#MidiQOL

1 messages Β· Page 17 of 1

drowsy dirge
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i'm here

scarlet gale
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I would just have the item macro run a different feature

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If it has the resources

molten solar
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The macro is executed via Midi.

scarlet gale
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Didn't realize he was trying to cancel it from running sorry

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If you know it'll only ever have 1 target you can just check if the length is 0

chrome gale
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yeh its a single-target weapon attack

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if (args.failedSaves.length != 0) {

anywhere close?

scarlet gale
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Check if it's an array, if so it's failedSaves.length

chrome gale
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it is an array (changed above)

scarlet gale
drowsy dirge
# scarlet gale I would just have the item macro run a different feature

async function main(){
const actor = game.actors.get('Actor ID'); 

if(actor.data.data.resources.primary.value == 0){
    ui.notifications.error(`${actor.data.name} has no more resource`);
    return false;
}

let newResource = actor.data.data.resources.primary.value - 2
  if(newResource < 0){
    ui.notifications.error(`${actor.data.name} does not have enough resource`);
    return false;
  }

  await actor.update({"data.resources.primary.value": newResource});
  ui.notifications.info(`${actor.data.name} spent 2 resource`)
}``` Like this?
scarlet gale
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Personally I'd have the macro just run another feature

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Instead of canceling it

drowsy dirge
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with those changes it unfortunately doesn't cancel the item roll

scarlet gale
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You also don't need to wrap the whole thing in a aysnc function, it already is

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You can just already do await when needed

scarlet gale
drowsy dirge
molten solar
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The issue is not redirecting; the issue is cancelling the item that triggers the macro.

drowsy dirge
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So i'm not sure what happened but it seems to be working now... I'm getting the ui prompt about the item being blocked by the preItem roll

scarlet gale
#

args[0].actor.items.getName("Item Name").roll()

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Or

drowsy dirge
#

and the item no longer rolls to chat when the resources are depleted

scarlet gale
#

A better way would for both features to just keep each other in sync

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Have the macro update the other actors resource when used

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So you don't need to check before each use

drowsy dirge
#

Okay. I'll see if I can clean up the code with your suggestions and good ol' trial and error. I seem to be making some progress in the right direction. Thanks for the assist everyone apologies for any confusion caused πŸ™‚

scarlet gale
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All good, I got my myself into this when I responded on mobile

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Search for actor.update in the Discord search box

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There should be tons of examples

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Have the same feature on both actors and have the item macro also update the other actor resource

zealous marten
#

hi, any way to create a passive effect that will reduce all damage to 1?

chrome gale
scarlet gale
#

Post what you have

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Console have an error when it runs?

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Also make sure it's running at "postActiveEffects"

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Since you want the saves to be calculated already

chrome gale
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onuse is set to after active effects

scarlet gale
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Console have an error?

chrome gale
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I can make it work by adding a damage roll to it, cos then the macro only fires after damage is rolled (which only happens if it hits). But I don't really want to have damage on it

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I'll have to remake it one sec

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Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'length')
[Detected 1 package: midi-qol]
    at eval (eval at callMacro (modules/midi-qol/src/module/workflow.js:1446), <anonymous>:18:22)
    at Workflow.eval (eval at callMacro (modules/midi-qol/src/module/workflow.js:1446), <anonymous>:182:4)
    at Workflow.callMacro (modules/midi-qol/src/module/workflow.js:1447)
    at Workflow.callMacros (modules/midi-qol/src/module/workflow.js:1373)
    at Workflow._next (modules/midi-qol/src/module/workflow.js:893)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
    at async Workflow.next (modules/midi-qol/src/module/workflow.js:261)
scarlet gale
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Your message the current macro?

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I don't see a .length in there

chrome gale
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oh sorry

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one sec

scarlet gale
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Save as a .js and put here, so it formats it well

chrome gale
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it wont post, too long

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and seems it wont js format when its sent as a file

scarlet gale
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Should be args[0].failedSaves.length

chrome gale
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thankyou, that did it

#

working

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pass and fail tested

scarlet gale
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Keep in mind this will act weird if you have more than one target

chrome gale
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its a frog tongue whip, so its single target only

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i mean they may accidentally target multiple things but I'll just tell them to reroll

scarlet gale
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Details of the feature should stop them if it's set to 1 target

chrome gale
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I dunno if theres a way to prevent it, but its a random item they got due to fighting giant frogs and doing something hilarious so I doubt the item will survive long

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target = 1 creature

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in details

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the first time an enemy rolls a 20 on the saving throw the whole item is destroyed, so it just needs to work -for a while-

scarlet gale
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Ah fun

chrome gale
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its mostly a joke item, but they earned it

chrome gale
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So I'm trying to create a series of poison darts, and that all works fine, but I've realised that 'poisons' don't actually have the poison typing on them... but creatures that are immune to poison, should also be immune to poisons effects. Is there a way to do this?

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I hoped that simply having the weapon damage being poison-type would stop the effect from applying, but the effect still applies, its just the initial attack that doesn't

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I'm guessing the solution might be some kind of activation condition?

scarlet gale
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Are the darts applying the poisoned condition?

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There is a difference between poison damage immunity and immunity to poisoned condition.

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At any rate you can check if the target has that attribute in the macro

chrome gale
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I mean I could make them do that, but then I think only the poisoned condition won't apply, and the other effects still will?

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"@target.details.type.value".includes("dragon")

Going from this, I assume the solution is along the lines of...

"@target.details.conditionimmunity.value".includes("Poisoned")

I tried using console.log(args); but I can't see the correct flag for the resistences/immunities of the target listed

scarlet gale
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Let me check, at my pc now

#

@target.traits.ci.value

chrome gale
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oh, except activation conditions only work as a 'true', but I need this one to only work on a false... so I need it to be ".notincludes"

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if that's even a thing

scarlet gale
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Throw a ! before it?

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I haven't messed with activation conditions much, but it looks like it's just more javascript

gilded yacht
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Sorry, I misunderstood. And no, currently there is no path back to the item to generate the uuid, so it's a name match for those - I'll have to have a think about that.

scarlet gale
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!@target.traits.ci.value.includes('poisoned')

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Might work

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Just tested it

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seems to work

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@chrome gale

chrome gale
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!"@target.traits.ci.value".includes('poisoned')

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works

chrome gale
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or rather, it prevented the effect applying all the time, even against normal enemies

scarlet gale
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ah

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I didn't check that

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Yours makes more sense

chrome gale
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I had that issue in a previous thing lol so I made a point to double check

scarlet gale
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Mine likely just was an error so was always false

chrome gale
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but yeh your thing still worked great, I just noticed the example put it in quotes so I tried the same

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thanks yet again

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syntax is a pain

vast bane
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const origin = args[0].itemUuid;
if (origin) {
    const removeList = actor.effects.filter(ae => ae.data.origin === origin && getProperty(ae.data, "flags.dae.transfer") !== 3).map(ae=>ae.id);
    await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
    Item: {
    "Spiritual Weapon Attack": {
      "type": "weapon",
      "img": "systems/dnd5e/icons/spells/enchant-magenta-2.jpg", 
      "data.actionType" : "msak",
      "data.properties.mgc": true,
      "data.attackBonus": `${Number(args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod) + Number(args[0].actor.data.attributes.prof) + Number(args[0].actor.data.bonuses.msak.attack)}`,
      "data.proficient": false,
      "data.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod || ""}`,"force"]]
    }
  }
}
const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;

await actor.createEmbeddedDocuments("ActiveEffect", [{
    label: "Summon", 
    icon: args[0].item.img, 
    origin,
    duration: {seconds: 60, rounds:10},
    "flags.dae.stackable": false,
    changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);```
We couldn't use warpgate macro for spiritual weapon the whole night because of this.
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Only thing that has changed is I upgraded to the final v9 build, I don't understand how that could break a macro that was working fine

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To be clear, this is the midi sample item Spiritual weapon 9.58

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My guess is theres a missing data in the spellcasting lines but I have no idea.

scarlet gale
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You 100% sure that's the macro it's using? It says there was a problem at line 16, position 96

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But I just see a } there

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Or is that error when you attack?

vast bane
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its the error when we cast the spell

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there is definitely a sidebar actor named spiritual weapon, this worked before I updated to build 280

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Actually, it works with any other caster, it throws the error when the players character casts it

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he has a defined spellcasting attribute...

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So what could cause arg[0] to not be HIM?

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isn't there a console line I can put in for it to return what arg0 is?

scarlet gale
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console.log(args); at the top

vast bane
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I got that, but what am I looking for in there is the real question

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yeah, I think the problem is a missing data?

scarlet gale
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Seems like it,

vast bane
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aren't there two datas in this?

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but why would it work on the starter hero cleric but not the player characters cleric

scarlet gale
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Do you use ASE?

vast bane
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no, jb2a+AA and that spell doesn't have an animation assigned

scarlet gale
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I'm not sure what's wrong, it looks fine

vast bane
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why is there only one data in that pathway? normally theres 2 isn't there?

scarlet gale
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Yea normally

vast bane
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I'll sleep on it, maybe more eyes on it will yield an idea, I hope his sheet is not corrupt in some way

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The problem can't be in the macro, it has to be something with the character, I dunno what it could be.

scarlet gale
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Drop down menu for spells have a thing set for the ability?

vast bane
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yeah and I toggled it to something else and back again also

scarlet gale
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Try making a new actor and drag everything over to it

vast bane
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I mean that is ultimately THE solution but I'm not doing that this close to bedtime, I'll mess something up

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midi and dae updated forgot to check warpgate though

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ooooh, not up to date in warpgate

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The error is 1 more line down now?

celest bluff
vast bane
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Its Tim's premade in midi sample items

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and its a v9 macro

celest bluff
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πŸ€·β€β™‚οΈ all you really need to do is copy some data off the caster, in the on, wrap the token stats and a tracker flag on the summons. then finally summon it. then in the off, recall that tracker flag and dismiss it.

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heh been actually rewriting a bunch of it atm. Working Tentacle of the Deeps atm.. pretty much the same the thing

vast bane
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It works on any other character so I'm inclined to think its the character thats broken somehow

celest bluff
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mine works for the intended class and npcs

narrow saddle
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What is BaB? And what does it do?

kind cape
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Build-a-Bonus - Module for making conditional bonuses

violet meadow
narrow saddle
kind cape
vast bane
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this isn't the first time this guys character sheet has gone corrupt I trully do not understand what is causing this with him

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Unless you have any ideas I guess I'm remaking his sheet.

violet meadow
manic tendon
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Is there a way to automate Wall of Fire?

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Or define a template with an overtime effect to automate the Web spell?

violet meadow
violet meadow
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v10 I haven't tested it yet

fading scarab
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What's the best way to go about automating "starts its turn in the area" AoE effects?

violet meadow
verbal hull
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Hi, is there a way to make the Attack and Damage roll boxes appear without clicking them in the chat? I vaguely remember it was possible before (Only getting back into Foundry again after quite some time)

fading scarab
short aurora
manic tendon
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Is there a way to have a specific feature ignore resistance/immunity to damage?

violet meadow
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(Much easier to read through it, than me trying to explain it in messages!)

fading scarab
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Thanks!

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It was just a general question anyway, just wasn't sure where to look

violet meadow
violet meadow
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Or just removing the resistance/immunity and applying it again after the attack workflow is completed

fading scarab
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Thanks again, I'm slowly getting more into my automation modules. Started with Warp Gate, and now Midi and DAE are next up on the list. πŸ‘

violet meadow
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That is going to be a trip πŸ˜„

dark canopy
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update all of those to use system instead of data, done

dark canopy
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ah

manic tendon
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Does this also work in v9?

violet meadow
manic tendon
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Ah, that's a shame. Is there something similar that's easy to set up for v9?

violet meadow
manic tendon
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Just pack tactics. Could you please link me to what you shared? I didn't see it at a glance searching for "Pack Tactics"

violet meadow
manic tendon
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Thank you πŸ™

violet meadow
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Just read the original message linked there too

manic tendon
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Will do. By the by, could I use that as well for something that grants disadvantage on concentration checks?
I want to have an effect on casters that causes disadvantage on concentration checks when an enemy is within 5 feet (and not dead/incapacitated, etc)

violet meadow
manic tendon
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Thanks, I'll try to figure it out πŸ˜…

violet meadow
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*i can help more tomorrow πŸ˜‰ *

manic tendon
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Thanks, if I haven't figured it out I'll message you on the morrow πŸ™

scarlet gale
violet meadow
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well mystery solved πŸ˜„

vast bane
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the problem may want to sem like its in the macro, but the macro works on the starter heros. It has to be a problem with the actor and I can't figure out what so I'm just gonna remake the player character.

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The only things that I can identify that are different with the starter heroes is that they aren't assigned to a player and they didn't have level 2+spells in their spellbook

violet meadow
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This returns undefined args[0].actor.data.attributes

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If it was not MidiQOL involved I would say that you needed args[0].actor.data..data.attributes

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I think MidiQOL in its args[0] remakes the paths to exclude the second data

dark canopy
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its the serialized object, so equivalent to const actor = sourceActor.toObject()

violet meadow
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So if the actor has its spellcasting ability defined there is no reason for the line to break

dark canopy
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log out your data

vast bane
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in screenshots far above I went into it deep and it clearly defines it even when I console.argsed

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one thing I didn't do, was use the exact item that the players using on the starter hero, I had dragged out the midi sample item fresh to test on the starter, testing the actual item again

dark canopy
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that's an actor5e class

vast bane
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yeah, the problem has to be the actor, not the macro

dark canopy
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so you need two data to reference the paths

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its not serialized, for whatever reason

vast bane
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he has a pending level up right now...could that somehow be the problem?

dark canopy
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nope

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its all on midi's side

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its sending you a actor class

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not actor data

vast bane
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ok so double the datas?

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but why would it work for the starter heroes but not the player?

dark canopy
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shrugs probably where its being executed

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but regardless, midi is sending you an Actor5e class, so you need to work with that

vast bane
#

just the line bugbear linked right?

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I don't double out all the datas?

dark canopy
#

all of it

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mostly

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when appropriate

vast bane
#
console.log(args);
const origin = args[0].itemUuid;
if (origin) {
    const removeList = actor.effects.filter(ae => ae.data.origin === origin && getProperty(ae.data, "flags.dae.transfer") !== 3).map(ae=>ae.id);
    await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
    Item: {
    "Spiritual Weapon Attack": {
      "type": "weapon",
      "img": "systems/dnd5e/icons/spells/enchant-magenta-2.jpg", 
      "data.actionType" : "msak",
      "data.properties.mgc": true,
      "data.attackBonus": `${Number(args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod) + Number(args[0].actor.data.attributes.prof) + Number(args[0].actor.data.bonuses.msak.attack)}`,
      "data.proficient": false,
      "data.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.data.abilities[args[0].actor.data.attributes.spellcasting]?.mod || ""}`,"force"]]
    }
  }
}
const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
const targetUuid = `Scene.${canvas.scene.id}.Token.${result[0]}`;

await actor.createEmbeddedDocuments("ActiveEffect", [{
    label: "Summon", 
    icon: args[0].item.img, 
    origin,
    duration: {seconds: 60, rounds:10},
    "flags.dae.stackable": false,
    changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);
verbal hull
vast bane
#

a lil bit ago, Flix taught me that sometimes you can't use ' to wrap some stuff, and instead you have to use backticks, could this be one of those situations?

#

see how its kinda using something inside of another thing in that line only?

dark canopy
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you arent getting a syntax error

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you are referencing bad data

vast bane
#

k

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doubling the data did it guys

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its now working on that specific actor

dark canopy
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now be sure to test from a player account

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cause it might get serialized, lolol

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with a gm active

vast bane
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ok heres the thing

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that player was absent last night

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so I had to run him, so could ALL of this just be because i was running him, so I didn't really need to fix it

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is there a way to make it work for either person running him?

dark canopy
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shrug, no idea really

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but yea, just check if the provided actor is an Actor5e instance

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if not, its data

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midi really should serialized everything all the time

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to avoid this

vast bane
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can you tell me the basic process of checking that as I kinda don't understand you

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should I just drop midi's and just use the warpgate wiki spiritual badger?

dark canopy
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look up instanceof in MDN

dark canopy
vast bane
dark canopy
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google "instanceof"

vast bane
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My foundry session is now throwing an error that is crashing it out after logging in the player:

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I'm guessing this is an endless loop?

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this is without doing anything, the player has just logged in

violet meadow
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Df manual rolls?

vast bane
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not sure what is going on there, I think it has to do with the user config and manual rolls

violet meadow
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Disable the manual rolls module and try again

vast bane
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I rebooted and it seems to have not happened again or yet.

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ok so after logging in the player, with GM still logged in, after rebooting due to that probably unrelated error, the player and the GM can now cast the modified double data spiritual weapon in v9 midi.

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I still find it odd that the starter heroes work fine with the item right out of the midi samples without the edit.

violet meadow
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Create a new player actor

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Try it on that one

vast bane
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Has anyone else with a v9 build attempted to try to replicate this, is it even worth putting on tim's radar?

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yeah original item only breaks with that specific actor in particular

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made a fresh player, and also dragged spiritual weapon to the other 4 players and they all were able to use the original

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So there is just something really weird about that actor

vast sierra
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it's always been a warning that certain macros when ran thru Midi, will cause endless loops. It's reason some of the macro writers put big warnings to not run it with midi active

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because how midi does things behind doors

vast bane
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Man this whole...something different about him just keeps bringing me back to the level up pending...

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I'm done fiddlin with it, problems solved, thanks guys for all the help

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I don't see a negative in updating the original with the new double data entries since its not throwing any errors on either client.

violet meadow
vast bane
#

the duplicates of him also throw the error too heh, sure

chrome gale
#

This ties into midi, so I'll ask this here, but as so far my track record is 100% in favor of "asking in the wrong place" I'm sure someone will tell me where I'm meant to ask lol.
I'm using CE, and I have tthe midi flanking rule setup, and that seems to work in adding "flanking" to an attacking creature, which is great. But what is 'flanked' used for? Seems like it should put 'flanked' on a creature that's being flanked, but midi doesn't seem to do it, and I'm not seeing any other way to set it up?

short aurora
violet meadow
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Yes I think it is a DFreds predefined effect for flanked condition

chrome gale
short aurora
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Oh, both is there? Huh

kind cape
chrome gale
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oh is there? I looked but didn't see anything

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I shall look again

kind cape
chrome gale
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ahhh

vast bane
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Flanked is a bad rule to use cause it will give a bonus to people not sticking their necks out and going in for the flanking bonus. I'm not a fan of that. As Flanked is a debuff to the creatures AC that Larry the Evocation Wizard can utilize with their scorching ray from 100ft away.

chrome gale
vast bane
chrome gale
#

I wasn't even thinking that would be a side effect, but now you mention it it's tempting to use 'flanked' just so my ranged players get some advantage if the melee guys surround an enemy. But the reason I asked in another thread about how to edit the condition is because I want to reduce it from 'advantage' to something more like a +2

vast bane
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the most common flanking rule, is if within 5ft

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if your intention is to make flanking less powerful, believe it or not, changing it to a flat bonus actually buffs it

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because then the bonus stacks with all other advantages

chrome gale
#

hmm, good point, assuming they have another consistent source of advantage

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flanking is one of the easiest that I can think of offhand

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the others involve blinding someone, or being invisible, or knocking prone.... or I mean, having an owl I guess, but we don't use that at our table

vast bane
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rogues can just burn bonus actions and get a permenant advantage and flanking bonus

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barbarians would gobble up that rule with reckless

chrome gale
#

we dont currently have either of those classes on the table. Our current main 'brawler' is a battlesmith with a steel defender. We weren't using flanking rules (cos I didn't have it set up in foundry) but I am setting it up now. But it would pretty much mean he'd have permanent advantage cos of his defender

violet meadow
#

@gilded yacht MidiQOL 0.9.83

Weird issue when an actor has any Actor onUse macro set.

Grab the Spiritual Weapon 0.9.58 + Warpgate from the Midi Sample Items.

Put it on any Actor who has an Actor onUse.
Cast Spiritual Weapon. Errors out with VM8433:16 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'spellcasting')

Delete the Actor onUse. The spell is cast fine.

#

Something is off with the serialization of the Actor data when there is an Actor onUse macro present.

args[0].actor.data.spellacasting is not defined in that specific case.
Needs args[0].actor.data.data.spellcasting

vast bane
#

As far as I can tell, a simple fix is to just change spiritual weapon and any other premades to use data.data. However, I wonder how this situation behaves in v10

#

I don't think its the contents of the actor on use doing this, but the actual presence of one, that is causing it.

violet meadow
#

v10 has just the system and its fine. MidiQOL is going to some lengths to get the data out of the ... data.data πŸ˜„

vast bane
#

I ponder what other premades have this problem that I haven't stumbled on yet

long fiber
#

V9
Modules: Midi/DAE/CE/Effect Macro
Custom Effect through CE called "Critical"
Goal: Double the affected creature's damage output from it's attacks (just weapon and spell attacks not other damage).

Suggestions on how to pull this off?

opaque current
#

You could make it so tokens it attacks have vulnerability.

#

Maybe.

violet meadow
long fiber
violet meadow
# long fiber Yes. I think there was a 4e feature that happed when they were "bloodied" (Note:...

A take without too much thought.
Create an Item (feature) on the sidebar or a compendium.

When the Bloodied condition or Critical is created, get the Effect Macro to warp the feature on the actor.
When Critical is deleted, Effect Macro deletes the feature too.

The feature by itself will have a DAE flags.midi-qol.onUseMacroName that will introduce an Actor on Use macro which will take care of the damage doubling.

coarse mesa
#

Hey legends... our fighter/paladin has just leveled into the Echo Knight subclass 😩 Does anyone have any tips on how I should tackle this? The echo would have its own AC and HP, but attacks should come from the PC – so he can use his smites, vow of enmity and other nonsense 'via' the echo

violet meadow
long fiber
short aurora
coarse mesa
violet meadow
# long fiber What would the On Use Macro look like?

First of all make sure that the actionType is melee or ranged weapon or spell attack.

Then would be an After Damage Roll evaluation one, at which point the args[0].damageTotal would have been evaluated.
Getting that and doubling the output. Total x2 works? Or is there a specific formula to that (eg. without @mod doubled or something like that?`)

vast bane
violet meadow
#

interesting project

vast bane
#

You could also have a warpgate summon an invisible version of himself, hidden under the echo token, so the ranges work

coarse mesa
#

I might have to, problem is – he's a polearm master and the most iffy about range... he's the main reason we use range checking lol

vast bane
#

there is even a midi setting that lets him see it and move it lol

violet meadow
#

Is it same Initiative?

coarse mesa
#

Yup

coarse mesa
violet meadow
kind cape
#

One idea for the echo... Use a warpgate macro to spawn a copy, then use a hook to monitor that sheet for any changes (excluding HP) and mirror those changes back to the main one

#

Similar to what MIDI does with Warding Bond

coarse mesa
#

This falls into the category of something we've discussed with HB before on WG... the ability to have the summons use resources from the originating actor, I'm pretty sure it's on his radar

coarse mesa
vast bane
#

Spiderman meme comes to mind, afaik the warpgate summons are unlinked

coarse mesa
#

Gah it gets messy real quick – eg. if the PC is blessed, the attacks from the echo should benefit too. I guess disabling range check is the only legit solution 😩

vast bane
#

I dunno, I think legit dropping a hidden duplicate, not warpgate shenanigans, but actual hidden midi setting viewable by the player, might actually break the range requirement

#

the token would be linked, but invisible to everyone but them

#

eh, disabling the ranges on all his abilities is probably just 10x easier and less prone to bugs

coarse mesa
#

I wonder if I could get a macro that disables ranges on his weapons only when the echo is out

vast bane
#

Pretty sure echos are "objects" in dnd and would not benefit from that aura

#

mercerbrew is really weird

vast bane
#

I'm more worried about the fact that its immune to fireballs damage and how to pull that off ingame

#

its basically like a mirror image illusion, if hit, dies, if in aoe, doesn't die

#

Also pro tip if you are the DM, make illusion magic fun for your players, and I include the echos in that personally. Make dumb creatures waste their time on them.

coarse mesa
#

yeah it's pretty wack... there's a whole FAQ on how to handle its various idiosyncracies

kind cape
vast bane
#

It'd have to be updated everytime the sheet changed, I think just manually handling things is gonna be better

kind cape
#
let relevantItems = actor.items.filter(item => item.type === "weapon");

let mutations = {};

relevantItems.forEach(item => {
      mutations[item.name] = {
            data: {
                range: {
                    value: null
                }
            }
        };
});

const updates = {
    embedded: {
        Item: mutations
    }
}

await warpgate.mutate(token.document, updates, {}, {comparisonKeys: {Item: 'name'}});
#

Untested, but I don't see why it wouldn't work @coarse mesa πŸ˜›

vast bane
#

Omg I forgot all about a reallyh weird bug with dice tray last night. If you have anything pending, like advantage/disadvantage, or crit/normal popouts, or even resource selection, and you then try to /roll something or use the dice tray roll button, it fastforwards whatevers pending and finishes all pending workflows.

kind cape
#

Obviously needs to be executed as a MIDI macro, let me fix that

coarse mesa
vast bane
#

Last night i was handling Mirror image manually, and I'd pause everyones stuff mid attack, and ask them to roll a d20, and it would CONSTANTLY finish workflows that were pending a response from the player.

coarse mesa
kind cape
vast bane
#

Its not really a macro or anything causing it, its that the roll button in dice tray, will just start midi's fast forward or something

#

anything pending, just rolls when you try to do something with it

coarse mesa
kind cape
#

It won't be automatically, you will have to link the AE somehow to the token/the mutation

celest bluff
coarse mesa
celest bluff
#

I forget if the image can be attacked

coarse mesa
#

Yeah it can

vast bane
#

there is a later feature where it has endless range

#

the easiest explanation is that an echo is bacially one of the illusions in mirror image, it can't get hit by aoes' but a singular hit erases it, not attack, hit.

celest bluff
#

I person would make a set of abilities as shortcuts to the image on the primary actor, so you don't have to open its sheet

#

But yeah on the shortcuts no range defined, but on the token define the ranges

coarse mesa
#

Good call, that's probably the easiest solution – dupe all his attacks and make them 'echo' versions

molten solar
kind cape
molten solar
molten solar
coarse mesa
molten solar
#

telling the player, "too much work, you do it"? yeah I agree

vast bane
#

I turn on that dismiss button 100% juust to give the players the ability to delete themselves

coarse mesa
#

"see yourself out" πŸ‘‰

molten solar
#

It's a core permission in v10

molten solar
fierce birch
#

For some reason I can't change the damage of the Flaming Sphere MQ0.8.85 + warpgate spell that comes with the MidiQOL Sample Items. I'm hoping to downscale it from 2d6 to 2d4. The spell damage isn't set in the forms, it's set in the macro. I've edited the macro in three places that reference damage and refreshed. It makes no diff. It seems impossible, but Foundry keeps rolling 2d6. Any idea what could be causing it? I've edited the spell on the PC and in items folder.
"damage":{"parts":[["2d4","fire"]]
damageRoll=${args[0].spellLevel}d4
"data.damage.parts": [[${args[0].spellLevel}d4, "fire"]]

violet meadow
#

Going off memory here, as it is for v9, correct?

fierce birch
#

I deleted the spell actor, refreshed, recast, and it's still rolling 2d6. I'm on v9

violet meadow
#

The one that you are using from the PC

fierce birch
#

just dump it right here?

violet meadow
#

You can upload it as a file using the + to the left of the message input field. Name it as something.js

cosmic rain
#

I'm having an issue with automated saving throws. I have one player trying to cast Light on a friendly PC but it's auto-rolling the saving throw to prevent the effect. I can't seem to find the setting that is auto-rolling saving throws against friendly effects.

violet meadow
#

The last checkbox πŸ‘†

cosmic rain
#

Thanks. I looked through it but must have overlooked that option.

violet meadow
#

easy to miss as there is a plethora of choices in there πŸ˜…

cosmic rain
#

Ahh, I see the problem. It's an issue with the spell itself. The checkbox was the key but it looks like the spell doesn't have the right keywords to auto fail the save.

fierce birch
#

I just double checked everything and it's still rolling 2d6. The flaming sphere actor has a "Flaming Sphere Damage" attack. But editing it, there's no damage specified anywhere and the macro is empty

violet meadow
#

And that is the one is one the item that is used to actually cast the spell? Hmm

fierce birch
#

Yeah

#

Oh wait, there is a damage formula on the actor

#

2d6 Fire
Still strange that the actor is being created with that damage

vast bane
#

did you drag out a jb2a actor of flaming sphere?

violet meadow
#

damage":{"parts":[["2d6","fire"]]

fierce birch
#

Jesus H Christ, it's still rolling 2d6

vast bane
#

are you using combat booster or argon to attack/use flaming sphere?

molten solar
#

Does the actor's item have an Action Type

violet meadow
#

But still you mutate the spawned one after the fact.

#

It (the action) still should be called "Flaming Sphere Damage"

fierce birch
#

I'm using Token Action HUD to launch the spell

vast bane
#

I had a very similar problem to this guys issue with spiritual weapon a while back and it was a combination of using one of jb2a's actors+rippers combatboosters interaction with unlinked tokens that would prevent me from actually using the warpgate modded attack.

#

it wasn't until I stripped the jb2a actor of the bogus similar named attack that I got it all working right

violet meadow
#

Do you use the ItemMacro integration setting of Token Action HUD?

#

Can you check for errors in console?

modern badger
#

@violet meadow I used the macro and it isn't working ;3;

#

replaced the thing for V10

fierce birch
#

Re item macro integration, it's set to "Show both original item and macro item"

vast bane
#

don't use the module, use the actual sheet to cast it

violet meadow
#

Just use the original item if you use MidiQOL to be safe

vast bane
#

rule it in or out, then find a solution for TAH

violet meadow
#

In otherwords just don't click the same Item with a small (M) in TAH

#

or set the setting to original item only.

But yeah try it from the sheet

violet meadow
vast bane
#

is the actor in the sidebar actually a jb2a flaming sphere? cause their naming scheme is off from the warpgate macros floated around here, you will have 2 different abilities on the canvas actor and things like TAH and combat booster will point to the wrong ability

modern badger
#

replaced the data.data with system

violet meadow
#

Share a screenshot of how did you set up the DAE on the feature

modern badger
violet meadow
#

And are you in combat?

modern badger
#

yeh!

molten solar
#

token in a Midi macro? πŸ€”

violet meadow
modern badger
#

bleb

fierce birch
#

I set TAH to "original item only". No diff. Foundry rolls 2d6.
I cast the spell from the character sheet. No diff.

violet meadow
modern badger
#

doesn't that put the effect on the source?

fierce birch
#

wait, missed a step

violet meadow
violet meadow
fierce birch
#

Ok, I deleted the spell actor and cast from the character sheet. No diff. Foundry rolls 2d6.

violet meadow
vast bane
#

if you are on v9, send the spell and the actor to me and I'll test it on my build

#

are you still looking at the sheet that you used Deepfried?

#

did the sheet you cast the spell off of have a "prototype" label on the top bar?

#

I suspect this is unlinked shenanigans

fierce birch
#

I'm on v 9
No "prototype" on the sheet top bar

vast bane
#

yeah, is the sheet an npc or a player character?

#

I think you are playing with unlinked actors

fierce birch
#

It's Sharwyn Hucrele from the boss fight in Sunless Citadel

vast bane
#

does midi's item work on npcs?

fierce birch
#

sure

molten solar
#

Only thing that matters is if it is linked or not

vast bane
#

well regardless, your mistake is probably that the npc is an unlinked actor and you keep mis identifying what sheet you are editing

molten solar
#

Could be a vehicle for all it matters

vast bane
#

send me the actor whose casting the spell, and send me your flaming sphere sidebar actor

#

Does TAH behave like combat booster where it seeks out the stuff on the proto actor instead of the canvas actor?

#

or it could be that you were editing the proto actor and TAH is casting the canvas actors flaming sphere stuff

violet meadow
vast bane
#

yeah, that too, if its a unique actor, double right click the token and link him

violet meadow
#

Probably you are updating the spell on the sidebar actor

#

And that doesn't do it for the synthetic token.actor

vast bane
#

yeah and the canvas dudes just sittin there rockin the old stuff

violet meadow
fierce birch
#

I found the original Sharwyn Hucrele and she's using the old spell. I thought prototype only applied to tokens. Why do I have two versions of Sharwyn? Sorry, relatively new to Foundry.

vast bane
#

when an actor is unlinked to his token, everytime you lay down a token, its a special instance of him that is indepdent of the sidebar actor that starts out with whatever is one hte sidebar guy at the time of creation, useful for things like hoards of skeletons, bad for unique npcs

#

bad for players more so, always link your players for sure

#

to link an actor, go to the prototype and link the actor data in the first tab of the token settings, if theres already an instance of him out there and you want him to update to the sidebar actor, double right click the token on the canvas and in the first tab link the actor data and suddenly you are accessing the sidebar version of him

vast bane
#

there are a few modules that really get weird with linked and unlinked tokens, argon combat hud, combat booster, and I thought...maybe TAH but maybe not, but I think thats irrelevant, I think your problem was you were editing X expecting Y to update as well.

violet meadow
vast bane
#

Until you check that box, X and Y are not going to change when one is changed.

#

you do NOT want to link actors meant to be used alot like skeleton, priest, zombie, gnoll. But totally link Halaster Blackcloak and your player characters.

fierce birch
fierce birch
#

Yup

modern badger
#

;3;

vast bane
#

double right click his token on the map, the first tab should have a checkbox for "link actor data" or something like that

violet meadow
vast bane
#

when you do that, he suddenly reflects whatever the sidebar version of him has

#

THEN, go to the sidebar version of him, and edit the 2d6's to be 2d4's

#

but I hope you understand you don't want all of your actors to be linked, just unique people like bbeg's and your players characters, cause unlinked actors are a great resource for a DM usually

violet meadow
# modern badger yep

And the target is in an active combat.
Attacks twice with a melee or ranged weapon or spell?

#

During the second attack there should be a damage roll that damages themselves

#

Make two attacks on their turn

#

And open the console. Any errors?

modern badger
#

do I keep the 'transfer effect on equip'?

violet meadow
modern badger
#

hm it's not transferring the effect

#

should it have a duration outside of the special duration?

fierce birch
#

Wow. STILL not working. I deleted the spell actor and double-checked that there's no other copy. I double-checked the macro on both the token and the actor. I linked the token. I refreshed. Cast spell from the character sheet. Foundry rolled 2d6.

violet meadow
modern badger
#

not doing anything :c

violet meadow
fierce birch
vast bane
# fierce birch How do I attach an actor and a spell?

the named npc in the sidebar on the right, right click him, export to file, drag and drop the file here(if you gave discord admin rights you can't drag and drop files till you launch discord normally). For the spell, if its just the v9 flaming sphere you don't need to send it.

fierce birch
#

It's v9 midqol flaming sphere

molten solar
#

every babonus update is such a chonker 😩

vast bane
#

ok first off, @fierce birch are you by chance using MRE or BR?

fierce birch
#

No modules with those initials

vast bane
#

Why does flaming sphere create the whole actor instead of just modify?

vast bane
fierce birch
#

Nope. I've triple checked. When I cast the spell, it creates an actor doing 2d6.

vast bane
#

When I just casted it, it created an actor with a 2d4 damage sphere

#

without editing anything

fierce birch
vast bane
#

delete the actor on your canvas, drag out your actual sidebar actor and cast the sphere spell from the character sheet

fierce birch
#

2d6 again

vast bane
#

the actor you sent me has a properly edited item macro that deals 2d6

#

errrr 2d4 sorry

fierce birch
#

Wow

vast bane
#

so the problem is somewhere in your session, disable all modules except warpgate and midi, if it persists even with just those two active, then the problem is probably user error maybe?

#

I don't remember the flaming sphere macro being this huge, but I checked my own and it infact does create the actor from scratch with every entry imagineable. The spiritual weapon macro doesn't do this, weird.

#

its important that you try to filter out the unimportant stuff, so don't use TAH, use the actual character sheet, but also, if Hucrele is on the map somewhere already, delete her there, and drag out the actor in the side bar to the map into that spot again, THEN double click her token, cast the spell from that sheet.

#

Make sure you still aren't handling a wonky messed up canvas actor. get rid of it and work with just the one you sent me.

celest bluff
#

make sure linked is unchecked

vast bane
#

why unchecked lol we just told him to check it, its a unique actor

coarse mesa
vast bane
#

Pretty sure their issue was that their canvas actor was a version of her before they edited the macro, and assumed it was linked when it wasn't and was trying to cast with the old canvas actor

#

If you link an actor, via double clicking the token on the map, does that update the sidebar with the canvas's version or vice versa?

fierce birch
#

omg. omg. omg. still rolling 2d6. Something is fucked up in my Foundry for sure. I tried Find the Culprit but the spell did no damage. I'll try again but leave Active Auras enabled.

vast bane
#

what?

#

flaming sphere is an active aura....wait a minute here

#

yeah that shouldn't be happening, you got something else doing an aura

#

oh yeah, there ya go, thats an error for me, its not making the active aura in my build. /shrug

#

I see it in the item macro but its not makin it

fierce birch
#

I just tried Find the Culprit and it concluded the problem is in midi, warp gate or active auras

vast bane
#

what is doing the damage, is it in combat at the end of a turn, or when you roll the attack on the item?

fierce birch
#

end of target's turn

vast bane
#

cause when I roll the attack on the item, its 2d4 fire, but my items not making an active aura, theres no AE on the sphere

Wasn't in combat

fierce birch
#

This is insane. It must be some form of caching.

vast bane
#

What are the versions of your midi, dae, warpgate, active auras, foundry vtt build, and dnd5e system?

#

The most current is not a right answer

molten solar
#

can't you just console.log the uuid of the item whose damage is being rolled and get it over with

vast bane
molten solar
#

no lol, Foundry can't cache a damage formula

lone axle
#

good evening all. For midi-qol (god tier module) for 5e, v10, it appears that I cannot utilize the force critical damage via holding a key unless I turn off auto roll damage in workflow settings. Is this a bug or a feature? Or am I doing something wrong so that it does not work with auto roll damage as I had it doing so before

fierce birch
#

midi 0.9.76
dae 6.011
Warp gate 1.13.6
active auras 0.4.13
dunno what D&D system

violet meadow
#

why are you all attacking bugbears 😩

vast bane
#

but I also have a ghoul, cause ya need ta test undead too

#

Hes in your image:

violet meadow
#

CHAOTIC EVIL... tststs

#

but I like the HP

violet meadow
#

DAE MIDI Warpgate need updates

vast bane
#

now I'm worried for the system version number lol

violet meadow
#

probably an issue as well

fierce birch
#

I'm using D&D5e 1.6.3

vast bane
#

wait is active auras old? shit I need to update

violet meadow
vast bane
#

I think you might be thinking of kaelad's PR version?

violet meadow
#

Any erros in console?

vast bane
#

I have none in mine and I'm using his imported item unchanged

fierce birch
#

F12 won't open the console. Something is fucked up.

vast bane
#

wait a minute, he gave us the wrong dae

#

thats the latest of dae srd(also something that doesn't need to be installed anymore)

vast bane
#

what browser are you using?

fierce birch
#

Running Foundry natively

violet meadow
#

It does say from Chat card only 🀷

lone axle
#

ooooh

#

okay well even so I try to use it from the chat after it rolls and nothing

fierce birch
#

DAE SRD 6.0.01
DAE 0.10.26

lone axle
#

that clarifies things

vast bane
#

your midi and dae should be updated, the warpgate update is not that important but..while you are out there might as well

#

the goal here is to get you to the same point as me, cause I'm using your item and it works as you want it, without me doing anything

fierce birch
#

I think I'm using the last DAE SRD for v9

vast bane
#

if updating doesn't fix it, then the next steps would be either someone watches you use it while screencapping, or we start deconstructing all of your active modules to find a conflict

fierce birch
#

or maybe I'm confusing DAE SRD with MIDI SRD

vast bane
#

DAE SRD is not a module of any value, its dead, its not a module of actiion, its a module of stored premade items, that are all absorbed and updated in MIDI SRD instead. The DAE SRD is essentially useless unless you use that 1 or 2 items that midi srd doesn't have

#

but its important you understand that DAE SRD =/= Dynamic Effects Using Active Effects

violet meadow
#

I am fast forwarding damage when trying this

lone axle
#

okay let me run find the culprit

fierce birch
#

= / = means what?

vast bane
#

they aren't the same thing

fierce birch
#

thanks

vast bane
#

midi srd and dae srd are made by Kandashi, another author, and they are just a bunch of premade items that work with midi and dae

#

the actual modules that do the actual automation and cool stuff is Dynamic Effects using Active Effects and Midi-Qol

#

DAE SRD got kinda absorbed fully by Midi SRD

#

but regardless, update your midi qol, and your Dynamic Effects Using Active Effects and your Warpgate. Then you need to start the whole process from scratch.

#

by start from scratch I mean take that file you dragged and dropped here, and make a test actor, then right click that blank test actor and choose to import data, and find that file and import her. Then drag that new actor to a map, saddle up a few bad guys by her, and cast the flaming sphere while they are in combat.

#

and if you still don't have everything working, you need to think of possibly screensharing and having one of us watch you work, cause at this point we've ruled out everything but user error.

fierce birch
#

It worked! I've never been happier to see four-siders in my life!

#

Thanks so much for your help!

naive zenith
#

Man, that was quite a ride watching this go down.

vast bane
#

man you should have seen the relief this morning when Bugbear took over my issue with spiritual weapon, holy cow was that a rabbit hole that he found.

naive zenith
#

guess I'll search it.

vast bane
#

Basically Actor On use macros have weird effects on some midi sample items

#

I have an actor on use macro made by Chris here, for Circle of Mortality, that just its presence on the actor, adversely effects the midi sample item for Spiritual weapon on just that one actor where it fails to properly read data.

#

nothing the macro does is bad, its just the fact there is any actor on use macros is throwing it all for a loop

#

And I credit bugbear with that find, I was resigned to remaking the actor and he showed up out of the blue and saved me from a headache

fierce birch
#

I'm really glad you were here to troubleshoot. It's only our second Foundry game and the first use of an aura. It's such a cool effect, I didn't want to lose it.

vast bane
#

I'm impressed you got to the bottom in one session, my group took 4 to get there, they wasted too much time in the town lol

fierce birch
#

We played two sessions of Sunless C before we switched to Foundry.

#

I'm amazed at how it speeds combat. Seven player characters. Automation's been a big win so far.

lone axle
#

hmm one thing I am noticing in the console that I am getting a ton of warning per item I use

Error: You are accessing the Item5e#data object which is no longer used. Since V10 the Document class and its contained DataModel are merged into a combined data structure. You should now reference keys which were previously contained within the data object directly.

vast bane
#

maybe you got some data.data's where sytem should be in whatever you are trying to fix?

lone axle
#

okay so running just midi and still can't get the auto crit button to work off the chat card unless auto damage roll is cut off

#

hmm

lone axle
vast bane
#

his v9 is a mothball, I'd assume yes

violet meadow
#

You need to press the keybind while clinking on the Damage(Fast) button

#

Not while attacking

vast bane
#

Isn't there also a catch that you have to hold it down all throughout DSN roll if your settings are weird with DSN and Midi where it withholds till the dice roll?

violet meadow
#

Yeah there is a change in last midi v10

lone axle
#

with it off it will do the auto crit

#

now the question is which do I value more

#

one press on tokens in battle or the occasional auto crit

violet meadow
#

I FF and auto roll everything so 🀷 πŸ˜…

#

Even auto apply damage.
In MidiQol we trust

coarse mesa
#

I'm wondering if there is some clever trick to make this f'ing echo not a creature? So it won't be included as a target in AoEs etc...

#

I vaguely recall some rumour about a special creature type that stops it from being targeted?

vast bane
lone axle
#

yeah honestly it is fast for me to do the crit as I do max crit dice variant

lone axle
#

but can't it get hit in aoes though?

coarse mesa
#

it's an object

#

most AoEs only damage creatures

lone axle
#

I don't see it say it is an object

#

unlike things like artillerist eldritch cannon

coarse mesa
dark canopy
lone axle
#

ah

coarse mesa
dark canopy
vast bane
#

I would seriously think of using that midi experimental setting of letting them control an invisible version of themselves, cause if the actors linked then I think midi reads the closest one with range detection

lone axle
#

I think I just made a helper actor with 1 hit point

#

surprised they never errated EGW

#

but meh

vast bane
#

But really, just blank out the paladins ranges on all his stuff, why fret over a table of friends goofin off

coarse mesa
vast bane
#

THey don't need to errata it because if it doesn't have a statblock, its not a creature

lone axle
#

nor is it an object by the way it is written

vast bane
#

its written exactly the same as the entries for walls and doors, which are objects πŸ˜‰

lone axle
#

welp at least fireball still ends it

#

even with that "ruling"

vast bane
#

what about a fireballs text says it induces saves on objects?

lone axle
#

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.****

vast bane
#

and does it say the echo is flammable?

lone axle
#

since it is defined as object by the "ruling" the echo is flamable

vast bane
#

not all objects are flammable

lone axle
#

but rule things how you want at your table

coarse mesa
#

It's on fire but fire damage isn't defined πŸ€·β€β™‚οΈ

lone axle
#

yeah 5e be a very clear game

vast bane
lone axle
#

only thing we have is improvised damge from teh DMG

#

flammable isn't a condition

coarse mesa
molten solar
#

It's right there in core

lone axle
#

but listen, say what you got to say to get your super echo

coarse mesa
lone axle
#

if a DM opened up impovised damage and also refered to object details on the DMG with respect to the echo it would also make sense

vast bane
#

Honestly, Not a fan of mercerbrew because of these bad wordings

coarse mesa
#

Our DM greenlit it... so I have to obey

lone axle
#

I mean, I'm okay with it, I'm not okay with WOTC not doing their editing job

#

that lv 7 feature needs tweaking as well to work like familiar sight but hey that's 5e

vast bane
#

but if you insert phrases that don't exist to justify a ruling, and its purposely done to make things fun, thats ok, if its done to dampen the fun, in my book...thats kinda not cool. We're here to have fun.

lone axle
#

see the final product, tweak

#

what phrases are inserted

#

JC inserts object

vast bane
#

Trust me, there are more way more rules as written definitive reasons to hate the echo than its immunity to fire damage

lone axle
#

spell details what happens to object. DMG has rules on improvised damage and objects

vast bane
#

wait till you get the endless range echo that runs and triggers all the traps in every dungeon

lone axle
#

also it just comes back on a ba

#

so not much fun is lost

#

believe me, I played for an echo knight player where the echo was treated as a creature, that lad had a blast and that echo did work

vast bane
#

I treat an echo like an illusion, specifically one of the mirror image illusions, I will give them the joy of a spoiled turn for a monster who goes after the echo, but I will not let the echo interact with objects, it weighs nothing, and its an object.

#

but I would also weed out the exploitative player in the interview process before anyone ever thought of using an echo knight at my table.

coarse mesa
#

yeah that's the same rationale I'm going with

#

it can also move straight up in the air facepalm

lone axle
#

and 1,000 feet for assasinations

#

also possibly through walls

coarse mesa
vast bane
#

I mean it still has nothing on Prestidigitation

#

that level 0 cantrip can go to hell lol

lone axle
#

?

vast bane
#

If there is anything in this game that has benefitted from the rule of cool more, its Prestidigitation in my games lol. I wanna say no, but ya just can't, its that badly worded.

molten solar
#

Three of my players have prestidigitation I think, and it has probably been used exactly once in 20 months. What's the issue there

vast bane
#

I guess I just have really creative players.

lone axle
#

you sure you just not letting the spell punch way higher than its paygrade?

molten solar
#

Its entire description can be boiled down to: "you don't need to buy toiletpaper"

lone axle
#

ngl I'd enjoy camping and such and be able to self clean

#

still wouldn't beat a nice bath after all the exploring

#

I do like presti's hidden uses

#

like undead/mimic detection

coarse mesa
molten solar
vast bane
#

0_o

#

I mean...they aren't wrong...but god that'd be visually awful

molten solar
#

I'm calling a moderator

vast bane
#

God help us if you use Bigby's hand

#

I'm taking the Telekinetic feat or making a githyanki just so I can correct a wedgy without anyone noticing

spice kraken
#

Would mean more surface area for cleaning

molten solar
#

as long as no one is playing a warlock

coarse mesa
lone axle
#

true

vast bane
#

god that is such a dndshorts meme, I literally filter people out by asking them questions like these lol

lone axle
#

ngl some spells only affecting creatures causes some wryyy moments

#

what is up with the object safety being on half the time

vast bane
#

Do you let spells go through windows Glass?

coarse mesa
#

Hand on heart, am playing a warlock and I'd never stoop that low

molten solar
#

Bad wording and bad twitter rulings by bad people.

spice kraken
#

Just let them fire away in the tavern or whatever. Magically everything they hit is now a mimic

vast bane
#

What if their patron didn't give them Eldritch Blast, but instead a Mimic Maker ray

coarse mesa
lone axle
#

pressing x to doubt there but time will tell

#

they still didn't fix the invisible condition jank

coarse mesa
lone axle
#

yep it boils down to "if it is unclear or unwieldy? gut it"

molten solar
#

You hand them a ladder, but they love their shovels.

lone axle
#

like UMD and Countercharm

chrome gale
#

flags.midi-qol.OverTime

For this, is it possible for a passed save to only remove a single stack, instead of the entire stack?

celest bluff
chrome gale
#

With the 'stacks' mechanic, is there any way to actually limit the number of stacks?

fathom socket
#

Thanks for this the templates are placed like a charm! but somehow the targeting works only for the first template, all the templates that are places via warpgate dont target tokens.... maybe a wrong setting in my game?

violet meadow
violet meadow
fathom socket
#

yeah sure will try that

violet meadow
#

Updated the initial post to include that too

fathom socket
#

df template enhancements is not v10 ready am i right?

violet meadow
#

give it a week or two and it should. But I am using Walled Templates and it's MidiQOL integrated too

fathom socket
#

ah ok i will try it out - thank you

violet meadow
#

Check the Walled Templates module settings for auto targeting and there is also an icon in the Measurement Controls sidebar.

fathom socket
#

Awesome yeah that works perfectly

violet meadow
cosmic crow
#

Can anyone confirm if system.attributes.encumbrance.max has been removed in v10? I used to use it to modify my player's max encumbrance with multiply, but the entire attribute is not popping up any more

violet meadow
#

I guess you're using DAE? Maybe your DAE is not updated?
What's your system version?

cosmic crow
violet meadow
#

Make sure that your dnd5e system is updated too. v2.0.3 is that newset one for v10 Foundry.
The latest versions of DAE need this

vast bane
#

I think dnd5e is now 2.0.4 isn't it?

Apparently people were just writing typos when talking about v10 earlier /shrug

#

@violet meadow I'm referring to this macro:

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

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

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

It only applies the condition if the DM is using it.

#

They could probably take this macr, chop off the condition, and insert a damage workflow for midi

violet meadow
#

Indeed ```js
await MidiQOL.applyTokenDamage( [{type: "piercing", damage: 3}], 3, new Set([target]), null, new Set(),{});

violet meadow
#

We had discussed about it at some point iirc πŸ€”

vast bane
#

I don't think it even works with fast forward on. weirdness ensues.

#

it just only ever works when the GM is firing it

#

but I don't need that fixed, I'm just suggesting that for the guy with the battlerager armor

#

chop off the condition, add in a damage workflow

#

I just apply the conditions manually in my world

violet meadow
#

Yeah it didn't occur to me to check for other MidiQOL settings.

#

For you now it happens as soon as the Attack is Rolled

#

I was waiting for the workflow to complete (almost)

modern badger
#

also

#

Is there a simple way to make the Amplified effect?

#

eg. lasts a minute?

#

simply changing the special duration to 60 sec. would work?

violet meadow
#

Hmm was there something else in the Amplify?

modern badger
#

nope

#

an ongoing CON save to get rid of it but I can do that manually .3.

violet meadow
modern badger
#

:0

#

that's simpler than I thought it'd be

cerulean ocean
#

I want to have easy drag and drop modifiers. Scaling mod.

A = max 4 from stat
B = max 3 from stat
C = max 2 from stat
D = max 1 from stat
F = max 0 from stat

Current code below that I use in weapon to hit and damage mods.

Dex |C| & Str |D|

'min(2,@abilities.dex.mod) + min(1,@abilities.str.mod)'

I want to make each "Scaling Mod" an effect I can have on weapons so I can quick drag and drop from a list. For quicker weapon building and for simplisty over using the formula modified on every weapon.

#

Any idea how to do this with midi qol or to set an easy drag and drop effect?

violet meadow
#

This can be done for instance by creatin a feature that you will give to all actors on your world and which will add a macro which will deal with whatever case you need accounting for when rolling the item for attack.

unkempt cypress
#

Need help with Midi QOL in V10. Auto dmg doesn't work. In my conf the player and I must push the button to throw dmg dices. But when we roll the token does not receive dmg

#

and if I put auto roll DMG the dmg recibed by the token and rolled are different

short aurora
# unkempt cypress

What's your settings under the Workflow category? Down by the damage area, specifically

unkempt cypress
#

what I want is:
Need to press Damage button to apply dmg to tokens

#

not auto apply dmg when roll attack

short aurora
#

Have you tested with other tokens? The fact that the damage is different to what the token is receiving makes me think the 'display the player damage card' is triggering, can you create a fresh actor and test on that?

#

Just in case there's some hidden effect altering the damage

unkempt cypress
#

ok

#

nope

#

same happens

#

is like

#

dmg dealt and dmg roll

#

are different

#

like differents rolls

#

I m using Ready set roll module

#

wit mid QOL

spice kraken
#

Don't

unkempt cypress
#

midi must be used alone?ΒΏ

#

but them its imposible to avoid this dialog windows before rolls?

spice kraken
#

Which one?

#

Like to choose adv/dis and situational bonuses?

unkempt cypress
#

yes

spice kraken
#

Turn on fast forward in midi to skip those

unkempt cypress
#

somehow

#

in v9

#

i get Midi+Better rolls

#

working together

violet meadow
#

They are totally incompatible for now in v10

unkempt cypress
#

in v10 looks imposible with RSR

#

okay

violet meadow
#

Do not use together

unkempt cypress
#

I prefer auto rolls them

#

thanx

kind cape
# unkempt cypress I prefer auto rolls them

I mean, Posney did say that they are supposed to be somewhat compatible, but I don't see why you would need Ready Set Roll to get what you are looking for? It should be entirely possible with just MIDI

#

Anyway, I have a question of my own, cause I feel like I'm going crazy. I have the following setup for an ability, which is supposed to apply 1 effect to the target and 1 effect to the caster. But as you can see in the image for some reason it applies both effects to the target and 1 to the caster πŸ€”

I feel like it should be possible, but I am not sure why its being wrong.

violet meadow
#

I would suggest not to use MidiQOL and RSR modules until at least it's confirmed that they are compatible.

Or exactly what is and what isn't.

There is an open issue by tposney without more info for the time being.

It will better serve troubleshooting on the long run, the one or the other hard stance imho πŸ˜…
https://gitlab.com/tposney/midi-qol/-/issues/997

kind cape
#

V10, took the jump and updated πŸ˜…

spice kraken
#

Isn't that a bug in v10 rn?

violet meadow
#

Was trying to find the issue

#

I think there is an open one

kind cape
#

Not spotting it at a glance in the tracker

violet meadow
#

What's your DAE version?

#

and dnd5e version?

kind cape
#

2.0.3, 10.0.9

violet meadow
#

DAE update

#

ah lol

kind cape
#

Oh, I wonder if I have broken manifest, did an update all earlier today

violet meadow
#

No worries I need coffee

#

and MidiQOL?

#

I will try to replicate

kind cape
#

10.0.15

violet meadow
unkempt cypress
#

me again :P, dont know if this is fault of MidiQOL but in my game Private attack rolls donst show

kind cape
unkempt cypress
#

individual rolls are showing

#

like /r 1d20 but if I make attack roll from a sheet this donst show

violet meadow
#

So there are some issues there anyways πŸ˜…

unkempt cypress
#

really hide is disabled

violet meadow
unkempt cypress
#

ok

#

maybe something with that merged card?

#

this merged card I mean

#

nope

#

really idk what is hidding my rolls :/

#

only show in public

vast bane
# unkempt cypress only show in public

Find the culprit, my money is on combining rollers, or some new v10 chat enhancement module. DF chat enhancements notoriously did this in v9 but afaik DF's stuff isn't v10 ready yet so look in that direction with some new v10 stuff.

violet meadow
#

You use Self Roll

#

@unkempt cypress πŸ‘†

unkempt cypress
#

dostn matter

#

self

#

private

#

or blind

#

same

#

only show if i write /r 1d20

vast bane
#

are you an assistant GM or a GM

unkempt cypress
#

GM

#

and the other screen is player

violet meadow
#

Exactly. It hides then 🀷

#

Make it Public

vast bane
#

is the GM not able to see, or the player? cause you didn't say public at all there...

unkempt cypress
#

player

vast bane
#

well make it public lol

unkempt cypress
#

Me as DM want to roll dices and in the Player screen show this

#

instead of that

#

the player see nothing

vast bane
#

man we need to link back to this subject it comes up so much

unkempt cypress
#

I know I can put in public

#

but I want to hide the roll numbers but still showing a message

vast bane
#

Super needs to make a ghost busters meme for DSN and Private midi rolls

winter silo
#

Can someone help me understand this Midi-QOL macro? It's from the "Devil's Glaive"

const version = "0.9.52";
try {
    const lastArg = args[args.length-1];
    if (args[0] === "on") {
      let target = canvas.tokens.get(args[3]);
      let flag = DAE.getFlag(target, "infernal-wounds") || {hookId: 0, woundCount: 0};
    console.error("fetching flag ", target.id, flag);
      flag.woundCount = flag.woundCount + 1;
      if (!flag.hookId) {
        console.error("hookId not set");
        flag.hookId = Hooks.on("deleteActiveEffect", (actor, effectId) => {
          console.error("Resetting wound count");
          if (effectId === lastArg.effectId)
            DAE.unsetFlag(tactor, "infernal-wounds");
        })
      }
      DAE.setFlag(target, "infernal-wounds", flag);
    
    } else if (args[0] === "each") {
      let tactor;
      let ttoken = canvas.tokens.get(lastArg.tokenId);
      if (ttoken) tactor = ttoken.actor;
      else tactor = game.actors.get(lastArg.actorId);
      let damageItem = Item.createOwned(game.items.getName("Infernal Wound"), tactor);
      let saveTargets = game.user.targets;
      game.user.targets = new Set([ttoken]);
      let hookId = Hooks.once("midi-qol.RollComplete", (workflow) => {
        if (workflow.saves.has(ttoken)) {
          tactor.deleteEmbeddedEntity("ActiveEffect", lastArg.efData._id);
        }
      })
     try {
      damageItem.roll();
      let flag = DAE.getFlag(ttoken, "infernal-wounds") || {hookId: 0, woundCount: 1};
      } finally {
       game.user.targets = saveTargets;
      }
    } else if (args[0] === "off") {
    // do any clean up
    }
} catch (err)  {
    console.error(`${args[0].itemData.name} - Devil's Glaive ${version}`, err);
}```

I like that it doesn't duplicate an active effect, but stacks it with a number. 
I want to do that with another custom active effect I named "Bleed"
spice kraken
unkempt cypress
vast bane
#

I dunno exactly I never follow it cause its not gamebreaking, its just not something that midi and dsn do well together

violet meadow
vast bane
#

nah I don't think midi does what they want is ultimately the problem, this happens atleast once a week, someone comes here demanding the core ??? method and midi just don't do it.

short aurora
unkempt cypress
#

for this tests I disabled Dice so nice

#

cause is anoying see a lot of 3d dice rolling

vast bane
#

the alternative, is to have DSN, and let DSN roll ? dice but no chat output by midi

#

or, use another roller

vast sierra
#

if you set rolls to private/ blind/ self, players will never see them, no matter the DSN or MIDI settings, need to change to public then go into midi/ DSN and mess around

vast bane
#

DSN is able to throw phantom dice though

#

thats the only chance at midi alerting players of rolls that I'm aware of

winter silo
vast bane
#

I think also ifyou havesounds on, they hear the dice rolls

#

or maybe thats just discord picking up my mic, I forget why they hear me

short aurora
#

(also v9 or v10)

vast sierra
#

dice sounds are always on, unless you use a module to turn them off (or turn down interface).. no different then sitting at a table, you hear the GM roll dice behind the screen

vast bane
#

yeah they gotta hear cause they constantly tell me I'm rolling privately when I start out every night forgetting about it.

violet meadow
winter silo
# short aurora What is it you want to do? Just be able to do something depending on an active e...

Game System: DND 5E
Foundry Version: v9

I have a feature called "Blood Strike"
When used, it triggers an active effect called "Bleed"

I used it twice, so it gave the wolf 2 bleed icons (Seen on the screenshot)

I'm looking for a macro thats basically
"If the active effect is already on a target, it creates a stack. With a number notifier on it to show how many stacks there are."

I hope that atleast kinda makes sense.

short aurora
#

Hmm, the number is a module, isn't it? I actually remember wanting to do this very thing and I ended up giving up lmao. What's the module?

winter silo
short aurora
winter silo
#

Midi QOL and this mod seem to maybe have some synergy, because if you use the Devil's Glaive ( which has the macro I posted above)

When you apply the active effect from that weapon multiple times, it creates a "stack" with the correct number on it.
So the effect will have a "3" on it, instead of 3 effects with a "1" on it

Also I'm triggering it through an Item Macro

violet meadow
#

If you are triggering through itemmacro midi cannot do anything

#

It needs to be executed through midis workflow

short aurora
#

Do you mean triggering it through a feature with an embedded item macro?

#

Or do you specifically run an item macro instead of rolling an item?

winter silo
#

I used Convenient Effects to turn the "Bleed" active effect into a "condition" (Like Paralyzed, Prone, etc)

So I could trigger it through an active effect instead, if that helps (example in the screenshot)

dark canopy
#

you would check if the target has the AE prior to application, if so, increment the stack count rather than adding another

short aurora
#

This workflow seems a little awkward for integration of midi. If you have DFred and an effect in there already, you can just name the effect Blood Strike instead and it will apply. Do you have more bleeds in your game than just this one feature?

#

This is a screenshot of v10 settings but this setting exists in v9* as well

#

You do not need to macro it

winter silo
#

Oh interesting
I'll check that out

#

And nope. Only one bleed

In response to:
Do you have more bleeds in your game than just this one feature?

short aurora
#

Okay, then we can cross that bridge when we get to it, one sec, let me check if CE automatically gets stackCount on it from DAE

#

Hmm, I will have to eat my words on that one. CE's applied that way do not seem to stack, despite having the option selected.

#

⏳

#

If you don't have another feature than this that uses Bleed, I'd just create it on the feature itself. That will deal with the stacking on its' own and if Status Icon Counters (like you mentioned) has that integrated already, your problem is solved.

#

So in here, I mean.

spice kraken
neon pike
#

Is there an easy trigger now for dealing damage to specific creature type?

#

(I used to use a macro for checking for undead, then dealing extra damage based on that) but I know theres been a lot of changes

spice kraken
#

You can use the activation condition and other damage sections

short aurora
spice kraken
#

or this ['fiend', 'undead'].includes('@raceOrType')

neon pike
short aurora
#

If it's possible, combine your conditions with && (example in the compendium with Dragon Slayer Longsword), else I think you're back on the macro train.

spice kraken
#

can && work in activation conditions or just macros?

short aurora
#

Same deal, just evaluates it as script to see if it's true or not, it's in that aforementioned example

spice kraken
#

Good to know

#

ty

neon pike
winter silo
short aurora
spice kraken
short aurora
#

(also throw a + in there just in case for later)

spice kraken
#

so if you're applying an effect that can stack from character A on character B, @ will reference stacks from character A which is 0

#

Also idk if that flag would work so you might also want the bonus to mwak/msak/etc

neon pike
spice kraken
winter silo
#

Oh nice that fixed it

short aurora
neon pike
short aurora
#

Same, unless it's not a temporary effect?

#

Feature that targets Self, effect something like this not suspended should still only apply if Activation Condition evaluates to true when you have that box

#

If you find your actor immediately gets the effect when owning the feature, you need to uncheck "Transfer to actor on item equip" on the effect on the feature

neon pike
neon pike
#

Effect is a temporary effect on the item

short aurora
short aurora
#

You're NEVER EASY, hmm, wonder if that's currently possible without macroing...

vast bane
#

whats the activation condition?

#

If you miss, if they save, or if theres nonsense in the activation condition, it won't transfer

neon pike
short aurora
#

Screw this, I'm cheating.

@gilded yacht Hey, is it possible for an item's activation condition to evaluate a target, but for the effect activations to apply the user without use of macros? Bonus question: can I peek how activation condition evaluated in args anywhere?

vast bane
#

there are numerous sample items that do what you just pinged tim for

#

What is the activation condition? and screenshot the npc sheet that you are hitting with the weapon

#

Well numerous v9 sample items, I have no clue about v10

violet meadow
#

What do you need to check?

neon pike
short aurora
#

Even using @target

#

v10 testing here mind

violet meadow
#

Ah I now understand. Sounds ... not possible πŸ€”

vast bane
violet meadow
#

@short aurora wait, do you need to apply to target or source depending on something on the target?

short aurora
#

Yeah, I'm just helping Vestium, but that's what they're doing

violet meadow
#

Or always on self if the target has a condition>

neon pike
vast bane
#

Show your work

violet meadow
#

Apply on Self when Item is rolled appears to be a bit buggy at the moment

short aurora
#

I feel the same, I can't get it to do it

violet meadow
#

Try without an activation condition

vast bane
#

this could be as simple as a typo in the activation condition, Occam's Razor

short aurora
#

Works without activation condition, the work is @target.details.type.value.includes("dragon") and "@target.details.type.value".includes("dragon")

#

so lifted straight from the doc

vast bane
#

no equals?

short aurora
#

whoops, I copy pasted that wrong

violet meadow
#

If you have an effect that applies to target and another that applies to self when the same item is rolled, something is amiss

vast bane
#

did he fix that bug yet? there was a v10 and v9 bug where two ae's, one set to self roll, other normal, would follow the top ones settings

violet meadow
#
['dragon'].includes('@raceOrType')
```?
short aurora
#

I only have an effect that's to apply to the user, if activation condition == true

neon pike
short aurora
#

hence my ping to the myth, the legend

vast bane
#

So the problem is its not applying when the activation condition has stuff in it right?

neon pike
vast bane
#

tposney is gonna wanna see what you put in the condition field, hes also probalby going to ask for your midi ruleset export, and the item export

#

wouldn't that be @source or @origin not target