#MidiQOL
1 messages · Page 22 of 1
In the MidiQOL settings => Workflow settings => Misc tab, play around with these options
By descriptions you mean the footer of the chatCard?
No I meant the text that goes alng witht the item/spell. I got it working though.
you pointed me in the right direction
Hello again! I am back at working/learning automation. Today I have been working on "Luring Song" for a Harpy. I am able to get it to request a save and apply a Charm to failed saves. It also removes properly on a charmed character on subsequent round saves. The two issues I have are: 1. The Harpy is also forced to save for the ability (it gets included in the circle temple AOE) and 2. The Harpy gets a passive effect called "Luring Song Template" that never goes away. Any hints on these issues?
@gilded yacht it seems in MidiQOL v10.0.16 and DAE v10.0.10
When concentrating on a spell with an effect and the token is UNLINKED, deleting the concentration will not delete the effect.
Hmm upon further testing something strange was happening. I linked and unlinked again the token and it started behaving correctly (deleting effects when concentration is deleted 🤔 )
Unlinked with MidiQOL v10.0.15 occurrences:
the message above and <#1010273821401555087 message>
MidiQOL 10.0.16 <#1010273821401555087 message>
Secondly.
In dae.js:946 onwards where the switch for selfEffects is being created, when the item which applied the DAE is set to Τarget: | | Self in its details tab AND on the DAE none of the options to apply to self is selected: ```js
dae.js:955
Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'selfTarget')
[Detected 2 packages: dae, midi-qol]
Maybe on line 955 `appliedEffects = duplicate(this.effects.filter(ae => ae.transfer !== true && !ae.flags?.dae?.selfTargetAlways && !ae.flags?.dae.selfTarget));`
needs a `dae?.selfTarget`?
Are you on MidiQOL v10.0.16?
No2 might be linked to the issue above.
For No1 on the Range of the Item's details tab, select Special in the last box. It should exclude the caster
I am on MidQOL v10.0.15. Number 2 is slightly annoying but had no real impediment to play. I will try the fix for 1 now
Yes that worked for #1, thanks!
A few other very minor nice to have items, incase you know if there are quick wins:
- The Circle template has to be started/placed manually. Any way to automate it better?
- Along the same lines, once the effect is placed the Circle template also needs to be manually deleted. Any thoughts on if it can be removed via automation?
Is the caster always the center of the template?
If yes, change the Target: 10 | ft | enemy or something. The template will not be created and MidiQOL will take care of the targeting of the enemies in range.
Or, in case you really want to get the template placed every time, you can use the MidiQOL auto delete templates settings, in MidiQOL settings => Workflow settings => Workflow tab, close to the top in between the targeting options.
Is the Harpy a linked or unlinked token?
I am not sure I know how to check that
Double click on the placed token or select it and press C.
In the title bar of the character sheet click on Token.
In the pop up in the Identity tab there should be a checkbox for linking the token to an actor
"Auto remove placed template on spell expiry" is checked in workflow settings
Link Actor Data is not checked
Does the Item have a duration of Instantaneous?
duration is set to special, let me try Instantaneous
This means that the token is not Linked to the Actor on the sidebar and changes you do on it, or the sidebar Actor will not be affecting one another.
Normally NPCs are like that whereas PCs and maybe Big Bosses or Unique characters are to be Linked
no change on Instantaneous
is your game paused?
I understand the linking yeah, makes sense since the monsters are "templates"
no not paused
In combat?
yes in combat. i didnt start a new combat if that matters, i can try that real quick
If the caster is in combat, it needs a turn change to delete it iirc
hmm so interesting result:
- the template was removed, that worked
- but the charm effect on a PC who failed the save was also removed 😦
Ah OK now I understand. You cannot have it as Instantaneous in this case.
You will need to target all the creatures in a certain area around the Harpy. Give back a duration to the Item.
And change the Target. What's the radius?
the spell radius is 300, which is kind of huge. It's kind of a siren song that the harpy uses to lure ships to crash into shallow rocks. But it can also use it in combat to charm PCs
Its from the Dragons of Stormwreck Island module, not sure if that is a "stock" harpy ability but thats what I am going off
OK change to a Target: 300 | ft | Enemies and it should be good
I've had an issue very similar (or identical, don't have it in front of me right now) to this issues on 10.0.15, just FYI
Yeah something seems off but I cannot pinpoint it now
when pressing multiple times the attack button, is it possible to go back to other results?
Hmm not afaik. Might be worth it to request it as a Feature in https://gitlab.com/tposney/midi-qol/-/issues
Im bringing back a old message, but if I want an effect to trigger from a 10 result of d20 attack roll. @workflow.diceRoll = 10 should work? Looks like Im failling to make it work atm
@workflow.diceRoll === 10
this worked, but confused me at first. I dropped a circle template and that ended up causing a second roll. I ran it again and noticed i dont need to place the template at all
Thanks, beside the Conidition Avtivation required in MQOL fields and that @workflow.diceRoll === 10, there is'nt anything else needed? It is still activating the effect no matter what I roll.
Which version of MidiQOL are you on?
10.0.16
Checked?
this is on the item? (Mine is in french)
Yeah on the Item
then yes 🙂
https://github.com/Kuffeh1/Foundry/blob/main/Spells/Level 1/Thunderous Smite
I found this macro to automate thunderous smite
but i have no idea where to paste it
On the item / ItemMacro option. Should be a Item Macro label on top. You will have to add On Use macro named exactly : ItemMacro on the item MIDI QOL fields
already done that, but it does nothing, do i have to set anything in the bottom?
do i have to create any effect?
Click the + sign on On Use Macro
You need to follow the steps on the 1st few lines to create the effect
Its not an onUse Macro, but one that needs to be executed via DAE
So what are you trying to do exactly? When you roll a 10?
When the user of the item rolls a 10 from an attack roll, it will give an active effect on the user, not the target. Which is working fine, but without the attack roll = 10 condition
thanks, that made more things work, but not completely, now the save is forced to the attacker, not the target
Do you have a Saving throw set in the item's details?
You should not and instead allow the Macro to do what needs to be done I think from a quick look
So you have a DAE on the item, with the option Apply to Self on Roll?
i have this
yeah just try without that.
without which part?
Change Action Type: Saving Throw to None (blank it should be actually)
the one on top or on the bottom?
Edited to make more sense.
In the dropdown Action Type
yes, found out it was the (whevener the item is rolled that made the bug..................)
thanks for the help T_T, that was awful
oooh now it's working!
thanks
Hmm I wanted to give BAB a try, but I'm really bad at learning this kinda stuff - mostly I build my skills (and macros) looking at other stuff and moving some pieces here and there - like a puzzle. So here is my question: Is there some kinda of repository of BAB skills? Like Midi-Qol SRD, Sample Items etc.?
There's a UI and a thousand tooltips
The new release from an hour ago made them real explicit
I'll give it a try, but I'm probably to stupid to learn without examples 😄
Example(s) on the module page 👍
It's basically just "apply these bonuses to this" at the top "but only if" at the bottom with all the filters
ok so this should work as an aura for my monster to boost his allies physical damage. But It's not working for me :/
Enemy Targets are the PCs in this instance I think
Make them Allied Targets, in regards to the source
ok - thanks, most modules use baseline -1,0,1 disposition
can I put my own effect (not condition) here to make something like Hex?
No, the actor type does not matter. It is the token disposition.
You place the status id, yeah.
Allies are those that have the same disposition, enemies are those with the opposite (hostile if you are friendly, friendly if you are hostile)
I didn't mean that it matters but the end result would be the PCs in this example!! 😁
Allied NPCs?
and then there are the Neutral Disposition tokens, who have no enemies, but only allies (other Neutral disposition tokens)
how do I phrase it? just "xQsL8QyEUtD0aFZs" (if thats the ID)?
Nah, status id, not effect id
In you guys' case, copy whatever is in the mislabeled "force display on token"
something like this?
I don't know, what am I looking at?
It will be blank in this case
ok so if it's blank - what should I enter for BAB to detect it?
Its a created effect in a macro @acoustic jasper ?
"mcmuffin the hexablaster"
You can give it a flag for core statusId
Do you need statusId or label too @molten solar ?
Doesn't matter how it's made. Everyone in this channel uses DAE, which exposes flags.core.statusId to the UI
It does not check for label, because that is fallible.
Just as a fallback 🤔.
If not we need to change some macros around
No
Ok If I put something in "force display" then its working, but It's not a passive skill anymore then
(if I want it to be passive ofc)
It is exposed but not used in the case of several midi macros which add the effects by constructing them in that script
Is there a way to apply condition immunity to frightened through a DAE? And make it work in midi.
As in, make sure it doesn't get applied if the target has immunity
That's core. system.traits.ci.value | Add | fear (or 'frightened', I don't remember)
Hmm, yeah, it adds the immunity.
And midi will respect it
Speaking of status ids
in my case it's applied but goes inactive
You're free to suggest a fallback that isn't the label. Using the status id works very well in 99% of cases.
Ah, so it's based on ids. therefor it fails.
Status ids, not ids.
Ah wait I'm thinking of something else
CONFIG.DND5E.conditionTypes, not CONFIG.statusEffects
Is it applied through DFreds, or a DAE?
Macro.ce or statusEffevt?
What dnd5e version are you on?
2.0.3
Catching up later. Getting in my car
well I checked now and I have the same thing - no matter how I use it (CUB or CE) it applies the effect
strange :/
it used to work as I recall
what happens when you try to add the effect manually? (from CE toolbar)
It's added.
active?
in my case if I add manually to a target that has immunity the effect is added but its inactive
yeah sadly if we add it via DAE it goes active and It shouldn't
maybe it's a bug
Hm, now it worked, for some reason as inactive.
Even when applied through the power.
Odd.
does your condition have a duration?
wierd - I can't get the same result - in my case adding via power alwyas makes it active
nvm
is there a macro, formula or whatever that allows something to happen if the target has a specific active effect AND the selected token has another one?
Not a midi question, but a more general dev question. Working on modification of a (module) script. In order to test changes, I have to Reload Application so the changes get read in. This, of course, closes all the things I carefully opened and placed onscreen so I could monitor things, forcing me to redo that stuff every time. Is there a short cut to the Reload that implements my script changes w/o killing my scene?
#module-development is the place for these kind of questions
....taking my question on a journey...
sure you can define both targets and search them for the active effects
i don't know much programming, and i'm pretty new to foundry's terminology, so i don't understand that 😅
midi provides a workflow you can use to grab the user who executed the roll and the target(s)
if you use item macro, you can access the workflow via args[0]
essentially i want to create 2 Hexblade's Curse effects: Curser and Cursed. I want the benefits of hexblade's curse to trigger only when the Curser attacks the Cursed
yeah hexblade's full setup is a little complicated. I wrote one for 9 and 10.
oh, right, i saw you had something like that in your patreon
yes, hexblade and hex
i'm considering it
but first i want to see how far i can get without copying a whole macro
if you want the quick version, you can just use dae and use a damagebonus macro
by the looks of your teaser vids, the macros are crazy long. I suppose that what I am asking for doesn't exist as easy as I want it to be or your macros would be way shorter xD
you could look at hunters mark
in the midi samples
well the reason is why mine are crazy long is I go for rules as written
where are those?
compendium under items
based
@solid mountain and @acoustic jasper did the issue with the effects happen on unlinked tokens maybe?
this maybe the case - I've checked on monsters. I'll se with linked
yup - on a PC freightended always goes to inactive effects (if immunity is present)
and on the NPC (unlinked) it ignores Immunity (but sometimes it didn't but I don't know how to reproduce)
MidiQOL/DAE versions?
I guess DAE is 10.0.10 and Foundry 10.286?
It's odd - If I try to add the effect via CE toolbar or CUB it goes to inactive no problem
even on unliked
unlinked
however - If I add the freightened effect to (for example) weapon attack
then there is a difference
How do you add the effect on the weapon? By using the + in a new DAE or Effects with a macro.CE or statusEffect ?
OK one last question. Can you select the unlinked token that exhibits this behaviour, open the character sheet and make it a Linked one, submit changes, then change it back to unlinked and try again adding condition?
ok this is really odd - so that trick didnt helped - but I've added a second token (same as before) and gave him same immunity - this one gets the condition on inactive. However in both cases the condition is not visible on token (only in character sheet)
and while active it should have been visible
ok I found the difference
one (working correctly) had the immunity added manually on a character sheet. The other had an effect that added same immunity
that one is behaving incorrectly
Alright. If you can gather your findings in one post with steps to reproduce (if that's possible) would be great so we can share that to tposney!
ok - I've deleted tokens, restarted the serwer and added new ones with new abbilities - It's working fine. If the error reappers I'll try to find out when it happens
Interesting, it's acting inconsistently with me too.
Another question, unrelated I think.
Does this work with custom CE?
I think it should, right?
Looks like I'm getting the item effect instead of the CE one, causing them to stack when I don't want that.
Yeah it should be working. Exactly same names for Item and the CE?
Does it matter if it's active or passive? Does it just check name?
First one is CE manually applied.
Second one is from an attack that should apply the same effect.
Go into the CE one and change it to Do not stack by name and try again
Actually both of them 🤷
Well, that half-solves it. 🙂 It won't stack now. But the attack still doesn't apply the CE effect, it applies an item effect.
I think its time for some issues to be created in MidiQOL 😅
I just want to be super sure it's just not a user error (it usually is for me)
when it comes to midi at least 🙂
To be honest there are some strange occurrences after the last updates. An issue with a straight up DFreds CE deletion came up today too.
So I think it's safer to make a thorough post with attached exports of Midi settings, some actors that behave weirdly and the item in question with steps to reproduce.
That way tposney can track it easier 🤷
melee/ranged spell/weapon attack
Its there a DR for all damage except magical?
Tested all, includes magical
Yeah, I don't think anybody ever knitpicks that part of heavy armor master, we all kinda gloss over and didn't bother to point that out lol
there is definitely an aspect of nonmagical in midi's damage types but I don't think he ever made a DR flag for it
nevermind
dae auto complete ftw
Yeah happened the same to me xD
you can't just use 1 flag though
wow yeah this is probably impossible to do
it has to be weapon damage and it has to be nonmagical
I think that flag will work for anytime you do piercing/bludg/slashing regardless of a weapon
personally I just did all and called it a day for my heavy armor master
Yeah probably for the better, another question if you mind, what is the priority tab for exactly?
For effect attributes that overwrite each other?
its for a situation that is so rare you can ignore it and never be bothered to set it
I've only ever seen it come up with strange massive automation use case examples where multiple walking speeds were being applied
v9, working with ATL, trying to get a token to emit bright light with the Sunburst animation when they activate an item, can someone tell me what I'm doing wrong here?
...I was thinking that might be it but hoping it wasn't lol. I'm gonna try sunburst first and see
Add > sunburst
Thank you!
I actually think you want override
otherwise your gonna get light ranges of 6030?
if anything has a previous light source that is
Okay, thank you for that
@gilded yacht MidiQOL v10.0.16
*I fail to find on a created effect any entries for flags["midi-qol"].castData.
Tested with a Fire Bolt SRD spell, adding a DAE for DFreds CE Charmed (using the +), another blank one and a third with a macro.CE for Blinded.
It doesn't show on any of the effects created on the target🤔
*
**Retested ** after changing the dae.js line in selfTarget mentioned in the previous ping and now I can see the flags.
I need to rethink what other changes might have done in the meantime, but I will try to reproduce tomorrow with fresher eyes... 😫
Same for a non-cantrip one
How do you guys use the "expires if the character rolls succesful saving throw?" to remove the effect?
I just roll but it doesnt seem to be a DC to check if the roll is sucessful or not, doesnt take the original item DC either
You need to fast forward ability checks and automate the Saves through MidiQOL workflow
Its automated on my end
I'd just make an overtime effect
How do you do that exactly
I will teach you how to fish instead of give you fish, Ctrl F and find for Overtime on this site:
https://gitlab.com/tposney/midi-qol/-/blob/fc343162c0dd2e16946d3b6d6875c8478bafebfd/README.md
also you can just copy a midi srd premade item, or a midi sample item if you don't do reading manuals well
Actually i managed to get it working, only problem i have is that when the save is done
Concentration doesnt go
So im testing hold person, the paralyze effect fades when the save is successful with the overtime attribute, but the caster's concentration stays even if the effect is gone
hold person is a premade you don't need to make that
turn=start,saveAbility=wis,saveDC=@attributes.spelldc,saveMagic=true,label=Inmovilizar Persona
Im just messing around mostly to learn how all this works
I actually use hold person when I need to remember the format lol
fyi theres a compendium of premade items that comes with midi qol called midi sample items, and then if you have v9, theres a gigantic premades module called Midi SRD with even more premades of features, spells, and items. Theres another premade module called More Automated yada yada yada as well but it also is v9 only, but you can carry it over in an update if you duplicate the compendiums as world compendiums(though they will need tweaks to some macros and require a functional active auras and active token effects module in v10).
What is handling your auto concentration
Midi
are you sure 8)? Do you have cub installed?
Nope
Hmm I have my own dilemma it seems. My saving throws seem to be fast forwarding even though I have the setting set to off in the main settings window and I have the saves options in workflow set to Monk's Token bar not auto. Any clue why this is happening? I already checked for sticky keys as well.
Its also fast forwarding disadvantage hmmmm
man midi settings like to go corrupt, and theres no restore to defaults
fwiw I believe that midi can't stop concentration that way, however if you stop concentrating, the ae is removed from the enemy
yeah after googling it, it was suggested to turn on onscreen keyboard to see if a key is stuck like a function key, and sure enough, my right alt key is stuck
Now that is what I call straying from core behavior.
normally sticky keys fires, I dunno why that didn't warn me
Pretty sure that's on Shift
Could have the overtime fire a macro and filter it so it only runs when successful save, then have it remove concentrating
cleaned my keyboard and I'm still rolling always advantage....plugged in another keyboard, still rolling always advantage
find the culprit all modules off, always advantage
I have no world scripts, well I do but they are in worldscripter
Did you bind ALT (if you use that for adv) to your mouse 1 by any chance?? 🧠
I meant PC system Wide
oh I don't have fancy software like that
only thing I can think of is to restore to saturday afternoon, losing multiple days of work
You're right. The only one that's working is apply CE effects. I forgot that I was half way through fixing dae for the midi-qol changes and released them out of sync.
Connect as a player on a second incognito window. Same behaviour?
Yeah, I think my foundry install is corrupt
seperate player is trying to roll, its always advantage
its like our alt keys are stuck down but they aren't
only thing active now is system and foundry
If you give disadvantage does it roll 1d20?
No matter what target, what roll, what scene?
there is no popout
Give it with a keybind
fully rebooted the server waiting for it to come up
with everything off it would roll with advantage acting like the key was being held down, I never checked to see if the other button would somehow override it, isn't like shift normal?
with midi enabled, it would even do it when I held down the T key to disable it
Shift simply skips the prompt. If something sets it to Advantage, that still applies.
do modules somehow leave things active when disabled?
I'm not even using items, I'm making a saving through via the vanilla sheet
and if midi is off, then any sort of ae using always advantage wouldn't matter, but I'm also now testing with a starter hero too lol
I have seen that happen, but after I cleared the browser cache it fixed the issue.
yeah I thought that too, but that didn't fix it, then I asked one of my players to login and test and they too are rolling always advantage
no
servers rebootin we'll see if something odd was going on
No it's not possible. The old rolls are thrown away.
ok so rebooted and everything seems to be normal but I'm rolling whispered and my drop down is set to public?
Also mtb doesn't say if things are a success or not?
Do you have your regular menagerie of modules enabled?
yeah, once the roll was no longer advantage I flipped everything back on
Can you show me the UI of an ActiveEffect
I solved it, apparently its a midi setting I've never used before, I must have hit the down arrow or something during the whole mess before and flipped it by accident
Somehow it got changed to Save - All see result only, and I guess that is not compatible with MTB
lol MTB setting flipped somehow also
probably happened when I was finding the culprit and was using MTB to make the saves quickly testing
👀 Babonus tab confirmed?!
It ... would ... have ... been ... prettier 😛
No thanks. I've seen some of the "high automation" AE UIs and they make me want to run away screaming
I'm good with just a header button, a dropdown from EM, and a few checkboxes from ET. 😄
btw. is it possible to make BAB aura to appear on other targets, not just the "aura giver"?
'appear'?
icon
Speaking of ET, when you pushing that new update with the no animation fix?
so you can know with 1 look that someone is within aura range
babonus does sync behavior only. The creation of AEs is async.
did primate combine the 3 sources of active auras work yet?
It works entirely differently than AA. Using the dnd5e hooks from v2.0.x, the behavior is all in when you roll the affected roll, not when a token moves to put you in the aura
oh
(which coincidentally is why it is 100% safe to have enabled out of combat)
yeah i guess it's better this way - I just wish there was any kind of visual indicator
kinda like how Active auras works, cause it will mod the sheet to show the modifiers and also show an icon, and if you so choose, put an animation on everyone affected by it
though I turned off the animations
I get that. You can add context to the bonuses (square brackets), or you can use a Sequencer effect or something.
I think flavor is a bad thing in midi unless its matching midi's damage setup
100% not my problem lmao
Far as I am concerned flavor does nothing. Because it does nothing.
I guess don't tag the bonuses as "necrotic" 🤷
Didn't v10 of midi change that anyway?
thats just it though, if its a damage, if it has anything there, won't that override the damage type to let midi let it through in a circumstance when it would normally be resisted or immune?
I saw that there was an update to have Babonus be used on templates?
Correct.
Either way I'm gonna stick with Active Auras, better midi support
babonus is v10 only, so 🤷 😛
I mean even when I update
So if a drop a template down on the map and PCs walked in, a bonus should apply to them? Or does it have to be dropped directly on them?
You do you
Whether the token is contained within a template (one grid space is enough) is evaluated at the time of rolling.
can it apply flags too?
I thought they were talking about template macro
They would work nicely together. 🙂
Template Macro can do whatever you like. Sync or async.
Template macro can pretty easily place an effect on those inside
Suspiciously easy, in fact.
is there a function for it with mobile things like an aura?
or a beholders cone
You could attach the template to a token with token attacher
Oh I am playing around with some stuff... hihihi
Now I almost have my Fire Shield working without Warpgate and Active Auras 😄
I really wanna see the magic people can come up with the new midi feature
(different concept though, not BaB and templates macro)
is it really drag and drop into the effect value field?
yeah
like I can just drag an item over to it?
that is nuts
thats the useability I look for in a module right thar
do you want a video? It just links the Item.Uuid
warpgate still has its uses for when you want to modify the item / feature however.
what happens to the item when you lose the ae?
puff
poof
that is frikkin awesome
Protective bond could be a buff that gifts a misty step like ability teleport
I don't think we have any automation option to swap the target of a workflow right?
Almost there. I can make it work but not in a nice way
I was thinkin put the reaction on the player being targeted, and then it gifts the other guy a teleport function that damages for what would have been applied to them?
There is an issue in the midi git as a future milestone
so have the reaction be full damage immunity, but then pull the damage workflow value, and apply a damage value to the ally teleporting
but no idea how to make it not do hit stuff like apply a save effect
This is what I was working on ```
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
yeah, sorta kinda similar to peace clerics protective bond
man I really wanna get to v10 now lol
crossing my fingers, we're doing a lore meeting tomorrow night and I'll beg them again to consider a v10 update, possibly for thanksgiving week when we're off
'again'?
Is there any way to automate the Fighting Style: Protection? Triggering a reaction not on your turn to give disadvantage to an enemy attacking an ally within 5ft of you? My party’s paladin would enjoy that.
Not with just MidiQOL as things are right now.
And even then it is hard.
I am playing around with such items and maybe I will start sharing them when I am positive that they work
That's gonna be necessary for when Bardic Inspiration becomes a reaction in 2024 👀
I just have the disadvantage part automated and tell the player to remember, target, and roll the feature
it's possible to do reaction but you'd need a world script to do it
I'd use the new midi feature and create an active aura that gives allies within 5ft of the protection fighting style guy a reaction to impose disadvantage. if thats even possible with the current state of active auras in v10
and manually manage the reaction use on the right person
is this the way to indicate the type of damage?
Don't use a space between.
Also you need to add a plus sign when using ADD.
+@prof[necrotic]
if i do this it will clear the effect after damage is done and apply it again every turn?
what is the macro you are running?
there are examples of automation that does this, but your current setup will not. I personally got fed up with these kinds of once a turns and just use advantage reminder to cover them now
If its once on your turn, you could just make it a charged item that recharges on 1
none, unless the effect i posted above counts as the macro
it does not
once that effect deals damage, it is deleted and is no longer active or in play at all and no repeats would happen
hmm alright
you can set an item to be available to use, but be charged, and then dnd5ehelpers will ...oh v10 nevermind. I'm sure someone will come up with a solution for ya
i've got 2 paladins and they are terrible to automate
starting to regret not being in v9
Just have the feature be a toggle on
The player clicks it before their attack
Then it goes away after the attack
its once per turn
yea
special duration of makes an attack
or hit (depending on the feature)
then it's just a matter of them clicking it once before attacking
There are ways to make it do that automatically, but that involves macros
Does Symbuls replace the recharge feature of dnd5e helpers?
Simbul's Creature Aide has the automatic recharge of dnd5e helpers, yeah.
I'd put the feature on a recharge 1 to remind the player to activate it each turn, have it expire as Chris says
So that field, for the macro, depends on the effect being active, which means that you've spun yourself out of the loop on that one. It sounds like you want that effect to automatically apply every turn start (round start?) and then expire after the actor affected by it deals damage the first time?
you could also do an effect macro ae that at start of turn turns on the ae you have now, but that requires someone to write a ditty for ya
you could also use dae but effect macro stores the macro so it doesn't clutter up your folders
Effect macro becoming the new item macro in here lol
Simplest way without writing a macro is to just have the player click the feature before attacking, anything else requires a more involved setup.
eh, I'd throw recharge 1 on that just to remind the player, does nothing bad, and helps remind them so they don't forget
that too
yes
It's definitely doable, trying to think up a clean way of doing it.
Currently the only one I can think of is to have a passive active effect that triggers this one.
Kinda needs an active effect to keep an eye on the whole "each" thing.
I would go for an optional bonus flag
advantage reminder message works too
but have you considered my player forgets a lot of stuff? xD
if you don't fast forward
Because the each round would do nothing without a maxro
if your players forget alot, don't fast forward and install advantage reminder lol
bugbear's on the money, I think that's the cleanest solution too, handles how much it can be used each turn and everything
Do you use the dndbeyond importer?
Cause if so, that feature is already automated on it.
I just imported a character with that feature to take a look at it and noticed it's already done.
i wanted to speed up things by fast forwarding with midi, if i have to rely on that then it's not as fluid
just an fyi fast forward is not auto roll
fast forward just clears the two popouts with assumed options
if your players constantly forget things, then you will constantly be undoing things
ooooh
do i have to set something up for this to know what Celestial Revelation (Radiant Soul) Bonus Damage is?
(well, it's necrotic shroud in this case)
Should just need to swap the damage type in the brackets
It's already using the correct modifier, your proficiency bonus for damage.
You can change that field to change what's in the chat message when applied
That seems to be all it is
oh, that's useful. How much things is that able to import?
Everything you own in DnD Beyond (some types are behind a patreon though)
... I really should have made sneak attack an optional flag back when my rogue was still alive
It covers a lot of the basics
I use it as a baseline then customize anything it doesn't have already automated with my own macros or found automations.
thanks!
The midi sample item for sneak attack is pretty functionally good. You can even set it to automatically apply when relevant. I've yet to find an instance when it rolled sneak attack when it shouldn't have.
We should pin these here:
https://github.com/MrPrimate/Active-Auras
I'll live with the double up if it means I don't have to edit the majority of aura ability premades in my library of monsters and spells
do they work for v10 now?
yes
😮
Active Auras is sketchy
they also allow the midi srd premades to work in v10 mostly
v10 automation is sketchy in general lol
it'd be greater with active auras and ate finally in it 😉
I am not sure about Mr. Primate's version, but with Kaelad's one at least
lights with ae's is pretty important I feel
Going to give it a test
I see a ton of fixes for template auras in the github commits
Yeah they were working on that yesterday so 🤷
I have so many premade stuff using active auras. I'll stick with whatever version exists
My only hate for AA was the doubled up effects
If this version doesn't have that bug, I'll be happy.
I never saw it in combat, always outside when the partys moving around the pally weirdly
and it was always fixable by walking in and out of it
That didn't always work for me
you can also just delete the second one
With ASE not updated for v10, I've been looking for a way to automate Magic Missile. I wonder if the new "add item from effect" could be used for this.
My darkness automation always wound up with effects being applied to actors outside the template aura
It was less of it being duplicated and more of it applying the effect to people far outside the aura
oddly I feel like dnd5e's vanilla method is the best way to handle magic missile
because reasons
How do you set it up?
Didn't ASE just recently update?
magic missile raw is one roll, then you go to each target and apply the damage to them
oh Im just crazy
So, apply it manually to targets?
I'm fine with the one roll parts, it's more about giving the player a way to choose what missile go where
then again that new drag and drop feature has potential if you allow rolls for seperate targets
"Three missiles on that guys, and two on that guy..."
There are/were a couple of macros at least dealing with Magic Missiles
Yeah, I've seen plenty of macros for it, but none for v10 that I know of (could be wrong, hard to find).
a running theme for v10
Would be interesting to have it drop a feature on the actor with a number of charges.
Exactly what I was thinking.
yeah I really think that I'm coming to v10 soon just cause of this new feature lol
so much potential
One thing I really wish is that we could get some buy in from ripper, cause I'd love to see a macro that puts a newly created feature into the front of the line in combat boosters history buttons
I'll likely officially move to v10 for my games once the next dnd update is pushed.
It would take some digging, but I'm betting those are just flags somewhere
I bet you could overwrite them with your own data
I just favorite temp items so it gets pushed to the attributes screen on tidy
do they stay in favorites even when they poof?
Most macros from v9 to v10 just needs the data treatment. #1010273821401555087 message
I can't use tidy cause my table has to vote on all changes that mess with the ability to play
That's so strange to me lol
my group just lets the DM dictate the technical stuff
aka me
there is more than just that fyi
90% of macros are just changing data.data to system
You can just post an issue on their github, ripper's been kind to me in answering random macro/homemade module questions
Just look at #macro-polo and have a look at how many times it really is just that
we got screwed over badly by roll20 when we went digital and a few guys are just fed up with computers in general and want everything to just work
If you want to to "just work" for DnD you're in for a bad time.
So many features and spells have to be interpreted on a case by case basis.
right now my sessions are pristine, I just have an outstanding issue with PV but we all agreed the black and white vision is not a necessity so we've shelved it
I feel like an idiot, can't find the documentation for the new add item feature.
its v10 only, and in the newest patch notes
Just checked, range of AA on the new branch is mega broken
But that dev is the creator of the dndbeyond importer so I'm sure it'll get fixed shortly.
I'm sure it'll be fine by thanksgiving weekend
Thanks, I just can't navigate gitlab 🙂
Worth noting it is in DAE's patch notes, not Midi.
Added new macro effect, macro.createItem CUSTOM uuid, which will create the item referenced by the Uuuid on the target actor. On expiry/removal of the effect the item will be removed, which provides a way of providing a tempoary item/feature to an actor for the duration of the feature. Should simplify a variety of effects that would previously have required a macro to create the feature/item on the target actor.```
Which one of you guys is making the v10 midi srd 8)
I don't think I've ever used anything out of the midi srd lol
some days ago i tried to install midi srd (to be able to import things from it), but instalation failed. Now everytime i go to foundry settings this error message pops up
and i cannot stop it because the package is nowhere to be seen
make a node.js install of foundry v9, copy the midi srd compendiums as world compendiums, then update that world to v10. That is the only way to carry midi srd to v10
oh, sorry, i don't know how to do that, but i'm no longer trying to import midi srd now, I just want to get rid of the error message
yeah xD
Hmm, not getting it to work. Has anyone been able to? Feel like I'm missing something
what versions are you on of dae/midi
I don't think both of those need to be done
@molten solar your Font of Magic is blowing up! It’s now part of DDB Importer. If only it handled pact slots 😑
Alright. 🙂
What do you mean?
the checkboxes
Ah, alright. Thanks.
if its a self/self spell, then no checkboxes are needed
thats for when you roll a target spell, that also buffs self
Hmm, my effect ends up in "unavailable effects" I wonder if that has something to do with it.
is it an attune item or equippable?
A spell.
A tale as old as time
Simply dragging it off and o the actor solved it
Sometimes it works. 🙂
Well, that's step one. Now to see if there is a way to change the number of charges on the summoned spell.
take the previous args item level and apply it with warpgate to the new item?
It's likely you could have the item macro do that
have it apply after effects yeah
No need to warpgate the item when you can just update the item since it runs after the effect being applied.
Also make sure you are using the source of a compendium magic missile
otherwise it will get lost when its deleted in the item sidebar
I have a folder in my item directory just for items I use to warpgate onto actors.
does it not take compendium items?
You are already adding a DAE effect for the macro.createItem.
Add an Effect Macro in there upon creation with some logic to update the Item once created (might need a bit of a delay to wait for the item to actually be on the actor) and boom
Item macros from midi can already be selected for when you want them to run.
In this instance, after the effect creation.
also can't you use item.level in item macros
Yeah, but I need to find the level the spell was cast at.
yeah I'm pretty sure you can use @item.level
All effects should be carrying that data nowadays
Assuming it's a spell, the args for an item macro has the source item info
You can pull the cast at level info from that I'm pretty sure
oh did they already implement that, that was my idea 8)
With the latest versions, effects created will have on them a flags['midi-qol'].castData
So yea, plenty of ways to get the needed info
a bit confused by all the tips
but how to apply it in the act of using it
Not in the act, but upon creation
Either Effect Macro, or Item (macro) on use After Active Effects as Chris said, updating the Item
Effect creates the item, macro ninja edits it to whatever you want
such as adding a set number of uses
So, let's try the Effect Macro first. I use that mod anyway. 🙂
How would I go about finding the level of the cast spell?
Alright, I can try that too. But I still need to find the item level.
(what the spell was CAST as, not it's original level)
You will have to wait for tposney to fix a small bug probably 😄
heres an example of v9 updating the charges of a named item:
const otherItem = actor.items.getName("(Snack Buff)Wolf Spleen Turnover");
const {value, max} = item.data.data.uses;
const {total} = await item.rollFormula();
const toAdd = Math.ceil(total/5);
await otherItem.update({"data.uses": {value: value + toAdd, max: max}});
obviously for a different use case but should help you sus out some of it
no idea about v10
What bug?
What I was saying before about the castData flags being set in the created effect
wouldn't the cast data be in the item macro though?
Anyways, now you can make it in an onUse macro | After Active Effects
args[0].spellLevel
Oh, so that flag isn't created, hence the bug?
That was what I was looking for. 🙂
The castData flag, right now, is being created ONLY when you use a DAE with a macro.CE on it. All other cases of how effects are being created, were left behind 😅
(some misalignment between the midiqol and DAE updates)
how do i set an aoe to ignore allies?
set the target to enemies
It seems the ItemMacro needs some sort of delay.
I think the effect "finishes" before the item is technically created.
Yeah that's what I thought
i can't do that because since it's an aoe i have to set target to be a cube or whatever aoe
If you have warpgate just add a await warpgate.wait(1500) and check if this does it
um
what spell?
doesn't special unflag allies/self?
isn't there something you can put in the description that midi searches for?
Special untargets only self
thunderclap
That is for the auto-fail friendly
oh, that's enough for the one i'm in, but not for all of them
thunderclap is not a template
thunderclap is all - creatures 5 ft
this is thunderclap unless you are homebrewing it:
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
your midi ranged targetting settings need to be right for ae ranged attacks
ooh, now it works, thanks
still, what if a player has careful spell or something like that?
Seems to be working decently well.
Downside is you have to click one time for each attack, but I think that workable for the moment.
No real way around it .
You have to choose one way or another. 🙂
I could potentially roll the damage on the first spell, then transform the summoned item to do that damage each time if I wan't to raw it. But rolling is fun.
Anyway, the possibilities of adding items through spell is pretty signigifant.
I wished there was a way to bypass this in select cases:
I'm sure there is, cause midi has it as an option to set
Maybe if there was a way to do dnd5e.documents.macro.rollItem("Magic Bolt") but fastforwaded.
yeap
You could just use the document link method if you show descriptions in your game
make the document link a macro that does a damage only workflow on the target
but descriptions is clientside so it'd be weird till you got your players on the same page as you settings wise
//For v10 only
Hooks.once("dnd5e.preUseItem", (item,config,options) =>{
console.log(item,config,options)
foundry.utils.setProperty(config,'consumeUsage',false)
foundry.utils.setProperty(config,'needsConfiguration',false)
})
You can pretty much set all these ```js
//V10 only
item.use({
createMeasuredTemplate: false,
consumeQuantity: false,
consumeRecharge: false,
consumeResource: false,
consumeSpellLevel: false,
consumeSpellSlot: false,
consumeUsage: false
}, { configureDialog: false });
Cool, so how would this be set on an individual item?
You put that as a onUse macro | before the item is rolled
Yeah that would be a ```js
foundry.utils.setProperty(options,'configureDialog ',false)
(I think at least, but the `'needsConfiguration',false` should take care of it? *need to check*)
wouldn't the snippet do all rolls going forward?
But the configuration false should do it.
nope its hook once
next roll as a preItemRoll hook
Hooks.once("dnd5e.preUseItem", (item,config,options) =>{
console.log(item,config,options)
foundry.utils.setProperty(config,'consumeUsage',true)
foundry.utils.setProperty(config,'needsConfiguration',false)
foundry.utils.setProperty(options,'configureDialog',false)
})
This seemed to work for me 🙂
Yeah that should do it for the time being.
At some point tposney might implement as workflowOptions, but even if he doesn't this does it (he suggested this method)
Yeah, really useful in some specific cases.
My Witch Bolter player is happier with the "dnd5e.preUseItem" hook
Oh, I think I got one of those, can you share the setup?
will do when I am back on PC
do you use the sequencer animation for witchbolt?
theres a pretty dope macro out there that keeps the animation going looping and stretches as both tokens move
I think its one of badgers warpgate macros
yeah have seen that, but I am using just an initial sequence tbh cause I was bored. I need to chain them true
Where are my royalties?
Idk adding those two lines of code, I'm not sure that's feasible
Lol now I remember that you've banned multiclassing
How does it even work anyway. It was made for Item Macro, not Midi, and to be embedded in the item that has the metamagic points. I didn't think Midi could stop the item from being used, doesn't that mess up the count?
I mean, you can just change the item uses in the item macro.
That, and because I wrote it at 4 am after having been up for more than 20 hours
So it expends a use, and you have to add that back or keep in mind all throughout?
// FONT OF MAGIC. Author @Zhell
// required modules: midi-qol
// number of points required to regain an nth level spell slot; {slot-level : point-cost}.
// midi changes to skip config dialog and not consume usage
Hooks.once("dnd5e.preUseItem", (item, config, options) => {
options.configureDialog = false;
return true;
});
Hooks.once("dnd5e.preItemUsageConsumption", (item, config, options) => {
config.consumeUsage = false;
return true;
});
// End of midi changes to macro
I do like the required modules: midi-qol right beneath @Zhell
lol
Yeah that fucking grinds my goat
Weird to me that Midi doesn't just have Item Macro's most basic feature but ok
tried using dndbeyond importer, but this one didn't import
Check your ddb importer settings.
You likely forgot to check the box that says create effects.
aaah i ignored the racial features checkbox because it started saying something about AC
Nope, still not showing up
Fiddling around more with spells.
Is there a way for me to affect a placed template? I'm looking to add Vision Limitation to a template placed by a spell.
You're on v10 right?
Could you screenshot your character import settings for that specific character?
specifically
the active effects tab
I gotta afk for a while, I'll tell you later, thanks for your help so far!
It should work
But you can just copy what I had in my screenshot from earlier
And adjust it to fit your needs
any additional setting for the duration screen?
If the duration it set on the feature, no
Should be like a minute
and target set to self
because right now what is does is every time it rolls for damage, it gets prompted to add this damage
there is no way of making it last just 1 hit, right?
Not without macros
it should only show up while that effect is active
if it's not doing that, you're effect is setup wrong
is there a way to set an active effect as the effect of something?
So it should be a feature you click
on the character features tab
then that feature should have a DAE setup like that
once the effect goes away, it should stop prompting
yeah, but the ideal situation is for it to be prompted once per turn every turn, and that's not that easy, right?
If you're in combat, that flag should only prompt you once per turn
(if you use it)
flags.midi-qol.optional.necroticshroud.count and each-round?
It seems that only effects for Radiant Soul as been implemented in ddb importer
oh hold on, shoud i write count1?
What is the workflow for if the target succeeded a saver or not?
something like args[0].isSaved
I now realize that Chris' original picture has each-round, that's not how that feature works, is it?
... is that even an argument? I don't see it in the doc
Extract from the Celestial Revelation (Radiant Soul) code to add effect:
effect.changes.push(
{
key: "data.attributes.movement.fly",
mode: 4,
value: "30",
priority: "20",
},
{
key: "flags.midi-qol.optional.radiantsoul.label",
mode: 0,
value: `${document.name} Bonus Damage`,
priority: "20",
},
{
key: "flags.midi-qol.optional.radiantsoul.count",
mode: 0,
value: "each-round",
priority: "20",
},
{
key: "flags.midi-qol.optional.radiantsoul.damage.all",
mode: 0,
value: document.name === "Celestial Revelation (Radiant Soul)" ? "+@prof[radiant]" : "+@details.level[radiant]",
priority: "20",
}
);
Didn't realize you were using the other one
i think my issue was testing out of combat, so it prompted every time because there were no rounds or turns
my screenshot was from the radiant soul
necrotic shroud creates an area fear effect when used, but that one wasn't hard to implement
All the Aasimar I can find says "on each of your turns", so that each-round still looks sus to me
Realistically all it means is that you can use it on your opportunity attacks, mind, so not a big deal
turns are not rounds
damned be the day i allowed them to use UA. Automating this one is easy till you get to the point where it heals that damage
round not turn
aaah that's why it's better each-round
I never allow ua in my campaigns
this one isn't as big of a deal. Their character is basically made to stack damage bonus and then smite
I would be surprised if turn is also not on each of the actor's turn, but I haven't tested it
Optional does not seem to support on your turn, only each-round (turn is the same) and each-turn, so the value nearest to the desired result is earch-round for now
ooff sounds like a min/max table
not sure what you are saying but each round is sorta closest to your turn
not really, they need a gzillion turns with bonus actions xD
This is macro territory unless midi made some advances that I'm unaware of
There's an example similar with the Longsword of Life Stealing in the example compendium
That’s what is was trying to say 😀
is there something that on-effect-expiry does something?
i'll check it out
Midi solution would be an item macro, you can also use effect macro
well, just a macro really on the midi front, does not need to be item
You should be able to adjust it to fit your needs.
I must have made my previous macro I just posted when I was tired
not sure why I'm checking for piercing resistance lol
I guess Midi doesn't output the damage calculation and it's something done on the receiving actor's side, since you're doing the dr/immunity work?
oh, thanks!
function checkTrait(type, trait) {
return args[0].hitTargets[0].actor.data.data.traits[type].value.indexOf(trait) > -1;
}
const lastArg = args[args.length - 1];
if (args[0].hitTargets.length > 0) {
let damage = Math.ceil(args[0].damageTotal / 2);
let hasResistance = checkTrait('dr', 'necrotic');
let hasImmunity = checkTrait('di', 'necrotic');
if (hasResistance === true) damage = Math.ceil(damage / 2);
if (hasImmunity != true && damage != 0) {
let tokenD = canvas.tokens.get(lastArg.tokenId);
await MidiQOL.applyTokenDamage([{damage: damage, type: 'healing' }], damage, new Set([tokenD]), null, null);
}
}```
There
oh, the necrotic xD
This one is a better reference
This is for v9, you'll need to convert a few small things to make it work for v10
I think just change data.data to system
anyway, now it works with pact magic. Now do me a solid and tell them to stop being lazy.
also, the damage line will need to be changed to not half it
issue is Baleful Scion buffs your next attack, it isn't an attack per se
idk if that changes the formula
oh
you'll need to do something else then
this was just something I had as an item macro for vampiric touch
Check the Branding Smite in MidiQOL sample items
That one can be the base for all lots of features that can be rolled and confer a bonus in the future (like next attack or whatever)
I don't think that matters much, just make it a feature instead, you presumably still target someone with it to do damage?
it adds to the damage roll
i'm fine with just healing that damage by hand
wait what's the feature?
some ua thing
Separate feature with an onUse macro. Either make it heal yourself and macro applydamage to target by the same amount, or the other way around.
Here @vast bane shares the Necrotic Shroud macro
They want it in the same calculation as the weapon attack it seems...
huh?
I don't think I even do that with my divine smites because of how much of a pita that is
do you want me to share the life transferrance macro I use?
Ah that one
my weird one that is backwards so it would work with AA better?
Just edited my above macro, I don't think it was even working right originally lol
That one, if still needed
My weird Life Transferrance spell that is not raw but works perfectly for my needs:
const {tokenId, damageTotal, itemCardId} = args[0];
const sourceToken = canvas.scene.tokens.get(tokenId);
const sourceActor = sourceToken.actor;
const necroDamageTotal = 0.5 * damageTotal;
const necroDamageRoll = await new Roll(`${necroDamageTotal}`).evaluate({async:true});
new MidiQOL.DamageOnlyWorkflow(sourceActor, sourceToken, necroDamageTotal, "necrotic", [sourceToken], necroDamageRoll, {flavor: "Life Transference", itemCardId});```
The actual spell is setup as a heal
so it does half the damage to the caster in the item macro
I dunno if this is what you were thinkin of or not
also this is v9, but I don't think anything changes in v10
I had my life transferrance changed to this cause I wanted my players to be able to setup their automated animations the normal way, if we did an item macro the effects would have to be sequencer macros and I didn't want that
You could probably just make it an onuse item macro in the effect.
That runs the world macro
If it just buffs the attack
you could also just make it an attack or whatever, and then after the fact right click and apply heal to self of the damage done
thanks you all for trying to help me
but i'm struggling to understand most of all of this
so i think i'm just gonna heal it afterwards
I'd just make it an independent free action item with charges. Have it deal damage to a target and then remember to right click and apply heal to self
Strange question for @vast bane. Lets say you attack as a GM a PC.
With your MidiQOL settings, on their client, how many cards appear regarding that attack?
100% macro and complication free, only semi automated
mines not an attack
life transferrance is a heal
i have allwayshp, i'll heal the damage afterwards
nonono I meant in general, not regarding this topic.
Bugbear attacks player. Player gets how many chatCards ?
because as you say, i prefer to be complication free xD
player should get 2 cards cause I rock that chaser card for players
but the DM doesn't see it
he makes it so the DM can't see that weird card
oh if the players taking the damage, the player gets the actual damage application card
if the layers doing damage to a bad guy, then the weird no button card chases
if the DM attacks a DM, normal methods
Alright! Just checking to see what checks I need to get where I need to go with different settings 😄
are you seeing both cards?
No worries, it's for something I am cooking up now
does it really matter to round? It doesn't seem to break the health:
I think tposney takes care of it, but I would floor it to be safe
This is what I was talking about for my workflow, player view vs dm view
Good Good
Array.from(workflow.hitTargets)[0].actor.effects.find(eff=>eff.label!=='GhulSlowed') - I'm trying to use activate condition to exclude an effect - So my Ghul will only try to slow someone who is not already slowed. For some reason === works but !== does not :/
What I ended up thinking last night, will test today.
This was the case on Spike Growth but the MrPrimate update to AA (which includes Kaelad’s changes and a few others) fixed that for me last night.
I'm having an issue that I think midi is causing. I force a save on a target, the game sends a chat message about the save but then waits about 30 seconds before automatically making the save roll. I had an issue like this yesterday where one of my actors has built in reactions but I've made sure that midi checks for reactions so that shouldn't be it
is there a player logged into the session?
what you described is normal behavior if your saves are set to chat message
if you do not want saves automated, turn them off in midi
no no I want them automated. I just was thinking there shouldn't be a 30 second delay between it saying the actor will make a save and then having them roll it
if you want it automated where you don't have to roll, then set them to auto
chat message imposes a manual response and then after the timeout an auto roll happens
You have time set in the last option, and chat message for your save options
I prefer to roll, cause auto is rarely right
let me try putting it on monks token bar. that is the only difference between yours and mine
do you have monk's token bar module?
what was your settings set to though?
if it was chat message, its not going to auto roll
neither will mtb
all 3 of those were set to none
so the way it goes is I cast frostbite, hit the damage button, it rolls damage, says it will roll the save, and then 30 seconds later actually rolls the save
thats cause you have a 30 second timer at the bottom
oh because I have the target as a player character token
if it was an npc it would roll automatically?
no, you need to set it to auto if you want it to roll automatically, but my point is you don't want auto
very often it will roll normal when it had disadvantage or advantage, unless you have a perfectly setup system, auto is not wise
ah i see ok
ok now I think it's set like you are suggesting. it prompts the save in the GM chat and then the save still needs to be manually done
probably because you don't have monk's token bar?
What’s that player view from?
Midi qol
Hmm what setting for that bottom box?
I already showed you mine, I don't fast forward, so I do not use auto, if you want them to auto rolll, pick auto in the drop downs
Ok I’ll scroll back up through to find your settings.
are you mistaking it for just critical?
that effect makes it so anyone who hits them crits
paralyzed is already automated you don't need to make it
wtf...is this wrong?:
Dfreds has paralyzed setup like this
critical range?
I think that is critical range in ft?
As in, grants critical if within x ft range, so 5 for melee?
OOOOOH I thought that was threshold
no... sadly it doesn't work if you're not checking automatycly if target was hit
Oskar install dfreds CE, your life will be alot easier
"
I'm not using that - cause in my games we like to do that manually
but If I check "Never" there - auto crits doesn't work
thats the cost of manual then, may want to consider using ready set roll instead, most of the flags won't work for you
Hmm, mine doesn't actually work with that even if fully fast forwarded.
Mines working
I'm trying active auras and Aura of protection is quite wonky
if you are on v10, the active auras is still very much in testing
report the bugs to primates git so it can get better
Anyone around who wants to try a v10 Fire Shield automated spell?
Needed: MidiQOL, DAE, DFreds CE, Effect Macro.
Import the attached Item, put it on a character sheet, roll it.
Should apply the normal DFreds Fire Shield Effect when first rolled and let you choose Fire or Cold resistance.
Then if someone hits you with a melee weapon or spell attack, it should roll 2d8 of appropriate damage and deal it back at them 🤞
(send me your MidiQOL settings if it doesn't work to check interactions)
What is causing the red thingies on this?
Custom CSS based on game.user.color
by the way - with new midi-qol, we can finally automate blocking regneration for Trolls or Vampires. Just add an effect to your fire spells (like "On Fire) and then give passive regeneration to your Troll with OverTime effect: turn=start, damageRoll=10, damageType=healing, condition=@attributes.hp.value > 0 && @attributes.hp.value < @attributes.hp.max && !effects.some(ef=>ef.label==="On Fire")
Indeed, but I would go the other way around. A feature on the Troll, that Hooks.on("updateActor") and adds a flag or an effect on it whenever Fire damage is dealt
My curiosity is peaked.
yeah, but then you need to do that for Vampires (radiant damage) and maybe others (in my games Lycantrophs are healing if not dealt silvered damage)
incorrect, advantage reminder now has that as part of the module
even better
Yeah you will do that once for each feature when you create it, instead of making all your weapons push an Effect on the target
Doesn't seem to work for me, no prompt and no effect added, just the "delete me to delete Fire Shield effect" one. I just exported for tposney so I can do it for you too :^) edit: no errors in console and nothing else pops up of notice
its built into the module Advantage Reminder for 5e. But you can't use fast forward in midi or you'll never see them
I'm not sure how to do that - especially when there is no "silvered damage" (but there is a silvered weapon porp)
Yeah you can check for that. I can cook something up later. Good idea!
Do you case as GM and is your player connected?
If you cast it on a PC
Damn all these different settings 😄
investigating
i'm checking my modules, and ATL is in v9
i used this thing (in raw) to install it
Oooh, this uses Effect Macro, whoopsie doopsie, don't have that enabled... >_>
I was wondering where all the magic was supposed to happen
ATL and Active auras are offered by Mr primate to test as they are just forks to be v10 compatible
however, if i press update right after installing that, i'm presented with this option
and if hit yes, it just gets stuck loading at 100%
you have a v9 module installed and bugged, I'd just delete the module folder and install primates manually
if you can make a v9 install, do so and grab midi srd's compendiums, will speed up alot of your creation of stuff in midi
Works now! What's with the dummy effect for deletion though, just curious?
@vast bane v10 MidiSRD : https://github.com/thatlonelybugbear/midi-srd/releases/download/10.0.1/module.json
But it doesn't point back to the original. Have to change that so as to be able to update automatically when the main is updated
the module you're seen in that screenshot is the result of manually instally primate's
did you have the v9 version already in your modules folder?
Delete that to get rid of the effect, if you don't let it die out of boredom duration expiration
i don't recall, no, but i'll check
Hi I am on v10,
Is it a module or core that prompts a player to use a reaction? The one that pops up in the centre of the screen.
It is working for me but not for a player. (Note I am logged in on a Chromium (not Chrome) browser when GM and Chrome as a player)
midi settings, you have to turn it on for players
Go to your Midi Settings => Workflow settings => Reactions Tab and check if you have them on for Player
but the players have to have reactions and they have to be the target
sometimes module hang like that, have you tried reinstalling?
uaualloy its just the really large ones that do that, but Mrprimates a very popular download target so he may just have alot of folks pulling from him atm
The reaction is appearing in Chat - "Sir Knight has a reaction and can use it" but no pop up.
Hi Bugbear, yeah it is checked.
uninstalled and tried to install with primate's link, same result
I bet you its that error again where the reaction prompt is bugging out
have the player look at their console
Have you already used a reaction during the round?
I am testing it myself on a Chrome window, no players about just yet to help me lol
navigate to modules/whatever the module is, and deelete the folder manually(atl is active token effects I believe)
Can you screnshot your Reaction settings?
I spoke a little too soon @violet meadow , the "reflect" damage does not seem to work, even if I try the full auto config.
[Detected 1 package: effectmacro]
at eval (eval at executeScripts (main.mjs:21), <anonymous>:18:73)
at Map.find (commons.js:3216)
at Object.eval [as fn] (eval at executeScripts (main.mjs:21), <anonymous>:18:33)```
what are your errors?
No, first reaction of the round. It is popping up in chat. But not in the middle of the screen.
I will take a look see.
I have seen this bug before
its a v10 issue, it will be a really weird handlebar error
ok checking
No errors, not even any warnings.
what is the reaction it claims you can do in the message?
Can you screenshot your Reaction tab settings as the GM?
It does not say specifically, I have tried with two different characters with two completely different reactions and in the chat it just says - Sir Knight is damaged by Pincer and can use a reaction.
show us your settings
OK I am using the MidiQOL Damage Card for auto damage application and you don't.
Need to check the message structure.
Do you have any other modules that change the displayed message or something?
OK and the reaction Item setup ?
check the box thats not checked
done that, installed https://raw.githubusercontent.com/MrPrimate/Active-Token-Lighting/main/module.json this again manually. Same result, i install v9