#MidiQOL
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Does anyone have an automated sleep spell? I tried searching around but couldn't really find any
someone just went through this the other day in this channel
I saw lmao
Didn't seem like they found what they were looking for o_o;
nah they did, if i recall their problem was their test subject was undead
it apparently works fine, the user just had issues cause they were trying to put an undead to sleep
Ah i was testing that one but it just ended up dealing damage and nothing else
I don't have the ability to help troubleshoot that atm. Is the item link an item or an item macro?
if its an item macro, maybe your source item is setup wrong
Yeah no problem that's why I was reaching out to everyone. It's an item macro and I have the on call macro up to apply after active effects
what version of foundry and midi are you on?
v10 and the latest midi
ok, are you by chance using multiple rollers like say....ready set roll?
I am not
show me what it looks like when it rolls to chat
I'm betting your source item is probably a dnd5e compendium version and thats the problem
might as well also show the details of the item
Yea gimme a couple seconds, thank you again for helping
I don't have access to my v10 build so I can't check if the original item macro is functional, I assume it is though cause its from a very experienced mod author
It requires Dfreds CE and Midi qol and its an on use macro for the item, this means you need to make sure the item itself is setup right, as if you are probably using a dnd5e one its not.
the most obvious mistake it could be is that your base item is set to deal damage instead of "no damage"
Oh wow
it does look like dnd5e's sleep is setup to deal damage
you will experience weird stuff like that just cause dnd5e's base srd items usually have interactions the way they are setup vs midis stuff
the lightsource spells and items also have some weirdness with midi
also alot of dnd5e's spells have inactive active effects on them that can mess up midi
if you don't have midi SRD yet, i suggest grabbing it, it still has some hiccups from v9 cobwebs in the automation, but atleast all those items are not going to have the dnd5e srd issues.
The author of midi srd fork is bugbear but I lost his link anyone got it?
eh you should be able to find it in search here
If you run into issues with midi srd from this fork, post them here and someone will help ya if its something we can deal with, otherwise Bugbear frequents the channel often he'll catch it and help when he can.
For some reason the Deflect Missiles sample items no longer appear to be prompted when damaged
isn't it suppose to return on hit not damage?
oh shit yeah misremembering the item you are right
Doesn't even prompt on a hit
No errors π¦
is the reaction set to manual, is your reactions off, is the target the right person?
is the attack not RWAK?
Reaction is set to Damaged, reactions aren't turned off' ause it's prompting Feather Fall
It's a javelin, which is a ranged weapon attack
And it's prompting other on-damaged reactions, but not Deflect Missiles
yeah but is it an rwak, javs are notoriously setup wrong in some importers
Yup.
does the monk have ki points setup right
and do you have it setup on deflect missiles right
oh I think its actaully wrong on the item, like I said, javelins are weird
Look below Javelin at the top
the roll may be a ranged weapon attack, but the item is a simple melee weapon
Ah, I think I solved it. 0.9.63 seems to work, but .68 is a bit wonky. I had to input the Ki Points in the Item Uses
yeah I actually remember going through this a few months ago, deflect missiles is not automated right
it costs you a ki point just to deflect
its suppose to cost to return
not sure if it was fixed or not
Hey, did you get an answer to this? I'm trying to do something similar where the activation condition checks to see if the save roll is passed, then if it is applies the active effect but I can't get it to work.
Regarding deflect missiles, it appears to work well for me after these changes:
Active effect (Details tab): Select Duration of "1. Reaction: Expires after the attack that triggered the reaction is complete"
Active effect (Details tab): Transfer to actor on item equip: Update to unchecked
Active effect (Effects tab): Update Change Mode to Override
My group's PC uses the Ki feature to track Ki points, so adding the following 3 lines in the item macro (after the args[0].itemData.system.consume line) allows throwing back to consume the Ki point if the ability is used (replace xxxxxxxxxxxxxxxx with the id of the PC's Ki feature) (in this case also update the Deflect Missiles Details for Resource Consumption to blank/0):
theItemData.system.consume.target = "xxxxxxxxxxxxxxxx";
theItemData.system.consume.amount = 1;```
But I can't figure out how to get the reaction to only prompt when attacked with a simple ranged weapon instead of vs. every attack. Does anyone know how to set that up? I was trying to use the Activation Condition from this post but it doesn't work for me: [#macro-polo message](/guild/170995199584108546/channel/699750150674972743/)
thats how reactions work sadly, just be lucky its just that, anyone with featherfall prepared gets to say no to that while being attacked if you don't have feather fall set to manual.
You start messing with template macros and effect macros yet? I'd like your thoughts on my cloudkill template macro. I'm thinking I'm somehow overcomplicating it.
I think its alil on the complicated side for peasants like me but its the early days of the module maybe things will get easier
Yeah, at least Reaction Damaged prevents it from prompting unless the attack hits and does damage. Guess I was hoping for some Midi magic here, that other post gave me hope. π
The big problem I'm running into is handling multiple of the same spells being down on the field at the same time. I pretty much have it solved, but it's much more complicated than I originally thought it would be.
For example, what do you do if there are two cloudkills down that overlap, and one of them is upcast to a higher level but the lower level one has a higher DC?
Who's effect do we want to keep? More damage or higher DC?
I currently have it checking the spell level first, then falling back to spell DC if they're the same.
I'm trying to make a feature that causes all enemies within 10ft to make a saving throw or take damage, and the effect is applied to the source actor, not the targets who were forced to make a save. Here's how I have it set up.
https://gyazo.com/895b88c7198371cd4247cfd402219e67
https://gyazo.com/15551393f296d42f6ce72fb2745f98fc
https://gyazo.com/03f0245a3ae59771bf2adb310d993906
https://gyazo.com/fbab395c4b9fca9d133e60c2bebf06a2
The only problem is that the arms only appear, and the effect only applies when a target takes damage. The effect isn't applied if I were to activate the feature with no targets around and it deals no damage.
https://gyazo.com/2261808f65ded7663e3dbfcbbb67afe3
https://gyazo.com/0115358471c7a59badd891419ea96944
its probably blocked by weird use case and your special in target/range, BUT, have you tried checking the box for activation condition true for ae?
you could also make another feature for the arms and drag it to the hot bar, then use that macro as an on use macro for the aoe damage feature.
Checking that on doesn't seem to work. Maybe it needs an activation condition π
Not sure what to put in there though
blank conditions are true by default
Ah
it was a wild guess, I think the problem is that its just impossible since you NEED special there, the item is going to ignore self
Welp, that workaround worked π
A bit messy, but it works
Midi also bypasses permissions in on use macros so you don't have to show that macro in the folder for the players
you could also make it an item macro by pasting that macro from the hotbar into the item if you want it cleaner
Pretty much what I did. Is there a way I can set a delay to this?
game.dnd5e.macros.rollItem("Astral Force")```
What I'm doing is have the active effect add the Astral Force feature to the inventory, and it needs a short delay before it activates the feature
So it doesn't bug me with "Astral Force doesn't exist yet!"
(But it will in a few milliseconds)
pretty sure theres a wait function
Yeah.
Don't use that.
That command is not intended to be used as anything but a 1-line hotbar macro
My guess is you are not awaiting whatever function you call to create the item.
I'm using the On Effect Creation thing. I forget which module this is from.
const objects = ["Astral Fists","Astral Force"].map(n => {
const obj = game.items.getName(n);
return obj.toObject();
});
const created = await actor.createEmbeddedDocuments("Item", objects);
await effect.setFlag("world", "createdIds", created.map(i => i.id));
ui.notifications.info("Astral Fists added to your inventory");```
That would be my module, Effect Macro
const objects = ["Astral Fists","Astral Force"].map(n => {
const obj = game.items.getName(n);
return obj.toObject();
});
const created = await actor.createEmbeddedDocuments("Item", objects);
await effect.setFlag("world", "createdIds", created.map(i => i.id));
ui.notifications.info("Astral Fists added to your inventory");
await created.find(c => c.name === "Astral Fists").roll();
Perfect
So much less hassle
Thank you so much
Do you have a git hub of macros?
Check bio
I am π€ close to creating a Spirit Guardians.I have a small niche case remaining, when a target has triggered during a turn cause of forced movement and something something...
I haven't looked at the Cloudkill at all.
I probably will do on Monday!
Overlapping templates 
Just ban a second casting of the same spell π
See, the problem is what I want to have my npcs cast it multiple times.
Well, different npcs cast it in a confined space.
π
Assuming the scripts are all executed as GM, set a value on the tokens
tokenDocument._hasBeenAffectedByCloudkill = true
(sync)
and have each cloudkill spell check for that value (and stop if true)
I already have something like that, except I'm checking what effect would be better so it follows the overlapping spell rules from 5e
The problem is that it's turning into a giant mess of a macro
And that's only the on entered part
It's really close to what I am doing too.
https://github.com/chrisk123999/foundry-macros/tree/main/Spells/Cloudkill
Rest of the parts to it

I still need to fix the on delete part to work around the token potentially being in another template
Needs some cleaning up
This is attached with Token Attacher to the caster π
And I will remove the socket Midi calls as I will execute all as GM
I was planning on doing something similar for the darkness spell
Okay I should start with the simpler of the two questions:
If you use the flags.midi-qol.optional flags with reroll as the parameter it sends a private to GM message with the result of both rolls even for rolls that are blind to GM. Is it possible to disable that?
Hi all, is there anywhere that I can see all the midi workflows, like workflow.attackRoll etc⦠so I can figure out how to play around with them in activation conditions?
You can put a console.log in an item macro and have it pull the workflow.
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)```
Thanks
figured out it only rolls right while the token is in the scene
wasn't there a fix for this very recently...are you on v9?
nope v10
I think theres something like a setting where it rolls as token or as character
I forget but I swear theres a totm setting for midi
feel like i just sifted thru the midi settings and didnt see something like it but i may just be blind
it has to do with the chat card and what is at the top of it I think
and its something like roll as token or roll as actor
Who wants to try Spirit Guardians for v10? Should be working as intended, prompting saves and damage even when forced into the radius (not when the caster moves) π€ @coarse mesa
MidiQOL/DAE/Template Macro/Effect Macro/Token Attacher/Walled Templates.
Keep in mind that I haven't tested with MidiQOL settings other than my own for the time being, which are FF heavy.
I am killing the Automated Animations on the template cause otherwise it might get deleted and replaced. I haven't checked how it behaves with Auto recognition for templates
Cast the spell and place the template on top of the caster. It will become attached to the caster and you can move it around afterwards
Going from inside of one spirit guardians to inside of another makes you lose the original effect and not gain the new one
(I had the same issue in my cloudkill originally)
I haven't checked with more than 1
Ah
Excluding weirdness from having multiple spells up at the same time seems to work pretty smoothly
Totally Monday-morning QB'ing this, so this is not a criticism, but does this approach have advantages over the historical AA-based appraoch?
AA doesn't have an official v10 version. And has previously been pretty buggy with template auras
Plus this one handles foced movement better
I find it a bit more robust. I haven't tested with the latest .24 AA
I can get wanting to dodge the Primate release, but I'm running a ton of template auras in my current game and they run fine. Obviously YMMV
I was having issues with forced movement, yes
I'm glad that newer versions of AA are working better
But template auras have never worked well with high ping players in my experience
I've never run any forced movement though, so I can totally see that interaction going haywire
(So the dual Spirit Guardians seem to be somewhat working)
(Will test some more tomorrow)
I found putting a small delay on the enter template macro fixes it
they both seem to run at the same exact time
or close enough that the old one isn't removed before the new one gets placed on
The create has a 500ms delay
might need more
ah ok now I see what you mean
For when Moved you mean>
I tested yours with two templates that don't overlap at all
moved from inside of one to inside of the other
lost the initial effect and never gained the one that I should have from the other template
OK let me try that
Actually looks like it's getting the 2nd effect for a split second
then losing both of them
Or something weird like that
Weβre playing v9 tonight but will test this ASAP!
Interesting work, I personally prefer the AA method though since its less work and 99% of our premades in v9 can be carried over well.
We know Moto, you like your premades lol
Should 2 Spirit Guardian auras double damage the token on its turn?
No
I just don't like doing the work twice
Overlapping spell effects
Oh that needs a whole different logic then
Only the higher potency spell should apply, at least that's my understanding of the PHB rules on spells
I wound up storing the spell level and dc in the effect as a flag
then compare them
and only apply the new effect if it's "more potent"
But that also required using the when staying event since you need to account for them leaving one template but saying in the other
Pff I will play that to the players advantage. Roll both normally and apply only the highest damage π
Yeah SG definitely doesnβt stack. Havenβt really had to think about that thoughβ¦ usually only one cleric lol
I considered that, but it seemed complicated to do without ditching the use of an overtime effect
Its a nice puzzle to solve though
I am not ditching the OT. It rolls both fine when needed
I just mean for rolling both and keeping the one that does more damage
when they're in an overlapping area
It was mostly as a proof of concept exercise. It can be done. Its a PITA to set it up properly, but doable at least for single effects (and somewhat double stacked ones)
Yea, that's what I was messing with cloudkill for the same thing
I wanted to see how far I can push template macros
I still think a on combat turn would solve a lot of issues
instead of having to offload work to the effect
I really found the Token Attacher + Template Macro behaving much better than I anticipated!
That's cool that it does
Makes me want to get darkness with a template macro working now
And if you use drag and drop instead of moving with arrows it triggers only on drop so that is a plus
I see you just went with a giant delay on the creation event part
I wound up having the initial stuff done in the item macro instead
I wanted to be sure that the one create would get the spellLevel the flags I needed to set and then go from there
When the castData MidiQOL issue is fixed it should be even easier
That'll be nice
I think both of us are ignoring what happens if the person is multiclassed
and are not using the primary spellcasting stat
The spelldc?
yea
originActor.system.attributes.spelldc won't that only be what the player has set as their spellcasting in their sheet?
True
we are taking care of all the rest π
I guess I just don't trust my multiclassed players to remember that, I always just change their spells from being multiclassed to use their modifier from that class
Ideally, there's likely a way to grab the DC from the item roll since midi gets it from somewhere
Would cover cases of things having a flat DC for whatever reason too
Hmm I would set it a bit differently for my players. Maybe put the mod you want to use in a field and then find the field to get it
The save part of the spell has a dropdown menu, so it should be stored in the item. I guess I can just pull the item info and see what it's configured to
then use that for checking the DC on the origin actor
Yeah that would make sense
The ability modifier could do it
Yeah its in args[0].itemData.system.ability
Just use the dropdown menu
yea
And in the rollData as mod too
Anything with a pre-calculated DC would be better. To handle cases where the player has an item that increases the spellcasting DC.
I don't even know if foundry handles that well currently tbh
Thankfully none of my spellcasters have more than one item that increase specific class spellcasting dcs
But anyways
my solution for multiple effects was to just embed the spellcasting info into the effect and only keep the better of the two when they do overlap.
I will probably offer the solution to my players to decide π
But things are getting interesting for sure !
I am off π
Hi, I can't seem to get careful spells to work for my sorc player, this is how the effect should be set up right? on V10 stable
Sculpt spell works, so I don't know why this shouldn't
What does the details tab look like?
Is this on a feature?
no, I just made the effect and dragged it into a token's temporary effects
using uhh, dfreds convenient effects
You'll probably want to edit the careful spell feature on the character sheet and put a DAE effect there set to transfer to actor.
Directly having the effect shouldn't break it, I guess
Like so?
I'm kinda new to all this
well I image it should go in the temp effects
still doesn't work though :/
I do have a lot of modules. I'm gonna troubleshoot incompatibility stuff on my own, but is there anything here that stands out as particularly bad?
hiding at the bottom is one more module, "Your Turn!"
You on v9 or v10?
And are you targeting someone before using an ability that has a save?
v10, yes I target the tokens I want to auto succeed
I don't se anything that should be breaking it
Again, I am able to sculpt spells. maybe I just need to restart foundry
I'll try that
Yea, if that's working there's no reason this one shouldn't be
I'll try some module tinkering tomorrow. it's 5am, thanks for the help anyhow
it's nice to know I didn't set it up incorrectly at least
effect goes on caster
^^ appreciate it
tomorrow i'll trim down the module list to be only midi-qol and related stuff
I did learn that I could add the effect directly onto a character feature, so that's going to be nice
For example for heavy armor master one of my players have
You can do the same with items, and if it's on an item that requires attunement it won't activate the effect unless they're attuned
sweet
Midi-qol is some good shit
well
dfreds I guess
I'm too tired, brain no work
pretty sure this is DAE and midi
Midiqol is some good shit regardless
the automation makes combat flow so well
alright, bedtime. thanks for the assistance
does does CompleteItemUse() take a parameter to make the roll at advantage?
@undone sorrel
In the options param, you can set the a workflowOptions.advantage: true:
completeItemUse(item, {}, {workflowOptions: {advantage: true}});
Is there an update for ATL? (active token effects)
Hi guys, how can I make this macro work? https://gitlab.com/crymic/foundry-vtt-macros/-/blob/8.x/5e/Classes/Bard/Blade Flourish/Defensive Flourish.js
speaking of advantage...I was just investigating how I might automate creatures having passive advantages. I had a look through the various flags.midi-qol. in effects and I can't quite figure how i might fullly implement something like Duergar Resilience.
Would be possible to get the latest crusher code for the macro? I found an old post with code but I don't think it the latest version.
Is there a way to Automate the Heavy Armor Master Feat's ability to lower bludgeoning/piercing/slashing damage from nonmagical attacks by 3 points?
you can't automate this, which is one of the main reasons why I do not fast forward in midi. I use advantage reminder and get things like this:
you probably could with crazy amounts of macro work, but this is literally a few words typed into the popout and handles it perfectly. significantly less work.
If you have a spell that deals damage to targets within 5 feet of your token, how would you craft that spell so that it doesn't target your own token?
Target 5 | feet | creature
Range blank | blank | Special
That does not seem to be working. It comes up as No Targets to Save.
I will check out advantage reminder then. I have already been moving away from fast forward for other reasons
I figured it out. I had my MidiQOL settings set wrong.
Midi Settings => Workflow Settings => Workflow tab.
Yep! Appreciate it!
DR
This would need to set up some hooks to do that automatically
Update for v10 you mean? I will take a look
I will start posting them in the bugbear's github ,so I will ping you with a link
are the DR keys setup right for the new damage modes? That seems wrong for DR nonmagical. aren't they now split up into 3 different ones?
ah might be. I haven't really used it yet. Let me check
maybe theres new undocumented keys?
Z shared an image of how core can now differentiate the non magical versions, plus he(tposney) just did a custom damage resistance patch so I'm curious how the DR's work now
Wait this is Damage Reduction, not Damage Resistance anyways
yeah but the main issue is how the damage types changed in core
oh...hmmm yeah you are right that is weird
the usecase for weird D reductions would be so rare anyway, I am still in waking up mode my bad
Much appreciated!
Is there a function in Midi that makes it so I can push a button to apply damage? I used to have it before v10, I have no idea what module it would be if not Midi.
Hi, everyone.
I'm experiencing an issue with Midi since it is what I use to automate damage and whatnot. Before recent updates, midi used to handle Immunities and Resistances differently, with the recent changes, it doesn't work properly anymore.
To illustrate, before, midi understood when an actor was immune to non-silvered weaponry and resistant to non-magical weaponry, meaning that this actor would take normal damage from a magical weapon.
Now, for some reason, it doesn't. If a weapon is magical but not silvered, the actor will still count as immune against it. Which was not the case before. I don't think this is intentional. Is anyone else having this problem?
In the gif above, I have the same token with the old settings for resistances and immunities, and another one with the new settings.
Open the Immunity and resistance traits and check the bypass settings
When you say buttons, you mean in the damage roll chat card some buttons that appear when hovered to apply the damage? This can be found under MidiQOL settings
Or do you mean the automated GM shown only damage card that appears after the roll, like the one in the above short video of Frost?
sounds like a better rolls player who had those buttons rockin
cause midi would carry over its button settings properly
It might be set to None so π€·
yeah, I just am not aware of v10 update causing settings to change, but having better rolls+midi in v9 and then updating to v10 would defiitely kill better rolls which I believe has buttons that apply damage
nonetheless we provided enough info for them to check on
it is set
check to make sure that both immunity and resistances on both tokens are setup as regular resistances, I noticed a couple bad imports were using custom instead of regular
nope, default 5e system one
what is your dnd5e version, which should be 2.0.3 based on how midi now works, but we gotta ask
2.0.3, yep
Mine used to look like that, without the by-pass options
you need to disable all modules and try to view that window again
Hmm needs Tidy5e sheet
Default is like yours
Now I am confused π€
yeah somethings weird there, I have them all in v9 fyi
I added that module, maybe I'm not seeing it, but I don't see a setting in it to enable 'full vulnerability/resistances menu'
Change the default character sheet to the Tidy 5e one
Title bar of an actor
change the sheet to tidy but thats not really the problem, I think the problem is the latest work on custom resistances that tposney did changed the windows and options available, maybe he's not done yet?
Perhaps the default sheet was overlooked ? π€·
that actually solved it
It was a button that you'd press with the token selected that would apply the damage.
I changed the sheet, configured the resistances like it was before whatever update happened
If that was better rolls then - sucks to be me
and voi la, damage applying properly
Might be good to create an issue for tposney to take a look
fwiw, that was a core feature and better rolls AND midi supplied a button to do that without using right click menus like core, however midi has a much better damage applier with the damage chaser card that you see all over the place here, its a smarter undo/redo
holy shit, you can even switch ammunitions on the fly with this sheet
So I'm watching Bailey's tutorial, will that give me all of the information I need?
thanks for the assistance everyone, I'll try and get used to this sheet now lol
Red circle is the better rolls style buttons that midi allows with the right settings, these apply to selected tokens
Green circle is the superior target damage application buttons that respect resistances and has an undo function superior to all.
It's also core...
the green circle card is what most refer to as automated damage and midi
I don't have the button on mine, how do I enable it?
which one?
The green circled on
Also do you merge cards?
oh green circled, scroll up to lonelybugbears image of a drop down
you need to set yours to something other than none
You also need to not have ready set roll installed
his dropdown I believe is in the damage section of the workflow button, but I can't recall if theres still a button in v10
I don't have ready set roll
cause of how module settings layout changed
This is what mine looks like
if you want a card to also display for the players that requires a few checkboxes that are not very well explained
I don't know what merge cards means
its what you have there
so core won't be a solution for you, you either need to enable the selected buttons like my red circle above, or turn on the better chaser card(green circle)
go to damage section of workflow, and change the first drop down from none to something else depending on what you want
you can have it where it shows the card but doesn't auto apply, or have it set to auto apply, and then even moreso it lets you choose a setting for players as well I think
Better chaser card is in Midi or Ready set roll?
MidiQOL settings => Workflow settings => Workflow tab
Play with the settings here.
And Merge card is in the Misc tab
and theres also a checkbox to show a damage application summary to players, which doesn't show on the dm's view, it only shows if a player is veiwing chat:
I believe my settings are yes to all in first drop down, and then show to player, and I have that box unchecked as well in bugbears image, and what that does is what you se above from me
?
I'm sorry - I have Workflow settings
When I hit that, I get the other picture screen.
Sorry I'm not very good at this. Looking now
Do I need the ready set roll too? I'm still not getting a button to apply
The ready-set-roll gave me the buttons I wanted!
If you use Ready Set Roll, dont use MidiQOL and vice versa
wow ok how do I get the buttons to apply damage by MidiQOL? I'm sorry I'm so dense. I thought @vast bane said to add ready set roll
I did not say that, I was warning against it since you were a better rolls user
If you want damage auto applied you need your setting set to this:
First step. Open Midi settings and in that first menu go a bit down and find what's shown here.#1010273821401555087 message
Choose Add button for everyone
there ar enuanced settings in my image that you may not want on
If you don't want that button, do what Moto says
I am sorry I misunderstood again.
I don't want to autoapply anything. I want a button that the players can press to do it themselves.
If you want the green circle stuff(the good one imo) follow my instructions, if you want the red circle stuff, follow bugbears suggestion, and you can have both on fyi(specially if you are merging cards and a workflow bugs out)
Ok, I have to stop for today. My m-i-l is in the ER and I have to dash
I'll come back to annoy y'all later. I'm sure I'm not saying what I want clearly enough. But thanks everyone for your help once again.
Hi all, per the midiqol gitlab, it appears that you can reference anything from the target in activation conditions. Is it possible to then reference a target's armor type eg. medium or heavy? Looking in the console I could see this on an enemy:
document.actorData.items[0].system.armor.type
And if so, and you don't know which item on the target may house the armor, would you change the [0] to ?.
I tried
@target.document.actorData.items?.system.armor.type == "medium"
and that didn't seem to work as the test effect was applied even though the target wasn't wearing any armor.
Hi all, is there an easy way to set up self damage for a feature?
I'm looking at the longsword of life stealing example of MidiQOL sample items but i'm a tiny bit stuck
The effect is essentially a dice roll for the self damage (2d10), and applying that result plus some modifiers to targets as damage, with a save halving damage
Hi, I'm having an issue with automating the "Sanctuary" spell in 5e. When the PC casts the spell the friendly PC/NPC is forced to make the saving throw and attackers aren't. Is there another module that I need, or some configuration that will cause the spell to work as intended? I'm using Midi-QOL, Active Token Effect, Advanced Spell Effects, and a number of other modules. Thanks!
I've had success automating that spell using world scripts that hook into midi workflows.
Take a look here <#1010273821401555087 message>
I'll have a go at tinkering with it, surely wont be too complicated π
I have a newer version on my patreon https://www.patreon.com/posts/college-of-set-58959747
try document.actorData.items?.[0]?.system?.armor?.type
and yeah actually that won't work either since you can have multiple armors equipped
and that would pick up armors that aren't equipped too
yeah ignore me
@steel apex This seems to do it if you can get away with targeting only 1 creature.
!!Array.from(workflow.hitTargets)[0].actor.itemTypes.equipment.filter(i=>!!i.system.equipped).filter(i=>i.system.armor.type==="medium").length
You can use .some(), it's like filter, but only returns true or false
Array.from(workflow.hitTargets)[0].actor.items.some(i => !!i.system.equipped && i.system.armor.type === "medium");
Oh yes much better. I was just checking what can be accessed.
I don't think you can use the target's rollData for the activation check in this instance, so Workflow data should be the way to go.
@molten solar Do the triggers for Effect Macros for ability checks, attack rolls, or saving throws contain any of the roll data. And if so, can they be altered?
They're async
So no then?
preHooks are where you alter a roll before it happens, and those have to be sync
EMs trigger post roll
"do stuff when rolling"
One popular use case is turning off a once-per-turn attack bonus
I see
What are you trying to do?
Mostly just experimenting with new stuff. Effect macros in v9 had less options.
and a worse ui
Having a trigger for combat starting is something I'm already seeing a ton of potential use for
Gloomstalker and Assasin Rogue for example
You could do Sneak Attack with babonus or EM, or just EM. Turn it off after a damage roll, turn it on at the end of a turn.
is damage rolls still not a thing?
π€£
Gosh, I simply keep forgetting what with no one making an issue
πΆβπ«οΈ
Same with that "end of everyone's turn" trigger
Can you trigger on someone else's turn? π€
Exactly
So much for trying to replicate the Optional Bonus Effect window in EM instead of using midi
That's the only reason I was curious about the ability check stuff
Optional... bonus effect?
makes a pop-up when you roll a predefined skill, ability check, etc to allow you to add something to the roll
I know
OK good
DAE has combat start too fyi
Not a bonus on top of the roll?
You can babonus once per turn
Easily
So babonus comparison access @target gets you target.actor correct? not rollData
This makes no sense... I meant to say that it gets you rollData... My brain is kaput...
Say you wanted to make Uncommon Glamerweave in v10. Optional Bonus Effects from Midi still requires the use of a resource field to limit it right?
Why would it get the actor?
So rollData?
As per the module page, yes.
some info is not there.
such as
sec
Tatonker was trying to make a situational bonus or something depending on the target having a specific armor equipped.
can be done with activation conditions in Midi but I was wondering
π
Trying to think of a good way to allow someone to have a pop-up to optionally add a 1d4 to a specific skill check in v10. Preferably without the use of taking up a resource slot.
lemme show you something stupid
I am all up for stupid
You can use Item uses for optional bonus
Doesn't need to be a linked to a resource
Oh, that solves that then
I don't remember now if that has found its way in the readme. Release notes have it though for sure
Where's that π
Not in yet
Yeah I imagined
That solves it then π
Now off to streamline Template Macros and Token Attacher "Auras", just cause why not ... π π₯³
Part of me was tempted to make worldscript to offload all the repated logic I was doing for my template "effect auras"
Hmm just a worldscript level functions assortment to work alongside the "template effect auras" you might be using?
To cut down on having to copy and paste large sections of repeated code. Just export my own function instead.
My current method has me working in on enter, on leave, on stay, and on move
As well as a item macro for creation
And the on enter, stay, and leave are pretty much identical except for a few small spots
That mostly just comes down to trying to handle overlapping templates with effects with the same name and following 5e rules
What's the formatting to have it use the item usage?
@item.system.uses.value or something like that?
Found a post of mine
Added additional option for optional.NAME.count ItemUses.ItemName, which will use the value of the uses field for the item name ItemName (which must be on the actor), it means you don't need to use a resources entry for these any more.
Ah yeah, my answer is specific for the Midi optional bonus effect linking to item uses
The ItemName part get swapped with the name? Or just as-is?
Itβs in the change logs for 0.9.61:
https://gitlab.com/tposney/midi-qol/-/blob/v10/Changelog.md#anchor-0961
Guess I'm blind. π€¦ββοΈ
@molten solar My interest from before was to essentially re-create this dialog from midi, but done via a macro instead of midi-flags. For example, being able to handle Battle Master maneuvers when the player has different maneuver dice size. Such as being a Battle Master (d8) and having a single (d6) from the Superior Technique fighting style. Or Martial Adept (d6).
Talk to me like I have never used Midi
Top is my original roll, big button on the bottom is clicked to add a limited use bonus
which is done post roll?
Kinda? It uses the midi workflows so I'm not actually sure.
In my specific example, being done before roll would be fine
Then I certainly don't know either π Were it me, I would just roll a d4 and move on.
I can proabbly just edit the chat card actually
Same with pre-rolls. Got a bad feeling? Roll a d4, subtract a use, add the total in the core Situational Bonus field
at least for skill checks
Sure, unless you're a player
A lot of features say you can decide to add it after you see your original roll
While yes, we can just type /roll 1d4
Players cannot edit rolls embedded in chat messages, was my point.
Unless that changed recently.
Easy enough to work-around with run as GM calls
I'm not sure if this is a midi issue or a convenient effects probably. Enlarge reduce is not changing the tokens size I dont know how to fix it
Was pointed to try to ask for help here
Foundry version?
So how do you set it up?
Player is a duergar who has enlarge reduce. I use the convenient effects to place enlarge/reduce on him
it will apply the effect as so
But it does not resize him
Current squares in this specific dungeon are 5 ft
Do you have ATL?
I do see EM though π
Active Token L'Effects, it's French (/s)
I currently have dynamic effects using active effects, convenient effects. I do now have active token lighting. Gonna go grab that
lets see if that fixes it
That fixed it
Thank you
@scarlet gale for the Spirit Guardians when you are under multiple auras, a check for highest damage and then oldest casted one (first come first served) would probably do it, correct?
You should be affected by the damage from all of them though? Unless I misunderstood the rules about simultaneous effects
We had one such debate a couple of days ago. The target should be affected by the most "damaging" one I think π€·
@violet meadow Brilliant, thank you both so much, Iβll try this out later, really appreciate it, was tearing my hair out yesterday.
What is the link to your Github? I will browse around in the meantime.
Is there a flag I can add to an Effect that will grant a bonus to Concentration checks made for maintaining a spell?
Should be this: flags.midi-qol.concentrationSaveBonus
Keep this in mind from the readme
The roll will display without the bonus on the roll card, but the save result display will reflect the bonus
Thank you!
Here ya go https://github.com/thatlonelybugbear/FoundryMacros/blob/main/5e/Feats/Crusher_v10.js
You can find a link to my Github in the About Me, clicking on my discord name.
I will be adding more under https://github.com/thatlonelybugbear/FoundryMacros as time passes.
Now it has only Crusher and Loadout macro
Let me know if that works OK
Is there a way to apply an effect that will deal damage to the person with the effect each turn? Trying to figure out how to make Ensnaring Strike work, which basically auto-deals damage each turn a creature is restrained by the spell.
Effect Macro, start of turn:
const roll = await new Roll("2d4").evalute({async: true});
await roll.toMessage({flavor: "Ouchies."});
await actor.applyDamage(roll.total);
Apologies, I can't quite figure this out. Am I putting the Macro in the Effect somewhere, or in the Spell? I assume in the Effect, because I can see "Macro Repeat: Start of each turn", but I don't see an obvious place to put the macro itself.
or with DAE execute macro or ItemMacro, and run macro at turn start in Duration tab js if (args[0] === "each") { const roll = await new Roll("2d4").evaluate({async: true}); await roll.toMessage({flavor: "Ouchies."}); const targetDoc = fromUuidSync(args.at(-1).tokenUuid); await MidiQOL.applyTokenDamage([{damage: roll.total,type: "piercing"}], roll.total, new Set([targetDoc.object]), null, null); } or a DAE with an OverTime MidiQOL effect flag ```
flags.midi-qol.OverTime | OVERRIDE | turn=start,damageRoll=2d4,damageType=piercing
Missing a ) there
Effect Macro is a different module. You need to install and activate that and then in the DAE config you will find the Effect Macros field in the bottom of the Details tab of the effect
Ah, got it, I don't have that one. I do have DAE though.
Iβm working on automating that one, Iβll let you know when I have something stable
Should be easy enough, can also prompt them on their turn if they want to remove it
In midiβs overtime effect you can tell him to listen to saving throw/ability check/skill check and use that to remove the effect
Is there any way to automate "At start of turn" features? Either a way to trigger a macro for a token at the start of its combat turn, or to automatically trigger a feature from their actor sheet?
@delicate quartz
DAE has a macro.execute or macro.itemMacro flag and it has special duration each turn.
So an effect with these could be called on each turn.
I think that Effect Macro can also do that
It can, and easily so.
A quick and dirty DAE macro for the Restrained per round of the Ensnaring Strike.
The transferable effect should have a DAE with a Duration Start of Turn: Run macros at the start of the character turn
and an effect of macro.itemMacro or macro.execute.
The script macro can be something like: ```js
//v10
if (args[0] === "each") {
const targetDoc = fromUuidSync(args.at(-1).tokenUuid);
const dialogResult = await Dialog.prompt({title: "do you want to save?",label:"yes",callback:async ()=>{
const roll = await targetDoc.actor.rollAbilitySave("dex");
const effect = fromUuidSync(args.at(-1).efData.uuid)
if (roll.total >= fromUuidSync(effect.origin.split(".Item")[0]).actor.system.attributes.spelldc) {
return await MidiQOL.socket().executeAsGM("removeEffects", { actorUuid: targetDoc.actor.uuid, effects: [effect.id]});
}
},rejectClose:false
});
if(!dialogResult) {
const roll = await new Roll("1d6").evaluate({async: true});
await roll.toMessage({flavor: "Ouchies."});
await MidiQOL.applyTokenDamage([{damage: roll.total,type: "piercing"}], roll.total, new Set([targetDoc.object]), null, null);
}
}
Or in v10 OverTime effect does this too. You can save and remove condition if you want.
For v9 replace eff.label with eff.data.label and
actor.system.attributes with actor.data.data.attributes.spelldc
I would go higher level > spell dc
Oldest probably won't matter
Yeah I was just thinking about that! A new issue is that you will need to respect the radii of both auras for the movement reduction π©
So you will need to update only the OT effect accordingly
https://www.dndbeyond.com/sources/basic-rules/spellcasting#CombiningMagicalEffects
The rules only vaguely say most potent
Hmmm
Wouldn't it just be a matter of not applying the overlapping effect?
Depends on your movement. If you dont and you move towards the one not applied, and at the same time going out of the template of the applied one, you will need a check to apply the new one, if that makes sense.
So when going out of the applied (On Left) you will need to check for other Effects from Template Macros and grab these π€
I now wonder how Active Auras was handling double Spirit Guardians
oh
bigger problem would be that the effect won't get deleted until the end of their move
so if they take a very long move they'll be using the wrong speed for it
You can move using keypad π
true enough
My solution was to use the "when staying" to also apply the effect to help with edge cases of overlapping templates
When is when starying triggered? End of token movement?
They are all triggered at the end of the movement animation (if any).
This is getting out of hand. 5e and edge cases
π
But I want to see it through π
(and then never use it...)
Call lightning from midi SRD v9 was absolutely broken in our session last night, no idea what was going wrong with it
The druid would cast it and it would prompt a dex save on the druid, cause the actual item IN midi srd was set to self/self
I see the problem, confirming it exists in the actual midi srd now
The issue would be that it had a Save defined
I dunno what the problem is with it, as its macro is hidden in midi srd
Not that it was Self Self
yeah, thats my thinking
so the actual item just needs to be an other roll
and remove the save
Yeah just delete the save data. It is an Action Type of Other but it has a save defined
I've never used World Scripts before. Is there a community repository of completed scripts? In the past I've had success using the Item Macros module with content from Crymic's Github (thanks Crymic!) so I haven't had to venture into writing my own code for Foundry
Not one that I've seen. I don't think the midi-srd has any that make use of world scripts.
There's an example in the pins in #macro-polo
I bet you call lightning would be a dope createitem use case eh?
I don't think so, you'll need it to scale with level?
Unless you can have createitem handle that
Does it? Oh freaking scale
Isn't the cast data carried in the AE now?
you could update it after the fact
I guess you could edit after the fact with an item macro
You want my Call Lightning macro?
I have a v9 warpgate aura of vitality that basically does the same thing so worse case scenario it could be a warpgate....assuming its not already a warpgate in midi srd seeing as how I haven't seen it work yet lol
MidiSRD had a couple of inconsistencies in Call Lightning now that I checked it Moto
I have a v9 call lightning that uses warp gate and midi if you want it
I will update it for v10
I'm holding out on any "add a feature" macros just cause they will change in 2 weeks when I update
I'll handle it manually in v9 for now and look forward to v10 in 2 weeks
Any other issues?
Hi, I'm having some problems with careful spell flag. First I thought the flag was bugged completely, but it turns out it doesn't work specifically with the spell Magnify Gravity, anyone have any idea why or how I could fix it?
Does it work with other spells?
yes
Same with sculpt spell
well sculpt spell shouldn't work with magnify gravity
so that's working as intended
Wall of fire had to be done manually, but I don't think that spell can be done automated right?
You can place multiple templates and create a damage item as well
yeah I was thinkin the save and damage for a created item but not gonna do it till v10
Also fyi, since I'm an advantage reminder user, the lack of spell upcast isn't that bad cause I can put it in the AR reminder for the feature
The worst part is that you need to designate which side damages. Not touching this
I have plans on making a wall of fire template macro eventually
The fun part will be figuring out how to get the direction stuff sorted
same setup both times
Ray templates with direction?
guess I gotta ban Magnify Gravity π€
And choosing manually for each of them? 
What kind of creatures does Magnify Gravity target?
No, write a 10k lines long AI to choose for you.
That's the spirit!
My initial thoughts is to have a dialog box ask you what way is it facing
"Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw [...] On a successful save, a creature takes half as much damage"
@molten solar There a foundry function or something similar to find any templates a token is currently in?
Or a specific point, failing that
wait
You mean the one I added to Template Macro? I hope not...
I'm dumb
I'd feel a bit silly if so.
@unborn cosmos sculpt spell affects Evocation spells only and careful all kind of spells right?
Do you have the right flags set?
ya
That looks like it autofilled
Could you check if magnify gravity is set to evocation?
Well βοΈ cause I think the readme has the wrong flag then π
oh you found it
if I force the spell to be evocation it works
here I was messing around with everything else to try to make it similar to fireball, and it was the obvious thing all along
it was set to transmutation
Hmmm so now I am confused.
Careful spell shouldn't care what school of magic is being cast
Do you have sculpt spell as well on the same caster?
no
v9 or v10?
v10
That seems like a bug
module list:
Installed Modules
Active-Auras
Active Token Effects
Advanced Macros
Ambient Doors
Better Roofs
Combat Utility Belt
Core Settings Expanded
D&D Beyond Importer
DFreds Convenient Effects
Dice So Nice!
Drag Ruler
Dynamic effects using Active Effects
Midi SRD
Let Me Roll That For You!
libWrapper
socketlib
Universal Battlemap Importer
Midi QOL
Module Management+
Monk's TokenBar
Navbar Tweaks
Ownership Viewer
Sequencer
Automated Animations
Simple Calendar
Simply Portraits
Tidy5e Sheet
Times Up
Token Attacher
Wall Height
Levels
Your Turn!
with Active Auras and ATE being the v10 releases
I'm just glad you guys could help me fix it, now I wont have to ban the spell after all π
Yeap found it. Its a bug
now that I have the attention of the room, can I ask how people deal with echo knights and wildshaping druids when automating a lot of combat with midiqol?
So I'd have to create an active effect and apply it to the token and then add a .akcro to it to roll the feature?
But yes
fyi careful spell still fails/saves, it just cancells damage application
π€
So here's my use case and I'd be interested in your feedback about how best to set it up.
I have an NPC that has an effect which gives them bonuses if they have temp HP. And at the start of each of their turns they get to roll for new temp HP. If their temp HP gets run down before then my plan was to just disable the DAE until the top of their turn.
Will the Effect Macro still fire at the top of the turn of the effect is disabled? And if so, is there a way to programmatically re-enable the DAE through the macro?
Babonus on the actor with an arbitrary comparison expression checking if the @actor.system.attributes.hp.temp or whatever it is(cannot check now) is > 0
π€
or Zhell will know the correct expression
Just don't disable the effect.
Top of the macro:
if(!actor.system.attributes.hp.temp) return;
I was considering the extra bonuses part when tempHP > 0 so π€·
The macro is just there to reroll temp hp on Turn Start
So Effect Macro on create, enabling the babonus which will give bonuses if tempHP>0.
On turn start reroll tempHP.
On effect deletion, disable babonus
or have the babonus on the effect
yeah whatever works
Depends what the bonuses are.
not damage bonuses I hope π
symbiotic entity would be a thing that provides a damage bonus as long as temp hp exists fyi
Sculpt spell (against EVO spells only) should make valid target succeed on the save and take no damage if they would normally take 1/2 on a save
Careful spell (against ALL spell types) just makes all valid targets succeed on their saves.
Is that correct?
Question for you pros...Anyway to trigger when an attack rolls a specific value? I need to stop/message when my character get hit with an attack of 15.
I just know that the whole process plays out as if they are about to get hit, and then its reversed at the last second with the card that auto applies damage in v9
Hey folks I have been directed here because it could be Midi related, anyone got any ideas regarding why certain spells aren't being set off via macro hotbar and coming up with this error?
(THe spells in question are working via TAH and the character sheet, just not the macro hotbar)
All macros have been dragged down from the character sheet.
To hit with a hammer is working but this example is Toll the Dead...........
Attack roll total = 15?
Or Dice Roll = 15?
Attack roll
isn't macro hotbar not v10 ready?
Attack roll = 15, which is my PC AC.
What's the macro?
the core macro display container? definitely v10 ready
I thought they were referring to hotbar expansion, read it too fast
is advanced macros disabled?
So just to make sure.
What do you want to do exactly?
Nope
where is that macro?
In the hotbar
Where is the execute as GM checkbox...isn't that a core advanced macro feature? Is that gone in v10?
SO there is a feat that if you get hit at your ac (15 in my case) you can use your reaction to add +1 to block it. So I need a way to display a message or something when hit with an attack roll of 15. And to be specific it has to be a melee attack.
The screen shot is from the players perspective. From my perspective there is a GM execute tick box.
Then this is not easily done.
I could try to write something when I have time, but it might be some time before that happens
It is a midi sample item.
Dang...I was hoping something in Triggler, Midi, or DAE that was a data point to feed off.
Yeah triggering reactions on really specific cases only is not possible.
Having said that if you are good with a prompt every time an attack hits you, you can do it
Create a reaction that adds a +1 to AC. Like how Shield works
If the +1 is just a message, then it's just a one-line hook.
When the attack is 15 you can use it
Its not so much the reaction bit...just let me know that I can use it.
I just want the message that I can use my reaction to block.
Let me check around....This was the first group I thought of. It might be able to be done in Triggler.
Advantage on concentration checks and magic resistance.
OK then, give me a sec. I got ideas π€£
- Create a DFreds Convenient Effect which will give the resistances you need.
- Create a Foundry feature for the ability.
- On the feature create a DAE and make it to Transfer to Actor on Item equip
The DAE will also need an effect ofmacro.itemMacro | Custom | ItemMacro.Name of the featureormacro.execute | Custom | Name of a script macro you create in your Macro Folder - The ItemMacro or script macro (for v10 Foundry) with the name of the DFreds CE you created replacing the 3
Prones in it: ```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: "system.attributes.hp.temp",
sourceTokenUuid: lastArg.tokenUuid,
targetTokenUuid: lastArg.tokenUuid,
sourceActorUuid: lastArg.actorUuid,
origin: lastArg.origin,
macroName: "ItemMacro",
flagName: "Bonuses_based_on_tempHP"
};
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 !== "Bonuses_based_on_tempHP");
await targetActor.setFlag("dae", "onUpdateTarget", flagValue);
} else if (lastArg.tag === "onUpdateTarget") {
const temp = lastArg.updates.system.attributes.hp.temp
const hasEffect = targetActor.effects.find(eff=>eff.getFlag('core','statusId')==="Convenient Effect: Psionic Ward");
if (!!temp && !hasEffect) {
await game.dfreds.effectInterface.addEffect({effectName:"Psionic Ward", uuid:targetActor.uuid});
}
else if (!temp && hasEffect) {
await game.dfreds.effectInterface.removeEffect({effectName:"Psionic Ward", uuid:targetActor.uuid});
}
}
else if (args[0] === "each") {
//roll for the tempHP
}
That's awesome, thanks heaps.
Try it out. You probably don't need it to be Transfer to Actor on Item equip as it sounds something that can be turned on/off.
Instead make it apply to self or Target Self
Just a small addition to make it roll (actually it doesn't but you can add it in) in the same ItemMacro for the tempHP every round. Choose at Turn start in the special macro execution in Duration tab of the DAE effect.
The error you provided points to a macro that has at least 36 lines. The MidiQOL sample item for Toll the Dead doesn't have that many in v10 at least π€
I will have look.....
OK, so I am using the most up to date Midi Toll the Dead, put it in the macro hotbar and this happens.
show us the toll the dead
Try disabling AM
AM is needed for a bunch of random automation things afaik
generally speaking "the most up to date" is not a good answer when troubleshooting, show us the item and if it has an item macro show us that too
Actually lets stop assuming entirely:
Foundry build, dnd5e version, midi version, advanced macros version, libwrapper, and Item macro versions
This is without AM
You will need to use it via MidiQOL execution
ooooooh is this a crossing the streams issue?
What is your Item Macro settings?
Cool. Just for my education, just say I had an aoe feature set up on an actor, like the Rot Trolls Rancid Degeneration, where at the end of each turn all creatures within a radius take damage. Is there way to use a similar macro to just call a feature from a sheet?
And I assume in a similar vein if I had an aoe effect that called for a save against a debuff at the top of each turn, I'd set it up in a similar way, but create a CE with the debuffs and set it to transfer to targets somewhere?
V10 290, DND 2.0.3, Midi 10.0.21, AM 1.18.1, Lib 1.12.10.0, IM 1.8.0
It is working via any other way.
make sure IM is not setup with its checkboxes checked in module settings
none of them should be checked or IM gets in the way of midi
Not sure what you mean by macro settings? It is a drag from character sheet to the hotbar.
You will create a DAE on the Item with a End of Turn Macro execution, and in the macro you will grab the item from the actor and roll it, using the MidiQOL.completeItemUse().
If that is not enough as a starting point tell me and I can help more π
a few of these will break macros in midi
if they are checked
Make sure that the Character Sheet Hook is off.
was bugbear, I was ready to assume ready set roll use ;p
That's a great starting point. I'll see what I can figure out on my own and hit you up if I get stuck.
Yeah when the error pointed correctly to line 24 that is the end of the macro, this is the relevant line js console.error(`${args[0].itemData.name} - Toll The Dead ${version}`, err); So args[0] not defined, smells like the Sheet hooks being on
Is there an item macro to send a message when a effects ends?
Not sure if this is still an issue in v10, but is there a way to make regeneration midi sample item whisper its stuff instead of roll publicly, its not suppose to be so obvious
oh wait, is the overtime effect only showign cause I have that setting on in DAE?
Do you mean a macro embedded in an effect either using DAE or EM?
... or CE. Good grief, who can keep up.
DFreds 1st and second to last options (I didn't screenshot that last one π )
the messages in dfreds CE spoil names fyi for all.
DAE.
I actually wish he'd fix it but asking dfred to work with cub is kinda like asking pepsi to work with coke. The cheat sheet conditions texts are pretty useful for players.
get that π
You know what? I swear to god I enable that module every week, I have no idea why it keeps turning off I'm just now realizing its off
I haven't had CUB installed in ages. What use does it have nowadays?
potato tomatoe situation
Cub is the best name hider I feel
Hide what names?
Agreed but I ended up using token Mold instead with renaming the creepers
Nowadays I dont bother π
I have it enabled purely for the name masking, I used to use it for hp rolling for monsters, but it hooks on the wrong thing and breaks warpgate summons so I use tokenmold now for that
The token names?
Got a combatant name hide/revealer here.
https://github.com/krbz999/zhell-macros/blob/main/tools/token/hide_and_reveal_combatant_name.js
I don't want permenant renames, I just like the masking that it does
Guess I'm just a weirdo for not hiding names
but also, Z, does that hide midi's names?
I just have everything set to hover
Combatant names are on the combatant, not the token. π
If there is not a end of effect option, maybe check if its there...until it isn't?
HOver doesn't protect this, but cub does(and token mold)
Dunno, I don't use DAE or CE.
EM (which I wrote) can do it easily tho.
yeah my first thought for his request was EM's on delete
I don't hide my creature names. So that's never bothered me.
Truthfully MTB and dfred spoil them now anyway so its a complaint that I have to live with anyway
I did but got bored. I just use creatures not known to them. Not easy if you have been playing lots of years D&D anyways π
Yea, all my players DM sometimes too. So hiding names doesn't do much for me.
I don't care about the metagaming, I just want my narrative to play out right for named npcs
although its become a running joke that the clerics sacred flame is the handshake of the party cause it forces a MTB save that reveals the drow names, cause on the third floor of dotmm for some weird reason, every single drow has a name.
@violet meadow Hate to be a bother. I have Crusher setup but partially works. I can get it to prompt and even show the reticule but it doesn't move. I set it up as a ItemMacro and a standard macro and both exhibit the same behavior. I called my Feature GenieWrathCrusher. Replaced names in all the right spots. Here is the console log.
there shouldn't be an execute macro anymore.
Let me double check
Did you copy paste the whole macro or changed stuff on your older one?
Nope. That is fresh from you GitHub page.
Can you click on the line and post the relevant one? the VM263084:115
Of course.
Directly on n the VM263084:115
It should open the source code
applyTargetMove was a function in the old macro
OK let me double check
It is working for me π€
Are you using that from a player client or the GM?
Tested both ways.
Spell/Feature.
DAE
DEA EFFECTS
ItemMacro: Only cropped the ItemMacro. Didn't make sense to capture the actual macro in this screenshot.
Version of MidiQOL/DAE/Itemmacro/Warpgate?
MidiQOL: 10.0.21
DAE: 10.286 - 10.0.13
ItemMacro: 1.8.0
WarpGate: 1.15.1
I just noticed I still have Dynamic Active Effect SRD still activated. Possible conflict?
Nope, but you really don't need it anymore. It is outdated.
I actually wonder how it loads onto the world!
I cannot replicate the error right now. Could you try to copy paste the macro once more?
Item macro sheet hooks maybe on?
But even that wouldn't trigger that message π€
If the error appears again, please click on the actual VM....:115 or however it is called to open the source code
Will do. I will keep playing around with it.
Think it could be an issue with the @smoky smelt Genie Damage Firing before the Macro kicks off?
You are not supposed to use the feature that grants the Crusher feat!
You put it on the actor and then you attack with a Bludgeoning weapon to auto trigger it!
But even with that, it should work π
@spice kraken is this what you're talking about?
flags.midi-qol.optional.NAME.damage.mwak What does this effect do? Could I use this to make an effect that does extra damage to undead?
Close, you need all of it
['fiend', 'undead'].includes('@raceOrType')
So if it's just undead you're looking for, remove 'fiend', (note the space)
optional is a popup thing. that would basically be the label for optional mwak damage
you guys figure how to get DAE to do inline rolls in v10?
[[1d12 + @abilties.con.mod]] doesn't work
I think the d in dragon needs to be lower
works fine in v9 
Yeah, you don't wanna use the mod ones anymore, iirc
Let me find what it's supposed to be, 1 sec
Wait, I was thinking something else I think
Try this
+1d12 + [[@abilities.con.mod]]
think I did already got the same error
I fixed the d and it still doesn't seem to auto detect creature type. I can click that add other roll box, but then it includes it every time.
What happens without the brackets? also what happens if you do @system.....
Sometimes I had to do that (still on v9 though)
give me a sec to try in my world
hopefully that is not the fix
as I said it works fine in v9
gives me a 0
i'll just make it on use instead of DAE
This works for me on v9
['dragon'].includes('@raceOrType')
interesting.
In your midi workflow settings, what is Roll Other damage formula for rwak/mwak set to?
what happens if you attack something that's not a dragon?
ok, yeah then it's probably a setting thing.
^
ya it was set to "if save" changed it to "activation condition" and that fixed it
thanks for your help
np
found a roll loop with damage reaction heh... ah I see why it looped, nm
Hey man. Looked for some documentation on MidiQOL.completeItemUse() but couldn't find any. Could you show me an example of how I would call it in a macro?
So async MidiQOL.completeItemUse(item, config, options) is the successor of MidiQOL.completeItemRoll(item, options), which is deprecated, but still usable. Same thing as the v10 change from item.roll() to item.use() ```js
const item = token.actor.items.getName("My super duper item");
await MidiQOL.completeItemUse(item);
Nice.
In config you can pass things like { createMeasuredTemplate: false, consumeQuantity: false, consumeRecharge: false, consumeResource: false, consumeSpellLevel: false, consumeSpellSlot: false, consumeUsage: false }
Probably a stupid question but I'm new to javascript. How does token.actor.items.getName("My super duper item"); know which item to roll if there is more than one actor with a specific item name? Does it use the selected token? Just thinking about what happens if I start a turn without the token selected.
token is the selected token
So it will potentially fail if I have a different token selected when the macro fires?
If you execute the macro with an item onUse or actor onUse MidiQOL execution method, you are safe.
If you want to use it as a hotbar macro, you will need to have the correct token selected.
You could hardcode the token to be the one you want, by using its id or something. It all depends on what you want to do
You have a abnormal damage flavor
Hi guys, is there a way to add a convenient effect that would add a d4 to damage if it's a specific type?
Like "flammable" would add it till end of the turn where if damaged by fire an additional d4/d6 would apply?
What do you mean?
the damage type in other formula is not a damage type. That could be throwing midi off.
midi does not particularly like flavors in damage formulas that are not actual damage types
Tststs Zhell! Just share the config of a babonus for that already π
But yeah, DFreds CE with a Babonus aura on it can do that easily
also, are you really trying to make a sword of slaying(dragon) ?
Does v10 midi sample items not have that exact item?
and it looks like nobody asked you to show the creatures settings, In the images it shows that you have an "active wyvern". confirm that it actually has the box checked for "dragon" in the type field on the npc sheet(don't just assume Dragon in the frontend means its setup right, it could be a custom creature type. Sorry I see you solved the problem, mobile and scrolling up is hard.
Something like this
Yessir, will try that out, thanks for that!
Yup I did get it to work. And a dragon slayer sword was a good example of the effect I wanted using an item from vanilla d&d (not homebrew). Additional damage was how dragon slayer was setup from the SRD so I just stuck with that. And βadditionalβ is the wording used in RAW. It just means more of the damage type you were already doing.
just so you understand, midi uses the flavor syntax to manage damage resistances and immunities. When you put a flavor thats not damage, the damage pierces immunities and resistances. Or in some cases really confuses midi and breaks.
Wait so just that with the [fire] mentioned (or any damage for that matter) would just add the die on the appropriate damage type?
The module page will tell you how it works.
If the Damage Type under Current Filters is Fire, then yes
Does this look correct?
That's very cool, thanks again.
And always listen to Zhell ( dev of Babonus among other things π ) . Read the readme π
Will do.
Did you create a feature named Psionic Ward? On the actor?
Is this screenshot a DFreds custom effect?
Yes, and yes.
I created a feature named Psionic Ward on the actor and gave it an Item Macro using the macro you posted. In that macro I changed the references to Prone to Psionic Ward. I also created a CE called Psionic Ward that had the desired effects. I then experimented by toggling temp HP on and off but the CE doesn't seem to be applied unless I manually click on it.
Did you make the feature, Transfer to actor on item equip?
And the Psionic Ward CE doesn't need to be Apply to self when item is rolled.
The feature is set to Transfer to Actor on Item Equip.
And I have untivked Apply to Self on the CE and still it doesn't appear to be working.
@delicate quartz also in the Psionic Ward CE make sure that the force display on token field is Convenient Effect: Psionic Ward
I added a console.log message to the item macro but I don't see it appearing in the log.
I thought DFreds custom ones would include that, but it might only be the case when you duplicate an effect to start with
I have a check for effect being present using the statusId flag @molten solar π€·
You can always change it to check for label instead
When should the Item Macro script run? Each time the feature is toggled on and off? On actor creation?
It will be executed once the first time that the item is transferred on the actor
And that occurs on actor creation?
I just realized the module isn't for v9, so. Thanks anyway. I'll fiddle around more.
And just to clarify, I should be putting this in as an item macro, not an effect macro?
The script is executed when the feature is transferred on the actor. Drag a token on a scene and toggle the effect off and on again, if the feature is already on the actor. Does it trigger?
Will it be an always on kind of feature?
It doesn't seem to. Would this be the best line to add to the top of the item macro to see in the log if it is running?
console.log('Item Macro Run');
Yes, although I would like to attach an Automated Animation to provide a visual cue when it is active to players so having it toggle on and off depending on Temp HP would be advantageous.
Delete the feature from the actor on the scene.
Drag again the feature on the character sheet. Does it trigger now?
When I delete it from the token it also deletes it from the actor. I have the token linked to the actor.
Yes. Just put the feature again on the token
I'm so sorry, I'm not sure I understand how to do that.
Open the character sheet of the linked token and add again the feature
Okay. Deleted the feature and re-added it from scratch. I can see that the feature is active and appears on the token, but it does not apply the CE.
Just to be safe. Can you toggle off the effect from the Effects tab of the character sheet and toggle on again?
Do you have the phrase: Convenient Effect: Psionic Ward in the DFreds effect Details tab in the Force display on token field?
If you don't want that, change the relevant line to js const hasEffect = targetActor.effects.find(eff=>eff.label === "Psionic Ward"); to match to the Effect label of the effect
I do have the force display line set.
However I notice when I manually toggle it, I don't see it reading Convenient Effect: Psionic Ward, just Psionic Ward.
OK let me create a feature to replicate
Is this error relevant?
updateActiveEffect hmm? When does it trigger exactly?
I turned on debug mode for Item Macros and it appears to throw that error right after the Item Macro dumps all of its debug logs.
Can you copy paste once more the macro now? <#1010273821401555087 message>
I have done so and toggled the DAE from the feature and it does not appear to be applying the CE.
I don't think he actually made a dfreds CE, that force target is definitely populated in v10 on a CE
Give the token some temp hp
I have reduced Temp HP to 0 and then increased it to 50 and it does not appear to be having an effect.
Let me check my workflow with you.
- Open the DFred's CE control panel.
- Click the Create Effect button.
- Fill in the name, choose an icon, and then go to the Effects tab and add in the bonuses.
I haven't updated my v10 build in 2 weeks maybe theres changes going on I'm not aware of.
I am on the latest stable build as of a few days ago.
Are you referring to the fact that the Force Display on Token field does not seem to be working?
just tested with the Prone condition
that and also the floating text being just the name had me thinkin maybe you had something weird going on
bugbear what ui adds the link/unlink symbol on the npc, I love that and want it lol
Import this item and use that put it on a token. Give it temp hp.
Does it work? Should add Prone condition and remove if temp hp is 0
How do I import an item?
Create a new item in the sidebar Items Directory, right click it and choose Import Data
Does not work.
Huh.
Weird.
Must be something strange going on with my Foundry setup.
I'm Forge hosted.
Running Build 290.
Errors in console?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That's my log after toggling the effect on.
what version of dnd5e do you have installed?
2.0.3
oh nope, its dfreds effect panel
you have multiple modules that either need to be manually bumped to v10 or disabled
Do you see a 123 message in console when you toggle the effect on/off from the Effects tab on the character sheet?
No I don't. I also tried adding in a console.log and couldn't see it either. However...
Has anyone figured out a way to stabilize a target using a healer's kit or spare the dying?
If I run the macro from the Item Macro screen using the Execute Macro button:
I do see the 124 console.log.
But I also get this error:
I just give the targets 1hp
As in I need to wait for them to be updated to v10 compatible? Or are you referring to something I should be doing myself?
Which module gives you this?
Yeah thats a sus feature
Item Macro
hmm, perhaps that plus dfred's unconscious effect
nope
I think thats Socket Macros? (Rippers module)
Ye, never tried it, but its supposed to do something like that
some modules break on v9-v10 updates where they stay on the v9 version and the update button thinks everything is fine, you either have to uninstall/reinstall, or just google their pages, if theres a v10 version just install over it.
I don't have any of Ripper's patreon mods, I'm too cheap. π€£
kinda have to google your whole module list basically
just the yellow compatibility warning ones
Item Macro is not for sure though π€
just drop everything but the minimum and test the feature
So are you saying I have a module that is injecting that option into the Item Macro dialog?
either that or rippers using someone elses module and you found the original lol
in the macro editor but pretty much yeah
how many modules do you have installed?
A quick look at my modules and I have Effect Macro, Item Macro, and Advanced Macro modules installed.
It's not EM nor IM
Its none of those tbh
I will have to go for a bit, but if you want I could join your world and take a look. If so DM me some details π
install find the culprit and ask bugbear the the bare minimum to test the feature and enable JUST those with FTC and see if the feature works
Thats a good idea.
I have 181 active modules.
Bare minimum? MidiQOL/DAE/DFreds/ItemMacro (optional). Will need libwrapper and socketlib as prereq too