#MidiQOL
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The food buff is not applying, I have everything set up as you said
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
cause all my stuff assumes the effect is called um....
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
I have named it Food Buff, have also edited the macro to be sure the name macro says Food Buff
capital B is messin with ya
ok you specifically used singular on macro, theres 2 macros
theres a folder macro and an itemmacro
the macro that applies the buff is the ItemMacro
I have check both and the Capitals are all in the correct place
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 });
}
thats from the item
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
at the very bottom of this item image is the "on use" macro set to ItemMacro, make sure thats set
and make sure the drop down is Called before the item rolls
I dunno what version of midi you have but it used to be "Pre Item Roll" for drop down choice
I bet your problem is you have the items name set the same as dfreds CE
I think I have figured out the issue
the midi+dfreds automation will get in the way when they are named the same
I thought I had Midi QOL installed.... facepalm
0_o
Anyone have an automated version of having advantage on creatures not at full health before I just comprimise and do an advantage reminder message?
Nope still not working, What setting do I need in the config to get the on use macro selection?
10
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
so much automation is broken right now
I am fairly new and made the mistake of updating prematurely should have waited a couple months
I also have no clue if any of the macros I gave you work in v10
Yeah this is blood Frenzy, I released mine as a world script but could be convertered to an actor script
you will need to wait for someone like @violet meadow to login unless someone wants to use their v10 to troubleshoot what I gave you
Just manipulate the workflow
I appreciate the help so far, I have still learnt a great deal. I think on that note I will call it a night and see what is available in the morning. Thanks again
k, sorry bud, should have cleared v9 or v10 at the start
I don't do macro work well, I honestly think I'll just use an advantage reminder then
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?
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?
In Overtime effects, can you designate a specific spell to end it?
You could adjust the characters global critical hit thresholds when attacking that target. Then it will automatically adjust the damage.
If you're looking for automation. I have a macro to automate this all on my patreon.
Currently my script is only for v9, going to update it tonight for v10 after some experimentation has been completed.
v10?
yes
are you trying to use midi srd or active auras compendium items or v9 macros/premade items?
I am not
This from a macro?
Looks like its related to flanking bonus. Incidentally, I wanted to ask if there was a way to change midi's flanking bonus
Nah, it's just from rolling a weapon
with a normal attack
are you utilizing dfreds for the flanking settings?
Let me check
is the item from before v10 update and is it from a module/importer?
It's just a normal orc with a normal battleaxe pulled from ddb importer
Iโll keep it in mind, I have a janky band aid fix for it right now
(is dfreds CE v10 ready?)
drag the battleaxe from dnd5e to his sheet and try again
Importers -_-
lol
I'll just drag a different weapon in from my compendium. I'm using my RME module
er... compendium
it doesn't actually do anything
just info
I mean, dnd5e is the safe choice to make sure it works since thats the systems provided item
It's literally just a core item with different damage dice
Yeah that did it. Working now.
importer's got bunked items I guess
Importers -_-
Interesting that it came up with a flanking check error tho
I am using DFreds CE flanking
I suppose I can change the effect there if I want to customize it
We do +2 for flanking, instead of advantage
Hmm. seems that was not the case. I had another target selected and thought it was fixed, but turns out it's still busted.
Just to check, I pulled a 5e srd item and targeted the same creature. Still the same error
Just deleted the target and pulled a new one, and it seemed to fix the issue for real this time
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 ๐
I don't think cub and midi have any automation together, its dfreds that midi auto applies.
but also context helps so screenshotting the spell/active effect and such
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.
so this is the setup I was describing, trying to use 5e bless in this case
this is the effect when I ttransfer to actor on equip. it works but button doesnt automate same result
and this is using 'Apply Self Effects' module. Works! but replaces field 'force display on token' which messes up CUB's status
Why are you using force display? Isn't that just if it's not temporary?
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
when I use force display it links it to CUB's status so it can be toggled on the actor
so it would say something like: combat-utility-belt.ihfpb776ool5x0g3
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?
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
oh right, I mean the status' created like in the screenshot above. The status' you make in the condiiton lab
This image alone concerns me cause this is what bless's effect and a proper midi/dae should look like:
silly question, is it possible to use the tokens in CUBs conditon lab for dfreds?
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
are you on very old module versions?
I use both DFred's and CUB on v9.269, no issue
im on 9.280. v10 just gives me a headache
I also use both but you should only have 1 of those modules mess with status effects
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
what is your version of dae and midi?
because you definitely are missing the roll self checkbox
I swear I just updated mine and I'm not that high lol now you got me lookin
midi is very old
lol
Why are you using apply self effects module, actually? That's Midi QoL + DAE's job
so ive set up a bunch of conditions already with macros and their own status effects and everything.
your dae does not match what tposney has published are you using a fork from some other author?
I found that it wouldnt target the token otherwise. It just works for somereason with Apply self effects module. something to do with targeting probably
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
are you using multiple effect transferral modules?
Even Apply Self Effects says that Midi and DAE makes the module redundant
no not sure what that is
do not use effect transferral with dae/midi, that apply self module is probably a no no also
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
but also midi is very old
just updated midi am giving it a try quickly...
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
ok so updating midi and changing to this made it work (i think) just confirming now
also for some reason (maybe settings default) updating has now chopped off all text from features when they run
Yeah, that's a setting somewhere in midi QoL
yeah after this imma have my celebratory coffee and just not mess with it anymore...
I want to say it's the top dropdown in the misc category of the settings
I see you deleted your message but is this what you wanted?
yeah solved my own problem
it was a setting in midi to condense them
somehow i overlooked it the first time
I won't be much online for the next week or so. Roadtrip in Sicily ๐
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
Look at flaming sphere example in MidiQol sample items compendium
It uses the DAE delete uuid flag
Might be the spiritual weapon actually
That does the same, maybe it's not doable ๐ค
Hmm I guess so
I mean heck, the players knowing how many rounds they got left ain't too bad an idea, I just thought it was nifty
@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
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.
I think that might be it, thank you!
I didn't realize it would match names like that without needing to be manually linked
That's pretty cool
Oh yes it is
It's also a source of confusion sometimes ๐
But all are explained in the midi readme, linked also in the pinned messages
Well I can confirm that that definitely fixed it โค๏ธ
Now I just have to figure out why ATL won't install. Prolly out of date or something
I want my glowy sword, dammit!
Not v10 compatible yet
That's what I figured
At least officially
There is a PR that makes it compatible on ATLs repository
And with that I am off to bed ๐
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
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
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
No. It specifically states in the readme you can't do negative DR
I know but it worked in v9 and even in discord tposney mentioned it working
That it worked in v9, and not in v10 leads me to believe it was a bug that's been patched out ๐
๐ฅฒ
has anyone done an active effect for Magic weapon or the like? where the effect changes based on spell slot level used?
@gilded yacht sorry man if i waste your time, Is there a way to temporarily fix this bug while waiting for the official fix? https://gitlab.com/tposney/midi-qol/-/issues/999
Easiest way to do this would be using warp gate, to modify the weapon on the actor, since it technically only affects a single weapon and not every attack they do. So not quite AE territory I would say
gotcha, thanks
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)
Does anyone have a macro to roll the attacks of multiple identical tokens at once (e.g. conjure animals or a horde of zombies)?
Yeah, you need to turn on the buttons that show on hover, or auto apply damage. It does not have the same right click menu.
const selectedAttackers = canvas.tokens.controlled
for (let selectedAttacker of selectedAttackers) {
const attackItem = selectedAttacker.actor.items.getName("Name of the item to roll")
await MidiQOL.completeItemRoll(attackItem)
}
Gets the controlled tokens, input the name of their attack and wait for it to roll all the attacks
Not pretty but should work
in the main confugre settings iwndow for midi, there is a setting to add damage buttons to midi chatcards, and this will fix the issue where combined cards can't be right clicked for context menus
then all you have to do is mouse over the damage number and the buttons pop up.
however also, you can use the chaser damage cards for a much more informative way of doing that also.
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:
thx a lot
where is the setting to enable the bloodied effect, and to auto show the death icon?
I updated today and it did not save my settings, and I can not find where it is.
in v9 they are the bottom two most damage settings in workflow settings but I don't use v10 if they changed it.
v10
updated today
I'll look and see if I missed it
It's still there I just missed it
It's roll once then each dart deals that amount of damage
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
you could create a true statement to apply an active effect that has damage equations in it
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?
Is there a way to make damage to not be applied automatically on the target's HP?
How would I do that? 
I don't know how to roll other by way of activation condition, but if you want to evaluate it true when rolling with advantage it's @workflow.advantage afaik
Oooh, that's just a midi setting
then yeah, the above activation condition is what you want
Thanks! Iโll try it later โค๏ธ
an example is probably preset in the sneak attack midi sample items but purely a guess
nope those are all built into midi nm
Does args[0].isCritical do it as an activation condition?
they want advantage not critical
Pff cannot read
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
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?
Do you have warpgate?
Yes
Depends on your level of automation setup, but self spells should target self, what spells are you experiencing this not happening?
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.
What does your console (F12) say when you use that feature?
all of them. if i have a token selected and cast a self-target skill or spell, it casts and never prompts me to target. What's worse, if im in the middle of combat and i have my enemy targeted, the self cast spell will target the enemy instead. Currently trying to get Spirit Shroud to work correctly
Target Self but in the 3rd box.
i dont understand. my 3rd box does say self, no?
I sent the message at the same time you posted and I didn't see it
That looks like something isn't entered in the feature itself. Does it roll if you disable the itemmacro?
Isolating whether something's not set in the item (the feature) or the macro
It's trying to roll ""
Yeah, same result with no item macro
Spirit Shroud is a big AoE targetted on self, right? Does it trigger on something simpler? It looks like it's setup correctly, I have a working self feature with this setup
As in, it fails to roll even with the itemmacro disabled with the same console message? o.0
i got it to work. i changed target to sometihng else then back to self and refreshed and it worked. thanks
Show us the whole items details and if it has any active effects
but also v10 or v9?
Item card still shows up in chat, but same error whether there's an item macro or not.
snippet the whole items details to us and if theres an active effect or an automated animation
v10, probably should have specified initially
damn, alright, nm I'm tappin out. Automation on 10 is russian roullete
Oh, it's probably that empty field on Healing Formula, though
Not according to his console logs
the 2 targets looks like a bad dndbeyond import
If thats midi qol, 2 in the first target box is kinda bad
I changed that field at some point but I don't remember why, kinda forgot I did it at all
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
you changed it because the item macro does it
Is healing spirit not srd?
No, I think it's from XGtE
where did you get the item macro from?
badgers kofi?
Do you have an actual healing spirit character in the sidebar or in a compendium?
is that item macro creating an actor or a temporary item?
Or modifying an actor
Before you share it make sure its not behind a paywall
Warp Gate wiki
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
but if it is v10 ready, kudos to them
Ah, didn't think about that
I see a data.damage.parts is that suppose to be system in v10?
if its free on the wiki, paste it into marco polo and ask them if its v10 safe
I see a bunch of datas
@gilded yacht Any idea as to why MIDI would be doing this after I updated to V10?
is there a list of all workflow commands?
midi's readme is probably a good start
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
Would it be due to this highlighted portion, maybe?
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.
I still can't figure out if that macro is trying to summon a creature or make an item on the caster
What is the error in the console again?
that highlighted spot is modifying an item to be nill so that it can define it right afterwards
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.
I just do not see that macro in the wiki anywhere, is it a modded version of healing badger?
Do you have the creature in the sidebar?
Yes, it's the Badger Medic macro (https://github.com/trioderegion/warpgate/wiki/Badger-Medic) but I replaced "Badger Medic" with "Healing Spirit" and "First Aid" with "Healing". I have an appropriately named actor in the sidebar.
ok, did you ever remove the healing formula from the item?
In the item details?
yes cause thats what that error is for, the item roll is failing
its rolling not a number in a roll formula
somewhere in the attack or damage or healing or other formulas is a character its not expecting
link the details again to us
Ah, okay. I did take that out because I was thinking the macro was taking care of it.
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.
the items on the actor do not match perfectly with the modifications and wherever greetings is, is an error, probably a bad escaped line
the actual names
so whatever the ability is for healing must mismatch with the actor
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.
Probably a bad line that was supposed to be for instruction thats being parsed now
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.
All fixed now I think, thanks a ton for the help!
At the very least it's working not giving me errors lol. So I count that as fixed.
I think there's something wrong with the way midi is processing this damage.
My sword has exploding dice, rolls twice and keeps highest, adds half again strength to damage, and rerolls 1-2
The formula looks like this
{2d6xr<3, 2d6xr<3}kh+@mod+1+floor(@abilities.str.mod/2)
When the dice results are shown in chat, they are correct
However, the damage applied to target is not. It is always 7 damage (the bonuses)
It's as if it is ignoring the rolled dice, and it is only applying the bonuses
show us the item details
but also slowly add in the equation till you see the breakage
yeah that's what I'm doing
ignore the slashing damage, that's me going one step at a time with teh equation
explode on what though, if you are putting more into it I think you need to actually say X6 there\
yeah I think you can only do just X when theres nothing else after
otherwise its 2d6x6rwhatever
oh let me try that
no, that didn't fix it.
The new equation
{2d6x6r<3, 2d6x6r<3}kh+@mod+1+floor(@abilities.str.mod/2)
maybe the explode needs to come after the reroll
that weapon is ridiculous lol reroll 1's and 2's and explode on 6's?
Yes
does foundry use those symbols though, I thought I remember foundry taking them out for redundancy too
I don't even know where the dice roller wiki is, probably in a channel I muted in pins
see if it works without midi, if it doesn't, then bring it to dnd5e for more eyes on problem
Tested without midi, works fine
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
This is with no modules
kh seems to be the break
why not use max?
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
try kh1
kh1 doesn't resolve it
{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
Would max(2d6xr<3,2d6xr<3) not work?
remove the space after the comma
Done
no I wrote that same as you, I was suggesting them to do it
removing the space makes no difference
the max function does seem to work
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
I popped it in a creatures attack and I'm getting weird stuff too
oh wait nope, creature had resistance to piercing, mines working
which, with max or grouped kh?
what version of foundry are you on
10.285
Works on 9 ๐
midi-qol 10.0.11
i mean, it works on v10 foundry too, as the bug is in midi :P
I'm on the latest v9 build of midi
right
though I'm not doing any mods after the attack
it's probably an issue with midi on v10
yeah the mods don't matter really, it just affects the final result
or your creatures have weird setups
the kh group calcs to 0
does the creature have any damage immunities?
no
target creature
This happens for all targets of kh
did it with two completely fresh actors to test
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?
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
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.
the entire battlemaster setup is already premade with the other premade items for midi module if you are indeed on v9, then you could use his entire setup
๐ค 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 ๐ค
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
The thing is, my setup works, but MIDI seems to suppress the dice
@sturdy knot
Right, there's like 3 dropdowns with Self, so I didn't know which one to take ๐
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
Though even after using the right Self, I have to target the token ๐ค Using DAE and Midi, of course, I don't think any other modules affect this. Do I need to touch anything down here?
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
That makes sense, glossed over that. Thank you!
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
Check console
Error on roll:
Uncaught (in promise) TypeError: args[0].item.data.properties is undefined
[Detected 3 packages: midi-qol, lib-wrapper, system:dnd5e]
I've never actually bothered filling in those, are they needed? ๐ If so, it's a miracle I've gotten things to work before ๐
I hope this is what you meant ๐
AE Duration tab: Effect Duration (Turns) = 1
Effects tab: flags.midi-qol.advantage.attack.mwak / rwak | Custom | true
Disable all but .idi and dae
Modules?
What adds the 4th tab on the item
Better Curses, untouched on this item
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?
Foundry v9.280
DAE v0.10.24
Midi v0.9.66
Better Rolls, Roll Groups, Minimal Roll, Ready Set Roll: All not present
midi sounds really old
right click the item in the sidebar and export data and send it here
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
That's very odd, it works on another actor, but not the one that actually needs it ๐ค
does that actor have it already?
Restart foundry maybe?
I deleted it first, and reloaded the app for good measure
genuinely have never seen if this actually works, but normally I put a 1 in the fields not true
It does, I can confirm. JS is weird
what are the two actors you are using, are they npcs or player characters?
Two seperate PCs
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?
None of them have temp HP
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
5e v1.6.3, no character sheet modules as far as I'm aware, assuming those are the ones that change the layout
use find the culprit and disable all but dae, midi and its required dependencies
socketlib and libwrapper
Issue still persists
and when you roll on that actor it gives the same error you shared before?
Yes
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
that is the most rudimentary core thing midiqol can do for you, have you setup midiqol?
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
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
yep got those both down, just struggling to build the actual effect to do this
you will want special duration set to on damage applied
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
you are probably editing an owned item and having those pitfalls get in the way
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?
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
no i'm on v9
yeah I tried making the debuff on CE but idk how to make it apply that
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
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?
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
show me the image of the item details, I suspect you are a ghostbuster
Did you get this to work? If not, I think I had the same issue with a macro roll and I ended up writing a small DsN function to force the roll
yeah not sure I understood
I did not, so far I've just accepted the fate, since they can only do it once per day ๐
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
There's a midi setting of when to roll other, have you checked what you have there?
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
we don't need a macro for full automation of it
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
I'm not sure which one you mean โ do you mean the activation condition one?
It should be a drop down of when to roll other
well you have an other formula
(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
put it in versatile then
another question, is there a way to make an effect that injures the attacker? trying to automate armor of agathys
I do not delete the buttons, I think thats a bad setting to have on fyi
I wasn't even aware there was such a setting
if you aren't a full auto kinda table, removing the buttons is bad
it should be cause the condition is blank
and theres no save setup
@dull heath system, foundry, midi versions
Ah right, blank equates true
Oh you know what, put something stupid in the activation condition
Windows, 9 (269), Dnd5e 1.6.3, 0.9.76
Yeah, just write false or something that can't equal true
here's the thing: if I put false, it doesn't roll it
but it also doesn't display the "other damage" button
which is a gripe
I want to be able to roll other damage manually
From the chat card... Wonder if that button shows if you have that setting on
the button exits very shortly, while damage is rolled
and then once the damage is rolled, it disappears again
the damage button removal is in two places depending on who you are, player and GM tabs in workflow button
I'm the GM, so let's see
yep, that did it
Thank you, navigating these menus can be a pain, even a year or so in
Apologies for not responding earlier - will have a look tonight.
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).
And the stupid mod author keeps changing things - curse him
Thx m8 and sorry for opening 2 issue post on github
For the spellโs level display yes, in the past midi-qol display it, and to be onest it is very very important
ikr, tposney is suuuuuch a stupid man who definitely hasn't contributed to making my dnd game smoother and more enjoyable for years
curse that guy, he's lucky he's not in chat right now
๐
Last thing, but this is a feature request, if is possible is better if midi-qol donโt delete the saving throw button even if saving check is active, sometimes the player necessitate to make a saving throw at the end of his turn for change his condition, so it will be more useful if we can simply re-click on the button form the chat instead re-cast the spell
@gilded yacht
for those there is an overtime flag you can set that do it automatically or prompt your preferred third party
In v10 you could use overtime effects for these special combos easily
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)
Please when you talk to me imagine talking to an idiot (itโs the truth) that for more he does not speak very well English, could you explain in more detail (perhaps attaching a screen)? Iโd really appreciate it
๐
Ok I know Iโm very dumb but, where I have to set this? What about a spell like โwall of fireโ, โguardian spiritsโ or โhadarโ where every time a player end his turn (or start it) in the area effect have to repeat the saving throw?
I'd use active auras and attach the ae to the templates
That needs a combination of modules like moto said. Active auras
Yeah but if the button of the saving throw will not be deleted the problem will be solved in easy way and without to be an engineer
Yeah I am not sure when the button gets deleted. If you donโt auto roll saves, does it stay on?
Yes, it will be deleted when you active the auto check for roll saves
This is so bizarre, I made a test PC to try it, and it worked. But when I added all the stuff from the PC in question to the test PC, it stopped working again ๐ค
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)?
link the front page of that character?
How to for a similar case
actually you know now that its one of those items transferred over so make a new character from scratch, and if you are using an importer don't
That is the other relevant comment for this case <#1010273821401555087 message>
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
I've set the macro repeat to start of each turn and I've ticked transfer effect to actor on equip item . I guess this applies the macro each turn to the targets? Where do I enter the code to do 1 necrotic damage and how do I specify the range, etc?
On the necrotic aura item, put in the relevant details, like 20 | ft | creature and range blank | blank | Special so as to target all creatures in a 20 ft radius but not self.
And in the damage formula put in the damage you want, like 1 necrotic.
ah nice
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 creatureโs turn, targeting and damaging creatures in the radius as you have defined.
Ps I cannot test it, but should be working
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
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.
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 ๐คฃ let me fix that
Advanced Macros. Furnace is deprecated
Should have probably mentioned that I'm still on v9 btw
Furnance has not been not a thing, since v0.7...
Old video's / websites , saying MUST HAVE MODULES FOR FOUNDRY is my guess
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?
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?
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.
Question: Is there a way to use overtime for Temp hp to heal at every round? Much like with regeneration?
absolutely not, there is a huge NO on using ae's for temp hp
look at how midi srd does heroism for how to do each round
you should fire a macro every turn for temp hp
Thanks moto moto I'll go ahead and take a look there.
If its twilight sanctuary there is likely a macro somewhere for it and you'll need active auras(and v9)
yeah, and im guessing active aura doesnt properly work in V10 correct?
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.
I see, i didnt know that Heroism had that macro in hand.
its one of the premade compendium ones not dnd5e's
yeah MidiSRDs for spells.
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
No one has ever made an issue on github asking for "every turn" triggers. ๐
Ok, I just vaguely remember a discussion while trying to make it where neither had every turn.
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. ๐
Is it easy to add? Sure. Could I push a release with it in about 5 mins? Sure.
OverTime Effects does support Temp HP..
All it takes is a github issue. ๐
Is it even possible to somehow get the current combatant turn's token for a macro?
I'm signing up for github now!
Look at dnd5e helpers. Either the v10 branch or the main. I have tons of combat query helpers
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.
I thought it already did that now? Didn't it?
I don't have access to a v10 build but last I checked they both only gave source and target turns
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.
@scarlet chasm Are you trying to do Twillight Cleric Channel divinity?
@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.
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.
I have a working twilight sanc if you need. You need to be using Active Auras and CE
Yeah I have one as well Fayne, thats why I asked ๐
@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.
Now I went through the mourning process this morning when I saw something about how dndhelpers was being sunsetted, did I misread that?
Right, I forgot ๐
Badger's trying to get more people hooked to increase the odds someone will adopt it
No .. You didn't. I made an initial attempt, but the refactor was too large for my available bandwidth
Refactor??
use a ti-82
It needs a ground up rewrite to create a "modding platform" for which I can easily plug in the growing number of sub modules
We sent men to the moon using ti-82!
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
That should be very easy to do with MIDI OverTime effects
@kind cape yeah i figured but its for Temp HP instead of actual hitpoints.
yeah overtime is pretty heckin powerful. I highly recommend learning its ins and outs, even for more than just what you're currently doing
if you had the ae do a macro to apply the hp it should be ok
then add the overtime effect into it too
@kind cape So i am left wondering how to make Temp hp to add +1 to its temp pool too.
Damn everyone just running from dnd5e for some reason
Oh, well thats gonna need a macro, for the sole reason that by RAW temp HP does not stack
Lol "some reason" ๐ ( done with off topic, sorry)
@kind cape Ah i didnt know it doesnt stack, then it will be easier to alter the feature then.
is there one? is it me? ๐
honestly, I run such a homebrewed version of it, it's barely recognizable. Of course when I ask how to implement those homebrew options, I'm often met with "why" instead of "how" lol
Rules as written temp hp is overwritten with whatever one is higher
(if you choose)
@vast bane I believe i learned something new today~ Thanks Moto moto~
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
Actually ๐ค This might still be possible with just a OT effect
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
can OT fish a current value, then apply +1 more than the current value?
of temp hp I mean
This will do what you want @scarlet chasm
yes I see the typo
@kind cape Oh wow! its that simple?
Should be yes
turn=start,
damageType=temphp,
damageRoll=1+@attributes.hp.temp
Wait....what happens when you do -999 temp hp?
I'll give it a shot
oh heck, it's so simple even I should have thought of that. I was way overanalyzing it lol
I bet you could do a ghetto twilight sanctuary with that overtime effect if you did current temp hp-999+new formula
Same
It was this message of yours that made me realize that an OT was possible ๐
teamwork makes the dream work baby
Why ghetto?? OverTime + Twilight works fine ๐ค
if you use active auras it does
Not sure how you would do it without AA ๐ค
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
Yeah, temp HP in a normal AE is a bad time, but OT handles it nicely
if you are giving temp hp to a token via an ae, then that is the cardinal NO about temp hp
honestly there's so much aura stuff in 5e that AA is indispensable. highly recommend getting it installed
OT even makes sure to only apply the new tempHP if its more than the old one
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
Any thoughts on why this wouldn't be granting +2 to received melee attacks? Am I using the wrong attribute keys?
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.
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 ๐ฎโ๐จ
Just to be 100% clear, temp HP in normal AEs = bad, temp HP in overtime effects = perfectly fine
Ignore this. It is being applied, its just hidden in the dice roll.
that should be automated and showing up on the token as its targeted for an attack if you have midi+dfreds ce
yeah it is. it just doesn't show in the roll, only in the tone
total*
Its adding to the bonus option in the to hit, so yeah its masked in the advantage/normal/disadvantage popout as just @bonus
yeah it's here
that is very strange behavior
are you crossing streams?
whats your versions?
Actually, why even do it that way? If its modding the target, just lower the targets ac instead
Well it technically only applies to some attackers.. ๐ค I would probably make it a positive buff instead tbh, but a grant works as well
because this only applies to melee attacks not all attacks
this is actually intended https://gitlab.com/tposney/midi-qol/-/issues/737
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).
I wonder why though, if a target is beign harassed from all sides, shouldn't ranged attacks also apply to this?
thematically there's people in the way i would guess?
i dont like flanking granting adv so i changed to a +2 mod. flanking has always only applied to melee attacks though
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
to be clear, you didn't change flanking, you changed flanked
yes. i prefer applying it to the unit being flanked instead of all the units flanking
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)
where is the auto flank setting?
MISC or Optional settings I think
It gets weird with larger tokens though. Part of the reason I didn't stick with it
ah experimental
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
https://foundryvtt.com/packages/variant-encumbrance-dnd5e has a setting for it :>)
Variant Encumbrance + Midi, a Module for Foundry Virtual Tabletop
But it also does a lot of stuff ๐
A midi type module doing a lot? Unheard of, haha
yeah im not loving it. it only checks once. so if I move away it still has the flanking bonus
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)
yeah i have it up and running
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)
The DM can modify effects in TAH too if I recall
I have this. afaik, you can't change the modifier for calculating encumbrance per actor or per size cat. Ideally per actor would be most beneficial.
I feel like you have a very odd goal in mind ๐
Indeed I do
Is that from grimhollow?
It's from my own Revised Adventuring Equipment
I've seen this before but I can't remember where, Lair Magazine?
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 ๐
oh lord lol
It wouldn't be perfect, if you are using the variant rules for encumbrance, but it would be a step closer
true. might be something to pitch to the 5e guys
is carrying capacity not exposed as an attribute to modify?
oh is it?
I'll be damned system.attributes.encumbrance.max
can add the modifier there
neat
Oh yeah, it is
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.
Thanks @vast bane
Here is the information under duration:
your paste has the wrong stuff in effect value
you pasted the key into it unnecessarly
and ADD should be OVERRIDE
Thank you. Do I still need the second condition where I flag Convenient Effects?
And for the status effect, add it, no need to override
wherever you got that paste from, statuseffect is add I think not override
right Super?
I took it directly from the readme.
Yeah, override can have weird results
How's this?
otherwise if the character rolls a random unrelated constiitation saving throw the effect is going to end when it shouldn't
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
get rid of the special duration in the other tab though, overtime will handle it
StatusEffect might need to be Add, not custom, idr
Click the trash can on the special duration
hit the trash can to the right of expires yada yada
It won't know what success is
are you sure you want savemagic true?
I don't know what that means.
creatures with magic resistance will get advantage on it
If it's a magical spell that adds this then it makes sense
It is a magical effect yes
or if you are Dm who lives life on the wildside a creature with an ability you consider magical
then you should be set
I don't get an option for add on this, only custom.
may want to add 10 rounds to duration tab too, just incase, I always do both 60 and 10
60 seconds and 10 rounds
Thank you. I know nothing about coding, and I find the documentation to be overwhelming to a layperson.
You almost got it right first try so not bad at all
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
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
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?
You don't unpause your game?
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
I just mash the 5 minute increments whenever I remember to advance time
ยฏ_(ใ)_/ยฏ
One of many things I need to look at next time campaign is on hiatus
It seems to be working as intended now, thank you for the help!
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)
how can I check the v10 branch? Thanks
Is there a general repository for already coded effects? I want to do a Booming Blade monster-like ability.
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
What's the gearheads discord?
Thanks again. I don't see an easy solution here yet.
Welp, turns out I never pushed it. It's non functional anyway -- just the very core framework. I'll be back in about a week if you are interested in a project
nice, thanks!
Didn't know DnD helpers got a 10 version. Good to know. ๐
Might wanna read the message two messages above ya :p
Haha, yep, catched that after posting. ๐
For V9: Midi SRD, More automated spells, feats, and items(name may be off), Midi sample items compendium from Midi qol itself, and Dfreds CE
For v10: Dfreds CE and Midi sample items from midi qol maybe, I have not heard if those got fixed for v10 yet.
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
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
Give the optional effect a count of every
does Every go where NAME is?
Why do you use optional flags though?
Is there a better flag?
What do you mean tick down by the 24 mark
Like lose one every 24 hours?
Lol yeah sorry
Is there a flag to bypass a specific resistance?
This is my Rez Sickness w/o the optional flags. IDK if there's a mechanical difference but if something doesn't work try this instead.
And I just manually upgrade their condition after a LR instead of worrying about a macro.
I also have a patreon full of various automations and growing. I have booming blade as an on hit.
https://www.patreon.com/crymic
currently in the progress of updating to v10
@strange vine That macro won't do anything unless you have a macro for it
Understood! In that case I will see if anyone has posted here before for the same thing
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
i have not used token magic fx much but I have played with manaul AE
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
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
I might look into making it ask me to save in the future because me and my players can be forgetful lol
They won't forget after that
It's part of the dnd fun, haha
hehe i traumatise them enough
they're level 6 and i threw an aboleth at them this week
in any case, thank you!
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 ๐ฆ
Yes this is a #media-and-assets question. Best bet is JB2A's recent "Entangle" animation. Closest there is that I know of.
thanks appreciate it
im up to date on jb2a but dont have a good way to search the folders on forge ๐ฆ so it's manual going lol
ill move to that channel
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anyone know how I can automate armor of agathys with midi?
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?
It is really complex and kinda ugly but I know theres a fireshield macro setup out there that could be utilized for this. Its a bugbear macro. it was in a thread post with my name on it but I can't find it
i'll try to find it
#994929221182959616 message is it this one
Yep, though @violet meadow may have a newer version of the reactive damage in a different location.
I will be away till Sunday so I cannot do many things. Let me see if I can find an updated version
would really appreciate that because this one seems to be throwing errors for me ๐
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
Yeah I don't think I have shared Armor of Agathys
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
Share the macro here if you want and I will try... (on my phone
) to take a look.
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?
Thats exactly what i wanted, thank you
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)
link the first and third tab of the effect and the item details
and what version of foundry, midi, and dnd5e
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
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
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?
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
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
Would this be under active effects? (This is for armor) ac should be 1 higher if attacked via melee
Midi also expose a method to get the distance if you need it:
MidiQOL.getDistance()
Change it to override
not custom
overtimes should be set with override
ok let me try that
Also if you're using AA, the scene needs to be active and you be in combat
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
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)?
no; I have dfreds convenient effects but the condition icon/effect is not applied
v9 or v10
Foundry v9, midi v0.9.53, dnd5e v1.5.6, dfreds CE 2.6.1, dfreds Effects Panel 1.5.1
Export the item and dm it to me. I can test
sure
what is the point of the item macro?
what is the creature you are testing this with? @scarlet stump
the creatures standing in it
I'm helping them in dms
but item macro cause it's using AA to have the AE on the template
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
They were using applyCondition in the OT to apply the restrained, I fixed it
why would that fail? Is restrained not setup as a status effect?
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
oh so it neeeded to be a seperate effect below overtime ๐
is there a way to affect token opacity in an active effect?
with a sequencer macro yes
using dae's macro.execute
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
oh I think I actually meant warpgate not sequencer
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?
If it's happening on all actors and they don't have an effect with a midi qol flag or something, I think that just sounds like a bug and should be made an issue on the gitlab for midi qol
There shouldn't be a setting that makes those skills roll incorrectly without anything affecting them
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.
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
Yeah, actors with no flags or active effects are also affected. Thanks for the heads up, I'll make sure to include the export.
How do you do the thing where they make a save at the end of every turn to remove an effect
That's an overtime effect
Got any examples I can leech
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
OK, looks manageable
absolutely no modules running? Just socketlib, libwrapper, and midi qol?
Any idea why my PC is making the save with advantage? ๐ค
No notable resistances, half-elf PC, vs custom "Ash Puff" effect
Improper fey ancestry flag, imo it should be an advantage reminder at best
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
If you had advantage reminder it'd sorta tell you what is giving advantage if you didn't fast forward
Will test on more PCs
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
Check if they have any other AEs active
Just a cloak ofprotection that seems to be correctly configd
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 ๐คช
I do that all the time with the grants
Here's another question, why do I have this stupid tiny effects box
Only lets me expand left and right, not vertically
wrong thing, if you look at the actual effects box there is a tiny widdle thing you can drag
not the main window drag
Yeah, really wish someone would make a revamp of that tab, could really use it ๐
I hear this alot ๐ฆ
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
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();```
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.
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
read the messages before and after this link:
#macro-polo message
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.
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".
v10 changes I guess
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
the release notes for the first stable v10 https://foundryvtt.com/releases/10.283 has some info on the changes and the foundry wiki has all the data structure documentation
The official website and community for Foundry Virtual Tabletop.
thank you
https://foundryvtt.com/api/v10/index.html here's the full v10 API documentation
Documentation for Foundry Virtual Tabletop - API Documentation - Version 10
there has to be a separate one for the dnd5e system though, probably can find it from here https://github.com/foundryvtt/dnd5e
alright, managed to fix that macro kinda
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
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? 
When would the damage expire?
after 1 minute or when the character is unconscious
Should be doable, but will probably need a macro ๐ค
๐ญ
Ask in #macro-polo, they are very helpful ๐
Yeah, thats on me, I'll take a look at it shortly ๐
thats ok, thank you anyway
@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?