#MidiQOL

1 messages · Page 31 of 1

vast bane
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but also, any yellow triangle warnings in manage modules...google those modules and find IF they have a v10 version, install it, if it doesn't have one...probably gonna have to uninstall that.

kind cape
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That is a lot, and I say that as someone with 130'ish modules

vast bane
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181 is alot, and that says alot considering we're in midiqol's channel

delicate quartz
vast bane
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however, do FTC first, cause they could be two different problems

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don't waste your time culling when something else was blocking the feature

delicate quartz
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Will give it a go.

rugged sequoia
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Clarification on how this macro works. I think I know but want to make sure. Character makes an attack with bludgeoning and the MIDI-QoL is supposed to pick it up. Once bludgeoning happens, the character should automatically get the Crusher feat applied as effect. Once that happens then the character can use Crusher to move the target 5 feet. Does this sound correct?

If so the detection seems spotty. When I first set it up I was getting a prompt but that isn't happening now. Sometimes the Crusher effectshows up. When I do used Crusher I can get the reticule but the target doesn't move. I mean it is entirely possible this is something on my end. Just trying to figure out the issue. Help others on v10.

delicate quartz
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If I have modules that are warning because they are on an earlier version of V10, are they okay to use?

violet meadow
molten solar
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or whichever was the stable release

vast bane
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the v9 version of crusher doesn't apply an ae to the source

violet meadow
vast bane
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well, its always on

violet meadow
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yeah

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The target might get one though if the attack is a crit iirc

vast bane
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actually its an actor on use isn't it?

violet meadow
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yeah

vast bane
vast bane
violet meadow
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When you roll an item, checks if its a Bludgeoning weapon and triggers a dialog for the move (once per turn if in combat)

vast bane
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maybe one is mispelled

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or a bad import

violet meadow
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One thing I need to add, is the crosshair warpgate function to re-trigger if the move is invalid

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now it just stops. I forgot about that

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If you use it from a player client, warpgate will trigger a dialog on the GM client to accept of not the mutation of the token.
Mutation in this case being a permanent "move"

manic tendon
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Does anyone by any chance have automation done for the Dragon's Breath spell?

vast bane
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wow, can't believe thats not in midi srd

vast bane
rugged sequoia
# vast bane

Can I see this screen shot in a larger context? Those fields don't look familiar to me. Where are Macro Name and Macro Pass located? They aren't under Effects on the Crusher feat. Is it under MIDI Qol Fields?

manic tendon
delicate quartz
manic tendon
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v10

vast bane
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if you remember or I remember, after thanksgiving, I'll send you the v10 version

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I'm still on v9

manic tendon
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Thank you, much appreciated 🙏

violet meadow
vast bane
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I used warpgate for AoV, in v10 I imagine dae's createitem key would probably be decent

violet meadow
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nope but it midi doesn't add the onUseMacro Name flag there

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only ones you add manually in the onUse fields

vast bane
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actually Ghost, I think AoV is perfect for createitem in dae cause AoV doesn't change on upcast. It is actually alot easier than it seems in your version

rugged sequoia
vast bane
violet meadow
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I will pick this up later

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got to run

vast bane
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if it works fine there, then you know its a module. However, you could also share the details pages of the weapon, maybe its a damage type issue, and show us a chat output of the weapon hitting something.

manic tendon
delicate quartz
vast bane
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Doesn't libwrapper control what modules load first? maybe thats the issue lol

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I thought it had something to do with load orders I dunno

molten solar
vast bane
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maybe FTC caused a reordering I dunno, I see that alot though, just a random refresh fixes something

molten solar
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To be blunt, if you have nearly 200 modules, there is no telling what can and will break at any moment for any reason.

vast bane
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Yeah I agree thats on the high side of things even for a midi setup

delicate quartz
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Oh FFS.

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And now it isn't working again.

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🤣

molten solar
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Yeet some modules.

vast bane
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start that purge baby

delicate quartz
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Yep.

molten solar
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We'll cheer you on from the stands.

delicate quartz
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But they're all so useful. 🤣

vast bane
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are there even 181 v10 compliant dnd5e modules yet lol?

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Well 180 cause inevitably one of yours is the forge thing

delicate quartz
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They mostly are. There's maye four or five that aren't v10 compliant but didn' seem to cause any issues so I have kept them.

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but I'll boot them and see what happens,.

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I'm going to do another FTC first and see if I can narrow down what is blocking this particular macro from working.

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Then once I have that worked out I'll start culling modules,

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Damn it, forgot to enable libwrapper.

violet meadow
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Something that touches on hooks will probably be the offender here

molten solar
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I disagree there

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Hooks are there to make it safer and easier to add or modify behavior.

vast bane
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I don't see screenshots of Schmickers rolls, Do you have better rolls/ready set roll installed lol?

delicate quartz
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No.

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Only rolling automation I have installed is midiQOL.

mossy falcon
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Hello all,

Just upgraded to v10 and have a couple questions:

  1. Does MidiQol uninstall itself when upgrading from v9? I ask because it disappears during the upgrade every time; forcing a reinstall.
  2. I'm getting this error on attack rolls and reaction roles like "Hellish Rebuke"... what is it?
hot flower
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i'm sorry to keep bugging folks on this, but I simply can't wrap my head around the Midi damageOnlyWorkflow. I can't seem to figure out all the parameters of new MidiQOL.DamageOnlyWorkflow(actor, token, damageRoll.total, "radiant", target ? [target] : [], damageRoll, {flavor: "Divine Smite - Damage Roll (Radiant)", itemCardId: args[0].itemCardId}) (as from the example on tim's page).

for instance. I'm trying to automate life transference, which does 4d6[necrotic] to the caster and heals the target for twice that. This seems like it would be simple to do, but I am constantly getting undefined and other errors.

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here's the macro so far: ```js
const lastArg = args[args.length - 1];
console.log("lastArg:", lastArg);

const tokenOrActor = await fromUuid(lastArg.actorUuid);
console.log("tokenOrActor:", tokenOrActor);

const targetActor = lastArg.targets[0].actor;
console.log("targetActor:", targetActor);

const targetToken = lastArg.targetUuids;
console.log("targetToken:", targetToken);

const DAEItem = lastArg.itemData;
console.log("DAEItem:", DAEItem);

const caster = canvas.tokens.placeables.find((token) => token?.actor?.items.get(DAEItem._id) != null);
console.log("caster:", caster);

let healType = "healing";
let damageType = "necrotic";
let damageTotal = lastArg.damageDetail.find(i=> i.type === damageType);
console.log("damageTotal:", damageTotal);

if(!damageTotal) return ui.notifications.error("Deal damage first");
let healAmount = Math.clamped(damageTotal.damage*2, 0, targetActor.system.attributes.hp.max - targetActor.system.attributes.hp.value);
console.log("healAmount:", healAmount);

new MidiQOL.DamageOnlyWorkflow(actor, token, healAmount.total, "healing", targetActor, healAmount, {flavor: "Life Transferance - (Healing)", itemCardId: args[0].itemCardId})```

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It all runs fine until the new midi workflow.

vast bane
vast bane
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oh nm v10 woops

vast bane
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the last version of midi he added implementation for custom damage types and my guess is they left the debug on for it in the release.

delicate quartz
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Interesting.

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So FTC didn;t find anything.

vast bane
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I may be a minority here, but I have never had FTC actually work as intended, I just use it to quickly test bare minimums without screwing up my enabled modules setup

delicate quartz
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If I create a token and attach the feature to it when I only have barebones modules active, then it works. And it will continue working if I reactivate all modules.

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But if I delete that token and re-create it with modules enabled, it no longer works.

vast bane
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clear your yellow modules, and start the culling

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yellow content modules don't have to be culled fyi, like map compendiums

glacial veldt
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Hellooo. I was directed to ask here for help. Long story short, I'm trying to use an effect with a Special Duration that makes it expire when the character makes an attack. However, when midi-qol is set to combine attack and damage rolls into one card, it won't remove the effect until damage is rolled. As a result, the effect does not go away if an attack misses. It works as intended if the attack+damage isn't combined into one card, and I've confirmed that there aren't any conflicts by testing it with ONLY DAE, Midi-QOL, libwrapper, socketlib, and Times Up enabled.

I'm running on Foundry 10.290 and the system is 5e 2.0.3. Could someone test this out and confirm I'm not nuts?

vast bane
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oooh do you have check for hits on?

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You might need checking for hits turned on for the trigger to work at the right time:
Workflow button>Workflow tab>Hits section

delicate quartz
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So apparently the problem module is Advanced Macros.

glacial veldt
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that said, thanks for letting me know anyway, since we might end up preferring that set to GM only...

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But the thing is, I'm not trying to make it disappear when I hit. There's even a separate duration option for that. It's supposed to remove when the attack roll alone is finished.

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...

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I--wait--

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Why would?!

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??????????

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I am so upset right now you don't even know WHY IS THAT SOMETHING YOU HAVE TO TURN ON

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@vast bane I have wasted your time.It works flawlessly.

vast bane
glacial veldt
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I wish I could cry right now

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there is a checkbox that does nothing except "make a feature elsewhere actually work" and it's off by default

vast bane
dark canopy
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this one is pretty short and simple as well, a good template if nothing else

manic tendon
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Want to make sure I don't flub up the setup and then it doesn't work for me 😅

dark canopy
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read through the post and header comments 🙂 it will need to be tweaked for midi execution

manic tendon
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Will do, thanks!

dark canopy
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spellLevel and actorDc are the two symbols you would need to replace with midi data

manic tendon
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How do I add those? Should I replace const spellLevel = await warpgate.dnd5e.rollItem(item); with const spellLevel = await warpgate.dnd5e.spellLevel and const actorDc = item.parent.system.attributes.spelldc; with const actorDc = warpgate.dnd5e.spellLevelDc;?

dark canopy
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badger steps back for the midi folks to answer

delicate quartz
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Down to 160 modules.

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All v10 compatible apart from a few content modules and the touchvtt which I use a bit and doesn't seem to throw any errors.

vast bane
manic tendon
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nod I'll take a look at it 👍

dark canopy
vast bane
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not sure if the wiki is updated to v10 yet though so may need to adjust a few things in that department if so.

dark canopy
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all update objects will be shimmed with new data

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gathering the information ahead of time might need some tweaking, but the v9/10 shims in foundry should handle most of that

vast bane
violet meadow
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This is just a tiny bit for extra functionality that tposney added

vast bane
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its still not working right for them, they don't auto roll

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so basically they are using midi just for effect transferral, and the times up triggers are being weird

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I can't replicate it in v9, mine works fine

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its GWM from dfreds CE, for them its oddly not expiring when the player misses and merge is turned on and auto roll/auto damage is off

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for me I can replicate it, if I close out the damage popout with fast forward off

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but thats practically how its intended to work, his though is odd

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happens with bare minimum modules installed too

violet meadow
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GWM doesn't expire after 1 attack when it didn't actually hit is the bottomline? When auto-roll damage is off?

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Last version of modules?

vast bane
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yeah

violet meadow
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OK I would suggest a full ticket in MidiQOL issues. tposney might need to take a look when he is back.

Steps to reproduce, MidiQOL settings export etc

vast bane
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when auto roll attack and damage is off, hes got full manual

molten solar
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So they're not using Midi but have Midi issues is what you're saying

vast bane
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they use effect transferral and auto damage application afaik for sure, they have full manual on cause players forget to do things so they slow it down.

glacial veldt
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Oh, hi.

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It's actually not dfred's GWM, I made this entirely myself

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It's probably about the same, though.

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But yes. What I need is for the effect to expire under two circumstances: A. a melee weapon attack misses, or B. a melee weapon attack deals damage.

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As it is right now, the effect is removed when a damage roll happens. This was confusing us because we didn't realize what was going on, so when he missed an attack and did not roll damage for that attack, the effect stayed on him until his next attack.

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I have now turned on the automatic damage rolling from midi-qol, and the effect is removed whether the attack hits or misses.

molten solar
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Why not just create it permanently on the actor, then drag it to the hotbar so he can toggle it on and off when needed.

vast bane
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they have midi, they can just roll the item

molten solar
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Yes it's more manual but 🤷

glacial veldt
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This player is...forgetful. We actually tried it that way and he kept forgetting to toggle it.

molten solar
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Give it a duration so it shows on the token.

vast bane
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the problem though is the special duration is ignored with their specific midi settings

glacial veldt
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It's best for us if he just buffs right before he attacks

vast bane
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hmm, I think specials force it don't they?

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wow didn't realize dfreds was fixing that for me lol

glacial veldt
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In any case, I'm willing to just drop the issue at this point. We got something that works, it just means autorolling damage when we otherwise might not.

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Though it would also work if there was a special duration option for "expires on the next weapon attack that misses", or something like that. Then I could have just put two durations on; one to expire if it misses, and one to expire if it deals damage.

violet meadow
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If you don't use the checkbox to expiry the effect on attack and wait for damage to be rolled that is bound to happen.

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But how would you add the extra damage if it has already expired?

glacial veldt
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And there's the rub.

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That was why I decided to just drop it and leave the box unchecked

violet meadow
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OK with the box unchecked, is the issue that is not expiring when the attack is a miss?

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What about this?

glacial veldt
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I tried that too, but it removes it as soon as the attack roll is made since I'm rolling his weapon.

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An option to expire after two item rolls would be functional but clunky so I didn't bring it up

vast bane
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its gotta be something in v10 thats different, I replicated them perfectly in v9 and only ever saw the issue if I closed out a hits damage

glacial veldt
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You auto-roll damage, though.

vast bane
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well, I only auto roll on hits

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but yeah, maybe thats where the problem is

violet meadow
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I tested without auto rolling damage off

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it works

vast bane
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I just replicated his issue in v9, hes right, it doesn't expire with auto roll fully off

violet meadow
vast bane
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Oh, I don't have that xpirey

glacial veldt
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I think I said this earlier, but I think what might be happening is that when a damage roll "isn't needed", it still actually rolls it but just hides the result--that or some flag triggers that makes the effect think it's time to go away.

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Because if auto-rolling damage is off, the effect only goes away when I roll for damage

vast bane
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Actually I do use that one:

glacial veldt
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And if auto-rolling damage is on, the effect always goes away

violet meadow
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OK I can take a look if you DM your settings

violet meadow
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I might have it set up wrong

vast bane
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and dfreds CE GWM, will cause his problem

violet meadow
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Dfreds CE GM has no expiration

vast bane
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um...mine does?

violet meadow
vast bane
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its not custom

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it has a special duration but not a duration duration lol

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if that makes sense

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I think you might have to reinstall maybe your dfred got installed before timesup maybe?

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wait a minute here

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does dfred apply a custom if you click the one in other lol?

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cause I checked now and I do have a custom dfred as well

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but either way, hes not using it, I am, but we all have the ae setup the same

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we're using the same expirey you are

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I don't have that optional checkbox checked and I'm pretty sure he turned it off again too

glacial veldt
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Correct.

vast bane
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yeah even if you click on the other folder in dfreds window, it smartly finds your custom uses that one, so sorry my bad

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I genuinely didn't realize I made a custom

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lol heres a weird example of it:

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in my example I was trying to miss by manually doing a -20, and it nat 20'ed and critically hit lol

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but obviously his problem is when he misses, it doesn't get rid of it

glacial veldt
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Right. I need it to expire when I deal damage on a hit, and also expire after the attack roll if I miss. If I enable auto-rolling for damage, it does both. If I do not enable auto-rolling for damage, it only expires when rolling for damage, even on a miss.

vast bane
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very niche situation but happens all the time for them. Must have to do with the flag not setting on miss

violet meadow
glacial veldt
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It's a feature. An active ability, specifically, so they do need to "roll" it.

violet meadow
# glacial veldt

On the GWM DAE create another entry in the Effects tab flags.midi-qol.onUseMacroName | Custom | ItemMacro.Great Weapon Master,postAttackRoll
In the Item Macro add this.

if (!args[0].hitTargets) {
    const effect = token.actor.effects.find(eff=>eff.label==="Great Weapon Master")
    await effect?.delete()
}
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If you don't use Item Macro, create instead a script macro in your macro folder and use the name of that created macro instead of ItemMacro.Great Weapon Master

glacial veldt
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Oh, wow. You really didn't need to go this far, thank you.

violet meadow
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No worries! I think you ve found an edge case that would need tposney to take a look. I would use that in the meantime and open an issue in the MidiQOL repository 🤷

vast bane
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Kandashi published AA earlier today if you hadn't noticed yet bugbear

violet meadow
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yeah i ve seen that 😉

coarse mesa
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DFred has adopted prone when unconscious applied... didn't expect that, but it feels good to not be alone on that lol. Can toss that macro 🧹

molten solar
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How do you do fellow kids, what are some examples of features that rely on you having allies or enemies within a certain range, or features that incorporate "for each enemy" within range, and variants thereof?

scarlet gale
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Pact tactics I guess. But if this is for your modules I don't think advantage is something you do with any of your modules

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I can think of a few that require a specific ally nearby

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But not just any ally

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Gift of the Ever-Living Ones (Pact of the chain feature), Master's Amulet (Item), Ranger stuff I assume

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Tons of reactions actually that require an ally nearby, but I'm guessing that's not what you're looking for

coarse mesa
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sneak attack is the big one – having an ally adjacent to the target

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there are things like getting auto crits if you're within 5' of the target when they're paralyzed... is that the kind of thing?

scarlet gale
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Crusader’s Mantle (spell)

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Pass without trace

coarse mesa
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yeah tons of spells with AoEs centered on self

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and Aasimar abilities

scarlet gale
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Globe of Invulnerability

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Lots of these are honestly already done well enough with effect auras

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At least when midi is involved

coarse mesa
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Is Z finally going to give us the perfect Spirit Guardians?

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(it currently takes half a dozen modules)

scarlet gale
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thatlonelybugbear has a pretty good proof of concept template macros one

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I'm doing something similar with cloudkill

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Pretty much any spell with aura in the name either focuses on either specifically enemies or allies

molten solar
scarlet gale
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That's surprising, it's like the signature cleric spell

molten solar
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Clerics are banned.

scarlet gale
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Except maybe for spiritual weapon

coarse mesa
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It's a nuisance because everyone but allies makes a save or take damage at the start of their turn or when they first enter (even on forced movement on someone else's turn).... and it moves with the cleric

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But they don't take damage if the cleric moves onto them

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It takes a voltron of modules to get it working

scarlet gale
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That's better handled with template macros IMO

molten solar
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So on token movement, but not on template movement.

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Easy TM scripts.

scarlet gale
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template macros and attach the template to the token, it works well

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And the overtime effect from midi can be replaced with an effect macro if you for whatever reason don't use midi

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(Like Zhell)

molten solar
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Maybe in v11 or v12 I should just wrap all these up as Document Macro.

scarlet gale
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I feel like different documents have very different use-cases tho

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Unless you just want it all wrapped up into one module

molten solar
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Yeah, one module

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Then it could utilize the same hooks

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Like 'start of turn' for TM

scarlet gale
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That would be helpful

violet meadow
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What's you all yapping about? Am I missing interesting conversations? 😅

scarlet gale
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Started here

coarse mesa
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Zhell is going to make one module to rule them all

molten solar
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Dunno, firstly I was just curious whether there was any use for a "for each enemy within 5 ft" sort of babonus filter

molten solar
scarlet gale
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You know the v10 readme of midi lists all your recent modules as recommended, that means you win right?

molten solar
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What do you mean all?

scarlet gale
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newer ones

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¯_(ツ)_/¯

molten solar
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... plural?

coarse mesa
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Do I need to install more modules? I do what midi tells me to do

scarlet gale
coarse mesa
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Part of the family now

molten solar
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how do I make them incompatible with Midi

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(/s)

violet meadow
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No you just need to embrace the MidiQOL args and sky is the limit

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And beyond

molten solar
coarse mesa
#

Zhell, is it likely babonus will ever affect what's displayed on your character sheet? Eg so you can see the Aura of Protection on your saves?

molten solar
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Literally not possible.

coarse mesa
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OK

scarlet gale
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AA ones only show up because of the nature of effects

molten solar
# coarse mesa OK

Unless you are literally rolling a save in that instant 0ms interval, then for all intents and purposes you do not have a bonus. That's how babonus works and how it stays so light.

coarse mesa
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So, tidy for instance would essentially have to look for babonuses as it renders your sheet?

molten solar
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Yeah, and good luck with that.

violet meadow
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Just attach a low alpha Token aura to the source

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Wait didn't babonus have an API for getting the surroundings Auras?

molten solar
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Auras surrounding auras?

violet meadow
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Well... Phone ... Bed...

molten solar
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findTokensInRangeOfAura

violet meadow
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Some indication on the Roll message might be a helpful addition

molten solar
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nah lol

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If you want the +3 CHA from the paladin to be clearly described, just change it to @abilities.cha.mod[pala-boy]

violet meadow
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True. Was thinking more about damage with the damage types v creating an issue when used alongside Midi or even dice do nice when using dice colours dependent on the type

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Maybe in the future. Something about core adding something about roll bonuses explanation 🤔

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Or was it a system specific issue?

coarse mesa
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(you need it though)

molten solar
violet meadow
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Yeah figured as much

molten solar
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Given that it would need a minor overhaul of all roll behaviour, I wouldn't hold my breath if I were you

coarse mesa
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Save it for 5.5E

violet meadow
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There was some chatter iirc but 🤷

molten solar
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Not that I've seen

rugged sequoia
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I think I got it working. For some reason Crusher was set with a really long turn duration. Like 4. I deleted the turn duration and made sure it was a Passive Effect. Went ahead and use ItemMacro.Crusher instead of calling the macro directly. After getting that resolved then Warp Gate started complaining about permissions so I allowed Player to browse Use File Browser. Once I made those changes, the player would get a prompt and the DM would also get a prompt to allow or not.

Time to get Thorn Whip working.

violet meadow
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Hmm what do you mean with turn duration?

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Was it a flag on the actor using the crusher feature?

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Or just the actual duration on the feature?

violet meadow
rugged sequoia
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Two things.
First, Crusher was a Temporary Effect instead of Passive. That may have been an accident on my part. I was messing with is so much I think I created it in Temporary.
Second, Duration was a 4 on the Duration Effect tab.

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I cleared that field and made sure it was a Passive Effect. Seems like it is working now. I will keep that in mind when it come to WarpGate.

delicate quartz
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Is there a way to set to a feature like the Psi Warriors abilities where they get a free use of it per rest and thereafter use their psionic die?

coarse mesa
violet meadow
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Ah I see. Had never occurred to me to text how it sold behave with a duration. Will keep that in mind for future troubleshooting.
Glad to hear that you solved it anyways 🥳

I will update it, for triggering the crosshairs again if you make an illegal move instead of just stopping it.

And so you think that it would benefit from disallowing the move if you move on top of another token?

violet meadow
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There is a convoluted way to trigger a change on the actual item to make it a spell with slots after using the per day use

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Well not that convoluted but still...

coarse mesa
violet meadow
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Hmm it is more or less doable with an effect with a duration of Until long rest which mutates the item

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FFS auto correction...

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Just noticed. #1010273821401555087 thread has 30000+ messages coming up to 3 months anniversary of being created

molten solar
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Just use Item Macro, check if it has any limited uses (if so, turn off resource consumption), and if not, turn off limited use consumption.

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You can pass a key to the usage of the item to do this. Three lines of code.

violet meadow
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Yelpers. Even easier. With limited uses reset on rest

#

But with an on use item macro within midi context

delicate quartz
#

Care to share the macro?

molten solar
#

That isn't Midi doing that

delicate quartz
#

Oh, is that core?

violet meadow
#

I have an on use shared. Let me find it

molten solar
#

Uninstall Disable Midi and find out. 😎

delicate quartz
#

Midi does so much I forget what it doesn't. 🤣

violet meadow
molten solar
#

You'll want to check which to disable

violet meadow
#

You don't need a hook also

#

An on use macro

#

Before item is rolled

molten solar
#

Huh?

#

You pass the keys to the item.use

#

item.use({consumeUseOrWhatever:false})

#

Item Macro lets you do this.

violet meadow
#

Yes. The MidiQOL on use version is what I was referring to

molten solar
#

This doesn't need Midi

violet meadow
#

But off to bed now!

#

Yeppers. But still if you roll the item a midi on use will take care of it too.
No need for an extra item macro to roll it I mean

vast bane
chilly jasper
#

Hey folks, new foundry user here - I'm trying to get midi qol to work but I'm having a monster of a time - checked the guides but doesn't seem to be helping

scarlet gale
#

Is there a specific issue you're having?

chilly jasper
#

Yeah the module doesn't seem to be working at all

graceful geyser
#

midi doesn't do much by default. So what did you set up, what did you expect to happen, and what actually happened?

chilly jasper
#

Good questions, I'm on my friends game who uses midi qol to automate? combat - press attack and it rolls everything and takes away health automatically

#

That's what I was expecting it to do, but it doesn't do anything when I test attack rolls

graceful geyser
#

Your friend is the one who has to ask these questions then. It's on the GM to configure what midi calls "workflows", which determine what gets automated and how

chilly jasper
#

Oh sorry, that's what it does on my friend's game, but I'm trying to do that on my own version of foundry, I downloaded it and installed midi qol on my own but I'm trying to get it to do what it does there

vast bane
#

you probably didn'tenable the module after installing it, but also make sure you don't have multiple rollers installed

scarlet gale
#

Midi-qol just gives you the power to setup stuff to do that. It doesn't do it for you.

chilly jasper
#

ah

#

Do I need programming knowledge to do this?

graceful geyser
scarlet gale
#

Pretty big oversimplification, but for the basics of applying damage and rolling saves you don't need programming knowledge

chilly jasper
#

kk

#

what does the 'damage roll needed' option on auto roll damage mean?

#

I assume 'no' also makes you roll damage

graceful geyser
chilly jasper
#

ah

#

thanks 🙂

#

Ok quick settings seems to have fixed it, thanks 🙂

#

is there a way to show health status such as 'uninjured, injured, dead' etc in this module or is that another one?

graceful geyser
chilly jasper
#

should get dfreds then I guess

graceful geyser
#

The "automation ecosystem" for DND5e is usually considered to be midi-qol, dae, dfreds, times-up, and itemmacro at the very least

vast bane
#

Midi srd is also a must but I'm on my phone so you will have to wait for someone to share the functional fork for v10

chilly jasper
#

cool got them all and activated them, not sure what they all do but I guess I'll figure it out at some point before the heat death of the universe 😓

vast bane
#

midi srd essentially replaces the dnd5e srd compendiums with items that work better with midi settings cause alot of dnd5e default items break in midi

#

its also a massive content compendium of premade automated midi stuff

#

but the only oficial version is not compatible with v10 foundry, someone has to share you the unpublished fork that is

#

or just search this discord for thatlonelybugbear + midi srd

chilly jasper
#

ah I got v10 of foundry

scarlet gale
#

@molten solar @violet meadow Just finished reworking my template macros Cloudkill spell. I wound up just moving all the effect logic into it's own macro and calling it with advanced macros. Ideally, this could be done better if a "Never Automatically" existed for Template Macros like it does for Effect macros.
https://github.com/chrisk123999/foundry-macros/tree/main/Spells/Cloudkill

violet meadow
scarlet gale
#

I considered that, but I don't think effect macros allows you to flag stuff as run as GM.

#

I guess I could swap out the effect creation and deletion line with midi functions

#

I think I got it in a happy place in terms of following 5e overlapping spell rules

molten solar
violet meadow
#

I was thinking of it more as a "storage" space but yeah nvm.

#

I will put all the functions in a module or a world script or in World scripter module and call them from the Template Macro 🤷

molten solar
#

I'll consider it for the future.

rocky jewel
#

Hello, I’m having a minor issue here, when I try to roll something from an actor’s sheet the roll won’t happen if the actor does not have a token on the scene.
This was not an issue on V9 and with the relative midi version so I guess something changed.
Is someone having the same problem?

vital frost
#

Hello there, did someone got this weird issue when resistance flag reduce damage by 1/6 and doesn't work with 'on use' effect macro sometime ?

vast bane
vast bane
delicate quartz
#

What would I put in an active dynamic effect that would give an actor a fly speed equal to twice their walk speed?

#

I tried system.attributes.movement.walk*2 but it doesn't seem to be working.

rocky jewel
violet meadow
violet meadow
vital frost
#

maybe the issue come from me trying to understand how to automate system.traits.dr.all (used in a macro) with midi qol

late fractal
#

Hello again! I am trying to fix up a community Lay on Hands macro, so far its coming along well except I cant figure out how to apply the healing. Would MidiQOL.DamageOnlyWorkflow be useable for a heal?

scarlet gale
violet meadow
violet meadow
#

Or at least use it as inspiration

late fractal
#

ohh i see it, i forgot about those

vast bane
late fractal
#

dang, well there goes a few hours. at least i learned a bit more in the process. Your sample is for sure better!

modern badger
#

how would I set this up to automatically add the save and cold damage to a chat card when cast? .3.

delicate quartz
#

Add a saving throw under the Details tab.

vast bane
# modern badger

attached is a v9 item that when it strikes the target, it forces a save and then reduces the targets charisma till the next long rest, this is an example, not a perfect match.

delicate quartz
#

The MHP reduction would probably need to be an active effect.

#

Or the script above by the experts would probably do a much better job. 😉

vast bane
#

just need to rename the item, effect, and change the key to point to max hp instead of charisma. Though I think actually you may need macro work to pull it off right since its doing damage AND max hp damage with the same roll

#

Anyone curious the above ability is the Maurezhi's bite from Monsters of the multiverse

spice kraken
#

I personally would not do it as damage and just max hp removal since if you lost 5 hp and drop max by 5 as well, the current hp is the same regardless

vast bane
#

nah it wouldnt' if the person was already damaged which they would be

#

the weapon damage applies first, that makes their current mismatched from max, and then the save damage applies, personally I'd probably just erase the save damage entirely, thats already a dangerous (enough) ability

#

specially the save dc

modern badger
#

.3.

snow oxide
#

I see that the topic of Magic Resistance is well-worn, but I'm still struggling to see the results of adding "Magic Resistance" to the character sheet in Effects, Features, or Damage Resistances ("magic-resistance").

It seems that the advantage automation is only handled when the spell is initially cast and targets the token in question. If I have the token then attempt to make the save by clicking on the save via card, a saving throw dialog is thrown up. Is there a way for me to enable quick rolls when interacting with the card?

#

for reference

molten solar
#

Hold shift. 🙂

undone sorrel
#

Warpgate noob here. does any know if if is possible to sync up warpgate.revert with midiqols concentration automation?

molten solar
#

100% possible

snow oxide
vast bane
# snow oxide

that is a strange looking workflow, but v10 is a new monster I suppose

molten solar
vast bane
molten solar
#

Same way. Nothing has changed dramatically for Warp Gate.

undone sorrel
#

I can look at the v9 stuff and find my way

vast bane
undone sorrel
#

fairly confident I can do that much 😆

vast bane
#

if you aren't fast forwarding that could be the problem, alot of their complex macros are tested just on fast forward settings

snow oxide
vast bane
molten solar
#

Hold Alt

vast bane
#

what is givingit rather

#

if its magic resistance, my best guess is either you don't have magic resistance on the actor OR the cloudkill is not setup to flag itself as spell

snow oxide
#

A feature on the stat sheet and as a specific flag in the damage resistance

vast bane
snow oxide
#

The spell might not be flagged as a spell? Oh dear

vast bane
#

yeah but thats not where magic resistance goes

#

magic resistance is a feature that you add to sheets in v9

snow oxide
#

yeah

#

I'll do that as well to cover bases

vast bane
#

just so we're clear, you spelled it wrong

#

in resistances

#

he said exactly "magic-resistant"

#

but personally I just put it on a feature

#

cause the creatures have the feature anyway might as well add the ae with the flag

#

but, your problem could be two fold, the cloudkill overtime effect may not have the saveMagic set

snow oxide
#

Those are good points, let's check 'em out

vast bane
#

and even then! If you aren't fast forwarding that problem could also still exist, its the bane of my existance with midi srd, a bunch of stuff breaks if playing manually

#

are you trying to use chris cloudkill premade or is that the midi srd one?

snow oxide
#

Ooh, it's not Midi SRD.

vast bane
#

where is it from

snow oxide
#

Third party import, Let's see the Midi SRD

vast bane
#

I dunno if the midi srd even has one lol, just trying to understand why the item is setup that way

#

also are you using ready set roll or something, that chat output for the card is weird

#

it kinda looks like core 5e so you must not of had targets?

snow oxide
#

I was, but disabled it for the time being

vast bane
#

thats probably the culprit for the weirdness, but if cloudkill is an overtime effect you will want to make sure saveMagic is set in it

#

cloudkill in midi srd is an active auras spell

#

already setup to respect magic resistance

#

however in v10 AA is still a lil dodgy which is why some folks were trying to setup premades with template macro and such instead.

snow oxide
#

Oh god. That is dodgy.

vast bane
#

make sure you have the v10 active auras, modules like to pretend they are ok when they are still on v9 versions, what is your AA version

snow oxide
#

Ooh, wasn't even activated. Sorry that I missed that.

#

v10 Active Auras, enabled.

vast bane
#

you shouldn't even have to look at any of that, but for the record...you need to use midi srd's version not what you had

#

This is my cloudkill so I question where you got yours lol

#

it also requires advanced macros it seems, noted in the item macro

undone sorrel
vast bane
#

he had to do crazy stuff there cause the duration can be minutes/hours also and the ae window only deals in seconds

undone sorrel
#

Okay well that should easy enough to replicate

#

Thanks 🙏🏽

snow oxide
#

Eh, there are problems with the Midi SRD install. I've hit my frustration point. Thanks for bearing with me and guiding the process, @vast bane . I'll have to take another stab at this in the future.

vast bane
covert mason
#

I'm looking to make this a macro

await new Roll("num*0.00750").toMessage();``` wherein ``num`` is a number inputted from a dialogue. How would I achieve that?
molten solar
#
`${num} * 0.00750`
steel apex
#

Hi all, I'm trying to set up an activation condition to apply an effect if the roll on a save is greater than the spellcaster's spell dc. Using the console log to id the workflows I thought it would be something like:

@workflow.saveResults > @attributes.spelldc

but that doesn't seem to be working. I tried @workflow.saveResults.total and @workflow.saveResults?.total but no idea if I'm going about it the right way. Or would @workflow.failedSaves === 0 but again that doesn't seem to work.
Is this fundamentally not going to work as I'm trying to force an effect application which is auto-stopped by succeeding on a successful spell dc save?

#

and do I even need the @ in that activation condition? Looking at the MIDI Qol compendium I can see that Longsword of Life Stealing doesn't include it (workflow.diceRoll === 20)

obsidian orbit
#

can I make an effect that adds disadvantage to attacks within 5 ft for a 10 ft reach weapon?

modern badger
#

Is there a way to make items ignore resistances as in the Elemental Adept feat?

sly eagle
#

hey im tryin to have the option to use saving throw ranges but core npc sheets dont allow or i don tknow how to

#

for ref

violet meadow
#

Actually wait a minute 🤔

violet meadow
#

@mortal abyss just FYI, in Midi Settings => Workflow Settings => Mechanics there is a setting for incapacitated to not be able to take actions

mortal abyss
violet meadow
# sly eagle for ref

So how do you deal with that out of Foundry? 🤔

If your Dex save result is 1-5 you fall Unconscious and are paralyzed and if the result is 10+ you get damaged for 1d6 psychic??

Something is a bit off, no?

delicate quartz
#

Hey does anyone know if Warpgate can move tokens a player doesn't control? Was thinking of setting up macros for some forces movement abilities like psionic shove.

molten solar
#

Not really a Midi question, but yes it can, it uses sockets.

violet meadow
#

And I need to update it for token overlapping and re-triggering the crosshairs call. 1 sec

delicate quartz
#

Amazing.

delicate quartz
violet meadow
#

It not exactly what you asked for, but you can use part of it as an example of a warpgate forced movement. Or even better for specific push/pull the one from Freeze in #macro-polo
Search from Freeze knockback iirc

violet meadow
modern badger
#

gonna test it '3'

violet meadow
#

Are you on v10?

modern badger
#

hyes

#

ok so, this is the feat right?

#

it would affect any cold damage?

#

If I wanted to place it on an item instead of a feat what would I do?

#

it does work!

#

but yeh, I wanna make it so it works on a specific item

violet meadow
modern badger
#

yeah

#

basically, this particular weapon ignores resistance to cold dmg.

#

would it just be a matter of changing a couple things on the macro? or a lot more? o3o

violet meadow
#

OK yeah you put the macro on the weapon

#

give me a sec

modern badger
#

guessed as much

#

and I'm guessing I replace the names

#

"Elemental Adept Cold" with "ultramarine"

violet meadow
# modern badger and I'm guessing I replace the names

On the Item add an onUse Macro, ItemMacro | Before damage is rolled or Script macro name | Before damage is rolled
That macro will be ```js
if (!args[0].hitTargets[0]?.actor.system.traits.dr.value.includes("cold")) return;
if (args[0].macroPass === "preDamageRoll") {
const effectUpdate = {
changes:[{
key: 'system.traits.dr.value',
mode: CONST.ACTIVE_EFFECT_MODES.CUSTOM,
value: "-cold"
}],
label: "Ultramarine Cold resistance bypass",
icon: ${item.img},
flags: {dae: { specialDuration: ['isHit'] } }
}
await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: args[0].targetUuids[0], effects: [effectUpdate] });
}



And nowadays `item` is predefined too in Item onUse macros 🥳
modern badger
#

😮

#

nice

#

it works perfect, thanks :3

molten solar
#

I think what you want in that top line is optional chaining

modern badger
#

huh?

violet meadow
#

I edited some stuff on the fly 😄

#

get this again

molten solar
#

(it was gonna choke if you missed)

modern badger
#

it works fine on my end tvt

violet meadow
#

Yeah cause it never gets to the pre Damage Roll phase if you miss

modern badger
#

yeah I noticed that

violet meadow
#

Midi automation 😅

modern badger
#

but just rolling damage shakes it up and its fine xD

#

sometimes these things need a little tap too

violet meadow
#

I think MidiQOL sends out a "roll complete" if you miss and the rest of the MidiQOL hooks are not triggered @molten solar
Will need to double check

molten solar
#

That sure was a string of words put together in a sentence. 👍

modern badger
#

none of those words are in the bible

violet meadow
#

bugbear's word

#

Yeah with my settings of Auto-rolling damage when needed, the preDamageRoll midi hook will not get triggered if you miss on the attack, so pretty safe

signal crow
#

but it's throwing this everytime my player tries to use it

#

What am I missing?

signal crow
#

So I realised the macro Kuffeh wrote for Wrathful Smite hasn't been updated in a while while his other had.

#

Just replaced
await targetActor.createEmbeddedDocuments("ActiveEffect", [effectData]);
with

      await ChatMessage.create({content: `${target.name} is frightened of ${selected.name}!`});```
Sorry if this was super obvious. I've literally just got into Foundry last night😂
molten solar
#

That's the deep end you decided to jump into with modules and Midi on your first day of Foundry. 🙂

unreal wind
#

First, im not 100% sure if this is truely a question for Midi, but I think it's more likely vs the base DnD channel and I don't see sub channels for some of the other mods I use.

Anyway, while this is a bit of a general question, I have a specific use case that comes up often. I have a Dragonborn that does his cone breath weapon. He places the measured template(not sure if this is midi or on of the other modules that does the template placement!). Anyway, I was kind of looking for a means of automatically removing that template at the end of his turn since it's a true immediate action type of thing. Currently, I have to switch to the templates tool, click, and delete.

The same issue has not really come up in other places, but I highly suspect other spell effects with place-able templates for the targeting mechanic will also come into play such as fireball, etc. Anyway I was hoping there was something I could do to get these templates to just "go away" by themselves in some way.

Just in case it matters, I also have DFeds CE, JB2A, and loads of other modules and am more t han willing to install something else as long as it's compatible with the stuff I currently run

molten solar
#

Yes, being able to place templates is core.

unreal wind
#

sorry, thats not my question. auto removal after end of turn is my question

molten solar
#

Oh I was getting there.

unreal wind
#

oh.. sorry

#

I don't always word things well so always have to make sure I was understood

molten solar
#

You need a module for it if you want it automatic (or a world script).

#

Could also make a macro that just deletes the latest template.

violet meadow
scarlet gale
#

Midi should be clearing the template for you

unreal wind
#

hmm let me check my settings then

violet meadow
#

MidiQOL settings => Workflow settings => Workflow tab up top, a checkbox between auto targeting options for v10

unreal wind
#

yea I treid (not sure if this is Midi or some othe module) wher you can edit things and put in the range, number of targets, etc. I put in the "Immediate" for the duration but taht did not change anything(though to be fair that MIGHT have been before upgrading to v10)

violet meadow
#

Immediate Instantaneous, still needs some "time" to pass. So not paused game and maybe turn end if in combat

unreal wind
#

hmm that is checked.. let me test since again im not sure if t his was lastg tested before v10 upgrade

#

hmm ok that failed but it did not have a duration.. trying again

#

well holy poop.. taht worked

#

did you say this was added in v10?

#

NICE

#

thanks!

violet meadow
unreal wind
#

hmm i never could get it to work on v9.. perhaps i set it up wrong, perhaps I did not have a combat turn elapse, I have no idea.. but it's working now so im happy!

#

one less thing I as t he GM have to think about

vast bane
#

it should auto remove instantaneous templates after the turn ends, or when the duration ends.

#

I think it fails if you never set a duration but that is just a guess.

spice kraken
#

I need to test this for myself on v9. Anyone have a spell that this would apply for?

#

Just need the name

violet meadow
#

Fireball

spice kraken
#

Unfortunately I have automated animations for that and that handles the template removal for that spell

violet meadow
#

That is making a mess I think in the workflow

#

Or did AA or MidiQOL take care of it?

#

For v10 you just turn it off

spice kraken
#

I should've been clear in what I was saying. That's on me.

I wanted to test the midi specific template removal in v9 since I haven't updated. Cause currently I remember a player casts a spell and an AE comes up (that should delete the template) on the caster but I remember it not doing that. Fireball specifically is not an issue because in Automated Animations I have that configured to delete template after casting and play animation (so it works perfectly fine)

#

I think it was lightning bolt that did that so I'm gonna test

spice kraken
#

Nah it works fine. It might've been another spell that didn't have instantaneous

manic canopy
#

Hello, I have problem with Hunter's Mark working correctly in one of my world.

FVTT version: V10 290
DnD5e version: 2.0.3
Midi QoL version: 10.0.21

When I want to use/click Hunter's Mark in my Main World nothing happen.

When I tested it on newly created world with all the same modules active it works fine.
I have no idea and knowledge what is wrong in my Main World.

Can anyone help or give any advice?

vast bane
#

AA removes the template and then midi sits there confused and leaves the AE on in v9

spice kraken
#

But at least I know it works on this

vast bane
#

I think it only happens for the automated midi srds with templates, normal vanilla stuff doesn't suffer the weird error

#

although...holy shit did I have a weird bug last night with darkness

#

I casted darkness on a room full of creatures and it just kept going...and going...and going till I killed the drows concentration

#

then it removed all 100 blindnesses

#

but this is the last v9 Active auras version

violet meadow
#

Could be Darkness Aura spell having an AE, and then a DFreds CE too?

vast bane
#

I had a combat encounter that took 2 sessions to finish(long turns yeah I know) the rewarding exp after the fight was 25k lol so I can't really blame midi, or any module, or even foundry for that hot mess

vast bane
violet meadow
manic canopy
#

I delete the old one, add Hunter's Mark 10.0.13 from Compedium, when adding new one Character get a passive effect called Hunter's Mark, but still nothing happen when i want to use it

vast bane
#

How are you using it

manic canopy
#

Targeting "the target" -> Open PC sheet -> Click on icon near Hunter's Mark

vast bane
#

and personally I'd drag out a ranger starter hero to test it with to rule out a bad actor setup

violet meadow
#

To get it out of the way. Do you have Advanced Macros installed and if yes, which version?

vast bane
#

oh yeah newest AM is broken for midi

manic canopy
#

The strange is that it work in other world

violet meadow
#

Dnd system? DAE?

manic canopy
#

DnD5e 2.0.3
DAE 10.0.13

vast bane
#

did you have a target set?

manic canopy
#

yep

vast bane
#

drag out a starter hero thats a ranger, and drag out another starter hero who is not, and test with those

#

does Hmark use item macro, maybe they got the IM hooks turned on in settings?

#

OR maybe they are ready set rolling ;p

violet meadow
#

Errors in console would be also an indication if any

manic canopy
vast bane
#

nothing outputs to chat at all?

manic canopy
manic canopy
vast bane
#

snippet the thing you are clicking on the character sheet please

#

lets go basic here

#

after that snippet the map of the two characters the target and the source

violet meadow
#

Does an effect get created on target and another on the source?>

vast bane
#

Are you a player and is the game paused?

manic canopy
vast bane
#

why would it apply on equip?

manic canopy
violet meadow
#

What happens when you cast it?

vast bane
#

I want to see what they are pressing to cast it

#

and the map showing the source actor and the target

#

we're assuming an advanced user of foundry, for all we know the failure is in the core mechanics

vast bane
#

fix your modules

#

you have way too many v9 modules active

#

oh but also, yeah you didn't shoot with anything right?

#

hunters mark is not going to do anything till you shoot him with an arrow

manic canopy
#

Other world, the same modules active and it works

vast bane
#

vanilla hunters mark does damage when you use it, but the whole point of automation is that it behaves automatically when you hit with an arrow(or sword)

#

your other world does damage when you just cast it? thats vanilla hunters mark from dnd5e

violet meadow
#

Why do you have the hooks debug set to true? You are missing anything that might be happening in console, relevant to the issue when so many fire every second 😄

manic canopy
#

This is how it works on other world

violet meadow
vast bane
#

the way that automated hunters mark works is it places an ae on the target and the source actor and everytime the source actor hits the target with a weapon attack, bonus damage is applied

manic canopy
vast bane
#

that debug+v9 module spam has GOT to be degrading performance

violet meadow
#

The question is how did you enable it in the 1st place 😄
Is it always on? Do you have the Developer Mode module on?

#

CONFIG.debug.hooks=false in console.

vast bane
#

however, I would like to see what it looks like when the ranger hits the other guy with a weapon in chat

#

I think there actually isn't a problem

#

you just haven't used it yet right

manic canopy
#

there is no additiona damage

vast bane
#

show us the attack pls

#

you can snippet with startmenu button+shift+S fyi

#

and then ctrlv here

manic canopy
vast bane
#

(if you have windows 8+

#

yeah I think its v9 modules interfering, if you have find the culprit turn off all but the bare minimum, if it works, then you have some culling to do

manic canopy
#

But if you were right, why it is working in other world?

vast bane
#

also you didn't actually show it, hit the guy and show the damage output

vast bane
#

also bugbear, does Hmark in v10 require fastforward? he appears to be fully manual in midi

vast bane
#

thats not a hit though

#

I imagine the flags would screw up for a manual hit

#

does the bad guy have an active effect?

manic canopy
vast bane
#

eh in your video theres a marked effect, it should work

violet meadow
#

Do you want to send me your settings to test quickly? But also, can you please try with MidiQOL/DAE/Times up/socketlib/libwrapper only?

manic canopy
#

i left only that modules active and still no working

manic canopy
vast bane
#

dae srd can be deleted

spice kraken
#

Where are the dependency modules?

vast bane
#

oh hey buddy, you got the simple calendar bug in your world, you need to manually install SC 2.0

#

thats a problem but unrelated

violet meadow
#

Uninstall and install again Simple Calendar.
Activate libwrapper and socketlib

vast bane
#

how on earth are those modules causing the 100 v9 errors

#

oh yeah you are missing the dependents lol

#

probably advanced macros too right? I dunno what Hmark looks like in v10

#

when you install manually SC 2.0 or higher it will go through a migration process to make sure you don't lose any calendar data, don't interrupt it

violet meadow
#

AM is not needed for MidiQOL

manic canopy
#

Hmm i go through Find the culprit! and it looks like item macro module cause problem

vast bane
#

item macro hooks, I called it at the start lol

#

although, I have never had FTC actually find the culprit so I am still sus

#

go to module settings for Item Macro and show us the settings

manic canopy
#

Still, A LOT OF THANKS!

violet meadow
#

You can do without if you dont create your own macros

#

But it should have errored out, with the Item macro sheet hooks on. With so many debug and warning messages you were missing it

vast bane
#

yeah, its a simple checkbox in item macros settings

#

seriously though, thats a common thing with all the v10 updates, I'm curious what changed from v9 midi/item macro to v10 midi/item macro to cause this to be on again, is it cause midi deactivates on updates due to the order of updates?

#

I never had to turn that setting off in v9, it should be off by default right?

violet meadow
#

The sheet hooks of Item Macro? MidiQOL wouldn't have to do anything with it

#

I don't remember if IM ships with the sheet hooks options on by default

vast bane
#

yeah but I never had to shut it off, doesn't it detect midi and then shut off itself, kinda like how dfreds detects other modules

violet meadow
#

I would give it a 99% that it doesn't

vast bane
#

weird, just seems like this only started happening in v10

#

maybe it was cause IM is only technically suggested not required so many v9'ers weren't even using it

violet meadow
#

And why would they install it from scratch in v10 without knowing about it before? 🤷

vast bane
#

So anyway, about my session last night with the ridiculously buggy error riddled stuff. I think I attribute it to the absolute massive mess that ensued combat wise lol:

#

they decided to leeroy the drow on floor 3

violet meadow
#

How many tokens are on there?

vast bane
#

27k exp at the end um...alot

#

some of the mediums are on top of each other too

#

the tracker was the whole length of the monitor top to bottom and still scrolled lol

violet meadow
#

I cannot imagine why would something go wrong here 😅

vast bane
#

3 fireballs, 1 wall of fire, and like 7 call lightnings

#

they were fresh off a long rest and decided to just leeroy the bbeg

#

what would be the setting that would cause duplicates of ae's is it in dfreds or in aa?

violet meadow
#

On the item, make sure that DFreds is set to not auto apply convenient effects if you use that option in MidiQOl

#

This is a serous PITA when someone forgets that it might be on

vast bane
#

I think it was a bad aura setup:

violet meadow
#

Check the Darkness spell and the midiqol settings

#

I have that thing creating a chain reaction of Darkness everywhere

vast bane
#
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
violet meadow
# vast bane

Get rid of statusEffect and use the + to add the Blinded CE on the DAE

vast bane
#

macro.ce?

violet meadow
#

If you can use that, then always do! Less headaches 🤷

vast bane
#

yeah, it doesn't auto remove the condition, but I'm on v9 thats probably a v9 problem

#

but atleast it got rid of the spam

violet meadow
vast bane
#

I am noticing an error, and I think its the automated animations killing the template

#

so it doesn't know its left the template

#

nope that didn't do it

#

do I add your above code ontop of the item macro?

#

like add it to the end?

violet meadow
#

Yeah. But you will need to get the correct token from the lastArg

vast bane
#

they lose blinded when the spell ends, but not when they walk out

violet meadow
#

If the template is not down cause Automated Animations replace it with something else or delete it, then it would be an issue I imagie

#

I am not using it for Templates so I have no idea right now

vast bane
#

I just fixed that and its still not removing

#

there is no duration set could that be the problem?

violet meadow
#
if (args[0]==="off") {
   const targetToken = fromUuidSync(args.at(-1).tokenuuid);
   const hasEffect = targetToken.actor.effects.find(eff=>eff.data.label==="Blinded")
   if (hasEffect)  await MidiQOL.socket().executeAsGM("removeEffects", { actorUuid: targetToken.actor.uuid, effects: [hasEffect.id] }); 
}
#

Got to run. Need to grab my takaway 😄
Check if that works

vast bane
scarlet gale
#

Your darkness spell using AA?

vast bane
#

yeah its literally the premade given by active auras in v9

#

I'm in v9

#

only problem it has is its not removing when they leave it

scarlet gale
#

Could you screenshot the effect?

#

Check if it's using macro.ce

vast bane
#

its not he made me use dae

scarlet gale
#

Then change it to?

vast bane
#

the original uses statusEffect, but he changed mine to dae

scarlet gale
#

Not blinded

#

The darkness effect

#

If there even is one

vast bane
#

he had me use dae's interface and it created blinded

#

the original has a darkness passive effect, that then applies statuseffect: blinded

#

well it applies blinded(CE)

scarlet gale
#

Go to the dae tab for darkness

vast bane
#

the original or the one that bugbear made me modify?

scarlet gale
#

If it's applying status effect instead to macro.ce

#

That could be the reason

vast bane
#

should I use macro.ce cause I can

#

he made me click the new/plus in dae and choose blinded from the drop down

scarlet gale
#

That ties the condition to the effect

vast bane
#

k I'll do that

scarlet gale
#

Screenshot it tho?

#

The darkness dae last tab

vast bane
scarlet gale
#

Sorry tab before

#

That should work

vast bane
#

the error is gone btw with macro.ce

#

but still not removing when they leave

scarlet gale
#

That is weird

vast bane
#
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
if (args[0]==="off") {
   const targetToken = fromUuidSync(args.at(-1).tokenuuid);
   const hasEffect = targetToken.actor.effects.find(eff=>eff.data.label==="Blinded")
   if (hasEffect)  await MidiQOL.socket().executeAsGM("removeEffects", { actorUuid: targetToken.actor.uuid, effects: [hasEffect.id] }); 
}

this runs before active effects

scarlet gale
#

It should only need the aahelper part

#

When I'm home I'll can take a look at my darkness spell

#

And compare it to yours

vast bane
#

removed the second half and still does not auto remove

scarlet gale
#

That part wouldn't fix it

#

By removing it

vast bane
#

Could it possibly be just out dated? active auras in v9 was last updated for 9.242 foundry

scarlet gale
#

Are you in combat?

vast bane
#

oh nope

scarlet gale
#

Remove the once per turn check

#

See if that fixes it

violet meadow
#

and create the add effect in there.

#

Actually I will drop it here, cause I will confuse you more.

#

Gonna eat and later I can share a working version

sly eagle
violet meadow
sly eagle
#

ok

violet meadow
#

But doable with

scarlet gale
#

Technically speaking I wouldn't bother with the blinded condition

vast bane
#

it definitely used to work so I'm curious what broke it in all my udpates

sly eagle
#

that's too complicated then , I'll just ask for a ro

scarlet gale
#

Cause 90% of the time neither target can see each other

violet meadow
sly eagle
#

I thought there were first party monsters that did ranges

#

so I thought it was an option

vast bane
vast bane
#

for another week yeah lol

#

I think you just solved my problem though

scarlet gale
#

Lol

vast bane
#

all I really need is the animation really

#

no need to template and aa it up

#

just need to make sure nobody attacks at advantage inside

scarlet gale
#

I have a wordscript for mine that takes into account types of sight

#

The reverse is also true, anyone attacking into the darkness would also not get advantage

vast bane
#

yeah

scarlet gale
#

Unless they have blind sight or devil's sight

#

Or other weird sight things

vast bane
#

Gonna fix it but I have about 100 drow already deployed with it lol so will tackle that on the v10 update

scarlet gale
#

Wish Drow npc stat blocks had a way for themselves to see into their own darkness

vast bane
#

they are meant to work in tandem with giant spiders, atleast in dotmm

scarlet gale
#

That makes sense

vast bane
#

so they deploy the darkness and the faerie fires and then the spiders web it up

#

my players got sick of that real quick and the cleric prepared dawn and the druid has daylight at 3, and they just cancel it

#

that and the wizard went actually nuclear and deployed 3 fireballs and a wall of fire

#

it was probably the equivalent to 4 combat encounters total, but I'm satisfied with the resource burns

scarlet gale
#

When I played through that module my dm at the time mostly had them casting cloudkill

vast bane
#

I changed something in their spell list for the elites

#

I forget what I changed

dark canopy
vast bane
#

we don't wanna pad midi's message stats any further hehe

#

I will just have darkness do the automated anmation and no effects.

#

probably was misplaying it this whole time too, didn't realize it was an even roll

gusty rune
#

Hi, I’m hoping I can get some help getting the goggles of the night from the MidiQOL compendium to work

vast bane
#

are you sure midi sample items has the goggles of night?

#

that sounds like a Midi SRD thing

#

midi srd doesn't even have an automated goggles 0_o where did you get your item from? Dndbeyond?

gusty rune
#

They’re in the sample items.. I have other problems with Midi SRD

vast bane
#

k sorry thought I could help but I can't swap over to v10 to check for you maybe someone who has it working in v10 can help

#

(the goggles in midi srd just add the trait darkvision 60, doesn't actually automate)

gusty rune
spice kraken
#

btw if windows, you can press windows + shift + s for quick snipping tool for easy screenshots being stored in your clipboard so you can just paste here

gusty rune
#

Sorry about the quality of the pics, I’m using discord on my phone

spice kraken
#

No worries, just good information to know

vast bane
#

I'm curious to know how goggles of night is setup in midi sample items in v10

#

must be an effect macro?

#

what does the active effect have on the goggles?

#

show us the effect tab of the active effect on the item

gusty rune
#

I’ll log in on pc, one moment please

vast bane
#

also fyi the above url link for midi srd can be manually installed in the addons menu of your foundry to fix your above midi srd errors

molten solar
vast bane
#

there could also be instructions on what you need to use it in the description of the item too

#

as with all sample items

molten solar
#

That would require making use of Foundry's UI.

#

Better log it in the console to make really sure.

sonic inlet
#

Hi, sorry about being so slow

vast bane
#

are the goggles equipped?

sonic inlet
#

they wern't but this is the same right?

violet meadow
#

Nope

#

Need to be equipped

vast bane
#

if you wanna benefit from them, you gotta equip em

#

probably rely upon the actor being linked too I imagine

sonic inlet
#

I know, just in the first screen shot they were not

vast bane
#

how would that even work with existing tokens without atl

#

literaly the whole reason why we wanted ate in v10 hehe

violet meadow
#

You just toggle the effect on and off and the macro updates the token.

vast bane
#

is it modding the proto or is it something you have to constantly toggle on when the Dm doesn't carry over a clone of a token

violet meadow
#

Well why would an unlinked token need Goggles of the night in the first place? 😎

vast bane
#

yeah true

violet meadow
#

But you can update the prototype token with the effect on and it should carry over

vast bane
#

but worth pointing out if the user doesn't have their actors linked right

#

I dunno, I kinda like this method 8)

violet meadow
#

But this will break on v10 😎🙀😜🤣

#

Ez fix though, don’t postpone it anymore!

vast bane
#

thanksgiving day weekend baby

#

Here I come, ready or not!

gusty rune
#

Sorry, I’ve been trying to catch up, just installed ATL & MidiSRD thank you

vast bane
#

so looking at this quick ref, the key for DV in v10 would be ATL.sight.range | override | 60?

gusty rune
#

Eh?

vast bane
#

its more for me than for you bud, I'm trying to understand the change to the keys cause dae's auto complete will fail with the ATL fork we have to learn the keys manually

#

Although it could be that kaelad already adjusted the premade compendium with the new keys too

molten solar
#

They aren't ATL keys.

gusty rune
#

What do you want me to check?

molten solar
#

They're literally just the keys on a token document, prepended with "ATL.".

#

In other words, a simple console.log of a token will get you all the keys.

gusty rune
#

The goggle still aren’t working btw

vast bane
#

(checking for an unlinked token)

violet meadow
#

Do you have Advanced Macros installed?

#

Do you have Item Macro sheet hooks enabled on that module's settings?

vast bane
#

(they could also just have vision off on the token too)

gusty rune
#

😰

violet meadow
#

(I will take a look at the item from the sample items in a bit)

vast bane
#

lets start with the basics, make sure the actors linked by double right clicking on the token who is blind atm

#

it should have a box checked for link actor data(unless v10 changed where it is)

gusty rune
#

You guys are going to fast for me I’m still trying to figure out stuff from like 4 steps ago!

molten solar
#

(1) Uninstall Advanced Macros if you have it.
(2) Uncheck all options in Item Macro, which you should have.

vast bane
#

1 is not the right step zhell

molten solar
#

😏

vast bane
#

you keep telling midi qol users to uninstall advanced macros and that is not good advice

molten solar
#

Whatchu need it for

vast bane
#

why turn it off is the better question, and he hasn't shown any errors saying its a problem.

sonic inlet
#

Ok, is this even close to what you were talking about?

vast bane
#

uninstall ASE I don't even think it is v10 compliant at all but its also not the problem, just another problem

violet meadow
#

Choose only errors for now

vast bane
#

active spell effects? automated spell effects? I forget its name

celest bluff
#

ASE that animated objects and stuff?

violet meadow
#

yeah not v10

celest bluff
#

I've seen that module cause problems

violet meadow
#

deactivate it

celest bluff
#

A couple of patrons reported it

vast bane
#

yeah just deactivate but its really not the cause here, judging by the speed at which we're getting responses I really think this problem may be more basic like not knowing how to equip

violet meadow
#

I am taking a look into Midi SRD as to why it needs Advanced Macros. I think all can be done with warpgate from a quick look 🤔

celest bluff
#

Truthfully I installed it to see what would happen and no issues on 10. I thinks its combination of modules

celest bluff
#

Yeah

#

Then again I got next to nothing installed on v10

vast bane
#

the original problem for the user is that they have goggles of night dragged to a character sheet and the character doesn't see in the dark. We haven't confirmed if they actually equipped them. and the user sounds really new to foundry so we probably should clear the obvious hurdles before we drag them into complex stuff

celest bluff
stiff basin
#

hello! I'm looking through the workflow from a midi hook and I cannot see where to differentiate a workflow that was generated from damage over time (versus any other). I want to filter out the damage over time workflows from my hooks. Anybody find a field unique to damage over time midi workflow in the hook?

violet meadow
#

Ah you posted in Gearheads! I thought I saw a message and then poof was gone 😄

stiff basin
vast bane
#

you can delete that image its not important(please delete)

#

I really strongly think the problem is you think draggign to a sheet means equipping, but theres actually a toggle button on the sheet to enable the item as equipped have you found this and done it, and if you have, open your console and watch the console as you toggle the goggles on and off as equipped. that is where the error will showup in real time in your console(if theres an error at all)

sonic inlet
vast bane
#

ok so with the console open click the half shield off and on

#

if no error, can you show us a snippet of you double right clicking the token on the map?

#

this should open the token configuration and show us the first initial view of it

sonic inlet
violet meadow
vast bane
#

does the actor have a token on the activated page?

sonic inlet
#

Yeah

vast bane
#

can you follow the animated gif above with that token?

sonic inlet
#

yeah, link actor data was already ticked

stiff basin
vast bane
#

ok, then I'm tapping out till someone looks at the error and the item macro, my guess is how its getting the token to update is failing

#

I don't have access to the item macro

#

is the tokens name different than the actors?

hot flower
#

not sure is this is a midi thing, but some of the actors I'm using (as a GM) are dropping their targets after each attack. It's kind of annoying. Anyone have an idea what I would look for to debug that? I'm not seeing anything in the console.

violet meadow
hot flower
sonic inlet
vast bane
violet meadow
sonic inlet
violet meadow
sonic inlet
#

yeah, I can change the tokens vision manually

vast bane
#

can confirm goggles of night do not work

#

would help if I used a starter hero instead of an npc with vision turned off

#

I can tell you @sonic inlet that it does look like it doesn't work if you have the vision turned off on the token

#

can you show us your tokens settings on the first tab with a snippet tool?

#

actually its not the first tab fror the record, its this one ⬆️

sonic inlet
vast bane
#

are goggles really like nightvision goggles? I feel like I might have a setting wrong

#

ooooooh no

#

my advice for midi srd at the very beginning is what messed him up

#

you need to use the midi sample item, the midi SRD item doesn't actually do anything, genuinely don't know why its in midi srd

violet meadow
#

But you will need to make sure that it is a combat update too 🤷

And still a designation of isOvertime:true on the workflow, would make much sense

vast bane
# sonic inlet

the item you are using is not the one we're trying to fix for you, its basically just a fake item it doesn't add any vision changes at all. You want the item from "Midi Sample Items" which was the original item you had reported as having a problem. Midi SRD is good, usually but that specific item in midi srd is bogus(it just addds darkvision to the senses field on the actors sheet)

sonic inlet
#

I'm turning it off and on again, that might help

vast bane
#

can you show us the items effect tab when you edit it?

#

man this item is really janky, I do not like macro vision setups lol

#

I'm definitely sitting down and learning atl's new keys

#

the sample item does not toggle off and on

#

once you toggle it on, it doesn't change visions and throws an error

#

zhell's favorite kind of error: