#MidiQOL
1 messages · Page 5 of 1
🤣 Happy to help in that case
Have you been able to reproduce the Overtime bug, seen also above?
FYI, both Active Token Effects and Active Auras have PRs for v10 compatibility
What will the lack of active token effects mean for midi qol?
To MidiQOL nothing.
(and it will be sorted out soon anyways)
Nice!
@gilded yacht
I tried to find a way to enable other formula when not versatile with :
!workflow.rollOptions?.versatile
But the rollOptions data does not seem to be available in the activation condition workflow.
From the v9 source code, I see that only some of the workflow attributes are copied into the one available for the activation and rollOptions is not part of them.
I looked into the v10 code and maybe it could be available, the workflow is copied using Object.assign(). To be verified, I have not yet installed v10.
@violet meadow That's a midi bug in v10. Fix in 10.0.9 sometime tomorrow.
Easiest is probably via the workflow.item.flags["midiProperties"].rollOther=true, which will enable rolling other damage for the item
The idea was to have the rollOther checked in the weapon details but use the activation condition to enable it just when the damage is not versatile damage. Using an item macro would be easy but I was trying to find a way without a macro.
Well now bugbear you ve done it...
What the actual heck did I do 😄
Wow! Hmm @gilded yacht is that due to the Wildjammer update maybe in MidiQOL
?
Looks like vehicle properties.
Yeah that's in v10.0.8
I just tried !workflow.rollOptions.versatile and it only rolled the other damage if the roll was not versatile. *That was in v10.
No idea - not seen that problem. I'd be guessing a module issue - the wildjammer is just a single line that I don't think can do that.
On V10? If it is then it has been fixed by the V10 update to the activation condition evaluation code
Yes v10, I don't remember any changes to the workflow data in the condition data, but of course age and a poor memory are the scourge of accurate recollection.
I'll have a look in v9 as well, but not until Sunday - just going through things that need to be fixed for the game on Saturday - first one in v10.
You simplified to copy of the workflow by using Object.assign. Before you filtered on some properties to copy
Ah, that would be it and I do remember now. I probably never thought to include rollOptions in the list of filtered data.
I wonder how long before most people migrate to v10. I'm loathe to do much work on the v9 branch as it is a little tedious to make a change, test it, make an equivalent change in v9, spin up the v9 world, test it, update both changelogs etc and push the changes.
I am doing that in about 9 hours
Take a gold star and a purple heart out of petty cash.
I’m still waiting on some modules that haven’t been updated
Active Auras is the main one, but you can cobble together a release from the PRs available
Life is easier since the paladin left our party 🙂
Active Auras seems to more or less work as is - at least for the simple cases I tend to use it for. For those updating to v10 and tired of all the deprecation warnings, midi-qol calls a world macro "Warning Exclusions for Midi" on startup
console.warn("Setting Up warning exlusions");
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/dfreds-convenient-effects/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/foundryvtt-simple-calendar/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/socketlib/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/dice-so-nice/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/token-action-hud/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/monks-active-tiles/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/dfreds-effects-panel/"));
CONFIG.compatibility.excludePatterns.push(new RegExp("/modules/ActiveAuras"));
if (game.modules.get("dfreds-convenient-effects")?.active) {
CONFIG.specialStatusEffects.INVISIBLE = "Convenient Effect: Invisible";
CONFIG.specialStatusEffects.BLIND = "Convenient Effect: Blinded"
}
which turns off most of the deprecation warning (you can change it to your heart's content). The other thing the macro does is make the CE Invisible an Bind conditions the ones that foundry responds to when handling invisibility/blind - means you can just apply CE condition to get the spiffy token hiding/no vision from the new foundry vision modes. (Not sure if CE does it itself with the v10 release - should have a look).
dic-so-nice/")) tststs
Guess it does not have any deprecation warnings any more 🙂
I only use dsn for testing as my players don't want it. Sad, I like the dice rolling (as does the whole rest of the world), but can't use it in my game.
Mine spend way too much time customizing their dice 😄
I mean, DsN does have the option to disable it on a per-player basis 🤔
Yeah, but if I enable it for me then the rolls are delayed for the players and they whinge.
People, eh???? 🙂
.9! That was quick 😄
has anyone automated blood frenzy?
Do you have a quick description?
"The {creature} has advantage on melee attack rolls against any creature that doesn't have all its hit points."
Fastest solution. Make a script macro in the hotbar or macro folder.
Turn on Actor onUse macro in MidiQOL settings.
Then create an onUse Actor macro on the character that has the feature name of the macro | Before Attack Roll
I think this should work in the macro: ```js
if(!args[0].targets.length || !args[0].item.actionType === "mwak") return;
const targetActor = args[0].targets[0].actor;
if (targetActor.getRollData().attributes.hp.value !== targetActor.getRollData().attributes.hp.max) {
setProperty(this, 'advantage', true);
}
it can be prettier but it should do it for now
Thanks! I'm very new to all of this and haven't written any macros, so I appreciate the help.
You are welcome, feel free to ping me if it doesn't do it 😉
I get a furnace "macro syntax error" when I try to execute the macro.
Can you open console (F12) and check the red error that is printed in there, at the same time that Furnace macro syntax notification pops up?
And what version of MidiQOL are you on?
Macros.js:204 SyntaxError: Unexpected token '='
at Function (<anonymous>)
at Macro.callScriptMacroFunction [as callScriptFunction] (Macros.js:163)
at Macro.renderMacro [as renderContent] (Macros.js:180)
at Macro.executeMacro (Macros.js:201)
at Hotbar._onClickMacro (foundry.js:52476)
at HTMLLIElement.dispatch (jquery.min.js:2)
at HTMLLIElement.v.handle (jquery.min.js:2)
I would wager I did something wrong. 🙂
0.9.76
Can you copy paste the macro again to check if its OK now?
And its not supposed to be executed by the clicking on the hotbar
@violet meadow
Could it be done with the new activation condition that are allowed on the midi advantage flags?
Big change flags.midi-qol.advantage/disadvantage etc will row evaluate the "value" as if it is an activation condition expression, so flags.midi-qol.advantage.attack.all OVERRIDE "@raceOrType".includes("dragon") will mean attacks against dragons will be made with advantage. The spreadsheet of flags has been updated to include all valid flags (I hope) and now specifies the type of the field. Any field marked as Activation Condition will also accept simple boolean fields.
Click that on Actor macro and add yours as shown. Change the name adv101 on the screenshot to the one that matches yours
Havent tried it yet. That was for v10 only, right?
Yes, it was added to v10 only
testing
It worked! Thanks!
flags.midi-qol.advantage.attack.mwak | OVERRIDE | "@target.attributes.hp.value"!=="@target.attributes.hp.max" does it
for future reference that's a MidiQOL v10 thing
Really nice!
Makes things like extra damage depending on hp easier.
or flags.midi-qol.advantage.attack.all | OVERRIDE | "@target.attributes.hp.value" < "@target.attributes.hp.max" / 2
No v9 version of that I'm assuming? I guess you could try in the activation conditions?
Just for my future reference if I need something like that
The thing is that to apply advantage on the attack it cannot be done with only activation conditions in v9 MidiQOL
You will need the onUse actor macro from above
Makes sense. I do a hybrid of manual and automated workflow
So if I can't figure out how to automate something through just flags, we do it manually. Mostly cause I'm too lazy to learn js, haha
Well, more so too busy. I wanna learn so I can pick up Combat Focus and Spell Level Buttons for v10 (whenever I do update), but life is stupid busy rn
What does the "Really hide private/gm/blind rolls" option actually do?
I'm trying to prevent a trap from displaying a chat card, but rolling as blind/private is still showing a card to the players, even with this setting turned on ?
Basically hidden rolls
Supposed to mute the dice rolling sound as well but I know that doesn't always work
then it doesn't work atm, as players can both see the roll, and the chat card for the roll
Switch your chat roll method to private gm or whatever
v9 or v10?
I mean the physical dice have ? on the sides, but that's from dicesonice
but that at least shows I'm using the right roll type
v9
for the thing I'm trying to do I've already gotten rid of the dice, its just the chat card for the trap I'm wantign to hide
Can you show a picture of your chat
you know what, you can ignore it all. They aren't getting chat cards now
All I did since it wasn't working, was shut the server down and sleep for 6 hours lol
I know I refreshed the server window, but maybe I didn't refresh the player browser I was testing with and it was still using old data or something.... who knows. Works now. I won't worry about it lol
@violet meadow Even with all effects desactivated, and only one actor within the active map, midi QOL won't roll if there's an active combat. Out of combat is fine. The new release from today didn't fix, also. Any other possible fix you might think of?
Yep. 😦
The update works for me. Hmm can you de activate active auras and check again?
Active auras is uninstalled, all auras deleted on the actors present in the map, and all effects too. I also tried with all others modules desactived, except for Midi qol, DaE, libwrapper and socketlib
Have you tried making a bran new actor and trying the effect on that one?
Also is the scene active?
Without Dae, doesn't work too. Brand new actor will roll if not in active combat. Every actor will roll too, but not in combat. The scene is active yes.
You need DAE
Yea, active or not, doesn't work. I left it active for all testing.
As soon as a combat is created, init rolled or not, combat began or not, all the actors wont roll
as soon as I end combat, everything rolls as normal
@gilded yacht anything similar occurred, related to combat being active? Even with all effects deactivated/deleted (auras, conditions, etc.) and only one actor within the active map, Midi QOL won't roll if there's an active combat. Out of combat is fine, everything rolls normally. The new release from today didn't fix, also. Any other possible fix you might think of? Thanks for your help !
@narrow saddle Are you using the Toll the Dead from midi sample items compendium?
That is a good question, I have had it on so long I can't remember, it has an item macro, a long complicated one.
However I am sure no matter what spell it is, it asks for damage before save.
Are you on v9 or v10?
V9 still yet, still hanging on before I make the leap.
Can you export and dm me your settings?
And the toll the dead item
OK sent you both.
got it, I'll test in a sec
I may have gone to bed by the time you get back to me, it is very late here.
Therefore I will say a massive thank you for any help you can provide and look forward to seeing it in the morning. But no worries if it can't sorted, like I said in my original post, it isn't a massive big problem. Just wondered if I could change it. 🙂
Ahh, midi needs the damage in order for the saving throw to be made (AFAIK). You could enable auto roll damage for just the DM to speed this up
Also I would change this in the Workflow saves section to be auto so the GM doesn't get prompted for saves and it does it automatically (players will still be prompted)
Can I do an activation condition based on a target's hp? Something like below (V9)
@target.attributes.hp.value < (@target.attributes.hp.max)/2
I think yes, but put each statement in “”
Didn't work
When I used [[]] it referenced a value of 0 for both fields
"[[@target.attributes.hp.value]]" < "([[@target.attributes.hp.max]])/2"
Nope
is there any reason the fancy warding bond spell in the midi sample items would not work with 2 npc sheets instead of player sheets? am planning a huge boss fight and the bosses are npcs and I really don't want to remake them as players to use it.
no classes?
yeah no classes but honestly I could add those if it needs it
I need some complex help. I have a suit of +3 plate armor that has a reaction when you are struck
"In addition, it has 3 charges, which it renews each day at noon. When a creature hits you with a melee attack, you can use your reaction to expend a charge and cause the coronas on the armor to leap at the target, which must succeed on a DC 17 Dexterity save, suffering 3d10 radiant damage on a failure or half that on a success. In addition, a creature that fails its saving throw by 5 or more is also blinded for 1 minute. It can repeat the save at the end of each of its turns, ending the effect on a success."
I think I've done the settings here well enough, but can someone help me set up the reaction blinded effect to be put on the target failing the save against the radiant damage? At the bottom of the sheet there aren't the usual Midi check boxes for item propertes like "Half Dam Save" and "Magic Effect"
is the most recent update causing combat tracker issues for anyone else? i can't begin combats
i think its a compatibility thing
cuz when midi and dae are alone it works
ill see if i can isolate the module causing the incompatibility through trial and error
ooookay
so
V9 or v10?
v9 or v10
V10
MIDI + DAE no other modules: OK
MIDI + DAE + Levels + LibWrapper + Wallheight: Suddenly, when i load, im getting
foundry.js:58305 Midi-qol requires DAE to be installed and at least version 0.9.05 or many automation effects won't work
and
foundry.js:58305 Midi-qol requires socketlib installed and enabled
And all of a sudden the "begin combat" button doesn't work. No error message when clicking.
Enabling Socketlib manually does fix it, but when i enable my other modules i get the begin combat button problem again, however without the load tooltips
v10
That's odd - I have that enabled in v9/v10 and I'm not getting a problem with combat
ok extra weird i just tried to replicate to check if theres an error message and its working now
I am guessing a module incompatibility - can you dm me your midi settings?
Yessir, Ill do that in a few. I also tried with every other modules off, except for Midi QOL related ones.
is there some like invisible load order logic to modules or something? cuz im getting different results with the same modules loaded when trying to replicate
@gilded yacht a small typo in your last v10 update, verFsatile
https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/workflow.ts#L1468
Could be caching and modules can affect timing of init/setup/ready hooks being called.
Using MidiQOL activation conditions try this.
Create a Blinded effect on the item and check the Activation condition true required for effect activation at the bottom of your screenshot.
In the activation condition use the following: ```js
"@workflow.saveDisplayData[0].rollTotal" + 5 <= "workflow.item.data.data.attributes.spelldc"
The Blinded effect should have an OverTime flag for the save to be removed
Thanks so much! Not sure where I add an OverTime flag
@little creek there is a place in the details tab of the Wail to set the saving throw
like this?
Testing on v9, didn't work for me
ohh okay - I removed that because it was rolling the saving throw for the banshee, not the players
@violet meadow Hmm. Doesn't seem to be working. Tezriale made the save on her turn but is still blinded
I meant an actual overTime Effect from MidiQOL.
Cause MidiQOL doesn;t know what is the success at this point
Is this the right ordering?
works for me in v10, did so as well in v9
so that have the saving throw be a con saving throw, that is 13 or higher
It worked for fireball but not wail. Maybe I set something up wrong?
yeah, according to the stat block it's supposed to be a DC 13 Constitution saving throw
then yes.
ok
the first box is what kind of saving throw, the last box is what the DC is based off of from the caster
where is that setting?
let me try now with range-(special) instead of range- feet
lol I'm sorry. I'm really new. Where is that menu?
that is the active effects menu
In this one on the right
The effects menu of the armor?
of Blinded
I lied. It didn't work for fireball so special isn't working for me. I thought it did but the actor had immunity to fire
hm...
Is there a setting I need to change for special to not target the source actor?
not that i am aware of
Okay I think that worked for manual application of the effect (selecting players and "applying damage" now applies damage without affecting banshee) - now I just gotta figure out how to automate the "failure roll = hp 0" and "success roll = 10 psychic damage" process. Thanks for the help!
Looks like a module conflict. Gonna find out which one is doing it
you could put the ~~10 psychic damage ~~ 3d6 psychic damage in the damage formula, then put some like 150 damage in the the other formula, then set it roll other damage on save failure
It's Token Magic FX??????
there is a conflict with templates something I think 🤔
i dont have that on in my world.
Is there a module setting I could change to fix that?
Hmm I remember a libwrapper warning at some point, but not sure right now
Which MidiQOL template targeting option do you use?
Tez is still making the saves and it's not automatically removing it
walls block - ignore defeated
That was meant for Supernaafeh 😅
lol
You need to be in combat and when the end of the turn of the token comes, it will auto roll the save and remove the effect if successful
if I remove "Turn-end" will it work outside of combat too
Overtime effects need active combat to work
ah shit, @keen lodge I'm not able to start combat either
well I can't test until I can start combat. It worked last night, and I haven't added any modules today
what the heck
What error pops up in console when you try to start combat? Same error like before? The undefined dc something?
Looks like I had to turn this off for TFX
I get no error, it's like the button isn't doing anything
Open the console and type ```js
game.combats.forEach(c => {c.endCombat();});
hit enter
Do you have an active one stuck?
Actually nuke them all. Maybe you have one combat in another scene, so use this: ```js
game.combats.forEach(c => {c.delete();})
what would that look like?
Ah disable Group initiative. The module
in Midi?
Nope from your Modules list
oh the module Group Init
aww man
yeah it's working now
I really like Group Initi
ok so now
this pops up when Tez's turn is over
and I can't end her turn
They have to make the save from chat or the popup from lmrtfy/monks
Otherwise they can't continue
So don't close the popup
any way I can force myself to see the popup as the gm?
change your settings to auto roll gm to make it faster
but if the player is logged in, no (afaik)
Set the player setting to auto for now and test
Can you show me the settings look like
no no
Try this
And start with a new combat and effect applied after new combat start to test
ah ok
same result
removed the effects, started a new combat, had the actor receive the effect, ended her turn
(╯°□°)╯︵ ┻━┻
got the same "Damage Over Time" prompt
What happens if you log in as the player while in combat
and have the player end their turn
Do you have Better Rolls or its new version?
Ooh good question, check for any of these
Better Rolls
Ready Set Roll
Midiqol
Minimal Roll Enhancements
nah, all I have is midi
Honestly idk then. If you can (and want to) I'd go back to v9
well thanks for the troubleshooting nonetheless, friend
Overtime effects work in v10 🤷
You are on v10.0.9, correct?
I would try with only MidiQOL
So... I'm having a little issue with Midi-QOL and... maybe other modules that I was hoping someone might be able to help with. So... basically, things are working just fine with direct attacks and the like, auto applies damage and all... but they don't seem to work so well with saving throws. For instance, acid splash. Mostly, it acts like there were no targets or anything, so it can't find who to have do saving throws. Additionally, if I try to use burning hands, not only does the target selected by the template not show up in the chat message, and isn't shown as available for saving throws, the scene basically stops being interactable (and causes errors on loading) until I remove all templates from the scene.
Is this something I've configured wrong? Or should I be looking into making a more formal bug report?
It sounds like you have another module installed interfering with it. I'd turn off all modules except libwrapper, midi qol and dae and see if it works
What version of midi do you have?
10.0.9, it says. Just updated, actually, to see if that'd fix it.
Alright... disabling everything but the required stuff did stop the burning hands template crash issue... but it did not fix the issues with saving throw targeting...
Just to provide more full info, I'm on Foundry version 10 build 284, Fifth Edition 2.0.2, with only Midi QOL, Socketlib, libWrapper, and Dynamic Active Effects enabled currently.
For my Midi configuration, following the readme, I have auto check saves set to "off", players to roll saves set to Monk's token bar (not currently enabled, but I'd like it to be), and Prompt GM to Roll Saves set to auto for both.
Incidentally, I also have no late targeting set, and it will not let me attempt to cast the saving throw spell, acid splash, without a target.
Auto check saves off means that midi won't do any save checking and it's up to you to handle it as gm and the damage application. Probably not what you want. Also monk's token bar has been updated so you can use that. Can you DM me your settings and I'll have a look. I just ran acid splash with the following settings and it worked as expected
Also, yeah, setting that seems to have fixed it. At least for acid splash.
The reason I had it off was becasue of this line in the readme:
If you want only one group to roll manually and the other to roll automatically, set this to “None” and make appropriate choices for the “Prompt Players to Roll Saves” and “Prompt GM to Roll Saves” settings
The auto check saves means adjudicate saving throws (and if enabled apply damage). If autocheck saves is not off then, the three "prompt to roll settings" cover how rolls are handled none (for players) auto (for GM) means midi will do the roll all by itself. If you want the player's to be able to do the save set it to something other than none. Similarly for the GM settings (auto means always roll). If you choose chatmessage then a chat message telling the player to roll will be displayed and when the roll a save from the character sheet midi will pick it up and use the roll.
Mmm... looks like Token Magic was what was causing the breakage with burning hands.
I don't think that is v10 ready yet. If you just disable it everything should keep working.
Had trouble reading the uncaught exceptions considering how fast they were coming in, and that it killed the console, but disabling that fixed it.
And this is exactly why I'm testing things before game time. :P
It can be tricky when there are so many exceptions to keep trck of.
Active Auras and Active token effects are not v10 ready yet. ATE just does not work but AA seems to more or less work (at least in my limited testing).
Wonder if DAE has known issues with it... one of my players on an old macbook couldn't connect with it enabled, but before I had anything set up. Granted, takes her a long time to load either way, but when that was going on, her name wasn't appearing in the list while it was loading, while it does otherwise, and that seemed to go away as soon as I disabled DAE... but I'd really like it to work so I've reenabled it. ^^;
Theoretically can we set up "auras" as a self overtime function to run every round as triggering an attack or feature that has "enemy-20ft" range?
Couple of complicated things I've wondered about is a feature for huge/large creatures triggering a str throw from players for not falling prone when moving through their area, or a creature emanating fumes as an "aura" that'd apply damage to players within a 20ft range at the beginning of its turn.
Currently I just apply the aura damage as an overtime function with "turn=start" applying manually to the PCs who are close etc.
Hey guys, should there be a "no" button on this menu? Like if the player does not want to use the ability?
Uncheck the box
It still runs the effect, it just doesn't consume a charge.
Just close the dialog and it won't run
Then the attack doesn't go off at all
The sword has a once per day charge of hold person that the user can choose when to use, when the weapon hits.
That's not currently supported - it's a dnd5e thing. The easiest solution to have 2 items, one being the sword and one being the once a day effect which the player can choose to roll when they hit. You could (if you really want to) add an onUseMacro to the sword which would just call completeItemRoll on the extra effect - it would look the same but do what you are after.
Might want to use Magic Item module instead
if that even works in 10
You can easily macro it into an on use
await MagicItems.roll("item name", "name of spell");
Oh thanks!
Does anyone know if there's an attribute key in midi for setting an item to limit your dexterity modifier to AC? Like if you're wearing medium armor
So for the "emanating fumes", no active aura needed.
You can make it a feature with a DAE transfer to actor on equip and make it run a macro at the start of every round (in the Duration tab of the DAE) that will do the damage part.
(You can do the same thing with Effect Macro module, to trigger that macro on start of combat round too)
You can use a macro from inside the same Overtime effect call, by adding a parameter macro=name of the macro (the macro must be a world one in the macro folder) and that macro will get the args from the overtime workflow, meaning you can get the targets and the ones that failed a save really easily, to make them pay for their insolence!
Ooh, thanks!
@violet meadow Also did the arg for hp below a certain threshold get sorted?
remind me?
If it was the one when hp equals to 0, then yes
no, hp < 2 of max value
//“@target.attributes.hp.value”<“@target.attributes.hp.max”/2
Ah for v9?
Yup yup
Nothing changed recently. I will take a look
This works for v9
Array.from(workflow.hitTargets)[0].actor.data.data.attributes.hp.value < (Array.from(workflow.hitTargets)[0].actor.data.data.attributes.hp.max)/2
Will check it out, thanks again!
This seems to work too: "@target.attributes.hp.value" < ("@target.attributes.hp.max")/2
@spice kraken 👆
Is there a setting in midi/module that can untarget targets after an area spell has completed?
so if I were to create a permanent effect that'd grant advantage on any target below half health, would this work? Again sorry if this is completely wrong.
(see that's why I don't finish the loadout macro 😅 )
You mean not at end of turn? 🤔
For v10 yes, without the turn=start.
For v9 nope
And change to attack.all
Any additional thing to run for v9 or that' just not doable in it?
Would need an actor onUse macro.
Hey all, I'm unsure is this is midiqol related or not, but from my testing it seems to be. For whatever reason after casting a spell (with a radius) the casters token gets an icon of that spell on them. It's very weird, and unwanted. Checking DAE it shows that the effect should expire in 1 second. I DO have an in game clock, but the effect never expires. Ideally I'd prefer the effect not be applied at all. I can supply screenshots as needed
v9 or v10?
I am on v9, I do not trust v10 yet
On v9 I think there isn't a way to switch that off.
It's a MidiQOL setting that allows templates to be automatically deleted.
That's in v10 MidiQOL under Midi Settings=> Workflow settings => Workflow tab.
I will take a look, ty!
And to be clear, here is screenshot with the Culprit.
Yeah exactly, that's the one I am talking about 😉
This was a recent change, when a instantaneous spell with a template is cast, an effect with a duration of 1s/1 turn is created to delete the template when the effect expires
Womp womp. Do you know a macro to remove it, or just manually remove that icon each time?
Hmm do you have time management in your system? What system is that?
This is Sw5e, (star wars 5e) and I have simplecalendar / about time
Did you try the setting that @violet meadow showed above?
(it seems the setting is only found in v10)
Sorry did not see that you were on v9…
You need times-up
To remove it automatically
Probably also running a script macro like: ```js
await token.actor.effects.find(eff=>eff.data.label.includes("Template"))?.delete()
I don't think that here are many effects that include the name Template in the label so as to produce false positives, but keep that chance in mind 🤷
I shall try times up first, thank you all!
Low and behold, it worked!
While I'm here, since you are all evidently geniuses. Is there a way to program a spell like 'sleep' within midiqol, or is it there a way to have it roll the HP amount but NOT deal damage or heal?
Haha, sorry sorry! Ignore me! 🙂
You can have it do None in the damage type field
Sleep spell macros can be found around
But yes, I mean directly after damage is applied. Not at end of turn. Not really a big thing though, just exploring.
No modules come to mind. You probably need a world script to hook on MidiQOL rollComplete (don;t remember the right one), filter for itemType spell and !!templateId and then do a game.user.updateTokenTargets() 🤔
That doesn't sound worth it. 🙂
But also need to filter for the correct user depending on who casted it
Try this in console ```js
Hooks.on("midi-qol.RollComplete", (workflow) => {
console.log("workflow delete targets after spell complete",workflow);
if ((workflow.actor.data.permission === game.user.id) && (workflow.item.type === "spell") && !!workflow.templateId) game.user.updateTokenTargets();
})
Reloading will delete the hook anyways so no harm no foul
And using that with the World scripter module should make it easier 🤷
@chrome gale take a look at this: <#994929221182959616 message>
It's a way for a target to react to something when it has the effect on. Warpgate and Active Auras needed.
Moving my question here: Trying to set up the corrosion ability (like oozes), that cause a -1 damage effect when the creature is hit by a non-magical melee weapon.
It seems that the only way to apply it to a -weapon- (unfortunately you can give weapons active effects) is to use warpgate(?) to delete the weapon and replace it with a 'corroded' version maybe?
I cannot take you through it right now unfortunately!
thanks I'll take a look
It needs modifications to warpgate mutate the attacker's weapon with the negative values to attack or damage bonus, but its doable
I might play with that tomorrow if I have time. Are you on v9 or v10?
im on v9, though ideally I would want it to still -work- when I update to v10 lol. but I'll be on v9 for a while as I wont be updating until Monks and things like item piles are all updated
I'd certainly appreciate you taking a look, if and when you get some time
Is it worth me making a thread for it?
Can someone help me set up Twilight Sanctuary to automatically check for "friendly" actors in the area and give them temp hp (we modified it to be d8+@wis) at the end of the actor's turn?
are you using an active effect for the temp hp?
I believe so. Gentle reminder that I'm fairly new to this
Don't
Temp HP note:
Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.
oh wait, is that not an active effect?
Same would basically apply to current or anything that can change
what I linked
It is an active effect
ok
I'm saying don't use AE for temp hp
Alright
You can in the details tab of the item (not effect) and change damage to temphp
like this?
Twilight Sanctuary
I know, we homebrewed it cuz it's kinda nuts
It's now a scaling dice similar to bardic inspo and adds wis mod
And it also now requires concentration
Although tbh I go back and forth on it requiring concentration
I have a setup that works automatically using MIDI + active auras, but not at home right now.
Basically you want to make an effect which is an aura on the main guy, then it has a secondary effect which is an overtime effect that applies the temp HP
Without a macro (which I can't make) I think the easiest way to handle this is man an aura with an empty effect, and just manually add the temp hp
You shouldn't use an AE that applies temphp (unless that addition is coming from a macro)
It's not an AE directly, it's from a MIDI overtime, which not only handles the case above but also makes sure to not stack temporary hit points but instead replace if the new amount is larger 😛😎
fotoply if you could help me with that when you get home I would be so grateful
Sure thing, should be like, 20 minutes or so
Oh perf
how does that work in regards to losing hp and all that (like mentioned above in my temp hp note)
It works according to the rules.
Midi overtime is just a marvel 😛
So, my current setup is a bit jank, but it works. Required modules: MIDI-QoL, DFreds CE, Active Auras. @spring dove
Setup in CE:
New effect with exactly the name of the feature (Channel Divinity: Twilight Sanctuary) and duration of 60 (or whatever you have homebrewed it to last). Effect tabs is setup as in image 1. No aura on this one. Its basically only there because of the "sheds dim light in 20 feet radius", which is exclusive to the caster. Is set to apply to self when item rolled.
Effect 2 in CE. Named Twilight Protection. Is where the actual magic happens. Also set to apply to self when item is rolled. Duration is not set. Effect is a single overtime flag, see image 2. Contents of flag is:
turn=end,
label=Twilight Sanctuary,
damageRoll=1d6+@classes.cleric.levels,
damageType=temphp
Also has an aura set with the options in image 3.
And yeah thats basically it. When the player uses the feature it should apply the base effect on him, which will cause him to glow and apply the shielding effect on him, which will also turn on the aura.
Also if you don't want to use DFCE you can just build this directly into the item as AEs, I just like having all my effects in one place 😛
Well not official is it?
Nope, but there is a patch that somebody has made, see #macro-polo message
I have a macro of this on my patreon
I went about it in a different way
Let's you heal or cure conditions
So I'm having a bug, that I'm pretty sure is caused by the module I'm using (quick roll to chat), but I figured I'd ask the question here just in case.
Basically, when using the module to cast a sidebar spell, even when its being cast using a player actor on the scene (so the chat card does say it's that actor casting it), the spells... vary.
Some of the animations work fine, and sometimes the effects will work ok too (entangle seems to work for instance, animation and effects, and even the saving throw). But it has no concentration info.
Fireball casts the animation and places the template, but doesn't auto roll damage, and clicking damage in the chat card will roll it, but not apply the damage. And it never asks for a saving throw.
So I -think- there's a disconnect between the module and midi. And if its a really complicated fix/issue, then I'll probably have to just delete the module and try and find an alternative. Just thought I'd ask the question!
it needs to be casted from an token on the canvas
Anyone know what this problem would be? found a midi enabled item macro version of enlarge reduce that worked great, now I get this...
target.document.update, but I would suggest going with Warpgate instead
Honestly I have no idea where I found this version of it tbh
Do you have a enlarge reduce? I'm on your patreon
I can probably write one real quick after I finish with Guided Strike.. which I think I am 99% done with
debating if I want to mention on the attack, it was adjusted
Well I'll be greatful if you did, your other stuff is very helpful
I'm casting from a token on the canvas (one of the options of the module is to have the spell cast from a selected token), and it says the tokens name in the sidebar chat card. And if I cast a more simple spell like.. I think firebolt? The animation plays from the player token to the target as expected. Just no follow-up damage roll happens or works. Sometimes an error pops up saying something like midi.workflow()
It seems like anything that is set up to work -before- any damage rolls (eg animations that happen on the attack roll I guess?) work, but then anything that happens on or after the damage roll just... gets stuck or plays out like core foundry (eg click the damage button on the card to roll dice, it shows a result, but no automations are happening. It even shows the 'Crit or Normal' option popup, which I have disabled in midi, so it seems midi is being skipped entirely maybe).
I'm completely guessing at all of this obviously, as I am an ignorant fool.
Weirdly, it seems that DFCE conditions do get passed along fine (I guess they happen before the problem hits), and there's a bunch of stuff I can maybe do using those at least.
Does the template not target? might be levels
I'm doing everything on a test scene, so there's no levels involved. The templates target things fine, and applies dfce effects, and usually asks for saving throws for effects... it just doesn't roll or apply damage, or ask for the saving throw for fireball for example (which gets asked for after the damage roll).
Which module? Midi?
Or levels? I don't see how levels is involved as the creatures are targeting fine, but I'll try it when I'm next on pc
Hey, I've got a macro that is being called in a midi hook and when certain conditions are met I want the workflow to abort. The midi documentation says "If the hook returns false, the workflow is aborted" but I don't get how I tell the hook to return false from inside my macro. Can someone help me?
It would be better if you linked the macro too and how you use it for future reference.
I saw the conversation in macro polo though.
A return false would normally do it.
I have a feeling that the if statement for the wisdom save check never evaluates to true.
Do you put a MidiQOL flag with the save DC on the target actor at some point?
In the current state of that macro, you'll have issues. You need to rely more on the workflow if you're gonna use a hook
The if statement does evaluate to true. I've checked by having it post a nonsense message into the console when the save fails
this would work better as a world script, since attacking and damage is client side
a lot of things are only broadcasted to the GM
Does Hook macros module broadcast the hook to all clients? Or is it only client side? Have never used it
no, only what they do
think of it like token owned
world script however bypasses this
Then better create the hook from scratch and put it in World scripter and access the workflow directly
So you would hook on preamble, and check the target in the workflow for protection from evil and good then check the attacker in the workflow if they match the creature type. if yes and yes modify the workflow to make disadvantage true
or check the creature type first, which might be better
the rest of it can be added into dae and item macro for the protection benefits
ok. I'll go check it out. I also feel stupid now because I thought protection from evil and good makes you unable to attack the target (mixed it up with sanctuary i guess xD)
Thanks alot, though!
finally had a reason to use flags.midi-qol.onUseMacroName
wrote Channel Divinity: Guided Strike
I use it for my reactive type macros
Question do you see the on use macro on the Actors on use tab in the character sheet, if it’s on?
Doing the same for effects like add 2 to an attack, when the original attack +2 would hit
It’s nifty!
I had to zoom in on the text line for on use flag.. heh thought it was macro.macroPass and was wondering why it wasn't working at first
macro,macroPass
Yeah
Now need to find some uses for the new DAE expiration combat end and combatant added.
Combat end will help clear effects
could have it double check all active effects and kill em
especially things like rage
Indeed
Aha would combatant added be the solution for creatures being added with effects already on?
I guess that probably it!
Nice!
How possible is an effect where a PC has disadvantage on attacks against everyone else but the actor that caused the effect?
I wrote something similar for Barbarian Ancestral Protectors. It has been incorporated in ddb-importer
https://github.com/MrPrimate/ddb-importer/blob/main/macros/feats/ancestralProtectors.js
Integrate your dndbeyond.com content into Foundry virtual tabletop - ddb-importer/ancestralProtectors.js at main · MrPrimate/ddb-importer
thank you!
Do you put this as item macro before active effects?
For the special duration of "Turn End: Expires at the end of the targets next turn" If the AE is applied at the start of their turn via a reaction from another creature, will it end on this current turn or wait for the next turns end?
I think it's based off initiative position. So if it is their turn and they use a reaction (can't think of a use case for this when this occurs) it should end next turn, not this one (I think)
its another creature putting an effect on the current turns creature
Chain devil's unnerving mask reaction, similar to basalisk only its a reaction instead of automatic.
Also how do I have an item macro only fire if the attack hits?
or rather only have the effect apply only if the attack hits?
Ah I see. I think the Turn End: Expires at the end of the targets next turn is just that, next turn. Not current turn (look at how shield is made from CE). If you're not at your PC I can test for you
is that automatically how midi works or no?
DAE is what makes the expiring effects
I believe with this just make an effect with no save on the weapon
I'm trying to create the chain effect of the chained devil, if he hits a creature, they are restrained and take damage till they break free
So first I would do 2 different Chain attacks since you don't want it to potentially grapple more than 1 target. So like regular Chain and Chain + Grapple
Are you on v9 or v10
ok now I understand why i did it your way, I had prepped this 3 weeks ago, vacation brain made me forget why I seperated them
yeah I have a normal chain attack and then a special chain attack that just applies the lasting effects
Easiest way to go without a macro
v9 cause 90% of the modules I need are not v10 ready
I'd be willing to playtest but my players should not endure it, which is why I moved away from roll20 to begin with. Playtime is for playing not testing.
Lmk if you need help testing anything or making anything. I know you're pretty proficient with midi
I just was trying to get a handle on what I had done when I made him, foggy brain stuff
You can always log in as player too and test. Or if you want dm me your invite link and we can test together (either through just text or vc)
the legendary resistances feature in the v9 midi sample items seems to be weird, is it fully functional? There is no item macro on it, and its keys have weird incomplete fields:
Is there something implied in the code that I just don't see, will I be prompted everytime the legendary boss is forced to make a save?
I don't see legres or even legendary in the readme or the excel
its in the midi sample items in the features folder
¯_(ツ)_/¯
yeah logged in and tested everything for a sanity check, yes, theres something built in going on with the legendary save stuff, its working, I dunno if its working in tandem with dndhelpers or something or what but its working as I suspected. Chain attack is working manually as I don't want it to always apply.
This was my original description, before is was integrated to ddb-importer:
// Read First!!!!
// Marks a target for Ancestral Protectors, and handles the behavior on the marked target
// v0.1.2
// Author: Elwin#1410
// Dependencies:
// - Item Macro
// - DAE
// - Times Up
// - MidiQOL "on use" actor and item macro
//
// Usage:
// - This item macro code must be added to the ItemMacro code of the item.
// One effect must also be added:
// - Ancestral Protectors:
// - Transfer Effect to Actor on ItemEquip (checked)
// - Effects:
// - flags.midi-qol.onUseMacroName / Custom / ItemMacro.Ancestral Protectors,postAttackRoll
//
// Description:
// In the postAttackRoll phase, the macro validates that the actor initiating the item is in Rage,
// that no target was already marked and if in combat that it's the combatant turn. If that's the case,
// then an effect is added to the target to mark it and handle any attack from this marked target to any
helpers doesnt manage Leg Res
k, must be something built into midi doing it, it prompts the DM with a button to press if they think their boss is going to fail the save everytime they are a subject of a save effect.
even though the actual midi sample item makes no mention of a macro of any kind
Awesome, I'll test this out shortly
Hey, it's a Midi-QOL Devine Smite question. I've searched an see tons but I did not see this covered.
- Foundry V9 / Build 280 / DnD5e 1.6.3
I have tested:
- Divine Smite MQ0.8.88
- divine smite - no macro - mq 0.9.23
Basis of the issue, the macro works the first time used. Attack, promts for spell level to use, and applies the correct damage. The problem occurs every attack after, the prompt does not come up to choose spell level for Divine Smite.
Am I missing something?
have you tested the situation with just the bare minimum modules installed?
My first thought is the method in which you are activating the attack is the cause
whether it be combat booster, argon, tah, or a custom sheet
the other thing is what is the smite spell setup as
maybe you have a module that tracks actions
I have not, I will. As far as how I'm calling the weapon attack is clicking it in the character sheet. Old school.
are you using the default sheet or a module's sheet
Divine smite is setup as an action spell, do you have a module that limits/controls action economy?
Default DnD5e sheet. I have a ton of mods running though. Possibly something like LMRTFY, or my attempt to streamline rolls. I see what you are saying. Thanks.
streamline rolls....are you crossing the streams by chance?
LOL sounds like it. I'll go through my mods and see if there is a conflict.
I'm on a monumental task of rebuilding my players LVL17 characters from the ground up to work with advancer and clean up 2 years of inexperience and mistakes from the beginning.
2 years old? My first check would be fore BR
What duration should I make the Ancestral Protector AE?
Edit: I made it a passive effect, it works. Thanks!
No, it's a new world, with fresh mod installs. Litterally creating a new PC and building it by hand with the old character as a reference.
Better Rolls, Minimal Roll Enhancements, Roll Groups, Ready Set Roll.
And midi is...well midi.
None of those installed BR conflicted with something else I was running. Just don't remember what it was now.
Everything
Supernaafeh I believe using Dynamic After Effects (DAE) you can set your duration according to turn relevance. If the spell below is what you are referring to, you set the duration at the beginning or turn.
**Ancestral Protectors
**
Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
I was referring to it with the Macro Elwin provided
I made it passive so the macro AE isn't always present on the token and it's working perfectly (resistance/disadvantage) and all
Wish the feature that adds a sound effects button to the left of names was also built into Token action hud or had a button on the token hud
I think its CUB's feature I can't remember
I thought that was added by one of monks modules
In which case it may be easy for him to add it to his token bar
But I may be wrong, I'll have to look
I've been doing a bunch of updates to Token Action Hud recently. Add it to the GitHub's issues and if it's an easy add, it might happen soon enough 😉
Is active auras working in v10?
No v10 version but there is a PR for it
@naive comet flags.midi-qol.disadvantage.ability.check.cha | custom | 1
In the active effect?
Yes
like soi?
Yup
Nah, you're just learning
I am working on a Twilight Sanctuary setup. I have it 95% complete. I just want the dialog prompts to come up for the player that casts it instead of the GM. Is there a way for "Item Macro" run by an Active Effect to be the player that applied the effect?
Do we have MidiQOL for V10?
FIghter's manoeuvre - Riposte.
With this ability the fighter can react if the attacker misses. So if I put the activation cost to 1 and special.
Is there something I can put in the activation condition that would mean that if the fighter is missed by an attack by an enemy it will throw a pop up prompt for the player to use riposte?
Someone could make a macro but you could make it a reaction, but that would make it pop up every time they are hit
Yeah that is an option however with there being the option of a Reaction Damaged, I thought there might be a Reaction Missed possibility.
So I looked at the line underneath the activation cost and saw activation condition and wondered what that was for and if I could set a condition for activation of the ability.
Similarly to maybe using an aura around the fighter so that if any hostile creature comes within 5ft it triggers the Brace manoeuvre.
I wrote mine using DAE, includes prompts for healing and curing. You would need to run it on themselves
You would need a world script for this to detect the attack. Players cannot see workflows generated by tokens they don't own
Hooks as well
I am using DAE (AFAIK, very new here) to trigger an Item Macro. And from my limited understanding that Item Macro is run by the GM so they see the Dialog instead of the player.
If the macro is executed on the player’s client the Dialog should be shown to them and not the GM.
Well depends on the macro but still for the most of them the above is true.
I don't have the macro marked as Execute Macro as GM besides that is there something that would force it to be run as the GM?
Macro.itemMacroGM or something like that in DAE
I have tried both Macro Item Macro (*) and Macro Item Macro Local (*).
Also I haven’t read about the specifics. Is it a DAE that is transferred to a target, or applied to the caster?
I believe that it is applied to the caster... (I am not sure. Very new to this.) I have the "Feature" Channel Divinity: Twilight Sanctuary applying an effect and the effect has an effect to run the macro on End of each turn in a 30 aura.
A screenshot of the details tab of the DAE please?
Ok and one of the details tab of the item? Especially the target entry
I believe this is what you mean?
Ah no. The actual feature. On the character sheet. Not the Effect
Ok so right now that is not applied to self when you use it.
Either use in Target: Self in the 3rd box of the last screenshot
Or tick the box Apply to self when the item is rolled in the 3rd from last screenshot that you shared.
That didn't seem to work. It is still prompting the GM. Is there a log or something that I can do to see what is going on?
Which of the 2 methods did you use? If you changed target, make sure that you put Self in the 3rd box, not the middle one
Also you will need to recast it afterwards and delete the previous effects from targets that might have been left on
I tried both, but I used the middle box trying the last one now.
Yeah the middle one will not target self as needed!
😦 Still didn't work. On the player's screen I updated the value, went into the DAE of the character, deleted the old effect, reapplied the effect, ended turn, and got a prompt on the GM screen.
Do you want to share the actual macro?
This is hacked together using a few different things I found out there.
Hey so I'm getting around to this today. What is "ATL.preset" attribute key from? It's not coming up for me
Active token effects, so not midi
rats
So do the aura creates an effect on other creatures. The dialog will pop up on each of these creatures owner’s client
So if it’s the turn of a GM’s owned creature it will pop up on their screen
No I just tested it for the other test player I am using. It still pops up on the GM screen. Unless I am not controlling the characters properly...
You can see the effect on all the allies in the aura.
Indeed. So on the caster’s screen it will only pop up when it’s this player’s turn
And I think this is controlling things properly.
When it’s the others turn it will pop up on the other player’s screen or the GMs if it’s a token owned by the GM or a player not connected
So "Flyn" casted it and I ended his turn, I get a prompt on the GM screen. Then it was Bubba's turn and I went to his tab and ended his turn and got a prompt on the GM screen.
I don't know if this helps, but I only see the heal roll on the GM screen too.
Unfortunately it’s quite late and on my phone so not easy to troubleshoot!
If you want, export the item and DM it to me and I will take a look some time tomorrow, if no one else solves thos.
Thank you so much for your help.
Also, Twilight Protection is not showing up in the effects value of macro.CE
Is there a targeting option in Midi that causes targeting mode to switch on automatically for each player when it's their turn in combat? I'm sure I had that working earlier but now I can't find the setting for it...
What do you mean by switch on automatically for targeting
As in the 'Select Targets' mode under Token Controls. I thought I had Midi set up earlier today so that when combat started, the first token/player was auto-selected and they also automatically went into Select Targets mode, so that they just had to left-click on the token they wanted to target. Now, when combat starts the token is selected but the 'Select Targets' mode doesn't switch on.
Are you referring to Late Targeting mode? You need to use an attack/feature, then midi will ask you to select targets
No, it wasn't Late Targeting.
Don't worry about it, as I've been staring at settings screens for so long today I may have imagined/hallucinated it. I just thought I'd ask here in case anyone knew the answer immediately.
What you’re describing doesn’t sound terrible though, why else would a player click on another token unless they were targeting it 🤔 I’ve been using Easy Target so can just hold down Alt and left click to add/remove targets. The Shift-T core thing doesn’t seem that elegant
T is core target
Yeah but you have to also hold Shift for multi target, right?
Holding Alt to target/untarget with a click (or click-drag for a marquee target) just feels more natural
Yeah. or ctrl. Idr
Walked away and came back fresh. Turns out the mod causing the conflict I'm experiencing is MidiQOL. So before I pour through all the configurations again I thought I would ask.
The problem I'm experiencing is that spells that have the level ability do not present dialog until all 1st LVL slots are expended. If you manually add 1st LVL slots or (SR/LR) the issue repeats.
What would cause a dialog not to show for spell leveling?
Mystery self-resolved. Apparently, the Skip Consume Resource Dialog under the GM and Player settings causes this anomaly for spells that have variable casting levels. Setting it to "No Auto consume" fixes the issue.
Is there a way to have an effect recognize when a character deals a certain type of damage and add more to that total?
You can do that with a macro
Is that with the flags.dnd5e.DamageBonusMacro attribute?
and if so, does that just use the return value from the macro it runs?
You would need to make a macro specifically and you can use a macro flag or item macro
ah, by using a midi "on use" macro?
Has anyone set up sorcerer metamagic macros?
You can do a DamageBonus macro to detect the damage type output from the item used. Then you could tag on extra damage after the fact
DAE => itemMacro or where ever you want to store it
some yes
Is there an example of a DamageBonus macro anywhere? I was playing around with a macro trying to set it up as one, by using the "on use macro" -> "return a damage bonus", but didn't quite work it out fully
You would setup it like this
What's the contents of the macro look like, though? Is it just modifying the workflow?
const lastArg = args[args.length - 1];
const tokenD = canvas.tokens.get(lastArg.tokenId);
const actorD = tokenD.actor;
if (args[0].tag === "DamageBonus") {
// whatever that DamageBonus is doin
}
The part I'm at a loss about is actually applying the bonus you want. Do you literally return a Roll object from the macro, or do you modify an existing object?
You can use return {damageRoll: "1d4"} for the ending bit and it'll do that
For examples of macros using various MidiQOL functions, I would recommend going through MidiQOL sample items compendium (though there might be an issue on last midi version with them)
You can add in a console.log(lastArg) to view the workflow
yeah, one of the things i was trying previously was modifying the workflow object directly
no need for this
something like ```js
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)
workflow.bonusDamageDetail = 'this is a test';
workflow.bonusDamageRoll = await new Roll('1d42').roll();
workflow.bonusDamageTotal = workflow.bonusDamageRoll.total;
workflow.bonusDamageHTML = await workflow.bonusDamageRoll.render();
yeah, i see that now
Does flags.midi-qol.grants.advantage.attack.all give advantage to attacks made by an actor that has this effect?
I think it gives advantage to attacks on them
gives advantage to attackers
which flag is for what I'm looking for?
ditch the grant
FYI if you are using LMRTFY to automate saving throws, there's an issue in the v10 update of LMRTFY which means midi won't detect the saving throws from LMRTFY
yep, ran into that ourselves
grants applies to someone attacking the actor with the effect. Without grant it applies to the actor that has the effect.
It's a simple patch if you are so inclined.
In roller.js (in lmrtfy) change _tagMessage to
_tagMessage(candidate, data, options) {
candidate.updateSource({"flags.lmrtfy": {"message": this.data.message, "data": this.data.attach, "blind": candidate.blind}});
}
Thanks! will give it a shot
ok so... here's another weird one :
Templates, placed by a spell, with concentration. With animations (done by autoanim but this happens even without any animation), set with a 1min duration.
If I manually delete or cancel the concentration, then the template (and the animation) disappears.
If I let the duration time itself out, the animation vanishes... but the template stays?..
v9 or v10?
v9
Does the concentration effect get deleted when the duration expires?
yup, along with any animation
its just the template that stays
but if I manually end the concentration, both the anim and the template go
(weird right)
I haven't tested what happens if the conc ends from a con save
And you are on which midi version?
Have you edited the AA to attach to template?
Not for this example, but I have for another thing. But thats something with no concentration
and this behaviour happens even if there's no animation at all. I tested by making a new spell that did nothing but place a square template for 1min and then waited. After 1min the concentration ended but the template stayed. If I manually end conc, the template vanishes.
Could use Build-a-Bonus for this. 😏 The damage bonus has been confirmed to work even with Midi.
oh sorry I didn't see this. I'm on 0.978
Can you check what happens to a template without an autoanim?
^ this
template deletes if conc deleted.
if conc expires due to duration, then the template stays
Sorry on my phone, didn’t see it.
haha not a problem
And you are using MidiQOL’s concentration only right?
I....is there an alternative?
CUB has one too
oh cub is turned off, I don't use it anymore as I have started using dfCE
though I'm now curious what happens if I try it with cub turned on
@gilded yacht midi 0.9.78
I thought Midi handles that. But I might need my morning coffee too…
does make me wonder if I have a setting wrong in midi, but I can't actually see any reference to templates in the settings. Only the 'enable concentration automation' tickbox
There isn’t in v9 of MidiQOL
But anything attached to concentration should be deleted. I will stop now cause I cannot test it and my brain is fried with the ping pong between versions 😅
well I mean... midi is doing -something- as the template is deleting when conc is deleted. It's just when the duration ends that it's... not working? It's something I've never actually tested before today, I only noticed it because I've been testing a bunch of animation things and I had them all set to short timerrs, and I noticed the animations ending and the templates not. For ages I thought the animations were the problem! Took like 2 hours of messing around to realise it was the template/conc/duration thing that was broken
Oh the feed was there. My bad. Would someone be kind enough to show me where the " Check if Range is right " on the weapon is ? I can't find it
no problem, I need to sleep, just hopefully there's a solution. Currently putting together my module list to see how close I am to being able to move to v10, as there's a few issues I have now that are -only- fixed in v10 lol.
You can use SIFT as an alternative for deletion of errand templates
Spell items features toolkit is that
That is supposed to be handled by MidiQOL checking the range of the weapon (that s on weapons details page on character sheet)
hmmmm 10 months since update, does it work in v10?
I meant for v9.
Oh yeah I know I mean there was a way to disable it through MidiQol configs
Check optional tab in midi settings > workflow settings
OMG IT WAS THERE
I was looking for the past 10 minutes at the Workflow one. Thank you very much
@vapid sigil there was an issue with modifiers not being included for saves that was fixed in midi v10.0.6
ya not sure why but its just roiling flat d20's when I call rollAbilitySave()
I see. From character sheet does it roll fine?
yes and it also rolls fine when I use rollAbility and click save on the pop up
Probably worth submitting an issue on the repo
Might be a case overlooked
does rollAbilityTest() experience the same?
yes it does I turned off fast roiling incase that was it and I'm still getting the same result
Is there a flag that can make you immune to a condition?
data.traits.ci.value
that a midi thing? Cuz it's not coming up for me
Figures.
@gilded yacht rollAbilityTest() and rollAbilitySave() not including modifiers in v10.0.10 Midi.
oh weird, its there now that I put it in
Just for the sake of it, which MidiQOL version are you on? I thought v10.0.10?
yes I'm on v10.0.10 I went ahead and fully removed and re installed to module too
I'm trying to get this effect to apply damage at the start of the turn, but then have the actor roll a save automatically at the end of the turn, and if they succeed, remove the effect. Right now the damage works, but it's not running the save at the end of the round to remove. What am I doing wrong guys?
you're running both at the end
ah right, changed that to turn=start but it still isn't running the save
You need a rollType I think. Please go through the midi readme for overtime effects.
Link in the pinned messages of the thread
Hi folks,
Please can an expert person in MIDI please tell me what the activation condition section is for and maybe an example?
🙏
It is ok I just went to the GitLab and read words. ha ha 🙂
True or False 🙂
I am not an expert though.
@narrow saddle
The condition must evaluate to a true or false, you should have access to all the roll data attributes from the actor of the item used, the target roll data attributes under target.<attribute>, the workflow and the raceOrType of the target
What @sudden crane said, activation condition is generally intended to determine if other damage/active effects are rolled/applied to the target, for example mace of disruption only affecting undead.
Thank you both, I really should get used to going to the GitLab first.
I have had a read through and it makes sense now. The race type is fantastic.
Do have a look at the midi sample items compendium, it is meant to give ideas about how you can implement some of the "stranger" items, mace of disruption, sword of life stealing, dragon slaying are all sort of relevant.
It all started with me trying to automate as many Fighter manoeuvres as I could and then I got intrigued with activation condition.
I was trying to find out if you have a trigger if a creature misses a fighter with Riposte, like Reaction Damaged, if there was the equivalent of Reaction Missed which would prompt the fighter to use Riposte.
Same with Brace, maybe have an aura round the fighter of 5ft radius, when an enemy comes within that 5ft it prompts the fighter to use Brace. 🙂
There is no reaction on missed. I think someone asked for it to be added and it was refused because it can be done easily manually by the player because it is not something that needs to be triggered inside the workflow as the workflow stops on a miss…
It could also be done with a world script that registers on a midi qol hook
I am trying to apply the vigilant blessing buff. I did the following but it breaks the character's initiative when I apply it.
It is mainly a fix for the player, because he is very new to playing D&D and keeps forgetting what abilities he has.
With the amazingness of MIDI, due to a lot of stuff being automated and prompts, I think he thinks that everything will prompt him.
It is weird seeing a player learn to play via online play on VTT compared to how I learned in the 80's with a pencil and a piece of paper.
Players get lazy when a lot of things are automated for them 😁
Even playing in person, they are lazy, I still have to remind them myself of what features they have at the start of each game…
I think you need to put a value of 1 for this to work
That didn't work. I put 1 in the Effect Value box on the 3rd screen shot.
I also noticed that you did not put a duration, if I remember well, you need to put a duration that is longer than any of the special duration otherwise it could expire before the special duration.
I have actually set myself a reminder for the beginning of next session to remind people that I can't always remind them of what abilities they have and that it is their responsibility to do this, as DM I have enough to remember. lol
Thanks. Is there a documentation page on how all this works together and what each effect expects in its Effect Values?
As a DM I feel there is a clear demarcation between what needs to be prompted (else the overall play fails) and what the player should be aware of. I'm always very happy if the player forgets an ability they have. 🙂
The readme for DAE/Midi attempts to cover this, but there are so many variants that the documentation will always be lacking.
As @gilded yacht said, there is some documentation on the DAE readme: https://gitlab.com/tposney/dae#supported-fields-for-dnd5e
I think someone also made an excel spreadsheet but I don’t remember where to find the link, maybe in the pins? But even this may not contain alls the fields available…
Thank you.
This explains how the standard active effects from core work: https://hackmd.io/@foundryvtt-dnd5e/active-effects
FoundryVTT dnd5e Active Effects Examples ###### tags: active-effects .
I have this spreadsheet open most of the time when prepping a session 🙂
Sheet1
PURPOSE,VARIABLE TO MODIFY,Flag Type,COMMENTS
Target Gains ADV/DIS,Can substitute ".disadvantage." for ".advantage."
Multiple Types - ALL,flags.midi-qol.advantage.all ,Activation Condition,All attack/damage/saves/checks/skill/deathSaves rolls have advantage
Attacks - ALL,flags.midi-qol.ad...
It seems to be missing the new sharpShooter midi flag
I am looking through the DAE docs and testing out things and got an error for EFFECTMODES is not defined when trying their Ring of Protection example. Error line is {key: "data.bonuses.abilities.save", value: "+1", mode: EFFECTMODES.ADD},. I have seen mode be an int most of the time but would love to use constants like this if I could.
Use CONST.ACTIVE_EFFECT_MODES.
hey guys, does anyone know of an import file for CUB to have automated conditions?
Try in the pinned messages here: https://discord.gg/PUcCh4e7
There is a conditions map from Monkeyy
I'm really new to the modules ting, but how do i set a charter as whit the tag of "ally", "enemy" our "Creature"? I'm searching but cant find how to do it.
is it possible to hide creature name and portrait with merged cards?
This is more of a #dnd5e question, but in the prototype token
@tall valve workflow > hit section
I like it so only I can see it and the players can't so I still tell them if it hits or misses
thank you, I was just looking around the settings trying to figure out myself... so far no success, but I shall take a look once more
This is what it will look like.
Below the other formula, the way to read that is 21 to hit, it beat the ac by 13
AC is 8 for this creature
yeah got it working now. it is not really in the same chat message it seems for me, but that is fine. just seeing if it hits or misses is what i wanted.
merge card settings is what you want then
oh that is a thing. Is this a core setting or also in midi qol somewhere?
midi
in the misc settings
nice, thank you
basically my mind just exploded when i opened the workflows sub menu. Basically I am suffering a bit from slow combat, and now I am wondering if I should start automating some stuff with this or not.
My advice would be try not to automate everything. Do what you can in a reasonable amount of time and do the rest manually (part of the reason I don't auto apply damage)
yeah, same. Mosty it is the issue of the DM taking their time if something was hit or not, or to wait if a save roll has succeeded or not.
first one is then already eliminated and second one can be automated.
It's worth the time to go through the readme and look through all the settings
If you aren't sure what something does just ask here
There's also presets in the midi setting you can mess around with
yeah no worries, I am going through stuff right now and testing things out on my local foundry instance.
Can someone help me understand why an effect set up like this causes the macro "chillTouch" to be called with macroPass = "postActiveEffect" and not "preAttackRoll"? I feel like I'm missing something
the macro doesn't do anything but post args to the console right now
Try CUSTOM
ok so installing SIFT does now seem to fix the concentration/template duration issue!
Has this bug been fixed for midi v10?
In v10, this effect is not automatically rolling the concentration saving throw. I don't know if this is a known issue or if I'm doing something wrong.
At least it is sending the concentration notification to the chat.
I am a bit confused right now to be honest. Not sure if its a bug or a "feature".
When concentration expires, placed templates are NOT deleted on neither v9 nor v10.
I would suggest to create an issue for it to be flagged and answered by tposney.
oh interesting. I thought that was the whole point of the concentration support haha. I'll put it on the github I guess
yeah I am bit tired and trying to finish some macros updates and I cannot compute it right now 😅
Before writing up the issue, can you make sure that you ve tried with only MidiQOL/DAE/Times up/Simple Calendar and dependencies?
For this to be used successfully, you need MidiQOL saving throws automation ON
I haven't tried it in v10 yet
sure thing, I'll leave simple calendar and timesup on I guess too? Or turn those off? They aren't listed as dependancies but I thought they were used
Yes need them too
Tried it with them on, made no difference
anything else worth testing before I submit the error report
Updated versions etc. Check for errors in console when the concentration expires
im on latest v9 versions for everything as far as foundry will tell me. No errors visible to my layman eyes
Am I misunderstanding this or does spell expiration also not include concentration being broken?
I would assume 'spell expiry' is worked out from concentration expiring, as there's nothing else that I can think of.
Well it could be purely timing based, e.g. the template has the start time encoded into it
(And the time it should persist)
possibly... but the spell duration and the concentration time is both 1min (I don't think they can be different) so I don't see how the template would have a different expiry time
When creating the issue, make sure to create your MidiQOL exported settings, versions of modules and steps to reproduce.
Using SIFT to end the templates, they do actually expire about a second -before- the concentration, but I assume that's something to do with how SIFT counts time
I did versions and steps, but not exported settings, I will add the file to an edit
Hmm there are some problems it seems right now with damage triggering concentration saves.
Can you check in console for errors when the concentration roll was supposed to be triggered? Can you see this? js midi-qol | Token Token5e {#controlled: true, #hover: false, #initialize: ƒ, #animateFrame: ƒ, #getMovementSource: ƒ, …} could not roll save/check assuming 0 error @ midi-qol.js:24 checkSaves @ workflow.js:2216 and ```js
Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'isBR')
[Detected 1 package: midi-qol]
at Workflow.checkSaves (workflow.js:2251:16)
at async Workflow._next (workflow.js:607:7)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
at async Workflow.next (workflow.js:267:10)
And also can you mention MidiQOL version?
0.9.78 I think
That goes to a different user 😄
lmao I didn't notice. Im very tired
me too, I cannot think straight right now!
I'm like... almost sure I must be doing something wrong. Cos I don't see how concentration/midi not working properly when timing out hasn't been noticed before lol. Unless literally noone lets their concentration expire from time
No I think something has changed recently
Though I guess a lot of people also hide their templates... I only noticed cos I needed the templates to remain, in order for 'terrain layer' to work correctly
If I had been testing it with a normal animation spawn with no visible template, I wouldn't have noticed, cos the animations get removed properly
Hola, couple questions. I read somewhere that Midi can hide enemy names, where can I do this? I'd like them not to be shown in combat or chat cards, or at least be disguised so players don't know exactly what is attacking them at all times.
Along with that, how do I do an attack at adv/dis?
Thanks! Thought I tried those buttons but maybe it's conflicting with Token Hud or Smart Target or summing. I'll take a look
@rocky copper what shows up when you just type in advantage.skill
This is what you're looking for
Workflow > specials section
It's recommended to familiarize yourself with core and then slowly add modules where you think core is lacking
Yea, I considered that but it made too much sense and I'm too excited to learn everything as fast as possible
Can anyone suggest a module that provides a good sampling of sound fx to use for the sound triggers?
#513918036919713802 would be the place to ask
I don't know if this format would help.
The midiqol version is 10.0.10.
hello! I'm new to foundry/midiqol - I'm currently working my way through the video tutorial/interview that baileywiki had with the dev of midi, and I'm trying to replicate the automation being shown there. Right now I'm stuck at the part where Midi grabs effects from ConvenientEffects - instead of applying the "haste" effect to the targeted token, the actor using Haste is applying the "concentrating" effect to the targeted token. Anybody have ideas why that might be happening?
Do you have convenient effects installed and these settings enabled?
Sorry if this has been asked already, but I assume MidiQOL is not working with Foundry 10.285, right?
I do have CE installed and enabled - I'm following the tutorial and I activated the settings that the dev did, which is why it at least goes through the process of applying an effect to the character i think. It's just applying the wrong effect for some reason?
Can you show a picture of your workflow specials section and the effects tab of the item
I'm actually pretty wiped out from trying to troubleshoot this today - I apologize, but I'm gonna turn in for the night and get back to you tomorrow once I'm able to to reset my brain and focus on learning.
It's working as far as I can tell
How would I go about automating the damage reduction from Heavy Armor Master?
From the readme
flags.midi-qol.DR.all CUSTOM 3, will give 3 points of damage reduction to all incoming damage.
Negative DR is not supported (i.e. to increase damage taken).
Ah, thanks
So I'm using flags.midi-qol.fail.spell.somatic to stop a player from casting spells with a somatic component when they have this effect. But, when they have the effect, they can still can. Can someone tell me what's wrong?
do I need to put a 1 in the Effects Value?
Ah, I did
yes, 1 is on, 0 is off
Alright, thanks, i'll start whackamoling until I find what's doing it
I dont have mine set to show the buttons so i do not know what they look like in v10.
if the are part of midi you can remove them in the settings
It's in the module settings for Midi-qol, not the Workflow settings, something like "Add damage buttons to chat card" or some such wording. Disable that.
You're an angle 🙏
worked
thanks
Thank you. I do consider myself an Obtuse Angle, if I do say so myself.
Okay so I've been banging my head against the wall on this with midi I want to be able to roll spell area damage without having targets selected but I keep getting midi-qol.notempateseen and can't seem to find the option to turn of the need for a target
is it possible to have a spell place multiple templates before midi doing the workflow for all targeted tokens?
Can you screenshot the 3 entries regarding saves in midi settings > workflow settings > workflow tab?
Anyone know why when attempting to cast an aoe spell like burning hands, I get a "midi-qol.noTemplateSeen" error and can't roll for damage
I have a character with the Sharpshooter feature, and have Midi & Convenient Effects installed etc. Whenever that character uses Sharpshooter it applies the effect to the targeted token rather than the selected character's token, despite the feature having a target/range of 'Self'. Does anyone know if there's a way to fix/change that behaviour? This is on Foundry v10.
untick the "prioritze Targets" setting in CE so it will always apply effects to the selected actor
Self in the 3rd box of target not in the middle one
Thanks, but that's already unticked (Sorry - I probably should have mentioned that before)
I'll try that out. Thanks!
Version of modules, foundry etc?
Have you tried with no other modules active except for midi and dependencies?
And do you auto target creatures in a template using MidiQOL's options?
And do you place the template when the spell is cast or using the place template button on the message?
I will just screenshot the whole workflow tab so you don't miss anything. 😅
Can you please try changing the effect to
With the effect value being completely blank
Or disadvantage for all that matters
Make sure you are on the latest version - I think I fixed that already.
Not currently, no.
Nah still does it but i figure I can 90% get around it by just making them click the damage roll in the description tried a reinstall as well to same result.
Can someone remind me again how to target all creatures around an actor without a template to apply an effect?
Like channel divinity
Target: 5 | ft | creatures?
In target it's like 10 | feet | enemy for only targeting enemies.
Also I guess I should clarify that I want to be able to roll damage after casting the spell even if the actor did not want to drop the template.
As long as it is blanked, the concentration save is made with a normal roll. No advantage and no disadvantage as far as it seems.
You need a 1 or 0 in there (1 on, 0 off)
I can't figure out how to do the auto target bit either but why not use a template (so sphere or radius in the target) and set rage to special to not target the caster
I've tried that. The following error appears:
The notification happens, but the save is not done automatically.
What feature/spell/attack are you trying to automate?
Eldritch Mind
I'll look into it after this meeting
do you have better rolls installed?
Or any other roller module
v9 or v10
v10
Okay, I'll test but I'm on v9 so keep that in mind
no better rolls and no ready set rolls actived
Very close to my settings too, but with the version difference.
Do you have automation enabled?
Yeap
At least the notification appears and I can do the concentration save manually for now
I have commented on a MidiQOL issue for that: https://gitlab.com/tposney/midi-qol/-/issues/997#note_1096166383
So I think tposney is aware.
When Midi is set up the way you want it and all the modules are working together then man alive it is shit hot.
There's not enough positive feedback on here sometimes (which is understandable, problems can be frustrating) but I felt the need to say how slick this all is.
hi guys i got 2 problems with Midi-QoL i can't see anymore the "other formula" button and can't see the spell's level too... do you know if is a bug or i miss some setting?
Foundry Version 10.285
DND5E Version 2.0.2
Hi everyone.. experiencing something a bit weird for auto save resolution. I'm running fvtt v10 285 with midi qol 10.0.10. Here's what happens.. so while testing.. i have a player casting fireball on a single npc. My currrent settings for midi qol regarding saves is Save - All see Results + rolls, LMRTFY + query for both players and GM .. (GM has an unlinked below it) (player has linked).. delay before rolling for players = 20.
When i cast fireball on the npc after setting the measured template, the chat registered that fireball is being cast, the player can click dmg button.. at which point the gm gets a prompt to save... the gm clicks save but there is no further resolution. Then after like 10-20 seconds the dice autorolls another save for the npc, then the dmg resolution appears in chat allowing the gm to apply dmg.. any idea why it's autorolling?
What version of dnd, and foundry are you on?
Does this issue persist with only midi and its dependencies active?
I did play around with last vqp midi for just a small amount of time and I have to say that something is indeed of @tawny mango
sorry foundry: 10.285 and last version of dnd5e, and yes this error persist with no other module active
I cannot get AOE attacks to roll damage. I can position the area of effect but after I do it nothing happens, even if I preventively selected as targets an enemy within the AOE. I am on v10 with DnD5e
does anyone know what settings am I missing? Thanks in advance 🙂
set this and u solve
I'm trying to set up a Mind Link spell (from Kalashtar) where when you select a target, they get "Mind Linked Target" and you only get "Mind Link" I've set up these two effects. When I have only the "Mink Link" effect created, only the user gets this effect. When I create only "Mind Linked Target" only the target gets the effect. However, when I have both, the user gets "Mind Link" and the target gets "Mind Link" AND "Mind Linked Target." Can someone help me?
@spring dove I bet you might be able to pull this off by making 2 actual abilities, one that rolls self checkbox, but requires a target other, and then have an item macro that has a folder macro that is just that other ability. Since your targets are setup right it should work.
you could probably try and ask a macro polo guru how to make a synthetic item in the macro so that you don't have to store 2 actual items with mindlinks
I know the functional Ice Knife somewhere in in searches does the method of making a synthetic item in the item macro if you wanna try to take a crack at making a synthetic item.
i would just macro the effect application
with CE?
jumping through synthetic item creation is overkill
ooooh that is actually genius
shrug dunno, but creating an effect via a macro isn't difficult
any solutions for this pls?
instead of making the synthetic, have the actual mind link roll self checkbox in dae, but have it have a target, and I bet you if you made the link target a Dfreds CE it'd apply to the target
One item. 2 effects. 1 target creature.
One DAE apply to self when item is rolled.
The other DAE normal transferable effect.
Does that not work?
May I peep this as well?
you would need midi to apply dfreds
Yeah actually @spring dove I wonder if why the original setup failed was because of editing owned item shenannigans?
I have so many things that need this dialogue, how would you go about setting this up?
Wow that doesn't sound good! Haven't tested yet
can u test and let me know if u have the same problem pls? just to understand if is a bug or i miss some setting
what do you mean
When I do this, the target gets both the target effect and the self effect
your images were of owned items, dae lets you edit owned items but there are oddities when you do that, try making the items in the side bar then dragging them to the character THEN use the item
can you define owned item
but there should be an ae setup to roll self checkbox, and then the other ae to apply to target normally
if the item was created/edited on the character
Oh it was yes
make it in the sidebar
its a theory, but like bugbear said, midi/dae should be able to handle what you want, have 1 ae be chcked off as roll self, and the other just setup as normal transfer to target
please dont edit owned item effects, even if DAE lets you
been seeing waaaay too much wasted time due to it
yes, this is exactly how I have it set up
I agree, I do it myself, but I always catch the various ways it messes up and they are too weird to properly explain
this feels like a bug. Why is the target getting the effect when that effect is checked to roll self
are you on v9 or v10?
v10
boo, I was gonna offer to try the items in mine but I don't use v10 yet, waiting for monk to finish his modules in it
oh lol
yeah I joined foundry at precisely the right and wrong times
right place, wrong time
you don't have to play in v10, just install v9 but the problem is since you already started in v10, you are stuck there with what you've made so far unless you start over.
yup
but in a month or two from now, all this is pointless as v10 will be rock solid by then and al the mod authors will have solid builds for it.
Oh another bug I found. If I set this item's range to 1 mile, the workflow range checker tells me my range is 1 and the creature is beyond that. It's thinking it's 1 foot even tho the item is set to 1 mile.
you have a 1 mile cast range spell?
Yes.
I think that is something nobody considered mainly due to how spellcasting works
maybe, but the point is that's not intended
I don't know what the dnd5e guys were thinking when they added miles to the spell range. I'm sure there are use cases for it.
but not in the act of casting them
"range" itself is ambiguous
Yeah suppose thats why
but regardless, convert to feet and it should be fine
I know its used rather weirdly with daylight
For our use cases, it's mostly limiting targeting flying creatures. You usually can't see on land for a mile, but if you're in a sky ship with an hourglass, you could reasonably "see" someone dozens of miles away and we wanted to limit that.
yeah google how many feet in a mile, even us imperialists rarely remember that lol
I mean for now the simple fix is to just set the range to 5280 feet, but whatevers lol
would it let you cast the spell if its range is longer than the maps size? or is that just templates that do that?
range in core has no mechanical impact
k
but templates cannot exceed the size of the...shortest? dimension of the map
Hey does changing padding in v10 shift the map?
centers it
the walls and lights and sounds all shift accordingly finally?
yeah
I need to high five the foundry devs 😉
lol
up, if someone can help
It should be noted that lots of stuff for spells have no way to track them in 5e. Time is a huge example. Outside of combat, there's literally no mechanical way to track time. You just sorta "feel" when 10 minutes have passed or an hour, or 8 hours or whatever. Sure, some abilities/features complete after that extended timeframe, but there's no way to track the timeframe itself. At least not a way that's core to the game.
lmao @vast bane you're not going to believe this. After creating the same effect in the sidebar, I have the opposite problem. Now, if the effect with apply self is checked is off, the target gets both effects. If I check apply self on one of the effects, the user gets both effects.
make one effect, have it checked to apply to self when rolled but have it require a target.
In dfreds CE, setup a CE that is the other half thats suppose to go on target. Make sure its named the same but don't name the self ae the same. I think they will both apply right with this setup.
The dfreds CE has to be named exactly like the ability, the self AE should not be named the same as them just incase there is a module issue.
and obviously assuming you have midi, and midi set to apply ce's
if it still fails to work this way, then fear not, it just means you need item macro and to use dfreds Macro to apply a CE.
he gives you a bunch of macros in a compendium, it should have bane as an example, just edit it and plop it into the items itemmacro and apply the item macro after the active effect.
I can't believe the apply to self is a setting that effects all ae's on the item
We should probably ping tposney or get bugbear to look at it.
Yeah I was just trying to use midi core features for this, but I can absolutely set it up in CE as a macro. Just extra work ya know?
omg lifesaver. Thank you so much!
quick update. After setting it up in CE as a custom effect with the same name as the ability, and on the ability itself setting up an effect that self applies, when I select a target and use the ability, both target and user get just one effect. Since it's the same effect for both, this is ok.
not sure where to report or who to tag with this, but this sentence in Paladin's Lay on Hands in the Midi Sample Items has a sentence that doesn't make sense. I know what it wants me to do, but it should probably be corrected.
corrected how?
Probably should read "When first equipped, you must edit the Item and set the resource consumption to consume from the primary (default) resource pool."
mmm, i kinda see that, the comma if nothing else 🙂 midi sample items is produced by tposney iirc, so you can file an issue on midi's repo
How does it not make sense though? Its just missing a comma but the missing comma doesn't cause anyone to lose the point of it, like all items dragged from the midi srd and midi sample item compendiums, resource linkage breaks so you have to relink them, in LoH's case its using a resource pool to manage the heal amount.
The macro is set to consume primary resource but you could use any of the three if you edit the macro.
Does anyone have a mirror image macro, its one of those walls of text that just kill my brain every time I have to try and remember the d20 rolls for it.
I feel like Mirror image should be in a sample compendium but its not, its got all the workings of a reaction to an attack like evasion or uncanny dodge
I miss the days of being able to track counters on tokens like in roll20 where you could hover over a status icon and press a number.
In 5e I want to build a weapon that has reach and attacks normally at 10 ft but suffers a -5 penalty to hit at 5 ft. I feel like this should be very doable with Item Macro and possible DAE but I would appreciate any guidance.
Isn't that basically the Lance?
only your version is more harsh as it allows it to stack with disadvantage
You could handle that pretty easily with advantage reminder but if you fast forward that couldn't help you, I think you are stuck in macro territory.
LOL I started with the question in the macro chat and someone pointed me here as they thought it would most likely require midiQOL 🙂
right it does, and 90% of the macro polo guys don't do midi macros
you are gonna need to handle it in a macro but cause its an attack workflow you have to use midi's language
but you could also just use advantage reminder if you don't hide your advantage/normal/disadvantage popouts(aka fast forward)
advantage reminder is great at handling situational penalties and bonus'
I'll take a look at it. Thanks
you'd put a button in the advantage/disadvantage popout to apply a -5 if within 5 ft, and the user will have to sus out whether it applies or not and apply it
@gilded yacht The Warding Bond in v9 Midi Sample Items has the following entries that should probably have +1 just incase of weird interactions elsewhere.
I got it working, it had to do with template targeting, something I was unfamiliar with. After messing around in workflow settings, it let me roll damage. Thanks for the advice 🙏
The issue is quite likely this exact one.
https://gitlab.com/tposney/midi-qol/-/issues/994
Should be addressed in a future update of midi.
It should be CUSTOM 1 or ADD +1, thanks I'll fix that in the v10 release.
Is there any reason to use custom 1 instead of add +1?