#MidiQOL

1 messages Β· Page 30 of 1

vast bane
#

also an image might clarify further

unreal vector
#

Does anyone have an automated sleep spell? I tried searching around but couldn't really find any

vast bane
#

someone just went through this the other day in this channel

unreal vector
#

I saw lmao
Didn't seem like they found what they were looking for o_o;

vast bane
#

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

unreal vector
#

Ah i was testing that one but it just ended up dealing damage and nothing else

vast bane
#

if its an item macro, maybe your source item is setup wrong

unreal vector
#

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

vast bane
#

what version of foundry and midi are you on?

unreal vector
#

v10 and the latest midi

vast bane
#

ok, are you by chance using multiple rollers like say....ready set roll?

unreal vector
#

I am not

vast bane
#

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

unreal vector
#

Yea gimme a couple seconds, thank you again for helping

vast bane
#

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"

unreal vector
#

Oh wow

vast bane
#

it does look like dnd5e's sleep is setup to deal damage

unreal vector
#

Yeah

#

After setting it to no damage it worked lol

vast bane
#

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

wind fossil
vast bane
#

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.

covert mason
#

For some reason the Deflect Missiles sample items no longer appear to be prompted when damaged

vast bane
#

oh shit yeah misremembering the item you are right

covert mason
#

No errors 😦

vast bane
#

is the reaction set to manual, is your reactions off, is the target the right person?

#

is the attack not RWAK?

covert mason
#

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

vast bane
#

yeah but is it an rwak, javs are notoriously setup wrong in some importers

vast bane
#

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

covert mason
#

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

vast bane
#

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

steel apex
#

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.

rigid slate
#

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/)
vast bane
scarlet gale
#

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.

vast bane
rigid slate
scarlet gale
#

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.

covert mason
#

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

vast bane
#

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.

covert mason
#

Not sure what to put in there though

vast bane
covert mason
#

Ah

vast bane
#

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

covert mason
#

A bit messy, but it works

vast bane
#

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

covert mason
#

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)

vast bane
#

pretty sure theres a wait function

molten solar
#

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.

covert mason
#
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");```
molten solar
#

That would be my module, Effect Macro

covert mason
#

Oh! Welp, there ya' go πŸ˜…

#

Very useful module!

molten solar
#
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();
covert mason
#

So much less hassle

#

Thank you so much

meager fable
#

Do you have a git hub of macros?

molten solar
#

Check bio

violet meadow
scarlet gale
#

See, the problem is what I want to have my npcs cast it multiple times.

#

Well, different npcs cast it in a confined space.

#

πŸ˜‰

molten solar
#

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)

scarlet gale
#

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

violet meadow
#

It's really close to what I am doing too.

scarlet gale
molten solar
scarlet gale
#

I still need to fix the on delete part to work around the token potentially being in another template

violet meadow
#

This is attached with Token Attacher to the caster πŸ˜„

And I will remove the socket Midi calls as I will execute all as GM

scarlet gale
#

I was planning on doing something similar for the darkness spell

undone sorrel
#

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?

steel apex
#

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?

scarlet gale
#

You can put a console.log in an item macro and have it pull the workflow.

#
const workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid)```
steel apex
#

Thanks

obtuse magnet
#

figured out it only rolls right while the token is in the scene

vast bane
obtuse magnet
#

nope v10

vast bane
#

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

obtuse magnet
#

feel like i just sifted thru the midi settings and didnt see something like it but i may just be blind

vast bane
#

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

violet meadow
#

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) 🀞 @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

scarlet gale
#

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)

violet meadow
#

I haven't checked with more than 1

scarlet gale
#

Ah

#

Excluding weirdness from having multiple spells up at the same time seems to work pretty smoothly

graceful geyser
scarlet gale
#

AA doesn't have an official v10 version. And has previously been pretty buggy with template auras

#

Plus this one handles foced movement better

violet meadow
#

I find it a bit more robust. I haven't tested with the latest .24 AA

graceful geyser
#

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

violet meadow
#

I was having issues with forced movement, yes

scarlet gale
#

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

graceful geyser
#

I've never run any forced movement though, so I can totally see that interaction going haywire

scarlet gale
#

The AA one just doesn't take it into account IIRC

#

Since it's just a overtime aura

violet meadow
#

(So the dual Spirit Guardians seem to be somewhat working)

#

(Will test some more tomorrow)

scarlet gale
#

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

violet meadow
#

The create has a 500ms delay

#

might need more

#

ah ok now I see what you mean

#

For when Moved you mean>

scarlet gale
#

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

violet meadow
#

OK let me try that

scarlet gale
#

Actually looks like it's getting the 2nd effect for a split second

#

then losing both of them

#

Or something weird like that

coarse mesa
vast bane
#

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.

scarlet gale
#

We know Moto, you like your premades lol

violet meadow
#

Should 2 Spirit Guardian auras double damage the token on its turn?

scarlet gale
#

No

vast bane
#

I just don't like doing the work twice

scarlet gale
#

Overlapping spell effects

violet meadow
#

Oh that needs a whole different logic then

scarlet gale
#

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

violet meadow
#

Pff I will play that to the players advantage. Roll both normally and apply only the highest damage πŸ˜„

coarse mesa
#

Yeah SG definitely doesn’t stack. Haven’t really had to think about that though… usually only one cleric lol

scarlet gale
#

I considered that, but it seemed complicated to do without ditching the use of an overtime effect

violet meadow
#

Its a nice puzzle to solve though

#

I am not ditching the OT. It rolls both fine when needed

scarlet gale
#

I just mean for rolling both and keeping the one that does more damage

#

when they're in an overlapping area

violet meadow
#

No+Damage Card helps πŸ˜„

scarlet gale
#

well yea, you can hit undo damage

#

But that's no fun

violet meadow
#

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)

scarlet gale
#

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

violet meadow
#

I really found the Token Attacher + Template Macro behaving much better than I anticipated!

scarlet gale
#

That's cool that it does

#

Makes me want to get darkness with a template macro working now

violet meadow
#

And if you use drag and drop instead of moving with arrows it triggers only on drop so that is a plus

scarlet gale
#

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

violet meadow
#

I wanted to be sure that the one create would get the spellLevel the flags I needed to set and then go from there

violet meadow
#

When the castData MidiQOL issue is fixed it should be even easier

scarlet gale
#

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

violet meadow
#

The spelldc?

scarlet gale
#

yea

#

originActor.system.attributes.spelldc won't that only be what the player has set as their spellcasting in their sheet?

violet meadow
#

Yes

#

They can change it before casting πŸ˜›

scarlet gale
#

True

violet meadow
#

we are taking care of all the rest πŸ˜„

scarlet gale
#

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

violet meadow
#

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

scarlet gale
#

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

violet meadow
#

Yeah that would make sense

#

The ability modifier could do it

#

Yeah its in args[0].itemData.system.ability

#

Just use the dropdown menu

scarlet gale
#

yea

violet meadow
#

And in the rollData as mod too

scarlet gale
#

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.

violet meadow
#

I will probably offer the solution to my players to decide πŸ˜…

#

But things are getting interesting for sure !

#

I am off πŸ‘‹

unborn cosmos
#

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

scarlet gale
#

What does the details tab look like?

unborn cosmos
scarlet gale
#

Is this on a feature?

unborn cosmos
#

no, I just made the effect and dragged it into a token's temporary effects

#

using uhh, dfreds convenient effects

scarlet gale
#

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

unborn cosmos
#

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!"

scarlet gale
#

You on v9 or v10?

#

And are you targeting someone before using an ability that has a save?

unborn cosmos
#

v10, yes I target the tokens I want to auto succeed

scarlet gale
#

I don't se anything that should be breaking it

unborn cosmos
#

Again, I am able to sculpt spells. maybe I just need to restart foundry

#

I'll try that

scarlet gale
#

Yea, if that's working there's no reason this one shouldn't be

unborn cosmos
#

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

scarlet gale
#

wait

#

are you applying this effect to the target?

#

or the caster

unborn cosmos
#

effect goes on caster

scarlet gale
#

just making sure

#

hmm

unborn cosmos
#

^^ 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

scarlet gale
#

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

unborn cosmos
#

sweet

#

Midi-qol is some good shit

#

well

#

dfreds I guess

#

I'm too tired, brain no work

scarlet gale
#

pretty sure this is DAE and midi

unborn cosmos
#

Midiqol is some good shit regardless

#

the automation makes combat flow so well

#

alright, bedtime. thanks for the assistance

undone sorrel
#

does does CompleteItemUse() take a parameter to make the roll at advantage?

sudden crane
#

@undone sorrel
In the options param, you can set the a workflowOptions.advantage: true:

completeItemUse(item, {}, {workflowOptions: {advantage: true}});
teal nacelle
#

Is there an update for ATL? (active token effects)

wind fossil
sage stirrup
late fractal
#

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.

rugged sequoia
#

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.

errant gull
#

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?

vast bane
#

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.

errant gull
#

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?

violet meadow
errant gull
late fractal
errant gull
violet meadow
errant gull
#

Yep! Appreciate it!

violet meadow
violet meadow
#

I will start posting them in the bugbear's github ,so I will ping you with a link

vast bane
#

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?

violet meadow
#

ah might be. I haven't really used it yet. Let me check

vast bane
#

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

violet meadow
#

Wait this is Damage Reduction, not Damage Resistance anyways

vast bane
#

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

calm nebula
#

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.

dusky citrus
#

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.

violet meadow
violet meadow
#

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?

vast bane
#

sounds like a better rolls player who had those buttons rockin

#

cause midi would carry over its button settings properly

violet meadow
#

It might be set to None so 🀷

vast bane
#

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

violet meadow
#

What version are you on?

vast bane
#

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

dusky citrus
vast bane
#

that is weird

#

are you on a custom character sheet?

dusky citrus
#

nope, default 5e system one

vast bane
#

what is your dnd5e version, which should be 2.0.3 based on how midi now works, but we gotta ask

dusky citrus
#

2.0.3, yep

dusky citrus
vast bane
#

you need to disable all modules and try to view that window again

violet meadow
#

Default is like yours

#

Now I am confused πŸ€”

vast bane
#

yeah somethings weird there, I have them all in v9 fyi

dusky citrus
violet meadow
#

Title bar of an actor

vast bane
#

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?

violet meadow
#

Perhaps the default sheet was overlooked ? 🀷

calm nebula
dusky citrus
#

I changed the sheet, configured the resistances like it was before whatever update happened

calm nebula
#

If that was better rolls then - sucks to be me

dusky citrus
#

and voi la, damage applying properly

violet meadow
#

Might be good to create an issue for tposney to take a look

vast bane
# calm nebula If that was better rolls then - sucks to be me

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

dusky citrus
#

holy shit, you can even switch ammunitions on the fly with this sheet

calm nebula
dusky citrus
#

thanks for the assistance everyone, I'll try and get used to this sheet now lol

vast bane
vast bane
#

the green circle card is what most refer to as automated damage and midi

calm nebula
vast bane
#

which one?

calm nebula
#

The green circled on

vast bane
#

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

calm nebula
#

I don't have ready set roll

vast bane
#

cause of how module settings layout changed

calm nebula
#

This is what mine looks like

vast bane
#

if you want a card to also display for the players that requires a few checkboxes that are not very well explained

calm nebula
vast bane
#

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

calm nebula
violet meadow
#

MidiQOL settings => Workflow settings => Workflow tab

Play with the settings here.

And Merge card is in the Misc tab

vast bane
#

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

calm nebula
vast bane
#

*workflow tab

#

damage section

calm nebula
#

I'm sorry - I have Workflow settings

calm nebula
calm nebula
#

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!

violet meadow
#

If you use Ready Set Roll, dont use MidiQOL and vice versa

calm nebula
vast bane
#

If you want damage auto applied you need your setting set to this:

violet meadow
vast bane
#

there ar enuanced settings in my image that you may not want on

violet meadow
#

If you don't want that button, do what Moto says

calm nebula
#

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.

vast bane
#

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)

calm nebula
#

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.

steel apex
#

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.

novel light
#

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

zinc flame
#

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!

scarlet gale
novel light
#

I'll have a go at tinkering with it, surely wont be too complicated πŸ™‚

jagged bear
#

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

violet meadow
jagged bear
#

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");
violet meadow
#

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.

scarlet gale
#

@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?

molten solar
#

They're async

scarlet gale
#

So no then?

molten solar
#

preHooks are where you alter a roll before it happens, and those have to be sync

#

EMs trigger post roll

scarlet gale
#

Ah ok

#

Kind curious what use they could have then

molten solar
#

"do stuff when rolling"

#

One popular use case is turning off a once-per-turn attack bonus

scarlet gale
#

I see

molten solar
#

What are you trying to do?

scarlet gale
#

Mostly just experimenting with new stuff. Effect macros in v9 had less options.

molten solar
#

and a worse ui

scarlet gale
#

Having a trigger for combat starting is something I'm already seeing a ton of potential use for

#

Gloomstalker and Assasin Rogue for example

molten solar
#

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.

violet meadow
#

is damage rolls still not a thing?

molten solar
#

... oh right.

#

πŸ˜„

violet meadow
#

🀣

molten solar
#

Gosh, I simply keep forgetting what with no one making an issue

violet meadow
#

πŸ˜Άβ€πŸŒ«οΈ

molten solar
#

Same with that "end of everyone's turn" trigger

violet meadow
#

Can you trigger on someone else's turn? πŸ€”

molten solar
#

Exactly

scarlet gale
#

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

molten solar
#

Optional... bonus effect?

scarlet gale
#

makes a pop-up when you roll a predefined skill, ability check, etc to allow you to add something to the roll

molten solar
#

...

#

Hey Chris

scarlet gale
#

I know

molten solar
#

OK good

scarlet gale
#

It wouldn't be for something that could be done that way lol

#

Was just an example

violet meadow
#

DAE has combat start too fyi

molten solar
#

Not a bonus on top of the roll?

violet meadow
#

You can babonus once per turn

molten solar
#

Easily

violet meadow
#

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...

scarlet gale
#

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?

violet meadow
#

So rollData?

molten solar
#

As per the module page, yes.

violet meadow
#

some info is not there.

molten solar
#

such as

violet meadow
#

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

molten solar
#

πŸ™‚

scarlet gale
#

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.

molten solar
#

lemme show you something stupid

violet meadow
#

I am all up for stupid

violet meadow
#

Doesn't need to be a linked to a resource

scarlet gale
#

Oh, that solves that then

violet meadow
#

I don't remember now if that has found its way in the readme. Release notes have it though for sure

molten solar
violet meadow
molten solar
#

Not in yet

violet meadow
#

Yeah I imagined

#

That solves it then πŸ˜›

#

Now off to streamline Template Macros and Token Attacher "Auras", just cause why not ... πŸ˜„ πŸ₯³

scarlet gale
#

Part of me was tempted to make worldscript to offload all the repated logic I was doing for my template "effect auras"

violet meadow
#

Hmm just a worldscript level functions assortment to work alongside the "template effect auras" you might be using?

scarlet gale
#

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

scarlet gale
#

@item.system.uses.value or something like that?

violet meadow
molten solar
#

@item.uses.value

#

also doable with babonus

violet meadow
#

Ah yeah, my answer is specific for the Midi optional bonus effect linking to item uses

scarlet gale
#

The ItemName part get swapped with the name? Or just as-is?

violet meadow
#

swap it yes

#

ItemUses.my super duper item

scarlet gale
#

Cool thanks

#

I can't find where that's documented

#

Like not even in the changelogs

violet meadow
scarlet gale
#

Guess I'm blind. πŸ€¦β€β™‚οΈ

scarlet gale
#

@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).

molten solar
#

Talk to me like I have never used Midi

scarlet gale
#

Top is my original roll, big button on the bottom is clicked to add a limited use bonus

molten solar
#

which is done post roll?

scarlet gale
#

Kinda? It uses the midi workflows so I'm not actually sure.

#

In my specific example, being done before roll would be fine

molten solar
#

Then I certainly don't know either πŸ™‚ Were it me, I would just roll a d4 and move on.

scarlet gale
#

I can proabbly just edit the chat card actually

molten solar
#

Same with pre-rolls. Got a bad feeling? Roll a d4, subtract a use, add the total in the core Situational Bonus field

scarlet gale
#

at least for skill checks

molten solar
#

Sure, unless you're a player

scarlet gale
#

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

molten solar
#

Players cannot edit rolls embedded in chat messages, was my point.

#

Unless that changed recently.

scarlet gale
#

Easy enough to work-around with run as GM calls

nova lark
#

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

violet meadow
nova lark
#

V10

#

Sorry

violet meadow
#

So how do you set it up?

nova lark
#

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

molten solar
#

Do you have ATL?

violet meadow
#

Seems not by the screenshot. Greyed out

#

You will need the v10 unofficial ATL/ATE

molten solar
#

I do see EM though πŸ™‚

nova lark
#

What is the exact name for ATL, i forget the abbreviation

#

ahh, there it is

molten solar
#

Active Token L'Effects, it's French (/s)

nova lark
#

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

violet meadow
#

@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?

kind cape
#

You should be affected by the damage from all of them though? Unless I misunderstood the rules about simultaneous effects

violet meadow
#

We had one such debate a couple of days ago. The target should be affected by the most "damaging" one I think 🀷

steel apex
rugged sequoia
errant gull
#

Is there a flag I can add to an Effect that will grant a bonus to Concentration checks made for maintaining a spell?

spice kraken
#

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

errant gull
#

Thank you!

violet meadow
#

Let me know if that works OK

errant gull
#

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.

molten solar
#

Effect Macro, start of turn:

const roll = await new Roll("2d4").evalute({async: true});
await roll.toMessage({flavor: "Ouchies."});
await actor.applyDamage(roll.total);
errant gull
violet meadow
#

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

molten solar
#

Missing a ) there

violet meadow
errant gull
#

Ah, got it, I don't have that one. I do have DAE though.

sudden crane
celest bluff
#

Should be easy enough, can also prompt them on their turn if they want to remove it

sudden crane
#

In midi’s overtime effect you can tell him to listen to saving throw/ability check/skill check and use that to remove the effect

delicate quartz
#

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?

sudden crane
#

@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

molten solar
#

It can, and easily so.

violet meadow
#

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.

violet meadow
#

For v9 replace eff.label with eff.data.label and
actor.system.attributes with actor.data.data.attributes.spelldc

scarlet gale
#

Oldest probably won't matter

violet meadow
#

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 😩

#

So you will need to update only the OT effect accordingly

scarlet gale
violet meadow
#

Hmmm

scarlet gale
#

Wouldn't it just be a matter of not applying the overlapping effect?

violet meadow
#

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 πŸ€”

#

I now wonder how Active Auras was handling double Spirit Guardians

scarlet gale
#

oh

violet meadow
#

Could flag the overlapping auras template.ids

#

and go from there

scarlet gale
#

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

violet meadow
#

You can move using keypad πŸ˜„

scarlet gale
#

true enough

#

My solution was to use the "when staying" to also apply the effect to help with edge cases of overlapping templates

violet meadow
#

When is when starying triggered? End of token movement?

molten solar
#

They are all triggered at the end of the movement animation (if any).

violet meadow
#

This is getting out of hand. 5e and edge cases stress πŸ˜„

#

But I want to see it through πŸ˜…
(and then never use it...)

vast bane
#

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

violet meadow
#

The issue would be that it had a Save defined

vast bane
#

I dunno what the problem is with it, as its macro is hidden in midi srd

violet meadow
#

Not that it was Self Self

vast bane
#

yeah, thats my thinking

#

so the actual item just needs to be an other roll

#

and remove the save

violet meadow
#

Yeah just delete the save data. It is an Action Type of Other but it has a save defined

zinc flame
scarlet gale
#

Not one that I've seen. I don't think the midi-srd has any that make use of world scripts.

molten solar
vast bane
scarlet gale
#

Unless you can have createitem handle that

violet meadow
#

Does it? Oh freaking scale

vast bane
violet meadow
#

you could update it after the fact

scarlet gale
#

I guess you could edit after the fact with an item macro

molten solar
#

You want my Call Lightning macro?

vast bane
#

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

violet meadow
#

MidiSRD had a couple of inconsistencies in Call Lightning now that I checked it Moto

scarlet gale
#

I have a v9 call lightning that uses warp gate and midi if you want it

violet meadow
#

I will update it for v10

vast bane
#

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

violet meadow
#

Any other issues?

unborn cosmos
#

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?

violet meadow
#

Does it work with other spells?

unborn cosmos
#

yes

#

Same with sculpt spell

#

well sculpt spell shouldn't work with magnify gravity

#

so that's working as intended

vast bane
violet meadow
vast bane
#

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

violet meadow
#

The worst part is that you need to designate which side damages. Not touching this

scarlet gale
#

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

unborn cosmos
#

same setup both times

molten solar
#

Ray templates with direction?

unborn cosmos
#

guess I gotta ban Magnify Gravity πŸ€“

violet meadow
violet meadow
molten solar
violet meadow
#

That's the spirit!

scarlet gale
#

My initial thoughts is to have a dialog box ask you what way is it facing

unborn cosmos
#

"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"

scarlet gale
#

@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

molten solar
#

You mean the one I added to Template Macro? I hope not...

scarlet gale
#

I'm dumb

molten solar
#

I'd feel a bit silly if so.

violet meadow
#

@unborn cosmos sculpt spell affects Evocation spells only and careful all kind of spells right?
Do you have the right flags set?

unborn cosmos
violet meadow
#

you have an extra s

scarlet gale
#

That looks like it autofilled

unborn cosmos
#

it autofills

#

and it does work, just not for magnify gravity

scarlet gale
#

Could you check if magnify gravity is set to evocation?

violet meadow
#

Well ✍️ cause I think the readme has the wrong flag then πŸ˜„

unborn cosmos
#

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

violet meadow
#

Hmmm so now I am confused.

unborn cosmos
#

Careful spell shouldn't care what school of magic is being cast

violet meadow
#

Do you have sculpt spell as well on the same caster?

unborn cosmos
#

no

violet meadow
#

v9 or v10?

unborn cosmos
#

v10

scarlet gale
#

That seems like a bug

unborn cosmos
#

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 πŸ™‚

violet meadow
#

Yeap found it. Its a bug

unborn cosmos
#

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?

delicate quartz
vast bane
unborn cosmos
#

πŸ€”

delicate quartz
# violet meadow But yes

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?

violet meadow
#

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

molten solar
#

πŸ€”

violet meadow
#

or Zhell will know the correct expression

molten solar
#

Just don't disable the effect.

#

Top of the macro:

if(!actor.system.attributes.hp.temp) return;
violet meadow
#

I was considering the extra bonuses part when tempHP > 0 so 🀷

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

molten solar
#

or have the babonus on the effect

violet meadow
#

yeah whatever works

molten solar
#

Depends what the bonuses are.

violet meadow
#

not damage bonuses I hope πŸ˜›

vast bane
#

symbiotic entity would be a thing that provides a damage bonus as long as temp hp exists fyi

violet meadow
sterile knoll
#

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.

vast bane
narrow saddle
#

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...........

violet meadow
sterile knoll
#

Attack roll

vast bane
#

isn't macro hotbar not v10 ready?

sterile knoll
#

Attack roll = 15, which is my PC AC.

dark canopy
vast bane
narrow saddle
#

That is from the player perspective.

vast bane
#

is advanced macros disabled?

violet meadow
narrow saddle
vast bane
#

where is that macro?

narrow saddle
vast bane
#

Where is the execute as GM checkbox...isn't that a core advanced macro feature? Is that gone in v10?

sterile knoll
#

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.

narrow saddle
vast bane
#

is the toll the dead, from midi sample items?

#

or one of the web versions

violet meadow
#

I could try to write something when I have time, but it might be some time before that happens

narrow saddle
sterile knoll
#

Dang...I was hoping something in Triggler, Midi, or DAE that was a data point to feed off.

violet meadow
#

Create a reaction that adds a +1 to AC. Like how Shield works

molten solar
#

If the +1 is just a message, then it's just a one-line hook.

violet meadow
#

When the attack is 15 you can use it

sterile knoll
#

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.

delicate quartz
violet meadow
violet meadow
# delicate quartz Advantage on concentration checks and magic resistance.
  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 or macro.execute | Custom | Name of a script macro you create in your Macro Folder
  4. 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
    }
delicate quartz
#

That's awesome, thanks heaps.

violet meadow
#

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

violet meadow
# delicate quartz That's awesome, thanks heaps.

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.

violet meadow
narrow saddle
#

I will have look.....

narrow saddle
molten solar
#

Try disabling AM

vast bane
#

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

narrow saddle
#

This is without AM

violet meadow
vast bane
#

ooooooh is this a crossing the streams issue?

violet meadow
#

What is your Item Macro settings?

delicate quartz
# violet meadow Try it out. You probably don't need it to be Transfer to Actor on Item equip as ...

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?

narrow saddle
narrow saddle
vast bane
#

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

narrow saddle
violet meadow
vast bane
#

a few of these will break macros in midi

#

if they are checked

violet meadow
#

Make sure that the Character Sheet Hook is off.

narrow saddle
vast bane
#

was bugbear, I was ready to assume ready set roll use ;p

narrow saddle
#

Thank you both for your help πŸ™‚

#

I have never used RSR

delicate quartz
violet meadow
sterile knoll
#

Is there an item macro to send a message when a effects ends?

vast bane
#

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?

molten solar
violet meadow
vast bane
violet meadow
#

Change it be GM only 🀷

#

I dontt use it as you can see πŸ˜›

vast bane
vast bane
scarlet gale
#

I haven't had CUB installed in ages. What use does it have nowadays?

vast bane
#

oh thats z's version isn't it?

#

I was thinkin dfreds panel

molten solar
#

(VAE has enriched html)

#

(you can embed macros in it.)

#

vanishes

violet meadow
#

potato tomatoe situation

vast bane
scarlet gale
#

Hide what names?

violet meadow
#

Agreed but I ended up using token Mold instead with renaming the creepers

Nowadays I dont bother πŸ˜„

vast bane
#

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

scarlet gale
#

The token names?

molten solar
vast bane
#

I don't want permenant renames, I just like the masking that it does

scarlet gale
#

Guess I'm just a weirdo for not hiding names

vast bane
#

but also, Z, does that hide midi's names?

scarlet gale
#

I just have everything set to hover

molten solar
#

Combatant names are on the combatant, not the token. πŸ™‚

sterile knoll
vast bane
molten solar
vast bane
#

yeah my first thought for his request was EM's on delete

scarlet gale
#

I don't hide my creature names. So that's never bothered me.

vast bane
violet meadow
scarlet gale
#

Yea, all my players DM sometimes too. So hiding names doesn't do much for me.

vast bane
#

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.

rugged sequoia
#

@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.

violet meadow
#

Let me double check

#

Did you copy paste the whole macro or changed stuff on your older one?

rugged sequoia
#

Nope. That is fresh from you GitHub page.

violet meadow
rugged sequoia
#

Of course.

violet meadow
#

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 πŸ€”

violet meadow
rugged sequoia
#

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.

violet meadow
#

Version of MidiQOL/DAE/Itemmacro/Warpgate?

rugged sequoia
#

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?

violet meadow
violet meadow
#

Item macro sheet hooks maybe on?

#

But even that wouldn't trigger that message πŸ€”

#

If the error appears again, please click on the actual VM....:115 or however it is called to open the source code

rugged sequoia
#

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?

violet meadow
violet meadow
#

But even with that, it should work πŸ˜„

obsidian orbit
#

@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?

spice kraken
#

So if it's just undead you're looking for, remove 'fiend', (note the space)

spice kraken
celest bluff
#

you guys figure how to get DAE to do inline rolls in v10?

obsidian orbit
celest bluff
#

[[1d12 + @abilties.con.mod]] doesn't work

spice kraken
celest bluff
#

works fine in v9 Sadge

spice kraken
#

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]]

celest bluff
#

think I did already got the same error

obsidian orbit
celest bluff
#

yeah same issue

#

guess I'll just write a manual effect or update the effect ~_~

spice kraken
#

What happens without the brackets? also what happens if you do @system.....

#

Sometimes I had to do that (still on v9 though)

spice kraken
celest bluff
#

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

spice kraken
obsidian orbit
#

interesting.

spice kraken
#

In your midi workflow settings, what is Roll Other damage formula for rwak/mwak set to?

obsidian orbit
#

what happens if you attack something that's not a dragon?

spice kraken
#

It doesn't roll the 1d100

#

1 sec

obsidian orbit
#

ok, yeah then it's probably a setting thing.

obsidian orbit
#

ya it was set to "if save" changed it to "activation condition" and that fixed it

#

thanks for your help

spice kraken
#

np

celest bluff
#

found a roll loop with damage reaction heh... ah I see why it looped, nm

delicate quartz
violet meadow
delicate quartz
#

Nice.

violet meadow
#

In config you can pass things like { createMeasuredTemplate: false, consumeQuantity: false, consumeRecharge: false, consumeResource: false, consumeSpellLevel: false, consumeSpellSlot: false, consumeUsage: false }

delicate quartz
molten solar
#

token is the selected token

delicate quartz
#

So it will potentially fail if I have a different token selected when the macro fires?

violet meadow
#

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

hybrid heart
#

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?

obsidian orbit
vast bane
#

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

violet meadow
vast bane
#

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.

hybrid heart
obsidian orbit
vast bane
hybrid heart
molten solar
#

The module page will tell you how it works.

violet meadow
hybrid heart
delicate quartz
violet meadow
hybrid heart
#

Will do.

delicate quartz
#

Doesn't seem to be doing anything.

#

That's how my CE is set up.

violet meadow
#

Did you create a feature named Psionic Ward? On the actor?

Is this screenshot a DFreds custom effect?

delicate quartz
#

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.

violet meadow
delicate quartz
#

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.

violet meadow
#

@delicate quartz also in the Psionic Ward CE make sure that the force display on token field is Convenient Effect: Psionic Ward

delicate quartz
#

I added a console.log message to the item macro but I don't see it appearing in the log.

violet meadow
#

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 🀷

#

You can always change it to check for label instead

delicate quartz
#

When should the Item Macro script run? Each time the feature is toggled on and off? On actor creation?

violet meadow
#

It will be executed once the first time that the item is transferred on the actor

delicate quartz
#

And that occurs on actor creation?

hybrid heart
delicate quartz
violet meadow
# delicate quartz

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?

delicate quartz
#

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');

delicate quartz
violet meadow
delicate quartz
#

When I delete it from the token it also deletes it from the actor. I have the token linked to the actor.

violet meadow
#

Yes. Just put the feature again on the token

delicate quartz
#

I'm so sorry, I'm not sure I understand how to do that.

violet meadow
#

Open the character sheet of the linked token and add again the feature

delicate quartz
#

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.

violet meadow
#

Just to be safe. Can you toggle off the effect from the Effects tab of the character sheet and toggle on again?

violet meadow
# delicate quartz

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

delicate quartz
#

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.

violet meadow
#

OK let me create a feature to replicate

delicate quartz
#

Is this error relevant?

violet meadow
#

updateActiveEffect hmm? When does it trigger exactly?

delicate quartz
#

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.

violet meadow
delicate quartz
#

I have done so and toggled the DAE from the feature and it does not appear to be applying the CE.

vast bane
#

I don't think he actually made a dfreds CE, that force target is definitely populated in v10 on a CE

delicate quartz
delicate quartz
vast bane
#

I haven't updated my v10 build in 2 weeks maybe theres changes going on I'm not aware of.

delicate quartz
#

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?

violet meadow
vast bane
#

bugbear what ui adds the link/unlink symbol on the npc, I love that and want it lol

violet meadow
#

Does it work? Should add Prone condition and remove if temp hp is 0

delicate quartz
violet meadow
delicate quartz
#

Does not work.

#

Huh.

#

Weird.

#

Must be something strange going on with my Foundry setup.

#

I'm Forge hosted.

#

Running Build 290.

violet meadow
#

Errors in console?

vast bane
#

did you clear his versions?

#

though an import up should work

delicate quartz
#

That's my log after toggling the effect on.

vast bane
#

what version of dnd5e do you have installed?

delicate quartz
#

2.0.3

vast bane
#

oh nope, its dfreds effect panel

#

you have multiple modules that either need to be manually bumped to v10 or disabled

violet meadow
delicate quartz
pallid shard
#

Has anyone figured out a way to stabilize a target using a healer's kit or spare the dying?

delicate quartz
#

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:

delicate quartz
violet meadow
vast bane
#

Yeah thats a sus feature

delicate quartz
#

Item Macro

pallid shard
violet meadow
kind cape
#

I think thats Socket Macros? (Rippers module)

violet meadow
#

Its a patreon one correct?

#

Can you check without it>?

kind cape
#

Ye, never tried it, but its supposed to do something like that

vast bane
delicate quartz
vast bane
#

kinda have to google your whole module list basically

#

just the yellow compatibility warning ones

violet meadow
#

Item Macro is not for sure though πŸ€”

vast bane
#

just drop everything but the minimum and test the feature

delicate quartz
#

So are you saying I have a module that is injecting that option into the Item Macro dialog?

vast bane
#

either that or rippers using someone elses module and you found the original lol

violet meadow
#

in the macro editor but pretty much yeah

vast bane
#

how many modules do you have installed?

delicate quartz
#

A quick look at my modules and I have Effect Macro, Item Macro, and Advanced Macro modules installed.

molten solar
#

It's not EM nor IM

vast bane
#

Its none of those tbh

violet meadow
#

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 πŸ˜‰

vast bane
#

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

delicate quartz
#

I have 181 active modules.

violet meadow
#

Bare minimum? MidiQOL/DAE/DFreds/ItemMacro (optional). Will need libwrapper and socketlib as prereq too