#MidiQOL

1 messages Β· Page 14 of 1

undone night
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I was using dnd5e helper for it, but it will not be updated to v10 and I realy want to go v10 asap because of the new amazing craft module from ripper

dense basalt
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Craft module you say?

inner ether
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I'll probably have to use it 1 at a time for the time being.
We're using DF Manual Rolls (players roll real dice), and unfortunately when DF Manual Rolls input prompts, it doesn't tell me "which" token is making that roll.

violet meadow
#

If you need to change it at some point: ```js
for (let target of args[0].failedSaves) {
const targetActor = target.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});
}

vast bane
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Does DF manual rolls work on v10?

inner ether
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Before v10, DF Manual Rolls input dialogue never told you "who" was rolling.
So if I selected 10 tokens, it would pop up the Manual Roll dialogue 10 times, but wouldn't specify which token the manual roll goes to until after I input a dice roll.

This is only troublesome if I select all the player characters, throw a spell at them and they rattle off their dice rolls at me. I can't (as far as I know) know which roll goes to which token unless I do it one at at time.

NPCs, I can just manually roll d20s and input as I go no problem, or click submit for random to speed it up.

vast bane
#

I don't have that issue as I only have it on for 2 players who roll real dice, I don't use it myself.

sudden crane
#

For completeness, if level > 5, the target should be set to dead…

violet meadow
#

The edit should do it πŸ€”

reef jewel
#

How could I go about automating Colossus Slayer?

When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

reef jewel
#

v10

violet meadow
#

Using DFreds CE or not?

reef jewel
#

yes

violet meadow
# reef jewel How could I go about automating Colossus Slayer? > When you hit a creature with...

The ItemMacro or a script macro code: ```js
if (!["mwak","rwak"].includes(args[0].itemData.system.actionType)) return;
if (!args[0].hitTargets || args[0].hitTargets[0].actor.getRollData().attributes.hp.value === args[0].hitTargets[0].actor.getRollData().attributes.hp.max) return;
const diceMult = args[0].isCritical ? 2 : 1; //this one will make it double the damage to 2d8 on a crit hit.
if (game.combat) {
const combatTime = ${game.combat.id}-${game.combat.round + game.combat.turn /100};
const lastTime = actor.getFlag("midi-qol", "colossusSlayer");
if (combatTime !== lastTime) {
await actor.setFlag("midi-qol", "colossusSlayer", combatTime)
}
return {damageRoll: ${diceMult}d8, flavor: "Colossus Slayer extra damage"};


Create on the Colossus Slayer feature a DAE and set it to `Transfer to Actor on Item equip`

The effect needs to be `flags.dnd5e.DamageBonusMacro | Custom | ItemMacro` or `flags.dnd5e.DamageBonusMacro | Custom | "name of the macro you created"`
reef jewel
#

oooh ok

violet meadow
#

Small edit typos

reef jewel
#

ty!

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this is helpful beyond this ability

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didn't know that's how i can link macros to stuff

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is the if (game.combat) block for making this only work once per round?

violet meadow
#

Make sure to check MidiQOL sample items compendium. It has lots of helpful stuff

violet meadow
reef jewel
#

cool

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where do I store these macros?

violet meadow
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Either using ItemMacro module on the items themselves, or as a generic Script macro in your hotbar (or the macros folder, the small icon to the left of your hotbar).

reef jewel
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ahh

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I don't think the macro is being called

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unless i can't log console messages in a macro

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the actor has the DAE effect

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I added the ItemMacro to the colossus slayer passive ability

dark canopy
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are you the GM? or is a GM logged in?

reef jewel
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I'm the gm

dark canopy
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i know some DAE executions of macro get piped through the gm account....bah, ok, just checking

reef jewel
#

@violet meadow hah, i just found your github comment for this exact ability

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flags.dnd5e.DamageBonusMacro | Custom | ItemMacro.Name Of Feature With Item Macro

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now it's triggering

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though i have something else wrong with it

violet meadow
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Hmm I thought tposney fixed that in the latest versions.
Which MidiQol/DAE dnd5e versions are you on?

reef jewel
#

DAE 10.0.8 MidiQOL 10.0.12

violet meadow
#

Try updating. Ah ok the plain ItemMacro as the effect value works only in the latest ones. .09 and .13 respectively

reef jewel
#

gotcha

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For referencing the item macro for the same item the DAE effect is on?

#

there we go

#

working like a charm now

#

had to tweak the macro a little

#
// Is it a weapon attack?
if (!["mwak","rwak"].includes(args[0].itemData.system.actionType)) return;

// Did it hit a target?
if (!args[0].hitTargets) return;

const targetHp = args[0].hitTargets[0].actor.getRollData().attributes.hp
// Is the target at full health?
if (targetHp.value === targetHp.max) return;

const diceMult = args[0].isCritical ? 2 : 1;

if (game.combat) {
    const combatTime = `${game.combat.id}-${game.combat.round + game.combat.turn /100}`;
    const lastTime = actor.getFlag("midi-qol", "colossus_slayer");
    if (combatTime !== lastTime) {
        await actor.setFlag("midi-qol", "colossus_slayer", combatTime);
        return {damageRoll: `${diceMult}d8`, flavor: "Colossus Slayer extra damage"};
    }
}
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not sure about the return values being an object or not

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ahh, guess that's not necessary

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I'm guessing there's no way to combine the damage into the weapon damage message?

violet meadow
#

I didn't test it so good thing you worked it out

violet meadow
reef jewel
#

ohh, cool

scarlet gale
#

When I'm using a called hook for a workflow in a world script, is it possible to change the attack from advantage to a regular hit?

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@gilded yacht

violet meadow
#

Does ```js
setProperty(workflow, advantage, false)

scarlet gale
#

Let me try

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Is working in "preAttackRoll" the right place to be doing this?

violet meadow
#

Watch the ` a bit, I am on iPad and they are known to be trouble for code

violet meadow
scarlet gale
#

Doesn't look like it did

#
function main (workflow) {
    console.log(this);
    console.log(workflow);
    console.log(workflow.advantage);
    console.log('Step 1');
    if (workflow.targets.length === 0 || workflow.targets.length > 1) {return;}
    console.log('Step 2');
    let actorEffect = workflow.actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt - Anti-Advantage');
    if (!actorEffect) {return;}
    console.log('Step 3');
    let actorEffect2 = workflow.actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt');
    if (actorEffect2 != undefined) {return;}
    console.log('Step 4');
    let targetEffect = workflow.targets.first().actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt');
    console.log(targetEffect);
    if (!targetEffect) {return;}
    console.log('Step 5');
    setProperty(workflow, 'advantage', false);
    console.log('Removed advantage!');
    return workflow;
}
Hooks.on("midi-qol.preAttackRoll", (workflow) => main(workflow));
#

My current mess.

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So far it's just a matter of figuring out how to remove the advantage

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In the step 5 area

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Would be far easier if there was a flag that grants attackers the inability to have advantage

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For context, I have an effect aura that's giving nearby creatures an effect called anti-advantage

violet meadow
#

This was working for me last time I checked. <#dnd5e message>

It’s the other way around though.

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Hmm what if you check if it has advantage and then set disadvantage? πŸ˜…

scarlet gale
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First thing I tried

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at this point in the workflow it's undefined

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AttackRollComplete is the next hook

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and that seems too late

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I think

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yea, it's undefined at this point

violet meadow
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Back to basics. Does setting the setProperty to advantage false work in the hook directly?

scarlet gale
#

Honestly, I'm not sure

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"The passed workflow is "live" so changes will affect subsequent actions. In particular preAttackRoll and preDamageRoll will affect the roll about to be done."

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This would mean the editing the workflow should change it right?

violet meadow
#

I would think so. It should be the same to changing stuff in a macroPass in an onUse

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Hmm not on my pc but I will take a look later

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V10 correct?

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But I think tposney will sort you out sooner or later!

lunar wind
#

@violet meadow Responding to your message in #dnd5e earlier,

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Not sure what information specifically you required, but here's the basics of my player's item:
The weapon has two forms, which it swaps between whenever it deals damage. The first is melee, while the second is a 60ft ranged weapon. There are other effects as well, but I've already automated those without issue.

scarlet gale
#

V9

lunar wind
#

I've only started using Midi today but would appreciate any help with it

scarlet gale
#

Or just a macro the simply swaps the items out from your items folder

violet meadow
#

I will share an example as soon as I am back on my pc

lunar wind
#

Thanks, both of you

formal kindle
#

Im trying to make an homebrew spell but when I want to cast it the measure placement isnt working...

violet meadow
#

Share the spell details (item details tab) and/or macro you use

formal kindle
#

its a fireball reskin, working as a legendry action/charge attack

violet meadow
#

Or radius

formal kindle
#

thanks!!

stone forge
#

Is there a way in V10 to have Acid Arrow properly apply the 2d4 damage at the end of the target's next turn? With the default settings, it just applies the initial damage and then the end-of-next-turn damage all up front, applying no damage next turn.

spice kraken
#

Use an overtime effect

stone forge
#

Where do I set that? Effects tab I assume?

spice kraken
#

Yeah, give me a few and I can make it

violet meadow
#

Check the pins in this thread for the MidiQOL readme

spice kraken
#

Gotta figure out dinner

violet meadow
#

Will help you in the long run

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If you cannot make something out of it, we can help

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(I cannot right now making dinner too, so I thought that would be a helpful exercise) πŸ˜…

spice kraken
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I'll put it in spoiler text if you can't figure it out

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Melf's Acid Arrow?

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@stone forge

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Also, just for reference, you don't need the damage type inside the [] since you have it in the dropdown

violet meadow
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Hmm is there something like that in the sample items?

spice kraken
#

Β―_(ツ)_/Β―

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I don't have foundry open so can't check

violet meadow
stone forge
spice kraken
#

Just making sure I read it right, only damage for 1 more turn or is it continuous?

stone forge
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I've just opened it up to change the damage dice for a suped-up version of it and, having cast it, noticed that all of the damage (initial and over time) is all applied up front.

spice kraken
#

Were you able to make the OT or need help with it?

stone forge
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I am trying to get my head around the readme, I've found the Overtime section...

spice kraken
#

I'll do the spoiler text in my next message if you can't get it working

stone forge
#

I have no coding experience though and it's er... tricky... a lot of equals signs!

spice kraken
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It's confusing at first but when you make one you realize how easy it is

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Also do you have Times Up

stone forge
#

I think I will be able to get my head around basic coding eventually but another thing is where to enter the flags and scripts and whatnot on Foundry. Slowly figuring that out as well though I think... Yes I have Times Up.

spice kraken
#

||overtime flag | override | the stuff below

label="Melf's Acid Arrow", (you can change this to whatever you want, it's just what the name of the effect will appear as in the chat, don't put any of the parenthesis stuff in the effect)
turn=end,
damageBeforeSave=true, (I don't think this is needed but can't hurt, again don't put this parenthesis stuff in there)
damageType=acid,
damageRoll=(@item.level)d4||

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There you go

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If you need any explanation on it just lmk

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Also

||you prolly don't need to add a special duration of turn end so just 1 round duration should work. You'll need to be in combat for it to work||

stone forge
#

Thank you - am I anywhere near? πŸ˜… I haven't looked at yours yet... πŸ‘€

I have turn=end,actor=target,damageRoll=2d4 in the effect value, however, actor=target I completely made up in the hope that it worked; I can't find how to specify actors in the Readme.

stone forge
spice kraken
#

You might need the module Dynamic Active Effects

stone forge
#

Yes, have that

spice kraken
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Is it activated?

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Your AE tab looks off

stone forge
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Not one of these?

spice kraken
#

Weird it looks like that, maybe cause of v10?

stone forge
#

Yeah, I am V10 πŸ€·πŸ»β€β™‚οΈ Maybe

spice kraken
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Also, you can do these as 1 line, I just prefer \n cause it's more legible

spice kraken
stone forge
#

How do you return space in there? Tried CTRL/ALT +Enter

spice kraken
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I just pressed enter

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How are you adding the effect?

stone forge
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Oh 😁 Enter submits the changes for me. Might be a QOL setting I turne don somewhere

spice kraken
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What about shift enter?

stone forge
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Just submits, don't worry!

spice kraken
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What version of midi and dae are you on

stone forge
#

Adding the effect by opening the spell>Effects>Configure the effect>Effects tab in the second window

spice kraken
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Cause I see you don't have the autofill option and also the drag expand

stone forge
spice kraken
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Not the srd one

stone forge
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This one seems old...? But run update modules quite often

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Oh

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I just have these two

spice kraken
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Update DAE

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Also, the SRD one only has a v9 version so things from that compendium might not work

violet meadow
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And then update DAE and MidiQOL

spice kraken
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dnd should be 2.0.3(?)

stone forge
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dnd5e is up to date

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Just installed the standard DAE, didn't realise I had the wrong one. Remove the SRD one then?

violet meadow
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Remove it as it wont work in v10 for the most part

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What about your Foundry version?

spice kraken
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You can get Convenient Effects (and dfred's effect panel, great module regardless) for a bunch of premade effects

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Also after you update DAE, show us the version number and a picture of the effects tab

stone forge
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Yes, have DFred's Convenient Effects

violet meadow
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Just for Zhell, take a look at Visual Active Effects too (instead of DFreds Effect Panel) πŸ˜„

spice kraken
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Ooh that looks nice. Another sad day of being on v9

violet meadow
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Do it do it do it

stone forge
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When you're saying DAE, is it this one? I just ask as the module name comes out a little different. I did already have this but just installed it again via manifest.

spice kraken
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Oh no, I won't update until I see people stop complaining about v10 midi issues and until I learn JS so I can update modules myself that aren't being maintained

spice kraken
violet meadow
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@stone forge the most recent MidiQOL (10.0.13) will need 10.286+ version of Foundry.

stone forge
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Yeah, I'm 10.286

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Is it the Sheet style maybe?

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Oh no, there's only one option for that and it's default

spice kraken
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Anyone else on v10, is that what it looks like now?

violet meadow
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Ah probably the DAE settings. Go into the settings and check the 1st box

stone forge
violet meadow
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OverTime needs an active combat to work properly

stone forge
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Yeah, just trying it out in combat. I have damageRoll=(@itemlevel)d4 but damage keeps coming out at zero

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Should it be (@spelllevel)?

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(Is that even a thing?)

violet meadow
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@item.level

stone forge
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ahhh, a dot

violet meadow
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and also @spellLevel iirc

stone forge
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Hooray, works!

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Thank you for all of your help. I'll be able to knock a few more of these basic ones up myself now hopefully. πŸ˜ŠπŸ‘

spice kraken
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Also you can now expand this menu so it's easier to see everything

stone forge
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Yes, just have! 😁 Much easier, return works too...

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Sorry, quick one (down a MIDI rabbit hole now) - how do I multiply by 2 in the code?

e.g. damageRoll=(@item.levelx2)d4

violet meadow
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*

stone forge
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thank you

green wolf
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how do i stop midi from changing the movement setting to combat when combat starts

spice kraken
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movement setting?

green wolf
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yeah when combat starts you can only move tokens when its your turn

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is it midi that is forcing that?

spice kraken
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Pretty sure that's a Monk's module

violet meadow
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Monks tokenbar

green wolf
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gotcha

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thanks!

violet meadow
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@scarlet gale This seems to work ```js
Hooks.on('midi-qol.preAttackRoll', workflow => { setProperty(workflow,'advantage',true) })

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Maybe something else in the macro?

scarlet gale
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Oh interesting probably

violet meadow
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Ah let me make sure that works in v9 (tested in v10)

scarlet gale
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Not at my PC to check

violet meadow
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Yeah it does

scarlet gale
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I'm trying to do the reverse, make it not advantage

violet meadow
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Ah alright testing

violet meadow
scarlet gale
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Cool thanks, I'll figure out what I messed up when I'm home.

molten solar
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stress tests yield good results, @violet meadow, oops wrong channel

gilded yacht
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Stupid module author can't write release notes to save his life - it's system.attributes.ac.calc not .custom

vast bane
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lol, isn't that dnd5e's key though?

celest bluff
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automated objects, interactions and effects modules can prevent updates in v10

half grotto
#

Anyone have any suggestions for the best / most complete compendiums for DnD 5e to use with midiQoL? I am finding that there are a lot of spells, monster features, etc. that aren't covered in the stuff I have. Or, is there a repository for this stuff?

scarlet gale
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I copied your script, as is.

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Actually, doesn't seem to work when the person is pressing alt to give advantage

celest bluff
scarlet gale
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Ah

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So set that property too then?

celest bluff
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yeah it's its own thing

scarlet gale
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Maybe rolloptions.advantage

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Would it be setProperty(workflow, 'rollOptions.advantage', false);

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or workflow.rollOptions on the left side?

celest bluff
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can just set workflow.advantage = true;

scarlet gale
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Already doing that

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and it doesn't remove advantage when alt is being pressed

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but it does for flags that give advantage

celest bluff
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Hooks.on("midi-qol.preambleComplete", function (workflow) {
//stuff
    workflow.advantage = true;
});
scarlet gale
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Testing now

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That works

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thanks!

celest bluff
#

workflow.pressedKeys responds to keys pressed

vast bane
scarlet gale
#
Hooks.on('midi-qol.preAttackRoll', workflow => {
    if (workflow.targets.length === 0 || workflow.targets.length > 1) {return;}
    let actorEffect = workflow.actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt - Anti-Advantage');
    if (!actorEffect) {return;}
    let actorEffect2 = workflow.actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt');
    if (actorEffect2 != undefined) {return;}
    let targetEffect = workflow.targets.first().actor.effects.find(eff => eff.data.label === 'Shift - Wildhunt');
    if (!targetEffect) {return;}
    workflow.advantage = false;
    workflow.rollOptions.advantage = false;
});

My Shifter wildhunt feature.

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Using an effect aura to give those around the character an effect

celest bluff
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don't need {return;} just return;

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or can do return {}

scarlet gale
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oh?

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cool

celest bluff
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only if you're gonna add more stujff

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most of that you can 1 line

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let effectList = ['Shift - Wildhunt','whater else ones'];
if(workflow.actor.effects.find(eff => effectList.includes(eff.data.label)) return {};`
scarlet gale
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So

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The WIldhunt should be the person who can't be attacked with advantage

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and the anti-advantage is an effect given to those around them

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but it should only prevent attacking with advantage if it's the first person

celest bluff
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well actually this is only from the attackers stand point

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depends on how this is written

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you would want to filter by target

scarlet gale
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My code above seems to be working

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Just making sure I wasn't doing anything dumb

celest bluff
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is this an effect you place on the player to remove advantage from them?

half grotto
celest bluff
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or a global effect remove advantage on that actor

vast bane
scarlet gale
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So while the shifter is shifted, for a minute. Any attacks within 30 feet can't have advantage.

vast bane
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You can post any that give you a hard time here and in gearhead and maybe someone will offer a v10 version, but its really frontier work in v10 for automation

scarlet gale
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I'm using active auras to give everyone else within 30 feet this effect

vast bane
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alot of midi srd's are not in macros, so you should be able to move them into your own shared compendium and bring them over

scarlet gale
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and checking if the person with this effect is attacking the person who gave them the effect

vast bane
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all of the More automated spells, features, and items stuff is macros and those are going to break in v10

scarlet gale
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Would be far easier if there was a flag that granted can't be attacked with advantage

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Β―_(ツ)_/Β―

vast bane
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But also apparently active auras and ATE are broken too in v10 so that screws up a bunch of the automated methods from v9

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So really, I got no clue how someone with no javascript experience is trying to run a fully automated v10 campaign session.

half grotto
celest bluff
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Yeah there's grants.noAdvantage flag

vast bane
half grotto
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πŸ‘

scarlet gale
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I don't see that documented anywhere

celest bluff
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oh sorry meant there wasn't

scarlet gale
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oh lol

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I was like

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I spent so much time on this

violet meadow
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Oops, I didn't know that you needed to cancel keybinds too! 😁

scarlet gale
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At any rate, it's working now.

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I bet it was originally too, but I was testing with keybinds.

fathom socket
#

is midi creating these automatic template effects? I'd like to deactivate that for specific spells bc for instance in this case the active effect is triggering the "Rage" Animation bc. of its Name "Conjure Bar>rage< Template" The Automatic Animation deletes the template anyway so there is no need for the effect in this case

vast bane
scarlet gale
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Yea, you should be able to edit just that spell / feature to not get autodetected.

vast bane
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Well I don't know how to answer the false positive auto recogs honestly

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Shield of faith constantly plays shield and shield of faith for example

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I've never been able to get that figured out

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I'm not gonna go find all my casters in my bestiary and disable auto recog and assign the animation locally to them

scarlet gale
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AA button on the spell

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check disable animation

vast bane
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Maybe if we could set the parse to say ONLY "Shield" instead of anything with "Shield"

fathom socket
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for me it would help to toggle off the creation of the "Conjure Barrage Template" active effect that is created upon placing the template. the effect is linked to the template so deleting the effect gets rid of the cone but in this case i dont need an effect at all

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i dont know if its created by midi, was just a guess

vast bane
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Or maybe its midi I forget

violet meadow
fathom socket
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is it in the worklfow settings or the normal settings window - i cant find anything fitting

vast bane
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I dunno about the setting, but I definitely now get auto applied template ae's on spells in v9 newest

violet meadow
violet meadow
molten solar
# half grotto Yeah I am running into issues with cub, df enhanced templates, monk’s little fix...

Downgrading and updating every other week due to some module issues is just gonna eventually do your game more harm than good. There are no issues with your modules in v10 that can't be fixed by either just deactivating those modules or finding an alternative that is updated. Stuff you are missing will eventually come around, you really should not jump back and forth between 9 and 10 for this small stuff.

vast bane
fathom socket
molten solar
vast bane
#

I misread what you typed my bad we're on the same page, cept I think an end point user of midi qol should stay on v9

#

until kandashi's modules are updated or an alternative exists.

molten solar
#

Update to v10 when you have what you feel you need ready. Not disagreeing there.

dense basalt
#

I started with foundry the first week or so of v10 but I've done a lot of research and feel like other than working v9 macros I've found almost everything I could want

#

If I was already on v9 i would probably wait for most of the stuff. Made it easy starting with the new version lol

#

I would definitely like Torchlight to work. That's one that I hope updates lol

#

Using macros for the lanterns and stuff is a bit of a drag :p

vast bane
#

I just don't see the benefits of updating and think that people are getting peer pressured into doing so. I don't even like the changes to journals and vision. The lack of tables is a huge oversight

dense basalt
#

lol

#

peer pressured? :/

molten solar
#

You can make tables

vast bane
#

you have to know html to do so right?

#

I was told it was forgotten in the Tiny MCE editor

molten solar
#

Nah, just swap the editor

vast bane
#

I was shown an image of MEJ and the tables editor was missing from it

molten solar
#

Can't speak to your modules lol

vast bane
#

is there a toggle to revert to v9 invisiblity?

molten solar
#

The journals, as they are in v10, have been a ginormous upgrade

dense basalt
#

update if you want, dont if you dont want to but i dont understand how anyone could be peer pressured into updating a product, unless were talking about windows here

vast bane
dense basalt
#

wouldnt that be a practical reason to upgrade not peer pressure? It's often in a devs best interest to develop for the current thing isnt it?

molten solar
#

If everything you have is stable, and you don't want to update anything, lock all module updates and happy days

violet meadow
#

The thing is that the mod dev will not be able to continue providing support for all the older versions. Other than that, I imagine there are still users in older versions than v9 πŸ˜…

molten solar
vast bane
#

I've personally had to share a module to someone cause the v9 was removed from foundry vtt's site

dense basalt
#

I would assume for practical reasons. Don't wanna confuse the masses with TWO links to choose from πŸ˜‰

molten solar
#

That's definitely an outlier

#

I still have v9 manifest links available

dense basalt
#

one thing id like is for a certain someone to update their macros to v10 and ill be a happy camper lol. The only weak spot for my uses with v10 so far.

#

A bunch of great v9 macros that i cant run in v10

violet meadow
#

Same thing happened with v9 and it was much more breaking

molten solar
#

data.data to system and off you go. How hard can it be /s

violet meadow
#

Post them here or macro-polo

molten solar
#

I'm told there were warnings about that since v7 or so

violet meadow
#

you πŸ—žοΈ

#

But yeah deprecation warnings really helped

molten solar
#

Me! πŸ˜‡

dense basalt
#

its a bit trickier than posting them here. I'll give the guy some time out of respect but considering he linked me his patreon when i asked for v10 macros... if they aren't updated i will just get it done myself eventually.

vast bane
#

alot of midi srd would probably safely transfer in a non module compendium with a world transfer

molten solar
#

You're paying for them?

vast bane
#

but the ones that break are way beyond my capabilities

dense basalt
#

1.50 for a bunch of working macros seemed pretty fair to me, problem was they dont actually work for the version i asked for. Price of doing business you get suckered a few times when youre new to something.

violet meadow
#

I would say if they are behind a patreon post only the breaking part of the code if need be 🀷

But yeah I would respect that!

vast bane
#

and I'm not gonna have another sanctuary x 60 just cause I changed a 9 to a 10

molten solar
#

Welp...

dense basalt
#

My 1.50 is good for the rest of the month but if they dont work by then its fair game in my eyes.

vast bane
#

I only pay patreons that provide art, I did one macro patreon and got burned on it so decided its not worth it since that stuff changes so often whereas art is good forever.

molten solar
#

I would have expected paid content to work.

dense basalt
#

its worse than that really. I was posting in here or the macropolo channel i forget about getting shillelagh to work in v10 and he linked me the patreon πŸ˜› lol

vast bane
#

I get better support from free modules than pay modules too

molten solar
#

... ah

dense basalt
violet meadow
vast bane
#

I pay for 2 patreon artists who hook up a ton of foundry compatible art

molten solar
#

so what you're saying is I should start a patreon /s

violet meadow
dense basalt
#

haha

molten solar
#

anyway speaking of v10 modules, yesterday I worked on a major update to build-a-bonus that would let the bonuses apply to token actors within a range πŸ™‚

#

I stress tested with 1001 tokens on the scene. 😰

#

Rolls went great. Zero issues. No lag. πŸ‘Œ

violet meadow
molten solar
#

You realise it doesn't transfer effects, right

violet meadow
#

Apply bonuses within range is enough 🀷

molten solar
#

there's some homebrew paladin subclass with an aura that gives everyone +CHA to fire damage that could make use of this probably. lol

violet meadow
#

Being able to handle stuff like Paladin auras with BaB would be my go to way as it sounds less resource intensive and when needed use Active Auras for something that would require effects transfer, macros triggering etc.

dense basalt
#

oh nice

#

we have a paladin joining us next week

molten solar
#

if you put the bonus on an effect, you could transfer the entire aura. πŸ‘€

violet meadow
#

I was just checking what exposed functions BaB brings to the table

molten solar
#

None. πŸ™Œ

violet meadow
#

booo
One to "gather" the affected tokens in the aura maybe?

molten solar
#

It goes the other way actually.

#

It doesn't look for auras and then applies it to tokens, it looks for auras and applies it to you when you make a roll.

#

or to the roll, rather.

violet meadow
#

OK yeah makes sense, you said that it is in sync and that explains it πŸ˜„

molten solar
#

The roller gathers auras, the auras don't gather tokens. if that makes sense.

violet meadow
#

Yep

molten solar
#

All happening in the pre-roll hooks

#

Still hilarious that it could gather 1000+ auras in the blink of an eye. The resulting roll was too big to fit on the screen.

#

1d20 + 5 + 1d10 + 1d10 + 1d10 + 1d10 -----

violet meadow
#

That is a really interesting approach.

So BaB sets hooks in pre-rolls and then checks all tokens in the scene for BaB auras and applies to the roll if in range

molten solar
#

yep

violet meadow
#

Well that could be expanded for pretty much everything πŸ€”

molten solar
#

I am simply going to assume that if it works smoothly with 1000 tokens, then it will work smoothly for everyone.

violet meadow
#

fair assumption πŸ˜„

molten solar
#

No preRollInitiative hook though. 😦

violet meadow
#

no BaB for init πŸ™€

molten solar
#

πŸ˜”

#

Can I offer you a paladin aura that gives +1d4 to hit dice rolls in these trying times?

violet meadow
#

this bugbear perks up

molten solar
#

for each token on the scene

#

so 1000d4

#

Please disable DSN for this.

violet meadow
molten solar
#

Yeeeeaaahhhhh... I still need to add tests and checks. I wanted to use the pre-hooks to filter by what ability was used for a skill or tool, but turns out those are set after the pre hook

#

preHook -> config dialog -> roll -> postHook

gilded yacht
#

Heads up there is a bug in 10.0.13 when editing item macro effects - will release a patch shortly

sudden crane
#

@gilded yacht Hi, another typo spotted: humnan.
Maybe this list could be added to the config to allow custom humanoid races.

https://gitlab.com/tposney/midi-qol/-/blob/v10/src/module/utils.ts#L3017

By the way, the new feature to add automatically the UUID of the origin to ItemMacro is great. But could it be possible to do it also for actor onusemacro flags (not supported right now because the value does not contain only ItemMacro) ? That would allow the effect to be targeted on another token and still call back the item macro from the original item. Presently the only way to do that is to create the effect in a macro to put the appropriate UUID.

gilded yacht
ancient musk
#

There doesn't seem to be any explanation of what CE flanking is in the readme. Can someone tell me what the CE is?

vast bane
#

its whatever you edit CE's flanking ae's to

#

default is the normal flanking variant rule

violet meadow
#

@lean holly

#

That will be the Crusher macro. Not the moveToken

lean holly
vast bane
vast bane
#

I have a devil of a time searching for stuff in macro polo πŸ€”

#

Often I sit there trying to figure out syntax so I will search macro polo for the code and nothin comes up

violet meadow
#

needs a split second for the search to catch up if you use in:macro-polo and then something something

kind cape
#

Discord's search is just really bad at keyword matching in general tbh

neon adder
#

I'm trying. to setup a function that is called by a hook when a specific token is damaged. What I've done seems to have created a hook that fires when any token is damaged.

Here's how I establish the hook:
let hookId = Hooks.on("midi-qol.DamageRollComplete", evaluateDamage);
DAE.setFlag(aActor, HOOK_NAME, hookId);

The DAE setflag is used when the effect containing the macro is removed from the affected token to unset the hook.

Feels like I am missing something to limit the scope of the hook, but I am stumped as to where to look to figure it out.

ancient musk
spice kraken
# stone forge Tada

CE - Convenient Effects (module)
AE - (Active effects where you put in things you're automating like the message I'm replying to)

violet meadow
#

DFreds Convenient Effects to be precise πŸ˜‰

violet meadow
vast bane
#

and to be clear, convenient effects is basically a repository of active effects that when combined with midi get auto applied with the right settings

magic tartan
short aurora
#

I imagine this is mostly a combination of DAE and midi qol rather than solely midi qol; is there a way to set up an active effect to be linked with a regular condition? e.g. if you activate the active effect, it both applies itself and a condition, if you delete it, it deletes itself and the condition?

#

I can finagle myself into making an effect that triggers a condition, but then the link breaks, seems to just be a macro to enable that condition and that's it

#

hmm I'll just on off macro it I think

vast bane
#

I believe that is how macro.ce and macro.cub work. If the AE applying the macro has an icon, it will display the icon and put the status effect on.

neon pike
#

Is there anyway to add a +2 to AC specifically for Ranged Attacks? (IE: Shield of Arrow Catching)

vast bane
#

make a reaction that costs 0 reactions?

short aurora
#

Isn't that basically Cover? Maybe you can use the same key DFred uses for theirs;
data.attributes.ac.cover

#

disclaimer: never used this one myself I just remembered dfred had a cover effect

vast bane
#

melee weapons can benefit from cover

neon pike
vast bane
#

it would have to be a reach melee weapon fwiw cause of how foundry uses grids

violet meadow
#

whennnnn

molten solar
molten solar
#

holy fuck

vast bane
molten solar
vast bane
#

by name

#

mine does atleast

molten solar
#

That's a choice.

vast bane
#

But the point is that macro.ce does it /shrug

molten solar
#

I would have used a flag or something. Something non-localizatiable.

vast bane
#

you know javascript, random dm's don't 8)

molten solar
#

I thought it was the module?

#

Anyway, use EM and slap something in the on-delete.

short aurora
#

EM and on/off macro in that case is essentially the same, I think

#

I just need the syntax for adding/removing a condition in dnd5e because I forgot without a module

vast bane
#

you will get exactly what you want

molten solar
vast bane
#

well...in v9 lol

molten solar
#

These strings are unique and should be an easy way to get the effect/condition to delete.

#

Alternatively, just give Damaged Eardrum the key "flags.core.statusId": "deafened"

#

Assuming something like that works for you.

#

But yeah if it specifically looks for an effect called "Deafened", then 🀷

violet meadow
#

(i cannot follow a freaking conversation for the life of my rn. Is the ask to delete a transfered effect when another one is deleted?)

molten solar
#

create when created, delete when deleted.

short aurora
#

Everything works for me when I'm desperate enough; Moto's correct, macro.ce / macro.cub does seem to do exactly what I just described. I'm a little sad I don't get to procrastinate by scripting more, but oh well. Thanks all.

boreal cove
#

is there a script or macro line that can search the damage the character received and use that number in the damage formula?
How can I integrate the following automatically:
"Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage."

violet meadow
# boreal cove is there a script or macro line that can search the damage the character receive...

Hmm there isn't a straightforward way to do that exactly as written.

Mainly because the triggering attack will be against another client (not against the one having this ability).

There might be some ways to do it with Active Auras and other modules (or world scripts), but the most straightforward way is the following:

The one that has the ability targets the attacker and use it after the attack, with a small dialog pop-up asking for the damage dealt and dealing that amount of radiant damage to the creature.

Would that be enough?

celest bluff
#

You could do it, with a double active effect with times up isDamaged

boreal cove
#

no idea

celest bluff
#

Youll have to search workflow on the triggered event.

short aurora
#

Couldn't you re-use midi's Deflect Missiles and change that into it, actually? That's in the same vein? Reduce damage, roll an item against the enemy

violet meadow
short aurora
#

Oh shit, I didn't even read that

#

world script territory baaby

celest bluff
#

Ah yeah then it would be a world script to handle this

violet meadow
#

Yeah it makes things harder but can be done with some Active Auras, warpgating things too 🀷

Easiest way though to just use the feature with a dialog pop up to sayu that amount of damage, take it

celest bluff
#

Or could do a active auras with isAttacked

boreal cove
#

i still dont understand lol

celest bluff
#

Though a world script for this would be better, you can manipulate it a lot more

molten solar
#

(what's stopping them from just clicking the feature?) πŸ‘‹

violet meadow
#

Nothing, that is the easiest way out πŸ˜„
pop up a dialog that asks how much, roll a save and deal the damage

short aurora
#

It can be macroed to just look for the last damage applied through the chat messages, too, I reckon, but definitely easier to have the player press button

violet meadow
molten solar
#

lol shit's done, I'm just making the ui look neat now

#

only 200 lines of css, I feel like that's not enough

violet meadow
# boreal cove i still dont understand lol

It is hard to automate properly, when compared to the benefits of that automation process.

Would a feature that the user who has it can MANUALLY trigger when an attack within the correct parameters happens, be acceptable?

That feature could then ask for damage input, trigger a saving throw and apply the correct amount of damage.

*I feel that this way the player is more involved too. Now if the issue is that they forget... πŸ€” *

sudden crane
neon adder
vast bane
violet meadow
vast bane
violet meadow
#

Indeed. Search for a post from me and crusher

vast bane
#

I swear my search is cursed

violet meadow
#

Not in MidiQOL

#

Macro polo if not mistaken

vast bane
#

I can't search midi, I can only search dnd5e but will try marco

violet meadow
#

I can help with that later

vast bane
violet meadow
#

Cooking now

stone forge
#

I've been going through the Readme and want to implement thisπŸ‘‡ I have a weapon that does 1d8 radiant damage to undead creatures, in addition to its base damage.

I think I need to use this: "raceOrType."includes("undead") as an Activation Condition for Roll Other Damage, which will be set to 1d8. But where do I input this line of code? The OnUse Macro field?

violet meadow
#

Interesting that I o didn’t wrote that down

#

Will take a look

vast bane
#

yeah I'm trying to figure out how to have two macros fire on the same item lol

violet meadow
violet meadow
#

You need the DAE to call only the crusher one

stone forge
violet meadow
#

The moveToken is a GM executed one

vast bane
#

So the weapon needs a active effect that is macro.execute Custom Crusher?

#

is Crusher an actor on use or an item on use?

dark canopy
# violet meadow Try this

since you are using warpgate already, you might as well issue the move via warpgate directly, instead of jumping through execute as GM macros

vast bane
#

I couldn't figure out how to get that to work, my own crusher just handles the crit on 20 thing, I thought I could squeeze out the movement part but its in a language I cannot discern πŸ˜‰

dark canopy
#

mutate the token with new x/y coordinates with permanent = true

vast bane
#

yeah but its once per turn, requires alot more

dark canopy
#

looks like bugbear's script is doing that

vast bane
#

I dunno where to put it

#

I can make them folder macros but how do I activate them

#

actor on use, active effect macro, item on use?

vast bane
#

Can you do an overtime effect that is every 24 hours and not every round?

#

Does anyone have an example of an overtime effect that ends when you take an action to break free of it?

spice kraken
#

My initial thoughts are no, but maybe? Since you need turn specified so unless you're doing some things that change 1 round is 24 hours I don't see how that would work

vast bane
#

v9

spice kraken
#

So the way I do it is I use turn=end and with the module fail-save-lmrtfy-midi

neon adder
#

Can anyone confirm what I think I am observing: Hooks that are added by a macro are cleared/deleted on game restart and reloads?

spice kraken
#

I set the dc at 1, and with that module they get prompted for a save at the end of their turn and if they don't want to, they can hit the Fail Saving Throw option that outputs a save of -1

vast bane
#

ok, I'm pretty sure its possible in overtime alone, Im guessing its setting rollType= And if the player chooses not to roll it, then thats that.

dark canopy
vast bane
spice kraken
dark canopy
neon adder
vast bane
dark canopy
#

not necessarily, i meant that the hook code is only running on your client

spice kraken
#

Because it's waiting for that roll, so if that roll doesn't happen, it keeps waiting

#

I know v10 has an acitonRemove or something like that

vast bane
#

suppose they could put a -20 in their situational

spice kraken
#

Yeah

neon adder
spice kraken
#

But a crit still counts as success

vast bane
#

nah it doesn't in vanilla

spice kraken
#

for midi

vast bane
#

only attack rolls do that

spice kraken
#

and the workflow it does

vast bane
#

say what now?

dark canopy
spice kraken
#

at least that was the case when I was testing like 3 months ago or whatever iirc

vast bane
#

I think there is a variant rule somewhere for it, but I don't have that on

violet meadow
#

@vast bane

#

Make 2 script macros.
First the named moveToken execute as GM
Second named Crusher called by a DAE with Tranfer to Actor on Item Equip as shown in the attachement

#

Make sure to get the v9 version in the old post

violet meadow
vast bane
violet meadow
#

Or an Actor onUse

vast bane
#

how far back is the v9 version?

violet meadow
#

the one you linked

vast bane
violet meadow
#

moveToken is the tiny one

#

I will put them all soon in a repository and link that in the place of old posts that confuse people

vast bane
#

I have a suspicion that this macro is not compatible with MMM

#

cause the DM is prompted with a MMM window and loses focus of the canvas?

violet meadow
#

get both from the old post

vast bane
#

I thought I did woops

violet meadow
#

yeah .textures.src is in the v10 πŸ˜„

vast bane
vagrant wharf
#

I can't find the MIDI spells folderi n compendium anymore. is there some thing I have to click to turn it back on?

opaque current
#

is midi enabled in the world

vagrant wharf
#

of course

molten solar
#

so

#

who wants to sacrifice their world for beta testing?

dense basalt
#

umm

#

i do like sacrifice...

#

let me do a quick backup and id love to try it out

molten solar
#

also tagging @violet meadow πŸ‘Œ

dense basalt
#

going to go make lunch then give it a go, anything specific you want me to try or just have at it?

molten solar
#

Have at it.

#

Break it

dense basalt
#

fun! ill report back if i manage to break it then

#

and thank you for another awesome addition to my foundry game haha

magic tartan
#

Ah, got it.. silly me πŸ˜„ thanks a bunch!

vagrant wharf
violet meadow
#

Different module, which is not yet v10 compatible

#

The MidiSRD had spells, items and others

vagrant wharf
violet meadow
#

Yeah totally different module

vagrant wharf
#

I have both though hmm

violet meadow
#

v9 or v10 Foundry?

vagrant wharf
#

v10

#

yeah there it is, but I guess its not updated

#

mystery solved I suppose

inner ether
#

Having an issue today, under Midi QoL Fields under an Items "Details", "On Use Macros", every time I input anything in the Macro Field, or attempt to change the drop down, it resets back to no text & "after active effects".

inner ether
scarlet gale
#

Any after making the change specifically.

inner ether
marsh crescent
#

Don't think that Kandashi has updated ATL at all for v10.

scarlet gale
#

Might be out of date

inner ether
#

Running the latest version of Foundry, updated today which is the only thing that changed when this was all working two days ago.

Figuring there's a high chance the update messed things up.

scarlet gale
#

Did you update midi-qol too?

inner ether
#

yes

scarlet gale
#

What version is it on?

inner ether
#

10.0.13

scarlet gale
#

Odd, the change log says that's fixed in that version.

#

@gilded yacht

#

What DND version you on?

inner ether
#

Should be the latest, wouldn't update further in foundry.
2.0.3

#

Just created a new world, and only loaded Midi-QOL and DAE, set automation to maximum, and was able to duplicate that same issue.

vivid pelican
#

Hey, I'm running midi qol with dnd5e and when trying to apply damage to multiple selected tokens the damage gets applied more than once, does anyone know how to fix this?

gilded yacht
gilded yacht
dense basalt
#

ah ok, so i haven't gone madder

#

good to know

torpid kestrel
#

Does anyone know if there is a good way to enforce range restrictions on spell templates like we have on ranged attacks?

celest bluff
#

I suppose you could write a world script with warpgate to track the crosshair

#

but it won't prevent them though

violet meadow
torpid kestrel
#

I'm playing around with creating a AOE DOT in 5e V9. I've pirated some configs from the Active Auras samples and I have something that almost works. It sets the template for the correct duration and applies damage to a token that moves into or ends in the AOE. What I'm not getting is how to automatically remove the effect when they move out of the template?

violet meadow
#

You will need to create a DAE entry for a macro.ItemMacro in the same effect.

And in the ItemMacro you included above, you will need to add a cleanup during the off phase for the effect.

if (args[0] === "off") { 
    //Get the effect and delete it
}
#

Also the macro repeat in the second screenshot is not needed

#

You aren't running a macro every round

#

Just the Overtime effect

torpid kestrel
#

Woot! let me try and make that work.

hardy heart
#

hi there. I'm having a problem and would like some help. I'm using the magic item module, and when I put a feature or spell that make an attack roll, there's an error and it doesn't roll anything. Does anyone know why and how to fix it if there is a way
and yes i am on fundry v10

violet meadow
mellow atlas
#

When my NPCs cast spells, my players are auto rolling their saves. I cannot find the setting for this, but it feels like it should be in midi? Apologies as I don't have time to go through all my modules, have a session in 20 min

#

This is with Let Me Roll that For You + Query option selected for saves

#

if this is another module from what you can recall, I'd be grateful to know

mellow atlas
#

v9

violet meadow
#

So you dont want to auto roll saves?

#

for PCs?

#

Midi settings => Workflow settings => workflow tab has this dropdown menu

vast sierra
#

Set the delay to something greater then 0 , this is how long to wait before automatically rolling

mellow atlas
violet meadow
#

Are you testing as a GM?

mellow atlas
#

So now I wonder if its another module

violet meadow
#

Or connected as a player?

mellow atlas
#

Yeah, I am connected as gm. Cast an aoe on my player's token and it auto rolled for them

violet meadow
#

Not sure about LMRTFY interaction, as I don't use it.

Can you connect as a player, alongside being connected as a GM, from an incognito browser window to try out what happens when that player is "connected"?

violet meadow
mellow atlas
#

yep, that worked! Weird how it works

vast bane
#

saves are fast forwarded in the main menu not the query choice

#

saves are in the main setting outside the workflow

vast bane
vast bane
# hardy heart

those are not breaking errors, and infact not for you, but for the developer of those modules, I think you need to scroll down

#

try and find the error there osmewhere, and also what is the item you are trying to roll, it seems to have advanced automation on it maybe?

hardy heart
#

this is the only erro that i can find

#

the item is a simple bottle of acid, with a normal attack and damage on hit.

#

the only thing is that it is an item inside another, using the magic items module to save space on sheets

vast bane
#

that doesn't sound possible, what module is it? Magic Items Module only allows features and spells?

#

or are you using items with spells or some other module?

hardy heart
#

i just put the same macro of an iten on a feature sheet

vast bane
#

You could show me the magic item tab of the main magic item and then the details of the flask of acid

#

Thats items with spells right guys?

#

thats not Magic Items Module yeah?

vast bane
# hardy heart

If you have midi setup to require targets and also setup with NO late targeting, then the lack of error could be because you have no target, otherwise I'm at a loss for what to do for ya without any errors

hardy heart
#

i intaled the items whit spells to try doin that too but dont work

vast bane
#

are the items in the magic item, in a compendium somewhere, or were they all created in the sidebar and now deleted, cause that could do it, but I'd imagine you'd see an error message /shrug

hardy heart
#

i using the late target and it works until thare, than it just dosent roll the rest of the item

#

the itens are on teh sidebar

vast bane
#

I think you need to have them in a compendium but I dunno what I'm seein, you don't see any errors so I have nothing to work with here

#

does it do anything after the roll?

#

like nothing in chat at all?

#

have you tried maybe swapping the localization to english to see if maybe thats screwin things up?

#

I'm pretty sure you hare suppose to link them to compendium stored items, but also theres duplicates in the sidebar and you haven't really shown us the problem. Theres no error messages and no chat examples of what happens after the roll.

scarlet gale
hardy heart
#

the problem its just that it dont roll the atack action

vast bane
#

I think the problem may be basic misunderstanding of the module

hardy heart
#

if u can see now, i can share my screen now

vast bane
#

I don't even know what module that is, I suspect you aren't using Midi?

#

disable all modules and just run magic items module and midi and their dependencies, then find the culprit, unless someone else can spot what sort of roller combination you are using

#

Either that or the v10 midi looks waaaaay different

hardy heart
#

its strange because if use any other skill that asks for a save or applies an effect it works

vast bane
#

do you have better rolls, roll groups, Minimal roll enhancements, quick rolls by default, or Ready Set Roll installed?

hardy heart
#

just better rolls

spice kraken
hardy heart
#

its the same issue

violet meadow
vivid pelican
#

@gilded yacht thanks for the fast fix πŸ™‚

hardy heart
novel gale
#

Mmm...batter rolls

hardy heart
#

To tell you the truth I don't even know exactly what better rolls is doing to me xD

vast bane
#

WHen he rolls, hes' not using midi's roller

#

But also like...isn't the whole reason why better rolls is dead is cause it can't deal with resources, and isn't magic items module...a buttload of resource management?

violet meadow
#

So now you have deactivated Better Rolls?

#

And no console errors?

vast bane
#

AND your dnd5e version

#

and I'm currently stuck trying to setup a v10 test build, failing horribly in tech support atm so I can't check versions to see if they are new

hardy heart
vast bane
#

If you aren't the owner of the server, and its a better rolls build, that owners not gonna want it updated to new versions

#

I suspect you are on a very old setup of dnd5e/better rolls/midi/foundry and you installed a brand spankin new v9 magic items module and that is what is killin ya. But also since you aren't the GM in the session maybe you won't be the one seeing the errors, which makes perfect sense now why you couldn't show us the errors.

hardy heart
vast bane
#

I wanna see version numbers lol

#

foundry and system are visible to all in the top right in settings sidebar

#

a GM has to view manage modules to get the versions of midi/dae/magic items module

molten solar
#

It's not been updated for an entire year, it didn't work in v9 (barely), it does not work in v10. That's actually impressive.

#

and BR also broke Midi and Magic Items. Triple impressive that you have few known bugs.

vast bane
#

I don't think its a v10 build, I watched them stream the bug, It looked old not new.

#

then again its got that compendium icon on the top, thats a v10 thing

molten solar
#

It's an atlas you can click to copy the id of the document tied to the sheet, but yeah, v10.

violet meadow
#

damn helpful too

vast bane
#

my first attempt at installing v10 killed my v9 application(not the data) and it burned all of the time I had alloted it for the week to test v10 shenanigans, so v10 is off to a wonderful start

dark canopy
#

you can only have one windows install version at a time, but as many nodejs "installs" as you would like

vast bane
#

I missed the drop down in the license page, though I had downloaded node version but was mistakened

dense basalt
#

rip

digital lagoon
#

HI all. would something like this be able to be automated. and if so, could someone please provide some assistance in doing so please. . thx.

vast bane
#

I'd just make it use charges, and have the heal be item.use Dice

digital lagoon
#

ok. thanks. just when i think im starting to learn some stuff, and beginning to begin to catch on. i find out that im not. heh. thx for the info.

molten solar
#

A heal equal to the remaining charges?

digital lagoon
#

i see nothing in the attribute key area about item.use. ?

molten solar
#

Step back a bit. What are you hoping to do?

digital lagoon
#

have it determine the roll of 11d6 and then let the play choose how many d6's the wish to roll. then have that amount of dice rolled with the result appled as healing to the players target. and then have the amount of rolled die, subtracted from the the 11d6 total for later useage and then reset after the long rest. .. i think is what i want heh

scarlet gale
scarlet gale
#

Shouldn't be too hard to update it for that version. Just have to change a few references.

digital lagoon
#

would love to see it. and perhaps learn from it.

violet meadow
#

Lay on Hands from MidiQOL sample items can be reskinned to emulate that too

digital lagoon
#

thx i will play with it.

violet meadow
#

Hope that nudges you to the right direction

#

Also ```js
content: How many d6s to use? ${available} available<input id="mqlohpoints" type="number" min="1" step="1.0" max="5"></input>,

#

I can help more if needed πŸ˜‰

digital lagoon
digital lagoon
violet meadow
#

Try this. Import the Lay on Hands Item from the MidiQOL Sample Items compendium and read the MidiQOL notes in its description.

Then change the included ItemMacro with the attached one

#

I haven't tested it.

#

I left in there the Undead, Construct cancel rule, as it seemed relevant

modern badger
#

github said the 'Apply Active Effects' button not showing up was fixed but doesn't seem to be in my config?

#

:c

#

can't get it to show up

vast bane
#

are you removing buttons?

modern badger
#

bleb, sorri

#

said It'd be fixed in .5

#

still in .4

#

hopefully it comes out before monday tvt

#

got my first game in a while

violet meadow
#

Yeah it will be fixed in next version

digital lagoon
violet meadow
#

It should do it

digital lagoon
violet meadow
#

Maybe you haven't imported the MidiQOL sample Lay on Hands?

digital lagoon
#

yea i did.

violet meadow
#

And its ItemMacro is empty?

digital lagoon
violet meadow
#

So if you click up top the Item Macro in the title bar

#

nothing?

#

Anyways, you can copy the macro I attached in the ItemMacro

digital lagoon
#

ahhh. thats the part i didnt know about.

#

yea. now that i know where to look.. found it πŸ™‚

#

i was clking the words itemmacro on the bar at the bottom. ( learning )

violet meadow
#

yeah no worries, I didn't think about it because you said you had already changed the code of the Lay on Hands and I was confused as to where did you find it!

digital lagoon
#

ok.. so that is done. macro replaced. i still need to go edit the other pages now yea? or did that macro make that stuff obsolete?

#

cause i started anew with a new import of lay on hands.

violet meadow
#

OK you need to click on the DAE of the new import and change them a bit

#

The 1st one should be 11 as the max charges

#

change the label too

gilded yacht
digital lagoon
gilded yacht
heady ridge
#

Hey all, I'm having an issue where damage resistances aren't being applied. Here's an example; character has DR to piercing but is taking full damage. Any ideas?

spice kraken
#

DR flags are damage reduction and take an integer

#

You want dr flags

#

replace data with system for v10

heady ridge
#

Still doesn't work

#

Should be the settings you have just for v10

spice kraken
#

Who has this AE?

#

Liz or the Devil Worshipper

heady ridge
#

lol

#

The target (ruin) has the AE

#

The same thing happens with barbarian Rage. This is just an upgraded version of it.

spice kraken
#

And the AE is active on Ruin?

heady ridge
#

yes

#

I noticed this a week or so ago when Rage DR wasn't applying, just got around to toying with custom stuff today and it's still not working

spice kraken
#

Can you attack with an SRD piercing weapon from a source actor that has no AEs active?

#

Everything looks like it should work and does on v9. Maybe it's the newest foundry/midi update?

heady ridge
#

Layered so you can see: SRD rapier, no AE on Caspar, Dr not being applied on Ruin with the effect.

spice kraken
#

Β―_(ツ)_/Β―

heady ridge
#

Character wearing Leather Armor of Fire Resistance has their resistance applied. Same traits. Something is borked LOL

spice kraken
#

are you completely up to date on everything?

heady ridge
#

Yep

spice kraken
#

can you show versions of everything

heady ridge
spice kraken
#

What about the dependencies?

#

And then after that, try with only midi and its dependencies enabled

#

plus DAE

heady ridge
#

un momento

#

So with those 4 modules being the only ones active it's still not working however

#

I applied the affect to a different actor and it works

spice kraken
#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

#

Try this

#

Delete the AE on the main actor

#

log out and completely restart foundry

#

and then retest

#

If it's still broken

#

Duplicate the character and try on the dupe

#

If that fails, recreate the character (at least 1 level) and then see if it works, if it does then just make the character again fully

heady ridge
#

This is so bizarre LOL

#

Starting from scratch works

spice kraken
#

I've had to do that in the past. Sometimes actors get weird

heady ridge
#

I import from D&DBeyond so I'll try that on the fresh copy and see if the issue comes back

#

maybe its an issue with th importer

spice kraken
#

I'd say 99% chance it's cause of imported character

#

Part of the reason I just make them in foundry to begin with

heady ridge
#

Okay, the import breaks it

#

so it's something specifically with that character when imported that's causing the issue

#

Thanks for the help, this was a weird one!

heady ridge
#

Holy smokes I found the issue.

#

@spice kraken the feature "Menacing attack", when removed from the sheet, fixes the DR. It's now working.

heady ridge
#

Okay, so the actual issue is the Menacing Attack was added to the character as a custom action on D&D Beyond, which broke damage resistance. Everything is fine now. So, if anyone runs into issues with DR not applying...check that.

scarlet gale
#

Uses warpgate to make the menu if you don't have that module.

#

You'll need to change anything that uses .data for v10

#

I'm not on V10 Β―_(ツ)_/Β―

digital lagoon
#

Thanks!!!

scarlet gale
#

Actually, I need to fix one part of it

#

I originally hardcoded the limit

#

and didn't realize it was based on your charisma mod

#

change line 42 to: let diceLimit = clam(clamp(actor.data.data.abilities.cha.mod, 1, actor.data.data.abilities.cha.mod), 1, healingLightFeatureMax);

#

wait, that's dumb lol

#

let diceLimit = clamp(actor.data.data.abilities.cha.mod, 1, healingLightFeatureMax);

#

There

#

That' still wrong

#

Now that I'm thinking about it

#

let diceLimit = clamp(actor.data.data.abilities.cha.mod, 1, Math.min(healingLightFeatureMax, actor.data.data.abilities.cha.mod));

celest bluff
#

think I have a healing light macro already written

#

Looks like I need to update it, wrote it back in 7.x.

scarlet gale
opaque current
#

Anyone know what's going on here? These effects were working fine on my instance, but exporting the character to my GM and they are all messed up

celest bluff
#

Can go from 9 > 10. but not the other way around

opaque current
#

Both v10. He has been experiencing it since upgrading, including with some of his own characters.

#

Tried to narrow down to module issue but not much luck.

celest bluff
#

so it's the active effects that being destroyed from the export import?

#

module wise, could be Item Collection or Automated Objects, Interactions and Effects

violet meadow
scarlet gale
#

Makes sense. Suppose I should start doing that.

#

I need to re-think that same line I was tinkering with before

celest bluff
#

for items you can use getChatData() but it needs to be awaited.. You cannot use it in reduces though

violet meadow
#

For items I also do actor.items.getName('item_name').getRollData().item

scarlet gale
#

Not sure what that's needed for? The itemmacro comes with a ton of stuff pre-filled.

#

Such as the item info, specifically the uses.

#
let diceLimit = clamp(Math.min(actor.data.data.abilities.cha.mod + 1, healingLightFeatureUses), 0, actor.data.data.abilities.cha.mod + 1);``` that should make more sense right
#

oh wait

#

I guess it doesn't count negative mods right

#

but who would have this feature with negative charisma

celest bluff
#

Math.max(1, actorData.abilities.cha.mod);

scarlet gale
#

We also want to limit it based on the remaining dice left.

#

In this case it's the uses left on the feature

celest bluff
#
const chrBonus = Math.max(1, actorData.abilities.cha.mod);
const minDice = Math.min(chrBonus, curtRes);
#

that's what I do

scarlet gale
#

ah

celest bluff
#

I also added a helpful number to mine if you want to know how many dice you need to spend for a potential full heal

scarlet gale
#

Oh interesting

#

Not a bad idea

violet meadow
#

@tranquil cloak As an onUse macro on the Item itself, ItemMacro | After Active Effects or name of the script macro you created | After Active Effects depending on where you store it. ```js
if (args[0].isFumble) {
await ChatMessage.create({speaker: await ChatMessage.getSpeaker(game.users.find(gm => gm.isGM && gm.active)),content: ${args[0].item.name} is destroyed with this attack});
await args[0].item.update({'name':Destroyed ${args[0].item.name}})
}


If you want it destroyed instead change the last line to: ```js
await args[0].item.delete()
scarlet gale
#

Gonna just leave it at this

#

@digital lagoon Updated my macro if you're using it btw.

latent spade
#

ah wait you do it after all rolls are done

#

nvm me

violet meadow
#

Yeah After Active Effects should be safe enough πŸ€”

tranquil cloak
violet meadow
#

Its either an ItemMacro or a 'normal' script macro. Your choice on how where you want to store it 🀷

celest bluff
#

if it's artifact that breaks when a bad roll happens, I'd personally update the item and convert it to loot. Good example is Horn of Blasting.

violet meadow
#

Yeah I never tend to destroy items by deleting them, but if you are sure you have a copy of it in a compendium, heck why not πŸ˜„

tranquil cloak
violet meadow
#

I think Crymic meant Horn of Blasting as a 5e item in general. Not that there is an example of it in a Foundry compendium or something

tranquil cloak
#

Oh, lol.

#

if (roll.total <= 1) { await ChatMessage.create({speaker: await ChatMessage.getSpeaker(game.users.find(gm => gm.isGM && gm.active)),content: `${item.name} is destroyed with this attack`}); await args[0].item.update({'name':`Destroyed ${args[0].item.name}`}) }

I tried to get it to work with a dirty 1 as well, but nothing. I'm know almost nothing about macros though so no surprise. Was just trying to slot in somthing I saw else where

celest bluff
#

I have an old ass macro for it on my gitlab written in 6.x or 7.x, but I wouldn't advise using it.. since it's written as a hotbar macro

violet meadow
#

Do you want me to help you take a look on how to do that, or just the solution?

tranquil cloak
#

I'd love to know how to trouble shoot myself

violet meadow
#

OK in the macro you are using for this item, the same one as above, add at the very top (this should be the very first line) ```js
console.log(args[0])

#

You can comment out the rest of the script or leave it there

#

Roll the item and check the console

tranquil cloak
#

actor data?

violet meadow
#

Post a screenshot

#

There should be a list (first element could be actor so you might got it anyways)

tranquil cloak
violet meadow
#

Right that's the one

#

This list has all the args provided by MidiQOL

#

You can see a isFumble in there that I used in the code above

#

You can also see an attackTotal, correct?

tranquil cloak
#

yup

latent spade
#

const {isFumble, attackRoll, attackTotal} = args[0]; gives you isFumble and attackRoll and attackTotal to work with

violet meadow
#

Have you used a -13 'bonus' to the Attack Roll?

latent spade
#

that is called a destructuring assignment.

tranquil cloak
#

lol, yeah to force a dirty one for testing

violet meadow
#

See you can almost find everything about the item roll from this list πŸ˜‰

#

So you need a check for both the roll being a isFumble and the attackTotal being a dirty 1

tranquil cloak
#

complete shot in the dark, if (args[0].isFumble, attackTotal >= 1)

violet meadow
#

Almost. You need to use the || instead of a comma
if (case A || case B) { do stuff }

#

And the attackTotal must be lower than 2

#

or <= 1

tranquil cloak
#

const {isFumble, attackRoll, attackTotal} = args[0]; if (args[0].isFumble && attackTotal <= 1) { await ChatMessage.create({speaker: await ChatMessage.getSpeaker(game.users.find(gm => gm.isGM && gm.active)),content: `${item.name} is destroyed with this attack`}); await args[0].item.update({'name':`Destroyed ${args[0].item.name}`}) }

violet meadow
#

Yep. Small change ```js
const {isFumble, attackTotal} = args[0];
if (isFumble || attackTotal <= 1) {

tranquil cloak
#

or take out the arg[0] from the if statement

violet meadow
#

You don't need the attackRoll assigned in this case and use the isFumble directly πŸ˜‰

tranquil cloak
#

Thanks so much, I appreciate you taking the time to walk me through this. I'm gonna try and spin it inot being more self sufficient in macros. They are hard to learn though

violet meadow
latent spade
#

my first line in a midiqol macro is usually a whole lotta destructuring getting me a ton of variables, then later pruning so what remains is what i actually need πŸ˜„

vast bane
#

As a total newb to macros, is that what all the const lines are called, destructuring?

tranquil cloak
#

Since I want to change the name do I need to intialize the name?

violet meadow
tranquil cloak
#

That does not appear to change the name. I also get an error saying args[0].item.update is not a function

violet meadow
violet meadow
celest bluff
molten solar
celest bluff
#

let lets you replace data, where const doesn't

violet meadow
vast bane
#

so all the time for me

violet meadow
#

You πŸ›΅ just don't use // and all good πŸ˜›

sudden crane
molten solar
molten solar
violet meadow
#

We need to remember the past

modern badger
#

any way to reference a spell's level in an extra damage calc?

#

trying to code the Blood Cleric's Bloodletting Focus

violet meadow
#

In a macro you mean?

#

For an onUse MidiQOL macro you could use args[0].spellLevel

modern badger
#

well, I guess Macro it is o3o

tawdry sail
#

Is there a way to disable MIDI's automatic removal of templates?

violet meadow
#

in v9 no afaik

tawdry sail
#

Oh I'm still on V9, that's unfortunate

vast bane
violet meadow
#

In v9 that option didn't make the cut

tawdry sail
#

While I highly doubt, is there a way to bring that feature forward (backwards) - or is it an upgrade or naught thing?

violet meadow
tawdry sail
#

Is it possible to add damage types to an attack using DAE and MIDI flags? For example while an effect is active, grant weapon attacks a 1d4 fire damage

vast bane
#

Is it all weapon attacks? If its just a specific weapon add it to the item details, if its all weapons you can use one of the damage keys, either specific types of attacks or global damage bonus, and in the effect key you'd do +1d4[fire]

tawdry sail
#

Ahh didn't know I could do that [] syntax on the end!

#

I assume the flag to use here is flags.midi-qol.grants.attack.success.mwak?

kind cape
#

All grants flags are to grant people who target the one with the AE an effect, so that would cause all attacks to auto succeed against the bearer

#

What you want is actually a series of base flags data.bonuses.mwak.damage and data.bonuses.rwak.damage

#

RWAK and MWAK stands for Ranged Weapon AttacK and Melee Weapon AttacK

tawdry sail
#

Ahh understood! Thank you so much!

formal kindle
#

I have a problem and I dont know if midi qol making it, Im using midi qol for very minimalist setting (reactions pop up and concentration, my players jut love to roll everything by themselves blobmod )
but I have a cleric, he have the spell spirit guardian, I know that there is a spell setting that make the spell very active (if the enemy get into the circle, and all that...) but I just want to use the pop up mod that let me just put it in the side and press damage, but every time he press damage, the dice is rolling like they need to, but the button damage disappear from the pop up and he need to cast the spell again so it will show him the button again for the next time he will need to roll damage...
what I want that will happen that he will make the message pop up and just roll damage regularly from there
sorry for the long comment, hope someone have a solution

vast sierra
#

(the remove chat card buttons)

formal kindle
#

its off

vast sierra
#

Ok gearheads, working on updating to v10.. is this a known issue? Or am I just missing a setting somewhere. I am testing a player casting bless, then casting shield of faith (on same token) It correctly warns me I'm concentrating, then fails to remove the bless with this error.... Thoughts? (the concentrating changes to be hooked to the shield of faith, but both effects remain on the other player token because of the failed to remove error.

vast sierra
# formal kindle its off

are you testing as the GM or as the logged in player? Both the GM and Player tab have that drop down, and it respects what you are logged in as. Meaning, if you are logged in as a GM, and testing as a player , it will respect the GM settings, not the Player settings

formal kindle
vast sierra
vast sierra
# formal kindle yea, from both sides that happened

Guessing bad import, I just dragged the spiritual weapon in from the Spells (SRD) compendium, and cast it and it retained it's damage button (and I was able to right click it, and pop it out for repeated application later). Have you tried replacing the version on that character with the one from the SRD?

stone forge
#

Is there an existing flag that I can use to add +1 to all saves for the wearer of an item? Ring of Protection.

#

But adding the bonus to the roll rather than buffing the saving throw stats themselves.

vast bane
#

They probably have another roller, remember they said they use midi for a tiny feature, that begs the question if they are crossing the streams.

vast bane
stone forge
#

Yeah but I don't want to edit the saving throws stats on the character sheet as every time I reimport the character from DnDBeyond, I'm guessing it'll reset them. If I can apply the right flag to the item itself, I can just add +1 to the rolls, regardless of what the latest save stats are. Maybe I'm being daft here and overlooking something! πŸ˜…

vast bane
#

the ring of protection from midi srd puts a buff on the actor that mods their saves

#

I have no idea how or what you are talking about with importers other than to say its one more reason why I think importers are a waste of time, but regardless here ya go:

#

Already in your sessio nif you have v9