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Troubleshooting

Start at the top. The first item fixes more problems than all the others combined.

Everyone reloads with Ctrl+F5

After an update, a normal reload can keep the old files in the browser cache, and the windows behave like the previous version. Ask every player to press Ctrl+F5. To see which version a browser runs, look for the line Minion! writes in the console (F12) when the world loads.

A minion doesn't drop

  1. Is the actor a minion? Open the sheet, go to Special Traits and look at the Minion box. Minions from the Flee, Mortals! module count even with the box unchecked. See Marking minions.
  2. Is the token unlinked? An unlinked token has its own copy of the actor. Mark it with the skull button in its Token HUD.
  3. Did Midi-QOL apply the damage? Minion! only acts on damage Midi-QOL calculates. Typing new hit points on the sheet doesn't trigger the trait.
  4. Was it "other" damage? A saving throw the minion succeeded on, magic missile or an aura only kills when the damage reaches the minion's hit point maximum. See The Minion trait.
  5. Is it immune? An immune minion takes no damage and stays up.

No overkill dialog

All of these must be true:

  • the attacker is a player character, and its token is on the scene;
  • the attack is a weapon attack;
  • the damage is higher than the minion's hit point maximum;
  • another minion of the same kind is in range;
  • it isn't an opportunity attack;
  • the GM is viewing the scene where the attack happened. If not, the minion hit still drops, no overkill is offered, and the GM gets a notification.

Then check the item. Its activity must be a melee or ranged weapon attack. Damage added after the attack by on-demand automations, such as CPR or GPS, doesn't count.

The dialog lists fewer minions than expected

The dialog never lists the minion you hit, the other targets of the same attack, minions at 0 hit points or marked defeated, hidden tokens, or creatures with the Invisible or Ethereal status. Minions out of reach (melee) or off the line (ranged) aren't listed either.

No Groups and bands button

The button only appears for the GM, while Shared turns and bands is on and Squad Combat Initiative is off. Check both in Configure Settings → Minion! and Manage Modules.

If the window doesn't open and you see "No minion available", the scene has no minion that can join a band. Minions already in the combat aren't listed, and neither are minions with no challenge rating.

A warning about Squad Combat Initiative

Squad Combat Initiative manages the same groups. Turn it off in Manage Modules. While it stays on, Minion! keeps its groups off. See Compatibility.

A band didn't move through all its members

The GM gets a notification when the turn can't reach every member. Open the console (F12) for the details, and report it.

Combat Stats doesn't show minion kills

Separate minion kills need Combat Stats 4.4.0 or later with Track Minion! kills on. Combat Stats applies that setting after a reload, and only counts kills in the combat it's recording, once it has started. See Combat Stats.

Combat Stats counts a minion twice

Combat Stats only switches mode after a reload. If you changed its mode, reload Foundry with F5. See Combat Stats.

A console warning about Combat Stats

With Combat Stats before 4.4.0, Minion! relies on internal functions of that module. If they change, Minion! writes a warning and stops crediting the extra kills. Overkill keeps working. Updating Combat Stats to 4.4.0 or later avoids it, otherwise please report it.

Still stuck

Report a bug. Turn on Enable Debug first: the log makes the report far more useful.