#MidiQOL

1 messages ยท Page 12 of 1

wet pagoda
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ah, very well thank you for the quick response.

violet meadow
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Yeah that is not possible to do without some voodoo magic

kind cape
#

That can be done with Active Auras and OverTime actually ๐Ÿ˜›

violet meadow
#

voodoo magic ๐Ÿ˜›

kind cape
#

Actually ๐Ÿค” Would need a macro, didn't realize it required a reaction for each damage instance

#

But still technically doable

violet meadow
#

The creature moving in the Aura's radius (Active Auras module) can trigger a dialog pop up asking the original caster/source (Requestor) if they want to roll use ~~for ~~the reaction and if yes grab the original item, modify it and complete and ItemRoll with MidiQOL ๐Ÿ˜„

#

Fun but not something I can do now ๐Ÿ˜…

kind cape
#

Requestor is not a bad idea, I was thinking Warpgate

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Biggest problem is spam from alies moving ๐Ÿ˜‚

violet meadow
#

Ah you will filter the aura to enemies only

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So it will not create the DAE on them, which will trigger the macro Requestor on the on phase

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Thus fun lil project ๐Ÿ˜„

wet pagoda
#

Gees thanks for all the input. That is crazy. I might have to ping a youtuber for a video of the chaos lol

spice kraken
#

Are you on v9 or v10

wet pagoda
#

v10

spice kraken
#

So the active auras and a macro route is out

kind cape
#

There is a patch for V10 AA

sullen osprey
#

This is more of a DAE question than a Midi question, but what is the following option in the Item card's effects tab supposed to do:

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(This is on v10 btw)

spice kraken
#

Puts the AE on the source actor instead of target even if the item doesn't target self

sullen osprey
#

It doesn't seem to be working as far as I can see...

whole bolt
#

Hey guys, did a search for automating temp hp gains by using Overtime, but no idea how to use it.
How would I get a potion (item) to roll 1d6 and apply that as temp hp?
V9 - 5e

spice kraken
#

so would it heal 1d6 multiple times?

whole bolt
#

Just the once

#

like a temp hp potion

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I fell into the trap of using normal AE to apply temp hp and its was temp hp permanently ๐Ÿคฆโ€โ™‚๏ธ

opaque current
#

If it just applies once, just make the item roll 1d6 of temp healing damage type and don't use an ae

whole bolt
#

Well that's what I tried but it wasnt applying it

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Maybe I have my basic item setup wrong :/

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OK - So looking at my Midi settings, I have dont auto apply damage on. The players prefer to apply their own damage. Is this the same setting that is preventing me from auto healing/temp hp healing? and if so, is there a way to automate the healing but not damage by any other means?

opaque current
#

Healing is basically a damage type, so will still require clicking the buttons if not auto applying

whole bolt
#

Yeah ok, that makes sense. Sorry for the wasted time

celest bluff
vast bane
#

You could also probably get an item macro made in macro polo since you literally want to bypass midi that would totally be in their wheel house over there, normally we show up there wanting help with midi. They could write you a direct temp hp heal probably very easily.

#

blank out the item and just roll the item and have the macro set to fire as an on use macro.

sullen osprey
vast bane
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sometimes weird bugs just need the cache reloaded or maybe it has to do with the ordering of module loads and libwrapper who knows

grim bane
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Hi guys, I have a minor issue with the automatic integration of the Ghast's Stench ability through Active Auras and Overtime. When I set the ability as shown in the screenshots and it's the target's turn, the target makes a saving throw and the poisoned status disappears. But just a blink later the status is back. Any ideas what I did wrong?

vast bane
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I think that is macro territory

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maybe there is an overtime setting let me check

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Yeah I got nothin

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you can fire a macro on damage event in it, but not on save afaik

grim bane
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Thanks @vast bane. I thought if the target makes its saving throw (first point on the effect page), the next steps are not triggered. I was hoping I could do without a macro this time... ๐Ÿ˜•

celest bluff
#

You should be able to setup an applyCondition check for an active effect

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you would need to have it run a secondary macro which applies an active effect on success

grim bane
celest bluff
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applyCondition=expression, if present must evaluate to true or rest of the processing will be aborted.
e.g.

tawdry sail
#

Is it possible to run a macro when concentration is lost?

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Trying to run some cleanup and delete some tokens when a certain actor has lost concentration

vast bane
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Hell even templates go away now automatically in midi

tawdry sail
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Using warpgate to spawn things, they didn't disappear when it was lost - so maybe I've missed something

vast bane
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My summons dismiss on conc loss but I use a warpgate macro

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is midi managing your conc?

tawdry sail
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It is yeah

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I'll check out the warpgate macro, see what I missed

vast bane
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My macro is messy AF and I do recall having it made to put an effect on the caster that when it ends, the summons dismisses

molten solar
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(WG itself is system-agnostic, it does not know what 'concentration' is)

vast bane
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Yeah I think you need to put a buff on yourself when you summon

molten solar
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something something effect macro ondelete

vast bane
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or that, that works too

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hell theres probably something in dae that'll do it too

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Also do you know that theres settings in warpgate that if you turn them on, lets players dismiss summons?

molten solar
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Yes

vast bane
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I mean them not you silly, I know you know, you probably are the one that told me ;p

tawdry sail
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Yeah heh, I'm just trying to get it all to happen automatically, but there are a lot of moving parts ^^

vast bane
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I can share you the macro, but it is really messy and I know zhell won't like what it looks like lol

#

you could maybe hack out the bit you want

tawdry sail
#

That would be neat!

vast bane
#

oh duh, I can't, my server is inaccessible, in a few!

tawdry sail
vast bane
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I'm a different world with a player in it I can't drop them.

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I can't...I can't access folder macros across all worlds right?

violet meadow
vast bane
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I think thats what you did in my ugly macro bugbear

violet meadow
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I think so

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Actually find the spiritual weapon example in MidiQol sample items compendium and use that as a guide!

tawdry sail
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If memory serves, warpgate.spawn returns an array of id string right?

violet meadow
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Or a tokenDoc? Don't remember now

molten solar
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Array of token ids.

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const ids = await warpgate.spawn(...);
const uuids = ids.map(id => canvas.scene.tokens.get(id).uuid);
celest bluff
tawdry sail
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So to make sure I am understanding here:

    const summoned = await warpgate.spawn("Flaming Sphere", {embedded: updates}, {}, {});
    if (summoned.length !== 1) return;
    const summonedUuid = `Scene.${canvas.scene.id}.Token.${summoned[0]}`;
    await caster.createEmbeddedDocuments("ActiveEffect", [{
        "changes":  [{"key":"flags.dae.deleteUuid","mode":5,"value": summonedUuid,"priority":"30"}],
        "label": "Flaming Sphere Summon",
        "duration": {seconds: 60, rounds: 10},
        "origin": args[0].itemUuid,
        "icon": "icons/magic/fire/orb-vortex.webp",
    }]);

This is the example from DAE deleteUuid. I can see how this would remove the summoned token if the actor was removed, but I don't see the connection between it and the loss of concentration or spell end.

molten solar
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Oh don't construct the uuid yourself...

tawdry sail
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That's the example ๐Ÿ˜ฌ

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Took it from the gitlab

molten solar
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const [summoned] = await warpgate.spawn("Flaming Sphere", {embedded: updates});
if ( !summoned ) return;
const uuid = canvas.scene.tokens.get(summoned).uuid;
etc etc
violet meadow
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What's out though if you use that for dancing lights

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Needs 3 separate uuids

molten solar
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Just map, then. As above.

violet meadow
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Yep just a word of caution ๐Ÿ˜

tawdry sail
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Oh is origin the trigger

celest bluff
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I personally write out the updates within the..

const lastArg = args[args.length - 1];
let tactor;
if (lastArg.tokenId) tactor = canvas.tokens.get(lastArg.tokenId).actor;
else tactor = game.actors.get(lastArg.actorId);
let summonTarget = "whatever";
if(args[0] === "on"){
 let updates = {
actor: {          
            "flags.summons.actorId": tactor.id
        }
}
let options = { controllingActor: tactor };
await warpgate.spawn(summonTarget, updates, callbacks, options);
}

if (args[0] === "off") {
let findToken = canvas.tokens.placeables.find(i => i.actor.data.flags?.summons?.actorId === tactor.id);
 if (!findToken) return {};
 await findToken.document.delete();
}
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there's more commands but the gist

molten solar
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Players can't delete tokens.

celest bluff
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they can if they own em

molten solar
#

You sure

vast bane
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Um isn't that a permissions?

celest bluff
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options says so

molten solar
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Ah, v10? ๐Ÿ™‚

vast bane
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I swear I saw that in the permissions list in core foundry

molten solar
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I got confused since your macro is all v9 syntax

celest bluff
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i added it in

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let options = { controllingActor: tactor }; sets the permission

molten solar
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Crymic, players can't delete tokens in v9.

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Literally the reason Warp Gate directs .dismiss to the gm.

violet meadow
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Do they get control permissions via the warpgate spawn function?

molten solar
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Yes

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(The above line is pointless, in fact)

violet meadow
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It would already be controlling the one who spawns I mean

celest bluff
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hmm I've none of these issues in my game

molten solar
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All it does is minimize your character sheet while spawning. ๐Ÿ˜„

molten solar
tawdry sail
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Is it possible to have multiple flags.dae.deleteUuid? So when an effect goes it removes multiple entities

vast bane
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I actually don't trust my players with an easy access delete button like a keyboard key

molten solar
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so signs point to yes

celest bluff
#
const lastArg = args[args.length - 1];
let tactor;
if (lastArg.tokenId) tactor = canvas.tokens.get(lastArg.tokenId).actor;
else tactor = game.actors.get(lastArg.actorId);
let summonTarget = "whatever";
if(args[0] === "on"){
 let updates = {
actor: {          
            "flags.summons.actorId": tactor.id
        }
}
let options = { controllingActor: tactor };
await warpgate.spawn(summonTarget, updates, callbacks, options);
}

if (args[0] === "off") {
let findToken = canvas.tokens.placeables.find(i => i.actor.data.flags?.summons?.actorId === tactor.id);
 if (!findToken) return {};
 await warpgate.dismiss(findToken.id, game.canvas.scene.id);
}

There that's better

tawdry sail
#

I didn't know if there is some funny interaction with the key

vast bane
#

There are never funny interactions in midiqol, its a feature not a bug

molten solar
#

Not a fan of using a non-module, non-world scope for the flag

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and you can just flag the token document, not the actor. Much easier, and you don't end up with an actor in the sidebar with a huge amount of nonsense flags

tawdry sail
#
    const concentration = casterToken.actor.effects.find(x => x.data.label === "Concentrating");
    if (concentration) {
        await concentration.data.update({ changes: [
            ...concentration.data.changes,
            {"key":"flags.dae.deleteUuid","mode":5,"value": token.uuid,"priority":"30"}
        ]})
    }

Not the prettiest solution, but it works!

#

Thanks for the help :)

molten solar
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Don't update inside the data

tawdry sail
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What is the correct way to do it?

molten solar
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Remove it

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I assume by the syntax you are on v9?

tawdry sail
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I am yeah.

molten solar
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const conc = casterToken.actor.effects.find(e => e.data.label === "Concentrating");
if (conc) await conc.update({changes: conc.data.changes.concat({
  key: "flags.dae.deleteUuid",
  mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM,
  value: token.uuid
})});
tawdry sail
#

Interesting. That's a lot cleaner.

molten solar
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Your method would work, but would lose all changes soon as you refreshed, left the game, or whatever.

#

and would be local, only.

celest bluff
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Depending when this update is happening, you may encounter issues of "Concentrating" hasn't resolved yet

tawdry sail
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I see! I've definitely had some misunderstandings of how this all works then. Thanks for the explanation.

molten solar
#

Only time you update directly on the inner data is when the Document does not exist yet, like in a preCreate hook.

tawdry sail
violet meadow
#

I would create an AE from the spell with the DAE deleteUuid as a flag

tawdry sail
violet meadow
#

That way when concentration gets deleted that AE will too

vast bane
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yeah thats what my warpgates do, they put an ae on the caster and the conc knocks the buff off

molten solar
celest bluff
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hmmm JB2A animations are playing all pixelated for me now

molten solar
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Go into the settings of Sequencer

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disable the 'fix'

violet meadow
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๐Ÿงน hahahahahahahahahaha ๐Ÿ˜›

unkempt cypress
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Hi guys I need a little help.
I want that my players can see my Rolls (with ghost dices) and chat messages with ??? instead of nothing

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Right: DM Screen Left: Player

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I want they can see this

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instead of nothing

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I try in a different game with no midiqol and works, so must be some Mdiqol configuration

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but I couln't find wich

naive zenith
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There's a midi setting in the main midi qol page, something like actually hide private rolls or something like that

vast bane
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midi takes rolls and sends them in its own methods, I believe your second image is a module doing the same as a whisper, but since whatever module that is does not work with midi it has nothing to send the player

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does actually hide private rolls work for both types of whisper rolls?

unkempt cypress
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self, blind and private

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all show nothing to players

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I use better rolls

vast bane
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does dnd5e vanilla do the second image?

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ah there we go

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We got a ghostbuster ๐Ÿ˜‰

unkempt cypress
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hahaha

vast bane
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if you use dice so nice, I think there is a way with midi to pull off something like what you want in a cooler 3d way

unkempt cypress
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I ll save that image as wallpaper

molten solar
#

Image still missing FRBD. ๐Ÿ˜”

vast bane
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what is frbd?

molten solar
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The other half of MRE, Calego's half.

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Faster Rolling by Default

vast bane
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I feel like Cub and Dfred should be in it too just for their own issues lol

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Does it work at all with any of them? Like you can combine it with RG?

molten solar
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RG and FRBD are made to work together.

vast bane
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Yeah that'd be a long set of letters though

molten solar
#

call it 'ferbderg', it's fine.

vast sierra
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Ive run cub and dfreds together without issue for over 8+ months, stop the hysteria, Moto :p

vast bane
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I think you just made that cannon lol

molten solar
violet meadow
#

Thats true. You can easily use them together

vast bane
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you can run BR and Midi together if you do things right in the older versions

vast sierra
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Which goes back to.. install modules that YOU know what they do/ what you need them for. If both are true, then it's not an issue ๐Ÿ˜‰

vast bane
#

yeah but ghostbusters memes are more fun to share

molten solar
vast sierra
#

If i could code, I couldnt agree more ๐Ÿ™‚

molten solar
#

it's fine, just uninstall all your modules and use mine instead. They are preapproved by me. No issues, can't go wrong.

vast bane
molten solar
#

In the distance, eye rolling measuring on the Richter scale.

violet meadow
#

Not reading a readme should just get you a broom beat anyways

vast bane
#

Its the Circle of Life

#

I think I read warpgate before midi and I didn't even have warpgate at the time

#

cause a midi macro said something about warpgate, so I went to its site lol

molten solar
vast bane
#

actually it was the description in a spell

violet meadow
#

Well people are like I need better roll chat messages or automatic rolling of damage go MidiQol and then all heel hell breaks loose ๐Ÿ˜

molten solar
#

They'll need custom footwear.

violet meadow
#

Better roll was not intended in there ๐Ÿ˜

vast bane
#

Does any other roller combine them like midi to save on space?

molten solar
#

RSR does, and I think Calego has one too, not sure.

vast bane
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cause honestly, that was the most jarring thing was just how so damned spammed vanilla dnd is

molten solar
#

and v9 had Calego's Compact Roll Cards which was just some css to make all rolls smaller

vast bane
#

Wonder if dual chatlog displays would be a thing, one for templates and another for chat messages

molten solar
violet meadow
#

I started with Mars 5E that I really liked, then I saw MidiQOL flags for automatic saves etc and the rest is history ๐Ÿ˜€

molten solar
vast bane
#

I dunno how you guys deal with things but in our group we use discord to talk out loud, and then they use chat to communicate while the RP'ers are talking

#

but rolls can often drown it out

violet meadow
#

I think that noone uses chat in my game

molten solar
#

My players don't talk over each other ๐Ÿ™ƒ

violet meadow
#

Or if they do it doesn't register with me ๐Ÿ˜

vast bane
#

oh ours don't either but we don't have cams so the waiting to speak can be a bit

violet meadow
#

Raise my hand module

molten solar
#

We don't either. Never been an issue.

#

But then, not a lot of text-chat going on during combat so the blend of chat and rolls isn't an issue

vast bane
#

Some of the examples I can think of is 2 players on turn 8 and 9 are typign to each other for a request to combine turns with a combo move, and I'm dealing with turn 4's rolls and narration verbally

violet meadow
#

Make them Whisper to each other

vast bane
#

the rolls would still drown them out

#

they could use discord I suppose

molten solar
#

I have private Discord channels for each 2-set of players

violet meadow
#

You can use the whisperbox or something I think

vast bane
#

the message output is still in chat, I actually have that cause I like the whisper ping sound for midi stuff lol

#

I have that module installed, don't even use it, just for the whisper for various other modules

violet meadow
#

That might be an idea for a module

#

Whisper to a client and pop a message like a dialog in the middle of the screen!

vast bane
#

oddly not the first time this week I've said something that sparked a creator to think of doing something lol

#

whoa whoa whoa, lets not say middle of screen

molten solar
#

Use Requestor. Set scale to 50.

vast bane
#

I don't want to be the blame for that bad juju, popups in center are bad

#

where core puts the roll advantage/damage popouts is where popups should go, you don't put that stuff in the center of peoples clickable canvas space

violet meadow
#

Well true but that way they WILL see it

vast bane
#

also arguably you want popups/outs to go relatively in the same space for UI comfortability, that way mouse clicks aren't so far apart in workflows

#

thats why I really like where the target thing goes for warn no target dialogue, but then reactions are in the center

#

I'm not saying put everything where the core popups are, but slightly off

violet meadow
#

The notification warning?

vast bane
#

not the warning, the late targeting thing

#

kinda looks like the reactions prompt but its in the bottom right

violet meadow
#

Late targeting goes in the middle, no?

vast bane
#

I don't have it on by default but whenever I used it it would show up to the left of the chat window ยฏ_(ใƒ„)_/ยฏ

molten solar
vast bane
#

atleast the close is there

molten solar
#

Barely

violet meadow
#

They might see it

vast bane
#

now do one where the mouse cursor is as big

violet meadow
#

@molten solar Dialogs always pop up in the middle of the screen, correct?
You would need to provide your own template of something to change position?
Or CSS?

molten solar
vast bane
#

does the setting refresh the browser on toggle? I'm 25 minutes out from start time and my players have been fiddling with sheets and Downtime activities and I don't wana screw up anything they are doing

violet meadow
#

Hmm I have to check it

molten solar
#

Depends on the dialog.

vast bane
#

core is to the left of chat, dnd5e's stuff is dead center in the way of canvas work

#

midi is afaik in a few spaces

molten solar
#

new Dialog({buttons: {}, content: "", title: "..."}, {left: 0, top: 0}).render(true)

vast bane
#

I know requester Requestor was going in the top left when I was using it for my mini games

violet meadow
#

Where you triggering another dialog ?

vast bane
#

Might have been close to center but it was definitely above resource window

molten solar
#

That usually happens when there is a bug with the UI. It goes in the center unless you specify otherwise.

vast bane
#

it was that initiative macro I wrote with your help, I reused it

molten solar
#

Ah

vast bane
#

cause I suck at making things from scratch, I cut and paste

molten solar
#

Was probably the old update that used the screen width, not window width

#

iirc

vast bane
#

ok majority of them are on break before start so I'll tweak the setting and give you a screeny now lol

violet meadow
#

And then I am off to play with FormApplication

vast bane
#

to be clear, I like this

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I only have it off cause my players didn't want late targetting box

violet meadow
#

Hmmm I like it too but when I am triggering it via a macro it goes to the middle

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At least was when I last tried

vast bane
#

I can't do FTC now to see if its me

violet meadow
#

V9 or 10?

vast bane
#

I can in a few hours

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V9 ofcourse

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I like it because our eyes gravitate to the new chat messages anyway

#

the view space in the center is where we usually aren't dealing with chat stuff, but are doing vtt management

#

obviously this is very much a style choice

violet meadow
#

Ok I can see something in your screenshot that might be the reason why but I cannot try it

molten solar
violet meadow
#

The macro that needs to become a module ... Loadout

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I messed with thrown weapons too now.
My brain hurts

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So many cases

vast bane
#

to be clear, reaction prompts and other prompt things in midi are in the center\

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its just the late targeting thing thats down there

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wonder if it remembers where I put it

violet meadow
#

Ok there might be a midi choice that I would support.
I just use late targeting for specific macro cases only so it might have something to do with that

vast bane
#

I wanted to use it but a few of my players prefer not to have it so they can attack without a target in weird situations

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for things like attacking a door

violet meadow
#

I find it too invasive for my taste so I keep it only for specific cases, like Chaos Bolt or reactions that get a target other than original etc

vast bane
#

Alright I gotta go silent for session guys, good chat!

violet meadow
#

Have fun

violet meadow
#

AH that's the one then and not Whisperbox!

kind cape
#

WhisperBox works too ^^

violet meadow
#

Will test later

kind cape
#

Well both have it in chat, and both have dedicated areas for whisper history ๐Ÿค”

violet meadow
#

So not in the middle of the screen ๐Ÿคท

molten token
#

so whats the ac of the dragon aha

uneven bridge
#

Sorry if this is not the place for issues, I'm having a strange issue where if a longsword damage is ever rolled, it rolls a random d4 along with it. Only happens with midi enabled. v9 foundry

violet meadow
#

Or check if bless adds an AE on the actor

#

Or check the special traits on the character sheet for added universal bonuses to attacks

uneven bridge
torpid kestrel
#

I have been able to build and add itemMacros to items, and feats but I seem to be having issues with spells. So I thought I would simplify and see what I was missing. I pulled this very nice macro from Vance Coles page and attached it as a itemMacro to my custom Guiding Bolt spell (yes I know I don't need the macro to add the light effect, but I thought it would be a simple test). It does not appear to be firing the macro at all, nor is it throwing a console error. I suspect the itemMacro is configured correctly in MidiQol as they are working for items etc. I'm sure it will be something stupid and I would appreciate any help.

spice kraken
#

I don't know JS so can't help much there. Personally I'd just use tmfx or or AA for an animation. But you can always check the console for errors when rolling this guiding bolt

kind cape
torpid kestrel
kind cape
#

At a glance things look correct, make sure there is no excess space after/before ItemMacro. Also have you tried setting it to the "After targeting" timing and seeing if it still happens?

torpid kestrel
kind cape
#

Tried re-creating the item on a fresh item? ๐Ÿค”

torpid kestrel
vast bane
#

The midi qol sample loh item seems to be forcing a locked pool of value and I need it to be multiplied by 2, it keeps resetting his pool back to vanilla

kind cape
#

loh?

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Ah, Lay on Hands

vast bane
#

he has a feature that doubles the pool and the item macro keeps resetting it back to normal

#

callback: (html) => { resolve(-Math.clamped(Math.floor(Number(html.find('#mqlohpoints')[0].value) / 5) * 5, 0, available)); }

#

can I just put a * 2 on the end?

#

after * 5

#

since pemdas goes left to right that should work right?

kind cape
#

I don't think that line is supposed to reset the total ๐Ÿค”

torpid kestrel
vast bane
#

shit then I dunno why it keeps resetting on him

kind cape
#

Have you checked if the item has any AEs?

vast bane
#

could it be the class doing that?

#

yep it was an ae

#

thanks man

#

there was an ae I never bothered to look at

kind cape
#

Np, I had created one for my artificers feature that scales on int, then when I gave them an upgrade to 2*int I had forgotten about it and could not figure out why I couldn't change it for the longest ๐Ÿ˜‚

#

So just speaking from experience

obtuse echo
#

Who has a quick "make hex work and transferrable" option?

celest bluff
scarlet gale
sudden crane
fierce birch
#

How do you set flags.midi-qol.sculptSpell to 1 on an actor.? I've just watched the Macros 101 tutorial so understand the data structure and basic approach. Lots to learn ...

scarlet gale
scarlet gale
#

Just don't apply a ItemMacro with midi-qol and let DAE do it from the effect flag. It should import with it pre-setup that way.

#

Actually now that I'm looking at it

#

It looks like it's using the usual way to do a midi-qol itemmacro.

#

Looks like it's working for me as-is.

fierce birch
scarlet gale
#

Just fyi if your templates are setup to target stuff inside of them by default

#

Your player will wind up accidently using their feature on enemies a bunch

#

There is a midi-qol setting that changes that.

fierce birch
#

Oh? Could you elaborate?

Got a new problem. I'm designing a custom spell that's basically 1d12 of necrotic damage in a 30' radius. I'm using the JB2A tentacles animation via automated animations. The animation is applying to every target rather than just in the initial template area (every token has a 30' radius animation).

scarlet gale
#

Double check what this is set to

#

I'm using DF Template Enhancements (which has a toggle that the player can turn on and off), but you may want to set it to none.

#

When you are placing a template is it also targeting them by itself?

fierce birch
#

Ah, DF Template Enhancements addresses players accidentally using ?

Yes. I had it set to "Walls block - ignore defeated"

scarlet gale
#

No

#

DF template enhancements is just another module I'm using. Ignore what I have in that box.

#

You may want to set it to none. So templates don't auto-target inside of them.

#

Or if you like how it currently is

#

Just make sure the player knows to un-target enemies when they're placing their template.

#

Or they'll wind up sculpting spells around an enemy.

fierce birch
#

Right. Thanks! Now I'm just stuck with an animation problem.

scarlet gale
#

What spell is it?

fierce birch
#

It's a Wild Magic surge from the Barbarian Path of Wild Magic. I'm creating a spell effect. 1d12 necrotic damage in a 30' radius to opponents. I followed the design of the Circle of Death spell (same idea, way more damage). And I've used Automated Animations successfully to trigger the black tentacles vid. But the area effect animation is rendering around each targeted opponent.

#

so there are multiple 30' radius vids

scarlet gale
#

That's not something I'm super familiar with I'm afraid.

fierce birch
#

thanks. sorry, slipped into another mod ๐Ÿ™‚

fierce birch
#

It may actually be a midi-QOL issue. The animation only duplicates if you attempt to sculpt spells first by targeting allies. If you just place the template without sculpting, the one area of effect video plays, as expected. I imagine there's no easy fix.

scarlet gale
#

Is it a macro that does the animation?

vast bane
# fierce birch Oh? Could you elaborate? Got a new problem. I'm designing a custom spell that's...

The auto target by templates works with sculpt spells, not sure what Chris is referring to, but I very definitely have the auto target setting and that is the whole point of the flag, when you have them pretargeted, when the auto target of templates happen, the game recognizes and remembers your allies uuid's and gives them an auto save and damage immunity briefly as the spell is resolved(they still make saves so it can seem like its failing but its not)

#

Can I set one account to not require targets?

#

I have a player who is using the worst method of trying to view foundry and he has to have canvas turned off so he can't target anything, I really don't want to confuse everyone else with a target system change for everyone, is there a way to let just them roll without targets?

scarlet gale
#

0 damage applied when it saved

#

Maybe it doesn't work with DF Template Enhancements?

vast bane
#

it may need disposition set

scarlet gale
#

Set to hostile

#

And the player is set to Friendly

vast bane
#

Theres only one target

scarlet gale
#

Strange

#

I wonder what's different in my setup

vast bane
#

Pre target/Post TargetT

#

you only had one creature in the aoe

#

probably doesn't have the right flag

scarlet gale
#

flags.midi-qol.sculptSpells yes?

vast bane
#

yeah something up with your build

#

single targets save right too

scarlet gale
#

Oh interesting

#

It's only the first save I make after loading in

#

that's really strange

vast bane
#

do you have combat booster?

#

or Argon?

scarlet gale
#

No, I removed combat booster because it was causing issues

vast bane
#

There was a known bug with those two where initially a dropped tokens first ability rolled would not read updates to bonus' right or something, just sounded like your issue kinda, but nm. I think he patched it anyway, I fixed it by manually editing the versions I have.

scarlet gale
#

yea, I was the one to originally report that to him on here lol

vast bane
#

the v9 branch I think he patched it quietly by just editing the existing version

#

even though he didn't ever update the v9's after he moved on

scarlet gale
#

Oh interesting

vast bane
#

yeah he did

scarlet gale
#

Found the message lol

#

Oh cool

#

But I still don't have it on

#

so it's something else

vast bane
#

not entirely sure we're talking about the same thing

scarlet gale
#

we are

vast bane
#

but he did say, if I see anyone with the issue, tell them to reinstall

scarlet gale
#

At the time I was told it would be fixed in v10 only

#

But I'm sure others wound up having the same issue

#

Either way, I don't have it right now

#

so I need to figure out what other module is causing this one

vast bane
#

could also be midi settings

#

v9 or 10?

#

@gilded yacht when other modules are set to auto delete templates in v9 midi/dae, the debuff on the caster that is the template is staying on.
Sorry for the ping Tim, I stupidly did not update, I was 2 versions behind on both. Newest does not do this.

#

My module that auto removes fireball is an automated animation checkbox on a global recognition setting

scarlet gale
#

v9

#

I think I figured it out

#

I just assumed it was the autotargeting with templates

#

It looks like after placing a template it targets them

#

and the next time I place a template it counts them as being targeted for sculpt spells

#

but if I remove the target then do it

#

it's fine

vast bane
#

when I do the process.

  1. I pretarget
  2. Roll the item, and place the template
  3. There is a breief moment between this step where everything untargets and then the template targets them all.
  4. Roll damage, roll saves
  5. See damage card show the saved folks
scarlet gale
#

yea

#

does yours keep it targeted after the template is placed?

vast bane
#

there is a moment where nothing is targeted between pretargets and template targets, it looks like something is doing something then

#

yes people stay targeted

scarlet gale
#

so if you place another target

#

I mean another template

vast bane
#

you have a setting on that lets you edit template targets

scarlet gale
#

it counts them for sculpting right

vast bane
#

you pretarget befire you ever cast the spell

scarlet gale
#

I'm trying to make it not be pre-targeted

#

and that's the issue

#

I'm forgetting to untarget after the template places a target on them

#

so the next time I do an AOE, it's counting it as someone I want to sculpt spell on

#

Place template with nothing targeted, everything works correctly

#

but at the end

#

it does mark everyone that was in the AOE targeted

#

so if I do another AOE

#

I need to untarget first

vast bane
#

that is not how that works, I will screen to gif it for you

#

no you don't need to do that something is screwing you up, probably a module

scarlet gale
#

yea

#

I'm searching for any other modules that would be doing that

#

running find the culprit now

#

I'll figure it out

vast bane
#

its probably one of the remember targets settings or you have targets only in combat or something

scarlet gale
#

Could be

vast bane
#

you just leave them all targeted

#

then cast the spell, and as you get the template placement, thats when your pretargets all poof, and you lay down the template and they all target and resolve

scarlet gale
#

yea, that's not happening for me

#

it's keeping the targets

vast bane
#

does the actor have the AE with the flag?

#

show me the ae

scarlet gale
#

yep

#

hold on

vast bane
#

cause I see your way when my druid does the aoe

#

is your fireball a macro?

scarlet gale
#

I was using lightning bolt, and no

#

I placed more stuff down

#

it does appear to be removing targets before placing the template

#

but

#

the ones that saved are taking 0 damage as though they were sculpted

vast bane
#

are they immune to lightning?

scarlet gale
#

nah

#

I narrowed it down to a module

#

yep that fixed it

#

I had a module that was doing stuff with targeting

#

and disabling it stopped all my issues

#

But back to what you were saying before for Combat booster, it got ninja updated?

#

(for the v9 branch)

vast bane
#

yes, that weird glitch is definitely gone now where the first attack or spell would be missing prof and mod

#

you could either do what he told me to do or just manually install it over your existing or just install the latest v9, he ninja updated so it will appear to be the same version as anyone who had it before

#

he edited the manifest of the already listed final v9

scarlet gale
#

Oh, I may need to force re-install that one

#

Since I'm already on the "current" version

#

that wasn't patched

vast bane
#

yeah like he says in that conversation I linked, he literally tells me to suggest to folks still having the issue to just manually install it over the existing

scarlet gale
#

๐Ÿฅณ

#

I was missing this module so much

vast bane
#

yeah, it has its weird glitch itneractions with other modules but it is so good on dm QOL

scarlet gale
#

yep, my players didn't use it much

#

but from the DM side it's so nice

#

My bug report to the dev was a month before your message to him you linked. Hope you didn't waste too much time troubleshooting the same issue over again.

vast bane
#

my barbarian player uses it to its fullest potential

#

reckless/rage/bonk/drink beer

scarlet gale
#

Might be able to just remove the targeting requirements on just their abilities.

gilded yacht
gilded yacht
vast bane
#

This is an item on use macro via item macro. It fails to apply the condition properly. It used to work just fine, when I first made it. I do not see any error messages. I believe the problem is the players can't use it? How do I make that work?

let results;
const attacker = canvas.tokens.get(args[0].tokenId);
const {object: target} = await fromUuid(args[0].hitTargetUuids[0]);

const skilltoberolled = target.actor.data.data.skills.ath.total < target.actor.data.data.skills.acr.total ? "acr" : "ath";

results = await game.MonksTokenBar.requestContestedRoll({
    token:attacker,
    request:'skill:ath'
},{
    token: target,
    request: `skill:${skilltoberolled}`
},{
    silent:true, 
    fastForward:false,
    flavor: `${target.name} tries to resist ${attacker.name}'s shove attempt`, 
    callback: async () => {
        const attackerTotal = results.getFlag("monks-tokenbar", `token${attacker.id}`).total;
        const targetTotal = results.getFlag("monks-tokenbar", `token${target.id}`).total;
        if (attackerTotal >= targetTotal) {
            if(!game.dfreds.effectInterface.hasEffectApplied('Prone', target.actor.uuid)) {
                await game.dfreds.effectInterface.addEffect({ effectName: 'Prone', uuid: target.actor.uuid});
                ui.notifications.info(`${attacker.name} shoves ${target.name} to the ground`)
            }
        }
        else ui.notifications.info(`${target.name} resists the shove attempt from ${attacker.name}`)
    }
});
molten solar
#

canvas.tokens.placeables are the objects

#

both canvas.scene.tokens and canvas.tokens have .get(id)

#

Conveniently, canvas.scene.tokens also has .getName

gilded yacht
molten solar
#

Reason I don't ever bother with canvas.tokens unless I explicitly want the selected token(s)

violet meadow
vast bane
#

and no error

#

I will check though right now

#

are the conditions suppose to be capitalized?

#

yeah it works everytime the DM activates it, but fails when players do

violet meadow
#

And put console logs to check where it breaks as a player

#

Like are the roll totals undefined?

#

The flags for the tokenbar's results might be different as a player (not that they should...).
Try to isolate where the macro breaks

vast bane
#

the whole role thing works 100%, the active effect applies when the DM is doing everything, it just doesn't happen at all when the player does it.

violet meadow
#

Can the players add DFreds CE to targets?

kind cape
#

This kinda looks like the issue I was having with MTB requests where the callbacks are not getting executed ๐Ÿค” My solution was to not use MTB for it, cause it was a saving throw anyway, but that's not really possible on your case

vast bane
#

can I add the effect another way?

#

what if it was an execution of a folder macro?

#

instead of apply CE, it activates a specific folder macro

#

Then I just put dfreds CE in a folder macro and run as GM

violet meadow
# vast bane

First things first. Try changing the fastForward to true

#

Maybe the player's trigger has some issues

vast bane
#

I am unsure what you mean, but I toggled FF on for the tests once and no changes no errors

violet meadow
#

change fastFoward:true

#

Just check that the async callback is not thrown off as it waiting for the players to click the Dice roll button

vast bane
#

no errors at all?

#

also fyi

#

it didn't fast forward

#

he still had to click advantage

violet meadow
#
let results;
const attacker = canvas.tokens.get(args[0].tokenId);
const {object: target} = await fromUuid(args[0].hitTargetUuids[0]);
console.log(target)
const skilltoberolled = target.actor.data.data.skills.ath.total < target.actor.data.data.skills.acr.total ? "acr" : "ath";

results = await game.MonksTokenBar.requestContestedRoll({
    token:attacker,
    request:'skill:ath'
},{
    token: target,
    request: `skill:${skilltoberolled}`
},{
    silent:true, 
    fastForward:true,
    flavor: `${target.name} tries to resist ${attacker.name}'s shove attempt`, 
    callback: async () => {
        const attackerTotal = results.getFlag("monks-tokenbar", `token${attacker.id}`).total;
        const targetTotal = results.getFlag("monks-tokenbar", `token${target.id}`).total;
console.log(attackerTotal, targetTotal)
        if (attackerTotal >= targetTotal) {
            if(!game.dfreds.effectInterface.hasEffectApplied('Prone', target.actor.uuid)) {
                await game.dfreds.effectInterface.addEffect({ effectName: 'Prone', uuid: target.actor.uuid});
                ui.notifications.info(`${attacker.name} shoves ${target.name} to the ground`)
            }
        }
        else ui.notifications.info(`${target.name} resists the shove attempt from ${attacker.name}`)
    }
});
#

OK try this too

#

What are the console.logs?

#

edited typos

vast bane
#

this what you want?

#

the object is the automated animation

violet meadow
#

So it doesn't pick up at all the second console.log in the async callback function

#

Try something else. Put in the very end a console.log(results)

vast bane
#

ItemMacro shuld be after active effects right?

violet meadow
#

It shouldn't matter ~~now ~~ at this point anyways ( ๐Ÿค” ), but yes leave it at that

vast bane
violet meadow
#

Nope in the very end

#

after the });

vast bane
violet meadow
#

so results is undefined in the end ๐Ÿค”

#

the requestContestedRoll doesn't return anything?!

vast bane
violet meadow
#

Ok if you try the same as a GM does the console.log(results) return something?

vast bane
#

fastforward woirks when gm fires it

violet meadow
#

(I cannot check myself on v9 tright now that's why this back and forth, sorry!)

vast bane
violet meadow
#

with GM fastForward true?

vast bane
#

with gm fastForward

#

when the player rolls there is no fastforward, when GM does, its super fast, instant, but the request finishes normal

#

also GM is no longer applying the status marker

violet meadow
#

Yeah because probably with the fastForward:true, these flags that get the attackerTotal and targetTotal are not defined

#

That's why the above error

#

With fastForward:true, you will not need the async callback in the requestContestedRoll

#

You can just get the results in the end and use them in the macro logic to apply or not the effect directly

vast bane
#

this can only work with ff true?

violet meadow
#

yes

#

I think there might be a bug in the player's contested roll monks API call, when the fastForward is false. Or there is something changed, compared to how the flags are defined for a GM account

#

(v9 still correct? just checking again ๐Ÿ˜„ )

vast bane
#

v9 and all the relevant modules are updated to the newest v9 supported

#

the only thing that is not updated to newest is actual foundry v9, I'm on 269 build

violet meadow
#

boooo

vast bane
#

does it work in v10?

violet meadow
#

i can try that in a bit

vast bane
#

what do I await for the ff solution?

dense basalt
#

is it just me or does shillelagh macro from midi qol sample items not quite work ? It applies the buff now but when my player goes to actually attack it uses the base quarterstaff and str instead of wisdom.
I suppose I could just change his quarterstaff to work as intended but i was hoping to get this last spell working.

violet meadow
dense basalt
#

v10.

vast bane
#

The v9 one works perfectly

#

Do you have more than one staff?

kind cape
#

Pretty sure shillelagh is from MIDI-SRD which isn't updated to V10?

dense basalt
#

I stripped the character down so only a quarterstaff is there.

vast bane
#

nah its a sample

#

shillilagh is in midi sample items

#

its also not a warpgate macro

dense basalt
#

I am using Shillelagh 10.0.10 from midi-qol sample items.

kind cape
#

Neither is the one from SRD ๐Ÿ™ƒ I guess they both have one

dense basalt
#

IT applies the buff to the character, but the weapon still used 1d6 and the strength roll.

vast bane
#

Ric check to make sure you do not have multiple staffs

dense basalt
#

testing

vast bane
#

or make sure you've checked all staves

dense basalt
#

Yea its not working with the quarterstaff being the only thing in the inventory. It's also equipped.

violet meadow
vast bane
#

oh actually

#

yeah that

#

its also not quarterstaff

#

quarterstaff is not what a druid can use

#

its Wooden Staff or Club

#

Isn't quarter a different weapon?

#

Woodenstaff can be a druids spell focus, quarterstaff cannot

dense basalt
#

It says quarterstaff or club in the spell description. I'll try the other staves then.

violet meadow
#

This is the check in the macro ```js
let weapons = actor.items.filter(i => i.type === weapon && ["club","quarterstaff"].includes(weapon.system.baseItem));

dense basalt
#

@violet meadow yes it is.

violet meadow
#

The base weapon needs to be a club or a quarterstuff

vast bane
#

The V9 gave me this item

violet meadow
#

I cannot check the v9 version of the ItemMacro in the shillelagh spell

vast bane
violet meadow
#

Oh well the macro is a bit suspicious in the v10

#

same with the v9. I would use await in these functions and make the callback async

celest bluff
vast bane
#

the v9 shilelagh is causing dnd5ehelper errors in console on cast lol

#

@violet meadow to be clear, there is no way to use an alternate way to apply the icons to the tokens on success right? like even just using the simple add image icon to them wouldn't work, cause its mtb that breaks?

violet meadow
#

Not sure. I can check later tonight if you don't need something right now

vast bane
#

nah its only a fluff fancy thing, all it really needs is to display the challenge results

molten solar
#

Shillelagh is two lines with Effect Macro, just sayin'.

violet meadow
#

I will check the Monks thingy later tonight Moto that I will be on my pc

#

If you want to fast forward it, go into the console.log(results) and check the passed. It will have the token that passed (won)

#

Then create a logic to apply the DFreds CE accordingly

vast bane
#

What...if I took it out of item macro?

violet meadow
#

With fastForward:false, it seems that something breaks in MTB

vast bane
#

and made it a run as gm folder macro since it works as the GM?

violet meadow
#

for a player

violet meadow
#

OTherwise it would run with the tokens the GM has selected and targeted at the moment

vast bane
#

darn

violet meadow
#

If you search the MOnks tokenbar discord you will find a post of mine

#

I was doing something similar

#

actually search for mentions:thatlonelybugbear as I had a convo with another user

#

so it mightbe easier to find it

#

I have to go

vast bane
#

k have a good one

violet meadow
#

Catch you later!

vast bane
#

what is really weird is that its a macro from macro polo that folks were sharing lol, guess it was always meant to be a GM only macro

loud portal
#

I have a feature which adds +Cha mod to Perception. When I add the effect 'system Skills Perception Bonuses Check', 'Add' '+5', it works great. When I change '+5' to '+@abilities.cha.mod' it does not. What obvious thing am I missing?

vast bane
loud portal
violet meadow
molten solar
#

DAE is not needed for this.

#

The field is a string. It accepts @abilities.cha.mod out of the gate.

#

It will not show on the sheet, but will show when you roll.

#

+@abilities.cha.mod is all you need.

loud portal
molten solar
#

No

loud portal
#

Ok, last question, is there a way to see in the calculations where a bonus came from? Perhaps a module that adds that detail?

vast bane
#

can you humor me and try to put brackets and see if it does indeed update the sheet? cause the pally aura does that with the save bonus when you bracket it

molten solar
#

+@abilities.cha.mod[steve]

vast bane
#

Pretty sure you don't want to use odd flavors in damage fields

dark canopy
#

what are you doing in a macro that swaps str to wis and modifies the damage formula that could break other modules?

molten solar
#

It's context, not damage type.

loud portal
#

I may just hardcode it for now, so that it shows properly

dusk jungle
violet meadow
#

That is a strange error!

molten solar
#

Is it? Looks like an attempt to get the api methods of a module that isn't activated.

violet meadow
violet meadow
molten solar
#

Pfff. midi in the midi thread?

loud portal
#

Odd question, how would you go about recreating a trait like 'Favored by the Gods' from 'Divine Soul' Sorcerer? How would you trigger something for a failed save or attack?

violet meadow
#

macro onUse for MidiQOL

#

Favored by the Gods, which one is that exactly?

covert mason
#

I'm trying to use flags.midi-qol.grants.critical.range to grant a player a crit range of 18-20. How do I do that? What do I input?

violet meadow
violet meadow
#

I think this is not backported to v9

covert mason
#

Damn.

violet meadow
#

Try it though ๐Ÿคท

covert mason
#

Nope. Doesn't work. :<

loud portal
# violet meadow Favored by the Gods, which one is that exactly?

Favored by the Gods: "Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest."

#

Where would I be setting macro onUse?

dusk jungle
violet meadow
#

(the attachment is an item that needs importing)

#

@vast bane too tired now. MTB tomorrow ๐Ÿ˜„

dusk jungle
loud portal
# violet meadow That would probably be an Actor onUse macro

k, I got it to work if the attack is within 8 of hitting, which is the max of 2d4, with the below macro, but is there a way to use the same feature to add a second macro for instead of 'preCheckHits', 'postSave' to attempt to add 2d4 to a failed save?

dark canopy
#
console.log('this',this) //this gives the workflow note to self
console.log(args)

//let workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid)

const feature = token.actor.items.getName("Favored by the Gods")
const available = !!feature.data.data.uses.value; //check for available uses
if(!available)    return {};
console.log(this.attackTotal)
//preCheckHits
let attackTotal = this.attackTotal;

let target = Array.from(this.targets)[0].actor
console.log(target)
let targetAC = target.getRollData().attributes.ac.value
console.log(targetAC)
let changed = Number(attackTotal) + Number(feature.data.data.formula)
console.log(changed)

if((targetAC > attackTotal) && (changed >= targetAC)) {
    let dialog = new Promise((resolve, reject) => {
        new Dialog({
            title: "Favored by the Gods",
            content: <p>You rolled a ${attackTotal} but you can use your \'Favored by the Gods\' Ability to hit (uses left: ${feature.data.data.uses.value}) </p>,
            buttons: {
                one: {
                    icon: '<i class="fas fa-check"></i>',
                    label: "Confirm",
                    callback: () => resolve(true)
                },
                two: {
                    icon: '<i class="fas fa-times"></i>',
                    label: "Cancel",
                    callback: () => {resolve(false)}
                }
            },
            default: "two"
            }).render(true);
    });
    let useFeature = await dialog;
    if (useFeature) {
        this.setAttackRoll(await new Roll(${attackTotal}+2d4).evaluate());
        return await feature.update({"data.uses.value": feature.data.data.uses.value - 1});
    }
}
else console.log('nay')
loud portal
#

Much prettier, how should I have posted that instead to get that?

dark canopy
#
/* your code here */

output

loud portal
#

Just tested, much nicer, thank you

coarse mesa
#

Hi @gilded yacht โ€“ hope you're doing well! I just learned today that 5E Helpers is no more. Also a rumour that you might pick some of it up? By any chance would it be the cover aspect? Weighing up shifting to v10 but we've grown ever so fond of the midi/helpers cover implementation (with a side of Kandashi's Cover Expansion for different creature sizes)

#

(I have a vested interest now, my PC has a Wand of the War Mage that ignores half cover)

fading scarab
#

Would somebody happen to have a macro to (optionally if possible) reroll an item's lowest damage die, regardless of what number was rolled?

static wind
#

Hello! Is there a way to make a actor on use macro to update a resource value whenever a melee weapon attack is made?

spice kraken
static wind
#

Yeah, but i know my players will forget that and I wont have time to check everytime

spice kraken
#

How will they forget? You roll the attack, get a popup, and hit continue basically otherwise the attack won't happen

static wind
#

oh

#

the resource wont go down, it will go up

spice kraken
#

so put consumption at -1

static wind
#

lul

#

LUL

#

I DIDNT KNOW THAT

#

hmm

#

is there a way to limit the resource value?

#

it goes past the max

spice kraken
#

Prolly need a macro for that

static wind
#

๐Ÿ˜ญ

spice kraken
#

So if attacking causes the resource to increase, what causes it to decrease?

static wind
#

One turn without attacking or getting hit

spice kraken
#

Honestly something like that I'd just handle manually

#

in its entirety

static wind
#

Yeah, Iโ€™m thinking Iโ€™ll do that as well

#

๐Ÿ˜ญ

#

But thank you

digital lagoon
#

hi. can anyone please assist me in getting evasion to work in midi qol im new but learning ๐Ÿ™‚ i currently have flags.midi-qol.superSaver.dex set and override and 1 20

spice kraken
#

custom

#

not override

scarlet gale
#

That should work

#

What's the details tab look like?

spice kraken
#

Are you making this a passive effect?

scarlet gale
#

If it's not working, you likely just need to set it to apply to actor on equip on the details tab

digital lagoon
spice kraken
#

No, details tab of the AE

digital lagoon
#

set it to custom instead of override. still didnt work

#

btw. how do u know what to set that box too? how do i know to set it to custom and not override. or override and not add?

#

if you dont mind ;

vast bane
# digital lagoon if you dont mind ;

you know by reading the documentation normally but that specific flag doesn't specifically say what drop down in the readme but its a switch, 1 for yes, 0 for no. That is typically almost always CUSTOM. Specially if its a midi flag.

I see this:

#

whish leads me to believe you are editing an owned item so thats maybe why, make the item in the sidebar

#

then move it after

digital lagoon
#

ok. ugg. wife nagging me to go to bed. im gonna head out and hit this again in the morning. will give that a try. thanks for all of your help guys i will get back tomorrow and see if it works.

dusk jungle
#

i've done some more investigation into the error i'm seeing with the current sample item for Shillelagh:

Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'api')
[Detected 2 packages: dae, midi-qol]
    at convertDuration (GMAction.js:379:67)
    at applyActiveEffects (GMAction.js:207:51)
    at Item5e.applyNonTransferEffects (dae.js:987:30)
    at async Object.doEffects (dae.js:906:12)
    at async Workflow._next (workflow.js:736:10)
    at async Workflow.next (workflow.js:255:10)

looking at the line in converDuration points to a Simple Calendar API error:

const durationSeconds = globalThis.SimpleCalendar.api.timestampPlusInterval(game.time.worldTime, interval) - game.time.worldTime;

the above error happens with Simple Calendar enabled - turning it off lets the macro run and applies an active effect, but without bringing up the weapon selection dialog or making any changes, so basically it has no effect

i think i'm at the limit of my debugging ideas right now, does anyone have any other ideas?

vast bane
vast bane
#

thats the problem

#

SC had a fork a long time ago and it breaks the update process

dusk jungle
#

ohhhhhhhhh

#

son of a...

vast bane
#

folks can sit there believing they have the newest when they dont

dusk jungle
#

like me

vast bane
#

you have to MANUALLY go get the right one

#

your update button will always say 1.3.75 is newest

#

and yes, you can manually install over 1.3.75(as long as its the right version for your foundry build)

#

It will do a migration process and convert anything pending in your calendar to the new setup

dusk jungle
#

ok ok that makes sense, let me try that

vast bane
#

although...this could just all be a coincidence but having the newest SC is kinda good to have

#

Its actually a pretty not random effect to happen here so I wonder if some sort of popular youtube tutorial is linking to the wrong SC for new people

dusk jungle
#

i've had it installed for so long if there was a message about switching to a new fork i must have missed it

vast bane
#

I'm only 7 months old and I installed the old to begin with so its definitely something weird

dusk jungle
#

well that fixed that error, now i've got a new one but i'll try sorting that out myself

#

nope, no idea, so it's doing as described above where a useless effect is applied but no dialog is shown to pick the weapon

here's the error:

VM32231:64 Shillelagh 10.0.10 TypeError: Cannot read properties of undefined (reading 'items')
    at eval (eval at <anonymous> (Macros.js:59:16), <anonymous>:7:25)
    at Macro.eval (eval at <anonymous> (Macros.js:59:16), <anonymous>:66:7)
    at ๐ŸŽMacro.prototype._executeScript#advanced-macros (Macros.js:61:16)
    at ๐ŸŽcall_wrapper [as call_wrapper] (libWrapper-wrapper.js:591:14)
    at ๐ŸŽMacro.prototype._executeScript#0 (libWrapper-wrapper.js:189:20)
    at Macro.renderMacro [as renderContent] (Macros.js:210:16)
    at Macro.executeMacro (Macros.js:231:23)
    at ๐ŸŽcall_wrapper [as call_wrapper] (libWrapper-wrapper.js:591:14)
    at ๐ŸŽMacro.prototype.execute#0 (libWrapper-wrapper.js:189:20)
    at daeMacro (dae.js:739:42)
    at async Semaphore._try (commons.js:11525:19)

that first eval error is this line in the Advanced Macros code:

const fn = Function("{speaker, actor, token, character, args, scene}={}", body);

which i think is related to this line in the Shillelagh item macro:

let weapons = actor.items.filter(i => i.type === `weapon` && ["club","quarterstaff"].includes(weapon.system.baseItem));

i've checked and i definitely have the latest version of Advanced Macros (1.17) so something else is going wrong here...

short aurora
violet meadow
dusk jungle
dusk jungle
violet meadow
# digital lagoon btw. how do u know what to set that box too? how do i know to set it to cust...

This is from DAE readme.

Active Effects define the following calculations:

CUSTOM: system/module specific calculation. DAE specifies lots of CUSTOM effects.

ADD: Add a value to the field (if it is numeric) or concatenate if the field is a string.

MULTIPLY: for numeric fields only, multiply the field by a value.

OVERRIDE: replace the field with the supplied value.

UPGRADE: for numeric fields replace the field with the supplied value if it is larger than the field.

DOWNGRADE: for numeric fields replace the field with the supplied value if it is smaller than the field.

dusk jungle
violet meadow
#

But iirc both should be defined anyways when you have a token selected.

dusk jungle
#

yeah no change

violet meadow
#

So the .items undefined points to that specific line?

#

ItemMacro version?
And in itemMacro settings do you have the sheet hooks enabled by chance?

#

(Advanced macros is not a prerequisite for MidiQol anymore just FYI)

dusk jungle
#

maybe i'll try without Advanced Macros, but that's the only line referencing items in the macro

short aurora
#

Since it's already on the repo, can you copy paste the macro in ItemMacro to throw it here? It's the only line explicitly referencing items, but items being undefined suggests it's the predecessor(s) it can't find

dusk jungle
#

with Advanced Macros off the error now points at this line in dae.js which is pretty similar

const fn = Function("{speaker, actor, token, character, args}={}", body);
violet meadow
#

its actor the undefined one

#

Can you check the ItemMacro settings?

short aurora
#

The macro I can find on the repo refers to tactor when defining it, might there be a typo?

#

relevant blurb js const lastArg = args[args.length - 1]; let tactor; tactor = MidiQOL.MQfromActorUuid(lastArg.actorUuid); let weapons = tactor.items.filter(i => i.data.type === `weapon`); let weapon_content = ``;

violet meadow
#

That's the v9 betweem though

#

Let me check v10

dusk jungle
#

yeah that's what i was thinking above

#

i misread the new error message, it's now:

VM38256:64 Shillelagh 10.0.10 ReferenceError: weapon is not defined
    at eval (eval at daeMacro (dae.js:750:32), <anonymous>:7:99)
    at EmbeddedCollection.filter (commons.js:3233:14)
    at eval (eval at daeMacro (dae.js:750:32), <anonymous>:7:31)
    at eval (eval at daeMacro (dae.js:750:32), <anonymous>:66:13)
    at daeMacro (dae.js:751:31)
    at async Semaphore._try (commons.js:11525:19)
#

so "weapon is not defined" now

#

this is since turning off Advanced Macros

violet meadow
#
actor.items.filter(i => i.type === `weapon` && ["club","quarterstaff"].includes(weapon.system.baseItem));
``` change `weapon` to ```js
actor.items.filter(i => i.type === `weapon` && ["club","quarterstaff"].includes(i.system.baseItem));
dusk jungle
#

ahhh

violet meadow
#

Also during the on phase actor will be defined.
During the off phase actor previously would not be defined and I think that this will need to change to

dusk jungle
#

that seems to work with that change

#

but hitting the spell again to turn it off does so, then turns it back on again which is what i think you're referring to above?

violet meadow
#

ahhh delete the extra const lastArg line within the off phase

violet meadow
dusk jungle
#

seems to have the same behaviour - empowers it properly, then cast again to return to normal and still get the dialog to choose a weapon

#

but it's definitely good enough for now, thanks for your help!

violet meadow
#

You delete the effect

#

or it expires

dusk jungle
#

oh! well then ignore me ๐Ÿ˜„

violet meadow
#

It's a DAE on/off situation

#

When you cast it, it sets off the effect to change the item (the on phase)

dusk jungle
#

i thought the macro needed to run again to run the off logic

#

as you can probably tell my coding days are far behind me

violet meadow
#

Then you either delete the effect to trigger the off phase or TimesUp will do that for you when it expires ๐Ÿ˜‰

dusk jungle
#

yep, all makes sense, i misunderstood!

thanks again!

violet meadow
#

let me check ๐Ÿค”

quick scaffold
violet meadow
#

What are you trying to do?

quick scaffold
#

The Favored by the gods macro that was posted

violet meadow
#

grab the attached item and import it

#

Then change the included ItemMacro with the one posted above from Razmeth

quick scaffold
#

ta

gilded yacht
gilded yacht
formal kindle
#

Hi, Im new to this mod and wanted to ask

#

Wanted to know, area spells like spirit guardians that lets you choose who u want to attack, how can I apply it in game so it will not attack the user and his friendly NPC/PC?

#

In addition I have the mod Automated Animations, Should I need to put always measure template or can I just use the animation as indication if the spell hit someone and he need to roll save DC?

violet meadow
formal kindle
#

where can I find it in the setting?

violet meadow
violet meadow
#

Bottom of the screenshot

formal kindle
#

Ohh ok

#

on the item itself

violet meadow
#

Yeap

#

and then in MidiQOL settings => Workflow settings => Workflow tab check you settings up top

solid mountain
#

Is there a way to force a fast forward on a MidiQOL.completeItemRoll roll?

#

I don't want this setting over all (players prefer the popup to remember adv-disadv)

#

But in certain macros I sorta need the forced roll to get the result.

#

It's a tool kit roll by the way, not an attack.

vast bane
#

you can force a fast forward on a request roll

solid mountain
#

Thanks. How would I do that?

violet meadow
#

Additional workflow processing options to completeItemRoll(item, options: {...., workflowOptions}).
You can set:

lateTargeting: boolean to force enable/disable late targeting for the items workflow
autoRollAttack: boolean force enable/disable auto rolling of the attack,
autoFastAttack: boolean force enable/disable fast forwarding of the attack
autoRollDamage: string (always, onHit, none)
autoFastDamage: boolean force enable/disable fastForward of the damage roll.
Leaving these blank means that the configured workflow options from the midi-qol configuration panel will apply.

vast bane
#

Wait for bugbear to respond I saw him pokin around, hes the guru

solid mountain
violet meadow
#

Hey someone needs coffee if you want this buggybear to read whole messages...

#

Try configureDialog: false ๐Ÿคท

vast bane
#

is the roll going to be via mtb anyway?

molten solar
#

(core method is item.rollToolCheck({fastForward: true});)

violet meadow
#

I am stuck with my v10 version for now Moto and I cannot check the MTB from yesterday easily. I am away from my regular setup till tomorrow

vast bane
#

nah I'm allset with that actually

#

the status marker was always just a fluff add on to the skill rolls

#

I'm totally satisfied with shield bash and taunts just doing the requests

violet meadow
#

I just want to investigate what's actually happening cause I do have some abilities set up like that and we haven't used them for some time, so we might be in for surprises ๐Ÿ˜„

vast bane
#

yeah, I feel like a version broke it cause I wanna say freeze or someone, made the macro and I repurposed it, and the original also doesn't work for players in my games atleast

#

but also I'm on v9 so is it really fair to put minds on an obsolete build

violet meadow
#

Yeah I remember that in #macro-polo. We were discussing and it seemed to work. I don't know if I actually used the async callback in a proper game or created as a GM and never tested on a player's client ๐Ÿค”

vast bane
#

it works brilliantly on the dm

#

and honestly...it doesn't break visibly on the player client so I'm just leaving them as is since it just silently fails to apply on players

violet meadow
#

well this sounds like a disaster waitin to happen ๐Ÿ˜›

vast bane
#

nah theres no errors or anything, that was always theweird part, you only got errors to show when we put in console entries

solid mountain
#

I will probably retire my monster crafting macro when fabricate releases anyway. ๐Ÿ™‚

molten solar
#

Fabricate?

solid mountain
#

Yeah, a module being developed. It handles crafting of things.

violet meadow
#

That's a rippers one?

solid mountain
#

Nope. MisterPotts

molten solar
#

ripper has a recent foraging module for patrons, i believe.

solid mountain
#

But it's probably a little off topic for this chat.

vast bane
#

the forage module looks interesting its too bad I already built my own macro for mine lol

violet meadow
#

(and now the 3090s are coming down in price, so... -that's enough bugbear)

molten solar
#

So how about that local sports team?

lean holly
#

Midi QoL and Magic Item error. Conversation moved from #modules message

Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'getDocument')
[Detected 2 packages: magicitems, midi-qol]
    at magicitem.js:386:22
    at new Promise (<anonymous>)
    at MagicItemSpell.entity (magicitem.js:375:16)
    at magicitem.js:399:18
    at new Promise (<anonymous>)
    at MagicItemSpell.data (magicitem.js:398:16)
    at getMagicItemReactions (utils.js:2602:43)
    at doReactions (utils.js:2673:39)
    at async Workflow.checkHits (workflow.js:2511:22)
    at async Workflow._next (workflow.js:440:6)
    at async Workflow.next (workflow.js:261:10)
vast bane
#

wy does the item have the reaction?

violet meadow
#

Hmmm that is magicitems specific ๐Ÿงน

#

(just kidding ๐Ÿ˜› )

vast bane
#

Like isn't the whole point of magic items module to package spells/features in it that are accessible on the spellbook and features sections?

molten solar
#

Not really the point right now ๐Ÿค”

vast bane
#

what is it trying to react with is my point, aka whats the item

molten solar
violet meadow
#

can you post the magicitem.js:386 here? It sounds like a reaction in MidiQOL doesn't pass a document that magicItems can understand or something ๐Ÿคท

#

If what Zhell said is not the case

vast bane
#

could the item be set as a reaction and then the spells only show up if they equip/attune and the users not attuned/equipped?

molten solar
#

What does that even mean

violet meadow
#

OK if not mistaken this is the relevant snippet ```js
entity() {
return new Promise((resolve, reject) => {
if(this.pack === 'world') {
let entity = this.entityCls().collection.instance.get(this.id);
if(entity) {
resolve(entity);
} else {
ui.notifications.warn(game.i18n.localize("MAGICITEMS.WarnNoMagicItemSpell") + itemName);
reject();
}
} else {
const pack = game.packs.find(p => p.collection === this.pack);
pack.getDocument(this.id).then(entity => {
resolve(entity);
});
}
});
}

#

breaks in pack.getDocument

molten solar
#

In other words, the item is deleted.

#

or moved

violet meadow
#

sounds like it

molten solar
#

Tale as old as Magic Items

loud portal
violet meadow
#

@vast bane can you try something? Do you have advanced macros? If yes, create a script macro that will run as GM in your macros folder ```js
let results;

const attacker = canvas.tokens.get(args[0].tokenId);
const target = (await fromUuid(args[0].hitTargetUuids[0])).object;
if (target.length > 1) {
ui.notifications.warn("Please select 1 target only");
return;
}

const skilltoberolled = target.actor.data.data.skills.ath.total < target.actor.data.data.skills.acr.total ? "acr" : "ath";

results = await game.MonksTokenBar.requestContestedRoll({token:attacker,request:'skill:ath'},{token:target[0],request:skill:${skilltoberolled}},{silent:true, fastForward:false,flavor: ${target.name} tries to resist ${attacker.name}'s shove attempt, callback: async () => {
let i=0;
while (results.data.flags['monks-tokenbar'][token${attacker.id}].passed === "waiting" && i < 30) {
await new Promise(resolve => setTimeout(resolve, 500))
i++;
}
if (results.data.flags["monks-tokenbar"][token${attacker.id}].passed === "won") {
//const uuid = target.actor.uuid;
if(!game.dfreds.effectInterface.hasEffectApplied('Prone', target.actor.uuid)) {
await game.dfreds.effectInterface.addEffect({ effectName: 'Prone', uuid: target.actor.uuid});
ui.notifications.info(${attacker.name} shoves ${target.name} to the ground)
}
}
else ui.notifications.info(${target.name} resists the shove attempt from ${attacker.name})
}
});

#

Then in the Shield Master Shove item/feature whatever put an ItemMacro After Active Effects with ```js
if (args[0].workflow) delete args[0].workflow; //for newer versions of MidiQOL that deletion is needed.

game.macros.getName("ShieldMasterShove").execute(args[0]);

#

Name should match your world macro you created.

#

Does this work as a player?

violet meadow
# loud portal Were you able to find how to make this work?

https://gitlab.com/tposney/midi-qol#optional-bonus-effects
More or less an effect on the actor, with
flags.midi-qol.optional.NAME.label | Override | Name of the feat you want
flags.midi-qol.optional.NAME.save.fail | Override | +2d4
flags.midi-qol.optional.NAME.count | Override | check the readme on how to link it to a resource or the below link on how to link it to an Item's uses

More info here too (read this through) <#package-releases message>

formal kindle
#

can I trigger reaction by PC attacking one of my minions?

violet meadow
#

What are you trying to do exactly?

violet meadow
# digital lagoon

Click DAE in this image (the Evasion one). Screenshot the Details tab of the opened window

formal kindle
violet meadow
#

Uncanny Dodge too, get the one from the MidiQOL sample Items compendium

#

Do you use DFreds Convenient Effects maybe?

vast bane
#

it works in a FightClub sense

violet meadow
# digital lagoon

I need you to click on Details tab on the mid-bottom one and check the box Transfer to Actor on Item Equip

formal kindle
#

I mean I will be glad if I have some minions that have reaction like that and when one of them get attacked, there is a massage that remind me about that

#

like with Monk's mods that give you a massage about your lair actions

violet meadow
violet meadow
violet meadow
#

pfff

vast bane
#

oh know what....lets see if he prones himself

#

weird behavior it took same roll for both results, ties don't succeed

violet meadow
lean holly
# violet meadow OK if not mistaken this is the relevant snippet ```js entity() { return ...

I edited the item to not be a "Magic Item" since it really shouldn't be. There is not a spell added to the item in quest just an effect, which funny enough, you helped me with lol.
I shut off the module, I shut down my world.
I log back in, attack the Taz and the reaction works.
Turn magic item back on, verify item in question is still not enabled as "Magic Item".
Attack Taz, console blows up with same error I posted. It's like it is cached somewhere as being a "Magic Item". Is that within my own browser or somewhere in Foundry?

vast bane
#

remake the item?

violet meadow
molten solar
digital lagoon
lean holly
lean holly
violet meadow
#

Yeah nuke time ๐Ÿš€

molten solar
#

Whether it's on the sheet or in the sidebar shouldn't matter. They aren't embedded items, they are just references. Not like activeeffects in an item on an actor. ๐Ÿ™‚

vast bane
#

@violet meadow the hitting himself only happens if the DM has him selected coincidentally, when I fire it and the Dm doesn't have anything going on at all, error occurs:

violet meadow
#

unsetFlag code incoming from Zhell oh noooo I thought so

molten solar
#

Just 'Items With Spells' for me, tyvm ๐Ÿ™Œ

violet meadow
#

yeah I cannot deal with that now, but will take a look tomorrow ๐Ÿ˜„

lean holly
vast bane
#

how do you search just within this thread, I can't get the bit for in: to work in search for midi qol

#

I found it, and had a self realization in the process

digital lagoon
#

hi. im just wondering. is there a page .. link. patreon somewhere, that has all the spells coded correctly for use in foundry? i mean, i have had to get a couple of them working and i have just started using foundry in the last month. soo many people use it and have to adjust spells. there has to be a list somewhere . yea? and all of the pally aura's and stuff? just wondering as i cant find anything like that in my searches. Thanks and sorry for the newbness

digital lagoon
dark canopy
#

the midi srd, iirc, has a bunch of the SRD spells at least partially automated/implemented

#

...wait, that might still be on v9 -- the sample items that come with midi, i mean

digital lagoon
#

yea. but not all ๐Ÿ˜ฆ

dark canopy
#

yea, the SRD makes it hard...

spice kraken
#

There's also the module Convenient Effects that has some premade stuff too

#

You're not gonna find anything that has everything automated since it falls under the same guidelines of only being able to share SRD content and homebrew

dark canopy
#

and just as a reminder, you dont have to go full automation -- i personally do not and my games are still quick and fun

digital lagoon
#

once i get something working. (( with help from u all )) i can put the corrected spell or feat in my shared compendium and have it in all my games for ever and a day yes?

dark canopy
#

until dnd5e/midi/other module updates shift things around

#

doesnt happen frequently, but it can happen

digital lagoon
#

thx

spice kraken
spice kraken
#

I definitely recommend Convenient Effects (paired with Dfred's Effects Panel) cause then a good amount of SRD stuff will be setup. The rest of content you want automated just ask here. Also another recommendation is if no one has said it yet, you don't need to set everything up. Set up content as you need it and the rest whenever you have time to work on it

digital lagoon
#

i have CE and Dfreds installed as well

spice kraken
#

Perfect, also get Times Up for proper expiration of effects in combat

digital lagoon
#

thx

spice kraken
#

And make sure your midi settings are set to apply CE and then item effects

digital lagoon
#

copy that one. thx.

spice kraken
#

The more you do it, the easier it gets

#

That applies with anything in foundry honestly

lean holly
#

@dark canopy and @molten solar I figured it out. It wasn't even the reaction ability itself but another "Magic Item" on the character. It appears Magic Item auto creates "Magic Item" items if they had spells attached to them from dndbeyond importer. Badger, you calling out that bit of code about MAGICITEMS.WarnNoMagicItemSpell made me start looking. I had a custom item which Light and Daylight could be cast from, and Magic Item module just put generic text there instead of the spell(s). Once I fixed that, boom. Everyone was happy in the console again.

vast bane
# digital lagoon copy that one. thx.

dfreds CE premades, midi srd, midi sample items, more automated spells and feats module, and not upgrading to v10, and also just searching here and gearheads for macros for the non srd stuff will get you what you need, but the second you move to v10 you are a slave to what the limited few midi macro writers have come up with for solutions. IMO if you are an end point dm user of midi, you should not update to v10.

#

Just the fact that ALL those macros will have to all be individually looked at and tweaked in a v10 update is the headache keeping me from it. If v10 atleast looked at folder macros and aattempted to migrate or something then I'd think about it but nah...I'm good with v9 for a while lol.

dark canopy
#

just say no to distributing raw macros! โœŠ

#

the Midi SRD by Kandashi is a great example of distributing "macros" as a module

vast bane
#

some of the best improvements to midi experience come from both of those modules that have tons of midi macro items

#

if you have a battlemaster, More Automated spells and feats is a must have

#

What he pulls off in the automation of them all is pretty dang cool

digital lagoon
#

i have basically started with v10. i started foundry as it came out . thats how new i am.

spice kraken
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Then v10 is perfectly fine

vast bane
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I feel for ya, v10 is a huge release that has really thrown some upheavel into module support and automation.

violet meadow
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If you start anew, no reason to go v9

vast bane
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I mean his whole post here is asking for premade items for midi automation

#

v9 has it all practically in the form of the search history on here and gearheads, and v10 is limited to just what tposney has in his sample compendium

#

what happens if you port over the v9 midi srd in your own copy of the compendium into v10?

digital lagoon
#

so that midi srd from kandashi.. was for v9 and i shouldnt get it yea?

vast bane
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its a bunch of items with a macro attached to them to speak with midi to do cool stuff, but they all break in v10 mostly I imagine

spice kraken
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Correct. V9 release

violet meadow
#

All the v9 macros will need some updates. Small updates probably for the most part but still, if you post a v9 macro you will get answers on how to make it v10 compatible

vast bane
#

Yeah no doubt, over time things will balance out, but right now, I don't see many posts of fixes to all the core macros, take Ice Knife, its still in v9 form here

#

essentially you get on v10, you are leading the way for everyone mostly

violet meadow
#

Nobody asks for them

#

Same thing was happening when v9 came out

#

All the v8 macros

vast bane
#

yeah, so as an endpoint DM, who has no experience in JS or anything, we're not gonna move till its all setup for us, we can't afford to take a hit for our weekly sessions.

#

and honestly, what does v10 give me? I already like my journal as is, I actually don't like what they did with invisibility and detection modes

violet meadow
#

Well the way v10 paves the way for new modules for one

vast bane
#

I'll wait and see what comes out but I just haven't seen those must have modules, bab and inline rolls look neat but mtb and requestor do the job fine in v9.

violet meadow
#

Bottom line, even if all the macro modules get updates to v10 version, still lots of people will have macros breaking, cause they use older versions not in these modules.
Ask and you shall receive is the moto ๐Ÿ˜„

digital lagoon
#

any idea what this issue is.. by chance. just trying to install midi srd. says consult f12. dont know much about that stuff.

spice kraken
vast bane
#

midi srd cannot be in v10

dark canopy
#

i would also recommend, as it sounds like you are relatively new, to give low module (ideally zero) setups a try for a few sessions if you havent already

digital lagoon
#

o

dark canopy
#

Midi is powerful, but has a lot of strings attached

vast bane
#

yeah v10 with just the base system is very stable, but if your party is already used to automation from roll20 or even midi foundry, then stepping down is going to be too jarring

digital lagoon
#

yea. im working hard to get all the automation and eye candy that i can get. one of the main reasons i moved from FG.

vast bane
#

the benefit of base system is everything works and non srd is as simple as cut and paste

digital lagoon
#

yea. but once u install one mod. mido qol for example.. as its the main one as i see it for automation. it requires so many other mods and then... it begins. i have been trying to catch on to as much as i can. its alot to get down . i have no programing skills sooo. heh

vast bane
#

I took a month off during the transfer from roll20 to here, ran a session zero where we fiddled with modules, everyone wanted midi, so I setup midi and ran them through a multi shot of sunless citadel, got feedback, tweaked settings, and resumed campaign with midi, so we never actually played vanilla foundry dnd5e. But I'm told I am rare. Personally if you were a pro roll20 DM, I dunno how you jump from pro roll20 api setups to foundry without automation.