#MidiQOL
1 messages Β· Page 6 of 1
For addition fields that is
With DAE the ++ will be dealt with, when using Custom
Ah, definitely what I was experiencing
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)
That looks like it should work can you DM me the item and I'll have a look at it.
I'll have to make it again without CE. I'll DM you shortly
What mode and effect value is necessary to get this to work?
flags.midi-qol.disadvantage.ability.save.wis
it has to be custom, and in the Effect Value, put a 1
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.
Has anyone made a Turn Undead macro yet? That seems pretty standard.
Thx Commander Fayne
I figured the issue. If there's a custom effect in Convenient Effects with the same name as the item which applies it, CE will automatically apply that effect. So your module is behaving correctly, and CE is just adding another effect on top of that.
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
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
Midi exposes some "helper functions" specifically for macros to call in MidiMacros
It's the Midi SRD module that does this
if you type MidiMacros in the browser's console you can probably see what's there
ahh I see ok... hopefully I can figure out a way to turn the confusion part of it into a normal in-game macro that works, thankyou
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?
A macro
Gotcha. Also when I use "isDamaged" from effect duration and then attack that actor with the effect, I get this.
Nvm resolved
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
Is the Damage type of the weapon piercing?
Simple dagger that does Piercing damage, yeah
Errors in console?
Nope nothing. Just the usual midi stuff. Not even the console.log I put at the start of the macro is showing
Is the Dex +1 added?
Yeah the dex is added
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".
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
}
Everything empty
Midi version?
0.9.78 Updated everything not long ago, still using foundry v9
Ok v9. Will check in a bit
Can you show the Details page of the DAE on the Piercer?
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?
Thats what I did, yeah same thing unfortunately still happens
I just created the effect from scratch following the description on my post and it works fine π€
Foundry version 9 build 269 and ItemMacro version 1.8.0
MidiQOL 0.9.79 and Foundry 9.280 dnd version 1.6.3
And here I thought I was up to date for once. Gonna try updating to see if that helps
.78 should have the fix for ItemMacro, regarding not finding items with ItemMacros
But yeah try updating
@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?
Updated the foundry version and now I only have black scenes. Looks like I have to fix other stuff first before I can continue testing
Oh oh oh did you update to 0.9.280 or to v10?
Well it was a different module that was the cause of problems with the black screen.
Now it works with the new foundry version. Now to go through the macro and fail at trying to improve it ^^
The macro does not add another damage dice on crit if I'm seeing it correctly?
It should!
Hmmm okay it does. But only if the crit was naturally happening and not just when you click "Critical" instead of normal
If damageBonusMacro works when clicking the damage bonus then it should do it automatically.
If not then it will not pick it up. But I haven't tested. I use damageRoll automation in MidiQOL
I have no automation in terms of damage applying because I don't want it to become a video game ^^
Not damage applying. Damage rolled when needed and not when clicking on the damage buttons on the chatCard
I can test at some point, but not right now π
Ah right I also have people doing that manually ^^
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?
This will be cleared automatically as time passes.
It is used by MidiQOL to automatically delete placed templates from spells
Which version of Foundry are you on?
v9 at the moment, been too afraid to go to v10
i thought this may clear at the end of the round or combat, but it seems to persist, when should it clear?
Do you have Times UP and Simple Calendar modules?
no, should I?
For this to be deleted you need time management modules.
@gilded yacht π
Could the template auto deletion of MidiQOL only be an option, if/when there are time management modules active?
Grab Times Up and check if this enough
will do. thanks
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?
Nope.
That sounds like an elaborate world script would be needed
Yep, it was a bit of a long-shot.
Sounds like a cool idea, but also probably kinda computational heavy, since it would need to run every time someone move. Sorta like auras.
If there is only one player needing the ... prompt, you could create an active aura on them, which would trigger the attack if someone moves out of it
But to do that for all players/tokens... 
It works with Time Up btw
Yeah, it would only need Simple Calendar if out of combat I think
Is there any reason to use about time if you use times up and simple calendar?
Only to schedule events in specific times via macro. Like in 1 year do that
I use it to recharge stuff once per minute for example
Yeah, it's fine. I was just looking at the player's character sheets and trying to polish things up to make it as user friendly as possible for them. Midi is covering so much of everything else I just wondered if it could do this as well.
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
MidiQOL version? Have you tried with no other modules?
Are you using any special Character Sheet module, which might not be v10 compatible?
last version of qol, and no other module active exept for it's dependency
Can you take a screenshot of what is happening?
sure
If you grab an item from the Items (SRD) compendium, does it display OK?
i make 2, one with qol active and one deactivating it
this is with qol deactivated
this is with qol active
nope
Now I understand what you meant! I thought in the details page of the Item. π
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.
yes is mine XD
i opened it yesterday
but i feel stupid if it will be only a miss settings XD
if u use midiqol can u check if u have the same problem pls?
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
For the button in the chatMessage. Do you auto roll damage? And if yes, do you remove buttons after?
From MidiQOL settings?
nope i don't have auto roll damage, and no automatic damage, i have only a check on TS but nothing more
Yes both seem to be issues right now.
I would include the screenshots in the issue. It illustrates things much better π
thx m8
Ah if I become a patreon would you mind sliding it my way?
Same with this. Do you happen to have a sample item in your patreon like this?
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.
DAE does that too though, why install a second module to do it in the midiqol channel 8)
You can use them both and from user experience perspective, it might be easier to do that with Effect Macro π€·
Convenience. π
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'
This is awesome, thank you!!
Using the above, I can search for an active effect and delete it from a character, right?
You mean EM? It can delete itself, sure.
Ahha thankyou
Is that a v10 only thing?
How?
Unless I am missing something
effect.delete()
@violet meadow I was talking about to 20 | feet | creature and range of special. It doesn't work for me in v9
If you don't want the effect that this is on, find effect label and delete that One
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.
The excluding caster? That was the point of the special π€
Does this work with midi concentration, etc? Like deleting the effect would get rid of the concentration?
Or do I need to account for both?
Correct me if I'm wrong but I thought the point of that is so you don't have to target anyone and it auto targets everyone in the 20 ft
If the effect is the concentration, then surely.
Deleting concentration would delete the effect
Now I am lost π
How does one delete a concept.
Yes. Midi will auto select all targets in 20ft radius except for caster with special range
Can this be used on a regular weapon or specifically a feature? I was testing with a mace
It should work with whatever item you put this on
Is this right?
Act like it's not
Doesn't appear to be working for me
Well now I am confused. I have used it for sure
Lol, oh well, I know the whole template special works for me so I can just use that
Well a few beers can confuse this bugbear. Will check when back home
No rush. Was just curious. For your reference
If things work I don't update, haha. Well apart from this but this is the first time I'm trying it
Item macros might fail too
Imma backup and update to see if that changes anything
.78 fixes that (if you ve updated item macro that is )
So far no issues with item macros failing. Although I only have 2 (ancestral guardians and ice knife) and they work perfectly
As I have said in the past, morning coffee click update all
Yeah, trying that now after the backup
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 π
That's why it took me forever to go from dnd 1.5.7 to 1.6.3
If I don't update I won't find out how to break stuff!!
I like breaking modules π
Is there any way to increase the number of spells an actor can concentrate on at a time?
Yeah, I'm so sad too cause I really wanna see some of the new stuff but I can't change mid campaign, but I think I'm getting ready to run another table here in a month, maybe that will be a v10 table.
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
Hello, Is there a way to add superiority die to the damage of the next attack made using DAE and midi-qol?
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?
if its set to auto it has no issues displaying the results and damage cards directly
I think there is an issue with LMRTFY right now.
<#1010273821401555087 message> and a couple of messages below a solution suggested by the tposney.
i see, thanks!
Is that for precision attack? Or in general?
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
Feinting Attack only adds to the damage, not to-hit. "If that attack hits, add the superiority die to the attack's damage roll."
That's the part that I pretty much got, I was wondering if there was a way to automate adding the extra damage die on the attack or if we just manually have to put the die in.
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.
I added both, since it would cover both ranged and melee weapon damage, depending on who the player was targeting and what weapon.
Forgot about that.
Create a secondary DAE on the same feature, with:
an effect data.bonuses.All-Damage | CUSTOM | 1d8, special duration of 1Attack
and in Details Apply to self when Item rolled
Then also have Special Duration of Melee Weapon Attack and Ranged Weapon Attack 1 Attack, Expires on the next attack by the character.
Ahhh that looks like it could work. No wonder I couldn't figure it out as it's not on a midi flag
@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.
Thanks for the great help, I should be able to figure the others out from here!
@fallen token @tranquil cloak @spice kraken Arcane Ward from MidiQOL sample items uses resources to make it work π
ahh
is that in the SRD or just regular midi
MidiQOL sample items compendium (Not MidiSRD)
The example item named Arcane Ward - Resource 0.9.67
Which one????
haha
You're too quick
That's a hefty macro (at least from ones I use)
i dont even see the sample items compendium.... hmm
v10?
yuup
Oh wait, it is a Feat not spell.
lol
(I use Compendium Browser)
ah yeah it does show up in feats under the browser
I am assuming 0.9.67 is the latest and greatest.
my compendium browser shows 10.0.03
Probably because I am too scared to move my world to v10.
no
Hello.
Has anyone address the issue with midiqol and LMRTFY in the current foundry version?
I still cannot make LMRTFY work with Midi's automation.
I am a bit idiot to that kind of thing.
Can you guide me on how to make that change?
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
Hahaha thank you, friend.
The chuckle comes out as a bonus. πΉ
Yeah, I made the change and now MIDI is not autorolling nor displaying LMRTFY prompts.
I'm confused.
Nevermind. It worked!
@spice kraken i'm on 0.9.79
yeah i really can't figure out why
what versions of libwrapper, socketlib, and dae do you have?
libWrapper - 1.12.9.0
socketlib - 1.0.10
DAE - 0.10.32
same
what's find the culprit
A module to find compatibility issues
ok ill grab it
Once you get it, go to module management, bottom right click ftc, and then select those 4 modules
the white box, not the lock
then follow the process
these and active auras?
libWrapper - 1.12.9.0
socketlib - 1.0.10
DAE - 0.10.32
Imma export my hold person and dm you. Test with that and without AA
We need to start small
Import that and test first
We can worry about AA later
CUB i think
Did everything work with just midi and the other 3?
Also, why are you not using concentration from midi?
midi is pretty recent addition for me
so i had the other one before and just need to turn it off
do they conflict?
combat enhancements?
oh ok
This is preference, but I know it works for me this way and we share same module versions
Imma dm you my midi settings, you can try that too
before changing everything (although my midi settings reference CE)
Sent
Do you still have your settings exported?
Have a look at the module https://foundryvtt.com/packages/more-automated-spells-items-and-feats which has quite a complete implementation
More Automated Spells Items and Feats, a Module available for Foundry Virtual Tabletop
in the damage roll field, is there a way of doing something like @prof d8
I know @Prof *1d8 works, but I believe that will roll a d8 and then multiply the result
Where I want it to roll a prof number of dice
noice
Parenthesis go before dice equations so technically not pemdas rules
@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
You could probably get away without the *1
So the range finder in Optional Rules isn't working when a DM selects a player and attacks with their item.
However, it is working when the DM selects an NPC
That's not true for me
Show the details tab of the item from the PC you were testing with
It's any PC, but sure lemme screengrab real quick
Also v9 or v10?
v10
I'm on v9 so don't know how much I can't help with settings and all
Do you see any errors in the console though?
It is useful in the other formula option though
Hmm, maybe a v10 issue? Can you test with a spell? Like cure wounds
Lynx and Norzan are both PCs
sure
confirmed spells working as intended. Seems to be only weapons
yeah like I said, it was working as intended in v10 until tonight
Yeah, I'm just curious if an srd compendium item will work
longsword from compendium has unlimited range
lol
Use mace
like bear mace or...?
I keed
Ok so
deleted tokens and brough a fresh one out
and that fixed the issue
don't know what the issue was, but oh well
Just foundry things
lol for real
I'm still so new to this, half the time I'm like "am I just stupid or is this really a bug"
Just a learning experience
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.
Was it an opportunity attack?
it was for all attacks
Didn't he add in ignoring range for opp attacks?
I've never noticed that
I swear it was in a recent version release of midi
so if its an attack off turn, it ignores range or something
Ya know that makes sense
was added in v 0.9.73 it seems
Where's that option?
Yeah was about to test
Ah, v10
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?
I was searching but its in v9 too
I think you have to have the setting on to track reactions
Cause you attack as they leave. But this is a #tabletop-discussion rabbit hole
Ah, I just use 5e helpers to track act/ba/ra visually only
I don't track them cause tokens are already spammed with stuff
Exactly why I like 5e helpers
I'm aware π
5e helpers has you covered
yeah I'm trying to preserve a small amount of being able to see the actual token lol
The top 3 only show up when you hover over the token
you know what? that should be the same for status markers too, someone should suggest that lol
I turn off the action UI, and only track reaction status as an effect
After all, your players should manage to remember if they've used an action/bonus on their actual turn lol
Also, what in gods name are your characters doing that require so many effects
Its a bbeg, those are the Cassalanters, mage armor, mirror image, see invisibility, warding bond, death ward, contingency, and shes concentrating
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
I track reactions not action/ba's
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
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.
Isn't there a way to make a creature unable to heal? Isn't it immunity to the healing damage type?
Think so
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?
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?
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
No damage does not work, I do wonder if @gilded yacht could add Healing as an expiry damage type for these abilities. The wound should end if they are healed.
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? π
It is an effect on the NPC actor not a feature.
I have also used ADD and CUSTOM and same thing happens. π
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
I have just used OVERRIDE and it worked lol
also confirm the creature does not have vulnerability to psychic and that you don't have multiple effects running(due to owned item edits)
Unbelievable.
pro tip, when in doubt with midi, plagerize midi srd and midi sample item compendiums
Yeah I checked that too. π
my go to for remembering how to do overtime is to just edit tposney's hold person
https://gitlab.com/tposney/midi-qol#flagsmidi-qolovertime-overtime-effects
Specifies Override up top
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. π
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. π
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.
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.
So you get an Active Aura to transfer the Overtime effect to the creatures in the aura's radius. And if the creature moves out it should be deleted.
The overtime should be triggered on each affected creature's turn. Not the Star Spawn's turn
Yeah I know but the description of the feature of the Star Spawn says that it happens at the start of the Star Spawn's turn. π¦
yeah its a bad wording spell, surprised it made it through the UA that way
it should still work though
Then you need a different thing. Not an Aura to transfer the effect to the others. Just something that is triggered at Spawn's start of the turn
what is not working about your spell?
Easier
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
I do have DAE, thanks for your help.
There is nothing wrong with the spell, it is the feature the summoned creature has. Whispering Aura.
The spell just summons the aberration.
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
Cripes, I have just moved the star spawn away and back and now it is doing 4D6 damage. π¦
You probably have duplicate effects
Yeah it looks like red dots are multiplying in the area.
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
I am sorry, how do you execute macro to start at the start of the turn? Also not sure how to code the macro to trigger the itemRoll() π¦
Is it called before item is rolled(*)?
You need to create on the Whispering Aura item, a DAE that has:
- is
Transfered to Actor on Item Equip, - in Duration has
execute macro at turn start, - an effect of
macro.itemMacro | Custom |
and in the ItemMacro of the Whispering Aura item, just copy paste the snippet from above.
No onUse macro or anything.
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
The bottom drop down? Activation cost?
Sorry found it.
Followed to the letter and it isn't working, do I have to code the macro, like you said in the snippet above?
Because I haven't done anything like that.
No on use macro seems counter intuitive lol
its probably a chat macro instead of script if you are that new
Not that I know what I am talking about.
You can't change it from script to chat in an item it is greyed out.
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
V9 yeah
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?
I havenβt 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.
Am I using Bugbears macro that he posted earlier?
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
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 π
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
Yeah. Just put this code as is in the ItemMacro of the item!
Does it not work?
It didn't work, I am getting a message saying one of the creatures that is supposed to be affected by the feature doesn't have the feature.
No, it didn't work π¦
DM me an export of the item pls
you are still trying to do the aura I think
don't reuse the messed up setup you already had, make a new feature
OK completely erased everything and started a fresh and there is no aura.
Going to test it now.
Does it matter if it is a passive effect or temporary effect? (I suppose temp has to have a duration in time)
Hasn't worked for me π¦
In combat?
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)
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)
What do you mean by this? When I use macro.CE to apply a CE effect, it should only add the CE effect and hence you think that I have something set up wrong somewhere?
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
I tested it like this to make sure that is exactly not the issue that is causing it π - 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.
ok, guess I was wrong, you could either use statuseffect command or make the items icon invisible empty
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
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
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.
Yep in combat.
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
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.
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.
The greatest pearl of wisdom ever:
Plagerize Midi Sample Items and Midi SRD, There are a few weapons that have that set in them.
I'm guessing sword of lifestealing probably has the activation condition
I'll scan those, Thanks again! Appreciate it.
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)
No need to wake anyone π Following your advice it's right there. Thanks much!
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.
Iβve tried both and neither work for me. Whether itβs a module or a setting or me. Not sure.
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
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...
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
Oh that works? I though the turn=start decided both the time of the save and when the damage is inflicted?
It runs the damage at the start, but the save is at the end
Ok that makes it easier for sure, cheers!
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.
For sure, in this case though the creature is restrained until they save, so that's why I needed it to remain until the end of the turn.
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...
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.
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
spell dc only takes integers π¦
Well poop that would have been a neat way to pull it off, is the spell a self only spell?
nah, that would be easy lol. It's a target spell.
And, this bonus will be for all the domain spells of the class
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
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.
Probably a synthetic item ran pre item roll
sounds like macro territory to me
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
lol
I donβt have better rolls or mre and my midi is set like that.
send me the item?
have you tried turning off all modules but midi and its dependencies?
Sorry Moto, I have been running a session tonight and now I am beat.
I will get a copy sent to you.
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
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
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.
this is midiqol, we're all about automation lol, the automated item changes the roll to a 99 to succeed
Yep, sorry, I just default to a path of least resistance. π
you'd think dragging and dropping a premade item in your compendium tab was least resistance π
pun intended
hey there! Anyone got a good automation for the Hex spell and the Hexblade Curse feature? A partial effect is good enough π Thanks!
I believe @celest bluff has that?
That makes sense - I just did not think about it when blindly adding the list of damage types. Can you add it to the gitlab as an issue? I'm need deep in migrating items (again after I managed to overwrite the updated compendium) which I hope to have out tomorrow.
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.
Will do, just at work. As soon as Iβm back at the machine. Thank you.
I responded before I read the response, basically the advice in the thread is the same as what I suggested, but am happy to have a look.
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?
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");
@narrow saddle just tried with your settings too and it works π€·
One issue that might have is that triggers a reaction for some reason π€
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
I guess so, I thought that having an effect that you could delete to remove the template was convenient anyway, but maybe not.
Setting the feature to target | self should be enough for that
In the DAE of whatever effect is transferred to the target, make sure to check Apply to self when the item is rolled
Both the suggestions will work - but I think the setting target to self is "cleaner" unless there are a mix of effects some on the target and some on the caster.
mmm I've tried to set the target to self and it still places the effect on the targeted token instead
Self in the 3rd box, not the middle one of Target
ok nevermind, the issue is larger than that...for some reason no animation at all is playing when a player is targeting someone else π¦ not sure what I changed to do this
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!
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
are you in v10?
no I'm still in v9
Its probably a permissions issue, that stuff doesn't transfer between worlds.
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
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
god I'm dense sometimes π€£ I've checked the settings on the player side and not on my end
That'd do it!
Does MidiQOL only work with 5e atm, or can you use it in other systems?
It's only for dnd5e
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?
Right flag, idk how it'll handle that formula so you'll need to test
should work, its exploding dice equation
Yeah it should but sometimes things can be wonky. With the [[]] it should be fine
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?
[[]] 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
I have full effects for v9
https://www.patreon.com/posts/hex-53854357
https://www.patreon.com/posts/hexblades-curse-49893121
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.
does this require any other mods?
Crymic can state for sure but chances are you'd need just midi and DAE. Maybe item macro too
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
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?
80% of my macros don't work with BR
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
he attempted to add support for it, but there's only so much he can do
"My house burnt down so now I no longer have a rats in the attic. Success."
(the fire in that analogy is BR)
@fallen token You could do that special creature type with advantage reminder also via a document link to a macro.
Sure, but the macro could just roll the bonus damage. You couldn't use it to add to the situational bonuses field
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
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)
would that give us access to mod and prof?
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
Hey, can you do item.level in an items damage equation?
Yes, that is core.
Is there a flag in v10 to remove a condition, say concentration?
If you receive the effect, you end concentration?
hello, can I use Activation Condition to check if the target is at 0hp?
Sorta. Look at the overtime effect section in the midi readme. If you search for > 0 it's the 4th one. Read that section
I want to use an item activation to check if the target hp is 0 and roll the "other damage", do I use the code on the overtime effect on the item?
i'm terrible with code ahahahaha
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
its for healing
grave cleric heals max dice when the target is at 0
It would be easier if you make a separate healing item/spell for this instance
Or someone make a macro for you
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
What are your workflow targeting settings?
Midi error on v10... has an error about "no Template" when casting a spell with a template.
if you have levels module installed, try disabling it and try again
oddly i had disable and enable it, then it was fine
I noticed that too
I don't have the levels module :/
This probably is somewhat tied to Spell Templates autotargetting? I have mine disabled and it's causing those problems.
but I don't really want to have autotargetting enabled
you can define what is targeted between enemies or allies
Yeah but I don't want autotargeting enabled in general, nor much of the automation :P
this error pops up if autotargetting is disabled
think also special template targeting isn't working either
I cannot populate a target list
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?
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
I've done either way: Automation, Manual or somewhere in between.. I do get the feeling of transitioning from one to the other! π€
You should search for circle of mortality, I have seen a macro for it. Iβm reworking it because I wanted to try a different approach. I could let you know when itβs ready. Meanwhile you can try the other one
I found the original one: #1010273821401555087 message
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
Does that only happen with MidiQol active?
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
It's core and can be found in Special Traits
Yeah but I don't want it to be for everyone, I just want to toggle it with an effect π that worked out anyway, thanks!
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.
yeah using Custom didn't work, but using Upgrade did. It works like you said
Pretty sure custom didn't work cause MIDI treated that as +19 π
if my suspicion is correct a CUSTOM | -1 would also work
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
@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
A single actor's special traits aren't for every actor. π€
Assuming hes trying to do hexblade curse which means he is well on his way down a hefty rabbit hole
even for midi qol standards
I can't believe crusader's mantle is not a premade item
I shared an Active Aura version of it earlier
Might be piss easy with ET, I think. Possibly a 5-line world script. Oh well.
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
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.
Once I'm home I'll share mine. Has an overtime effect and all
Don't reinvent the wheel man, Hold Person is in Midi Sample Items
But if you have CE you can do macro.CE | add (or custom) | paralyzed
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)
Oh nice didn't see it there
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
Hold Person
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.
i do have midi and i haven't made a custom condition. is there a specific setting I need i wonder?
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
this
yup this worked. its hooked into the list and everything
once again you've helped a ton π
The problem with macro.ce is you will get the status marker and the ae its attached to
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.
Will do. Iβll check it out when I get home. Thanks
Did someone want Hexblade's curse? I though I had shared one at some point
it was just a guess as they never returned after fixing their item
someone wanted situational crit threshold, which hexblade curse is the only thing I can think of that does that.
I should add that to Build-a-Bonus...
Wait no that'd be stupid. nvm
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
Oh?
you probably have requires target on, or are a Ghostbuster crossing the streams
(and not targetting anything)
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
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?
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.
fair enough
or go into spell details for that character and remove the template settings
(the range / shape, etc)
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?
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.
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)
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
where is 'targetting required' in the settings, because I think that is literally what I am trying to turn off
there has to be a toggle button for disabling auto roll for a roll
I swear to god that has to exist in midi
Well, the template is decided by this
workflow button, top of the workflow tab
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)
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
auto roll has 0 effect, on placing of a template
template is determind by the spell settings
it will work because it turns off midi
(or uncheck that, yes)
I get that little popup whenever I try to roll damage without a template placed
this is because you have auto roll on
Auto roll damage?
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
well I appreciate the time and help
The issue regarding the notification of midi-qol.noTemplateSeen is a known one.
https://gitlab.com/tposney/midi-qol/-/issues/994
Should be addressed in a future update of Midi.
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
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??
Target: 30 | feet | enemy.
Range: blank | blank | Special, to avoid targeting the caster
They might have different keybinds.
What you define in configure controls is only used by your client.
They would need to check their settings for their shortcut keys.
There is a module that lets you push your configure controls options to all iirc
That results in nothing rolling the save automatically unless they're targeted when using the feat
Then you donβt have auto targeting in midi active π€
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
Hmmm do you have late targeting on?
yeah
Try without
same result
I see I'll use that
I changed "Enemy" to "Creature" since Turn Undead isn't only for enemies, but the same problem occurs between the two anyways
That will not do anything by itself. It will still target them but apply other formula only to undead
This is the full feat details
And I'm relying on a Convenient Effect by the same name
I might have misread the whole situation, itβs quite late here! So you just need the effect to be applied to undead on,y?
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
30ft creature should be doing that alongside this activation condition.
It will target all but the effect will be applied to undead only.
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
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?
doesn't seem like it
Any errors in console? When using fireball?
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
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?
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
It can be something obvious but I cannot see it now! Need π€
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 π
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
What did you do
Did I do something? π€
ah, I thought this was referring to that, but it was crusader's mantle instead :v
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.
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
Errant active effects or macros? World script? Some character with some kind reactive damage?
no errors
yeah same I made a simple buff on the warlock to handle the automation for damage/crit and then a visual marker on the expected target
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
@vast bane maybe the monster has a retroactive type of damage π€ from the macros we used to play with in that old thread?
happens on everything. I'm resigned to rebuilding her sheet next week unless one of you can figure it out, I have that link of the image of it showing up in the log but its not an error
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
can post the item if you want or DM
omfg
You are a gosh darn genius
but also in a way its your fault lol
remember this, I was using her lol
Hey use buggybears thingies in a safe enviroment
Yeah I was sure something like that was the issue π
It works though π
omg this has been plaguing her for a very long time lol
it was only affecting her attack rolls
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 π )
it was an aura remember?
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
I think that was a manually added one. The aura will not put that in there iirc
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.
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)
if you are in v10 you need the quick fix to make active auras v10 compatible, and I'd just edit the aura of protection to do wisdom, and turn it into a temporary effect that has a special duration of what you need and an action economy cost, or attach it to something
also put the modifier in [[]] with the plus on the outside.
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
what does midi have for settings for this situation? CE before AE or AE before ce?
show us the active effects tab of the items
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
Might have an item macro buried in it
yeah it's just weird that it's JUST hold person
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
k now put hold person on a player and look at the effect for its keys
it works totally fine when I click it from the CE window
i double checked the names match any everything
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?
no i don't
but seriously do this for a custom hold person:
and automate your conditions, life will be easier
yeah i just grabbed that one
midi sample items assumes your paralyzed is an actual automated thing
how do I verify that it is?
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)
yeah it's set to replace
k put paralyzed on a bad guy and look at the ae
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?
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
is the player or target immune to paralyzed?
you're a genius
yeah I was in hail marry territory, I was like, maybe he disabled conventient manually on each of the hold persons...
lol, is that the dnd5e srd?
ok that explains it, you had me worried I had to go look and see if its that way in dnd5e
awesome, thanks
yeah dnd5e does not have that checked
fwiw, if you ever use the midi sample item you DO want that done
yeah i just need to spend some time looking at all the sample items to figure it out
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
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.
can you send me your export for your custom folder?
lol maybe in a bit but definitely in a DM not here, don't want the admins spanking us
makes sense π i'd really appreciate it if you get the time
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
i dont plan on going to v10 for a very long time
but that's fine, i appreciate the help!
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
Hey, I'll having this problem too. Everything seems to be working that I've tested but getting this critical error in the console as well.
Anyone any idea?
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?
uninstall then reinstall might do the trick
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
does anyone have any useful info on how to have a temp effect only affect the char after a saving roll?
Thats bugbear/tposney territory, you want the exact opposite of what midi does
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
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
magic resistance will work on it Kalarian is what I believe that means
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
hmmm was just sent here by unsoluble. Do you know of any if=then=that modules?
I will probably try that. Thanks
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?
I want to create a food item, if yo ufail the con save you just throw up other wise you gain a modifier
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
How would I go about that, that sounds potential?
oh wait no pre item roll is for the macro so....
- 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)
all this for a crunchy spider leg xD
bugbears gonna log in read this and offer a 3 line macro that does all this I'm sure
probably xD
waiting on macro polo to answer a question otherwise its totally makeable
I'm not great at writing gibberish. Tried to learn, never understood, thank goodness there are some amazing people on here.
it is not ready yet because I do not know how to change the dfreds CE macro from controlled to target
I suspect either I need bugbear since its probably Args stuff or macro polo will come through eventually
so right now it only works if the player has themselves selected and targeted
thanks for the help
I might actually steal this idea for my current food crafting mini system in my main campaign lol
go for it!
I will be adding more effects to foods
cooking makes foods better, raw will always give debuffs along with the buffs
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
never bothered to consider this concept of a save to get the effect
Thank you
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
this has so much potential to turn into a full fledged mini game in dnd automated
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
I have a potion maker and a cook in my party so I have to crafting setups for them
is there a midi setting or another module that makes anything that has "self" as the target to always target self?
I would need a use case but it sounds like you want either to turn on late targeting or turn off requires target cause you are fed up with forgetting to set targets?
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
the midi sample item for sacred weapon does not have that behavior fyi
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.
Anyone got an example of a v9 summon spell that disappears once you stop concentration that works with midi?
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.
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.
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.
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
@vast bane I really appreciate it, I will attempt to implement it π
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
and on the item, I used a flat con save DC of 15 you'd probably wanna adjust that
Yup, for magic resistance
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?
@vast bane did the effect transfer for you? it does not seem to transfer on use
do you have a target set?
and if you didn't use my item, is it set to self/self
or 1 creature
the effect that "transfers" is the cure
you need dfred setup to automatically apply when the item rolls
scratch that I didn't do that in that setup
which ae is not applying?