#MidiQOL

1 messages Β· Page 18 of 1

neon pike
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So if the target is undead - apply effect to user of item

short aurora
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It don't work for me but maybe I'm the problem

vast bane
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I don't really know the pro answer here, but thats not what tposney writes for "if undead" in his activation conditions

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

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when in doubt, plagerize

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Mace of Disruption

coarse mesa
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Still thinking about this echo... if I'm warpgate summoning it in, would there be a clever way so that it's auto dismissed when hit?

vast bane
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But if you want tims help with that ping, to speed it up, send him the item export, and your midi rules export, cause 9/10 of the time thats his first request when diving in

short aurora
vast bane
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are there two effects with differing checkboxes on the item though? I swear there is an issue for wonkiness with that

vast bane
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you could probably utilize cub or a macro to auto dismiss at 0 hitpoints

coarse mesa
vast bane
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doesn't cub let you set stuff to fire when a creature hits 0 hitpoints?

coarse mesa
spice kraken
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You could also modify CE to do that too

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Assuming you want dead/unconscious to always set aflame

coarse mesa
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For the echo, yeah dead/unconscious needs to auto dismiss

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Or better yet, on hit (since I'm going to make it immune to everything)

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So maybe reaction is the way to go

vast bane
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I know you can do that with actor on use cause bugbear gave me one that returned damage on hits

coarse mesa
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Thanks for the tips folks, will look into it

violet meadow
vast bane
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I think you have to include target probably because of the self roll part

violet meadow
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This too "@target.details.type.value".includes("fiend")

short aurora
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It does not for me, hmmmmm...

vast bane
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I still would like to confirm if the monster that is being tested on has "Undead" instead of undead, or worse, no creature type. Always rule out the obvious.

neon pike
violet meadow
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I have Fiend as type. It uses a lowecase function

short aurora
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Ah, I had the wrong checkbox checked, evidently.

short aurora
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I had "Apply to self when item applies target effects" checked

vast bane
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wow that tab is gettin busy in v10 lol

violet meadow
vast bane
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Don't show Zhell that

neon pike
vast bane
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Eh, I actually like that change bugbear, I do like having tabs instead of looooong settings sections

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though workflow is kinda always going to be long

short aurora
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target.details.type.value.includes("undead") or "@target.details.type.value".includes("undead")

neon pike
vast bane
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start finding the culprit then cause it works for bugbear and Krig

short aurora
violet meadow
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Is the target an undead? 🀯

short aurora
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On the item?

neon pike
spice kraken
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Does this work?
['undead'].includes('@raceOrType')

vast bane
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can you show us the data instead of confirming, like we're troubleshooting this, we need our eyes on it, not yours, otherwise you would have solved it by now, thats how stuff works here. Show your work.

neon pike
vast bane
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show us the npc you are hitting

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and your activation condition settings in midi for that matter

neon pike
vast bane
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if you guys have undead in "" how is the case gonna work?

short aurora
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The effect is not still suspended, right? On the item?

vast bane
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isn't the whole point of "" to make it literal, case included?

short aurora
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then yeah, I'm out of ideas and an issue on gitlab is probably the best course

vast bane
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does it not work for you two with v10? helping him?

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cause if it works for them and not Vestium, then find the culprit on that instance of foundry, start with versions, then modules, then user error rule out

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is the imported creature, setup with actual Undead or Custom: Undead

vast bane
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check versions, check module conflicts, then have someone watch you use it in screenshare

neon pike
vast bane
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are you editing a canvas actor/sidebar actor and expecting the other to update?

neon pike
vast bane
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an effect that rolls to self when hitting an undead right?

neon pike
short aurora
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but that doesn't matter after all

neon pike
neon pike
vast bane
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fwiw its not working in v9 but I'm still going down the ideas for the condition

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oh actually no, it worked first try

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I just didn't notice the effects icon till I went to edit

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ermegerd I think I got it, is the item equipped @neon pike ?

violet meadow
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@neon pike it's working fine.
Can you choose in the target details of the item 1 | | creature?

vast bane
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in V9 it fails if the item is not equipped, it succeeds if its equipped

violet meadow
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I am missing info so I don't think I can actually help. I might be making things worse.

If you want, create an issue in the MidiQOL (better) or a detailed post here for easy reference.
Now it's like all over 100 messages and not easy to follow 🀷

molten solar
vast bane
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Is that a crown of thorns?

spice kraken
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Pretty sure it's from darkest dungeon iirc

neon pike
vast bane
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I'm on v9, a basic macro.ce applies to self if attacking an undead

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with a bow attack

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if its not equipped, it fails to apply

coarse mesa
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Actually I wonder if I can just pop a bit extra on my Unconscious CE macro so that it recognises WG summons and auto dismisses them? πŸ€” Then it would not just work for the echo but also any druid summons (so they'd disappear when downed as they're supposed to, not litter the battlefield with corpses)

neon pike
vast bane
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use another creature

violet meadow
vast bane
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drag out a dnd5e creature don't use an imported one

coarse mesa
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@molten solar how would I do the check to see if it's a WG summons? I could prob figure the rest out

vast bane
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echos are not conc though

coarse mesa
vast bane
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they also poof on duration ending

violet meadow
coarse mesa
vast bane
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oh good point

violet meadow
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You can insert logic in dead and unconscious conditions with EM

molten solar
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just slap it in EM.
on create -> is "Echo" spawned by WG? -> poof

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one line.

neon pike
vast bane
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send the actor to bugbear or any other v10 tester who wants to check it

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I don't have v10

neon pike
coarse mesa
violet meadow
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Just to be clear DAE can also do that but EM makes it easier

violet meadow
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Different cases etc

molten solar
coarse mesa
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If WG summons, get out... if not, go prone – I think I can finagle that

violet meadow
molten solar
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tell you what DAE cant do tho

coarse mesa
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Zhell replacing DAE bit by bit.... am still thinking about Active Auras vs Babonus for pally auras in v10 βš–οΈ

molten solar
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Did I tell you about the babonus stress testing?

vast bane
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as soon as I see the premade compendiums I'll switch over πŸ˜‰

molten solar
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Well did I tell you about the second babonus stress testing?

coarse mesa
molten solar
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1600 tokens, each having 4 auras.

marsh crescent
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on a dotmm sized scene?

coarse mesa
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BUT active auras puts an AE icon on the recipient so they can SEE when they're protected

molten solar
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babonus is sync 😎

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and works out of combat with zero latency too

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No hooks on token movement because... I simply don't need to. 😎

kind cape
coarse mesa
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and babonus is being actively maintained

violet meadow
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Now someone needs to try to use the API for more stuff...

opaque current
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I opened the babo ui and it just looked scary and I closed it.

molten solar
violet meadow
marsh crescent
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are there presets in that? Just as an example of what is possible. (woops)

kind cape
violet meadow
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Search discord #dnd5e for babonus Bracers of Archery

coarse mesa
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Zhell doing missionary work in the midi channel

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Trying to save our souls

molten solar
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plus, you guys need me.

scarlet gale
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Was just testing that module on my v10 environment. Is there a way to have an ability check bonus with it? I'm specifically trying to get a +10 to people around the caster for Pass Without Trace.

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In v9, I did this with active auras.

coarse mesa
kind cape
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If it's just the currently selected one

scarlet gale
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Or does making the effect an aura also apply the flags from the effect?

molten solar
molten solar
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But the system devs seem to be arguing over it. 🀷

molten solar
molten solar
molten solar
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Different from a macro's pre-declared token

coarse mesa
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Thanks for that – I can't really think of a situation we wouldn't want it to disappear on 0 HP if WG summoned

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If someone ever makes a WG frontend that would be a nice tickbox πŸ˜†

violet meadow
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All need to start using getRollData() more
Just an offtopic mention 😁

kind cape
coarse mesa
molten solar
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Guy literally updated WG for v10 to make his module lmao.

coarse mesa
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I've sowed the seed for auras to be considered for core in v12... maybe I'll start on WG next

scarlet gale
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I'm nearly ready to update to v10... Mostly waiting for DF modules to update. And active auras, or a good replacement for what I'm using it for.

molten solar
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You can get around Pass Without Trace with a short world script

scarlet gale
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Oh for sure

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Active Auras I may just forgo eventually

violet meadow
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Or babonus API, MidiQol and warpgate πŸ€”

kind cape
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The patch that was made for AA seems to work fine in V10, through I have not done super extensive testing of it yet

scarlet gale
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Babonus thread when?

marsh crescent
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Need a #babonus subchannel.

molten solar
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lol please.

marsh crescent
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Since it seems to be getting some attention.

molten solar
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It's not even my most popular module.

kind cape
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A #Zhell thread?

scarlet gale
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Last midi-qol update called it out as recommended

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Β―_(ツ)_/Β―

molten solar
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Sure, but I have seen the download stats

scarlet gale
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Is it effect macros?

molten solar
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It's up there for sure, but not at the top

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NOPE

scarlet gale
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Effect macros so crazy useful tho

vast bane
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Requesyor

molten solar
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NOPE

kind cape
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RG?

marsh crescent
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I would be adding to the stats but still holding on to v9 since it works for my game.

molten solar
vast bane
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It scratches an itch for us midi lite users

scarlet gale
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Concentration notifier?

molten solar
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Just behind bab

spice kraken
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This is all lies!!!

kind cape
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Huh, that one is pretty new right? Surprised its up there

scarlet gale
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Speaking of loot

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Anyone know how to make monk's journals stop popping up with loot after combat?

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It doesn't do that in v9

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But does in v10

molten solar
spice kraken
scarlet gale
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oh true

spice kraken
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I wouldn't worry too much about posting here. This thread gets off topic real quick, haha

scarlet gale
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Honestly, it should just be called the automation channel or something

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Pretty much everything here is for automating stuff more than just the basics

molten solar
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I think the wording was, "if midi is the driver"

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you get shoved here

violet meadow
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Tststs check the pins 😁

spice kraken
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Quick q. Regarding this, on v9 can you use pipe delimiter for saveAbility? And does that work with LMRTFY? Can't test myself rn

spice kraken
long fiber
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V9: Using Midi/DAE/CE/Effect Macro/Monk's Token Bar.
How do I auto-query players to make a saving throw from a lasting effect and if the save is a success, it removes the effect. If they fail, the effect persists?
I imagine that you would need to create a feature that transfers the effect to the targeted creature, I just don't know how to make them roll for a save each round.

violet meadow
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v10 makes that method even better

molten solar
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Just place the macro there.

vast bane
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This is why sample compendiums are a huge helper for endpoint users, readme's especially huge ones, can be daunting, but a sample/example can do amazing work to getting people workin faster on their own content.

molten solar
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anyway it's two lines of code, and--

vast bane
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Dae is a UI where the user can just follow a readme, without the need for a javascript tutorial

molten solar
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Oh boy.

long fiber
vast bane
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its not an item macro, as stated above, its all possible in dae alone without needing to write an additional bit

long fiber
vast bane
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on v9 you can just copy the midi srd items, in v10 before you update, copy midi srd's items into a world compendium, then bring it over with you to v10, but understand alot of midi srd will not work right till you seek out help fixing them in v10

long fiber
vast bane
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You totally should definitely bookmark the midi qol readme too though, cause sometimes you want a couple extra bits mentioned in there that isn't on the samples.

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ctrl F is your friend with the readme

molten solar
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midi srd so good it imprisons you on v9 /s

vast bane
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I just don't see a value in updating yet. I'm following the guidance of the foundry dev staff. Waiting for modules to be more stable. As I'm an endpoint user looking to keep my two tables happy with a nice comfy stable play experience.

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I'm sure someone will migrate it over at some point. 1/3 of it already is functional in v10, basically anything that isn't a macro.

gilded yacht
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Yes, there is a setting on the active effect details page there is a setting "apply effect to self".

gilded yacht
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I've given it a look and there's a bug that when no world macro is called

args[0].actor = actor.data

but set as

args[0].actor = actor

Which is inconsistent. I'll fix that so both do args[0].actor = actor.data
In v10 args[0].actor = actor in both cases

scarlet gale
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Anyone here familiar with activation conditions?
Trying to use the following as the condition, but I'm having trouble figuring out where I should be putting any quotes around it.

@workflow.actor.effects.find(eff => eff.data.label === 'Freezing Strikes')```
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Or if there is a better way to have the activation condition only work when an effect on the attacker is found.

vast bane
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I think the hunters mark sample item does something like that

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eh its all in the macro nothing in the condition

scarlet gale
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Yea, just checked that

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I could warpgate this feature, I just didn't want to.

celest bluff
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@novel light Your main problem is going to be that all damage is dealt client side. However the gm can see all damage via hooks. If you're looking for a single target solutions, you use DAE with Times up to monitor IsDamaged. If you're looking for a global solution, then world scripts would be better.

molten solar
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I have decided to reconsider this after finding a personal use case for it. However, you can use the new API functions to open the bab for any document meanwhile. Use at your own risk, but it works fine for spells at least.

violet meadow
violet meadow
violet meadow
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This should do it

narrow saddle
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Can you use Babonus for Spirit Guardians? Does it work like AA so when the token moves out of the 15’ area it stops affecting them. And at the start of the enemy creatures turn, if they’re within 15’, they take the damage?

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Can it work in conjunction with Overtime?

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Ah, Babonus isn’t available for v9, right?

kind cape
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Babonus cannot do SG, it only deals with straight bonuses. And also yes its V10 only

molten solar
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Well it's not that it can't.

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It's that I won't ever implement such a thing.

kind cape
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Can't as in the module in its current state πŸ˜‰

molten solar
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And won't ever be able to. πŸ‘

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nor will it - ever - do once-per-turn bonuses like Sneak Attack. I have already refused a feature request for that (though it is easily doable with a combination of babonus and EM)

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Something complicated I successfully accomplished with just babonus and ET though: marking a target such that it takes additional damage from the next attack against it (except from the caster).

kind cape
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ET?

molten solar
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Effective Transferral, for transferring effects.

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(I don't use Midi in case you forgot.)

kind cape
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I forgot ET was a thing tbh πŸ˜‚

molten solar
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ok wow rude

kind cape
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Well shorthands for a module I don't use isn't something I work hard on memorizing πŸ˜‰

narrow saddle
narrow saddle
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Never has an innocent smiley face looked so sinister! πŸ˜‚

keen bridge
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Hey πŸ™‚ could someone point me to example of writing macros with MidiQL? I am looking at applying effects from DAE when a save check is failed

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the reponse from the promise doesn't have such data

kind cape
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Any particular reason you want a macro for this? Cause that sounds doable without a macro

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Like what is the final end goal you are going for here

keen bridge
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I couldn't fin a way of doing this without a macro

violet meadow
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and if you already use a macro, just share so as we know that you're working with

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but can be done without as fotoply pointed out

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Just make an Item a save action and then create a DAE on that item

keen bridge
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I want to code parry => deals 1d8 damage, save check => if it fails then set the prone status

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ok i will look

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I also wanted to do another one where an effect from DAE passively increases damages on a specific active class feature

kind cape
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Set this

violet meadow
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The Parry sounds straghtforward as an Item

kind cape
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Then add the effect you want in effects tab

violet meadow
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Is it an attack though? Like a reaction?
It can be straight a Save in the Action Type (with Full damage on save).

violet meadow
keen bridge
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ok the parry works, thanks guys, didn't know this type of action

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For the other case: I created a Halo of spores action and a symbiotic entity DAE effect. I want to make the effect add damage to halo of spores specefically

molten solar
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Core system scale value in the subclass. No module needed.

keen bridge
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It is an effect that you turn on or off

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IT has a cost and duration so it will not always be on

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Sorry I am a bit of a noob, is there some doc/guide somewhere I could use to get better at this without spamming the discord? :p

violet meadow
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Check the pins up top for MidiQOL readme as a start

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For the Feature, you can create a feature with a duration of 10mins and a DAE for extra weapon damage

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system.bonuses.mwak.damage | Add | +1d8[necrotic]
or if you use DAE module:
system.bonuses.mwak.damage | Custom | 1d8[necrotic]

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Ah now what I am re-reading it might be a bit more difficult. need a different solution.

keen bridge
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the extra weapon damage i was able to do it

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it's more adding to a specific spell and not to every spells

violet meadow
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Activation condition from MidiQOL settings set to activation condition.

(Midiqol settings => Workflow settings => Workflow tab)
πŸ‘‰ It is under Roll Other Formula for melee/ranged and Roll Other Formula for spells πŸ‘ˆ

Then put in Other Formula the extra damage and an activation condition of
workflow.actor.effects.find(eff=>eff.label === "Symbiotic Entity") or whatever the condition is called that gives the extra damage.

molten solar
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betchu an effect could override the value of a Scaling Value

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then just set the damage to @scalevalue1 + @scalevalue2

keen bridge
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ok i see cool, thanks

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didn't know about that you could code conditions so precisely

vast bane
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you can't automate halo of spores because its not a reaction from a hit thattargets the druid. I have mine setup as a manual reaction, and you cant scale it because it goes up when another active effect is active on the druid. So I have it do one set of damage without that ae, and then doubles with the ae.

keen bridge
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Ah yes sorry, it was tripping attack

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I will look for halo of spores

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I appreciate the help thx

meager fable
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how can I make a macro that is being called by midi to not output a card in chat?

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Macro

dnd5e.documents.macro.rollItem("Damp Bag Of Tricks Summon")

vast bane
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if you just don't want the description, its at the top of one of midi's workflow settings

meager fable
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when I use the Item it does this:

vast bane
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that stuff above it is not midi...right guys?

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oh v10, I'm tapping out I think?

meager fable
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The midi part is the on use macro

vast bane
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Is that really how v10 looks for midi though? Why is the trashcan there lol?

meager fable
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thats the chat panel

vast bane
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What do you want not to show up?

meager fable
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the 2nd chat card

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"Damp bag of tricks summon" part

vast bane
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As sad as this sounds, thats totally a macro polo thing, but Zhell lurks, he may respond

vast bane
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you just want an item to roll, but not display its card

meager fable
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Then why would you direct me to here? lol

vast bane
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because I thought you wanted the description hidden

meager fable
vast bane
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midi will hide descriptions, but to silently run something, thats macro territory

meager fable
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yeah.. I want the description

vast bane
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Well now you make no sense lol

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you don't want the card, but you want the description...on what?

meager fable
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ok so like

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It's a Bag of tricks I am trying to automate

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so I, as the GM, dont have to do all the work every time.

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but it looks like crap having the "On use" macro to push out the info into chat when my players dont need to see it.

vast bane
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Everything you want will be possible in a macro. but the effort and work to get it, to me, seems not worth it, unless you are running a pay to play campaign in foundry, your players can learn to live with an extra chat card.

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but obviously thats all opinion, your answer though, is best solved by asking for help making a macro in #macro-polo just cause most those guys don't hang out here.

neon pike
meager fable
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Player Clicks on the Use Item, it casts the spell and gives item description in chat. (Edit for clarity)

neon pike
dark canopy
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its important to note that TWO items are being rolled -- the original one, and the Magic Item spell attached to it

meager fable
#

It casts the spell, gives the item description AND puts the spell into chat in a separate card.

dark canopy
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if Magic Items itself doesnt provide an option to suppress the chat card, you are going to have a hard time

meager fable
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Right now, I've skipped that mod

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i have midiQOL calling a Macro on item use

vast bane
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thats what my players do with magic items module

meager fable
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because the player doesn't have the spell

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the item does

vast bane
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right but they show up at the bottom of the spellbook

meager fable
vast bane
#

how are they activating the first item, replace that step with just using these

meager fable
vast bane
#

downgrade to v9 /shrug

meager fable
neon pike
vast bane
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its also a bug for the other two modules than, if it used to work. Automated evocations or Magic Items module.

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the midi on use macro was a bandaid to get you working again

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I assumed it was breaking because you just updated to v10, so maybe try the original setup, and use find the culprit to find the module breaking your situation

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knowing now what I didn't know then, my first thought is Item macro setting, and possible roller conflicts for why the macro stopped working

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Kaelad had said the macro syntax was wrong, zhell said the syntax worked if you had a specific version of magic items module. So did it break when you updated past 2.4 magic items module, if so, downgrade magic items module to 2.4 and check to see if it works

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So take your original macor, before you started using midi, and paste that into #macro-polo polo and ask them there how to fix it so it works again is your quickest solution. Well second quickest, cause the midi on use works, its just ugly, but faster.

meager fable
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I fixed it

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I removed the macro entirely and renamed the Automatic Evocations binding and it works exactly like I want it to now.

violet meadow
meager fable
violet meadow
#

Hmm? That is the Combat Tracker icon in v10

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you still have the v9.

meager fable
#

my dude

violet meadow
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but if it works πŸ‘

meager fable
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This is v10

violet meadow
kind cape
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V10 bar

violet meadow
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But I drop it here. No reason to drag it if it works

meager fable
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Yeah, it works so alls good

spice kraken
#

The video was from v9 but after upgrading it stopped working (if I follow correctly)

meager fable
#

it wasn't midiQOL at all.. I was overcomplicating the Automated Evocations mod because I wasn't aware of an update.

TLDR, I didnt need to run an Item Macro any longer due to changes with Automated Evocations.

wind fossil
#

I'm looking at the mummy's Dreadful Glare, and it has two examples of things I'd like to automate but am not sure how.

  1. Failing save by X or more results in additional effect
  2. Succeeding on save confers immunity to abilityName for next X hours

Are either of these possible with midi/DAE currently? Or is this overcomplicated macro territory?

vast bane
#

there are activation conditions for this somewhere, and I even have one, but I can't remember where it is lol for failing by more than 5

violet meadow
# wind fossil I'm looking at the mummy's Dreadful Glare, and it has two examples of things I'd...

For the second point I would imagine that it might be something that in could be suggested for v10 of MidiQOL.

@gilded yacht When you are immune in a condition, MidiQOL "disables/supresses" the application of that condition on the actor.

What would be interesting I think is if Custom Immunity conditions were getting the same treatment from MidiQOL.

eg I create a Custom DFreds CE Bugbears are friendly and use the same label in the Custom Condition Immunity of the actor. From a quick test its not getting picked up as is now.

for future reference DFreds
πŸ‘‰ (as a sidenote, if you keep applying the same condition from DFreds CE again and again on a token that is Immune to it, they will keep getting added in the actor effects as Inactive Effects) πŸ‘ˆ

vast bane
#

Hmmm, I think this is working in v9, I have this setup for my wizard whose immune to stat draining, I prety sure I tested it...now I'm curious

violet meadow
#

I just did a quick test cause I thought it would be picked up, but didn't, in v10. I am starting a session so no time to check πŸ˜„

vast bane
#

yeah also failing in v9, thats a pain for me, wow

violet meadow
#

MidiSRD has a forked version that can be installed in v10 FYI

#

I was taking a look to make them compat

vast bane
#

that one was already cheesable by just duplicating the compendiums, the problem is like 2/3 rely on ate/AA or depricated ways

#

but one of the flaws of premade compendiums is its still going to require the DM's to go find all the uses in the sessions and update manually, probably just gonna wait for a new campaign to update so I don't have to edit existing stuff

violet meadow
#

That is why MidiSRD's way was golden

kind cape
#

Well the way MIDI SRD does is to register the macro's in a global context, so no need to actually update the items

violet meadow
#

It just handled all the macros internally

vast bane
#

yheah I tried both a random AE named like the immunity, and then I made a status effect in CE named like the immunity, and both still applied

violet meadow
#

yeah did the same, to test with a status Effect in v10 too. Nope

vast bane
#

seems only the pre established condition immunities are working right in midi

scarlet gale
narrow saddle
#

Hey there,

Just faffing about in a cloned server to see if I am ready to move to V10 and I am getting a message to say the Midi needs DAE installed, yet when DAE is installed I am getting a critical error?

Anyone know anything about this malarkeyness?

spice kraken
#

remove them from your modules directory and reinstall. Sometimes it gets weird and won't even let you update to v10 versions

scarlet gale
manic tendon
#

Has anyone made a Booming Blade macro by any chance? (V9)

spice kraken
#

Crymic might have one on his Patreon I think

manic tendon
#

Oof. It's for a one-shot, so I guess I'll just do without the automation πŸ˜…

scarlet gale
manic tendon
#

If I'm on v9 and don't have it, can I download the module? Or is it "hidden"?

#

Even better, might you be able to send me the .json of it? :-3

scarlet gale
#

Spell isn't SRD, so no.

manic tendon
#

Gotcha πŸ‘

scarlet gale
molten solar
#

We can't share macros for non-SRD items? πŸ€”

scarlet gale
#

Oh, I'm sure we can

#

I just couldn't share my exported item since it has the full description

#

This looks like the item macro.

#

@manic tendon

manic tendon
#

Thank you πŸ™

manic tendon
scarlet gale
#

Let me check

#

Mine imported as just being in the On Use Macro Field

#

That might not be correct, I don't actually have any players using this spell

#

Seems to be correct

#

Target is self, and at the bottom the On Use Macros is set to ItemMacro

manic tendon
#

Excellent, thank you for the help πŸ™
I very much appreciate it

gilded yacht
# violet meadow For the second point I would imagine that it might be something that in could be...

I did look at this in the past and the problem is that there is no structure to the custom conditions, it relies on you remembering to match the names. With core conditions you can create drop down lists that will always match. Adding a condition to foundry is pretty easy, CONFIG.DND5E.conditionTypes["bugbearFriendly"]="Bugbear Friendly" and then it works everywhere. I'll have a look at processing the custom conditions as well.

For the duplicated effects, if you change the blinded condition to effects do not stack by name you only get one applied.

vast bane
#

Would the custom work if the dfreds is setup as a status effect?

long fiber
#

V9: When setting up "Over Time Effects", is there a way to have a calculation in the saveDC section or does it only allow numerical values? Also, what does the saveMagic section do? *Figured the saveMagic part out.
label=Dazed,turn=start,saveDC=???,saveAbility=con,savingThrow=true,saveMagic=true

narrow saddle
#

Hey, not sure if this is the right place to ask this but I am playing about with V10 in a cloned server (so I can't destroy anything).

And Spiritual Weapon isn't being spawned on to the canvas, however it is in my V9 version.

I am using the base information from Midi Qol Spiritual Weapon special item, however I have changed it to Spiritual Sphere (for flavour) and changed everything I need to change for it to work including an actor called Spiritual Sphere.
If I manually drag it on to the canvas it works ok.

Not sure where the fault lies. πŸ˜•

vast bane
molten solar
vast bane
#

but there should be a midi sample item for v10 in midi v10

violet meadow
narrow saddle
#

I have literally just been looking at the V10 version. ha ha πŸ™‚

However I am not 100% sure what to change in the macro now so it will spawn the Spiritual Sphere.

Just simply rename anything that says Spiritual Weapon to Spiritual Sphere I assume. The weapon in the sphere is called Bludgeon though, so maybe I need to change that too.

grizzled laurel
#

Would someone be able to help me in fixing an issue where the reaction effect applied to characters that used their reaction on that round, is not being toggled off when the next round pops? I believe this is a DAE/Midi issue.

vast bane
#

the v9 weapon creates if the weapon is absent fyi

violet meadow
vast bane
#

I imagine the v10 is no diferent

violet meadow
# narrow saddle I have literally just been looking at the V10 version. ha ha πŸ™‚ However I am no...

Create an actor in the sidebar named as you see fit with the attack/weapon you like.
Then go into the ItemMacro and change the name to match the name of the attack here:js const updates = { Item: { "Spiritual Weapon Attack": { and here: ```js
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false}); //change this data to system to be thorough

Also the name of the actor you created here: ```js
 const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
coarse mesa
#

I asked in Module Discussion but it's tumbleweeds up there... if I'm using Drag Ruler, is there a way for an ability in 5E to cost movement? Thinking of the echo knight swapping places with the echo. I found a sequencer macro so it looks awesome, but it would be great if it also deducted 15' of movement for that round (otherwise the player is just gonna go with what Drag Ruler says and move another 30') πŸ˜‘

long fiber
violet meadow
narrow saddle
violet meadow
violet meadow
coarse mesa
violet meadow
#

If it caches someway that, then it might not pick up the change

vast bane
#

also doesn't the movement.all key not work, make sure you use walk

violet meadow
narrow saddle
long fiber
violet meadow
narrow saddle
#

const version = "10.0.13";
try {
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Sphere Attack": {
"type": "Weapon",
"img": args[0].itemData.img,
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": ${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)},
"system.proficient": false,
"system.damage.parts":[[${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""},"force"]]
}
}
}
const result = await warpgate.spawn("Spiritual Sphere", {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Sphere Attack").update({"data.proficient": false});
const targetUuid = createdToken.document.uuid;

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]}]
}]);
} catch (err) {
console.error(${args[0].itemData.name} - Spiritual Sphere ${version}, err);
}

violet meadow
vast bane
#

is the weapon on the actor actually a weapon?

violet meadow
#

If its what you need you are off to the races

vast bane
#

@narrow saddle is the weapon an actual weapon or a feature/action?

violet meadow
narrow saddle
vast bane
#

either that or is v10's warpgate choices not "weapon" but something similar?

#

show us the item's details?

violet meadow
#

use weapon

long fiber
violet meadow
#

@narrow saddle try weapon instead of Weapon

vast bane
#

that might fix the other two errors

#

but can't a type also be feature, they kinda sounded odd in defining what it actually was

narrow saddle
violet meadow
vast bane
#

yeah, lookin at the v9 version, it is infact a weapon not a feature

narrow saddle
#

However now my problem is, that it isn't bringing up a damage button on the card. πŸ˜•

#

I am sure the macro prompted that in the V9 version.

narrow saddle
#

Because it depends on what level you cast it at.

#

The card in the chat window.

vast bane
#

the automated spiritual weapon is a seperate actor, you select it and fire the attack it has via sheet, combatbooster, or TAH

#

dnd5e's basic spiritual weapon behaves the way you are looking for

narrow saddle
#

Yeah I am attacking with the actor that is spawned on to the canvas.

vast bane
#

right, and you roll the weapon, do you have a target set 8)?

violet meadow
narrow saddle
#

Yeah I have the target set, in fact looking in the actor it has created a weapon in there alongside "Bludgeon" called "Spiritual Sphere Attack".

#

Maybe I need to change the macro to "Bludgeon" instead of Spiritual Sphere Attack?

vast bane
#

bludgeon is unrelated to your macro, spiritual sphere attack is what you made in the macro

#

if you roll spiritual sphere attack, it should roll an attack in midi on the target

narrow saddle
#

The Spiritual Sphere Attack isn't appearing on TAH, but I can roll it from the character sheet.

vast bane
#

I think that is the weirdness of combatbooster/TAH referencing proto actors instead of the canvas actor?

violet meadow
#

Delete the spiritual weapon token

#

Go to the actor on the sidebar, click prototype token and make it Linked

vast bane
#

I wasn't aware TAH did that btw, so I'm kinda guessing it behaves like combat booster, makes sense for npcs honestly, and spiritual weapon is actually an npc.

long fiber
narrow saddle
violet meadow
#

Yes if you want to match it. Otherwise Warpgate will continue creating a weapon name Spiritual Sphere Attack

long fiber
vast bane
#

[] around a mod usually does interesting cool stuff in dae with effects in ae's

#

but I'm way out of my league here for ya

#

like maybe +[tntstuff]

violet meadow
#

just try putting it in parentheses ()

vast bane
#

worse case scenario couldn't he also just turn all of that into a macro?

#

and define the crash thing as a const?

narrow saddle
vast bane
narrow saddle
elfin bloom
#

Could someone please help me figure out which settings I need to do to get MIDI Reaction Dialog to appear. I am trying to figure out how to fix the CSS for my Theme, but from everything I can see, I am either missing something or doing something wrong. I Just want to see this dialog so I can see what I have to do to fix the image in the button.

vast bane
#

you need reaction not set as manual, turn on reactions in midi workflow, and then target the actor with the non manual reaction to have it pop up?

#

Parry should already be an automated reaction, so you just need to find the reactions in workflow which is I believe at the top of a tab

elfin bloom
#

Thats not my image, its the image sent to me.

vast bane
#

ok, in the item details of the actual reaction on the character, theres a drop down for type of action I believe, and you choose reaction, or reaction is damaged, just not reaction manual cause then it would be ignored

elfin bloom
#

What do you mean by "reaction not set as manual"?

long fiber
#
label=Dazed,turn=start,saveDC=10+(CrashTNT.getActivity(actor.name, "Wound Points").progress),saveAbility=con,savingThrow=true,saveMagic=true

Still returns -1 as the DC. How would I do this in a macro script?

vast bane
elfin bloom
vast bane
#

just make sure its not manual, now go to workflow settings in midi and turn on reactions, its at the top of one of the tabs but you may be in v10 and its different tabs for you than me I think

#

but also automated reactions only happen when the guy is targeted by an action

elfin bloom
#

I targeted them with a longsword attack.

vast bane
#

counterspell is not going to trigger automatically fyi, shield would

#

counterspell is only going to trigger as an option if the caster is the target

elfin bloom
#

That was silvery barbs. But I just added shield from the SDR and still not getting the dialog.

#

I am just going to go and find it in the code, cause this is starting to make me insane

vast bane
#

is he being targeted?

#

move a zombie up to him and swing away

elfin bloom
vast bane
#

are you using multiple rollers?

#

if RSR is doing the rolling, then midi can't check for reactions till it sees a midi roll

elfin bloom
#

Pretty sure I am not...

vast bane
#

genuine bug I guess, unless it is cause of the challenge mode thing, why is midi !?

elfin bloom
#

Oh that is jsut some module I made for someone else. All it does is add the Challenge rating details to the character sheet. that setting is turned off in MIDI, I could disable it as I don't use that optional feature

vast bane
#

you could check that box for allow all spells but I don't have that checked and get all the wizards stuff as options

#

dnd5e's srd spell does show up in midi's reaction prompt

elfin bloom
#

I don't think its a bug, I think I am stupid and missing something. lol As clearly someone has it work aas they were able to report the issue to me. lol

vast bane
#

is the player logged in and not YOU but some bloke afk ignoring their reaction prompts?

elfin bloom
#

No I logged in as the test player. Cause I was curious if that was the issue

#

Do I need a seperate module to get that to work, like lmrtfy?

vast bane
#

not if its shield

#

delete the fluff activation conditions, just out of pure curiosity

#

on the items

elfin bloom
#

What do you mean?

vast bane
#

nah that wouldn't do anything, are you actually hitting save in the workflow window?

#

It can sometimes be misleading to think to just close it

elfin bloom
#

That screenshot was taken with me opening the workflow without changing anything, so they are the set options.

vast bane
#

oh if they have no spell slots, make sure that box is checked for allow any spells, cause if hes out of slots, it won't prompt

elfin bloom
#

Fresh test character, 4/4 1st level spell slots

vast bane
#

find the culprit time at this point I think

#

you are absolutely sure the reactions are not setup as "Reaction manual"?

elfin bloom
#

Dragged Shield fresh out of the SDR Compendium.

violet meadow
naive zenith
vast bane
#

is the actor on the canvas linked?

violet meadow
vast bane
#

like is that the actor with all the right spells, if its unlinked and you dragged to the proto actor than that dude on the map is still barren of reactions

violet meadow
#

It has a transfer to actor on equip DAE and also disabled

vast bane
#

it will still prompt though

#

they just wants the prompt window

elfin bloom
#

So one of those two things I finally got the freaking reaction window

vast bane
#

make sure the actual actor, double click the actor token on the map, has a reaction that is not set to manual

#

if the actor was unlinked and you were dragging onto the proto it probably wasn't working cause the target had no reactions

elfin bloom
#

Thank you all very much. This was making me insane for the last 2 hours

#

Will MIDI geneate a button for all reactions? What if a player has 10 reactions?

long fiber
vast bane
#

it will prompt all reactions that are not set to manual

#

worth pointing out I'm on v9 but I don't think that matters for you

long fiber
elfin bloom
#

And it has not specific class so I can't even style it nicely. This will just always look ugly with my UI... crap.

vast bane
#

could always shoot tim a message

#

theres probably another window that will look ugly with that skin, the late targetting window

#

though I don't think its really that bad

elfin bloom
#

Yeah, looks like I am going to have to do that. For now I can hide the image and it should look fine on 3 or less reactions

violet meadow
# long fiber

If you find the path in the actor data you might be able to reference it with @something, otherwise it needs a macro

naive zenith
#

What about 4 or more? lol.

vast bane
#

tiefling sorcerer represent? lol

#

you are cheating with 2 shields ;p

elfin bloom
#

with 5 buttons it looks like this:

naive zenith
#

I had to throw the srd on for the sake of making sure it prompted.

elfin bloom
#

So if the name is short, it can do 4 fine.

naive zenith
#

See, that looks good to me.

vast bane
#

late targeting window requires a few settings if you care to take a gander at that midi prompt

long fiber
elfin bloom
#

It covers the text, if the dialog had a special class, I could hand craft it so the buttons never overlap the content.

violet meadow
vast bane
#

you need to enable "requires target' in midi's workflow, then theres 2-3 spots where the late targeting setting is, theres an overall toggle and then 1 in gm and one in player

elfin bloom
#

I could look at trying to get the dialog via JS. It'll be a little tricker. Reaching out to tim to see if hell add a class is by far the easier solution.

#

Either way, really thank you all for the awesome help.

violet meadow
violet meadow
# long fiber

Try @flags['5e-training']['trainingItems'][0].progress

#

small edit

long fiber
#
label=Dazed,turn=start,saveDC=@flags['5e-training']['trainingItems'][0].progression,saveAbility=con,savingThrow=true,saveMagic=true
vast bane
#

I think its suppose to be progress not progression

long fiber
#

yes

violet meadow
# long fiber still getting a DC: -1

Go to an item on a character with that trainingItem progression. Open a weapon and in its details page go to its damage formula and add a +@flags.... (IIRC you have the autocomplete inline properties module active)

Can you navigate to the above path?

hushed glacier
#

hello people... can you help me?... I have my MidiQoL working, buuuut, my player cant roll attacks if they have no token in the scene... how can I allow that?

vast bane
#

set targeting rules in midi workflow to not require target

hushed glacier
#

mmm i have it on not require in the workflow

vast bane
#

and when they try to roll an attack on their sheet nothing happens in chat?

#

are there any errors?

coarse mesa
violet meadow
#

No you cant as is right now

#

Midi tries to the speaker from at least an ActiveToken on the scene

hushed glacier
violet meadow
#

and it errors out if no token on the scene

vast bane
#

you could place the tokens on the map and hide them?

hushed glacier
vast bane
#

active token might mean it has to be unhidden not sure

#

I'm surprised midi can't play off the assigned actor in the player list

coarse mesa
vast bane
#

I'm pretty sure center on token is actually a module doing that

#

if you mean pan to speaker, thats a core setting, and so obnoxious, should be off by default imo

long fiber
violet meadow
violet meadow
#

Now I cannot decide if that is something that tposney might need to address and if we should bring it on his radar πŸ˜„

long fiber
vast bane
#

could just make the whole ae in an item macro, and define the flag as a const can't you?

violet meadow
#

So is there a specific reason that you are using that module to track that stuff?

#

I mean does it have a UI or something?

#

I have never used it 🀷

long fiber
#
let actorName = actor.name;
let itemName = 'Wound Points';
let item = CrashTNT.getActivity(actorName, itemName);
let newProgress = item.progress + 1;
CrashTNT.updateActivityProgress(actorName, itemName, newProgress);

^^^ for example

violet meadow
#

hmm let me double check something

long fiber
coarse mesa
# coarse mesa Ignore that... I think a refresh fixed it.

FWIW – if you move, then teleport, then move – Drag Ruler counts the distance you teleport as part of the total. I guess it's setting waypoint history for each step and not realising the space between two of them shouldn't be counted. So an AE isn't going to help – rummaging around in the guts of the movement history seems like the only answer. A problem for another time πŸ™‚

violet meadow
#

You could use the normal resources of the actor's character sheet. Name for instance the Primary one Wound Points and use that value

cerulean ocean
#

Guys I have a problem and I don't what caused it. It just started happening today.

-actors dont update unless I close them and reopen
-I click the dice icon on items and they no longer roll, or sometimes they do or sometimes they happen minutes later

  • now have a problem where an effect is not adding +3, updating until minutes later, or just dissapears.

Please help.... it just started going crazy.

#

everything will work fine... then minutes later nothing works at all. I have tried on 3 computers at 3 different locations

celest bluff
#

Tried rebooting the server?

cerulean ocean
#

ill try that again

violet meadow
# long fiber ```js let actorName = actor.name; let itemName = 'Wound Points'; let item = Cras...

Or name the first primary resource as Wound Points/Fatigue and use the 0/0 for wound points and fatigue points respectively.```js
let actorName = actor.name;
let actorD = game.actors.getName(actorName); //actor might already be defined.
//let itemName = 'Wound Points'; // you can use that to find the relative resource if its not the primary one
let currectWoundPoints = actorD.getRollData().resources.primary.value; //the currenct fatigue points would be actorD.getRollData().resources.primary.max in this example
let newProgress = currectWoundPoints + 1;
await actorD.update({"data.resources.primary.value":newProgress});


Then you should be able to reference that in the DC as `@resources.primary.value`
celest bluff
#

I've been had caching issues sorta like that. Do any plug in updates? Maybe try disabling everything and see if updates happen correctly

long fiber
violet meadow
#

what about the sanity and the other thingy dnd5e offers

vast bane
#

ah I was gonna suggeest that lol

#

honor

#

since iits a toggle in the system, everything gets it instantly and you can probably css the name to whatever you want

cerulean ocean
celest bluff
#

however you could just update the npc actor to have them

cerulean ocean
#

Hey guys I have a problem.
This affect is not applying to the actor.

celest bluff
#

Make sure to add a +

#

so +3

cerulean ocean
#

It still isn't applying

#

I use this

vast bane
#

thats actually probably a priority issue, one in a hundred

#

two keys affecting the same thing in the same ae?

cerulean ocean
#

im dumb..... I used magic attack instead of melee weapon

#

by bad

vast bane
#

why two keys though, just put the +3 in the override

long fiber
celest bluff
#

token.actor.update("system.resources.primary.value" : 1);

#

you would add each one

#

or you can export the json file and add them all in, whatever is easier

long fiber
#

To me it seems like I should be able to make an Effect Macro that triggers on the start of the Actors turn that queries a saving roll. Based on the roll, it either deletes the effect or it does nothing waiting to activate next round on a fail? The Macro can reference the resource from the training module to add to the 10 to create the DC... What I need to know is how to smith this macro to make that happen:

for (const target of game.user.targets) {
  const effect = target.actor.effects.find(e => e.data.label === "Dazed");
  if (!effect) continue;
  const { total } = await target.actor.rollAbilitySave("con", { fastForward: false });
  if ( total < (10 + CrashTNT.getActivity(actor.name, "Wound Points").progress) continue;
  await effect.delete();
}

Specifically on how to make it focus on the actor who's turn is starting.

violet meadow
# long fiber To me it seems like I should be able to make an Effect Macro that triggers on t...

If you use it inside an Effect Macro at turn start, token will be defined, as well as actor (read: https://github.com/krbz999/effectmacro).

So if you reference actor it will be the one who's turn starts currently. ```js
const effectCheck = actor.effects.find(e => e.data.label === "Dazed"); //effect is already defined.
if (!effectCheck) continue;
const { total } = await actor.rollAbilitySave("con", { fastForward: false });
if ( total < (10 + CrashTNT.getActivity(actor.name, "Wound Points").progress) continue;
await effectCheck.delete();

long fiber
violet meadow
long fiber
violet meadow
#

Requestor can do what you want though. It can ask from other clients to perform tasks, like asking another player to make a save (the one that is the owner of current combatant for example)

gentle compass
#

Hello, i'm new to Foundry VTT, my players and me just move from r20 to foundry.
We are running a dnd5 with some homebrew and I wanted to automated some mechanics with midiqol.
My players can extract resources from enemies base on the damage roll.
I have created a feature with an effect to change the tertiary resource to automatically change their maximum dynamically and change the label of this resource.
Now the part I have issues is I want that when my player make a damage roll, i want to add 1/3 of their damage to the tertiary bar (floored). I do not know how to access the value of the damage roll

vast bane
vast bane
#

mobile -_- gets me every time

#

that and replying while scrolled up

violet meadow
#

Create a script macro with just ```js
console.log(args[0])

 With the actor on use setting on, open the actor's character sheet and locate the Actor on Use Macros button below special traits.

There set `name of the macro you created | After Active Effects`.

Afterwards make an attack.

All the arguments that are available through MidiQOL's as ~~workflow ~~ `args[0]` should be now logged in the console.
#

From there you can locate the damageList (or damageDetails? Not on pc rn) which will include the appliedDamage.

#

You then get that damage, divide it by 3 and update the actor's tertiary value

#

Done πŸ₯³

gentle compass
#

OH WOW

#

This will help with many things, that exactly what I was looking for, thx

#

I just forgot my basics in code, a good old console.log() X)

violet meadow
#

@manic tendon pinging you here for future reference. Disadvantage on concentration checks when Hostiles are 5ft away from the token. Its supposed to be a world script (for v9 only as v10 has another solution implemented already).
MidiQOL needed surprisingly πŸ˜…

edit: Grab the one couple of messages below: πŸ‘‡

manic tendon
violet meadow
# manic tendon Thank you so much ❀️

That should do it πŸ€” ```js
Hooks.on("midi-qol.preCheckSaves", async (workflow)=> {
if(!workflow.item.data.name === "Concentration") return;
const token5e = canvas.tokens.get(workflow.tokenId);
const creatures = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.HOSTILE,token5e,5);
let validCreatures = arrayRemove(creatures, token5e);
if (validCreatures.length === 0) return;
const conditions = ['Dead','Incapacitated','Paralysed','Paralyzed','Petrified','Stunned','Unconscious'];
for (let validCreature of validCreatures) {
if (conditions.some(i=>validCreature.actor.effects.find(eff=>eff.data.label === i))) {
validCreatures = arrayRemove(validCreatures, validCreature)
if (validCreatures.length === 0) return;
else continue;
}
else continue;
}

const effectData = {
    "changes": [
        {
            "key": "flags.midi-qol.disadvantage.concentration",
            "mode": CONST.ACTIVE_EFFECT_MODES.CUSTOM,
            "value": "1",
            "priority": "20"
        }
    ],
    "disabled": false,
    "duration": {
        "rounds": 1, 
        "startTime": game.time.worldTime
    },
    "flags": {
        "dae": {
            "specialDuration": ["isSave"],
        }, 
        "core": {
            "statusId": ''
        }
    },
    "origin": token5e.actor.uuid,
    "icon": "icons/creatures/tentacles/tentacles-thing-green.webp",
    "label": "Disadvantage concentration because of enemies in proximity",
    "tint": "",
    "transfer": false
}
await token5e.actor.createEmbeddedDocuments("ActiveEffect", [effectData])
function arrayRemove(arr, value) {
    return arr.filter(function(ele){
        return ele != value;
    });
};

})

fathom socket
uneven locust
stoic seal
#

Amazing

manic tendon
#

Does anyone know of a way to add the application of a condition to an overtime macro?
I want to automate an ability that forces creatures within 5 ft of the enemy to make a Con save at the start of their turns, becoming poisoned for 1 round on a failed save, and this to repeat every round.

spice kraken
#

v9 or v10? Simple overtime effect, but the aura part would need to be v9 unless Active Auras is v10 ready which I don't think it is

manic tendon
spice kraken
#

Really easy to do. Homebrew effect or not? If it's not what's the name and I can make it in a few

#

Just in a meeting rn

#

Just as a reminder beforehand, AA needs seen active AND in combat

manic tendon
spice kraken
#

Sounds good, if you get stuck just post here

undone sorrel
#

Is there a way to make a workflow fumble after the attack roll?
I'm setting the property to true during the "preCheckHits" step but it doesn't seem to be working, with an item macro in the macroPass

molten solar
#

You want to make an attack miss?

undone sorrel
#

yeah

violet meadow
#

When?

#

All attacks?

undone sorrel
#

The attack is being made at advantage but I want it to auto miss if ANY of the die values is below a certain number

#

I can get it to check the dice just fine, but idk how to make it automiss

violet meadow
undone sorrel
#

worked like a charm o7

coarse mesa
stoic terrace
#

Anyone can tell me the setting to display Spell Tooltip on v9

violet meadow
#

Spell Tooltip?

stoic terrace
#

I want the Chat message showing the Ability Tooltip, example casting Firebolt it shows the effect

vast bane
#

My first assumption is spelltooltip is description, and spell effect is attack workflows

stoic terrace
#

Sound about right

vast bane
#

description can be set clientside to always collapse, and then midi can be setup to hide the DM's descriptions, you need to sus out which one you are dealing with

#

click on the big icon line of the ability:

#

if it expands and shows a description then you are dealing with a client side setting that your players very very likely aren't setup with so your issue is a non issue

#

cause by default, chat cards do not collapse, the player has to elect to turn it on

stoic terrace
#

Guess the DM did it

vast bane
#

If its not expandable, then its the midi DM setting set too strongly

#

some DM's have a module that sets the player settings for them, I don't use it. You can change the setting but I think everytime the server restarts your settings will revert.

turbid siren
#

i've using midi qol for concentration automation or it should be. I can see al the settings are ticked in midi qol for it.
I can see that I have the spells ticked as concentration in both the main bit and the midi qol bit. However, it doesn't seem to be applying a 'concentrating' status to my players nor triggering a check when they take damage. Any ideas what this could be?

I'm on the latest version of foundry and it should be fully up to date. I can't see any modules it could be conflicting with

violet meadow
turbid siren
#

as in all modules i have?

violet meadow
undone sorrel
#

Okay I am back with trivial questions. How does one abort a workflow. I can't find a method to do it and setting the property also doesn't seem to do it.

turbid siren
violet meadow
turbid siren
violet meadow
#

Yes try with only MidiQol

turbid siren
#

doesn't seem to have worked

#

Thats my modules

violet meadow
violet meadow
#

Can you test with only MidiQOL and its dependencies? DFreds, DAE are fine too to keep up

turbid siren
#

righto

turbid siren
turbid siren
#

v1.3.75

#

its not a big deal as its not a module I actively use. Think I just installed it as it was one of the recommended ones

violet meadow
turbid siren
#

righto

violet meadow
#

Should be 2.1.27

turbid siren
#

i guess because its old but interacts with midi qol its causing some kind of conflict

#

aye that seems to have fixed it

violet meadow
scarlet gale
#

Depending on what stage it is, you just return false.

undone sorrel
#

preitemuse stage

#

and return false does work but it throws a ui notification, which is slightly annoying but ignorable

#

so I was hoping there was another way

scarlet gale
#

Oh, strange that it does that

violet meadow
#

Always in the preItemRoll hook, there is a notification that it was aborted

#

or stopped (something like that)

undone sorrel
#

so if I bumped it down to preamble then problem solved?

turbid siren
#

another quick one from me. A player has an item that gives them advantage against charm and fear effects (and to end them) is there a way to automate that? I can see how to give wisdom save advantage but not specifically fear and charmed

scarlet gale
violet meadow
turbid siren
violet meadow
#

I don't remember which ones can be cancelled rn

scarlet gale
#

I made a worldscript for myself to do condition advantage, but it's complicated to setup.

violet meadow
undone sorrel
violet meadow
#

Also v10 has a nifty way to do that too with just a DAE

#

You can check if the item is Charmed or Fear or something like that and give advantage

turbid siren
#

hmmm. mind dming me the details and i'll have a look tommorow?

scarlet gale
#

Here's my (probably not the greatest) worldscript for it. It requires making a convenient effect that gives advantage on all saves.

#

I should probably just make the effect in the world script, but oh well.

undone sorrel
#

Okay so if there's no way around it is there a way to swallow ui notifications instead?

scarlet gale
#

Depending on what you're trying to do, you might just be able to make the specific target save or not get hit depending on what you're trying to do.

violet meadow
#

yeah just some 1hit or 1save AEs are doing wonders πŸ˜„

undone sorrel
#

So:

It's a firearm weapon. You haveto spend an action to load it and then an action to fire it. I'm trying to make it so that the player only has to press one button for both using the ItemMacro.

Currently it works. When not loaded it sets a flag that marks it as loaded and then aborts with return false;. I'm doing this in preItemRoll mostly so I can avoid the MidiQoOL card from being sent so I can replace it with my own flavour message for the loading action

scarlet gale
#

I made my firearm have item uses

#

and the macro fill it back up

#

so once the it's out of "ammo" you get stopped from not having any uses left

scarlet gale
undone sorrel
#

not gunslinger class

#

but I'll try your suggestion thanks

scarlet gale
#

I have a feature with a item macro that "reloads" the gun.

#
let itemName = args[1];
let actor = args[0][0].actor;
let itemFeature = await actor.items.getName(itemName);
let usesMax = itemFeature.data.data.uses.max;
await itemFeature.update({
    'data.uses.value': usesMax
});
undone sorrel
#

oh yeah that's what I was trying to avoid, having multiple buttons

scarlet gale
#

ah

violet meadow
#

make it do something else πŸ˜„

scarlet gale
#

Oh, that's not a bad idea

#

Change it to a feature that just says you're reloading and has nothing to do for targets

violet meadow
#

if uses = 0 change stuff around

undone sorrel
#

I am unsure of what you mean

violet meadow
#

if not continue to roll attack

stone forge
#

Hi, all. I want to set an activation condition for the other damage (1d8) on a weapon to only go off if creatureType=undead (I think that is the correct code right?)

But where do I specify that activation condition? πŸ€·πŸ»β€β™‚οΈ

molten solar
#

babonus supports target roll data.

violet meadow
# undone sorrel I am unsure of what you mean
if (args[0].macroPass === "preItemRoll") {
    if (args[0].item.system.uses.value === 0) {
    foundry.utils.setProperty(this.item.system,"actionType","other") //this is the workflow, same if you defined it as const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid).
    //etc change the item around to do something else and just update the quantity or the uses instead
    }
}
stone forge
# molten solar babonus supports target roll data.

Thank for the quick reply, Zhell. πŸ‘πŸ»

I will by all means give that a go if it's the best way but I'm having a bit of a module/macro crisis and feel like I'm barely keeping up with the configs that I'm already using so, if it can be done in Midi, I'd rather do so to keep things somewhat familiar. If not thought then I shall get Babonus installed! πŸ˜…

violet meadow
#

In the activation condition field

stone forge
#

Ahhhhhh, it's up there!

violet meadow
#

But check the MidiQOL readme for the correct activation condition πŸ˜‰

stone forge
#

How did I miss that... Thank you...

#

"@target.details.type.value".includes("undead") ????

violet meadow
#

or "@raceOrType".includes("undead")

#

This takes care of situations when the target is a character actor, which has a different data path

#

also ['fiend', 'undead'].includes('@raceOrType') for more types

stone forge
#

Amazing, thank you.

violet meadow
#

@undone sorrel if you go that route (changing the actual workflow), you might need to flag the original values of what you change and restore in an After Active Effects macroPass.

That is to be safe. Cause sometimes the changes are getting committed to the server (needs some sort of update happen when the change is on or something πŸ€” )

undone sorrel
#

I figured as much

#

But needed to step away from my pc for my sanity so I haven't tested it 🀣

violet meadow
#

Always a good idea πŸ˜„

undone sorrel
#

Actually I have decided that's it's too much work for something that already works. Maybe the me that wakes up in the morning will feel differently

#

Thanks for the help either way πŸ™

prime pasture
#

is it possible to have the flanking rule of midi to auto apply the effect "flanking" for the metric system? Mine seems to apply flanking effect from 5meters away πŸ™‚

scarlet gale
#

What would be a good way to get an effect to trigger a "Never Automatically" macro every set amount of seconds? I'm trying to come up with a way to make an effect (that regenerates health) work out of combat.

#

I'm guessing it would be something tied to timesup or simple calendar?

#

Might just be easier I guess to just assume the player will have time after combat for it to just heal up to it's limit.

spice kraken
#

@errant cosmos put this in the activation condition

['undead'].includes('@raceOrType')

errant cosmos
#

So, I'm looking for a way to add a "+1d4 damage" bonus vs Undead creatures to a Melee Weapon.

spice kraken
#

Then put the extra damage in other formula and you're pretty much set

errant cosmos
#

If I want to do 1d4 radiant damage is the syntax 1d4['radiant'] ?

spice kraken
#

No quotes

orchid hound
#

you do have to make sure the activation condition setting is turned on in midis settings as well.

spice kraken
#

Workflow part I believe

errant cosmos
#

Thank you, that worked perfectly!

#

Here is the item (a magic rapier that does 1d4 bonus radiant damage vs undead) for future reference:

#

Does anyone know of a way to create a magic item (gloves) which allows the PC to cast "Fear" when they score a critical hit (using any melee weapon attack)?

errant cosmos
short aurora
#

I'd most likely just use one of the magic items modules and embed the Fear spell into the gloves, tell the player they can use it when they crit, most flexible solution

errant cosmos
#

Similarly, the same item is supposed to have the effect, "When you roll a 1 on a melee weapon attack, you take 2d6 damage from the gloves." (Thematically, they help you when you're doing well and they turn on you when you're doing poorly). I can't figure out how to trigger spells on Critical hits or misses though (20 or 1)

violet meadow
# errant cosmos I'd be fine with "yes, the fear spell is on the target they hit" or "place a tem...

Yes its doable. I would get the Items with Spells module.

Put the Fear spell (maybe give it a unique name if the PC has other spells too) on the Item in the sidebar and do all the setting up there.
Then drag it on the character.

An item OnUse macro on that item which would be executed as ItemMacro | After Active Effects ```js
if (args[0].isCritical) {
const item = token.actor.items.getName("name of the spell you put on the item");
await MidiQOL.completeItemRoll(item)
}

short aurora
#

I think nat 1 is args[0].isFumble?

short aurora
violet meadow
#

yes I used the Critical in this instance

short aurora
#

oh yeah I just added

violet meadow
#

Ah didn't see the whole conversation. But it can be an Actor onUse macro instead triggering when needed

#

So Actor on Use with the same exact principle, but something like: ```js
if (args[0].isCritical && args[0].item.actionType === "mwak") {
const item = token.actor.items.getName("name of the spell you put on the item");
await MidiQOL.completeItemRoll(item)
}

#

The good thing is the the Item with Spells module is adding the spells on the item you create on the character sheet.
So you can call them easily to roll them

errant cosmos
#

if (args[0].isCritical && args[0].item.actionType === "mwak") {
const item = token.actor.items.getName("Fear");
await MidiQOL.completeItemRoll(item)
}

if (args[0].isFumble && args[0].item.actionType === "mwak") {
// do 2d6 damage to the player (not the target)
await MidiQOL.completeItemRoll(item)
}

#

So I can just put something like that in the "Item Macro" on the Magic Gloves?
After I get the "Items with Spells" Module and put "Fear" on the Magic Gloves?

violet meadow
violet meadow
celest bluff
#

I have examples on my gitlab

errant cosmos
violet meadow
# errant cosmos if (args[0].isCritical && args[0].item.actionType === "mwak") { const item =...

For the second part ```js
if (args[0].isFumble && args[0].item.actionType === "mwak") {
const roll = await new Roll('2d6[piercing]').evaluate();
const msg = await roll.toMessage({flavor: "You fumbled and hurt yourself. I wonder why!"});
game.dice3d?.waitFor3DAnimationByMessageID(msg.id) //available in v10 only
await MidiQOL.applyTokenDamage( [{type: "piercing", damage: roll.total}], roll.total, new Set([token]), null, new Set(),{});

celest bluff
#

that's gonna say necrotic is undefined

errant cosmos
errant cosmos
violet meadow
errant cosmos
#

piercing

#

To the wearer, not the target.

violet meadow
#

edited

errant cosmos
violet meadow
#

and 2d4 no 2d6? Change in the code above to what you need πŸ˜‰

violet meadow
celest bluff
#

I wouldn't use those LuL

#

yay I nat 20'd everybody is feared

#

technically the wording in that text, even the user should roll too. Should be a cursed item.

violet meadow
#

yeah it sounds like it 🀷

errant cosmos
#

Yeah, I know. πŸ™‚ It's weird. The item is from Pyram King's Curse of Strahd module. I'm not quite sure what to make of the fact that the fear effect should entangle the wearer. On one hand, we could say the item is cursed, and like "holy shit spectral wolves just leaped out of my hands", but on the other hand it is probably meant to be a strictly beneficial effect and he probably meant to write that the Fear affects only hostile targets.

#

Oh actually, it's NOT from PyramKing, it's just a random item I found on the internet. I don't recall the true source.

violet meadow
#

Hmm now that I come to think about it, depending on your MidiQOL settings, you might need to move that macro execution forward. Like ItemMacro | After Attack Roll instead of ItemMacro | After Active Effects

violet meadow
#

OK give it a try and let us know. Will take it from there πŸ˜‰
Got to run for now πŸ‘‹

fathom socket
#

is there a way to implement lucky footwork? it should be triggered on a failed dex save and give a bonus to the throw afterwards

violet meadow
#

Or a world script to make it more robust with the conditions and also trigger the reaction used condition if you use it

vast bane
#

This was an interesting non error last night in our session, and I say non error cause it was not yellow or red lol:

violet meadow
#

Ah probably not. tposney logs some arguments for some reason

vast bane
#

I'm commuting, that paste was from my notes last night in another discord lol I can check in a few when I get to my cubicle from hell

#

I think it was a dfreds CE that I have made for a MPMM creature

#

One of the MPMM's humanoids has a spell attack called Arcane Burst and instead of making it on the character I made it a dfreds ce, its basically on hit, apply help action, but for some reason it does that in the log sometimes

#

if I recall, it has a special duration of next attack on target, and it also has 1 round/6 seconds duration as well, maybe that has something to do with it

#

those perfect vision errors in module troubleshooting, I say PV cause the second PV gets turned off they stop showing up, when it happens, the actor is usually doing attacks, the attacks behave like they are not done with the midi roller until they start a new workflow, no errors of midi, just the roller defaults back to core for a few seconds.

#

It has something to do with that ugly ass massive warpgate/wildshape macro you made for me looooong ago, its got like contributions from you, zhell, flix, freeze. Its the thing that summons a special actor and hides the druids token but doesn't delete it. And whenever she does a few select things with the new token the error flies often not even for her character, she may be just trying to do a reaction on another turn, and another attack suddenly uses the core roller.

violet meadow
#

Ah yes next attack

vast bane
#

yeah, the ends after next attack, I assume thats dae not times up but come to think of it...are those actually times up?

violet meadow
#

This is an "error" log when combatUpdate.js from TimesUP cannot delete an effect

vast bane
#

its literally a carbon copy of the help action but its applied on hits with arcane burst

#

could it possibly be because a player attacks and the effect is on a npc?

#

oooh hol up, I do recall in the session the npc, which is a escort mission npc so on the side of the players, had it on the bad guys, and none of the players actually did an attack so she attacked again, and it applied it again while it was still on it and thats when that happened

gilded yacht
vast bane
#

Yeah, I had forgotten to add her to initiative, so she took a turn at init 0, and then her init roll put her at the top so she took two turns back to back

gilded yacht
vast bane
#

I was ultimately just trying to capture this insidious PV bug error messages and this thing popped up in the log while playing

#

since it wasn't yellow or red I figured I'd snippet it since it was unique

violet meadow
#

It is this essentially combatUpdate.js:112 ```js
try {
await removeOrDisableEffects(targetTurnActor, expiredEffects, "times-up:duration-special");
// await targetTurnActor.deleteEmbeddedDocuments("ActiveEffect", expiredEffects);
}
catch (err) {
log("effect delete failed ", err);
}

vast bane
#

so maybe some sort of wonkiness cause she acted at init 0 temporarily, then benefited from her own effect for the next turn too?

#

cause when she hits shes the one that applies the offended ae maybe confused things?

gilded yacht
vast bane
#

If anything, I think reporting this error taught me I mucked up the ae, as its suppose to special expire on next attack and I have the wrong setup:

#

I think its suppose to be the next time ITS attacked since its a debuff on the target(grants advantage on)

#

ooooooh I think I got it and why it got screwy, she wasn't in the initiative but the attacked was

#

cause I had forgotten her and rolled her init after the attack?

#

I can't replicate it, chalkin it up to weird live session weirdness

violet meadow
#

Yeah an edge case most probably.

molten solar
molten solar
#

@gilded yacht
DAE breaks core hooks. It is impossible to read the previous state of an item directly off the item when using preUpdateItem for example. πŸ‘

kind cape
#

(That was after casting it once and failing the save, a save which should not have been present πŸ€” )

violet meadow
#

I haven't actually changed the spells at all from what they were.

There could be another issue with the foreground/background what was yeeted in v10. I will take a look

kind cape
#

Looking at the code right now, not entirely sure why it failed this way

#

Also another note, seems some of the embedded items (E.g. from the sub-spell for call lighting) still use the old paths for icons

#

Also the deleteItems function seems to be referencing _id, which in turn means it does not actually delete anything

unique cape
#

Hello again - I am tinkering with MidiQOL currently, specifically with autoroll of attacks and damage. I've found that weapon attack damage calculates for a rather long time ~30 seconds after it confirms a hit. Is it normal? Is there a way to speed it up?

raven ore
#

Hey, so I just updated Midi-QoL and now I'm having trouble rolling my attacks

#

Still on V9

#

Foundry - 9.269
DnD5e - 1.6.3

violet meadow
kind cape
violet meadow
#

Might be the flagging issue. DM me if you find something

kind cape
#

ah, seems to be the filtering thats borked, it does not pick up the item correctly

violet meadow
kind cape
violet meadow
unique cape
inland jay
#

posted this in "module-troubleshooting" but it seemed this was a better place for it

Hey guys, is anyone else having an issue with Midi-QoL where the module is always excluding item details in the chat cards? For example, spells don't say what they do in chat, they just have the name and a couple buttons to press.

I assume this is meant to be tied to the "Show Item Details in Chat Card" setting in the Midi configuration, but no matter which option I select in the dropdown the result is the same.

When I disable the Midi-QoL module the chat card details return, so I'm fairly certain the issue stems from this module.

Any advice?

spice kraken
#

What do you have for your system setting for Collapse Item Cards in Chat?
Also can you show a pic of the misc midi settings tab, the top section

#

This is mine

inland jay
#

For "Collapse Item Cards in Chat" I've tried both settings (and verified that the details weren't simply collapsed) but currently I don't have it checked.

As for misc midi settings:

#

I've tried all of the dropdown options for "Show Item Details in Chat Card" and seemingly nothing changed.

spice kraken
#

What character are you rolling from?

inland jay
#

I'm rolling from a player character.

I'm signed in as the Gamemaster if that matters - though I've also tried signing in as a regular trusted player and the result was the same.

spice kraken
#

Does it work when you swap to this?

#

Also can you test with a brand new character and an item from the SRD compendium

inland jay
#

Actually, yes, swapping to NPC + PC made it work. I could have sworn I'd tried all the options but maybe I had some other setting different at the time.. odd. Thanks for the sanity check.

Does that result make sense though? I would expect that with just PC selected it would have shown details for a player character.

spice kraken
#

Β―_(ツ)_/Β―

#

What happens with your settings and then from incognito, rolling from a player user

raven ore
spice kraken
#

That's what I'm on and I don't get that error

#

Do you get the error from rolling an SRD item?

raven ore
#

Let me check

inland jay
raven ore
#

Ideally, that shouldn't occur. But might want a better error message for that scenario.

late fractal
#

Hi! I am setting up MidiQOL for the first time (V10 foundry, latest QOL release) and its been going great. One thing I have been searching for is what is the best way to do Magic Missiles? When I cast it with MidiQOL i just have the one missile. I can re-apply the damage manually, is that recommended solution?

#

I am also curious about Concentration spells that continue to do damage like Witch Bolt or Heat Metal, is there automation for it or should I just plan to handle it on my own?

violet meadow
#

*Maybe an Other Formula damage applied if the player is actually concentrating (with an activation condition of the effect Concentrating is active!) πŸ€” *

raven ore
#

It prompts the player to assign missiles

raven ore
#

I'm actually waiting on v10 for exactly that reason

atomic matrix
#

Hey everyone. I'm trying to create an effect for the Fire Rune of the Rune Knight 5e subclass. The only thing I am having trouble with is setting the save DC for the end of turn check to be equal to the "caster" DC. Using the standard 8+@prof+@abilities.con.mod takes all the data from the target of the effect, not the caster. Is there a way to do this without a macro? I tried copying the Hold Person MidiQoL sample item, but in the case of the Hold Person spell it takes the Spell DC of the target, not the Spell DC of the caster. I apologize in advance if this question is answered somewhere else. I actually don't know if this stuff is technically a macro. What I mean is I want to do this within the effect definition and not in a formal complex macro.

spice kraken
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This is my hold person but it uses caster dc for it

label=Hold Person,
rollType=save,
saveAbility=wis,
saveDC=@attributes.spelldc,
saveRemove=true,
saveMagic=true```
vast bane
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I handle magic missile manually via the core method of applying damage when multiple targets are chosen

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I'm sure someones got a macro but I just don't got the energy to find and write it only to have to rewrite it in v10

late fractal
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ok sounds like I will wait for Advanced Spell Effects and do it manually until then πŸ‘

strange lodge
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Is there any setting or way to have the DM provided with more information on the reason for midi qol determining advantage or disadvantage. (IE - I spent hours trying to determine why my testing was roll dis everytime, only to realize that my targe was in an unlit area, flagging it as hidden) If I could see the info on a card then at least if it comes up in session I will have an answer at hand? Thanks in advance.

spice kraken
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I think you can use the optional label flags

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Wait no, I lied. Ignore that

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V9 or v10?

strange lodge
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V10

spice kraken
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I think Effects Panel is v10 ready (on v9 myself) which will show any on AEs and a description (if used from Convenient Effects). There's also a @molten solar module that does the same thing if not very similar. Idr what that is though so either they can mention it or someone that knows

strange lodge
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Thanks

violet meadow
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Midi settings, workflow settings, misc tab I think.

strange lodge
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That was exactly what I needed! Cheers

molten solar
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and VAE will use flags.convenientDescription as a fallback, so really, you can probably use either.

vast bane
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isn't the conditional invisibility thing in v10 not an ae though?

unique cape
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Foundry v10 288, Dnd5e 2.0.3
When a creature hits a character that has a shield spell, it doesn't offer me a dialogue prompt to choose a reaction from, only a message in chat as a reminder to do so manually. Is there anything I am missing?

violet meadow
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Is Shield spell set as reaction?

unique cape
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Yes, pretty much a default shield spell, it does say 1 reaction in an appropriate field

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It is also prepared

violet meadow
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And available spell slots?

unique cape
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Yes, 4/4

molten solar
vast bane
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if it isn't, does that specific canvas actor have shield?

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Also, just cause it looks like dnd5e's, did you fix the dnd5e's version of shield to be setup for midi?

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Otherwise, drag out midi srd's shield or fix the inactive effect on dnd5e's

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(and the fact it binds on equip)

unique cape
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Afraid I am not familiar with the terminology

vast bane
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double right click the token on the map, if the actor data is linked(checkbox) in the first tab, then you are fine

vast bane
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alot of dnd5e's stuff out of the box behaves weirdly in midi, thats kinda why midi srd existed I think

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but its only in PR form in v10

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Midi probably thinks you already have shield activated if its dnd5e's as dnd5e's applies an inactive version to the actor

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also make sure the inactive shield is deleted in the effects tab of the actor