remove the overtime effect
+(plus): Make the overtime effect permanent (no more saves will be rolled, but the remove condition - if present - will still be checked).
effectSpec(optional): If specified, this effect/status is always added to the actor or the macro is called when the count is reached
Effect specs can be:
statusId(e.g.,petrified),statusId|overlay,effectUuid,function.name, orMacro.name
Examples:
saveCount=3-: Remove effect after 3 successful saves
failCount=2+: Make effect permanent after 2 failed saves
saveCount=2-prone: After 2 saves, you throw off the overtime effect, but the strain was so great you collapse to the ground prone.failCount=2-petrified|overlay: After 2 fails, add petrified (with overlay).saveCount=2+prone: After 2 saves, add prone status AND keep the overtime effect
Deprecations:
saveRemove=trueis deprecated. UsesaveCount=1-instead.saveRemovewill be removed in midi 14.
Improvements:
- Damage card HP status header now updates dynamically when apply/reverse buttons are clicked. Shows "HP Updated", "HP Not Updated", or "HP Updated (X/Y)" for partial updates when some targets have damage applied and others don't.
Bug Fixes:
- Fixed chat log popout not displaying existing messages when opened. The main sidebar and popout now track rendered messages independently, allowing both to function correctly without interfering with each other.
- Disabled minification in esbuild to preserve private field names (e.g.,
#actor,#abort) for debugging. Previously, minification was mangling these to#a,#b, etc., making workflow data unreadable when logged in macros.
- Fixes for some incorrect damage display in the reverse damage card when applying vitality damage.
- Fixed
flags.midi-qol.optional.NAME.skill.fail.allandflags.midi-qol.optional.NAME.skill.fail.{skillId}not triggering on failed skill checks. Skill rolls now correctly check for fail bonuses after the initial roll fails against a target DC.
Code Improvements
- The sample items compendium is now build from the pack-src directory. So suggesting changes to the sample items compendium can now simply attach the item json to the suggestion.
Community Contributions:
- MR !387: Fixed
game.combat?.turnconditional always being false when turn is 0 or there's only one combatant. This affected optional uses remaining checks. Thanks thatlonelybugbear.
- MR !390: Fixed deprecation warnings in TroubleShooter. Thanks thatlonelybugbear.
- MR !391: Documentation improvements across FLAGS.md, MACROS.md, README.md, and workflow docs. Thanks Bacon.
- MR !392: Updated Brazilian Portuguese (pt-BR) translation. Thanks Kharmans.