#MidiQOL
1 messages Β· Page 3 of 1
The item I attached is an Aura attached to a template indeed
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
Haven't used Magic Item for a long time. Not sure how to differentiate what it executes when.
So I guess you tried to attach the Fire damage spell as a spell in the Magic Item right?
And that didn't work? (you then got the warning for itemmacro missing)
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?
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
will test it some more later. Yeah I do not use the button in chat at all. Auto apply everything π€·
so the thing is
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
this one has a specific use case afaik. Are you sure you don't need flags.midi-qol.grants.criticalThreshold ?
When the spell I attached is used, it creates a template that you place. Whoever goes into the template during their round, they should be damaged once.
If someone is in there when placed shouldn't be damaged at all.
oh.
uh
thank you.
true but on their turn they should and that isnt happening for the first turn that theyre there, right after the turn of the guy that fire the arrow
let me double check.
Try flags.midi-qol.grants.criticalThreshold | Override | 19 for a 19-20
MidiQOL's Hunter's Mark version hardcodes the extra damage as a roll of twice the normal damage dice. Probably you can structure said roll to follow the dnd5e rules
Ah, well.. is there a way to reduce it by subtracting the minimum?
I'm working on something that reduces the critical range by 1, for example.
thank youπ
(testing it in a bit)
thank you for the effort so far
You could evaluate the actor's current critical threshold reduced by what you want and then use that value to programmatically add the AE that grants the criticalThreshold with the correct value
Does this make sense?
I think so.
My issue with that is that it's suppose to be an active effect that effects different creatures
Not just one.
So I can't really make it a static number that's predetermined
You can have different targets all at once and go through them one by one.
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
Champion Fighters cry
I would think so. I will give it a think and let's see if others chime in.
Thanks :)
Do you have a description at hand?
Of course.
It's
really simple.
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` };
How it functions.. you play this buff and allies within 20 feet have their crit range but increased/decreased by 1
for 1 minute
Oh nice and helpful example. I was trying to write that up now π
Active Aura that in the on phase will give all allies a "+1" to the critical threshold range. Doable.
Does it apply on the caster too?
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] });
}
oh wait. forgot the off. Untested, no access to server right now
I don't use auras, nor is it one. It's a persistent effect that lasts for 1 minute, even if outside of the range afterwards
I do appreciate the time you took for me, thank you :)
Ah alright even easier then. Wait for the edited!
Thanks!
yeah, would be easier without the Aura thing :P
You will need to make it Target 20 | feet | Allies I guess then and Range Self.
Try the edited one
sure.
oh the target.actor.getRollData().flags.dnd5e.weaponCriticalThreshold might be null or undefined if its not set. Will have to double check
another small edit
do I have to make a macro and then put that macro as the value on the DAE?
Sorry should have made it clear. This is an onUse Macro on the feature you want.
If you have ItemMacro module, paste it in there and execute is as a MidiQOL ItemMacro | After Active Effects
Oh, I see.
Otherwise a script macro from your macro folder and the onUse call would be name_of_the_macro | After Active Effects
I'll go with that route
alright, lemme try it
I'm not sure about how to test if it's actually working or how to properly put it in.
I made a macro that contains the script, put it in the OnUse Macro
is there anything else I'm missing?
Will send you an item over in a bit
What should it display?
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
I guess they wanted the damageType in the parentheses, which was meant to apply if there was a non-zero damage π€·
You can change the name/icon etc of the feature without a worry.
Sure, thanks!
@limber finch try this one
With helpers you can go into the config of any token or tile and say whether it provides cover or not.
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
Tiles should have no cover by default, tokens will be half cover by default
damn it, did I attach the wrong one?! π€¬
Will double check in a bit π
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
flags.dnd5e.meleeCriticalDamageDice It's a system flag.
This increases the number of dice rolled on the weapon - but not a specific value or a different roll. There is a call for it on the weapon's page, as shown below, but I don't know the call for it.
Lets say I wanted an ability that increases critical hit damage by 1d4. How do I do that?
Let's take it from the top. What exactly do you want to do?
eg Create an ability that does that formula as an extra damage to all critical hits of an Actor? All weapons? Or just one weapon?
All weapons
is there a class that you name dynamicbarbarian?
Yes
I want all critical hits made by weapons to have a bonus to their damage for this character
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
Because the dice depends on the weapon used, I think you would need to configure a DamageBonusMacro that could call an ItemMacro on your feature. In this macro you could check if it was a critical hit and compute the proper extra damage dice
It just seems like there would be call for critical damage. But guess not.
like mwak, rwak, etc
Main issue is that you need to use the minimum die of your formula and weapon's damage
I understand the minimum issue..but I still don't know what the call is
Let's say it wasn't a minimum...how would I call for it
What if it was a flat 1d6 extra damage to crit hits. I still wouldn't know how to do it
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.
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
I'll just copy paste the formula into a weapon they're using (or modify it as needed for the less)
Thanks for the help though
If I find some time, I will try to come up with a macro that does that, Iβll let you know if I manage to make something usable
Really?? You're awesome. Thank you for even considering it
On the v10 wagon rn but if Elwin doesn't have time let me know and I can pick that up
Yeah thanks I have all of that sorted, even a custom implementation of Cover Expansion that adjusts cover if the interposing creature is prone (thanks to thatlonelybugbear)
@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
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.
Console errors?
no.
@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.
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
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
I managed to put something up, I have to clean it up a bit, but I should be able to post it today or tomorrow π
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.
(10.0.5)
lol I was trying only melee. Let me see
spells also seem to hit
and i am getting an error when trying to add a actor on use macro
it is empty
seems to work with ammunition as well
investigates
do you want to send over an item to double check with my settings?
ok yeah seems it was the item, replaced it with a fresh SRD compendium version and BOOM hits
@gilded yacht
ActorOnUseMacroConfig.js:39 Uncaught (in promise) TypeError: fd.object is not a function
Just opening the Actor on Use Macros and clicking +
let me check if there are already midiqol flags on the actor
yeah that error too
Yeah, that's a bug. One of the things I did not test with the changes to form applications - my bad.
You are doing more than enough already as is !
Found the problem - will be fixed in next release - looks like it was a typo.
I like the (?) in the release notes about the Fix for damageType when damage is 0 π
Ah and control hidden token is "back" I see. I was using Your Tokens Visible for that.
Trying the multiple targets now
i can barely imagine what goes into updating such a module, thanks for all the effort!
Yeah, I confess I did not do anything but it seems to work. And by the way the new invisible/vision/detection modes are great! Finally works the way I always wished it would - and the disadvantage/advantage stuff is correct from my point of view - but not sure it is RAW
for this release - quite a lot.
Here it is, you only have to add a description in the item once you have imported it
- Added experimental support for rolling attack/damage per target, rather than a single attack/damage roll for all targets. Configured from the workflow tab.
π
@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
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?
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
@cloud mantle π
Ah and also to check the option to add them on the character sheet
Midi Settings => Workflow Settings => Workflow tab.
Oh thats perfect! thankyou.
I was putting the macro name and not ItemMacro so it didnt work before. thankyou for clearing that up π
You can do that with a macro from your macro folder too
Doesn't need to be an ItemMacro
Need someone to double check.
MidiQOL v10.0.5 and Babonus v10.0.2 working together just fine
thats great to hear π
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)
Clicking them shows nothing, if I disable it, the descriptions show up again
check the system settings
Thats v10?
there is a setting there for collapsing cards by default
yeah there is some crossposting
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.
You can also edit for which kind of items you want the descriptions, the Pen near the Show Details label
yes, v10
I have thema ll checked
That is not it. The descriptions are getting deleted. If I disable MIDI-QOL, the descriptions are collapsed, but once I click the item, they get displayed.
Here they are deleted, and disabling collapsed still doesnt change anything.
@split parrot seems to be a MidiQOL v10.0.5 bug. Post an issue maybe?
https://gitlab.com/tposney/midi-qol/-/issues
okay! Thank you
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?
I created an issue for this:
But I'm curious is anyone else running 10 and latest version experiencing the same issue?
You mean how when you roll a skill check, the bonus isnβt added?
Yes me too that's why I said for an issue π
Basically skill checks (nature, athletics) aren't showing bonuses but attacks, ability checks, and saving throws are
Yep
Yeah, Iβm having that issue too
Ok perfect, just wanted to make sure it wasn't on my side π
I'll leave the issue there.
Go to the Assassin and make sure that the AC is set correctly
I didn't realize you tried and had same issue bugbear! Sorry π
(no worries!)
Ah I now see
It has both hit and miss (your attached screenshot. Hit is fine/miss displays NaN)
Looks set correctly. Also it seems after the first attack, the rolls that are supposed to hit do hit⦠also what? Both hit and miss?
I have seen this too, sometimes it says misses when iot doesnt
I think it can happen
when you switch targets
All issues with steps to reproduce would be really good to be added here https://gitlab.com/tposney/midi-qol/-/issues if no duplicates are present
I have reported a few
I think what you posted is what I needed, I'll do some testing
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?
Before you answer that I will try to do my own research
@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
i did not, but for now it doesnt have much rush since version 10 will probably change things somewhat
though i wont update to version 10 right away since either my modules are broken or break version 10 stuff
depending on perspective
it already works well enough for now
Gotcha. I will take another look anyways tomorrow probably and let you know π
thank you kindly
Haven't quite figured this out yet
turn=end, saveAbility=wis, saveDC=@attributes.spelldc, rollType=save, saveMagic=true, label=Malevolent Presence
Think I got it
Thanks chief
Looks good!
When I turn on MidiQOL the saving throws stop working for the stats
Is this a bug or am I messing up something?
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?
This is on 5e
nvm found the culprit, Better Rolls for 5e got me!
I honestly forgot it was activated
with experience from v7 to v8 to v9, I would wait a couple/few weeks before updating
If your workflow works = don't update.
Yeah, I'm still pretty new to Foundry and didn't think before updating. Lessons learned
I honestly did the same thing from v7 to v8
what are BR and MRE?
Also Anyone got why this could be happening?
Other roller modules. Don't use them if you're using midi. Especially better rolls cause it's dead
I have only Time/walls/Monks stuff
But for the issue I was showing earlier, I tried disabling everything but MIDI and dependances, and I still have the issue
Ah, I see
guys. how do you roll with advantage using midi qol?
hold alt
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
okay, gonna check the keybind
cause I move out of BR, so i dont have others
mmm its working for GM but not for players...
Am I not doing something right? I've right clicked and imported the .js into a feature item, but nothing is happening
My export Midi Config fails:
Is there a way to do flat damage reduction?
Use the DR flags from MidiQOL.
like "Damage taken are reduced by -2", from maybe from Heavy Armor master?
DR...
what there's multiple drs
One's Damage Resistance if I'm correct
dr is damage resistance
DR is damage reduction
Ohhhh
capitals
I'll check it out, thanks bugbear! again!
Is there a way to make the character take minimum damage?
like -4 but minimum of 1?
Instead of 0 damage if it so happens you mean?
Hmm I ... don't think so π€
There's an easy solution:
Take away that minimum
Easy fix
Wait should it be -4 or +4?
I think the latter..
Yes +4.
oh.
alright, thanks!
I don't even know why I'm dealing with this... I don't even use auto damage apply..
But I feel like I must expand knowledge
You're giving out chainmail that's stronger than H.A.M for 550 gp???!
@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);
}
How would one go about changing the way concentration checks are handled?
β
How do you mean?
So conc check are DC 10 or half the damage taken. Is there a way to change the dc?
Subsequently is there a way to implement a completely different system not involving a constitution save?
I would guess not without changing how MidiQOL handles the concentration in general.
Not something customizable AFAIK
@violet meadow how about that macro for giants might?
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?
Hope you are still v9 (MidiQOL/DAE/ATL for this one) and no macro needed.
Using ATL module for size change.
And the rest for the extra thingies that I think it gives. I haven't checked for a long time.
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
Probably altering the code of MidiQOL to make it work with the normal Midi workflow
Don't know of any adhoc modules that change this
Okay. Binned idea then π
Oh I meant creating a module to do it
Like if that were possible I would look into it at least for the distant future
Excellent, I'll have a look when I get on foundry! Thanks
You might need to bug tposney for his input before a go/no-go decision for such a module π
I mean if it's doable etc
Ah yes I tried that already π
Mind that it pops a window for some dependencies when updating. I just closed it π
Yeah I did the dependencies π
Thanks for the warning though
Wait, it installed a new game system?
That's unusual
yes I was about to say
I really don't care if it fixes the problem but still unusual haha
Something in the module dependencies points to a system as one of them
Nah it will get fixed probably with a hotfix or something. tposney is already pinged about it
ok
Have a good day, happy this issue is resolved. One last thing I have to hear my players complaining about for this weekend π
Hey Bugbear are you seeing these errors also?
I thought maybe it was a token with bad info, or a scene
But now I think it may be a dnd5e system issue
That's unrelated. The icons you are using are not in the dnd5e system folder anymore, but got migrated into core
So the paths are messed up for these items.
Probably already embedded effects or something or tokens placed on a scene already
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.
Ok, I'll turn off modules later, maybe it's a module.
Thanks, confirmation that you aren't getting it lets me know I need to look further π
By reimporting all characters it might mean that these have the older paths for their items' icons
perhaps! I'll let you know if I find out, thanks for your feedback.
Also now all the core icons are .webp if not mistaken
Sorry, I uploaded the macro script instead of the exported item. I will try to upload the item when I can. Meanwhile you can follow the instructions in the documentation at the start of the script to add it to an existing item.
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.
@cyan turret
Here is the real exported item
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);
}
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); π€
As far as my gm tests go, it seemed to work with hooks.callAll (found it like that in the midiQOL wiki). But I lack the understanding, what side-effects I may be causing, so I will try it with your suggestion. Have yet to test it from the player's point of view.
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
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
Yeah I just skimmed through the macro.
So you want the Hook to be set for all future rolls of healing items?
Hmm... basically, I wanted to update the hitTargets on the current workflow. Good chance, I misunderstood midiQOL wiki and am doing it wrong π
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.
Okay, tested it from the player's side. Everything seems to work. I updated the macro. Thanks @violet meadow !
If itβs a passive on all rolls, why not use an actor on use macro instead of a hook? You can configure it in an active effect
That's what they ended up doing π
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.
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
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.
You can use the same Actor on Use as now.
Separate the targets to 2 groups.
Like you do right now for Normal letting the workflow handle it (by removing the targets that need max healing).
Gather the other targets for Max and create a separate workflow with either a new MidiQOL.DamageOnlyWorkflow or MidiQOL.ApplyTokenDamage
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!
Oh, you're right... I never thought of just creating the new workflow right in the actor macro. π
I guess for now, I leave as two-parts, as this gives clarity on where the max heal came from...
@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
Wow you really went above and beyond explaining everything you did. Thank you so much
Does Midi QOL let you automatically assign a condition if a target fails a save?
Like the "Pounce" feature. DEX check, or fall prone
Yes it does. You need to create a DAE for the prone effect but it's doable
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?
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
Hope it works as expected. I tried it with different weapons and different class levels and the min seem to work properly
Sorry for the delay! been in a game.
The burning effect now does apply when you gain the condition from the attack. Its not turning off anymore automatically when the condition is removed but im sure i can trouble shoot it and work it out after i get some sleep. Thankyou kindly π
This is based off what bugbear was saying
In the midi workflow specials section (you can do CE first then item but I just prefer the way I have):
Then I have an example of the bite attack from a dire wolf
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
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)
Oh maybe needs the name of the filter in " " in the off phase
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?
Im trying to setup Wrath of the Storm, it doesn't ask for a save even tho i setup it ? https://gyazo.com/4df92e948186a0fe870e880940013c05
From the midi readme. Could be useful here
I would swap to reaction damage, target the enemy and then click the ability
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.
how would I go about that? @spice kraken do i just write 2d10 ['fiend] on the Other Formula field?
['undead'].includes('@raceOrType') in the activation condition.
and then 2d10[radiant] in the other damage
I think. I don't really mess around with that and do what Saveron does
I honestly go basic so it allows me to apply damage manually but accurately.
Since we go back and forth with resistances and vulnerabilities.
i got it to work i used the sample in gitlab replacing dragon with undead @target.details.type.value.includes(undead)
Nice. Just double check it doesn't apply that damage to non undead targets
yea got excited, wasnt working properly afterall
Use what I have here
im confused because the readme isnt clear, am i supposed to put the formula in On use Macros?
nevermind, looking at your sample
Use what I have above and make sure this setting is set to the picture below in workflow's damage section
ok yep, got it to work now, thanks!
It's worked perfectly for me. Thank you so much for doing that
hmm the Spiritual Weapon MQ0.9.58 has stopped working properly for me... the attack bonus is showing NaN on the weapon's attack β everything else seems to be ok π€
no errors in console
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?
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.
It's a v10 bug yes
Thanks for letting me know. I won't be going crazy thinking I did something wrong lol
Was working on the testing release but things got a bit bugged on stable it looks like. But known and being worked on!
Wonderful news! Your work is superb.
Not me personally, but I am sure @gilded yacht appreciates that!
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!
Need to update midi - there was an unnoticed bug in export settings.
As far as I am aware this should be fixed now - if not ping me.
@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.
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.
Try this (untested/ I just found the sample item macro and changed it; I haven't actually used it in Foundry π ). 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!
If bless is removed from the caster, you will need to change manually the msak bonus on the spiritual weaponβ¦; same if applied after casting spiritual weapon.
Thatβs why I end up creating a new attack on the caster that can use instead
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!
is there a way to have flags.midi-qol.OverTime check to see if it's still in the template of a spell?
Do you also have Better Rolls enabled? If so, disable it.
No I don't even have it installed.
What about Minimal Rolling Enhancements?
I'm not sure how to do this
that was my own question, not meant for you
no
OK, are you on Foundry v10?
yes v10 build 284
Are there any active effects on the spellcaster or goblin
Like concentration or paralyzed? No none of active
Or anything else that might show in their "Effects" tab on the character sheet
For Example:
No none for either
every once in a while the attack will hit. but most of the time it misses
What is Mr Goblins AC
15
doesn't make sense a 16 hits and a 26 misses
the two with advantage missed and the one with disadvantage hit...
I'm not sure, I'm hoping bugbear is about to say something smart
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 π€
Does this happen with all actors' attacks? A specific one against a specific target or what?
Yes. the goblin hit me with a 22 and missed. My AC is 16.
It was doing the same thing with another player too
MidiQOL version?
And have you tried with only MidiQOL active? (just covering the bases π )
10.0.7
I'll try that. one sec
Still happening on latest version (10.0.7)
yes it still does it with other modules inactive
does it only hit with 16?
I was also showing that its not specific spells either. It with any attack
I was also having this problem earlier, the AC was being calculated as "NaN". With every actor and every attack. I believe I changed some midi-qol settings, saved, then reverted the changes and saved again. Then the problem disappeared.
no i just hit a critical hit with 25
What kind of targetting for templates are you using in MidiQOL settings?
It happens with every template option, including "Always" and "Walls Block"
I'm sorry, it just so happens that I took the screenshot when I had the "Walled Templates" active, I have tested disabling it and the issue persists.
π
Now I am beggining to second guess myself. Not having these issues that are mentioned π€
@gloomy horizon and @smoky robin can you uninstall MidiQOL, restart Foundry and reinstall MidiQOL in v10?
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
It didn't fix it
It didn't fix it
I restarted the whole server after uninstalling midi-qol
Try in Tile Controls and click on the Foreground layer
probably can delete it under the Sequencer tab, if that's how it was placed.
and @gloomy horizon Can you DM me your MidiQOL settings to try to reproduce?
If not that, it might be here (the film strip icon)
Yup. Foreground layer. TYVM. Idk why I didnβt think of that.
Thatβs where I looked first
But thank you all for help
Itβs a sweet little spell, but it was also making the caster roll first on placement. Donβt think thatβs right. Is that something to report in git?
Like roll a save and then hitting yourself with the spell
Make an issue why not. Keep in mind that the developer has limited time nowadays. Open to PRs though π
Iβd muck it all up. lol. I have no clue how that stuff actually works! π
Thanks bud, this is an elegant way to solve it. Putting an attack on the caster makes sense, I was just being a good lad and using what tools I was given π At some stage I might dig around for a example of an AE that adds an attack item to the caster while it is active.
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?
The readme has what the flags do
You rock!
Also the pins have an excel that has a good chunk of the flags (not all) and what they do
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)?
Usually yes
For instance, would this give ADV on strength based attacks:
Wooohoo, almost only counts in horse shoes, hand grenades AND Midi-QOL flags.
Thanks!
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
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?
No
You want grants advantage
grants disadvantage would mean everyone attacking them has disadvantage
Gotcha. Makes sense when someone else is saying it to me. hah
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
Does it have to be Times up, or does about time work?
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.
Let me know if you want one π
Totally fair. Anytime you get stuck just ask here and someone here can help 99% of the time
You all rock. The community is awesome!
If you have an example lying around I can probably figure out how to update it for Spiritual Weapon. Having the attack possible from the caster or the weapon wonβt be a bad thing!
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
I have this laying around. Probably from a Kandashi's repo or something.
That is the ItemMacro on the item.
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?
on use macro, macro name ItemMacro
i feel like the midi compendium as a WG version of this
...someone does....is it me?
eh...similar, though for a different overall usecase: https://github.com/trioderegion/warpgate/wiki/Spiritual-Weapon
The MidiQOL sample Items has a Spiritual Weapon WarpGate edition yes
WG?
warp gate, sorry, bein lazy
v10 WG + Arbron's Summoner π₯
I'm just lazy and do things like that manually
Like with artificers and their canons
check out arbron's, its...its really lovely
Does it need WG?
it does, but you dont interact w/it π
its in there, just hidden -- and yea, v10 only
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
(you don't know that you need v10 until you see what it brings to the table π )
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
This is the one Iβve been using, but it breaks if the caster is blessed. Also, having the attack on the caster itself means if the attack bonus changes for any reason you donβt need to update the spawned weapon
yea, very good idea for sure, just wanted to make sure we had all our options on hand π
If there was a way for a spawned token to use another actors bonuses we would be in business
its been on my mind
as more of an overarching limitation with rollData currently as implemented by most systems
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
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 Iβm going to tell him to sort it out manually, thatβs getting way too complexβ¦ things are barely holding together as is π
Active aura that enables the regeneration feature when its in and disables when its out of the range
An additional overtime effect on all three auras that only targets creatures that heβs summoned. Nah
Oh I see what youβre saying. Iβd have to modify Automated Evocations to add that AE to the summons upon spawn
Actually he already uses a macro for Mighty Summoner π€
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?
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)
@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 π )
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)
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?
I don't recall having that one, no
Look at the excel in the pins or the midi readme. I know there is a flag for disadvantage on saves in general but idr if there is one specifically for magical effects
hmm v9 or v10? MidiQOL version?
Also can you open console and check for errors and warnings when you cast the spell?
the newest version. Updated it like, 30 mins ago
let me see about opening the console
Newest version of MidiQOL you mean? Or Foundry, meaning you are on v10.284?
you are using metric system π€
yup, is that the problem?
Another user had similar issues with metric whereas I haven't so ... might be π€·
do you have any modules enhancing the metric system?
I can't find anything, I suppose I shall have to figure out another way Β―_(γ)_/Β―
I don't think there is one right now, for magical effects only. There isn't a way to designate which is a magical effect but there was some chatter of expanding item properties to include such designations at some point IIRC
none at the moment. We just change the map grid from ft to meters, and change the values on the monster and player sheets from feets to meters
that's all
5 ft = 2 m
fair enough. thanks anyway π
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).
Have you tried with only MidiQOL, socketlib and libwrapper modules active?
gotta try that
will do
Sorry I think I was misremembering. Try for example:
flags.midi-qol.magicVulnerability.all.wis | Custom | 1
and flags.midi-qol.magicVulnerability.all for ... well all
won't that make the person with the item have magic vulnerability rather than the enemy?
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 π
basically it makes it so your target rolls saves against your magical effects at disadvantage
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?
its always on as long as they're attuned to the item
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.
okay that makes sense. tbf, I generally I have no idea what I am doing π
let me see if I can cook it up quickly
bless you β€οΈ
π² thanks, will give it a shot! I feel like weβre a few versions behind of midi (we keep ending sessions mid combat and Iβm afraid to do any module updates)β¦ is that going to be a problem?
Which version are you on?
0.9.71
1 target or all targets, eg Fireball?
all targets
I wouldn't imagine it causing an issue, but you could always downgrade
Needs MidiQOL/DAE/TimesUp,ItemMacro. Impose disadvantage of target's saving throw against magical effect ( more or less π )
- Drag the item on the sidebar.
- Create a DAE on the item, set it to
Transfer to Actor on Item Equip - Effect value
flags.midi-qol.onUseMacroName | CUSTOM | ItemMacro.nameoftheItem,preambleComplete// ChangenameoftheItemto match the actual name of your Item. - 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] });
}
}
its not currently working but I am likely doing something wrong. I will see if i can figure it out π
Is the item attuned?
yes
Did you put here ItemMacro.nameoftheItem,preambleComplete the name of your item?
pfffttt no, I did not. which is probably why it wasn't working
sorry my brain is fried
Nah! Should have clarified!
fixed it and now it works beautifully π thank you
@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.
will do
weird, in this world it works fine
Do you have any changed scales or token sizes ?
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.
every new map you create will not have this issue, even in the world that is having it.
try creating a new map on your main world and test the template targeting again
will do
@white parrot itβs an option in MidiQOL v10.0.5+
oh lol beat me to typing my message
Not on my pc to check where exactly
Just edited my message. Itβs on v10.0.5 onwards
Thank you! I'll try updating things :)
Well donβt 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
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 :)
Ok, found a problem, typo in the case of small tokens (width < 1). Strange thing is I'm not sure why it is not happening on the new world, unless it happens to be with tokens whose width is 1 or greater.
Oh! Well thatβs good news. No one was going crazy.
Scale was a factor maybe in some tokens but π€·
There is a bug if you are targeting tokens whose width < 1. Fix for that in 10.0.8
It looks like both were the same problem. I suspect that when using metric and a grid of 5, each square is 15+ feet so smaller tokens are more common hence the metric relationship.
ah gotcha
thank you
Great!
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?
That needs to be in the activation conditions. Not the active effect
And it would be custom 1
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.
Open console in foundry, select a token, type _token.actor.getRollData() and check where alignment is. In details or traits probably.
Then use that β@target.details.alignmentβ.includes(βEvilβ)or whatever the actual path is
I have a version which for on use which uses warpgate and jb2a. It also sense which version of jb2a and gives you options based on that. Then creates a feature on the player which let's you attack roll through the spiritual weapon token. @coarse mesa
Same with Tentacle of the Deep
Thanks will check it out!
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? π€
It's an on use token finder. Though I do need to rewrite a part of it, in case you decide to change the name of the item on the spiritual weapon
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
Oh sorry this is unrelated. I seem to recall tposney explaining a shortcut for having damage auto roll on just one item (rather than turning it on in Settings for everything or holding down a key)
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 itβs not)
thank you :3
AH, this is so good! Finally I can create the Protection against Evil/Good spell β€οΈ
In a macro you could do ```js
//define the item first
const options = {
workflowOptions: { autoRollDamage: "onHit", autoFastDamage: true }
};
await MidiQOL.completeItemRoll(definedItem, options);
Iβm sure there was some quick way to set it on an itemβ¦ must be imagining things
@gilded yacht sanity check here. I have a class ability item that I want to roll and have it autoroll damage with fast forward (itβs healing a fixed amount so no need to see the roll)β¦ 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 donβt have to remember that?
@supple cedar 1d6[fire]
Thx!
It's not really quick, but if you create an itemMacro on the item with
this.rollOptions.fastForwardDamage = true;
and call it on Before Damage Roll, it should fastforward the damage roll.
If you use the @target.details.alignment form you'll need to put quotes around it "@target.details.alignment".includes("Evil") but you can use this form instead target.details.alignment.includes("Evil") which is (I think) more natural (at least in v10 - can't remember about v9)
Oops! Yeah didnβt test it, was just going from memory πΆβπ«οΈ
So no need for Array.from(workflow.targets)⦠anymore, just straight target.details⦠in v10, correct?
(Per target activation rules πββοΈ )
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.
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
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!
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.
Ah, didn't think to check the release notes, thanks π
easy to miss and not easy to document everything π
I've managed to get it working, though it seems to be rolling regardless of whether the saving throw succeeds or fails
You will need to filter in the macro based on the save's result. Start the macro with a console.log(args) to see what is passed to it.
From the readme it seems that macro is called each turn with the results of the save/targets
So I imagine get the save's result and if it's a failure do the table roll
Would it be possible to have something similar for healing spells that do not work on undead and constructs?
The problem would probably be where to put this conditionβ¦
Activation conditions and move the damage roll to Other Formula? A bit counter-intuitive but could work
Not pretty now that I think about it more. Upcasting might be tricky too
@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?
Another way would be to have an onuse macro that removes them from the targets
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
createMeasuredTemplate is the general hook
i think midi attaches info to templates? maybe the source spell?
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)
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)
very helpful context im sure
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.
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.
oh well looky there, 5e added a bunch of new hooks
Currently can only be done via a preItemRoll macro, which is a bit dumb. I will expose the evaluate activation condition hooks, so that at least it is easy to do in a preitemRoll macro.
drawMeasuredTemplate has alot of data prior to template placement
Will do. Thanks o7
Lots and lots of hooks - and they are pretty neat - if they could just await the hooks I'd change midi to just use those and it would be much neater - here's hoping.
looks like I'm due for a re-write of my 5e stuff in A-A lmao
That's not my fault - it's a change to how dnd5e behaves. The itemRoll item.use() does not return until AFTER the template is placed, whereas prior it did. I had to jump through a few hoops to deal with that.
not the worst of changes, and no fault being blamed π
I'ma go christmas shopping with these new hooks
Could midi, in the long run, search the activation condition field for a specific string and affect corresponding rolls?
Like βMAINβ: β¦activation condition for normal damage rolls, βVERSATILEβ: β¦activation condition for versatile, βOTHERβ:β¦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, βVERSATILEβ: target.details.alignment.includes(βEvilβ)
which would roll the OtherFormula if there is a critical hit and/or versatile if the target is evil, as a crude example.
Afternoon. Not figured out if this is breaking anything specific yet but does anyone know what this is about:
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
That seems a bit strange. The detected package is midi-qol but the error stack points to Tidy5e Sheet
Yes. Check how the Lay on Hands sample item in MidiQOL sample Items compendium does it.
Thanks! thats exactly what i was looking for
Just return false if whatever condition you need is not met in the preItemRoll macroPass
Could it be related to why names on the sheet are being spammed?
No idea. I am inclined to believe that it might be TIdy5e sheet specific. Have you tried without MidiQOL if it still happens?
Yup, spam goes without Midi. So does the red error but didn't know what that did anyway. Guess I won't worry about it for now
So the errors appear only with MidiQOL active?
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
I would create an issue in midi repository, with as many details as possible for the error, modules versions, foundry and dnd, steps to reproduce and attaching your MidiQOL exported settings (from midi settings, workflow settings, misc tab) and an export from an actor that has the issue.
Alrighty, will do
All templates have the UUID of the item that created them, as of dnd5e 2.0.0.
yeah I found that on my searches. What I ended up doing is running those off the dnd5e.useItem hook, as it sends all the Template data along with the Item
What if you create more than one?
Got it β thanks so much!
Lol tposney jogged my memory. I did indeed have a macro saved which does just this. All I need to do is call it from the item π€¦ββοΈ
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.
How do you execute this?
oh im sure its itemacro
An an itemMacro?
Yeah but through Midi. Is it via DAE or onUse?
Aye. OnUse
Do you have any checkboxes selected in itemMacro module settings?
Just these.
Also that const actor up top makes me always stress out when I see it
Wait,
Is that Item Piles settings maybe ?
Well I haven't seen that error before and I am not on my pc.
Is that v9?
I'm on V9, yes
If you click workflow.js:1424 from the error what does come up?
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?
Nope, it just seems to expand the errors. π
To that
Oh! This?
Wait, that's merchant sheet NPC.
@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
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?
Yes but where you use actor afterwards change it to sourceActor
const actor = sourceActor;```
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
Still have the same issue π¦
its not a macro error
likely something on IM's side or maybe possibly midi -- on that line linked in your stack trace
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 π
@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
Just tested in a v9 world and it seems to work ok for me.
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.
Can you export the item that has the macro? I will have a look
and its not unlikely ive missed something with cross compatibility in Item Macro. please let me know if you have any suspicions -- i appreciate your pointers.
Sure!
The only change I made to the macro was
const number = sourceActor.getRollData().prof;
to
const number = sourceActor.getRollData().attributes.prof;
And it's working for me. I suspect there is something else going on (i.e. another onUse macro getting called - i.e. transfer effect from the created item or some such).
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.
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...
Midi definitely doesnβt remove combatantsβ¦ I would have been all over that because we use Monks Token Bar for XP and thatβs calculated on the defeated creatures in the combat tracker when combat finishes
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...
A good point. Although thatβs one way to surprise your players π
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...).
@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:
OK as I see (from v10 update thread) that you are going to rectify the issue regarding being admin when updating modules/system, test again after you ve done it and will take it from there
What do you mean exactly with rectifying? To just reinstall them, as admin in this case?
I meant by following the guide that Geekswordsman offered.
You should only be admin when you install Foundry updates.
Never for modules/game system
Ah, alright! I'll try that then. Again, tysm for the help sofar!
Hmm, haven't tested with that but I'm not aware of any 5e items that let you place multiple templates
Bones of the earth spell π
but how you use that in general is iffy
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. π€·
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
Fair, hadn't considered that aspect. Maybe the create measured template hook would be better
Would be a simple check for whether a uuid exists in the template document's flags.
I'll blame shoppers blindness for all the shiny new 5e hooks
Oh 100%, I use them in all my modules now. π€£
But yeah, the createMeasuredTemplate hook would be best, and allow for chaining effects like wall of fire, etc
Just don't forget about ephemeral items lol
Alright, went back to follow the steps and things. All is updated, and the error still persists, exactly like before
Made sure not to update any module in admin modus
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
Can you pass me an actor export that triggers the issue too?
Yeah if you can pass me one that you are sure does it might allow me to reproduce locally.
What happens if you get an actor from the SRD compendium?
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? π
From the Actors on the right sidebar, right click on one of them, and export data
What is actually happening? Does it reapply another condition stacking it?
Ah got it, is on the way to your DMs!
Yup
In the DAE of the Item's effect, Details Tab. Try do not stack by name
Now I'm having a different issue in that it just automatically applies the condition to anyone in range, including the Quori itself π€ But it doesn't stack anymore, at least
(I have Ignore Self enabled in the Active Aura)
That is a passive condition correct? Active Auras can be a lil weird with that Ignore Self
Actually can you export and DM me the feature you ve made so far, to take a look?
I cannot reproduce π€
Might be better if you created a MidiQOL issue, including Foundry, Dnd5e, MidiQOL versions, description of issue, steps to reproduce and an export of your MidiQOL settings and an actor that displays the problem for the developer to take a look.
How do I export? π Will do it later, gotta go AFK a bit. Thank you! π
Drag the item to the Items Directory on the right sidebar, right click on one it and export data.
And I suppose I couldn't just wait for an update to fix it? π π
I mean I cannot reproduce the error and my knowledge is limited, so I don't know if there is anything that needs fixing on MidiQOL's part or its something else and you just might be waiting in vain π€· .
Best bet is to let tposney know with as many details as possible what is happening and he will take a look as soon as he can.
Alright, I'll try that then. Thanks for all the help!
Ignore Self only applies when the Aura changes data on the token, like @data.attributes.ac.bonus for example
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
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.
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
How can I get this to work?
give me 2
ok
Ranged weapon attack only or ranged spell attack too?
Ranged weapon attack, but only when they crit
OK do you have Actor on Use macros enabled in MidiQOL settings?
(if not, go to Midi settings => Workflow Settings => Workflow tab and check the box for Actor on Use macros)
Yes
The on the character sheet of the actor you want to have this ability, create an Actor on Use macro
okay
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?
This will work if it's a feature? I know i said item but it's under features
yes
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.
OK screeshot the Gut_shot macro window too
Works, thanks for your help. I wouldn't have been able to get that nearly as fast with out your assistance.
@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.
What is your DFreds CE that you want to apply on the target on a failed save? The actual name. Cause for me it defaulted to Blinded (CE) as I don't have your custom one
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
Which version of foundry and midi? And are you using better rolls too?
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
There was an issue with skills but hmmm
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?
Make an issue if it is reproducible only with midi and dependencies, including Foundry, Dnd5e, MidiQOL versions, description of issue, steps to reproduce and an export of your MidiQOL settings and an actor that displays the problem for the developer to take a look.
ill try
is the 7d6[poison] damage in the Other field?
And check the damage for full damage on save button on the bottom of the details tab
Isn't Full Damage on Save to apply full damage when they succeed on the saving throw?
K
Light Crossbow
Is this arrow a homebrew one or srd one
full damage on save should do it
For the Arrow or the Bow or both?
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
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.
And the output is extremely weird.
You don't have "Also Roll Other" checked?
So when I have it set up your way, it's only dealing damage from the bow, not the arrows.
midi workflow
Ah, got you, I had that off.
Hm, it's still not working.
Now it's not even rolling the poison damage.
Can you export your crossbow and arrow and dm it to me?
It'd be faster if you export and dm. Cause if it works for me, next I'll want your midi settings
K, how do I export individual items?
A custom one for the Enraged "condition" that the Aura imposes, but I don't think that's too important?
First, [poison], not [Poison]
Also uncheck Also Roll Other on the arrow
lmk if that works
So with ONLY "Full Damage Save" checked on the Arrows, and nothing on the bow, it doesn't even roll the poison damage.
Okay, are you on v9?
Yes
Can you export your midi settings and dm me?
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.
This is what I have
How so?
10 piercing + 8 poison and a failed save = 14 damage.
yeah
this is mine and it transfers on hit.. if you want poison tipped arrows.. I personally use
Is the enemy you're attacking resistant to poison?
I was testing on a zombie and removed the resistance to poison before testing
Looks like you're good to go then
Yesss! Okay beautiful it's working great now. Thank you!!!
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)
Alright. Do you have the item on use macros option checked in midi settings?
Midi settings, workflow settings, workflow tab, after the targeting options up top
Not that important but it needs an extra macro and I wanted to know what to use for you.
Not on my PC right now, but I will share a bit later
is this what you are refering to? if so then yes
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
That I didnβt 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 itβs easy to do.
Ok drop Spell Template Manager
It is deprecated
If you want use Spells Items Features Toolkit instead
Or let midi handle the template deletion
without spell template manager
ill try again without df template enhancement, that could also fuck with stuff
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
Ok Iβll get back on my PC a bit later to check again.
Can you check what the imported macro is?
The one from AA?
Did AA change to not use ItemMacro anymore?
Nothing has changed with AA yet. Just some macros that you can use and are included in the compendium
i imported the macro as is from the compendium
Can you change the application of active effects to auto? In the same screenshot you showed me about item in use macro checkbox
Just to check if its ok with it on
Yeah I had changed it myself and forgot that it comes like that
nothing
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.
will send those in dm
Hm, when midi is active, I can't roll anything from sheets/hotbar/HUD. I checked F12 and it isn't very specific.
Only MidiQOL active?
V9 or V10 foundry?
I think so, as this isnβt happening for me. Updated to 10.0.07?
So in default foundry is there a scaling that I can reference?
You make one in the advancement tab
Right, but I am more talking about what @fallen token said
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)
Yeah that one
Ah gotcha, I am curious if that will work with Overtime effects or if I will need a macro
(1+floor((@details.level + 1) / 6))d6
You should be able to use floor((@details.level + 1) / 6)d8 (or whatever it is)
need to add 1 to the formula since that's the extra dice
ah, the extra +1 is needed cause it'll be 0 otherwise
Okay so this didn't quite work as the Overtime effect takes it as the current players level who has the DAE attached to them
put it like [[@details.level]]
What does that do?
Wait
Yeah that should work. It'll make it so it'll replace the @ field with the value at the start
Alright let me try that
Are you familiar with Active Aura's by chance?
Yeah
I can't quite seem to get them right, it doesn't apply to the template for some reason
Upon entering and/or turn end is that one?
(1+floor[[@details.level + 1] / 6])d6?
Yeah
Should last for one minute, every time someone walks into it or starts their turn it deals the damage
Need some special love that one. And a macro
I can send pictures but this is the one module I consistently cannot replicate
Ah I see, does it not have capabilities to attach to a template?
Create bonfire correct?
Yeah
It has, but you need to make it understand on enter and on turn end
So the overtime can take of turn end
Hmm interesting, I assume it just default has on enter? I can't seem to get on enter to work at all
Send me your MidiQOL settings and I will try it later or tomorrow morning
Settings?
Like export all of my settings?
Or the overtime effect?
Now the damage is just 0
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
Sounds good I'll send it your way
placeholder for active auras midiqol integration
wdym
need help but no time atm, made this post so i can remember where it is in the future
You still need help with create bonfire?