#MidiQOL
1 messages · Page 31 of 1
That is a lot, and I say that as someone with 130'ish modules
181 is alot, and that says alot considering we're in midiqol's channel
Yeah, probably time for a cull.
however, do FTC first, cause they could be two different problems
don't waste your time culling when something else was blocking the feature
Will give it a go.
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.
If I have modules that are warning because they are on an earlier version of V10, are they okay to use?
It's once per turn if you are in combat
Yeah, anything 10.270+ is ok
or whichever was the stable release
the v9 version of crusher doesn't apply an ae to the source
And the character shouldn't get an AE
well, its always on
actually its an actor on use isn't it?
yeah
check your damage flavors on the weapons
When you roll an item, checks if its a Bludgeoning weapon and triggers a dialog for the move (once per turn if in combat)
One thing I need to add, is the crosshair warpgate function to re-trigger if the move is invalid
now it just stops. I forgot about that
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"
Does anyone by any chance have automation done for the Dragon's Breath spell?
wow, can't believe thats not in midi srd
I can share you my aura of vitality item which would do something similar?
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?
I'm not a coder unfortunately, so I wouldn't know where to start getting that set up T-T
With that said, I'd love if you could send me it so that I can give it to my players when they reach level 5 and inevitably someone takes it 😆 🙏
Can confirm with those minimum modules your script works so it is a module conflict somewhere. Thank you very much for your patience. I'll begin tracking down which module is causing the issue.
are you on v9?
v10
if you remember or I remember, after thanksgiving, I'll send you the v10 version
I'm still on v9
Thank you, much appreciated 🙏
You will not see an entry there. You can give in console _token.actor.flags["midi-qol"] with the token selected and check the onUsemacro fields
I used warpgate for AoV, in v10 I imagine dae's createitem key would probably be decent
on use macros are gone in v10?
nope but it midi doesn't add the onUseMacro Name flag there
only ones you add manually in the onUse fields
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
It showed up when I used a bludgeoning attack. I am getting a prompt again. The move still isn't happening. The sucky part is the character is in mid combat from our last session so I don't want to mess with the combat tracker. Forward turns etc... Once they are out of combat I can really mess with the turn order and iron this out.
the combat on other scenes shouldn't affect your landing/test page but we have no idea how your stuff is setup
any error when the move is not happening?
I will pick this up later
got to run
narrow down module conflicts by popping off find the culprit and use just the bareminmum midi setup
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.
I wouldn't know where to start modifying it for Dragon's Breath unfortunately 😅
That said, I have a friend who's much better at coding than my complete lack of understanding, so I'll send it to him when you get back and hopefully he can make heads and tails out of it and maybe he'll be able to modify it
Want to know something funny?
After toggling all of my modules back on, this script just works. 🤣
Doesn't libwrapper control what modules load first? maybe thats the issue lol
I thought it had something to do with load orders I dunno
I believe you can use it to control what order modules change or wrap around a method in, but not what order the modules actually load in. I don't know for sure though.
maybe FTC caused a reordering I dunno, I see that alot though, just a random refresh fixes something
To be blunt, if you have nearly 200 modules, there is no telling what can and will break at any moment for any reason.
Yeah I agree thats on the high side of things even for a midi setup
Yeet some modules.
start that purge baby
Yep.
We'll cheer you on from the stands.
But they're all so useful. 🤣
are there even 181 v10 compliant dnd5e modules yet lol?
Well 180 cause inevitably one of yours is the forge thing
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.
but I'll boot them and see what happens,.
I'm going to do another FTC first and see if I can narrow down what is blocking this particular macro from working.
Then once I have that worked out I'll start culling modules,
Damn it, forgot to enable libwrapper.
Something that touches on hooks will probably be the offender here
I disagree there
Hooks are there to make it safer and easier to add or modify behavior.
I don't see screenshots of Schmickers rolls, Do you have better rolls/ready set roll installed lol?
Hello all,
Just upgraded to v10 and have a couple questions:
- Does MidiQol uninstall itself when upgrading from v9? I ask because it disappears during the upgrade every time; forcing a reinstall.
- I'm getting this error on attack rolls and reaction roles like "Hellish Rebuke"... what is it?
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.
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})```
It all runs fine until the new midi workflow.
in v10, specifically version 2.0.3 of dnd5e caused a breakage in midi's damage application with resistances so in order to prevent that weirdness, tposney made the newest versions of midi require you to have the proper DAE and proper dnd5e installed for midi to reenable.
I have a version of life transferrance that is changed so that it better works with automated animations if you want something thats functionally similar, but it reverses the damage setup
oh nm v10 woops
also I'm pretty sure that error is just a debug left on and tposney has been away on vaca and hasn't resolved that yet.
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.
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
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.
But if I delete that token and re-create it with modules enabled, it no longer works.
clear your yellow modules, and start the culling
yellow content modules don't have to be culled fyi, like map compendiums
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?
oooh do you have check for hits on?
You might need checking for hits turned on for the trigger to work at the right time:
Workflow button>Workflow tab>Hits section
So apparently the problem module is Advanced Macros.
I have that set to "Check - all see result".
that said, thanks for letting me know anyway, since we might end up preferring that set to GM only...
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.
...
I--wait--
Why would?!
??????????
I am so upset right now you don't even know WHY IS THAT SOMETHING YOU HAVE TO TURN ON
@vast bane I have wasted your time.It works flawlessly.
its hidden behind optionals in v9, I think its something that was carried over from some sort of niche use case
oddly enough, i just posted a script for exactly this: https://ko-fi.com/post/Badger-Scripts-Dragons-Breath-spell-M4M3GED2E
I wish I could cry right now
there is a checkbox that does nothing except "make a feature elsewhere actually work" and it's off by default
Yeah now that I think about it, I normally don't do macros, but I made my aura of vitality just cause the warpgate item creation macro in its wiki was so easy to follow.
this one is pretty short and simple as well, a good template if nothing else
Amazing! Do I just copy the text into ItemMacro, activate it with After Active Effects, and create a non-transferred effect for it?
Want to make sure I don't flub up the setup and then it doesn't work for me 😅
read through the post and header comments 🙂 it will need to be tweaked for midi execution
Will do, thanks!
spellLevel and actorDc are the two symbols you would need to replace with midi data
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;?
badger steps back for the midi folks to answer
based on this https://github.com/trioderegion/warpgate/wiki/Spiritual-Weapon
i think spellLevel should be args[0].spellLevel; and actorDc should be game.actors.get(args[0].actor._id).system.attributes.spelldc
Down to 160 modules.
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.
That wiki badger just linked to, is probably one of the best for learning warpgate macros cause its got alot of midi stuff in it. Cause midi requires somechanges to most macros shared around here as you are seeing now.
nod I'll take a look at it 👍
with many thanks to @restive quartz for the really meaty examples for midi
not sure if the wiki is updated to v10 yet though so may need to adjust a few things in that department if so.
all update objects will be shimmed with new data
gathering the information ahead of time might need some tweaking, but the v9/10 shims in foundry should handle most of that
I genuinely hope someone picks up touchvtt and mobile enhancements, they seem to work for us too in the v10 build but it does spam the hell out of the console.
That's a bit incorrect. It just changes the way the 1Hit etc from the description expire. I need it off for all of my workflows.
This is just a tiny bit for extra functionality that tposney added
I helped them in dm's, its a bad interaction with a full manual midi setup
its still not working right for them, they don't auto roll
so basically they are using midi just for effect transferral, and the times up triggers are being weird
I can't replicate it in v9, mine works fine
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
for me I can replicate it, if I close out the damage popout with fast forward off
but thats practically how its intended to work, his though is odd
happens with bare minimum modules installed too
GWM doesn't expire after 1 attack when it didn't actually hit is the bottomline? When auto-roll damage is off?
Last version of modules?
yeah
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
when auto roll attack and damage is off, hes got full manual
So they're not using Midi but have Midi issues is what you're saying
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.
Oh, hi.
It's actually not dfred's GWM, I made this entirely myself
It's probably about the same, though.
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.
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.
I have now turned on the automatic damage rolling from midi-qol, and the effect is removed whether the attack hits or misses.
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.
they have midi, they can just roll the item
Yes it's more manual but 🤷
This player is...forgetful. We actually tried it that way and he kept forgetting to toggle it.
Give it a duration so it shows on the token.
the problem though is the special duration is ignored with their specific midi settings
It's best for us if he just buffs right before he attacks
hmm, I think specials force it don't they?
wow didn't realize dfreds was fixing that for me lol
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.
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.
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.
But how would you add the extra damage if it has already expired?
And there's the rub.
That was why I decided to just drop it and leave the box unchecked
OK with the box unchecked, is the issue that is not expiring when the attack is a miss?
What about this?
I tried that too, but it removes it as soon as the attack roll is made since I'm rolling his weapon.
An option to expire after two item rolls would be functional but clunky so I didn't bring it up
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
You auto-roll damage, though.
I just replicated his issue in v9, hes right, it doesn't expire with auto roll fully off
Oh, I don't have that xpirey
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.
Because if auto-rolling damage is off, the effect only goes away when I roll for damage
Actually I do use that one:
And if auto-rolling damage is on, the effect always goes away
OK I can take a look if you DM your settings
bugbear:
I might have it set up wrong
and dfreds CE GWM, will cause his problem
Dfreds CE GM has no expiration
um...mine does?
Is it a custom one?
its not custom
it has a special duration but not a duration duration lol
if that makes sense
I think you might have to reinstall maybe your dfred got installed before timesup maybe?
wait a minute here
does dfred apply a custom if you click the one in other lol?
cause I checked now and I do have a custom dfred as well
but either way, hes not using it, I am, but we all have the ae setup the same
we're using the same expirey you are
I don't have that optional checkbox checked and I'm pretty sure he turned it off again too
Correct.
yeah even if you click on the other folder in dfreds window, it smartly finds your custom uses that one, so sorry my bad
I genuinely didn't realize I made a custom
lol heres a weird example of it:
in my example I was trying to miss by manually doing a -20, and it nat 20'ed and critically hit lol
but obviously his problem is when he misses, it doesn't get rid of it
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.
very niche situation but happens all the time for them. Must have to do with the flag not setting on miss
Do you have a feature on the actor called Great Weapon Fighting or something that the player rolls to apply the GMW effect on the actor?
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()
}
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
Oh, wow. You really didn't need to go this far, thank you.
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 🤷
Kandashi published AA earlier today if you hadn't noticed yet bugbear
yeah i ve seen that 😉
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 🧹
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?
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
I can think of a few that require a specific ally nearby
But not just any ally
Gift of the Ever-Living Ones (Pact of the chain feature), Master's Amulet (Item), Ranger stuff I assume
Tons of reactions actually that require an ally nearby, but I'm guessing that's not what you're looking for
sneak attack is the big one – having an ally adjacent to the target
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?
Globe of Invulnerability
Lots of these are honestly already done well enough with effect auras
At least when midi is involved
Is Z finally going to give us the perfect Spirit Guardians?
(it currently takes half a dozen modules)
thatlonelybugbear has a pretty good proof of concept template macros one
I'm doing something similar with cloudkill
Pretty much any spell with aura in the name either focuses on either specifically enemies or allies
I don't remember what that does lol
That's surprising, it's like the signature cleric spell
Clerics are banned.
Except maybe for spiritual weapon
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
But they don't take damage if the cleric moves onto them
It takes a voltron of modules to get it working
That's better handled with template macros IMO
template macros and attach the template to the token, it works well
And the overtime effect from midi can be replaced with an effect macro if you for whatever reason don't use midi
(Like Zhell)
Maybe in v11 or v12 I should just wrap all these up as Document Macro.
I feel like different documents have very different use-cases tho
Unless you just want it all wrapped up into one module
Yeah, one module
Then it could utilize the same hooks
Like 'start of turn' for TM
That would be helpful
What's you all yapping about? Am I missing interesting conversations? 😅
Zhell is going to make one module to rule them all
Dunno, firstly I was just curious whether there was any use for a "for each enemy within 5 ft" sort of babonus filter
Implying I have not already. 😦
You know the v10 readme of midi lists all your recent modules as recommended, that means you win right?
What do you mean all?
... plural?
Do I need to install more modules? I do what midi tells me to do
Part of the family now

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?
Literally not possible.
OK
AA ones only show up because of the nature of effects
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.
So, tidy for instance would essentially have to look for babonuses as it renders your sheet?
Yeah, and good luck with that.
Just attach a low alpha Token aura to the source
Wait didn't babonus have an API for getting the surroundings Auras?
Auras surrounding auras?
Well... Phone ... Bed...
findTokensInRangeOfAura
Some indication on the Roll message might be a helpful addition
nah lol
If you want the +3 CHA from the paladin to be clearly described, just change it to @abilities.cha.mod[pala-boy]
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
Maybe in the future. Something about core adding something about roll bonuses explanation 🤔
Or was it a system specific issue?
I do like how easy it is to see your bonuses breakdown in PF2E
(you need it though)
System, 100%. Bet not all systems even use rolls that much.
Yeah figured as much
Given that it would need a minor overhaul of all roll behaviour, I wouldn't hold my breath if I were you
Save it for 5.5E
There was some chatter iirc but 🤷
Not that I've seen
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.
Hmm what do you mean with turn duration?
Was it a flag on the actor using the crusher feature?
Or just the actual duration on the feature?
You can also bypass the GM warning for accepting the mutation, by setting the relevant option in the warpgate settings. But I would warn against that if you use a lot of warpgate mutations in your game
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.
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.
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?
I wonder about the best way to set up spells that you get a free cast per day and use slots afterward too. At the moment I just put them in twice but there might be a better way
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?
I just put them twice too
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
Well not that convoluted but still...
OK I'll carry on until it changes in dnd5e then... it's becoming more and more common in the ruleset
Hmm it is more or less doable with an effect with a duration of Until long rest which mutates the item
FFS auto correction...
Just noticed. #1010273821401555087 thread has 30000+ messages coming up to 3 months anniversary of being created
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.
You can pass a key to the usage of the item to do this. Three lines of code.
Yelpers. Even easier. With limited uses reset on rest
But with an on use item macro within midi context
That sounds like the last step to what I had set up - a feature with 8 uses per LR called Psionic Die, and then set up the abilities to have both one limited use per day and also use a resource. When I roll them midi presents me with check boxes to choose if I want to use the limited use or the resource. Sounds like a macro could automate that last step.
Care to share the macro?
That isn't Midi doing that
Oh, is that core?
I have an on use shared. Let me find it
Uninstall Disable Midi and find out. 😎
Midi does so much I forget what it doesn't. 🤣
You'll want to check which to disable
Huh?
You pass the keys to the item.use
item.use({consumeUseOrWhatever:false})
Item Macro lets you do this.
Yes. The MidiQOL on use version is what I was referring to
This doesn't need Midi
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
how many messages does dnd5e have in that same timeframe?
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
Is there a specific issue you're having?
Yeah the module doesn't seem to be working at all
midi doesn't do much by default. So what did you set up, what did you expect to happen, and what actually happened?
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
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
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
you probably didn'tenable the module after installing it, but also make sure you don't have multiple rollers installed
Midi-qol just gives you the power to setup stuff to do that. It doesn't do it for you.
You can ask your friend to export his workflow settings, and then import them into your game using Midi-Qol -> Workflow Settings -> Misc -> Import midi-qol settings from file
Or you can use the QuickSettings in Midi-Qol -> Workflow Settings -> QuickSettings
Not really. There's advanced stuff where it helps. But mostly everything is just dialog boxes you fill in with text.
Pretty big oversimplification, but for the basics of applying damage and rolling saves you don't need programming knowledge
kk
what does the 'damage roll needed' option on auto roll damage mean?
I assume 'no' also makes you roll damage
Only roll damage if the attack hits
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?
If you're using Dfreds you can have midi automatically set the "Wounded" status using Workflow Settings->Mechanics->Mark Wounded when hp falls below %
should get dfreds then I guess
The "automation ecosystem" for DND5e is usually considered to be midi-qol, dae, dfreds, times-up, and itemmacro at the very least
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
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 😓
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
ah I got v10 of foundry
@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
I was pondering moving some functions in an Effect Macro never flag and get them from there when needed for Template macro
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
True. The idea behind EM is different, they're supposed to be personal - since effects are on actors. It executes for the owning player if it can find any, otherwise the GM executes it.
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 🤷
I'll consider it for the future.
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?
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 ?
are your midi settings borked for save for half?
I thought he fixd this with a setting in midi's settings somewhere? look towards the patch notes for the last few versions.
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.
Ah, found it.
It’s something like “show token names on chat card”
There is an issue to be fixed on the next midi version with resistances doubling up damage reduction.
(@attributes.movement.walk)*2 I think
maybe the issue come from me trying to understand how to automate system.traits.dr.all (used in a macro) with midi qol
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?
Midi throws an error in the console when you do that. I noticed it as well. It's likely a bug.
@rocky jewel There are still some issues when rolling from actors without a token on the canvas. To be resolved on next version it seems: https://gitlab.com/tposney/midi-qol/-/issues/1064
Not sure if this is related, but: https://gitlab.com/tposney/midi-qol/-/issues/1067
I would use the Lay on Hands from the MidiQOL Sample Item compendium!
Or at least use it as inspiration
I looked in Midi SRD spells and items, is this something different that I am not aware of?
ohh i see it, i forgot about those
midi has a sample items compendium
MidiQOL sample items
dang, well there goes a few hours. at least i learned a bit more in the process. Your sample is for sure better!
how would I set this up to automatically add the save and cold damage to a chat card when cast? .3.
Add a saving throw under the Details tab.
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.
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. 😉
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
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
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
.3.
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
Hold shift. 🙂
Warpgate noob here. does any know if if is possible to sync up warpgate.revert with midiqols concentration automation?
100% possible
That sounds like no :p
that is a strange looking workflow, but v10 is a new monster I suppose
Oh I don't use Midi, I just proposed the core behaviour.
it is possible, I use it in my v9 macros where summons poof when concentration drops on the source actor, but I dunno how to do it in v10
Same way. Nothing has changed dramatically for Warp Gate.
I can look at the v9 stuff and find my way
is this the new automated cloudkill?
fairly confident I can do that much 😆
if you aren't fast forwarding that could be the problem, alot of their complex macros are tested just on fast forward settings
When fast forwarding, advantage isn't auto applied 😛
this is what I affectionately call my Frankenstien's Monster Macro:
Hold Alt
where is the advantage given?
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
😆 thanks
The spell might not be flagged as a spell? Oh dear
is this new in v10?
yeah but thats not where magic resistance goes
magic resistance is a feature that you add to sheets in v9
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
Those are good points, let's check 'em out
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?
Ooh, it's not Midi SRD.
where is it from
Third party import, Let's see the Midi SRD
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?
I was, but disabled it for the time being
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.
Oh god. That is dodgy.
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
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
Just giving it a cursory glance. Are the concentration effects synced up where copy the duration for the newDuration variable?
yeah bugbear had given me a less crazy way, but it never worked, so I just kept the socket method in
he had to do crazy stuff there cause the duration can be minutes/hours also and the ae window only deals in seconds
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.
midi srd is not v10 compliant from the published page, you have to manually install it, I just shared the link in dnd5e channel a lil while ago
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?
`${num} * 0.00750`
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)
can I make an effect that adds disadvantage to attacks within 5 ft for a 10 ft reach weapon?
Is there a way to make items ignore resistances as in the Elemental Adept feat?
give this one a shot
#dnd5e message
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
You would have to move the logic and the application of the relevant effects in a macro.
Actually wait a minute 🤔
@mortal abyss just FYI, in Midi Settings => Workflow Settings => Mechanics there is a setting for incapacitated to not be able to take actions
That is related to your #macro-polo question
you may not believe it but I was just googling right now (and looking midi's repo) for it! So, thank you very much
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?
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.
Not really a Midi question, but yes it can, it uses sockets.
And I need to update it for token overlapping and re-triggering the crosshairs call. 1 sec
Amazing.
Oh shit sorry. Forgot I was still on the MidiQoL thread. 🤣
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
thanks!
If that doesn't work let me know.
gonna test it '3'
Are you on v10?
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
OK so not like the feat on an Actor, but instead only when a specific item is rolled?
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
guessed as much
and I'm guessing I replace the names
"Elemental Adept Cold" with "ultramarine"
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: ${item.img},
flags: {dae: { specialDuration: ['isHit'] } }
}
await MidiQOL.socket().executeAsGM("createEffects", { actorUuid: args[0].targetUuids[0], effects: [effectUpdate] });
}
And nowadays `item` is predefined too in Item onUse macros 🥳
I think what you want in that top line is optional chaining
huh?
(it was gonna choke if you missed)
it works fine on my end tvt
Yeah cause it never gets to the pre Damage Roll phase if you miss
yeah I noticed that
Midi automation 😅
but just rolling damage shakes it up and its fine xD
sometimes these things need a little tap too
I think MidiQOL sends out a "roll complete" if you miss and the rest of the MidiQOL hooks are not triggered @molten solar
Will need to double check
That sure was a string of words put together in a sentence. 👍
none of those words are in the bible
bugbear's word
Yeah with my settings of Auto-rolling damage when needed, the preDamageRoll midi hook will not get triggered if you miss on the attack, so pretty safe
Hi, I'm trying to use this macro: https://github.com/Kuffeh1/Foundry/blob/main/Spells/Level 1/Wrathful Smite
but it's throwing this everytime my player tries to use it
What am I missing?
So I realised the macro Kuffeh wrote for Wrathful Smite hasn't been updated in a while while his other had.
Just replaced
await targetActor.createEmbeddedDocuments("ActiveEffect", [effectData]);
with
await ChatMessage.create({content: `${target.name} is frightened of ${selected.name}!`});```
Sorry if this was super obvious. I've literally just got into Foundry last night😂
That's the deep end you decided to jump into with modules and Midi on your first day of Foundry. 🙂
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
Yes, being able to place templates is core.
sorry, thats not my question. auto removal after end of turn is my question
Oh I was getting there.
oh.. sorry
I don't always word things well so always have to make sure I was understood
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.
MidiQOL v10 auto removes templates as an option. MidiQOL v9 does it by default
Midi should be clearing the template for you
hmm let me check my settings then
MidiQOL settings => Workflow settings => Workflow tab up top, a checkbox between auto targeting options for v10
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)
Immediate Instantaneous, still needs some "time" to pass. So not paused game and maybe turn end if in combat
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!
The optional checkbox is added only for v10. In v9, at least the last couple of iterations, the template auto-removal is also implemented, but without an option to turn it off
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
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.
I need to test this for myself on v9. Anyone have a spell that this would apply for?
Just need the name
Fireball
Unfortunately I have automated animations for that and that handles the template removal for that spell
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
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
rename fireball
Nah it works fine. It might've been another spell that didn't have instantaneous
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?
AA removes the template and then midi sits there confused and leaves the AE on in v9
But at least I know it works on this
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
Could be Darkness Aura spell having an AE, and then a DFreds CE too?
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
good catch I'll check that
Grab the latest MidiQOL sample item for Hunter's Mark, delete the old from the character and readd the new one to be safe
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
How are you using it
Targeting "the target" -> Open PC sheet -> Click on icon near Hunter's Mark
and personally I'd drag out a ranger starter hero to test it with to rule out a bad actor setup
To get it out of the way. Do you have Advanced Macros installed and if yes, which version?
oh yeah newest AM is broken for midi
v1.17.3
The strange is that it work in other world
Dnd system? DAE?
DnD5e 2.0.3
DAE 10.0.13
did you have a target set?
yep
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
Errors in console would be also an indication if any
There is nothong new in console when i "click" to use Hmark
nothing outputs to chat at all?
Tested on both, nothing happen
nothing
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
Does an effect get created on target and another on the source?>
Are you a player and is the game paused?
the only effect is that created when dragging spell to PC sheet
why would it apply on equip?
I am GM, no game in unpasue now
What happens when you cast it?
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
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
Other world, the same modules active and it works
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
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 😄
Also get rid of v9 only modules, or at least use https://github.com/dor-fvtt-released-modules/silence-compatibility-warnings to stop some of the warnings from appearing
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
Silly question but how to disbale it?
that debug+v9 module spam has GOT to be degrading performance
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.
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
there is no additiona damage
show us the attack pls
you can snippet with startmenu button+shift+S fyi
and then ctrlv here
(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
But if you were right, why it is working in other world?
also you didn't actually show it, hit the guy and show the damage output
there are a whole series of variables not making sense in this equation, but technically you haven't shown us failing yet, the images above are right up to the point where it would display
also bugbear, does Hmark in v10 require fastforward? he appears to be fully manual in midi
thats not a hit though
I imagine the flags would screw up for a manual hit
does the bad guy have an active effect?
there is no effect on him
eh in your video theres a marked effect, it should work
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?
i left only that modules active and still no working
which video? one is from test-world where it works fine
dae srd can be deleted
Where are the dependency modules?
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
Uninstall and install again Simple Calendar.
Activate libwrapper and socketlib
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
AM is not needed for MidiQOL
Hmm i go through Find the culprit! and it looks like item macro module cause problem
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
For now i deactivate that module, I think it is not needed for me now
Still, A LOT OF THANKS!
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
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?
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
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
I would give it a 99% that it doesn't
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
And why would they install it from scratch in v10 without knowing about it before? 🤷
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
How many tokens are on there?
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
I cannot imagine why would something go wrong here 😅
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?
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
I think it was a bad aura setup:
Check the Darkness spell and the midiqol settings
I have that thing creating a chain reaction of Darkness everywhere
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args)
}
macro.ce?
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
I think you need it to use a ```js
if (args[0]==="off") {
//grab the effect and delete it
}
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?
Yeah. But you will need to get the correct token from the lastArg
they lose blinded when the spell ends, but not when they walk out
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
I just fixed that and its still not removing
there is no duration set could that be the problem?
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
do I replace the item macro or append that after the original?
Your darkness spell using AA?
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
its not he made me use dae
Then change it to?
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)
Go to the dae tab for darkness
the original or the one that bugbear made me modify?
should I use macro.ce cause I can
he made me click the new/plus in dae and choose blinded from the drop down
That ties the condition to the effect
k I'll do that
That is weird
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
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
removed the second half and still does not auto remove
Could it possibly be just out dated? active auras in v9 was last updated for 9.242 foundry
Are you in combat?
oh nope
Add a macro.itemMacro | Custom |
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
yeah lol oops but is saving ranges available
Not without a macro
ok
But doable with
Technically speaking I wouldn't bother with the blinded condition
it definitely used to work so I'm curious what broke it in all my udpates
that's too complicated then , I'll just ask for a ro
Cause 90% of the time neither target can see each other
Give me the whole item as you want it and I will create it
I thought there were first party monsters that did ranges
so I thought it was an option
that is a really good point
You're still on v9?
Lol
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
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
yeah
Gonna fix it but I have about 100 drow already deployed with it lol so will tackle that on the v10 update
Wish Drow npc stat blocks had a way for themselves to see into their own darkness
they are meant to work in tandem with giant spiders, atleast in dotmm
That makes sense
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
When I played through that module my dm at the time mostly had them casting cloudkill
ahem #tabletop-discussion 🙂
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
Hi, I’m hoping I can get some help getting the goggles of the night from the MidiQOL compendium to work
its highly likely you need the fork for ATE
are you sure midi sample items has the goggles of night?
that sounds like a Midi SRD thing
https://github.com/MrPrimate/Active-Token-Lighting/releases/download/v0.4.03/module.json
This is the manual install url for the fork of active token lighting/effects that works with v10, and even then theres a chance the key was slightly changed do to v10 patch changes in foundry. I don't have v10 foundry and I have not yet fully tackled the nuanced changes to alert you whether you will have to change the key or not.
midi srd doesn't even have an automated goggles 0_o where did you get your item from? Dndbeyond?
They’re in the sample items.. I have other problems with Midi SRD
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
Midi srd has a fork as well so it works right in v10 fyi
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
(the goggles in midi srd just add the trait darkvision 60, doesn't actually automate)
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
Sorry about the quality of the pics, I’m using discord on my phone
No worries, just good information to know
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
I’ll log in on pc, one moment please
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
Check its flags, should be easy to see.
there could also be instructions on what you need to use it in the description of the item too
as with all sample items
That would require making use of Foundry's UI.
Better log it in the console to make really sure.
are the goggles equipped?
if you wanna benefit from them, you gotta equip em
probably rely upon the actor being linked too I imagine
I know, just in the first screen shot they were not
how would that even work with existing tokens without atl
literaly the whole reason why we wanted ate in v10 hehe
You just toggle the effect on and off and the macro updates the token.
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
Well why would an unlinked token need Goggles of the night in the first place? 😎
yeah true
But you can update the prototype token with the effect on and it should carry over
but worth pointing out if the user doesn't have their actors linked right
I dunno, I kinda like this method 8)
Sorry, I’ve been trying to catch up, just installed ATL & MidiSRD thank you
so looking at this quick ref, the key for DV in v10 would be ATL.sight.range | override | 60?
Eh?
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
They aren't ATL keys.
What do you want me to check?
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.
The goggle still aren’t working btw
double right click on the token for the token settings and show us the first window that pops up
(checking for an unlinked token)
Any errors in the console when you toggle on and off the effect of the toggles?
Do you have Advanced Macros installed?
Do you have Item Macro sheet hooks enabled on that module's settings?
(they could also just have vision off on the token too)
😰
(I will take a look at the item from the sample items in a bit)
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)
You guys are going to fast for me I’m still trying to figure out stuff from like 4 steps ago!
(1) Uninstall Advanced Macros if you have it.
(2) Uncheck all options in Item Macro, which you should have.
1 is not the right step zhell
😏
you keep telling midi qol users to uninstall advanced macros and that is not good advice
Whatchu need it for
why turn it off is the better question, and he hasn't shown any errors saying its a problem.
Ok, is this even close to what you were talking about?
uninstall ASE I don't even think it is v10 compliant at all but its also not the problem, just another problem
There is a dropdown menu in the console
Choose only errors for now
active spell effects? automated spell effects? I forget its name
ASE that animated objects and stuff?
yeah not v10
I've seen that module cause problems
deactivate it
A couple of patrons reported it
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
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 🤔
Truthfully I installed it to see what would happen and no issues on 10. I thinks its combination of modules
ASE?
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
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?
Ah you posted in Gearheads! I thought I saw a message and then poof was gone 😄
Ah, sorry, I didn't want to double post and thought I slyly removed it before it was seen
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)
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
So the OT processing is not done on a hook as far as I can see.
libWrapper.register("midi-qol", "CONFIG.Combat.documentClass.prototype._preUpdate", processOverTime, "WRAPPER");
Could you hook on combat update and check the current combatant for the presence of an overtime flag?
does the actor have a token on the activated page?
Yeah
can you follow the animated gif above with that token?
yeah, link actor data was already ticked
The OT call invokes a MQ workflow which then calls all the hooks - I see it when watching the hooks after the OT event. Checking current combatant for presence of the effect with a flag should do it, good thinking. I'm also going to send a request have some flag added to the workflow (was seeing first if I was missing anything before doing that).
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?
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.
are you advancing turns?
Midi settings. Main page. Untarget options. Start from there
nope. it's just from one attack to the next without advancing turns
I wasn't, I just changed it
borderline about to drop my v9 just to update my defunct v10 to figure this one out for you lol
Sanity check. Change the vision of the token to what you want manually. Do you see a difference?
Don't do that on my account!
Ah sorry, was thinking about a specific OT hook. Strange to not have something in the workflow args.
yeah, I can change the tokens vision manually
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 ⬆️
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
There is an entry of OT flags in the workflow triggered. If you get the workflow from the hook you can see find the flag in ```js
workflow.conditionData.flags["midi-qol"].OverTime
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
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)
The sample item still doesn't work
I'm turning it off and on again, that might help
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: