gitlab tposney/midi-qol v14.0.17

3 hours ago

14.0.17

  • From this release the v14 (Foundry 14 / dnd5e 5.3) line receives only bug fixes, no feature enhancements; new features go to the dnd5e 6 line.

Vision

  • Changed: Dim lower floors through surface holes is replaced by the player setting Mark lower floors where creatures can't be seen. Through an opening you see the floor below, but not always the creatures on it: midi marks the squares where a creature would be hidden from your selected token, in the style (tint, dim, hatch, outline), colour and opacity you choose.
  • Changed: Unseen/Invisible attackers have advantage/disadvantage defaults to RAW (2024) where it was never set.

Activities

  • Fixed: the AC modifier icons on a hit row (cover, reaction, a target's attack penalty) were different sizes and sat at different heights.
  • Fixed: an attack rolled without the roll dialog spent the actor's first ammunition (even one with none left) instead of the activity's chosen ammunition, while the card named the chosen one.
  • Fixed: an effect applied "whatever the save" also went to creatures an attack missed; it now goes only to the creatures hit.
  • Changed: the Midi Overtime tab explains which effect change runs an over-time activity (flags.midi-qol.ActivityOverTime set to its identifier); marking an activity Is Over Time alone does nothing.

Regions

  • Fixed: Midi Region Light's light spilled outside its region and could sit off-centre. It now stays inside the region (single-piece regions) and is centred on the shape: an emanation's token, a circle's or rectangle's centre, the middle of a cone or line.
  • Added: Midi Region Light can be darkness, with Priority, Constrained by Walls (off by default), Fill Region and the darkness animations.

Sample items

  • Added: Starfall Bullet (homebrew legendary sling bullet): on a hit, 8d10 radiant to the target and DC 18 Dex for 4d10 fire (half on a success) to every other creature within 15 ft; the crater is difficult terrain filled with bright light for 1 minute (a region with a Midi Region Light, made by the GM and removed when the minute ends).
  • Added: Chainbreaker Bolt (homebrew legendary crossbow bolt): on a hit, choose up to five more creatures, each within 30 ft of the last one hit; each takes the crossbow's damage dice plus 3d10 force.
  • Added: Arrow of Echoed Wounds (homebrew legendary arrow): on a hit it lodges for 1 minute, adding 2d6 piercing whenever the target takes damage; the target's Lodged Arrow item pulls it out (DC 18 Medicine, 4d6 piercing on a failure).
  • Changed: sample items › Items is sorted into Mundane, Weapons, Ammunition, Wands and Wondrous Items; midi's own creations are in Items › Homebrew, with the source "midi-qol homebrew". Fleet of Foot and Devil's Glaive moved to Features.
  • Changed: samples of official items that aren't SRD have no rules text (Absorb Elements, Toll the Dead, Rakish Audacity, Arcane Ward, Aura of Vitality, Elemental Attunement); their source names the book. Apply them to your own copy with CAT's medkit.
  • Fixed: the Brooch of Shielding sample (was "Broach") let Magic Missile damage the wearer; it is now the SRD 5.2 brooch, with identifier brooch-of-shielding.

Targeting

  • Fixed: an automated use (a macro's, or a turn-start effect such as Regeneration) could lose its targets, and with them its damage, when another use started or finished at the same moment. Each use keeps its own targets, and the user's targets are put back only if nothing has targeted since.
  • Fixed: Un-target at end of turn (dead targets) cleared every target at 0 hit points shortly after any use, so a Healer's Kit or Spare the Dying used on a downed creature lost its target; only the finished use's targets are cleared.

Macros

  • Fixed: MidiQOL.contestedRoll ignored its rollOptions (for both rolls, or per side in source/target): advantage, disadvantage, fastForward and rollMode now reach the checks.
  • Fixed: an effect change flags.midi-qol.onUseMacroName with ItemMacro on an aura's copy (Aura Effects) pointed at the aura effect rather than its item, so the macro never ran; it now runs the item's macro.
  • Fixed: a reaction passed to the chooseReactions socket as an object ({itemName, id, uuid, …}, the older form) made the reaction dialog fail to render, so nothing was offered; it is looked up by its uuid.
  • Fixed: an ammunition's onUse macros at the workflow-state passes (e.g. postAttackRollComplete, preDamageRollComplete) got the weapon as the macro item, so its ItemMacro never ran; the macro item is now the ammunition.
  • Changed: a blank onUse macro name is the item's own macro (the used activity's, else the item's; for an effect change, the effect's activity's, else its item's), and an item with a macro but no onUse macros runs it after active effects. An onUseMacroName effect change with no pass is ignored and reported.

Damage

  • Fixed: in new worlds the GM's critical hits didn't double damage dice (GM critical damage defaulted to a blank choice); a blank choice now follows the player setting.
  • Fixed: damage a creature absorbs (Damage Absorption) shows as healing on the damage card; it was applied correctly but shown as no change.
  • Fixed: MidiQOL.modifyDamageBy (in an isDamaged or preTargetDamageApplication macro) changed only part of the damage entry, so later special durations used the old figure; the whole entry now follows.
  • Removed: setting useDamageDetail, which was always on (MidiQOL.configSettings().useDamageDetail reads true, with a deprecation warning).
  • Fixed: damage to a creature at 0 hit points counts as damage, so isDamaged hooks, macros and special durations fire (e.g. Stable from a Healer's Kit ends).

Rolls and saves

  • Fixed: with Challenge Visibility Show only from other players, players see an NPC's save result on a player-owned caster's card (as much as Auto Check Saves allows), and the NPC's save message is kept to the GM only when players don't see the card's challenge.
  • Fixed: a save or check midi forced obscured (Which … are rolled blind, Blind roll display Obscured) showed its total and result to players in the card's saves section; it shows ??.
  • Fixed: a check or save a creature rolls for its own activity ignored the Alt/Ctrl and Shift keys held when the activity was used.
  • Fixed: an "ActiveEffect … does not exist" error when one use ended an effect lasting until a Bonus Action, Reaction or Turn Action.
  • Fixed: an over-time action save with rollType=skill (e.g. an Athletics check to escape): its card's button now carries the skill's ability.
  • Fixed: Dice So Nice's Hide NPC rolls and Disabled during combat now apply to the dice midi shows (attacks, damage, saves, checks, bonus rerolls), including dice other modules show through MidiQOL.displayDSNForRoll, which now takes the rolling actor.

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