#MidiQOL

1 messages Β· Page 6 of 1

gilded yacht
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I'll update midi to check the range. I thought I was only checking if the range was in feet.

spice kraken
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For addition fields that is

violet meadow
tiny sinew
#

Ah, definitely what I was experiencing

spice kraken
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I personally don't care about the ++, always used add anyways. Just curious, thanks for the info. Is that the only difference with custom and add there (specifically for these types of fields)

gilded yacht
#

That looks like it should work can you DM me the item and I'll have a look at it.

spring dove
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I'll have to make it again without CE. I'll DM you shortly

rough tiger
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What mode and effect value is necessary to get this to work?
flags.midi-qol.disadvantage.ability.save.wis

spring dove
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Let's say I am making a Turned effect to place on undead who fail Turn Undead save. It should limit their actions to dash/dodge, remove their ability to use a reaction, get removed if they take damage, and should prevent coming within 30ft of the cleric who turned them. Is this something I can do in midi? I know DAE can remove an effect if damaged, but I'm not sure how to limit actions of an actor or display their reaction used for midi's workflow.

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Has anyone made a Turn Undead macro yet? That seems pretty standard.

rough tiger
#

Thx Commander Fayne

spring dove
rough tiger
#

Loving the damage over time feature, but it seems to be only targeting enemies. I'm making a Storm Sphere actor that has all the bells and whistles (minus the lvl scaling). So, I need everything in the radius of the aura to take damage at end of turn. Thoughts?

flags.midi-qol.OverTime OVERRIDE turn=end,damageBeforeSave=true,label=Wounded,damageRoll=1d6,damageType=bludgeoning,saveDC=15,saveAbility=con

chrome gale
#

MidiMacros.confusion(args)
Where are these macros saved? Are they somewhere in-foundry? I am trying to edit a spell, but the itemMacro just says this, and I can't find what it's pointing to

fallen token
#

Midi exposes some "helper functions" specifically for macros to call in MidiMacros
It's the Midi SRD module that does this

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if you type MidiMacros in the browser's console you can probably see what's there

chrome gale
spring dove
#

How would I best do Abjure Enemy, where if you fail your speed is 0 and you are frightened, but if you succeed on the save, your speed is halved?

spice kraken
#

A macro

spring dove
#

Gotcha. Also when I use "isDamaged" from effect duration and then attack that actor with the effect, I get this.

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Nvm resolved

shell cobalt
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Trying to use ItemMacro with midi to get the piercer feat to work but for some reason the macro is never called.
As far as I'm aware it should be working. I set up the the effect as described and copy pasted the item macro into it, yet that macro is never called as far as I can see. Added a console.log at the start and that doesn't even show up anywhere

violet meadow
#

Is the Damage type of the weapon piercing?

shell cobalt
#

Simple dagger that does Piercing damage, yeah

violet meadow
#

Errors in console?

shell cobalt
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Nope nothing. Just the usual midi stuff. Not even the console.log I put at the start of the macro is showing

violet meadow
#

Is the Dex +1 added?

shell cobalt
#

Yeah the dex is added

celest bluff
#

I was sharing this with a patreon, but you can setup something like this in post after effects. Post has all damage and life changes in the workflow set out. In my example it checks if the target is dead or not > Check if it's a specific creature type to exclude > adds one resource value identified as "Souls".

violet meadow
#

Check actor character sheet, special traits

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Is in there a danagebonus macro?

celest bluff
#

As for the Dialog, you can either use midi overtime which you can launch macros with or a DAE macro using each, then prompt the target with a Dialog to make them choose something like remove the effect or roll something.

DAE would be just a

if(args[0] === "each"){
// add dialog with choices
}
shell cobalt
violet meadow
#

Midi version?

shell cobalt
#

0.9.78 Updated everything not long ago, still using foundry v9

violet meadow
#

Ok v9. Will check in a bit

violet meadow
shell cobalt
violet meadow
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So if you drag the Piercer back to the sidebar. Delete the one on the character sheet and drag it back to the actor, does the same thing happen?

shell cobalt
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Thats what I did, yeah same thing unfortunately still happens

violet meadow
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I just created the effect from scratch following the description on my post and it works fine πŸ€”

shell cobalt
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Foundry version 9 build 269 and ItemMacro version 1.8.0

violet meadow
#

MidiQOL 0.9.79 and Foundry 9.280 dnd version 1.6.3

shell cobalt
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And here I thought I was up to date for once. Gonna try updating to see if that helps

violet meadow
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.78 should have the fix for ItemMacro, regarding not finding items with ItemMacros

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But yeah try updating

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@chrome gale just with targeting and MidiQOL you can do what you want.
Set Target to 20 | feet | creature
Set Range to | | Special

regarding

Active Auras (on v9) - I'm trying to apply an effect to everyone in a 20foot radius from 'self', but without also effecting the caster. I don't think there's a way to do this using the template system, so I'm using active auras... but even if I have 'ignore self' ticked, it's still applying the effect to the caster?

shell cobalt
violet meadow
shell cobalt
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No I updated from 0.9.269 to 0.9.280

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(After making a backup of course)

shell cobalt
#

The macro does not add another damage dice on crit if I'm seeing it correctly?

shell cobalt
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Hmmm okay it does. But only if the crit was naturally happening and not just when you click "Critical" instead of normal

violet meadow
shell cobalt
#

I have no automation in terms of damage applying because I don't want it to become a video game ^^

violet meadow
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Not damage applying. Damage rolled when needed and not when clicking on the damage buttons on the chatCard

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I can test at some point, but not right now πŸ˜…

shell cobalt
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Ah right I also have people doing that manually ^^

velvet sequoia
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Hey all. Im new to foundry, so not sure if this is a super silly question, but when actors cast a spell I believe Midi QOL is adding a temporary effect to the actor like "Fireball Template". even though the spell has taken effect. Is there any setting or way to get them to auto clear at some point rather than doing it manually?

violet meadow
#

Which version of Foundry are you on?

velvet sequoia
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v9 at the moment, been too afraid to go to v10

velvet sequoia
violet meadow
#

Do you have Times UP and Simple Calendar modules?

velvet sequoia
#

no, should I?

violet meadow
#

For this to be deleted you need time management modules.

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@gilded yacht πŸ‘†
Could the template auto deletion of MidiQOL only be an option, if/when there are time management modules active?

violet meadow
velvet sequoia
sullen osprey
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Can Midi automate opportunity attacks? As in, show the player a popup to remind them to use a feature when an enemy moves out of melee weapon range?

violet meadow
#

That sounds like an elaborate world script would be needed

sullen osprey
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Yep, it was a bit of a long-shot.

solid mountain
#

Sounds like a cool idea, but also probably kinda computational heavy, since it would need to run every time someone move. Sorta like auras.

violet meadow
#

But to do that for all players/tokens... stress

velvet sequoia
violet meadow
solid mountain
#

Is there any reason to use about time if you use times up and simple calendar?

violet meadow
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I use it to recharge stuff once per minute for example

sullen osprey
thorny palm
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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

violet meadow
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MidiQOL version? Have you tried with no other modules?

Are you using any special Character Sheet module, which might not be v10 compatible?

thorny palm
violet meadow
thorny palm
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sure

violet meadow
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If you grab an item from the Items (SRD) compendium, does it display OK?

thorny palm
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i make 2, one with qol active and one deactivating it

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this is with qol deactivated

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this is with qol active

violet meadow
#

Now I understand what you meant! I thought in the details page of the Item. πŸ˜…
I think there is an issue open already.
Yeah here you go: https://gitlab.com/tposney/midi-qol/-/issues/999
Tposney should be already aware, but if you want to comment on that with your settings' export and these pics, it probably would be helpful.

thorny palm
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i opened it yesterday

violet meadow
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Ah 🀣

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Edit it to include the screenshots

thorny palm
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but i feel stupid if it will be only a miss settings XD

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if u use midiqol can u check if u have the same problem pls?

violet meadow
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I think its an issue. I cannot see with my settings the footer card (and I remember that there was chatter regarding that earlier), as shown in your 2nd screenshot

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For the button in the chatMessage. Do you auto roll damage? And if yes, do you remove buttons after?

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From MidiQOL settings?

thorny palm
violet meadow
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Yes both seem to be issues right now.

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I would include the screenshots in the issue. It illustrates things much better πŸ˜‰

iron ocean
iron ocean
molten solar
#

Popping a dialog each turn can be done easily using Effect Macro. Grab any dialog from #macro-polo and just slap it into 'start of turn' in an effect.

vast bane
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DAE does that too though, why install a second module to do it in the midiqol channel 8)

violet meadow
#

You can use them both and from user experience perspective, it might be easier to do that with Effect Macro 🀷

celest bluff
# iron ocean Same with this. Do you happen to have a sample item in your patreon like this?
const lastArg = args[args.length - 1];
let tactor;
if (lastArg.tokenId) tactor = canvas.tokens.get(lastArg.tokenId).actor;
else tactor = game.actors.get(lastArg.actorId);
const itemD = lastArg.efData.flags.dae.itemData;

if (args[0] === "each") {
    new Dialog({
        title: itemD.name,
        content: "<p>Spend an <b>Action</b> to something?</p>",
        buttons: {
            yes: {
                label: "Yes", callback: async () => {
                    // what happens when they hit yes
                }
            },
            no: { label: "No", callback: () => false }
        },
        default: "Yes",
    }).render(true);
}

This would be a sample each dialog, make sure in DAE duration tab you set if it displays at the start or end'

iron ocean
#

This is awesome, thank you!!

iron ocean
molten solar
#

You mean EM? It can delete itself, sure.

spice kraken
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Is that a v10 only thing?

iron ocean
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Unless I am missing something

violet meadow
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effect.delete()

spice kraken
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@violet meadow I was talking about to 20 | feet | creature and range of special. It doesn't work for me in v9

violet meadow
molten solar
# iron ocean Unless I am missing something

Check the readme. It shows you all the helpers every EM macro provides for you automatically. One of them is effect, which is... the effect the macro is embedded in.

It also has actor, just like standard macros, which is the actor the effect is on. You can find another effect from there and .delete() it.

violet meadow
iron ocean
#

Or do I need to account for both?

spice kraken
molten solar
#

If the effect is the concentration, then surely.

violet meadow
#

Now I am lost πŸ˜€

molten solar
#

How does one delete a concept.

violet meadow
spice kraken
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Can this be used on a regular weapon or specifically a feature? I was testing with a mace

violet meadow
#

It should work with whatever item you put this on

spice kraken
#

Is this right?

violet meadow
spice kraken
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Doesn't appear to be working for me

violet meadow
spice kraken
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Lol, oh well, I know the whole template special works for me so I can just use that

violet meadow
#

Well a few beers can confuse this bugbear. Will check when back home

spice kraken
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No rush. Was just curious. For your reference

violet meadow
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0.9.71??? stress

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It's .79 now!

spice kraken
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If things work I don't update, haha. Well apart from this but this is the first time I'm trying it

violet meadow
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Item macros might fail too

spice kraken
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Imma backup and update to see if that changes anything

violet meadow
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.78 fixes that (if you ve updated item macro that is )

spice kraken
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So far no issues with item macros failing. Although I only have 2 (ancestral guardians and ice knife) and they work perfectly

violet meadow
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As I have said in the past, morning coffee click update all

spice kraken
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Yeah, trying that now after the backup

vast sierra
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Im firmly in the camp of if it's not broke, dont fix it ... especially in the middle of campaigns. Tends to some helper errors, as Im sometimes a few updates behind πŸ˜„

spice kraken
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That's why it took me forever to go from dnd 1.5.7 to 1.6.3

violet meadow
#

If I don't update I won't find out how to break stuff!!
I like breaking modules 😁

pallid shard
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Is there any way to increase the number of spells an actor can concentrate on at a time?

vast bane
spice kraken
#

When I went from 1.5.7 to 1.6.3 we had some downtime, so I just made a backup and tested it out. Everything worked as intended so I stuck with the change and had a session 0 over it. Obv not as big of a change from v9 to v10 but you could try that as well

woven stream
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Hello, Is there a way to add superiority die to the damage of the next attack made using DAE and midi-qol?

livid dagger
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Hey, I'm wondering if anyone knows what could be causing the following issue:

Whenever I have a token use a spell with a saving throw, (for example cone of cold or banishment) while I have "Prompt Players to Roll Saves/Prompt GM to roll saves" set to "LMRTFY + Query / let me roll that for you" it doesn't show the results until way after the rolls have already been made, and it seems to be tied to the "delay before rolling for players", what could be causing this and how could I fix it?

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if its set to auto it has no issues displaying the results and damage cards directly

violet meadow
violet meadow
woven stream
violet meadow
# woven stream Feinting attack to be precise

Create a bonus action feature to emulate the Maneuver to set it up.
On the Feinting attack feature you created, use Target 1 creature, Range 5 | | feet and a duration of 1 round
On the DAE of the feature, make it an effect of flags.midi-qol.grants.advantage.attack.all | CUSTOM | 1
On the DAE duration set a Special expiration of is Hit: Expires if the character is hit by any weapon/spell attack bla bla bla

After that the next attack should have advantage.
Special Durations are provided by Times Up module

marsh crescent
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Feinting Attack only adds to the damage, not to-hit. "If that attack hits, add the superiority die to the attack's damage roll."

woven stream
marsh crescent
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I did something similar with Commander's Strike, just have the player target the ally then click the ability. This is what I did to get it to work for me, but I probably did something incorrectly.

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I added both, since it would cover both ranged and melee weapon damage, depending on who the player was targeting and what weapon.

violet meadow
marsh crescent
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Then also have Special Duration of Melee Weapon Attack and Ranged Weapon Attack 1 Attack, Expires on the next attack by the character.

woven stream
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Ahhh that looks like it could work. No wonder I couldn't figure it out as it's not on a midi flag

marsh crescent
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@violet meadow I was thinking of that too with All Damage, but we have an arcane trickster with Firebolt, so wanted to limit it to the only melee/ranged, and not spell.

woven stream
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Thanks for the great help, I should be able to figure the others out from here!

violet meadow
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@fallen token @tranquil cloak @spice kraken Arcane Ward from MidiQOL sample items uses resources to make it work πŸ˜‰

spice kraken
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What now?

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Today was demo day so my mind forgot anything I talked about here

violet meadow
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Regarding the ongoing conversation you're having in #dnd5e

spice kraken
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ahh

tranquil cloak
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is that in the SRD or just regular midi

violet meadow
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MidiQOL sample items compendium (Not MidiSRD)

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The example item named Arcane Ward - Resource 0.9.67

spice kraken
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Which one????

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haha

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You're too quick

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That's a hefty macro (at least from ones I use)

tranquil cloak
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i dont even see the sample items compendium.... hmm

violet meadow
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v10?

tranquil cloak
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yuup

marsh crescent
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Oh wait, it is a Feat not spell.

violet meadow
tranquil cloak
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lol

marsh crescent
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(I use Compendium Browser)

tranquil cloak
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ah yeah it does show up in feats under the browser

marsh crescent
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I am assuming 0.9.67 is the latest and greatest.

tranquil cloak
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my compendium browser shows 10.0.03

marsh crescent
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Probably because I am too scared to move my world to v10.

grizzled laurel
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Hello.

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Has anyone address the issue with midiqol and LMRTFY in the current foundry version?

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I still cannot make LMRTFY work with Midi's automation.

spice kraken
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Ah you were too fast for me

grizzled laurel
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I am a bit idiot to that kind of thing.

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Can you guide me on how to make that change?

spice kraken
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I'm on v9 but I can try

1. Go to your lmrtfy module folder
2. Find the roller.js and open it in a text editor
3. Ctrl F and paste _tagMessage
4. Replace what is in that function with the tposney message
5. Save
6. ???
7. Profit
grizzled laurel
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Hahaha thank you, friend.

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The chuckle comes out as a bonus. 😹

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Yeah, I made the change and now MIDI is not autorolling nor displaying LMRTFY prompts.

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I'm confused.

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Nevermind. It worked!

green wolf
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@spice kraken i'm on 0.9.79

spice kraken
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Works for me

green wolf
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yeah i really can't figure out why

spice kraken
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what versions of libwrapper, socketlib, and dae do you have?

green wolf
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libWrapper - 1.12.9.0
socketlib - 1.0.10
DAE - 0.10.32

spice kraken
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same

green wolf
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let me try a game with just those mods

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its probably a conflict somewhere

spice kraken
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Select those 4 modules with find the culprit

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See if the issue still occurs

green wolf
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what's find the culprit

spice kraken
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A module to find compatibility issues

green wolf
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ok ill grab it

spice kraken
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Once you get it, go to module management, bottom right click ftc, and then select those 4 modules
the white box, not the lock

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then follow the process

green wolf
#

these and active auras?
libWrapper - 1.12.9.0
socketlib - 1.0.10
DAE - 0.10.32

spice kraken
#

Imma export my hold person and dm you. Test with that and without AA

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We need to start small

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Import that and test first

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We can worry about AA later

green wolf
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when i cast the spell from Orc Caster to the target (orc)

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it looks good

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but

spice kraken
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Where is this from?

green wolf
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CUB i think

spice kraken
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Did everything work with just midi and the other 3?

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Also, why are you not using concentration from midi?

green wolf
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midi is pretty recent addition for me

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so i had the other one before and just need to turn it off

spice kraken
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midi > workflow

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also I'd disable enhanced conditions in the cub settings

green wolf
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do they conflict?

spice kraken
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I personally prefer CE over CUB for effects

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can cause issues

green wolf
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combat enhancements?

spice kraken
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Personally went to CE off rip (with midi)

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convenient effects

green wolf
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oh ok

spice kraken
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This is preference, but I know it works for me this way and we share same module versions

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Imma dm you my midi settings, you can try that too

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before changing everything (although my midi settings reference CE)

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Sent

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Do you still have your settings exported?

gilded yacht
chrome gale
#

in the damage roll field, is there a way of doing something like @prof d8

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I know @Prof *1d8 works, but I believe that will roll a d8 and then multiply the result

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Where I want it to roll a prof number of dice

vast bane
#

(@prof*1)d8

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Pemdas baby!

chrome gale
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noice

vast bane
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Parenthesis go before dice equations so technically not pemdas rules

chrome gale
#

it was always bodmas when I was at school

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but this is why I don't do maths

vast bane
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@green wolf
Its literally a sample item, so my guess is the npc casting the spell does not have a spellDC, bad import npc? Is there no attribute selected for the spellbook tab? in reference to your post in macro polo here:
#macro-polo message

spice kraken
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You could probably get away without the *1

spring dove
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So the range finder in Optional Rules isn't working when a DM selects a player and attacks with their item.

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However, it is working when the DM selects an NPC

spice kraken
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That's not true for me

spring dove
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Right, and it wasn't true up until now

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so I'm wondering what's going on

spice kraken
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Show the details tab of the item from the PC you were testing with

spring dove
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It's any PC, but sure lemme screengrab real quick

spice kraken
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Also v9 or v10?

spring dove
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v10

spice kraken
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I'm on v9 so don't know how much I can't help with settings and all

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Do you see any errors in the console though?

spring dove
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Lemme check

spice kraken
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Btw, you don't need this

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Since you're specifying it in the dropdown

spring dove
spice kraken
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It is useful in the other formula option though

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Hmm, maybe a v10 issue? Can you test with a spell? Like cure wounds

spring dove
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Lynx and Norzan are both PCs

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sure

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confirmed spells working as intended. Seems to be only weapons

spice kraken
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can you add an srd weapon and test with that

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v9 weapons work as intended for me

spring dove
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yeah like I said, it was working as intended in v10 until tonight

spice kraken
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Yeah, I'm just curious if an srd compendium item will work

spring dove
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longsword from compendium has unlimited range

spice kraken
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lol

spring dove
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lol

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I wonder

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lemme check something

spice kraken
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Use mace

spring dove
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like bear mace or...?

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I keed

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Ok so

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deleted tokens and brough a fresh one out

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and that fixed the issue

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don't know what the issue was, but oh well

spice kraken
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Just foundry things

spring dove
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lol for real

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I'm still so new to this, half the time I'm like "am I just stupid or is this really a bug"

spice kraken
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Just a learning experience

spring dove
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So couple of things that could possible be it

  • we turned our grid scale down to 2.5. We did this because since we're gridless and since midi still uses the grid for range finding, we decided to bump ranges of weapons to 7.5 to account for inaccuracies in gridless combat. Setting your token literally inside another token to avoid "your target is 5.2 away and your range is 5" was annoying but we also didn't want to give everyone 10 range.
  • Since we scaled down the grid, all the tokens were small, so we scaled everyone's tokens up to 2x2. This I believe was the issue. After scaling the tokens the range finding broke. I figured it out because the one token I didn't scale was the one that didn't have the issue.
vast bane
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Was it an opportunity attack?

spring dove
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it was for all attacks

vast bane
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Didn't he add in ignoring range for opp attacks?

spring dove
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I've never noticed that

vast bane
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I swear it was in a recent version release of midi

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so if its an attack off turn, it ignores range or something

spring dove
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Ya know that makes sense

vast bane
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was added in v 0.9.73 it seems

spice kraken
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Where's that option?

vast bane
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I think its just built in?

spice kraken
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Let me test

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Doesn't look like it for me

spring dove
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Yeah was about to test

spice kraken
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Ah, v10

spring dove
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OAs are stupid anyway. You only make the attack if they leave your range, but if they are leaving your range, how are they making the attack?

vast bane
#

I was searching but its in v9 too

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I think you have to have the setting on to track reactions

spice kraken
#

Ah, I just use 5e helpers to track act/ba/ra visually only

vast bane
#

I don't track them cause tokens are already spammed with stuff

spice kraken
#

Exactly why I like 5e helpers

vast bane
spice kraken
#

5e helpers has you covered

vast bane
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yeah I'm trying to preserve a small amount of being able to see the actual token lol

spice kraken
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The top 3 only show up when you hover over the token

vast bane
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you know what? that should be the same for status markers too, someone should suggest that lol

opaque current
#

I turn off the action UI, and only track reaction status as an effect

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After all, your players should manage to remember if they've used an action/bonus on their actual turn lol

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Also, what in gods name are your characters doing that require so many effects

vast bane
spice kraken
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Mine was just a troll test, but I like the 5e helpers, specifically for me in larger encounters with multiple mobs cause I use group initiative so it can be hard to track which one has used a reaction or not

vast bane
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I track reactions not action/ba's

opaque current
#

Yeah the reaction track is good enough just because after a long round, players cant remember if theyve reset

#

And I certainly cant remember which of 8 goblins has used an OA

#

I am playing a low level campaign so the most magical enemy the party has fought so far only had Mage Armour on lol

vast bane
#

I'm playing a modified dragonheist+dungeon of the mad mage campaign so their Cassalanters are 3 levels higher than they should be and are way deadlier and its suppose to be a punishment to fight them if they ignore their objectives.

vast bane
#

Isn't there a way to make a creature unable to heal? Isn't it immunity to the healing damage type?

violet meadow
#

Think so

vast bane
#

So I'm looking at the Longsword of Wounding and the Bearded Devil's Glaive attack.

Is there a way to have the overtime effect clear if they are healed? Otherwise I'm just gonna remake the glaive as a longsword of wounding?

violet meadow
#

For v10 and somewhat relevant check the pins in this thread.

For v9 you can call a macro from inside the Overtime effect. The macro can create a Dialog to ask if they spend their round doing what needs to be done to clear the effect. If they choose yes, it triggers a Medicine check and if over the DC deletes the effect.

For the expiry if the creature receives healing, I would ask tposney if healing can be implemented as a specific damaged condition along with the existing ones

#

Or does the last one No Damage work?

vast bane
#

I caved and just made it a con save at start of turn. I will add that in but I don't have time to test now

vast bane
narrow saddle
#

Hi there, I think this is the right place to come to...

I am still on V9 and I have just set up this OVERTIME set up for Whispering Aura.

turn=start, saveAbility=wis, saveDC=@attributes.spelldc, saveDamage=nodamage, saveRemove=false, damageRoll=2d6, damageType=psychic, label=WhisperingAura

With an actual active aura of 5ft radius.

When it gets to the start of the creatures turn, it does 4d6 damage. No matter how many dice I put in there. Any help? πŸ™‚

It is an effect on the NPC actor not a feature.

#

I have also used ADD and CUSTOM and same thing happens. πŸ˜•

vast bane
#

its suppose to be override I believe, but also it sounds like you are editing an owned item?

#

I'd confirm the usual suspects for editing owned items is not the cause of the wonkiness or make the item in the sidebar then move it to the creature

narrow saddle
#

I have just used OVERRIDE and it worked lol

vast bane
#

also confirm the creature does not have vulnerability to psychic and that you don't have multiple effects running(due to owned item edits)

narrow saddle
#

Unbelievable.

vast bane
#

pro tip, when in doubt with midi, plagerize midi srd and midi sample item compendiums

narrow saddle
vast bane
#

my go to for remembering how to do overtime is to just edit tposney's hold person

violet meadow
narrow saddle
#

It isn't an owned item, it was an NPC.

Thanks Lonely, I thought I knew what I was doing, that is the right place to go. πŸ™‚

#

Here is potentially a tricky one then.

The Whispering Aura as above is described as any creature within 5 ft of the Star Spawn (summon aberration creature) at the start of its turn must make a Wis save or take damage.

However overtime effects other creatures at the start of the target creatures turn. Any way round this?

The aberration could move away during its turn which means it won't effect the creatures that were within 5 ft at the start of Spawn's turn. πŸ˜•

vast bane
#

Thats just how the cookie crumbles

#

what is the creature?

#

sounds like bad homebrew wording is the only issue, change it to how you want

#

if its an aura, I think its better to set it as a feature with an effect rather than just a straight effect on the creature.

narrow saddle
#

There is an option on the active aura regarding once per actors turn I think.

It isn't homebrew it is an official spell, Summon Aberration.

violet meadow
narrow saddle
vast bane
#

yeah its a bad wording spell, surprised it made it through the UA that way

#

it should still work though

violet meadow
vast bane
#

what is not working about your spell?

violet meadow
#

Easier

vast bane
#

I would do a macro that activates at start of turn that does the effect to all creatures within 5 ft

#

but make sure midi's target settings are setup right or that feature won't do anything

#

So first make the item Whispering Aura, have its target setup by all creatures within 5ft, set it to special so that it doesn't target itself. Then make an active effect on the abberation that just is passive, and does macro.execute and have it execute Whispering aura as a macro

#

Obviously you need dae to do this but I assume you have that

narrow saddle
#

I do have DAE, thanks for your help.

narrow saddle
#

The spell just summons the aberration.

violet meadow
#

In the DAE's duration make it execute the macro at turn start and code the macro properly to trigger the itemRoll()

const lastArg = args[args.length-1];
if (args[0] === "each") {
    let item = await fromUuid(lastArg.origin)
    await MidiQOL.completeItemRoll(item)
}
``` that should do it
narrow saddle
#

Cripes, I have just moved the star spawn away and back and now it is doing 4D6 damage. 😦

vast bane
#

You probably have duplicate effects

narrow saddle
#

Yeah it looks like red dots are multiplying in the area.

vast bane
#

the way I make a macro work with midi without knowing how to write midi macros is i drag the item to the hotbar, and then call that macro with the AE

narrow saddle
violet meadow
#

No onUse macro or anything.

vast bane
#

and the whispering aura item needs to be setup with 5ft radius and set the bottom drop down to special so it doesn't target itself in it

#

and you need to make sure your targetting settings in midi workflow allow for targetting of aoe targets

#

obviously setup the damage in the item too and the save

narrow saddle
#

Sorry found it.

narrow saddle
#

No on use macro seems counter intuitive lol

vast bane
#

its probably a chat macro instead of script if you are that new

narrow saddle
#

Not that I know what I am talking about.

vast bane
narrow saddle
#

You can't change it from script to chat in an item it is greyed out.

vast bane
#

oh wait no, you are doing it with itemmacro so that shouldn't be an issue

#

it needs to be script so you are fine

#

are you on v9?

#

right click the item and export to file then send it to me

narrow saddle
#

V9 yeah

vast bane
#

I don't really know what Bugbears macro is suppose to do, my method was to create the ae seperate from the item

#

I'm able to get it working my way, but you can't have any module set to remember your targets

#

make an active effect on the character like this:

#

Make the actual feature that looks something like this, note the target/range settings

#

once that feature is made, drag it from the sheet to the hotbar

#

the macro it creates on the hotbar, edit it and name it the same as the above entry for Macro.execute

#

if the names match perfectly, then at the start of the creatures turn all creatures within 5ft are affected by Whispering Aura.

#

This breaks if you have any modules either maintaining targetting through turns or if you have a module set to resume targetting(I think the setting is called remember your targets)

#

cause the macro will not fire if you have a target beyond 5ft (properly)

#

@narrow saddle were you able to get my setup working or do I need to try and troubleshoot the thing you sent me?

narrow saddle
#

I haven’t tried yet. Just finishing work. I am going to screen shot these instructions in case they get lost. Thank you for going to all this trouble.

narrow saddle
vast bane
#

My method doesn't use it

#

I am unsure what his was doing but I suspect he was trying to keep it down to just 1 item, but I just seperated them and ran the item on the sheet

#

@wintry sapphire if you have dfreds CE, Cub, or if its a status icon in your status markers, you can do that with midi+dae very easily

#

On the item you want to activate the condition on, set it to something like this:

#

if you don't have dfreds, then I think the command is status something instead

#

Cub is Macro.cub

#

Midi is going to respect the items target setup, so if the item is set to self, it will roll on self, if its set to another creature then it will roll on target

wintry sapphire
#

I do have both CE and Cub, midi and dae but my usage until now was very basic. Thanks, I will go and try it now πŸ™‚

vast bane
#

CE and CUB are bad to have controlling Status icons together, one or the other

#

but Cub can be setup not to mess with status icons so you can do that, just disable enhanced conditions in cub if dfreds is already installed

#

otherwise you wind up with a bunch of duplicate conditions and things turn off and on back to back

violet meadow
#

Does it not work?

narrow saddle
narrow saddle
violet meadow
vast bane
#

don't reuse the messed up setup you already had, make a new feature

narrow saddle
#

Does it matter if it is a passive effect or temporary effect? (I suppose temp has to have a duration in time)

violet meadow
#

Try the one I sent you back

#

Works for me

narrow saddle
violet meadow
#

In combat?

wintry sapphire
# vast bane Midi is going to respect the items target setup, so if the item is set to self, ...

Ok, so a little success story. I disabled CE completely, left Cub on, I have a simple 'Test' feature with one use per long rest, and in Effects I added an effect called 'Test' as well. In there I add macro.Cub to add my cub unconscious condition. What I get now is both Effects, Test and unconscious are applied to the token. What I want is to apply only unconscious condition. The same behaviour is when I tried macro.CE with CE only.

But I found solution and that is to use StatusEffect instead of macro.CE or Cub. StatusEffect only adds the status I set there, but not the one that is 'setting' the status AND I can choose if I want to use the native Unconscious or the one from CUB - last image.

(reduced the spam of images)

vast bane
#

You probably have a character of some kind in the first tab of the effect in the force show on target for why Test is showing up.

#

If you are using midi and dfreds CE, you are probably better off in the long run to use it for Status effects rather than cub, but you are too early into the automation game to fully grasp/utilize why

#

midi and dfreds CE work very well together and one automates the other

#

I use both, but I don't have the condition lab/enhanced conditions on for cub, just its other features(roll npc hitpoints and hide names)

wintry sapphire
vast bane
#

Macro CE should just apply what it applies, if you have an extra icon showing up its probably because you have ce and cub running at the same time, or the CE has anything in the force show on target field in the first tab of the effect

#

You really should not have both on for conditions/status markers if you don't know why you have them on, there are nuanced advanced users who have them both on for a reason, but what you are describing is exactly why you don't have both modules managing effects

#

the very fact you have duplicate status icons says you have both managing things

wintry sapphire
#

I tested it like this to make sure that is exactly not the issue that is causing it πŸ™‚ - find a culprid with only needed modules, still getting double icon, there is nothing, not even -empty_space- in the 'Force display on token' field.

vast bane
#

ok, guess I was wrong, you could either use statuseffect command or make the items icon invisible empty

wintry sapphire
#

The problem with CE effects is that they will not get displayed in the dropdown when you use StatusEffect, So I can not set them up like that, that is why I ended up with CUB, which effects will display there

vast bane
#

I'm missing something cause I have numerous effects applying conditions and having just 1 icon show up

#

that is because you have both cub and ce installed and have not properly set things up

#

Dfreds purposely is installed without being setup to modify status effects by default, you have to go into its settings and tell it how to deal with them

#

also fyi, if one is unconscious they are likely also prone

wintry sapphire
#

is the fact that they are both installed but only one enabled something that may cause issues? Because I have both installed, but always only one enabled when I was testing this.

narrow saddle
vast bane
#

Its a style choice but I don't think you are there yet in being able to get why you want one over the other to handle your status icons

#

because you have midi, it is far more likely you'd want dfreds CE, but I don't want to make you a clone of me, Cub is amazing cause you can import/export those conditions you make in the lab, but dfreds comes with like 100 premade effects often with bells and whistles on them and it has synergy with like 5 other modules so dfreds is probably the best choice but its a decision you should make

#

I think you can also import/export dfreds too so theres that.

#

but the process of setting your status effects so they aren't duplicated is a lil nuanced and I can only help you with CE as I never ever bothered to leave cub installed enabled to figure it out

reef bay
#

Hi everyone. I am trying to figure out what to enter in the activation condition field of a weapon such that it only activates an active effect when the owner rolls a critical hit. Foundry version 9.269 D&D5E version 1.6.3. Thanks.

vast bane
#

What I did was I went into the custom folder in dfreds and duplicated all the status icons that are not already in dfreds(usually the blank ones like on fire and bleeding and the archery target), then I went into dfreds settings and set it to replace in the drop down for status markers, then you go into dfreds and right click on all of the CE's you want to show up in your statusmarkers area like so:

It requires a browser refresh when you are done setting all the ones you want to show up there, but when everything is said and done there is an icon beside all the ones set as statusmarkers:
The lil person with the circle around them means its available as a status icon.

vast bane
#

I'm guessing sword of lifestealing probably has the activation condition

reef bay
#

I'll scan those, Thanks again! Appreciate it.

vast bane
#

If you want to know how to make your own in that language, I think its all in the readme but I just copy and paste from the samples

#

Or I wake Bugbear up and bother him 8)

reef bay
vast bane
# narrow saddle Hasn't worked for me 😦

I think the reason why you want to go bugbears route is because the macro I was having you create only works for that specific character I think. So if you made the item then dragged out a canvas character it would fail. I get now why he had it as one item.

narrow saddle
vast bane
#

do you have better rolls for 5e installed?

#

or Minimal roll enhancements?

#

And in midi module settings, in the workflow tab at the very top:
What do you have where I am showing you:

#

because if that middle setting is set to none/never, then both our ways of helping you would never work

#

but also if you are crossing the streams, that'll do it too

odd sable
#

Is it possible to have two different Overtime effects under the same active effect? I need one that does damage at the start of turn and save at the end of turn, so can't do the damage in the same one as the save...

spring dove
#

I actually just programmed that @odd sable

#

Let me show you how I did it

#

Creature takes acid at the start of their turn, and at the end of their turn rolls a dex save to remove it

odd sable
#

Oh that works? I though the turn=start decided both the time of the save and when the damage is inflicted?

spring dove
#

It runs the damage at the start, but the save is at the end

odd sable
#

Ok that makes it easier for sure, cheers!

spring dove
#

with saveRemove=true

#

yeah!

#

happy to help

#

At least with damage at start, it doesn't really matter when the creature runs the save. With a condition it would, something like being blinded would affect your turn, but it doesn't matter when you are making the save to stop the damage for next turn.

odd sable
spring dove
#

oh that's different

#

the code I gave you won't work for that

odd sable
#

Ah, well I'll try out and see if it works with two Overtime effects at once, but only one that removes the Active Effect...

spring dove
#

Can someone help me with something? I'm trying to set up a +1 spell DC for a certain spell when it is cast, but remove it as soon as the spell is cast. Basically, a player has an item that gives them a +1 bonus to their spell DC for a certain spell.

vast bane
#

Just mod the DC of the item manually, I wonder if the flat field takes more than just integers

#

like could one set the spelldc+1 in flat

spring dove
#

spell dc only takes integers 😦

vast bane
#

Well poop that would have been a neat way to pull it off, is the spell a self only spell?

spring dove
#

nah, that would be easy lol. It's a target spell.

#

And, this bonus will be for all the domain spells of the class

vast bane
#

Just manually change it, the odds of having to change it down the road alot is slim to none, just when their pb goes up and when they spell mod goes up

spring dove
#

while true, I know there's a way to automate it

#

Also, this bonus comes from a specific item they may not have on them all the time.

vast bane
#

Probably a synthetic item ran pre item roll

spring dove
#

sounds like macro territory to me

vast bane
#

Yep, I know how to disqualify an item macro from firing if you don't posess an item, but its inside of a massive ugly macro lol

spring dove
#

lol

narrow saddle
vast bane
#

send me the item?

#

have you tried turning off all modules but midi and its dependencies?

narrow saddle
#

Sorry Moto, I have been running a session tonight and now I am beat.

I will get a copy sent to you.

green wolf
#

Is there a way to prompt for legendary resistances if a saving throw is failed? I don't see anything in the settings about it

vast bane
#

In midi sample items there is a legendary resistance item that does it, but for the record I don't think we technically get to do that before knowing

#

the legendary resistance item prompts you after the roll but before you are told it succeeds, though you are the DM, you know everything anyway

marsh crescent
#

I just roll the save, if failed the monster 'just chooses to save' and ignore the results and mark a legendary resist on the mob.

vast bane
#

this is midiqol, we're all about automation lol, the automated item changes the roll to a 99 to succeed

marsh crescent
vast bane
#

you'd think dragging and dropping a premade item in your compendium tab was least resistance πŸ˜‰

#

pun intended

scarlet stump
#

hey there! Anyone got a good automation for the Hex spell and the Hexblade Curse feature? A partial effect is good enough πŸ™‚ Thanks!

stoic seal
#

I believe @celest bluff has that?

gilded yacht
gilded yacht
# narrow saddle Here is potentially a tricky one then. The Whispering Aura as above is describe...

There is a solution, but it's a) complicated and b) not all that clean. Create an overtime effect on the caster (not an aura) that calls a world macro. On the star spawn crate a feature that does ranged targets (not AoE targets) of 5 feet, type save that does however much damage and have the macro completeItemRoll the feature and it should work. If you DM the item you have so far I'll look at setting it up.

narrow saddle
gilded yacht
opaque current
#

Hey, a friend of mine is getting character sheets that show blank AC when DAE is enabled. He is on v10 with updated 5e and modules. I was thinking of the setting for DAE to auto calculate armour but that setting is gone now. I imported the actor to my own fresh world and it worked fine with Midi+DAE. Any ideas?

scarlet stump
#

not sure if this is tied to midi qol...I've created some macros to execute a couple of things at once for one of my players (IE: attack with a weapon and cast Green-Flame blade at the same time). For some reason, the automated animations play normally for me, but not for my player. The animations work normally for my player when they use the abilities one at a time (IE: clicking on a weapon attack and then casting green blade flame). The macros are really simple, ie:

game.dnd5e.rollItemMacro("Warhammer");
game.dnd5e.rollItemMacro("Green-Flame Blade");

violet meadow
#

@narrow saddle just tried with your settings too and it works 🀷
One issue that might have is that triggers a reaction for some reason πŸ€”

scarlet stump
#

Actually, this is a proper midi-qol question...if I have a hexblade's curse feature, how can I make sure it is applied to the caster and not the target when I use it? I won't need the macros if I can figure this out

gilded yacht
opaque current
#

Setting the feature to target | self should be enough for that

violet meadow
gilded yacht
scarlet stump
#

mmm I've tried to set the target to self and it still places the effect on the targeted token instead

violet meadow
scarlet stump
#

ok nevermind, the issue is larger than that...for some reason no animation at all is playing when a player is targeting someone else 😦 not sure what I changed to do this

scarlet stump
#

I see this error in the console when I try to run an animation on a player's end

#

effect.js:1216 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'duration')
[Detected 1 package: sequencer]
at Proxy.run (effect.js:1216:53)

#

looks like a sequencer error, I'll check in the other channel, thanks!

scarlet stump
#

this is super weird...the automated animations work fine on my players' end on a different world. I've now enabled the same exact modules in both and imported the same midi-qol settings in both...and the animations are still not working (returning that error) on my players end in this world

vast bane
#

are you in v10?

scarlet stump
#

no I'm still in v9

vast bane
scarlet stump
#

yeah it makes sense cause the players have limited permissions compared to me. Not sure how to grant them more access to what's needed though

vast bane
#

compare the two worlds permissions settings and mirror them

#

but also there is a setting in I think sequencer that just flat out disables animations

#

and I think its a local setting

scarlet stump
#

god I'm dense sometimes 🀣 I've checked the settings on the player side and not on my end

vast bane
#

That'd do it!

scarlet stump
#

can't believe I didn't double check that 🀭

#

thanks for the help!

strange shell
#

Does MidiQOL only work with 5e atm, or can you use it in other systems?

spice kraken
#

It's only for dnd5e

vast bane
#

Am I using the right flag if I want to replicate the heavy armor master-like feature of reducing incoming damage by a specified amount?
I want all damage, and yes, I want that equation...

#

should there be a modifier and is the right drop down chosen? Like should there be a minus or a plus in front of my equation?

spice kraken
#

Right flag, idk how it'll handle that formula so you'll need to test

vast bane
#

should work, its exploding dice equation

spice kraken
#

Yeah it should but sometimes things can be wonky. With the [[]] it should be fine

scarlet stump
#

noob question, is using the square brackets turning the roll into an inline roll, thus applying the resulting number to the formula? Would not using the brackets make it worse?

spice kraken
#

[[]] turns the value directly into an integer (or string, idr)

#

Most often you can get away with just the formula or @ value, sometimes you need parenthesis, sometimes you need square brackets

#

Like here with bladesong I needed brackets

vast bane
#

You also need brackets in the aura of protection if you want it to be applied to sheets, otherwise it fails to apply to the sheet fields. They still get the bonus, but its just in the bonus field when they roll, not on the sheet.

green wolf
spice kraken
#

Crymic can state for sure but chances are you'd need just midi and DAE. Maybe item macro too

celest bluff
# green wolf does this require any other mods?

Just the usual, Dae midi and item macro along with their add-ons. I am probably going to push an update later today. Will have some tweaks and removal of jb2a effects. I may leave it behind and just rem it out, so if you really want it. You can add it in.

#

I always list it the post

green wolf
#

Better Rolls conflicts with MIDI QOL by preventing holding alt for advantage but i can't figure out why. I've tried mapping the keys differently and everything. Anyone else run into this?

spice kraken
celest bluff
#

80% of my macros don't work with BR

vast bane
#

if midi and br didn't work together in some form, then tposney would have never added the optional checkbox about it. It does in certain ways specially if you aren't fully utilizing midi

celest bluff
#

he attempted to add support for it, but there's only so much he can do

molten solar
#

"My house burnt down so now I no longer have a rats in the attic. Success."

#

(the fire in that analogy is BR)

vast bane
#

@fallen token You could do that special creature type with advantage reminder also via a document link to a macro.

fallen token
#

Sure, but the macro could just roll the bonus damage. You couldn't use it to add to the situational bonuses field

vast bane
#

Just have the document link be a special damage workflow for midi that checks creature type

#

Yeah I already do that with smite for my pally via adv reminder

#

although, with smite, I literally just use a document link that rolls their smite spell

fallen token
#

This talk did give me an idea though. I was going to suggest to them to create a message effect with [[/r 2 + @item.level]] but then realized that @item.level would not work since I'm using the actor's roll data and not the item's so that variable won't be there. I think I'll make that change where we have the item (i.e. attack and damage rolls)

vast bane
#

would that give us access to mod and prof?

fallen token
#

Those will already work since they come from the actor. All it really adds is @item

#

and primarily for @item.level, although you can get other item properties too

#

scratch that, @prof should already work but @mod does not since that's related to the item

vast bane
#

Hey, can you do item.level in an items damage equation?

spice kraken
#

Should be able to

#

assuming it's a spell that is

molten solar
#

Yes, that is core.

spring dove
#

Is there a flag in v10 to remove a condition, say concentration?

#

If you receive the effect, you end concentration?

static wind
#

hello, can I use Activation Condition to check if the target is at 0hp?

spice kraken
static wind
#

i'm terrible with code ahahahaha

spice kraken
#

I haven't messed around with this but why though? RAW, if you're hit at 0 hp it doesn't do any damage, just an auto fail on death save

static wind
#

grave cleric heals max dice when the target is at 0

spice kraken
#

It would be easier if you make a separate healing item/spell for this instance

#

Or someone make a macro for you

static wind
#

😭

#

thanks, I will keep trying hahahaha

novel gale
#

Is there no alert anymore if a target is required and there is no target? I spent a while trying to figure out why weapons weren't working until I figured out that setting was accidentally on

spice kraken
#

What are your workflow targeting settings?

cerulean phoenix
#

Midi error on v10... has an error about "no Template" when casting a spell with a template.

celest bluff
#

oddly i had disable and enable it, then it was fine

cerulean phoenix
#

but I don't really want to have autotargetting enabled

celest bluff
#

you can define what is targeted between enemies or allies

cerulean phoenix
#

Yeah but I don't want autotargeting enabled in general, nor much of the automation :P

#

this error pops up if autotargetting is disabled

celest bluff
#

think also special template targeting isn't working either

#

I cannot populate a target list

spring dove
#

So I've got a regeneration effect that shuts off and doesn't run if it takes cold damage. How do I ensure the regen turns back on at the end of the creature's turn?

scarlet stump
# cerulean phoenix Yeah but I don't want autotargeting enabled in general, nor much of the automati...

just in case this is useful to you: I've resisted using full (well mostly full) automation for a long time, till yesterday. Then I discovered that even if you fully automate everything, there is a wonderful chat box after the attack/save/damage/effects have been applied that you can use to- rollback everything, for each individual actor, with a click or apply a different amount of damage/heal. My main concern was that I would end up having a mess on the board in non standard situations and I would have to fix everything manually, but the automation goes both ways

cerulean phoenix
sudden crane
# static wind 😭

You should search for circle of mortality, I have seen a macro for it. I’m reworking it because I wanted to try a different approach. I could let you know when it’s ready. Meanwhile you can try the other one
I found the original one: #1010273821401555087 message

green wolf
#

has anyone had an issue with midi-qol preventing the roll all initiative buttons

#

i changed some automation settings in midi and now those buttons dont work but i cant figure out which one specifically

#

i dont even get any errors in console

#

just acts like they aren't there

violet meadow
#

Does that only happen with MidiQol active?

scarlet stump
#

Is there an easy way to implement an increased critical threat range (IE: 19 and 20) using midi?

#

I guess this is it?

#

that should be the flag I'm looking for, but I'm not sure abot the values. The ones above don't return a critical on a 19 roll

#

Upgrade 19 seems to be working

molten solar
#

It's core and can be found in Special Traits

scarlet stump
#

Yeah but I don't want it to be for everyone, I just want to toggle it with an effect πŸ™‚ that worked out anyway, thanks!

vast bane
#

I'm pretty sure that key basically inserts what you put there into the special trait, so the value you want is what you'd put in the field which...per the example given when you look at the field, is you put the lowest number in the threshold, so normal would be 20, crit on 19 would be 19, don't do a range of numbers.

scarlet stump
#

yeah using Custom didn't work, but using Upgrade did. It works like you said

kind cape
#

Pretty sure custom didn't work cause MIDI treated that as +19 πŸ˜… if my suspicion is correct a CUSTOM | -1 would also work

vast bane
#

Its a dnd5e key isn't it?

#

so custom should never work

#

custom is literally for modules

#

but dae definitely does magic with the custom drop down like you say, but in this case its just cause the flag is not midi

vast bane
#

@unkempt cypress +1d4[radiant] and since you have midi, probably the mwak.damage and rsak.damage flags I'd have to look at the spell if it enhances spell damage or not

unkempt cypress
#

Thanx

#

I ll try

molten solar
vast bane
#

even for midi qol standards

#

I can't believe crusader's mantle is not a premade item

opaque current
#

I shared an Active Aura version of it earlier

molten solar
vast bane
#

I can't believe because its so easy to make with Active auras

#

mwak and rwak.damage and radiant damage, enable active aura for it, friendly and neutral, collect 200 pass go

green wolf
#

Does anyone know if there is a way to apply a StatusEffect as part of DAE? For something like Hold Person i'd rather not recreate the paralyzed status in the spell's effect and would like to just apply the status i already have for paralysis. The StatusEffect attribute does nothing.

spice kraken
#

Once I'm home I'll share mine. Has an overtime effect and all

vast bane
spice kraken
#

But if you have CE you can do macro.CE | add (or custom) | paralyzed

vast bane
#

but also, plagerize midi srd and midi sample items for how to do things too

#

apparently macro.ce and macro.cub still apply the spell/features icon along with the status marker, if you don't want this behavior you have to do the vanilla status effect key

#

It actually sounds like @green wolf has not setup CE right

#

hes not managing status conditions with it

#

If you do not have cub and Dfreds CE interfering with each other, you need to get rid of core's status markers, by setting dfreds CE to replace. THEN when you do status effect you will see dfreds Paralyzed as an option( you might have to find it in dfreds window and right click it and set it as a status effect)

green wolf
#

but, i did set status to replace and i dont have CUB installed

#

Here's my effect to test.

#

but when it's active, the token does not have disadvantage on attacks

#

but, if i apply the blinded from CE it does

#

I don't have CUB install, and i ahve CE's settings set to replace

#

they appear to be setup correctly

spice kraken
#

Hold Person

vast bane
#

For hold person specifically I'd go with the spell effect like the midi sample item does just cause you want it to be linked to concentration and the overtime effect

#

but your paralyzed should definitely be automated in dfreds

#

did you make a custom Paralyzed?

#

oh actually better question, while this channel is sorta implied you do, do you have midi qol installed?

#

cause without it, you will not get the automated paralyzed in dfreds CE

#

possibly it may not update it if dfreds CE was installed before midi was, that I do not know

#

If you have midi qol and dfreds CE, there should be a paralyzed in the conditions folder that has this:

#

If you have a CE called Paralyzed in the Custom Folder in dfreds, that is blank, you are overriding the automated version with a bogus condition(as a potential cause) or you need to reinstall dfreds or something.

green wolf
#

i do have midi and i haven't made a custom condition. is there a specific setting I need i wonder?

green wolf
# spice kraken Hold Person

Yeah this is what I have as well, but since the bottom 6 are all part of paralyzed condition i was wondering if i could just hook into that to get those effects

green wolf
#

once again you've helped a ton πŸ˜„

vast bane
#

I think your problem is that paralyzed does not have a setting for status icons

#

Go into dfreds CE, navigate to paralyzed in conditions and confirm it has that icon

#

you want paralyzed to show up as a status effect, macro.ce will creep up as a problem eventually for you if you don't solve this simple problem.

green wolf
#

Will do. I’ll check it out when I get home. Thanks

violet meadow
#

Did someone want Hexblade's curse? I though I had shared one at some point

vast bane
#

someone wanted situational crit threshold, which hexblade curse is the only thing I can think of that does that.

molten solar
calm furnace
#

I'm not sure if this is the place to ask this question, but I have MIDI installed and working(I think) but when the modules and its dependencies are enabled I can't roll any sort of attack at all is there something I'm missing or a setting I messed with?

#

nevermind i figured it out

vast sierra
#

Oh?

vast bane
#

(and not targetting anything)

calm furnace
#

hehe

#

ye

#

You got me

#

I felt really dumb

#

There were a lot of features and I got carried away, I appreciate you all helping me, sorry to be a bother

vast bane
#

meh its what this channel is for

#

I feel like you are probably lost in your question or not properly conveying the context of your dilemma @subtle brook

#

I am guessing here but I feel like you are trying to make careful metamagic or evocation wizard work with midi?

subtle brook
#

I just want to be able to have a player roll damage for an AOE spell without having to place a template. Its one of the times that I don't need the automation of midi since its not being used directly in a battlemap/combat sense.

vast bane
#

just have them roll the damage then

#

/r 8d6[fire]

#

when it rolls manually resolve it?

subtle brook
#

fair enough

vast sierra
#

or go into spell details for that character and remove the template settings

#

(the range / shape, etc)

vast bane
#

yeah actually that is a really good idea, but it would be everytime they cast the spell, but I feel like we might be able to help further if you tell us why you want this

#

do you not like the way templates remain?

subtle brook
#

Nah its just that sometimes I run theater of the mind combat without a battlemap, and I like the idea that the player can cast a spell and just click the button to roll damage without placing a template.

vast bane
#

you could turn off auto rolling

#

right guys? then just do the buttons that you want

vast sierra
#

yea, in that case just have them do Moto's chat command (or get dice tray, which adds a small dice tray at bottom where they can manually select dice types)

vast bane
#

if you cast fireball without auto roll, you get damage/place template/save dc buttons

#

then if you don't have targetting required they can just roll the damage button

subtle brook
#

where is 'targetting required' in the settings, because I think that is literally what I am trying to turn off

vast bane
#

there has to be a toggle button for disabling auto roll for a roll

#

I swear to god that has to exist in midi

vast sierra
#

Well, the template is decided by this

vast bane
vast sierra
#

so if you dont want a template, would have to remove that from spell.. but as it's a situational / ToM thing, easier to just manually roll damage when doing (imo)

vast bane
#

honestly I really think if there is a toggle for disable auto roll, thats their best method cause then they don't have to edit spells

vast sierra
#

auto roll has 0 effect, on placing of a template

#

template is determind by the spell settings

vast bane
#

Yep its T in midi qol

#

try to roll fireball with T held down

subtle brook
vast bane
#

it will work because it turns off midi

subtle brook
vast sierra
#

(or uncheck that, yes)

subtle brook
#

I get that little popup whenever I try to roll damage without a template placed

vast bane
subtle brook
#

Auto roll damage?

vast bane
#

I am able to do what I'm saying by setting the three target options to none/never in workflow button/workflow tab. Then hold down the T key when you click fireball

#

you are mostly disabling the whole point of midi though fyi

#

also fyi you can right click to cancel place templates

#

I guess you also need to make sure midi is not auto removing the chat card buttons:

#

cause if you cast the spell and right click out of the template, without auto remove buttons, you get this in chat

#

then you can just hold down the T key and click damage(or don't if you have it like mine right now)

#

the T key will reverse whatever option you have setup, so if you have fast forward ON, then holding down the T key will not fast forward, if you don't fast forward and hold down the T key I believe it then fast forwards

#

keep in mind that if you automate with midi and do this, whatever the player has targeted is going to take that damage and be told to make the save

#

but the DM can just delete the mtb/lmrtfy message before it completes or reverse if the player accidentally had themselves selected

subtle brook
#

well I appreciate the time and help

naive zenith
median fog
#

What is the most correct way to set up the target & range for a spell that should affect all enemies within, say, 30ft of you (like Channel Divinity: Turn Undead)?

#

I've experimented with defining it as a radius, but then you have to manually place a template rather than it automatically being a 30ft radius around the actor

#

What I'm currently using is this, but it just seems... wrong? for some reason. Functionally, it seems to be working, but I'm just not confident I am understanding the parameters

#

It also seems to affect all tokens/actors within 30ft, not just enemies, like that - leading to a bunch of unnecessary saving throws from allies - the activation condition is looking for undead only ("@raceOrType".includes('undead')), and it does properly prevent allies from actually receiving the effect regardless of the result of the save, but it does still make them roll the save

calm furnace
#

I want my players to be able to give themselves advantage on attack rolls, I know that alt+left click lets me do it for them but they can't do it themselves. Is there a permission I'm not giving them??

violet meadow
violet meadow
median fog
violet meadow
#

Then you don’t have auto targeting in midi active πŸ€”

median fog
#

Is it the last setting causing it?

#

looks like it

#

guess that overrides the two above it

#

actually, that didn't do it

#

i think i just still had the target active when i tried it again

violet meadow
#

Hmmm do you have late targeting on?

median fog
#

yeah

violet meadow
#

Try without

median fog
#

same result

calm furnace
#

I see I'll use that

median fog
#

I changed "Enemy" to "Creature" since Turn Undead isn't only for enemies, but the same problem occurs between the two anyways

violet meadow
#

That will not do anything by itself. It will still target them but apply other formula only to undead

median fog
#

This is the full feat details

#

And I'm relying on a Convenient Effect by the same name

violet meadow
#

I might have misread the whole situation, it’s quite late here! So you just need the effect to be applied to undead on,y?

median fog
#

Turn Undead should target all undead within 30ft of the caster - at the moment, with these settings, it isn't targeting anybody automatically - just creatures that are specifically targeted beforehand

violet meadow
#

30ft creature should be doing that alongside this activation condition.
It will target all but the effect will be applied to undead only.

median fog
#

It's not targeting any atm

#

I have a friendly PC token with "Undead" as its race and an enemy NPC token with Undead as its type, and neither are being automatically targeted - and neither are the several other non-undead tokens within range

violet meadow
#

Is targeting working for other abilities or items?

#

Eg if you use fireball but instead of a template use 20 ft creature. What does it do?

median fog
#

doesn't seem like it

violet meadow
#

Any errors in console? When using fireball?

median fog
#

nope

#

there is one from automated animations since fireball no longer has a template with the change made to test, but disabling that (resolving the error) doesn't change anything either

violet meadow
#

There is late targeting options in MidiQOL main menu and then also in workflow settings for gm and players. Can you disable all 3 and try once more?

#

Are you v9 or 10?

median fog
#

I did disable all three before, but I'll give it another go. I'm on v10

#

Actually, there are only two - the player tab in the workflow settings doesn't have one

violet meadow
#

It can be something obvious but I cannot see it now! Need πŸ’€

scarlet stump
# violet meadow Did someone want Hexblade's curse? I though I had shared one at some point

hey there, thanks everyone for the help with this! I was able to set up a DAE version of it, but it's far from perfect - since it sits on the attacker instead of the target. It does provide the bonus damage and enhanced crit threshold, but if anyone has a better version (I've tried looking for both yours and @opaque current 's version but I guess there's too many people looking around for hexblade stuff, so the search results are a bit cluttered) I'd be happy to see it πŸ™‚

vast bane
#

I have an error with only socketlib, libwrapper, and midi qol installed, its not even an error, whenever my druid player attacks with mwak/msak/rwak/rsak items they also do 1d6 damage to themselves and it ONLY shows up as a damage card no actual workflow shows up in chat

opaque current
#

What did you do

opaque current
scarlet stump
opaque current
#

Ooh, fair enough. Yeah I have looked into Hunter's Mark/Hexblade Curse type things before and ended up deciding it wasn't worth the hassle haha

#

I mostly just throw a status on the target and then roll a weapon with included damage.

vast bane
#

this character must be broken I will remake her during next week, I cannot figure out why shes hitting herself, there is no target of her, shes attacking with all weapon/spell attack rolls a monster and then a ninja attack on herself happens right after

opaque current
vast bane
#

no errors

scarlet stump
vast bane
#

I disabled all of her effects

#

but none of her active ones looked anything remotely like they could do that, checked item macros too

#

I thought maybe her attacks were aoe, but they are not

violet meadow
#

@vast bane maybe the monster has a retroactive type of damage πŸ€” from the macros we used to play with in that old thread?

vast bane
#

The first grey text is the proper attack, the second is the damage card hitting her

#

the yellow messages are for chat images module, its deprecated somehow but its not an issue

violet meadow
#

click on the VM74707:5

#

she probably has an Actor onUse macro on her

celest bluff
#

can post the item if you want or DM

vast bane
#

omfg

vast bane
#

but also in a way its your fault lol

#

remember this, I was using her lol

violet meadow
#

Hey use buggybears thingies in a safe enviroment

violet meadow
# vast bane

Yeah I was sure something like that was the issue πŸ˜…

#

It works though πŸ˜›

vast bane
#

omg this has been plaguing her for a very long time lol

#

it was only affecting her attack rolls

violet meadow
#

Never test on actual player's PCs (i do it and they are like what the frack is happening and I play it cool that its their fault πŸ™ˆ )

vast bane
#

she was just near it I think

#

she had no items on her or anything, just that on use macro

#

For now on I test in the padding of the landing page lol

violet meadow
#

I think that was a manually added one. The aura will not put that in there iirc

fathom sun
#

Hi all. Upgraded foundry to v10, most stuff working fine but have trouble withmidiQol (v10 version loaded).
midiqol critical error : [midi-qol] Metadata validation failed for module "midi-qol": Module Model Validation Errors
[Module.packs]: Model Validation Errors
The Compendium pack "midiqol-sample-items" of the "Item" type must declare the "system" upon which it depends.

snow quarry
#

Hmm maybe not the right spot for this. But between midiqol and DaE is there a way to create an aura that only lasts until start / end of a players next turn (and adds (int mod) ac to each person within 10ft of them)

vast bane
#

also put the modifier in [[]] with the plus on the outside.

green wolf
#

I'm having a weird problem with Convenient effects. Hold Person is literally the only thing that isn't applying correctly. Every other spell and skill is. The caster will get the concentration for it and everything, but the affect never applies to the target. I know I should probably put the effect on the item, but like 12 things have it and i was hoping I could just use the CE one

#

I don't have a custom effect, just trying to use the default one in Spells folder

vast bane
green wolf
vast bane
#

show us the active effects tab of the items

green wolf
vast bane
#

now use find the culprit with just dfreds ce and midi and dependencies and see if it works, if so then your problem is a module

#

or show us dfreds ce

vast sierra
#

Might have an item macro buried in it

green wolf
#

yeah it's just weird that it's JUST hold person

vast bane
#

dfreds would still apply its ce though

#

put dfreds ce on a npc and edit the ae and show us what its doing

#

also confirm for us that you do not have a Hold Person in the custom folder

#

make sure you have not overridden dfreds premade CE of hold person with a custom one thats empty, and show us what dfreds CE for hold person has for keys on it

green wolf
vast bane
#

k now put hold person on a player and look at the effect for its keys

green wolf
#

it works totally fine when I click it from the CE window

#

i double checked the names match any everything

vast bane
#

I think that data one should be override not custom fwiw

#

that is not a midi CE

#

theres no overtime effect in there

#

I would make a custom, drag out and plagerize midi sample items Hold Person onto it

#

Yeah that is a bad hold person, do you not have your status effects automated?

#

oh wait...I think I know what is going on here, do you have CUB installed?

green wolf
#

no i don't

vast bane
#

hmmm

#

well I'm stumped, try find the culprit I guess /shrug

green wolf
#

yeah ill do that

#

thanks for taking a look

vast bane
#

but seriously do this for a custom hold person:

#

and automate your conditions, life will be easier

green wolf
#

yeah i just grabbed that one

vast bane
#

midi sample items assumes your paralyzed is an actual automated thing

green wolf
#

how do I verify that it is?

vast bane
#

so dfreds CE should have a paralyzed that you can just setup to replace half those keys in it

#

in dfreds CE settings is it set to replace?

#

(or add and you have 2 paralyzed conditions in status icons)

green wolf
#

yeah it's set to replace

vast bane
#

k put paralyzed on a bad guy and look at the ae

green wolf
vast bane
#

yep, so dupliate as custom on hold person, edit it and remove the midi flags and add in macro.ce and choose paralyzed and then add the overtime effect

#

however, when you add a dfreds ce to a monster do you see the white scrolling text when it says something changes on the token?

green wolf
#

in chat?

vast bane
#

If you have that core setting on, I want you to zooom all the way in on a token and cast hold person on that token while very intently staring at that token and check to see if its applying the CE and then removing the CE, it will look like + and - Hold Person very quickly and the icon goes on and poofs

#

show me the very bottom of the hold person item on the monsters, the details tab

green wolf
#

lmao....

vast bane
#

is the player or target immune to paralyzed?

green wolf
#

you're a genius

vast bane
#

yeah I was in hail marry territory, I was like, maybe he disabled conventient manually on each of the hold persons...

green wolf
#

idk why that's checked.....

#

its one i imported from a json awhile back

vast bane
#

lol, is that the dnd5e srd?

green wolf
#

probably originally

#

it has the PHB icon

vast bane
#

ok that explains it, you had me worried I had to go look and see if its that way in dnd5e

green wolf
#

awesome, thanks

vast bane
#

yeah dnd5e does not have that checked

#

fwiw, if you ever use the midi sample item you DO want that done

green wolf
#

yeah i just need to spend some time looking at all the sample items to figure it out

vast bane
#

because you have only apply ce if ae absent and midi is fancy

#

I actually put a ton of the midi sample items into dfreds but never finished them all

#

so that my npcs that don't have the automated abilities and spells could benefit without me having to edit them all

#

when an item is using an item macro you have to be careful and setup a folder macro since dfreds can't call itemmacros

fathom sun
#

Sorry to ask again, anyone having an idea of the critical error problem below ? (Foundry v10)

#

midiqol critical error : [midi-qol] Metadata validation failed for module "midi-qol": Module Model Validation Errors
[Module.packs]: Model Validation Errors
The Compendium pack "midiqol-sample-items" of the "Item" type must declare the "system" upon which it depends.

green wolf
vast bane
green wolf
vast bane
#

wouldn't work you'd still have to do all the work cause theres dozens of folder macros being called

#

(and you'd have to redo it all in v10) when you upgrade

green wolf
#

i dont plan on going to v10 for a very long time

#

but that's fine, i appreciate the help!

vast bane
#

any item macro that is not calling itself in some way should be able to cut and pasted into a folder macro and saved with everyone having permissions to it, then you can call that macro in the AE most of the time

#

so basically if you run into any midi srd or sample item that does macro.execute itemmacro, can be set to (name of folder macro) and if the players all have permissions to it it should be able to be made a dfreds ce

#

midi srd and sample items are usually just using itemmacro as a storage device

#

just avoid anything that deals with temporary hps like false life

#

and heroism

stone forge
vast bane
#

is it the first time you run after updating?

#

Midi is one of those unique modules where he has a v9 and a v10 branch that updates right, could possibly you still be using v9?

#

maybe run a manual v10 manifest install/upgrade?

marsh crescent
#

uninstall then reinstall might do the trick

vast bane
#

you can actually pull the manual v10 manifest and just install it at the bottom of install window and it will update the module

#

without deleting anything

gusty dock
#

does anyone have any useful info on how to have a temp effect only affect the char after a saving roll?

vast bane
#

you want to apply an effect if they save, usually its when they fail the save

#

so you need a custom activation condition that I don't even know if it exists

green wolf
# spice kraken Hold Person

Can you tell me what the saveMagic part of this does?

turn=end,
label=Hold Person,
rollType=save,
saveAbility=wis,
saveDC=@attributes.spelldc,
saveRemove=true,
saveMagic=true
vast bane
#

magic resistance will work on it Kalarian is what I believe that means

green wolf
#

ah perfect

#

thanks

vast bane
#

that is amazing if that is in, I know he has a unique magic resistance flag, but that means we have a ton of things to mod if its in

gusty dock
#

hmmm was just sent here by unsoluble. Do you know of any if=then=that modules?

fathom sun
vast bane
#

are you sure thats what you want bud? that goes against everything in dnd

#

what is your use case for this effect that applies on save?

gusty dock
#

I want to create a food item, if yo ufail the con save you just throw up other wise you gain a modifier

vast bane
#

ok that helps, ok so I'd use dfreds CE and midi for that

#

when you roll the item, dfreds CE will apply the actual food buff, and then you would need an item macro I believe to apply a save that would apply a remove the CE if you fail the save

#

I bet one of the gurus for midi would be able to write the item macro but I can't.

#

Or you could do pre item roll and reverse the process, have the active effect apply pre item roll, and then have the item itself be a self induced save that in the item macro removes the active effect on itself, and I bet you macro polo could totally write you a macro to remove an active effect on yourself

gusty dock
#

How would I go about that, that sounds potential?

vast bane
#

oh wait no pre item roll is for the macro so....

  1. Setup the item to roll a save on self, have there be an item macro that is just dfreds CE macro that lets you apply a specific CE on a character, and have it set to pre item roll. This causes the food buff to go on before the item rolls, then the item rolls, and you make a save, if you succeed on the save....it applies an active effect on you, have that active effect be Macro.execute of the same dfreds CE that toggles OFF the effect. holy shit you don't even need macro polo its premade in dfreds macro compendium just cut and paste lol.
#

this is hilariously possible....let me go make it

#

you will need dfreds Convenient effects to pull this off fyi(and item macro)

#

(and midi qol and DAE)

gusty dock
#

all this for a crunchy spider leg xD

vast bane
#

bugbears gonna log in read this and offer a 3 line macro that does all this I'm sure

gusty dock
#

probably xD

vast bane
#

waiting on macro polo to answer a question otherwise its totally makeable

gusty dock
#

I'm not great at writing gibberish. Tried to learn, never understood, thank goodness there are some amazing people on here.

vast bane
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it is not ready yet because I do not know how to change the dfreds CE macro from controlled to target

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I suspect either I need bugbear since its probably Args stuff or macro polo will come through eventually

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so right now it only works if the player has themselves selected and targeted

gusty dock
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thanks for the help

vast bane
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I might actually steal this idea for my current food crafting mini system in my main campaign lol

gusty dock
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go for it!

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I will be adding more effects to foods

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cooking makes foods better, raw will always give debuffs along with the buffs

vast bane
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my system involves them farming up resources, and then consuming that resource to then make a random amount of a food item that then applies a buff on target, the randomness is dependent on a cooks utensils roll

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never bothered to consider this concept of a save to get the effect

vast bane
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Man, you could even make the item when its rolled to set how many you make, also mutate the item to adjust the flat save DC according to how well their cooks utensils roll was, so if you made a really shitty food, the DC would be super high, if you made great food, the DC would be really low

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this has so much potential to turn into a full fledged mini game in dnd automated

gusty dock
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my group love collecting weird stuffs, so I thought why not make it edible? Crunchy spider leg +1dex -1con, Troll's Big Toe +2Str -2dex that kind of thing. And HECK yeah! would be great to have some sort of module for creating food

vast bane
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I have a potion maker and a cook in my party so I have to crafting setups for them

green wolf
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is there a midi setting or another module that makes anything that has "self" as the target to always target self?

vast bane
green wolf
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kind of, also have the paladin casting stuff like sacred weapon on their target that they've been attacking because they didn't target themselves first

vast bane
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the midi sample item for sacred weapon does not have that behavior fyi

vast bane
# gusty dock my group love collecting weird stuffs, so I thought why not make it edible? Crun...

Ok the setup is complex but here they come:

First Project:

const uuid = game.user.targets.first().actor.uuid
const hasEffectApplied = await game.dfreds.effectInterface.hasEffectApplied('Food buff', uuid);

if (hasEffectApplied) {
  game.dfreds.effectInterface.removeEffect({ effectName: 'Food buff', uuid });
}

This is a folder macro.

click on an empty hotbar button, to create, set this macro to script NOT chat macro, paste the above in. Save the macro, then you need to go into the folder button, search for the macro(remember its name, and you should name it something unique) right click it and set its permissions to all players. and then close all that stuff out. To remove it from the hotbar without deleting it, drag it off the hotbar. and let go it poofs.

short aurora
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Anyone got an example of a v9 summon spell that disappears once you stop concentration that works with midi?

vast bane
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Second Project:

This is a sample item, you will need to edit it to fit what you want but its got all the technicals. To make this item in your game with the file, you make a completely blank dummy item named whatever you want in the Item sidebar, right click the item and choose import data and pick the file attached in this message. The item macro on the item and the active effect assume the Custom dfreds CE is named "Food buff" so you will want to edit the macros accordingly to what your food buff dfreds CE is actualy called.

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Third Project, the Dfreds CE:

You can ask here how to make buff effects for dfreds if you don't know how but mine was blank for testing purposes. make sure it has a duration.

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And that should get you what you want @gusty dock and in a few hours when bugbear catches up on all this hes gonna chime in with a very simple item macro that does it all way easier probably.

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make sure the active effect on any new food item you make has no icon or it will apply that icon to the token when it clears the food buff

gusty dock
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@vast bane I really appreciate it, I will attempt to implement it πŸ™‚

vast bane
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with what I gave you all you'd have to do is create the keys on the dfreds CE in custom, and then also edit the names of things

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and on the item, I used a flat con save DC of 15 you'd probably wanna adjust that

spice kraken
vast bane
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If I set an overtime effect to end on save, and the effect also applied a status effect, would it remove the status effect when saved?

gusty dock
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@vast bane did the effect transfer for you? it does not seem to transfer on use

vast bane
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and if you didn't use my item, is it set to self/self

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or 1 creature

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the effect that "transfers" is the cure

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you need dfred setup to automatically apply when the item rolls

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scratch that I didn't do that in that setup

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which ae is not applying?