#MidiQOL

1 messages · Page 5 of 1

violet meadow
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Yeah that seems like a v10 issue with Overtime Effects right now.

violet meadow
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🤣 Happy to help in that case

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Have you been able to reproduce the Overtime bug, seen also above?

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FYI, both Active Token Effects and Active Auras have PRs for v10 compatibility

strange flame
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What will the lack of active token effects mean for midi qol?

violet meadow
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(and it will be sorted out soon anyways)

strange flame
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Nice!

sudden crane
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@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.

gilded yacht
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@violet meadow That's a midi bug in v10. Fix in 10.0.9 sometime tomorrow.

gilded yacht
sudden crane
violet meadow
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Well now bugbear you ve done it...

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What the actual heck did I do 😄

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Wow! Hmm @gilded yacht is that due to the Wildjammer update maybe in MidiQOL stress ?

solid mountain
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Looks like vehicle properties.

violet meadow
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Yeah that's in v10.0.8

gilded yacht
gilded yacht
sudden crane
gilded yacht
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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.

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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.

sudden crane
gilded yacht
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Ah, that would be it and I do remember now. I probably never thought to include rollOptions in the list of filtered data.

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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.

violet meadow
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I am doing that in about 9 hours

gilded yacht
sudden crane
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I’m still waiting on some modules that haven’t been updated

violet meadow
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Active Auras is the main one, but you can cobble together a release from the PRs available

solid mountain
gilded yacht
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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).

violet meadow
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dic-so-nice/")) tststs

gilded yacht
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Guess it does not have any deprecation warnings any more 🙂

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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.

violet meadow
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Mine spend way too much time customizing their dice 😄

kind cape
gilded yacht
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Yeah, but if I enable it for me then the rolls are delayed for the players and they whinge.

violet meadow
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.9! That was quick 😄

half grotto
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has anyone automated blood frenzy?

violet meadow
half grotto
violet meadow
# half grotto "The {creature} has advantage on melee attack rolls against any creature that do...

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);
}

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it can be prettier but it should do it for now

half grotto
violet meadow
half grotto
violet meadow
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And what version of MidiQOL are you on?

half grotto
half grotto
half grotto
violet meadow
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And its not supposed to be executed by the clicking on the hotbar

sudden crane
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@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.

violet meadow
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Click that on Actor macro and add yours as shown. Change the name adv101 on the screenshot to the one that matches yours

violet meadow
sudden crane
violet meadow
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testing

half grotto
violet meadow
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Really nice!
Makes things like extra damage depending on hp easier.

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or flags.midi-qol.advantage.attack.all | OVERRIDE | "@target.attributes.hp.value" < "@target.attributes.hp.max" / 2

spice kraken
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No v9 version of that I'm assuming? I guess you could try in the activation conditions?

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Just for my future reference if I need something like that

violet meadow
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The thing is that to apply advantage on the attack it cannot be done with only activation conditions in v9 MidiQOL

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You will need the onUse actor macro from above

spice kraken
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Makes sense. I do a hybrid of manual and automated workflow

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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

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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

chrome gale
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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 ?

spice kraken
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Basically hidden rolls

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Supposed to mute the dice rolling sound as well but I know that doesn't always work

chrome gale
# spice kraken

then it doesn't work atm, as players can both see the roll, and the chat card for the roll

spice kraken
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Switch your chat roll method to private gm or whatever

chrome gale
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yeh, that's with blind gm

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and/or private gm

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makes no difference

spice kraken
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v9 or v10?

chrome gale
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I mean the physical dice have ? on the sides, but that's from dicesonice

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but that at least shows I'm using the right roll type

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v9

spice kraken
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Try this in GM settings

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I don't use DSN so I can't help much with that

chrome gale
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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

spice kraken
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Can you show a picture of your chat

chrome gale
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All I did since it wasn't working, was shut the server down and sleep for 6 hours lol

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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

neat herald
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@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?

spice kraken
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Did you update midi?

neat herald
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Yep. 😦

violet meadow
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The update works for me. Hmm can you de activate active auras and check again?

neat herald
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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

spice kraken
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Have you tried making a bran new actor and trying the effect on that one?

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Also is the scene active?

neat herald
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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.

spice kraken
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You need DAE

neat herald
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Yea, active or not, doesn't work. I left it active for all testing.

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As soon as a combat is created, init rolled or not, combat began or not, all the actors wont roll

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as soon as I end combat, everything rolls as normal

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@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 !

spice kraken
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@narrow saddle Are you using the Toll the Dead from midi sample items compendium?

narrow saddle
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However I am sure no matter what spell it is, it asks for damage before save.

spice kraken
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Are you on v9 or v10?

narrow saddle
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V9 still yet, still hanging on before I make the leap.

spice kraken
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And the toll the dead item

narrow saddle
spice kraken
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got it, I'll test in a sec

narrow saddle
# spice kraken 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. 🙂

spice kraken
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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)

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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

violet meadow
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I think yes, but put each statement in “”

spice kraken
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Didn't work

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When I used [[]] it referenced a value of 0 for both fields

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"[[@target.attributes.hp.value]]" < "([[@target.attributes.hp.max]])/2"

violet meadow
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“@target.attributes.hp.value”<“@target.attributes.hp.max”/2

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How about this?

spice kraken
vast bane
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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.

vast bane
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yeah no classes but honestly I could add those if it needs it

spring dove
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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"

keen lodge
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is the most recent update causing combat tracker issues for anyone else? i can't begin combats

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i think its a compatibility thing

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cuz when midi and dae are alone it works

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ill see if i can isolate the module causing the incompatibility through trial and error

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ooookay

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so

keen lodge
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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

neat herald
keen lodge
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OK

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monk's toolbar

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token bar

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token toolbar

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bleh

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whatever

gilded yacht
# keen lodge OK

That's odd - I have that enabled in v9/v10 and I'm not getting a problem with combat

keen lodge
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ok extra weird i just tried to replicate to check if theres an error message and its working now

gilded yacht
# neat herald v10

I am guessing a module incompatibility - can you dm me your midi settings?

neat herald
keen lodge
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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

sudden crane
gilded yacht
violet meadow
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The Blinded effect should have an OverTime flag for the save to be removed

spring dove
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Thanks so much! Not sure where I add an OverTime flag

orchid hound
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@little creek there is a place in the details tab of the Wail to set the saving throw

spice kraken
orchid hound
little creek
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ohh okay - I removed that because it was rolling the saving throw for the banshee, not the players

spring dove
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@violet meadow Hmm. Doesn't seem to be working. Tezriale made the save on her turn but is still blinded

violet meadow
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Cause MidiQOL doesn;t know what is the success at this point

little creek
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Is this the right ordering?

orchid hound
orchid hound
spice kraken
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It worked for fireball but not wail. Maybe I set something up wrong?

little creek
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yeah, according to the stat block it's supposed to be a DC 13 Constitution saving throw

orchid hound
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then yes.

little creek
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ok

orchid hound
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the first box is what kind of saving throw, the last box is what the DC is based off of from the caster

spring dove
little creek
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let me try now with range-(special) instead of range- feet

violet meadow
spring dove
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lol I'm sorry. I'm really new. Where is that menu?

orchid hound
violet meadow
spring dove
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The effects menu of the armor?

orchid hound
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of Blinded

spice kraken
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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

orchid hound
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hm...

spice kraken
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Is there a setting I need to change for special to not target the source actor?

orchid hound
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not that i am aware of

little creek
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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!

spice kraken
orchid hound
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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

spice kraken
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It's Token Magic FX??????

violet meadow
orchid hound
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i dont have that on in my world.

spring dove
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@violet meadow Does it matter if I'm using a different status effect?

violet meadow
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not at all

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Customize it as you like 😄

spice kraken
violet meadow
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Hmm I remember a libwrapper warning at some point, but not sure right now

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Which MidiQOL template targeting option do you use?

spring dove
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Tez is still making the saves and it's not automatically removing it

spice kraken
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I also use AA so the animation is coming from that instead of tmfx

spring dove
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walls block - ignore defeated

violet meadow
spring dove
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lol

violet meadow
spring dove
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if I remove "Turn-end" will it work outside of combat too

violet meadow
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Overtime effects need active combat to work

spring dove
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ah shit, @keen lodge I'm not able to start combat either

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well I can't test until I can start combat. It worked last night, and I haven't added any modules today

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what the heck

violet meadow
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What error pops up in console when you try to start combat? Same error like before? The undefined dc something?

spice kraken
spring dove
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I get no error, it's like the button isn't doing anything

violet meadow
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Open the console and type ```js
game.combats.forEach(c => {c.endCombat();});

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hit enter

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Do you have an active one stuck?

spring dove
violet meadow
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Actually nuke them all. Maybe you have one combat in another scene, so use this: ```js
game.combats.forEach(c => {c.delete();})

violet meadow
spring dove
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in Midi?

violet meadow
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Nope from your Modules list

spring dove
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oh the module Group Init

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aww man

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yeah it's working now

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I really like Group Initi

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ok so now

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this pops up when Tez's turn is over

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and I can't end her turn

spice kraken
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They have to make the save from chat or the popup from lmrtfy/monks

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Otherwise they can't continue

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So don't close the popup

spring dove
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any way I can force myself to see the popup as the gm?

spice kraken
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change your settings to auto roll gm to make it faster

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but if the player is logged in, no (afaik)

spring dove
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she's not

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where is that setting?

spice kraken
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workflow saves

spring dove
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I don't have lmrtfy

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it's set to Chat message, but the message isn't showing up

spice kraken
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Set the player setting to auto for now and test

spring dove
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they were both already autod

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I set it to chat message, testing now

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same result

spice kraken
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Can you show me the settings look like

spring dove
spice kraken
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no no

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Try this

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And start with a new combat and effect applied after new combat start to test

spring dove
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ah ok

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same result

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removed the effects, started a new combat, had the actor receive the effect, ended her turn

spice kraken
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(╯°□°)╯︵ ┻━┻

spring dove
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got the same "Damage Over Time" prompt

spice kraken
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What happens if you log in as the player while in combat

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and have the player end their turn

violet meadow
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Do you have Better Rolls or its new version?

spice kraken
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Ooh good question, check for any of these

spring dove
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They just see the same chat message

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MRE is?

spice kraken
#

Better Rolls
Ready Set Roll
Midiqol
Minimal Roll Enhancements

spring dove
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nah, all I have is midi

spice kraken
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Honestly idk then. If you can (and want to) I'd go back to v9

spring dove
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well thanks for the troubleshooting nonetheless, friend

violet meadow
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Overtime effects work in v10 🤷

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You are on v10.0.9, correct?

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I would try with only MidiQOL

elder burrow
#

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?

novel gale
spice kraken
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What version of midi do you have?

elder burrow
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10.0.9, it says. Just updated, actually, to see if that'd fix it.

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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...

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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.

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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.

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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.

gilded yacht
elder burrow
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Also, yeah, setting that seems to have fixed it. At least for acid splash.

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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

gilded yacht
#

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.

elder burrow
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Mmm... looks like Token Magic was what was causing the breakage with burning hands.

gilded yacht
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I don't think that is v10 ready yet. If you just disable it everything should keep working.

elder burrow
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Had trouble reading the uncaught exceptions considering how fast they were coming in, and that it killed the console, but disabling that fixed it.

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And this is exactly why I'm testing things before game time. :P

gilded yacht
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It can be tricky when there are so many exceptions to keep trck of.

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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).

elder burrow
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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. ^^;

hybrid heart
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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?

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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.

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Currently I just apply the aura damage as an overtime function with "turn=start" applying manually to the PCs who are close etc.

spring dove
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Hey guys, should there be a "no" button on this menu? Like if the player does not want to use the ability?

spice kraken
spring dove
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It still runs the effect, it just doesn't consume a charge.

gilded yacht
spring dove
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Then the attack doesn't go off at all

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The sword has a once per day charge of hold person that the user can choose when to use, when the weapon hits.

gilded yacht
#

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.

celest bluff
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Might want to use Magic Item module instead

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if that even works in 10

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You can easily macro it into an on use

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await MagicItems.roll("item name", "name of spell");

spring dove
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Oh thanks!

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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

celest bluff
#

it's on the armor already

violet meadow
violet meadow
hybrid heart
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@violet meadow Also did the arg for hp below a certain threshold get sorted?

violet meadow
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remind me?
If it was the one when hp equals to 0, then yes

hybrid heart
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no, hp < 2 of max value

violet meadow
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Ah for v9?

hybrid heart
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Yup yup

violet meadow
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Nothing changed recently. I will take a look

violet meadow
hybrid heart
violet meadow
#

@spice kraken 👆

solid mountain
#

Is there a setting in midi/module that can untarget targets after an area spell has completed?

hybrid heart
violet meadow
violet meadow
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And change to attack.all

hybrid heart
violet meadow
snow quarry
#

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

snow quarry
#

I am on v9, I do not trust v10 yet

violet meadow
#

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.

snow quarry
#

I will take a look, ty!
And to be clear, here is screenshot with the Culprit.

violet meadow
#

Yeah exactly, that's the one I am talking about 😉

sudden crane
snow quarry
#

Womp womp. Do you know a macro to remove it, or just manually remove that icon each time?

violet meadow
#

Hmm do you have time management in your system? What system is that?

snow quarry
#

This is Sw5e, (star wars 5e) and I have simplecalendar / about time

sudden crane
violet meadow
#

(it seems the setting is only found in v10)

sudden crane
#

Sorry did not see that you were on v9…

#

You need times-up

#

To remove it automatically

violet meadow
#

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 🤷

snow quarry
#

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?

solid mountain
violet meadow
#

Sleep spell macros can be found around

solid mountain
#

But yes, I mean directly after damage is applied. Not at end of turn. Not really a big thing though, just exploring.

violet meadow
#

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() 🤔

solid mountain
#

That doesn't sound worth it. 🙂

violet meadow
#

But also need to filter for the correct user depending on who casted it

violet meadow
# solid mountain That doesn't sound worth 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 🤷

violet meadow
#

@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.

chrome gale
#

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?

violet meadow
#

I cannot take you through it right now unfortunately!

violet meadow
#

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?

chrome gale
chrome gale
#

Is it worth me making a thread for it?

spring dove
#

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?

spice kraken
#

are you using an active effect for the temp hp?

spring dove
#

I believe so. Gentle reminder that I'm fairly new to this

spice kraken
#

Don't

spring dove
#

oh uh

#

ok

#

lol

spice kraken
#

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.

spring dove
#

oh wait, is that not an active effect?

spice kraken
#

Same would basically apply to current or anything that can change

spring dove
#

what I linked

spice kraken
#

It is an active effect

spring dove
#

ok

spice kraken
#

I'm saying don't use AE for temp hp

spring dove
#

Alright

spice kraken
#

You can in the details tab of the item (not effect) and change damage to temphp

spring dove
#

like this?

spice kraken
#

yes but @wis is wrong

#

use @mod

spring dove
#

ok

#

And this will automatically check for friendly in 30ft radius?

spice kraken
#

when you first place the template down, it should

#

What ability is this?

spring dove
#

Twilight Sanctuary

spice kraken
#

btw it's not 1d6 plus wis mod

#

it's 1d6 plus cleric level

spring dove
#

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

kind cape
#

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

spice kraken
#

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

spice kraken
kind cape
#

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 😛😎

spring dove
#

fotoply if you could help me with that when you get home I would be so grateful

kind cape
#

Sure thing, should be like, 20 minutes or so

spring dove
#

Oh perf

spice kraken
kind cape
kind cape
#

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 😛

spring dove
#

Rats is active aura updated for v10 yet?

#

oh it is! Nice

violet meadow
#

Well not official is it?

kind cape
celest bluff
#

I went about it in a different way

#

Let's you heal or cure conditions

chrome gale
#

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!

celest bluff
#

it needs to be casted from an token on the canvas

dense basin
#

Anyone know what this problem would be? found a midi enabled item macro version of enlarge reduce that worked great, now I get this...

celest bluff
#

target.document.update, but I would suggest going with Warpgate instead

dense basin
#

Honestly I have no idea where I found this version of it tbh

dense basin
celest bluff
#

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

dense basin
#

Well I'll be greatful if you did, your other stuff is very helpful

chrome gale
# celest bluff it needs to be casted from an token on the canvas

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.

celest bluff
#

Does the template not target? might be levels

chrome gale
# celest bluff 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).

celest bluff
#

the module just has to be enabled

#

disable it and reenable it

chrome gale
#

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

late dock
#

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?

violet meadow
celest bluff
#

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

late dock
#

The if statement does evaluate to true. I've checked by having it post a nonsense message into the console when the save fails

celest bluff
#

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

violet meadow
#

Does Hook macros module broadcast the hook to all clients? Or is it only client side? Have never used it

celest bluff
#

no, only what they do

#

think of it like token owned

#

world script however bypasses this

violet meadow
#

Then better create the hook from scratch and put it in World scripter and access the workflow directly

celest bluff
#

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

late dock
#

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!

celest bluff
#

finally had a reason to use flags.midi-qol.onUseMacroName

#

wrote Channel Divinity: Guided Strike

violet meadow
#

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?

celest bluff
#

I used DAE

violet meadow
#

Doing the same for effects like add 2 to an attack, when the original attack +2 would hit

#

It’s nifty!

celest bluff
#

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

violet meadow
#

Yeah

#

Now need to find some uses for the new DAE expiration combat end and combatant added.

#

Combat end will help clear effects

celest bluff
#

could have it double check all active effects and kill em

#

especially things like rage

violet meadow
#

Indeed

#

Aha would combatant added be the solution for creatures being added with effects already on?

#

I guess that probably it!

#

Nice!

hybrid heart
#

How possible is an effect where a PC has disadvantage on attacks against everyone else but the actor that caused the effect?

sudden crane
# hybrid heart How possible is an effect where a PC has disadvantage on attacks against everyon...

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

GitHub

Integrate your dndbeyond.com content into Foundry virtual tabletop - ddb-importer/ancestralProtectors.js at main · MrPrimate/ddb-importer

spice kraken
vast bane
#

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?

spice kraken
#

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)

vast bane
#

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?

spice kraken
#

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

vast bane
#

is that automatically how midi works or no?

spice kraken
#

DAE is what makes the expiring effects

spice kraken
vast bane
#

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

spice kraken
#

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

vast bane
#

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

spice kraken
#

Easiest way to go without a macro

vast bane
#

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.

spice kraken
#

Lmk if you need help testing anything or making anything. I know you're pretty proficient with midi

vast bane
#

I just was trying to get a handle on what I had done when I made him, foggy brain stuff

spice kraken
#

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)

vast bane
#

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?

spice kraken
#

I don't see legres or even legendary in the readme or the excel

vast bane
#

its in the midi sample items in the features folder

spice kraken
#

¯_(ツ)_/¯

vast bane
#

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.

sudden crane
# spice kraken Do you put this as item macro before active effects?

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

dark canopy
vast bane
# dark canopy 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

spice kraken
rough tiger
#

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?

vast bane
#

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

rough tiger
vast bane
#

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?

rough tiger
#

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.

vast bane
#

streamline rolls....are you crossing the streams by chance?

rough tiger
#

LOL sounds like it. I'll go through my mods and see if there is a conflict.

vast bane
rough tiger
#

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.

vast bane
#

2 years old? My first check would be fore BR

spice kraken
rough tiger
#

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.

vast bane
#

Better Rolls, Minimal Roll Enhancements, Roll Groups, Ready Set Roll.

#

And midi is...well midi.

rough tiger
#

None of those installed BR conflicted with something else I was running. Just don't remember what it was now.

molten solar
#

Everything

rough tiger
#

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.

spice kraken
#

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

vast bane
#

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

chrome gale
#

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

high thistle
narrow saddle
spice kraken
naive zenith
spice kraken
#

Roll Groups

#

v10 MRE basically

spice kraken
#

@naive comet flags.midi-qol.disadvantage.ability.check.cha | custom | 1

spice kraken
#

Yes

naive comet
#

like soi?

spice kraken
#

Yup

naive comet
#

Oh wow... that was somethin

#

I feel stupider fot not knowing that

spice kraken
#

Nah, you're just learning

sturdy burrow
#

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?

jagged lynx
#

Do we have MidiQOL for V10?

narrow saddle
#

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?

spice kraken
narrow saddle
# spice kraken Someone could make a macro but you could make it a reaction, but that would make...

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.

celest bluff
celest bluff
#

Hooks as well

sturdy burrow
violet meadow
sturdy burrow
violet meadow
#

Macro.itemMacroGM or something like that in DAE

sturdy burrow
#

I have tried both Macro Item Macro (*) and Macro Item Macro Local (*).

violet meadow
#

Also I haven’t read about the specifics. Is it a DAE that is transferred to a target, or applied to the caster?

sturdy burrow
#

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.

violet meadow
#

A screenshot of the details tab of the DAE please?

sturdy burrow
violet meadow
#

Ok and one of the details tab of the item? Especially the target entry

sturdy burrow
#

I believe this is what you mean?

violet meadow
#

Ah no. The actual feature. On the character sheet. Not the Effect

sturdy burrow
violet meadow
#

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.

sturdy burrow
#

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?

violet meadow
#

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

sturdy burrow
#

I tried both, but I used the middle box trying the last one now.

violet meadow
#

Yeah the middle one will not target self as needed!

sturdy burrow
#

😦 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.

violet meadow
#

Do you want to share the actual macro?

sturdy burrow
spring dove
spice kraken
spring dove
#

rats

violet meadow
#

So if it’s the turn of a GM’s owned creature it will pop up on their screen

sturdy burrow
#

You can see the effect on all the allies in the aura.

violet meadow
#

Indeed. So on the caster’s screen it will only pop up when it’s this player’s turn

sturdy burrow
#

And I think this is controlling things properly.

violet meadow
#

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

sturdy burrow
#

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.

violet meadow
sturdy burrow
spring dove
sullen osprey
#

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...

spice kraken
#

What do you mean by switch on automatically for targeting

sullen osprey
#

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.

coarse mesa
#

Are you referring to Late Targeting mode? You need to use an attack/feature, then midi will ask you to select targets

sullen osprey
coarse mesa
#

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

spice kraken
#

T is core target

coarse mesa
#

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

spice kraken
rough tiger
#

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?

rough tiger
spring dove
#

Is there a way to have an effect recognize when a character deals a certain type of damage and add more to that total?

spice kraken
#

You can do that with a macro

median fog
#

Is that with the flags.dnd5e.DamageBonusMacro attribute?

#

and if so, does that just use the return value from the macro it runs?

spice kraken
#

You would need to make a macro specifically and you can use a macro flag or item macro

median fog
#

ah, by using a midi "on use" macro?

spring dove
#

Has anyone set up sorcerer metamagic macros?

celest bluff
celest bluff
celest bluff
median fog
celest bluff
#

You would setup it like this

median fog
#

What's the contents of the macro look like, though? Is it just modifying the workflow?

celest bluff
#
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
}
median fog
#

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?

celest bluff
#

You can use return {damageRoll: "1d4"} for the ending bit and it'll do that

violet meadow
#

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)

celest bluff
#

You can add in a console.log(lastArg) to view the workflow

median fog
#

yeah, one of the things i was trying previously was modifying the workflow object directly

celest bluff
#

no need for this

median fog
#

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

spring dove
#

Does flags.midi-qol.grants.advantage.attack.all give advantage to attacks made by an actor that has this effect?

median fog
#

I think it gives advantage to attacks on them

celest bluff
#

gives advantage to attackers

median fog
#

ye

#

better wording lol

spring dove
#

which flag is for what I'm looking for?

celest bluff
#

ditch the grant

gilded yacht
#

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

median fog
#

yep, ran into that ourselves

gilded yacht
gilded yacht
# median fog yep, ran into that ourselves

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}});
    }
median fog
#

Thanks! will give it a shot

chrome gale
#

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?..

chrome gale
#

v9

violet meadow
#

Does the concentration effect get deleted when the duration expires?

chrome gale
#

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

violet meadow
#

And you are on which midi version?

spice kraken
chrome gale
#

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.

molten solar
chrome gale
violet meadow
chrome gale
#

template deletes if conc deleted.
if conc expires due to duration, then the template stays

violet meadow
#

Sorry on my phone, didn’t see it.

chrome gale
violet meadow
#

And you are using MidiQOL’s concentration only right?

chrome gale
#

I....is there an alternative?

violet meadow
#

CUB has one too

chrome gale
#

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

violet meadow
chrome gale
#

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

violet meadow
#

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 😅

chrome gale
# violet meadow <@378398557050503168> midi 0.9.78 I thought Midi handles that. But I might need...

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

elder path
#

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

chrome gale
#

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.

violet meadow
#

Spell items features toolkit is that

violet meadow
chrome gale
violet meadow
elder path
violet meadow
elder path
#

OMG IT WAS THERE

#

I was looking for the past 10 minutes at the Workflow one. Thank you very much

violet meadow
#

@vapid sigil there was an issue with modifiers not being included for saves that was fixed in midi v10.0.6

vapid sigil
violet meadow
#

I see. From character sheet does it roll fine?

vapid sigil
#

yes and it also rolls fine when I use rollAbility and click save on the pop up

violet meadow
#

Might be a case overlooked

#

does rollAbilityTest() experience the same?

vapid sigil
#

yes it does I turned off fast roiling incase that was it and I'm still getting the same result

spring dove
#

Is there a flag that can make you immune to a condition?

celest bluff
#

data.traits.ci.value

spring dove
#

that a midi thing? Cuz it's not coming up for me

violet meadow
spring dove
#

oh weird, its there now that I put it in

violet meadow
vapid sigil
#

yes I'm on v10.0.10 I went ahead and fully removed and re installed to module too

spring dove
#

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?

celest bluff
#

you're running both at the end

spring dove
#

ah right, changed that to turn=start but it still isn't running the save

violet meadow
#

You need a rollType I think. Please go through the midi readme for overtime effects.
Link in the pinned messages of the thread

narrow saddle
#

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.

sudden crane
#

@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

gilded yacht
narrow saddle
#

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.

gilded yacht
narrow saddle
# gilded yacht Do have a look at the midi sample items compendium, it is meant to give ideas ab...

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. 🙂

sudden crane
sudden crane
sturdy burrow
#

I am trying to apply the vigilant blessing buff. I did the following but it breaks the character's initiative when I apply it.

narrow saddle
sudden crane
#

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…

sudden crane
sturdy burrow
sudden crane
narrow saddle
sturdy burrow
gilded yacht
gilded yacht
sudden crane
sturdy burrow
#

Thank you.

sudden crane
gilded yacht
narrow saddle
#

I have this spreadsheet open most of the time when prepping a session 🙂

https://docs.google.com/spreadsheets/d/1Vze_sJhhMwLZDj1IKI5w1pvfuynUO8wxE2j8AwNbnHE/edit#gid=1601509273

sudden crane
sturdy burrow
#

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.

sudden crane
terse briar
#

hey guys, does anyone know of an import file for CUB to have automated conditions?

violet meadow
hardy heart
#

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.

placid sorrel
#

is it possible to hide creature name and portrait with merged cards?

spice kraken
spice kraken
#

@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

tall valve
#

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

spice kraken
#

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

tall valve
#

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.

spice kraken
#

merge card settings is what you want then

tall valve
#

oh that is a thing. Is this a core setting or also in midi qol somewhere?

spice kraken
#

midi

tall valve
#

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.

spice kraken
#

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)

tall valve
#

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.

spice kraken
#

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

tall valve
#

yeah no worries, I am going through stuff right now and testing things out on my local foundry instance.

late dock
#

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

chrome gale
twilit storm
#

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.

violet meadow
chrome gale
#

oh interesting. I thought that was the whole point of the concentration support haha. I'll put it on the github I guess

violet meadow
#

yeah I am bit tired and trying to finish some macros updates and I cannot compute it right now 😅

violet meadow
violet meadow
#

I haven't tried it in v10 yet

chrome gale
chrome gale
chrome gale
violet meadow
chrome gale
#

im on latest v9 versions for everything as far as foundry will tell me. No errors visible to my layman eyes

kind cape
chrome gale
kind cape
#

Well it could be purely timing based, e.g. the template has the start time encoded into it

#

(And the time it should persist)

chrome gale
#

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

violet meadow
chrome gale
#

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

chrome gale
violet meadow
# twilit storm In v10, this effect is not automatically rolling the concentration saving throw....

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?
chrome gale
#

0.9.78 I think

violet meadow
#

That goes to a different user 😄

chrome gale
#

lmao I didn't notice. Im very tired

violet meadow
#

me too, I cannot think straight right now!

chrome gale
#

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

violet meadow
#

No I think something has changed recently

chrome gale
#

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

real junco
#

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?

spice kraken
#

That's CUB

#

For hiding names

#

midi:
ctrl - disadv
alt - adv

real junco
#

Thanks! Thought I tried those buttons but maybe it's conflicting with Token Hud or Smart Target or summing. I'll take a look

spice kraken
#

@rocky copper what shows up when you just type in advantage.skill

#

This is what you're looking for

#

Workflow > specials section

rocky copper
#

Oh!

#

Thanks, I have no idea what I have from modules and what's vanilla lol

spice kraken
#

It's recommended to familiarize yourself with core and then slowly add modules where you think core is lacking

rocky copper
#

Yea, I considered that but it made too much sense and I'm too excited to learn everything as fast as possible

ancient musk
#

Can anyone suggest a module that provides a good sampling of sound fx to use for the sound triggers?

twilit storm
little creek
#

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?

spice kraken
spice venture
#

Sorry if this has been asked already, but I assume MidiQOL is not working with Foundry 10.285, right?

little creek
spice kraken
#

Can you show a picture of your workflow specials section and the effects tab of the item

little creek
#

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.

median fog
fading scarab
#

How would I go about automating the damage reduction from Heavy Armor Master?

spice kraken
#

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).

fading scarab
#

Ah, thanks

spring dove
#

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

orchid hound
#

yes, 1 is on, 0 is off

quick obsidian
#

Can I remove these?

#

or are these not part of midiQOL?

orchid hound
#

they are not

#

i dont think anyway

quick obsidian
#

Alright, thanks, i'll start whackamoling until I find what's doing it

orchid hound
#

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

naive zenith
# quick obsidian Can I remove these?

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.

quick obsidian
#

worked

#

thanks

naive zenith
simple frost
#

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

fathom socket
#

is it possible to have a spell place multiple templates before midi doing the workflow for all targeted tokens?

violet meadow
tiny sinew
#

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

sullen osprey
#

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.

fathom socket
#

untick the "prioritze Targets" setting in CE so it will always apply effects to the selected actor

violet meadow
sullen osprey
sullen osprey
violet meadow
#

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?

twilit storm
violet meadow
#

With the effect value being completely blank

#

Or disadvantage for all that matters

gilded yacht
simple frost
stoic seal
#

Can someone remind me again how to target all creatures around an actor without a template to apply an effect?

#

Like channel divinity

violet meadow
spice kraken
#

In target it's like 10 | feet | enemy for only targeting enemies.

stoic seal
#

Hmm

#

Doesn’t work apparently

#

This is what I have for an effect

simple frost
twilit storm
spice kraken
#

You need a 1 or 0 in there (1 on, 0 off)

spice kraken
twilit storm
#

The notification happens, but the save is not done automatically.

spice kraken
#

What feature/spell/attack are you trying to automate?

twilit storm
#

Eldritch Mind

spice kraken
#

I'll look into it after this meeting

vast sierra
#

do you have better rolls installed?

spice kraken
#

Or any other roller module

twilit storm
#

Nope

#

I'll double check to make sure

spice kraken
#

v9 or v10

twilit storm
#

v10

spice kraken
#

Okay, I'll test but I'm on v9 so keep that in mind

twilit storm
#

no better rolls and no ready set rolls actived

spice kraken
#

This works for me

#

These are my midi relevant settings

twilit storm
spice kraken
#

Do you have automation enabled?

twilit storm
#

Yeap
At least the notification appears and I can do the concentration save manually for now

violet meadow
sullen osprey
#

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.

thorny palm
#

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

winged ingot
#

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?

spice kraken
violet meadow
#

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

thorny palm
tawny mango
#

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 🙂

spring dove
#

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?

vast bane
#

@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.

dark canopy
#

i would just macro the effect application

spring dove
#

with CE?

dark canopy
#

jumping through synthetic item creation is overkill

vast bane
dark canopy
vast bane
#

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

violet meadow
#

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?

iron ocean
#

May I peep this as well?

vast bane
#

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?

iron ocean
#

I have so many things that need this dialogue, how would you go about setting this up?

violet meadow
thorny palm
spring dove
vast bane
# spring dove what do you mean

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

spring dove
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can you define owned item

vast bane
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but there should be an ae setup to roll self checkbox, and then the other ae to apply to target normally

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if the item was created/edited on the character

spring dove
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Oh it was yes

vast bane
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make it in the sidebar

spring dove
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so if I created it on the sheet, that's the problem?>

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ok

vast bane
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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

dark canopy
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please dont edit owned item effects, even if DAE lets you

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been seeing waaaay too much wasted time due to it

spring dove
vast bane
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I agree, I do it myself, but I always catch the various ways it messes up and they are too weird to properly explain

spring dove
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this feels like a bug. Why is the target getting the effect when that effect is checked to roll self

vast bane
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are you on v9 or v10?

spring dove
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v10

vast bane
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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

spring dove
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oh lol

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yeah I joined foundry at precisely the right and wrong times

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right place, wrong time

vast bane
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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.

spring dove
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yup

vast bane
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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.

spring dove
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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.

vast bane
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you have a 1 mile cast range spell?

spring dove
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Yes.

vast bane
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I think that is something nobody considered mainly due to how spellcasting works

spring dove
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maybe, but the point is that's not intended

vast bane
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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.

dark canopy
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because there are some spells measured in miles

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very few, but they are there

vast bane
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but not in the act of casting them

dark canopy
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"range" itself is ambiguous

vast bane
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Yeah suppose thats why

dark canopy
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but regardless, convert to feet and it should be fine

vast bane
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I know its used rather weirdly with daylight

spring dove
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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.

vast bane
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yeah google how many feet in a mile, even us imperialists rarely remember that lol

spring dove
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I mean for now the simple fix is to just set the range to 5280 feet, but whatevers lol

vast bane
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would it let you cast the spell if its range is longer than the maps size? or is that just templates that do that?

dark canopy
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range in core has no mechanical impact

vast bane
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k

dark canopy
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but templates cannot exceed the size of the...shortest? dimension of the map

vast bane
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Hey does changing padding in v10 shift the map?

spring dove
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centers it

vast bane
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the walls and lights and sounds all shift accordingly finally?

spring dove
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yeah

vast bane
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I need to high five the foundry devs 😉

spring dove
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lol

spring dove
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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.

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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.

vast bane
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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.

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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.

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and obviously assuming you have midi, and midi set to apply ce's

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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.

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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.

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I can't believe the apply to self is a setting that effects all ae's on the item

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We should probably ping tposney or get bugbear to look at it.

spring dove
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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?

tawny mango
spring dove
spring dove
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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.

dark canopy
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corrected how?

spring dove
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Probably should read "When first equipped, you must edit the Item and set the resource consumption to consume from the primary (default) resource pool."

dark canopy
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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

vast bane
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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.

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The macro is set to consume primary resource but you could use any of the three if you edit the macro.

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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.

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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

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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.

torpid kestrel
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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.

vast bane
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Isn't that basically the Lance?

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only your version is more harsh as it allows it to stack with disadvantage

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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.

torpid kestrel
vast bane
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you are gonna need to handle it in a macro but cause its an attack workflow you have to use midi's language

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but you could also just use advantage reminder if you don't hide your advantage/normal/disadvantage popouts(aka fast forward)

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advantage reminder is great at handling situational penalties and bonus'

torpid kestrel
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I'll take a look at it. Thanks

vast bane
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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

vast bane
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@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.

tiny sinew
naive zenith
gilded yacht
spice kraken
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Is there any reason to use custom 1 instead of add +1?