#MidiQOL

1 messages Β· Page 33 of 1

strong yew
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Also, if you use the ddb-override compendium, it will use those modifications to spells/features instead of the imported compendium

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So I put the midiqol stuff I wanted to prioritize in that compendium

vast bane
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I just eldritch blast 3 times or however many, its not a spell slot spell and targets can change

strong yew
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and there's a checkbox on Advanced for the ddb-import to pull from the override instead

vast bane
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magic missile and scorching ray are a style choice how you handle it, personally I recast them without slot expense

strong yew
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Ok fair enough

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Second annoying question, any tips for dealing with Echo knight?

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Have a player that is 3 Echo knight/2 Celestial Warlock

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ah

unborn cosmos
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I've just decided to make an "echo" actor that has 1 hp in the prototype token

vast bane
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definitely ban filthy warlock dips

unborn cosmos
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and then I'll just periodically update it if something importnat changes to the echo

vast bane
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make the echo have all damage type immunities

strong yew
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Yeah I made an echo as well. In the prototype token? I just duplicated the token

vast bane
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and turn off the ranges for the echo knights melee attacks, just zero out the range

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you could use warpgate, but you guys seem new, I won't confused you

strong yew
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Yeah still relatively new, but somewhat savvy. I work in software for my job

unborn cosmos
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I looked at warpgate once and decided I'll save that for the next campaign I GM :P

strong yew
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I wonder if I could rework the spiritual weapon macro for manifest echo

unborn cosmos
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Echo shouldn't have damage immunities though right? just immune to all conditions

vast bane
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warpgate is pretty simple, its when you try to get fancy with it that it becomes a problem

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and the wiki for warpgate has someone who wrote a bunch of midi samples so you likely already have them and you can copy them

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the problem with the echo is you have no idea what weapons they will use so it wil be a pita to warpgate it with a bunch of items specially if their items change. I'd just remove the range from the players weapons and attack from wherever they stand and totm that the echo struck

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but the animation to summon just the echo is pretty simple

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const [spawn] = await warpgate.spawn("Zombie");
new Sequence().effect().file("jb2a.misty_step.01.blue").atLocation(spawn).play()

Think this is a basic sequencer/jb2a/warpgate macro for ya. I cut it out so I dunno if it works as is

unborn cosmos
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neat

strong yew
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Is there a way to handle the teleport?

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RIght now it seems to just misty step the player to whatever location

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and I guess I can just misty step the echo as well

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but just curious if there's already a "Swap these two token's position" effect somewehre

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Also, for spiritual weapon for MidiQOL items, it says "You need a spiritual weapon world actor - you can use the one from Warpgate"

vast bane
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do they swap or do they assume its position?

strong yew
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I don't seem to have a compendium from warpgate. Is it a different module?

vast bane
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that is probably a typo

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I think they meant jb2a's

gilded yacht
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I must remember not to test complex conditions late at night - fix in 10.0.23

strong yew
vast bane
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I'm sure its possible, check the warpgate wiki, which btw, is one of the best informative readmes for the stuff, one of the people who wrote it wrote a bunch of midi centric versions/samples

gilded yacht
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All of the isSave/isSaveSuccess/isSaveFailure are handled in the saving throw roll itself (expireRollEffects). The success/failure cases are there in case the saving throw was done without a target and midi needs to adjudicate if the save succeeded or not.

unborn cosmos
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is midi-qol.DR.<damagetype> resistance?

vast bane
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no thats damage reduction

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damage resistance have system.something keys

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dr is damage resistance in dae, and DR is damage reduction

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think of DR like heavy armor master

unborn cosmos
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oh, do I use flags.midi-qol.absorption.cold for absorb element?

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yeah you right, DR is flat

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I already went through this because I had to make a heavy armor master feature

gilded yacht
vast bane
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I think absorption is for healing for that amount isn't it? check the readme

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oh I think absorption is not in the readme

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twitman I think theres already a premade absorb elements

gilded yacht
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  • flags.midi-qol.absorption.damageType (acid/bludgeoning etc.) converts damage of that type to healing when applied to the actor with the flag set.
unborn cosmos
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I can't find it in my midi srd spells

vast bane
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midi sample items

unborn cosmos
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definitely don't want absorb then

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aha

strong yew
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Hmm. Trying to find an example somewhere to set weapon activation cost

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is it like system.activationCost or something?

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Trying to adjust the spiritual weapon item macro to set the cost as 1 bonus action when it creates the attack so it auto-shows up on the argon hud

violet meadow
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Log the item in console to see the structure

vast bane
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you don't need to make the whole thing from scratch

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the only thing that changes is the damage maybe, and the to hit

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but also....spiritual weapon is a premade in midi

strong yew
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Yeah I'm altering the pre-made one

vast bane
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You just have to make the actors name match, get some art, and call the attack the same thing as the midi sample item calls it

strong yew
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Premade one seems to create the spiritual weapon attack weapon

vast bane
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hmmm, the old one just mutated the spell attack and damage

strong yew
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I see where it's setting the properties in the item macro at least I think

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Maybe it's a mutate though, I'll play around

vast bane
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if you edit it on the actor you should be fine, just do 1 bonus action in the sidebar actor

strong yew
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Yep thank you, it was just modifying it if it was already there

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now it shows up and works properlyu

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thanks

strong yew
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Has anyone messed around with modifying Spirit guardians to other spells?

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I got some of it working on Moonbeam. Using the active auras as a template and comparing with spirit guardians. I now have the template for moonbeam set with the aura, and it does apply correctly when someone enters the aura. Pops up with a card to roll damage as well

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But then it seems like the damage can't roll. Nothing happens when I click it

vast bane
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I made my moonbeam an actor warpgate summons

strong yew
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Oh, interesting

vast bane
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it just has an attack it does on their turn

strong yew
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I see

vast bane
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knowing what I know now, I probably should make it a template aura

coarse mesa
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Once @violet meadow's Template Macro SG makes it into the mainstream I'll probably look at that for moonbeam and sickening radiance. @scarlet gale has a Template Macro cloudkill that sounds good too

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(and Spike Growth)

strong yew
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I'm like almost there. Got the rolls working again, but it's just not triggering upon entering now

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What setting do I have enabled that makes this show up for this spell

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Can't seem to locate it

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Active effects should apply when they walk into the aura right

vast bane
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did you install effect transferral or something?

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oh thats a weird setting in midi, you have auto apply active effects off, or when you cast the spell it targeted nobody

strong yew
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This should be correct right

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I placed moonbeam on a blank square to test walking into it

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so yeah there were no targets

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so that's normal if there aren't any

vast bane
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its 4 squares fwiw

strong yew
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Ah, yeah sorry just meant blank area

scarlet gale
coarse mesa
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Does it move of its own accord now? Not necessary but it would be terrifying lol

scarlet gale
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No, but that's my next project

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I rewrote it to work fine with multiple cloudkills on the field

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Was fun trying to apply 5e rules to overlapping templates

coarse mesa
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5e rules are not meant for VTTs haha

scarlet gale
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May need to make sure your advanced macros isn't the new version

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I haven't had time to make sure it didn't break this

violet meadow
# coarse mesa Once <@547736620649021450>'s Template Macro SG makes it into the mainstream I'll...

I am planning on pitting AA against Template macros this week for Spirit Guardians as soon as the midi OT issue is resolved.

AA feels that it has an easier/more straightforward setup than the one with Template Macros+Token Attacher, at least in the case of Spirit Guardians.

The forced movement damage issue can be fixed too.

Template macros way feels smoother.

The more options the merrier! πŸ˜…

scarlet gale
vast bane
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was it?

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I thought 19 is the only safe version atm elwin posted somethin that was wrong

violet meadow
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A new issue. It will be fixed on .23

strong yew
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Can't for the life of me figure out how I got it close before lol

strong yew
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Lol gave up and tried messing with other spells players are likely to use

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Tried Darkness from the Aura's compendium

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And I guess there's some loop there or something wrong with my setup

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It just chain blinds everyone inside endlessly lol

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like 40 applications on one target

vast bane
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I just fixed that lol

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could probably search me and darkness for the fix, I can't remember what it was

coarse mesa
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Yikes it sounds like we still need the dust to settle for v10

vast bane
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nah that was broken in v9

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its not the midi srd darkness, its the AA darkness

coarse mesa
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Ah true

vast bane
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oh I think it was cause the ae was setup as an aura too

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Chris fixed it not me, I think it was the ae

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it needed macro.ce, not statusEffect

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oh also, you can't have the broken advanced macros, or it will break I think also

strong yew
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Oh, thanks

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Where do I drop this?

vast bane
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if you make a fake item in side bar you can right click it and import that file and the item turns into darkness

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then move it to an important compendium of yours and distribute it whrever. Requres 1.18 or older advanced macros, midi srd, midi qol, active auras, dfreds ce

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pretty sure the only thing that had to change was the ae key on darkness, instead of statuseffect you had to do macro.ce or macro.cub

strong yew
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Ah, sweet than kyou

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Yeah I have everything there

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huh, that didn't seem to work

vast bane
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hmmm

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that is not my spell

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did they already have blinds on them? the darkness should be above them or else its something else that aplied those

strong yew
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all good, refreshed actually and it's working

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some weird caching probably

teal hornet
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I'm trying to figure out why Chromatic Orb won't cast to Chat.

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I have a lot of other automation working quite nicely.

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Any thoughts on where I might start looking?

coarse mesa
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You have targets selected?

teal hornet
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That's right.

coarse mesa
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Most likely the itemMacro hasn’t been updated to v10

teal hornet
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Hmm. Sure.

vast bane
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no he has all 3 ghostbusters installed

teal hornet
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Not great with macros yet. Decent with code.

molten solar
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There are several steps you need to take before any troubleshooting can be fruitful in any capacity, Trent.

teal hornet
vast bane
molten solar
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Please see my message in #dnd5e where I pinged you. πŸ™‚

vast bane
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eh not sure about RSR but pretty sure hes got RG and midi(and item macro character hooks on)

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I kinda wanna know if its RG on v9 8)

molten solar
vast bane
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is the quick rolls thing the frgbrg module or whatever, Fast rolls by default?

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oooh ok

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wow

molten solar
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Wait, is it FRBD? Crap, gotta check.

vast bane
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FYI FrBD also needs to be off IF you want midi, to be clear, we're not telling you that you have to use midi, just that a bunch of your modules are all incompatible with each other. @teal hornet

molten solar
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Yeah it's RSR

vast bane
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hey atleast we know the UUID can get bumped off the top bar, never seen that

molten solar
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This isn't the way I like doing science.

vast bane
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hehe

teal hornet
molten solar
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'Faster Rolling by Default'

teal hornet
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nod

molten solar
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Compatible with RG by design, but not with any of the others.

vast bane
teal hornet
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I have a personal changelog on OneNote for my distro. πŸ™‚

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Working it out with community docs.

molten solar
vast bane
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though you could do effect transferral with the others I believe, with actual effect transferral

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yeah I just didn't know if RSR worked with it, nobody ever confirms

molten solar
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It did last I heard.

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Also 'Effective Transferral' is the name.

vast bane
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so you need to pick between Ready Set Roll, Roll Groups+FRBD, or Midi.(ANd get rid of ASE)

teal hornet
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Very cool.
get rid of ASE
nod okay
Reimport spells/items to compendia, dump that stuff. Got it.
I think Midi-qol is my approach for now.

vast bane
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if you are going with midi, you also need to navigate to the item macro module settings and turn off character sheet hooks

molten solar
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Out of interest, what are the "community docs" you mentioned?

teal hornet
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General state of various contributed module README.md and the like.
Here I am almost overflowing pasta for my boys while hitting support.

Going to serve gnocchi, hit my base install with your helpful suggestions, test in Dev, and report back.

Many thanks!

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Don't have FrBD installed.
My notes are to dump:

  • Ready Set Roll
  • Roll Groups

Untick [ ] character sheet hooks in Item Macro module.

You folks are great.

vast bane
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if you still get an error paste it here with the item macro on the item later when you test again

teal hornet
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@vast bane @molten solar Immediate success on my specific question of Chromatic Orb.
Chat card and midi-qol behavior as expected.

Knocked off one item before our session tomorrow.
Time to eval other behaviors/interactions.

Excellent. My thanks.

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Improved UI/UX.

late fractal
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@vast bane your fix for Precision Attack is working, thank you! Before applying that change the dae flag was sometimes disappearing, but now with the change it seems to be stable. Was the change to let actorDup = testActor.toObject(); expected to fix it like that? Also here is a quick additional fix to the missing icon

vast bane
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Midi seems to perform very poorly with my setup in v10. the delay to completion of simple actions are crazy

violet meadow
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Well 2.8secs from when?

vast bane
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I assume that is the time from clicking normal to printing the card in foundry after casting cure wounds

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theres 13 yellow warnings and 5 red errors on the cast, though those red ones are 10.0.21's debugger bug

violet meadow
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Do you have auto animations for the cure wounds?

vast bane
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yes and dsn

violet meadow
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Try without

vast bane
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the yellow warnings seem to be midi, dae, and combat booster

violet meadow
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It doesn't sound that bad 2.8 from normal till the roll is done

vast bane
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yeah maybe its dsn?

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isn't thre a setting to prevent spoiling?

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when the 3d dice roll?

violet meadow
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And you probably have quite a lot going on in the meantime

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Ah yes

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It stops execution till the roll is finished

vast bane
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k so maybe v10 reset my dsn settings

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turned on the silencer module and it looks less ugly in console, I dunno there still seems to be an input delay, and the tidy5e sheets, when you delete something, it poofs, then comes back for a lil bit, then poofs again

violet meadow
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I mean there are so many things that might be happening with lots of modules on.

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That one with tidy I have never seen

vast bane
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I don't really have alot, 63 active 70 installed

violet meadow
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But yeah something sounds off

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Only issue I have with tidy is that usually the first time you try to use an item after you open the sheet, the item doesn't roll

vast bane
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99% of my issues are just an input delay between doing and happening

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in general

violet meadow
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Probably something introduces a delay till the on click listeners or whatever used are ready to go, for my issue

vast bane
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I wonder if its cpu or ram that dictates how well a server performs the shims

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or HD speed

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where do I go to find the older 10.0.19 midi?

violet meadow
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Grab the one you need, unzip in the module folder. Keep in mind that it might unzip it in its own folder

manic tendon
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Does anyone know if there's a midi-qol flag that stops rolls from being made at advantage/disadvantage?

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I've got a despair ability that stops those affected from being able to gain advantage to attacks, and was curious if there's any way to automate it easily.

vast bane
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give the player advantage and disadvantage?

manic tendon
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But they could still gain disadvantage

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That would cancel both

violet meadow
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The only thing that I can think of now is to check pre attack roll or pre damage roll whether the workflow has advantage and setting that to false

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Pre item roll actually

manic tendon
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Gotcha, so no easy way. In that case we'll just do it manually, thanks πŸ™‚

unique cape
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Is it possible to set up once per turn effect activation with DAE or similar prebuilt effects? Specifically, I am trying to make Rune Knight's Giant's Might 1d6 extra damage once per turn

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I took this from a solution on this server, but it gives me the prompt every time I roll an attack, not once per turn

vast bane
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I handle that with advantage reminder personally. if its a "can" ability aka player choice you kinda have to always prompt or turn off fast forward and rock advantage reminder.

unique cape
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What is the advantage reminder?

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Oh, I think I understand

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Well, I talked with the player and considering we use fast forward, we will be stuck with prompt every time

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At least it's only for when it's giant form

dark canopy
violet meadow
# molten solar ... what? O_o

If they have dice rolling, animation playing etc... it might add up 🀷
I am not sure when rollComplete is triggered.

But having said that, I don't see that myself so...

vast bane
vast bane
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I was trying to fix my autofill not fillling in my local passwords and cleared "site settings" and it destroyed my foundry setup for GM view so I am still tackling random things clientside

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another laggy clientside setting was precaching either tokenmagic or fxmaster I forget which it was, but it added a TON of load time. Once I turned that off loading in went back to v9 levels.

violet meadow
vast bane
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yeah thats what hes using, probably copied you

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the irony of needing a prompt for fast forward

unique cape
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I have one more question! Can I set a traits.size effect that is a relative value instead of having to pick a specific one? I want to set up Enlarge/Reduce spell so that it adds or deducts from the existing actor size value

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Or I guess a better question would be is there an alternative to traits.size?

molten solar
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Would need a macro.

violet meadow
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You would need a macro

unique cape
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Damn

violet meadow
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Or DFreds CE that I think adds 1 to the size for the enlarge/reduce spell

unique cape
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Oh, I'll check that out, I do have that module. Thanks!

proper forge
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Is there a method to have regeneration automatically be stopped after taking fire damage, then return if it manages to avoid more fire?

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I'm using overtime for the regen, but I'm puzzling over automating this - obviously not the hardest thing to do manually, but I've got a bunch of little regenerating jerks to throw at my party so every bit helps. πŸ˜›

dark canopy
proper forge
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Is that only for v10? Unfortunately I'm stuck on v9 until LANCER updates its system. 😭

violet meadow
unborn cosmos
proper forge
violet meadow
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If so you could use the dnd5e helpers that badger mentioned

proper forge
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Oh true!

strong yew
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Hey @violet meadow

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I'm trying to incorporate your crusher feat macro

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Do I put the macro on the feat itself? ie: Crusher: Critical?

strong yew
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Yeah thanks I think so

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For the movement one though, how does that one work?

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Just supposed to be able to click Crusher as a special action and it executes?

late fractal
# unborn cosmos Hi can I ask for directions on where to start to set precision attack up for my ...

I am working on updating a V10 version of this module (it is V9). I dont have a published module yet, but hopefully soon (I need at least something to move it from my local dev to my AWS hosted server)
https://github.com/jbowensii/More-Automated-Spells-Items-and-Feats

GitHub

FoundryVTT More Automated Spells Items and Feats (MASIF amounts of automation) - GitHub - jbowensii/More-Automated-Spells-Items-and-Feats: FoundryVTT More Automated Spells Items and Feats (MASIF am...

strong yew
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Oh nevermind, it's built into the same macro! nice

unborn cosmos
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oh it's not finished yet. I'll keep my eye out πŸ‘οΈ

strong yew
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Oh wait, does it only move on critical?

violet meadow
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You shouldn't be rolling the Crusher feat you created at any point πŸ˜‰

strong yew
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Yeah it seems to work on criticals

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I get the popup for moving the target and the advantage

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but on regular hit, I don't get the prompt

violet meadow
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That shouldn't be happening πŸ€”

violet meadow
strong yew
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Nope, let me do that and try

violet meadow
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No should be fine

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I was just asking cause during combat you can activate it once per round

strong yew
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My fault, so yeah it works in combat

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but just not out of combat seems like

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Oh wait no

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you're right

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So I had already activated it on the critical

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which is why it didn't let me again

violet meadow
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Does it not prompt everytime when out of combat? It should!

strong yew
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No I'm messy in my testing

violet meadow
strong yew
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It was in combat, I didn't realize

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One sec

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Ok yeah it's working as expected sorry for the confusion

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getting lost in the details

violet meadow
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Good to know!

I will update it tomorrow to better behave when you move larger creatures and check for overlapping tokens

strong yew
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Does anyone have any experience with Ancestral Protectors on Barb as well?

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My barb player has a lot of on hit effects

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It seems like there's a macro on it already that references Elwin

violet meadow
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Are you on Foundry Gearheads discord?

violet meadow
vast bane
violet meadow
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Unsurprisingly πŸ˜€

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If anyone needs a v9 Crusher let me know

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The v9 you have Moto has some things missing from it

vast bane
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it moves the token once on their turn and does the crit thing, what else is left other than a few cupholders 8)

violet meadow
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If you click on an invalid square, the macro stops and no move happens. The updated one will re trigger the warp gate crosshairs until it resolves with yes or no

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And it will only move creatures up to one size category larger than the attacker

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I am not sure if I have included it already πŸ€”πŸ˜œ

vast bane
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k, if you wanna send ithere go ahead otherwise I'll google it a lil later today, gotta go brave the grocery store for turkey day now

violet meadow
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Go to foundry macros, link to my repository if you click on my name

strong yew
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Anyone have an animate dead macro?

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The one I got from the warpgate docs seems to have a syntax error

vast bane
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I have danse macabre but fair warning, my table considers skeletons useless so they we prefer to just summon zombies

strong yew
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I actually was just fiddling around with yours

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But it just summons a zombie yet?

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yeah*

vast bane
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you could get a dialogue drop down for it in #macro-polo

strong yew
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Oh? I searched the discord but didn't see one cocme up

vast bane
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just ask them after sharing the macro

strong yew
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Oh, thanks

vast bane
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Say please ofcourse

dark canopy
strong yew
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Just from F12 here? Reference error, item is not defined

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I have an actor named Skeleton and actor named Zombie

dark canopy
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the intro text describes this macro as not being directly midi compatible:

The following is an example of a simple implementation of Animate Dead (dnd5e). Intended for use via Item Macro (not Midi on-use, as written). When the spell is cast, the user will receive a series of dialogs allowing them to select between a Zombie (for summoning from a corpse) or a Skeleton (for summoning from a pile of bones).

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you just need to replace these two lines, with whatever midi uses to get the spell level:

const level = await warpgate.dnd5e.rollItem(item);
const number = (level - 3)*2 + 1;
strong yew
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Oh, I see

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just the (item) part right?

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the parameter there

dark canopy
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no, replace those two lines with a midi equivalent that gets the spell level and computes how many are spawned

strong yew
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Thanks, I'll look at that

vast bane
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I'd help but I genuinely have no clue what that first line is doing so I can't try to find an example anywhere

strong yew
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So, actually just ignored the part where it assesses the spell level since this is for a one shot

vast bane
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general rule of thumb is what is likely needed is an arg

strong yew
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Now I just need to figure out how to mutate the original token instead

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So the targeted corpse just becomes the new token rather than spawning a new one independently

vast bane
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if its a one shot don't even bother automating it >_<. prepare the actual adventure don't worry about the vtt

dark canopy
strong yew
vast bane
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your players will appreciate well written descriptions and dialogue more than the fancy two zombies that suddenly appear in the vtt map

dark canopy
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sigh here is the replacement:

const level = args[0].spellLevel;
const number = (level - 3)*2 + 1;
strong yew
dark canopy
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nah, no worries, just thought it would be a known quantity in this thread -- i went looking through the other wiki examples for the syntax

vast bane
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you can count the macro gurus for midi on one hand basically

coarse mesa
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Zhell is slowly but surely becoming the sixth finger

quartz dragon
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Is there any way to have an effect trigger automatically after landing a killing blow? For example, if you kill an enemy you get your proficiency bonus added to your attack roll on the next enemy you attack?

scarlet gale
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Check if the target is getting it's health reduced to 0 then apply an effect that lasts one turn.

gilded yacht
#

@vast bane Here's a version of hunter's mark that works out if it can be cast without using a spell slot or not and if not just casts the spell without using the spell slot. It still requires the user to confirm concentration removal (which I need to think about a bit more), but otherwise seems to do what is needed. It keeps the concentration duration from the previous Hunter's Mark, but the mark effects have the standard 3600 duration, but will get removed when duration is removed. either through expiry or failed concentration save.

coarse mesa
quartz dragon
#

Sorry to bother but I'm pretty new to all this. I saw that the Mace of Disruption in the Midi SRD has a HP threshold that triggers an effect but the effect happens regardless of HP. How would I check if the target's health is reduced to 0?

strong yew
#

Could you share the updated macro?

coarse mesa
strong yew
#

Yeah, I'm also in that boat

#

I meant moreso for the auto-fail friendly rather than the animation changes though

coarse mesa
#

Oh you literally add those three words anywhere in the spell description and midi picks that up

strong yew
#

Oh, I didn't realize it was that simple, thanks

coarse mesa
#

And btw if you do want those anims, you don’t need an ongoing Patreon sub, you can just do it for a month and it will download everything. You just won’t get any future updates

strong yew
#

Oh interesting

#

I may just sub cause they do great work

#

The vortex warp seems to still go off even if they succeed on the saving throw

#

I'll have to look at some other macros to see how they handle that logic

coarse mesa
#

Oh really lol. I only ever use it on allies

#

Pretty sure it can be wrapped in a single if statement, bugbear posted it here somewhere

#

Something like ```js
if(args[0].failedSaves) {
// macro goes here
}

#

On phone now sorry or I’d give it a try

strong yew
#

No worries appreciate the help

topaz anchor
#

Does anyone know how to turn off Damage Rolls Require Attack?

#

not sure why but sometimes it's preventing players from rolling damage after they attacked

#

and I think it's a midiqol thing?

#

aaand what's the setting that puts attack and damage on the same card?

spice kraken
#

also v9 or v10

#

Midi settings > workflow > Misc tab (as of v9, don't know if v10 swapped things around)

#

Middle ones specifically

topaz anchor
#

thanks, i see that one. the big pain is the 'Damage roll requires attack' message that we get sometimes- not even sure what causes it

#

not sure it's midiqol, maybe it's core? donno
player clicks damage sometimes, and it doesnt pop up a roll button it says it requires attack roll first blobshrug

#

got the 'merge rolls to one card', thank you

spice kraken
#

How are they rolling damage before an attack is made?

vast bane
#

I'm also doing it with Aura of vitality, and I give the items charges and they destroy on empty.

vast bane
#

Ran my first v10 live session tonight.

  1. Performance was better than I expected
  2. The skill challenge macros I had in v9 are broken in v10, they are the ones @violet meadow setup where the players send the args to the DM and the macro is activated using execute as GM.
  3. Flanking was acting strangely vs v9. It was more picky on the angle for flanking

This is the folder macro for the skill challenges:

let results;
const attacker = canvas.tokens.get(args[0].tokenId);
const {object: target} = await fromUuid(args[0].hitTargetUuids[0]);

const skilltoberolled = target.actor.data.data.skills.ath.total < target.actor.data.data.skills.acr.total ? "acr" : "ath";

results = await game.MonksTokenBar.requestContestedRoll({
    token:attacker,
    request: 'skill:ath'
},{
    token: target,
    request:'skill:ins'
},{
    silent:true, 
    fastForward:false,
    flavor: `${attacker.name} tries to get ${target.name}'s attention with a taunt.`, 
    callback: async () => {
        const attackerTotal = results.getFlag("monks-tokenbar", `token${attacker.id}`).total;
        const targetTotal = results.getFlag("monks-tokenbar", `token${target.id}`).total;
        if (attackerTotal >= targetTotal) {
            if(!game.dfreds.effectInterface.hasEffectApplied(`${attacker.name}`, target.actor.uuid)) {
                await game.dfreds.effectInterface.addEffect({ effectName: `${attacker.name}`, uuid: target.actor.uuid});
                ui.notifications.info(`${attacker.name} successfully taunts ${target.name}`)
            }
        }
        else ui.notifications.info(`${target.name} resists the shove attempt from ${attacker.name}`)
    }
});

Here is the item macro for it:

game.macros.getName("TauntIntimidation").execute(args[0]);
coarse mesa
vast bane
violet meadow
violet meadow
violet meadow
vague mural
#

Hey bugbear πŸ™‚ I have an issue with Scorching Ray, due MidiQOL the cards are "done" after damage is rolled and we cant roll more than once for scorching ray which he has to cast it twice or triple and give his spellpoint back any ideaS?

violet meadow
#

Do you auto-consume spell slots ?

#

Otherwise just recast it without expending the spell slot

vague mural
#

no better way to?

#

No they can choose if they wanna use spell slot or not

violet meadow
#

Yeah that is what I am doing. You could also just leave the Attack button on if you d like too 🀷

#

There are other ways but would need macros and I have judged against that for my table!

violet meadow
vague mural
#

thats it yeah

#

thanks

gilded yacht
violet meadow
vast bane
#

make sure the weapon has the "full damage save" checkbox so that regardless of the save the other damage rolls fully. The save is purely for if the target is undead/fiend, and 25 hp or lower, then if it fails, it outright dies, otherwise it is just "frightened". Come to think of it, the weapon doesn't do this....hmmmm

#

Yeah mace is all sorts of wrong I only care about it for the bonus damage, never bothered to worry about the rest

#

I had the v9 mace, the v10 mace is setup right use that one @quartz dragon

violet meadow
#

Probably it needs the saving throw logic to be moved to the macro and not to have a saving throw by default, but only trigger it if the target is of the needed type

vast bane
#

I dunno why the v9 failed but I'm in v10, everything fixed when I pulled out the v10 hehe

#

its really weird, it applies the effect if they succeed regardless of save

molten token
#

anywhere i can get midiCustom sounds? πŸ™‚

vast bane
#

I just use the basic sound effects midi supplies, I turn off crit/fail for midi cause DSN handles those

vast bane
# violet meadow the v10 one?

the mace of disruption, has a weird setup where if it succeeds, and is undead, the effect just happens.(period). If they fail, and if they are below 25 hp, they die. So weird setup but v10 mace does that, its perfectly setup, the v9 mace however was not.

#

so in its case save actually causes the effect on success, and its something worse if they fail

sudden crane
# gilded yacht <@206716788929593344> Here's a version of hunter's mark that works out if it can...

Instead of hardcoding the x2 for critical damage, you could use a DamageRoll to compute the proper config settings, e.g.:

// Use same roll options as the one from the damageRoll
const dmgOptions = args[0].damageRoll?.options ? duplicate(args[0].damageRoll.options) : {};
dmgOptions.critical = args[0].isCritical;
delete dmgOptions.configured;
delete dmgOptions.flavor;
// Construct a DamageRoll to compute critical damage using the appropriate defined method and use the resulting formula
const damageBonusResult = new CONFIG.Dice.DamageRoll("@scale.rogue.sneak-attack", args[0].rollData, dmgOptions);
vague mural
#

so if I use Midi SRD I do not need Dynamic Effects SRD since everything is in midi SRD?

vast bane
vague mural
#

so I do not need DAE after all?

violet meadow
vague mural
#

Since I use convenient effects and midi sql?

vast bane
#

of the two SRD modules, DAE SRD is no longer needed and will only give you problems and I'm not sure they even install properly in v10 anyway, you need bugbears fork of midi srd if you are in v10

violet meadow
#

There are these 4 modules.
MidiQOL and DAE which are needed

Midi-SRD and DAE-SRD which are add-on modules by Kandashi that expand the SRD Items, by providing automation options using MidiQOL ecosystem.

DAE SRD by now its pretty much not needed

vague mural
#

I migrated like 1 month ago to v10 and had tons of error messages and a lot fo modules are gone

vast bane
#

@violet meadow most of midi srd's items call stuff in midi srd's files instead of writing out the macros in the items. Does this mean we don't need to do anything with any existing already dragged out items and can just utilize your changes in midi srds files?

#

for example

violet meadow
#

Aye. That's the beauty of MidiSRD's way to provide the macro's functionality.

vast bane
#

do you want us to report any of the yellow errors when we spot them with the spells?

violet meadow
#

I imagine that, at least most of them, are not due to MidiSRD, which essentially just uses other modules to do what's needed.
I don't know what the future of Midi SRD will be anyways.

Log some issues in my fork or send me DMs with warnings and I can take a look

violet meadow
#

If its the latter, the module folders are still in your local data and that will trigger errors or warnings

vast bane
#

Another cool usecase for macro.createitem:

I gave a player claws that are magical. They allow them to roll a d6 for unarmed strikes and the claws are 2 light weapons but require attunement. Before createitem, it would cost 2 attunement slots or you'd have to have the second strike not. With createitem, you can have the second offhand strike version equp via the createitem feature.

vague mural
#

ooooh wait now I remember

#

I can not install Midi SRD

#

I always get a error message with ti with something about metadata and midisrd-styles.css

vast bane
vague mural
#

So I use Dynamic effects using Active Effects which is V.10.286 and Dynamic Active Effects SRD which is v. 0.8.6

I also use DFreds Convenient Effects, Automated Animations, Active Auras, JB2A, LMRTFY, Midi QOL, Midi SR, Sequencer and Token Magic FX for everything combat orientated anything else I should get rit off like DAE SRD?

#

and DAE SRD has DAE as dependencies, do I have to delete DAE as well then?

violet meadow
vague mural
#

do I get issues now due disabling DAE SRD instead of Midi SRD?

vast bane
#

show us the issue by screenshotting it?

#

its probably not able to be uninstalled is my guess cause its so incompatible/old

violet meadow
#

Close Foundry. Go into your Foundry userData and locate the modules folder. Delete manually the dae-srd folder

vague mural
#

Got 36 Modules now, anythign I should also get for Midi QOL? I believe I got everything I need but I am always open for more.

vast bane
vague mural
#

The only need I have is fixing performance issues with Argon HUD but ripper already said he dunno

vast bane
#

disable tooltips setting improved it for us but we abandoned that module because it had artifacting on a few players (non chrome)browsers and it lacked support for some modules that made it pointless to use it(Items with spells and magic items module). We now use Token Action Hud instead.

vague mural
#

Well I liked the Idea of that HUD

vast bane
#

TAH is a similar concept without all the fancy icons, its a purpose driven module

strong yew
#

How is the new Hunter's Mark supposed to work when switching targets? Prompt for ending concentration > press yes > automatically doesn't consume spell slot?

violet meadow
#

I always found Argon a bit too intrusive. I have been using Token Action HUD (more for players) and illandril's Quick Token actions (more for NPCs) instead

vague mural
#

I will check illandrils quick token actions I dunno them

vast bane
#

My players recently started using Tidy5e sheet and are actually mostly using their sheets, the favorites on the front tab is a huge hit with them

vague mural
#

I am using the Tidy5e Sheet after abbandoning the DnD5e Sheet but I have also some new players which are overwhelmed

vast bane
dark canopy
#

dont forget that each actor can use a different sheet, so having a couple sheets to try out and pick from could be helpful -- our group is about 50/50 tidy/core

violet meadow
#

Right clicking on the token will open its Actions. I find it really helpful for NPCs. Much faster than going up to where the Token HUD usually rests

vague mural
vague mural
vast bane
#

dfreds CE message setting set to player may be helpful/informative for new players also

violet meadow
vague mural
violet meadow
vast bane
# vague mural CE message?

the very top setting in dfred's convenient effects module settings if set to PLAYER will display the descriptions of active effects applied via dfreds CE. :

#

however, beware that dfreds CE spoils creature names.

vague mural
#

ah yeah that

unique cape
#

Can I make Roll Other deal different damage to different creature types? I have a weapon that deals extra 1d10 to plants and 1d4 to undead

#

Setting one up is easy enough but I can't find a way for it to recognise them separately

violet meadow
topaz anchor
violet meadow
spice kraken
#

Same. Were those items imported from dnd beyond, your own creation, a module, or one of the srd compendium?

coarse mesa
#

Maybe more than one rolling module installed?

narrow saddle
#

What specifically is broken in Midi when you update Advanced Macros to 1.19?

I have been playing about and I haven't come across any problems yet.

coarse mesa
#

They've just released a patch to AM, it might be fixed now

#

@vast bane I'm sure this will be missed:

strong yew
modern badger
#

Is it even possible to automate Mirror Image with MidiQol?

topaz anchor
#

what are other common rolling modules that might be fudging with it? Once you have 100+ modules it becomes difficult to suss out the problem player

#

i dont have CUB or better rolls

spice kraken
#

MRE, BR, RSR?

#

Let me just get my meme

topaz anchor
spice kraken
#

I haven't been as active lately so idk if there are any others that I need to add

topaz anchor
#

as soon as i decipher this, itll probably be very useful!

#

so DONT use midi with anything else here, im on v10, so rg+rsr are ok together

#

hmm what's rg and rsr, ill google it up

spice kraken
#

roll groups
ready set roll

molten solar
#

Roll Groups is not compatible with Ready Set Roll.

topaz anchor
#

well (un?)fortunately I only have midiqol of those

molten solar
#

Unfortunate indeed. πŸ™‚

topaz anchor
#

so maybe it's not midiqol? someone suggested it blobshrug dang. it IS annoying though πŸ˜›

coarse mesa
#

If you strip down to just midi and its dependencies and things start working, you might want to try Find the Culprit

molten solar
#

Well it sure isn't RG cus RG has no bugs. πŸ‘Œ

spice kraken
topaz anchor
#

I'll need to wait until it happens again so that I can see what item(s) it's happening with - or yeah, try to replicate it

#

it's been inconsistent, but i have 4 games so it's hard to remember who and when it happens

#

I appreciate the help πŸ™‚

strong yew
#

Has anyone gotten the new Hunter's Mark macro that was posted to work for changing targets?

vast bane
# topaz anchor I appreciate the help πŸ™‚

its strange because your problem is directly related to not using midi to roll the attack. Do you have a bad importer and is the user using the buttons that show up in the description of the item that was from said importer? in order for midi to attack, you must roll the weapon/feature/action the way everyone normally rolls, mousing over the icon to the left of the name in the character sheet and clicking the dice that shows up. Any other method is likely the culprit in your situation.

#

An example of bad importer misleading buttons in descriptions

coarse mesa
vast bane
#

in their case, I'd be very concerned with the outlier positive cases where its possible

#

My guess is abnormal user error in the attack, maybe they don't have require target on but have auto damage apply on, so when they attack, theres no check, and theres no need for a target, and then when they go to deal damage, they select a target or something weird like that

#

or they are trying to apply damage to a new target after having the wrong guy targeted

#

happens all the time when you throw 30 kobolds at players hehe

vast bane
#

or maybe a bad cleave macro is in play

#

that reminds me, wheres my cleave macro @violet meadow 0_0

violet meadow
#

Hmm cleave! The remaining damage carries to adjuncent targets?

#

I think I had made something for that

#

I just had a session and I am out now for beers... 😁 So I will need to get back to you some time soon

vast bane
#

cheers for happy hour!

topaz anchor
#

I believe theyre rolling from inventory

#

but im not doing automated stuff with figuring attack roll vs AC

#

I'm going to let my players know that we're keeping an eye out for when it comes up- usually when I'm running I'm too busy trying to keep the game going to stop and remember to notate when and what happened

#

If I knew how to replicate it I could toy with it! So til then blobshrug

vast bane
#

yeah thats probably my first example then, they are late targeting with no target required settings

#

the players overzealously firing their attack and targetting when they realize they hit

sudden crane
vast bane
#

theres also like 10 modules that manipulate targetting, like "remember targets", "clear targets at end of turn", "untarget after attack". Shit like this confuses the hell out of players, find all the offending modules and turn that stuff off.

topaz anchor
#

some of my players don't even use targeting, since we dont do autocalculate stuff

#

I LIKE targeting since I have animations etc πŸ˜„

vast bane
#

Is "enhanced damage dialogue" on?

strong yew
vast bane
peak helm
#

I keep getting an error, cannot read center when using templates, latest version of midi and am 1.18

topaz anchor
#

is that a multiattack option?

vast bane
topaz anchor
#

!

#

where does one harness this power

vast bane
#

if there are 2 things midi is known for most, its automated damage management and effect transferral. Not using one of these two would probably mean you have an odd combination of settings fyi, not bad, but likely the cuprit for your situation(though the more obvious culprit is having Ready set Roll or Roll Groups, or Fast Rolls installed

peak helm
#

I only get the error when using templates though.

vast bane
#

my guess would be tokenmagic fx or df templates are having a conflict or some other module

peak helm
#

I don't have either installed :p

topaz anchor
#

haha what would you recommend I try

#

since i've messed up my setting clearly shadeeyeroll

peak helm
#

I'll try just midi tomorrow, just trying to iron out some gremlins in v10

topaz anchor
#

So many options! I just originally I was trying to take it step by step

#

so as not to hit something that I didn't know how it worked, or how it's fixed

vast bane
topaz anchor
#

but probably caused my own issues blobshrug it's been so intermittent though that I keep forgetting to check how to fix it

vast bane
#

I genuinely think its just your players are lazy with targetting, you can probably stop that problem by requiring targets in combat

topaz anchor
#

yeaaah might as well

vast bane
#

at the top of the workflow tab

topaz anchor
#

BTW you friggin' rock

#

helping my out with all this, thank you

vast bane
#

I am but a humble servant to the Church of Midiqol

topaz anchor
#

ha

#

is 'use df template enhancements' from dfreds convenient effects?

#

i have that as well

vast bane
#

df template enhancements is from "Df template enhancements" hehe

topaz anchor
#

lol

vast bane
#

dfreds CE is utilized in the next section down below that snippet fwiw

#

I recently started using auto for dm saves and has anyone else noticed that Auto is always whispered in v10? I think I'm ok with it, but this is new behavior and I don't see a setting for it? It shows it in the workflow too so the players still see the roll result, but the actual roll is always whispered.

peak helm
#

I'll have to check my settings tomorrow

topaz anchor
sudden crane
topaz anchor
#

with fully automated, when I click the weapon it rolls attack and damage

#

so I'm sure there's some way to say 'i should have -1 to this and/or disadvantage' but not sure where

strong yew
#

Oh, well it looks like you edited your response so forgive me for the redundancy

sudden crane
strong yew
#

Ah ok, so basically you're modifying it with the logic before but then sending back the strings

vast bane
strong yew
#

that makes sense

topaz anchor
#

yeah i kind of like the pop-ups

#

s othat's what the Fast-Forward does

vast bane
#

me too, cause I use the module Advantage reminder:

topaz anchor
#

❗

#

'auto roll damage' ?

vast bane
vast bane
topaz anchor
#

oh apologies, i meant "what is auto roll damage"

#

I found those auto fast forward settings πŸ™‚

vast bane
#

I have that set to when needed

topaz anchor
#

also is there maybe a doc for this so I can just check that rather than use you as a living doc lol

vast bane
#

theres basically 3 automated steps there, auto click the button in chat, which is auto roll attack/damage when needed, then theres fast forward which tries to guess as best it can what the popouts would use, and then finally theres remove the buttons which I never remove incase of automation failure we can run it manually.

topaz anchor
#

I love the help I just hate asking so much!

#

gotcha

vast bane
#

My setup is abnormal, but typical for an advantage reminder module user who also uses midi

strong yew
#

Ah, the damage part works now

#

So since I have max crit set in midi I guess that rolls as 1d6min6, but since it's passed in as a string to the damage bonus, I don't think I can get the dice in DSN to match the number rolled like it does with the initial roll

sudden crane
#

@strong yew
It should because, I think that midi calls DSN for each of the roll result from the returned damage bonus macro data. I will check the code
Yep, just verified and midi sends the bonus damage rolls to DSN

strong yew
#

lowered the crit threshold just to try, rolled as a 4 and 2

#

2 should've been a 6 looks like

#

Initial roll has one of the dice show as max, but when it's the bonus damage it doesn't seem to

#

Formula looks the same for the initial roll compared to the bonus damage

sudden crane
#

That would need to be investigated… If it’s DSN or midi the problem…

strong yew
#

Yeah refreshed and checked a few more times, not working specifically only for the damagebonus

strong yew
violet meadow
strong yew
#

Gotcha. I was running through the logic and trying to find what's not working on it, but I didn't find anything odd

#

Still rather new to this though, so definite possibility I'm missing something

violet meadow
#

I cannot read the whole chat so what’s up? Point me to the start of the conversation if it’s been going on for long

strong yew
#

Just kind of going through the objects in debug to get a sense to how everything is built

#

Oh, just the swapping targets while concentrating

#

Everything else is working, was just curious if you had messed with that when you were looking at it before

violet meadow
#

That’s something for the morning bugbear to investigate πŸ˜…

marsh crescent
#

future bugbear

stoic seal
#

Would it possible for someone to automate this?

vast bane
#

Morning Bugbear:

coarse mesa
#

Bugbear and Moto? What a dream team

violet meadow
#

For ninth level slot, well who would use that as their ninth lvl! 😝

stoic seal
violet meadow
#

First create an item to match the weapon’s description on the sidebar

stoic seal
#

So a feature or a weapon?

violet meadow
#

Martial, heavy, reach etc as a weapon

stoic seal
#

K

violet meadow
#

Then on the spell create a DAE with an effect of macro.createItem | Custom | and drag and drop the created item on the value field.

#

It will copy paste automatically the item’s uuid

stoic seal
#

Oh

#

Then it’ll manifest in the caster’s inventory

vast bane
#

I actually created a compendium for my macro.createitem stuff

violet meadow
#

Or the targets

stoic seal
#

I wish there was videos for these sort of things.

vast bane
stoic seal
#

Can this be done for any feature like this spell?

vast bane
#

macro.createitem is one of the simplest features dae has honestly, you just drag and drop the item to the effect value

violet meadow
#

Pretty much

stoic seal
#

Nice!

vast bane
#

I hope he takes a look at my issues I reported for it, I'd love multi uuid support for it

violet meadow
#

You can also make it permanent if the case ever arises

stoic seal
#

Permanent?

vast bane
#

We need him to fix the attunement issue I posted about then we can start doing Unidentified Items with macro.createitem

violet meadow
#

Now if you want you can create it more precisely with a macro, but do you need that much trouble? Quite slow typing in the tablet…

#

Do you have the permanent snippet Moto?

vast bane
#

make an item that is a basic Unidentified item with no characteristics but has a apply on attune active effect that permenantly adds the actual magic item, but right now theres a bug with createitem where inactive/unavailable active effects when toggld on via createitem do not properly add the item

stoic seal
violet meadow
#

Noooo

vast bane
#

we can't use it right now, theres a bug with attuning macro.creates

violet meadow
#

It can be but won’t in your case

#

Just mentioning some extra functionality

vast bane
#

the only use case I can think of for permenant is unidentified items

violet meadow
stoic seal
#

Thanks!

vast bane
#

once that attunement issue is solved, that will be a really dope way to handle unidentified magic items

violet meadow
#

The error with the data seems to be a monks tokenbar related one

vast bane
#

just cause of how simple the template will be, you can just have a generic "Unidentified Magic Item" that you drag the new magic item into the effect value and drop it in your game

#

OH I think I got it!!!!

#

its the MTB ac value

violet meadow
#

So when someone becomes attuned you the new item is created

vast bane
violet meadow
#

Click on the token bar line of the error. What does it point too? Actual code?

vast bane
#

so it must be an issue with the shield adding 2 ac here, but I don't see a way to fix the data entry in here:

#

however, I might need to update, I just saw he dropped a bunch of versions on sunday

violet meadow
#

Yeah just found it too in the GitHub

#

This is triggered when the active effect is updated

vast bane
#

I have it as a dfreds CE:

violet meadow
#

Can you paste the whole block of code where that line is in?

#

I think you just need to add a data in the first line in the variables in the hook call

vast bane
#
        Hooks.on("updateActiveEffect", (effect) => {
            if (((game.user.isGM || setting("allow-player")) && !setting("disable-tokenbar"))) {
                let actor = effect.parent;
                if (actor instanceof Actor) {
                    let tkn = this.tokens.find(t => t.token.actor.id == actor.id);
                    if (tkn != undefined) {
                        this.updateToken(tkn)
                    } else if (data.ownership != undefined) {
                        this.refresh();
                    }
                }
            }
        });
#

I'm on v10

violet meadow
#

Like after the effect add a ,data in the parenthesis

vast bane
violet meadow
#

That’s what it reminded me off. I had seen that one before! #modules message

vast bane
#

I should probably jump out and update maybe he has a fix in the newest

violet meadow
#

Yeah try that

vast bane
#

nah no new version yet of mtb

#

he thumbs upped your post so he should be aware of it I imagine

#

I'm gonna edit it out of the issue then if its unrelated to dae

violet meadow
#

Yeah, doesn’t seem related

vast bane
#

I'm currently running Midi 10.0.19 just cause of a few issues outstanding in 20, 21, and the newest. I don't see any fixes to them yet, could they have been silently patched into them or are we all just using 19 till a new version comes out?

scarlet gale
#

What's wrong with the current version?

vast bane
#

the saves for overtime I believe

#

its an elwin post sometime yesterday I believe

scarlet gale
#

Oh interesting

vast bane
#

I can't find their mentions here I must have his name wrong

coarse mesa
#

Elwin did find the latest bug but it was fixed in .23 unless I missed something. There were suggestions on the Hunter's Mark but that's it?

vast bane
coarse mesa
vast bane
#

ok, I never saw a package release for 23 lol so I was waiting for that

#

yeah I don't see 23 available yet

strong yew
#

If I'm trying to scale something on character level, what do I put in the formula

coarse mesa
strong yew
#

Trying to do the death cleric channel divinity

#

which is 5 + 2x Cleric level

vast bane
#

oh I did this already

#

let me pull that up for ya lol

strong yew
#

Oh dope, thank you

vast bane
#

oh wait, mines an advantage reminder document link

strong yew
#

Don't suppose you know if the reaper effect works?

#

The 2nd target on a necromancy cantrip one
?

vast bane
#

basically toll the dead....

#

or set it to 2

strong yew
#

easy enough

vast bane
#

I then made a macro to roll this item, and put that macro in an advantage reminder

strong yew
#

Ah ok, simple syntax

vast bane
#

the cleric also had divine strikes so I just attached it to the divine strikes advantage reminder:

strong yew
#

I bet I could probably modify the sneak attack macro to get it to prompt like that when the condition is met

vast bane
#

I'm pretty sure if you want tis automated it has to be those macroname keys

#

and it will always prompt

#

I don't fast forward so advantage reminder was a simpler setup

#

nah you'd have to use those always prompt keys

#

because its a player choice effect

#

similar to how they would setup smite

strong yew
#

Yeah I'll have to mess around with it

#

Was trying to finally learn Foundry while setting up a one shot

#

Now am transferring over all this to my main campaign I DM so I have to get all their stuff set up

vast bane
#

you could also...just roll the item after the attack finishes

#

feature*

strong yew
#

Yeah that's my plan for irght now

#

Next session is Wednesday so gotta get the most used stuff first

violet meadow
#

Just made a fully functional Call Lightning spell, with the DAE macro.createItem and an EM to update damage to correct castLevel.
Need one small dialog to prompt for an extra damage addition depending on whether there is a storm or not in the area!

strong yew
#

That sounds amazing

vast bane
violet meadow
#

Actually I will be creating all of these spells that way.

vast bane
#

I'll take it if you got it already

violet meadow
#

Hmm the problem when sharing them, is the sidebar item. Where to store it.

#

Hmm probably as an ItemMacro and a preItemRoll onUse checking if it exists

vast bane
#

Thats why I think if you do a midi srd like module, make a "create items" compendium

#

but also I could just drag out the imported item after I stow it in a compendium into your ae

violet meadow
#

Give me a sec to try something

strong yew
#

hmm. Going to make these if not, but does anyone have stuff made for Shocking Grasp or Mind Sliver?

#

Surprised there's not some already I can find

#

Seems pretty straightforward at least

vast bane
#

what do you need to automate with shocking grasp?

scarlet gale
#

I have mine automatically mark the hit person as having used their reaction.

vast bane
#

thats a good idea though

#

macro.ce | custom | Reaction

#

I don't think checking for armor is gonna be simple, I always just answer that case by case

scarlet gale
#

I've considered having it check if they're wearing metal armor. But I've found a lot of creatures don't really specify what kind of armor they're wearing.

vast bane
#

maybe a pre-item roll item macro that applies an advantage reminder to the roll that prompts them but my wizard always remembers to ask, infact they typically always use that cantrip purely for that purpose

scarlet gale
#

I always have to just rule it when it comes up

#

Yea, same for my characters

vast bane
#

mind sliver is easily made btw, but my players don't use it

strong yew
#

Yeah I just planned on having a mark so I remember

#

When there's a lot of stuff going on it makes it easier

vast bane
#

my only suggestion for mindsliver is to make sure the setting for show inline rolls is on in DAE's module settings

strong yew
#

But marking as having used it seems good

vast bane
#

if you have midi+dfreds CE, the status marker already exists in dfreds CE

strong yew
#

Does it? I made custom stuff in CE already

vast bane
#

you just have to make the ae do macro.ce | autosets | and pick reaction from drop down

strong yew
#

Like pulled down the code and put new stuff in there lol

#

ah

vast bane
#

reaction exists in other I believe

#

midi uses it for reaction management already

scarlet gale
#

I think it's a setting in midi, but it can

vast bane
#

when you pop macro.ce into dae, it will give you the drop down for a bunch of stuff

#

the key for -1d4 for mind sliver is probably autocompletable with ability.save.all

#

if you do not have dae inline rolls setting turned on, the mindsliver will look like a flat modifier and not show its work, its also clientside

violet meadow
#

You can give advantage to attack depending on target's armor too for Shocking grasp

vast bane
#

not everyone is that specific, I personally do alot of flat ac's

violet meadow
#

too much trouble I agree

scarlet gale
#

Yea, flat AC happens just far too often

vast bane
#

just for monsters cause its just faster

violet meadow
#

Ah the MidiQOL doesn't have a socket for Item Create (totally "offtopic" πŸ˜„ )

vast bane
#

I get the feeling he's got some dope stuff in the hopper for createitem

#

cause we saw no dae patch alongside the latest midi hehe

#

but I'm totally theorycrafting

vast bane
violet meadow
#

But it will mess the Item.id so ... not doable like that.

#

If you go to these lengths you probably are better off by just creating the item manually and not via DAE macro.createItem

vast bane
#

I think whatever the succession of midi srd is going to be, should probably employ a createitem compendium

#

send me the bits and I'll just manually drag the imported featre into it

#

to relink it right

scarlet gale
#

I feel like it's just easier to use warpgate at that point. It can effectively do the same thing plus you can embed the created item info in the macro to avoid id issues.

violet meadow
#

Yeah it seems better at this point for such lengths

vast bane
#

if you send the two items, its not that difficult to redrag Item A into effect value b

violet meadow
#

Exporting the items now

vast bane
#

till tposney comes up with some sort of better method

scarlet gale
#

My call lightning spell does that, also makes it easier to handle spell scaling

#

Since you don't need to edit the item after creating it. You just edit it during the creation

violet meadow
#

Actually you need only this one. It should create the item in the sidebar and then you just need to relink it in the DAE

vast bane
#

pretty sure the midi srd one is a warpgate isn't it?

violet meadow
#

not entirely

#

I think Kandashi just creates the item manually

#

don't remember now

scarlet gale
#

I remember not liking the SRD one and wound up making my own. I still need to update it for v10.

vast bane
#

yeah the flamesword he does that way cause its permenant. warpgate is better cause you can end it

violet meadow
vast bane
violet meadow
#

@vast bane lol I found a way to make sure that the call lightning will create the correct item and auto link it.
Will test and share tomorrow. Too late now πŸ‘‹

scarlet gale
#

Guessing it's something along the lines of game.items.getName and editing the effect before it's applied.

violet meadow
#

Yeah but you need to make at least sure that players can create items in the World, in case that it's a player who uses that import for the first time on the server.

As I said no reason to do it this way instead of creating the item from scratch on the actor every time the spell is being used.

Just that it can be used like that 🀷 πŸ˜…

celest bluff
#

hmmm fun times when Levels breaks midi functions with templates

#

was writing a delayed blast feature and was wondering why it couldn't grab targets from the template

violet meadow
#

Oof, I don't use Levels! Too much trouble to set up imho, but it surely helps to create some amazing stuff! I guess just not for me 🀷

scarlet gale
#

Just finished making a darkness automation that technically uses template macros. Only for it's tokens in template API.

#

Uses a worldscript to modify midi workflows

#

There's probably a few edge cases I still need to look at for weird class features.

violet meadow
#

You could probably test the attacker for detectionModes and cancel the disadvantage accordingly

#

nvm

scarlet gale
#

Probably a good idea. This started as a port from my v9 macro. But swapping out using template auras with just checking the template the token is in.

violet meadow
#

Yeah I am on my phone, saw that you use the senses to figure out who can see

#

But probably you can streamline it with detection Modes

scarlet gale
#

Yea, I need to look into that better.

dull sinew
#

Guys, it's possible to create a AE with MIDIQOL to change my height type?
Like, from medium to huge, for exemple.

vast bane
#

hmmm it works with dfreds CE so it should be possible heres the keys:

dull sinew
#

Yeah, it change, but the token are still medium size

vast bane
dull sinew
#

v10

vast bane
#

do you have active token effects installed

#

also referred to as ATL sometimes

dull sinew
#

oh

#

I'm a idiot

#

I don't configure the ATL fields

vast bane
#

Not sure why ATL's keys are not registering in dae like my image shows, I don't think width/height changed in v10

dull sinew
#

Well... the ATL don't show the width/height options with me

#

but works!

wind fossil
#

It’s a pro move. Just copy motos settings

dull sinew
#

thanks!

vast bane
#

dae and ATL are made by different authors so it takes a lil time for the keys to update in dae so they auto complete. I thought the token size keys were the same but I guess I'm wrong

#

dae hasn't patched since active token effects got updated for v10

vast bane
#

@rotund bronze My first thought is to suggest not removing the dialog and having it always prompt for resource usage, but lets start with the basics.

What versions of:
Foundry build
Dnd5e
midiqol

there are modules that interfere with midi as well, make sure you do not have "Ready Set Roll" or "Roll Groups" or Fast Rolls installed.

rotund bronze
#

oh wow! that was qucik thank you!

#

So, right now I'm working around the issue just as you suggested, but i wanted to try and see if it was just me not understanding the settings correctly.

Anyway, I think I'm on the latest version of everything:
Foundry - v10 build 290
Midi Qol - 10.0.22
5e system - 2.0.3
I have none of the problematic modules you referenced installed
Thank you very much!

vast bane
#

F would also do it

#

the alt+ctrl buttons are listed but atleast in my config they are conflicted so likely won't work

rotund bronze
#

actually i read that information on the system itself. it is written under the autoconsume option in the Midi Qol settings, both in the GM and in the players section. If u give a moment

#

i can provide a screenshot i think

rotund bronze
vast bane
#

so use T or F instead

#

they are the same for a fast forward player

rotund bronze
spark fossil
#

Hey, anyone know any smarter way of dealing with bugbears long-limbed, which grants an extra 5ft range to melee attacks?

rotund bronze
#

here's a screenshot of the setting i was referincing. Sorry, I know this is a very minor issue

vast bane
#

you have a module conflict

rotund bronze
sudden crane
vast bane
#

I'm jumpin out to update to 22 to make sure but if its not broken, then its user error at this point

#

do you have a nonstandard keyboard?

#

actually, what does it say in the same spot in keybindings, is T available?

#

HOW are you activating the item?

rotund bronze
vast bane
#

in configure keys, is F bound for toggling fast forward, and is T bound for toggle?

#

and to be clear, you do not press both, you press one or the other

rotund bronze
rotund bronze
vast bane
rotund bronze
#

Ok so it has to be something I'm doing wrong I guess

vast bane
#

reinstall midiqol

#

you could also...turn off auto consume

#

and if it still isn't working then you gotta have another roller running

#

OH I keep forgetting this, but theres also a v9 roller that for some reason installs in v10, Better Rolls for 5e should not be installed

rotund bronze
vast bane
#

show me a snippet of your character sheet and the item you are rolling

rotund bronze
#

ok just a sec

vast bane
#

startmenu key+ shift + s is snippet tool in windows 8+

rotund bronze
#

this is what happen when I try the "ctrl + Alt" keybind, if i press F or T it just does nothing

#

this is a standard roll instead

vast bane
#

ok are you clicking the standard roll button?

rotund bronze
#

I used scorching ray as an example

#

I think so... Is it the one left to the spell name, that appears where where the little artwork is?

vast bane
#

to roll an item in midi, you want to mouse over the image and click that

dark canopy
#

that chat card (and general environment) looks pretty heavily modded

#

have we tried without other modules yet?

vast bane
rotund bronze
#

unfortunately its the same

vast bane
#

I am checking to see if standard roll causes the issue

dark canopy
#

kk, carry on

vast bane
#

yep, this is probably a reportable issue to tposney, that button does not respect controls

rotund bronze
#

thank you very much again

vast bane
#

your players need to mouse over the picture, it changes to a d20, and then click it, do not use the standard roll button

vast bane
#

standard roll button is the only way I can replicate your problem, if you roll the item the normal way then the toggle keys work

#

ok after clicking standard roll, now everything is replicating, I think its 10.0.22 causing this

rotund bronze
vast bane
#

turn off auto consume in midi settings is the only solution

rotund bronze
#

ok I will do that then, Thanks so much again you were very kind to help me

vast bane
#

is the error if any smarter person wants to know

#

it does not exist in 10.0.19 if you absolutely want to use a functional version. 10.0.20, 21, and 22 all have issues for folks who use overtime effects so I have been using 10.0.19 for now fyi. Its not a game breaker issue but I just decided to wait for the fixes in 10.0.23

strange shell
#

Trying to setup Robe of Stars to give +1 to saving throws but for some reason it is only working on one instance of the roll, anyone able to help?

molten solar
#

An effect, no modules needed.

system.bonuses.abilities.save | Add | +1
vast bane
strange shell
#

ah ty, i was trying to use midi

strange shell
molten solar
#

v9?

strange shell
#

yeah

#

is it this one? data.bonuses.abilities.save

molten solar
#

data instead of system, yes

strange shell
#

ty!

strong yew
#

What do you guys do for the piercer feat?

#

do you use the like /r 1d6rr1 or whatever the command is?

#

So why I asked actually was because I tried bugbears macro and it wasn't working for me

#

It's just the standard SRD longbow I was trying it on

#

But looking at hte damage formula it was 1d8[piercing] + @MoD

#

The mention in the original post about it being picky with damage formulas, I just changed it to 168 + mod and set the type as piercing instead and it works fine seems like

#

actually, it works for the crit extra dice

#

but doesn't prompt for rerolling 1s so far

dark canopy
molten solar
#

Why would it 'prompt'?

#

1d6rr1 will automatically reroll 1s for you (recursively)

strong yew
molten solar
#

rr will reroll 1s until it does not roll a 1

#

r will reroll 1s once.

strong yew
#

yeah piercer is once per turn

#

oh

#

so 1d6r1 would work

molten solar
#

It should, yes

strong yew
#

Thanks

molten solar
strong yew
#

Appreciate it, I looked at this but somehow didn't absorb it apparently

#

Huh, it seems like the macro actually does have a prompt in the code

#

maybe because it's only usable once a turn

spice kraken
#

@solid walrus Can you show the details tab of the spell

solid walrus
spice kraken
#

Are you using convenient effects or cub?

solid walrus
#

CUB

spice kraken
#

I'm not too familiar with cub but go into the effects tab for me and show what's there

solid walrus
spice kraken
#

Add a temporary effect and what happens when you type out cub there

solid walrus
spice kraken
#

perfect, click that and add blinded

solid walrus
#

So the effect seems to apply to the dragon, not to who ever is hit by the attack

spice kraken
#

go to the details tab of the effect and uncheck the box to apply on equip

solid walrus
#

Now the player gets the blinded effect but also a sandstorm effect

#

Ohh but they are linked. Removing one also removes the other. I guess thats fine

#

Thanks so much!

celest bluff
#

think the line with data needs a ?

molten solar
#

There you go, @violet meadow. Added a li'l extra treat for you as well.

violet meadow
coarse mesa
#

Little? This changes everything

strong yew
#

Something in a different channel?

wind fossil
strong yew
#

Oh wow

wind fossil
#

I don’t often come across situations I’ve felt Effect Macro was the only solution. What’re y’all using it for?

molten solar
#

Personally; literally anything I want to be able to toggle.

wind fossil
#

Active effects are already toggles?

molten solar
#

Exactly.

strong yew
#

So I suppose something like "On combat turn ending" would be useful to recheck a save or something yeah?

#

Trying to work out the use cases myself

molten solar
#

Yep

#

Given that it stores any generic macro, it can also be used as a substitute for ATE. Not anything anyone here would care about but the option is there.

wind fossil
#

I’m just curious what sort of features people have been making with it, I wanna reverse engineer some examples

violet meadow
#

Well alongside MidiQOL, it’s an alternative to DAE in some cases that you need to manipulate effects based on triggers, offering more granular support of what happens when.
DAE would need a more complex macro to do the same, or if not more complex, a bit less intuitive.

celest bluff
violet meadow
#

I see. I haven’t played at all with levels API and integration with MidiQOL

dark canopy
#

the little bit i know about levels is that stock "MeasuredTemplate" classes are nearly worthless

#

so, you will have to lean on whatever API Levels exposes for its template classes

#

unfortunately, it doesnt seem like levels actually substitutes the measuredtemplate class, which would be helpful -- warpgate's crosshairs dont work at all with that mod

strange shell
#

Don't suppose anyone could help me out with these 2 errors at all?

violet meadow
#

Well I would ask around in #modules maybe?

strong yew
#

Anyone have a wg macro for misty step?

#

Trying to deconstruct how to use warpgate for a character swap

peak helm
#

Any idea why midi is giving these errors on every roll?

dark canopy
#

looks like the damage tags are being parsed incorrectly

#

can you show the item's damage formula that does this?

peak helm
#

ive just updated midi and it seems to have fixed it i think, just updaing a compendium one sec

violet meadow
peak helm
#

Ahh thats why theyre gone in the update then

vast bane
vast bane
vast bane
dark canopy
#

the most basic form is

const loc = await warpgate.crosshairs.show();

await warpgate.mutate(token.document, {token: {x: loc.x, y: loc.y}}, {}, {permanent:true, updateOpts: {token: {animate:false}}});
#

@strong yew

vast bane
#

good use case would be bait and switch

coarse mesa
#

Warp Gate really is a Swiss army tool

dark canopy
#

1.15.x added the update options parameter

#

making misty step and other "blink" spells much better πŸ˜…

inland fossil
#

I have a roll table for random hit locations that I drag the item from the chat bar and place it on the token. I am trying to figure out how to automate this and have healing remove the effect as well. Here is what happens in combat. Bad guy shoots player token causing a wound. A wound does -1 to all rolls, plus damage. When healed I wish the healing would remove the effect as well as fix the damage. Is this possible? Note" wounds stack as well so I normally have to drag multiple wounds onto the token. I am wanting the hit location roall and the wound assignment to be automated as well. Help is greatly appreciated

vast bane
#

@idle crypt Sneak attack can be automated in midi by finding the midi sample item and dragging it to the pc. If it is not a rogue class, you need to add rogue levels I think, cause the automated version references rogue levels for the scale. Also the button you hold down for versatile is um...in keybindings

#

you could technically setup the rogues weapons with versatile damages including the sneak attakcs, personally I do not fastforward, so I use advantage reminder module for my once a turn shit, less reliance on macros so I don't burn out the gurus here.

vast bane
#

I think technically you can edit MMM's compendiums and just never update MMM and you can repurpose his wound tables to whatever you want, and he made it so midi fires them automatically

#

but beware that an orange name will likely chime in and warn against editing modules compendiums just for the fact that any update to the module will competely delete your work.

idle crypt
#

ok, I dont need sneak attack atm, but good to know there is a solution.I do have a paladin who uses divine smite tho

#

I can see there is a sample item for that aswell

vast bane
#

divine smite has a couple ways to use it right in midi, I do not like any of the automated methods but they exist, same idea basically, go to midi sample items and drag it to the paladins sheet