#MidiQOL
1 messages · Page 32 of 1
oh good point I didn't check that with my impromptu v10 setup
@sonic inlet ⬆️ check this
make sure it looks exactly like mine
Well the main concern is the Character Sheet Hook to be NOT checked
oh weird, I don't see conditionData on the workflow within the hook. Are you reading the workflow directly from a midi hook? If so, which hook? I was looking at 'midi-qol.preItemRoll'. I did make the request on the midi repository
yep, same, Item Macro, nothing ticked
I just used an actor onUse macro After Active Effects. Hmm let me check the preItemRoll one
do you have the actor selected?
vision won't show if the actor is not selected
anyone know if its possible to make the vision gray scale instead of nightvision goggles?
keep ATE and Advanced macros disabled still yeah?
Neither bugbear nor I told you to disable advanced macros
Which MidiQOL version are you on?
The night vision is "Light amplification"
I dunno what the problem is then, literally if you equip the goggles from midi sample items, the vision changes
can you show us the map with the actor on it? with them selected?
10.0.21 - does the item you are testing with have an activation condition? I'm scanning the midi code to see where conditionData is added
"Midi-qol: activated by equipping/unequipping the item. This version is not stricly correct, it grants light amplification instead of darkvision, but that is so much cooler. If you don't like it edit the macro." Dunno if that helps
I just threw a debugger in my hook call and definitely its not added in the preItemRoll 😅
yeah edited it already, but for you, show us the map area in a snippet with the token selected
that is definitely the actor?
maybe I'm confused what you mean by actor?
Thanks for you time with this! I'm going to go with filtering the hook item against the combatant and ignoring if they have an OT effect on them for that item for now. Thanks again!
Your main issue will be client side reporting. You'll need to monitor this via world script unless it's all self only.
when you double click that actor(left click) and the characrer sheet opens, does that sheet have an equipped goggles of night that is from midi sample items?
does he have the goggles equipped?
show us the effects tab of that actor there 3 over from inventory
edit that and show us the effect tab of that
does he have any temporary effects on him?
they'd be above it
in the second image up
I need you to list off your foundry build, dnd5e version, midi qol version, dae version, item macro version, and advanced macros version.
Alright, gimmie a sec
and the rest are in manage modules
if your versions wind up checking out fine, then the next guidance I'd give you is try the bare minimum modules enabled, so the above ones I asked for versions of, but also add in libwrapper and socketlib
Yeah this will all be through world script, thanks!
wrong DAE
oh boy we really should have nailed these down first lol
oh wait wrong both
???
midi qol and dynamic active effects using active effects
Actually it all might boil down to the Goggles of Night sample item have issues...
I can check in 5
its working for me, but it is very ugly when you try to uniquip em
v9 or v10?
Does the token have Vision enabled in the first place?
do you have find the culprit module installed?
I think he showed us his image let me check...
yeah the token has vision enabled
it also has the settings right
Sorry?
My bad
k go out to the menu and install the module Find the Culprit
Ok
When it prompts for the modules to have turned on to start, choose very SPECIFICALLY midi qol, dynamic effects using active effects, item macro, advanced macros, socketlib, libwrapper DO NOT confuse 'Midi srd or DAE SRD' with them, these two are NOT needed to be enabled. Once it refreshes with the 6 enabled, go to that actor, delete the goggles of night on him, and then drag the midi sample items goggles onto his sheet again.
do NOT click the yes/no button that pops up when you first reload in after choosing modules
just move it aside so you can test your goggles
to be clear, the goggles probably won't magically start working that are there, you have to replicate the process again from scratch to see if they work
Official ATE version landed not that long ago
Done all that still 🙁
@fallen token
the actor is not gaining these what am I doing wrong?
Do you have the adequate vision module maybe?
No, should I?
No I mean it could interfere if it was on
we've checked your versions, your item, and even narrowed down your modules to the bare minimum, the only remaining thing we can't troubleshoot is the user.
if you uninstall active token effects/lighting in your modules, and then install the BRAND SPANKIN NEW officially published active token effects/lighting, I can give you an exported and functional goggles of night, but it won't work with the version you currently have installed because the author JUST updated the official published version while we were troubleshooting for you and the version you have installed is blocking the update to the new real version.
Once you have it installed, you need to go to your item sidebar and create a basic ass item called anything you want, it just needs to EXIST in the sidebar, then you can right click that basic item and choose to import data, and it will ask you for a file, use my file attached here.
once its turned into goggles of night, drag said goggles to the actors sheet, fyi need to equip, and also make sure ATL is enabled
sorry many people call active token effects ATL or active token lighting also, its the original name of the module.
I have a mistake on the item and need to reupload it did you download it yet?
This one is the right one
I make a new basic ass item
yep
then drag it to the actor on the map, they might have to equip it if they are a player character sheet
you need to delete the old goggles
I still need to install the BRAND SPANKIN NEW officially published active token effects/lighting
well you do, but the old one probably would work, the problem is that its update button will be broken probably so you'll be stuck on a fork
I'm sorry dude, It's still not working
double click the actor so their sheet comes up, and show me their effects tab
did you uninstall active token effects and then search for it in the published menu? to reinstall, or did you take the link above again?
BINGO!
I literally danced a little jig
Fricking awesome, thank you so much. You have the patience of a saint
it was solving my own problems too so 2 birds one stone
I have a vested interest in making sore ATL works
do you have dfreds CE installed?
the Items folder should now work right with ATL installed officially fyi
would I just change that to light amplification for green tint?
yeah but its gonna make all light green, honestly darkvision is more accurate and pleasing I feel
otherwise the guys gonna see green even during the day
darkvision respects the color of lights
Thats awesome, so I can make lamps and such as well
anything that is a premade item related to vision is currently not setup right though with dfreds/compendiums
cause the keys changed and dfred hasn't had time to catch that kandashi just published ATL
the equipment are all "lights" not "sights"
so they are working ok
you have a compendium somewhere in your compendium sidebar called this:
inside of this compendium all the "lights" there should be ok, but the "sight" ones will need new keys
give it a few days and dfred/and the lightsHUD guy will probably release their easier UI friendly lights working with ATE
I know what you mean, but I think my brother wil prefer the night vision plus he will actually have to equip and unequip them
Hence why I was so keen on getting this working, He may never trully appreciate the hastle it took but I know he'll enjoy it
I think you can drag the goggles to the hotbar and they will toggle equip, I forget
OH, drag the actual active effect that the goggles put on him, to a hotbar and thats how you toggle them
pretty sure thats a client setting(the hotbar) so he has to do it
Yep, that works very nicely
give it a few days and things will be smoother for vision keys in atl
I can't get it to go night vision
I typed light amplification, lightamplification & nightvision. What else could it be?
Now it's perfect, Again thank you so much for helping me, I really appreciate it
and I look forward to finding out what other cool thing I can do with ATL
Hey my players don't like holding down ctrl/shift for adv/disadvantage.
Could someone help me make a togglr macro they could have in they 1-9 slots?
Wow I am utterly shocked that my massive ugly as hell Frankenstein summon macro I use actually works in v10
the power of warpgate lol
can i activate that setting on a targeted actor via macro?
and maybe toggle same setting on the selected actor ? i would like to use that for Echo Avator of my Echo Knight.
is there a midiqol/ dae flag to hide temporary effect icons?
Nope, but you can just delete the icon from the DAE and it wont show on the token HUD
Yeah, you will need to update the token.document
This should toggle between the 2 states ```js
await token.document.update({"sight.enabled":!token.document.sight.enabled})
thank you!
can i select the target then too? since the source looses vision when the feat is used he cant select the token that would have vision now
await game.user.targets.first().document.update({"sight.enabled":!token.document.sight.enabled})
oh maybe i wrote that confusing😅 i want to select the token on the canvas so the player gets the pov of the target (he got permissions on the actor) - the vid shows the problem
this is precisely why it was written in the first place -- one script, multiple core foundry versions 😎
Ah so ```js
game.user.targets.first().control() //or use .control({pan:true}) center the screen on that one
thank you so much!
where would I find the text of things like, MidiMacros.levitate(args)?
looked in the midi, DAE and DDB respositories.
open the console, type MidiMacros.levitate
at <anonymous>:1:1
(anonymous) @ VM64618:1```
does it need midi SRD turned on?
it sounds like a midi srd symbol
ok. that did it. Needed the SRD module enabled.
I'm having an issue with midi-qol. Even with just it and it's dependencies, libwrapper and socketlib, turned on, no spells can be cast, it will ask if you want to consume the spell slot and will consume it, but the spell card does not appear in chat. Running Foundry 10.290, midi-qol 10.0.21. I would appreciate any ideas on fixing this.
Depending on your workflow you might need to have targets selected.
Check for errors when you click on the dialog to use the item and post them here if any.
Testing out of combat, and workflow is set to only require targets in combat currently. As for errors, I do see that a new error pops up in the console when I try to cast a spell, but I can't actual see the wording of it, I'm guessing because I'm not set as a GM, just a trusted player. Is there a way around that? Or would I need to have the GM be looking at the console?
If the GM is not connected all bets are off.
gotcha, I'll have to try troubleshooting later then, thank you
Hey, when I'm running this, I'm getting a cannot read properties of undefined error. Any has an idea of why?
I've also tried replacing the args[0] in the shieldHP definitition with sourceActor, which should work I think
I'm using this as an OnUse ItemMacro on the Shield spell. It's for the abjuration wizard's thingy where they get temphp for casting abjuration spells
what is the full error? it will tell you what it was trying to reference
Click on the error link on the right hand side (the VM... ) and it should open the source and indicate what exactly is undefined.
Its exactly what comes before intelligence
Pasting the whole macro and how you execute will help to check what's the issue with it, most of the time at least 😁
Yeah sourceActor.system.abilities... etc
ahhhh, the .system i was missing
But you are trying to do exactly what there
Ah I am on the phone and I misread the +
You should be fine
Need to change the classes too
Log the sourceActor to check the paths
I tried this, but now it's saying .mod is the issue
even though i logged the path, and it's mod
it says intelligence 🤦♂️
it works now
thank you as always, and if you'll excuse me, I'm going to the corner of shame lmao
@violet meadow would it be possible with midi to change the damage type of a spell as you’re rolling it (scribes wizard)? I can maybe repurpose some UI from an absorb elements (Zhell posted a glorious looking dialog the other day iirc)
for chaos bolt I just manually utilize the damage card. If you aren't aware, if you mouse over the token image in the DM's damage card it will give you a tooltip of their DR/DI and you can quickly do the calculation change with the drop down/button.
That’s a good idea as a backup. Ideally I’d like to let the player feel like they’re in control… and also they’d get the right dice color if the damage type actually changed. They can do it for every levelled spell they cast so would be good to automate
I actually kinda wish that there was a way to add 0 damage as an option in the popout for damage
know how you can change the drop down to versatile there?
for people like me who use advantage reminder, it would be sooo cool if there was a 0 option for base damage
I should ping @fallen token and see if they think it'd be something cool
if there was like a "no damage" option in that drop down
then the situational could be setup to override
Yeah why not. I think I might have shared something already.
I will check
I thought about the customize formula dropdown with all the damage types listed for the scribes spells, but upcasting only works on the first damage line 😔
pretty sure I can use item.level or spelllevel in my advantage reminders but I forget, could probably test with that smite setup lol
Wait what?
Ah, I was thinking of cantrips.
Yeah, you need to set the formula for leveled spells.
Oh I didn’t even consider that. You could put a levelling formula for each damage type?
yes, just be sure to turn off the automated scaling
or that, yep
Ok cool, that’s a great second option thanks
If we can make a damage select UI (inspired by Zhell’s urbsurb dialog) that would be the most ideal. I was going to bug #macro-polo next to make it work properly (it should only present damage types from other spells you know) 👀
Hmm I'm trying to utilize the On Use Macros field within Midi Items; does the Macro name go there or the actual code?
For example someone put me onto ' if(!canvas.scene.tokens.getName('token name')) return false ' So I can apply an AE only when the Token is placed.
would really just be a filter, a flatMap, and a set
your example to me sounds like an actor on use macro not an item on use macro
and I think actor on use macros are folder/system macros and you reference the name in actor on use
Hmm okay
actors first tab usually at the bottom
I'm making an assumption that your thing is an actor on use btw, I can't think of why an item could roll on token drops
actually I don't even see an option for token drops either, I think you need macro polo for that shenanigans
Haha
or worldscripts
Yeah I think having an umbrella Macro that just applies the AEs on the Item if it becomes a Token would be ideal haha
Then I wouldn't have to really go further than that
Well like Gaunlets of Ogre Power
Gives you 19 STR
I don't want that applying until I set down a token for that Actor
Or like uhh Bless which is 1d4, like if you had a Sword of Bless or something
But then again Bless you keep rolling
Well when I place the Token down it re-applies the AE haha
I would just use dfreds to deploy the system, instead of banking it all on the character
I mean I also make a lot of Homebrew items anyhow so it would serve to learn a bit haha, so I'm keeping on keeping haha
the point of dfreds is its a single point of source that can be done to many actors so its simpler storage and a new actor doesn't need to have a bunch of stuff added to it
Quite literally the last thing, and I can generate any Itemized NPC on drop while retaining versatility/personality and speed/improv in the Campaign. I'm sorry it seems like a headache haha
I have someone on Reddit stating this can be done, I'm just figuring my way around Macro syntax atm
reddit is a rock solid source of nonfiction 8)
Haha
Once I figure this out I can designate which ones are 'Elite' since I don't use CR, and for my own know-how keep to the rhythm of how only Elites can upcast while others cannot.
I've just been grinding out Dragonflight for a sec so now I'm back to this lol
Hmm where can I find the Macro listed in here:
I don't see them in the Compendium, like a Midi Macro section, I see all my other addons tho
Unless this is like a core Macro
Because this comes from one of the Midi Items
ItemMacros live on the item. look for a name/icon at the top of the item window, next to the sheet config
you have to have Item Macro installed, if it is, then the button appears on the top bar of the item
and its a macro field
you can also reference folder macros there too
Midi utilzes Item Macro to store the macros for easier delivering when sharing compendiums
effect macro has a similar utility to it but effect macro also has some really cool other benefits too
Yeah so now that I got it in there, to activate this Weapon -- Does it need both?
This is a Midi item with an Activation Condition and On Use Macro
I created a dfreds convenient effect that is simply 2 create item keys that add a basic dnd5e longsword and a basic dnd5e shield to an actor. I get the following errors for both keys:
(the items still add fine)
The error, is because the compendium was locked
Macro.createItem issues:
- A second key added to the same AE fails to remove itself(or maybe its just shields that fail to remove themselves)
- Items do not transfer with proficient/equipped so you must have them prechecked in whatever compendium they are stored in.
- The above errors happen very often no idea what they are referring to.
- The messages in chat they are being added are not whispered. Same with removal messages, and the removal message still happens when they fail to remove the item(shields).
Create repository issues for these!
oh wait, he uses the other site doesn't he lol
I'm confused. Maybe I'm not getting the Midi feature, but how would an active effect change the base damage and how would AR be involved?
if the drop down was set to deal 0 damage instead of its normal, then we could do situational bonus' that are overrides to the damage, like chaos bolt for instance. ANd just have each of the damage types available to add as situational bonus'
so instead of 1d8[fire]+bonuses, it would be 0+1d8[cold]
There isn’t a way to put 0 as the original damage formula?
oh good point, just flat out make the item do 0 to begin with
didn't even occur to me lol
can we call item level in advantage reminder?
But the AR message would only apply to that particular item, right? That's the tricky part. BTW, there is an old issue for that, unlikely to happen, but you never know.
https://github.com/kaelad02/adv-reminder/issues/17
Hmm @dark canopy do you know of any Midi items that could skip the trigger for the Animate Dead (Warp Gate)? I keep getting loopbacks of 'Late Targetting' so I'm trying to disable all those now.
just do a basic summon macro for it?
No, it grabs the actor's roll data, not the item's
edit: that is changeable though, could do it for attack/damage
I disabled all the roll Automations for it, hmm so odd
i dont do midi, sorry
here is my Danse Macabre on use macro
const imgs = await game.actors.getName("Zombie").getTokenImages()
await Promise.all(imgs.map(i => loadTexture(i)));
for(let i = 0; i < 5; i++){
const [spawn] = await warpgate.spawn("Zombie");
new Sequence().effect().file("jb2a.misty_step.01.blue").atLocation(spawn).play()
}```
must have an actor called Zombie in sidebar
Lol
the load texture shouldnt be needed as of 1.15...shouldnt
you probably have to drop line 3 and 6
You mean in the Actors folders?
when I made it, it was causing that bug so I was told to put it in, good to know though
yep, it was a good thing prior to...just a few days ago
I think it might be because its a wildcard actor too? and it was failing to fetch in time or something , you are the author you obviously know more than I could imagine hehe
Legendary Action -- Call Reinforcements or Soul Ripper 🙂
the wildcards have a two-fold fetching process, which increases the likelihood of the texture not being fetched in time
prior to spawning, i load in any textures I could find being referenced
I have bad news.
There's no like 'Wildcard' spawning tho at all right?
also @lunar notch you could probably take that macro over to #macro-polo and ask them for a dialogue to choose skeleton or zombie, but my table all agrees to be Team Zombie
then i have bad news for foundry core 😅
I can't just be like getName("anything with Star in it)
the macro they started with had that
Sure you can
oops
Yeah the Dialogue tree would be essential 🙂
I've everywhere lol
Cuz ItemMacro is a seperate addon/plugin for Midi no?
But it also holds Macros? Which can be Warpgate ones? hehe
Item Macro is not related to Midi at all.
I have an open dialogue macro saved somewhere but I get the feeling it would be highly janky to use it for warpgate summons
Oh ok I thought because it was under the Item properties menu
Midi just likes to use item macro in its own way. Emphasis on its own way
Ahhhh
Item Macro without midi: You can make the item do whatever you want by embedding a macro.
Item Macro with midi: not a clue, I guess it just runs a macro and you have less control over when it executes and can't stop the item from being used either? I don't use Midi.
This is honestly perfect atm, though I'm still working on spawning randomized Token Stats 🙂
What would be the Wildcard syntax in that string?
Because I plan to alter or update that Naming compendium for another Addon
Is it the actor name?
So I can just have Titles and personal names
Yeah
I think if I spawn it as a Token that's the only time it inherits a different name with Wildcard Hud
and you want a random one from all actors with a * in the name?
Yes
Like 'Silver'
All my NPCs are custom so should be easy to name them
I don't download anything I don't use haha
const template = game.actors.getName('Bandit');
const {inputs: choice, buttons: cont} = await warpgate.menu({inputs: [{type: 'select', label: 'Number to spawn', options: Array.from({length: 10}, (_, i) => i + 1) }]})
if(!cont) return;
const abilities = template.system.abilities
const weapons = template.itemTypes.weapon.map( item => item.name );
const armors = template.itemTypes.equipment.filter( item => item.isArmor ).map( item => item.name );
const modifiers = [-3,-2,-1,0,1,2,3];
const [duplicates] = choice;
const initialData = {
actor: {
system: {
abilities: Object.keys(abilities).reduce( (acc, key) => {
acc[key] = {value: abilities[key].value};
return acc;
},{})
}
},
embedded: {
Item: {
...weapons.reduce( (acc, name) => {
acc[name] = warpgate.CONST.DELETE;
return acc;
},{}),
...armors.reduce( (acc, name) => {
acc[name] = warpgate.CONST.DELETE;
return acc;
},{})
}
}
}
const updates = {actor: {}, embedded: {Item: {}}};
const preSpawn = (_, updates, iteration) => {
const newData = duplicate(initialData);
/** modify attributes */
Object.values(newData.actor.system.abilities).forEach( entry => entry.value += modifiers[Math.floor(Math.random() * modifiers.length)])
/** pick one weapon to keep */
const chosenWeapon = weapons[Math.floor(Math.random() * weapons.length)];
delete newData.embedded.Item[chosenWeapon];
/** pick one armor to keep */
const chosenArmor = armors[Math.floor(Math.random() * armors.length)];
delete newData.embedded.Item[chosenArmor];
updates.actor = newData.actor;
updates.actor.name = `${template.name} (${iteration+1})`,
updates.embedded = newData.embedded;
}
await warpgate.spawn(template.name, updates, {pre: preSpawn}, {duplicates})
and this randomizer was a no go?
FYI midi gives you a lot of control over when item macros run:
In Midi-Qol Configuration there's a checkbox for "Enhanced Damage Roll Dialog", but I can't find any information on what this does, and so far experimenting isn't wielding results. Anyone know what this does?
So I still want to try this, now that I get Macros and Warpgate are lol
But I also use Items with Magic
Where's the "not at all" option? Or twice? Or in a while loop
So idk how that works with that Macro
that's all covered, you can add as many as you like
I have my NPCs have their own amibigous 'Talent Tree' if you will haha
it doesnt, that script is a standalone randomizer using warp gate (re other modules and the script randomizer)
Can you stop the item from being used?
The macro itself could probably do that?
So you have to do something to prevent it?
There is the called before item is rolled trigger
Yeah so far this is perfect @vast bane most appreciated
It does work with Token Mold, Token Wildcard 🙂
I just need to mess with the Name Compendium, make it more 'Organizational/Title' and fix the stat trigger haha
And then make another trigger if a PC does exceed stats, like a +4 in everything is definitely an 'Elite' haha
Unfortunate that Token Factions doesn't work anymore haha
I got already creating circular tokens by making the Token a lil smaller, and increasing the width of the Faction border haha
This is the Enhanced Damage Roll Dialog
melee/ranged spell/weapon attack
yes:
if (args[0].macroPass === "preItemRoll") {
if (!actor.items.getName("Gilded Acorn")) {
ui.notifications.error("You have no Gilded Acorn")
return false;
}
}
Confusing, that’s a chat message not a dialog.
I use this scriptlet for all the TCE summons
the drop down inside is a dialog fwiw
That's the end of trilogy BBEG
they are combat dummies
Haha I know lol
my scriptlet above is totally bugbears work btw, I don't know stuff like that lol
Yeah I get it, it sounds like that option upgrades the damage roll dialog tho… that’s what I expected
it does, with an extra dm only viewable damage dialogue
although...MTB doesn't need the chaser, I wonder if there was a reason he detached it to its own chatcard
Yeah I use that one as well, for like 'mistakes' made haha
if you look at a mtb request, it has DM buttons in the DM view, and nothing in player view, I wonder if theres a reason he didn't combine the enhanced damage into the dm's view of the cards
Or for RP when the Party discovers they are in fact resistant
I actually streamline that cause I have to combat with lazy turns and 5+ players at the table, so I turn on player view for enhanced cards:
so I let chat tell them if the creatures resistant
plus you can only say so many times when creatures are resistant/immune before it sounds like a broken record and no longer has any entertainment value
Hey my players don't like holding down ctrl/shift for adv/disadvantage.
Could someone help me make a togglr macro they could have in they 1-9 slots?
you can change the bindings
Isn't there a Midi button to toggle that per Attack roll?
I still like a simple toggle
Yeah my players don't like it, they like automation
But holding down the shift/curl while attacking is kind awfull, I need a toggle Button, one that shows on the token proffible "now Rolling with advantage"
You could probably achieve that pretty easily with DFred’s CE
that whole rabbit hole just is messy. Might as well just use non fast forward if you are adding all those toggle clicks and toggle off lol
Just endure the learning process of midi, let me guess the players are coming from better rolls/RSR/roll20?
my players just suck it up and do it
the only times I have issues with holding event keys is with token hud
If they want a toggle and an AE showing, that’s pretty much what DFred’s is made for
You can just make a dialog with 3 choices
dfreds CE gives us a macro compendium for toggling on and off Bane, just replace bane with your custom toggle name
isn't that just fast forward set to off 0_0
I barly know how to make a custom weapon lol
They don't wanna see that dialog Button show up
dfreds ce help action is exactly the toggle you want
I got dfreds ce
Personally I just end up Homebrewing some things around Midi or things in Foundry lol
game.dfreds.effectInterface.toggleEffect("Help Action")
Like Flanking giving Auto-Advantage
you don't need to homebrew that, midi+dfreds does that automatically if you turn it on
Oh I know I mean in the context of making Homebrew rules
That basically exist in Foundry
I don't typically use Flanking
But for faster paced combat that automated eff it
we decided not have flanking, they don't want to get railed by it
Haha yeah
So any help? ^^
I just gave you it lol
If anything I make weaker +ATK enemies to accomodate
My players are like "I want this!", and I reply with "it's a two-way street"
make the above help action, name it what you want, use the macro below in the hotbar
I don't want my players using Macros or having to learn Foundry at all haha
I enjoy it cuz I like FX and seek to create Digital content for streaming so
We don't really like Combat so much haha
you need to give players permissions to dfreds in order for that macro to work that way, if you want a non permissions way, he has compendium of macros with another method, mine I just dragged the dfreds CE to hotbar
I include some jb2a into my stuff if it's not too much of a hassle
Pretty sure if you drag a CE to the hotbar it becomes a toggle?
I personally go with the manual way with the AE setup for toggling for attacks. I don't use CE
yes but the players need permissions set to dfreds panel then, the compendium macro doesn't
If midi had a simple togglr i would be so happy
it does, you have to make it, I just showed you it
midi has advantage/disadvantage flags
I would personally write an AE effect that auto ends at end of turn. Just nab a dialog macro or use warpgate menu
Step 1, draw a circle, step 2, draw the owl
if I wanted to check for a condition, say, poisoned on a target as a check to roll another saving throw, what would be the syntax for that in midi's activation field? I'm specifically trying to recreate this: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
what would go here?
(I would handle the save and paralyzed condition via an item macro called via DAE)
😂 I’ll fire up foundry in a bit and show you the steps unless someone beats me to it
not sure if you can go into a conditional save, but on use macro can do it
or you can do a preItemRoll and update the item to include a save
OK here goes:
Create a new CE that looks like this (call it whatever you want). Drag it to your hotbar. Now it's a toggle. You can log in as players and drag it to their hotbar, or go into your macros folder and change permission on the new macro so players can see/use it.
I just realised it's pretty much the same as the Inspiration CE... so you can save yourself some time and just duplicate that lol
For disadvantage, same again but use this key instead:
hotbars do not transfer via account, unles you drive to that players house and login on their computer, its client based
Yes they do, I put stuff in players hotbars all the time
You can test by logging in using different browsers or incognito, your hotbar isn't empty
Hang on I'll test with no modules active
I know for a fact my player has hotbar buttons cause I see them all in the folder macros, yet when I log in as him I don't see them
oh its incognito mode blocking it
I just logged in directly with my main browser and its working
Yeah I just tested with 0 modules so it must be core that hotbars are stored in the user account (not client)
yeah my bad
Some of my players would be completely lost if I didn't do that lol
target.actor.effects.some(eff=>eff.label === "Poisoned") should cover it
For v10
You rock, as always, @violet meadow
@violet meadow You ever make more progress with your spirit guardians template macros?
Or is the last version you put here still current
Is anyone else having issues with midi overtime effects getting triggered when an actor with one does any save?
Specifically with overtime effects that are set to run on turn start
@gilded yacht Looks like overtime effects are getting triggered when an actor makes any sort of save, but only if the overtime is set as on turn start.
Tested with just midi-qol and it's requirements.
I have changed some stuff around but haven't verified that it works any better yet. I will probably do it over the weekend!
so I was able to do some more troubleshooting with my DM online, and we get this error:
[Detected 2 packages: midi-qol, system:dnd5e]
at getSpeaker (utils.js:1917:17)
at Item5e.wrappedDisplayCard (itemhandling.js:1480:12)
at async Item5e.use (item.mjs:826:22)
at async Item5e.doItemUse (itemhandling.js:282:15)```
this is on a map with no tokens, if we go to a map with tokens, even without anything selected, we are able to cast a spell without issue
Interesting. I didn't notice that but I haven't actually played properly with that. All my tests were done while expecting the save to trigger the OT 😁
Its an issue with a fix in the next release of MidiQol, so be patient as it should drop some time soon
gotcha, all good, thank you for the info, I look forward to the fix!
I didn't notice it either, another DM brought it up to me when asking about spirit guardians.
In combat or not, it looks like the overtime effect gets triggered with any save lol
At least it's easy enough to hit undo damage on
Can you export the actor with the effect? It looks like it's triggering the any save test (i.e. no save specified in the overtime effect)
turn=start, rollType=save, saveAbility=con, saveDamage=halfdamage, saveRemove=false, saveMagic=true, damageType=poison, damageRoll=5d8, saveDC=21```
having issues with simbuls cover calculation. Like how does it work with midi? it seems to kill midi workflows from what I am seeing?
I roll a ranged attack and smbuls prompts with choices and then nothing happens
apparently its broken magic items module nm
how do people handle magic items in v10? I am finding both magic items module and Items with Spells modules lacking in functionality. Magic Items Module cannot seem to roll attack rolls(so scorching ray doesn't work) and Items with Spells can't handle complex charge usage nor does it handle multiple instances of a spell. I'm honestly about to just use macro.createitem instead. Make all 5 versions of cure wounds, mass cure wounds and lesser restoration as features that expend the staffs charges accordingly. I just don't see how to fix the two modules and there are no errors on the part of magic items module, it just flat does not work with midi apparently.
I haven't had those issues with my magic items
I have created circlet of blasting from scratch, I've checked versions, I have no idea why it refuses to roll attacks
but I've already gotten 3/4 of the way done going with macro.createitem so I don't need it solved anymore, just gonna have dae solve this
Custom Character Sheet Sections might be helpful if you just want to sort them into their own section on the sheet
One thing you can do actually, is setup their own section on the sheet with that module then drag it into your item folder
Then when you add it via macro.createitem it'll still have that flag
Same with setting it as a favorite
(with tidy)
I don't think Inventory+ handles spells?
I don't want spells to be on other pages, so I'm making them at will spells, basically exactly what items with spells does
only createitem lets me rename them and use cure wounds at all 4 tiers
oh custom charaftrer sheet sections allows you to mod sections on spell page?
is it v10 compliant?
Yep
ok will install it then
does tidy lag for you? I only just recently converted to it and I find it has a delay to things that the vanilla sheet didn't
Define lags
Because searching can be iffy
But beyond that I haven't had too much trouble with it
delay to things being interacted with on the sheet, deleting items, they delete, then a second later they are back, then they delete again
there is also a 2-3 second delay before the sheet opens the first time
See if it's another module interacting with it
kinda reminds me of roll20 character sheet lag
Dunno, is your PC not so great maybe?
I'd try to see if it happens with just that module
where is the changelog for dae, the one in the project URL is months old and v9
I'm trying to find the new rules around createitem
At the top of the page on gitlab change the dropdown box from master to v10
For some reason master isn't the v10 version for DAE and Midi
Honestly, I'm likely to just keep using Warpgate for my stuff
I just have a helper macro that I wrote that lets me grabs stuff out of the item directory
I like the lack of reliance on macros
Instead of having to hard-code the feature into the macro
Makes sense, but at the end of the day it's all just javascript. Whether it's a macro or a module doing it for you.
yeah but I can't even write my name right in english let alone js
I just saw your post in the dnd chat, is your circlet of blasting setup to use the charges in the magic item section?
It doesn't use the regular charges as far as I can tell.
I discovered that its wonky, if you have the item in the sidebar and are trying to be a good dooby and edit things there, you don't get access to the spell till its on the player(another thing I didn't like about that module). so I couldn't set the X/1 charge till it was on the player and when it drags over its blank/1 so its broken till you edit the spell and add a number in the blank field.
wrong module
oh
my message in dnd is for items with spells I believe
I had problems with both though lol
water under the bridge, I'm dedicated to doing it in dae now
I wonder how createitem would work with a module like midi srd, do the UUID's stay the same when you reference a modules compendium of items? So someone who makes a new midi srd with some createitem setups could have a banked compendium of just the stored createitem stuff?
or would that break when the compendiums move to a new world
I'd think the id would remain the same as long as it's in a compendium
aka install the module
How do I make an active effect on an item not apply at all until the items attuned?
right now it applies inactive and midi does not understand that and just starts adding the items
it also applies even when the items unequipped which I thought that wasn't a thing
That seems like an oversight
Even when transfer to actor when equipped is checked?
I think this is fixed in 10.0.22 - can you check?
So my rage macro.execute doesn't seem to be running? It never hits the debugger; 
DAE 10.0.13 and Midi 10.0.21 fyi
Checking now
Looks like it's fixed, thanks for the quick update.
You're using midi right? Does this macro need to happen multiple times or just once when it starts?
You should be able to use the On use Macros if it just needs to happen once.
Nah, I'm using the on and off parameters that DAE passes
Adding & removing visual effects, temporary items, and buffs
This just need to happen when the effect starts and ends?
As an alternative to the on and off thing, effect macros can do something similar.
I mean, it has functioned in the past, and I've got a whole lot of items and features set up like this. I appreciate the sentiment, though
What module adds those extra buttons to macros?
The execute for everyone and for specific users
That's advanced macros, which may be the culprit, I'll investigate
Looks like a recent version of advanced macros has broken things for others
Might need to rollback a version
Yeah I'll try that thanks
Yeah if you are on 1.19.1 of advanced macros module, things are getting wonky.
Can confirm, v1.19.1 of Advanced Macros breaks Midi/DAE
It changed how parameters are passed to Macro#execute
Midi does not use advanced macros anymore, but dae might still use it. Be warned the args[0] passed in midi macros is not safe to pass to advanced macros execute as GM macros - causes a call stack exceeded. DAE should be ok though, but have not tracked recent releases of advanced macros.
Ah it does not? Interesting!
Guys this is making me going crazy. I'm trying to disable the feature that puts disadvantage on ranged attacks when player has an enemy at 5 fts.
I put off all this options
but still happens
why?!
You used 0 in the wrong option. Look a bit further up
wait
Ranged attack when a foe is closer than this have disadvantage
0 disables ?
aaaaaaaaa
aaaaaaaaaaaaaaaaaaaaaaa
Fuck my eyes!!!!!!!!!!!!
dixlesia
Easy to make mistake!
@manic tendon Have the frightened condition as a DAE on the item and then use this as an activation condition.
workflow.isCritical && target.details.type.includes("undead")
Is there a repository of flags I can find to do things like that?
There isn't a matter of specific flags, but you can use workflow arguments, or source/target rollData etc to filter when something is activated.
https://gitlab.com/tposney/midi-qol/-/tree/v10#roll-other-formula-for-rwakmwak-roll-other-formula-for-spells
eg Do you want to activate something if you roll a 13 in the d20? workflow.attackRoll === 13 (might be misremembering that one cause I don't have Foundry open, but you get the picture)
So I'm currently trying to edit and add to my paladins aura of protection and a very odd thing is happening with DAE everytime a new character is added to the ae. Its rolling the inline ability mod constantly into chat.:
(I'm editing an owned item)
it is also doing it whenever the paladin moves into and applies the mod to the allies
its a v9 vs v10 thing. Apparently its very bad to wrap abilities in brackets in v10
Check your dae settings. There is a show roll in-line or something in one of them
See if that changes anything
nah I also was getting bad aa errors with the brackets and went away when I took brackets out. In v9 the brackets allowed for character sheets to show the modifier on them, in v10 thats not required anymore
fixes when you remove the brackets so no problem really
In Arbron Summoning, I do not see a way to do this part of Warpgate:
embedded: {Item: {
"Multiattack":{name: `Multiattack (${Math.floor(level/2)} attacks)`}
So do I still have to include the on use macro with just this or is there a way to modify this in arbron?
I also don't see a way to use arbron AND this on use macro then either.
doesnt look like renaming is integrated into the UI -- however, it still prompts warpgate events, so you could create an event trigger for "spawn" and change the name of the item then.
What is the it in your statement?
the only way I can access arbron that I can find is through special traits on the summons and then changing to summoning on the spell, and I don't see anything in those two locations that allow me to do anything like apply a macro.
Also is there no way to add animations to arbron summons?
the summoning process, it goes through warpgate, so all standard warpgate events (i.e. hooks) fire. You can use that as an entry point for further modifications
same idea, event triggers
my guess at what you mean is that I can somehow create world scripts or some sort of macro that then deploys, but then the question is, why arbron then?
I had assumed that arbron was a UI version of warpgate macros, but if I still need to do macros, why use arbron?
arbron's is a summoning and scaling mod, if you need to summon and scale creatures, that's the GUI approach
but yes, you could create a worldscript of warpgate event watchers that execute predefined animations on certain events
k, am also unable to get the attack to match the summoners because the summoner has a +1 attack/save mod. the match attack option in arbron doesn't account for it and when you try to mod attack modifiers over that it overrides it instead of modifies it which then makes the scaling in arbron broken cause then you have to override constantly when their wis or prof changes.
I'm trying to remove temp hp at the start of my turn using overtime effects, but it's not working; does anyone have any idea why?
This is what I've got on the overtime effect: turn=start, damageRoll=@attributes.hp.temp, damageType=none
try wrapping it in [[]]
I'll give it a try, thanks
@gilded yacht Your latest version broke the overtime damage when actionSave is true. It skips the damage roll that should be applied at start of turn
@gilded yacht Also, the workflow function expireTargetEffects does not handle the isSave expiry which can be received in the expireList param, see:
https://gitlab.com/tposney/midi-qol/-/blob/master/src/module/workflow.ts#L754
Note: in the special duration list from DAE there are a lot more options, one for each ability, e.g.: isSave.str.
These also are not supported by midi
I've been trying to set up a certain magical battleaxe that does max damage vs. plant creatures, but can't get the max.damage.mwak flag to respect the creatureType activation condition filter. Is a midi activation condition able to handle this use case? I'm looking at babonus too but it doesn't look like it's able to modify the damage roll this way
plenty of examples of activation conditions for creature type
mace of disruption comes to mind
the examples in the midi sample items compendium use a roll other formula
im trying to have a passive effect on the attacking actor apply to attacks vs creaturetype
You cannot do that without a macro. The activation condition will be triggered to late to adjust the damage already rolled afaik
What you possibly can do with v10, is to have the magic weapon transfer the AE on the actor anyways and that one to be the flag for max mwak, with a Custom test of target.details.type.includes("plant")
can bab do it?
not sure what you mean by how you transfer AE
this set up is doing max damage vs all
Transfer to Actor on Item equip
But still there are issues with that
Now that I think of it, you will need more than that cause this will apply to all attacks
Macro it is
Ok thanks for confirming. I’m doing some JS courses now but I’m not there yet 😅
Do you use DFreds CE?
Yes
Create a custom DFreds for the max mwak damage, with a special duration of 1 Hit: Expires on the next Spell/Weapon hit by the character
Next on the magic item you want, create a DAE with an effect of flags.midi-qol.onUseMacroName | Custom | ItemMacro,preDamageRoll and in the ItemMacro of said weapon paste this ```js
if (args[0].hitTargets[0].actor.system.details.type.value.includes("plant")){
await game.dfreds.effectInterface.addEffect({effectName:"the DFreds CE name you created", uuid:token.actor.uuid});
}
Change the name in the macro to match the DFreds CE you created
Also if you don't use ItemMacro module, create a script macro instead in you Macros folder. Then change the DAE to be: ```
flags.midi-qol.onUseMacroName | Custom | Name of the macro you,preDamageRoll
you could also just put the max dice damage in the versatile
small edit
i do use itemmacro -- should i still call it in DAE or can i use the details tab?
What's the name of the weapon? Need to make sure that the correct item is being used too
my guess is hew
Oh crap, overthinking it...
🐻 with me
ItemMacro on the Item... No DAE on the Item...
Macro on use in the details page of the Item.
ItemMacro | Before Damage Roll ```js
if (args[0].hitTargets[0]?.actor.system.details.type?.value.includes("plant") || args[0].hitTargets[0]?.actor.system.details.race?.includes("plant")) {
await game.dfreds.effectInterface.addEffect({effectName:"the DFreds CE name you created", uuid:token.actor.uuid});
}
Cannot test it right now and going off memory, so give it a whirl and let me know
no worries! Glad to hear that it works 👍
Make sure that the Dfreds is removed after the hit, cause otherwise it might need another special duration, but I think that this is the one
Optional chaining for the test. If something is undefined it will return just that and not throw an error
So the thing is that if the target is a PC the actor.system.details.type?.value will be undefined. Instead the system uses actor.system.details.race
*and the one before .actor is just for safe keeping if for some reason the hitTargets[0] is not defined and a damageRoll is made. Shouldn't be needed though anyways, but 🤷 *
have a feeling i'll be c/ping this snippet a bit to make more similar magic items, so appreciate the error handling
You could just make it return at once with a first line of js if (!args[0].hitTargets[0]) return; or ```js
if (!args[0].hitTargets.length) return;
i see args[0] in midi macros all the time...what is it referencing?
Its all the arguments MidiQOL makes available when you use an Item
Test it with a macro onUse ItemMacro | After Active Effects on an item of a test actor.
The macro itself ```js
console.log("MidiQOL args[0]:",args[0])
console.log("MidiQOL workflow:",MidiQOL.Workflow.getWorkflow(args[0].uuid))
Hello again. I found More-Automated-Spells-Items-and-Feats today which had a promising precision attack item macro, something I was wanting to do myself. After a few tweaks I was able to get it almost working, but something is breaking in this line newRoll = await newRoll.evaluate({ async: true }); with this error. I have been banging my head against it for a while, no idea where to go next. Any hints anyone?
What's the line 84 of the macro? 84 cause the macro is wrapped in an async call that adds 3 lines on the top for foundry)
this ought to be pinned, this is super helpful
its the newroll newRoll = await newRoll.evaluate({ async: true });
You can add it as an Actor onUse macro too and use this by default for your tests, not a specific item. So whatever item the actor uses
more automated spells is not v10, possible breakages afaik. Also the battlemaster setups are very strict, if you don't setup the superiority dice resource and other things right per the instructions the whole setup falls apart
Yeah not easy for me right now to check that macro. What is defined as newRoll before that call?
its defined the line before: let newRoll = new Roll(${workflow.attackRoll.result} + ${superiorityDie}, workflow.actor.getRollData());
basically just trying to add two rolls together
I can take a look later.
In the meantime throw a few console.logs in there to see when or what returns as undefined and breaks the rest.
thanks will do. ${superiorityDie} is looking fishy to me already 👍
That const theItem = workflow and then the call for theItem.name !=... too
yo, the actor doesn't have the superiority dice scale, I bet you thats the fail
Probably something like that
find out what is their definition for superiorityDie
It at least needs const theItem = workflow.item
will be a const = line towards the top
if I recalll when I was messing with it, the suite of features failed if you didn't have a proper battlemaster subclass setup the way he asks you to set it up, otherwise nothing works right
which means the feat that gives maneuvers wont work unless you janky in the fighter subclass
if you blindly imported battlemaster from an importer confirm its setup the way the instructions say so
i am trying to follow the instructions, heh. i will double check
also I think he requires s dice to be in the primary resource
there is a line somewhere in that macro that reads something like const superiorityDie = yada yada yada what is the yada part in the macro
its let superiorityDie = pcActor.getFlag("dae", "SuperiorityDie");
theres a superiority die feature with a dae on it, does he have it, its probably in that same compendium you got the precisiion strike from
superiorityDie is undefined, so thats looking like the problem. let me look
its been a really long time since I fiddled with it, once you get it working that whole battlemaster suite of stuff is soooo cool, but it hinges on complicated setups
Can you log this issue? I’ll need that soon 🙂
I went back to full warpgate macros, it just seemed redundant to have the module installed if I still had to use on use macros
So spiritual weapon. The Midi Qol one seems great, but is there a way to have different token images depending on the player casting it?
Multiple clerics in my game, and both have different spiritual weapon art
Does it not just summon an actor from your sidebar that you can adjust? Haven’t used it in a while
It does, but it will summon the same actor for all characters
So if there's a custom token for the art, both characters just get the same token/same art
I use the token variant art module for this it summons as a basic thing and the players pick their image after
Ah, maybe I'll try that, thanks
Or you could just tweak the macro in each slightly to look for a different named actor
or you can just edit and make a spiritual weapon1 and spiritual weapon2 and edit the sample item for them so it points to the right actors
Also, I was playing around with trying to get things like Hex actually working properly. Created custom nested convenient effects that apply the disadvantage part, but am struggling to understand how I could get the damage roll to work
I've noticed most modules kind of shy away from hunters mark/hex so I assume there's some kind of technical issue that's hard to overcome
There are automated hexes, but man do I go crosseyed thinkin of how yalll automate that well, I just don't fast forward and rely on advantage reminder module for the complex damage mods
Look at the Hunters Mark midi sample, it’s good
Oh what? I didn't see that in the item compendium
Only downside is you need to recast to shift targets… just do it and don’t spend the spell slot. The duration will reset tho
Does it query which actor is attacking? I assume it sets some kind of condition marker for the mark
you can now put a macro.createitem feature in the ae for hex that rolls to self and creates a feature that moves it
I use Crymic’s hex, it has a nice selector for the debuff and anims… no fiddling needed
Is that a module?
I found what i think you are refering to, and yes it should set a flag via pcActor.setFlag("dae", "SuperiorityDie", flagData) as far as i can tell. But let superiorityDie = pcActor.getFlag("dae", "SuperiorityDie"); is coming back as undefined, so something between the two is not working. I am looking in more, thanks for the help its put me on the scent at least
He has a Patreon with tons of pre-made spells etc
show me the effects tab of the battlemaster
I was looking at spells instead of class features, I'm dumb
oh edit the item macro of the feature thats giving that, "Superiority Die"
Has someone done this here? Or is it just theoretical
how on earth did you get the v9 to load into v10 for that module lol
I don't see why you couldn't but it is theoretical
Also, for the midi sample items. Is there a way to have the effect set as the default? I'm importing characters with ddb-importer
i dont see any data references
do you have a battle-master?
So for instance, is there a way to have spiritual weapon just pull from the midi sample rather than whatever gets imported from the compendium?
isn't that a spelling error on thepcActor.setFlag line?
yes, should be. I will try to debug it more, make sure it thinks i am battle master
isn't it suppose to be superiorityDie?
edit the battlemaster subclass feature, and see what it calls itself in like...the middle tab?
@gilded yacht did say he was going to think about an elegant way to move hunter’s mark and that would be nice. If it used createItem to give you a temporary feature that unmarked an existing target and let you apply the mark AE to a new one. Hopefully he will update the midi sample at some point
Then the duration would be correct
I'm not an expert Balrog, but I dunno, that SuperiorityDie seems weird to me, most of the guys here lowercase the first word and wasn't it calling a lowercase superiority in the error?
oh actually lets pause for a second, do you have Advanced macros installed @late fractal
yes to advanced macros
if you do, what version cause the newest breaks midi
1.19.1
um....I think thats the bad one
I dunno I purposely held mine back for this reason lemme look up the page
yeah drop 1.19 and get 1.18
Just been following this, when your weapon hits a plant creature, is it just to remind you and then you inflict max damage manually or is the outcome of the roll always max? I have it working to the point where it adds the Dfreds CE to the character but it just rolls damage as normal. 😕
i disabled it entirely, no change
if you edited anything you may want to try it again as is, for all we know advanced macros was getting in the way
does more automated install right or did you carry the compendium over?
i think its to do with superiorityDie, something not quite right there
I reallly think its a spelling error in those two lines towards the bottom
well could be. i used DDB importer, that seems to cause me errors like this
Could you try superiorityDie instead of SuperiorityDie
hol up, make sure your battlemaster subclass is spelled right then
battle-master in the identifier field
importers are notorious for this mistake
edit the battlemaster subclass and look at this field
it should say "battle-master"
looks ok
k, then I say try editing the SuperiorityDie to superiorityDie
where was that again?
nevgermind I scrolled up that won't fix it
if you edited that, undo it sorry bud
where is your superiority dice resource?
If I recall, the whole system fails if its not primary
ok....either try Die instead of Dice...or wait for me to install the module lol
you can probably sus out what its looking for in the subclass advancement
either that or theres a feature for it
changing "Dice" to "Die" just broke it worse. I think its something else
hang in there I need to install it
its something with the flag. It gets set, but not getting found
take that sequence in that latest macro where it sets the flag, and share it in #macro-polo and ask them if that works in v10
cause its not just data.data that needs to be swapped, there are other nuanced stuff
is the actor unlinked???
should be unlinked
no, I don't think you want that, players should never be unlinked
but also I think its flagging the canvas actor
ok well that was a shot in the dark anyway
share that whole macro in macro polo and pray someone catches a v10 issue
have to take a break now, ill get back on this tomorrow
for the dfreds effect, apply to self when item rolled, and flags.midi-qol.max.damage.mwak | custom | 1
@violet meadow
I thought these need to have their actual names in them?
Hmm might be misremembering now.
Some things have changed and itemMacro would link to the correct item uuid automatically.
There are cases that still need the name though.
nah I narrowed down the problem its in the macro polo waiting for an answer, I think theres a v10 error in the linked stuff in macro polo
its saying resources not defined
@late fractal After installing and setting it up. I don't know exactly if this is your solution or not but you need to edit the item macro on Precision strike and replace it with this:
to be clear thats the item macro on "Maneuvers: Precision Attack". And that does not fix the broken link in the item, that we'll have to figure out the hard way
the yes/no buttons have broken icon links
Hmm. Spirit Guardians doesn't seem to be entirely working for me
If the enemy starts the turn in it, it saves/damages as expected
but it doesn't seem to upon entering it for the first time on the enemy turn
Get the one from MidiQOL sample items compendium and use that one if you aren’t currently
Yeah that's the one I'm using
Or if you want search for a template macro + effect macro one that I made
applies the effect on the token once it enters, but doesn't apply the damage/save
start of turn damage works though
The MidiQOL one should do it.
The Avtibe Auras one doesn’t
Ah wait are you on MidiQOL 10.0.22?
Yeah there is a bug that I haven’t tested. Check this <#1010273821401555087 message>
the newest midi has a problem in it look at elwins latest posts
Yeah that’s the links
Yeah you can find previous versions in the repository. Get one earlier then .21 too, as that one had another issue
Just export settings prior?
Exporting settings just to have them safe is a good idea, but downgrading shouldn’t reset your settings as they are saved in the world, not the module folder
Sorry for the barrage of questions. Is it a manual process I need to copy it to the server? Or should I be able to find a manifest path for v10.0.20?
Just paste the path to the manifest json into the field at the bottom of the install module tab
Ah, it's the module.json
thanks
Ah bummer. Spirit Guardians still doesn't work on v10.0.20
0_o are you in combat?
and is active auras enabled?
(and midi qol)
Has the midi one been updated to work on enemy entry? It didn’t use to do that
the v9 one does in v10 /shrug
oh wait it rolls nothing though lol, thats probably because of lack of shims lol
Ah but I’m guessing only on the creatures turn (not forced movement)
god these module setting resets are killin me
I do not think that is raw, I seen you guys say that a few times, and I really do not think that is how its done but its your table /shrug
Go read the sage advice rules clarification on the WotC site. They even say it’s clever gameplay
I’ll save you the trouble
I doubt you'd ever be able to get that to work automated however...I bet you a macro.createitem could bandaid any edge cases hehe
where it doesn't automate the roll just fire the feature created by sg
Bugbear got it working and then it broke somehow lol
did they definitely get it to work with forced movement or just their turns movement
It probably works with his new template macro SG
Forced
That was specifically what he was going for
I saw it working in v9 with his earlier draft
But then he changed tack to template macro for v10
what version of advanced macros are you on
Once that’s nailed it should be able to be applied to moonbeam etc
Hi, I'm sorry this is probably asked for a lot. is there a way to add token dark vision (as in override the token's vision) with a temporary effect flag?
or do I need macro magic
You can do this with an active effect
Active Token Effects module allows for this but its brand spankin new in v10 and the keys are misaligned in DAE atm so you'd have to get someone to share you the right keys or the quickref doc
all the lights work, the sight ones are all new and dae points to the v9 formats
I have no idea still on what happened there.
The Template Macro one should be fine though!
Well at least when the MidiQOL issue with OT is fixed
like this, if I had the right key?
that looks like a twilight cleric
sure is
I’ll find the keys
its the maxpat reference doc
wait a minute
what version of foundry are you on @unborn cosmos
v10
where is that window?
can't believe that works in v10 lol
that is not what you want though
do you have dfreds CE(you don't need it, but it'd be easier)
yah
are you just trying to do the clerics vision or are you trying to do the big feature one that he makes everyone have it?
the 1 hour [wis mod] allies feature
This is the key
the cleric will always have the darkvision, so I just did that on his prototype token
1.19.1
needs a range set too lukas
Active Auras is 0.4.24
that version of advanced macros breaks midi, revert to 1.18
Oh what really
and this is why folks shouldn't click their updates, new stuff is often broken
very often broken for automation setups
I'm very happy with my automation so I'm pretty much gonna freeze it like this until there's a huge reason to upgrade
you should aspire to have a stable setup, so clicking update on 100 different authors projects will inevitably lead to bad module and system interactions, once you got a stable, stay with it till you need to update
Good memory, this is how it needs to be set up
you need to make the feature have an active effect using keys that none of us have premade to show you
I don't think thats right either
I'm getting things set up for the first time, so unfortunately it was the first time I've downloaded it
its in maxpats quickref I did it for goggles of night yesterday
I think Kaelad made it so if you use range it assumes enabled
ATL.sight.range | override | 300
ATL.sight.visionMode | Override| darkvision
I don't think dnd5e uses detection modes does it? either way the feature doesn't change what you detect so theres no need to change that
Oh sweet well if that works then run with that
Yeah you can use detection modes but don’t need to in this case
I'm guessing that its OVERRIDE, the document doesn't say which drop down to use
Should be yeah
Interesting, advanced-macros won't seem to let me downgrade
targeting the 1.18 tag, am I doing something wrong here?
So @unborn cosmos whatever the features called, go to its effects tab, and add a new temporary effect, have it not have anything checkd in the first tab, and then for the AE have it do 2 keys like my codes above
even uninstall/reinstall seems to grab latest with this
yeah, I'm doing it. I just did the changes to the active temporary effect instead of on the feature itself
but it worked, just gotta redo it
manually insert that url at the bottom ofthe addons menu
thank you so much
Here yeah? Still just defaulting to latest
yep
Worst case just download the zip and extract it in your modules folder
uninstall and use the zip I guess
if you look at that module json its not even 1.18 either lol
I was about to send 1.17 zip to them here but thats a safer way, I could be a raving hacker lunatic hehe
If you were you'd be playing the extreme long con
Hey thank you, that worked
were you able to get that active effect setup on your twilight cleric feature?
they won't auto complete, the keys aren't saved in DAE yet
cause its a really new change to ATL
lol, so alright. Now the trigger upon entry is working
BUT, I tested it and it just keeps looping the trigger
yeah we need to lead with the advanced macros question for all problems for now on guys lol
So it just keeps rolling for damage and prompting a saving throw over and over lol
THAT is midi isn't that the problem guys?
isn't that an elwin bug?
Sounds like you are on v10.0.21 of MidiQOL
yeah it works 👍
or possibly outside combat and time is playing?
Ah was it there already?! Never noticed 😄
go another one back maybe?
I'll try 10.0.19 yeah
it was probably Elwin that found it look for elwin posts lol
I would just wait if it's not needed like in the next couple of days probably 🤷
I have a session on sunday night but my cleric doesn't have SG prepared 😎
Unfortunately we have a session coming up and they'll definitely be using SG
trying to test everything out to make sure it's all working
Do you want to automate it fully?
You can just create a "weapon" on the Cleric when they cast it
and they will roll manually when needed. Like Spiritual Weapon from MidiSRD
fyi, you also want to set tht feature up as needing targets, you said 3, so 3 | Blank | ally and then X | Blank | Feet
for range/target
While I'm here, is there a midi flag for damage over time?
I'll set that, thanks
like caustic brew, 2d4 at start of turn
yes but it requires some understanding, the best place to get overtimes keys and info is the midi readme, its really easy and the best reference for it
although caustic is gonna probably require an item macro
I'll check it out
mostly when I need to add effects to spell I just add the effect to the spell itself, and it's worked so far
like I got Mind Sliver to work this way
Yeah, may end up doing something like that. 10.0.19 has the same problem
I forget how caustic works, if its like acid arrow you might be able to pull it off, if you have midi srd look at melfs acid arrow for guidance
obviously tashas castic is a template spell, but same idea with the overtime
I think, I might be misremembering the spell
this readme is pretty good at explaining, I should be able to figure this out
I have to say that even though I played around to have it fully automated (and it seems to be working OK at least when only one instance is on the scene), I would just use the DAE macro.createItem to put a "Spirit Guardians attack" on the inventory of the caster and that way they feel more involved too!
It would still need one update after it's created to make it have the proper damage based on casterLevel, but doable.
If they forget, tough luck 😅
Seems to work exactly as needed
unless upcasting I guess
I'll just tell my players to not upcast
That would take a macro to properly detect the castLevel and create the OT accordingly
if a player really wanted to upcast it I could just have them manually roll Nd4s and apply as damage
Or when they upcast you change the 2d4 quickly manually to what it needs to be 🤷
Thanks for all your help on this everyone. Actually starting to get it. Got Hex working near perfect as well
At least everything except the recast on another target
Recast it without expending a spell slot. As it is concentration it will delete it from the previous target
Yeah that's what I'm going to do as a workaround
no need to go all fancy trying to delete it with a macro or anything, which can be done though with some flags added on the caster upon the initial casting of the spell
Also, I don't think I'm able to get absorb elements working from the midiqol items
Doesn't seem to show up on the reaction prompt
hmm the target needs to be damaged, and probably to have available slots and the spell prepared
Yeah, no that's my fault. Misunderstood where it happens
After I clicked the damage processing it went through
damageRoll=(2*@item.level)d4
does that work if I attach the effect to the spell and not an item?
I ask, instead of just testing
like a monkey
can I ask why you have damagebeforesave?
it's not needed. one of the first OT effects I made so I never updated it
Ok, so now I have one more question
Eldritch blast multiple beams, or Scorching ray or the like
Is there any midiqol solution that works for those?
Might as well ask, though this might be a bit out there. do you guys use dndbeyond importer? I want my players to do most stuff from foundry, but leveling up is easier with dndbeyond. do these checkboxes generally play nice with all these features and flags I'm adding to stuff?
I'm hoping retain active effects will save most of my work