#MidiQOL

1 messages · Page 32 of 1

violet meadow
#

ItemMacro sheet hooks?

vast bane
#

oh good point I didn't check that with my impromptu v10 setup

#

@sonic inlet ⬆️ check this

#

make sure it looks exactly like mine

violet meadow
#

Well the main concern is the Character Sheet Hook to be NOT checked

stiff basin
#

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

sonic inlet
#

yep, same, Item Macro, nothing ticked

violet meadow
vast bane
#

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?

sonic inlet
#

keep ATE and Advanced macros disabled still yeah?

vast bane
#

Neither bugbear nor I told you to disable advanced macros

violet meadow
sonic inlet
vast bane
#

can you show us the map with the actor on it? with them selected?

stiff basin
sonic inlet
violet meadow
vast bane
#

yeah edited it already, but for you, show us the map area in a snippet with the token selected

sonic inlet
vast bane
#

that is definitely the actor?

sonic inlet
#

maybe I'm confused what you mean by actor?

stiff basin
celest bluff
vast bane
#

does he have the goggles equipped?

sonic inlet
#

yup

vast bane
#

show us the effects tab of that actor there 3 over from inventory

sonic inlet
vast bane
#

edit that and show us the effect tab of that

sonic inlet
vast bane
#

does he have any temporary effects on him?

#

they'd be above it

#

in the second image up

sonic inlet
#

no that was it

#

no temporary effects

vast bane
sonic inlet
#

Alright, gimmie a sec

vast bane
#

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

stiff basin
sonic inlet
vast bane
#

wrong DAE

#

oh boy we really should have nailed these down first lol

#

oh wait wrong both

sonic inlet
vast bane
#

midi qol and dynamic active effects using active effects

violet meadow
#

Actually it all might boil down to the Goggles of Night sample item have issues...

#

I can check in 5

vast bane
violet meadow
#

v9 or v10?

vast bane
#

I'm on my v10 build

#

well build 288

violet meadow
#

Does the token have Vision enabled in the first place?

vast bane
vast bane
#

yeah the token has vision enabled

#

it also has the settings right

sonic inlet
vast bane
sonic inlet
#

My bad

vast bane
#

k go out to the menu and install the module Find the Culprit

sonic inlet
#

Ok

vast bane
#

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

violet meadow
#

Official ATE version landed not that long ago

vast bane
#

@fallen token
the actor is not gaining these what am I doing wrong?

violet meadow
sonic inlet
#

No, should I?

vast bane
#

I don't have it and it worked fine

#

I got it to work with ATL though

violet meadow
#

No I mean it could interfere if it was on

vast bane
# sonic inlet Done all that still 🙁

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.

sonic inlet
#

Ok, sounds cool

#

uninstall this

vast bane
#

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.

vast bane
sonic inlet
#

I make a new basic ass item

vast bane
#

import data and use my new item I just uploaded as the data source

sonic inlet
#

yep

vast bane
#

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

sonic inlet
#

I still need to install the BRAND SPANKIN NEW officially published active token effects/lighting

vast bane
#

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

sonic inlet
#

I'm sorry dude, It's still not working

vast bane
vast bane
sonic inlet
#

BINGO!

#

I literally danced a little jig

#

Fricking awesome, thank you so much. You have the patience of a saint

vast bane
#

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

sonic inlet
#

would I just change that to light amplification for green tint?

vast bane
#

otherwise the guys gonna see green even during the day

#

darkvision respects the color of lights

sonic inlet
vast bane
#

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

sonic inlet
#

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

vast bane
#

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

sonic inlet
#

Yep, that works very nicely

vast bane
#

give it a few days and things will be smoother for vision keys in atl

sonic inlet
#

I can't get it to go night vision

#

I typed light amplification, lightamplification & nightvision. What else could it be?

sonic inlet
#

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

molten token
#

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?

vast bane
#

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

fathom socket
#

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.

undone sorrel
#

is there a midiqol/ dae flag to hide temporary effect icons?

violet meadow
violet meadow
fathom socket
#

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

violet meadow
#
await game.user.targets.first().document.update({"sight.enabled":!token.document.sight.enabled})
fathom socket
#

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

dark canopy
violet meadow
fathom socket
#

thank you so much!

hot flower
#

where would I find the text of things like, MidiMacros.levitate(args)?

#

looked in the midi, DAE and DDB respositories.

dark canopy
hot flower
#
    at <anonymous>:1:1
(anonymous) @ VM64618:1```
dark canopy
#

then it is not defined currently

#

meaning it doesnt exist

hot flower
#

does it need midi SRD turned on?

dark canopy
#

it sounds like a midi srd symbol

hot flower
#

ok. that did it. Needed the SRD module enabled.

oblique scaffold
#

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.

violet meadow
oblique scaffold
violet meadow
oblique scaffold
#

gotcha, I'll have to try troubleshooting later then, thank you

vague relic
#

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

dark canopy
#

what is the full error? it will tell you what it was trying to reference

vague relic
#

just replace intelligence with int

#

since I got the same error for both

violet meadow
#

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 😁

vague relic
#

yeah, dunno what to put instead

#

i don't think sourceActor worked either

violet meadow
#

Yeah sourceActor.system.abilities... etc

vague relic
#

ahhhh, the .system i was missing

violet meadow
#

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

vague relic
#

I tried this, but now it's saying .mod is the issue

#

even though i logged the path, and it's mod

violet meadow
#

Check again 😁

#

Spot the difference?

vague relic
#

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

coarse mesa
#

@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)

vast bane
coarse mesa
vast bane
#

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

violet meadow
#

I will check

coarse mesa
# vast bane

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 😔

vast bane
#

pretty sure I can use item.level or spelllevel in my advantage reminders but I forget, could probably test with that smite setup lol

molten solar
#

Ah, I was thinking of cantrips.

#

Yeah, you need to set the formula for leveled spells.

coarse mesa
dark canopy
#

yes, just be sure to turn off the automated scaling

molten solar
#

whichever works I guess

dark canopy
#

or that, yep

coarse mesa
#

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) 👀

lunar notch
#

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.

molten solar
vast bane
#

and I think actor on use macros are folder/system macros and you reference the name in actor on use

lunar notch
#

Hmm okay

vast bane
#

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

lunar notch
#

Haha

vast bane
#

or worldscripts

lunar notch
#

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

vast bane
#

that sounds really weird to me

#

you don't apply ae's to items, you create them on them

lunar notch
#

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

vast bane
#

its an override key to 19 yes

#

I don't think ae's are token related at all

lunar notch
#

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

vast bane
#

I would just use dfreds to deploy the system, instead of banking it all on the character

lunar notch
#

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

vast bane
#

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

lunar notch
#

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

vast bane
#

reddit is a rock solid source of nonfiction 8)

lunar notch
#

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

wind fossil
#

ItemMacros live on the item. look for a name/icon at the top of the item window, next to the sheet config

vast bane
#

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

lunar notch
#

Oh ok so I can just be lacking Item Macro then

#

haha

#

Yep

vast bane
#

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

lunar notch
#

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

vast bane
#

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:

  1. A second key added to the same AE fails to remove itself(or maybe its just shields that fail to remove themselves)
  2. Items do not transfer with proficient/equipped so you must have them prechecked in whatever compendium they are stored in.
  3. The above errors happen very often no idea what they are referring to.
  4. 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).
violet meadow
#

Create repository issues for these!

vast bane
#

oh wait, he uses the other site doesn't he lol

fallen token
vast bane
#

so instead of 1d8[fire]+bonuses, it would be 0+1d8[cold]

coarse mesa
#

There isn’t a way to put 0 as the original damage formula?

vast bane
#

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?

fallen token
vast bane
#

oooh thats right, damage is global

#

I'd probably still do it for chaos bolt users lol

lunar notch
#

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.

vast bane
#

just do a basic summon macro for it?

fallen token
lunar notch
vast bane
# lunar notch I disabled all the roll Automations for it, hmm so odd

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

lunar notch
#

Is that like the Animate dead?

#

I was just trying to use Warp Gate haha

vast bane
#

sorta, its animate dead x 5

#

nobody uses skeletons ;p

lunar notch
#

Lol

vast bane
#

my above macro is warpgate

#

(and sequencer)

lunar notch
#

Yeah I see hehe, okay lemme try this out

#

When you say 'Sidebar'

dark canopy
vast bane
#

you probably have to drop line 3 and 6

lunar notch
#

You mean in the Actors folders?

vast bane
dark canopy
#

yep, it was a good thing prior to...just a few days ago

lunar notch
#

Holy shit that's awesome

#

It worked 🙂

#

On Execute Macro at least

#

Incredible

vast bane
lunar notch
#

Legendary Action -- Call Reinforcements or Soul Ripper 🙂

vast bane
#

pop it into the item macro

dark canopy
#

prior to spawning, i load in any textures I could find being referenced

molten solar
lunar notch
#

There's no like 'Wildcard' spawning tho at all right?

vast bane
#

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

dark canopy
lunar notch
#

I can't just be like getName("anything with Star in it)

dark canopy
molten solar
vast bane
lunar notch
#

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

molten solar
#

Item Macro is not related to Midi at all.

vast bane
#

I have an open dialogue macro saved somewhere but I get the feeling it would be highly janky to use it for warpgate summons

lunar notch
#

Oh ok I thought because it was under the Item properties menu

molten solar
#

Midi just likes to use item macro in its own way. Emphasis on its own way

lunar notch
#

Ahhhh

molten solar
#

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.

lunar notch
#

This is honestly perfect atm, though I'm still working on spawning randomized Token Stats 🙂

lunar notch
#

Because I plan to alter or update that Naming compendium for another Addon

molten solar
#

Is it the actor name?

lunar notch
#

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

molten solar
#

and you want a random one from all actors with a * in the name?

lunar notch
#

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

dark canopy
#
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?

coarse mesa
errant gull
#

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?

lunar notch
#

But I also use Items with Magic

molten solar
lunar notch
#

So idk how that works with that Macro

coarse mesa
lunar notch
#

I have my NPCs have their own amibigous 'Talent Tree' if you will haha

dark canopy
#

it doesnt, that script is a standalone randomizer using warp gate (re other modules and the script randomizer)

molten solar
coarse mesa
#

The macro itself could probably do that?

molten solar
#

So you have to do something to prevent it?

coarse mesa
#

There is the called before item is rolled trigger

lunar notch
#

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

vast bane
errant gull
#

Ahhh, got you.

#

What does rwak/mwak/msak/rsak mean?

molten solar
#

melee/ranged spell/weapon attack

errant gull
#

Ah, nice okay cool.

#

Thank you!

vast bane
molten solar
#

Neat.

#

Here's the Item Macro way to do it:

coarse mesa
vast bane
#

I use this scriptlet for all the TCE summons

vast bane
lunar notch
vast bane
vast bane
lunar notch
#

Haha I know lol

vast bane
#

my scriptlet above is totally bugbears work btw, I don't know stuff like that lol

coarse mesa
# vast bane

Yeah I get it, it sounds like that option upgrades the damage roll dialog tho… that’s what I expected

vast bane
#

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

lunar notch
#

Yeah I use that one as well, for like 'mistakes' made haha

vast bane
#

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

lunar notch
#

Or for RP when the Party discovers they are in fact resistant

vast bane
#

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

molten token
#

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?

celest bluff
#

you can change the bindings

lunar notch
#

Isn't there a Midi button to toggle that per Attack roll?

molten token
molten token
#

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"

coarse mesa
#

You could probably achieve that pretty easily with DFred’s CE

vast bane
#

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?

celest bluff
#

my players just suck it up and do it

#

the only times I have issues with holding event keys is with token hud

coarse mesa
#

If they want a toggle and an AE showing, that’s pretty much what DFred’s is made for

molten token
#

Yeah

#

I just need some easy toggles on thier hotbar if someone csn help me with it

celest bluff
#

You can just make a dialog with 3 choices

vast bane
vast bane
molten token
#

I barly know how to make a custom weapon lol

celest bluff
#

normal, advantage, disadvantage

#

pretty much

vast bane
#

just give everyone reckless attack lol

#

oh wait help action right?

molten token
#

They don't wanna see that dialog Button show up

vast bane
#

dfreds ce help action is exactly the toggle you want

molten token
#

I got dfreds ce

vast bane
#

oh apparently I made my help action its not default in dfreds

lunar notch
#

Personally I just end up Homebrewing some things around Midi or things in Foundry lol

vast bane
#

game.dfreds.effectInterface.toggleEffect("Help Action")

lunar notch
#

Like Flanking giving Auto-Advantage

vast bane
lunar notch
#

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

celest bluff
#

we decided not have flanking, they don't want to get railed by it

lunar notch
#

Haha yeah

molten token
#

So any help? ^^

vast bane
lunar notch
celest bluff
#

My players are like "I want this!", and I reply with "it's a two-way street"

vast bane
#

make the above help action, name it what you want, use the macro below in the hotbar

lunar notch
#

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

vast bane
#

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

celest bluff
#

I include some jb2a into my stuff if it's not too much of a hassle

coarse mesa
#

Pretty sure if you drag a CE to the hotbar it becomes a toggle?

celest bluff
#

I personally go with the manual way with the AE setup for toggling for attacks. I don't use CE

vast bane
molten token
#

If midi had a simple togglr i would be so happy

vast bane
#

midi has advantage/disadvantage flags

celest bluff
#

I would personally write an AE effect that auto ends at end of turn. Just nab a dialog macro or use warpgate menu

molten token
vast bane
#

my help action ends at start of their next turn

#

special duration

hot flower
#

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)

coarse mesa
celest bluff
#

or you can do a preItemRoll and update the item to include a save

coarse mesa
# molten token Step 1, draw a circle, step 2, draw the owl

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:

vast bane
#

hotbars do not transfer via account, unles you drive to that players house and login on their computer, its client based

coarse mesa
#

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

vast bane
#

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

coarse mesa
#

Yeah I just tested with 0 modules so it must be core that hotbars are stored in the user account (not client)

vast bane
#

yeah my bad

coarse mesa
#

Some of my players would be completely lost if I didn't do that lol

violet meadow
#

For v10

hot flower
#

You rock, as always, @violet meadow

scarlet gale
#

@violet meadow You ever make more progress with your spirit guardians template macros?

#

Or is the last version you put here still current

scarlet gale
#

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.

violet meadow
oblique scaffold
#

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

violet meadow
violet meadow
oblique scaffold
#

gotcha, all good, thank you for the info, I look forward to the fix!

scarlet gale
#

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

gilded yacht
scarlet gale
#
turn=start, rollType=save, saveAbility=con, saveDamage=halfdamage, saveRemove=false, saveMagic=true, damageType=poison, damageRoll=5d8, saveDC=21```
vast bane
#

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

vast bane
#

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.

scarlet gale
#

I haven't had those issues with my magic items

vast bane
#

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

scarlet gale
#

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)

vast bane
#

I have inventory+, but I actually think I can make them all at will spells

scarlet gale
#

I don't think Inventory+ handles spells?

vast bane
#

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

scarlet gale
#

It won't be on another page

#

It'll be in it's own section

vast bane
#

oh custom charaftrer sheet sections allows you to mod sections on spell page?

scarlet gale
#

Yep

#

I use it for my multiclassed characters

vast bane
#

is it v10 compliant?

scarlet gale
#

Yep

vast bane
#

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

scarlet gale
#

Define lags

#

Because searching can be iffy

#

But beyond that I haven't had too much trouble with it

vast bane
#

delay to things being interacted with on the sheet, deleting items, they delete, then a second later they are back, then they delete again

scarlet gale
#

I haven't had that happen

#

Maybe try find the culprit and keep tidy on

vast bane
#

there is also a 2-3 second delay before the sheet opens the first time

scarlet gale
#

See if it's another module interacting with it

vast bane
#

kinda reminds me of roll20 character sheet lag

scarlet gale
#

Dunno, is your PC not so great maybe?

#

I'd try to see if it happens with just that module

vast bane
#

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

scarlet gale
#

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

vast bane
#

ah hah thanks

#

Wish createitem could take a series of item uuids in the same key

scarlet gale
#

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

vast bane
#

I like the lack of reliance on macros

scarlet gale
#

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.

vast bane
#

yeah but I can't even write my name right in english let alone js

scarlet gale
#

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.

vast bane
#

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.

scarlet gale
#

You wouldn't put charges on the spell

#

Let the magic items module handle that

vast bane
#

wrong module

scarlet gale
#

oh

vast bane
#

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

scarlet gale
#

I'd think the id would remain the same as long as it's in a compendium

vast bane
#

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

scarlet gale
#

That seems like an oversight

coarse mesa
gilded yacht
jagged bear
#

So my rage macro.execute doesn't seem to be running? It never hits the debugger; thonk_concern

#

DAE 10.0.13 and Midi 10.0.21 fyi

scarlet gale
scarlet gale
scarlet gale
#

You should be able to use the On use Macros if it just needs to happen once.

jagged bear
#

Adding & removing visual effects, temporary items, and buffs

scarlet gale
#

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.

jagged bear
#

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

scarlet gale
#

What module adds those extra buttons to macros?

#

The execute for everyone and for specific users

jagged bear
#

That's advanced macros, which may be the culprit, I'll investigate

scarlet gale
#

Looks like a recent version of advanced macros has broken things for others

#

Might need to rollback a version

jagged bear
#

Yeah I'll try that thanks

violet meadow
#

Yeah if you are on 1.19.1 of advanced macros module, things are getting wonky.

jagged bear
#

Can confirm, v1.19.1 of Advanced Macros breaks Midi/DAE

#

It changed how parameters are passed to Macro#execute

gilded yacht
# jagged bear 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.

jagged bear
#

Ah it does not? Interesting!

unkempt cypress
#

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?!

violet meadow
unkempt cypress
#

wait

violet meadow
#

Ranged attack when a foe is closer than this have disadvantage

unkempt cypress
#

0 disables ?

#

aaaaaaaaa

#

aaaaaaaaaaaaaaaaaaaaaaa

#

Fuck my eyes!!!!!!!!!!!!

#

dixlesia

violet meadow
#

Easy to make mistake!

violet meadow
#

@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")

manic tendon
#

Is there a repository of flags I can find to do things like that?

violet meadow
#

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)

vast bane
#

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

violet meadow
#

Check your dae settings. There is a show roll in-line or something in one of them

#

See if that changes anything

vast bane
#

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

vast bane
#

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.

dark canopy
#

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.

vast bane
#

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?

dark canopy
dark canopy
vast bane
#

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?

dark canopy
#

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

vast bane
#

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.

manic tendon
#

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

vast bane
#

try wrapping it in [[]]

manic tendon
#

I'll give it a try, thanks

sudden crane
wind fossil
#

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

vast bane
#

plenty of examples of activation conditions for creature type

#

mace of disruption comes to mind

wind fossil
#

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

violet meadow
#

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")

vast bane
#

can bab do it?

wind fossil
#

not sure what you mean by how you transfer AE

#

this set up is doing max damage vs all

violet meadow
#

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

wind fossil
#

Ok thanks for confirming. I’m doing some JS courses now but I’m not there yet 😅

wind fossil
#

Yes

violet meadow
# wind fossil 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

vast bane
#

you could also just put the max dice damage in the versatile

violet meadow
#

small edit

wind fossil
violet meadow
#

What's the name of the weapon? Need to make sure that the correct item is being used too

vast bane
#

my guess is hew

violet meadow
#

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

wind fossil
#

heck yeah that worked

#

just finished testing vs non plants

#

thanks for the help

violet meadow
#

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

wind fossil
#

yeah i see it pop up and apply and remove

#

what do the ? signs before .actor do?

violet meadow
#

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 🤷 *

wind fossil
violet meadow
#

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;

wind fossil
#

i see args[0] in midi macros all the time...what is it referencing?

violet meadow
#

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))

late fractal
#

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?

violet meadow
#

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)

wind fossil
late fractal
#

its the newroll newRoll = await newRoll.evaluate({ async: true });

violet meadow
vast bane
#

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

violet meadow
late fractal
#

its defined the line before: let newRoll = new Roll(${workflow.attackRoll.result} + ${superiorityDie}, workflow.actor.getRollData());

#

basically just trying to add two rolls together

violet meadow
#

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.

late fractal
#

thanks will do. ${superiorityDie} is looking fishy to me already 👍

violet meadow
#

That const theItem = workflow and then the call for theItem.name !=... too

vast bane
#

yo, the actor doesn't have the superiority dice scale, I bet you thats the fail

violet meadow
#

Probably something like that

vast bane
#

find out what is their definition for superiorityDie

violet meadow
#

It at least needs const theItem = workflow.item

vast bane
#

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

late fractal
#

i am trying to follow the instructions, heh. i will double check

vast bane
#

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

late fractal
#

its let superiorityDie = pcActor.getFlag("dae", "SuperiorityDie");

vast bane
#

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

late fractal
#

superiorityDie is undefined, so thats looking like the problem. let me look

vast bane
#

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

coarse mesa
vast bane
#

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

strong yew
#

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

coarse mesa
#

Does it not just summon an actor from your sidebar that you can adjust? Haven’t used it in a while

strong yew
#

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

vast bane
strong yew
#

Ah, maybe I'll try that, thanks

coarse mesa
#

Or you could just tweak the macro in each slightly to look for a different named actor

vast bane
#

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

strong yew
#

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

vast bane
#

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

coarse mesa
strong yew
#

Oh what? I didn't see that in the item compendium

coarse mesa
#

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

strong yew
#

Does it query which actor is attacking? I assume it sets some kind of condition marker for the mark

vast bane
coarse mesa
#

I use Crymic’s hex, it has a nice selector for the debuff and anims… no fiddling needed

strong yew
#

Is that a module?

late fractal
coarse mesa
vast bane
late fractal
strong yew
vast bane
#

edit that effect show us the effect tab of it

#

I bet you its using data.something

late fractal
vast bane
#

oh edit the item macro of the feature thats giving that, "Superiority Die"

coarse mesa
vast bane
#

how on earth did you get the v9 to load into v10 for that module lol

vast bane
late fractal
strong yew
#

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

late fractal
#

i dont see any data references

vast bane
#

do you have a battle-master?

strong yew
#

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?

vast bane
#

isn't that a spelling error on thepcActor.setFlag line?

late fractal
#

yes, should be. I will try to debug it more, make sure it thinks i am battle master

vast bane
#

isn't it suppose to be superiorityDie?

#

edit the battlemaster subclass feature, and see what it calls itself in like...the middle tab?

coarse mesa
# vast bane I don't see why you couldn't but it is theoretical

@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

vast bane
#

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

late fractal
#

yes to advanced macros

vast bane
#

if you do, what version cause the newest breaks midi

late fractal
#

1.19.1

vast bane
#

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

narrow saddle
# wind fossil heck yeah that worked

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. 😕

late fractal
#

i disabled it entirely, no change

vast bane
#

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?

late fractal
#

i think its to do with superiorityDie, something not quite right there

vast bane
#

I reallly think its a spelling error in those two lines towards the bottom

late fractal
#

well could be. i used DDB importer, that seems to cause me errors like this

vast bane
#

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"

late fractal
#

looks ok

vast bane
#

k, then I say try editing the SuperiorityDie to superiorityDie

late fractal
#

where was that again?

vast bane
#

if you edited that, undo it sorry bud

#

where is your superiority dice resource?

late fractal
vast bane
#

If I recall, the whole system fails if its not primary

late fractal
#

Dice

#

that the problem?

vast bane
#

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

late fractal
#

changing "Dice" to "Die" just broke it worse. I think its something else

vast bane
#

hang in there I need to install it

late fractal
#

its something with the flag. It gets set, but not getting found

vast bane
#

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???

late fractal
#

should be unlinked

vast bane
late fractal
#

oh wait no

#

its linked

vast bane
#

but also I think its flagging the canvas actor

late fractal
vast bane
#

ok well that was a shot in the dark anyway

#

share that whole macro in macro polo and pray someone catches a v10 issue

late fractal
#

have to take a break now, ill get back on this tomorrow

wind fossil
vast bane
#

@violet meadow
I thought these need to have their actual names in them?

violet meadow
vast bane
#

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

strong yew
#

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

violet meadow
#

Get the one from MidiQOL sample items compendium and use that one if you aren’t currently

strong yew
#

Yeah that's the one I'm using

violet meadow
#

Or if you want search for a template macro + effect macro one that I made

strong yew
#

applies the effect on the token once it enters, but doesn't apply the damage/save

#

start of turn damage works though

violet meadow
#

The MidiQOL one should do it.
The Avtibe Auras one doesn’t

strong yew
#

yeah MidiQOL Spirit Guardians 10.0.10

#

Not currently working for me

violet meadow
#

Ah wait are you on MidiQOL 10.0.22?

strong yew
#

Whatever the newest one is yeah

#

Just checked for an update on it like 10m ago

violet meadow
vast bane
#

the newest midi has a problem in it look at elwins latest posts

violet meadow
#

Yeah that’s the links

strong yew
#

Oh

#

Is there a way to downgrade? Would that fix it in the meantime?

violet meadow
#

Yeah you can find previous versions in the repository. Get one earlier then .21 too, as that one had another issue

strong yew
#

Just export settings prior?

violet meadow
#

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

strong yew
#

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?

coarse mesa
#

Just paste the path to the manifest json into the field at the bottom of the install module tab

strong yew
#

Ah, it's the module.json

#

thanks

#

Ah bummer. Spirit Guardians still doesn't work on v10.0.20

vast bane
#

and is active auras enabled?

#

(and midi qol)

coarse mesa
#

Has the midi one been updated to work on enemy entry? It didn’t use to do that

vast bane
#

oh wait it rolls nothing though lol, thats probably because of lack of shims lol

coarse mesa
#

Ah but I’m guessing only on the creatures turn (not forced movement)

vast bane
#

god these module setting resets are killin me

vast bane
coarse mesa
#

I’ll save you the trouble

vast bane
#

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

coarse mesa
#

Bugbear got it working and then it broke somehow lol

vast bane
#

did they definitely get it to work with forced movement or just their turns movement

coarse mesa
#

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

vast bane
coarse mesa
#

Once that’s nailed it should be able to be applied to moonbeam etc

unborn cosmos
#

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

coarse mesa
vast bane
#

all the lights work, the sight ones are all new and dae points to the v9 formats

violet meadow
#

The Template Macro one should be fine though!

Well at least when the MidiQOL issue with OT is fixed

unborn cosmos
#

like this, if I had the right key?

vast bane
#

that looks like a twilight cleric

unborn cosmos
#

sure is

coarse mesa
#

I’ll find the keys

vast bane
#

its the maxpat reference doc

#

wait a minute

#

what version of foundry are you on @unborn cosmos

unborn cosmos
#

v10

coarse mesa
vast bane
#

where is that window?

unborn cosmos
vast bane
#

can't believe that works in v10 lol

coarse mesa
#

ATL presets used to be busted but Kaelad fixed it

#

It was busted in v9 for ages

vast bane
#

that is not what you want though

#

do you have dfreds CE(you don't need it, but it'd be easier)

unborn cosmos
#

yah

vast bane
#

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?

unborn cosmos
#

the 1 hour [wis mod] allies feature

coarse mesa
#

This is the key

unborn cosmos
#

the cleric will always have the darkvision, so I just did that on his prototype token

strong yew
vast bane
#

needs a range set too lukas

strong yew
#

Active Auras is 0.4.24

vast bane
strong yew
#

Oh what really

vast bane
#

and this is why folks shouldn't click their updates, new stuff is often broken

#

very often broken for automation setups

unborn cosmos
#

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

vast bane
#

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

coarse mesa
vast bane
vast bane
strong yew
#

I'm getting things set up for the first time, so unfortunately it was the first time I've downloaded it

vast bane
#

its in maxpats quickref I did it for goggles of night yesterday

coarse mesa
#

I think Kaelad made it so if you use range it assumes enabled

vast bane
#

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

coarse mesa
#

Oh sweet well if that works then run with that

#

Yeah you can use detection modes but don’t need to in this case

vast bane
#

I'm guessing that its OVERRIDE, the document doesn't say which drop down to use

coarse mesa
#

Should be yeah

strong yew
#

Interesting, advanced-macros won't seem to let me downgrade

#

targeting the 1.18 tag, am I doing something wrong here?

vast bane
#

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

strong yew
#

even uninstall/reinstall seems to grab latest with this

unborn cosmos
#

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

vast bane
unborn cosmos
#

thank you so much

strong yew
#

Here yeah? Still just defaulting to latest

vast bane
#

yep

coarse mesa
strong yew
#

Ah, yeah may try that

vast bane
#

uninstall and use the zip I guess

strong yew
#

Friend is hosting foundry on his server but I think I can remote it

#

in

vast bane
#

if you look at that module json its not even 1.18 either lol

vast bane
#

I was about to send 1.17 zip to them here but thats a safer way, I could be a raving hacker lunatic hehe

unborn cosmos
#

If you were you'd be playing the extreme long con

vast bane
#

they won't auto complete, the keys aren't saved in DAE yet

#

cause its a really new change to ATL

strong yew
#

lol, so alright. Now the trigger upon entry is working

#

BUT, I tested it and it just keeps looping the trigger

vast bane
strong yew
#

So it just keeps rolling for damage and prompting a saving throw over and over lol

vast bane
#

isn't that an elwin bug?

violet meadow
vast bane
#

or possibly outside combat and time is playing?

strong yew
#

for midi

#

Nah I'm in combat

#

Caster and one enemy

violet meadow
#

Ah was it there already?! Never noticed 😄

vast bane
#

go another one back maybe?

strong yew
#

I'll try 10.0.19 yeah

vast bane
#

it was probably Elwin that found it look for elwin posts lol

violet meadow
#

I would just wait if it's not needed like in the next couple of days probably 🤷

vast bane
#

I have a session on sunday night but my cleric doesn't have SG prepared 😎

strong yew
#

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

violet meadow
#

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

vast bane
#

for range/target

unborn cosmos
#

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

vast bane
#

although caustic is gonna probably require an item macro

unborn cosmos
#

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

strong yew
#

Yeah, may end up doing something like that. 10.0.19 has the same problem

vast bane
#

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

unborn cosmos
#

this readme is pretty good at explaining, I should be able to figure this out

violet meadow
# strong yew Yeah, may end up doing something like that. 10.0.19 has the same problem

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 😅

unborn cosmos
#

Seems to work exactly as needed

#

unless upcasting I guess

#

I'll just tell my players to not upcast

violet meadow
unborn cosmos
#

if a player really wanted to upcast it I could just have them manually roll Nd4s and apply as damage

violet meadow
#

Or when they upcast you change the 2d4 quickly manually to what it needs to be 🤷

unborn cosmos
#

I don't think I can open menus that fast 😆

#

but yeah, that would also work

strong yew
#

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

violet meadow
strong yew
#

Yeah that's what I'm going to do as a workaround

violet meadow
#

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

strong yew
#

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

violet meadow
#

hmm the target needs to be damaged, and probably to have available slots and the spell prepared

strong yew
#

Yeah, no that's my fault. Misunderstood where it happens

#

After I clicked the damage processing it went through

spice kraken
unborn cosmos
#

does that work if I attach the effect to the spell and not an item?

#

I ask, instead of just testing

#

like a monkey

spice kraken
#

I have that on my player's caustic brew

#

A spell is an item technically speaking

unborn cosmos
#

can I ask why you have damagebeforesave?

spice kraken
#

it's not needed. one of the first OT effects I made so I never updated it

unborn cosmos
#

gotcha

#

I was wondering if I had missed something :P

#

thanks btw, works great

strong yew
#

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?

unborn cosmos
#

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

strong yew
#

I unchecked everything on ddb-importer except the top one

#

retain is probably fine