#MidiQOL
1 messages · Page 37 of 1
does it go away when the importers turned off?
I don't use dnd beyond importer but I swear there is a setting where you have to tell it what it should not replace
it happens with import or not
doesnt matter
even with starter heroes
I think some garbage collection or clean up is not working right
just imported dnd beyond char, added the sample midi qol macro and it worked...
lets see if i can get the dnd beyond imported hunters mark to work
ok enabled all interesting modules, created new tokens and used the midi qol hunters mark, still worked. Lets see what happens after an import
ok, imported , but doesnt use the at will, still need to use the midi qol sample hunters mark lol
but I should be able to basically copy paste all settings and script from the midi qol one to the imported one, no?
yap
ok
its 100 percent a garbace collection or clean up problem
i basically need to recreate the token for it to work, even after removing all effects etc
need to delete the token in the sidebar
there is a DDB override compendium, you can put things in there that DDB should use instead of what it munches – might be of some use
that was not your issue, your problem is the muncher sees "Hunter's Mark" and replaces it. The hunters mark you tested while I watched was not named "Hunter's Mark", it had numbers on it, so dfreds could not interfere
your at will thing that you created yourself would interfere with dfreds though
bottom line, I think its just another case of an importer getting in the way
I dunno why anyone uses the actual importers for the player characters. Maybe monsters are fine, but player characters you want fully built in foundry and left alone. None of this sync bs. specially if you intend to use automation.
The numbers hunter mark, was the midi qol macro one! After a fresh install, it worked.... looks like some files got corrupted or so.
However, the issue that garbage collection or clean up or something like this, doesn't work right, persists.
You will need to disassociate the character from the dnd beyond importer. Or use the settings Lukasprism mentioned
It seems that your Hunters Mark is being reimported from DnD beyond on each reload or something like that
as i said
its all working now
import, new char
everything
just reloading the world or so seems to break things
doesn't dndbeyond do its reupload during the restart process?
I imagine that'd be the best place to put sync
maybe its the method of hosting thats the problem
deductive logic says its something unique to your install
I remembered doing a disadvantage on an onUse macro preAttackRoll for ancestral protectors, and I used :
args[0]. workflowOptions.disadvantage=true;
So advantage should also work
I think it's not liking me doing the opposite. I'm trying to remove advantage. I have a similar one that applies it fine too.
Removing is trickier, because you have to cancel all the flags that can give advantage…
Even when you're doing it in the workflow?
Or give disadvantage if it has advantage, but in this case you would not be able to really give disadvantage
Yea, at most giving disadvantage will make it all even roll
The world script version works fine at least
I just saw that there is this in the code:
options.resetAdvantage
But I think that these options comes from Item.rollAttack, so I don’t know how this could be passed.
@gilded yacht I was wondering if a small change in the MidiQOL's way of creating an effect to facilitate template deletion (at least for v10) would make sense.
In the workflow.js:880 ```js
else if (installedModules.get("dae") && this.item?.hasAreaTarget && this.templateUuid && this.item?.system.duration?.units && configSettings.autoRemoveTemplate) { // create an effect to delete the template
const itemDuration = this.item.system.duration;
if (itemDuration.units === "inst") {
let template = await fromUuid(this.templateUuid)
await template?.delete()
}
else {
let selfTarget = this.item.actor.token ? this.item.actor.token.object : getSelfTarget(this.item.actor);
if (selfTarget) //...
So if the duration is instantaneous, just delete it immediately and don't create or update an existing effect/concentration to include a `flags.dae.deleteUuid` 🤔
Also if MidiQOL imports the fromUuidSync from Foundry it would make it a bit more straightforward too
await fromUuidSync(this.templateUuid)?.delete()
yeah isn't it that they now stay till the top of the round, I thought it was strange that instant templates stuck around slightly longer
Before doing that, we need to make sure that it will not break things for those that have configured some automated animations …
A lot of people are using that module
I was able to do something similar, but using the original item macro from midi sample, but adding an onuse item for preTargeting. In the preTargeting phase, I verify if the current itemUuid is the same as the sourceItemUuid. Then I get the current target from the dae.onUpdateTarget flag and verify if the target has 0 hp. If it’s the case I check if the current selected target is different and then I proceed to update the concentration data, the onUpdateTarget flag value (on the effect not the actor), create a new marked effect on the new target with the remaining duration. Then I delete the previous marked effect from the previous target.
I also return false to prevent casting the spell again. The only downside is the notification from midi that say that the item was cancelled on pre targeting.
But the setup is a lot more simpler than yours.
I will post my version here when is it cleaned up…
Yall are really overthinking Hunter's Mark. Just make the effect, give it a status ID, set it up in babonus, and have a use of the spell apply the effect. You need 0 lines of code.
And what happens it the target is marked by another caster… it would need a special statusId by caster, then it also starts to be complicated… 😁
huntersmark-steve, it aint hard
You literally have a field in the effect to put in the status id.
But you need to define this for each caster, you cannot just drag and drop the spell on an actor without going into it and modifying it
Yes. You do indeed need to spend 5 seconds.
But then, it would not be automated 😁
It already isn't? You're resorting to scripts.
and consider the actual odds of two hunters marks on the same mob at the same time
i feel like its effectively zero unless your group is all in love with rangers 🙂
Yeah, for real. But even in that event, my solution is so simple a child could do it.
Hell, even in the worst case, you can plomp down a one-liner in babonus to check for the HM effect's origin
That Custom Script filter is there for a reason
The real pro move is to ban Rangers.
True, but it's the same problem with Warlocks and Hex, and I don't think it's super uncommon to have two people with Hex
Also, are there problems with the one tposney posted? It's been working fine for me so far
on testing anyway
have you personally had that situation? I ask because there are many cases of what-ifs in automation -- but the 95th percentile of cases should be the goal
I'm in a group myself with a ranger and warlock, we got HM, Hex, and HexCurse. The GM just uses my modules plus ET and shit's so easy lmao
Yeah I have a Warlock in the party, and one of my players got Hex on a feat
Fey Touched I think?
We were just doing it manually
There aren't any issues. I was just pointing out earlier that the setups are much more complicated than they need to be.
Some of my players are pretty tech savvy so I'm not too worried about them, other players I do feel like it needs to be as simple as possible to not cause problems
That's neither here nor there really, if stuff is too hard nothing stops you from rolling a d6 manually.
While true, most of the automation is for me to not have as much of a mental stack remembering everyone's stuff while trying to run encounters
Not saying it's true for everyone, I just tend to get lost in details sometimes when too much is going on
I would be inclined to ask why you are trying to remember everyone else's stuff.
irl friends, some of whom are not tech savvy
(topic check)
or rather, game savvy
I believe their points were to get a reassignable hex/hunters mark, otherwise tposneys HM works just fine
but the last one tposney posted is reassignable
checks for 0 health on existing cast target
then duplicates concentration duration and skips the spell consume dialogue
I don't have a ranger so I didn't keep track of the changes hehe
Yeah it's not packaged with midi yet, I think he just posted it in here
that one is not in yet is it, its shared here by tposney but its in 23 whenever it comes out
maybe a few days ago
I have a ranger, a warlock, and another person with Hex in the group, so I kind of focused on getting that stuff working first lol
Honestly though, scripting this stuff is kind of fun
which is more or less why I've been doing it
I do something similar in a preTargeting on use macro phase, without any hooks on other events and transferring the remaining duration and no popup for breaking concentration…
That's honestly the only improvement I could think of
Just the concentration popup
are hooks worse to use than onUse stuff?
does it slow things down?
looks like the enhance ability macro in midi srd is missing the int option for some reason
on the v10 fork, dunno if this is a problem on the main branch
Is there any good way with midi to force a critical on a skill check?
flags.midi-qol.min.skill.xxx | Override | 20
Anyway to make the dice appear to show the same?
In this instance the dice shows the roll on the screen and rolled a 9... ideally I would like it to show a 20
The dice? Like Dice so Nice?
Yes
It does yea... I just wanted the player to not know
Like see they got a crit, but not be aware it was forced
¯_(ツ)_/¯
Personally if I were forcing a crit, I wouldn't make them roll in the first place
No worries, I appreciate the help. This is really good to know otherwise.
Yea, generally
When using system.bonuses.weapon.damage is it better to add a negative, or downgrade?
If I am trying to reduce a target's damage
Ahhh ok
hi! is there a flag from midi-qol that allows rolling initiative with advantage? I can find flags for all skills and checks but not for initiative
Is this something that's permanent? Or just 1 time?
I can adjust things on my end if necessary, not sure what to do right now with it tho
permanent! well to attach to an item
If they're not gonna ever lose the item then go to the special traits and check this
Otherwise a passive effect with the core flag flags.dnd5e.initiativeAdv | Custom | 1
ah this is what I was looking for! thx
Looking to add some damage here, 1d8/5 levels, what would the syntax be?
That's not even a midi question. 🙂
+ floor(@details.level/5)d8
Thanks boss
Oh ship my bad
I was testing with an attack (Call Lightning attack per round that puts down a template) that has an AA attached (Ball Lightning) and no issues there.
As far as I can see, MidiQOL creates the "Template to delete" AE after the conclusion of the originating attack.
I will test it some more.
Dwarven Fortitude "Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." - so basicly using a skill to use a hit die
ok sorry
Oh that's different
Still there but what I posted adds however many hit dice is available as a flat int, so if you have 8 out of 9 available, it'll add 8
The Babonus for the Hunter's Mark was more of an experiment for my table.
My ranger wants to be able to have a "button" (likes them hotbar being full with fancy icons 😄 ) that will change the Hunter's Mark target if needed.
Just a toggle really, on/off for the specific DFreds CE which has the EM on Effect Creation.
It might sound more complicated than it is actually 🤷
I could include the generation of the custom DFreds CE as an onUse macro now that I think of it, so it might make it a bit more streamlined 🤔
I like your way for hunters mark
Im getting a weird problem with midi as in the fast forward rolls option is on which should make it roll damage and attack at the same time presumably but its not doin it
no, its just a basic hit die formula heal. The only thing that is needed is to auto apply the dodge action on use, and then have it consume a hitdie, it gets wonky for multiclass dwarves though.
Itemmacro is just dfreds application of dodge.
is there a flag that just gives advantage to any attack type?
Just a heads up for you MTB aficionados in here, Mini-Tracker will now use Monks implementation of movement restriction if MTB is installed. The dev has also broken the creature name hiding thing into a separate module (Anonymous), which looks like it does a comparable job to CUB in that regard, if not better (you can toggle names back on easily from the token hud or combat tracker)
I haven't had a good test of the latter with midi, but if you do find any issues it would be great to know – the dev is very speedy and open to improvements
if I want to make a cursed item that causes a player to take 1 extra damage whenever they take damage is there an effect I can make for that? Can I use the damage reduction one and give it a negative value?
hmm, well that's good to know, lol
@obsidian orbit
oh great! seems like that worked then!
however you can't use the all key
you have to call out the damage types in 20 keys, cause otherwise temp and healing will also recieve it
oh actuall the DR key seems to ignore healing
yeah the DR keys must be programmed to ignore it, temp hp and healing are not affected by the all key
nice, thank you
@violet meadow would it be possible to get a world script that triggers a MTB death save if a player has 0 hp when their turn starts and they're unconscious? I raised it with Monk and it seems he'd prefer not to make it built into MTB, at least not yet
It's maddening how hard it seems to be for our players and GM to do it manually
I just dice tray a d20, don't even open sheets
The death save?
Never thought of automating it.
and I even have a pally in my players group lol
I use the tidy sheet death save something
exhaustion and death saves, two things that get automated and talked about here in depth that is just a non issue at my own table lol
Hmm you could use the dfreds pace death condition to create an OT effect and a macro to accompany it.
Or Effect macro in turn start.
Or a world script 🙂
it would probably fire for npcs right?
Doable but is there nothing on the discord already?
I genuinely wouldn't mind that cause if its automated then I don't care
I won’t be on my PCs till tomorrow
Yeah our players seem to really have a hard time finding that 😫
Someone in Monks MTB channel was surprised it wasn’t already automatic in midi, which is true - but I’d want the MTB roll request chat card
Just like a conc save
Inevitably someone just rolls a regular con save at our table and then the death save isn’t tracked properly 😑
it'd probably be simbuls or tposney's scope more than MTB
Yeah you can easily check if an actor is a players one or not and then do the save and track it
I think I remember somth8ng on the discord
but yall overthink death saves, I can assure you the whole table is well aware of how many successes and failures of a down player there are, no need for a sheet, just dice tray that d20 and move to the next turn, if you are hiding rolls, I still think the DM will have them stored and burned into their head as downed players are scary table events.
not to mention the fact you can scroll up to see the rolls
Old one by kekilla <#macro-polo message>
You can make this create a flag to track successes and failures and go on accordingly
It can easily be changed to ask for a MTB death save
Good hunting, thanks!
The system itself checks if you actually need to roll death saves.
actor.rollDeathSave() is all you need (in an EM)
So you'd pop that in the Unconscious effect?
Sure, you can do that.
ezpz
Always is.
In midi, it'd be better to do it with the dead condition
OK I have it working exactly how we wanted... one line of code (the MTB requestRoll) in the Unconscious CE... powered by Effect Macro (on turn start)
.
BTW EM looks a little wacky in CE:
It'll be because of their extra Effect Description field?
Just a little css error when there are no macros added.
Good lord that config is busy.
Add VAE as well.
Eh, I think its fine, its just cause theres like 4 modules modifying things in it and somehow manage to not step on each other
Just those labels needing to be 5 words at most and using data-tooltip instead.
Just following core protocols: https://gitlab.com/tposney/dae/uploads/fd83f6c08b8ec03f055bedba3c4d1ac6/After.png
oh my god, I think I finally realized why I keep getting a hexi decimal error when I go to edit ae's, does everyone else get that too? its cause of the empty color code?
I think that was changed in v10, but yeah
Yep, no color.
that is like...not something we can viably fix right? inevitably every new ae creates without that field populated yeah?
I added text editors to VAE in the latest update. 👌
I wonder if the issue has been posted, is it a foundry or a dnd5e thing?
What is?
I live in a sea of yellow, didn't even notice that
the lack of the field populated in all existing ae's
Tried in v10?
yep I'm in v10 right now
wait let me turn off modules first 😉
disable DAE and try again
0_o
I'm guessing this is a cache issue lol
aren't those the two icons that changed in v10?
I'm not even going to comment.
yep, the cogs changed too iirc
its cause I swapped to v9 rq to get the export of my rogues character
then swapped back without closing the browser
bruh
yep, you called it, its a dae bug
Is there a way with some combo of Midi/DAE/etc to automate a coin flip that applies one effect on heads and another on tails without getting into a Macro?
I feel like confusion or chaos bolt are examples of this but with more results than 2
confusions macro is built into midi srd so you'd have to dive into the code sadly
I figured this would take some macro'ing, but I'll take a look at confusion and see what I can figure out
is it random, or a choice between two things?
It's a choice between two, heads applies one effect, tails applies the other
choice isn't a coin flip, chance is. I think I'm confusing you my bad
Does macro.createItem not work well on unlinked actors?
It's not deleting the added item for me on unlinked ones.
is it a second item?
there are significant abnormalities with it, I'm waiting with great interest for a new dae update
First one
add it to the pile then!
and it's just not removing the custom bolt feature on unlinked tokens
When the effect ends
oh holy cow I just discovered the true cause of the shield bug, its dfreds CE, so macro.createitem does not like non standard methods of removing active effects
or adding for that matter
oh?
EM + warpgate sounds like ~~the ~~ an answer
so dfreds strange toggle method causes additional items added to fail to remove, but deleting the effect on the actor behaves normally. Additionally, ae's gained from attuning also fail to register right for createitem, so my question is are you creating it abnormally?
Yea, I used to use warpgate for call lightning
removing it abnormally*
I figured it was worth testing if macro.createItem was worth it
I might still just use it anyway since unlinked actors won't stick around long enough for a leftover spell effect mattering much
have you tried deleeting the ae in the actors sheet?
let me test
dfreds does seem to work, I'm not sure what the shield bug was when I reported it in the dae issues now
I updated dfreds recently so maybe he fixed the issue
What's a good module to remove temp effects via the conditions menu?
The one I'm using doesn't play nice it seems
The problem is that the effect is being added from the spell
not the dfreds menu
And I don't intend to clutter up my CE menu with making the effect there
are you some how getting your wires crossed with canvas/proto?
canvas actors and prototype actors
nah, I'm 100% it's the right actor
I have tidy set to outline the actor when it's unlinked
Plus the name matches
Very Healthy Kobold (IV)
very certain it's not a proto actor
Currently using this to let me quickly remove the effect via the right click menu:
https://github.com/ElfFriend-DnD/foundryvtt-temp-effects-as-statuses
Looks like doing it that way doesn't trigger macro.CreateItem
ooooh I should check dfreds panel for odd interactions good point
yeah we mostly remove effects using DFreds Effects Panel
(I'm hoping that feature can be added to Mini-Tracker)
You can also turn off effects using TAH btw, check that too
TAH?
I had put my loadout system on hold cause I thought dae was having issues with multiple createitemkeys but apparently it was cause of dfreds, once I updated dfreds now everythings gucci, time for some fun 8)
Token Action HUD
ehh
TAH is able to remove them
overkill for what I want
I've adjusted DFreds Effects Panel using Custom CSS so the icons are much smaller
I can do a dirty fix in as a effect macro on to delete the spawned item if the actor is unlinked
I wish dfreds could respect the stacking rule of an ae so that I didn't have to make a macro to add them over themselves
what's an example of that?
dfreds default behavior is toggle, if the ae is set to stack with itself I'd want it to just keep adding and have another method of removing
or a toggle, shift adds, no function key toggles
for things like armor corrosion
ah gotcha...
he hasn't added any big new features in a while, might be open to suggestions?
exhaustion has a unique behaviour, maybe there's a case for other unique behaviours
So just ran first combat tonight to test out the automation and unfortunately a lot if it was a mess lol
took notes of what to fix
one thing though, what do I need to toggle to have CE actually apply reactions
Reading the docs it seems like it should automatically be applied, but it wasn't working for me
And also, one player, whenever he used a reaction, it would break the midi workflow but not throw errors
Just would stop the damage application card from ever coming out
I have notes after every session lol... none of it too serious usually though
Midi should do reactions automatically
👆 my settings
I do have a player on occasion letting me know from a prompt to counterspell a melee attack.
No, you can't
yeah it's also prompting for absorb elements on every attack
I get that for my druid.
I guess maybe it's the prompt if used I didn't have on
Also I guess Fey Touched imports weird from ddb-importer
Brought over my player's hex as a prepared spell, no limited use info
Lot of little things I guess I didn't think about checking
Yeah that’s how anything flagged as a reaction from DDB will end up working with midi. You will probably want to check all your reactions and change their action type where appropriate
I got that alot when I used macros not meant for midi. As for CE reactions, the name of the spell/item has to match the dfreds CE perfectly and the targetting on the details of the item needs to be setup and not blank.
midi reactions don't know what they do, only that they are promptable. Your players just have to get smart and understand the flaw in the system
It could be worse, you could have a barbarian with a balloon pack ready to feather fall on every strike
It’s usually because reactions need to be set to Reaction Manual
Yea, reaction manual fixes a lot of issues
I normally also throw out the ddb importer version of absorb elements and pull the midi sample item for it.
It works better
Yeah I'm using the midi sample version
Only did dry imports from ddb, no auto generation effects anywhere
found it was really buggy when trying to work on other stuff
what does reaction manual change? It just doesn't pop up in the list of reactions when the prompt happens?
Yep
But then you can still just use it from your reactions when needed I guess?
I guess I'll try that out yeah, at least for absorb elements
And things that don't work well with the midi workflow
absorb elements you want to keep as is
there's no automating stuff like chronal shift or silvery barbs is there?
That one actually reduces the incoming damage
to impose disadvantage after the roll?
Yeah but it prompts for absorb elements even on just normal melee attacks
which I guess is fine if the player understands it won't do anything in that situation
yea
at worst they use it and nothing happens
the macro on it just gives the person resistance from the selected damage type on the drop down box
my idea for silvery barbs is an aura on the caster
Silvery barbs can be done with a worldscript and sockets
have the silvery barbs aura be huge and only allies. Then when they get attacked, they ask the caster if they are using it, and fire it
you essentially just hook on the pre-attack roll
and prompt the targeted player with a pop-up asking if they want to use their silvery barbs
the downside is that you get stuck waiting for the remote player to click yes or no
meaning it can bog down combat
A couple more questions, sorry for the barrage, just got a lot of them from tonight's session
that ship sailed when we all agreed to play remotely
Is there a better way to handle things like Slow? Right now I have template targeting on, but that grabs everyone inside
video games are a bigger culprit than anything else for bogging down gameplay
then click undo damage if it doesn't hit
For slow I changed it to 6 creatures with no range limit
and I leverage the best cpu at the table, the players brain
That's something I wanted to take a look at actually
In midi Reaction is really Reaction (Hit)… so by default it triggers when you’re hit. There’s also a damage trigger or manual. People often ask for a Reaction (Missed) but that’s not practical for tposney to implement
that can be fixed with a macro tied to on effect creation
check if the person who just got slowed is on the same team as the person who cast
and if so, delete the effect
Also another question, is there a way to auto-succeed or auto-fail saves?
even if it's just something I can do manually for players for things
how would it account for more than 6 bad guys in the cube
there is a super saver key for saves, and then theres the two feats that allow allies to super save
Just have the saves go like normal, including the allies. And after the effect is applied check the origin of the effect for what team they're on
then just remove itself if it's the same
Yea just put the words auto fail friendly anywhere in the description
oh, in the description?
I really do not think that spell is automateable as a template, its a target choice spell
it should be handled like aid, bless, bane and manually confirm the cub after the fact if you must
Yeah midi parses the description for key words, like half damage
why would the player never not select all enemies in the template?
cause you cant target more than 6
interesting
oh
cause slow has a max
I'll have to look into super saver. That's auto succeed?
I just think bane/bless for slow is just simpler
super saver means no damage if they save
superSaver is evasion
the auto succeed stuff is those two feats, evocation wizards thing and then sorcerers careful spell keys
Ah, this is more with active effects application
I use it for Mizzium Armor for con and str saves
they are really frikkin weird, I have a evocation wizard, and he NEVER remembers to use the feature, I just undo the damage for him constantly
Hmm. I guess I can mostly fix it with the targeting changes for things like slow
cause that's when I really need the auto-save
Know what
but I guess changing it takes care of that issue
Could just have it count the people who failed, remove allies
sometimes automation is possible, but the process is so ugly for the end user that its just not worth it at some tables
and if it's more than 6 prompt for what 6 you want
that doesn't sound too hard to do
also Wolfe, turn down the wait time for reactions if you have player reactions on
I only give them 10 seconds
and don't change absorb elements to manual, thats one of the critical ones you want setup to fire with the system
@scarlet gale my idea for using active auras for the reaction for silvery barbs is that the active aura would be a macro.createitem to add a silvery barbs feature to them all lol
so same thing as world script, just laggier and no need to know how to write the macros
or just give every player character the reaction
that's interesting
not a bad idea actually
passive effects from spell don't remove themselves when not prepared I think
its barely automation, but it beats having to write all that stuff as someone who can't even write Hello World Scripts
so that complicates it for prepared casters
I'd just make it an active effect on the actor unlinked to an item that gifts it to everyone
or honestly, I'd probably get frustrated with the active auras lag and just flat give everyone the feature
great for pally aura, not so much for 90 range auras though lol
that's why I'd hook it
if they attack someone and is within range of someone with the spell
Got a new ghostbusters module dropped just now
So now its Group Rolls, and Roll Groups lol
I do like the group check idea but MTB already does it and is midi compatible
is there an effect I can add that when you get healed you get heal for extra?
I think the DR keys specifically ignore healing but you could check to see if they have a healing key
oh I stand corrected:
they have "flags.midi-qol.DR.healing"
but I can't seem to figure out how to make it work
I think tis a god assumption one of them is temp healing
also fyi
you want a NEGATIVE number
-5 would heal I think
eh thats weird, better to test lol
that's what I thought too, since we used the -DR on a different item to make someone take more damage.
normally for the damages you do a negative to increase the damage in a DR key, but this is healing, but I think its the same concept
doesn't seem to be affecting it
you might have picked the temp healing one
yeah its not working
when I have the effect on a player, it actually doesn't even trigger the gm approve box.
it doesn't even reduce the healing like I would have thought it normally does
the keys just may not have been setup
oh and I can't even trigger it from a damage card. So it is blocking all healing
I dunno about that, mines working fine, there is however a console error when you try to do a modifier
the value for heal and healing is expecting JUST an integer, no symbols
I tried 0-5 and 0+5 but all those did was nothing
prolly cause it took just the 0 and left the rest
you can reduce with a positive number, but you can't add
weird, I deleted the effect and rebuilt it. Works now
cause the key absolutely hates non numbers
you could maybe add a reaction to the player recieving the heal to heal themselves for the bonus amount
ya it's working now the way we originally thought it should. Hmm weird, I must have done something funky the first time and not noticed it.
you should do a bonus to healing damage
not use DR
or is this for incoming healing?
IIRC, I think the documentation says that a negative DR is unsupported
yeah, it works in the ALL key
just not heal or healing
could maybe do a world script? add the key and remove it after any healing done to X character?
oh wait no, the two healing types are excluded from the all key
I found that out yesterday actually
Same issue here.
My dumb dirty fix:
await warpgate.wait(2000);
let stormBolt = token.actor.items.getName('Storm Bolt');
if (!stormBolt) return;
console.log('Removing storm bolt');
stormBolt.delete();```
As an effect removed macro.
Actually, I wonder if the wait even does anything
Does the effect get deleted while it's waiting?
Another strange issue I got. The 1st time something like this Call Lightning is used after a Foundry reload,, extra effect icons are created on the token hud, one for each target in the template.
The effects are not present in the Effects Tab of the character sheet.
That doesn't happen if the item used has no duration set...
MidiQOL 10.0.22
DAE 10.0.13
libwrapper 1.12.11.0
socketlib 1.0.12
Simple Calendar 2.1.58
Foundry 10.290
dnd5e 2.0.3
Can anyone else reproduce?
I've had this happening a ton
Anything that adds an effect
it gets a doubled up icon for me the first time
It appears to be visual only
I normally only set the duration in the spell and not the DAE
It gets an extra icon for each target in a template (caster included)
yeah the spell's one
just delete it for a quick test
With your spell?
Ah yeah try that. But I think any that creates the extra icons should do
2 seconds, let me wrap up what I was doing before I forget it
It's due to the interaction with Simple Calendar's API I think
ok so, load in and do something that applies an effect, but without a duration set?
no duration, 1 icon
That's very weird
@gilded yacht beginning of the conversation: #1010273821401555087 message
The image above showcases what happens if you use an item which targets using a template and HAS a duration set in Item Details page, for the first time after a Foundry reload.
Not 100% reproducible, but most of the time 🤔
@violet meadow Not sure if related, but I was about to ask about double effect for Active Auras Silence. I tweaked it a little, but even with original spell - it works as intended for all tokens when they go in or out. However, if the target was in the area when the template was first applied, they get an extra effect with no duration that never expires, even if they leave the area. In this case, extra Deafened effect and Silence effect that I did not toggle
That's not likely the visual bug we're getting
I'm pretty sure that's because midi is placing the effect on everyone in the template and AA is doing it again
How can I resolve it for aura template spells like Silence?
Yeah it sounds like maybe a double interaction with MidiQOL and dfreds maybe?
Use the dont apply convenient effects on the item tab
So far, one workaround that I did was special duration - expire on the start of a turn, but it's not ideal for some other spells
Yes to both
Midi and Convenient Effects are present and used
CE doesn't like to check for duplicated status effects
It'll happily add another one
When I use StatusEffect instead, it spams the effect
Yeah try the Do not apply Convenient Effect in the item's details tab, if its available
You'll still want to keep using macro.CE
Yeah, there are some strange interactions especially when adding Auras too
What happens if you set it to not stack the effect by name instead of origin
Hm. I don't see it.
That's good in this case.
How do I do that?
To be honest I keep changing more and more of them to name instead of origin
Details tab of the Active Effect
Hm, didn't work. The one on the left was in the area upon casting the one on the right was moved into it after casting
Are you using the Active Auras Silence?
Yep. I only changed the effects - but the spell out of the box worked pretty much the same - applied the "Silence" effect twice
With the spell from AA compendium
Can you try changing the actual DAE to not be an aura quickly?
Cause you are using the applyToTemplate
Well that went well
Same thing, with Effect is Aura toggled off in the spell
Yeah, I had that spam at some point. Something to do with Midi setting of effects priority between CE and item effects solved it for me
OK I think that is limited to happen on linked tokens only. If you target an unlinked one, the effect will not be applied twice.
Can you reproduce that?
Yeah that is the same issue basically I was discussing before. Happens only during the 1st time you use the item after a reload
Will do in ~20 mins
Actually it might have something to do with disposition and targets 🤔
Didn't see a difference between linked and unlinked targets. However, before I was targeting via an unlinked actor. This screen is for when a player character casts default AA Silence instead. The effect is no longer doubled, but it does not disappear for a target that was inside the template upon casting. For a target entering or leaving it, it works as intended
There is some strange interaction with targeting and Active Auras. I will probably test some more later tonight
But for my tweaked spell it's pretty much the same as before. The dorf above entered after it was cast
change the key from statusEffect to Macro.cub or Macro.ce to fix that
Is already CE
And midi setting is apply CE first, if absent - item effects
The caster is offscreen - I used an NPC and a player character for this. I have CE but not CUB
what are your versions of dae, dfreds ce, midiqol, MIDISRD, Active auras, and foundry
actual version numbers
DAE 10.0.13, CE 3.03, Midi 10.0.22, AA 0.5.2, Foundry 288. I don't have a separate MidiSRD
the active auras version works out of the box for me 0_o
No double effect for Silence spell for targets inside the template?
From AA compendium
lol @violet meadow What is this in the default active auras for Silence?
Like here
Also, when the targets leave the area, do they lose the effect?
Same as yours - it's from the AA compendium and has Blinded by default
my spell behaves just fine, but there is the abnormality above where there is an incomplete weird ae key in active auras
The issue here is not a particular spell I think, it doesn't work properly for either
Are you on v10 too?
Ok, the spell works with macro.ce when you check the following:
edit the SPELL not any active effect sitting on actors
hmmm, its not removing on exit now
honestly if you use it out of the box it works fine, its the attempting to get the status effect on that breaks
Out of the box it also applies double effect, as seen above
the only time I see a duplicated effect ouf of the box is if the caster is an unlinked token and the duplicated one is born of the same prototype actor
when a player character casts silence it works perfectly fine
When cast by player character, that initial effect applied to creatures inside the zone is not removed if the target is moved outside the aura
Once per turn toggle unfortunately defeats the purpose of Silence being a constantly present effect for some cases
and your spell is freshly from active auras compendium? which is the only known premade?
Of course
and there is no combat utility belt installed?
I tested my version and compendium version, by linked and unlinked casters on linked and unlinked targets in and out of template radius initially, also moving them in and out to be sure
All done in combat
I don't have CUB
can you show me the duration tab on the active effect on the actor who walks out and still has it?
we're troubleshooting, using old data is not a proper troubleshoot
there is abnormalities sometimes with lag and such with an active aura
This one when cast by a player
does it remove when they walk out?
Yeah I saw that. It comes like that
Its not something that zozilin is doing wrong. More of an Active Auras issue I think
mine works fine though
out of the box, 1 in 10 casts from an unlinked actor double a singular time
This one when cast by an NPC
Silence should be triggered all the time
not once per turn or on combatants turn
And there is where the issue lies
nah I was trying to troubleshoot for their issues, mine works out of the box, they walk in and out and it removes
Mine doesn't
so it has to be something you or they have setup on their machines interfering
when you start putting status effects in, thats when it gets weird
if no key is in the ae, it works as intended, which should be out of the box
For me effects are behaving pretty much the same - one permanent effect and one aura effect
Per effect set in DAE
share your settings for active auras
I dunno what to say, other than are you certain that whenever you test you are pulling out a fresh sample item and not working with something thats been fiddled with for hours?
This is with the item for Silence included in the Active Auras and I just removed any effect changes.
The one remaining when out of the radius of the initial template, is behaving as an aura by itself 😄
mine are not behaving this way, I've tried in and out of combat
I get a silence ae that applies to all within, on their turns AND OFF turn they move in and out and lose/gain it
I've recasted it 10 times now
You have changed the details of the Aura
to apply once per turn and on combatants turn
I was fiddling with an npc's version, but the players have the fresh one dragged out onto it to cast
that was experimenting when they said they had issues so I asked them to change settings
This is the out of the box Silence item in Active Auras compendium
Allies of the caster will be fine. Enemies double up 🤷
trying to figure out if its that or linked/unlinked
or a strange combo
I think that anything related to active auras needs to be tested multiple times and any outlier 1 in 10 thing is expected just due to how active auras is laggy
about 1 in 10 casts some, or all have the ae not remove on exit
no errors are ever reported in the console
Is this the up to date v10 syntax?
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
AAhelpers.applyTemplate(args) }
oh shit
what is everyones advanced macros?
and do you all have dm's logged in?
Its an issue of linked vs unlinked tokens
All linked tokens will get the doubled aura (one of which will be an Aura itself) when they are in the aura's radius when first cast
I have 3 unlinked tokens and 1 linked token in all of my tests, theres no rime or reason when the permenant ae's happen, but its about 10% of the time so its a random issue
does the linked token have silence castable on their spellbook?
@unique cape what version of advanced macros is installed?
It is reproducible in my tests and will try to narrow it down more later. Also AM shouldn't be an issue in this case. Still on 1.18.1
I'm on 1.17
when the linked actor is in for the cast, I see what you are talking about, moving in and out after doesn't cause the problem, they have to be targetted in the cast for the weird active aura to show up on linked actors
and there is very definitely an error in the console for that
when the 3 abnormal ae's on the linked actor poof when concentration is lost on the caster:
this error x3
when the linked actor generates the 3 effects:
we should probably report this in the active auras channel for kaelad/MrPrimate to look at?
that is triggered by DFreds panel probably. Don't have that issue in my tests without.
is that active auras macro I linked right for v10?
yeah it just calls for the apply to template
we're relying upon an old macro from v9, I wonder if kaelad or mrprimate changed things where that macro needs adjusting
Interesting, if you await the AAhelpers.applyTemplate(args) it applies double effects on both linked and unlinked tokens 🤔
the blank ae, or status effects?
blank
Yeah so all is down to, I think, the targeting of MidiQOL. If you test with None for templates in the MidiQOL settings, you are good.
If you have another option, linked tokens will have the Original Silence effect applied to them too.
If you await the await AAhelpers.applyTemplate(args) and you have MidiQOL targeting for templates active, both linked and unlinked token will get both the Original effect and the Active Auras applied one
No template targeting from MidiQOL
can you do the no template targetting in the macro?
Template targeting set to Walls Block - Ignore defeated. the second from top is unlinked
if (!game.modules.get("advanced-macros")?.active) { ui.notifications.error("Advanced Macros is not enabled"); return }
if(args[0].tag === "OnUse"){
game.user.updateTokenTargets()
AAhelpers.applyTemplate(args)
}
nah doesn't matter
Oof needs to be After Active Effects! Not before 🤔
I actually started thinking about it, and ultimately all that is needed is a key for damage immunity to thunder. So I added that to the spell and removed now its behaving pretty much perfectly for me with linked actors
OK I just remembered what I was doing when I was using AA back in the day
Activation condition false and
That solves it
also I disabled animations cause active auras is laggy as hell when you activate them
this is going to completely fubar our worlds if we change the global though
Not globally, just on the spell
on each spell you want to have an Active Aura on a template
@unique cape Try this <#1010273821401555087 message>
yeah that checkbox helps for the linked actor bug for sure, but my current setup seems to work 100% now for all now and I added a key to the ae for thunder immunity
You know, this is happening to my Darkness too. I check the character and it's not applying it multiple times, but the icon is showing multiple times only when it is cast on them
So I actually scrub the targets on cast of a template and it still does this
Try this #1010273821401555087 message
in the spells details tab
Ah probably different topics 😅
Interesting. Do you need to set an activation condition? Or does it just always equate to false if blank?
Empty activation condition evaluates to true
the darkness from active auras can be fixed by changing the key to macro.ce, that one is defiitely right on the fix
there is abnormality with the statuseffect key in that premade
I think it has something to do with v10's weirdness with detections or something
Yeah that's why I currently have
what*
@violet meadow do you have vision enabled for unlinked dm controlled actors?
i wonder if that could be the source of weirdness for active auras
depends but why would it matter?
just rendering
just strikes me as weird that the second I went away from the core status effects things cleaned up
and I'm seeing the problem again with v10 darkness as well
wait what do you mean with that?
the actor with vision turned on is getting two, everyone else is fine
With the darkness from Active Auras?
I changed my silence to just have a custom ae that gives thunder immunity, no deafened conditions at all, and it started to behave right on the linked actor who had vision settings/detection modes
yeah darkness as is in active auras is a hot mess, the statusefect key is endlessly looping till you kill it
macro.ce was a fix in v9 for this
inv10, its a fix, but linked actors get two blindeds
ok does the activation condition false solve that ?
will check darkness in a bit
Oh interesting is that what it was
my npcs were getting one, but the PCs were getting two
yeah
Mine is all over the place
They all get it, but shows only on the unlinked token 😄
I give up 😄
yeah like I said, anytime you touch the detection status effects weirdness starts
I have a functional setup I will share it shortly just cleaning up stuff
avoid blinded like the plague, remake it as a Darkness effect
man this module is starting to scare me how unreliable it is suddenly
wait I remember now, there is no point to adding blinded to tokens in the aura
the only time darkness does anything different is if a person has devilsight, otherwise nobody can have disadvantage and nobody can have advantage.
or blindsight sorry
Not unreliable, but it interacts with many other modules and it needs some more testing
I mean I never use Active Auras for that. I am just playing around now to see what's up 🤷
darkness has no point to automating, cause both the targets and the sources are blinded so advantage and disadvantage are thrown out cause theres sources of both no matter what unless devilsight/blindsight is at play
That's why I had never seen these weird interactions before
if you replace the blindness condition with a generic darkness using the same midi keys, theres still wonky weird duplicate ae's 1 out of 10 times AND it fails to remove when they leave it
If you use the keys only in the effect and no condition, everything seems fine yeah
thats why I think its related to some sort of changes in core foundry in v10 since deafened and blinded have effects on detection modes right? And typically we both have our visions off for our monsters
this is way above my paygrade, I just don't think I'm the best person to relay all this to kaelad or Mrprimate
I take that back, doesnt work correctly still...
Doesn't seem to work for me. Did it do it for you?
I am trying to get it to reproduce safely and then maybe post an issue, but it is not going great 🤷
I thought so. Now I am worried that it might not 🤣
OK I think it does work now that I retested 🤔
Hmm
Can you try these two?
Huh. Silence works. Let's see darkness
For darkness check the effects tab of the affected creatures
You will not see an icon on the token hud as it was removed for some reason from the spell's effect 😄
Yeah, I've set up a temp effect icon for it
Darkness works as well -aside from a couple hiccups that I can't reliably reproduce
Rarely it gave a token two effects, sometimes it didn't refresh upon leaving. But it all fixed itself eventually and never repeated
Now, to try it with actual DAE effects
It works!
Many thanks
This has been bothering me for a few days now
you have to test like 10 times, the issues all seem to be random
I did. But I at least can see that with these they mostly work as intended
The issues kinda cropped up here and there but again, can't figure out why exactly. And also, they just start working properly on the next casting and or next turn
Without particular rhyme and reason. In fact, I can't even cause one rn
It all works
I think ultimately we just want to strive to stop the weird active effect transfer on linked actors and stop the endless loop bugs, activation condition true seems to fix the first, and avoiding the default status effects seems to solve the second. The only thing I can't find a fix for is entering and leaving auras not removing/adding after the cast for some stuff.
CE and immunity both are there and apply and get removed correctly
Of course. But these jsons by bugbear do exactly that for me. No more weirdness
those are unlinked, try a token with vision turned on
assuming you turn vision off for dm controlled npcs(most do)
You mean target linked tokens? I did so, there's also a wizard and a familiar
Let me grab a screenshot
I actually mean the tokens have vision setup
its just a side effect that this lines up with bugbears and mines setups cause we both turn off vision for dm tokens and 99% of tokens that are unlinked ar dm tokens
either way looks good to me, I might steal that silence one, darkness to me is a automated animation and no need for an active aura imo
What do you mean by vision setup? There are tokens with basic vision 0 by default and some with darkvision
Also, the spell was cast by tokens with linked actor data and without. The targets also are of both kinds
so all your actors have vision on, pro tip, thats unnecessary for DM tokens, can vastly improve the performance in live sessions if you turn vision off for tokens you control
theres a toggle for dm vision in the scene tools to make it less weird when you do so too
Vision Enabled doesn't change anything - unless you toggle it off and don't save the settings. As soon as I did, the aura began applying again properly
Select token - Vision Enabled off. Cast a spell - the effects do not get removed when moving a token out of aura. Update Token, it starts working again
As for Vision Enabled for NPCs - thanks for the advice
its more of a suggestion for performance improvements than for testing here, it was just a theory on why linked/unlinked were having different issues
Will have to try it out though vision is enabled to figure out whether NPCs notice them or not
I think that active auras is in rough shape atm, hopefully someone can tackle it.
Yeah. Seems like it's solvable though, in this case at least
The spells work perfectly now (or almost)
I wonder if warpgating an actor with an aura on them can make it more reliable since paladin aura is the only thing that seems to work reliably in active auras
Now to figure out how to replicate it and what differs from my settings of an item
I did try a warpgate with Hunger of Hadar. Kinda wonky to my tastes but the Aura works fineish
Oh, I see what I missed - didn't set false in Activation condition
For bugbear's solution
yeah empty evaluates to true
oh ok, so that stops midi from applying the aura effects to actors atleast
Hello! Trying to create an Effect where multiple types of resources are spent, thought that @data.resources.primary.value > 0 Would address that, but it doesn't seem to be (probably on my end, using version 9)
Nope that is wrong effect value
Use @resources.secondary.value as the Effect Value instead
Does the readme make it hard to follow? Any input would be good so as to change it accordingly 😄
Sorry! I was just testing it out, so far changing things hasn't done anything
the effect I'm trying to get is "As a bonus action, you can spend a Blood Point to roll one of your Hit Dice and recover Hit Points as if you had rolled it during a short rest."
So its consuming a Hit die (done in the item itself) AND a Primary Resource.
you don't need macros for that
thats basically the same as dwarven fortitude isn't it?
oh guess you would if bloodpoints is also a resource
Yes, which it is.
you need an onuse macro to expend a bloodpoint
Why? Just use the item and make it consume the correct resource
It consumes both the Hit Die and the Blood Point.
so item macro for 1, consumption for the other
or just handle both in the item macro
sorry, on use macro
here is my dwarven fortitude setup
The onUse should be something like ```js
token.actor.rollHitDie()
there ya go, then set consumption to your blood points
then the resource will consume the correct value 🤷
does rolling the hit die actually heal?
Yes it does
I ask cause technically that means you don't want the item you are "using" to have a heal equation.
unless the heal is different than simply rolling a hit die
then you don't want his macro, you want a resource consumption macro
The Heal works as if the creature had rolled a Hit die during a short rest, so even if it expends the hit die but the heal roll is separate, that works fine for my purposes.
so if you use his on use macro, you want the "Action Type" set to other and no fields entered for formulas
Yeah just an onUse
if you roll a hit die in the macro, AND have a healing formula, it will heal twice
BUT, if you blank out the action type you lose access to the on use menu
so set it to other and keep everything blank
the higher first one available, if you don't define one
you need to hit the plus sign to the right at the bottom for on use macro, and put bugbears macro in the item macro field
does it need to be different than "before after effects"?
Doesn't matter in this case
yeah its a macro that doesn't touch workflows right, so any setting works
Its expending the BP and the HD, but not healing
if you are determining this via the midi dialogue, rolling hit dice in dnd5e is automatic healing I believe
it bypasses midi
Yeah its a system's function
so if he was at full health you probably wouldn't tell the difference
I have set the PC's health to 1, just to see healing differences
and it rolls the heal and fails to heal?
Its not currently rolling anything, unless I have Bugbears macro in the wrong place
i currently have it in the field, not the words ItemMacro
It needs to be a macro
Yep that was it
you need to click this at the top and put the macro there:
then put ItemMacro in the on use field
I kinda wanna do that for dwarven fortitude now lol
oh wait I can't
cause I explode heals
in my main table we have a house rule where all healing effects can explode on the highest die result, so all our HD's have to be rolled manually
gotcha. thats a dope rule.
I don't like how metagamed death saves are and I like the idea of healing the damage more than riding death saves
attack downed characters
Actually small correction. If you don't define a denomination of the HD to use, the first available will be used, not the highest
You could include some logic to pick the highest one
I do that too, but I really dislike the fact that tough fights always devolve into whack a mole of the frontliner
plus it makes healing fun
death and dying rules and handling them in play is a very good and complex topic if you want to continue in #tabletop-discussion 🙂
Is there a reasonable way for a macro fired as an OnUse item macro to know if a spell slot was used to fire it off? I'm trying to know what the answer was to the Consume Spell Slot question asked on the dialog that pops after clicking a spell to be used fro, within my macro.
Can an flags.midi-qol.OverTime DAE roll on a table, or must I use the macro portion of that? 🙂
Howdy all - quick question.
Is there a way with Midi QoL to get it so that it:
Prompts players for a save and doesn't show them the damage result before hand.
Prompts for rolls, but waits for the DM to apply the results (like with damage)
Basically after some suspense as it currently just does everything automatically and shows the result before the dice have stopped rolling.
@item.level
but I think that means the macro needs to go after active effects then or something
Thanks!
It sounds like you have full auto on, workflow tab button>workflow tab>saves sub section. Also the damage section to toggle off auto damage application
if you want the damage rolled after the saving throw, that is not rules as written in dnd5e. The spell is cast regardless of whether the save is made, which means the damage dice are thrown before the save IRL.
Ah I see
I currently have it set up so:
Rolls for attack are made - I confirm result - damage is or is not rolled - I then apply damage via a click.
Saves - saves are prompted and if damage is present it is rolled first.
Results of saves are applied immediately - ideally I'd like for the result to be applied 'manually' (i.e the full effect is applied via one click like damage)
@item.level holds the level at which the spell was cast (I believe). I'm trying to know if a spell slot was burned to cast the spell (so I can refund a spell slot burned on a spell that is cancelled before taking effect)
you are kinda describing things like you aren't using midi
do you have other rollers installed @digital lagoon
I believe I do - I've got a lot of stuff in my modules. I'm scared to remove any of it as it may break XD
its in the castdata not sure how to pull that up
midi calculates the hits, if the setting is on, and it also calculates save success, you either don't have that stuff on, or you aren't actually using midi
Intersting, seems like a sensible place for it. Now, to try to find it
Fair enough - thanks 🙂
what are you missing, or show me a snippet of your attacks and save damage spells
Yeah - I have that. The first one
I just want it so the damage isn't displayed until after the save roll is made.
thats not how dnd does things.
the save is asked for after the damage is rolled
as in tabletop dnd, thats how all saves are worded, you can save for half of the damage, you don't make the save first
the damage isn't necessarily known to the players. I cant find any specific resolution order for spells that damage on failed save.
(would love to be wrong)
Ah ok - that's fine then.
If that's how it's supposed to work, the whole thing is working then 🙂
ok to avoid the philosphical debate on rules, midi doesn't do change the order of that, so you are stuck with that order
if theres no flavor in a damage bonus dice roll in an active effect, is it pure damage or whatever the damage of the original damage?
for midi damage application
Whatever was the original
hi everyone, probably a silly question but has anyone else had issues getting the ability relentless endurance to work? when we try to use the ability it says "xyz is incapacitated" as midi QOL marks you as unconscious at 0hp. Thanks in advance!
If you want MidiQOL to allow actions when a player is Incapacitated, you will need to change its settings.
Go to MidiQOL settings => Workflow Settings => Mechanics tab and uncheck the option
Otherwise you will need to create the feature a bit differently, with a macro to automate it
Thank you so much! your a legend!
just a friendly bugbear!
So, as of right now, is there any way to retain some Midi features (mostly the AE flags. The hit/save check and concentrator would be nice as well) without also having to use the roller? The way Midi just lumps everything together is... difficult to work with. 5e just has so many items with alternate or conditional uses.
How do I set a bonus activate only once per turn with Babonus?
What's the babonus?
Giant's Might, specifically
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra [[/r 1d6]] damage to a target on a hit.
I set it up through DAE before but unfortunately it doesn't crit that way
Babonus does but I struggle to find a way to make it once per turn
game.modules.get("babonus").api.toggleBonus(object, id) give me 2
Is it on an actor or an item?
It's on actor, a class feature
So its on an AE on a feature. Do you have Effect Macro module?
Yep
OK so Effect Macro on the AE.
One macro for (dnd5e) on Attack Roll which will be ```js
game.modules.get("babonus").api.toggleBonus(effect, id, false) //id is the one you can find on the babonus=
And another one on Combat Turn Start ```js
game.modules.get("babonus").api.toggleBonus(effect, id, true)
The id can be seen on the right in this screenshot for example
Gonna try it now
Could include another on for Combat Start to be safe
Do I set babonus in the same effect or on the feature?
Its an effect on the feature no?
Hm. I must be missing something.
OK send me over the item you are using
Babonus here is on the feature, because when I set it on an effect, it wouldn't open after I close the babonus window. I'll try and replicate and see if it throws any errors meanwhile
Try this after changing the IDs in all the EMs
I have moved the babonus on the actual effect
So if the effect is not on the actor, it should not do anything
Thank you for all your help. I am gonna dl it and try it tomorrow.
Probably shouldn't try and tinker with this stuff before bed, but eh
@digital lagoon the activation condition will need to be workflow.isCritical and also check the box, Activation condition true required for effect activation, towards the bottom of the Item's details page
Alright - let me pop that in and see how she runs. Thank you!
if you want a nat20 only, workflow.d20AttackRoll===20
Absolutely perfect as is, as I am going to expand the critical range on the weapon as a bonus as he uses it. Thank you so much!
I misremembered about who took Hex in my group
My warlock actually took it from fey touched so he didn't have to learn it as part of his spells and got a free usage
boy does that not seem to work lol. Either ends up always prepared with no uses and only useable by pact, or only one use and not recastable with pact slots
Always hilarious to peek in here and see the convo is focused squarely on my modules alone.
Hey DAE and MidiQOL application and you are hitching a ride 😄
Does Midi not require the Midi chat cards to work?
Also is there any way to remove "Apply active effects" from the cards?
Workflow tab in workflow settings
Ah thanks, I had apply and remove instead
@rain steppe Oh missed that one. The flags if not fast forwarding rolls will not offer you much.
When you say the roller, what is the issue with it?
Mostly just missing the separate rolls that Ready Set Roll and Roll Groups offer. Something like Green Flame Blade can be made quite easily there, just two damage lines (and you can add context and descriptors, like "to primary target"). Midi just melts them together into one damage roll.
You should give Advantage Reminder a try, which works with MidiQOL well if not fast forwarding
Yeah MidiQOL will need some macros as it does that with a greater amount of automation than probably what you are after
I actually got a really good balance of what I want by accident when I activated RSR and Midi at once. Midi checked for hits and saves in separate chat windows, while RSR handled the actual attack/damage rolls (and RSR has much better hover-over buttons to apply damage). The two coexisted for all of five minutes before they tore each other apart and painted my console red.
If you don't want all of Midi's automation though... take a plunge into middle-automation heaven.
Oh especially so if you don't apply damage automatically.
Cus there aren't alternatives to that feature in particular, but all the rest of Midi's features do have some.
Damage application and fast forwarding rolls is my main need that MidiQOL helped fulfil back in the day! Now I am hooked 😄
Hmm, any suggestions? I'm definitely cooling on full-automation
Roll Groups and Concentration Notifier + Visual Active Effects
Faster Rolls 😄
I do really like active effects which deal with advantage/disadvantage, and Convenient Effects is pretty handy... but that all hinges on Midi, I believe?
Or watch how Atropos does it in the stream now 😅
That's more like it
Yyyup, thought so. The whole active effect side of Midi is gold. Hard to give that up
Can probably get most of the way there with Advantage Reminder
It is compatible with Faster Rolls
I don't remember the exact details, but the two had a chat about compatibility in a thread over on the League server
Sooo, Roll Groups as the actual roller, Faster Rolls to skip the pop-ups, Advantage Reminder to handle (dis)adv., Effective Transferral to give effects to targets, and Concentration Notifier (or I think CUB does something similar) for concentration checks
Sounds about right! Probably will receive more help with all these in #513918036919713802 or #dnd5e if needed!
Why would you want to do all that? Is Midi especially resource heavy or something?
Compared to that setup? Yes
They need more granular control over their rolls.
CUB is good. Reason I suggested CN (other than it being what I use) is compatibility with VAE (for more convenience).
Does CUB concentration delete effects associated?
I do not know.
I have never tried it 😊
I just rather enjoy my recent addition to CN with VAE. Don't need a macro or anything for any spell that requires concentration
I will probably test them at some point on a different setup for another GM
Mostly just frustrated with having to do this for any spell which has more than a single damage roll applied one time.
I could still use Midi and do macros for such spells, but finding them is a bit of a tall order (and I'm a caveman, I can't make them myself)
Yeah no, this is some DDB-level of sheet clutter. No thank you
@coarse mesa did you make the death save thingy you needed?
Thanks for checking in tho!
So some of the template spells my players cast automatically go into the template placing mode right when they're cast
but some of them, it just puts it on the card and you have to click
Is there an option on the spell to just immediately place the template?
sounds like bad on use macros to me
or the item's details does not have a range/target setup
so bad importer/bad creations
also could be that the player uncheckd the place measured template button as well blindly thinking it was a resource consumption. New players treat those popouts weirdly like EULA agreement checks
So there's no macros on these actually
share the details tab of the spell
this is my first time even seeing that, wtf is line width is that a thing lol?
(frantically looking for lightning to fiddle with)
It also doesn't go into templates automatically on Shatter
is that tashas caustic brew?
Yeah
can you humor me with the bottom half of that details tab, thats where the mistakes will be
mine works fine, have you tried with just midi qol, dae, socketlib, and libwrapper?