#MidiQOL
1 messages Β· Page 33 of 1
I just eldritch blast 3 times or however many, its not a spell slot spell and targets can change
and there's a checkbox on Advanced for the ddb-import to pull from the override instead
magic missile and scorching ray are a style choice how you handle it, personally I recast them without slot expense
Ok fair enough
Second annoying question, any tips for dealing with Echo knight?
Have a player that is 3 Echo knight/2 Celestial Warlock
ah
I've just decided to make an "echo" actor that has 1 hp in the prototype token
definitely ban filthy warlock dips
and then I'll just periodically update it if something importnat changes to the echo
make the echo have all damage type immunities
Yeah I made an echo as well. In the prototype token? I just duplicated the token
and turn off the ranges for the echo knights melee attacks, just zero out the range
you could use warpgate, but you guys seem new, I won't confused you
Yeah still relatively new, but somewhat savvy. I work in software for my job
I looked at warpgate once and decided I'll save that for the next campaign I GM :P
I wonder if I could rework the spiritual weapon macro for manifest echo
Echo shouldn't have damage immunities though right? just immune to all conditions
warpgate is pretty simple, its when you try to get fancy with it that it becomes a problem
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
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
but the animation to summon just the echo is pretty simple
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
neat
Is there a way to handle the teleport?
RIght now it seems to just misty step the player to whatever location
and I guess I can just misty step the echo as well
but just curious if there's already a "Swap these two token's position" effect somewehre
Also, for spiritual weapon for MidiQOL items, it says "You need a spiritual weapon world actor - you can use the one from Warpgate"
do they swap or do they assume its position?
I don't seem to have a compendium from warpgate. Is it a different module?
I must remember not to test complex conditions late at night - fix in 10.0.23
As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
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
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.
is midi-qol.DR.<damagetype> resistance?
no thats damage reduction
damage resistance have system.something keys
dr is damage resistance in dae, and DR is damage reduction
think of DR like heavy armor master
oh, do I use flags.midi-qol.absorption.cold for absorb element?
yeah you right, DR is flat
I already went through this because I had to make a heavy armor master feature
system.traits.dr.
I think absorption is for healing for that amount isn't it? check the readme
oh I think absorption is not in the readme
twitman I think theres already a premade absorb elements
- flags.midi-qol.absorption.damageType (acid/bludgeoning etc.) converts damage of that type to healing when applied to the actor with the flag set.
I can't find it in my midi srd spells
Hmm. Trying to find an example somewhere to set weapon activation cost
is it like system.activationCost or something?
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
Log the item in console to see the structure
make the item on the actor, and only mutate the changes
you don't need to make the whole thing from scratch
the only thing that changes is the damage maybe, and the to hit
but also....spiritual weapon is a premade in midi
Yeah I'm altering the pre-made one
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
Premade one seems to create the spiritual weapon attack weapon
hmmm, the old one just mutated the spell attack and damage
I see where it's setting the properties in the item macro at least I think
Maybe it's a mutate though, I'll play around
if you edit it on the actor you should be fine, just do 1 bonus action in the sidebar actor
Yep thank you, it was just modifying it if it was already there
now it shows up and works properlyu
thanks
Has anyone messed around with modifying Spirit guardians to other spells?
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
But then it seems like the damage can't roll. Nothing happens when I click it
I made my moonbeam an actor warpgate summons
Oh, interesting
it just has an attack it does on their turn
I see
knowing what I know now, I probably should make it a template aura
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
(and Spike Growth)
I'm like almost there. Got the rolls working again, but it's just not triggering upon entering now
What setting do I have enabled that makes this show up for this spell
Can't seem to locate it
Active effects should apply when they walk into the aura right
did you install effect transferral or something?
oh thats a weird setting in midi, you have auto apply active effects off, or when you cast the spell it targeted nobody
This should be correct right
I placed moonbeam on a blank square to test walking into it
so yeah there were no targets
so that's normal if there aren't any
its 4 squares fwiw
Ah, yeah sorry just meant blank area
Spike growth is pretty much good to go. I recently got cloudkill into a good spot too if anyone is feeling adventurous and wants to give it a test run.
Does it move of its own accord now? Not necessary but it would be terrifying lol
No, but that's my next project
I rewrote it to work fine with multiple cloudkills on the field
Was fun trying to apply 5e rules to overlapping templates
5e rules are not meant for VTTs haha
May need to make sure your advanced macros isn't the new version
I haven't had time to make sure it didn't break this
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! π
OT issue was just fixed in last update
was it?
I thought 19 is the only safe version atm elwin posted somethin that was wrong
A new issue. It will be fixed on .23
Can't for the life of me figure out how I got it close before lol
Lol gave up and tried messing with other spells players are likely to use
Tried Darkness from the Aura's compendium
And I guess there's some loop there or something wrong with my setup
It just chain blinds everyone inside endlessly lol
like 40 applications on one target
I just fixed that lol
could probably search me and darkness for the fix, I can't remember what it was
Yikes it sounds like we still need the dust to settle for v10
Ah true
oh I think it was cause the ae was setup as an aura too
Chris fixed it not me, I think it was the ae
it needed macro.ce, not statusEffect
oh also, you can't have the broken advanced macros, or it will break I think also
if you make a fake item in side bar you can right click it and import that file and the item turns into darkness
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
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
edit the guy who cast it and show me the darkness spells ae
hmmm
that is not my spell
did they already have blinds on them? the darkness should be above them or else its something else that aplied those
I'm trying to figure out why Chromatic Orb won't cast to Chat.
I have a lot of other automation working quite nicely.
Any thoughts on where I might start looking?
You have targets selected?
That's right.
Most likely the itemMacro hasnβt been updated to v10
Hmm. Sure.
no he has all 3 ghostbusters installed
Not great with macros yet. Decent with code.
There are several steps you need to take before any troubleshooting can be fruitful in any capacity, Trent.
Yes, to follow the chain and find the break.
eh not sure about RSR but pretty sure hes got RG and midi(and item macro character hooks on)
I kinda wanna know if its RG on v9 8)
RSR adds that 'quick roll' tab
is the quick rolls thing the frgbrg module or whatever, Fast rolls by default?
oooh ok
wow
Wait, is it FRBD? Crap, gotta check.
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
Yeah it's RSR
hey atleast we know the UUID can get bumped off the top bar, never seen that
This isn't the way I like doing science.
hehe
Really helpful. Which is FrBD?
'Faster Rolling by Default'
nod
Compatible with RG by design, but not with any of the others.
if you want effect transferral and automated damage application/management, you probably want midi, but if you can live without those, you can try RG or ready set roll
I have a personal changelog on OneNote for my distro. π
Working it out with community docs.
I mean... you can get effect transferral pretty effectively without midi
though you could do effect transferral with the others I believe, with actual effect transferral
yeah I just didn't know if RSR worked with it, nobody ever confirms
so you need to pick between Ready Set Roll, Roll Groups+FRBD, or Midi.(ANd get rid of ASE)
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.
if you are going with midi, you also need to navigate to the item macro module settings and turn off character sheet hooks
Out of interest, what are the "community docs" you mentioned?
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!
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.
if you still get an error paste it here with the item macro on the item later when you test again
@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.
Improved UI/UX.
@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
Midi seems to perform very poorly with my setup in v10. the delay to completion of simple actions are crazy
Well 2.8secs from when?
I assume that is the time from clicking normal to printing the card in foundry after casting cure wounds
theres 13 yellow warnings and 5 red errors on the cast, though those red ones are 10.0.21's debugger bug
Do you have auto animations for the cure wounds?
yes and dsn
Try without
the yellow warnings seem to be midi, dae, and combat booster
It doesn't sound that bad 2.8 from normal till the roll is done
yeah maybe its dsn?
isn't thre a setting to prevent spoiling?
when the 3d dice roll?
And you probably have quite a lot going on in the meantime
Ah yes
It stops execution till the roll is finished
k so maybe v10 reset my dsn settings
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
I mean there are so many things that might be happening with lots of modules on.
That one with tidy I have never seen
I don't really have alot, 63 active 70 installed
But yeah something sounds off
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
Probably something introduces a delay till the on click listeners or whatever used are ready to go, for my issue
I wonder if its cpu or ram that dictates how well a server performs the shims
or HD speed
where do I go to find the older 10.0.19 midi?
Go to the repository and in the files of the module locate the package folder. It has all the zips of midi versions
Grab the one you need, unzip in the module folder. Keep in mind that it might unzip it in its own folder
Does anyone know if there's a midi-qol flag that stops rolls from being made at advantage/disadvantage?
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.
give the player advantage and disadvantage?
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
Pre item roll actually
Gotcha, so no easy way. In that case we'll just do it manually, thanks π
... what? O_o
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
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
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.
What is the advantage reminder?
Oh, I think I understand
Well, I talked with the player and considering we use fast forward, we will be stuck with prompt every time
At least it's only for when it's giant form
its client side, and cpu
If they have dice rolling, animation playing etc... it might add up π€·
I am not sure when rollComplete is triggered.
But having said that, I don't see that myself so...
I double checked Giants Might, it really does have to always prompt, its ONLY on their turn too btw, and its "They can" so thats player choice they choose when it happens.
it was the delay on dsn
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
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.
I have this done with an Optional Bonus flag in MidiQOL
yeah thats what hes using, probably copied you
the irony of needing a prompt for fast forward
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
Or I guess a better question would be is there an alternative to traits.size?
Would need a macro.
You would need a macro
Damn
Or DFreds CE that I think adds 1 to the size for the enlarge/reduce spell
Oh, I'll check that out, I do have that module. Thanks!
Is there a method to have regeneration automatically be stopped after taking fire damage, then return if it manages to avoid more fire?
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. π
simbul's creature aid should have the dnd5e helpers regeneration helpers features ported, and I assume that includes the function for an AE to block regen
Is that only for v10? Unfortunately I'm stuck on v9 until LANCER updates its system. π
So is MidiQOL compatible with LANCER?
Hi can I ask for directions on where to start to set precision attack up for my fighter?
No, but I don't really want to update Foundry with one of the game systems I play incompatible with the new version. :V
oh so you ask about dnd5e way to do it while using MidiQOL?
If so you could use the dnd5e helpers that badger mentioned
Oh true!
Hey @violet meadow
I'm trying to incorporate your crusher feat macro
Do I put the macro on the feat itself? ie: Crusher: Critical?
Yeah. Made a small edit in the description. Does it make more sense now?
https://github.com/thatlonelybugbear/FoundryMacros/blob/main/MidiQOL_related/Feats_5e/v10/Crusher.js
Yeah thanks I think so
For the movement one though, how does that one work?
Just supposed to be able to click Crusher as a special action and it executes?
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
Oh nevermind, it's built into the same macro! nice
oh it's not finished yet. I'll keep my eye out ποΈ
Oh wait, does it only move on critical?
Nope. You just put the created feature on the character sheet.
Then whenever you attack with a bludgeoning weapon, the Crusher ability will be activated by default
You shouldn't be rolling the Crusher feat you created at any point π
Yeah it seems to work on criticals
I get the popup for moving the target and the advantage
but on regular hit, I don't get the prompt
That shouldn't be happening π€
Are you in combat?
Nope, let me do that and try
No should be fine
I was just asking cause during combat you can activate it once per round
My fault, so yeah it works in combat
but just not out of combat seems like
Oh wait no
you're right
So I had already activated it on the critical
which is why it didn't let me again
Does it not prompt everytime when out of combat? It should!
No I'm messy in my testing
Any errors when you are out of combat?
It was in combat, I didn't realize
One sec
Ok yeah it's working as expected sorry for the confusion
getting lost in the details
Good to know!
I will update it tomorrow to better behave when you move larger creatures and check for overlapping tokens
Does anyone have any experience with Ancestral Protectors on Barb as well?
My barb player has a lot of on hit effects
It seems like there's a macro on it already that references Elwin
Are you on Foundry Gearheads discord?
v10 updated from Elwin. Check in the features channel here: https://discord.gg/C46HVApf
the v9 version works in v10 fwiw lol
Unsurprisingly π
If anyone needs a v9 Crusher let me know
The v9 you have Moto has some things missing from it
it moves the token once on their turn and does the crit thing, what else is left other than a few cupholders 8)
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
And it will only move creatures up to one size category larger than the attacker
I am not sure if I have included it already π€π
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
Go to foundry macros, link to my repository if you click on my name
Anyone have an animate dead macro?
The one I got from the warpgate docs seems to have a syntax error
I have danse macabre but fair warning, my table considers skeletons useless so they we prefer to just summon zombies
I actually was just fiddling around with yours
But it just summons a zombie yet?
yeah*
you could get a dialogue drop down for it in #macro-polo
Oh? I searched the discord but didn't see one cocme up
just ask them after sharing the macro
Oh, thanks
Say please ofcourse
if you provide the error message, it may be a simple fix, rather than completely dumping the script
Just from F12 here? Reference error, item is not defined
I have an actor named Skeleton and actor named Zombie
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).
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;
no, replace those two lines with a midi equivalent that gets the spell level and computes how many are spawned
Thanks, I'll look at that
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
So, actually just ignored the part where it assesses the spell level since this is for a one shot
general rule of thumb is what is likely needed is an arg
Now I just need to figure out how to mutate the original token instead
So the targeted corpse just becomes the new token rather than spawning a new one independently
if its a one shot don't even bother automating it >_<. prepare the actual adventure don't worry about the vtt
get spell level from midi, that is all
I'm a glutton for cool effects
your players will appreciate well written descriptions and dialogue more than the fancy two zombies that suddenly appear in the vtt map
sigh here is the replacement:
const level = args[0].spellLevel;
const number = (level - 3)*2 + 1;
I appreciate it, was trying to find an example somewhere. Wasn't just trying to make you do it
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
you can count the macro gurus for midi on one hand basically
Zhell is slowly but surely becoming the sixth finger
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?
Doable with an item macro.
Check if the target is getting it's health reduced to 0 then apply an effect that lasts one turn.
@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.
Ingenious, thanks Tim. Using the one hotbar button for the spell makes a lot of sense. My next character is a ranger so very grateful
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?
Could you share the updated macro?
I didnβt update it, Iβm using it as-is. Someone else did though as they didnβt have the Patreon JB2A
Yeah, I'm also in that boat
I meant moreso for the auto-fail friendly rather than the animation changes though
Oh you literally add those three words anywhere in the spell description and midi picks that up
Oh, I didn't realize it was that simple, thanks
And btw if you do want those anims, you donβt need an ongoing Patreon sub, you can just do it for a month and it will download everything. You just wonβt get any future updates
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
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 Iβd give it a try
No worries appreciate the help
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?
what item/feature are you using that causes this issue?
also v9 or v10
Midi settings > workflow > Misc tab (as of v9, don't know if v10 swapped things around)
Middle ones specifically
v10 π
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 
got the 'merge rolls to one card', thank you
How are they rolling damage before an attack is made?
Its funny, I have another similar idea, I'm kinda lovin your createitem feature. I have an idea for Scorching Ray and Magic Missile, where they are self/self buffs that give the caster a feature that is the magic missile/scorching ray and they just press that however many times instead of annoyingly casting them again and clicking out the spell slot consumption.
I'm also doing it with Aura of vitality, and I give the items charges and they destroy on empty.
Ran my first v10 live session tonight.
- Performance was better than I expected
- 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.
- 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]);
Took me a while but I was trying to decipher how this macro relates to skill challenges (a la 4E)... but it's contested skill checks. I might actually yoink this when it's working properly β for shove and grapple. BTW I see the final notification should say taunt not shove
I don't think that notification actually works I just never bother changing it, never see it anyway
Oh yes it's been discussed here too. Passing all the args[0] in a call for another macro will trigger a nasty error. You need to ```js
delete args[0].workflow;
game.macros.getName("TauntIntimidation").execute(args[0]);
You probably mean the Mace of Disruption from the MidiQOL Sample Items compendium, not the MidiSRD.
The Effect should happen regardless of the enemy's HP. But when the enemy has less that 25HP, it should automatically destroy it by updating its HP to 0.
Does this not happen for you?
Can you not see any notification (maybe forgotten world script or something) or just this one?
Hey bugbear π 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?
Do you auto-consume spell slots ?
Otherwise just recast it without expending the spell slot
Yeah that is what I am doing. You could also just leave the Attack button on if you d like too π€·
There are other ways but would need macros and I have judged against that for my table!
Midi Settings => Workflow settings => Player tab. Same for GM tab. You can keep the Attack/Damage buttons on the card if you'd like
Have a look at hunter's mark for a way to decide if you want to skip the consumption dialog altogether,
I think that it has an issue the one you shared, with updateTarget and updateSource flags being the other way around or something
Hmm will double check in a bit. Was not working in the morning π€
I use the Mace of Disruption, its not 0 hp, its 25 or lower and ONLY if its undead or fiend, anyone else the save is rolled, but it doesn't do anything. Its kinda an annoying weapon honestly but we live with it.
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
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
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
anywhere i can get midiCustom sounds? π
I just use the basic sound effects midi supplies, I turn off crit/fail for midi cause DSN handles those
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
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);
so if I use Midi SRD I do not need Dynamic Effects SRD since everything is in midi SRD?
DAE SRD has so many wrongly setup items as well so you really should use midi srd which has all of them in it anyway, but both modules are not v10 compliant officially. The fork of midi srd is being worked on by bugbear slowly but surely if you spot anything that needs a fix report it to him here. DAE has been defunct since very early v9
so I do not need DAE after all?
OK now I see what's up. This js if (args[0].macroPass === "damageBonus") needs to be changed to ```js
if (args[0].macroPass === "DamageBonus")
Since I use convenient effects and midi sql?
DAE SRD, you definitely need dynamic effects using active effects
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
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
I migrated like 1 month ago to v10 and had tons of error messages and a lot fo modules are gone
@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
Aye. That's the beauty of MidiSRD's way to provide the macro's functionality.
do you want us to report any of the yellow errors when we spot them with the spells?
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
Do you mean gone as You deleted them or just cannot be found in the world as active.
If its the latter, the module folders are still in your local data and that will trigger errors or warnings
@vague mural If you need Midi SRD to show back up in your active modules in V10, here is the manual install link:
https://raw.githubusercontent.com/thatlonelybugbear/midi-srd/master/module.json
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.
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
manually instal the link I pinged you with, its the v10 fix for that problem. has to be pastd into the manual manifest field at the bottom of the add ons menu
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?
Nope. DAE needs to stay on.
do I get issues now due disabling DAE SRD instead of Midi SRD?
show us the issue by screenshotting it?
its probably not able to be uninstalled is my guess cause its so incompatible/old
Close Foundry. Go into your Foundry userData and locate the modules folder. Delete manually the dae-srd folder
Manually installing was fine, I was just not able to install with the normal ingame froudnry module list
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.
learn the ones you have, then if you still need something solved with a module ask around and someone can suggest a module, I would not treat modules like a shopping list, you fill a need with them.
The only need I have is fixing performance issues with Argon HUD but ripper already said he dunno
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.
Well I liked the Idea of that HUD
TAH is a similar concept without all the fancy icons, its a purpose driven module
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?
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
I will check illandrils quick token actions I dunno them
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
I am using the Tidy5e Sheet after abbandoning the DnD5e Sheet but I have also some new players which are overwhelmed
that is probably a byproduct of automation in general, you should ease your players into the changes. I personally had a session zero and they all chose what they wanted for modules after fiddling wth stuff and they all vote for any new changes to our sessions.
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
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
Well the Player certainly are not overwhlemed by the modules but the sheet and DnD. 3 of my Players are still newbies and especially the Description of the Stats and Actions from Argon HUD are helpful from them. (when do I roll XY, what is deception again or intimidating ...)
Only Token Quick Actions or more? There are a couple of things tho
dfreds CE message setting set to player may be helpful/informative for new players also
Do you mean other modules from illandril?
To this message is the Quick Actions the only Illandrils module you use or are there more? I noticed there are some outdated
CE message?
I do use illadnril's Token tooltips and invertory sorter too. No need for the rest of theirs for my setup π€·
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.
ah yeah that
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
This is doable only with a macro onUse
theyre not! they roll to attack and then the system doesnt think they did?
I have never seen that one before!
Same. Were those items imported from dnd beyond, your own creation, a module, or one of the srd compendium?
Maybe more than one rolling module installed?
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.
They've just released a patch to AM, it might be fixed now
@vast bane I'm sure this will be missed:
Is this currently supported? I was messing around with trying it but am I misunderstanding this in the midi wiki
Is it even possible to automate Mirror Image with MidiQol?
dndb import, I want to say?
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

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
pretty much
roll groups
ready set roll
No
Roll Groups is not compatible with Ready Set Roll.
well (un?)fortunately I only have midiqol of those
Unfortunate indeed. π
so maybe it's not midiqol? someone suggested it
dang. it IS annoying though π
If you strip down to just midi and its dependencies and things start working, you might want to try Find the Culprit
Well it sure isn't RG cus RG has no bugs. π
Try with SRD items instead and run a test combat to replicate the bug
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 π
Has anyone gotten the new Hunter's Mark macro that was posted to work for changing targets?
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
just to be clear > you can roll midi attacks using hotbar buttons, Token Action HUD, combat booster etc
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
this is highly likely
or maybe a bad cleave macro is in play
that reminds me, wheres my cleave macro @violet meadow 0_0
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... π So I will need to get back to you some time soon
yeah it checks the other adjacent targets ac before applying the damage though also
cheers for happy hour!
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 
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
It is not totally midi related, it is also core and dnd5e related. It used to work in my sneak attack, the code that I posted was from sneak attack, you would need to adjust the formula for you need, for Hunterβs Mark you would need to use "1d6" for the DamageRoll formula instead
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.
some of my players don't even use targeting, since we dont do autocalculate stuff
I LIKE targeting since I have animations etc π
you probably have a wonky configuration for midi then since you are using it in a niche method if you are not using any automation
Is "enhanced damage dialogue" on?
Oh, is the sneak attack string there just the formula it passes? I thought the damagebonus could only take a string for damageroll and a string for flavor
I keep getting an error, cannot read center when using templates, latest version of midi and am 1.18
it is the main coolest method that midi has for managing damage application, it can be set to manual and automatic and also set for players and dm npcs.
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
I only get the error when using templates though.
try with just midi running
my guess would be tokenmagic fx or df templates are having a conflict or some other module
I don't have either installed :p
nah i dont have any of those others
so probably just a weird setup
I just went to quick settings and changed it to No Automation- or I could try Full Automation
haha what would you recommend I try
since i've messed up my setting clearly 
I'll try just midi tomorrow, just trying to iron out some gremlins in v10
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
the fast settings buttons are for beginners, you ultimately want to tweak all the settings to your preferred apearance/setup, heres my damage setup, its full automation, likely not what you want, the first drop down is whether you want it fully auto or manual.
but probably caused my own issues
it's been so intermittent though that I keep forgetting to check how to fix it
I genuinely think its just your players are lazy with targetting, you can probably stop that problem by requiring targets in combat
yeaaah might as well
I am but a humble servant to the Church of Midiqol
ha
is 'use df template enhancements' from dfreds convenient effects?
i have that as well
df template enhancements is from "Df template enhancements" hehe
lol
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.
I'll have to check my settings tomorrow
OK so when I fully automate to-hit rolls, where's the opportunity to enter advantage, disadvantage, and modifiers to rolls?
The result of this evaluated formula is returned with the flavor. We use the DamageRoll to update the formula for critical
return {damageRoll: damageBonusResult.formula, flavor: effectName};
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
So with this change, would I just be doing return damageBonusResult; ?
Oh, well it looks like you edited your response so forgive me for the redundancy
I just updated my previous reply
Ah ok, so basically you're modifying it with the logic before but then sending back the strings
I do not recommend the fast settings unless you are brand spankin new, if you want those popouts you need to turn off fast forward for DM and players in the first two tabs of workflow
that makes sense
me too, cause I use the module Advantage reminder:
oh apologies, i meant "what is auto roll damage"
I found those auto fast forward settings π
I have that set to when needed
also is there maybe a doc for this so I can just check that rather than use you as a living doc lol
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.
My setup is abnormal, but typical for an advantage reminder module user who also uses midi
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
@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
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
That would need to be investigatedβ¦ If itβs DSN or midi the problemβ¦
Yeah refreshed and checked a few more times, not working specifically only for the damagebonus
did you test the swapping when you were messing with it?
Hmm nope. Just tested it to make extra damage work
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
I cannot read the whole chat so whatβs up? Point me to the start of the conversation if itβs been going on for long
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
Thatβs something for the morning bugbear to investigate π
future bugbear
Would it possible for someone to automate this?
Morning Bugbear:
Bugbear and Moto? What a dream team
Yes. Easiest way, create an item as you want it on the sidebar. Create a DAE macro.createItem to create that item in the inventory of the caster when the spell is used.
Give the extra damage as an activation conditio.
For ninth level slot, well who would use that as their ninth lvl! π
I donβt know where to start on this lol I have no experience with advance stuff like this
First create an item to match the weaponβs description on the sidebar
So a feature or a weapon?
Martial, heavy, reach etc as a weapon
K
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 itemβs uuid
I actually created a compendium for my macro.createitem stuff
Or the targets
I wish there was videos for these sort of things.
Can this be done for any feature like this spell?
macro.createitem is one of the simplest features dae has honestly, you just drag and drop the item to the effect value
Pretty much
Nice!
I hope he takes a look at my issues I reported for it, I'd love multi uuid support for it
You can also make it permanent if the case ever arises
Permanent?
We need him to fix the attunement issue I posted about then we can start doing Unidentified Items with macro.createitem
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 tabletβ¦
Do you have the permanent snippet Moto?
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
Lol but I donβt need permanent. Just wasnβt informed it could be permanent
Noooo
we can't use it right now, theres a bug with attuning macro.creates
the only use case I can think of for permenant is unidentified items
When the spell drops it will be deleted automatically
Thanks!
once that attunement issue is solved, that will be a really dope way to handle unidentified magic items
The error with the data seems to be a monks tokenbar related one
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
So when someone becomes attuned you the new item is created
Click on the token bar line of the error. What does it point too? Actual code?
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
Yeah just found it too in the GitHub
This is triggered when the active effect is updated
I have it as a dfreds CE:
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
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
Like after the effect add a ,data in the parenthesis
should I report it to MTB?
Thatβs what it reminded me off. I had seen that one before! #modules message
I should probably jump out and update maybe he has a fix in the newest
Yeah try that
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
Yeah, doesnβt seem related
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?
What's wrong with the current version?
Oh interesting
I can't find their mentions here I must have his name wrong
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?
wrong message link:
#1010273821401555087 message
ok, I never saw a package release for 23 lol so I was waiting for that
yeah I don't see 23 available yet
If I'm trying to scale something on character level, what do I put in the formula
yeah me neither
Oh dope, thank you
oh wait, mines an advantage reminder document link
Don't suppose you know if the reaper effect works?
The 2nd target on a necromancy cantrip one
?
remove the numerical value of targets on necromancy cantrips
basically toll the dead....
or set it to 2
easy enough
Ah ok, simple syntax
the cleric also had divine strikes so I just attached it to the divine strikes advantage reminder:
I bet I could probably modify the sneak attack macro to get it to prompt like that when the condition is met
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
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
Yeah that's my plan for irght now
Next session is Wednesday so gotta get the most used stuff first
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!
That sounds amazing
yep that was my idea for that spell
Actually I will be creating all of these spells that way.
I'll take it if you got it already
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
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
Give me a sec to try something
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
what do you need to automate with shocking grasp?
I have mine automatically mark the hit person as having used their reaction.
its almost always me that has to manage it so I always just activate that condition manually lol
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
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.
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
mind sliver is easily made btw, but my players don't use it
Yeah I just planned on having a mark so I remember
When there's a lot of stuff going on it makes it easier
my only suggestion for mindsliver is to make sure the setting for show inline rolls is on in DAE's module settings
But marking as having used it seems good
if you have midi+dfreds CE, the status marker already exists in dfreds CE
Does it? I made custom stuff in CE already
you just have to make the ae do macro.ce | autosets | and pick reaction from drop down
I think it's a setting in midi, but it can
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
You can give advantage to attack depending on target's armor too for Shocking grasp
I think the problem is each individual dm's method of making monsters
not everyone is that specific, I personally do alot of flat ac's
too much trouble I agree
Yea, flat AC happens just far too often
just for monsters cause its just faster
Ah the MidiQOL doesn't have a socket for Item Create (totally "offtopic" π )
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
I take it item import/export doesn't preserve UUID's?
That's for a different issue. I haven't tested the export/import yet
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
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
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.
Yeah it seems better at this point for such lengths
if you send the two items, its not that difficult to redrag Item A into effect value b
Exporting the items now
till tposney comes up with some sort of better method
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
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
pretty sure the midi srd one is a warpgate isn't it?
I remember not liking the SRD one and wound up making my own. I still need to update it for v10.
yeah the flamesword he does that way cause its permenant. warpgate is better cause you can end it
There was an issue with that. The ItemArray to delete was not correctly called, but I should have fixed that in the v10 one at least
I haven't gotten to use it yet in v10
@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 π
Guessing it's something along the lines of game.items.getName and editing the effect before it's applied.
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 π€· π
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
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 π€·
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
And can autoattach itself to the token with token attacher.
There's probably a few edge cases I still need to look at for weird class features.
You could probably test the attacker for detectionModes and cancel the disadvantage accordingly
nvm
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.
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
Yea, I need to look into that better.
Guys, it's possible to create a AE with MIDIQOL to change my height type?
Like, from medium to huge, for exemple.
I think theres a bug in v10 ATE atm for that idea, atleast thats what I saw with enlarge/reduce in my live sessio on sunday, its on my todo list to investigate
hmmm it works with dfreds CE so it should be possible heres the keys:
Yeah, it change, but the token are still medium size
what version of foundry are you on
v10
Not sure why ATL's keys are not registering in dae like my image shows, I don't think width/height changed in v10
Itβs a pro move. Just copy motos settings
thanks!
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
@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.
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!
I do not kinow where you got your information, but the key you hold down to select resources is T now, not ctrl+alt
F would also do it
the alt+ctrl buttons are listed but atleast in my config they are conflicted so likely won't work
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
this is the same for me too
I tried, but it didn't work. If i do that, nothing happens at all
Hey, anyone know any smarter way of dealing with bugbears long-limbed, which grants an extra 5ft range to melee attacks?
here's a screenshot of the setting i was referincing. Sorry, I know this is a very minor issue
if you have find the culprit installed, turn off all but midi, socketlib, and libwrapper and reattempt
you have a module conflict
I tried this, but nothing, its the same even with just those three modules active
Not all token properties are exposed in DAE, but any property from a token should be accessible with ATL
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?
stantard qwerty (EU)
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
my keybindings are set exactly as the ones you posted befoer actually, I never changed the default settings
By clicking on a spell in the spellbook section of the character sheet of a player or npc
yes they are
indeed
Ive tested on your version and t or f will toggle the resource window
Ok so it has to be something I'm doing wrong I guess
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
I don't have better rolls
tried but nothing
show me a snippet of your character sheet and the item you are rolling
ok just a sec
startmenu key+ shift + s is snippet tool in windows 8+
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
ok are you clicking the standard roll button?
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?
to roll an item in midi, you want to mouse over the image and click that
that chat card (and general environment) looks pretty heavily modded
have we tried without other modules yet?
I had him find the culprit with just midi and its dependencies earlier
yes
unfortunately its the same
I am checking to see if standard roll causes the issue
kk, carry on
yep, this is probably a reportable issue to tposney, that button does not respect controls
thank you very much again
your players need to mouse over the picture, it changes to a d20, and then click it, do not use the standard roll button
yes exactly
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
omg I don't know how to do this correctly
turn off auto consume in midi settings is the only solution
ok I will do that then, Thanks so much again you were very kind to help me
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
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?
An effect, no modules needed.
system.bonuses.abilities.save | Add | +1
sounds like you got the ae setup wrong, if its identical to zhells example then you probably have a special duration in it or something else is wrong about it.
ah ty, i was trying to use midi
am i being retarded? that option isnt in the list of available effects??
v9?
data instead of system, yes
ty!
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
you can avoid accidental pings by wrapping code in backticks, like this
`@somePathThatisAlsoAUser`
@somePathThatisAlsoAUser
lmao Thanks sorry about that
does it only reroll once?
It should, yes
Thanks
Some more stuff if interested:
https://foundryvtt.com/article/dice-modifiers/
These all apply to the damage formulas in dnd5e items.
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
@solid walrus Can you show the details tab of the spell
Are you using convenient effects or cub?
CUB
I'm not too familiar with cub but go into the effects tab for me and show what's there
Add a temporary effect and what happens when you type out cub there
perfect, click that and add blinded
So the effect seems to apply to the dragon, not to who ever is hit by the attack
go to the details tab of the effect and uncheck the box to apply on equip
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!
Looks like it's breaking this line of itemHandling
const p2z = installedModules.get("levels")?.lastTokenForTemplate.data.elevation ?? installedModules.get("levels")?.nextTemplateHeight ?? 0;
think the line with data needs a ?
There you go, @violet meadow. Added a li'l extra treat for you as well.
If no last token for template?
EM? Will check later!
Little? This changes everything
Something in a different channel?
Yeah lol #package-releases
Oh wow
I donβt often come across situations Iβve felt Effect Macro was the only solution. Whatβre yβall using it for?
Personally; literally anything I want to be able to toggle.
Active effects are already toggles?
Exactly.
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
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.
Iβm just curious what sort of features people have been making with it, I wanna reverse engineer some examples
Well alongside MidiQOL, itβs 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.
This is while a template is present and using the selected by template command
I see. I havenβt played at all with levels API and integration with MidiQOL
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
Don't suppose anyone could help me out with these 2 errors at all?
Anyone have a wg macro for misty step?
Trying to deconstruct how to use warpgate for a character swap
Any idea why midi is giving these errors on every roll?
looks like the damage tags are being parsed incorrectly
can you show the item's damage formula that does this?
ive just updated midi and it seems to have fixed it i think, just updaing a compendium one sec
Forgotten debug entries. 10.0.22 version fixes
Ahh thats why theyre gone in the update then
if you just wanted blinded use the key statusEffect
the primary thing for midi and EM is probably temp hp stuff and the fact that EM stores the macro on the item so we basically have a secondary item macro situation. But if you really wanna see the amazingness of EM, look for Chris' potion of poison macro, that is a great flex of Effect Macro.
automated animations has a prebuilt for teleportation, all you have to do is duplicate their misty step and edit the settings for other spells like dimension door. No midi work required.
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
good use case would be bait and switch
Warp Gate really is a Swiss army tool
1.15.x added the update options parameter
making misty step and other "blink" spells much better π
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
@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.
Raptors request reminds me ALOT of maxwells malicious maladies module, but I think hes using a different wound system so I doubt rippers module could be adapted to it.
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.
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
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