#MidiQOL

1 messages Β· Page 36 of 1

coarse mesa
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I'd love to yoink that, thanks... just about to set up a Swarmkeeper πŸ™‚

strong yew
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let me know if you run into any issues. I tested everything I could think of so I think it's covering like 99% of use cases

coarse mesa
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Absolutely, will do – thanks. Might be a few weeks before we get to see it in action though.

strong yew
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Yeah, I'm working on some other ones my party routinely uses so I may just throw them in a github and edit them as issues arise

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one sec, that one isn't the updated one

strong yew
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There we go

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didn't hit save in vscode before dropping it

coarse mesa
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Thanks. It's nice to have another script guru in here, for us who aren't so competent πŸ™‚

strong yew
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lol, well I'm working on it. Hopefully can pick up more as I go along

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Oh, wait and there's the AE effect

strong yew
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Then just clear out the spell effects section in details, and change target to self

unique cape
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Good evening. I have an issue with the Fireball template. Whenever I cast it, the caster gains a temporary effect "Fireball Template" with a duration of 1 turn or 1 second out of combat (real time doesn't pass due to Small Time module). As a result Automated Animations' beautiful fireball effect is hidden behind the template unless I immediately end my turn or remove the effect manually.
I suspect this self effect is something DAE adds but I can't figure out how to remove it. I want the template to expire/be removed immediately after it properly targets and fast forwards damage. Is it possible? MidiQOL's "Auto remove placed templates on spell expiry" is on

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I am on v10

coarse mesa
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If you look in your Automated Animations settings for fireball there should be an option for 'above template' or 'remove template' – assuming it is a template style anim

unique cape
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It works, many thanks

coarse mesa
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I just had a look, there's a tradeoff – if you want to use the Fireball preset, you can't have it 'remove template'. So it works better as a Template style autorec, but in that case you can't do the fireball beam before the explosion... unless I'm missing something

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Ah nvm, I found it – remove template is on the projectile part. Happy days

violet meadow
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How should the max critical behave?

coarse mesa
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I think typically people who do the max crit house rule have the standard damage maxed and roll the crit dice on top of that. Midi does it differently iirc, you do the standard roll and then the extra crit dice is maxed and added. Same result but potentially a bit confusing.

strong yew
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yeah that's it

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basically just expected the one normal crit die to be maxed

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then an extra normal d8 for piercer

violet meadow
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Why don't you use the Dnd5e rules for critical in MidiQOL settings?

vast bane
violet meadow
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I think it respects the system's option

tepid dock
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Is there a midi flag for the wielder of a weapon to not have any penalties for being flanked?

vast bane
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Brutal critical changes completely when the max dice is critical dice vs the weapon dice

coarse mesa
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OK dnd5e maximises the base damage, midi does the opposite:

violet meadow
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I haven't dealt that much with other crit rules than the default, so... not sure of all the different options

strong yew
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yeah I'll change that there

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Appreciate the tip[

vast bane
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I don't really care what rules are used cause at the end of the day a sorlockadin still exists to break tables anyway, just pointing out that brutal critical changes is all

coarse mesa
violet meadow
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You can give him condition immunity against flanked condition πŸ˜„

vast bane
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an aura of 5ft that gifts hostile creatures with condition immunity: Flanking

violet meadow
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nooo, don't use auras if you can get around them via other means πŸ˜…

vast bane
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flanked is different than flanking though

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flanked is a debuff to ac, flanking is advantage

violet meadow
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I saw flanked in the question soooo πŸ˜„

vast bane
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I can't read sooo 8)

violet meadow
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Yeah now I don't remember how it behaves

vast bane
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I only use flanking so I was being selfish in my solution lol

violet meadow
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Probably you will need to make the Flanked from DFreds a status effect

tepid dock
violet meadow
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Do you use DFreds CE?

tepid dock
violet meadow
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The Flanked from DFreds, grants advantage to attacks. So it should be fine

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Let me check if it works

dusk crescent
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Hi folks, I have a player with a dragon slayer sword. All the dragon slayer damage is applied to any creature attacked. How do I set it up (or can it) to make damage happen only to dragons? Thanks!

strong yew
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Ah, I thought I was getting unexpected behavior

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But the 2d8 is the crit dice and bonus crit, and I guess dnd5e rules just add +max

violet meadow
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Open up the MidiQOL sample items compendium and find the Arrow of Slaying (dragon). It will give you the activation condition needed.

ps: ["dragon"].includes(raceOrType)
But check how the item is setup.

violet meadow
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And also you will need to enable activation conditions in MidiQOL settings => Workflow settings => Workflow tab

tepid dock
violet meadow
# tepid dock

Probably needs to create a custom Flanked condition

tepid dock
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ahh ok cool

violet meadow
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I will take a look later

tepid dock
violet meadow
worthy viper
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Anyone got a macro for Blessing of the Raven Queen?

violet meadow
worthy viper
# violet meadow what is that blessing?

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

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So, I got the misty step macro on it but want to add the macro for damage resistance

violet meadow
violet meadow
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and you can have a special duration till the start of the source's next turn.

worthy viper
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Also was running testing out crymic blood hunter macros

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got an error message with it

violet meadow
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system.traits.dr.all | Custom | 1 with DAE iirc

worthy viper
violet meadow
# worthy viper https://i.imgur.com/XpPPoiE.png

That is probably in the spot where the macro creates the roll for damage. The macro is probably needed to check what's up, but if it is a patreon one, I would contact @celest bluff directly instead of posting it here 🀷

worthy viper
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re reading everything atm

scarlet gale
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What part of blood hunter you trying to setup? I have a few automations for it if you need. Specifically crimson rite and some blood curses.

celest bluff
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I need to add in an alert for it

strong yew
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anyone have experience with the dae special durations?

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trying to figure out why this "flags.dae.specialDuration", ["1 turn"] isn't working

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also tried 1Turn since I saw a similar format in the docs

coarse mesa
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Is that a special duration?

strong yew
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yeah actually found a post further up in the discord. In order to have it work, I guess I have to set a duration on it first

worthy viper
strong yew
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was referring to this for direction on the special durations from the wiki

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figured 1 turn would be valid, and it seems to be. Fell off as expected

coarse mesa
strong yew
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yeah actually 1 turn didn't work

scarlet gale
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I normally setup an effect on a dummy actor and export it when I need stuff like that

strong yew
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thought it did, but seems to not be repeating

scarlet gale
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Easier then trying to manually setup the effect

strong yew
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I thought I might be able to get away with just doing seconds:0, rounds:0, turns: 1 in duration but it seems like that doesn't work either

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I'm probably missing however it's getting that data

coarse mesa
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turns is probably not specific to that actor, everyone has a turn in the round

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hang on, what duration are you after exactly? so it expires at the end of the same turn?

strong yew
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isn't game.combat.round and game.combat.turn pulling those?

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Yeah end of same turn

coarse mesa
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ah sorry

strong yew
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I had an idea instead of using flags and having to clean them up later, it seemed like I could set an duration on an effect to just clean itself up automatically

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but effectively use it the same way I would use a flag

coarse mesa
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you can't use a regular duration?

        "startTime": null,
        "seconds": null,
        "combat": null,
        "rounds": null,
        "turns": 1,
        "startRound": null,
        "startTurn": null
      },
strong yew
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I tried with 0 in there, let me try with null

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I wish I could set a duration on a flag. Lot of extra stuff I don't need on effects

strong yew
coarse mesa
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I can definitely set a duration on an AE so it only lasts a turn

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(regular duration, not special duration)

strong yew
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and it worked, so uh

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Awesome, and thanks lol

coarse mesa
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you could prob get rid of most of that... it just came from the exported json

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but, that's great!

strong yew
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yeah, odd ok. I just clipped it down to only "turns": 1 and it works

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Looking at code for too long I guess. Must've missed some error somewhere

dusty garnet
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anyone know if this is an issue i can ignore?

scarlet gale
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What version of midi are you on?

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And what version of Foundry?

dusty garnet
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v10 foundry, midi should be updated

scarlet gale
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Could you get the actual version number of it

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Because it's likely out of date

dusty garnet
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let me get it really quick

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looks like midi isn't in my modules list?

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just updated to v10, most recent version

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and searching in install, it's not here either?

scarlet gale
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When I updated to v10 I had to reinstall a few modules

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Instead of using the update function

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Return to the setup screen and delete midi then search for it again and install it

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same with DAE

dusty garnet
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is Midi SRD considered as midiQOL?

strong yew
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It seems like I can't edit workflow.applicationTargets or workflow.Saves. Is there something special I need to do for those?

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I'm able to change other values seemingly

scarlet gale
dusty garnet
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redownloaded, going to check if all's good now

celest bluff
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Midi SRD is just an item compendium

violet meadow
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Well you can call upon MidiSRD functions too from other macros, but pretty much an assortment of pre-made items, introducing automation to some SRD items and spells.

severe mango
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I've got a Macro for Radiant Soul and I want to update the existing Spell cast card in chat with the extra damage

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Anyway to post update a chat message with a flags.midi-qol.onUseMacroName postActiveEffects

violet meadow
severe mango
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chatMessage.update no longer works in V10 by the looks of it

celest bluff
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it's what it's defined as

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probably game.messages

severe mango
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const chatMessage = game.messages.get(args[0].itemCardId);
console.log(chatMessage);

celest bluff
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probably cannot locate it

strong yew
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This Hunter's mark macro updates the original card

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Ends up looking like this

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Granted this is for Favored Foe, so that's why the damage flavor says that

severe mango
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Wow... Um I am too much of a smooth brain to understand /where/ in that codeblock the spell is being updated, This is happening as a flags.midi-qol.onUseMacroName postActiveEffects, just before a applyTokenDamage

celest bluff
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Radiant soul doesn't really need a macro

severe mango
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For warlocks it does :V

celest bluff
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You can do it all in DAE

severe mango
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a Single Target Selectable +3 on Fire or Radiant Attacks delt?

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The "Other" Radiant sould you can do in DAE

celest bluff
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this says it only deals Radiant damage

severe mango
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Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
celest bluff
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ok then you just an application macro

severe mango
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I have a onUseMacroName that does it now, but I wanted to prettify it to update the card

#
if(!["fire","radiant"].some(value=>args[0].damageDetail.find(i=>i.type.includes(value)))) return; //if not fire or radiant stop

const damageType = args[0].damageDetail.find(i=>(["fire","radiant"].some(value=>args[0].damageDetail.find(i=>i.type.includes(value))))).type;   //ugly but works

const extraDamage = args[0].actorData.system.abilities.cha.mod;
const dialog = new Promise((resolve, reject) => {
    new Dialog({
        title: `Radiant Soul: You used a ${damageType} damage dealing spell`,
        content: `<p>Choose on of the targeted tokens to deal extra damage</p>`,
        buttons: {
            one: {
                icon: '<i class="fas fa-check"></i>',
                label: "Confirm",
                callback: async () => {
                    const target = game.user.targets;
            if(!target){ui.notifications.error(`You did not target anything for Radiant Soul Extra Damage!`)}
            const chatMessage = game.messages.get(args[0].itemCardId);
            console.log(chatMessage);
            var content = duplicate(chatMessage.content);    
            const searchString =  '<div class="midi-qol-hits-display"></div>';
                const replaceString = `<div class="midi-qol-hits-display"> +${extraDamage} ${damageType} from Radiant Soul</div>`
            content = content.replace(searchString, replaceString);
                    console.log(content);
            chatMessage.update({content: content});
                    await MidiQOL.applyTokenDamage( [{type: `${damageType}`, damage: extraDamage}], extraDamage, new Set(target), item, new Set());

                }
            },
            two: {
                icon: '<i class="fas fa-times"></i>',
                label: "Cancel",
                callback: () => {resolve(false)}
            }
        },
        default: "two",
        close: () => {resolve(false)}
    }).render(true);
});```
celest bluff
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dont need to do any of that

severe mango
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Replace String is wrong in that macro, thats was is breaking the update

celest bluff
severe mango
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(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

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Wait, even thats wrong, as its your cha modify

celest bluff
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Change it whatever is needed

severe mango
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But wait, will that add the +3 when I do radiant damage

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I mean bonus damage on radiant damage

celest bluff
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hmmm even D&D beyond has
Radiant Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus.

severe mango
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Yep, Thats the /wrong/ one

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There are like 4 of them with the same name

coarse mesa
severe mango
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Oh, That does a /extra/ roll on ALL damage I do

celest bluff
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the ability description is actually a hot mess

severe mango
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it is

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the whole Celestial Warlock is like that

celest bluff
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Ohh sorry

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I was looking at the Aasimar peeps

severe mango
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Yep, Thats a common mistake

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There are 4 types of Radiant Soul in 5e

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Only 1 is rather simple

celest bluff
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Think I have this written already

scarlet gale
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You can change the turn to each-turn

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That should stop it from going more than once a turn

severe mango
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The big issue is the damage can only apply to one target AND /might/ bypass their save check

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and can only happen if I do fire or radiant damage, so a outbound damage type has to be checked

scarlet gale
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ah

celest bluff
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it's easy to set up.. lemme see where it is

severe mango
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It would be great if its rather simple Midi instead of a macro

scarlet gale
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Probably best solved with a flags.midi-qol.onUseMacroName set to run on postDamageRoll

severe mango
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and shove it back onto the stack with a return damage roll

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but still needs to be single target

severe mango
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so if I do a AoE (I've got one) only one gets the bonus damage

scarlet gale
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I do something similar here for Alchemical Savant.

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Having it only do damage to one target is annoying, but I'm sure doable

severe mango
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And thats why I'm using this kind of macro

violet meadow
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Oh lol that macro rings a bell πŸ˜„

severe mango
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bet it does ( I stole it from this very discord :V)

violet meadow
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Oh yeah the bananas and ugly it works !

scarlet gale
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That feature is so poorly made after looking at it.

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5 extra damage on only one target from a warlock spell seems lame

severe mango
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+3 really since its my cha.mod

violet meadow
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Yeah

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One target …

scarlet gale
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99% of the time that's an extra 10 damage if you use 2 warlock pact slots lol

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and have +5 charisma

severe mango
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its meant for the cantrip spam

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Also... I'm not sure if it should trigger if flaming sphere does AoE Damage

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That would be.... OP

scarlet gale
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still limited to once per turn

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per your turn in fact

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so extra lame

violet meadow
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game.messages.contents.get(). Does this work?

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Where does the chat message search fail?

severe mango
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The Example off the Gitlab had a bad peice of Div in there

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const searchString = '<div class="midi-qol-hits-display"></div>';

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There have been updates to include another div inside that div, so it never matches

violet meadow
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Ah probably needs some updating

severe mango
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Yep, thats all it was really

violet meadow
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I always Log the message (stuff in general tbh) and then dig around

severe mango
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ooo, I want to put the single target I choose, how do I abuse midi-qol-target-name to do that :V

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looks like I just need to do something like <div class="midi-qol-target-npc-GM midi-qol-target-name" id="uFNmt5DIB5kMiSUU"> Space Hamster</div>

violet meadow
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Sounds about right

severe mango
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oh.. it has a toggle for GM/Player that sounds.. awful

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Oh I got one @celest bluff how do I set TempHP oneshot on a spell cast

violet meadow
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token.actor.applyTempHP(number)

severe mango
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applyTokenDamage the target var, what is it looking for? the actorId in a set?

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Nvm, got it fixed, It needs a Javascript Set, so something like new Set([target.first()]); is a vaild first target

worthy viper
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Not sure what's going on but sometimes in combat, when a player casts invisibility it adds the invisible X number of times instead of just once not sure if I have configured Midi + DEA and DFreds CE right

severe mango
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I got a good one, When I cast Healing (Temp) midi removes 10 HP from the heal

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[BENEOS TOKENS] Not Beneos/No image undefined
midi-qol.js:21 midi-qol | DmageRollComplete elapsed 47ms
midi-qol.js:21 midi-qol | Jet Balsa 36 takes -10 reduced from 15 Temp HP 0 HP 36

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---- Fixed -- had wrong spell calc

gray sable
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this one right here officer

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@spice kraken

spice kraken
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Is midi and the dependence modules up to date?

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Does the issue occur on a newly created actor with regular srd items

gray sable
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Hmm you know they probably aren't up to date, I haven't been modding 'sustainably', my setup is pretty much held together with twine. I think I'll go without Midi for now, but thanks for the help. It does occur on a new actor with regular SRD items.

spice kraken
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Just to make sure, you don't have any other roller modules, right?

gray sable
gray sable
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The weirdness is that no updates or changes were made to anything, it just suddenly stopped working

scarlet gale
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@violet meadow Do you know if preCheckHits working differently in v10 than in v9?

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It's suddenly blowing past me changing attack rolls

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And it didn't do that before in v9

violet meadow
scarlet gale
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flags.midi-qol.onUseMacroName

violet meadow
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Hmm lets see

violet meadow
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What kind of macro are you using?

scarlet gale
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Could use post one that works for you. I feel like I'm going crazy. I'm updating my focused aim for v10

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Not at my PC right this second but I'll be soon if you have a moment to see what I'm doing wrong

violet meadow
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this.setAttackRoll(await new Roll('1d20+152').evaluate())

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flags.midi-qol.onUseMacroName | Custom | ItemMacro.Trident,preCheckHits calling on an item Macro in the Trident item on the actor

scarlet gale
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hmm that works fine for me too

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I must have something I forgot to await

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thanks

violet meadow
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@deep dove regarding the question in #dnd5e , do you use MidiQOL.
No matter what though, that would be a world script or at least you would need to use Hooks to check the attack against the actor that has the effect on.

How is it supposed to behave? Is it something that you use an item to activate?

deep dove
violet meadow
# deep dove It is an item that once you have 0 HP it activates this effect "system.traits.di...

Maybe something like ```js
const hookId = Hooks.on("midi-qol.preCheckHits", async (workflow) => {
if (Array.from(workflow.hitTargets).includes(game.user.character.getActiveTokens()[0].document) && workflow.isCritical) {
const effect = game.user.character.effects.find(eff=>eff.label === "Name of the effect to delete")
await effect?.delete()
Hooks.off("midi-qol.preCheckHits", hookId)
}
});

deep dove
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Sorry my incompetence, this script should be in ItemMacro? And if yes on which trigger?

violet meadow
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(ps that script is for a Player's character)

deep dove
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For the activation I have a different effect which it'a passive and trigger at the start of each turn and if the actor HP = 0 then it creates the "system.traits.di.all" effect

violet meadow
deep dove
violet meadow
#

But keep in mind, if you happen to reload, the hook will be lost

deep dove
#

Thanks πŸ™‚

violet meadow
#

So maybe world script would be "safer"

deep dove
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It is ok, it will be lost after 2 rounds eitherway

violet meadow
#

Yeah, just wanted to point that out πŸ˜„

violet meadow
# deep dove

Make sure to use the Hooks.off call in the effect deletion too then.
Cause if it doesn't trigger, it will remain active until reloading the client

deep dove
#

The effect have a span of 2 rounds so it will automatically deleted after 2 rounds. Where I can include the Hooks.off ?

violet meadow
#

Put the hookId in an accessible flag, or just in the game like game.undeadFortitude.hookid = Hooks.on("midi-qol.preCheckHits", async (workflow) => {//blahblah})

violet meadow
deep dove
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Thanks πŸ™‚

loud hollow
#

Hello! trying to use Midi-QOL's @target and "Roll Other" feature to make an effect similar to Slayer, where if is the target is Large/Huge etc, the target takes additional damage. I thought anything from the target.actor.data.data, via (@target.abilities etc), would cover that, but "@target.actor.data.traits.size"includes("large") does not call the correct field.

Any tips/advice?

loud hollow
violet meadow
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"@target.traits.size".includes("lg")

loud hollow
#

if I add to that, such as "huge","gargantuan", will that also work?

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so, "@target.details.traits.size".includes("large","huge","gargantuan")

violet meadow
#

Hmm try this ["lg","huge","grg"].includes("@target.traits.size")

loud hollow
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It worked once and then didn't work again?

#

It worked on a Miss:

violet meadow
#

try the edited one

loud hollow
#

That worked, thank you!

violet meadow
#

Just as a reference: CONFIG.DND5E.tokenSizes for the list of token sizes

strong yew
#

can warpgate be used to move templates?

dark canopy
#

(warpgate can be used to do almost anything, lol)

#

just need to have your GM client with an event watcher, and the player client send a notify with the template UUID and new coordinates

strong yew
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Thanks

dark canopy
#

note, this is not built in, but rather, you can quickly create this using the event system in warpgate

violet meadow
#

ah I think at least. Let me quickly test it

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Anyways all depends to your usecase πŸ˜…

strong yew
#

Trying to work out moving moonbeam as an action

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The way I'm trying at least is still with a template with active auras

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Seems like it should be possible so far, just working out some issues

strong yew
#

Is there any way to figure out what tokens would be within range of a certain position?

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I know findNearby works for tokens, but I'm trying to figure out what tokens are within a certain range of a template when I re place it

violet meadow
strong yew
#

I have it installed

violet meadow
#

It has some exposed API functions that would probably help

#

check the readme

strong yew
#

I'll check it out

dark canopy
#

and warpgate.crosshairs.collect

dusk crescent
#

I was fixing an issue and I noticed that when I was on the DM screen using a player's token to attack it always did so with advantage, but when I used the players screen, it did not. I looked around MIDI-QOL, but couldn't tell what to do.

strong yew
alpine steppe
#

Hey friends,
I have an item (5E) that proc's a save versus condition on critical hits. Could someone show me how to set this up? I'm a bit lost here :ΓΎ

violet meadow
#

@strong yew there are 2 ways to go about.
Easiest is to pass @token in the DAE arguments and then check ```js
if (args[0] === "each" && args[1] === lastArg.tokenId) {
//that means the token with the effect is the caster
//do stuff
}

strong yew
#

Ah, unfortunately @token becomes undefined when using the template active-aura stuff

violet meadow
#

Alright, ```js
const originItem = fromUuidSync(args.at(-1).origin);
const originActor = originItem.parent;
let originToken
if (originActor.token) originToken = originActor.token ?? originActor.getActiveTokens()[0]
const {uuid} = originToken.document;

#

Fair warning, my brain is scrambled at this point after a freaking hectic day

strong yew
#

Haha no worries. I appreciate the help

violet meadow
#

Or you get the actorUuid from the origin.
const actorUuid = args.at(-1).origin.split(".Item")[0]
check if it is of type Actor.xxx or Scene.xxx.Token.yyy and go from there

strong yew
#

Is there a way to call an unrelated item macro in an effect

molten solar
#

Yes, check the Item Macro documentation.

grim bane
#

There's the option "return a damage bonus" within the on use macros drop down list. How do I get that option in an item creation macro? And where do I have to put it? At "effectActivation" or in front of the "onUseMacroName"? I've found an example where it was put in front of the name: [postActiveEffects]Light-EnableDfredsLight. But I don't know the exact phrase for the damage bonus option.

vague relic
#

Trying check for if the target token has the necrotic damage immunity, and I want the macro to abort if that's the case, getting this error though

#

any ideas why?

violet meadow
vague relic
#

but then if i define it earlier, I get

#

by that i mean doing something like
let targets = args[0].hitTargets[0];

vague relic
#

Zhell came through in the other channel, just replaced that whole mess with something simpler

tiny gale
#

Hi yall

#

I tried using the Lay on hands sample item

#

but am unsure what this error means

molten solar
#

You have a macro returning false in a hook before the item is used.

tiny gale
#

that's weird since this is from the midi-qol sample pack

#

idk how the macros work in that

molten solar
#

Me neither.

tiny gale
#

πŸ˜“

#

I thought it would have been working items

#

dang

violet meadow
# tiny gale Hi yall

You either don't have enough resources to use it, or it is being used on an invalid target.

Read the MidiQOL specific instructions, added in the description of the item

remote nimbus
#

A Spike Growth spell macro; 35-feet square rather than 20-foot radius circle due to tile limitations. Requires Midi-QoL, jb2a patreon, and Monk's Active Tile Triggers. Spawns a 35-foot square tile that prompts to roll damage upon moving over it.

#

Needs a actor like a normal Monk's tile to function

violet meadow
#

@proper sluiceMidiQOL/DAE/Foundry/Dnd5e versions?

proper sluice
#

Foundry V10 Build 290
5th version 2.0.3
Midi version 10.0.22
DaE version 10.0.13

violet meadow
#

Alright. Times UP, Simple Calendar?

proper sluice
#

Times up version 10.0.2
Simple calendar version 2.1.58

violet meadow
#

OK, Blur is a concentration spell. Are you using MidiQOL's concentration?

proper sluice
#

yes

#

oh!

#

if i set remove concentration when effects removes to never instead of check effects and templates

#

it no longer removes blur

#

check effecks also works

#

its just check effects and templates

violet meadow
#

Blur should have a duration of 1 min, correct?

proper sluice
#

now even that is working

violet meadow
#

hahaha

proper sluice
#

idk whats going on

#

yes 10 rounds

violet meadow
#

ok some times it needs the old but always relevant, turn off and on again

#

πŸ˜…

proper sluice
#

lol

violet meadow
#

Did you just update to v10 or something?

proper sluice
#

oddly it says 1 turn on the effect but it is set and works as 10

#

i updated a couple of months ago

violet meadow
#

Ah OK, strange

#

Are you in combat or not?

proper sluice
#

yes

#

they only get removed once it goes back to their turn and shield falls off

#

also back to not working xD

#

ok i refreshed with F5 after changing the setting this time and never does seem to work

#

but it means that removing concentration doesn't remove blur anymore

#

πŸ€”

#

which makes sense but idk why it thinks the concentration is linked to the shield spell

violet meadow
#

OK, as it is rather late for me and I was about to go to bed, do you want me to connect quickly to your world to take a look, or you could just wait until someone else comes by πŸ˜‰
If yes DM me!

proper sluice
#

I can wait until tomorrow if thats better for you?

violet meadow
#

In the meantime, do you use DFreds? Or do you have the spells set up with DAE?

proper sluice
#

I live in the UK so its late here also πŸ˜„

violet meadow
#

( me too πŸ˜„ )

proper sluice
#

I have set them up with DaE

violet meadow
#

OK post some screenshots from the effects, duration, details

pine forum
#

quick question (hopefully)

flags.midi-qol.OverTime
override
turn=start, label=Effect Label, saveAbility=con, saveDC=@attributes.spelldc, saveMagic=true, macro="worldMacro"```
worldMacro should only be triggering on a failed save? or does it fire regardless of if the save is passed/failed?
violet meadow
proper sluice
pine forum
violet meadow
# proper sluice

OK so for some reason the effect is created with a 1 Turn duration πŸ€”

proper sluice
proper sluice
violet meadow
#

Well that is even stranger. Are these items imported ?

proper sluice
#

I made them in another world and transferred them to this one

violet meadow
#

I would remake them at this point to be safe

#

Linked or unlinked actor as the caster?

proper sluice
#

I'll give that a try and if that doesn't work i'll pm you tomorrow at some point with an invite.
Linked actor

worthy viper
#

So when a player casts invisibility on themselves the condition gets added multiple times, not sure whats going on

coarse mesa
#

How many Invisible/Invisibilities do you have in Convenient Effects?

vast bane
worthy viper
#

I don't have CUB installed atm

worthy viper
vast bane
#

if you say multiple times as in twice, then you probably have an ae on invisibiility and dfreds+midi applying dfreds

#

when you have a premade and that setting on, you need to check a box at the bottom of the details tab that stops dfreds from applying

worthy viper
#

Sometimes its twice and others its like 9+

vast bane
#

what spell is it technically?

#

its probably the premade, I see a bunch of deprecation errors, replace it with a more modern macro for whatever spell it is

worthy viper
#

Level 2 Invisibility imported from DDB

violet meadow
# worthy viper Level 2 Invisibility imported from DDB

The imported from DDB Invisibility will have a DAE for Status Effect Invisible (CE), if you use DFreds CE.

Then, depending on your MidiQOL settings, when using Invisibility, MidiQOL will auto match the spell name to a DFreds effect and apply it.
That gives us 2 sources of the spell and something like this will probably happen.

#

To keep that from happening, either use the SRD spells that have no AEs set (for the most part), but might need to change some stuff to make them MidiQOL compatible (see Shield SRD spell for example).
Or in the Invisibility details tab, when you edit the spell, you can probably find a checkbox towards the bottom

#

Don't Apply Convenient Effect. That will negate the auto match of MidiQOL for spells with a same name as a predefined DFreds CE/

#

Last option, go to MidiQOL settings => Workflow Settings => Workflow tab, locate the Apply Convenient Effects and select an option like shown

bold plover
#

is there a way to setup a creature's alignment as a reference for Activation Condition? I'm trying to make a weapon do extra damage based on alignment

vast bane
#

oh, you mean actual alignment and not disposition lol nm

bold plover
#

yea kinda like slayer weapons but alignment instead of race

violet meadow
#

Activation condition. Instead of race target alignment.

target.details.alignment.includes("Evil") for v10 iirc

bold plover
#

yep its working, wasn't sure how to reference alignment, thanks

strong yew
#

Finally got moonbeam 99% of the way there. Pretty much everything working. I just need to implement some kind of distance measurement between the initial cast and the move on later actions

violet meadow
obsidian orbit
#

Hi I'm not very good at writing macros. Could someone help me write a macro that goes on armor that when they are hit they do 1d4 damage to the attacker?

errant gull
#

Is there a way to get Divine Smite to automatically deal extra damage to undead/fiends?

vast bane
errant gull
#

Oh nice

errant gull
vast bane
#

They both get the job done but one looks nicer when you have all the bells and whistles on in midi

errant gull
#

That's the Macro one?

vast bane
#

personally I don't use either cause I don't fast forward and would rather smite be included in the weapon so I use advantage reminder module for it

#

I don't remember which is which, I don't use them

errant gull
#

Got you

deep dove
#

Hello, I have some weird issue. I have an item on an actor which uses a Hook.on to check when he receive a critical hit. The Hook works just fine on the Foundry App but when the user log in and he uses the item the Hook it's created only on his browser and the biggest problem it's that the Hook actually doesn't trigger. The same Hook (Hooks.on("midi-qol.preCheckHits")) works fine on the App when no player it's logged. I am doing somethig wrong?

#

PS: from the Player console I can see the hook present (Hooks.events["midi-qol.preCheckHits"];) but the issue it's that it does not trigger (I put some console.log in there and I cannot see them)

violet meadow
violet meadow
#

So if you can only use it as a GM when no player is connected, it might mean that the macro isn't suitable for a player client πŸ€·β€β™‚οΈ

What is the actual macro script?

#

And do you use the Advsnced Macros execute as GM by any chance?

deep dove
#

This it's the macro

obsidian orbit
deep dove
#

if (actor.system.attributes.hp.value < 1 && lastBreathUses < maxLastBreathUses && !critReceived) {
// Set the HP = 1;
await actor.update({ "system.attributes.hp.value": 1 });
// Activate the DAMAGE IMUNITY
await actor.createEmbeddedDocuments("ActiveEffect", [damageImunity]);

// Update the usage FLAG
await actor.setFlag("world", "symbiotStats", { uses: { lastBreath: lastBreathUses + 1 } });

// Activate the trigger
const hookId = Hooks.on("midi-qol.preCheckHits", async (workflow) => {
// console.log("----- midi-qol.preCheckHits -----");
// console.log(workflow);

if (workflow.isCritical) {
  const [symbiotToken] = canvas.scene.tokens.filter((tok) => tok._actor.getFlag("world", "symbiotStats"));
  // console.log(symbiotToken);
  Array.from(workflow.hitTargets).forEach(function (token) {
    if (token.document._id === symbiotToken._id) {
      const symbiotActor = symbiotToken.actor;
      const effect = symbiotActor.effects.find((eff) => eff.label === damageImunity.label);
      effect?.delete();
      Hooks.off("midi-qol.preCheckHits", hookId);

      // Mark the Critical hit
      actor.setFlag("world", "symbiotStats", { uses: { criticalHit: true } });
    }
  });
}

});
} else {
// Check if actor have the Damage Imunity effect
const effect = actor.effects.find((eff) => eff.label === damageImunity.label);
if (!effect) {
// console.log(Hooks.events["midi-qol.preCheckHits"]);
const hookData = Hooks.events["midi-qol.preCheckHits"];

if (hookData?.length > 0) {
  console.log(`Delete the Hook ${hookData[0].id}`);
  Hooks.off("midi-qol.preCheckHits", hookData[0].id);
}

}
}

#

The script it's put on an effect which it's triggered on each combat turn

strong yew
violet meadow
#

Yeah I am on the way, so cannot read that easily on my phone .
Try wrapping the code in
```js
//Code here damn phone
```

deep dove
#
if (actor.system.attributes.hp.value < 1 && lastBreathUses < maxLastBreathUses && !critReceived) {
  // Set the HP = 1;
  await actor.update({ "system.attributes.hp.value": 1 });
  // Activate the DAMAGE IMUNITY
  await actor.createEmbeddedDocuments("ActiveEffect", [damageImunity]);

  // Update the usage FLAG
  await actor.setFlag("world", "symbiotStats", { uses: { lastBreath: lastBreathUses + 1 } });

  // Activate the trigger
  const hookId = Hooks.on("midi-qol.preCheckHits", async (workflow) => {
    // console.log("----- midi-qol.preCheckHits -----");
    // console.log(workflow);

    if (workflow.isCritical) {
      const [symbiotToken] = canvas.scene.tokens.filter((tok) => tok._actor.getFlag("world", "symbiotStats"));
      // console.log(symbiotToken);
      Array.from(workflow.hitTargets).forEach(function (token) {
        if (token.document._id === symbiotToken._id) {
          const symbiotActor = symbiotToken.actor;
          const effect = symbiotActor.effects.find((eff) => eff.label === damageImunity.label);
          effect?.delete();
          Hooks.off("midi-qol.preCheckHits", hookId);

          // Mark the Critical hit
          actor.setFlag("world", "symbiotStats", { uses: { criticalHit: true } });
        }
      });
    }
  });
} else {
  // Check if actor have the Damage Imunity effect
  const effect = actor.effects.find((eff) => eff.label === damageImunity.label);
  if (!effect) {
    // console.log(Hooks.events["midi-qol.preCheckHits"]);
    const hookData = Hooks.events["midi-qol.preCheckHits"];

    if (hookData?.length > 0) {
      console.log(`Delete the Hook ${hookData[0].id}`);
      Hooks.off("midi-qol.preCheckHits", hookData[0].id);
    }
  }
}
#

The script works also on the player side

#

The part where it's deleting the Hook

#

I can see that on the console

#

The only thing that does not work it's the Hook

violet meadow
dark canopy
deep dove
#

Ok, but the Hook should work also on the client side? (Player)

dark canopy
#

the hook will only be active on the client that registered it

violet meadow
#

Wait dot you use that item to trigger the hook?

deep dove
#

In the Foundry app I can see the Hook like this:

dark canopy
#

you are also trying to use an async function in a "pre" hook, so if any part of your rolling process depends on the changes done by the hook code, it will not update in time

deep dove
#

In the player client (chrome browser) I cannot see that log anymore although the Hook It's created, I can see it in the Hooks.events["midi-qol.preCheckHits"]

dark canopy
#

midi/dae also executes macros seemingly randomly between the client and gm

#

in some cases, the client executes, in some cases, the GM client executes

#

(its not random, i just dont understand the workflow)

violet meadow
#

I am a bit confused as to what you want to achieve

#

Log the token if it's what you want

obsidian orbit
violet meadow
#

Cause it will be the player,,'s on the players side

vast bane
violet meadow
deep dove
#

So everything from the script show in console (except the part that it's actually inside the Hook)

obsidian orbit
violet meadow
#

It does only on the attacker's afaik

dark canopy
deep dove
violet meadow
#

You want to trigger something when a player receives a critical hit, correct ?

deep dove
#

yes, exactly

obsidian orbit
violet meadow
#

Ok so that hook will be triggered on the GM client only iirc

violet meadow
violet meadow
deep dove
#

Yes, exactly, that hook only works on the GM client but I need it to work on the client browser also (and it doesn't)

violet meadow
#

You will need to go a different route then. You could try to execute the macro as a GM

deep dove
#

Can you please tell me how to do that? πŸ˜„

#

Some hints..

violet meadow
#

Advances macros module lets you execute a macro as a GM

deep dove
#

I think I have them installed..

errant gull
#

If I want a spell to deal damage to everyone within 5 feet of a character, but not deal damage to the character, how would I automate that?

#

A 5-foot radius template would target the character casting it too, right? How would I exclude the caster from it?

strong yew
#

It might be easier than this, since I'm still getting familiar with everything myself, but just from what I've seen, this might be a good starting point

if (args[0].tag === "OnUse") {  //this triggers as soon as the spell is first used.
        const targets = MidiQOL.findNearby(null,token,15).partition(tok=>tok.document.disposition !== token.document.disposition)[1]
        for (let target of targets) {
            await target.actor.setFlag('midi-qol',`SpiritGuardians_${item.id}`,{initialCastingTime:`${game.combat.id}-${100*game.combat.round + game.combat.turn }`})
        }
        await token.actor.setFlag('midi-qol',`SpiritGuardians_${item.id}`,{targets:targets.map(i=>i.document.uuid)})
        return;
    }```
#

It's from a Spirit Guardian macro I think Bugbear made? unless I'm misremembering

#

I imagine if it's just within radius of a character, you don't really need a template I wouldn't think

errant gull
#

Yeah

strong yew
#

For the one above, and someone correct me if I'm wrong, cause I haven't even looked at dispositions and all that, it looks for any tokens nearby the caster within 15ft that are disposition[1] which I'm assuming is hostile

dark canopy
#

you set it to like...targets, "special" or something like that, right?

#

some item setting tells midi not to hit self

errant gull
#

Ahhhh, Special excludes self.

strong yew
#

Ah, I didn't know that either

errant gull
#

Awesome, that makes things a lot easier, thank you!

violet meadow
#

Target 5 | ft | creature or enemy depending on description

errant gull
#

Yep, thanks!

zealous stump
#

is there an easy way to apply a CUB condition?

violet meadow
#

With MidiQOL? When or how do you need to apply it?

Probably with a DAE StatusEffect, or macro.CUB

zealous stump
#

oh is that DAE, yeah the srd module uses StatusEffect but that doesn't seem to do anything, wasn't sure if it was out of date or smth

#

this is specifically hold person from midi srd (it was supposed to apply non-CUB condition out of the box though but that doesnt work either)

violet meadow
#

Target etc?

zealous stump
#

it applies the effect fine but it doesn't seem to do anything

#

it's 1 target, the apply effect button appears and everything

violet meadow
zealous stump
violet meadow
#

That seems fine then!

zealous stump
#

i'll try with other modules disabled though I don't think I have anything else that'd mess this up

violet meadow
#

So is the effect transferred on the target?

zealous stump
violet meadow
#

If you click on the character sheet of the target and go to effects, is that Paralyzed populated with the correct effect values?

zealous stump
#

it has the StatusEffect paralyzed CUB thing

violet meadow
#

I see a different icon that the one from the 1st screenshot though

zealous stump
#

that's the icon for the effect attached to the spell, the CUB effect has a different one

violet meadow
zealous stump
#

it's the thing I posted earlier yea

violet meadow
#

OK and is that StatusEffect not present on the actor too ? πŸ€”

zealous stump
#

I'm not sure what you mean

#

it didn't add a separate CUB paralyzed condition if that's what you ask

violet meadow
#

I have to bow out for the time being, as I am leaving and also not using CUB (I am using DFreds CE instead) so I cannot troubleshoot effectively. If noone picks this up, we can take another look later!

zealous stump
#

I'll be trying with other modules disabled in the meantime

violet meadow
zealous stump
#

same dealio, movement is unchanged

#

meanwhile applying paralyzed directly does work

strong yew
#

so I just found out about ASE

#

Is it broken with v10?

marsh crescent
#

From CE

zealous stump
#

oh hey so that's how you give free adv I wanted to add that neat

#

not the problem tho

marsh crescent
zealous stump
#

neither StatusEffect nor macro.CUB seem to actually transfer any of the effects onto the actor and I'm a bit lost as to where to look

strong yew
#

lol, I didn't even know it existed. Looks like his moonbeam does exactly what mine does, but better

#

Ah well, it was a hell of a learning experience

zealous stump
#

ok so the reason macro.CUB didn't work is I changed to it after the effect was already applied, I tried changing the effect attached to the spell to that and it works now

placid folio
#

Anyone know why hunters mark doenst apply bonus dmg?

vast bane
#

After seeing your better links in the other channel, I don't think you have an automated hunter's mark.

#

install item macro or drag and drop midi sample items Hunter's Mark and use that one.

placid folio
#

item macro is installed

placid folio
#

wait

#

no

#

thought I fixed it lol

#

no idea

vast bane
#

Something really weird going on with Aid in v10 from Midi SRD

#

The 87 in the second window is referencing the casters max hp, this is not the caster

#

Its not modding the max hp field on the sheet

violet meadow
#

Try 5*((@spellLevel)-1)

vast bane
#

the first ae example is the effect on the target after the spell is cast, it does not seem to be doing anything

#

theres nothing in the max field

violet meadow
#

Works fine for me

vast bane
#

that was probably what caused it

#

the original item has no action type set so I couldn't access the checkbox

#

what is weird is that its still working, just not displaying in the temp field

#

so I think I have borked my players max hp, it seems to be modding the actual max fields

placid folio
vast bane
#

pretty sure you got the same problem that I just reported

#

cause your ae icon for hunter's mark is dfreds icon and not the premade items icon

placid folio
#

ah ok one second

vast bane
#

@violet meadow are you sure its working right? it is modding max hp, but its not doing the temp max hp values, its doing actual max hp

placid folio
vast bane
#

Its empty here still with actual midi srd version:

placid folio
vast bane
placid folio
vast bane
# placid folio

ok for the record, this image is dfreds hunter's mark, you are showing us a bunch of active effects, show us the details tab of the actual level 1 spell in the rangers spellbook

placid folio
#

this?

vast bane
#

(or cubs)

#

at this point I half expect you to show me an itunes eula

violet meadow
vast bane
#

not the same thing as temp hp

vast bane
#

oh wait there is no hunter's mark hmmm

placid folio
#

thats the spell

#

its a class effect or so

vast bane
#

ok to be clear, do you know where the spellbook is on a character?

placid folio
#

this, no?

vast bane
#

almost there, details tab

#

also now that you do have item macro installed, you'll have to go in and turn off character sheet hooks in the module settings for it

placid folio
vast bane
vast bane
#

probably a third cause of item macro installed....

#

Item Macros module settings, uncheck the box for character sheet hooks, thats a side problem not the issue here though

placid folio
#

was already disabled

vast bane
#

your problem is you have a dndbeyond imported item, ALSO you have hunters mark being applied by dfreds CE instead of letting the item do it. So you should probably delete that hunters mark spell, find the midi sample items compendium, and drag out the proper automated hunters mark

placid folio
#

ahhh

#

ok let me try that

vast bane
#

the proper automated hunters mark will have a code at the end of the name, that you can delete off of it, however, you need to edit the item, give it an action type(other) and then check the box at the very bottom "Don't apply convenient effect"

#

and if your importer is setup to replace items, turn that off as well, because midi sample items are usually better than what you get from dnd beyond

strong yew
#

Also Override default macro execution was on lol

placid folio
#

hmmm how doi drag the spell into the char?

violet meadow
#

Sheet Hooks is a nono for MidiQOL compat

vast bane
#

you need to be open to the players spellbook

#

if you drag it to the inventory it creates a spell scroll instead

vast bane
placid folio
#

ohhhh

#

it puts it a first level spell

violet meadow
placid folio
#

not at will

#

didnt saw that

vast bane
#

hunter's mark is not at will, its a level 1 spell

#

but regardless, you still need to make sure the box is checked at the bottom

vast bane
violet meadow
#

MidiQOL version @placid folio ?

strong yew
vast bane
#

it gets the job done cause its automated, but it is technically the wrong key

strong yew
#

that don't actually exist

placid folio
#

hmm doenst work 😦

violet meadow
vast bane
violet meadow
#

It might not be working as is

vast bane
#

I told them to get hunters mark from midi sample items yes

placid folio
#

Hunter's Mark 10.0.13

strong yew
#

if you search hunters mark in the discord, tposney posted another one that accounts for retargeting

#

think it'll be in the next update probably

vast bane
violet meadow
placid folio
#

what?

vast bane
#

hunters mark 10.0.13 works just fine

placid folio
#

what is babonus?

vast bane
#

their problem is they did not uncheck dfreds CE

#

I just tested it myself

#

they are new, they missed my last instruction

strong yew
#

Yeah I'm using the midi sample one as well. Seems to work alright

vast bane
#

their ae is dfreds icon not the spells

violet meadow
vast bane
#

oh actually if they left the numbers in the name, they don't need to check the box

placid folio
#

IΒ΄m no confused..

vast bane
#

only need to worry about it with the dndbeyond import or if you edited the name down to the spell

placid folio
#

what needs to be disabled?

vast bane
#

show us the spells details tab again

#

Your spell should look like this:

#

if you left the version number in the name, that is fine

placid folio
vast bane
#

ok, now

violet meadow
#

That is not imported yet

vast bane
#

cast the spell on a bad guy who is not already marked by something

#

oooh good catch

violet meadow
#

And also you have ASE module active on v10

vast bane
#

yep, need to drag the spell and uninstall ASE

placid folio
#

ase is installed?

#

ase should be uninstalled

violet meadow
vast bane
#

are you a player or the dm?

placid folio
#

?

#

dm

vast bane
#

go to manage modules and disable Asomething spell effects

placid folio
#

ok disabled ase

vast bane
#

oof, in the top right corner of your screen, there is a settings side bar cog button, click that, then manage modules, and then find advanced spell effects and uncheck the box so it disables, when you hit save it will refresh

placid folio
#

yeah

#

just did that

vast bane
#

now in the compendium sidebar is a midi sample items compendium, search it for hunter's mark, and drag and drop it onto the rangers spell book tab

#

(delete the old hunter's mark before you do this)

#

also can you show us a snippet of your attack when you go to test it as well

placid folio
#

didnt work 😦

vast bane
#

drag out a new actor, or if you know how to delete active effects on actors, clear the combat dummy of the extra stuff

#

hes probably got like 5 hunters marks on him

placid folio
#

i deleted them

#

but will try

vast bane
#

I am referring to the guy you are shooting btw

placid folio
vast bane
#

ok, show us the targets active effects

placid folio
vast bane
#

ok now show us the active effect tab of the ranger

placid folio
vast bane
#

thats all fine, the ranger should have a self buff on them as well

placid folio
vast bane
#

ok shoot the weapon again, and then hit F12 and show us the errors

#

you may have to find the console tab when you hit f12

#

hmmm

#

he marked himself atleast once, that could be the problem too

#

it could be the newest attempts that marked himself too...

#

clear the ae's from the ranger and the target, and retry again ensuring that only the bad guy is marked

Nevermind marking self is actually a thing apparently

#

shoot the devil with the setup you had, and then F12 and find the console and show us your errors

placid folio
vast bane
#

what module is spell template

#

its not called spell template in manage modules iisn't that the old v9 module that auto removed templates?

#

sift?

strong yew
#

side question. Is advanced macros still not good for updating?

vast bane
# placid folio here

I don't recall the actual name of that module, I am guessing maybe you have v9 sift installed? find a module with spell template in its name but I doubt that is its actual name in manage modules

#

thats what is getting in your way

native plover
#

Dear MidiQOL users, is there a way to get rid of this part as a GM?

vast bane
#

If its Spell Template Manager disable it, Bugbear would know what its called, I think its initials are SIFT

vast bane
placid folio
#

that are my modules

vast bane
#

keep the yellows with 10's, those are fine

#

Link Item and resource dnd5e is ok to leave installed, the mod author just needs to fix their compatibility warning field @placid folio

native plover
strong yew
#

Oh, in the midi documentation it says character sheet hooks and the override are player specific, but my players aren't seeing the options

#

is that outdated?

vast bane
vast bane
#

left is gm's screen, right is the players

strong yew
vast bane
strong yew
#

what module is that

#

for local/global

placid folio
#

thats what I have enabled now

vast bane
strong yew
#

thanks

vast bane
#

If it fails still, then it has to be user error, nothing short of us watching your screen will solve it

placid folio
#

oO

#

still doenst work though lol

vast bane
#

if you can stream your foundry down in a vc real quick we can watch you use it and see what the fundamental step you are missing is

placid folio
#

ok one sec

#

i will stream in D&D

native plover
violet meadow
violet meadow
native plover
violet meadow
placid folio
#

@violet meadow hey, i was told to you share this with you:

vast bane
#

this one is uncanny, I have no idea why its not rolling

placid folio
#

oh btw, my nick name is bug finder πŸ˜„

#

I find them all hehe

vast bane
#

@violet meadow His settings are sound, I watched him roll, we even did a fresh world with just dae/midi/socketlib/libwrapper. The bonus damage just refuses to work in the ae. In the new world we were getting the no item macro error even though it was clearly there on the item.

#

they are locally hosting, had the newest midi/dnd5e/foundry/dae

violet meadow
#

ItemMacro?

vast bane
#

it runs in the ae

#

when you cast hunters mark it calls Itemmacro there

#

we didn't do anything with the import, he dragged out to starter heroes and cast the spell

#

I just reattempted same that he did, and its not happening, something about his install, or his hosting method is interfering or his browser itself is the problem

violet meadow
#

Item Macro module version?

vast bane
#

I've never seen this, he was doing everything perfectly right, his versions were all right as well, I genuinely am stumped

#

I never checked that for him but his images are above lets see

#

he has the same version as me

#

the only other abnormality, is that they are using a german keyboard, probably german localized browser as well(sorry assuming that was your accent)

#

I have no clue if that even matters here though

#

their foundry wasn't localized to german, but their console/browser was

vast bane
#

@placid folio Only other steps you could take to try to fix your issue is to try a fresh reinstall of midi, socketlib, libwrapper, and dae

#

And item macro

#

(and reboot your server)

violet meadow
#

Trying to see if there is a connection

vast bane
#

I watched them, we did it a bunch, every time he opened the compendium and dragged it directly from compendium to the spellbook

violet meadow
#

Also is that being used from a GM account or players?

vast bane
#

yes, he was logged in as a GM

violet meadow
vast bane
#

He went of to bedtime.

violet meadow
#

oof wrong reply @placid folio πŸ‘†

vast bane
#

I never import to sidebar, but at this point, I'd do anything too to get it to work lol

violet meadow
#

I have seen that error before, but I can't remember exactly now. Will take a look in the midi files

placid folio
#

I will be on again tomorrow, just brushed my teeth🀣

vast bane
#

Its gotta be something in their browser, their server, or something cause I mirroed them on my end and it worked, and we went through all the midi settings and even did a fresh world with starter heroes to test.

placid folio
#

I have docker install, all clean every update...

vast bane
#

and they did do a clean browser attempt, no extensions, however, they did have an invasive autocorrect extension, could that have modified the item macro somehow?

violet meadow
vast bane
#

thats not the macro we used

violet meadow
#

Is that what you see on the Hunter's Mark?

placid folio
#

So, only browser, will try Firefox tomorrow ,

vast bane
#

that was before they started using the sample

#

thats their dndbeyond imported version

#

also tiny lil sidenote for tposney, the hunters mark item macro says 10.0.10, but is labeled in the item as 10.0.13, just a lil typo is all

#

he had an auto correcter on that clearly detected effect value fields and item macros, I wonder if it cleaned his macro when it ran

#

and then when I had him turn it off, we never redragged out the item

#

I think it was grammarly

placid folio
#

Grammerly doesn't auto correct

#

Never

vast bane
#

k, was it that extension though?

placid folio
#

Similar,languatool

#

From Germany

vast bane
#

k, so your instructions for your next tests are, uninstall/reinstall modules, redrag out the item, keep the spellchecker turned off or whitelist your foundry url for it.

strong yew
#

Is there a call that gets made when concentration is dropped?

placid folio
#

I will clean install Firefox, and then let's see

#

Time to sleep, 12pm here πŸ™‚

vast bane
#

when you do that, don't migrate your settings/bookmarks

strong yew
#

Ah, I see, the on/off is only sent if there's an active effect actually on it

#

Makes an At Will item for it while you're concentrating that reverts when concentration is dropped

scarlet gale
#

You can probably change out the warpgate health update with midi damage so the health change gets an undo button.

violet meadow
#

Something I just saw in MidiQOL issues: ```
10.0.23 will add an "off hand" property to each item which will roll damage without adding the damage bonus

scarlet gale
#

might not need to be awaited

#

Β―_(ツ)_/Β―

violet meadow
#

Take note that the default state of MidiQOL.applyTokenDamage() is to change the hp of the target automatically. So if you need it not to do that, you will need to pass it in an object with this option at the ,{forceApply:false});

(it is async by the way)

remote nimbus
#

Hey there, having some issues with an old flame blade macro updated to v10

Macro:

const DAEItem = lArgs.efData.flags.dae.itemData

if (args[0] === "on") {
    let weaponDamge = 2 + Math.floor(DAEItem.data.level / 2);
    await actor.createEmbeddedDocuments("Item",
        [{
            "name": "Summoned Flame Blade",
            "type": "weapon",
            "data": {
                "quantity": 1,
                "activation": {
                    "type": "action",
                    "cost": 1,
                    "condition": ""
                },
                "target": {
                    "value": 1,
                    "width": null,
                    "units": "",
                    "type": "creature"
                },
                "range": {
                    "value": 5,
                },
                "ability": "",
                "actionType": "msak",
                "attackBonus": "0",
                "damage": {
                    "parts": [
                        [
                            `${weaponDamge}d6`,
                            "fire"
                        ]
                    ],
                },
                "weaponType": "simpleM",
                "proficient": true,
            },
            "flags": {
                "midi-srd": {
                    "FlameBlade":
                        actor.id
                }
            },
            "img": DAEItem.img,
            "effects": []
        }]
    );
    ui.notifications.notify("A Flame Blade appears in your inventory")
}
if (args[0] === "off") {
    MidiMacros.deleteItems("FlameBlade", actor)
}```
#

Errors:

[Detected 1 package: midi-qol]
    at eval (eval at callMacro (workflow.js:1627:15), <anonymous>:5:30)
    at Workflow.eval (eval at callMacro (workflow.js:1627:15), <anonymous>:6:4)
    at Workflow.callMacro (workflow.js:1628:14)
    at Workflow.callMacros (workflow.js:1518:21)
    at Workflow._next (workflow.js:923:18)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)
    at async Workflow.next (workflow.js:261:10)```
#

Changed the "data" to "system" in the weapon description but error remains the same

violet meadow
remote nimbus
#

Yup, all modules latest version

#

oh wait

#

SRD?

#

Uh

#

is there a v10?

violet meadow
#

This is MidiSRD module

#

try this

#

I have updated unofficially for v10

remote nimbus
#

Firstly, thanks for the update

#

Secondly, still the same issue

violet meadow
#

Works for me!

remote nimbus
#

That is weird

#

trying directly with the MidiSRD spell rather than a custom macro leads to

[Detected 4 packages: midi-srd, advanced-macros, lib-wrapper, dae]
    at MidiMacros.flameBlade (MidiSRD-macros.js:1360:59)
    at eval (eval at executeScript (lib.js:175:13), <anonymous>:4:13)
    at Macro.eval (eval at executeScript (lib.js:175:13), <anonymous>:5:3)
    at Macro.executeScript (lib.js:179:13)
    at 🎁call_wrapper [as call_wrapper] (libWrapper-wrapper.js:591:14)
    at 🎁Macro.prototype._executeScript#0 (libWrapper-wrapper.js:189:20)
    at Macro.renderMacro [as renderContent] (lib.js:288:10)
    at _executeMacroInternal (lib.js:137:17)
    at Macro.executeMacro (lib.js:77:8)
    at 🎁call_wrapper [as call_wrapper] (libWrapper-wrapper.js:591:14)
    at 🎁Macro.prototype.execute#0 (libWrapper-wrapper.js:189:20)
    at daeMacro (dae.js:771:42)
    at async Semaphore._try (commons.js:11563:19)```
#

I suppose could always skip DAEItem entirely and just hardcode the damage possibly

#

Or maybe just reference actor level

violet meadow
#

Strange. Advanced Macros version?

remote nimbus
#

1.19.3

scarlet gale
#

In v10 what point of time should I be setting advantage or disadvantage to overwrite what it previously had? It should be preAttackRoll right?

violet meadow
scarlet gale
#

I'm setting it, but then it's reverting

violet meadow
#

foundry.utils.setProperty(workflow, 'advantage', true); ?

remote nimbus
#

Let me try 1.18.1 then, see what happens

violet meadow
#

I am off, but will check later

scarlet gale
#
console.log(this);
console.log(this.advantage);
console.log(this.rollOptions.advantage);
if (this.targets.size != 1) return;
//if (!this.advantage) return;
let sourceActor = this.actor;
let effect = sourceActor.effects.find(eff => eff.data.label === 'Wildhunt Aura');
if (!effect) return;
console.log(effect);
let origin = await fromUuid(effect.origin);
console.log(origin);
let originActorId = origin.actor.id;
let targetToken = this.targets.first();
let targetActor = targetToken.actor;
if (targetActor.id != originActorId) return;
console.log('This far');
foundry.utils.setProperty(this, 'advantage', false);
foundry.utils.setProperty(this.rollOptions, 'advantage', false);
foundry.utils.setProperty(this, 'flankingAdvantage', false);
//this.advantage = false;
//this.rollOptions.advantage = false;
//this.flankingAdvantage = false;
console.log(this);```
#

It's getting set back to an advantage attack

remote nimbus
#

Same issue unfortunately

#

oh wait

#

slight difference

#
[Detected 1 package: midi-qol]
    at eval (eval at callMacro (workflow.js:1627:15), <anonymous>:10:32)
    at Workflow.eval (eval at callMacro (workflow.js:1627:15), <anonymous>:64:4)
    at Workflow.callMacro (workflow.js:1628:14)
    at Workflow.callMacros (workflow.js:1518:21)
    at Workflow._next (workflow.js:693:35)
    at async Workflow.next (workflow.js:261:10)```
#

...though it's saying advanced macros isn't installed now, which might be it. Lemme try to fix that first

#

Right, same issue with that

#

Own macro results in the same flag error, pre-built with the level error

sudden crane
scarlet gale
#

I did both

#

It works as intended if I make this a worldscript

#
Hooks.on('midi-qol.preAttackRoll', async workflow => {
    if (workflow.targets.size != 1) return;
    let sourceActor = workflow.actor;
    let effect = sourceActor.effects.find(eff => eff.label === 'Wildhunt Aura');
    if (!effect) return;
    let origin = await fromUuid(effect.origin);
    let originActorId = origin.actor.id;
    let targetToken = workflow.targets.first();
    let targetActor = targetToken.actor;
    if (targetActor.id != originActorId) return;
    workflow.advantage = false;
    workflow.rollOptions.advantage = false;
    workflow.flankingAdvantage = false;
});

Working as intended, I was trying to have it run as a flags.midi-qol.onUseMacroName from an active aura.

#

So that way it only runs on the targets in the aura, instead of everyone always checking

sudden crane
scarlet gale
#

That would explain it

#

They have the same name, so I figured it was doing the same thing

coarse mesa
#

hey team, for the first time I've had a play with PV in v10 with a view to see how Darkness is working, and wow it's great. So if you set the parameters on the template, anyone in it can't see, and anyone outside can't see in. Someone with Devil Sight can still see and target creatures chefskiss So that was all with manual playing around... just wondering if there's a preset that works like this? Tried the midi SRD one but no cigar...

scarlet gale
#

I don't touch token visibility, but I do have a darkness automation that covers advantage and disadvantage with visibility rules.

#

Does the PV one just not play nice with midi workflows?

coarse mesa
#

I'm sure it would, I just don't know how to set up a template so it has the right PV settings when you cast a spell... I could take a crack at it but wondered if there was one already set up somewhere. Wondering if the easiest way would be to set PV flags on the template with Template Macro? πŸ€”

vast swan
#

Any reason why clicking item image does not roll attack / damage card with MiDI?

violet meadow
#

But any console errors? Popups? No target selected based on settings?

violet meadow
scarlet gale
violet meadow
#

I blame the time and my phone 🀣

scarlet gale
#

What does PV do for templates? I don't currently use that module

#

But I don't mind updating it to work with it

violet meadow
violet meadow
vast bane
#

refresh the browser if there are people in it, I find that sometimes targets get stuck unuseable during live sessions sometimes, and they fix it when they reconnect

vast swan
#

Cna that be disabled

vast bane
vast swan
#

Its disabled in the options tbh

vast bane
#

midi module settings>workflow button>workflow tab>targeting subsection, I think its at the top.

#

define disabled

vast swan
vast bane
#

and its still requiring a target?

vast swan
#

ye

vast bane
#

did you save at the bottom?

vast swan
#

whole targeting section

#

yes

vast bane
#

did you restart the server?

vast swan
#

not yet the world just reloaded after the module enabling

vast bane
#

after restarting, confirm that setting took

vast swan
#

never encountered a need to restart server for a module

vast bane
#

we're testing to see if your server needs a reboot

vast swan
#

gonna take a while its in a docker

vast bane
#

alternatively you could target something to roll

vast swan
#

explain that to lazy players half of whom are new to ttrpgs

vast bane
#

you could also disable midi

#

seeing as how 90% of midi is stuff with targets, it seems like a bad fit for the table

vast swan
#

I would but the only other thing that allows fast rolls is the fast roll module which sucks as it only created 3 separate chat cards with description, attack and damage instead of small neat one card with everything

#

Still dont ducking understand why the autoroll is not core in 5e

vast bane
#

fast rolls, fast rolls by default, and ready set roll would be fast roller alternatives to the beast that is midi

vast swan
#

clicking item to create card that allows attack and damage buttons like cavemen

vast bane
#

oh I think your issue is you are using more than one roller

#

just seeing your dialogue in dnd5e

#

fast rolls by default, fast rolls, ready set roll, roll groups, better rolls for 5e, better dice tooltips, and minimal roll enhancements are all incompatibile with MidiQol

vast swan
#

to be honest 5e is so barebones and 0 automation it needs so many modules and configuration done to be usable without headaches

vast bane
#

Some folks prefer manual

vast swan
#

Many things such as applying damage sure since resistances but why make things like roll damage with weapon a 10 click process

vast bane
#

Its still faster than waiting for a wizard to pick what level to cast magic missile at

vast swan
#

just look at how neatly some other systems do the rolls such as PF1 or even PF2 and SWADe. Not to mention the 5e is missing simple stuff like "Apply damage" button where DM can easily apply fireball damage to bunch of enemies by mass selecting and clicking button :.(

vast bane
#

Did you figure out your settings issue?

vast swan
#

Yeah I know its just sad seeing how awfully manual and tedious it is without modules

vast bane
#

was it a module conflict?

vast swan
#

what?

#

Yeah the Ready set roll is fine for the automation

#

Midi is a bit overdone (eg someone might use counterspell)

vast bane
#

I listed a bunch of rollers, theres a few that work ok, but for the most part do not mix any of them with midi whatsoever

vast swan
#

Yeah disabled midi

vast bane
#

alot of them are also incompatible with each other. Roll groups and fast rolls by default specifically are great together, everything else should be seperate

#

you will lose all active effect transfer features and damage application

#

will have to use the core damage application

#

also if you had the premade midi stuff, you will need to swap out for other stuff probably

coarse mesa
scarlet gale
#

Interesting

coarse mesa
#

Also, if you're inside with Devil Sight, you can still see creatures without

#

The problem I had with darkness in v9 is yeah, it blinds creatures within, but doesn't stop you seeing through it. This does

scarlet gale
#

I wouldn't play with it like that personally. Since you can still attack unseen creatures at disadvantage. Unless they hide

coarse mesa
#

Yeah but creatures shouldn't know what's on the other side, even if they're not blinded

vast bane
#

I just use an animation cause I don't have warlocks at my table and 99% of the time every roll is a straight roll

scarlet gale
#

Yea, I just use the AA animation for darkness

#

and call it a day

vast bane
#

even if I had a warlock we'd just handle it manually, theres multiple floors of drow tossing darkness out left and right so we're all so used to it by now that its become a meme

coarse mesa
#

yeah I just like using darkness to prevent being targeted by the millions of features that affect a 'creature you can see'

vast bane
#

we still have to look at them all

coarse mesa
#

you don't necessarily need to blind with it, just put it in the way

vast bane
#

my casters never read their spells

#

" but it says it ignores cover" yes, right after it says a creature you can see...

coarse mesa
#

well I certainly hope someone is taking advantage of this amazing feature of PV

scarlet gale
#

I just feel like you'll be fighting with being unable to target when they want to make attack rolls

#

With PV

coarse mesa
#

they can always target with the combat tracker

#

all of our enemies have unique names

#

(thanks token mold)

vast bane
coarse mesa
#

that part isn't really different to how blindness works in core now

vast bane
#

my players are very casual to foundry, they hate changes to the UI and hate having to manually do things or do things differently than usual.

scarlet gale
#

Do you have any martials?

vast bane
#

I have a barbarian and a paladin

scarlet gale
#

What if they want to position themselves in front of the person they can't see?

vast bane
#

the barbarian is a "spectator" player who basically rocks the combat booster history buttons and is just in love with the game and isn't trouble, its the 3 casters that are a handful

coarse mesa
scarlet gale
#

ah

#

That fixes that

coarse mesa
#

anyway the GM could 'ping' where they need to go... it would still be a good reminder they're actually blinded and can't use terrain to their advantage etc

#

tbh if we told our GM we were attacking into melee while blinded he would probably make us roll to see who we hit πŸ˜‘

scarlet gale
#

I like to stick to RAW for stuff like that

#

Anyways

#

I'll have to play with PV and get my darkness to work with it

#

The darkness from your screenshot, was that made with a spell?

#

or just at template that was manually placed?

coarse mesa
#

I just placed a template and went into its config

scarlet gale
#

I don't see any config on a spell with a template

#

But I'm sure it can just be done by setting flags

#

Or an API method if it has one

#

Looks like it's just a matter of setting the flag on the template

strong yew
#

One of my players is way of the ascendant dragon monk

#

Going to have to figure out how to handle draconic strike

scarlet gale
#

Change the damagetype in the workflow.

strong yew
#

Yeah I just feel like it'd be annoying to have to choose a type every attack, so might make a separate item for them

scarlet gale
strong yew
#

thanks

#

Also, how do you guys handle sharpshooter?

#

I have it toggleable as a CE

#

But just curious if there's a better way

vast bane
#

yeah dfreds

scarlet gale
#

Toggle is nice and easy

#

But I guess you could have it ask on every attack

strong yew
#

that seems like it would get annoying

scarlet gale
#

Yep

strong yew
#

So yeah I think toggle is the way to go

#

Thanks. Haven't run a combat with all this new automation yet

#

So trying to get a feel for what's going to be annoying and what isn't

scarlet gale
#

My paladin player has it prompt for using a smite on every attack

#

They don't mind it

#

It just depends on the player for stuff like that

strong yew
#

yeah good point, guess I'll just have to wait and see

coarse mesa
#

Our paladin has a smite he can toggle on before the damage roll... he only ever uses it on a crit

placid folio
placid folio
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wooaaahhhh

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crazy

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complete fresh install works

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it finnaly adds the hunters mark dmg

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wtf

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installed dnd beyond impΓΌorter

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went back, no even activated the new modul, stopped working

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whats going on? are there modul conflicts even without using them?

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nope

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uninstalled, still doesnt work

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it added the dmg, logged in in backend admin, logged back into world, stopped working..

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ahhh I think it has something to do with reloading of the world...

tepid dock
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Any able to tell me how flags.midi-qol.max.skill.per functions?

vast bane
placid folio