#MidiQOL

1 messages · Page 9 of 1

celest bluff
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You'd create a unique item on the caster, then create an item on the target.. the item created on the target would have an on use macro which would have a DAE effect to will launch on preRoll. You'd have the on use macro run on promise and scan the canvas for a token with specific item and roll it. The caster item would have a dialog box, get the current combatant, find the targets workflow and update it. The end part might require the world script.

torpid kestrel
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Has anyone came up with a good mechanic using midiqol and or DAE for poison, where the damage should decrease by one die after each successful save?

dense rune
spice kraken
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Not really, that would need a macro

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Or maybe you can use @stackCount

celest bluff
#

I'd make a number of stacks on a flag within the active effect, then have a DAE macro with each. Each time have it reduce the flag on the active effect by 1

#

getProperty setProperty

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can make AE effect with a flag like flags.midi-qol.poison.stacks custom number

short aurora
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So I don't know how you place your summons on your map, but I'd create a feature that slaps down a template with this macro on use, then macro in the summoning as well

// find our allies
let alliedTargets = args[0].hitTargets.filter(i => i.data.disposition == 1);

// buff them, remember to do some checking if they have greater temp hp then not update, I'm lazy
for (const allyTarget of alliedTargets){
    await allyTarget.actor.update({ "data.attributes.hp.temp": 7 })
}

// delete the template made by the feature since the duration is tied to the summon and it's only there for letting the player know who they hit
await canvas.scene.templates.get(args[0].templateId).delete();```

I could have sworn that midi qol had a method to let features only hit allies, but I couldn't find it, so I just macroed it instead
spice kraken
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Is this a homebrew feature/spell or wotc thing?

short aurora
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this is spirit totem from druid of the shepherd

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bear

kind cape
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Shepard totem babyy

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Such an annoying one

short aurora
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xanathar's

spice kraken
#

👍

kind cape
#

But I just remembered something

spice kraken
short aurora
#

don't do it fotoply, don't remember

#

does that place a template? you have a certian cast range

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certain cast range from a point even

spice kraken
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Oh no, that centers from a source, so I have an actor for the sprit totem and cast it from that

kind cape
#

Its alright, turns out I was misremembering 😂 Thought I had seen someone already make macro for all 3 tokens, I was wrong

spice kraken
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OR you could use Active Auras

celest bluff
#

from the wording sounds like they get the temp hp once

spice kraken
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Yeah, the aura would be for the adv stuff

celest bluff
#

so when you spawn them, can have it find the item on the spirit then roll it

celest bluff
#

would be allies / special

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the amount healed should be easy to setup

spice kraken
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Easy if it's being used from the source actor, haha

dense rune
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but if you use it from the source actor you need to do it manually right?

celest bluff
#

well we're creating the actor from warpgate, just grab it then

dense rune
#

can you trigger a spell/item/feature from a macro?

celest bluff
#

sure, just find and roll/use it

kind cape
#

MidiQOL.completeItemRoll(item) will trigger a roll of the item

short aurora
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Yeah, so optimized solution for me - generic totem actor, Warp Gate macro with;

  • dialogue of which totem
  • crosshairs that show a 30 ft radius template around its' crosshairs
  • mutate with the chosen totem effects
  • run similar macro like above but with details from Warp Gate for the effects that come on spawn
  • enjoy
kind cape
#

Now I am tempted to writea warp gate macro for this, but I'm so tired that I suspect it's gonna end up janky 🙃

dense rune
hybrid raft
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Any way to invert flags.midi-qol.grants.attack.success.all/rwak

kind cape
#

I mean.. step 2 should be handled by MIDI if you set the item to be 30 feet ally special, put it on the totem and then run it 🤔

hybrid raft
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sucess become fail

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attacks at range miss automatically wind stuff etc

dense rune
celest bluff
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this is grabbed from Kandashi's template create

let maxGrid = canvas.grid.size >= 84 ? 84 : canvas.grid.size - 3;
let range = await canvas.scene.createEmbeddedDocuments("MeasuredTemplate", [{
  t: "circle",
  user: game.user.id,
  x: tokenD.x + canvas.grid.size / 2,
  y: tokenD.y + canvas.grid.size / 2,
  direction: 0,
  distance: maxGrid,
  borderColor: "#FF0000"
}]);

then when you want to delete it. await range[0].delete();

#

just change the sizes to define the max range

kind cape
dense rune
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But when you place the totem you need to see who is going to get the HP bonus

short aurora
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It's for placing the totem itself, its' "upon summon" effect would be nice to know who it affects when it drops

kind cape
hybrid raft
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Dont belive so

spice kraken
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Only one I see is for source actor, not a grant one

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So you could make an aura that targets everyone and not the source actor

kind cape
hybrid raft
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Was going to try it but it would mess with targeting combatants not in the wind

dense rune
celest bluff
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sure it will

dense rune
celest bluff
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You don't define a template, let the macro do it

dense rune
#

oh oh oh I got you know

#

I am going to try! Thank you so much for the help you are amazing @celest bluff @short aurora @kind cape @spice kraken !!

tawdry sail
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Heya, is it possible to sync up the help of two actors at a damage level? Say whenever actor 1 takes damage, it applies it to actor 2, and whenever actor 2 takes damage it applies it to actor 1

short aurora
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If it's the same actor sheet, you can just drag two tokens out, else you need a world script

tawdry sail
#

I am happy to write my own macros, just wondering if MIDI has any functionality I can leverage.

tawdry sail
kind cape
#

I mean, this sounds suspiciously like Warding Bond 🤔

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Just a 2-way version

dense rune
kind cape
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This is the flag that the Warding Bond example uses

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It basically calls the macro whenever there is a change in the actor

short aurora
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That's essentially what world scripts do, you attach a script to a hook, hooks are called when x happens (like update actor), and... That seems to be exactly what that flag does

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If it goes both ways though, that sounds like a good way to crash your server

tawdry sail
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Yeah easy way into infinite recursion

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I would probably need to set a global flag and unset when updating the corresponding actor

sudden crane
dense rune
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can you just call MidiQOL.findnearby in the macro without importing anything?

sudden crane
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No need to import anything, it’s part of the MidiQOL exported functions. Here is its signature:

export function findNearby(disposition: number | null, token: Token | undefined, distance: number, maxSize: number | undefined = undefined): Token[]

tawdry sail
dense rune
sudden crane
# dense rune Thank you hahaha (I know 0 javascript)

You just need to pass the disposition, I think 1 is for allies, then the token from which to compute the distance, this should be available the token variable, then the distance, the last param is optional (I think it’s if you want to limit to token of a certain size)

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This will return an array of tokens which were found

tawdry sail
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Attempting to use the onUpdateTarget throws me an error custom effect flags.dae.onUpdateTarget details incomplete. Any ideas what that means?

narrow saddle
#

@spice kraken did you want me to take a screenshot?

spice kraken
#

Yes please

narrow saddle
spice kraken
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V9 or v10?

narrow saddle
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V9

vast sierra
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Just as a side note ... isnt restrained just a better version of grappled (more negatives, so applying grapple has no real mechanical effect)?

spice kraken
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Lol, yup

narrow saddle
vast sierra
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I just ask, instead of spending an hour to get both conditions on, just make them restrained 🙂

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(change priorities?) as random thought, so both not same

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so make one 15 the other 20.. shouldnt matter, but .. 🤷‍♂️

spice kraken
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I've always preferred using macro.CE, yes you get more icons, but I like that. Means there is more info

narrow saddle
spice kraken
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Then I would use macro.CE for this

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Or if you want (kinda redundant) just make the item have the effect keys and values of both of them

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That's what I did with Hold Person because at the time I didn't know about macro.CE and don't care enough to delete and add back

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You could also do this

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2 separate effects

narrow saddle
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I have created two separate effects in the same effect item (tendril) and that has worked. Even though Mythanos is right in this situation, grapple is particularly redundant.

I am now going to play about with macro.CE. 🙂 Then fall asleep on the keyboard.

vast sierra
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test effect, applies both conditions

spice kraken
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Yeah, status effect can't be used under the same AE, so you would need to make a second one (even if they have different prios)

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At least in v9

vast sierra
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Im on v9, and it just did? 😛

spice kraken
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(╯°□°)╯︵ ┻━┻

spice kraken
vast sierra
#

yea

spice kraken
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I was saying status effect

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macro.ce does

vast sierra
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Oh, i get what your saying now

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yea, i was showing you could just macro.CE it, and it could apply as many as you like (pending saving throws) .. misunderstood at first

spice kraken
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All good, there was a lot of back and forth

narrow saddle
#

OK thank you both, just tried it also with macro.CE and it works perfectly, adds the tendril icon to the token and grapple and restrained, however I like it like that.

Appreciate your help. 🙂

spice kraken
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Np, when tendril is removed, the other 2 will be as well

dense rune
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Hey! (Just one more question hehe) after calling to warpgate.spawn() how can I get the Token object that spawned so I can reference it and call it with MidiQOL.findNearby()?

sudden crane
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@dense rune
Warpgate returns an array of token ids, so you could use it to retrieve the token with
canvas.tokens.get(returnValueFromWarpGate[0])

vale sierra
#

I could have sworn I saw the Goliath ability Stone's endurance already set up...

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Currently it's functions like a heal. IE: Goliath takes 9 points of damage : 18-9=9 then stone's endurance rolls 14 so 9hp+14=23...

short aurora
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You could probably use the Deflect Missiles example that's in the sample items for that, will need a bit of tinkering, has a macro with it for "throwing back" but you can get rid of that

vale sierra
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Not having any luck with that.

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Next issue. I have a barbarian with Divine Fury: Radiant. How do I add the +1d6 radiant to his first attack in a round

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I've got it set to do it for every attack, but I need it for just the first attack.

spice kraken
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Set the expire condition after rolling damage

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It's under special duration

bright wren
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I'm little bit dumb, I am trying to set up the midiQOL Divine Smite for my players to use with ease, when I roll it from their spells- I am only given a description of the spell

It mentions the item macro feature which I am not really aware of and am unfamiliar with macros in general

is there a simple way to give my players a clickable Divine Smite where they don't have to do homework and make macros?

sudden crane
sudden crane
bright wren
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I am clicking the roll button beside the spell itself in the Spellbook

sudden crane
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If you open the console (F12), do you see any errors?

bright wren
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Haha yes

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I should note I am using V9 of Foundry

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but this worked in the past and I don't remember updating anything

sudden crane
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Maybe an update to MidiQOL and this item was not updated… I will take a look to see if I can find quickly the problem

bright wren
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Thank you!

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I would update to V10, but I have reverted to V9 after attempting it and realizing my favorite modules weren't compatible

sudden crane
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Which version of midi do you have?

bright wren
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0.9.51

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My Divine Smite says it's 0.8.9 in the item name though (before I renamed it)

sudden crane
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It just means that it probably has not been update since that version of midi.
When you reverted to v9, did you used your v9 backup of your data directory?

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Also, the latest v9 midi is 0.9.81

bright wren
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but I am not sure how to install it

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is there a JSON manifest url I can use anywhere?

violet meadow
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Why don’t you install or update it through foundry’s modules system?

bright wren
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I think it would update it to a version that is made for V10 of Foundry, right?

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@sudden crane had mentioned the last supported version was 0.9.81

violet meadow
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Nope. If you are on v9 foundry, midi will update to the latest v9 compatible version

bright wren
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Oh, well that's great, thanks

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Unfortunately though, after updating my Divine Smite is still not functioning properly

violet meadow
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Same error?

bright wren
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as an image

sudden crane
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I just tested it on v9 and it works

violet meadow
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Does it have a damage formula, the midi version?

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What’s undefined before the length in that error code?

bright wren
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I don't believe it has a damage formula

violet meadow
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Oh I see another rolling module present

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What is that auto roll option?

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Is that from the Better Rolls successor?

bright wren
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Hmm, let me hunt down which module could be messing with rolls

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I have Better Rolls for 5e installed but disabled

spice kraken
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Do you have MRE installed too?

bright wren
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Ah yes

spice kraken
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Don't have any other roller modules other than midi

bright wren
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hehe unfortunately disabling that hasn't fixed my issue, but I will try to hunt down some conflicts

violet meadow
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Find the culprit module helps. Keep MidiQOL and dependencies active in the first step and see when it breaks

bright wren
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Alright, so only MidiQOL, Item Macro, socketlib and libWrapper are active

violet meadow
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Check item macro settings. Make sure options 2 and 3 are not selected

bright wren
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I don't have anything checked for Item Macro

violet meadow
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Hmmm. Click on utils.js:110 on the error and check what’s undefined in that line

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That’s on the console error

bright wren
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while (partPos < rollTerms.length) {

violet meadow
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Unfortunately that’s the extent of what I can troubleshoot at this time.
If you want copy paste the item macro here and I will take a quick look

bright wren
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Understood! I am grateful for your help so far

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I'm not sure how to copy paste the item macro if I'm being honest, I'm clicking this directly from the spellbook

violet meadow
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On the title bar of the spell, there should be a small icon for item macro

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You should be able to see the macro in there

bright wren
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let target = canvas.tokens.get(args[0].hitTargets[0]?._id);
let improvedDivineSmite = args[0].actor.items.find(i=> i.name ==="Improved Divine Smite");
let numDice = 1 + args[0].spellLevel;
if (numDice > 6) numDice = 6;
if (improvedDivineSmite) numDice += 1;
let undead = ["undead", "fiend"].some(type => (target?.actor.data.data.details.type?.value || "").toLowerCase().includes(type));
if (undead) numDice += 1;
if (args[0].isCritical) numDice = numDice * 2;
let damageRoll = new Roll(${numDice}d8).roll();
if (args[0].isCritical) damageRoll = MidiQOL.doCritModify(damageRoll)
new MidiQOL.DamageOnlyWorkflow(actor, token, damageRoll.total, "radiant", target ? [target] : [], damageRoll, {flavor: "Divine Smite - Damage Roll (Radiant)", itemCardId: args[0].itemCardId})

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scope: global
type: script

violet meadow
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That’s an old macro!

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From which MidiQOL smite version is this one?

bright wren
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Ooh! I found Divine Smite - no macro - mq 0.9.23

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didn't know there was a new item!

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it's working, thank you!

violet meadow
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Now that makes sense 😅

bright wren
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Sorry, I prefaced this all by saying I'm a bit dumb!

violet meadow
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Nah we are all learning as we go!

bright wren
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thank you @sudden crane @spice kraken @violet meadow you're all the best 🙂

vale sierra
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Has anyone figured out how to apply automatically apply the damage from hunters mark?

spice kraken
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I think Crymic has one on their patreon

sudden crane
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There is also one in the midi qol sample compendium

gilded yacht
vast bane
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I am hosting for a wizard who has sculpt spells and I cannot for the life of me instruct them properly on how to sculpt their spells

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I think my template/target settings are interfering, I thought they were suppose to pretarget the safe people and then cast the spell normally but its not sculpting anything

vast bane
# kind cape Did you give them the flag?

Thats my mistake ok, I did give them the flag but I thought I was being smart in putting it on the sculpt spell item, but I forgot to set it to transfer on equip so it was never active

kind cape
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😂 Happens

dense rune
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Does Foundry have a foundrystackoverflow-like page? 😂

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I'm trying to use the MidiQOL.findNearby() function but It's not working for disposition 1 (friendly). Any ideas?

When I use canvas.tokens I can see all the tokens in the canvas

these are the concrete params => MidiQOL.findNearby(1, canvas.tokens.get(summoned[0]), 10, null)

BTW I have at least one friendly token

latent spade
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can better help here then

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what is summoned[0]

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because if that isnt the id of a token that part is probably where it breaks

dense rune
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summoned[0] is coming from await warpgate.spawn(totemActor.name, {}, {}, {});

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and the function MidiQOL.findnearby works when the disposition parameter is set to null

kind cape
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What is the disposition of the summoned token?

latent spade
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right, warpgate retuns the tokenDoc, no?

dense rune
kind cape
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The findNearby does it relative to that. E.g. if you do disposition 1 on a -1 token, it will find "allies" of the the token, so it will find others with a -1 disposition

latent spade
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ah no i am mistaken... bleh it is token ids, sorry!

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and yeah that is the problem

kind cape
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From the docs, MIDI uses the disposition passed in as follows, which is confusing because its not the same as normal 😂

@param {number|null} disposition. same(1), opposite(-1), neutral(0), ignore(null) token disposition

dense rune
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omg that was the problem

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you have the answers for every question wtf you are amazing

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this community is crazy good

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thank you again 🙏

celest bluff
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CONST.TOKEN_DISPOSITIONS.FRIENDLY

dense rune
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Btw I am trying to fully automatise the Spirit Totem feature, (finally I finished with the bear totem) but I am running out of ideas to automatise the hawk spirit. Any ideas? I was thinking about using a world script but I don't even know how to start... Should be something like this, right?:

  • Attach the world script to an event that triggers when a creature makes an attack roll (IDK the event, I'll find it out)
  • Check if the enemy is in range of the totem
  • Prompt a reaction pop up to the caster of the totem to ask if the want to use their reaction (Only if they have the reaction available)
  • Apply advantage to attack roll

Problem here is I don't know how to get actor and the target of the attack (and of course stopping the roll until the totem caster decide if they want to use the reaction or not)

Am I over-complicating this?

Note: Unicorn totem seems even more complicated to automatise because you need to check if the spell is a healing spell and then add to that healing some dynamic amount

kind cape
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Hawk advantage is extremely complex to setup, I personally have written that off as "won't bother" long ago.

Unicorn is actually not that difficult, since it only happens when the original caster of the totems uses a healing spell. So you will want to place an "onUse" macro on the caster, and then check if a healing spell was used. Then you can just use normal item flow to heal all ally targets within 30 feet of the totem

dense rune
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Oh true Unicorn only grants the + healing if you are the caster not for everyone inside the circle

dense rune
kind cape
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Hawk would be decently doable if it did not require the caster to use their reaction

dense rune
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yep yep the reaction part is the part that is messing up the whole thing

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but I think it's still doable

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I think it's worth the try because it's one of the main skills of this type of Druid so having this automatise could be a huge relief for players

kind cape
dense rune
dense rune
kind cape
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It would be on the Druid

dense rune
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But actors can't have macros right? only items

kind cape
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Midi adds "OnUse" macro's, which can reference either a world macro or an item macro

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But which are on the actors

dense rune
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oh so I can just create an item to hold that macro and then call it from wherever I want?

kind cape
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Or put it in the world scope yes

vast bane
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fyi, those macros are hard to keep track of so don't put weird ones in there you forget about later lol

vast bane
#

on the vanilla sheet

dense rune
vast bane
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So theres item on use macros and actor on use macros, I have yet to have a need to use actor on use ones, but Bugbear asked for me to test one once and forgot it was there

kind cape
vast bane
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had multiple sessions where a players sheet was doing weird shit till I remembered that thing was in there

dense rune
kind cape
#

Here is how I have a +1 Moon sickle (that is actually a staff) setup

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I need it because moon sickle says:

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

dense rune
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and the moontocuhed macro is stored in the item right?

kind cape
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In this case I stored it in the world scope

dense rune
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how do you store it in the world scope?

vast bane
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does that actually heal? flavor is moon touched not healing?

kind cape
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But you could just replace the AE value with ItemMacro.+1 Moon-Infused Quarterstaff if you want to use an itemMacro

dense rune
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This is so complex...

kind cape
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My players apply it themself, so I use the flavor to let them know where it came from 😛

vast bane
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Ok, was gonna say I think it would damage if it was automated

kind cape
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The window that opens up will allow you to create macros that are just per-world

dense rune
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ohhh nice and this ones can be used from anywhere then right?

kind cape
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Yeah

vast bane
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when you normally do an items on us emacro and always typed ItemMacro in that field, instead you can put those folder macros name in them and they fire(make sure the players have permissions to folder macros if they will be using them)

kind cape
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World macros are convenient if you don't expect the item to move between worlds, or if you like me constantly tinker with the macros and you don't want to update all the copies of the items 😅

dense rune
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I think I'm starting to understand it

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so if I want to create a macro that is not provided by any object I need to create a world macro

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So in this case I have my unicorn totem actor which has as a passive effect a unicorn totem effect

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The effect should execute a macro stored in the world macro folder

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Did I get that right?

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And this is used to trigger macros when the actor does something in concrete ->

kind cape
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OnUse macros will trigger whenever the actor they are on use an item

dense rune
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I don't get the difference between "Actor on use macros" and "Item on use macros"

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And as my Unicorn Totem Effect is an Aura it will propagate that macro to the affected aura tokens right?

kind cape
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Item on use are when that specific item is used
Actor on use is when ANY item is used, by that actor

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Also not sure why you would want to put an on-use on the targets with Unicorn, unless I misread how that totem works 🤔

vast bane
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the on use that was screwing up my player was an on use macro that would reactively damage the player whenever they attacked anything

dense rune
vast bane
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have to know how to write macros to be able to pull off those actor on uses

dense rune
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so if you are not in the totem's area you shouldn't be able to amplify your healing

kind cape
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The effect says:

In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Which can be read one of two ways:

  1. If the owner of the totem (the druid) casts a healing spell
  2. if anyone inside the area casts a healing spell
vast bane
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have the totem apply an effect to the actors, and then have those actors do special things if they have that flag on them

kind cape
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I've always gone with interpretation 1

vast bane
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I'd check the errata fotoply, they rarely leave stuff that way

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is that shephard druid?

kind cape
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This should be post-errata 🤔

dense rune
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I got a 3rd interpretation

  1. If the owner of the totem (the druid) casts a healing spell
  2. if anyone inside the area casts a healing spell
  3. If the owner of the totem (the druid) casts a healing spell while in the totem's area (the target doesn't mind if it's inside or outside the area)
kind cape
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But it never specifies that he has to be inside, everything else that requires that ends with while in the aura

dense rune
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But then it doesn't make sense... Then you will get the healing bonus forever

kind cape
kind cape
dense rune
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true, you are 100% right

kind cape
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Also has the added bonus of being a lot easier to implement 😂

dense rune
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YES!

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THAT'S WHY I WAS GOING CRAZY

vast bane
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its if the druid casts a spell

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you have to look at this in the context of the book they are in lol

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and not look at it like an active effect in foundry lol

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the You in a chapter about YOUR class is you

kind cape
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Always good to make sure everyone is on the same page when trying to implement 5e effects into Foundry 😅

dense rune
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I just need to add a effect to the actor that is linked to the duration of the totem

vast bane
dense rune
#

This is my first ever macro and I think I picked the worst case ever

vast bane
#

Honestly quite impressed that XGE has so little errata for a book about everything

kind cape
#

What I would do for unicorn is:

  • On summon create an effect on the druid that lasts for 1 minute, which has an on-use macro
  • On the effect add an additional flag that saves the UUID of the totem summon
  • In the on-use macro check if a spell is being cast (see above moon touched example)
  • If it is, use the UUID to figure out what creatures are nearby, and cast a simple item spell that gives them healing, with the creatures as target
dense rune
kind cape
#

Not quite sure waht you mean

dense rune
#

On summon create an effect on the druid that lasts for 1 minute, which has an on-use macro -> Here you mean that the effect should execute a macro, but I am wondering where that macro should be stored

vast bane
#

If I were doing this with advantage reminder I would create a heal macro for the additional healing amount that has no target limits, and set it as a document link on the druids damage(healing) popouts

#

then you can leverage the human brain to discern the aura radius

torpid kestrel
#

I was trying to set up an overTime effect and as a test and not having any success getting it to do damage, so I equipped and attuned the midiqol sample longsword of wounding. When I hit with it I get a button which allows me to apply the active effect, but as I cycle through the turns no DOT is being applied. I'm assuming I must have something configured wrong in midiqol. Any ideas?

dense rune
torpid kestrel
vast bane
#

Versions of dnd5e, foundry vtt, midi qol, and if any of the following modules are present: Better Rolls for 5e, Roll Groups, Minimal Roll Enhancements, Ready Set roll

#

Also the readme for midi if you go to it and just ctrl F for "Overtime" he has a nice lil section with examples for how to set them up with most of the current options available for the effect. Much better than trying to copy a sample item.

torpid kestrel
vast bane
#

ok what are your versions?

torpid kestrel
vast bane
#

9.66 sounds old or wrong

torpid kestrel
#

FVT = 9, Dnd5e=1.6.3

vast bane
#

I'm on 9.81 of midi so you are on an old build, if your versions are also old, are you the DM or the player?

torpid kestrel
#

DM

vast bane
#

ok are you sure you are attuned to the item?

torpid kestrel
#

Yes double checked

vast bane
#

do you have dae installed?

torpid kestrel
#

Yes

vast bane
#

version?

#

what is the creature you are hitting with the sword?

torpid kestrel
#

DAE 10.24

#

Ape

vast bane
#

ok is he saving?

torpid kestrel
#

No save triggered

vast bane
#

cause an apes got a decent con

#

ok thts your problem then

#

you are trying to use automation without automated stuf

#

you are not going to get much out of midi if you don't have a save prompter, either midi, Monks token bar, or LMRTFY

#

in midi's setttings there is a section in the workflow button>workflow tab for saves

torpid kestrel
#

Do you have a recomendation?

vast bane
#

I use monks token bar, but anything other than NONE is a good answer

#

once the players are set to prompt you should be good but that tab also has the setting for auto applying AE's you mentioned that you got a button to apply the effect, theres an auto apply setting in there in the Specials section

torpid kestrel
#

Yup, I checked and it was defaulted to LMRTFY which I don't have installed. Moved it to chat, so I'll give it a try.

vast bane
#

if you want to make your own overtime effects, I recommend the readme, it has a better set of info on what you can do with overtime

sudden crane
# dense rune yeah I think that the Hawk advantage is quite complex but I think as well it's a...

You would definitely need a world script for that one.
There is module World Scripter to facilitate that.
In your world script macro you would need to register a hook: ```js
Hooks.on(“midi-qol.preAttackRoll", handleHawkSpirit);
async function handleHawkSpirit(workflow) {
// check if it’s an attack on a target in the aura
….

The tricky part would be to trigger the reaction from the caster. Midi exposes a socket lib function “chooseReactions”, you could invoke that on the user of the caster. I did something similar but with completeItemRoll for Flames of Phlegethos. :
```js
await MidiQOL.socket().executeAsUser("completeItemRoll", player.id, data);
kind cape
#

Hmm thats an interresting function, didn't know MIDI was exposing that

dense rune
#

await MidiQOL.socket().executeAsUser("completeItemRoll", player.id, data); -> is this triggering the reaction or is it triggering the reaction pop up?

sudden crane
# dense rune But you don't really want to force the trigger of the reaction in the caster rig...

It is triggering an item use, I was just using that ha an example. I haven’t tried to call chooseReactions yet.
But I just realized that this would probably not work, because midi only support a reaction on the target…
So for now the only other way to deal with it would probably to use https://foundryvtt.com/packages/requestor
To pop a dialog to the caster…

dense rune
#

Am I missing something? The console log does not show in the console...

kind cape
#

Like this, but replace Moon Touched with your macro name 😛

dense rune
#

T_T now working

#

maybe is not "on-use" because it's just an effect executing a macro that is not linked to an Item, so there is no Item to "use"

kind cape
#

Well its whenever another item is used

dense rune
#

ahhhh whenever any item is used

sudden crane
kind cape
#

That is true, but in this case there is no original item 😉

dense rune
#

so if I cast a spell/whatever the macro should be executed

sudden crane
#

A spell, an attack, a feature…

dense rune
#

okay then I have a problem because it's not triggering the console log

#

hahaha

kind cape
#

You are missing a phase

#

So try out with ,all for now

#

That should make it trigger ~8 times

#

The passes are these if you want it to be more specific

   preItemRoll: Called before the item is rolled (*)
    templatePlaced: Only callled once a template is placed
    preambleComplete: Called after all targeting is complete
        preAttackRoll: Called before the attack roll is made
        preCheckHits: Called after the attack roll is made but before hits are adjudicated
        postAttackRoll: Called after the attack is adjudicated
        preDamageRoll: Called before damage is rolled
        postDamageRoll: Called after the damage roll is made
    preSave: Called before saving throws are rolled
        postSave: Called after saves are rolled
    damageBonus: Called when computing the actor damage bonus but the macro is only called when the specific item is rolled
        preDamageApplication: Called before Damage Application
        preActiveEffects: Called before applying active effects
        postActiveEffects: Called after applying active effects
        all: Called at each of the above

dense rune
#

oh, so that is the second parameter

#

thank you!

pallid shard
#

Is there any way to specify an effect that applies: flags.midi-qol.disadvantage.attack.all for only specific targets OR for all targets except 1?

sudden crane
pallid shard
#

Cool, still on v9 though

dense rune
#

Am I doing something wrong here? Just wanted to use MidiQOL.findNearby but doesn't look like it's getting the nearby allies (disposition already checked)

if(args[0]["itemData"]["type"] === "spell" && args[0]["itemData"]["data"]["actionType"] === "heal") {
    let totemToken = game.actors.getName("Unicorn Totem Actor").getActiveTokens();
    console.log(totemToken[0])
    let allies = MidiQOL.findNearby(null, canvas.tokens.get(totemToken[0]), 10, null)
    console.log(allies)
}
kind cape
#

Try let allies = MidiQOL.findNearby(null, totemToken[0], 10, null)

#

You already have a token object, no need to fetch it again from the canvas

dense rune
#

oh true true my bad

#

But know I am getting this

kind cape
#

What code?

dense rune
#

let allies = MidiQOL.findNearby(null, totemToken[0], 10, null) this one

#

looks like can't access disposition attribute, but I just checked the token object and it has that property

Btw: the photo is the actual code of the findNearby function

kind cape
#

🤔

#

It works on my machine 🤔 Were on you V10?

dense rune
#

nono

#

I am on v9

kind cape
#

Okay good

dense rune
#

Do I need to upgrade to v10? 😱 please say no

kind cape
#

Nah, mine is on V9, just wanted to confirm, cause there are some differences

dense rune
#

This is the full code of the macro

if(args[0]["itemData"]["type"] === "spell" && args[0]["itemData"]["data"]["actionType"] === "heal") {
    let totemToken = game.actors.getName("Unicorn Totem Actor").getActiveTokens();
    console.log(totemToken)
    let allies = MidiQOL.findNearby(1, totemToken, 10, null)
    console.log(allies)
}
kind cape
#

You are missing a [0] in the findNearby

dense rune
#

where(?)

kind cape
#
if(args[0]["itemData"]["type"] === "spell" && args[0]["itemData"]["data"]["actionType"] === "heal") {
    let totemToken = game.actors.getName("Unicorn totem").getActiveTokens();
    console.log(totemToken[0])
    let allies = MidiQOL.findNearby(1, totemToken[0], 10, null)
    console.log(allies)
}
dense rune
#

OH okay makes 100% sense

#

which editor do you use to create the macros?

kind cape
#

90% of the time I just use the Foundry one cause I am lazy. When I create more advanced ones I plop it into Webstorm, but tbh its only cause I have it already. If I didn't I would just use Visual Studio Code

dense rune
#

do you use any plugins so the editor autosuggests you the available Foundry api functions?

kind cape
#

Nope, should probably look for what kinda tools there are 😂

dense rune
#

that would be amazing haha imagine having all the functions available in the IDE instead of looking through documentation hahaha

kind cape
#

https://github.com/League-of-Foundry-Developers/foundry-vtt-types is what you want, tho I don't usually work with JS for my day job, so not sure what plugin you would need in VS Code to read tsconfigs. But I am convinced that they exist! 😛

GitHub

Unofficial type declarations for the Foundry Virtual Tabletop API - GitHub - League-of-Foundry-Developers/foundry-vtt-types: Unofficial type declarations for the Foundry Virtual Tabletop API

#

Of course this only deals with core functions, so anything added by say MIDI will not show up

dense rune
#

yeah but just accessing data classes to see how actors and other things are structured is already amazing

#

thank you I will install this right away hahaha

spice kraken
#

Don't think that has a v10 version

dense rune
spice kraken
#

Yet

dense rune
swift kettle
#

Would love any type of help 🙂

kind cape
#

What does the damage formula look like on that item?

swift kettle
#

Sadly not on my pc right now, but I believe it’s a multiplication formula : 3*1d10

celest bluff
#

Change it to 1d10 * 3, or (1d10)*3

loud portal
#

I am looking to implement a spell where when the caster is damaged, it procs thorn damage against the attacker. I have DAE and MidiQoL, does anyone have advice on how to program the thorns damage?

spice kraken
#

Change to reaction damaged and target the attacker before rolling the ability

celest bluff
#

no need to target

spice kraken
#

Wouldn't you need the target to damage them with the reaction ability

celest bluff
#

it will automatically target

spice kraken
#

Reaction Damaged auto targets the attacker?

celest bluff
#

yes

spice kraken
#

The more you know

celest bluff
#

well if not defined

loud portal
#

How would that work if I wanted to make something similar to Armor of Agathys? I want to have it last while temp hp is greater than a threshold, but I want it to be concentration based (the concentration part is easy obviously)

#

What you've described is a feature, but I would think I need a spell

celest bluff
#

You would need something more complicated for armor

#

I have some prototype macros for it

violet meadow
celest bluff
#

lemme see if my last build still works not

#

hmmm I'll have to rewrite it a bit of it

#

I can just recycle my relentless macro

spice kraken
#

Anyone have a Lay on Hands macro, specifically for healing, idc about the conditions part). I found one but needs warpgate (don't have it and prolly not gonna get it) and doesn't work for the healing

#

v9

celest bluff
#

yup mine

spice kraken
#

Patreon or free

celest bluff
#

both are free

spice kraken
#

Oh bet, ty

#

Is that v10 only?

scarlet chasm
#

Hey guys Sugar here! gotta ask if there is a way to have an Alternate Damage type for weapons for V9. I have some weapons that use different damage type on some weapons (Mostly Swords) that can switch between Piercing or Slashing. But for some reason when it somehow does both Piercing and Slashing and am left really confused. It never did that before.

spice kraken
#

Or specifically that feature is v10 only

celest bluff
#

it supports v10 but will work in v9

celest bluff
scarlet chasm
#

@celest bluff Is that what it is called a promise Dialog?

#

@celest bluff So your saying i can do something in the terms like this? [piercing]2d12r1+@mod in the versatile box of the weapon then?

celest bluff
#
let whatever = await new Promise((resolve) => {
      new Dialog({
               // dialog stuff here
            }).render(true);
});
#

then resolve(damage type here)

#

whatever will equal out to it whatever is placed within the resolve

scarlet chasm
#

^ that up there is a macro correct?

celest bluff
#

yeah

spice kraken
celest bluff
#

would be an on use macro

scarlet chasm
#

im sorry i dont understand macros like at all.

celest bluff
#

uhh lemme see if I have something written already

#

yup, it doesn't use uses

spice kraken
#

Same issue with just the item importing and not changing anything

celest bluff
#

cause uses sucks for lay on hands

#

read patreon post

spice kraken
#

Ahh, resource slots

#

I misread it

loud portal
#

So, I'm realizing I need to learn macros, where would I find the 'Hunter's Mark' macro referenced in the 'Hunter's Mark' spell from MidiQOL Sample Items?

short aurora
#

You get a new button on items that can see macros attached to them, it's there without being visible if you do not have the module

loud portal
#

I have Item Macro installed, but I'm clearly blind and not seeing a button

#

Found it!

#

Feeling dumb now...

short aurora
#

's all good. You don't need to embed your own macros into items, it just makes it neater for porting between compendiums (and then worlds or other games through modules)

loud portal
#

I appreciate the assistance

#

I'm running through the macros of different examples now

#

Is there a recommended wiki/article to learn what some of the specific fields mean?

north ocean
#

Any idea why NPC's are not rolling saving throws? Seems to work for player characters. Basically, i get the prompt after clicking the saving throw, but then it does nothing.

loud portal
#

Also, is there any way to change the duration of a spell based on the level it's cast at? I assume a macro is the best bet?

spice kraken
#

Maybe you can use @item.level

vagrant wharf
#

is there any eta on when the default items like summon undead or hunters mark will be working again?

celest bluff
#

I haven't tested my hunters mark on v10

lean lichen
#

Hey I am trying to add in a damage reroll effect and it works except that the added max damage from crits isn't working. For now I am fixing it by adding in the damage it should have from crits as extra crit damage. I talked over with a friend and he said we have to use a midi function to do it instead, does anyone know of how to do that? Here's an image to show the function I am using

#

To help with this, the feature I am trying to make work in foundry is similar to the Savage Attacker feat.

vast bane
lean lichen
#

Huh? Not sure, I am just an assistant since I know the homebrew we are using better.

vast bane
#

Well did you just install midi now? Just trying to rule out module conflicts is all. Midi does not play well with Roll Groups, Minimal Roll Enhancements, Ready Set Roll, or Better Rolls for 5e.

#

Midi has a setting to max crit dice, so it shouldn't need any strange handling

lean lichen
#

We have had midi for some time now.

#

The issue I think is Midi can't see the 2d10s because they are under max(,).

vast bane
#

Why do you have max there?

lean lichen
#

The player has a feature that lets them reroll damage and take the higher of the two. Basically he would roll 2 sets of 2d10 and take the better result.

vast bane
#

is the weapon just 2d10+mod?

#

shouldn't that be kh?

#

max would max the dice no?

lean lichen
#

No, it doesn't, it takes the maximum value out of the two numbers you give it, those numbers being dependent on the dice. I looked around in here and saw that kh wasn't working, where it would ignore the dice values. Also I tired kh and it still wouldn't work with crits.

#

Kh does work but it doesn't fix the issue I am seeing.

#

As I said the friend I am helping said that it needs to be done in midi, so I am asking if there's anything in midi that lets you roll 2 sets of dice and take the higher result.

vast bane
#

Sorry, I guess I'm just not following, maybe someone else can chime in who gets what you are trying to pull off

celest bluff
#

Why the max 2d10 2d10? Why just roll 4d10kh2

#

Or is the aim just 1 number out of each pair?

#

Check your console, you probably have invalid math

spice kraken
#

4d10kh2 isn't the same mathematically though

celest bluff
#

hmm default system does seem to support it, but damage formulas may not

vast bane
#

could they put it in an active effect and have the damage formula ignored?

#

or is it the same math issue?

#

then again crit wouldn't be handled

stone pendant
#

hey question, when I use monks token bar for save throw calls in the chat, there's this button that allows you to basically manipulate the results but it doesn't seem to be changing anything in regards to the total damage applied after the save fail/success (should be halving the damage depending on the outcome) is there anything I can do to fix this or is this button irrelevant?

#

if the result naturally is a failure it will half the damage but when "fudging it" with that button it doesn't really do anything

vast bane
#

I'm unfamiliar with such a button for monks

stone pendant
#

yeah just a moment

#

so basically this, I can manually click the X if I want

vast bane
#

I'm loading my world, afaik that button just shows you the breakdown of what they rolled

stone pendant
#

yeah but you can definitely click it, was wondering if it would be possible to use it to fudge things

#

not to really fudge per se but I can find it useful for like legendary resistances etc

vast bane
#

I'm not a fan of fudging, but fyi, the DM can fudge a monks roll by rolling privately till they like the result and then using the grabber button to attach it

stone pendant
#

grabber button?

vast bane
#

the fist looking button before a roll is made in that very window

stone pendant
#

yeah I can see it but I don't really get how you can roll multiple times, even if I have it set to blind gm roll it seems to make it public

vast bane
#

Bottom right hand/fist icon here

loud portal
#

So, I'm trying to make a spell like Spirit Shroud, then modify the hell out of it, and I can get it to apply the extra damage to attacks, but I need to scale the damage. When I get the spell level to scale the damage though, it is based on the spell attack that triggers the damage, not the "Spirit Shroud" type spell I cast earlier. Is there a decent way in the SS macro to pull SS's level, and not the Eldritch Blast that triggers it later? I can provide any screenshots required

vast bane
#

roll privately to yourself, when you see one you like, then use that button and click on the one you like

stone pendant
#

oh I think I get what you mean

vast bane
stone pendant
#

ok nvm I don't get it 😢

#

I think I did get it but it doesn't seem to be working for me

vast bane
#

you left click the first, then left click ANYWHERE on the chat card of the saving throw you like

#

fist

stone pendant
#

yeah think I did it

#

thanks 🙂

vast bane
loud portal
#

SS Macro is:
const version = "1.0";
try {
let damageType = "necrotic/radiant/cold";
const spellScaling = args[0].spellLevel;
const diceMult = args[0].isCritical ? 2: 1;
return {damageRoll: ${diceMult}d6[${damageType}], flavor: Spirit Shroud: ${spellScaling}};
} catch (err) {
console.error(${args[0].itemLevel.name} - Hex ${version}, err);
return {}
}

#

And it applies an effect to the caster:

vast bane
#

bare with me I have a 16gb ram exe running while trying to alt tab over to help you

#

Its just bonus damage right?

loud portal
#

So, currently when you hit an enemy it triggers the damage, I just need to scale it based on what SS is cast as

vast bane
#

instead of running a macro, just do dmg bonus and put in an equation using item.level

#

Here is another premade items example of utilizing the spells level to add an effect:

#

its just a matter of finding the damage bonus key that you want

#

then whatever the scale math is for spirit shroud

loud portal
#

I've used that type of scaling before, but is there a way to set the damage type for SS at that point? When I just add it as bonus damage, it adds it as the same type as the triggering attack

vast bane
#

yes, and midi now is alot more flexible but it would be something like +(@item.level*1)d10[necrotic]

#

always put a plus at the beginning, I'm stupid

#

then just setup the duration of the ae, and attach it to the spell to apply when the item is rolled(not on equip)

#

if you are editing an owned item beware of the quarks and bugs associated with effects edited on actors

loud portal
#

k, I got the spell working, just need to get the scaling working

#

I assume my formating is incorrect: +(floor((@item.level-1)/2))d8[necrotic/radiant/cold]

#

I'm looking to subtract 1, divide by 2, and round down

spice kraken
#

Why are you having multiple damage types?

#

I don't think that would work

loud portal
#

It didn't seem to have an issue with that, but I removed it anyhow, still the same issue

spice kraken
#

The reason I think it's not right cause of the damage application. How would it interpret that for resistances/vulnerabilities

#

Let me try and recreate it in v9

#

Are you using any macros with it or just the AE

loud portal
#

I found the issue, I didn't have a space after 'item.level', and it didn't like that

#

I added the space and it works properly now

#

Looks horrible in the logs, but it works

#

Is there a way to prompt the user as to the damage type? SS could be necrotic/radiant/cold

spice kraken
#

Easiest way, make 3 different versions of the feature/spell

#

Or use a macro

#

Or maybe the optional midi flags will work

vast bane
#

I actually am unsure if the ae method is going to be the way to go now that I think about it, it only rolls it once right? When the AE is applied. So it will always be the same bonus damage amount.

loud portal
#

AE?

#

The way I have it seems to roll new each time

#

Btw, if I want a macro to reference a specific spell, or the specific level that spell was cast at as mentioned above, is there a way to grab that?, or store a variable long term, outside a specific macro?

spice kraken
#

Active effect

north ocean
celest bluff
#

nope, module conflict?

orchid hound
#

could be a settings issue. make sure npc are set to make saves. Generally, i let them auto roll saves for npcs. makes things a little faster

north ocean
north ocean
orchid hound
#

let me check

vast bane
#

workflow button>workflow tab>saves

#

three drop downs, 1 for players, 2 for DM I think or something

#

if you uninstalled the module that its set to, then the saves won't auto resolve

orchid hound
#

i have it set to auto, no prompts for me

vast bane
#

I do MTB cause I have slowly begun to automate a bunch of my monsters and I use advantage reminder alot

#

so I need to see the popouts

orchid hound
#

i have started to use MTB as well over LMRTFY

vast bane
#

I swear I changed my delay setting

spice kraken
#

Just curious, why MTB over LMRTFY

orchid hound
vast bane
#

the macro save function in MTB is pretty dope

#

also, like for tool rolls, MTB is really fast to get a tool rolled, players often can't find it in my games so I just slap the request roll button and select their tool there way faster.

#

so really the reason I use it is to slim down on modules, LMRTFY is redundant if I already use MTB for a TON of stuff

#

Its not that its not good, its just cause MTB does more

#

I'm a 2 birds with 1 module kinda guy

orchid hound
#

I use MTB to see stats at a glance, and can use that to call for rolls, so no real need for another module to do it.

spice kraken
#

Fair. What about saves, is there a way to purposefully fail a saving throw? I fast forward rolls so advantage reminder or things like that can't help where you add a massive negative mod

vast bane
#

you can also fudge with the grabber

spice kraken
#

I don't see myself ever removing ff

vast bane
#

you can roll independently whispered to yourself as the DM, and then use the fist button on the MTB prompt and select the roll chat card you like that you whispered

#

you can hold down T while clicking MTB's prompt and manually roll for that one instance

#

I wonder if there is a shortcut to auto fail in mtb...hmmm

spice kraken
#

There's a module paired with lmrtfy to do it there

spice kraken
#

Mostly for OT effects

#

Since v9 doesn't have the actionSave or whatever it is

quartz lance
#

label=Regenerate,turn=start,damageRoll=1,damageType=healing,condition=@attributes.hp.value > 0 && @attributes.hp.value < @attributes.hp.max

How do I change the bit in bold so it stops when character hits 50% HP

violet meadow
#

Divide by 2 after .max

#

Does that work?

spice kraken
#

Also you might wanna use ## instead of @

violet meadow
#

Also check the condition Vs applyCondition from the docs.

#

I haven't used it so I am not sure which one is correct.

#

And @ should be fine if it's a feature on a monster.

If you want to "cast" regenerate on someone else, the ## is the answer as Super said

vast bane
#

So Condition Immunities, if I preset all my attribute drain npcs and hp drain npcs with a specific naming scheme for their abilities, if I use that naming scheme as a condition immunity, that means those active effects fail to apply right? Midi applies them inactive yeah? Or does CI only work with actual status effects?

celest bluff
#

dunno if midi respects condition immunities, you may need to macro it in to detect it. can always test it out with a dae effect

#

like for turn undead, I check for features which give resistance or even immunity

quartz lance
#

I'll try /2. Thanks 🙂 It's a character feature so hopefully @ will work.

vast bane
#

I just setup the circle of mortality two part macro linked here above, and it occurred to me, I have had this house rule where all healing explodes at our table. And dice so nice does not give us a trigger for only heals, so I have wanted for the longest time to have a sound effect play when a healing spells dice equation explodes. Couldn't this be done taking what the Circle of Mortality macros did above?
#1010273821401555087 message

quartz lance
#

Hmm it seems the regen effect causes the hybrid transformation to end. Any idea why?

violet meadow
quartz lance
#

Regen is part of a package of abilities granted by Hybrid Trans. Over or under having it takes off the feature at the start of the turn

violet meadow
#

If they are imported by DnD beyond importer for example, asking in Mr.Primates discord might be better

quartz lance
#

Its a Convenient Effect, it grants an attack bonus, AC bonus, DR and now regen.

spice kraken
#

Add + to these

#

Make sure to always use + in the effect values. Without it, if you have 2 bonuses that both add 1, it'll be +11 instead of +2. You will see ++2 but that's normal. You want that

unkempt cypress
#

what is the effect that adds bonus to saving throw?

#

this is deprecated

spice kraken
#

Not at my pc but it's something like data.bonuses.saves.check or something like that. Key word is bonuses

spice kraken
violet meadow
#

data.abilities.dex.bonuses.save

violet meadow
# quartz lance

Alright! So what happens? When does the Hybrid Transformation effect stop working?

#

Does the AE get deleted?

vast bane
#

Doesn't Leo's ae image look off to you guys?

#

My duration has this:

#

oh wait thats probably rest/recovery nm

unkempt cypress
#

thanx

quartz lance
violet meadow
# quartz lance

Can you try using flags.midi-qol.OverTime instead of the same with .regenerate?
I have never used that and not sure about whether it works like so or not. I am testing now in v10

#

and also applyCondition instead of condition in the effect value

quartz lance
#

@violet meadow You're a star. It was the .regenerate throwing a spanner in the works.

violet meadow
#

@gilded yacht MidiQOL v10.0.11 and v0.9.81 if you have an OverTime effect, like flags.midi-qol.OverTime | Override | turn=end, label=name of the effect, removeCondition=true (or whatever removeCondition that evaluates to true)
AND the player clicks on End Turn in the combat tracker, the effect will not get deleted.

If the DM changes the combat turn the OverTime effect gets deleted.

Issue added: https://gitlab.com/tposney/midi-qol/-/issues/1010

gilded yacht
gilded yacht
violet meadow
#

You would need @abilities.cha.mod without the extra data

marsh crescent
#

isn't it +@abilities.cha.mod?

#

If I recall from the active-aura's example.

nimble grail
#

thanks, it worked! only that the icon is not displayed on the token

violet meadow
#

If you use DAE and Custominstead of Add, you don't need to use the + in the +@abilities.cha.mod

violet meadow
nimble grail
#

thanks 😄 For the 20+ icons Pathfinder: Kingmaker vibes my player loves so much 😄

nimble grail
#

One more question though. Since this is an aura, shouldn't the effect automatically add to nearby characters?

dense rune
#

Hi! What is the recommended way to modify the current HP of an actor from a Macro?

I was asking this myself, because if I just change the value using something like "actor.update({ "data.attributes.hp.value": newHp})" maybe I will be ignoring some effects like Chill Touch no HP regen effect.

Same for advantage and disadvantage. Maybe there is a spell that is granting advantage while the macro is granting disadvantage, the result should be normal rolls but if I use the code above I'll overwrite it with out taking into account this type of situations.

nimble grail
#

Sounds like you're trying to macro things that are best handled manually...

nimble grail
#

hmm, but it's already installed and activated... diggin deeper

#

ok, Auras only in combat... need that one off I guess

dense rune
nimble grail
#

But I bet there are macro wizards here who can somehow help you with the automatization. You would need some flag applied by chill touch on the target to start considering that though

#

as for disadvantage, there are already flags for that

#

i think the flag you're looking for is called no-regen, seen it somewhere

dense rune
dense rune
#

I will take a look on that thank you

violet meadow
nimble grail
#

thanks for catching that, updated to 10 already

#

now is there a data property for condition immunity? i want aura of devotion

#

so charm immunity effect

#

got it 😄

violet meadow
north ocean
dense rune
violet meadow
dense rune
violet meadow
#

and Foundry version?

swift kettle
#

so my previous problem still persists, midi refuses to roll damage on magic missiles for some reason

#

the calculation for the damage is 3*(1d4+1)

violet meadow
north ocean
swift kettle
#

this also breaks up casting then, becasue when I choose to use it at a higher spell level it doesnt do it

violet meadow
#

Can you test without it?

swift kettle
#

nvm I found a bypass to this
still yhx 🙂

north ocean
#

It was "Chat card rolls DnD5e"

violet meadow
north ocean
#

I totally forgot it was there tbh 😭

dense rune
#

Hey quick question, Has MIDIQOL any option to detect attacks of opportunity and show a prompt like the reactions?

kind cape
#

It does not

loud hollow
#

I am trying to make an Activation Condition similar to a Smite, show below:
['undead'].includes('@raceOrType'),which will target Large or larger sized creatures and give a +2 to Attack rolls against them.
Does @data.traits.size help with this at all? or am I barking up the wrong tree?

violet meadow
#

Just a sec to double check in Foundry.

violet meadow
#

So is this +2 when attacking with a specific item, a feature on a specific actor? Something more general like a homebrew rule?

loud hollow
#

It just adds a +2 against Large or Larger creatures.

violet meadow
#

So a feature for all attacks made by a specific actor, correct?

loud hollow
#

Correct, yes, sorry.

violet meadow
#

Melee/ranged weapon or spells too?

loud hollow
#

just Melee weapons.

violet meadow
loud hollow
violet meadow
#
  1. Create a feature on the sidebar.
  2. Create a DAE on the feature, with:
    a. Transfer to actor on item equip checked on the details tab of it,
    b. an effect: flags.midi-qol.onUseMacroName | Custom | ItemMacro.Name of the feature,preAttackRoll and change this to the actual Name of the feature.
  3. In the ItemMacro of the feature copy paste this:```js
    if (!args[0].targets.length) return;
    const sizes = ["tiny","sm","med"];
    const targetsize = args[0].targets[0].actor.getRollData().traits.size;
    if (!sizes.includes(targetsize) && args[0].macroPass === "preAttackRoll" && args[0].item.data.actionType === "mwak") {
    const effectData = {
    "changes":[
    { "key": "data.bonuses.mwak.attack", "mode": CONST.ACTIVE_EFFECT_MODES.CUSTOM, "value": "2", "priority": "20" }
    ],
    "disabled": false,
    "duration": {
    "startTime": game.time.worldTime,
    },
    "icon": "icons/skills/melee/strike-dagger-white-orange.webp",
    "label": "Melee attack bonus depending on size",
    "tint": "",
    "transfer": false,
    "flags": {
    "core": { "statusId": "" },
    "dae": { "specialDuration": [ "1Attack" ] }
    }
    }
    await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: actor.uuid, effects: [effectData] });
    }
4. Drag the feature on the character sheet 😅 

(*ps: make sure that options 2 and 3 in ItemMacro settings are off to be able to use it with MidiQOL effectively*)
#

I repurposed the code from another I had made already, so don't mind the ["tiny","sm","med"]. If the size is not any of these it ~~will ~~ should apply 😛

Test it and let me know

spice kraken
#

The good ol' !=

#

I really wanna learn js but I just have no time 😭

violet meadow
spring dove
#

Alright, so how have people set up Sneak Attack with midi to automate it?

violet meadow
spice kraken
bright wren
#

Hey guys, I'm using the MidiQOL + Warpgate Spiritual Weapon

#

I've managed to have it spawn the Spiritual Weapon actor on cast, but when I attack with the actor, I am told that the actor is incapacitated

#

(also I would love a way for the token to not be animated, it's rather distracting)

kind cape
#

Set the sphere to have 1+ hp then it will not be incapacitated

#

And pretty sure the default flaming sphere macro with warpgate from MIDI is not animated 🤔

spring dove
vast bane
#

I'm still looking for a way to make a sound play when a healing rolls the highest value on a single dice in a roll formula. I feel like its possible in midi as Circle of Mortality macro does alot of things similar.

#

It also only needs to happen when 5 actors do it so it could even be an actor on use macro

kind cape
#

Let me take a stab

bright wren
vast bane
#

we tried this morning with hooks, but I think we all got lost in the concept of exploding dice but really all we need is, is it a healing roll and then did any of the dice land on the highest face

#

If both true, play sound.

kind cape
vast bane
#

But I did learn from the work this morning cause I realized you need to put the explosion option in the scaling of spells too, not just the main formula

bright wren
kind cape
kind cape
vast bane
#

I feel like everyone trying to help me, myself included, during that were all remoting to their server and all working in cubicles lol.

bright wren
#

the last one that's compatible

kind cape
vast bane
#

Yeah Freeze and I had noted we were at work when we first started, I did appreciate everyone helping.

bright wren
bright wren
#

and attempt to cast the MidiQOL spell

vast bane
#

So the circle of mortality macro way above that someone made, it works with exploding dice, uniquely. Instead of endlessly looping, something in foundry stops it from looping past 2 explosions, I like it, and want to call it a feature, not a bug, but is there anyway this could be harming server performance hitting an endless loop fault on every healing made on a downed creature by a specific player?

#

Eh, this is probably a question for the devs of foundry

dark canopy
#

Foundry supports infinite explosions and exploidng once.

#

x and xo

#

Anything else is probably handled specifically by the macro

vast bane
#

circle of mortality is a mechanic that will auto max the dice of a healing formula on a specific target, dead ones, and with the healing formula set with 1d4X, it explodes twice and then throws an error in the console, I assume stopping an endless loop.

kind cape
vast bane
#

I had originally planned to ask here if it threw crazy errors with exploding dice but it seems to reliably constantly just solve itself by throwing the error after the 2nd explosion, which I feel is a great tradeoff and how the two rules could co-exist in my campaign, the problem, or worry is that I'm relying on foundry's error to keep things sane.

dark canopy
#

You can create new dice modifiers

#

Like 'xt' for explode twice

vast bane
#

Ofcourse now that I'm home and go to make an example to show you, it behaves completely differently lol:

kind cape
#

@vast bane

Hooks.on("midi-qol.RollComplete", function (workflow) {
    if (workflow.damageDetail.filter((detail) => detail.type === "healing").length == 0) return;
    if (workflow.damageRoll.dice.filter((roll) => roll.results.filter((result) => result.exploded !== undefined)).length == 0) return;

    AudioHelper.play({src: "sounds/dice.wav", volume: 0.7, autoplay: true, loop: false}, true);
});
#

Replace the src with whatever sound you want to play

vast bane
#

What it seems to do, is the formula for the feature replicates the dice roll, and then normal explosion/rolling happens after, so I think I like it

#

I think I'm keeping this in lol

#

It usede to show an error but I guess it doesn't anymore, I can't replicate the error, it had to do with 3d object not being drawn or missing

#

So maybe DSN was stopping things.

vast bane
kind cape
#

I think there can? Pretty sure the helper does encoding after the fact

vast bane
#

One thing I kinda glossed past this morning, is that you all seem to have a sound/stuff path and I don't and Freeze said it was built into foundry, so is my foundry broken?

#

or maybe thats a V10 thing?

vast bane
kind cape
#

This should work both with and without merge cards 🤔

#

Did you plop it into a standard macro and run it? Thats the easiest way to test it

vast bane
#

false alarm!

kind cape
vast bane
#

I made the macro, I enabled worldscripter, but I never dragged the macro to worldscripter after the construction

vast bane
#

It works, thanks soooooo much!

kind cape
#

Was pretty straightforward with the midi workflow hook 😉

vast bane
#

Is there a way to tell the circle of mortality macro linked way above here to not display the first card? It plays the normal healing card, then does its own card and only uses the second

kind cape
#

Link?

#

Damn, too slow 😂

#

A quick glance says no, it does both because you might have targets that are valid and targets that are not for CoM

vast bane
#

yeah am seeing that now

spring dove
#

So I cannot get item macros to run. I'm trying to use the sneak attack item, but there are also other item macros I've written, and none of them are running when an actor uses the item. Can someone help me troubleshoot? I'm reasonably certain this is a midi thing, but I could be wrong

vast bane
#

I believe the automated sneak attack needs the DM to properly setup dispositions as well

spring dove
#

The sneak attack item is updated, and I'm on v10

#

but it isn't just sneak attack

vast bane
#

k, show us the bottom of the details tab of the items not rolling item macros, but also, throw out the dnd5e, foundry, midi versions and also confirm you are not running the 4 other rollers that are naughty

spring dove
#

Ah ha, I need to set it up here too?

vast bane
#

Yep, hit the plus sign, and then put ItemMacro in the field that appears

#

follow the instructions on the premade items, they are either in the descriptions of the items or in the itemmacro

#

sometimes they want the evaluation to be different then the default after active effects

spring dove
#

yeah all sneak attack had in its description was that you had to rename it to Sneak Attack, but I hadn't checked the item macro for instructions

vast bane
#

It should of had the item macro in there already

#

those items should be drag and droppable, were you copy and pasting just the item macro on the premades?

#

or maybe the migration process stripped the item macros, I dunno

#

but if you drag out a midi srd item or midi sample item onto a sheet, it should not lose the ItemMacro entry at the bottom.

spring dove
#

Yeah strange that it does

vast bane
#

Someone with v10 could probably confirm if that is normal behavior, but my guess is module conflicts

#

Maybe a sheet module, or a roller you shouldn't have

#

even just toggling on those other rollers can have really awful adverse effects on how midi operates as atleast for MRE, it would populate fields and then not unpopulate when you turned it off, which confuses the hell out of midi

spring dove
#

Yeah. I'm not using MRE tho, so I think I'm fine. In any case, I think I can figure this out now. I just didn't know you had to set this to ItemMacro

#

Yup, just ran an item with an ItemMacro and it worked

violet meadow
#

@covert mason I remembered about the Risen Reaper you wanted, so here is a quick solution 😄

  1. Create a feature that applies the curse on the target on a failed save for 1 minute as intended.
  2. Create a DAE on the feature with an OverTime Effect:
    flags.midi-qol.OverTime | Override | turn=start, label=Risen Reaper, rollType=save, saveRemove=true, saveAbility=con, saveDC=18, macro=RisenReaper
  3. Create a **script **macro in your macro folder or hotbar named RisenReaper (or change the name to match whatever you use in the overtime effect's macro entry).
#
  1. Copy paste this in the macro: ```js
    if (args[0].failedSaves.length !== 0) {
    const targetDoc = args[0].failedSaves;
    const roll = await new Roll('2d8[necrotic]').evaluate({async:true});
    game.dice3d?.showForRoll(roll, game.user, true);
    let damageToApply = await MidiQOL.applyTokenDamage([{ damage: roll.total, type: "necrotic" }], roll.total, new Set(targetDoc), null, new Set());
    let actuallyAppliedDamage = damageToApply[0].appliedDamage;
    let triggeringItemName = args[0].item.name
    let triggeringEffect = actor.effects.find(eff=>eff.data.label === triggeringItemName);
    let triggeringEffectOrigin = triggeringEffect.data.origin;
    let item = await fromUuid(triggeringEffectOrigin)
    let newItem = item.toObject()
    let sourceActor = item.parent
    let sourceToken = sourceActor.token ?? sourceActor.getActiveTokens()[0];
    let range = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate', [{
    t: "circle",
    user: game.user.id,
    x: sourceToken.x + canvas.grid.size / 2,
    y: sourceToken.y + canvas.grid.size / 2,
    direction: 0,
    distance: 60,
    borderColor: game.user.color,
    fillColor: game.user.color
    }])
    newItem.data.save = {"ability": "","dc": "","scaling": "spell"};
    newItem.data.actionType = "heal";
    let damage = [${actuallyAppliedDamage},"healing"]
    newItem.data.damage.parts[0] = damage;
    newItem.data.activation = {type: 'action', cost: 0, condition: ''}
    newItem.effects = {};
    let ownedItem = new CONFIG.Item.documentClass(newItem, { parent: sourceActor });
    await MidiQOL.completeItemRoll(ownedItem, { configureDialog: false, workflowOptions: { lateTargeting: true } } );
    await range[0].delete();
    }
#

It should roll for damage if the Overtime effect targeted creature fails a con save against DC 18 at the start of its turn.
Then it should create a 60ft radius template around the curse's source, and trigger a lateTargeting popup, for the user to select a target and "roll" a healing ephemeral item against the chosen target, healing it for the amount of damage dealt 🤞

covert mason
#

Oooh! I'll test it out

covert mason
violet meadow
covert mason
#

Ahh

violet meadow
#

Hmmm let me see quickly

#

yeap doable. let me double check

covert mason
#

Also, would it be possible to add a variation that takes into account spell levels for damage, say it's a 4th level spell and the damage increases by 1d8 for every spell level above 4th? This could work for an NPC ability as is, but I can also see it being a fun homebrew spell.

stable forge
#

Is there a way to reference a specific class's hit dice?

I am adding something that manually rolls the hit dice value, and while I'm fine with making a specific thing for each class, I'd like if I could throw in a universal @ and be done with it.

vast bane
#

Oh god, I have a macro that someone wrote for me that specifically seeks out the highest hit dice that could help you figure things out, wanna see it?

violet meadow
stable forge
#

Thank you.

vast bane
#

Ah, I just went into my session and I am unsure where I put it, I swear I have it but I can't remember the name of the macro and my folder macros are a mess. If you go over to macro polo I'm sure one of them can hook you up.

covert mason
covert mason
violet meadow
#

Your item Janner made me discover something I hadn't seen before.

@gilded yacht When you use a special expiry of is Hit: Expires if the character is hit by any weapon/spell attack even if the weapon/spell does not deal damage should an item that heals the character trigger it (it does now 😅)?

I mean it reads like it should, but should it or is there another one that helps with that situation? 🤔

Right now I use that special expiry for a cloak of displacement!

violet meadow
#

What should the damage be? As plain as possible, my brain is not fully functioning right now 😄

covert mason
violet meadow
# covert mason 4th level spell, 2d8 Necrotic damage. 1d8 extra damage for each spell slot of 5t...

Change the Overtime effect to turn=start, label=Risen Reaper, rollType=save, saveRemove=true, saveAbility=con, saveDC=180, damageRoll=(2d8+(@item.level-4)d8),damageType=necrotic, macro=RisenReaper

Delete these lines from the macro```js
const roll = await new Roll('2d8[necrotic]').evaluate({async:true});
game.dice3d?.showForRoll(roll, game.user, true);

and change to this the relevant one: ```js
let damageToApply = await MidiQOL.applyTokenDamage([{ damage: args[0].damageTotal, type: "necrotic" }], args[0].damageTotal, new Set(targetDoc), null, new Set());
#

Oh wait it needs more changes if its a spell...

vast bane
#

@scenic scroll what you showed us in dnd5e to me, seems like it should work. Can you show me the front page/tab of the character sheet of the npc?

#

OH, your midi settings could actually be to blame if you aren't using stock midi settings

#

you could have it perfectly setup but your settings could be set to nothing

scenic scroll
#

hi, i've an issue with immunity and magic damage in V10. I've tried in a world with only Midi qol and DAE activated.
NPC have blugeonning, piercing and slashing immunity exept from magic attack.
My PC have a magical weapon
But Npc take 0 damage with this weapon (but take damage from spell)
I think i miss something but i can't find what
Screen below :

gilded yacht
scenic scroll
vast bane
#

take note that I think my settings are not what you want

#

I don't really know how the second circled setting works, I just left it and pray everything works

#

So either your midi settings are to blame, or theres something off about how v10 handles things since you stated in dnd5e that you tested with just midi enabled and the issue persisted

#

I'm sure someone in here has v10 midi and can attest that everything is A-OK with damage immunities

scenic scroll
vast bane
scenic scroll
#

i'm french, and it's localize in French in my campaign, but for test i've tried in a world in english with no translation

vast bane
#

darn, I thought maybe it was the flavor in french causing the issue

#

is foundry still in french?

#

I don't have v10 installed so I can't test for you, but I'm sure one of the other kind fellas here will chime in if theres a reproduceable bug with midi/foundry v10

#

I don't see anything wrong with your situation other than possibly a locallisation issue due to languages but you said you cleared that hurdle

#

could you manually put the damage flavor into your damage formula and call it [bludgeoning]?

scenic scroll
vast bane
#

Yeah I'm tapped here I don't see any issue with your setup then

#

unless the double magical checkboxes performs a double negative situation

vast bane
#

thats working isn't it?

#

it should have done 6, but you were immune

violet meadow
#

My Chill Touch macro if anyone needs it. It's a MidiQOL onUse After Active Effects macro

vast bane
#

real damage would have been 7-6(6)=1

#

oh duh I'm a dufus

scenic scroll
vast bane
#

mouse over the icon

gilded yacht
vast bane
#

in that image, mouse over the damage card's token icon, is there a popup?

vast bane
#

hmmm what version of v10 midi are you on?

scenic scroll
gilded yacht
vast bane
#

ok

violet meadow
# gilded yacht Probably not, I just check that the item has an attack and someone was hit. Doe...

I get an item with toObject() and change it around. It becomes a heal actionType in the end 🤔

     let newItem = item.toObject()
     newItem.data.save = {"ability": "","dc": "","scaling": "spell"};
     newItem.data.actionType = "heal";
     let damage = [`${actuallyAppliedDamage}`,"healing"]
     newItem.data.damage.parts[0] = damage;
     newItem.data.activation = {type: 'action', cost: 0, condition: ''}
     newItem.effects = {};
     let ownedItem = new CONFIG.Item.documentClass(newItem, { parent: sourceActor });
     await MidiQOL.completeItemRoll(ownedItem, { configureDialog: false, workflowOptions: { lateTargeting: true } } );
vast bane
#

but also, that tooltip seems wrong, probably been that way always, but clearly the creatures not immune to ALL

#

just non magical

scenic scroll
vast bane
#

Oh I see now, v10 changed the immunities window, In v9 I have

gilded yacht
vast bane
#

So if the change is pending soon, I wouldn't rollback Cimeryl unless you absolutely need the functionality

gilded yacht
scenic scroll
vast bane
#

Yeah, let the update process solve your problem in a day or two

gilded yacht
scenic scroll
#

Thanks for your time and help Moto Moto 🙂

covert mason
violet meadow
vast bane
#

Kinda proud of myself I could tell there was a language barrier lol, guessed at it cause of your range setting lol, I was like 1.5 meters...and hes not using our in english words, this guys probably using non english in the session. But it was a wiff on solution.

scenic scroll
vast bane
#

nope purely deductive logic on my end your english is perfect, better than most of us lol

scenic scroll
#

2AM for me, go to bed, have a good day

violet meadow
# covert mason S'no worries!

OK so it seems that the OverTime effect, when you define a damageRoll in its parameters, will not pass the actually appliedDamage to the macro you call in the same effect. Instead it passes the Roll

#

So if we go down that route, there needs to be a check for dr and di against necrotic damage and then heal for the right amount.
Too late here for that now, but it is doable.

#

Otherwise it needs an small onUse macro when you first cast the spell, to create a flag on the item to store which spell level was used and then in the macro get that flag and use it to get the proper damage amount

vast bane
#

@frosty mesa You should make sure first you don't have module conflicts, What version of foundry are you on?

vast bane
#

Do you have Roll Groups module, or Ready Set Roll installed?

vast bane
#

Better Rolls for 5e or Minimal Rolle Enhancements?

frosty mesa
#

better rolls 5e, yes

vast bane
#

delete it, A, it doesn't work in v10, and B, it conflicts with midi

#

and its successor, Ready Set Roll, does not work with midi in v10

frosty mesa
#

Oh I thought it was needed? When I load up it says it needs version 1.6.6 or whatever

vast bane
#

there are very very niche settings between the two that worked at one time

frosty mesa
#

Alright I deleted it but it's still giving the same issue

vast bane
#

how is dae yellow in v10?

frosty mesa
#

Earlier V10 build I think

vast bane
#

to rule out module/v10 compatibility issues, I would try unchecking all the yellow modules in that list(don't uncheck midi or dae, I think tposney is slightly behind dnd5e and foundry's versions

#

but tell me the exact actual process you do to activate an item roll

#

lets rule out basic foundry functionality misunderstandings

#

how do you roll the item

violet meadow
#

@covert mason create an extra onUse ItemMacro | After Active Effects on the spell item and in the ItemMacro of it paste this: ```js
let item = actor.items.getName(args[0].item.name)
await item.setFlag('world','Risen Reaper spell level',args[0].spellLevel)

#

Then change the other macro to ```js
if (args[0].failedSaves.length !== 0) {
const targetDoc = args[0].failedSaves;
const triggeringItemName = args[0].item.name
const triggeringEffect = actor.effects.find(eff=>eff.data.label === triggeringItemName);
const triggeringEffectOrigin = triggeringEffect.data.origin;
const item = await fromUuid(triggeringEffectOrigin)
const spellLevel = item.getFlag('world','Risen Reaper spell level')
const roll = await new Roll(2d8+(${spellLevel}-4)d8[necrotic]).evaluate({async:true});
game.dice3d?.showForRoll(roll, game.user, true);
const damageToApply = await MidiQOL.applyTokenDamage([{ damage: roll.total, type: "necrotic" }], roll.total, new Set(targetDoc), null, new Set());
const actuallyAppliedDamage = damageToApply[0].appliedDamage;
let newItem = item.toObject()
const sourceActor = item.parent
const sourceToken = sourceActor.token ?? sourceActor.getActiveTokens()[0];
const range = await canvas.scene.createEmbeddedDocuments('MeasuredTemplate', [{
t: "circle",
user: game.user.id,
x: sourceToken.x + canvas.grid.size / 2,
y: sourceToken.y + canvas.grid.size / 2,
direction: 0,
distance: 60,
borderColor: game.user.color,
fillColor: game.user.color
}])
newItem.data.save = {"ability": "","dc": "","scaling": "spell"};
newItem.data.preparation = { "mode": "innate", "prepared": "true" };
newItem.data.actionType = "heal";
const damage = [${actuallyAppliedDamage},"healing"]
newItem.data.damage.parts[0] = damage;
newItem.data.activation = {type: 'action', cost: 0, condition: ''}
newItem.effects = {};
const ownedItem = new CONFIG.Item.documentClass(newItem, { parent: sourceActor });
await MidiQOL.completeItemRoll(ownedItem, {configureDialog: false, workflowOptions: { lateTargeting: true }});
await range[0].delete();
}

frosty mesa
# vast bane how do you *roll* the item

Still the same issue. I just click the item which brings it into the chatbox then I click "attack"..it rolls the dice and greys out the box but doesn't display the attack number.

vast bane
#

can you show us the chat?

frosty mesa
vast bane
#

Is that the new v10 card guys?

frosty mesa
#

It shows the damage but not the attack. Unless I click attack the 2nd time then it'll show the attack

vast bane
#

I think what I am seeing here is the view from the players point of view yes? an actual logged in player?

frosty mesa
#

Yeah I signed in as a player to test features simultaneously

vast bane
#

do you have both logged in at same time?

frosty mesa
#

Yeah. One hosted from my PC and the other is on a different browser

vast bane
#

If so, does the DM see everything properly?

frosty mesa
#

Nope

vast bane
#

can you show me the dm's chat appearance?

frosty mesa
vast bane
#

I think your problem is you have the settings to hide stuff turned on in midi, but it shouldn't be hiding it from the DM

#

is the DM an assistant DM?

frosty mesa
#

No

vast bane
#

ok standby let me link you the settings location for hiding stuff

violet meadow
#

That is strange!

frosty mesa
#

Oh it just shows right in here, that's convenient I guess

vast bane
#

Is that reddish card v10 midi or something else guys?

violet meadow
vast bane
#

It kinda reminds me of the player chaser card in v9

covert mason
# violet meadow <@151011383092183041> create an extra onUse `ItemMacro | After Active Effects` o...

Okay, so here's how I have it set up.
The spell https://gyazo.com/1bdfac804f75d5e60d7e6f7a5a780cea
Spell details https://gyazo.com/ccccd555eaf751936925aac1e06c73e6
Spell ItemMacro https://gyazo.com/7450576dd692924d667d0aa9f6c87af4
Spell DAE https://gyazo.com/b3b5f22545479b74dfa3657bb828af34
Spell Macro https://gyazo.com/fa71d1cdc0adcb8b6a00324587a39cd3

Initial spell saving throw using MidiQoL automation https://gyazo.com/8bcf771dd72be26bd79baab32c858026

The OverTime damage using MidiQoL automation. It doesn't seem to do any damage. It just gives me a damage (fast) button which repeats that dialogue whenever I click it. https://gyazo.com/755b881dba6e180d86817685aac91858

vast bane
#

In V9 that reddish tinted card should not be seen by the DM, its basically the player equivalent, if it is indeed what I think it is

frosty mesa
#

The red card is the damage log, that's a different mod

violet meadow
vast bane
#

ok makes sense, its very similar to a midi setting fyi if you wanted to trim modules

#

I think your issue, barring module reasons, is this setting in the GM tab:

#

I'm on v9, so your settings may look different

covert mason
violet meadow
#

@covert mason you are missing some commas in the overtime effect too., that's why it wasn't triggered.
But you don't need that damage part in the overtime effect. Just turn=start, label=Risen Reaper Spell, rollType=save, saveRemove=true, saveAbility=con, saveDC=@attributes.spelldc, macro=RisenReaper

frosty mesa
vast bane
#

try reloading your page/cache?

#

and then also try disabling that module you said the card was from

#

and also, its not going to change previous rolls, just future rolls, so reroll

frosty mesa
#

Yeah I know. I just did a full reboot of both my browser and Foundry, no change

violet meadow
#

@covert mason OK you need to match the overtime effect label with the name of the spell you are using

vast bane
#

can you show me the item details of the weapon that is doing all these attack rolls?

covert mason
#

It casts the spell again and breaks concentration whenever I deal out the healing, but that's probably just innate to how the macro works, so it's fine. I can work around that!

vast bane
#

the details tab of that

frosty mesa
#

oh my b

violet meadow
#

Needs another small edit for that... 😄

covert mason
vast bane
# frosty mesa

Yeah, it has to be a module conflict, can you install find the culprit and then use it to cycle through to see if just midi+dae+dependents works fine and something else is messing with you?

#

To uses find the culprit, its button is in the manage modules window, press it, then it lets you pick the starting modules, choose midi+dae+socketlib+libwrapper and then start the process

violet meadow
covert mason
#

I noticed in the NPC ability version that when using it as a recharge ability on a 5-6, it tells me that it has no more charges of the ability when I deal out the healing, so it seems that it uses the ability once, and once again when it does the healing.

covert mason
violet meadow
covert mason
#

Right, sorry >_<

violet meadow
vast bane
frosty mesa
#

Wonder if it's not autorefreshing because I'm using the program instead of a browser

vast bane
#

once you choose the stuff, it starts the process and refreshes, the reason FTC is better than manually doing it is cause FTC remembers what you had enabled and reenables them when you are done

#

the program is actually a chromium browser

#

but, I'm on v9, and I have no idea how v10 foundry behaves

#

so I'm at a disadvantage in trying to help you

frosty mesa
#

Yeah because with everything else disabled it works..but idk what it has disabled since I see a lot of my mods are still running

vast bane
#

try those two suspected modules, Damage Log and Quick Combat, and seriously...get rid of Better Rolls for 5e, that thing will never work in foundry v10 and is only in the way.

violet meadow
frosty mesa
#

Yeah I'm gonna have to go through manually enabling mods one by one til I find the culprit lol

vast bane
#

Yeah I'm not sure whats up with foundry v10 and FTC, maybe its bugged atm I dunno

frosty mesa
#

It forces disadvantage on the psychic blades though, for some reason

#

for rogues soulknife

vast bane
#

is the target prone, does the source actor have any actiive effects on them?

frosty mesa
#

Nope. I'm wondering if it's because Midi is considering it a ranged attack

vast bane
#

look at the details of the item

#

the importers are well known to import badly setup items

vast bane
#

oh nope, I don't have chat enhancements, yeah that module could be the culprit too

#

good catch

violet meadow
#

DF chat enhancements and all of DF modules are not v10 compatible as per the compatibility warnings.
Mind you that there is also DFreds which are different ones 😄

frosty mesa
#

Yep you were right on psychic blades. It was set up as a ranged attack so it was forcing disadvantage since the target was within 5ft

violet meadow
#

Actually just disable all modules compatible with v9 only...

vast bane
#

Initiative double click is 100% safe to leave on