#MidiQOL

1 messages ยท Page 13 of 1

vast bane
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Also, you can trim down the automation some with supporting midi modules like Dfreds CE, and if you don't fast forward, Advantage Reminder

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I save myself atleast 1/3 less macros by running Advantage Reminder Module.

digital lagoon
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i just took fast forward off last night. so i can understand the cards a bit better as to what is going on till i learn more.

vast bane
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Bugbear lives by fastforward but I prefer the popouts and advantage reminder lets you setup pseudo automation for various features and spells on them.

placid sorrel
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Can I Override the weapon damage dice?

vast bane
digital lagoon
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im a visual learner and understanding some of what i read is a little difficult.. but progress is being made heh

placid sorrel
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I'm looking to create shilelah

vast bane
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Shilelagh is automated in midi already are you the same guy who had issues with it yesterday?

molten solar
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There is a certain vocal minority who will sharpen their pitchforks as soon as they see a single configuration dialog or popup on their screen. Don't understand them. They will do anything to skip a simple 'Are you rolling with advantage?' prompt... ๐Ÿ˜„

violet meadow
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It's around 50 messages up here in MidiQol

vast bane
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The V9 shilelagh killed my druids special staff cause I wasn't paying attention

formal kindle
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No I dont, should I?

opaque current
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So much easier to just create a Shillelagh item lol

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Or Warp Gate in an item.

vast bane
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warpgates wiki is also a must have source of help, that alot forget about

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seriously theres a bunch of midi stuff in that wiki(probably not v10 lol)

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how dramatic was the v10 warpgate changes for macro syntax?

violet meadow
placid sorrel
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there are only bonusses ๐Ÿ˜•

vast bane
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dfreds and cub are pretty equal in choice but dfreds does have like 100+ premade effects which kinda edges it out in the long run. I still use both though

opaque current
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Yeah you affect actors with AEs not items

vast bane
dark canopy
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which was the goal -- im just a wrapper/abstraction layer for core functions

vast bane
dark canopy
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you may have to update your paths from data to system, but the shim should help for a while

placid sorrel
vast bane
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It spawns tokens and it can mutate/change actors and items

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changing an item macro for warpgate is surprisingly easy to follow from the wiki for a guy with my amount of braincells so highly recommend warpgate.

violet meadow
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Well teleport might be 1/50 (?) of what it can do.

vast bane
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By far the modifying of actors and items is what makes it a must have

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But along with the robust capabilities, it also has a well written wiki/readme.

dark canopy
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warpgate.crosshairs.show() is also really great for selecting a location on the canvas, or gathering tokens/tiles within its area

vast bane
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One of my most favorite macros is a warpgate macro, I'm huge on making illusion magic work in the game cooler so whenever monsters summon illusions I have a warpgate macro that will parse my entire token library, pick an image, pick a random size, and show me what it picked before I place it down as a bogus illusion actor.

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(made by Zhell not me)

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You can also cancel the summons till you like the image choice lol

digital lagoon
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so if i cant see something in discord. i can ctrl & + to zoom in and - to zoom out. just learned that .. very helpful. i wonder. if sharing screens. does that work to zoom in on someones screen as well? by chance.

spice kraken
digital lagoon
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yea.. just thought someone might know off top of their heads.. th.

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x

digital lagoon
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so.. in the priority box. the number 20. i see some items have it as 20. and some as 1. for the same effects on differnt items. like fire resistance. a potion has it as a 20 where as a ring has it as a 0. any rhime or reason plz. ?

spice kraken
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99.99% of the time you don't need to worry about priority

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It just gets weird if you have multiple thing affecting the same thing, that's when prio comes into play

digital lagoon
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ah ok

vast bane
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I have seen priority matter exactly 2 times out of 100000 you can ignore it. I think both times it was related to wierd movement issues.

molten solar
# digital lagoon

You don't need custom for effects that can be done without modules.

system.traits.dr.value | Add | fire
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(and priority is not even shown in the core ui, that's how little it matters)

digital lagoon
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thx. i was just looking at some ways of setting up resist fire. so i pulled up a premade ring and potion to see how they did it.. those are the screen grabs i used.

molten solar
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Odd.

digital lagoon
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both are from dae srd items.

vast bane
# molten solar Odd.

I think I remember seeing a really niche situation where setting to custom let dae do something speciall in the effect window like maybe the brackets?

vast bane
# digital lagoon both are from dae srd items.

I'm pretty sure DAE srd is no longer kept up even in v9. All of its items are also in midi srd I believe and DAE srd is where you get all those items without the leading + sign which leads to all sorts of weird behaviors.

digital lagoon
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thx

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cant get midi srd though. v10

vast bane
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If you do however see them, always put a plus in front of things in effects, it can never be a detriment in a bonus field but not having it can really lead to wierd shit lol

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arguably dae srd should have the same issues /confused

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Only one of Kandashi's modules is v10 ready out of the box and neither of those are it unless I missed something today

formal kindle
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If Im using Midi qol and Automated Animation mod, I activate spiritual guardians and the animation start, at first its let me roll damage, but as long as the enemy is inside the circle, every turn he need to roll for wisdom and get damage if failed, is it possible that as long as a creature is inside that circle he will take damage every start of a turn/he enter the circle?

scarlet gale
formal kindle
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is it a mod?

scarlet gale
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Are you on v10 or v9?

formal kindle
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V9

scarlet gale
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Do you use the ddbimporter? If so, it already comes out of the box with a working spirit guardians.

scarlet gale
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Make sure this setting is on then reimport your spells.

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Spirit guardians is already pre-configured.

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You will need the active auras module as well.

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As mentioned at the bottom of that dialog.

coarse mesa
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Fair. I didnโ€™t know Levels handled cover calcs. Will look into it, thanks!

vast bane
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(In version 9 foundry, v10 tposney's is the only show in town anyway)

scarlet gale
vast bane
scarlet gale
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Don't use the active auras premade item

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Use the one from either midi-qol or ddbimporter.

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They both still need that module active

vast bane
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I never said it didn't need active auras, I just was suggesting that tposney's is the best automated spirit guardians

scarlet gale
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Just making sure, sounded like you were saying to use whatever one the active auras module may or may not have bundled with it.

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I must have misunderstood.

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At any rate, it looks like the ddbimporter one is just a copy of the midi-qol one. So either should be fine.

vast bane
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nope, tposney's spirit guardians 0.8.whatever

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the one in active auras compendium does include dae overtime effects fwiw but the midi sample item has more bells and whistles

scarlet gale
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We're saying the same thing.

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Yes.

wind fossil
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I'm trying to set up a vengeance paladin's Vow of Enmity following the Chill Touch 10.12 setup. I set activation condition tickbox to true, made an effect to apply to target for grants.advantage.attacks, trying sourceId === "@token" for the effects value box, but it doesn't seem to do anything. Any ideas?

vast bane
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the effect will apply if the activation condition evaluates true
Misread your statement.

wind fossil
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so is my activation condition wrong? the effect is applied to the target, and im trying to give the source advantage on attacks vs the target

vast bane
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I thought you just put 1 or 0 in those fields.

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@token is totally a thing but I don't see any sample items using it like that but I'm on v9

scarlet gale
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It's a boolean, whatever expression goes in that box should result in a true or false (0 or 1)

wind fossil
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my global roll other formula is set to Activation condition, but this is (I think?) an item-specific setting. heres a screenshot of one of the effects for the midi sample item Chill Touch 10.0.12. It works for me, on v10

vast bane
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just wanna point out that applying disadvantage is alot different than granting them

wind fossil
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thought that might be the case. It might be simpler then to have the feature apply advantage to the user, and use a secondary effect to set a flag on the target

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but i dont know how to do that exactly

vast bane
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hunters mark sorta does that, does a damage bonus instead of messing with attack

coarse mesa
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Iโ€™m not having much luck digging up any info on it. Not sure if it allows players to check sight lines to targets, if you can override with sharpshooter etc stress

violet meadow
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You might need the premium rippers cover calc module

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Don't remember the name now

molten solar
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(serious Q from someone who never used 5e helpers, does it require that you wall all over the map meticulously with wall-height and whathaveyou?)

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or is it just cover from allies/enemies

violet meadow
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Cover from allies etc

vast bane
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I just used dfreds CE cover buffs on demand manually

violet meadow
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Without it would create a chat card with the bonus on AC that it calculated for you to auto apply it or change according to the usecase

vast bane
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wait does dnd5ehelpers get called for the auto flanking calculations or is that midi?

coarse mesa
violet meadow
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Ah I might have misread zhells q

molten solar
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So you have to place walls on every tree and such?

coarse mesa
molten solar
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Right stress

vast bane
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Someones on willowwood

coarse mesa
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Maybe rippers one is better in that regard if you use tiles with height for trees ๐Ÿคทโ€โ™‚๏ธ

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I really liked how Helpers accommodates sharpshooter, wand of war mage etc

dark canopy
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tokens, tiles, walls all have cover configuration options

molten solar
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I was just interested in learning how much work it took to automate cover.

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I got my answer ๐Ÿ™‚

dark canopy
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a little known feature is that helpers included 2 premade 3/4 and half cover tiles that would be autodetected and configured ๐Ÿ˜…

violet meadow
molten solar
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Oh there's an idea.

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I'll make it v10 compatible, then immediately abandon it.

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I'll rename it "Better Helpers for dnd5e"

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That'll be original. ๐Ÿ‘

coarse mesa
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If youโ€™re into tactical combat (as our group is), cover automation really makes a difference โ€“ positioning becomes very important. And it cuts out a lot of GM arbitrariness lol

kind cape
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It also featured big fat buttons that you could click when somebody targeted to easily apply the relevant AC modifier ๐Ÿ˜‰

molten solar
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I do use cover in my game. ๐Ÿคท

coarse mesa
kind cape
molten solar
coarse mesa
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Zhellโ€™s Convenient Cover coming soon to a repo near you

violet meadow
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Someone v9 shoot a screenshot Zhell's way

dark canopy
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ray tracing or bust โœŠ

kind cape
dark canopy
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absolutely never

kind cape
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Well Ripper does have ray tracing for his stuff ๐Ÿ˜‚

dark canopy
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(im here to play TTRPGs, not fight with 3d models)

coarse mesa
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Ripper is inch by inch turning Foundry into BG3

violet meadow
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Diablo remake on Foundry

molten solar
vast bane
violet meadow
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I already imagine the Butcher scoring crit hits

scarlet gale
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I don't actually use one

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but I've seen it help

vast bane
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I find that clocks just makes me have to do more to do the same thing I was already doing....telling them to hurry up

molten solar
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"We'll skip your turn for now."

coarse mesa
# dark canopy

Itโ€™s the checking sight lines thatโ€™s the big deal for me. Not so much the AC etc. Just makes it very clear what the appropriate cover level is

dark canopy
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oh the actual debug option? or just the overal functionality regardless of ac modification

coarse mesa
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The functionality. Trying to gauge proper cover level on the map is tedious. Especially the four point rules. No human should have to do that

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Getting foundry to do it is sprinkling a little wargaming into the mix with zero effort, which I love

sudden crane
north ocean
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Hey, Not sure if this is a Midi issue, but when i Cast magic missile and click damage, nothing happens.

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The console shows this

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Is the formula correct?

scarlet gale
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Are you on v9 of v10?

digital lagoon
north ocean
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V10

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Ive also tried Targeting when casting/rolling damage

scarlet gale
# north ocean V10

I don't think it's updated, but advanced spell effects covers magic missile.

Otherwise in terms of that error, it looks like it's trying to resolve "* 3"

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Not sure why the 1d4 part is getting chopped off

violet meadow
modern badger
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hmm...

scarlet gale
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That would do it

modern badger
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I'd rather not use a Macro for the solution of 'one time per turn damage'

violet meadow
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Optional bonus flags is the answer then

north ocean
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Is there any solution in the meantime?

modern badger
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are those in the module or do I need to add them manually?

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hmm.

violet meadow
north ocean
violet meadow
modern badger
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@_@

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I don't quite get what 'Name' is standing in for

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is it the feature/item name?

violet meadow
narrow saddle
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Hey and hello there,

Is it a Midi Q thing that can stop monster/NPC chat cards from appearing to players, as it stands my players can see what feature or skill or spell etc the NPC/Monster uses.

They can't expand to see a description but they can certainly see for example Darkness (1/Day) with the random name of the NPC above it.

OR is it as simple as hiding rolls or something?

north ocean
modern badger
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If I leave the 'name' in it'd just add it to everything?

kind cape
violet meadow
# modern badger is it the feature/item name?

You can leave it as is
Put in an entry for label which will be the name of the effect
Another for count, which will be round I think (check the readme) and
Another for the damage

narrow saddle
kind cape
modern badger
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If I want 1d6 force damage applied on the first attack of every turn for an actor that has this effect activated, is this Ok?

narrow saddle
violet meadow
kind cape
violet meadow
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It is another effect value ending in .count

kind cape
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You can also just set the dropdown to None and it should work for both NPC and PC characters @narrow saddle

modern badger
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wait so it'd have to be its own active effect?

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I can't bundle it into another AE

violet meadow
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You can.

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But it will need 3 entries for optional flags

narrow saddle
kind cape
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Yes

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I am not sure what your desired setup is though atm

modern badger
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got dis

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what's the third flag I need?

violet meadow
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Also you need to use override not add

narrow saddle
modern badger
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ok so now I'd need a label field?

kind cape
violet meadow
modern badger
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label that says Supercharge

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srry this is like rocket science to me

violet meadow
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No worries

modern badger
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shouldn't I put 'Supercharge' where name is?

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;3;

violet meadow
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I cannot type them out on my phone easily that's why I send you links

modern badger
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its fine

violet meadow
modern badger
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so like this it shud work

violet meadow
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Will differentiate between different optional effects on the same actor

violet meadow
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Make sure that the optional flags are Override and not Add

modern badger
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there we go!

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ok so, if I had two of these effect types then I'd need to put 'Supercharge' there right?

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also, a small question, is there a way to fast-forward/skip the dialog?

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so it just adds the +1d6 in the first attack without asking?

violet meadow
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Unfortunately no but you can do that with a recurring AE. slightly more difficult setup that needs a macro

narrow saddle
modern badger
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It'd be a thing like 'apply at beggining of turn, unapply once it attacks, reapply at start of turn' right?

violet meadow
sudden crane
violet meadow
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I can help with that tomorrow

narrow saddle
digital lagoon
digital lagoon
kind cape
narrow saddle
kind cape
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I'm all out of ideas then

modern badger
violet meadow
narrow saddle
narrow saddle
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Yeah just completely refreshed the GM log in and monsters/NPCs features are still showing in the player chat.

violet meadow
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The new ones will not

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I hope that's not the issue ๐Ÿ˜

narrow saddle
violet meadow
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Can you post a screenshot of what's shown?

narrow saddle
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This is taken from the players chat window......

(Veloz is the random name Token Mold creates for it, it is a Darkmantle)

violet meadow
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The name of the item rolled will be shown no matter what

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Seems that it is working as intended ๐Ÿคท

short aurora
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The 1 action 10 minutes is part of the item details no?

narrow saddle
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However I have just realised that if I set my chat dialogue to Self Roll, nothing appears that I put out there. ๐Ÿ™‚

naive zenith
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Then you'd need to change your roll mode to Private Roll or GM Roll

narrow saddle
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Penny has just dropped.

Thank you all for the help, really appreciate it as always. ๐Ÿ™‚

molten solar
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Ah. Context. ๐Ÿ™‚

cosmic hazel
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anyone else notice an issue with MidiQOL today? just logged in to make some new monsters/encounters and when i went to test all the automation isnt working. I just tested this the other day and it was working fine. Specifically with the late targeting/detecting hits. I just double checked and my settings seem to be correct
i have automation enabled, late targetting enabled in the GM workflows, really confusing
yea all the effects broke as well, this is strange, ive changed nothing since i tested last

edit fixed...libwrapper is important yall

sudden crane
# digital lagoon ok. thx. i found them in the local directory. they are .js files. how would ...

You can either copy the content and paste it in the item macro, or use the ddb importer utility function that allows to call the macro from the item macro of an item. But it would be a lot more simpler if you just reimported the spells, items and monsters in a compendium. Especially if you already are a patreon of MrPrimate.
You can call a DDB macro from an item macro using the utility function:

return DDBImporter.executeDDBMacro([type], [filename], โ€ฆargs);

Where type is one of the folder name contained in the macros (e.g.: โ€œspellโ€) and file the name of the macro (e.g: โ€œfireShieldโ€)

digital lagoon
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rage has run out of its designated attribute. ?? trying to learn how this works so i can try to set it up properly .. i cant even cast it now cause it says that. i have zero idea what that means. sorry for the newbness. thx for any assisance

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i reset its uses. 4/4 so thats not it.

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so these pics. the left is the rage feat on the char sheet with effects open. the right is CE dropped onto the character with effects open. the CE works. the other doesnt. is there a way. to simply. copy the sheet on the right. into a new feat, that i can put into a shared feat folder and drag that feat onto a char sheet and have it work with they click the feature instead of me dragging from CE? thx.

vast bane
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or totem warrior for that matter?

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I could tell you how to do what you want but you are making a huge mistake in not understanding why everyone told you to install dfreds

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there is a midi setting that, when toggled on, will cause any item rolled by anyone, that is named exactly like a dfreds CE, will attempt to apply dfreds CE of the same name on the target of the item roll.

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or in some cases if its a self/self item, apply it to source token

digital lagoon
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it has totem of the bear so im guessing so. i do have CE installed. when i clickon rage from the sheet. nothing happens at tall. i have midi set to use effects and then items

vast bane
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personally, I do not use the dfreds rage on players cause my player is zealot so I need the custom item macro from here, so would a totem warrior

digital lagoon
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yea. path of the totem warrior / barb is what it is.

vast bane
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if you have midi set to apply ce and if absent, ae on the item and its not rolling and applying anything then you got something wrong

digital lagoon
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i can click on CE and apply the rage on the token and it works.

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i was trying to make it so when she clicks it on the sheet it would work

vast bane
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show me your settings in midi for apply ce yada yada

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you are on v10 so I have no clue how to describe where it is in there

digital lagoon
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ok.. lemme get a screeny

vast bane
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is dfreds ce no longer automated with midi in v10 you v10 dudes?

digital lagoon
vast bane
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show me the whole rage details tab too

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yeah your problem is a blank rage item I bet

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I wanna see the target info of the rage details and at the very bottom, so basically the whole details

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thats not even dnd5e's rage right? dnd5e atleast gives you the scaling damage

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did you make that from scratch?

digital lagoon
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no.. this is what was imported when i broght the toon from ddb.

vast bane
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ddb usually has stuff like midi compiant

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ok delete that rage off your sheet, and drag dnd5e's rage onto that players sheet

digital lagoon
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importred toon. used in a test play night.. rage didnt work. havent changed anything yet.

vast bane
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lets eliminate strange keyboard/language/mismatched characters by taking what dnd5e gives us and using it

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and before we get too far, foundry, midi, dae versions please and are you running roll groups, minimal roll enhancements, better rolls, or ready set roll?

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(and dnd5e version)

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if you have another roller installed midi can't automate defreds if midi isn't the one rolling

digital lagoon
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every thing was updated today. no redy set roll. monks token bar.

vast bane
digital lagoon
vast bane
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that is not the dnd5e is it?

spice kraken
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Should be from Class Features (SRD) or something like that

digital lagoon
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i dragged over from ddb compendium folder. is ddb not 5e?

spice kraken
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Use the SRD item

vast bane
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no, stop using that importer lol

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I may be a minority here, but importers are not as great as they seem

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rage shouldbe in dnd5e's items srd compendium

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did v10 rename them?

vast bane
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wait....its feats srd

digital lagoon
vast bane
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lol

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that importer man

violet meadow
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Important to know how importers do what they do

vast bane
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screwin you up so bad

digital lagoon
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tht was from the srd

spice kraken
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Yeah, I'm assuming you used the importer for the class

vast bane
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thats cause your importer did not give your barbarian its class

spice kraken
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You need to add the scale value in the advancement tab of the class

vast bane
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edit the barbarian class and subclass and show us the details of it

digital lagoon
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yea. imported the character.

spice kraken
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But to test, just put 5 in current and max uses

vast bane
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that might be why the rage is failing, what is v10's rage macro looking for?

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isn't it looking for the rage scale damage thing?

spice kraken
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Why is it using a macro?

digital lagoon
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sorry man. i dunno. all this is new to me.. im very new to this.

vast bane
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yeah its above in the image

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theres a damage macro in dfreds ce v 10

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isn't that scaled in dnd5e?

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That could be why its failing to apply, he's not a barb

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show us your features at the top of the actor

digital lagoon
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oh. he is a minotaur.

vast bane
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if the class/sub is right, it will have that arrow

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Is that a language thing or a custom class?

digital lagoon
vast bane
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ok go to the top of the sheet and click sheet, and change it to vanilla for now, cause we're having issues getting the right things out of the sheet.

spice kraken
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Would prolly be easier to make a test character

digital lagoon
naive zenith
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Y'all are just all over the place.

digital lagoon
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i know im lost lol

naive zenith
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Kordin, can you go to your Features tab.

digital lagoon
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yea

vast bane
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Sorry still waitin for this caff to kick in

naive zenith
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Do you see your Barbarian class and Path of the Totem Warrior subclass?

digital lagoon
naive zenith
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Edit your Barbarian class feature. The Notepad and pencil there on the right.

vast bane
digital lagoon
naive zenith
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Now click over to the Advancement tab.

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Show us

digital lagoon
vast bane
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could there be strange characters in the name/keyboard, I don't see why his stuff is mismatching

naive zenith
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Well, if I read the error from above correctly, it's looking for @scale.barbarian.rages but we need to see the identifier used in the Scale Advancement for Rage there in level 1.

digital lagoon
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this one may work. it has stuff in the effects tab. the one i used from ddb .. did not.

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never used the one from srd yet.

vast bane
naive zenith
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I'm not able to get to my system, and I don't recall how to check it offhand. Moto are you able to see how to check the configuration offhand?

vast bane
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I'm on v9

naive zenith
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sigh. ok. a moment.

vast bane
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there is a very easy way to make his rage work, but it should work with dfreds just by rolling an item called rage

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when you used rage, what do you do to use a rage?

digital lagoon
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so the pic i put in above. was the CE version of rage. it works when put on the toon. and shows some stuff. dunno if that helps

vast bane
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speak literally

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the way that rage auto applies via ce, is you hover over the rage icon on the sheet, and use it by clicking the d20

digital lagoon
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so if she rages now. i click on CE. pull up rage and click it onto her toon. works fine.

vast bane
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if you click that, it shuld apply dfreds

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on the sheet

naive zenith
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So... we good then, or am I descending 2 floors? lol

digital lagoon
vast bane
#

ok all of this was really just misunderstanding how basic foundry dnd5e works lol

vast bane
digital lagoon
#

i mean.. i can get it to work with CE. np. im just trying to get it to work by her clicking it on her sheet. . thats all.

vast bane
#

right, do you have rage on the features tab or did you delete the imported one?

digital lagoon
#

i have deleted all but the srd one

vast bane
#

ok, can you show me the srd one?

#

details tab

digital lagoon
vast bane
#

ok, now on that sheet, mouse over the image of rage on the sheet, and click the d20

#

that appears, not the items details, the actors features tab

#

and then show me chat what it says

digital lagoon
vast bane
#

congratulations you are raging

naive zenith
#

Against the Machine even

digital lagoon
vast bane
#

yeah if you wanna fix that, just go to the effects tab of that rage item on the actor

digital lagoon
#

yea... just needed to move to the srd version .. i mean. how would i have known that though?

vast bane
#

and delete the rage on the actor that is likely inactive

#

I think technically the mistake is not knowing how mr. primates importer works cause I swear I've seen automated rages in the importer

digital lagoon
vast bane
#

yeah I duno man, that thing should work, how bout you delete the importer class and drag in the dnd5e barbarian class?

#

delete the barbarian class level 10 feature on the features tab and find the dnd5e classes srd and drag barbarian from there

digital lagoon
#

will that effect levels? and assigned spell / feats? i dont wanna mess up her toon

#

i mean. . this is a copy so .. shouldnt matter yea?

vast bane
#

I mean...that yellow message already says you are messed up

#

but when you drag a class over you can change its level after the drop

#

it will drag over at level 1, increase it up to whatever level you want in the drop down:

digital lagoon
#

ok.. deleted. dragged. leveled. clicked rage. worked.

vast bane
#

is there a yellow error?

#

where you showed before

digital lagoon
#

no.. is gone.

vast bane
#

ok other characters may be suffering from the same problem beware, they just dn't have a scaling item yet that shows you

digital lagoon
#

just wish i understood all this stuff. nice to get it working. but better to understand it so can fix myself later.

vast bane
#

my suggestion is till you can pinpoint what you do wrong in the importer, use the srd stuff from foundry for what you can

digital lagoon
#

i mean .. i simply have toons made in ddb. then copy url and pull them in

vast bane
#

personally I feel that importers never import correctly and that you spend the same amount of time fixing as if you had just made the items in foundry.

digital lagoon
#

how can i mess that up? lol

vast bane
#

I doubt its an importer problem, are you using his patreon version or the free one?

digital lagoon
#

the SRD's dont have all the options to use to make toons though.. um. right?

#

im patreon

vast bane
#

well technically the only problem I see with your character was an srd thing

#

unless you got an artificer in the group, the only thing that screws up is the class feature item

#

only the artificer is not srd and free provided by foundry

#

I can't think of a sub with a scaling item

digital lagoon
#

dunno what a sub is.. soo. heh

#

me either ๐Ÿ™‚

vast bane
#

but I also have no clue why the importer stuff is throwing basic dnd5e errors

#

subclass

digital lagoon
#

oh

vast bane
#

barbarian is the class, path of the totem warrior is the subclass, and dnd5e gives you barbarian and berserker for free

#

I'm on too old of a version of dnd5e to be able to look it up and show you but you should be fine now, the barbarian has a proper class

#

you may wanna go to special traits and make sure barbarian is at the top of it

#

I dunno where dndbeyonds sheet puts special traits but in vanilla its on the front page of the sheet

digital lagoon
#

yea.. now the problem is. using the feat from sheet doent add spell effects like CE. i thought that the setting in midi to use CE if possible.. did that. ?

vast bane
#

what is your delivery for fx?

#

automated animations or whatever the v10 alternative is for ase?

digital lagoon
#

acutally.. it did work. my bad. i just thoght i put it on.. but it was from the sheet. i just did it again and tested.

vast bane
#

you may want to consider stepping down to vanilla dnd5e for a while without modules so that you and your players get their feet wet with the basic foundry mechanics

digital lagoon
vast bane
#

wong one

#

above that is the gear for special traits

#

you went 1 too far down

digital lagoon
vast bane
#

the fact that danger sense is setup should tell us the transfer was just fine

#

wait no thats feral instincts

#

same difference

#

what totem did they go?

#

do they have resistances to all?

digital lagoon
#

beats me man. i just rushed through them to get to level 10 to test if rage worked.

#

will have to redo and copy her stuff from her original sheet.

vast bane
#

make sure you delete the inactive rage on the item on his sheet

digital lagoon
#

i just didnt want to keep u guys waiting while i did all that.

vast bane
#

it doesn't do anything but the player could mistakenly fool with it

#

I would not use the importer lol

#

can you not just import the subclass in the importers?

digital lagoon
#

i dunno bro. i just copy the url. copy. paste. and click. it brings their toon over lol

vast bane
#

you should not have to reimport actors from importers, infact its going to constantly break some modules that rely on the linkage in the bottom left

digital lagoon
#

oh. u mean to re do her toon?

#

i will just make another copy of her original and make these changes on it.

#

not re import.

vast bane
#

the actor that you just edited, is the actor she should be using

digital lagoon
#

it is a copy of hers. in case i messed it up bad. so i will make another copy of this one and set it up like her original but with the srd files.

vast bane
#

man I really think you should just disable all modules and play vanilla dnd5e with your players for a month

digital lagoon
#

i have added spells.. weapons and all kinds of stuff to use as tests today.

#

well we are not really playing yet. just play testing to learn.

#

this is all good stuff.

#

and if i dont start to use what i have learned over the last couple of weeks. i will forget it. have to learn to do. then do to learn.

#

my prob is .. im a visual learner. and reading all those read me files.. is rough on me. i do as many utube as i can find.

vast bane
#

I feel ya, but you are making mistakes, and then visually learning how to work around the mistakes instead of learning how to do it right the first time, thats not visually learning, thats refusing to stop and ask for directions

digital lagoon
#

had to learn some of foundry. re learn some 5e. has been few years. leaned some lighting. some sound. some walls. some spell effects. weather effects. dice set ups.

#

lots more.

#

over a short time. so. is alot to take in. heh.

#

well. take today. i took all day. allll day. to get rage down. and actually learn how to do some resists stuff.

#

im not in a rush. just want to keep the learning pace going.

#

and i do like the eye candy and automation.

vast bane
#

the issue you are going to have now with that rage, is that the rage needs more active effect settings on it cause they may pick the totem with resistances to all

#

but if you change dfreds then all your npc rages will be totem warrior rages

digital lagoon
#

i didnt change dfreds.

vast bane
#

so you really need to setup the ae on the actor, which is best done by dragging midi sample item rage onto the sheet

digital lagoon
#

made no changes there

vast bane
#

right but your barb will never be right if they are a totem warrior with resistances to all

#

dfreds is just giving them resiswtances to bludgeoning/slashing/piercing

digital lagoon
#

path of toem warrior is what they picked.

vast bane
#

unless I'm remembering totem wrong

#

what spirit did they pick?

digital lagoon
#

bear

vast bane
#

lol

digital lagoon
#

that the resist all? lol

vast bane
#

well lets just leave it there and when you realize you need a new rage setup, come back and we'll totally undo all of what we just taught you

digital lagoon
#

i told them to make a test toon sooo. heh

#

lmao. well. look.

#

i am greatful for your help and patience. ๐Ÿ™‚

#

and willingness to help out a hard headed new guy heh

vast bane
#

dfreds CE with midi is meant to be a repository for automated npc effects and some players, but you will find that the players get these things that you need to setup on their sheet cause they are more unique than dm's npcs, rage is one of them. My barbarian is a zealot barb so divine fury messes up the dfreds CE, I don't want all my npcs to be zealot barbs, so you leave generic dfreds rage alone and put the active effect on the players rage to be unique

digital lagoon
#

yea. like i told them today. if we were still playing pen and paper.. we would have to do allll this stuff by hand. if worse case is that i have to add rage and a few things from the effects when its used. no big deal. im just trying to learn myself how to fix stuff.

vast bane
#

once you have a rage setup on the character that you want to fire the ae on you then tel midi not to use dfreds ce at the bottom in a checkbox:

digital lagoon
#

gotthca.

vast bane
#

you will have to do this method because totem warrior bear spirits give resistances to all damage types and dfreds is just 3

digital lagoon
#

ok. thanks.

vast bane
#

except psychic

digital lagoon
#

lol well they picked a good toon to work a test with.

vast bane
#

arguably zealot is worse, if you can't find a divine fury macro

#

or totem wolf!

digital lagoon
#

ok. i have to head out for a while .. wife wants me to help her with some things. im on all day tomorrow prob as im off work. thanks again for all the help and i will prob be asking again later ๐Ÿ™‚

#

have a great evening.

vast bane
#

is there an automated sanctuary spell macro anywhere, not twilightsanctuary, actual level 1 sanctuary

violet meadow
#

I was trying to create a Rune Knight's ability to change target of the original attack with a reaction

#

It's a ... PITA

vast bane
#

Oh I just want a wisdom save prompt

#

I don't care about target changing or anything

violet meadow
#

But you can hook on the midi-qol.preItemRoll, check if the target has sanctuary effect and trigger the wisdow save. If the save is unsuccessful cancel the current MidiQOL workflow

#

and even start a new completeItemRoll to re-target

#

hmm should I?

molten solar
#

Oh here he goes. Now he's started.

#

You dun did it now.

vast bane
#

I just want a wisdom save on attack where my non fastforward players can just x out their attacks if they fail /shrug

molten solar
#

built in Requestor, but it's in the spell too, isnt it?

vast bane
#

nah I just had an epiphany, I'll just make a 0 reaction wisdom saving throw warpgate item

#

that has a special expiry of next attack

#

wait I dunno how to do that part

violet meadow
#

Then do stuff manually

#

Or no Requestor, just target the attacker and make the Item a saving throw...

vast bane
#

well lets keep it uniform, monk's token bar instead

#

Requestor is used for shared tasks not direct combat stuff

violet meadow
#

OK, make the reaction item a wisdom save

#

and you are good to go

vast bane
#

because my players want to see a streamlined process, they have never had to make save via the requestor before but do it all the time with mtb

violet meadow
#

Lol I have an idea. Wait

violet meadow
#

but no need here

vast bane
#

lol

#

don't tell zhell

violet meadow
#

He knows... Always did

vast bane
#

the problem I want to avoid is having the reaction on the actor all the time

#

because hes the most afk in combat player I have ever hosted for and I don't want to wait for him

violet meadow
violet meadow
vast bane
#

he doesn't get exp if hes not there for his turns during combat

molten solar
#

'And how's that working for you?'

vast bane
#

hes almost 1 whole level behind

molten solar
#

and still afk a lot?

vast bane
#

Yep

violet meadow
#

lol... btw damn your v9 Moto ๐Ÿ˜„

molten solar
#

So... doesn't work great.

vast bane
#

update midi srd and all 200 of my macros for me and I'll press the red button

molten solar
#

You have more macros than I. wtf.

violet meadow
vast bane
#

Honestly, I don't really need automation that badly, I just need a comfy space to roll some dice and make fart jokes with my friends

violet meadow
#

Also someone posted a fork for MidiSRD if not mistaken

vast bane
#

automation makes it easier to make the jokes

#

no point in a fork of midi srd if it doesn't have all the macros cleaned up

#

although, well we shall see

#

I will say this, "Make v10 instance" is actually visible on my todo list weekly now so theres a chance soon I may have one

violet meadow
#

When Active Auras/ATL are up and running, more people are gonna invest time in the MidiSRD too i think

#

Now shhhh I need to make that sanctuary ๐Ÿ˜…

vast bane
#

nah ATE/L isn't that big of a deal to me honestly, I can use torch module, its the macros that willo kill me cause I will have to go over everyones sheets burning tons of time asking for help with macros and getting told to look it up or getting beat by a broom

molten solar
#

I kind of considered just building auras into build-a-bonus

violet meadow
#

wait what now

vast bane
#

Zhell's joining the darkside

violet meadow
#

That is interesting

molten solar
#

but it would be bonuses, not automation effects and shit

vast bane
#

90% of aa is just pally aura anyway amirite?

molten solar
#

The v2.0.0+ roll hooks would probably make it easy, all you gotta do is measure distance to other tokens and check them for an aura flag or effect.

#

but I decided to leave it for someone else.

violet meadow
#

The base AE to radius makes sense for BaB I guess

#

Like paladin aura as Moto said

molten solar
#

It wouldn't be much of a stretch to include saves and checks in babonus but there is some backend code that needs reworking to make it happen

#

the ui might need a sledgehammer.

#

... I accept PRs.

solid mountain
#

What would be the easiest way to add and delete a spell through a macro?

I'm thinking it would be possible to add a spell through CE with effect macros, then delete it.

violet meadow
#

Do you mean a spell as an Item on the actor (/spellbook)?

solid mountain
#

Not sure what you mean. But I mean I planned to literaly just add an at-will spell.

violet meadow
#

Zhell 3 liner

molten solar
#

on create:

const spell = game.items.getName("name of spell").toObject();
foundry.utils.setProperty(spell, "system.preparation.mode", "atwill");
foundry.utils.setProperty(spell, "flags.world.cool-spell", true);
await actor.createEmbeddedDocuments("Item", [spell]);

on delete:

await actor.items.find(i => i.getFlag("world", "cool-spell"))?.delete();
violet meadow
#

That or you can also get it from the Spells (SRD) pack

molten solar
#

on create:

const pack = game.packs.get("key of pack");
const id = pack.index.getName("name of spell")._id;
const spell = (await pack.getDocument(id)).toObject();
/* the rest */
vast bane
#

is it a spell or a special item created by a spell? cause then that could be warpgate territory

violet meadow
#

no need for warpgate

solid mountain
#

Man, that worked perfectly.

violet meadow
#

Just create a new embeddedDocument on the actor

molten solar
#

Both would do the same. I tend towards EM for these cases since my players like the visual representation of an effect in the top right more than a mutation.

solid mountain
#

It is a Detect Magic spell so it should be pretty basic.

#

(Basically a feature that when the player activates it they gain detect magic at will for a limited time, it works perfectly now)

violet meadow
#

it was a 4-liner ๐Ÿ˜ฟ

molten solar
#

sigh

#

fine

#
await Item.create(Item.get("id of item").clone({"system.preparation.mode": "atwill"}).toObject(), {parent: actor, keepId: true});

one line

violet meadow
#

I hope you dont make an update object instead of the setProperty

#

Oh well ๐Ÿ˜„

#

So elegant and readable!

molten solar
#

why do I map

#

ffs

solid mountain
#

I love it when people delve deep into a follow up discussion after a question. ๐Ÿ™‚

violet meadow
#

I have the attention span of a goldfish... I have started 5 macros, finished none and started working on loadout again...

molten solar
#

why do I mergeObject. ffs

violet meadow
#

Can there be another why do I... after that? ๐Ÿค”

molten solar
#

hmm

#

why do I createEmbeddedDocuments ffs

violet meadow
#

I feel like a proper coach... Push to the limits

molten solar
#

why do I flag

#

there

#

and then on delete:

actor.items.get("id of item")?.delete();
#

Now that is one freaking line.

solid mountain
stone forge
#

Can Midi-QOL automate either/both of these effects?

violet meadow
vast bane
#

I don't think the second is active auras

#

its just a 1 minute aoe effect like tturn undead

#

only abeneficial one

#

however, that item needs to have its wording fixed for the second one, unless it intends to give poison immunity to hostile creatures too

violet meadow
#

Ah yeah probably. easier too

vast bane
#

the first one is super easy

#

drag color spray to the bar, then edit that macro and add it as an item macro on the bow attack

stone forge
stone forge
#

Character sheet

vast bane
#

on that bow users sheet

stone forge
#

right yeah thanks

vast bane
#

drag it to their sheet, then drag it to the bar

#

make it innate or something

#

I'm sure bugbear is tempted to make it cleaner

molten solar
#

The automatically generated macro from dragging an item to the hotbar will use the selected token (defaulting to assigned character).

#

You don't want that for this in case they have a different token selected but are firing the weapon from their sheet.

vast bane
#

a simple item roll then?

#

I know its like a one liner but I dunno how to make it

molten solar
#

actor.items.getName("Color Spray").use()

violet meadow
#

Will the token have the Colorspray on the character sheet?

vast bane
#

thats what I suggested to them

stone forge
#

Not usually buit if that's the only workaround

vast bane
#

you thinkin something like the freeze ice knife macro Bugbear?

molten solar
#

Just yoink it straight out of the SRD compendium on every crit lmao

vast bane
#

where he made a whole new item in the item macro?

#

oh shit forgot about the crit thing

molten solar
#

Sounds like a job for an ephemeral item

vast bane
#

yeah

stone forge
#

๐Ÿ˜ฌ

violet meadow
#

If yes on use Midi itemMacro ```js
if (args[0].isCritical) {
const item = actor.items.getName("Color Spray"); //proper name goes here
await MidiQOL.completeItemRoll(item)
}

#

non ephemeral

vast bane
#

have midi apply an ae that activates the macro, on d20 natural 20's

#

jesus thats too easy

#

I'm fuckin stealing that lol

molten solar
#

2nd level, 8d10. Or is it already that?

violet meadow
#

I thought that they would have the Item already planted on the actor

#

If not will make it but I cannot now

vast bane
#

if it is not meant to be scaled, just turn off the items scaling

stone forge
molten solar
#

(v9 or v10?)

vast bane
#

If you have item macro it'd probably be simpler

violet meadow
vast bane
#

I think I just had a color spray macro made for me

stone forge
molten solar
#

"world script macro", oh boy that's confusing nomenclature

stone forge
vast bane
#

do you have an automated color spray yet?

violet meadow
#

nice get the Spells on ITems

#

items with spells?

molten solar
#

Items With Spells. ๐Ÿ˜ 

violet meadow
#

whats the name of the module?

#

oopsie

stone forge
stone forge
violet meadow
#

Now I haven't checked the API, but can you trigger the embedded spell?

vast bane
#

paste it into item macro

violet meadow
#

(nvm)

molten solar
#

but hidden if the item is not attuned

violet meadow
#

Even better ๐Ÿ˜„

molten solar
#

if the item requires attunement.

violet meadow
#

So @stone forge get that module, create the spell as you want it, put it on the item and then use the snippet for critical hits

vast bane
#

will midi throw a fit if his cone is not adjacent to self?

violet meadow
#

The what now? Should I make it put down a template? I think the user can put the template in the right place

vast bane
#

I wasn't sure if self cones would throw the range error that midi sometimes does

stone forge
#

Hmm... cone yeah... didn't think about that. If it's easier, it can just be a radius thing if needs be

vast bane
#

nah try the cone

#

I'm bein a dingus

violet meadow
#

Use the Target in the details page to what emulate the spell. I think it ll be fine

vast bane
#

if you make it a radius you might as well get hail of thorns/arrows macro and repurpose lol

#

keep it a cone, make it more unique

#

theres like 30 ranged attack/aoe circle spells, be different

stone forge
#

ok, I will get back with the outcome - just processing it all! ๐Ÿ˜…

stone forge
#

Ok, installed Items with Spells, dragged a modified version of Colour Spray from the Items section in Foundry to the 'Spells' tab of the Item. This is what the settings look like currently. Any glaring errors?... ๐Ÿ‘€

vast bane
#

yeah no blinded ae on the spell

#

this is midi, we don't do dnd5e basic spells ;p

#

there is an automated colorspray somewhere

#

oh wait nevermind...v10, hah no automated colorspray(yet)

#

everything looks good

stone forge
#

Temporary Effect, 1 round, what should I enter into effects?

vast bane
#

you did eventually drag the spell to the item though right?

#

don't do any effect, if you can't automate you don't want targets getting blinded who aren't suppose to

stone forge
vast bane
#

oh, do you have magic items module and item with spells installed?

#

why is there two spots for magic item spells lol?

stone forge
#

i already had magic items, yes, and just stuck the other one on for this now

vast bane
#

k

stone forge
#

Sorry for taking up your time ๐Ÿ˜ฌ don't worry

vast bane
#

you got it

#

does the macro work?

#

wait

#

you renamed the spell, make sure you rename the macro bit if it calls the name of the spell

stone forge
#

if (args[0].isCritical) { const item = actor.items.getName("Color Spray"); //proper name goes here await MidiQOL.completeItemRoll(item) }

Paste this into the On Use Macro field, yes?

#

but with the adapted spell name

vast bane
#

correct

vast bane
#

no

violet meadow
#

Not that thing in the macro field

vast bane
#

Item macro at the top of the bar

#

oh he doesn't have item macro

violet meadow
#

No worries. Put that in the hotbar

#

in a script macro

#

Call the name of that macro from the onUse MidiQOL macros field on the item as Macro name | After ACtive Effects

vast bane
#

then you put MacroName or whatever you picked in the On Use fgield at the bottom of the item details

stone forge
vast bane
#

how does he not have an item macro button, but regardless just click an empty spot on your hotbar and do what my image shows

#

script in drop down, then paste the macro in and name it

stone forge
#

Yeah, found it. Little SD card kinda thing, but no text

violet meadow
#

It is in there

#

yeah exactly

#

The option Display Icon Only is on

vast bane
#

v10 -_-

violet meadow
#

(both v9 and v10 Moto ๐Ÿ˜› )

vast bane
#

Mine doesn't look like that /flex

opaque current
#

Yours looks worse?

vast bane
#

I prefer my bar as spammed out as possible

opaque current
stone forge
#

Ok, just trying to roll a crit... โŒš

violet meadow
#

make it a 2

vast bane
#

is the item "on crit" or on 20?

#

cause that could be an issue if the archer is a champion!

#

or a filthy warlock

stone forge
violet meadow
#

(Foundryyyyy)

stone forge
#

Hmm... don't think anything went off ๐Ÿค”

#

dunno if that helps you at all, i thought maybe the chat entries might

violet meadow
#

(drag it in the sidebar, right click export)

stone forge
opaque current
#

It has applied an effect to the dragon if that was the goal

stone forge
#

Ah, that restrained condition is old

opaque current
#

The bow icon

vast bane
#

cast color spray on its own, are you prompted for a template?

stone forge
#

Ah, that may be a remnant of an effect I tried to add and thought I'd removed!

violet meadow
#

Not the Magic ITem

#

I can see it in the Magic Item's one and also its called Color Spray

vast bane
#

I did not say to do that, but I did bring up the point that they had both modules installed

#

yeah hes got mismatched names even in that image

stone forge
#

๐Ÿ™ˆ ๐Ÿ‘€ ๐Ÿ˜ฌ ๐Ÿ˜…

#

sorry...

#

template goes off when I cast it from spellbook yes

violet meadow
#

The macro code, should match the name of the spell

#
if (args[0].isCritical) {
    const item = actor.items.getName("Color Spray (Winterbreeze)"); //proper name goes here
    await MidiQOL.completeItemRoll(item)
}
#

You have this in there, but the spell is still Color Spray

stone forge
#

It does right? I edited it to include the brackets

violet meadow
#

All right then

stone forge
#

Guys, don't worry. You have stuff to do! I'll survive.

vast bane
#

aren't you suppose to drag from the compendium?

#

isn't that the yellow warning, you dragged to sheet, then dragged to spellitem?

stone forge
#

No I had to edit the item before giving it to him. I couldnt add the spell to the version of the item he already had. So I reimported it to items, added the spell, and then gave it to him.,

violet meadow
#

Just make sure that they are attuned to the item

#

I see it has Attunement required

#

but not attuned

stone forge
#

Might be it... I've attuned it

violet meadow
#

That is what it should look like. You had the whole macro in there ๐Ÿ˜‰

stone forge
#

Didn't have ItemMacro in there, still had that snippet of code pasted in there!

violet meadow
#

Try this

stone forge
#

In the itemmacro now, yes?

violet meadow
#

That is the exported item

stone forge
#

Don't worry - works after I fixed that field in your On Use Macros screenshot

#

๐Ÿฅณ ๐Ÿ‘ฏ๐Ÿ‘ฏโ€โ™€๏ธ๐Ÿฅณ

#

Jeeeeez.... ๐Ÿ˜‚ You patient people

violet meadow
#

That's a fun lil use of Items with Spells and MidiQOL macros ๐Ÿ˜„

stone forge
#

๐Ÿฅด

violet meadow
#

I call success and off to my ... Sanctuary or Rune Knight's automation...
or a module or another... oh my

molten solar
#

better use of your time would be to get me a list of all the possible filters that could or should apply to a saving throw or ability check. ๐Ÿ˜ 
(/s)

kind cape
#

GL with the Sanctuary macro, its a pain ๐Ÿ˜„

violet meadow
neon pike
#

Anyone have an idea why this doesn't work?

vast sierra
#

+ 1d4

violet meadow
neon pike
#

system.bonuses.All-Damage

violet meadow
#

Yeah cause that one is not a system specified key.
It is added by a module, in this case DAE, so it would need Custom to function

crystal roost
#

Anyone have an example I may use for a macro or midiqol setup to automate bloodlust? (Iโ€™m not worried about moving towards a creature but triggering an effect and prompting the roll using monks token bar)

โ€œIf you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If youโ€™re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarianโ€™s Rage feature), you automatically fail this saving throw.โ€

spice kraken
#

Someone can correct me if I'm wrong but you could use an overtime effect and use the applyCondition like @attributes.hp.value < (@attributes.hp.max)/2

crystal roost
#

I found that in a few searches, unfortunately I couldnโ€™t quite figure out how to make it work trying to use some of the midiqol examples as templates. Iโ€™m away from my computer right now so I donโ€™t have any of my failed attempts.

kind cape
#

Do you have Effect Macro installed?

#

Also V10 or V9?

crystal roost
#

Yes and v10

kind cape
# crystal roost Yes and v10
if(token.actor.system.attributes.hp.value < token.actor.system.attributes.hp.max/2) {
   game.MonksTokenBar.requestRoll([{target:token}],{request:"save:wis",dc:8,silent:true});
}

Untested on V10, cause I don't have a V10 environment right now. But should work. Just stuff it in the Effect Macro "On turn Start" macro on a passive effect on the guy

crystal roost
#

I was trying to use turn=start not effect macro

kind cape
#

Overtime would work too, but I have a headache so this is easier for me ๐Ÿ˜‚

spice kraken
dusk jungle
#

Effect Macro looks interesting, is there some sort of repository of uses for it? example macros?

narrow saddle
#

If i wanted to hide an ability that a monster is using from the chat window automatically with this macro await item.use({}, {rollMode: "gmroll"}), what is the best way to do it through Midi's on use macros?

Because I am trying all sorts of combos and it just isn't working, I would have thought before item is rolled would have been the obvious one but no. ๐Ÿ˜ฆ

molten solar
narrow saddle
#

Hi again,

I have added the blind status to an effect, and then added an aura, 15ft.

When a creature is within that aura it gets the blind status added, however it adds it again and again everytime the creature emitting the aura moves (token attacher, the aura is being emitted from a token summoned by warpgate). And when the creature moves away from targets the blindness stays on the affected creatures/tokens.

Anyone know what the heck I am doing wrong? ๐Ÿ˜•

#

V9

#

I wasn't in combat. IT is now officially too late, going to bed!!

๐Ÿ˜Ž

#

It is still doing the same thing in combat ๐Ÿ˜ฆ

celest bluff
dusk jungle
molten solar
#

It's had a bunch of other uses since then. Like tying item creation/deletion to effects. Triggering macros on other clients. Etc.

dusk jungle
#

ahh interesting! ok cool, thanks for sharing and developing it, that's given me some ideas

molten solar
#

It's personally my go-to for restoring legendary actions and for undead regeneration too

#

Reminders for lair action on initiative 20, too.

scarlet gale
#

Maybe it's been fixed in v10 on newer versions. But using an effect macro while the player doesn't have a token on the screen causes errors.

#

Might actually just be DAE with the error now that I'm looking at it.

molten solar
#

It's not impossible

#

However, I consider v9 stable enough that it won't receive further updates.
The v10 version of Effect Macro is already miles ahead. ๐Ÿ™‚

#

Plus I no longer have a v9 environment to tinker with.

scarlet gale
#

yea nevermind it's just DAE trying to do a isOwner and not liking it's undefined cause there is no token down

molten solar
#

Zero doubt I myself had to push an update at some point to fix that with some module somewhere sometime

scarlet gale
#

I have a scene that I use for an area map, and if the player tries to use their feature that uses a warpgate mutate it doesn't end well.

#

Since there is no token

molten solar
#

An issue with WG tying everything to tokens

#

The big new version of WG will tie mutations to an arbitrary given document instead I hear

scarlet gale
#

Neat

gilded yacht
#

Heads up - 10.0.13 or midi-qol requires foundry 10.286, won't activate if not the right version so check your version when midi disappears.

dense basalt
#

ooh a new verison ๐Ÿ™‚

crystal roost
#

when using flags.midi-qol.OverTime is there any way to have trigger a CE or something when the saving throw fails? using turn=start,
applyCondition="@target.attributes.hp.value" < ("@target.attributes.hp.max")/2
label=BloodLust,
rollType=save,
saveAbility=wis,
saveDC=8,
saveRemove=false

scarlet gale
narrow saddle
# celest bluff if this is active aura, there should be a setting to apply once. if this is a ma...

Thank you. Iโ€™ll have a look I think thereโ€™s an option to apply once per turn/round?
Having said that Iโ€™ve hit another token set up for Hunger of Hadar, the settings are identical apart from the effects of course and that works perfectly
The difference is HoH is static whereas this darkness ability moves with the monster.
Unless thereโ€™s a macro in the HoH spell with more instructions than just summon the token.

celest bluff
#

You can use overtime for the effects

#

for the start and end

narrow saddle
# celest bluff You can use overtime for the effects

Yeah thatโ€™s what I use for HoH, and it works. A creature goes with 20ft theyโ€™re affected they walk out it goes off them.
With this darkness it just keeps applying the effect icon on the tokens within the aura. Over and over every time the creature emitting the darkness moves. And then when the creatures moves further than 15ft away the affected tokens donโ€™t lose the blind effect or icon.

celest bluff
#

i went with that

scarlet stump
#

hey there qq: is warcaster "advantage on concentration con saves" supposed to be working without any tinkering? It's not triggering for my players

celest bluff
#

should be a midi flag but only works on fast forward

short aurora
#

dnd5e doesn't have a specific "concentration" save, so the entire interaction has to be handled by midi afaik

celest bluff
opaque current
#

If you don't fast forward it should still highlight the ADV button afaik

#

Does assume you use the Midi concentration tracking

short aurora
#

Anyone got a smooth setup for removing a prior instance when using a spell/feature on another target? Like the spell Light that can only have 1 instance running

celest bluff
#

depends, dae you can set not to stack

short aurora
#

That's only in the case of the same target though, right?

celest bluff
#

yeah

short aurora
#

I was thinking of something like looking to see if the source uuid or something was active elsewhere and then disabling that, but might be a bit above midi qol paygrade

celest bluff
#

else youll need to macro for it, can check my light macro

#

mine allows only 1 instance

#

check the canvas for any tokens with casters id stored in a midi flag and remove it. on the effect add a midi flag with the casters actor id

#

flags.midi-qol.whateverspellname.id whatever you want to call it

#

getProperty(target.actor.flags, "midi-qol.spellname.id") then if they match

#

sucks typing w 1 hand lol

short aurora
#

Ah great, will give that a go, thanks

celest bluff
#

or you could store the item uuid, take your pick

scenic scroll
#

Hello, i've a spell that i want to automate. When the caster cast it on himself, those who damage him take 1d8 damage.
I do not know how to do that with macro and midi.
I do not need code, just the logic to do that

narrow saddle
# celest bluff

Thatโ€™s what my HoH looks like apart from get the blinded effect from DFreds. It works perfectly.
But the simple blind from darkness doesnโ€™t. There is something Iโ€™m missing obviously and I need to find out. ๐Ÿ˜‚

violet meadow
#

@gilded yacht Do you think that including a Non-harmful Midi-QOL property on Items would make sense?
It would make the automation of something like the Sanctuary spell much easier.

I imagine I would be just checking in the workflow if that flag is present, instead of checking if the workflow.item has an attack or a harmful damage type etc ๐Ÿค”

celest bluff
violet meadow
#

Both should be doable

celest bluff
#

that would be another way of setting it in a reverse unless dae can self store its own ae uuids. there was a sync issue where 2 would be generated

#

dae would generate one then the system would

scenic scroll
#

if i have a way to remove the reaction flag with my macro, i can make it work, but i don't know how to do that

violet meadow
#

You can use 0 Reaction

#

It should prompt everytime.

#

Having said that, I have a couple of reactive damage macros like that posted around here.
Is the spell something like, Fire Shield?

scenic scroll
#

i'll check that

scenic scroll
violet meadow
#

I might need to check these again to be honest

#

Are you in v9 or 10?

scenic scroll
violet meadow
#

Yeah that way will not work until Active Auras are updated for v10

#

The concept was that you create an Active Aura around the caster, which will mutate the attackers to have an Actor onUse macro on them, which in turn will damage them when attacking the caster automatically ๐Ÿ˜„

vast bane
#

can warpgate change an item from reaction to reaction manual?

violet meadow
#

can do whatever you want ๐Ÿ˜„

scenic scroll
vast bane
#

Just gonna add a reaction manual sanctuary feature, and have the spell toggle it to reaction for 1 minute

#

with a 0 reaction cost

#

I could morph the whole item in on demand but I'm lazy

#

has to be a feature though, can't change the spell, cause we hate having to recast spells and unchecking spell slots

#

I sat down to work on my session and installing a v10 test build and the servers in windows update mode cries

violet meadow
#

. Sanctuary spell. Will re-upload after fixing!

#

Early take on sanctuary. Cannot distinguish non-harmful items yet (and AoE spells explicitly)

vast bane
#

I'd imagine non harmful would originate from the same disposition

#

aoe spells can still target them

#

sanctuary only works if you are targeted

violet meadow
#

Indeed, but I have a check in there for Array.from(workflow.targets)[0] being under the Sanctuary effect

#

There is a way for that to be true if an AoE affects the Sanctuary token and that one is targets[0]

#

So I need to make sure that it doesn't trigger for AoEs (at some point ๐Ÿ˜„ )

violet meadow
#

*You can be under a spell and "need" to target your friendlies with a boom boom spell or attack, you know it can happen, I hope you make your players do that ๐Ÿ˜„ *

vast bane
#

so far in dotmm, the only time a player has gone to 2 death saves was initiated by a friendly fire ice knife that critted and took them down(the enemies around him saved)

#

And the druid is reminded of it anytime she casts it lol

celest bluff
violet meadow
#

~~I am not using it again after at any point in the macro or the workflow.

Purely for UX reasons when casting Sanctuary, it shouldn't trigger a saving throw, which is what the SRD included spell does.~~

#

Afterwards the new attack happens with the workflow.item anyways

celest bluff
#

thats how i cross check stuff

violet meadow
#

On a small screen and I mistakenly thought your reply was for: On the Sanctuary SRD spell delete the Save details and change type to Utility/Other.
Nevermind me, going for coffee.

#

@gilded yacht Is the following behaviour intended or not?

This will log the workflow of the second Hook. js Hooks.on('midi-qol.preItemRoll', (workflow) => { return false; } Hooks.on('midi-qol.RollComplete', (workflow) => { console.log(workflow) } This will NOT log the workflow of the second Hook. ```js
Hooks.on('midi-qol.preItemRoll', (workflow) => {
setProperty(workflow,'aborted',true);
return false;
}
Hooks.on('midi-qol.RollComplete', (workflow) => {
console.log(workflow)
}

At first I thought I could check if a workflow is `aborted` and do something, but I found out that it wasn't the case. 

I, instead, ended up using a `setProperty(workflow,'sanctuary',true)` in the first Hook and `getProperty` in the second Hook to do stuff and it works fine, but I was just wondering here if the `workflow.aborted` could be used by the end user ๐Ÿ˜…

The relevant code here: <[#1010273821401555087 message](/guild/170995199584108546/channel/1010273821401555087/)>
stoic seal
#

Anyone got a spirit shroud working?

dense basalt
#

Hey guys, when using "On Use Macros" for sequencer is the name of the macro the copied string or is it the full name of the macro?

#

I can't seem to get the callback macros to work with the sample sequencer macros.

violet meadow
dense basalt
#

So I am trying to use this macro. In the comments it says I need to add the name of this to the On Use Macros section under MIDI.

#

I also tried typing the name of the macro out, neither seemed to trigger the sequence.

violet meadow
#

And you need it to be After Template is placed

#

Not before the Item is rolled.

#

Otherwise the args[0].templateId will not be defined (I guess you have autotarget on in MidiQOL for templates?)

dense basalt
#

Ok so the issue was I needed to make a macro and not use the name of the macro within a compendium maybe? I am pretty sure I went through every option in the drop down. Maybe I missed the template one. It's working now thank you.

vast bane
#

what are you trying to do though?

dense basalt
#

Just run the sequence one the spell is cast, its working now.

vast bane
#

like...if its just an animation, get automated animations

violet meadow
dense basalt
#

Roger that.

vast bane
#

If its just a sequencer animation, you are using a stick of dynamite to kill an ant

#

install automted animations, life much easier, and its automtaed

dense basalt
#

It's a macro that comes with sequencer.

#

What can i say

#

I wanted to see what it looked like

#

the misty step one was really nice so i wanted to check it out

vast bane
#

automated animations has all that but theres a UI instead of writing macros

dense basalt
#

once again it came with sequencer so i was looking at it.

#

I've spent the last 4~ hours using automated animations. It's nice and easy but why not take a look at what someone else did, thats it

#

and now I know how to add macros to my items. win win ๐Ÿ˜›

vast bane
#

faerie fire should be premade with automation unless you are on v10

dense basalt
#

on v10. I also made a faerie fire animation already

#

You're totally missing my point but its all good brotha. back to adding animations ๐Ÿ™‚

vast bane
#

no I mean it applies advantage to the failed save people

#

when the creatures fail their save they are automagically applied grant advantage flags

dense basalt
#

it was working prior to me adding the module and it still works so im not sure.

vast bane
#

and they become lightsources, but atl is not in v10 ๐Ÿ˜ฆ

dense basalt
#

soon(TM)

vast bane
#

oh good point, its probably not an item macro, so I suppose not all of midi srd is broken in v10

#

one of the reasons why I prefer automated animations is that you can give your playrs access to that without worry that they will destroy the world with macro access, plus most of them have no clue how to edit a macro whereas the UI for AA is simple enough for em.

celest bluff
#

i have a version of faerie fire that uses warp gate, works ok.. need to convert to v10

violet meadow
#

Ah is it for v9 or v10 the Spirit Shroud @stoic seal ?

violet meadow
#

The second part of it I imagine needs an Active Aura which is not v10 compatible yet

#

For the 1st part its just a damage bonus macro if not mistaken. Let me find the ability

opaque current
#

Thank you for the CUB reaction support tposney, it is much appreciated!

violet meadow
#

๐Ÿ‘€

  • Gratuitous changes to midi-qol config panel - first step to adding some more game mechanics changes, like legendary/lair action count resets at combat update or moving those to another module and removing them if I make a module for those.
#

But I like this the most

inner ether
#

Was told to ask this here;

I'm running Midi-QOL/DAE, the works.
I was attempting to create a "trap" that applies 1 level of Exhaustion on a failed save.
I created a "dummy" npc, and put a "spell" with a CON Save on it, and the automation part of that works fine.

But for the life of me, I can't figure out how to get the "effects" to add levels of exhaustion with the spell. I'm assuming I have to have the spell run a macro to add levels of exhaustion?

celest bluff
# stoic seal Oh I hope your okay?!

dislocated my shoulder when i tripped and fell in a parking lot. having some muscle issues in that arm also, so maybe tore something. about to take a relaxer.

violet meadow
inner ether
violet meadow
inner ether
#

I know I have CUB, and DAE

celest bluff
inner ether
#

Everything listed in the DBB importer

violet meadow
#

Shoulder can be tricky indeed

celest bluff
#

gonna get good at 1h typing again

violet meadow
inner ether
#

Yes, I hae DFreds Convenient effects

inner ether
violet meadow
#

OK for DFreds CE at least you can add a level 1 Exhaustion to the controlled token with this ```js
await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:token.actor.uuid})

#

If you go through MidiQOL workflow, you probably can set the token as the one that failed the save (if its only one target) ```js
await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:args[0].failedSaves[0].actor.uuid})

inner ether
#

I assume that macro only adds 'Exhaustion 1', and doesn't increase it to 'Exhaustion 2' on a second fail?

violet meadow
#

I am not sure now, but I think there was a way. Hmm let me bring @marsh ferry in on this ๐Ÿ‘†

#

You can code it to add the correct level of Exhaustion in the macro. But it is a bit PITA and not sure if there is an automated way to do that.

#

like get the Effect name split it after the n and if you need to add a level, add 1 to that

inner ether
violet meadow
#

Then you have the effectName of the new effect to add

magic tartan
#

Taking a look at the recently released DAE 10.0.9. I couldn't use the effect change system.attributes.ac.custom, it doesn't appear in the list.

violet meadow
# inner ether Last night, I figured out how to add "Exhaustion 1" through the effects menu wit...

Something like this should do it ๐Ÿคž ```js
const targetActor = args[0].failedSaves[0].actor;
if (targetActor.effects.find(eff=>eff.label.includes("Exhaustion"))) {
const exhaustionLevel = Number(targetActor.effects.find(eff=>eff.label.includes("Exhaustion")).label.split('n ')[1]);
const newExhaustionLevel = Math.clamped(exhaustionLevel + 1, 1, 6);
if (newExhaustionLevel > 5) {
await game.dfreds.effectInterface.addEffect({effectName:'Dead', uuid:targetActor.uuid});
return;
}
const effectName = "Exhaustion "+newExhaustionLevel;
await game.dfreds.effectInterface.addEffect({effectName, uuid:targetActor.uuid});
}
else await game.dfreds.effectInterface.addEffect({effectName: 'Exhaustion 1', uuid:targetActor.uuid});

#

That is for v10 (for v9 replace in the above snippet label with data.label)

#

There edited it... a missing )

inner ether
#

That worked!

violet meadow
#

DFreds will automatically remove the previous Exhaustion level when adding a higher one! Nice lil helper

inner ether
#

I named that macro "Exhaustion"
And set it up like this in the spell effect.

(For anyone else that needs this kind of thing)

violet meadow
#

Yeah, using the name of the script macro you've saved the above code as (named Exhaustion in the screenshot above)

inner ether
#

Thanks for the help!
Given my luck, the party will never even encounter this "encounter/trap" lmao

violet meadow
#

Well I wish them worst of luck then!

inner ether
#

lol thanks

violet meadow
undone night
#

Any idea how I could roll automatically for recharge ability with MIDI-QOL?

spice kraken
#

Like what exactly

violet meadow
undone night
#

Yeah. I figured here would be a better place to post it