#MidiQOL

1 messages · Page 22 of 1

tranquil cloak
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In midi-Qol you can make it so that roll formulas are hidden, but con be revealed when clicked. Is there a way to d that with the descriptions?

violet meadow
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By descriptions you mean the footer of the chatCard?

tranquil cloak
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No I meant the text that goes alng witht the item/spell. I got it working though.

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you pointed me in the right direction

late fractal
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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?

violet meadow
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@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`?
violet meadow
#

For No1 on the Range of the Item's details tab, select Special in the last box. It should exclude the caster

late fractal
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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

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Yes that worked for #1, thanks!

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A few other very minor nice to have items, incase you know if there are quick wins:

  1. The Circle template has to be started/placed manually. Any way to automate it better?
  2. 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?
violet meadow
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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.

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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.

violet meadow
late fractal
violet meadow
late fractal
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"Auto remove placed template on spell expiry" is checked in workflow settings

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Link Actor Data is not checked

violet meadow
late fractal
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duration is set to special, let me try Instantaneous

violet meadow
# late fractal Link Actor Data is not checked

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

late fractal
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no change on Instantaneous

violet meadow
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is your game paused?

late fractal
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I understand the linking yeah, makes sense since the monsters are "templates"

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no not paused

violet meadow
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In combat?

late fractal
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yes in combat. i didnt start a new combat if that matters, i can try that real quick

violet meadow
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If the caster is in combat, it needs a turn change to delete it iirc

late fractal
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hmm so interesting result:

  • the template was removed, that worked
  • but the charm effect on a PC who failed the save was also removed 😦
violet meadow
late fractal
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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

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Its from the Dragons of Stormwreck Island module, not sure if that is a "stock" harpy ability but thats what I am going off

violet meadow
kind cape
violet meadow
river urchin
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when pressing multiple times the attack button, is it possible to go back to other results?

violet meadow
prime pasture
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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

late fractal
prime pasture
# violet meadow `@workflow.diceRoll === 10`

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.

violet meadow
prime pasture
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10.0.16

prime pasture
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this is on the item? (Mine is in french)

violet meadow
prime pasture
river urchin
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but i have no idea where to paste it

prime pasture
river urchin
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do i have to create any effect?

prime pasture
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Click the + sign on On Use Macro

violet meadow
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Its not an onUse Macro, but one that needs to be executed via DAE

violet meadow
prime pasture
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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

river urchin
violet meadow
violet meadow
violet meadow
river urchin
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without which part?

violet meadow
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Change Action Type: Saving Throw to None (blank it should be actually)

river urchin
violet meadow
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Edited to make more sense.
In the dropdown Action Type

prime pasture
#

thanks for the help T_T, that was awful

river urchin
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thanks

acoustic jasper
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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.?

molten solar
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There's a UI and a thousand tooltips

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The new release from an hour ago made them real explicit

acoustic jasper
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I'll give it a try, but I'm probably to stupid to learn without examples 😄

molten solar
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Example(s) on the module page 👍

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It's basically just "apply these bonuses to this" at the top "but only if" at the bottom with all the filters

acoustic jasper
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ok so this should work as an aura for my monster to boost his allies physical damage. But It's not working for me :/

violet meadow
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Make them Allied Targets, in regards to the source

acoustic jasper
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ok - thanks, most modules use baseline -1,0,1 disposition

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can I put my own effect (not condition) here to make something like Hex?

molten solar
molten solar
molten solar
violet meadow
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I didn't mean that it matters but the end result would be the PCs in this example!! 😁

molten solar
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Allied NPCs?

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and then there are the Neutral Disposition tokens, who have no enemies, but only allies (other Neutral disposition tokens)

acoustic jasper
molten solar
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Nah, status id, not effect id

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In you guys' case, copy whatever is in the mislabeled "force display on token"

acoustic jasper
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something like this?

molten solar
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I don't know, what am I looking at?

violet meadow
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It will be blank in this case

acoustic jasper
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ok so if it's blank - what should I enter for BAB to detect it?

molten solar
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"hexadoodle"

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"steve"

violet meadow
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Its a created effect in a macro @acoustic jasper ?

molten solar
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"mcmuffin the hexablaster"

violet meadow
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You can give it a flag for core statusId

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Do you need statusId or label too @molten solar ?

molten solar
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Doesn't matter how it's made. Everyone in this channel uses DAE, which exposes flags.core.statusId to the UI

molten solar
violet meadow
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Just as a fallback 🤔.
If not we need to change some macros around

molten solar
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No

violet meadow
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Is it the Hex macro for Midi?

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Actually which one ?

acoustic jasper
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Ok If I put something in "force display" then its working, but It's not a passive skill anymore then

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(if I want it to be passive ofc)

violet meadow
solid mountain
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Is there a way to apply condition immunity to frightened through a DAE? And make it work in midi.

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As in, make sure it doesn't get applied if the target has immunity

molten solar
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That's core. system.traits.ci.value | Add | fear (or 'frightened', I don't remember)

solid mountain
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Hmm, yeah, it adds the immunity.

violet meadow
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And midi will respect it

solid mountain
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But frigthened still gets applied.

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I might set up the "attack" wrong

molten solar
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Speaking of status ids

acoustic jasper
molten solar
solid mountain
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Well, mine is applied.

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I do use DF convenient effects if that matter.s

molten solar
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Ah

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CE's status ids are not the core system status ids...

solid mountain
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Ah, so it's based on ids. therefor it fails.

molten solar
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Status ids, not ids.

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Ah wait I'm thinking of something else

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CONFIG.DND5E.conditionTypes, not CONFIG.statusEffects

violet meadow
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Macro.ce or statusEffevt?

solid mountain
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It's applied thorugh DAE

molten solar
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What dnd5e version are you on?

solid mountain
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2.0.3

violet meadow
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Catching up later. Getting in my car

acoustic jasper
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well I checked now and I have the same thing - no matter how I use it (CUB or CE) it applies the effect

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strange :/

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it used to work as I recall

acoustic jasper
solid mountain
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It's added.

acoustic jasper
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active?

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in my case if I add manually to a target that has immunity the effect is added but its inactive

solid mountain
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Oh, actually inagive.

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Yeah, it is added but inactive if you add it manually.

acoustic jasper
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yeah sadly if we add it via DAE it goes active and It shouldn't

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maybe it's a bug

solid mountain
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Hm, now it worked, for some reason as inactive.

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Even when applied through the power.

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Odd.

acoustic jasper
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does your condition have a duration?

solid mountain
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Yes.

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Maybe adding that changed it

acoustic jasper
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wierd - I can't get the same result - in my case adding via power alwyas makes it active

solid mountain
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Well, it works now.

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as in, it's added, but inactive.

acoustic jasper
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nvm

river urchin
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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?

summer frost
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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?

summer frost
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....taking my question on a journey...

celest bluff
river urchin
celest bluff
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midi provides a workflow you can use to grab the user who executed the roll and the target(s)

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if you use item macro, you can access the workflow via args[0]

river urchin
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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

celest bluff
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yeah hexblade's full setup is a little complicated. I wrote one for 9 and 10.

river urchin
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oh, right, i saw you had something like that in your patreon

celest bluff
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yes, hexblade and hex

river urchin
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i'm considering it

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but first i want to see how far i can get without copying a whole macro

celest bluff
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if you want the quick version, you can just use dae and use a damagebonus macro

river urchin
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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

celest bluff
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you could look at hunters mark

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in the midi samples

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well the reason is why mine are crazy long is I go for rules as written

river urchin
celest bluff
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compendium under items

violet meadow
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@solid mountain and @acoustic jasper did the issue with the effects happen on unlinked tokens maybe?

acoustic jasper
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this maybe the case - I've checked on monsters. I'll se with linked

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yup - on a PC freightended always goes to inactive effects (if immunity is present)

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and on the NPC (unlinked) it ignores Immunity (but sometimes it didn't but I don't know how to reproduce)

violet meadow
acoustic jasper
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10.0.16/10.286

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so newest I think

violet meadow
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I guess DAE is 10.0.10 and Foundry 10.286?

acoustic jasper
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It's odd - If I try to add the effect via CE toolbar or CUB it goes to inactive no problem

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even on unliked

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unlinked

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however - If I add the freightened effect to (for example) weapon attack

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then there is a difference

violet meadow
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How do you add the effect on the weapon? By using the + in a new DAE or Effects with a macro.CE or statusEffect ?

acoustic jasper
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but I've tested other options

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same result

violet meadow
# acoustic jasper same result

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?

acoustic jasper
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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)

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and while active it should have been visible

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ok I found the difference

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one (working correctly) had the immunity added manually on a character sheet. The other had an effect that added same immunity

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that one is behaving incorrectly

violet meadow
acoustic jasper
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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

solid mountain
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Interesting, it's acting inconsistently with me too.

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Another question, unrelated I think.

Does this work with custom CE?

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I think it should, right?

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Looks like I'm getting the item effect instead of the CE one, causing them to stack when I don't want that.

violet meadow
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Yeah it should be working. Exactly same names for Item and the CE?

solid mountain
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Does it matter if it's active or passive? Does it just check name?

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First one is CE manually applied.

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Second one is from an attack that should apply the same effect.

violet meadow
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Go into the CE one and change it to Do not stack by name and try again

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Actually both of them 🤷

solid mountain
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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.

violet meadow
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I think its time for some issues to be created in MidiQOL 😅

solid mountain
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I just want to be super sure it's just not a user error (it usually is for me)

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when it comes to midi at least 🙂

violet meadow
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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.

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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 🤷

jagged cairn
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What do this modifiers mean?

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Msak, mwak, rsak, rwak

molten solar
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melee/ranged spell/weapon attack

jagged cairn
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Its there a DR for all damage except magical?

jagged cairn
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Tested all, includes magical

vast bane
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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

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nevermind

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dae auto complete ftw

jagged cairn
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Yeah happened the same to me xD

vast bane
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you can't just use 1 flag though

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wow yeah this is probably impossible to do

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it has to be weapon damage and it has to be nonmagical

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I think that flag will work for anytime you do piercing/bludg/slashing regardless of a weapon

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personally I just did all and called it a day for my heavy armor master

jagged cairn
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Yeah probably for the better, another question if you mind, what is the priority tab for exactly?

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For effect attributes that overwrite each other?

vast bane
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its for a situation that is so rare you can ignore it and never be bothered to set it

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I've only ever seen it come up with strange massive automation use case examples where multiple walking speeds were being applied

stable forge
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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?

molten solar
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Tried sunburst?

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or light.animation.type

stable forge
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...I was thinking that might be it but hoping it wasn't lol. I'm gonna try sunburst first and see

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Add > sunburst

stable forge
vast bane
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otherwise your gonna get light ranges of 6030?

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if anything has a previous light source that is

stable forge
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Okay, thank you for that

violet meadow
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@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... 😫

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Same for a non-cantrip one

jagged cairn
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How do you guys use the "expires if the character rolls succesful saving throw?" to remove the effect?

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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

violet meadow
vast bane
jagged cairn
vast bane
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also you can just copy a midi srd premade item, or a midi sample item if you don't do reading manuals well

jagged cairn
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Concentration doesnt go

vast bane
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it should with overtime 🤔

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are you setting it up right?

jagged cairn
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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

vast bane
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hold person is a premade you don't need to make that

jagged cairn
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turn=start,saveAbility=wis,saveDC=@attributes.spelldc,saveMagic=true,label=Inmovilizar Persona

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Im just messing around mostly to learn how all this works

vast bane
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I actually use hold person when I need to remember the format lol

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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).

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What is handling your auto concentration

jagged cairn
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Midi

vast bane
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are you sure 8)? Do you have cub installed?

jagged cairn
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Nope

vast bane
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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.

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Its also fast forwarding disadvantage hmmmm

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man midi settings like to go corrupt, and theres no restore to defaults

vast bane
# jagged cairn Nope

fwiw I believe that midi can't stop concentration that way, however if you stop concentrating, the ae is removed from the enemy

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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

molten solar
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Now that is what I call straying from core behavior.

vast bane
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normally sticky keys fires, I dunno why that didn't warn me

molten solar
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Pretty sure that's on Shift

celest bluff
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Could have the overtime fire a macro and filter it so it only runs when successful save, then have it remove concentrating

vast bane
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cleaned my keyboard and I'm still rolling always advantage....plugged in another keyboard, still rolling always advantage

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find the culprit all modules off, always advantage

violet meadow
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Upgrade to v10 only option

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World scripts off?

vast bane
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I have no world scripts, well I do but they are in worldscripter

violet meadow
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Did you bind ALT (if you use that for adv) to your mouse 1 by any chance?? 🧠

vast bane
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in configure settigns I only see alt set for advantage, both alts

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controls settings

violet meadow
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I meant PC system Wide

vast bane
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oh I don't have fancy software like that

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only thing I can think of is to restore to saturday afternoon, losing multiple days of work

gilded yacht
violet meadow
vast bane
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Yeah, I think my foundry install is corrupt

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seperate player is trying to roll, its always advantage

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its like our alt keys are stuck down but they aren't

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only thing active now is system and foundry

violet meadow
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If you give disadvantage does it roll 1d20?

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No matter what target, what roll, what scene?

vast bane
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there is no popout

violet meadow
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Give it with a keybind

vast bane
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fully rebooted the server waiting for it to come up

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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?

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with midi enabled, it would even do it when I held down the T key to disable it

molten solar
vast bane
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do modules somehow leave things active when disabled?

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I'm not even using items, I'm making a saving through via the vanilla sheet

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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

marsh crescent
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I have seen that happen, but after I cleared the browser cache it fixed the issue.

vast bane
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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

vast bane
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servers rebootin we'll see if something odd was going on

molten solar
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there is one.

gilded yacht
vast bane
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ok so rebooted and everything seems to be normal but I'm rolling whispered and my drop down is set to public?

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Also mtb doesn't say if things are a success or not?

molten solar
vast bane
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yeah, once the roll was no longer advantage I flipped everything back on

molten solar
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Can you show me the UI of an ActiveEffect

vast bane
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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

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Somehow it got changed to Save - All see result only, and I guess that is not compatible with MTB

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lol MTB setting flipped somehow also

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probably happened when I was finding the culprit and was using MTB to make the saves quickly testing

violet meadow
molten solar
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There is. It's in the header.

violet meadow
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It ... would ... have ... been ... prettier 😛

molten solar
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No thanks. I've seen some of the "high automation" AE UIs and they make me want to run away screaming

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I'm good with just a header button, a dropdown from EM, and a few checkboxes from ET. 😄

acoustic jasper
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btw. is it possible to make BAB aura to appear on other targets, not just the "aura giver"?

molten solar
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'appear'?

violet meadow
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icon

acoustic jasper
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on tokens

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icon

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yes

scarlet gale
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Speaking of ET, when you pushing that new update with the no animation fix?

vast bane
acoustic jasper
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so you can know with 1 look that someone is within aura range

molten solar
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babonus does sync behavior only. The creation of AEs is async.

vast bane
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did primate combine the 3 sources of active auras work yet?

molten solar
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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

acoustic jasper
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oh

molten solar
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(which coincidentally is why it is 100% safe to have enabled out of combat)

acoustic jasper
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yeah i guess it's better this way - I just wish there was any kind of visual indicator

vast bane
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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

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though I turned off the animations

molten solar
vast bane
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I think flavor is a bad thing in midi unless its matching midi's damage setup

molten solar
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100% not my problem lmao

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Far as I am concerned flavor does nothing. Because it does nothing.

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I guess don't tag the bonuses as "necrotic" 🤷

scarlet gale
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Didn't v10 of midi change that anyway?

vast bane
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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?

stoic seal
#

I saw that there was an update to have Babonus be used on templates?

molten solar
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Correct.

vast bane
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Either way I'm gonna stick with Active Auras, better midi support

molten solar
vast bane
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I mean even when I update

stoic seal
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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?

scarlet gale
#

You do you

molten solar
vast bane
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can it apply flags too?

vast bane
#

I thought they were talking about template macro

molten solar
#

They would work nicely together. 🙂

#

Template Macro can do whatever you like. Sync or async.

scarlet gale
#

Template macro can pretty easily place an effect on those inside

molten solar
#

Suspiciously easy, in fact.

vast bane
#

is there a function for it with mobile things like an aura?

scarlet gale
#

beyond the scope for template macros

#

BUT

vast bane
#

or a beholders cone

scarlet gale
#

You could attach the template to a token with token attacher

violet meadow
#

Oh I am playing around with some stuff... hihihi

#

Now I almost have my Fire Shield working without Warpgate and Active Auras 😄

vast bane
#

I really wanna see the magic people can come up with the new midi feature

violet meadow
#

(different concept though, not BaB and templates macro)

vast bane
#

is it really drag and drop into the effect value field?

violet meadow
#

yeah

vast bane
#

like I can just drag an item over to it?

#

that is nuts

#

thats the useability I look for in a module right thar

violet meadow
#

do you want a video? It just links the Item.Uuid

scarlet gale
#

warpgate still has its uses for when you want to modify the item / feature however.

vast bane
#

what happens to the item when you lose the ae?

violet meadow
#

puff

scarlet gale
#

poof

vast bane
#

that is frikkin awesome

violet meadow
#

Maybe one day?

vast bane
#

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?

violet meadow
#

Almost there. I can make it work but not in a nice way

vast bane
#

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?

violet meadow
#

There is an issue in the midi git as a future milestone

vast bane
#

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

violet meadow
#

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.

vast bane
#

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

molten solar
#

'again'?

steel apex
#

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.

violet meadow
coarse mesa
#

That's gonna be necessary for when Bardic Inspiration becomes a reaction in 2024 👀

spice kraken
#

I just have the disadvantage part automated and tell the player to remember, target, and roll the feature

celest bluff
#

it's possible to do reaction but you'd need a world script to do it

vast bane
#

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

river urchin
#

is this the way to indicate the type of damage?

violet meadow
#

Also you need to add a plus sign when using ADD.
+@prof[necrotic]

river urchin
#

if i do this it will clear the effect after damage is done and apply it again every turn?

vast bane
vast bane
#

If its once on your turn, you could just make it a charged item that recharges on 1

river urchin
vast bane
#

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

vast bane
#

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

river urchin
#

i've got 2 paladins and they are terrible to automate

river urchin
scarlet gale
#

Just have the feature be a toggle on

#

The player clicks it before their attack

#

Then it goes away after the attack

vast bane
#

its once per turn

scarlet gale
#

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

vast bane
#

Does Symbuls replace the recharge feature of dnd5e helpers?

short aurora
#

Simbul's Creature Aide has the automatic recharge of dnd5e helpers, yeah.

vast bane
#

I'd put the feature on a recharge 1 to remind the player to activate it each turn, have it expire as Chris says

short aurora
# river urchin none, unless the effect i posted above counts as the macro

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?

vast bane
#

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

scarlet gale
#

yea

#

Could have an effect macro that just turns it on at the start of the turn

vast bane
#

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

scarlet gale
#

Simplest way without writing a macro is to just have the player click the feature before attacking, anything else requires a more involved setup.

vast bane
#

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

scarlet gale
#

that too

short aurora
#

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.

violet meadow
#

I would go for an optional bonus flag

vast bane
#

advantage reminder message works too

river urchin
vast bane
#

if you don't fast forward

violet meadow
#

Because the each round would do nothing without a maxro

vast bane
#

if your players forget alot, don't fast forward and install advantage reminder lol

short aurora
#

bugbear's on the money, I think that's the cleanest solution too, handles how much it can be used each turn and everything

violet meadow
scarlet gale
#

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.

river urchin
scarlet gale
vast bane
#

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

river urchin
#

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)

scarlet gale
#

Should just need to swap the damage type in the brackets

#

It's already using the correct modifier, your proficiency bonus for damage.

short aurora
#

You can change that field to change what's in the chat message when applied

#

That seems to be all it is

river urchin
scarlet gale
violet meadow
short aurora
#

... I really should have made sneak attack an optional flag back when my rogue was still alive

scarlet gale
#

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.

scarlet gale
violet meadow
#

It's really robust indeed.

#

And the swashbuckling ability too

vast bane
scarlet gale
#

oh cool

#

Time to check if the he fixed the doubled up effects.

vast bane
#

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

vast bane
#

yes

river urchin
#

😮

violet meadow
#

Active Auras is sketchy

vast bane
#

they also allow the midi srd premades to work in v10 mostly

#

v10 automation is sketchy in general lol

scarlet gale
#

nah

#

v10 automation is great

#

I love all the new modules that are v10 only

vast bane
#

it'd be greater with active auras and ate finally in it 😉

violet meadow
#

I am not sure about Mr. Primate's version, but with Kaelad's one at least

vast bane
#

lights with ae's is pretty important I feel

scarlet gale
#

Going to give it a test

#

I see a ton of fixes for template auras in the github commits

violet meadow
#

Yeah they were working on that yesterday so 🤷

vast bane
#

I have so many premade stuff using active auras. I'll stick with whatever version exists

scarlet gale
#

My only hate for AA was the doubled up effects

#

If this version doesn't have that bug, I'll be happy.

vast bane
#

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

scarlet gale
#

That didn't always work for me

vast bane
#

you can also just delete the second one

solid mountain
#

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.

scarlet gale
#

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

vast bane
scarlet gale
#

because reasons

scarlet gale
#

Didn't ASE just recently update?

vast bane
#

magic missile raw is one roll, then you go to each target and apply the damage to them

scarlet gale
#

oh Im just crazy

solid mountain
#

I'm fine with the one roll parts, it's more about giving the player a way to choose what missile go where

vast bane
#

then again that new drag and drop feature has potential if you allow rolls for seperate targets

solid mountain
#

"Three missiles on that guys, and two on that guy..."

violet meadow
#

There are/were a couple of macros at least dealing with Magic Missiles

solid mountain
#

Yeah, I've seen plenty of macros for it, but none for v10 that I know of (could be wrong, hard to find).

scarlet gale
#

Would be interesting to have it drop a feature on the actor with a number of charges.

solid mountain
vast bane
#

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

scarlet gale
#

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

vast bane
#

do they stay in favorites even when they poof?

scarlet gale
#

Nah

#

it's just a flag on the item

short aurora
vast bane
#

I can't use tidy cause my table has to vote on all changes that mess with the ability to play

scarlet gale
#

That's so strange to me lol

#

my group just lets the DM dictate the technical stuff

#

aka me

vast bane
scarlet gale
#

90% of macros are just changing data.data to system

short aurora
scarlet gale
#

Or removing data

#

that's it

short aurora
#

Just look at #macro-polo and have a look at how many times it really is just that

vast bane
#

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

scarlet gale
#

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.

vast bane
#

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

solid mountain
#

I feel like an idiot, can't find the documentation for the new add item feature.

vast bane
#

its v10 only, and in the newest patch notes

scarlet gale
#

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.

vast bane
#

I'm sure it'll be fine by thanksgiving weekend

solid mountain
short aurora
# solid mountain I feel like an idiot, can't find the documentation for the new add item feature.

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.```
vast bane
#

Which one of you guys is making the v10 midi srd 8)

scarlet gale
#

I don't think I've ever used anything out of the midi srd lol

river urchin
#

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

vast bane
river urchin
vast bane
#

delete the midi srd folder

#

NOT midiqol

river urchin
#

yeah xD

solid mountain
vast bane
solid mountain
#

DAE: 10.0.10
Midi: 10.0.16

#

I feeeel like it's more me doing it wrong.

vast bane
#

I don't think both of those need to be done

coarse mesa
#

@molten solar your Font of Magic is blowing up! It’s now part of DDB Importer. If only it handled pact slots 😑

solid mountain
vast bane
#

the checkboxes

solid mountain
#

Ah, alright. Thanks.

vast bane
#

if its a self/self spell, then no checkboxes are needed

#

thats for when you roll a target spell, that also buffs self

solid mountain
#

Hmm, my effect ends up in "unavailable effects" I wonder if that has something to do with it.

vast bane
#

is it an attune item or equippable?

solid mountain
#

A spell.

vast bane
#

don't edit owned items also fyi

#

where is the item that its suppose to be creating

solid mountain
#

Yeah, i found out what I did wrong.

#

I edited the item on the actor out of habit.

vast bane
#

A tale as old as time

solid mountain
#

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.

vast bane
#

take the previous args item level and apply it with warpgate to the new item?

scarlet gale
#

It's likely you could have the item macro do that

vast bane
#

have it apply after effects yeah

scarlet gale
#

No need to warpgate the item when you can just update the item since it runs after the effect being applied.

vast bane
#

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

scarlet gale
#

I have a folder in my item directory just for items I use to warpgate onto actors.

vast bane
#

does it not take compendium items?

scarlet gale
#

It does

#

But doesn't mean you have to

#

¯_(ツ)_/¯

violet meadow
#

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

scarlet gale
#

Item macros from midi can already be selected for when you want them to run.

#

In this instance, after the effect creation.

vast bane
#

also can't you use item.level in item macros

solid mountain
#

Yeah, but I need to find the level the spell was cast at.

vast bane
#

yeah I'm pretty sure you can use @item.level

violet meadow
scarlet gale
#

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

vast bane
#

oh did they already implement that, that was my idea 8)

violet meadow
#

With the latest versions, effects created will have on them a flags['midi-qol'].castData

scarlet gale
#

So yea, plenty of ways to get the needed info

solid mountain
#

a bit confused by all the tips

vast bane
#

but how to apply it in the act of using it

violet meadow
#

Not in the act, but upon creation

#

Either Effect Macro, or Item (macro) on use After Active Effects as Chris said, updating the Item

scarlet gale
#

Effect creates the item, macro ninja edits it to whatever you want

#

such as adding a set number of uses

solid mountain
#

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?

vast bane
#

I'm more concerned with finding the timing to apply it

#

item macro has it built in

solid mountain
#

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)

violet meadow
#

You will have to wait for tposney to fix a small bug probably 😄

vast bane
#

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

violet meadow
vast bane
#

wouldn't the cast data be in the item macro though?

violet meadow
#

Anyways, now you can make it in an onUse macro | After Active Effects

#

args[0].spellLevel

solid mountain
solid mountain
violet meadow
#

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)

river urchin
#

how do i set an aoe to ignore allies?

vast bane
solid mountain
#

It seems the ItemMacro needs some sort of delay.

#

I think the effect "finishes" before the item is technically created.

violet meadow
#

Yeah that's what I thought

river urchin
violet meadow
#

If you have warpgate just add a await warpgate.wait(1500) and check if this does it

vast bane
#

what spell?

#

doesn't special unflag allies/self?

violet meadow
#

If its a sculpt spell ability or careful spell

vast bane
#

isn't there something you can put in the description that midi searches for?

violet meadow
river urchin
violet meadow
river urchin
vast bane
#

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

river urchin
#

ooh, now it works, thanks

#

still, what if a player has careful spell or something like that?

solid mountain
#

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.

solid mountain
#

I wished there was a way to bypass this in select cases:

vast bane
#

I'm sure there is, cause midi has it as an option to set

solid mountain
#

Maybe if there was a way to do dnd5e.documents.macro.rollItem("Magic Bolt") but fastforwaded.

violet meadow
#

yeap

vast bane
#

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

violet meadow
#
//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 });

solid mountain
#

Cool, so how would this be set on an individual item?

violet meadow
#

You put that as a onUse macro | before the item is rolled

scarlet gale
#

Set configureDialog to false

#

to not have that pop-up

#

item.roll({event})

violet meadow
#

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*)
vast bane
#

wouldn't the snippet do all rolls going forward?

violet meadow
#

But the configuration false should do it.

violet meadow
#

next roll as a preItemRoll hook

solid mountain
#
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 🙂

violet meadow
#

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)

solid mountain
#

Yeah, really useful in some specific cases.

violet meadow
#

My Witch Bolter player is happier with the "dnd5e.preUseItem" hook

short aurora
violet meadow
vast bane
#

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

violet meadow
#

yeah have seen that, but I am using just an initial sequence tbh cause I was bored. I need to chain them true

violet meadow
#

I send you some 💸

#

Pact slots, why not?

molten solar
#

Idk adding those two lines of code, I'm not sure that's feasible

violet meadow
#

Lol now I remember that you've banned multiclassing

molten solar
#

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?

scarlet gale
#

I mean, you can just change the item uses in the item macro.

molten solar
molten solar
violet meadow
# molten solar How does it even work anyway. It was made for Item Macro, not Midi, and to be em...
// 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

scarlet gale
#

lol

molten solar
#

Yeah that fucking grinds my goat

#

Weird to me that Midi doesn't just have Item Macro's most basic feature but ok

river urchin
scarlet gale
#

Check your ddb importer settings.

#

You likely forgot to check the box that says create effects.

river urchin
#

aaah i ignored the racial features checkbox because it started saying something about AC

river urchin
solid mountain
#

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.

scarlet gale
#

You're on v10 right?

river urchin
#

Effects are being created for almost anything else

#

Yep, v10

scarlet gale
#

Could you screenshot your character import settings for that specific character?

#

specifically

#

the active effects tab

river urchin
scarlet gale
#

It should work

#

But you can just copy what I had in my screenshot from earlier

#

And adjust it to fit your needs

river urchin
scarlet gale
#

If the duration it set on the feature, no

#

Should be like a minute

#

and target set to self

river urchin
#

because right now what is does is every time it rolls for damage, it gets prompted to add this damage

scarlet gale
#

yea

#

that's just how that works

river urchin
#

there is no way of making it last just 1 hit, right?

scarlet gale
#

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

river urchin
#

is there a way to set an active effect as the effect of something?

scarlet gale
#

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

river urchin
short aurora
#

If you're in combat, that flag should only prompt you once per turn

#

(if you use it)

river urchin
#

flags.midi-qol.optional.necroticshroud.count and each-round?

sudden crane
river urchin
#

oh hold on, shoud i write count1?

solid mountain
#

What is the workflow for if the target succeeded a saver or not?

something like args[0].isSaved

short aurora
#

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

sudden crane
#

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",
      }
    );
scarlet gale
#

Didn't realize you were using the other one

river urchin
scarlet gale
#

my screenshot was from the radiant soul

river urchin
#

necrotic shroud creates an area fear effect when used, but that one wasn't hard to implement

short aurora
#

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

vast bane
#

turns are not rounds

river urchin
#

yeah, I'm not that worried abot that one

#

but i wrote each-turn just in case

vast bane
#

it shouldn't be each turn, its once on your turn isn't it?

#

once on each of your turns

river urchin
#

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

vast bane
#

round not turn

river urchin
vast bane
#

I never allow ua in my campaigns

river urchin
short aurora
#

I would be surprised if turn is also not on each of the actor's turn, but I haven't tested it

sudden crane
vast bane
#

ooff sounds like a min/max table

vast bane
river urchin
short aurora
#

There's an example similar with the Longsword of Life Stealing in the example compendium

sudden crane
river urchin
#

is there something that on-effect-expiry does something?

short aurora
#

well, just a macro really on the midi front, does not need to be item

scarlet gale
#

You should be able to adjust it to fit your needs.

solid mountain
#

Is there a way to target all creatures except self in midiqol?

#

In a radius

short aurora
#

Special

#

Third range box put Special, I believe

solid mountain
#

Target Creature, Range Special.

#

I see, thanks!

scarlet gale
#

I must have made my previous macro I just posted when I was tired

#

not sure why I'm checking for piercing resistance lol

short aurora
#

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?

scarlet gale
#

yea

#

but I should be checking for necrotic resistance lol

river urchin
#

oh, thanks!

scarlet gale
#
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

river urchin
#

oh, the necrotic xD

scarlet gale
#

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

molten solar
scarlet gale
#

also, the damage line will need to be changed to not half it

river urchin
#

idk if that changes the formula

scarlet gale
#

oh

river urchin
#

and you can use it after you know you've hit

#

like a smite

scarlet gale
#

you'll need to do something else then

#

this was just something I had as an item macro for vampiric touch

violet meadow
#

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)

short aurora
river urchin
#

i'm fine with just healing that damage by hand

violet meadow
#

wait what's the feature?

vast bane
#

some ua thing

violet meadow
short aurora
#

They want it in the same calculation as the weapon attack it seems...

vast bane
#

huh?

short aurora
#

I don't think I even do that with my divine smites because of how much of a pita that is

vast bane
#

do you want me to share the life transferrance macro I use?

violet meadow
vast bane
#

my weird one that is backwards so it would work with AA better?

scarlet gale
#

Just edited my above macro, I don't think it was even working right originally lol

violet meadow
vast bane
#

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

scarlet gale
#

You could probably just make it an onuse item macro in the effect.

#

That runs the world macro

#

If it just buffs the attack

vast bane
#

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

river urchin
#

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

vast bane
#

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

violet meadow
#

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?

vast bane
#

100% macro and complication free, only semi automated

vast bane
#

life transferrance is a heal

river urchin
violet meadow
river urchin
#

because as you say, i prefer to be complication free xD

vast bane
#

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

violet meadow
#

Alright! Just checking to see what checks I need to get where I need to go with different settings 😄

vast bane
#

are you seeing both cards?

violet meadow
#

No worries, it's for something I am cooking up now

vast bane
#

does it really matter to round? It doesn't seem to break the health:

violet meadow
#

I think tposney takes care of it, but I would floor it to be safe

vast bane
#

This is what I was talking about for my workflow, player view vs dm view

violet meadow
#

Good Good

acoustic jasper
#

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 :/

steel apex
steel apex
pulsar apex
#

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

vast bane
pulsar apex
#

just me

#

this is the chat though

vast bane
#

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

pulsar apex
#

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

vast bane
#

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

pulsar apex
#

let me try putting it on monks token bar. that is the only difference between yours and mine

vast bane
#

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

pulsar apex
#

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

vast bane
#

thats cause you have a 30 second timer at the bottom

pulsar apex
#

oh because I have the target as a player character token

#

if it was an npc it would roll automatically?

vast bane
#

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

pulsar apex
#

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

vast bane
#

probably because you don't have monk's token bar?

steel apex
vast bane
steel apex
#

Hmm what setting for that bottom box?

vast bane
steel apex
#

Ok I’ll scroll back up through to find your settings.

acoustic jasper
#

does flags.midi-qol.grants.critical works?

#

It doesn't for me

vast bane
#

that effect makes it so anyone who hits them crits

acoustic jasper
#

yes

#

for paralyzed

#

but it doesn't work

vast bane
#

paralyzed is already automated you don't need to make it

#

wtf...is this wrong?:

Dfreds has paralyzed setup like this

#

critical range?

short aurora
#

I think that is critical range in ft?

#

As in, grants critical if within x ft range, so 5 for melee?

vast bane
#

OOOOOH I thought that was threshold

acoustic jasper
#

no... sadly it doesn't work if you're not checking automatycly if target was hit

vast bane
#

Oskar install dfreds CE, your life will be alot easier

acoustic jasper
#

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

vast bane
short aurora
#

Hmm, mine doesn't actually work with that even if fully fast forwarded.

vast bane
#

Mines working

river urchin
#

I'm trying active auras and Aura of protection is quite wonky

vast bane
#

report the bugs to primates git so it can get better

violet meadow
#

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)

solid mountain
violet meadow
#

Custom CSS based on game.user.color

acoustic jasper
#

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")

violet meadow
solid mountain
acoustic jasper
vast bane
violet meadow
#

even better

violet meadow
short aurora
vast bane
acoustic jasper
#

I'm not sure how to do that - especially when there is no "silvered damage" (but there is a silvered weapon porp)

violet meadow
#

Yeah you can check for that. I can cook something up later. Good idea!

violet meadow
#

If you cast it on a PC

short aurora
#

I just tested as a GM on a pc, uno momento

#

Seemingly no difference

violet meadow
#

Damn all these different settings 😄
investigating

river urchin
#

i used this thing (in raw) to install it

short aurora
#

I was wondering where all the magic was supposed to happen

vast bane
#

ATL and Active auras are offered by Mr primate to test as they are just forks to be v10 compatible

river urchin
#

and if hit yes, it just gets stuck loading at 100%

vast bane
#

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

short aurora
#

Works now! What's with the dummy effect for deletion though, just curious?

violet meadow
#

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

river urchin
vast bane
#

did you have the v9 version already in your modules folder?

violet meadow
river urchin
narrow saddle
#

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)

vast bane
#

midi settings, you have to turn it on for players

violet meadow
vast bane
#

but the players have to have reactions and they have to be the target

vast bane
#

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

narrow saddle
#

The reaction is appearing in Chat - "Sir Knight has a reaction and can use it" but no pop up.

narrow saddle
river urchin
vast bane
#

I bet you its that error again where the reaction prompt is bugging out

#

have the player look at their console

violet meadow
narrow saddle
vast bane
violet meadow
#

Can you screnshot your Reaction settings?

short aurora
#

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)```
narrow saddle
narrow saddle
vast bane
#

I have seen this bug before

#

its a v10 issue, it will be a really weird handlebar error

vast bane
#

a server restart fixes it

#

we need to get a moderator to pin the 3 forks ;p

narrow saddle
vast bane
#

what is the reaction it claims you can do in the message?

violet meadow
narrow saddle
#

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.

vast bane
#

show us your settings

narrow saddle
violet meadow
violet meadow
vast bane