#MidiQOL

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vast bane
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the food buff that you made in dfreds or the cure?

gusty dock
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The food buff is not applying, I have everything set up as you said

vast bane
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If the food buff is not applying my first guess is when you made the dfreds CE you named it something, and you never edited my Item Macro(and the folder macro) to the name of your dfreds CE

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cause all my stuff assumes the effect is called um....

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so find that in the Item Macro and find it in your folder macro and put whatever you called it where "Food buff" is in the macros

gusty dock
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I have named it Food Buff, have also edited the macro to be sure the name macro says Food Buff

vast bane
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capital B is messin with ya

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ok you specifically used singular on macro, theres 2 macros

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theres a folder macro and an itemmacro

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the macro that applies the buff is the ItemMacro

gusty dock
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I have check both and the Capitals are all in the correct place

vast bane
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on my sample item I sent you open ItemMacro

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show me the image

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

if (!hasEffectApplied) {
game.dfreds.effectInterface.addEffect({ effectName: 'Food Buff', uuid });
}

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thats from the item

vast bane
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theres two entries for the buff

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all the lines of the macro

gusty dock
vast bane
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but also, I don't know if the settings for midi transfer in the item export so...on the details tab of the food item:

And DO NOT name the dfreds CE the same as the item

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at the very bottom of this item image is the "on use" macro set to ItemMacro, make sure thats set

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and make sure the drop down is Called before the item rolls

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I dunno what version of midi you have but it used to be "Pre Item Roll" for drop down choice

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I bet your problem is you have the items name set the same as dfreds CE

gusty dock
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I think I have figured out the issue

vast bane
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the midi+dfreds automation will get in the way when they are named the same

gusty dock
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I thought I had Midi QOL installed.... facepalm

vast bane
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0_o

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Anyone have an automated version of having advantage on creatures not at full health before I just comprimise and do an advantage reminder message?

gusty dock
# vast bane 0_o

Nope still not working, What setting do I need in the config to get the on use macro selection?

vast bane
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you don't see On Use at the bottom of the item?

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show me the bottom of your item

gusty dock
vast bane
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you do not have...hmmm thats weird

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what version of foundry are you on

gusty dock
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10

vast bane
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anyone wanna chime in where on use macros went in 10, and fyi, I would not be on foundry 10 if you are an end point user trying to DM a session

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so much automation is broken right now

gusty dock
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I am fairly new and made the mistake of updating prematurely should have waited a couple months

vast bane
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I also have no clue if any of the macros I gave you work in v10

celest bluff
vast bane
celest bluff
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Just manipulate the workflow

gusty dock
vast bane
vast bane
calm furnace
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Hi, I'm here with another stupid question, I have a player who has the hexblades curse feature as well as elven accuracy, I want to be able to update his damage card with critical damage should he roll a 19-20 I am trying to use the hotkey for critical damage but its just repeating the damage roll?

vast bane
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For Midi qol special durations. I have a reaction I want to use that does a damage bonus of -999 to a target for the next attack it does. Its a reaction, so will it modify the impending damage from the attack its reacting to?

vast bane
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In Overtime effects, can you designate a specific spell to end it?

celest bluff
spring dove
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Can anyone tell what this error is from>?

vast bane
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v10?

spring dove
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yes

vast bane
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are you trying to use midi srd or active auras compendium items or v9 macros/premade items?

spring dove
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I am not

celest bluff
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This from a macro?

spring dove
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Looks like its related to flanking bonus. Incidentally, I wanted to ask if there was a way to change midi's flanking bonus

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Nah, it's just from rolling a weapon

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with a normal attack

vast bane
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are you utilizing dfreds for the flanking settings?

spring dove
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Let me check

vast bane
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is the item from before v10 update and is it from a module/importer?

spring dove
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It's just a normal orc with a normal battleaxe pulled from ddb importer

calm furnace
vast bane
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(is dfreds CE v10 ready?)

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drag the battleaxe from dnd5e to his sheet and try again

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Importers -_-

spring dove
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lol

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I'll just drag a different weapon in from my compendium. I'm using my RME module

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er... compendium

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it doesn't actually do anything

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just info

vast bane
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I mean, dnd5e is the safe choice to make sure it works since thats the systems provided item

spring dove
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It's literally just a core item with different damage dice

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Yeah that did it. Working now.

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importer's got bunked items I guess

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Importers -_-

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Interesting that it came up with a flanking check error tho

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I am using DFreds CE flanking

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I suppose I can change the effect there if I want to customize it

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We do +2 for flanking, instead of advantage

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Hmm. seems that was not the case. I had another target selected and thought it was fixed, but turns out it's still busted.

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Just to check, I pulled a 5e srd item and targeted the same creature. Still the same error

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Just deleted the target and pulled a new one, and it seemed to fix the issue for real this time

robust hull
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Hey there, I am having some trouble with DAE/MIDI-QOL/CUB interaction (on fvtt9.280) ...yesterday it worked fine, have been sitting for 6 hours disabling modules and messing with setting to restore my setup to no success. Basically when I apply a temporary effect to a spell/feature (with 'self'), I leave all three boxes unchecked and select a '(CUB)' DAE, setting a time (6 seconds) so it is an active effect. When I run it nothing happens. If I check "Transfer to Actor on Equip" and press 'Transfer to actor' on the spell->edit->effects screen, it goes through... but of course when I press the spell to run normally it doesnt work. Ive tried running it with "Apply Self Effects" module that almost works: "force display on token" is normally set to the CUB token, and this replaces it making an entirely new status effect. This causes a few problems, and im sure 'Apply Self Effects' is a go-around especially considering this was working without it yesterday. I am mostly sure this is something to do with MIDI's settings, since its not CUB, and DAE's settings aren't that extensive. Any point to a direction is appreciated from anyone ๐Ÿ™

vast bane
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I don't think cub and midi have any automation together, its dfreds that midi auto applies.

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but also context helps so screenshotting the spell/active effect and such

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Pretty sure CUB ae users are alot less frequent in midi though so you may have to wait for someone to know what you are talking about, most of us use dfreds CE cause it has tons of premades and the automated application of them.

robust hull
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so this is the setup I was describing, trying to use 5e bless in this case

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this is the effect when I ttransfer to actor on equip. it works but button doesnt automate same result

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and this is using 'Apply Self Effects' module. Works! but replaces field 'force display on token' which messes up CUB's status

short aurora
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Why are you using force display? Isn't that just if it's not temporary?

robust hull
# vast bane Pretty sure CUB ae users are alot less frequent in midi though so you may have t...

in says at the bottom of apply spell effects' readme that midi also provides the same effect to DAE so thats why i was curious https://github.com/ElfFriend-DnD/foundryvtt-apply-self-effects-5e

GitHub

Module which applies effects for self-targeting items. - GitHub - ElfFriend-DnD/foundryvtt-apply-self-effects-5e: Module which applies effects for self-targeting items.

robust hull
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so it would say something like: combat-utility-belt.ihfpb776ool5x0g3

short aurora
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When you say CUB status/toggle on the actor, do you mean in the status effects place like the screenshot or somewhere else? Is it just that actor that needs access to Blessed or do you want it to be toggleable for all your tokens?

vast bane
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If you are a midi qol user with dae, I think your life would be 10x easier if you switched to dfreds ce but I understand that some folks are married to modules

robust hull
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oh right, I mean the status' created like in the screenshot above. The status' you make in the condiiton lab

vast bane
robust hull
short aurora
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Why not just make it in Condition Lab, then? I don't think the force display on token is from CUB at all, I think that's just the reference it's getting from

vast bane
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are you on very old module versions?

short aurora
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I use both DFred's and CUB on v9.269, no issue

robust hull
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im on 9.280. v10 just gives me a headache

vast bane
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I also use both but you should only have 1 of those modules mess with status effects

vast bane
# robust hull im on 9.280. v10 just gives me a headache

I don't use v10, I think updating to it as an endpoint user right now for automation modules is a mistake and you should wait, but is v10 really setup without the checkboxes in the AE like v9, it seems like you lack proper settings for midi/dae on the ae

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what is your version of dae and midi?

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because you definitely are missing the roll self checkbox

vast bane
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I swear I just updated mine and I'm not that high lol now you got me lookin

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midi is very old

robust hull
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lol

short aurora
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Why are you using apply self effects module, actually? That's Midi QoL + DAE's job

robust hull
vast bane
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your dae does not match what tposney has published are you using a fork from some other author?

robust hull
short aurora
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Ditch it and make it work properly, you're giving yourself a headache because it's not setup to work properly in the first place

vast bane
short aurora
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Even Apply Self Effects says that Midi and DAE makes the module redundant

robust hull
vast bane
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do not use effect transferral with dae/midi, that apply self module is probably a no no also

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and your version of dae is weirdly higher than tposney has published, and I can't drop my server to check if he just hasn't published 4 versions

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but also midi is very old

robust hull
short aurora
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The dae GitHub has 0.10.32 listed in the changelog, seems fine. Disable Apply Self Effects and make the feature apply to the actor like you wanted in the first place, then we've removed one additional layer of module that doesn't need to be there

robust hull
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ok so updating midi and changing to this made it work (i think) just confirming now

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also for some reason (maybe settings default) updating has now chopped off all text from features when they run

short aurora
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Yeah, that's a setting somewhere in midi QoL

robust hull
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yeah after this imma have my celebratory coffee and just not mess with it anymore...

short aurora
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I want to say it's the top dropdown in the misc category of the settings

robust hull
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yes it is โค๏ธ

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thank you both, lifesavers

spice kraken
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I see you deleted your message but is this what you wanted?

green wolf
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yeah solved my own problem

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it was a setting in midi to condense them

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somehow i overlooked it the first time

violet meadow
short aurora
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I'm trying to tie concentration to a summoning spell with a Warpgate macro so that it dispels the summon if concentration is broken. Does anyone have some inclination of how I can achieve that, without making an active effect on the actor? Would prefer not to, thinking midi qol might have some flags or something I can dig into on concentration handling

violet meadow
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It uses the DAE delete uuid flag

short aurora
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Appreciated, thanks

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That actually seems to make an active effect

violet meadow
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Might be the spiritual weapon actually

short aurora
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That does the same, maybe it's not doable ๐Ÿค”

violet meadow
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Hmm I guess so

short aurora
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I mean heck, the players knowing how many rounds they got left ain't too bad an idea, I just thought it was nifty

violet meadow
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@rocky copper pinging you here in case it's MidiQol and DFreds CE related.
If midi settings make use of DFrefs CE module to auto apply conditions automatically by matching names, you would be able to change this behaviour per item by checking the do not auto apply DFreds ce check box towards the bottom of the details tab on the item

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You might need to have at least a utility or other selected as action type, if the ability doesn't have one defined, for that check box to appear.

rocky copper
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I think that might be it, thank you!

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I didn't realize it would match names like that without needing to be manually linked

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That's pretty cool

violet meadow
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Oh yes it is

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It's also a source of confusion sometimes ๐Ÿ˜…

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But all are explained in the midi readme, linked also in the pinned messages

rocky copper
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Well I can confirm that that definitely fixed it โค๏ธ

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Now I just have to figure out why ATL won't install. Prolly out of date or something

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I want my glowy sword, dammit!

violet meadow
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Not v10 compatible yet

rocky copper
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That's what I figured

violet meadow
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At least officially

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There is a PR that makes it compatible on ATLs repository

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And with that I am off to bed ๐Ÿ‘‹

scarlet stump
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qq: is it normal for Magic Missile with midi-qol to throw 1d4+1 and multiply it, instead of rolling Nd4+1? And if so, is there a setting to change this behavior? It becomes a bit swingy this way instead of going to for an average value, especially if cast at higher levels

vast sierra
# scarlet stump qq: is it normal for Magic Missile with midi-qol to throw 1d4+1 and multiply it,...

A discussion as old as dnd5e, or even before. There is a reasonable arguement for 1d4+1 once, apply X times... and Nd4+1 ... by RAW and by errata from Jeremy Crawford himself. Foundry DnD5e with the SRD version uses the 1d4+1 , apply X times. If want the latter way, you would have to change the damage formula for the spell, and save a copy outside the SRD , so it doesnt get overwritten on system updates

craggy chasm
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is there a way to apply negative damage reduction? it worked for me in v9 but in v10 it doesn't seem to work anymore

spice kraken
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No. It specifically states in the readme you can't do negative DR

craggy chasm
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I know but it worked in v9 and even in discord tposney mentioned it working

vast sierra
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That it worked in v9, and not in v10 leads me to believe it was a bug that's been patched out ๐Ÿ™‚

craggy chasm
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๐Ÿฅฒ

green wolf
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has anyone done an active effect for Magic weapon or the like? where the effect changes based on spell slot level used?

thorny palm
kind cape
thorny palm
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Guys hi have a question: i'm testing the "all-in-one card" feature, but when it's abilitaded i can't find "apply damage" on right click. anyone know how to solve pls? (sorry for bad english i post an image to be more clear)

fading scarab
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Does anyone have a macro to roll the attacks of multiple identical tokens at once (e.g. conjure animals or a horde of zombies)?

opaque current
violet meadow
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Gets the controlled tokens, input the name of their attack and wait for it to roll all the attacks

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Not pretty but should work

vast bane
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then all you have to do is mouse over the damage number and the buttons pop up.

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however also, you can use the chaser damage cards for a much more informative way of doing that also.

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Below is an example of a player attacking an npc, and then an npc attacking a player and how midi can be setup with the special chaser damage cards to inform the player and let them apply special damage options via the drop down and see their resistances/immunities at a glance when they mouse over their token image in the card:

pallid moth
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where is the setting to enable the bloodied effect, and to auto show the death icon?

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I updated today and it did not save my settings, and I can not find where it is.

vast bane
pallid moth
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v10

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updated today

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I'll look and see if I missed it

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It's still there I just missed it

celest bluff
static wind
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is it possible to check for attack advantage on an activation condition?
like check if the attack had advantage, then roll the other damage if true

vast bane
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you could create a true statement to apply an active effect that has damage equations in it

nocturne frigate
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i just updated everything to v10, now midi isn't recognizing spell that have the "concentration" tag on top and for those who are cognized concentration isn't dropped on a failed save. Do i have to manually put the bottom "concentration" on all spells?

spice venture
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Is there a way to make damage to not be applied automatically on the target's HP?

short aurora
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Oooh, that's just a midi setting

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then yeah, the above activation condition is what you want

static wind
vast bane
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an example is probably preset in the sneak attack midi sample items but purely a guess

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nope those are all built into midi nm

violet meadow
vast bane
violet meadow
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Pff cannot read

green wolf
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is there a setting to make Self target spells always target self even if no target is selected? Frequently we forget to target ourselves in combat and the Late Targeting setting is not helping. it explicitly ignores self targeting spells

fading scarab
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Maybe I'm just missing something simple, but I can't seem to get the item macro to do anything when I roll an item. Any pointers?

spice kraken
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Do you have warpgate?

fading scarab
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Yes

short aurora
fading scarab
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My first thought was that maybe I needed quotes around ItemMacro, as it's shown in quotes on the Warp Gate wiki's example, but that didn't seem to have an effect.

short aurora
green wolf
violet meadow
green wolf
violet meadow
short aurora
# fading scarab

That looks like something isn't entered in the feature itself. Does it roll if you disable the itemmacro?

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Isolating whether something's not set in the item (the feature) or the macro

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It's trying to roll ""

fading scarab
short aurora
short aurora
vast bane
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show us the active effect

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Actually show us the whole details

green wolf
vast bane
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but also v10 or v9?

fading scarab
vast bane
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snippet the whole items details to us and if theres an active effect or an automated animation

fading scarab
vast bane
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damn, alright, nm I'm tappin out. Automation on 10 is russian roullete

short aurora
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Oh, it's probably that empty field on Healing Formula, though

vast bane
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nah

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it can just be a blank roll

short aurora
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Not according to his console logs

vast bane
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the 2 targets looks like a bad dndbeyond import

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If thats midi qol, 2 in the first target box is kinda bad

fading scarab
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I changed that field at some point but I don't remember why, kinda forgot I did it at all

vast bane
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but also minus both those unneeded fields in the bottom area to test a basic item roll I guess, I'm not seeing that error with an empty healing formula

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you changed it because the item macro does it

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Is healing spirit not srd?

fading scarab
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No, I think it's from XGtE

vast bane
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where did you get the item macro from?

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badgers kofi?

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Do you have an actual healing spirit character in the sidebar or in a compendium?

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is that item macro creating an actor or a temporary item?

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Or modifying an actor

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Before you share it make sure its not behind a paywall

fading scarab
vast bane
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I'll dig through for it but if you are on v10, the odds the mod authors got to their wiki's and readmes this early into v10 slim to none

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but if it is v10 ready, kudos to them

fading scarab
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Ah, didn't think about that

vast bane
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I see a data.damage.parts is that suppose to be system in v10?

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if its free on the wiki, paste it into marco polo and ask them if its v10 safe

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I see a bunch of datas

rancid bloom
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@gilded yacht Any idea as to why MIDI would be doing this after I updated to V10?

vast bane
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disable all modules but midi

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and third party extensions that mess with CSS

static wind
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is there a list of all workflow commands?

vast bane
short aurora
# static wind is there a list of all workflow commands?

Open the console, then peek at the workflow after entering CONFIG.debug.hooks = true into it and then roll a feature with midi qol enabled, it should show all of the arguments, it's how I found your advantage condition earlier

fading scarab
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I updated things as needed for v10 based on the advice in #macro-polo, so there's at least one problem out of the way.

vast bane
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I still can't figure out if that macro is trying to summon a creature or make an item on the caster

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What is the error in the console again?

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that highlighted spot is modifying an item to be nill so that it can define it right afterwards

fading scarab
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I think it's supposed to spawn a token that scales its "Healing" item based on spell level and caster ability. Took me a minute to understand what you meant by that.

fading scarab
vast bane
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I just do not see that macro in the wiki anywhere, is it a modded version of healing badger?

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Do you have the creature in the sidebar?

fading scarab
vast bane
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ok, did you ever remove the healing formula from the item?

fading scarab
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In the item details?

vast bane
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yes cause thats what that error is for, the item roll is failing

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its rolling not a number in a roll formula

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somewhere in the attack or damage or healing or other formulas is a character its not expecting

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link the details again to us

fading scarab
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Ah, okay. I did take that out because I was thinking the macro was taking care of it.

vast bane
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right but you didn't remove the field still right?

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show me the details tab

fading scarab
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Yep, I removed the contents of the field but not the field itself, whoops. Just tried it again with the contents of the field and it spawned the token but gave the following errors.

vast bane
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the items on the actor do not match perfectly with the modifications and wherever greetings is, is an error, probably a bad escaped line

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the actual names

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so whatever the ability is for healing must mismatch with the actor

fading scarab
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I added an item named "Healing" to the actor because I apparently forgot it, gave it the action type Healing, and it fixed the first two errors. I think I know where the greetings error is coming from, give me a sec.

vast bane
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Probably a bad line that was supposed to be for instruction thats being parsed now

fading scarab
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Ah, yep. I removed a bit from the original macro that made the spawned token say something in chat, but didn't remove a line that referenced it.

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All fixed now I think, thanks a ton for the help!

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At the very least it's working not giving me errors lol. So I count that as fixed.

spring dove
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I think there's something wrong with the way midi is processing this damage.

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My sword has exploding dice, rolls twice and keeps highest, adds half again strength to damage, and rerolls 1-2

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The formula looks like this

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{2d6xr<3, 2d6xr<3}kh+@mod+1+floor(@abilities.str.mod/2)

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When the dice results are shown in chat, they are correct

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However, the damage applied to target is not. It is always 7 damage (the bonuses)

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It's as if it is ignoring the rolled dice, and it is only applying the bonuses

vast bane
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show us the item details

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but also slowly add in the equation till you see the breakage

spring dove
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yeah that's what I'm doing

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ignore the slashing damage, that's me going one step at a time with teh equation

vast bane
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does foundry's exploding take less/greater symbols?

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isn't that redundant?

spring dove
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The dice is explode and reroll 1-2

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should the explode come after the 3?

vast bane
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explode on what though, if you are putting more into it I think you need to actually say X6 there\

spring dove
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on 6, sorry

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oh?

vast bane
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yeah I think you can only do just X when theres nothing else after

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otherwise its 2d6x6rwhatever

spring dove
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oh let me try that

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no, that didn't fix it.

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The new equation

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{2d6x6r<3, 2d6x6r<3}kh+@mod+1+floor(@abilities.str.mod/2)

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maybe the explode needs to come after the reroll

vast bane
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that weapon is ridiculous lol reroll 1's and 2's and explode on 6's?

spring dove
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Yes

vast bane
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does foundry use those symbols though, I thought I remember foundry taking them out for redundancy too

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I don't even know where the dice roller wiki is, probably in a channel I muted in pins

spring dove
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Yeah, I was just about to link that

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That's what I've been using

vast bane
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see if it works without midi, if it doesn't, then bring it to dnd5e for more eyes on problem

spring dove
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Tested without midi, works fine

median fog
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It shows the correct output in chat, and the expanded dice result view. It's only the damage buttons and auto damage application that are messing up, which is purely a midi function, afaik

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This is with no modules

spring dove
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kh seems to be the break

spice kraken
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why not use max?

spring dove
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Works with r<3 by itself, works with explode by itself, works with both of those combined. As soon as I apply kh, it breaks

vast bane
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try kh1

median fog
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kh1 doesn't resolve it

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{2d6xr<3, 2d6xr<3}kh and {2d6xr<3, 2d6xr<3}kh1 are always calculated as 0 for the damage application, despite rendering properly in the chat and expanded result view

spice kraken
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Would max(2d6xr<3,2d6xr<3) not work?

vast bane
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remove the space after the comma

spice kraken
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Done

vast bane
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no I wrote that same as you, I was suggesting them to do it

median fog
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removing the space makes no difference

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the max function does seem to work

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so that's a good workaround, but it is definitely still a bug in midi (from what i can tell) that it's not handling the kh on a group of dice properly

vast bane
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I popped it in a creatures attack and I'm getting weird stuff too

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oh wait nope, creature had resistance to piercing, mines working

median fog
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which, with max or grouped kh?

vast bane
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what version of foundry are you on

median fog
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10.285

vast bane
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Works on 9 ๐Ÿ˜Ž

median fog
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midi-qol 10.0.11

vast bane
median fog
#

i mean, it works on v10 foundry too, as the bug is in midi :P

vast bane
#

I'm on the latest v9 build of midi

median fog
#

right

vast bane
#

though I'm not doing any mods after the attack

median fog
#

it's probably an issue with midi on v10

#

yeah the mods don't matter really, it just affects the final result

vast bane
#

or your creatures have weird setups

median fog
#

the kh group calcs to 0

vast bane
#

does the creature have any damage immunities?

spring dove
#

no

vast bane
#

target creature

spring dove
#

This happens for all targets of kh

median fog
#

did it with two completely fresh actors to test

hybrid heart
#

Hi! Any way to implement a "cooldown" mechanic where you can use an action, and the use it again after a certain number of rounds?

vast bane
#

have a macro fire each turn that adds a charge to the item, have the cost to use the item be X charges

#

that could be gotten via Macro polo pretty easily as it probably does not require midi compatibility

kind cape
#

Not sure if I am doing something wrong or if its a bug, but on V9 MIDI (version 0.9.79), I am trying to create an optional roll for one of my players (Precision Strike).

I have gotten it to work, but if the player choses to use the optional feature, it only shows the additional die being rolled in DsN, and not the main D20. The results are still correct, just the visual is missing.

vast bane
kind cape
#

๐Ÿค” Where that from?

#

And I honestly just need Precision and Parry, which are pretty straight-forward to setup, since its one of my players taking it with the feat

#

Found the repo for that module ๐Ÿค”

vast bane
#

follow the instructions precisely someone was already in here not able to setup the Battlemaster, I also don't know if it works if you aren't a battlemaster

kind cape
#

The thing is, my setup works, but MIDI seems to suppress the dice

vast bane
#

@sturdy knot

sturdy knot
vast bane
#

gets even weirder when trying to set it all up in a macro with warpgate, I feel ya

#

all that is superficial in dnd5e, midi tries to make them matter but theres a bunch of those options that midi just flat out ignores

sturdy knot
#

Though even after using the right Self, I have to target the token ๐Ÿค” Using DAE and Midi, of course, I don't think any other modules affect this. Do I need to touch anything down here?

vast bane
#

you have an ae on the item, I think because of that it will require a target or you need to set roll on self in dae's setting for the ae

sturdy knot
#

That makes sense, glossed over that. Thank you!

vast bane
#

there is a checkbox on the first tab of the ae interface BUT, you are editing an owned item at this point so good luck unless you drag it to the sidebar THEN change it.

#

editing owned items rarely works right in dae

sturdy knot
#

Hmm, I'll keep that in mind

#

And even with that checked, it still doesn't work ๐Ÿ˜…

vast bane
#

Check console

sturdy knot
#

Error on roll:

Uncaught (in promise) TypeError: args[0].item.data.properties is undefined
[Detected 3 packages: midi-qol, lib-wrapper, system:dnd5e]
vast bane
#

Empty req field on item

#

Snippet whole item details

sturdy knot
sturdy knot
vast bane
#

Disable all but .idi and dae

sturdy knot
#

Modules?

vast bane
#

What adds the 4th tab on the item

sturdy knot
#

Better Curses, untouched on this item

vast bane
#

lets start from the top, versions of foundry, dae, midi qol?

#

Presence of Better Rolls for 5e, Roll Groups, Minimal Roll Enhancements, Ready Set Roll?

sturdy knot
#

Foundry v9.280
DAE v0.10.24
Midi v0.9.66

Better Rolls, Roll Groups, Minimal Roll, Ready Set Roll: All not present

vast bane
#

midi sounds really old

sturdy knot
#

Updated Midi to v0.9.79, gonna try if it works now

#

It does not

vast bane
#

right click the item in the sidebar and export data and send it here

sturdy knot
vast bane
#

Works for me, either your midi settings are borked or a module is interfering with it

#

but I also didn't edit an owned item to use it, drag that sidebar item onto the actor and try it

#

delete the one on the actor first before doing so

sturdy knot
#

That's very odd, it works on another actor, but not the one that actually needs it ๐Ÿค”

vast bane
#

does that actor have it already?

spice kraken
#

Restart foundry maybe?

sturdy knot
#

I deleted it first, and reloaded the app for good measure

vast bane
#

genuinely have never seen if this actually works, but normally I put a 1 in the fields not true

sturdy knot
#

It does, I can confirm. JS is weird

vast bane
#

what are the two actors you are using, are they npcs or player characters?

sturdy knot
#

Two seperate PCs

vast bane
#

Yeah I'm stumped at this point but the item itself is fully functional

#

does the other actor already have more temp hp than the item awards?

sturdy knot
#

None of them have temp HP

vast bane
#

find the culprit and try the item with just dae/midi enabled(and the dependencies)

#

oh wait

#

you never gave me the system version

#

what version of dnd5e are you on

#

and do you have a character sheet module installed

sturdy knot
#

5e v1.6.3, no character sheet modules as far as I'm aware, assuming those are the ones that change the layout

vast bane
#

use find the culprit and disable all but dae, midi and its required dependencies

#

socketlib and libwrapper

sturdy knot
#

Issue still persists

vast bane
#

and when you roll on that actor it gives the same error you shared before?

sturdy knot
#

Yes

stone pendant
#

anyone knows how to make attacks apply a debuff on the target/

#

?

#

trying to make staggering smite work, I got the damage portion down but can't seem to make it apply the debuff

vast bane
stone pendant
#

yes I have it set up

#

I want to make it so while my guy is concentrating on staggering smite, when he attacks it will prompt a wis saving throw from the enemy and if he fails it will apply a debuff

vast bane
#

first tab of the ae should have no checkboxes

#

midi settings for active effects should be apply active effects automatically or a dfreds+active effects statement drop down

stone pendant
#

yep got those both down, just struggling to build the actual effect to do this

vast bane
#

you will want special duration set to on damage applied

stone pendant
#

right now he gets the buff to add the damage to his attacks, but idk how to make it so it will apply a seperate debuff on the attack

vast bane
#

you are probably editing an owned item and having those pitfalls get in the way

dull heath
#

Probably missing the obvious, but how do I make it so the 'other damage' button is not rolled automatically, but remains as a button, or at least make it so it's not added to the damage total?

vast bane
#

seperate them, have one roll to self and have the other not have roll to self in the ae's first tab

#

don't put them on the same AE

#

oh wait....v10? I think theres a v10 bug where they do not respect each others settings

#

use dfreds CE as a workaround

stone pendant
#

no i'm on v9

#

yeah I tried making the debuff on CE but idk how to make it apply that

vast bane
#

Yeah use dfreds CE's automatic application in midi to workaround this bug, the new roll to self checkbox does not respect other ae's settings

#

name them the same

stone pendant
#

will it make it so that whenever my guy has this buff he will apply the debuff on every normal attack? without calling the item again?

vast bane
#

and have the right setting in the workiflow settings on

#

I have no idea what you are asking, but if you set a special duration to on damage applied it will end once he finally hits like smites do

vast bane
short aurora
stone pendant
#

yeah not sure I understood

kind cape
dull heath
#

It's supposed to mimic booming blade, which is besides the point, I suppose

#

I recently updated / migrated to a new world and I remember that it used to be that "other damage" wasn't automatically added to everything, there was a manual button to press

short aurora
#

There's a midi setting of when to roll other, have you checked what you have there?

vast bane
#

I think theres a midi setting borked on your end but don't those require macros to get to work, I don't have anyone using those cantrips but I swear they are done with macros not basic attacks

dull heath
vast bane
#

Your roll other setting is not set right in workflow tab is my guess, it is going to roll thunder damage cause you have 2 damage workflows there

dull heath
short aurora
#

It should be a drop down of when to roll other

dull heath
#

huh

#

excuse my potential blindness

vast bane
dull heath
#

yeah, I've seen those

#

The problem is twofold, I suppose

vast bane
#

well you have an other formula

dull heath
#

(a) I want to retain this function for stuff like, say, smites

(b) when I turn it off, the other formula just ... isn't rolled at all, it doesn't show its damage button

vast bane
#

put it in versatile then

stone pendant
#

another question, is there a way to make an effect that injures the attacker? trying to automate armor of agathys

vast bane
#

I do not delete the buttons, I think thats a bad setting to have on fyi

dull heath
vast bane
#

if you aren't a full auto kinda table, removing the buttons is bad

dull heath
#

I probably activated it on accident

#

which'd explain it

#

I liked the buttons

#

๐Ÿ˜“

short aurora
#

It shouldn't be rolling automatically tho

#

If you have activation condition on

vast bane
#

it should be cause the condition is blank

#

and theres no save setup

#

@dull heath system, foundry, midi versions

short aurora
#

Ah right, blank equates true

vast bane
#

Oh you know what, put something stupid in the activation condition

dull heath
#

Windows, 9 (269), Dnd5e 1.6.3, 0.9.76

short aurora
#

Yeah, just write false or something that can't equal true

dull heath
#

but it also doesn't display the "other damage" button

#

which is a gripe

#

I want to be able to roll other damage manually

short aurora
#

From the chat card... Wonder if that button shows if you have that setting on

dull heath
#

the button exits very shortly, while damage is rolled

#

and then once the damage is rolled, it disappears again

vast bane
#

the damage button removal is in two places depending on who you are, player and GM tabs in workflow button

dull heath
#

I'm the GM, so let's see

vast bane
#

you need to change both to off

#

I really think you want that in versatile though

dull heath
#

yep, that did it

#

Thank you, navigating these menus can be a pain, even a year or so in

gilded yacht
gilded yacht
# thorny palm <@378398557050503168> sorry man if i waste your time, Is there a way to temporar...

Ok, the lack of other damage button is a midi bug. Fix in next release, for the moment the best I can suggest is setting auto roll other so that the other damage is at least rolled. From the look of your settings you are not auto applying damage so that should not be too bad. The spell level display seems to be consistent with dnd5e behaviour - did midi used to display the spell level? (I don't remember since I always you auto rolls).

gilded yacht
thorny palm
thorny palm
dull heath
#

curse that guy, he's lucky he's not in chat right now

#

๐Ÿ˜‰

thorny palm
#

@gilded yacht

vast bane
violet meadow
#

You code it so, when a player rolls the specific save needed midi grabs it to end the condition.

#

Check the pinned messages (first linked one from tposney)

thorny palm
#

Please when you talk to me imagine talking to an idiot (itโ€™s the truth) that for more he does not speak very well English, could you explain in more detail (perhaps attaching a screen)? Iโ€™d really appreciate it

#

๐Ÿ˜

violet meadow
thorny palm
vast bane
#

I'd use active auras and attach the ae to the templates

violet meadow
thorny palm
violet meadow
#

Yeah I am not sure when the button gets deleted. If you donโ€™t auto roll saves, does it stay on?

thorny palm
sturdy knot
scarlet stump
#

is there an easy way to create a recurrent damage aura (like some kind of fire shield or other effect that damages nearby enemies at the start of the token that owns the effect)?

vast bane
vast bane
violet meadow
sturdy knot
# vast bane link the front page of that character?

All DAE effects of the character, excluding conditions from play:

flags.dnd5e.DamageBonusMacro | Custom | ItemMacro.Fighting Style: Thrown Weapon Fighting

if (args[0].hitTargets.length < 1) return {};
if (args[0].item.data.properties.thr) return {damageRoll: `+2`, flavor: "Thrown Weapon Fighting"};

flags.dnd5e.halflingLucky | Custom | true

ATMU.toMountOnMount | Custom | true
flags.midi-qol.superSaver.dex | Custom | true | 20

flags.midi-qol.superSaver.dex | Custom | false | 50 // This makes sense. Trust me

data.traits.dr.value | Add | Poison

scarlet stump
violet meadow
scarlet stump
#

ah nice

violet meadow
#

The creature needs to be in active combat.
So that way, an item roll of the Necrotic Aura should be triggered automatically at the start of the creatureโ€™s turn, targeting and damaging creatures in the radius as you have defined.

Ps I cannot test it, but should be working

scarlet stump
#

mmm it's not doing anything, maybe I've got something set up incorrectly? I am in combat

#

it may be the activation cost, I'm not sure what to put there lol

vast bane
#

if its damage in a dae, you have to turn on an option to see it roll in chat, otherwise it silently adjusts your hp if you have everything automated.

scarlet stump
#

ok this is weird...the DAE is gone from every new token I drag onto the map, even if I assign the token to the prototype for that actor

#

I've copied the item and I can add it back onto the token, but still no dice. I'll check the dae options in midi-qol

#

guess this is the reason why it's not working

#

I don't have furnace ๐Ÿคฃ let me fix that

opaque current
#

Advanced Macros. Furnace is deprecated

scarlet stump
#

Should have probably mentioned that I'm still on v9 btw

vast sierra
molten solar
#

(How does it keep getting installed? O.o)

#

That's the 5th in the last week

vast sierra
#

Old video's / websites , saying MUST HAVE MODULES FOR FOUNDRY is my guess

spring dove
#

Two questions, related. Is there a way to disable this for a certain weapon?

#

And is there a way to enable this for a certain weapon?

spring dove
#

Additionally, is there a way to make an effect remove a condition in midi? In our games, some ranged weapons require action economy to reload. When you use the ranged weapon, you get a condition "unloaded" which makes you fail ranged weapon attacks (if you change ranged weapons, we just manually remove the condition). If you use a reload feature which consumes the appropriate action economy, is there a way to make that feature remove the unloaded condition?

vast bane
#

macro.execute could be set to fire a macro that removes a status effect or toggle offf an effect.

As for the others, I think there is a crossbow expert flag or something. But you could also just make the weapon a melee weapon with massive reach.

Threshold rule for 1 item would be macro territory and midi macros are hard to get made if you can't make them yourself mostly.

scarlet chasm
#

Question: Is there a way to use overtime for Temp hp to heal at every round? Much like with regeneration?

vast bane
#

look at how midi srd does heroism for how to do each round

#

you should fire a macro every turn for temp hp

scarlet chasm
#

Thanks moto moto I'll go ahead and take a look there.

vast bane
#

If its twilight sanctuary there is likely a macro somewhere for it and you'll need active auras(and v9)

scarlet chasm
#

yeah, and im guessing active aura doesnt properly work in V10 correct?

vast bane
#

Wait, I am vaguely remembering now about twilight sanctuary, @molten solar did you ever setup effect macro with the ability to fire on every turn and not just each source or targets turn?

#

I know both effect macro and dae did not have the prompt for start of every turn a while back when we were tackling this, but if he added that, it might be possible with effect macro with the right kind of macro.

scarlet chasm
#

I see, i didnt know that Heroism had that macro in hand.

vast bane
#

its one of the premade compendium ones not dnd5e's

scarlet chasm
#

yeah MidiSRDs for spells.

vast bane
#

if you are in v10, you can probably get help converting it to v10 if it needs it if you share it in macro polo

molten solar
vast bane
#

Ok, I just vaguely remember a discussion while trying to make it where neither had every turn.

molten solar
#

Start of your own turn? Sure. End of your own turn? Sure. Start of combat, end of combat? Sure. Start or end of every turn in a round? Nope, complete silence in that department. No one wants it I guess. ๐Ÿ™‚

#

Is it easy to add? Sure. Could I push a release with it in about 5 mins? Sure.

kind cape
molten solar
#

All it takes is a github issue. ๐Ÿ‘Œ

vast bane
#

Is it even possible to somehow get the current combatant turn's token for a macro?

molten solar
#

... oh honey...

vast bane
#

I'm signing up for github now!

scarlet chasm
#

What is going on?

dark canopy
vast bane
#

so you have 1 way that works now, and that is active auras and a midi workflow centric temp heal macro with DAE(or effect macro), and I'm signing up for github to get an issue into effect macro(and dae) to add every turn as an option to fire the macros in their respective settings.

scarlet chasm
#

I thought it already did that now? Didn't it?

vast bane
#

I don't have access to a v10 build but last I checked they both only gave source and target turns

scarlet chasm
#

oh that sounds neat, i was thinking to transfer to V10 sometime in the month but, waiting for the updates for modules to roll in first before i make the move.

kind cape
#

@scarlet chasm Are you trying to do Twillight Cleric Channel divinity?

scarlet chasm
#

@kind cape Oh no, its for a homebrew class that is the plague doctor for a player that i am trying to automate for ease in play under combat.

vast bane
#

you could also just clean up the workflow and readjust the item to just pulse the temp hp at the start of the clerics turn, so they can afk and watch youtube between turns.

spring dove
#

I have a working twilight sanc if you need. You need to be using Active Auras and CE

kind cape
#

Yeah I have one as well Fayne, thats why I asked ๐Ÿ˜‚

spring dove
#

I got it from you!

#

lol

#

it works well

scarlet chasm
#

@kind cape If you are curious,
Pungent and bitter, it's medicinal effects are fitting for its taste.
As a bonus action, you may drink a tonic or offer it to others to drink.

A creature that drinks this tonic gains advantage on saving throws against being paralyzed, petrified, poisoned, and stunned, and gains 1 temporary hit point at the start of each of its turns while conscious.
The effects of this tonic last for 10 minutes.
A creature that benefits from a tonic cannot benefit from the same tonic again until it finishes a short or long rest.
A tonic lasts for 8 hours before it loses its potency and becomes unviable, wasting the components used to craft it.

You can brew a number of tonics equal to your proficiency bonus at the same time.

vast bane
kind cape
molten solar
#

Badger's trying to get more people hooked to increase the odds someone will adopt it

dark canopy
molten solar
#

Refactor??

spring dove
#

use a ti-82

dark canopy
#

It needs a ground up rewrite to create a "modding platform" for which I can easily plug in the growing number of sub modules

spring dove
#

We sent men to the moon using ti-82!

dark canopy
#

I have the very very core of the handlers written, but I'm dumping dnd5e as my current system, so it's not feasible to maintain

kind cape
scarlet chasm
#

@kind cape yeah i figured but its for Temp HP instead of actual hitpoints.

spring dove
#

yeah overtime is pretty heckin powerful. I highly recommend learning its ins and outs, even for more than just what you're currently doing

vast bane
#

if you had the ae do a macro to apply the hp it should be ok

#

then add the overtime effect into it too

scarlet chasm
#

@kind cape So i am left wondering how to make Temp hp to add +1 to its temp pool too.

molten solar
kind cape
dark canopy
scarlet chasm
#

@kind cape Ah i didnt know it doesnt stack, then it will be easier to alter the feature then.

molten solar
#

is there one? is it me? ๐Ÿ˜”

spring dove
vast bane
molten solar
#

(if you choose)

scarlet chasm
#

@vast bane I believe i learned something new today~ Thanks Moto moto~

spring dove
#

If you wanted to add +1 to current temp hp, that'd be in maco territory. You'd have to analyze an actor's temp hp, +1 to that value, then apply the total to the temp hp attribute

kind cape
#

Actually ๐Ÿค” This might still be possible with just a OT effect

vast bane
#

man, I really wish Kaelad's inline roll module was v9 ready, would make these items I make alot faster, right now my inline roll skills are done by making MTB request macros and linking them

molten solar
#

You aren't using Requestor for that?

#

or do you want autorolling

spring dove
#

of temp hp I mean

vast bane
#

they press a button in the description, now you got me thinking

kind cape
#

This will do what you want @scarlet chasm

vast bane
#

yes I see the typo

scarlet chasm
#

@kind cape Oh wow! its that simple?

kind cape
#

Should be yes

turn=start,
damageType=temphp,
damageRoll=1+@attributes.hp.temp
vast bane
#

Wait....what happens when you do -999 temp hp?

scarlet chasm
#

I'll give it a shot

spring dove
vast bane
#

I bet you could do a ghetto twilight sanctuary with that overtime effect if you did current temp hp-999+new formula

scarlet chasm
#

Same

kind cape
spring dove
#

teamwork makes the dream work baby

kind cape
vast bane
kind cape
#

Not sure how you would do it without AA ๐Ÿค”

vast bane
#

you have to be careful not to add it as a normal active effect I believe

#

You could set up an ae to fire a macro that does a midi qol temphp heal to a target

kind cape
#

Yeah, temp HP in a normal AE is a bad time, but OT handles it nicely

vast bane
#

if you are giving temp hp to a token via an ae, then that is the cardinal NO about temp hp

spring dove
#

honestly there's so much aura stuff in 5e that AA is indispensable. highly recommend getting it installed

kind cape
#

OT even makes sure to only apply the new tempHP if its more than the old one

vast bane
#

it needs to be added via a macro or some sort of time instance add, if its just an ae, it will break

#

they will take damage and I believe the next time their actor is updated the temp hp refills

#

overtime may fix this if it is a specific time that the effect is applied but just having an effect add temp hp I believe breaks

green wolf
#

Any thoughts on why this wouldn't be granting +2 to received melee attacks? Am I using the wrong attribute keys?

spice kraken
#

Be careful when using temp hp in AEs
Temp HP note:
Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.

kind cape
#

I swear to god Super, I will have someones head the next time they bring up that text while we are talking about OT effects ๐Ÿ˜ฎโ€๐Ÿ’จ

#

Just to be 100% clear, temp HP in normal AEs = bad, temp HP in overtime effects = perfectly fine

green wolf
vast bane
green wolf
#

total*

vast bane
#

Its adding to the bonus option in the to hit, so yeah its masked in the advantage/normal/disadvantage popout as just @bonus

green wolf
#

yeah it's here

vast bane
#

are you crossing streams?

#

whats your versions?

spice kraken
#

Could be cause of the grant

#

I've seen this before, on v9 at least

vast bane
#

Actually, why even do it that way? If its modding the target, just lower the targets ac instead

kind cape
#

Well it technically only applies to some attackers.. ๐Ÿค” I would probably make it a positive buff instead tbh, but a grant works as well

green wolf
green wolf
#
Thanks for the typo heads up.
Tested with your settings and I think you'll find the bonus is being applied, it's just not displayed (and that was the original intent so that players would not know that the target was easier to hit than they expect).
vast bane
#

I wonder why though, if a target is beign harassed from all sides, shouldn't ranged attacks also apply to this?

green wolf
#

i dont like flanking granting adv so i changed to a +2 mod. flanking has always only applied to melee attacks though

kind cape
#

But it also only gives the bonuses to the creature flanking, not to anything else, so it should never be able to grant it to ranged anyway. Eg. the following setup where M is a monster and the players are 1 to 3:
1 2
m
3

3 and 2 will have flanking bonus, 1 will not

vast bane
green wolf
spice kraken
#

If I'm not mistaken, the midi auto flank applies flanking to the attacker, not flanked to the target (I could be wrong, I haven't used auto flank in some time)

green wolf
#

where is the auto flank setting?

spice kraken
#

MISC or Optional settings I think

#

It gets weird with larger tokens though. Part of the reason I didn't stick with it

green wolf
#

ah experimental

spring dove
#

Man I really wish there was a way to change the modifier for calculating encumbrance. Either in midi or some other module yall know of

kind cape
#

But it also does a lot of stuff ๐Ÿ˜…

spice kraken
#

A midi type module doing a lot? Unheard of, haha

green wolf
spice kraken
#

You can use dfred's effect panel to easily remove AEs (even passive ones if you enable that in its settings but I don't enable it)

green wolf
#

yeah i have it up and running

spice kraken
#

You can also keep the flanking AE as inactive and then use a macro to toggle it manually (drag and drop the AE to the macro bar for easily making it)

vast bane
#

The DM can modify effects in TAH too if I recall

spring dove
kind cape
spring dove
#

Indeed I do

vast bane
#

Is that from grimhollow?

spring dove
#

It's from my own Revised Adventuring Equipment

vast bane
#

I've seen this before but I can't remember where, Lair Magazine?

kind cape
#

So the proper way to do that would probably be a world script/module... Buuut you could also just add an item to the actor that has negative weight ๐Ÿ˜…

spring dove
#

oh lord lol

kind cape
#

It wouldn't be perfect, if you are using the variant rules for encumbrance, but it would be a step closer

spring dove
#

true. might be something to pitch to the 5e guys

vast bane
#

is carrying capacity not exposed as an attribute to modify?

spring dove
#

oh is it?

#

I'll be damned system.attributes.encumbrance.max

#

can add the modifier there

#

neat

kind cape
#

Oh yeah, it is

marsh mason
#

Hello, I want to add an effect that poisons a target creature if they fail a saving throw with a DC of 12, and they can repeat the throw at the end of their turns to end the effect on a success. I got the effect value for Midi-qol from the readme. However, it seems to be rolling the saving throw at the end of the PRIOR creature's turn in the combat tracker.

spring dove
#

Thanks @vast bane

marsh mason
#

Here is the information under duration:

vast bane
#

you pasted the key into it unnecessarly

#

and ADD should be OVERRIDE

spice kraken
#

Is all you need

#

And what Moto said above

marsh mason
#

Thank you. Do I still need the second condition where I flag Convenient Effects?

spice kraken
#

And for the status effect, add it, no need to override

vast bane
#

wherever you got that paste from, statuseffect is add I think not override

#

right Super?

marsh mason
#

I took it directly from the readme.

spice kraken
#

Yeah, override can have weird results

vast bane
#

remove the custom duration

#

overtime should handle it

marsh mason
#

How's this?

vast bane
#

otherwise if the character rolls a random unrelated constiitation saving throw the effect is going to end when it shouldn't

spice kraken
#

If you don't have an item macro, remove this

#

Remove this

#

In the value field

vast bane
#

are they suppose to be wordwrapped or on their own lines, I always assumed they were their own lines for all the overtime options

#

maybe it doesn't matter I'm being pedantic

spice kraken
#

It doesn't matter

#

I like to have them as their own lines, no spaces after commas

vast bane
#

get rid of the special duration in the other tab though, overtime will handle it

marsh mason
spice kraken
#

StatusEffect might need to be Add, not custom, idr

#

Click the trash can on the special duration

vast bane
#

hit the trash can to the right of expires yada yada

spice kraken
#

It won't know what success is

vast bane
#

are you sure you want savemagic true?

marsh mason
#

I don't know what that means.

vast bane
#

creatures with magic resistance will get advantage on it

spice kraken
#

If it's a magical spell that adds this then it makes sense

marsh mason
#

It is a magical effect yes

vast bane
#

or if you are Dm who lives life on the wildside a creature with an ability you consider magical

#

then you should be set

marsh mason
spice kraken
#

Just make sure you're in combat

#

Then leave as custom

vast bane
#

may want to add 10 rounds to duration tab too, just incase, I always do both 60 and 10

#

60 seconds and 10 rounds

marsh mason
#

Thank you. I know nothing about coding, and I find the documentation to be overwhelming to a layperson.

spice kraken
#

You almost got it right first try so not bad at all

vast bane
#

I feel like when I don't do both, it never decrements in combat, I have a module messing with it

#

I think SC prevents combat from advancing time

spice kraken
#

I usually make the item's details tab have the duration and let the AE auto populate it

#

Works fine for me

#

I have SC, no issues for me

vast bane
#

yeah my seconds only adjust when I advance SC's time. I think I'm just cursed

#

combat rounds only decrement rounds/turns not seconds for me

#

maybe because I literally never unpause time?

spice kraken
#

You don't unpause your game?

vast bane
#

I unpause the game but not SC's time

#

I never let them play In real time

spice kraken
#

Mine is linked to smalltime

#

I don't use realtime either

#

but advancing combat 10 rounds adds 1 minute to the time so I know it's working

vast bane
#

I just mash the 5 minute increments whenever I remember to advance time

spice kraken
#

ยฏ_(ใƒ„)_/ยฏ

vast bane
#

One of many things I need to look at next time campaign is on hiatus

marsh mason
#

It seems to be working as intended now, thank you for the help!

spring dove
# kind cape Oh yeah, it is

some super weird math on it. Choosing "add" seems to multiple 5 times your value and add that. Choosing "multiply" seems to multiply the already calculated encumbrance by your value, and adds it to the max encumbrance already listed. I'm not entirely sure what's going on behind the scenes, but choosing 4.5 on "multiply" got me the correct number (base encumbrance x 3)

lucid barn
marsh mason
#

Is there a general repository for already coded effects? I want to do a Booming Blade monster-like ability.

spice kraken
#

midisrd and convenient effect. Won't have everything but a great chunk of srd content. If it's not srd, then not really

#

Other than searching if someone already made what you want in this discord or the gearheads discord

marsh mason
#

What's the gearheads discord?

spice kraken
marsh mason
#

Thanks again. I don't see an easy solution here yet.

dark canopy
foggy vigil
short aurora
foggy vigil
vast bane
#

You can yoink all the v9 item macros off those items and try to get macro polo to fix the v10 issues with them but thats very tedious

#

You can also search this discord and gearheads discord for the names of the abilities you wanna automate and often you can find what you need

#

keep in mind that some a lot macros break on v10 due to changes in the structure

spring dove
#

Anyone done resurrection sickness? The -4 to all attacks, saves, and ability checks which tick down by the 24 mark until it's gone?

#

I was using flags.midi-qol.optional.Name.check and the other similar flags for saves/attacks, but once the "bonus" is used, the effect deleted itself

violet meadow
#

Give the optional effect a count of every

spring dove
#

does Every go where NAME is?

violet meadow
#

Get the flag for .count

#

And put every in the effect value

spring dove
#

Like this?

#

thanke

violet meadow
#

Why do you use optional flags though?

spring dove
#

Is there a better flag?

green wolf
#

Like lose one every 24 hours?

spring dove
#

Lol yeah sorry

heady ridge
#

Is there a flag to bypass a specific resistance?

heady ridge
#

And I just manually upgrade their condition after a LR instead of worrying about a macro.

celest bluff
#

currently in the progress of updating to v10

spice kraken
#

@strange vine That macro won't do anything unless you have a macro for it

strange vine
#

Understood! In that case I will see if anyone has posted here before for the same thing

spice kraken
#

I don't go for 100% automation

#

So the way I would handle it is remove the save from the item's details tab

#

And put an empty AE for visual note that they have sanctuary on them

#

Then handle the save manually

#

You can make an overtime effect to even handle it on turn start if you want

#

Wait no, overtime wouldn't make sense cause you're casting it on someone who will be attacked

#

So I'd do the empty AE on the warded token (maybe even token magic fx for even more notice) and handle it manually

strange vine
#

i have not used token magic fx much but I have played with manaul AE

spice kraken
#

So remove the save on the item (you don't want a party member to save against it and not have the AE applied)

#

Then create an AE and don't do anything with it

strange vine
#

seems legit

spice kraken
#

And then just remember what it is, haha

#

Or tell the players to remember and if they forget you needed to make a save to attack and it happened and damage was dealt, tell them tough and to remember for next time

strange vine
#

I might look into making it ask me to save in the future because me and my players can be forgetful lol

spice kraken
#

They won't forget after that

strange vine
#

LOL

#

id feel a lil bad punshing my adhd riddled players for it ๐Ÿ˜„

spice kraken
#

It's part of the dnd fun, haha

strange vine
#

hehe i traumatise them enough

#

they're level 6 and i threw an aboleth at them this week

#

in any case, thank you!

green wolf
#

this may not be the right place to ask but does anyone have a good ground template for spike growth? i have so many modules and none of them have some vines in a circle template ๐Ÿ˜ฆ

opaque current
#

Yes this is a #media-and-assets question. Best bet is JB2A's recent "Entangle" animation. Closest there is that I know of.

green wolf
#

thanks appreciate it

#

im up to date on jb2a but dont have a good way to search the folders on forge ๐Ÿ˜ฆ so it's manual going lol

#

ill move to that channel

green wolf
#

Thanks!

stone pendant
#

anyone know how I can automate armor of agathys with midi?

naive zenith
#

Can someone spot check me on something. In the Workflow tab, if you have Roll a separate attack per target enabled under the Hits section, are you able to roll the Melee/Ranged Weapon/Spell attack, either from the character sheet or Token Action HUD if that's in use while no token is targeted? Or does it silently fail for you?

vast bane
vast bane
#

Yep, though @violet meadow may have a newer version of the reactive damage in a different location.

violet meadow
stone pendant
vast bane
#

Someone took Bugbears macro and retrofitted it onto AoA but I forget who, I don't think Bugbear has actual AoA setup with it, just fiery skin and fire shield

#

I only have his first iteration that I used for fiery skin in a combat encounter a while back

violet meadow
#

Yeah I don't think I have shared Armor of Agathys

stone pendant
#

yeah I tried modifying the fire shield one to sort of fit armor of agathys but it didn't work, might have just done smth wrong not sure

violet meadow
#

Share the macro here if you want and I will try... (on my phone stress ) to take a look.

north ocean
#

Hey, im playing around with Midi QoL, is there anyway to get the damage button to show on the hit result after rolling? Rather than going back to the previous chat card to click damage

#

For example, can i get a damage button to show on the same chat card as the attack roll?

spice kraken
#

Misc settings, merge rolls to one card

#

I also condense mine too

north ocean
scarlet stump
#

Can someone assist with this? How do I format a condition being applied/removed with save with the OverTime flag?

I'm trying to add the restrained condition to the black tentacles effect...I've tried using turn=start, saveAbility=con, saveDC=@attributes.spelldc, saveDamage=noDamage, rollType=save, saveMagic=true, damageBeforeSave=false, damageRoll=3d6, damageType=bludgeoning, applyCondition=restrained and it doesn't do what I expected it to (everything seems to be working, but the condition is not applied)

vast bane
#

link the first and third tab of the effect and the item details

#

and what version of foundry, midi, and dnd5e

scarlet stump
#

I'm using the existing active aura's aura as a base - so the damage part and the rest of the check work fine; I'm just trying to add the restrained condition to the existing aura. Foundry v9, midi v0.9.53, dnd5e v1.5.6

crisp bolt
#

Using midi qol in dnd5e. Is there any way to get a regeneration effect to work even if the creature is at 0 HP? Works fine at > 0 but get a message saying token is incapacitated at 0

lean stone
#

Hi there. I seem to have run into a problem with Skill Check Macros. I'm using Foundry v10 (Build 285) and DnD5e 2.0.2.

With Midi QOL enabled, macros like token.actor.rollSkill('prc') don't add the ability and proficiency bonus, instead they only roll a d20, without any bonus. As soon as I disable Midi-QOL, the boni get added again.

Tested this with only MidiQOL and its dependancies enabled. Is there a setting that I've missed that causes macros to function improperly?

snow quarry
#

Is it possible to somehow have midi qol tell how far an attack is made from? I have an item that gives +1 ac to melee attacks only

opaque current
#

For that you just set an mwak bonus instead of rwak bonus

#

Mwak= melee weapon attack, rwak= ranged weapon attack

#

Unless you want to switch back and forth like for a spear or something

snow quarry
#

Would this be under active effects? (This is for armor) ac should be 1 higher if attacked via melee

sudden crane
#

Midi also expose a method to get the distance if you need it:
MidiQOL.getDistance()

kind cape
#

On the target should work, as an AE

#

@snow quarry

spice kraken
#

not custom

vast bane
scarlet stump
#

ok let me try that

spice kraken
#

Also if you're using AA, the scene needs to be active and you be in combat

scarlet stump
#

yeah I noticed that when I was messing around with the damage part

#

mmm it's still not working - no advantage or anything else while under the effect

short aurora
#

The Restrained status condition does not have an effect unless you have another module providing that, is it applying the Restrained status effect (the icon)?

scarlet stump
#

no; I have dfreds convenient effects but the condition icon/effect is not applied

spice kraken
#

v9 or v10

scarlet stump
#

Foundry v9, midi v0.9.53, dnd5e v1.5.6, dfreds CE 2.6.1, dfreds Effects Panel 1.5.1

spice kraken
#

Export the item and dm it to me. I can test

scarlet stump
#

sure

vast bane
#

what is the point of the item macro?

#

what is the creature you are testing this with? @scarlet stump

#

the creatures standing in it

spice kraken
#

I'm helping them in dms

#

but item macro cause it's using AA to have the AE on the template

vast bane
#

is it working for you and not them?

#

I bet the creature being used to test it on has CI restrained

#

but also we can't see what they actually put in the overtime effect, there could be a misspelling or syntax error there

spice kraken
#

They were using applyCondition in the OT to apply the restrained, I fixed it

vast bane
#

why would that fail? Is restrained not setup as a status effect?

spice kraken
#

applyCondition means they needed to be restrained first in order to apply the OT, not that they need to be restrained and also have the OT

#

No restrained before spell > no OT

vast bane
#

oh so it neeeded to be a seperate effect below overtime ๐Ÿ‘

spice kraken
#

Do you know if it's possible to have 2 different save options for an OT

green wolf
#

is there a way to affect token opacity in an active effect?

vast bane
#

using dae's macro.execute

short aurora
#

Any macro can do it, Active Token Effect/Active Token Lighting can also do it in the effect if v9, I recall helping someone with that

vast bane
#

oh I think I actually meant warpgate not sequencer

lean stone
#

I seem to have run into a problem with Ability and Skill Check Macros. I'm using Foundry v10 (Build 285/286) and DnD5e 2.0.2.

With Midi QOL enabled, macros like token.actor.rollSkill('prc') don't add the ability and proficiency bonus, instead they only roll a d20, without any bonus. As soon as I disable Midi-QOL, the boni get added again.

Tested this with only MidiQOL and its dependancies enabled. Is there a setting that I've missed that causes macros to function improperly?

short aurora
#

There shouldn't be a setting that makes those skills roll incorrectly without anything affecting them

lean stone
#

It is, regardless of GM or player roles set, with every actor/token that I've tried it on so far. Thanks for letting me know, I'll open an issue on the gitlab.

short aurora
#

There recently was an update with the midi qol flags that affected skill rolls, if they're not in, I can't think of anything. Remember to export your midi qol settings and include those, that helps the dev test

lean stone
#

Yeah, actors with no flags or active effects are also affected. Thanks for the heads up, I'll make sure to include the export.

opaque current
#

How do you do the thing where they make a save at the end of every turn to remove an effect

spice kraken
#

That's an overtime effect

opaque current
#

Got any examples I can leech

spice kraken
#

Look at the overtime section of the midi readme for more info, if you have trouble setting it up then post here with what you're trying to do

#

Let me pull my hold person, 1 sec

#

Should be override, not custom

opaque current
#

OK, looks manageable

vast bane
opaque current
vast sierra
#

dwarf - poison?

#

gnome - magical effect

#

๐Ÿคทโ€โ™‚๏ธ

opaque current
#

No notable resistances, half-elf PC, vs custom "Ash Puff" effect

vast bane
opaque current
#

That is a good suggestion, but I made this PC by hand and they use custom lineage (human) so their only interesting trait is a feat

vast bane
#

If you had advantage reminder it'd sorta tell you what is giving advantage if you didn't fast forward

opaque current
#

Will test on more PCs

vast bane
#

tposney has midi insert a code when advantage or disadvantage happens as an adv reminder

#

I would check all the effects on the character, possibly have an errant wis save advantage flag

spice kraken
opaque current
#

Just a cloak ofprotection that seems to be correctly configd

vast bane
#

hold down T and roll again

#

does it highlight advantage?

opaque current
#

Other PCs also seem to roll with advantage.... maybe I spooged the effect itself

#

....

#

nevermind

#

Picked adv instead of dis on the very thing they were saving against ๐Ÿคช

vast bane
#

I do that all the time with the grants

opaque current
# spice kraken

Here's another question, why do I have this stupid tiny effects box

spice kraken
#

Bottom right corner

#

You can expand it there

opaque current
#

Only lets me expand left and right, not vertically

vast bane
#

not the main window drag

opaque current
#

Oh I see

#

God it's so tiny

spice kraken
kind cape
#

Yeah, really wish someone would make a revamp of that tab, could really use it ๐Ÿ˜…

vast bane
fringe brook
#

hi, has anyone gotten the Ice Knife Spell (dnd 5e) to run in v10? I have found some macros, but none of them seem to work. I also cant seem to get MidiQol findNearby to work

spice kraken
#

This works on v9, idk about v10

let targets = MidiQOL.findNearby(null, args[0].targets[0], 5)
targets.push(args[0].targets[0].object);
const currentTargets = game.user.targets;
currentTargets.forEach(t => t.setTarget(false, { user: game.user, releaseOthers: false }));
const newTargets = targets.forEach(t => t.setTarget(true, { user: game.user, releaseOthers: false }));
const aoeData = {
    "name": "Ice Knife AoE",
    "type": "spell",
    "img": "icons/svg/item-bag.svg",
    "data": {
        "description": {
            "value": "<p>Cold shards splash around the target...</p>",
        },
        "activation": {
            "type": "special",
            "cost": 1,
        },
        "actionType": "save",
        "damage": {
            "parts": [
                [
                    `${args[0].spellLevel + 1}d6`,
                    "cold"
                ]
            ],
        },
        "save": {
            "ability": "dex",
            "dc": null,
            "scaling": "spell"
        },
        "level": args[0].spellLevel,
        "school": "con",
        "preparation": {
            "mode": "atwill",
            "prepared": true
        },
    },
    "permission": {
        "default": 3,
    },
    "flags": {
        "midi-qol": {
            "effectActivation": false
        },
        "midiProperties": {
            "nodam": true,
            "fulldam": false,
            "halfdam": false,
            "rollOther": false,
            "critOther": false,
            "magicdam": false,
            "magiceffect": false,
            "concentration": false,
            "toggleEffect": false
        }
    }
}
const aoeItem = new Item.implementation(aoeData, {temporary: true, parent: actor});
await aoeItem.roll();```
vast bane
#

I personally do not understand why anyone who runs a ton of automation updated to v10, its stable for vanilla, not automation.

#

critical modules are bandaided in with manual edits to the modules, just wait for the official updates to them.

fringe brook
#

the args[0].targets[0] doesn't contain a token anymore, so findNearby produces an Error

#

alright, I will wait then

#

is there somewhere I can look up data structures? Of foundry generally i mean

vast bane
#

they are vital to how to use ice knife

#

if you do not setup the item and follow the instructions then the item macro fails

#

the item macro is JUST doing the aoe, and it needs the item use/roll to do the attack roll on primary target which means it needs to have its details right

#

the premade Ice Knifes in importers puts the aoe in additional damage fields, pretty much no matter how you get it, you need to edit the item so it fits what is needed for the item macro.

fringe brook
#

I mean I am already getting an error in the first line, as (apparently) args[0].targets[0] is not "of type token"

#

console.log tells me it's a "TokenDocument5e".

scarlet stump
#

v10 changes I guess

fringe brook
#

I guessed the same :/ Is there documentation where I can read up on things like that?

#

or a data structure document? where I can find out about that

scarlet stump
fringe brook
#

thank you

scarlet stump
fringe brook
#

alright, managed to fix that macro kinda

fringe brook
#

here's my version of Ice Knife (iceknife) for v10:

let targets = MidiQOL.findNearby(null, args[0].targets[0].getActor().getActiveTokens()[0], 10)
targets.push(args[0].targets[0].getActor().getActiveTokens()[0])

let fails = []
for (let t of targets) {
    let roll = await t.actor.rollAbilitySave("dex", { fastForward: true })
    if (roll.total < args[0].actor.system.attributes.spelldc) fails.push(t)
}
let damage = new Roll(`${args[0].spellLevel + 1}d6`).evaluate({ async: false })
if (fails.length > 0) {
await new MidiQOL.DamageOnlyWorkflow(args[0].actor, args[0].tokenId, damage.total, "cold", fails, damage, {itemData : null, flavor: `Ice Knife Explosion ${args[0].spellLevel + 1}d6 Cold`, damageList: args[0].damageList, itemCardId: args[0].itemCardId})
}
#

the module "ready set roll" was making the macro execute twice for some reason

static wind
#

I have an item that has a cool idea but I can't figure out how to implement. Its simple, each time someone makes an attack with it, the damage increases by one to a limit equal to the creature lvl. How the hell would I do this knowing that I have 0 idea how to code
Is there an effect or would this be a macro? facepalmpicard

kind cape
#

When would the damage expire?

static wind
kind cape
#

Should be doable, but will probably need a macro ๐Ÿค”

static wind
#

๐Ÿ˜ญ

kind cape
static wind
#

thank you, I'll try there

#

well back to here

kind cape
#

Yeah, thats on me, I'll take a look at it shortly ๐Ÿ˜…

static wind
#

thats ok, thank you anyway

kind cape
#

@static wind Should it only increase the damage on a hit or should it increase it for each swing of the weapon?

And should the 60 seconds be from the first hit or the last hit?