#MidiQOL

1 messages Β· Page 3 of 1

sudden crane
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This would need an aura attached to a template I think

violet meadow
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The item I attached is an Aura attached to a template indeed

limber finch
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my idea was to do the normal stuff with an item, but use magic item module to give it a second feature and both destroy the item after use

violet meadow
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So I guess you tried to attach the Fire damage spell as a spell in the Magic Item right?

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And that didn't work? (you then got the warning for itemmacro missing)

fathom socket
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my group wants to play with the deadlier crit rules "Critical Damage Maximize Dice" and for the most part it works fine, but some spells or features do not get doubled, since they roll damage individually and add that to the calculation. In the Picture is an example for that since +8 is added to the damage roll, but hunters mark (midiqol Version) doesnt add the max base damage too...
Does anyone use that rule too or know how to handle this?

limber finch
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oke so tested it again by just casting the spell and it works perfectly if i dont click the apply active affect button in chat, except that the first round it doesnt work (player uses it, places template and ends turn. nothing happens on bandits turn 1, but does work in the 2nd round

violet meadow
limber finch
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so the thing is

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if i auto apply the effect to the target (which i assume happens with auto apply) then they will be on fire till the end of the effect even when not in the area

violet meadow
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this one has a specific use case afaik. Are you sure you don't need flags.midi-qol.grants.criticalThreshold ?

violet meadow
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If someone is in there when placed shouldn't be damaged at all.

limber finch
cerulean phoenix
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so Critical Threshold is.. how is it used?

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like +1/-1 reduces crit range by 1?

violet meadow
violet meadow
cerulean phoenix
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I'm working on something that reduces the critical range by 1, for example.

violet meadow
limber finch
violet meadow
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Does this make sense?

cerulean phoenix
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I think so.

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My issue with that is that it's suppose to be an active effect that effects different creatures

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Not just one.

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So I can't really make it a static number that's predetermined

violet meadow
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You can have different targets all at once and go through them one by one.

cerulean phoenix
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Thanks for the help but from what I'm taking here is that I can't subtract it simply, isn't it?

#

If that's the case, I'll take the 19 threshold

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Champion Fighters cry

violet meadow
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I would think so. I will give it a think and let's see if others chime in.

cerulean phoenix
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Thanks :)

violet meadow
cerulean phoenix
#

It's

really simple.

sudden crane
# fathom socket my group wants to play with the deadlier crit rules "Critical Damage Maximize Di...

You would need to modify the macro to use the DamageRoll class instead of roll, I did it with Sneak Attack.
Here is an sample from my Planar Warrior damage bonus macro: (where macroData is args[0]

  // Use same roll options as the one from the damageRoll
  const rollOptions = macroData.damageRoll?.options ?? { critical: macroData.isCritical };
  // Construct a DamageRoll to compute critical damage using the appropriate defined method and use the resulting formula
  const damageBonusResult = new CONFIG.Dice.DamageRoll(
    `@scale.horizon-walker.planar-warrior[${newDamageType}]`,
    macroData.rollData,
    rollOptions
  );

  return { damageRoll: damageBonusResult.formula, flavor: `${macroData.item.name} Damage` };
cerulean phoenix
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How it functions.. you play this buff and allies within 20 feet have their crit range but increased/decreased by 1

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for 1 minute

violet meadow
violet meadow
cerulean phoenix
violet meadow
# cerulean phoenix Yes, the caster gets it too.

Try this. Make a DAE on the feature (the Cry) that has an effect of macro.itemMacro | Custom | and the Aura has the proper settings.

The feature's details should have Target Self in the 3rd box.

if (!args[0].targets.length) return;

const targets = args[0].targets
for (let target of targets) {
    const initialCritRange = target.actor.getRollData().flags?.dnd5e?.weaponCriticalThreshold ?? 20;
    const newCritRange = initialCritRange - 1;
    const effectData = {
            "changes":[
                { "key": "flags.dnd5e.weaponCriticalThreshold", "mode": CONST.ACTIVE_EFFECT_MODES.OVERRIDE, "value": newCritRange, "priority": "20" }
            ],
            "disabled": false,
            "duration": {
                "startTime": game.time.worldTime, "seconds": 60
            },
            "icon": "icons/skills/melee/strike-dagger-white-orange.webp",
            "label": "Critical Threshold change",
            "tint": "",
            "transfer": false,
            "flags": {
                "core": { "statusId": "" },
             }
    }
    await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: target.actor.uuid, effects: [effectData] });
}
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oh wait. forgot the off. Untested, no access to server right now

cerulean phoenix
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I do appreciate the time you took for me, thank you :)

violet meadow
cerulean phoenix
violet meadow
cerulean phoenix
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sure.

violet meadow
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oh the target.actor.getRollData().flags.dnd5e.weaponCriticalThreshold might be null or undefined if its not set. Will have to double check

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another small edit

cerulean phoenix
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do I have to make a macro and then put that macro as the value on the DAE?

violet meadow
cerulean phoenix
#

Oh, I see.

violet meadow
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Otherwise a script macro from your macro folder and the onUse call would be name_of_the_macro | After Active Effects

cerulean phoenix
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I'll go with that route

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alright, lemme try it

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I'm not sure about how to test if it's actually working or how to properly put it in.

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I made a macro that contains the script, put it in the OnUse Macro

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is there anything else I'm missing?

violet meadow
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Will send you an item over in a bit

cerulean phoenix
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sure.

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thank you @ thatlonelybugbear :)

gilded yacht
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What should it display?

violet meadow
# cerulean phoenix sure.

Download the attachment. Create a new Feature in the Items Directory (right sidebar of Foundry), right click on the new Item and Import Data.

Drag the feature on the character sheet you want. Use the item and all allies should get it (plus the caster) for 1 minute.

ps: To test it go to special traits in the character sheet and there should be a critical threshold number there

violet meadow
cerulean phoenix
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oh I see it

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Yeah, it works!

now I just have to customize it... if I could xd

violet meadow
cerulean phoenix
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Sure, thanks!

violet meadow
novel gale
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With helpers you can go into the config of any token or tile and say whether it provides cover or not.

limber finch
# violet meadow <@201108302610956288> try this one

hey sorry for the late response, tested that one and it still doesnt do the effect if they start their turn in the area, right after the player used the ability
also this one seems worse then the previous one as it still applied the effect after one of the enemies left the burning area

dark canopy
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Tiles should have no cover by default, tokens will be half cover by default

violet meadow
cyan turret
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I did check the spreadsheet. Critical hit threshold is on there, as you wrote, but I can't find damage bonuses for critical hits only

violet meadow
cyan turret
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Lets say I wanted an ability that increases critical hit damage by 1d4. How do I do that?

violet meadow
cyan turret
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All weapons

violet meadow
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is there a class that you name dynamicbarbarian?

cyan turret
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Yes

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I want all critical hits made by weapons to have a bonus to their damage for this character

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I can do this by modifying the weapon's page for each of these character's weapons under "Extra Critical Hit Damage", but I wanted it to just auto apply so I didn't have to do that

sudden crane
cyan turret
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It just seems like there would be call for critical damage. But guess not.

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like mwak, rwak, etc

violet meadow
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Main issue is that you need to use the minimum die of your formula and weapon's damage

cyan turret
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I understand the minimum issue..but I still don't know what the call is

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Let's say it wasn't a minimum...how would I call for it

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What if it was a flat 1d6 extra damage to crit hits. I still wouldn't know how to do it

violet meadow
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flags.dnd5e.meleeCriticalDamageDice would add an extra damage die to the roll if it is critical.
I don't think that you can use a 1d6 specifically. Just 1 and it will roll one more die of the weapon's main damage die.

cyan turret
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I guess I'll just jerryrig this and modify each weapon used by the character. That seems simpler for me then figuring out the macro.
And yeah, it's just curious to me that its not an option when its on the item sheet. But I guess its just not something tied to the character and that's the issue I'm having

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I'll just copy paste the formula into a weapon they're using (or modify it as needed for the less)

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Thanks for the help though

sudden crane
cyan turret
violet meadow
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On the v10 wagon rn but if Elwin doesn't have time let me know and I can pick that up

coarse mesa
novel gale
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@gilded yacht Hmm, midi worked in dnd5e 2.0.0alpha3 in 10 testing 5....but there may be something weird with targeting in the release
In that it is behaving as if nothing is targeted

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Actually, i don't think it is targeting. I have always roll damage checked and activating a weapon doesn't roll to hit or damage rolls. Looks like it doesn't notice the item is being rolled at all anymore.

novel gale
lilac flint
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@gilded yacht Hi there. I don't know if this error is completely on the MIDI-QOL side, but I thought I'd bring it to your attention just in case there is a connection.

When I have v10.0.4 active in a world using v2.0.1 DnD5e system and v10.283 of Foundry, modifiers and bonuses are being omitted from the rolls. When I deactivate Midi-QOL, modifiers and bonuses are included in skill checks.

Attached is the console log that threw some errors when I activated Midi-QOL.

gilded yacht
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There are quite a few issues with 10.0.4 and foundry 10.279/stable which only surfaced with the latest 10.279/dnd updates. Release later today

gilded yacht
sudden crane
latent spade
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any one else not being able to score a hit with a ranged weapon with MidiQOL in v10? melee strikes hit, but ranged attack all get the missed message. twas a me thing.

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(10.0.5)

violet meadow
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lol I was trying only melee. Let me see

latent spade
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spells also seem to hit

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and i am getting an error when trying to add a actor on use macro

violet meadow
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Are you using ammunitiion?

latent spade
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huh, so it is a me thing...

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yes

violet meadow
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Check the damage formulas on them

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maybe its not empty

latent spade
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it is empty

violet meadow
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seems to work with ammunition as well

latent spade
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investigates

violet meadow
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do you want to send over an item to double check with my settings?

latent spade
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ok yeah seems it was the item, replaced it with a fresh SRD compendium version and BOOM hits

violet meadow
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Just opening the Actor on Use Macros and clicking +

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let me check if there are already midiqol flags on the actor

latent spade
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yeah that error too

gilded yacht
violet meadow
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You are doing more than enough already as is !

gilded yacht
violet meadow
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I like the (?) in the release notes about the Fix for damageType when damage is 0 πŸ˜„

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Ah and control hidden token is "back" I see. I was using Your Tokens Visible for that.
Trying the multiple targets now

latent spade
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i can barely imagine what goes into updating such a module, thanks for all the effort!

gilded yacht
latent spade
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right?

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it is pretty cool indeed

gilded yacht
sudden crane
undone sorrel
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  • Added experimental support for rolling attack/damage per target, rather than a single attack/damage roll for all targets. Configured from the workflow tab.
    πŸ™
cloud mantle
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@violet meadow ``` let tokenD = canvas.tokens.controlled[0];
let selectedToken = canvas.tokens.controlled[0];
let targets = Array.from(game.user.targets);
for(let target of targets){
new Sequence()
.effect()
.file("modules/jb2a_patreon/Library/Generic/Impact/GroundCrackImpact_02_Regular_Orange_600x600.webm")
.atLocation(target)
.scale(.75)

.sound()
.file("worlds/c2-world-name/my%20files/Music/Sound%20Effects/Dino/Stomp%20concrete-smash-2.ogg")

.play()

} ```

Im using DAE to apply an effect that gives "macro.execute" I couldnt figure how else to do it. also tried the Item macro mod

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Original post was
Im using DAE and sequencer to trigger a macro that makes an animation on the target that is targeted. However if the attack misses or makes the save it wont use the macro at all. Is their a way to force it to use it regardless of outcome?

violet meadow
#

Put that in an ItemMacro on the item. Locate the onUse Macros field.
You need to select an Action Type (if none is suitable use Other or Utility) for the On Use Macros to appear

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@cloud mantle πŸ‘†

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Ah and also to check the option to add them on the character sheet

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Midi Settings => Workflow Settings => Workflow tab.

cloud mantle
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Oh thats perfect! thankyou.

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I was putting the macro name and not ItemMacro so it didnt work before. thankyou for clearing that up πŸ˜„

violet meadow
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Doesn't need to be an ItemMacro

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Need someone to double check.

MidiQOL v10.0.5 and Babonus v10.0.2 working together just fine

cloud mantle
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thats great to hear πŸ™‚

split parrot
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Hello
5e, Midi QOL
I am trying to let it display item descriptions but it always removes them no matter what. Not sure what I'm doing wrong
It keeps deleting my descriptions (if I turn it off, descriptions show up)

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Clicking them shows nothing, if I disable it, the descriptions show up again

orchid hound
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check the system settings

orchid hound
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there is a setting there for collapsing cards by default

violet meadow
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yeah there is some crossposting

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From #modules

At 5e level you mean? They are collapse, but this is not it.
If I disable the MidiQOL they are collapsed but clicking shows them.
With QOL enabled, no matter what I do, the description is getting deleted.

sudden crane
split parrot
split parrot
violet meadow
split parrot
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okay! Thank you

soft haven
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Been playing around with the MIDI stuff and I noticed a weird bug. I have it set to check if the attack hits, but some times it says it misses when the attack was a 23 and the AC is 15. When I have the,show how much it missed, enables, it shows NaN. anyone else having this problem?

wintry depot
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But I'm curious is anyone else running 10 and latest version experiencing the same issue?

soft haven
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You mean how when you roll a skill check, the bonus isn’t added?

violet meadow
wintry depot
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Basically skill checks (nature, athletics) aren't showing bonuses but attacks, ability checks, and saving throws are

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Yep

soft haven
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Yeah, I’m having that issue too

wintry depot
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Ok perfect, just wanted to make sure it wasn't on my side πŸ™‚

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I'll leave the issue there.

violet meadow
wintry depot
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I didn't realize you tried and had same issue bugbear! Sorry πŸ™‚

violet meadow
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(no worries!)

violet meadow
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It has both hit and miss (your attached screenshot. Hit is fine/miss displays NaN)

soft haven
violet meadow
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Cannot repro

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Have merged cards and auto rolls so not sure 100%

split parrot
# soft haven

I have seen this too, sometimes it says misses when iot doesnt

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I think it can happen

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when you switch targets

violet meadow
split parrot
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I have reported a few

iron ocean
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I am not used to the effect continued roll for saves, what would I need to put if I need them to do a wis save at the beginning of their turns to end the effect?

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Before you answer that I will try to do my own research

violet meadow
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@limber finch sorry for not getting back, but currently spending time getting my world (and playing around) up to date for v10.
Did you solve the issue? I can take another look tomorrow

limber finch
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i did not, but for now it doesnt have much rush since version 10 will probably change things somewhat

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though i wont update to version 10 right away since either my modules are broken or break version 10 stuff

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depending on perspective

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it already works well enough for now

violet meadow
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Gotcha. I will take another look anyways tomorrow probably and let you know πŸ˜‰

limber finch
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thank you kindly

iron ocean
iron ocean
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Think I got it

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Thanks chief

violet meadow
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Looks good!

split parrot
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When I turn on MidiQOL the saving throws stop working for the stats

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Is this a bug or am I messing up something?

bright portal
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Hello, so I have updated to v10 and updated MidiQOL to the newest version. However, my rolls are not working either from character sheet or from macros. Is there a dependency I need (I have DAE) or is there a some settings that need to be changed?

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This is on 5e

bright portal
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nvm found the culprit, Better Rolls for 5e got me!

spice kraken
bright portal
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I honestly forgot it was activated

marsh crescent
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with experience from v7 to v8 to v9, I would wait a couple/few weeks before updating

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If your workflow works = don't update.

bright portal
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Yeah, I'm still pretty new to Foundry and didn't think before updating. Lessons learned

marsh crescent
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I honestly did the same thing from v7 to v8

split parrot
split parrot
spice kraken
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Other roller modules. Don't use them if you're using midi. Especially better rolls cause it's dead

split parrot
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I have only Time/walls/Monks stuff

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But for the issue I was showing earlier, I tried disabling everything but MIDI and dependances, and I still have the issue

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Ah, I see

hushed glacier
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guys. how do you roll with advantage using midi qol?

spice kraken
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hold alt

hushed glacier
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mmm its not working

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its working for disvantage (ctrl) but not advantage

spice kraken
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Make sure you have no other roller modules like BR or MRE. Then check the control keybinds to see if you may have changed it in the midi section

hushed glacier
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okay, gonna check the keybind

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cause I move out of BR, so i dont have others

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mmm its working for GM but not for players...

cyan turret
split parrot
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My export Midi Config fails:

cerulean phoenix
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Is there a way to do flat damage reduction?

violet meadow
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Use the DR flags from MidiQOL.

cerulean phoenix
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like "Damage taken are reduced by -2", from maybe from Heavy Armor master?

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DR...

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what there's multiple drs

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One's Damage Resistance if I'm correct

violet meadow
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dr is damage resistance

DR is damage reduction

cerulean phoenix
#

Ohhhh

capitals

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I'll check it out, thanks bugbear! again!

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Is there a way to make the character take minimum damage?

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like -4 but minimum of 1?

violet meadow
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Instead of 0 damage if it so happens you mean?

cerulean phoenix
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Oh yeah!

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sorry :P

violet meadow
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Hmm I ... don't think so πŸ€”

cerulean phoenix
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There's an easy solution:

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Take away that minimum

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Wait should it be -4 or +4?

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I think the latter..

violet meadow
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Yes +4.

cerulean phoenix
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oh.

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alright, thanks!

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I don't even know why I'm dealing with this... I don't even use auto damage apply..

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But I feel like I must expand knowledge

opaque current
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You're giving out chainmail that's stronger than H.A.M for 550 gp???!

violet meadow
#

@cloud mantle can you try this? ```js
const lastArg = args[args.length - 1];
const targetToken = canvas.tokens.get(lastArg.tokenId);
if (args[0] === "on") {
let params =
[{
filterType: "xfire",
filterId: "mySparksXFire",
time: 0,
blend: 2,
amplitude: 0.7,
dispersion: 0,
chromatic: false,
scaleX: 2,
scaleY: 2,
inlay: false,
animated :
{
time :
{
active: true,
speed: -0.0015,
animType: "move"
}
}
}];
await TokenMagic.addUpdateFilters(targetToken, params);
}

if (args[0] === "off") {
await TokenMagic.deleteFilters(targetToken, mySparksXFire);
}

undone sorrel
#

How would one go about changing the way concentration checks are handled?

violet meadow
undone sorrel
#

So conc check are DC 10 or half the damage taken. Is there a way to change the dc?

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Subsequently is there a way to implement a completely different system not involving a constitution save?

violet meadow
#

I would guess not without changing how MidiQOL handles the concentration in general.

Not something customizable AFAIK

dense basin
#

@violet meadow how about that macro for giants might?

undone sorrel
#

So it would mean altering MIDIQOL's source code at best basically? Or maybe a helper module would be able to intercept that and change it?

violet meadow
#

If you are looking only for size changing via a macro, Zhell's answer in macro polo is the base of how to do it. Needs a bit of changing if it is to be used via an onUse MidiQOL macro

violet meadow
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Don't know of any adhoc modules that change this

undone sorrel
#

Okay. Binned idea then πŸ˜†

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Oh I meant creating a module to do it

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Like if that were possible I would look into it at least for the distant future

dense basin
violet meadow
undone sorrel
#

Oh boy

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Thanks

violet meadow
#

I mean if it's doable etc

wintry depot
#

Looks like 10.0.6 is released Bugbear

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That was fast πŸ™‚

violet meadow
#

Ah yes I tried that already πŸ˜„
Mind that it pops a window for some dependencies when updating. I just closed it πŸ˜…

wintry depot
#

Yeah I did the dependencies πŸ™‚

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Thanks for the warning though

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Wait, it installed a new game system?

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That's unusual

violet meadow
#

yes I was about to say

wintry depot
#

I really don't care if it fixes the problem but still unusual haha

violet meadow
#

Something in the module dependencies points to a system as one of them

violet meadow
wintry depot
#

ok

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Have a good day, happy this issue is resolved. One last thing I have to hear my players complaining about for this weekend πŸ™‚

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Hey Bugbear are you seeing these errors also?

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I thought maybe it was a token with bad info, or a scene

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But now I think it may be a dnd5e system issue

violet meadow
#

That's unrelated. The icons you are using are not in the dnd5e system folder anymore, but got migrated into core

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So the paths are messed up for these items.

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Probably already embedded effects or something or tokens placed on a scene already

wintry depot
#

How do I determine what is using it?

I did a reimport of all my characters.

Made a blank scene with no tokens and it still comes up.

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Ok, I'll turn off modules later, maybe it's a module.

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Thanks, confirmation that you aren't getting it lets me know I need to look further πŸ™‚

violet meadow
wintry depot
#

perhaps! I'll let you know if I find out, thanks for your feedback.

violet meadow
#

Also now all the core icons are .webp if not mistaken

sudden crane
gaunt python
#

Hey folks. Since unfortunately, @calm swallow's version in his module is bugged and he currently has no time to fix it, I tried myself at a macro for Grave Domain's "Circle of Mortality" and I came up with this two-part macro.
As I am just beginning to design and write macros, I would really appreciate a sanity check, if anyone is willing to review the code.

gaunt python
#

Part 1 - Actor OnUse Macro

// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
    if (args[0].item.data.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
        //get current workflow
        let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
        //after rolls are done, time to single out targets
        if (args[0].macroPass === "preDamageApplication") {
            //update the targets in the workflow
            workflow.hitTargets.forEach(t => {
                //first: remove undead/constructs
                let invalid = ["undead", "construct"].some(i => (
                    t.actor.data.type === "character"
                    ? t.actor.data.data.details.race
                    : t.actor.data.data.details.type.value
                ).toLowerCase().includes(i));
                //target is undead/construct?
                if (invalid) {
                    workflow.hitTargets.delete(t);
                }
                //second: remove unconscious targets. They will be handled in CoM ItemMacro
                //current target still part of set?
                if (workflow.hitTargets.has(t) && (
                    t.actor.data.data?.attributes.hp.value === 0
                )) {
                    workflow.hitTargets.delete(t);
                }
            });
        }
        //normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
        if (args[0].macroPass === "postActiveEffects" && (
            args[0].targets.find(t => t.actor.data.data.attributes.hp.value === 0)
        )) {
            args[0].actor.data.items.find(i => i.data.name === "Circle of Mortality")?.roll();
        }
    }
} catch (err) {
    console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}
#

Part 2 - Item OnUse Macro

// Midi-QOL Item OnUse Macro
// Add this macro to the Circle of Mortality Item. Make sure it has no rolls
// Evaluation = AfterActiveEffects
const version = "0.1.01";
try {
    let msgHistory = Object.values(MidiQOL.Workflow.workflows).filter(i => i.actor.id === _token.actor.id && i.workflowType === "Workflow" && i.defaultDamageType === "healing");
    if (msgHistory.length === 0) return ui.notifications.error("You have to cast a healing spell.");
    let actor = args[0].actor;
    let token = actor.token;
    //get dice formula from last healing spell
    let damageRoll = await new Roll(msgHistory[msgHistory.length - 1].damageRoll.formula).roll({maximize: true});
    await game.dice3d?.showForRoll(damageRoll, game.user, true); //can be removed as CoM always uses max roll. But who doesn't love dice rolls?
    let targets = args[0].targets.filter(t => t.actor.data.data.attributes.hp.value === 0);
    let damageWorkflow = new MidiQOL.DamageOnlyWorkflow(actor, token, damageRoll.total, "healing", targets
                                                                                                   ? targets
                                                                                                   : [], damageRoll, {flavor: "Circle of Mortality - (Healing)", itemCardId: args[0].itemCardId});
    await damageWorkflow;

} catch (err) {
    console.error(`${args[0].itemData.name} - CoM - ItemMacro ${version}`, err);
}
violet meadow
#

Use game.dice3d?.showForRoll(damageRoll, game.user, true);
to push the DSN dice roll to all clients

#

Also I think you need Hooks.once("midi-qol.preDamageRollComplete", workflow); πŸ€”

gaunt python
violet meadow
#

From the comments in foundry.js:

Call all hook listeners in the order in which they were registered

  • Hooks called this way can not be handled by returning false and will always trigger every hook callback.

once Register a callback handler for an event which is only triggered once the first time the event occurs.

  • After a "once" hook is triggered the hook is automatically removed.
#

Not sure rn

gaunt python
#

Okay, tested it. If I set it to hooks.once it works the first time, and throws an error on every consecutive try until I reload the browser

violet meadow
#

Yeah I just skimmed through the macro.
So you want the Hook to be set for all future rolls of healing items?

gaunt python
#

Hmm... basically, I wanted to update the hitTargets on the current workflow. Good chance, I misunderstood midiQOL wiki and am doing it wrong πŸ˜…
But, since CoM is a passive feature, I guess it doesn't hurt, if the hook it set for all futures healing rolls done by that actor?

Edit: okay, I do not need the hook at all to update the workflow. I totally misunderstood it.

gaunt python
#

Okay, tested it from the player's side. Everything seems to work. I updated the macro. Thanks @violet meadow !

sudden crane
violet meadow
gaunt python
# sudden crane If it’s a passive on all rolls, why not use an actor on use macro instead of a h...

It's a conditional passive. Basically, if the cleric uses any healing spell on an unconscious creature, instead of rolling dice, use max on each dice.
I split it up in two macros. The actor OnUse macro checks the conditions and filters the targets for the normal heal (in case of more than one target). Any leftovers are handled with the then rolled item where the OnUse macro maximizes the former heal roll in an new midi workflow for the unconscious targets. Seems complicated, yes, but I could not figure out, how to do it with active effects or without having to touch each spell separately.

violet meadow
#

I just now realised what you wanted to do! As I said didn't go through it.

You can check in the Actor onUse macro if the target has an Unconscious effect on and then change the roll to max with an active effect or using the setDamageRoll to the max of the dice formula used

#

Hmm for many targets that might be a bit messy, but I think MidiQOL in v10 will take care of that

gaunt python
#

Yeah, my problem were spells where more than one could be targeted, like "Prayer of Healing". First, I tried to handle everything in one workflow, but currently, there seems to be no way to tell midi to separate the damage application by target. If this is tackled with v10, I am exited for it, once I can savely migrate everything over.

violet meadow
#

No need to roll the ```js
args[0].actor.data.items.find(i => i.data.name === "Circle of Mortality")?.roll();

Both work, whatever feels nicer!
gaunt python
#

Oh, you're right... I never thought of just creating the new workflow right in the actor macro. πŸ˜…
I guess for now, I leave as two-parts, as this gives clarity on where the max heal came from...

sudden crane
#

@gaunt python
That seems tricky effectively. I know that there is an event just before midi applies the damage/heal on each target, you could maybe add a hook on this event to modify the healing value for a specific target?
It is called by utils.ts:
asyncHooksCallAll("midi-qol.damageApplied", t, { item, workflow, ditem })
The callback receives the target and an object containing the item, the damage detail and the workflow

cyan turret
winter silo
#

Does Midi QOL let you automatically assign a condition if a target fails a save?

#

Like the "Pounce" feature. DEX check, or fall prone

violet meadow
winter silo
#

Oh I have most of the 5e conditions in my game

Just need a way to automatically assign them
So how do I do it btw?

violet meadow
#

Easiest way is to use DFreds CE and the DAE to be a call to the prone condition available from that module

#

I am not on my pc for screenshots etc so I hope someone else picks that up. Also take a look at the MidiQOL readme that helps.
Link in the pinned message of this thread

sudden crane
cloud mantle
spice kraken
#

The AE is a temp effect

#

Now if the item has the exact same name as a convenient effect (for example haste spell) then you don't even need to create an active effect. Midi will check and use the CE one

spring lodge
#

Alright, im getting a strange error when I try to fast roll AOE's with Midi

#

any advice?

#

nvm, turning on the area autotargetting fixed it (kind of)

violet meadow
bold plover
#

hi, I don't know much about macros but is there a way for me to setup a holy avenger weapon to trigger the extra damage automatically on fiends and undead?

hard oxide
spice kraken
spice kraken
marsh crescent
#

As a DM I would ask the player to remind me to apply extra damage for fiends and undead, rather than relying on Foundry to auto apply the damage. But that is just my workflow.

bold plover
#

how would I go about that? @spice kraken do i just write 2d10 ['fiend] on the Other Formula field?

spice kraken
#

I think. I don't really mess around with that and do what Saveron does

marsh crescent
#

I honestly go basic so it allows me to apply damage manually but accurately.

#

Since we go back and forth with resistances and vulnerabilities.

spice kraken
#

Looks like this works

#

This second one is attacking a human

bold plover
#

i got it to work i used the sample in gitlab replacing dragon with undead @target.details.type.value.includes(undead)

spice kraken
bold plover
#

yea got excited, wasnt working properly afterall

spice kraken
bold plover
#

im confused because the readme isnt clear, am i supposed to put the formula in On use Macros?

#

nevermind, looking at your sample

spice kraken
#

Use what I have above and make sure this setting is set to the picture below in workflow's damage section

bold plover
#

ok yep, got it to work now, thanks!

cyan turret
coarse mesa
#

hmm the Spiritual Weapon MQ0.9.58 has stopped working properly for me... the attack bonus is showing NaN on the weapon's attack – everything else seems to be ok πŸ€”

#

no errors in console

heavy narwhal
#

Hello there! I have some issues with the midi-qol auto roll settings, sometimes it auto rolls damage when it should miss and other times it misses when the roll adds to 30.
I've seen that the day before yesterday someone else reported this problem, did anyone manage to fix it?

gloomy horizon
#

Hello, folks. I'm having a problem where midi-qol does not tarhet the tokens inside a spell's template. Is this a known bug? Does anyone know what might be causing it?
The option to select the target inside the template is set to "Always", but no matter which option I choose, no tokens are selected.

opaque current
#

It's a v10 bug yes

gloomy horizon
opaque current
#

Was working on the testing release but things got a bit bugged on stable it looks like. But known and being worked on!

gloomy horizon
opaque current
#

Not me personally, but I am sure @gilded yacht appreciates that!

coarse mesa
# coarse mesa hmm the Spiritual Weapon MQ0.9.58 has stopped working properly for me... the att...

OK so found the issue but could use some advice on how to fix it... @violet meadow maybe? The attack bonus for the spiritual weapon is:

"data.attackBonus": `${Number(args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod) + Number(args[0].actor.data.attributes.prof) + Number(args[0].actor.data.bonuses.msak.attack)}`

and the msak bonus on the actor is +1+1d4 because of Bless... how would I get this to work if the caster is Blessed?

#

This bless is fast becoming a curse!

gilded yacht
gilded yacht
gaunt python
#

@gilded yacht the MidiQOL.workflow.workflows are persisted over the browser's session lifetime (or so it seems, afaik). Is there a reason for it or can they savely be cleaned up? Reason I am asking: I have a couple macros that check prerequisites by checking the workflow history of a given actor. But since they are persisted, the check "fails" over the course of multiple combat rounds. My idea would be to clean up the history before making the check.

gilded yacht
# gaunt python <@378398557050503168> the MidiQOL.workflow.workflows are persisted over the brow...

They are kept (and only the last workflow per item per client) in case you re-roll the attack/damage, which will apply to the same hit targets etc, for things like forgot to roll with advantage/magic missile. However, cleaning them up (i.e. remove all completed workflows) is safe. Workflow.workflows is kept per client per item, not per actor, so will be different on each client. I understand that could cause problems, if you were to "augment" your check to check that the workflow state is not WORKFLOWSTATES.ROLLFINISHED that should be enough. I currently don't export the workflow states but could do so.

violet meadow
# coarse mesa OK so found the issue but could use some advice on how to fix it... <@5477366206...

Try this (untested/ I just found the sample item macro and changed it; I haven't actually used it in Foundry πŸ˜„ ). Change in the macro the corresponding part into this:```js
const updates = {
actor: {
'data.bonuses.msak.attack' : args[0].actor.data.bonuses.msak.attack,
},
embedded: {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": "systems/dnd5e/icons/spells/enchant-magenta-2.jpg",
"data.actionType" : "msak",
"data.properties.mgc": true,
"data.attackBonus": ${Number(args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod) + Number(args[0].actor.data.attributes.prof)},
"data.proficient": false,
"data.damage.parts":[[${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod || ""},"force"]]
}
}
}
}
const result = await warpgate.spawn("Spiritual Weapon", updates, {}, {});

Edited, but that should do it!
violet meadow
#

If bless is removed from the caster, you will need to change manually the msak bonus on the spiritual weapon…; same if applied after casting spiritual weapon.
That’s why I end up creating a new attack on the caster that can use instead

smoky robin
#

Hello! I'm having trouble with the Attack rolls. When I roll to attack (spell), It 'misses' the Goblin every time even when It's AC is lower than the hit. How can I fix this? Is it a setup step I missed? Thanks in Advanced!

solar gyro
#

is there a way to have flags.midi-qol.OverTime check to see if it's still in the template of a spell?

opaque current
smoky robin
opaque current
#

What about Minimal Rolling Enhancements?

solar gyro
opaque current
#

OK, are you on Foundry v10?

smoky robin
opaque current
#

Are there any active effects on the spellcaster or goblin

smoky robin
opaque current
#

Or anything else that might show in their "Effects" tab on the character sheet

solar gyro
#

For Example:

smoky robin
opaque current
#

What is Mr Goblins AC

smoky robin
solar gyro
#

doesn't make sense a 16 hits and a 26 misses

#

the two with advantage missed and the one with disadvantage hit...

opaque current
#

I'm not sure, I'm hoping bugbear is about to say something smart

violet meadow
#

Reported issue in v10 MidiQOL right now. Find the corresponding issue in here :https://gitlab.com/tposney/midi-qol/-/issues
Steps to reproduce and your MidiQOL version (+Foundry, dnd5e) and Midi settings export attached will definitely help tposney track it down

#

I cannot reproduce however πŸ€”

violet meadow
smoky robin
smoky robin
violet meadow
#

MidiQOL version?

#

And have you tried with only MidiQOL active? (just covering the bases πŸ˜… )

smoky robin
gloomy horizon
smoky robin
solar gyro
smoky robin
#

I was also showing that its not specific spells either. It with any attack

gloomy horizon
smoky robin
violet meadow
dark canopy
#

"walled templates"

#

the error is refering to a module named walled templates

gloomy horizon
gloomy horizon
dark canopy
#

πŸ‘

violet meadow
#

Now I am beggining to second guess myself. Not having these issues that are mentioned πŸ€”

#

@gloomy horizon and @smoky robin can you uninstall MidiQOL, restart Foundry and reinstall MidiQOL in v10?

solar gyro
#

Hey, so I was messing around with the Midi SRD spells and used call lightning, and now I can't get rid of the lightning "bolt" special FX... anyone know how to clear those out of the page? they aren't actors/tiles/templates/lights...

#

the big specialFX goes away when you break concentration

gloomy horizon
#

I restarted the whole server after uninstalling midi-qol

violet meadow
celest bluff
#

probably can delete it under the Sequencer tab, if that's how it was placed.

violet meadow
marsh crescent
solar gyro
solar gyro
#

But thank you all for help

#

It’s a sweet little spell, but it was also making the caster roll first on placement. Don’t think that’s right. Is that something to report in git?

#

Like roll a save and then hitting yourself with the spell

violet meadow
solar gyro
#

I’d muck it all up. lol. I have no clue how that stuff actually works! πŸ˜†

coarse mesa
unkempt bone
#

Is there a database dictionary for midi that references use for each of the parameteres? For instance: determining what the differences flags do in reality vs. programmatic verbiage?

spice kraken
#

The readme has what the flags do

unkempt bone
spice kraken
#

Also the pins have an excel that has a good chunk of the flags (not all) and what they do

unkempt bone
#

Ohhh, that's exactly what I was looking for; thank you!

#

And for items that have a effect value <integer>, does it act like 'on' (1) and 'off' (0)?

spice kraken
#

Usually yes

unkempt bone
#

For instance, would this give ADV on strength based attacks:

spice kraken
#

Almost

#

custom 1

unkempt bone
#

Wooohoo, almost only counts in horse shoes, hand grenades AND Midi-QOL flags.

#

Thanks!

spice kraken
#

Also, if you're doing something like bonus damage

#

You would do Add, but don't just use 1 (or 1d8), use +1 (or +1d8)

#

It'll show in chat like 1d6 ++1 but that's fine

#

Cause if you have two effects that both add 1 and you don't put + for them, it'll be +11 instead of +2

#

Another example is if you have an effect that adds 1 and say bless (1d4) it'll either be 11d4 or 1d41, so the + in the active effect is crucial

unkempt bone
#

So in order to grant advantage to others on this target that will have the active effect, would it be 'flags.midi-qol.grants.advantage.attack.all' set to 'custom' and '1'? Or does grants advantage attack all imply it's on the target with the active effect?

spice kraken
#

No

#

You want grants advantage

#

grants disadvantage would mean everyone attacking them has disadvantage

unkempt bone
#

Gotcha. Makes sense when someone else is saying it to me. hah

spice kraken
#

This is the example from the module Convenient Effects

#

Technically it's wrong with the first one cause it can apply to dex based weapons, but let's be real, barbarians don't use that, haha

#

If you're creating all these standard effects, just get the module convenient effects

#

Also make sure you have the module Times Up, otherwise effects will expire incorrectly based off combat duration

unkempt bone
#

Does it have to be Times up, or does about time work?

spice kraken
#

That is more for out of combat

#

Times Up is for in combat

unkempt bone
#

I have CE as well. I'm trying to understand the midi flags better though, as my players come up with so many one off's its spooky.

violet meadow
spice kraken
unkempt bone
coarse mesa
dark canopy
#

there is also a very handy: const toHit = item.getAttackToHit(); that you could use to get the fully qualified expression

#

i use it a fair bit when transfering full attack bonuses over

violet meadow
unkempt bone
#

This is literally what I was getting ready to ask. So that script would be a macro, that you'd set to 'on use macros' for the spell, right? 'After Active Effects' I'd imagine?

spice kraken
#

on use macro, macro name ItemMacro

dark canopy
#

i feel like the midi compendium as a WG version of this

#

...someone does....is it me?

violet meadow
#

The MidiQOL sample Items has a Spiritual Weapon WarpGate edition yes

spice kraken
#

WG?

dark canopy
#

warp gate, sorry, bein lazy

spice kraken
#

Ahh

#

the one goat module I don't use, haha

violet meadow
#

v10 WG + Arbron's Summoner πŸ”₯

spice kraken
#

I'm just lazy and do things like that manually

#

Like with artificers and their canons

dark canopy
#

check out arbron's, its...its really lovely

spice kraken
#

Does it need WG?

dark canopy
#

it does, but you dont interact w/it πŸ™‚

spice kraken
#

I don't see any dependencies

#

Unless I'm mistaken, it only looks to be v10

dark canopy
#

its in there, just hidden -- and yea, v10 only

spice kraken
#

Manual it is!

#

Don't plan on updating to v10 for several months since everything works just how I like it rn and don't wanna deal with modpocalypse

violet meadow
#

(you don't know that you need v10 until you see what it brings to the table πŸ˜› )

spice kraken
#

The only cool thing I see about v10 (core side) are the journals but I just use OneNote anyway cause majority of my dnd ideas come when I'm not thinking about dnd

#

I personally don't care at all about the sight stuff

coarse mesa
dark canopy
#

yea, very good idea for sure, just wanted to make sure we had all our options on hand πŸ‘

coarse mesa
#

If there was a way for a spawned token to use another actors bonuses we would be in business

dark canopy
#

its been on my mind

#

as more of an overarching limitation with rollData currently as implemented by most systems

violet meadow
#

Oh I just had an idea to use the tools Midi/DAE provide to make a working link between caster and spawned "target"!
Hmmm lets see

coarse mesa
#

That reminds me, our Shepherd Druid has now levelled enough so that his summoned creatures regenerate if within any of his spirit totem auras. I think I’m going to tell him to sort it out manually, that’s getting way too complex… things are barely holding together as is πŸ˜…

violet meadow
coarse mesa
#

An additional overtime effect on all three auras that only targets creatures that he’s summoned. Nah

coarse mesa
#

Actually he already uses a macro for Mighty Summoner πŸ€”

cursive prairie
#

Good day friends

#

Sorry, I'm having trouble with the Midi. Trying to get fireball to work

#

We place the template, but it gives me this error. Any recommendations?

marsh crescent
#

Just a shot in the dark, but do you have a module Target Reacts installed?

#

I had huge lag issues with that module when I had AoE spells like fireball casted, since it is waiting for NPC reactions to the spell but never resolves (circular loop)

violet meadow
# violet meadow Oh I just had an idea to use the tools Midi/DAE provide to make a working link b...

@coarse mesa got it! Not the prettiest, but for now will do for testing!!
Needs a small addition to the warpgate summoning Spiritual Weapon macro and then another script macro in your Macro Folder (name it changeAttBonusSpiritualWeapon for now; will change it to not needing a separate macro, but later πŸ˜„ )

Changing the data.bonuses.msak.attack of the caster will automatically mutate the Spiritual weapon's relevant entry!

//changeAttBonusSpiritualWeapon maybe buggy still, I am but a lonelybugbear!
console.log("changing now")
const lastArg = args.pop()
const spiritWeapToken = lastArg.sourceToken;
const casterToken = lastArg.tokenUuid;
const update = lastArg.updates.data.bonuses.msak.attack;

const updates = {
    actor: {
        'data.bonuses.msak.attack' : update,
    }
}
const result = await warpgate.mutate(spiritWeapToken.document, updates)
thorny meteor
#

playing DnD 5e and I've got a homebrew item that imposes disadvantage on saving throws against magical effects on enemies. Is there a midi-qol flag to add that effect to DAE?

cursive prairie
spice kraken
violet meadow
#

Also can you open console and check for errors and warnings when you cast the spell?

cursive prairie
#

let me see about opening the console

violet meadow
#

Newest version of MidiQOL you mean? Or Foundry, meaning you are on v10.284?

cursive prairie
#

both

#

I updated foundry, the updated midi

#
  • checks info
  • confused noises
violet meadow
#

you are using metric system πŸ€”

cursive prairie
#

yup, is that the problem?

violet meadow
#

Another user had similar issues with metric whereas I haven't so ... might be 🀷

#

do you have any modules enhancing the metric system?

thorny meteor
violet meadow
cursive prairie
#

that's all

#

5 ft = 2 m

thorny meteor
violet meadow
#

Edit 2: For both users, trying on a new world worked.

Edit: For Josh Nautes seems to be world specific issue. In a new world all work as intended.

I have created a new world, set up midi, socketlib and libwrapper there used SRD Fireball. It works
I changed the world, system and midi's configs to match the previous world. It still works
it is something in that world specifically that is triggering the error

I wonder if there is some issue there @gilded yacht . MidiQOL v10.0.7
<#1010273821401555087 message>

2 users had issues with templates targeting on metric system (not sure if metric is the cause or another underlying issue).

ReferenceError: width is not defined  itemhandling.js:969

I cannot reproduce with MidiQOL settings I got from @gloomy horizon (attached).

violet meadow
cursive prairie
#

will do

violet meadow
#

and flags.midi-qol.magicVulnerability.all for ... well all

thorny meteor
violet meadow
#

Depends on how you apply it. So what is the item supposed to do, do you have a short description?
Kinda late so I need some time to process info πŸ˜„

thorny meteor
violet meadow
#

Do you need to designate a target and use the item to activate the ability, or is it always ON and whenever the caster casts a spell the target rolls saves at disadvantage?

thorny meteor
#

its always on as long as they're attuned to the item

violet meadow
#

Actually the more I think about it, as an always on ability it can be emulated with an Actor onUse macro, which when the actor casts a spell applies an AE with the flags.midi-qol.magicVulnerability.all on the target for 1 save.

thorny meteor
#

okay that makes sense. tbf, I generally I have no idea what I am doing πŸ˜‚

violet meadow
#

let me see if I can cook it up quickly

thorny meteor
#

bless you ❀️

coarse mesa
coarse mesa
violet meadow
thorny meteor
violet meadow
violet meadow
# thorny meteor all targets

Needs MidiQOL/DAE/TimesUp,ItemMacro. Impose disadvantage of target's saving throw against magical effect ( more or less πŸ˜„ )

  1. Drag the item on the sidebar.
  2. Create a DAE on the item, set it to Transfer to Actor on Item Equip
  3. Effect value flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro.nameoftheItem,preambleComplete // Change nameoftheItem to match the actual name of your Item.
  4. Copy this in the ItemMacro ```js
    if (args[0].item.type.includes("spell") && args[0].itemData.data.attunement !== 1 && args[0].macroPass === "preambleComplete") {
    const effectData = {
    "changes":[
    { "key": "flags.midi-qol.magicVulnerability.all", "mode": CONST.ACTIVE_EFFECT_MODES.CUSTOM, "value": "1", "priority": "20" }
    ],
    "disabled": false,
    "duration": {
    "startTime": game.time.worldTime,
    },
    "icon": "icons/skills/melee/strike-dagger-white-orange.webp",
    "label": "Save at disadvantage",
    "tint": "",
    "transfer": false,
    "flags": {
    "core": { "statusId": "" },
    "dae": { "specialDuration": [ "isSave" ] }
    }
    }
    for (let targetUuid of args[0].targetUuids) {
    await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: targetUuid, effects: [effectData] });
    }
    }
thorny meteor
thorny meteor
#

yes

violet meadow
#

Did you put here ItemMacro.nameoftheItem,preambleComplete the name of your item?

thorny meteor
#

pfffttt no, I did not. which is probably why it wasn't working

#

sorry my brain is fried

violet meadow
#

Nah! Should have clarified!

thorny meteor
#

fixed it and now it works beautifully πŸ˜„ thank you

violet meadow
#

@cursive prairie can you please try reproducing the template targeting issue in a new world?
@gloomy horizon found that in a new world that issue disappears.

cursive prairie
#

weird, in this world it works fine

violet meadow
#

Do you have any changed scales or token sizes ?

cursive prairie
#

key differences:

  • This world uses feet, instead of meters.
  • This grid uses 100 scale, the other one uses 140 scale (the author made it that way)
  • This world was created after I updated v10, the previous world was made in v9, and then migrated into v10.
gloomy horizon
#

try creating a new map on your main world and test the template targeting again

cursive prairie
#

will do

violet meadow
#

@white parrot it’s an option in MidiQOL v10.0.5+

white parrot
#

oh lol beat me to typing my message

violet meadow
#

Not on my pc to check where exactly

violet meadow
white parrot
violet meadow
#

Well don’t go v10 Foundry if you use lots of modules

#

And if you decide upgrading to v10 make sure to back up your Foundry user data before

white parrot
#

Yeah I've backed everything up but in the meantime I'll probably wait for everything to update, and I don't think there's an option to update just yet since I use Forge.

#

Thank you for the help though :)

gilded yacht
violet meadow
gilded yacht
gilded yacht
gloomy horizon
#

Great!

deep dust
#

I have this effect on one of my items and I want to filter the effect by alignments. @raceOrType works for e.g. "humanoid", but apparently not for "evil". Does anyone know what I have to use, in order to filter by alignment?

spice kraken
#

That needs to be in the activation conditions. Not the active effect

#

And it would be custom 1

deep dust
#

nono, you're confusing that for something else

#

This is a new thing with midi-qol and it works if I put "humanoid" there. Only humanoids will have disadvantage then.

#

this is an effect that is on token X and gives every other token which attacks X disadvantage, as long as it is humanoid.

violet meadow
celest bluff
#

Same with Tentacle of the Deep

coarse mesa
#

IIRC there's a way to fast forward damage rolls for just a single item using midi... was it something you put in the On Use Macro field? πŸ€”

celest bluff
#

I always try to anticipate things like that, though one of patreon really broke it by changing the name of spell to include extra verbiage

coarse mesa
#

It was a line of code in the on use macro field or something simple like that (I thought maybe one of the checkboxes at the bottom of item details but it’s not)

deep dust
#

AH, this is so good! Finally I can create the Protection against Evil/Good spell ❀️

violet meadow
coarse mesa
#

I’m sure there was some quick way to set it on an item… must be imagining things

coarse mesa
#

@gilded yacht sanity check here. I have a class ability item that I want to roll and have it autoroll damage with fast forward (it’s healing a fixed amount so no need to see the roll)… was there a quick way to set this on an item? I seem to vaguely recall something. I guess the player could hold down F but thought there might be a way to set it so they don’t have to remember that?

opaque current
#

@supple cedar 1d6[fire]

supple cedar
#

Thx!

gilded yacht
gilded yacht
violet meadow
#

(Per target activation rules πŸ™‡β€β™‚οΈ )

covert mason
#

I have a potion that, when drunk, as a side effect, forces the drinker to roll a wisdom save at the start of each turn or roll on the wild magic table. Id like to use the OverTime flag in DAE to achieve this, but I'm not sure how to integrate the rolling of the table with the OverTime Effect.

kind cape
#

Quick question for optional.NAME effects, specifically for counts: Is it possible to have them consume item charges instead? I don't see an obvious way from the documentation but I might have misunderstood something

violet meadow
# covert mason I have a potion that, when drunk, as a side effect, forces the drinker to roll a...

From midi readme https://gitlab.com/tposney/midi-qol#overtime-effects-and-macros (bold mine)

There are two ways to have a macro effect applied to a target when using Overtime effects. The first is to have the macro as an additional change in an active effect (macro.execute/macro.ItemMacro).** The second is as part of the overtime effect with macro="world macro name".** The macro as an additional change is called once when the effect is applied and once when it is removed (with args[0]==="on"/"off" respectively - the normal macro.execute/macro.itemMacro behaviour). The macro="" macro is called each turn with the results of the save/targets etc. (see OnUse Macro data for details).

Hope this sets you off to the right direction. I cannot help more right now!

violet meadow
# kind cape Quick question for optional.NAME effects, specifically for counts: Is it possibl...

From release notes of MidiQOL v0.9.61

Added additional option for optional.NAME.count ItemUses.ItemName, which will use the value of the uses field for the item name ItemName (which must be on the actor), it means you don't need to use a resources entry for these any more.

  • Added sample class feature Indomitable, which is setup to allow rerolling a save when failed (if the save is initiated by midi-qol) and will consume the Indomitable item's uses.
kind cape
violet meadow
#

easy to miss and not easy to document everything πŸ˜‰

covert mason
violet meadow
#

So I imagine get the save's result and if it's a failure do the table roll

sudden crane
violet meadow
undone sorrel
#

@gilded yacht Was having a conversation with my DM about possibly altering the way concentration checks are made. (i.e. possibly both the trigger and the dice rolled).

Is that something even possible to address with an adhoc module if I wanted to make one?

sudden crane
sharp knoll
#

Is there a good Midi hook to use if I want to reliably run something every time a Template is placed on the canvas?

#

V10 if that makes any difference

dark canopy
#

createMeasuredTemplate is the general hook

#

i think midi attaches info to templates? maybe the source spell?

kind cape
#

Is there any way to use Optional with some of the more specialized rolls? (eg. death saves, concentration save, initiative rolls)

So something like flags.midi-qol.optional.NAME.save.concentration.fail (which doesn't work as far as I can tell)

sharp knoll
# dark canopy i think midi attaches info to templates? maybe the source spell?

Yeah I run A-A template animations off of that hook, but something needs to register in chat first off the createChatMessage hook to get that started. It looks like in V10 Midi doesn't post anything to chat until after the Template is placed on the canvas. (This is just the current method I use, looking at alternatives)

dark canopy
#

very helpful context im sure

gilded yacht
# violet meadow Activation conditions and move the damage roll to Other Formula? A bit counter-i...

Highlights the need for activation conditions to apply to base roll and also to other damage rolls. I've sort of made it a problem by not having bit the bullet earlier to add an extra activation condition for other damage and leaving the default activation condition for enabling/disabling the spell.

The unfortunate position is that at the moment you'd have to do the check as a preItemRoll macro check which is a bit dumb - but I'm not sure how to both fix it and not break many items out there already.

gilded yacht
# undone sorrel <@378398557050503168> Was having a conversation with my DM about possibly alter...

Currently it's a bit of a mess. There's no reason that you could not disable midi's concentration checking and write your own, but you'd have to create the concentration data yourself (which is tedious). It would probably be better if I expose the create/remove concentration data methods and allowed you to have a module to trigger them yourself. If you add it as a gitlab issue I'll have a look at it.

sharp knoll
#

oh well looky there, 5e added a bunch of new hooks

gilded yacht
sharp knoll
#

drawMeasuredTemplate has alot of data prior to template placement

undone sorrel
#

Will do. Thanks o7

gilded yacht
sharp knoll
gilded yacht
sharp knoll
#

I'ma go christmas shopping with these new hooks

violet meadow
# gilded yacht Highlights the need for activation conditions to apply to base roll and also to ...

Could midi, in the long run, search the activation condition field for a specific string and affect corresponding rolls?

Like ”MAIN”: …activation condition for normal damage rolls, β€œVERSATILE”: …activation condition for versatile, β€œOTHER”:…activation condition for other formula

And to make it backwards compatible for older items, make a special case for always checking the field for a plain one (older ones) and by default treat them as other formula rolls.

eg workflow.isCritical, β€œVERSATILE”: target.details.alignment.includes(β€œEvil”)
which would roll the OtherFormula if there is a critical hit and/or versatile if the target is evil, as a crude example.

real junco
#

Afternoon. Not figured out if this is breaking anything specific yet but does anyone know what this is about:

sharp glade
#

Am i able to setup an item macro to cancel the item roll/workflow if a certain condition is not met? Looking for something akin to adding an on use macro call with the option set to "Called before the item is rolled", check a condition, and cancel the roll if not met

violet meadow
violet meadow
sharp glade
violet meadow
#

Just return false if whatever condition you need is not met in the preItemRoll macroPass

real junco
violet meadow
real junco
violet meadow
#

So the errors appear only with MidiQOL active?

real junco
#

Yeah, the red one sent above does only with Midi active

#

When I open a character sheet, that pops up

#

Not all sheets tho it seems. I have a test player character it is not triggering that error for. Not sure what exactly is setting it off

violet meadow
molten solar
sharp knoll
molten solar
#

What if you create more than one?

coarse mesa
covert mason
#
const actor = token?.actor ?? game.user.character;
const number = actor.getRollData().prof;
const food = game.items.getName("Special Food").toObject();
const treat = game.items.getName("Treat").toObject();
food.data.quantity = number + 4;
treat.data.quantity = number;

new Dialog({
  title: "Chef",
  buttons: {
    level1: {
      label: "Special Food",
      callback: async () => {
        await actor.createEmbeddedDocuments("Item", [food]);
        ui.notifications.info(`You cook food enough for ${number} people.`);
      }
    },
    level2: {
      label: "Treat",
      callback: async () => {
        await actor.createEmbeddedDocuments("Item", [treat]);
        ui.notifications.info(`You create ${number} treats.`);
      }
    }
  }
}).render(true);```

I seem to be getting this error with this code.
violet meadow
#

How do you execute this?

dark canopy
#

oh im sure its itemacro

violet meadow
#

An an itemMacro?

covert mason
#

Through an ItemMacro

violet meadow
#

Yeah but through Midi. Is it via DAE or onUse?

covert mason
violet meadow
#

Do you have any checkboxes selected in itemMacro module settings?

covert mason
#

Just these.

violet meadow
#

Also that const actor up top makes me always stress out when I see it

covert mason
#

Wait,

violet meadow
covert mason
#

That's Item Pile

#

Whoops

violet meadow
#

Well I haven't seen that error before and I am not on my pc.
Is that v9?

covert mason
#

I'm on V9, yes

violet meadow
#

If you click workflow.js:1424 from the error what does come up?

violet meadow
#

When you click on the workflow.js does it not open up the sources tab of Dev tools with the corresponding code from the file on line 1424?

covert mason
#

Nope, it just seems to expand the errors. 😐

covert mason
covert mason
#

Wait, that's merchant sheet NPC.

violet meadow
#

@covert mason I think your issue is that you define actor anew when it should already be defined

#

Try changing it to const sourceActor or something

covert mason
# violet meadow Try changing it to `const sourceActor` or something
const sourceActor = token?.actor ?? game.user.character;
const number = sourceActor.getRollData().prof;
const food = game.items.getName("Special Food").toObject();
const treat = game.items.getName("Treat").toObject();
food.data.quantity = number + 4;
treat.data.quantity = number;

new Dialog({
  title: "Chef",
  buttons: {
    level1: {
      label: "Special Food",
      callback: async () => {
        await sourceActor.createEmbeddedDocuments("Item", [food]);
        ui.notifications.info(`You cook food enough for ${number} people.`);
      }
    },
    level2: {
      label: "Treat",
      callback: async () => {
        await sourceActor.createEmbeddedDocuments("Item", [treat]);
        ui.notifications.info(`You create ${number} treats.`);
      }
    }
  }
}).render(true);```
#

Like that?

violet meadow
#

Yes but where you use actor afterwards change it to sourceActor

covert mason
#
const actor = sourceActor;```
violet meadow
#

Nope

#

const sourceActor = token?.actor?? blah blah blah

#

Change all instances of actor in your macro with sourceActor except the one in token?.actor

#

I think the edited is ok

covert mason
#

Still have the same issue 😦

dark canopy
#

its not a macro error

#

likely something on IM's side or maybe possibly midi -- on that line linked in your stack trace

violet meadow
#

Yeah thats why I wanted to see what the workflow line was ```js
ui.notifications?.error(There was an error running your macro. See the console (F12) for details);
error("Error evaluating macro ", err)
}
return {};
}

#

That's the corresponding error from midi workflow

#

But the midi files I can access now are typescript and that means that the specific line shown in the error stack will not be helpful

#

If Janner could open the MidiQOL files and go to workflow.js:1424 or 1451 that was shown, there might be another clue!

#

For now I probably will confuse them more though, so I will bid you all a good night and If noone helps in the meantime, I will come back to this tomorrow πŸ‘‹

#

@gilded yacht is around!
Any idea regarding this <#1010273821401555087 message> and the error a couple of posts below?

Run as an itemMacro onUse after effects v9

gilded yacht
#

Let me update my modules - have not done that in a while. The line that is failing (itemMacro.data should in fact be itemMacro?.data) which makes me think it is an old version of midi.
Actually scrub that can I see the item? I need to check the onUse macro setting.

gilded yacht
dark canopy
gilded yacht
dark canopy
#

thanks for letting me know

gilded yacht
# dark canopy thanks for letting me know

I found out what is happening. The 1.7.4 version of itemMacro uses the v10 data structure for macros (i.e macro.command rather than macro.data.command) and so midi is detecting that there is a macro, but not finding the command. Midi does the macro command fetch myself, so that people don't have to have item macro loaded when using items (one less dependency), but it means that I'm failing to find the macro even though I know one is there. Fix in next version of midi-qol.

odd sable
#

If I'm using MidiQoL to automatically mark defeated enemies as dead / unconscious, would there happen to be a MidiQoL Flag or similar I can give to an NPC actor if I don't want them to die / disappear from the combat tracker and such when they reach 0 HP? For instance if they have regeneration, or are mythical creatures or whatever? I believe I can somehow accomplish this by setting them up as PCs, but I'm pretty sure that wills crew up other stuff instead... I realise this may partially fall under other modules as well (not sure if MidiQoL removes combatants?), but Midi seems like the place for random useful Flags I didn't know about, so may as well begin here...

coarse mesa
odd sable
#

Ok fair enough, Monks Little Details may only hides the tokens, so maybe it's not too bad just manually healing them again, although it looks a bit silly when the token fades from view and the "Dead" combat text pops up if they're not actually dead...

coarse mesa
#

A good point. Although that’s one way to surprise your players πŸ˜…

odd sable
#

For sure the first time, but if it's a troll that regenerates for the fifth turn it may be getting a bit tiresome (although i guess if that was to happen the whole fight is a bit of a slog already...).

spring verge
#

@violet meadow
Just a moment ago i tried, as you instructed, with just socketlib, libwrapper and midi-qol, but the error persists, unfortunately

#

Seems to be a midi-qol problem then

#

It might help to know it is not just with attacks. Rolling initiative for any creature also provides a very similar error:

violet meadow
spring verge
#

What do you mean exactly with rectifying? To just reinstall them, as admin in this case?

violet meadow
#

You should only be admin when you install Foundry updates.

Never for modules/game system

spring verge
#

Ah, alright! I'll try that then. Again, tysm for the help sofar!

sharp knoll
violet meadow
#

but how you use that in general is iffy

molten solar
#

Any item in the chat log that has a template will let you place more than one. It is also perfectly possible to cancel the template and place it later. 🀷

#

Is there a reason to hook on dnd5e.useItem rather than createMeasuredTemplate? Both have the same info, but the latter will work all the time

sharp knoll
#

Fair, hadn't considered that aspect. Maybe the create measured template hook would be better

molten solar
#

Would be a simple check for whether a uuid exists in the template document's flags.

sharp knoll
#

I'll blame shoppers blindness for all the shiny new 5e hooks

molten solar
#

Oh 100%, I use them in all my modules now. 🀣

sharp knoll
#

But yeah, the createMeasuredTemplate hook would be best, and allow for chaining effects like wall of fire, etc

molten solar
#

Just don't forget about ephemeral items lol

spring verge
#

Made sure not to update any module in admin modus

sturdy knot
#

I'm having trouble implementing this properly

I've made a custom condition with CUB that gives the actor the correct MIDI flags, but it's applying the effect that I'm having trouble with. Currently I've given the Quori an Active Aura with a MIDI OverTime flag, but I don't know how to check if an actor already has the status

violet meadow
spring verge
#

All actors have the issue

#

Even ones freshly imported from the DDB compendium

violet meadow
spring verge
#

Actually the compendiums havent been renewed since I updated my DDB or Foundry version

#

actors from the SRD compendium too

#

But i havent imported the compendiums since i updated the modules.. not sure if that matters?

#

How do I export an actor? πŸ˜…

violet meadow
#

From the Actors on the right sidebar, right click on one of them, and export data

violet meadow
spring verge
#

Ah got it, is on the way to your DMs!

violet meadow
sturdy knot
#

Now I'm having a different issue in that it just automatically applies the condition to anyone in range, including the Quori itself πŸ€” But it doesn't stack anymore, at least

#

(I have Ignore Self enabled in the Active Aura)

violet meadow
violet meadow
sturdy knot
violet meadow
spring verge
violet meadow
spring verge
#

Alright, I'll try that then. Thanks for all the help!

violet meadow
#

It will not stop specific statusEffects from being applied

#

So you will need to move the status application in a macro that will be called by the OverTime effect

simple nova
#

Hi all I'm using MidiQOL and I want it to display the card of an item in chat when ever a character gets a critical hit with a ranged attack. This is what I have but it's not working. I'll admit I kinda don't know what i'm doing here.

violet meadow
#

What is the actual macro (in the ItemMacro) you are using for that?

#

Ah I think that you are trying to just link the ItemId to that? That's not gonna work

simple nova
#

How can I get this to work?

violet meadow
simple nova
#

ok

violet meadow
#

Ranged weapon attack only or ranged spell attack too?

simple nova
#

Ranged weapon attack, but only when they crit

violet meadow
simple nova
#

Yes

violet meadow
#

The on the character sheet of the actor you want to have this ability, create an Actor on Use macro

simple nova
#

okay

violet meadow
#

Lastly create a **script ** macro in your hotbar or Macros Folder and copy paste this ```js
if(args[0].item.data.actionType === "rwak" && args[0].isCritical) {
await token.actor.items.getName("name of the Item you want displayed").displayCard()
}

#

Change the "name of the Item you want displayed" to the name of the item on the actor that you want

#

Does this do it for your use case?

simple nova
#

This will work if it's a feature? I know i said item but it's under features

violet meadow
#

yes

simple nova
#

okay thank I will try it

#

It didn't execute after the crit. Is it possibly because I am modifying the critical threshold on this character?

#

It didn't fire on a 20 either

#

Wait 1 I might if messed it up

#

Still isn't working. I will post a screenshot of what I have

#

The 2 for the threshold is for testing, it will be a 19. I just hate fishing for crits to test something.

violet meadow
#

OK screeshot the Gut_shot macro window too

simple nova
#

Right sorry wait 1

#

ahh change mwak to rwak?

violet meadow
#

shitt...

#

yes

simple nova
#

Works, thanks for your help. I wouldn't have been able to get that nearly as fast with out your assistance.

violet meadow
#

@limber finch Can you try this? Its with an OverTime effect.
If you haven't imported the AA ApplyEffectsToTemplate from the Active Auras macros compendium, please do before you try it.

violet meadow
cinder shard
#

hey guys quick question. with Midi installed, whenever my characters roll using this button, they dont get their modifiers added to the rolls. Is this a known bug, or something i fucked up in the settings

violet meadow
#

Which version of foundry and midi? And are you using better rolls too?

cinder shard
#

im using version 10, and the most recent version of midi. 10.0.7. not using the better rolls module

#

the moment i turn of roll automation, it fixes it

violet meadow
#

There was an issue with skills but hmmm

errant gull
#

I'm using the DnD5e system on Foundry v9, with MidiQOL and a bunch of other mods. I'm trying to figure out how to get the assassin's poisoned crossbow to work in an automated fashion. It's supposed to deal 1d8 + 3 piercing damage, and then they make a DC 15 CON save, taking 7d6 poison damage on a fail, and half as much on a success.

I've set it up so that the Crossbow deals 1d8 + 3 damage, and then I set up Poisoned Arrows that deal 7d6 poison damage, and set the MidiQOL properties to deal half damage on the CON save. However, it seems to bundle ALL the damage, both piercing and the poison damage under this save.

Is there a way to separate them out so that it deals full piercing damage no matter what, and only the poison is halved if the save succeeds?

violet meadow
cinder shard
#

ill try

spice kraken
#

And check the damage for full damage on save button on the bottom of the details tab

errant gull
#

Isn't Full Damage on Save to apply full damage when they succeed on the saving throw?

spice kraken
#

Depends if you're using the Other field or not

#

In this case you are using it

errant gull
#

I am.

#

So I have the Crossbow item and the Arrows Item

spice kraken
#

Oh you're doing the extra damage on the arrow?

#

Let me test it out on my end

errant gull
#

K

spice kraken
#

What kind of crossbow?

#

Light or heavy

errant gull
#

Light Crossbow

spice kraken
#

Is this arrow a homebrew one or srd one

errant gull
#

Homebrewed probably

#

I had this working like 6 months ago, and now it's not working.

celest bluff
#

full damage on save should do it

errant gull
#

For the Arrow or the Bow or both?

celest bluff
#

that shouldn't take other into account

#

depends on you're setting the item up

#

you can setup damage on the arrow and the ranged weapon will pass it through

#

dunno if it'll cause saving throws though, haven't tested that

errant gull
#

OK so right now I've got the bow set to 1d8 + 3 damage, Full Dam Save, and the Arrows set to 3d6[Poison] in the other field, half damage save and also roll other checked.

spice kraken
errant gull
#

And the output is extremely weird.

spice kraken
#

This looks right to me

#

Details of the poison arrow

errant gull
#

You don't have "Also Roll Other" checked?

celest bluff
#

yup it does pass

errant gull
#

So when I have it set up your way, it's only dealing damage from the bow, not the arrows.

spice kraken
errant gull
#

Ah, got you, I had that off.

#

Hm, it's still not working.

#

Now it's not even rolling the poison damage.

spice kraken
#

Can you export your crossbow and arrow and dm it to me?

errant gull
#

Left is bow, right is arrow.

spice kraken
#

It'd be faster if you export and dm. Cause if it works for me, next I'll want your midi settings

errant gull
#

K, how do I export individual items?

spice kraken
#

Drag it to the items tab

#

right click and export

sturdy knot
spice kraken
#

Also uncheck Also Roll Other on the arrow

#

lmk if that works

errant gull
spice kraken
#

Okay, are you on v9?

errant gull
#

Yes

spice kraken
#

Can you export your midi settings and dm me?

errant gull
#

Oh, I think I figured it out.

#

Your screenshot said roll other for spells, but it should have been the rwak/mwak thing, right?

#

When I turned that on, it started rolling the poison damage.

spice kraken
#

This is what I have

errant gull
#

That still rolls the damage, so that's good.

#

The math is very wonky though

spice kraken
#

How so?

errant gull
#

10 piercing + 8 poison and a failed save = 14 damage.

spice kraken
#

That makes sense

#

10 + 4 is 14

#

oh wait

#

they failed

errant gull
#

yeah

celest bluff
#

this is mine and it transfers on hit.. if you want poison tipped arrows.. I personally use

spice kraken
#

Is the enemy you're attacking resistant to poison?

#

I was testing on a zombie and removed the resistance to poison before testing

errant gull
#

oh god you're right

#

lmao

spice kraken
#

Looks like you're good to go then

errant gull
#

Yesss! Okay beautiful it's working great now. Thank you!!!

limber finch
# violet meadow <@201108302610956288> Can you try this? Its with an OverTime effect. If you have...

hey lonelybugbear. Just tested it. imported the AA ApplyEffectsToTemplate like you asked
said there was an issue with the macro when i casted the fire damage in combat and the spell appeared in chat.
ended turn to a bandit, nothing happens
kept ending turn till it was the players turn again and nothing had happened yet to the bandits
ended turn nothing happened to them again.

so it seems this does nothing

(i typed it out so you could read exactly what i did)

violet meadow
violet meadow
#

Not on my PC right now, but I will share a bit later

limber finch
#

is this what you are refering to? if so then yes

violet meadow
#

Ok what was the error? Did you catch that? Maybe check in console

#

Hmm might need your MidiQOL settings to confirm how they interact with Active Auras

limber finch
violet meadow
#

That I didn’t expect. I am not using any hooks in the macro at least.

Hmmm, can you try with only MidiQOL, dae, Active auras and their dependencies? If it’s easy to do.

limber finch
violet meadow
#

Ok drop Spell Template Manager

#

It is deprecated

#

If you want use Spells Items Features Toolkit instead

#

Or let midi handle the template deletion

limber finch
#

without spell template manager

#

ill try again without df template enhancement, that could also fuck with stuff

violet meadow
#

Well still strange.

#

Updated midi and modules?

limber finch
#

without df template enhancements

#

modules as updated as they can be, not on version 10 yet

#

still waiting on the ogl character sheet to be updated at least, and preferably monster blocks module as well

violet meadow
#

Ok I’ll get back on my PC a bit later to check again.

#

Can you check what the imported macro is?

#

The one from AA?

limber finch
violet meadow
#

Yeah that is the issue

#

Change everything in the parentheses with just args

spice kraken
#

Did AA change to not use ItemMacro anymore?

limber finch
#

dont get an error

#

but nothing happens on the bandits turns

violet meadow
limber finch
#

i imported the macro as is from the compendium

violet meadow
violet meadow
limber finch
#

nothing

violet meadow
#

Ok. Did anything change?

Actually send me your midi settings to take a look how the workflow goes, as it might need some changes to work and I cannot test it right now.

limber finch
#

will send those in dm

terse sundial
#

Hm, when midi is active, I can't roll anything from sheets/hotbar/HUD. I checked F12 and it isn't very specific.

violet meadow
#

Only MidiQOL active?
V9 or V10 foundry?

terse sundial
#

V10

#

Not only midi, could it be a conflict with another mod

violet meadow
#

I think so, as this isn’t happening for me. Updated to 10.0.07?

iron ocean
#

So in default foundry is there a scaling that I can reference?

spice kraken
#

You make one in the advancement tab

iron ocean
#

Right, but I am more talking about what @fallen token said

fallen token
#

This is in the system's code for how many extra dice to add for scaling a cantrip.

const add = Math.floor((level + 1) / 6);
#

I'm sure you could use that to build a roll formula (trying now)

violet meadow
#

Yeah that one

iron ocean
fallen token
#

(1+floor((@details.level + 1) / 6))d6

spice kraken
#

You should be able to use floor((@details.level + 1) / 6)d8 (or whatever it is)

fallen token
#

need to add 1 to the formula since that's the extra dice

spice kraken
#

ah, the extra +1 is needed cause it'll be 0 otherwise

iron ocean
#

Oh word, so this should work?

#

Thank you guys, going to try it out now

iron ocean
spice kraken
#

put it like [[@details.level]]

iron ocean
#

What does that do?

spice kraken
#

Wait

#

Yeah that should work. It'll make it so it'll replace the @ field with the value at the start

iron ocean
#

Alright let me try that

iron ocean
spice kraken
#

Yeah

iron ocean
#

I can't quite seem to get them right, it doesn't apply to the template for some reason

violet meadow
#

Upon entering and/or turn end is that one?

iron ocean
#

(1+floor[[@details.level + 1] / 6])d6?

spice kraken
#

No

#

(1+floor(([[@details.level]] + 1) / 6))d6

iron ocean
#

Should last for one minute, every time someone walks into it or starts their turn it deals the damage

violet meadow
#

Need some special love that one. And a macro

iron ocean
#

I can send pictures but this is the one module I consistently cannot replicate

iron ocean
violet meadow
#

Create bonfire correct?

iron ocean
#

Yeah

violet meadow
#

So the overtime can take of turn end

iron ocean
#

Hmm interesting, I assume it just default has on enter? I can't seem to get on enter to work at all

violet meadow
#

Send me your MidiQOL settings and I will try it later or tomorrow morning

iron ocean
#

Like export all of my settings?

#

Or the overtime effect?

iron ocean
violet meadow
#

Your MidiQOL settings from midi settings, workflow settings, misc tab, export json. DM it to me. Trying to figure how different settings play out with Active Auars

iron ocean
timid pumice
#

placeholder for active auras midiqol integration

iron ocean
#

wdym

timid pumice
#

need help but no time atm, made this post so i can remember where it is in the future

spice kraken