#MidiQOL

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dark canopy
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AA is sitting under all of that adding time

molten solar
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TM is in fact pretty lightweight in comparison. It doesn't update multiple actors every time you move

dark canopy
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but you do it, its demonstrably a heavy DB updating module

dark canopy
vast bane
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I just want a sheet that puts the biography, or a lil description field below special traits/onuse macros on the front of npc sheets

molten solar
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AA adds/deletes effects all the time, right?

dark canopy
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and scans on move

molten solar
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You could
but do not.

vast bane
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I hate having to have my roleplay notes in weird places instead of at a glance on the sheet

dark canopy
violet meadow
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Hey I just wanted to try. Not that I will put it in a production world ๐Ÿ˜„

vast bane
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what do you guys do for your voice/rp details of npcs?

molten solar
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Practice an accent in the shower.

violet meadow
vast bane
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no I mean for reference guide

dark canopy
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map pins or bio

vast bane
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like in person I use index cards, here, I go to the bio tab

molten solar
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Got a quick-reference document in another window

violet meadow
molten solar
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Yeah; it can use all my modules for example.

vast bane
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I wonder what the stats are for this sub channel vs the other main channels lol

molten solar
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40% warpgate, 50% zhell, 10% "how do I show my item's description"

vast bane
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while considering this is really a quarentine channel if anything

coarse mesa
vast bane
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my one gripe is that you can't search JUST in #1010273821401555087 , you have to search the whole of dnd5e

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unless theres an option I'm missing in the search field

pallid light
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Anyone know of a way to make Spirit Guardians work as intended? Ie not target allies, save prompts at enemy turns and that's also when damage would actually go off.

vast bane
pallid light
violet meadow
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MidiQOL sample Items compendium

pallid light
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I think I'm installing it wrong... I've downloaded the latest release, put it into a folder called active-auras, and then restarted foundry, but it won't add to the list. Do I install Kandashi's version and then overrwrite what is there with this fork?

violet meadow
pallid light
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Weird, I did that and it said there was no manifest. Tried it again when you pasted it, still didn't work, then tried it again and it worked

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third time's a char,

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charm*

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ty

vast bane
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for me I have to use the raw links

pallid light
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Okay great it's working. Now that I know that item tab exists I am playing with it. Aura of Protection seems to work, but for some reason whenever it falls off it throws a missing key error (though it is applying and falling off properly) any way to suppress the error?

vast bane
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do you mean the embedded document error thing

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I see it all the time when outside combat

violet meadow
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It will keep happening every now and then. As we were discussing earlier, so many database interactions with AA that is bound to get de-synced at points

vast bane
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its kinda why they suggest not to use outside combat

pallid light
violet meadow
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Reload to get rid of it

pallid light
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Okay so it is a "just happens and live with it" thing.

vast bane
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oh is that a v10 problem? in v9 I just let it fade,

pallid light
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it fades

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Was just wondering if I could get rid of it altogether

violet meadow
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It will keep harassing you that the key does not exist

vast bane
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use babonus version of aura

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you will see it alot less often if you turn off movement animation ๐Ÿง 

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I think its caused by movement while many clients are connected maybe?

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or a slow host?

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I don't even see that problem anymore I don't think

pallid light
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i used bab, still happened and it actually double applied the aura to one of the tokens

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probably slow host, using a small vps

vast bane
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it seems like it just never has to calculate the inbetween squares when movement is skipped

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I think you had both on by accident if you had bab going?

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bab doesn't show visual references does it bugbear?

pallid light
violet meadow
vast bane
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yeah you have turned on both ways by accident

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thats probably gonna be crazy lag

dark canopy
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(again, babonus has no runtime cost)

vast bane
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bab is the alternative to active auras, not meant to be used with it

pallid light
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ah

vast bane
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but I think bab doesn't have a visual reference

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if you use active auras for the visual referenc,e you might as well just use active auras only then lol

violet meadow
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You mean to create an icon on affected tokens?

vast bane
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yeah

violet meadow
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Yeah that is a db transaction right there ๐Ÿ˜„

vast bane
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its the main reason why I'll probably still use active auras, but mostly also cause I'll strive to trim modules and active auras+midi+midi srd is just simpler for a bloke like me than rebuilding everything again in bab/effect macro

violet meadow
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I would create an "aura" with the Token Auras module to indicate radius

molten solar
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They are two entirely different modules.

violet meadow
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True. Different cases. Both usable and unique in their own way

vast bane
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I'm sure there are ways to use them differently but in his specific case, it defeated the purpose and caused problems

violet meadow
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With a bit of overlap in specific usecases

pallid light
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I can live with the fading out, just seeing if there was an easy way to make it say goodbye permanently

violet meadow
pallid light
molten solar
vast bane
violet meadow
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โ˜ฎ๏ธ and ๐ŸŽฒ

vast bane
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my point is that he didn't scroll up to see what we were talking about, he took my comment out of context.

vague relic
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Heyo, need a little help figuring out how to do a life steal effect. I'm basically modeling it off of the Longsword of Life Stealing from the MidiQOL sample compendium, but that sample item isn't working, and I'm not sure why. Basically the attack uses the Other damage field to deal necrotic, and then heals the source actor for the necrotic damage dealt (as well as increases resources.primary.value by 1 (or 3 if it reduces a humanoid target to 0 hit points) but i can live with doing that manually). Item description posted below for reference

violet meadow
vague relic
vast bane
violet meadow
vague relic
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I'm still having a hard time understanding ๐Ÿ˜… , this is how i have it setup so far

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as it is, it isn't applying the healing

undone sorrel
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Is the "GM Inspiration" feature included in the Midi Sample Items compendium working?

To be clear when I say working, I mean does it prompt the user to choose whether to use their gm inspiration on a roll, like bardic inspiration does?

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It also seems to have an item macro set up to delete the item from your sheet and I'm not sure why

vast bane
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yeah its right there in the first meaty item macro line

undone steppe
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hey guys, I'm trying to create a macro for the blood hunter class where you can choose a weapon, and after it's chosen the weapon deals extra damage until the buff on the player expires. the midi magic weapon macro used to work, but in v10 it seems it doesn't. is there a new way to do this? thanks in advance

vast bane
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gotta trim off the attunement part of that

vast bane
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Build a Bonus

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is the magic weapon a midi srd premade?

undone steppe
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its the old premade one

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i think the new one doesnt have the macro stored on the item

vast bane
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k

vague relic
vast bane
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isn't there a vampiric touch in midi sample in v10?

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I swear theres one somewhere that someone made

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I'm elbows deep in my v9 build so I can't check for you

vague relic
vast bane
# vague relic i don't see one here, but thank you for the help regardless

try searching here, I know for a fact bugbear asked me for my old weird life transferrance macro for something like what you wanted, and wound up makin something for someone in v10 that was very lifestealish like. Its gonna be something posted by the user Thatlonelybugbear in #dnd5e (technically this channel but you can't search sub channels so use the master dnd5e in the search. I forget what item they were making but I think it may have been vampiric touch.

scarlet gale
vast bane
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I have the reverse of it, life transferance

scarlet gale
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V9 however, you'll want to change a few references to system

vast bane
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I don't think hes making vampiric touch so much though, he just wants a lifesteal feature

scarlet gale
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Can be easily edited to do that

vast bane
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yeah

scarlet gale
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hitTargets.length need to be changed to hitTargets.size too

violet meadow
scarlet gale
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Oh maybe

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Yea you're right

coarse mesa
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I got it working in v9 with a bit of the old and a bit of the new... thank goodness for github history ๐Ÿ™‚

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(do tposney and mr primate know you're running a superior version now?)

molten solar
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you probably only needed to replace all instances of system with data.data

molten solar
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since all it really does is muck about with spell slots and item uses

molten solar
coarse mesa
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BTW your macro shuts down the whole coffeelock shenanigans but that's ok as I'm not into that loophole

molten solar
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sure, I changed it up a bit, general code improvements, but that snippet there would just be a swap of data and system

coarse mesa
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while in there I noticed your Eyes of Night... 120' ๐Ÿ‘€

molten solar
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player and I agreed that there was zero reason for 300ft

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the twisanct is also nerfed to 15ft

coarse mesa
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yeah WotC really asleep at the wheel during that playtest

violet meadow
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I need to ban all books out in the last (almost) two years... talking about imbalance ๐Ÿ˜„

vague relic
vast bane
vague relic
vast bane
scarlet gale
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Why not just have the item or feature do the damage and just read what it does?

violet meadow
gilded yacht
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Next release of DAE will have an optional ",permanent" for the item uuid spec. When present the item won't get deleted.

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so what would a warpgate integration look like? I'm not at all averse to the idea.

dark canopy
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though...it being token centric is a little troublesome....im considering opening it up to actor only mutations before the v2 rework

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if this is interesting, maybe its worth pursuing

pulsar apex
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when I set a DAE effect with a preset condition, does it actually apply the condition? or do I need to add the effects that are stated in the condition

violet meadow
pulsar apex
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where does midi pull it's preset conditions though?

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because I assume editing the condition that I make on this specific spell will only change it for this spell

violet meadow
pulsar apex
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i have Dfreds

violet meadow
pulsar apex
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the modify status effects setting?

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ok awesome that's working perfectly with poison

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so I imagine all of the dfred effects it has listed are all automated then? are can be assumed to be?

violet meadow
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All the Statuses that you can put on a DAE are.

You can create your own DFreds CE and right click on them, set as Status Effect (needs a reload) and these will also get picked up by MidiQOL

pulsar apex
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oh wow that's amazing. so i can create custom conditions that I don't even have to worry about integrating

violet meadow
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Pretty much yes

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For example I created Disarmed, right click, Toggle Status Effect (will reload) and then you can use it in DAE

pulsar apex
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wait so how do you make it initially?

violet meadow
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Create a new Custom Effect

pulsar apex
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omg how did I not see this menu before!

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and hitting toggle status effect places it on whoever you're targeting or?

violet meadow
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You need to Auto apply item effects and Convenient Effects

pulsar apex
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oh wow it overrides stuff i already made too

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I guess if I don't want it to override I need to do apply item effects, if absent apply CE

violet meadow
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Yeah you will need to play a bit around with these options to find what you are comfortable with.

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If you auto apply CE, you will find a checkbox in any item's details tab towards the bottom, Do not apply convenient effects

pulsar apex
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yeah tbh I think I'm throwing myself in too deep when I shouldn't have. I'm trying to get animations, sound effects, and automation done on all spells and it's forcing me to get acquainted with pretty much all of my modules all at once

violet meadow
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Can toggle it per item too if need be

violet meadow
violet meadow
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@gilded yacht If I do something like that ```js
Hooks.once("midi-qol.preDamageRoll", (workflow) => {
return false;
});

chrome gale
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I'm trying to make ammunition which has 'elemental' damage effects (so 'shock arrow' does 1d6 lightning, for example) but it doesn't seem to work? It always uses the damage type of the weapon, and not the ammo

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the weapon does 0 damage, and its damage type is 'none', but the damage roll is still not lightning (it's instead ...() I think ... )

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is there a way around this

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I thought maybe using the Other field might be an answer... but midi seems to completely ignore the Other field on ammunition

scarlet gale
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Can probably be done with an item macro on the weapon

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Or a worldscript if you want it to work on everything without having to add it to specific weapons

chrome gale
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but it'll need to work with however many different special ammos I end up inventing for it

scarlet gale
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Do you want it to fully replace the damage type? Or just add extra damage of that type?

chrome gale
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well the weapon does zero damage

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innately

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the damage and special effects are all on the ammo

scarlet gale
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Does it apply the special effect of the ammo?

chrome gale
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the ammos vary. Some do elemental damage, some do special effects, some do both

scarlet gale
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hmm

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Swapping damage type is one thing

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ok cool, looks like it does apply the active effect from the ammo

dark canopy
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you can put a damage tag on the ammo's damage

chrome gale
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hmm I may have solved it... jankily. If I make the weapon do 0 damage, and put the psychic damage in the ammo 'other' field, it seems to actually work

chrome gale
dark canopy
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yea, its remarkably hard to get the actual damage type to come through from ammo

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among other things

chrome gale
vast bane
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if you remove the damage formula entirely, likie the field, it should stop throwing the error

chrome gale
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just does the attack and then stops

scarlet gale
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Whipping up a quick item macro to just hot swap out the damage type with that from the ammo

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Should be fairly simple

chrome gale
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I can cope with simple lol

vast bane
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oh, for my archer build I just make a bunch of bows that do the unique effects and have them have charges on the items and the player just picks their ammo by rolling the right bow

chrome gale
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It would just bug me

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As with many things, noone else would probably even notice the difference

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but -I'd- know

vast bane
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I'm not a fan of always prompt attacks

chrome gale
scarlet gale
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let ammoItemUuid = args[0].item.system.consume.target;
if (!ammoItemUuid) return;
let actor = args[0].actor;
let ammoItem = await actor.items.get(ammoItemUuid);
let workflow = await MidiQOL.Workflow.getWorkflow(args[0].uuid);
let damageFormula = ammoItem.system.damage.parts[0][0];
if (!damageFormula) return;
workflow.damageRoll = await new Roll(damageFormula).roll({async: true});
workflow.damageTotal = workflow.damageRoll.total;
workflow.damageRollHTML = await workflow.damageRoll.render();```
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Bit dirty

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But it works

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Should be a "After Damage Roll" Item Macro

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@chrome gale

chrome gale
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I've clicked damage, a d4 rolled, but nothing then happened. So I assume it's hitting a wall somewhere

scarlet gale
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Any error in console?

chrome gale
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VM4582:4 Uncaught (in promise) TypeError: Cannot read properties of undefined (reading 'consume')
[Detected 1 package: midi-qol]
    at eval (eval at callMacro (workflow.js:1446), <anonymous>:4:42)
    at Workflow.eval (eval at callMacro (workflow.js:1446), <anonymous>:14:4)
    at Workflow.callMacro (workflow.js:1447)
    at Workflow.callMacros (workflow.js:1373)
    at Workflow._next (workflow.js:547)
    at async Workflow.next (workflow.js:261)
steel apex
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Hi all, I've got this bit of code in a macro that finds nearby allies, but it does not include the token itself in this. Is there any way to modify this so that it finds the token plus its allies? using it in a Fiery Teleportation spell so need it to be able to identify the caster and the allies.

let friendlies = MidiQOL.findNearby(CONST.TOKEN_DISPOSITIONS.FRIENDLY, tokenD, 7.5, null);```
scarlet gale
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You on v10 or v9?

chrome gale
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oh im still on v9 at present, is this a thing that'll work in v10? I'll be migrating after the next session probably

scarlet gale
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Yea, made this for v10

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I assumed lol

chrome gale
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ok thats fine as I have my janky workaround that'lll work for this session

scarlet gale
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it's an easy swap

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I think it should just be as simple as changing .system to .data.data

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Might just be a single .data

scarlet gale
chrome gale
steel apex
scarlet gale
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It's either returning an array or set

steel apex
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I 'think' this is what you're after. Brother Silas was the friendly next to the caster. My macro fired and teleported Silas but didn't teleport the caster itself as it wasn't being found / identified as a friendly.

scarlet gale
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Ok cool

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it's just an array

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add the following:

friendlies.push(token);```
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After that line

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actually hold on

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let me double check that token works there

steel apex
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ok

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Think it works, just tried it and now the caster is teleporting as well.

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And the console.log now shows this:
where 0 is Brother Silas and 1 is the caster. You're a legend, thank you so much.

vast bane
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I am trying to make an active effect completely inside of an item macro, however I do not know how to make it apply to target in this macro and I do not know how to fill in the flag and effect value in this macro. Here is what I got so far:

const specialSauce = min(floor((@item.level - 1) / 2), 3)

const effectData = {
    label: args[0].item.name,
    icon: args[0].item.img,
    duration: {seconds:3600},
    flags: {core: {statusId: }}
}
await token.actor.createEmbeddedDocuments("ActiveEffect", [effectData]);

And here is what I want the ae to look like:

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also will that work, @item.level or do I have to do args there?

scarlet gale
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Easiest way is to just make the effect on a item or feature then just export it and copy out the effect data

vast bane
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how would I make it apply to target in the macro?

scarlet gale
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I'm about to start my D&D game, but there should be tons of examples of people adding an effect to a token floating around or in #macro-polo .

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A quick and dirty way is to just make it a DFreds Convenient Effects

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Then use it's API methods to apply it

vast bane
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I actually discovered that advantage reminder is versatile enough to take the complex math, with a few hiccups gonna ask in dnd5e for help on how to fix it

gilded yacht
gilded yacht
gilded yacht
gilded yacht
gilded yacht
glacial burrow
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I have a dae.delete.Uuid with an Effect Value of Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR from a feature that I draged in Effect Value from the actor. How can I change "Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR" so that it will delete the feature every time?

vast bane
# glacial burrow I have a dae.delete.Uuid with an Effect Value of Actor.KwhQFsSncAEpnXdN.Item.uWU...

in my experience this problem is because you have more than one module deleting templates earlier than midi can and midi just sits there like the travolta meme unsure what to do with things. Its almost always automated animations thats doing the deletion. And if you wanted to get efficiently technical here, you should want midi to handle auto deletion of templates because midi is 1 setting that controls all, and automated animations is each individual animations settings which is a pain in the ass no matter what way you go, but technically midi is the better setting to go with.

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Also in v9 you can't turn that setting off in midi I don't think, so you have to turn off aa's checkboxes on all the animations.

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hmm, I can't remember if its midi or dae now

gilded yacht
glacial burrow
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I use v10. My problem is I have a item that create a feature with heal proprieties. That feature (feat) has an Active Effect with Atribute Key: flags.dae.deleteUuid and Effect Value with the feat id (Actor.KwhQFsSncAEpnXdN.Item.uWUPD3RSS5Nob1tR) so every time the feat is created from that item this Effect Value is different. How do I know what the feat id is that when his Active Effects duration expire it will delete it? Is this make sense? ๐Ÿ˜„

sudden crane
# glacial burrow I use v10. My problem is I have a item that create a feature with heal proprieti...

Normally this flag should be added programmatically, by a macro, otherwise like you said you cannot specify the proper uuid.
For a barbarian feature that added effects to rage, I did something similar, from the feature macro I got the effect for Rage and added the dae.deleteUuid with the uuid of the effect from the extra feature. So that when the rage effect ends or is deleted, the extra effect is also deleted

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@gilded yacht A small error in your last DAE version for actorUpdate, typo in executeAsGM, you wrote execuateAsGM.
Also would it be preferable to verify if the current user can update the actor before sending the request to the GM?
Last point, the registered socket name is โ€œ_updateActorโ€œ but all your other registered socket names do not start with an _, normally you only used that for the name of the function that is called.

violet meadow
# vast bane I am trying to make an active effect completely inside of an item macro, however...

Create the effect as you want it exactly on a test actor manually, preferably linked and with a token on the scene (or select a token and create the AE on that one).
Select the actor's token and open console.
Type ```js
_token.actor.effects.find(eff=>eff.data.label === "Name of the effect you created").toObject() //v9. For v10 to be future proof remove the .data


The structure of the logged effect is what you need more or less when you create it in a macro
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Or get Developer Tools module. It can add a nifty shortcut on the title bar of every document, which when pressed will print it on the console.

violet meadow
dark canopy
late fractal
#

Hello again, my party has leveled up which means..more spells for me to figure out ๐Ÿ™‚
First up I am working on Sleep. I have a version thats working well with DAE, the only bit I am hoping to improve is it automatically applies the effect to the caster if they are in the radius. Any way to exclude them?

violet meadow
vast bane
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I was unaware of a functional color spray/sleep automation, I thought it was impossible because of how they work

manic tendon
late fractal
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@violet meadow worked perfectly thanks! @vast bane good point, i guess I wont implement the change but good to know how

vast bane
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I don't see the item as automated?

late fractal
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@manic tendon I dont have the whole HP application part working, but it does roll (no damage) and apply a convenient effect i dulicated from Unconscious. After that I have to remove it from creatures not affected

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on to Spiritual Weapon. The Midi-SRD one is blowing up on me big time, everyone on the whole board is getting 2 spiritual weapons

violet meadow
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There are fully automated sleep spells roaming around. I will check to see if I have something later

vast bane
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Is it Oprah's Spiritual Weapon?

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there is a midi sample item spiritual weapon that should be 10x better than midi srd's

late fractal
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So first I tried one from "Midi SRD Spells", it was not working for me. Next I tried "MidiQOL Sample Items" version called "Spirital Weapon MQ10.0.13 + Warpgate". After I installed warpgate and created an Actor called Spiritual Weapon, it seems to be working

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It creates the Actor anyway, still have to figure out how to control it in combat by the player

dark canopy
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if the player spawns the weapon, they should be granted control of it

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unless it is a linked actor that they do not have permission to

late fractal
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I spoke too soon, the GM account test worked by switching over to a player throws an error ๐Ÿ˜ฆ foundry.js:58721 User tester lacks permission to create Token [Z2o1smuI4EYNiIwA] in parent Scene [ThMZGQza4wkkH1jJ]

dark canopy
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the user needs permission to create tokens

violet meadow
late fractal
late fractal
violet meadow
late fractal
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i do not currently have that installed

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i am assuming its required then?

violet meadow
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Not at all. I just found an incompatibility or rather an issue with the Automated Companion setting of that module

late fractal
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oh ok. looks like an interesting module but ill leave it alone for now

violet meadow
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And are you sure that you are using the Spiritual Weapon from Midi SRD?
In the ItemMacro of it, you should only see a MidiMacros.spiritualWeapon(args) line

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Do you use DFreds CE?

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If yes, then MidiQOL might be applying automatically the DFreds CE Spiritual Weapon effect too.
So make sure that you go into the spell's details page and near the bottom check the Do not apply convenient effects checkbox

late fractal
#

ok let me try that. I do use DFreds CE

violet meadow
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I will be pushing an update, on the unofficial forked version, to make Shillelagh always check the spellcasting ability against caster's STR and automatically using the highest mod for the weapon's attack (probably need to make a case of the caster being also a monk and thus using STR or DEX โœ๏ธ )
-- heck I will just be checking the @mod of the original weapon or something. Edge cases make my head ache

So if anyone has any more issues, let me know ๐Ÿ˜„

late fractal
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Ok, once i removed DFred's CE the MidiSRD version works now (I think?). It spawns a weapon in the player inventory and allows them to place a rectangle template. Removing the temporary effect removes the template, so that all seems really good and doesnt require another actor. I did run into the problem that I had to increase the weapon range to attack since the spiritual weapon range of 5 feet blocks an attack from being made.

violet meadow
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Ah yes, probably the range needs to be cleared from the attack.

late fractal
#

I see this macro that I assume is powering the weapon?

violet meadow
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Your attachment shows the DAE call to execute a macro, which is stored as an ItemMacro on the item, passing as extra arguments the level that the spell is cast at and the spellcasting modifier of the caster

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Note to self: Might be better to use the castData to get the item.level instead passing it as extra parameters ๐Ÿค”

late fractal
#

Can I edit that macro to have a larger range? i see it but have never edited something on the console

sudden crane
violet meadow
violet meadow
late fractal
pulsar apex
#

When midi rolls saves and ability checks, how do I get it to roll the 3D dice?

chrome gale
pulsar apex
#

I've got it and the disable 3D dice on NPC rolls isn't checked

vast bane
#

if you want the DM's rolls to work both those need to be set right, they are next to each other in dsn's settings

pulsar apex
#

if you mean Enable 3D dice on Inline rolls then it is checked

#

let me reload just in case

vast bane
#

and if it still doesn't work, disable all but dsn and see if the dice roll, then enable socketlib/libwrapper/midiqol and see if a midi roll shows dice, then you know its a problem with modules

#

if the roll you are trying to do is a custom macro, then that is a whole nother problem unrelated to modules

#

that you should share the macro here for so that someone can fix you

#

thoguh, its probably broken cause its not a midi macro

pulsar apex
#

reloading seems to have worked. was probably the dsn settings

late fractal
#

@violet meadow installed the update, once I turned off convenient effects again it works perfectly. Quick question, after combat is it expected that I would remove the temporary effect to dismiss the weapon?

violet meadow
#

But yes as things now are, you need to delete the effect after combat ends.
Could make a case for specific spells deleting their effects when combat ends

late fractal
#

i could see it going either way, sometimes a player might ask to maintain it as long as possible

violet meadow
#

I will also check if I can flag spells like these to disable DFreds CE when created by default

violet meadow
late fractal
#

if they are paranoid about another combat starting, or they want to immediately attack something else (I have done this myself, hehe)

#

soo to duplicate the very nice spiritual weapon for flame sphere..do i need to roll up my sleeves and dig into code?

violet meadow
#

I would really use the ones from the MidiQOL sample items compendium

manic tendon
#

Or should I hunt for one?

#

Also, when I try to update it, it gives me this error

late fractal
#

i did an uninstall and reinstall

torpid kestrel
#

5E - I'm starting to work on a couple of damage shield type spells, and I seem to remember a feature that temporarily added a cantrip to the users list. Any ideas on what that was, or an example on how to do that? I'm thinking that adding a cantrip with a special activation cost would allow the user to apply damage to anyone who hit them, as many times as needed during a round. If anyone has a better solution I'm all ears.

covert mason
kind cape
#

Isn't that just a teleport setup using Automated Animations?

#

Nevermind, its right on the GH page

#

Scroll down to the first advanced example @covert mason

covert mason
#

Doesn't seem to teleport the token when I click on a location to teleport to

#
let position = await warpgate.crosshairs.show({
    size: 1,
    tag: randomID(),
    label: "Teleport to",
    drawOutline: false,
    drawIcon: false
}, { show: async (crosshair) => {

    new Sequence()
        .effect()
            .from(token)
            .attachTo(crosshair)
            .persist()
            .opacity(0.5)
        .play();

}})

new Sequence()
    .effect()
        .file("jb2a.chain_lightning.primary.blue")
        .atLocation(token)
    .wait(300)
    .effect()
        .from(token)
        .fadeIn(50)
        .duration(550)
        .fadeOut(250)
        .filter("Blur")
        .elevation(0)
    .effect()
        .file("jb2a.chain_lightning.secondary.blue")
        .atLocation(token)
        .stretchTo(position)
        .elevation(0)
    .wait(100)
    .animation()
        .on(tokenD)
        .teleportTo(position)
        .snapToGrid()
        .waitUntilFinished()
    .effect()
        .file("jb2a.static_electricity.03.blue")
        .atLocation(token)
        .scaleToObject()
    .sound()
        .file("/Sounds/Combat/Lightning_%26_Thunder/FX_Spell_Energy_Electrical*.ogg")
        .fadeInAudio(500)
        .fadeOutAudio(500)
    .play();```
kind cape
covert mason
kind cape
#

Ah, elevation is a V10 thing, try and replace it with .belowTokens()

#

(There are 2 places where it needs to be replaced)

covert mason
#

Same error it seems. ๐Ÿ˜ฆ

#

Oh, no wait, hold on

#

Different error this time

covert mason
#
let position = await warpgate.crosshairs.show({
    size: 1,
    tag: randomID(),
    label: "Teleport to",
    drawOutline: false,
    drawIcon: false
}, { show: async (crosshair) => {

    new Sequence()
        .effect()
            .from(token)
            .attachTo(crosshair)
            .persist()
            .opacity(0.5)
        .play();

}})

new Sequence()
    .effect()
        .file("jb2a.chain_lightning.primary.blue")
        .atLocation(token)
    .wait(300)
    .effect()
        .from(token)
        .fadeIn(50)
        .duration(550)
        .fadeOut(250)
        .filter("Blur")
        .belowTokens()
    .effect()
        .file("jb2a.chain_lightning.secondary.blue")
        .atLocation(token)
        .stretchTo(position)
        .belowTokens()
    .wait(100)
    .animation()
        .on(tokenD)
        .teleportTo(position)
        .snapToGrid()
        .waitUntilFinished()
    .effect()
        .file("jb2a.static_electricity.03.blue")
        .atLocation(token)
        .scaleToObject()
    .sound()
        .file("https://assets.forge-vtt.com/6148732b96e0aff7127b447b/Sounds/Combat/Lightning_Thunder/FX_Spell_Energy_Electrical_Impact*.ogg")
        .fadeInAudio(500)
        .fadeOutAudio(500)
    .play();```
dark canopy
#

Define tokenD

#

As the error indicates ๐Ÿ™‚

kind cape
#

Wait, why is there a single reference to tokenD and the rest are for just token ๐Ÿค”

dark canopy
#

C/p errors

kind cape
#

I feel like somebody might have mistyped ๐Ÿ˜›

#

So yeah, replace tokenD with token ^^

covert mason
#

Ah, yup, that was the issue. lel

#
let tokenD = canvas.tokens.controlled[0];
let position = await warpgate.crosshairs.show({
    size: 1,
    tag: randomID(),
    label: "Teleport to",
    drawOutline: false,
    drawIcon: false
}, { show: async (crosshair) => {

    new Sequence()

ETC...```
dark canopy
#

Not ideal, just use token as you do in the rest of the script

covert mason
#

Oh

violet meadow
manic tendon
violet meadow
manic tendon
#

Much thanks

violet meadow
#

I think I have one from v8 and updated it to v9, but by now the group hasn't much use of that sleep spell (high lvl) and got ... misplaced ๐Ÿ˜„

scarlet gale
manic tendon
scarlet gale
#

What would be a good use case for the new "preTargeting" feature in Midi?

#

Is this for something like changing the item data before it's looked at? Or potentially swapping it?

coarse mesa
sudden crane
#

It could have been used to change the range for spell sniper or sharpshooter before the flag were addedโ€ฆ but now it could be used to change things that are validated before the pre item roll pass

mossy falcon
#

Hello All! ๐Ÿ™‚ Happy Saturday.

Has anyone figured out how, in DnD 5e, v9, using MidiQol and Custom Effects, to create a temporary effect for Sacred Weapon such that it is LIMITED to a single weapon?
I can get the attack roll and the lighting without problem, but I can't figure out how to limit it to a specific weapon.

violet meadow
#

Create a DAE macro.itemMacro on the Channel Divinity: Sacred Weapon feature.
Macro: ```js
/***************************************************************************

  • DAE macro.execute or macro.itemMacro, *Warpgate needed, v9 Foundry macro *
  • For v10 change the lines indicated in the body of the macro below. *
    ***************************************************************************/
    const tokenD = canvas.tokens.get(args.at(-1).tokenId);
    const weapons = tokenD.actor.itemTypes.weapon;
    if (args[0] === "on") {
    const data = {buttons: weapons.map(i => ({label: i.data.name, value: i.data.name})), title: "โš”๏ธ Choose your Sacred Weapon:"}
    //for v10: replace the line above with the following one:
    //const data = {buttons: weapons.map(i => ({label: i.name, value: i.name})), title: "โš”๏ธ Choose your Sacred Weapon:"}
    const mutationVal = await warpgate.buttonDialog(data, 'column')
    const updates = {
    embedded: {
    Item: {
    [${mutationVal}]: {
    "name": Sacred Weapon: ${mutationVal},
    "data": { //for v10: change the data on this line to system. This MUST be changed, otherwise the warpgate.revert will break.
    "attackBonus": "@abilities.cha.mod",
    "properties": {
    "mgc": "true"
    }
    }
    }
    }
    }
    }
    const options = {
    name: 'Empowered Sacred Weapon'
    }
    await warpgate.mutate(tokenD.document, updates, {}, options);

}
if (args[0] === "off") await warpgate.revert(tokenD.document, 'Empowered Sacred Weapon');

Should still be working hopefully
mossy falcon
violet meadow
mossy falcon
#

I have the feature configured correctly... I think ... but the macro is throwing some syntax errors.

#

Are these normal?

violet meadow
#

Don't mind the editor's "errors", except if its something like missing brackets etc

violet meadow
#

DAE macro.itemMacro to execute this

#

Not onUse

mossy falcon
#

I'm not sure how to get DAE to call on a macro.

#

I'll try to look that up, but I'm not sure what you're referencing to.

mossy falcon
steel apex
#

Are people using macro editor on v10? It doesnโ€™t seem to work on my item macros but works fine for my hot bar macros.

#

(Going to set up that Sacred Weapon macro later)

violet meadow
#

I use Monaco Editor

violet meadow
#

It would reopen a new ItemMacro in the same window, making a mess without the fix!

coarse mesa
steel apex
#

Ok thanks, Iโ€™ll use Monaco Editor for a while then. Thanks.

#

Not sure if that PR is the issue Iโ€™m seeing. Mine doesnโ€™t change the formatting at all, just looks like the standard editor even though Iโ€™ve changed that macro sheet to use the Ace Macro Editor. Will user Monaco.

gilded yacht
honest dome
#

Anyone have any tips on how to implement this? V9.Starting at 3rd level, whenever your hit points are less than half your maximum, you have resistance to bludgeoning, piercing, and slashing damage.

spice kraken
#

Are you using convenient effects?

honest dome
#

Yes.

carmine mountain
#

anyone know why I still need to target tokens to use inventory weapons even though I set "require targets to be selected: never" in midi? Checking range is also disabled
Forge, foundry v10 build 288, disabled all modules except the ones needed for midi, midi SRD and DAE.

spice kraken
# honest dome Yes.

Wait, idky I thought this was to be for all people and not a specific feature. You can mess around activation condition or something like that (been a minute since I launched foundry) and utilize @attributes.hp.value < (@attributes.hp.max / 2)

violet meadow
#

Ah it's not for everyone facepalmpicard

#

You would need to create a DAE onUpdateTarget, which monitors hp and triggers a macro when less than 50% hp

#

I will share an example when I am back at my desk

sudden crane
#

@gilded yacht do you think it would be possible to provide the castData to the macro data that is passed as args[0]?
It would be easier for macros to get the cast level, especially for macros that are not onUse macros on an item. It could be useful for damage bonus macros and actor onUse macros.
The question is more how to match a castData and a macroโ€ฆ
For an item macro, it could be matching the itemUuid with the one from an effect castData.itemUuid?
For world macro it would be trickier. Maybe find from which effect comes the macro call and match itโ€™s origin with the an effect castData.itemUuid?

violet meadow
# honest dome Anyone have any tips on how to implement this? V9.```Starting at 3rd level, when...
  1. Create a DFreds Convenient Effect which will give the resistances you need.
  2. Create a Foundry feature for the ability.
  3. On the feature create a DAE and make it to Transfer to Actor on Item equip
    The DAE will also need an effect of macro.itemMacro | Custom | ItemMacro.Name of the feature you created or macro.execute | Custom | Name of a script macro you create in your Macro Folder
  4. The ItemMacro or script macro should be the following (for v9 Foundry): ```js
    const lastArg = args.at(-1);
    const targetActor = fromUuidSync(lastArg.tokenUuid).actor;
    if (args[0] === "on") {
    let flagValue = foundry.utils.getProperty(targetActor, "flags.dae.onUpdateTarget") ?? [];
    const onUpdateData = {
    filter: "data.attributes.hp.value",
    sourceTokenUuid: lastArg.tokenUuid,
    targetTokenUuid: lastArg.tokenUuid,
    sourceActorUuid: lastArg.actorUuid,
    origin: lastArg.origin,
    macroName: "ItemMacro",
    flagName: "Resistances_based_on_HP"
    };
    flagValue.push(onUpdateData);
    await targetActor.setFlag("dae", "onUpdateTarget", flagValue);
    } else if (args[0] === "off") {
    const flagValue = (foundry.utils.getProperty(targetActor, "flags.dae.onUpdateTarget") ?? []).filter(onUpdateData => onUpdateData.flagName !== "Resistances_based_on_HP");
    await targetActor.setFlag("dae", "onUpdateTarget", flagValue);
    } else if (lastArg.tag === "onUpdateTarget") {
    const hasEffect = targetActor.effects.find(eff=>eff.getFlag('core','statusId')==="Convenient Effect: Prone");
    if (lastArg.updates.data.data.attributes.hp.value < targetActor.data.data.attributes.hp.max/2 && !hasEffect) {
    await game.dfreds.effectInterface.addEffect({effectName:"Prone", uuid:targetActor.uuid});
    }
    else if (lastArg.updates.data.data.attributes.hp.value >= targetActor.data.data.attributes.hp.max/2 && hasEffect) {
    await game.dfreds.effectInterface.removeEffect({effectName:"Prone", uuid:targetActor.uuid});
    }
    }
#

Note. Change the Name in these lines to match the DFreds CE you created. ```js
//here
const hasEffect = targetActor.effects.find(eff=>eff.getFlag('core','statusId')==="Convenient Effect: Prone");
//and here
await game.dfreds.effectInterface.addEffect({effectName:"Prone", uuid:targetActor.uuid});
//and here
await game.dfreds.effectInterface.removeEffect({effectName:"Prone", uuid:targetActor.uuid});

#

So if you name it Resistances when hp less than half replace Prone with all that

vast bane
#

Another usecase for createitem: Potion of Firebreath, but I dunno how to make it wearoff after 3 uses

#

probably have the attack use 3 charges and just have it fade on time

violet meadow
vast bane
#

should add that to midi srd, if its an srd item

#

We had a potion of fire breath ingame last night and thats what prompted me with the idea

violet meadow
#

You have the DAE createItem with a duration of 1 hour.
The created item will have 3 charges under limited uses.
onUse macro After Active Effects on the item, which will```
if item uses are 0 then Hooks.once midi-qol rollItem complete, delete the effect

#

I don't think its a SRD included Item though

vast bane
#

I think you are allowed to if you keep the description blank but I understand if you don't wanna do that

sudden crane
#

@violet meadow Why do you create the onUpdateTarget in a dae macro instead of adding directly an onUpdateTarget flag in the effect?

vast bane
#

When tposney chimed in on setting up premades, did folks make that idea happen, is the midi srd that step, or is it other stuff? I know Mrprimate has a ton of premade stuff in dndbeyond.

violet meadow
#

you need to roll once the item and make it apply on self instead

#

I should try that again to check if it was malformed, but this works for sure so ๐Ÿคท

sudden crane
#

Maybe we should tell Tim about itโ€ฆ donโ€™t know if it could be fix easily

violet meadow
#

I think I had asked at some point, but with the workaround I actually forgot to chase it up ๐Ÿค”

#

For sure I hadn't created an issue on the repo.

#

Will doublle check though before

vast bane
#

Thanksgiving is my official change over to v10 ๐Ÿซฆ

violet meadow
# sudden crane Maybe we should tell Tim about itโ€ฆ donโ€™t know if it could be fix easily

I found what I was referring to. <#macro-polo message>
And Tim's answer a couple of messages below.

Just to ask about it explicitly and make sure I got it right.

@gilded yacht If you want to create a flags.dae.onUpdateTarget for a passive effect that is supposed to be transferred on actor on item equip, the way that works for me is shown here: <#1010273821401555087 message>
During the on phase create the flag on the actor in a macro.

If I, instead, try to add directly an effect key flags.dae.onUpdateTarget, I cannot structure the Effect Value properly for DAE to pick it up correctly.

hot flower
#

hey all-- my cover calculation with midi and levels-autocover seems off. Tokens that are in the line of fire are providing +5 (three-quarters cover) when they should be only +2 (half-cover.) I

#

hm. that's not very helpful.

#

that's what i'm seeing.

main meadow
#

Anyone have an issue where Midi is triggering an AE via CE but the effect is different (has no duration or effects, actually) than if I were to activate it directly from CE? The CE log message between the two workflows are slightly different so I suspect the code paths are different. Any ideas on this?

violet meadow
#

Check you Custom folder in DFreds CE

violet meadow
main meadow
violet meadow
#

Do the items that have this behaviour when rolled have any DAE on them?

vast bane
#

I think it would be wise to clear the usual suspect, @main meadow do you have Combat Utility Belt installed?

main meadow
#

no CUB

vast bane
#

does the item have an active effect on it?

main meadow
#

no. i stripped all that.

vast bane
#

ok, on the actual canvas actor, or on a sidebar actor, confirm the sheet of the guy on the canvas, this is a thing, so if you are unaware of unlinked actors weirdness say so

main meadow
#

it doesn't even apply the duration in the spell correctly....

#

There are the two messages in the log (first is from Midi):
dfreds-convenient-effects | Added effect Fire Shield to Akra (Dragonborn Cleric) - EMVX1eklHJELYlSV dfreds-convenient-effects | Added effect Fire Shield (Cold Resistance) to Akra (Dragonborn Cleric) - EMVX1eklHJELYlSV

vast bane
#

double click the token on the canvas of the dude with the spell, then edit that item and show us the details tab in its entirety and the active effect tab

#

oh its a nested

#

its probably just broken cause of ate

#

do you have the ate fork?

#

and are you on v10?

#

I honestly recommend using the premade in midi/somewhere here rather than dfreds version

main meadow
#

ATE fork, yes. and am on v10. This was my 'hell week' of trying to get it all working.

vast bane
#

its probably fubarred in dfreds, we can't edit his nested ae's unless you go into his code

#

find the fireshield, likely made by bugbear honestly, and use that instead

dark canopy
main meadow
vast bane
#

fire shield has a light component I believe, so that could really screw up in v10 due to how ATE is experimental atm

vast bane
main meadow
#

ah. even without ATE it still doesn't work.

vast bane
#

check your versions

#

foundry, dnd5e, midi, dae, effect macro, and dfreds CE, do NOT assume you are up to date if you hit the update button, confirm on thier sites whether you have the newest or say your verisons here

#

v10 loves to fool users into thinking you have v10 compliant modules installed when you don't

main meadow
#

ah. will do. updates are buggy these days?

vast bane
#

depends on the authors, midi was one of the modules that had its manifests setup right but a bunch of authors had issues and now those manifests tend to be the ones that fail to update to v10 using the update button

main meadow
#

Hmm. I hadn't installed effect macro. never heard of that one. That's a new requirement?

#

all else was up to date correctly

vast bane
#

if you use bugbears version above it is

#

EM is like a new meta for premade stuff in midi cause it lets you store the macros in the ae instead of relying on folder macros

violet meadow
#

Hmmm I might have mistakenly added Effect Macro, instead of Item Macro

#

Need to check this ๐Ÿ˜„

#

Probably that version is with Effect Macro though ๐Ÿค”

main meadow
#

oh well. In any case, I guess it isn't too hard to just trigger the effect from CE in these weird cases. Am I the only one that has this issue that you all have seen?

violet meadow
#

What is the DFreds CE version?

main meadow
#

3.0.2

#

In any case, this was the least of my problems. I was floored when my compendiums had all their images broken.

violet meadow
vast bane
#

I just went the opposite way, I am moving pathfinder and dnd5e's icons to my data structure to avoid this issue going forward, I know its duplicate work, but now I don't have to have pathfinder installed lol.

violet meadow
vast bane
#

does dfreds have a migration setup for v10?

violet meadow
#

No need to do anything. Just update and it works ๐Ÿคท

vast bane
hot flower
#

that's triggering a +5 to AC

dark canopy
#

oh, right, not Helpers/Simbuls cover calc

jagged bear
#

With workflow.setDamageRoll, can you update the damage roll in preDamageRollComplete? I'm getting an updated chat card, but the damage dealt is the original damage

#

Now it started working? Wat. The target had no resistances, but resaving its resistances fixed it? thonk_concern

main meadow
steel apex
#

Hi all, i'm looking at setting 'Produce Flame' using the new createitem function. I'm able to create the 'throw flame' item but as is a one-use attack how do I get it to be destroyed after the use? Do I need to tie it to a DAE macro args[0] on / off type active effect?

vast bane
#

the janky way is to have the throw item have 1 charge, destroy on empty, and then have the ae's duration be like 18 seconds

steel apex
#

hmmm ok, I'll have a think if this is how I want to proceed. Thanks.

vast bane
#

bugbear replied to me above with how to make charges kill the ae too but he was loose with instructions

jagged bear
jagged bear
# jagged bear

Also figured this out, I was doing rollData.formula = "(" + rollData.formula + ")*2", which MidiQOL translated to formula + 2, while the roll displays correctly. @gilded yacht is this a bug, you think?

rollData.formula = rollData.formula + "+" + rollData.formula; works

violet meadow
vast bane
#

I feel like this use case can get repeated for many items in dnd5e honestly so yeah a sample item would probably do us all some good.

violet meadow
steel apex
undone sorrel
#

So if you use the flags.midi-qol.optional flags with reroll as the parameter it sends a private to GM message with both rolls even for rolls that are blind to GM. Is it possible to disable that?

calm nebula
#

Okie dokie - another channel to get to know the experts in! More new friends.

I would like to have my attack & damage rolls be automatic and an option for the damage for the players. Is there a way to do that in Midi QoL?

zenith willow
#

Beginner question - probably a painfully obvious mistake. Have an enemy actor with a ability that grants a DAE. The DAE duration is dynamically set by a macro. Seems like no matter what I set the duration to, the DAE always disappears after the first round. Any idea why?

vast bane
calm nebula
#

I did find that now. It was a bit easier than I expected. It was just a check box. I'm stupid at times. (Intimidated by computers would be more accurate). Thanks @vast bane

#

Is there anyway to make the "Mace & attack/damage" in one box instead of having the mace separate?

vast bane
# calm nebula

I don't know where it is in v10's settings cause I'm still on v9, but theres two options in midi, one is merge card, and the other is like reduce formatting or something I forget, but they are next to each other and in v9 they are very close to the top of a tab

calm nebula
#

Merge ok thanks

vast bane
#

I will say, you need to turn off whatever module is combining those cards

calm nebula
#

I don't have anything combining the cards

coarse mesa
#

DF Chat Enhancements I thinkโ€ฆ I use it with merge cards just fine

vast bane
#

it was the cause for a bug with cub/midi name hiding. I already sent them a DM how to fix that

#

though I've lived so long on an old version of cub now that I don't even know if its still a problem lol

calm nebula
#

I found a Quick set up and thoght that would be the trick.... now nothing rolls

#

I had to reset default

vast bane
calm nebula
#

I do know that

#

I just dont want to turn everything off again

vast bane
#

No better rolls for 5e, no minimal roll enhancements, no ready set roll, no fast rolls by default, no roll groups

calm nebula
#

I'm crying atm

vast bane
#

install find the culprit, its a very easy tool that makes finding bad modules simple

calm nebula
#

I don't have any rolling modules besides Midi. I only had better rolls until I stepped to v10.

#

I have that module, running it now

vast bane
#

DF chat enhancements is another possible culprit but also whats causing the unique image modifications in your snippet

#

cause thats not core

#

the marble coloring

calm nebula
#

Oh you mean the Ice UI?

#

I ran find the culprit and nothing popped up

vast bane
#

what does cha tlook like when you roll a basic attack from the starter heroes

#

you probably just have no target and "require targets" turned on if nothing is happening and no errors are around

calm nebula
#

Ok, I just turned Attack back on after the hard reset and its giving me exactly what I want.

#

Sooooo I must have had something else punched in some place that was making life a challenge. Thanks @vast bane

coarse mesa
#

@violet meadow โ€“ no rush at all but I'm finally getting around to making a Sickening Radiance, taking advantage of that snippet you gave me for exhaustion. I thought I'd use Cloudkill as a base or maybe Spirit Guardians... but I have yet to find a premade that successfully applies damage on turn start OR if you enter on any turn as it should work RAW. The old When a creature moves into the spellโ€™s area for the first time on a turn or starts its turn there โ€“ I even looked at Moonbeam and that isn't working properly. Cloudkill seemed the most promising but it wasn't quite right โ€“ was applying at end of turn and when I tried to fix it, it started rolling damage twice. Surely there must be something around I can cannibalize? I'm still on v9 sorry but maybe could retrofit something from v10 if it exists

violet meadow
coarse mesa
#

I tried fiddling with it and it stopped working altogether... eek

violet meadow
#

The spell states when you start your turn in the aura, no?

coarse mesa
#

it's one of those:
when the creature enters the area for the first time on a turn or starts its turn there
spells, which should trigger damage on anyone's turn... like if you push them into the aura... then they get hit again on start of their turn

violet meadow
#

Ah you mean forced movements!

coarse mesa
#

nods

violet meadow
#

Yeah that is... bothering

#

Template macros ๐Ÿค”

#

Ok I will take a look for v9

coarse mesa
#

Thanks โ€“ I was certain things were working ok but didn't really check closely enough as I'm not DM. We've been robbed of some damage lol

violet meadow
#

Just some thoughts before turning in for the night.
The out of turn damage is blocked right now by default, as the macro would otherwise trigger damage if the caster just moves towards a creature and puts that creature in range.

gilded yacht
violet meadow
#

So there might need to be a check for position update out of turn on the target token

coarse mesa
steel apex
violet meadow
#

So I was suggesting a macro on use that would delete the origin effect, if uses go to 0

scarlet gale
#

Effect macro on creation would work for sickening radiance if you're using a template aura

coarse mesa
gilded yacht
gilded yacht
scarlet gale
violet meadow
#

A sample item could be enough ๐Ÿค”

gilded yacht
#

I was wondering about the delete item flag which allows "thing" to be deleted when an effect is removed - might be possible to hack it up with that on the produce flame item - but not really looked into it.

coarse mesa
violet meadow
#

Also I saw today that the whole workflow is passed in args[0]. I hadn't seen that before so I guess the last update?

vast bane
#

lol who casts forbiddance and needs it automated!

#

isn't it like an 8 hour cast time

scarlet gale
#

Would be interesting to see if I can get an overtime effect to manually trigger on template enter

coarse mesa
#

Hallow does too lol

violet meadow
#

I keep pushing back the template macro trials ๐Ÿ˜

scarlet gale
#

I need to make more stuff for it lol

violet meadow
#

I spent some really needed time for my campaign prep instead ๐Ÿคฃ

scarlet gale
#

I really want to setup an automated forcecage

coarse mesa
#

Add cloud of daggers

#

Whirlwind uses that mechanic too (Iโ€™ve never cast it), also Healing Spirit and Ravenous Void

steel apex
#

I thought MrPrimate had a working cloudkill at some point on v9?

violet meadow
#

There is one yes

scarlet gale
#

While AA is nice

#

It's so buggy

violet meadow
#

The active auras one works iirc

scarlet gale
#

Lots of aa template stuff can be made in a better way with template macros

coarse mesa
violet meadow
#

The .23 version of AA is pretty stable for v10

scarlet gale
#

That's good to hear

#

Does it still duplicate effects on clients?

violet meadow
#

Not as far as I could see.

coarse mesa
steel apex
#

Iโ€™ve been testing out aura of protection and not seeing any duplication.

scarlet gale
#

Right

vast bane
#

the dupes usually show up when you are ina live session not testing

#

its the netcode and lag that causes them

scarlet gale
#

Everything always works great with it until a toaster player joins

violet meadow
vast bane
#

Personally I'd gladly endure a few dupe errors than have to rebuild everything from scratch aa scratched many itches, and I'm fine with its flaws

coarse mesa
steel apex
#

Not sure even tried BABonus, already got too many modules / macros for my non-coder brain to manage.

scarlet gale
#

But rolls are done locally

#

So the client uses the duplicated effects

#

Template auras in v9 are so bad

#

Clients keep seeing the effect on themselves while outside the template

vast bane
#

I've never seen the duplicates affect things like that, I only see the visual duplicates. Even then you can just reduce the mod and deal with it manually in those 1 out of 100 times I imagine

#

better than remaking everything

scarlet gale
#

I use AA for complicated darkness spell automation

#

And I'll be happy when I can update to v10 for my game

#

So I can just apply the effects differently

vast bane
#

oh definitely darkness is broken in v9, I am on the drow floors in dotmm right now, every drow is required to cast it in every combat lol, and it fails to remove the blindness

#

when everyone walks out they retain the debuff

scarlet gale
#

Yep

vast bane
#

but heres the rub on it though...its better than having to make one from scratch

scarlet gale
#

I don't mind

#

I have tons of my own automations

#

Got tired of cobling together other people's work and not understanding it

coarse mesa
#

We see Twilight Sanctuary go awry pretty often and grant temp hp multiple timesโ€ฆ not the end of the world as they donโ€™t stack anyway. Spirit Guardians with fast damage can be dangerous tho

scarlet gale
violet meadow
#

To be honest even though I have used the fully automated spirit guardians, I reverted back to using one that applies movement de buff and creates an attack item in the caster's inventory. And it's their responsibility to use it when needed.
They feel happier with that too

scarlet gale
#

Although I'm also just tempted to use token attacher to attach a template and use templates macros for effect application

violet meadow
#

Yes I played with that a tiny bit

#

Its... Fun ๐Ÿ˜

scarlet gale
#

You see me spike growth?

#

I'm very happy with how that turned out

coarse mesa
violet meadow
#

Yeah I saw that!

coarse mesa
#

Has Z released TM yet?

violet meadow
#

Don't think so

scarlet gale
#

We need to break more stuff

naive zenith
#

TM?

scarlet gale
#

Template macros

naive zenith
#

Token Macro?

violet meadow
#

Ohhh don't give Zhell ideas

naive zenith
#

Ah. lol. I was sure it was something macro related

scarlet gale
#

Back to the other topic

#

Think it would be hard manually trigger a configured overtime flag?

violet meadow
#

On enter or something?

scarlet gale
#

Yea

violet meadow
#

I remember something in midi readme. Let me check

scarlet gale
#

On enter template have midi runs it's own function

violet meadow
#

Search for MidiQOL.doOvertimeEffect

scarlet gale
#

I'll have to do that when I'm home

#

But if that works it'll be even easier to setup

violet meadow
#

It says that the OT doesn't even need to be on the actor

#

I haven't used it before. But I feel I should try it

scarlet gale
#

My plan is to add the effect on template enter then figure out if it can be manually triggered

#

Or just do a one time initial save otherwise

violet meadow
#

Yeah I think this should do it

coarse mesa
scarlet gale
#

I've just always used the ddb importer one for spirit guardians I haven't noticed anything broken with it

#

Pretty sure it's just an AA with an overtime effect

coarse mesa
scarlet gale
#

No lol

coarse mesa
#

Yeah we have a lot of forced movement going on this campaign

vast bane
#

its easy to fix if you ban warlocks at the table muahahaha

scarlet gale
#

Doesn't it only trigger on their turn?

coarse mesa
#

Telekinetic in Tasha's gives a bonus action shove too

scarlet gale
#

Oh no it doesn't

#

Oof

coarse mesa
scarlet gale
#

Make an effect macro on creation for it

violet meadow
coarse mesa
#

It's even mentioned in the Sage Advice as a good tactic, they get hit again when their turn rolls around

scarlet gale
#

And manually trigger the overtime effect

#

When I get home I'll look at that

#

Because I probably need this too lol

coarse mesa
#

If the party uses teamwork (thorn whip, repelling blast, telekinetic, shoving, etc) these kind of AoEs can be really good bang for buck

molten solar
scarlet gale
#

Could sudo replace AA with that, assuming it works with the auras part

molten solar
#

I'm considering something like a custom script (sync) that you can add like any other filter that either returns true or false

#

But just considering it, for now. I'm in the middle of... a bit of a different update to it.

unborn star
#

Hi all.

Does anyone know if its possible to restrict the damage automated by Midi-qol? I'm thinking in the lines of using a DAE or something akin, together with Midi-qol, or making Midi-qol disregard a specific token type from the automatic damage appliance.

What I'm looking for is a way to make minions which takes 2 hits to kill. With the damage automating they just die outright as it is now.

Does anyone know how i should approach this?

scarlet gale
#

Could have a world script workflow edit the damage

#

Check if the target has a specific feature or effect then reduce the damage if so

coarse mesa
acoustic jasper
#

Or AE with immunity to damage that expires after a "hit even if no damage was applied" - and give them 1 hp

scarlet gale
#

Only issue with that is if the minion has any self-target abilities

acoustic jasper
#

Yeah - that would be a problem. Other way is to make a world script macro that checks minions before hit - if it's "max" then do nothing if it's <max then apply active effect with macro.actorUpdate that changes their hp to 0

unborn star
unborn star
coarse mesa
#

Actually with Effect Macro you could have a trigger when the AE ends? So give the minion 1000 HP and an AE with an effect macro that sets the minion to 1HP on expiry

#

(Unsure if EM works with DAE special expiry in this way)

scarlet gale
#

It should work fine

#

I've done weird effect macros that do things when the effects end from DAE

jagged bear
#

Is there a way to make an AOE damage roll not target oneself?

coarse mesa
jagged bear
#

You mean blank special blank?

#

Would it still place a template, though?

coarse mesa
#

Uh I was just quoting Moto so quite possibly lol. And no those are for self centered bursts sorry. Not sure if you can make a template ignore yourself, just allies

jagged bear
#

So like this? It actually doesn't even post anything in chat anymore ๐Ÿ˜„

#

Ah, found it!

#

Thanks guys

coarse mesa
#

Lol sorry, I should have checked myself

#

I couldnโ€™t get it to work in v9 but v10 seems fine, and yeah even with a template ๐Ÿ™Œ

acoustic jasper
vast bane
#

lol just give it an active effect that gives it temp hp

#

the minion ideas

coarse mesa
vast bane
#

have two ae's that give 1000 and 500 temp hp. Put a fresh minion with the 1000 one on. Then on hit, it auto removes, and use Effect macros on delete to auto apply the 500 one so it looks like the hit did 50% damage. And the bars will be blue instead of green to signify minion status

#

when the second ae fades on delete, auto dead via effect macro.

#

However some edge cases would break this idea, mace of disruption on undead/fiend minions would auto kill on the first hit if they fail the save.

#

you could also just give all minions 1000 hitpoints and call it a day, manually 50% them and then manually dead them after the second hit.

coarse mesa
#

I like the simplicity of an AE with a huge temp hp pool that disappears on hit. Second hit kills. hazvsEasy

vast bane
#

yeah

gilded yacht
#

I'm going to be travelling for the next week with limited computer access so probably won't be doing much work while away.

violet meadow
violet meadow
vast bane
#

so you'd have to do more than 25 pure hp just for th eedge case of a mace of disruption hitting an undead minion

#

unless the temp hp count towards the check on the mace of disruption, I assume it doesn't but who knows

violet meadow
vast bane
# violet meadow Was that the MidiQOL sample mace?

yeah from v9, I double checked the monsters, they were barlgura's. They definitely had the preset fiend, but they had flavor of Demon that I think might throw it off I dunno, hes definitely auto deaded undead with it for sure.

#

theres also the annoying thing that all creatures get the saving throw but thats something we live with

violet meadow
#

if (damageItem.newHP <= 25 && args[0].failedSaveUuids.includes(damageItem.tokenUuid))

#

I hadn't actually checked the Mace of Disruption before ๐Ÿ˜„

vast bane
#

my pally player has one so its his primary weapon

violet meadow
#

Whoever uses Minions in their campaign, I would suggest creating a flag on the actors that represent them and then add some check in weapons like Mace of disruption. When such a flag is present on the target, change the behaviour accordingly.

It could also be just a Tag from Tagger module

fathom socket
#

I get this error when i activate the Option "Remove Template" in AA Auto recognition:

vast bane
violet meadow
#

This is a fight between MidiQOL and AA template removal. You are on v9 still, correct?

fathom socket
#

no v10

violet meadow
#

Hmm which v10 MidiQOL version?

(also uncheck the MidiQOL box for auto template deletion and try again).

vast bane
#

could it be a midi srd item though?

fathom socket
#

10.0.21

#

should be latest

fathom socket
vast bane
#

you could just simply turn off template removal from AA

fathom socket
vast bane
#

it shouldn't affect anything honestly and midi's setting is global while aa's is each individual item so its probably better to use midi

violet meadow
fathom socket
#

can i deactivate the cover calculation since i do not use that rule?

violet meadow
#

Try without

fathom socket
#

was also toggled of already

violet meadow
#

So when does this error trigger exactly @fathom socket ?

fathom socket
#

it triggers after the saving throws, when the damage should be applied

violet meadow
fathom socket
#

in my particular case it was a NPC feature like fireball with a saving throw and a placeable template

opal wagon
#

Guys! Any alternative to SIFT (Spells, Items, and Features Toolkit) for v10 to keep track of who owns what template?

vast bane
#

is't that dealt with by the color of the template?

opal wagon
#

Well, I guess ๐Ÿ˜… SIFT also kept track of the duration of the template... anything for that?

#

(Also I have 6 players and infinite colors are not enough hehe)

vast bane
#

Midi would handle that now, it deletes them when the template is suppose to if you have it on

opal wagon
#

Yes. And I'm using it. I'm just looking for a module that gives templates a tooltip to look up that info at once: who owns it, how much time remaining... but I guess that doesn't exist now or you would've told me ๐Ÿ˜† Thanks!

vast bane
#

when a player casts a template duration spell in midi on v10, they get an active effect linked to the template on them, that if you have dfreds effect panel, you can track its duration left there, as for whose the template is, I guess i never had to worry about this, I host for up to 8 players on some sessions and have no issues differentiating the color of a template.

opal wagon
#

One thing that SIFT did, if I remember correctly was autohiding templates when not hovering over them, this made the canvas look neat; now to get that effect I usually drop the template if I have a suitable replacement with Automated Animations, and when I drop the template it disappears as an effect that midi can track.

vast bane
#

I think thats gonna mess up midis new features if you have something killing the templates early, specially if you are using placed aura effects from active auras

opal wagon
#

Right. I'm not using active auras; I always found it more trouble than it's worth ๐Ÿ˜…

#

But thanks for the info!

neon pike
#

What is the syntax to add charisma mod to initiative in the effect value?

vast bane
#

you can get those from the post by Cole in #dnd5e pins. Make sure you put a plus in front of the value.

vast bane
#

@violet meadow my crazy summon macro you helped make a long time ago, for some reason I'm confused whether its suppose to fire before the item rolls or all or after active effects. I am pretty sure its abnormal cause you have a prompt for an item in inventory or the spell fails. Heres the macro, what is the on use suppose to be?

#

I've reusd this macro for a bunch of items and they all have different on use drop downs lol, I see some that are all and some that are after active effect and one that is before the item rolls

#

they all seem to work and all I'm doing is changing the warpgate lines and the summon actor in them

violet meadow
vast bane
#

thats what I thought

violet meadow
#

Either that, or you create one entry for each macroPass in the macro

vast bane
#

I'll do all

#

any idea what my issue in macro polo is before any of them chime in? I keep getting a warpgate error and I don't know whats mismatched its only suppose to be update.

violet meadow
#

Haven't check that. Let me see

slow owl
#

Hi folks, looking into setting this up for the first time. Does this module work with beyond20 or does it need to be the module used for rolls?

violet meadow
vast bane
#

I don't think it does, I think that module is the thing where they roll from beyond 20 sheets on dndbeyond

#

is that even still a thing in foundry?

slow owl
#

thats the one, apparently. I've had a few false starts setting this up over the years

vast bane
#

its funny because its named beyond20 cause its meant for roll20 integration lol

slow owl
#

assuming id be better dropping that module then ๐Ÿ˜›

vast bane
#

well that'd be something you'd probably wanna ask mrprimate on his discord hes the dndbeyond guru, hes quite active in making stuff midi compatibile and such

#

is there really a beyond20 module?

slow owl
#

beyond20 companion module

vast bane
#

there is, but its dead, no v10 support

slow owl
#

still works

vast bane
#

you aren't on v10 yet

#

oh wait yeah you are, why is that 1.5 and the official site says 1.4 is newest lol

slow owl
#

i should be

violet meadow
#

Personally I never do that. I create everything in Foundry. Less headaches

vast bane
#

sounds like you got a fork

#

its almost certain midi would not work with it

slow owl
vast bane
#

pretty sure it constructs its own rolls, so its technically another roller

#

you could visit mrprimates discord, he offers dndbeyond importer modules and hes also an active guy helping out the midi community with a few modules

violet meadow
#

Yeah it doesn't sound that it would be compatible if it creates its own roll

slow owl
#

I'll definitely have a look at it and see whats what, using his importer tool already by the look of it

vast bane
#

as for setting up midi, what version of foundry and dnd5e are you on?

slow owl
#

v10 build 228 and version 2.0.3 for 5e

molten solar
vast bane
#

in roll20 it literally worked by infusing its own constructed roll templates, I assume the same for foundry

molten solar
#

Yes.

molten solar
slow owl
vast bane
#

if you are on v10, you'll probably wanna pickup the 3 forks, ATE, AA, and midi srd. Does anyone have a quick link before I go digging?

#

make sure your modules are all set, no other rollers installed

#

search for Roll in your module settings and any module with roll in the name has a high chance of being naughty

#

but don't blindly uninstall, post the name here and we'll say if its ok with midi

slow owl
#

no rollers,. I honestly dont have much on there, havent really managed to get foundry set up properly before with modules. pretty much a fresh start here

vast bane
#

so midi has effect transfer automation, auto rolling, fast forwarding rolls, and a whole bunch of other stuff

#

I don't know what v10's settings look like so I don't think I should be the one to guide you

#

you basically need to go through midis settings, anything you don't understand ask here

violet meadow
slow owl
#

Thanks, I will do, just working through the read me now.

slow owl
slow owl
#

cheers!

jagged bear
#

So the midi-qol.RollComplete hook only runs on the client that initiated the roll - is there any way for the GM to force it to run on their side, too? Or would I have to rely on sockets for this?

#

If so, is it possible to get a workflow by ID?

sudden crane
#

If you want to excecute something on the GM client, you will have to use sockets, and pass all the parameters that will be needed on the GM client to be able to do what you want to accomplish.

jagged bear
#

dang

#

oh well I shall try

sudden crane
#

What are you trying to accomplish?

jagged bear
#

I have automated a oneshot that has a point based system and I was leveraging Midi's automation to add points based on the creatures killed or buildings destroyed

#

Using sockets here is easy enough, just tedious

sudden crane
#

Where are those points stored? There are some socket call already exposed either in DAE or midi-qol that you could maybe reuse?

jagged bear
#

I store them in the flags of a journal page

#

I had the foresight to add a manual way to add points

#

but it would have been nice to have that automatically handled

#

It was the first run, bound to run into issues that way

sudden crane
#

I donโ€™t think there is already one to update a journal pageโ€ฆ

jagged bear
#

Yeah, I've got the flow working, I just didn't realize the hooks were client side

#

Once I mitigate that, I'll be golden

sudden crane
#

Maybe with advanced macro run as GM? Which you could call from the hook?

jagged bear
#

I'll experiment with sockets first I think

#

Hm, can world scripts register sockets?

vast bane
#

Ok so I needed to make two items on a warpgate summons cause they have different damage types. I differentiated them with parenthesis and commas in their name, and apparently midi is angry....

  embedded: {Item: {
   "Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`},
    "Slam(Fire)": {
        'data.damage.parts' : [[`1d10 + 4 + ${level}[fire]`]],
        'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
    },
    "Slam(Earth, Air, Water)": {
        'data.damage.parts' : [[`1d10 + 4 + ${level}[bludgeoning]`]],
        'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
  }}```
#

I don't see any rogue ) anywhere in this macro

#

can I somehow discern what line is the problem with this error code?

#

is it the commas in the name?

violet meadow
scarlet gale
vast bane
#

I was trying to keep it to just the area I have been editing

#

I don't see why anywhere else would break, cause I only edited the embedded stuff in the pasted macro above

violet meadow
# vast bane I don't see why anywhere else would break, cause I only edited the embedded stuf...
const [spawnedCreature] = await warpgate.spawn(shape, {
  token: {alpha: 1.0},
  actor: {
    "data.attributes.ac.flat": level + 11,
    "data.attributes.hp": {value: 10 + 10 * (level), max: 10 + 10 * (level)}
  },
  embedded: {Item: {
   "Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`},
    "Slam 2": {
        'data.damage.parts' : [[`1d10 + 4 + ${level}[fire]`]],
        'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
    },
    "Slam 1": {
        'data.damage.parts' : [[`1d10 + 4 + ${level}[bludgeoning]`]],
        'data.attackBonus' : `- @mod - @prof + ${summonerAttack}`,
  }}
}
});

Replace the relevant part. You were missing a }

vast bane
#

I'm just now seeing that missing bracket now as I loaded it into an editor

#

I honestly thought the second bracket on the line above was it

violet meadow
#

Better spacing for format helps with readability!

graceful geyser
#

Is it possible for a Reaction Damage ability to modify the amount of damage dealt? Trying to implement Stone's Endurance (Reaction: Reduce damage by d12 + ConMod)

vast bane
chrome gale
#

does anyone know of a working 'eldritch blast' automated setup for the multiple beams? (I know of ASE but it has issues)

violet meadow
# chrome gale does anyone know of a working 'eldritch blast' automated setup for the multiple ...

Regarding my answer in #dnd5e, a similar conversation with tposney <#1010273821401555087 message>

I mean you could automate it with a macro onUse. Create a scale for how many attacks, read that in the preItemRoll, roll once, Hooks on midiCompleteRoll, create a loop for the rest rolls @scale -1 re-trigger a second roll with MidiQOL.completeItemRoll(item) and again and again. But make sure that you Hook correctly cause it could loop forever and ever ๐Ÿค”

vast bane
#

Hey bugbear, does that error code say what line in my macro would of had the error?

I fixed it and all, I just wanna know how you knew

violet meadow
vast bane
#

right after summonerAttack?

#

oh dufus me, it just means my cursor is there

vague relic
#

Is there any sleep macro that works on v10? I've tried so many at this point, and I'm either an utter idiot, or none of them work

vast bane
#

I don't think its really possible to do color spray/sleep

#

it is if you read the spell wrong though lol

#

they are really awful spells except in the really low levels

vague relic
#

I've seen people reportedly having a macro that does what the spell entails, giving a condition to creatures in ascending order of hp

#

I've just never had it work for myself

vague relic
scarlet gale
#

Does it give you an error?

vague relic
#

iirc, it just applied the effect to everything

scarlet gale
#

Just tested it on my local copy, seems to be working as intended for me.

vague relic
#

how'd you set it up?

#

that might be where i'm going wrong

scarlet gale
#

Midi-Qol On use Macro

vague relic
#

like this, right?

scarlet gale
#

Mine's an item macro, but should that shouldn't stop it from working

vast bane
#

dfreds!

scarlet gale
#

Do you have a convenient effect called sleep? Uncheck that box

vast bane
#

that checkbox will only be there if he does, and its even checked as well

#

that is why its applying to all targets

vague relic
#

now the effect does nothing

#

for reference, the only status effects i have enabled are the CUB ones

#

could that be it?

#

like, they're trying to use status effects that aren't there, and I'd have to rename the ones in the macro to the CUB ones so they work?

vast bane
#

oh boy, you have dfreds and cub managing things

#

you should probably fix that at some point

scarlet gale
#

Having both is probably messing you up

vast bane
#

but you probably misspelled the item on use

#

if they are toggling on and then immediately off, its cause you have both those modules, if NOTHING is happening, its probably because you didn't set the on use macro right

#

or you forgot to paste the macro into itemmacro

scarlet gale
#

Looks like he has it as a hotbar macro

vast bane
#

yeah but if its a folder macro, did they name it that?

#

or is it named "New Macro"

#

are you on v9 or v10

vague relic
#

v10, and the macro is in itemmacro

vast bane
#

so then ItemMacro should be where SleepEffect was

vague relic
#

yep, that's how it is

vast bane
#

any errors, show us chat output when you roll it

vague relic
#

tested with CUB off, and no worky either

#

will do

vast bane
#

what module is the macro using dfreds or cub?

vague relic
#

the macro says it uses dfreds

vast bane
#

show us the chat output when the item rolls

#

and are the targets in the aoe immune to sleep?

odd sable
#

So, I have an item with an ItemMacro, which creates a Dialogue, intended to let the user chose one out of two options for the item. This all works exactly as intended, apart from the fact that whether it's me as GM or the player using the item, the dialogue is sent to me as a GM. I asked in #macro-polo but they believed it to be Midi-related, so they told me to go here instead. Still running v9 of Foundry.

vague relic
vast bane
#

how many hps on them

#

11 is prety dang small

vague relic
#

the midi damage box shows the test token has 5 hp

#

i have the damage set to no damage

vast bane
#

any errors?

scarlet gale
#

Could you screenshot your full details tab for the spell?

vast bane
#

is the test token immune to Unconscious?

vague relic
vast bane
#

mouse over the test tokens image in the damage card to see his immunities

vague relic
vast bane
#

whats the yellow error about the template above

#

oh wait a minute...what is your midi version

vague relic
vast bane
#

midi, dae, dnd5e versions

#

I think hes got the damage types versions

vague relic
#

10.0.21
10.0.13
2.0.3
respectively

scarlet gale
#

Could you screenshot your spell details tab in full?

vast bane
#

hmmm

vague relic
vast bane
#

hes got ase installed in v10

scarlet gale
#

Yea

#

turn off ase

#

and see if that fixes it

#

IIRC, ASE doesn't work in v10

vast bane
#

thats probably the culprit for the template thing yeah?

#

you should disable all your incompatible modules, and go through them and see if its just a manual update issue

vague relic
#

I kept it on since the summoning thing still works, and that's useful to me lol. Though after turning it off, the macro still doesn't work

vast bane
#

turn off everything but the minimum

scarlet gale
#

Something with your setup is breaking it

#

Because it's a pretty well tested macro

vast bane
#

use find the culprit, dfreds/midi/libwrapper/socketlib

#

prolly dae also

vague relic
vast bane
#

you need to troubleshoot your modules, usually one installs find the culprit module and runs that

#

you really should go through your modules and manually check them all for v10's and any without v10's you should not run, ASE is one of those modules that is gonna break many others

vague relic
#

the macro still isn't working with just those 4 installed

#

idk, at this point it seems like more trouble than it's worth ๐Ÿ˜…

#

plus i've got a lot of prep to do, but thanks for the help regardless

scarlet gale
#

Do you have auto-roll damage off?

vague relic
#

no

vast bane
#

is the macro even in the item macro?

scarlet gale
#

What happens if you press the damage (fast) button?

#

I don't have that on my setup, so I think it may be waiting for the workflow to finish.

vast bane
#

its a setting to not remove the buttons

vague relic
vague relic
vast bane
#

can you show me the front page of the test tokens sheet?

vague relic
#

wait

vast bane
#

what race is he

scarlet gale
#

Undead

#

lol

#

That's why

vague relic
#

i'm about to go ballistic

#

THAT WAS IT

#

BBRUH

vast bane
#

I so asked this earlier lol

vague relic
#

I checked for it having a condition immunity to unconscious like you asked, but didn't think to check creature type

#

I forgot I even changed it to undead to test something else a while ago

#

anyways, thank you both for helping me out, despite my clear lack of perceptive skills

#

๐Ÿ™

vast bane
#

I actually have 3 dummies on the landing page, and I purposely have the non undead one have a zombie token and the undead ones don't

vague relic
#

that might help me in future

coarse mesa
#

I mean, kudos to whoever for sleep not working on undead tho ๐Ÿ™‚

violet meadow
#

Just quickly logging it here. Does anyone have any issues with concentration deletion from unlinked tokens not dropping effects, with MidiQOL 10.0.21?

violet meadow
#

@coarse mesa can you quickly check this Spirit Guardians on v9 for the forced movement part? (replace the ItemMacro of the one from MidiQOL sample items with the attached one)
Its proof of concept phase. You need to attack a target whose turn is NOT the current one and not in the Aura's radius.
Afterwards move the targeted token in the Aura.
Does this do it?

coarse mesa
#

Damage triggered if:

  • they start their turn there
  • they walk in on their turn
  • they get pushed in on another turn
    No damage if you walk it onto them
violet meadow
#

I expect that there should be a way to break that message check I used ๐Ÿ˜…

coarse mesa
#

Thanks โ€“ this is sensational

violet meadow
#

@vast bane For the macro.createItem to auto-delete when item uses hit 0. ItemMacro | After Active Effects on the Item in the sidebar. ```js
if (args[0].item.system.uses.value === 0) {
const hasEffects = token.actor.effects.filter(eff=>eff.flags.dae.itemsToDelete)
for (let hasEffect of hasEffects) {
if (hasEffect.flags.dae["itemsToDelete"].includes(args[0].item.uuid)){
console.log("Found it:", hasEffect)
await hasEffect.delete()
}
else console.log("Not found:", hasEffect)
}
}

#

Might break with your settings though ๐Ÿค”

violet meadow
#

This should be OK, ItemMacro | Called before the Item is rolled (use it only if the other one is not working correctly)```js
if (args[0].item.system.uses.value === 1) {
Hooks.once("midi-qol.RollComplete", async (workflow) => {
const hasEffects = token.actor.effects.filter(eff=>eff.flags.dae.itemsToDelete)
for (let hasEffect of hasEffects) {
if (hasEffect.flags.dae["itemsToDelete"].includes(args[0].item.uuid)){
console.log("Found it:", hasEffect)
await hasEffect.delete()
}
else console.log("Not found:", hasEffect)
}
})
}

#

Also it seems that item is predefined for the onUse MidiQOL macros nowadays (probably v10 ๐Ÿค” which means item === args[0].item)

scarlet gale
#

@molten solar js let tokens = game.modules.get("templatemacro").api.findContained(template);
Getting an error when I'm trying to do this during "When Created"

#

Also, your new release doesn't download right.

#

Looks like it's not working for any of the events.

#

Unless I'm using it wrong?

#

Changing it to template.document didn't seem to make it work either.

scarlet gale
#

Still need to make a way to have the enter damage only trigger on enter once per turn. As well as clearing out the effects when the template is moved as well as when it's deleted.

#

Would be nice to have template macros have the cast information available, but it's not the end of the world to have the itemmacro just flag the template with the needed data.

slow owl
#

What version of foundry would you guys recommend using with this? was considering using 9.280. Seems like there are still a lot of other modules needing updated to V10

vast bane
scarlet gale
#

We're at the point where any modules still on v9 aren't likely to ever get updated.

#

Thanksgiving weekend is also when I'm updating my actual game too lol