#MidiQOL

1 messages · Page 37 of 1

placid folio
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if I recrete the tokens, it works

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recreate

vast bane
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does it go away when the importers turned off?

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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

placid folio
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it happens with import or not

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doesnt matter

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even with starter heroes

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I think some garbage collection or clean up is not working right

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just imported dnd beyond char, added the sample midi qol macro and it worked...

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lets see if i can get the dnd beyond imported hunters mark to work

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ok enabled all interesting modules, created new tokens and used the midi qol hunters mark, still worked. Lets see what happens after an import

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ok, imported , but doesnt use the at will, still need to use the midi qol sample hunters mark lol

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but I should be able to basically copy paste all settings and script from the midi qol one to the imported one, no?

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yap

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ok

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its 100 percent a garbace collection or clean up problem

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i basically need to recreate the token for it to work, even after removing all effects etc

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need to delete the token in the sidebar

coarse mesa
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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

placid folio
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I got it to work!

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You need this settings:

vast bane
# placid folio You need this settings:

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

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your at will thing that you created yourself would interfere with dfreds though

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bottom line, I think its just another case of an importer getting in the way

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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.

placid folio
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However, the issue that garbage collection or clean up or something like this, doesn't work right, persists.

violet meadow
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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

placid folio
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as i said

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its all working now

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import, new char

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everything

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just reloading the world or so seems to break things

vast bane
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doesn't dndbeyond do its reupload during the restart process?

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I imagine that'd be the best place to put sync

placid folio
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happens even on starter heroes

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no import

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and sync is disabled

vast bane
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maybe its the method of hosting thats the problem

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deductive logic says its something unique to your install

sudden crane
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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

scarlet gale
sudden crane
scarlet gale
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Even when you're doing it in the workflow?

sudden crane
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Or give disadvantage if it has advantage, but in this case you would not be able to really give disadvantage

scarlet gale
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Yea, at most giving disadvantage will make it all even roll

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The world script version works fine at least

sudden crane
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I just saw that there is this in the code:
options.resetAdvantage

scarlet gale
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Oh interesting

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I'll have to take a look at that

sudden crane
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But I think that these options comes from Item.rollAttack, so I don’t know how this could be passed.

violet meadow
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@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` 🤔
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Also if MidiQOL imports the fromUuidSync from Foundry it would make it a bit more straightforward too
await fromUuidSync(this.templateUuid)?.delete()

vast bane
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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

sudden crane
sudden crane
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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.

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I will post my version here when is it cleaned up…

molten solar
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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.

sudden crane
molten solar
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huntersmark-steve, it aint hard

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You literally have a field in the effect to put in the status id.

sudden crane
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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

molten solar
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Yes. You do indeed need to spend 5 seconds.

sudden crane
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But then, it would not be automated 😁

molten solar
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It already isn't? You're resorting to scripts.

dark canopy
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and consider the actual odds of two hunters marks on the same mob at the same time

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i feel like its effectively zero unless your group is all in love with rangers 🙂

molten solar
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Yeah, for real. But even in that event, my solution is so simple a child could do it.

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Hell, even in the worst case, you can plomp down a one-liner in babonus to check for the HM effect's origin

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That Custom Script filter is there for a reason

vast bane
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The real pro move is to ban Rangers.

strong yew
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Also, are there problems with the one tposney posted? It's been working fine for me so far

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on testing anyway

dark canopy
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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

molten solar
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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

strong yew
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Yeah I have a Warlock in the party, and one of my players got Hex on a feat

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Fey Touched I think?

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We were just doing it manually

molten solar
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There aren't any issues. I was just pointing out earlier that the setups are much more complicated than they need to be.

strong yew
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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

molten solar
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That's neither here nor there really, if stuff is too hard nothing stops you from rolling a d6 manually.

strong yew
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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

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Not saying it's true for everyone, I just tend to get lost in details sometimes when too much is going on

molten solar
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I would be inclined to ask why you are trying to remember everyone else's stuff.

strong yew
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irl friends, some of whom are not tech savvy

dark canopy
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(topic check)

strong yew
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or rather, game savvy

vast bane
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I believe their points were to get a reassignable hex/hunters mark, otherwise tposneys HM works just fine

strong yew
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but the last one tposney posted is reassignable

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checks for 0 health on existing cast target

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then duplicates concentration duration and skips the spell consume dialogue

vast bane
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I don't have a ranger so I didn't keep track of the changes hehe

strong yew
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Yeah it's not packaged with midi yet, I think he just posted it in here

vast bane
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that one is not in yet is it, its shared here by tposney but its in 23 whenever it comes out

strong yew
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maybe a few days ago

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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

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Honestly though, scripting this stuff is kind of fun

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which is more or less why I've been doing it

sudden crane
strong yew
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Just the concentration popup

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are hooks worse to use than onUse stuff?

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does it slow things down?

zealous stump
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looks like the enhance ability macro in midi srd is missing the int option for some reason

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on the v10 fork, dunno if this is a problem on the main branch

tepid dock
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Is there any good way with midi to force a critical on a skill check?

spice kraken
tepid dock
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In this instance the dice shows the roll on the screen and rolled a 9... ideally I would like it to show a 20

spice kraken
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The dice? Like Dice so Nice?

tepid dock
spice kraken
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No clue. I don't use it but I doubt it

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It'll appear correctly in chat

tepid dock
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It does yea... I just wanted the player to not know

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Like see they got a crit, but not be aware it was forced

spice kraken
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¯_(ツ)_/¯

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Personally if I were forcing a crit, I wouldn't make them roll in the first place

tepid dock
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No worries, I appreciate the help. This is really good to know otherwise.

tepid dock
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When using system.bonuses.weapon.damage is it better to add a negative, or downgrade?

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If I am trying to reduce a target's damage

spice kraken
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- usually

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IIRC downgrade would drop the total to a min value

tepid dock
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Ahhh ok

rough prism
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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

spice kraken
sharp knoll
rough prism
spice kraken
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If they're not gonna ever lose the item then go to the special traits and check this

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Otherwise a passive effect with the core flag flags.dnd5e.initiativeAdv | Custom | 1

rough prism
tepid dock
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Looking to add some damage here, 1d8/5 levels, what would the syntax be?

molten solar
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That's not even a midi question. 🙂
+ floor(@details.level/5)d8

violet meadow
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I will test it some more.

acoustic jasper
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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

spice kraken
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More of a #dnd5e question but + @attributes.hd

acoustic jasper
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ok sorry

spice kraken
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Oh that's different

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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

violet meadow
# sudden crane I was able to do something similar, but using the original item macro from midi ...

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 🤔

stoic seal
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I like your way for hunters mark

obtuse magnet
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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

vast bane
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Itemmacro is just dfreds application of dodge.

strong yew
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is there a flag that just gives advantage to any attack type?

strong yew
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Oh ok, I thought there was only Grants which was against you

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thanks

coarse mesa
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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)

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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

obsidian orbit
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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?

spice kraken
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Probably need a macro. - values don't work for the DR fields

obsidian orbit
vast bane
obsidian orbit
vast bane
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however you can't use the all key

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you have to call out the damage types in 20 keys, cause otherwise temp and healing will also recieve it

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oh actuall the DR key seems to ignore healing

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yeah the DR keys must be programmed to ignore it, temp hp and healing are not affected by the all key

obsidian orbit
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nice, thank you

coarse mesa
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@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

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It's maddening how hard it seems to be for our players and GM to do it manually

vast bane
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I just dice tray a d20, don't even open sheets

violet meadow
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The death save?
Never thought of automating it.

vast bane
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and I even have a pally in my players group lol

violet meadow
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I use the tidy sheet death save something

vast bane
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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

violet meadow
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Hmm you could use the dfreds pace death condition to create an OT effect and a macro to accompany it.

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Or Effect macro in turn start.

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Or a world script 🙂

vast bane
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it would probably fire for npcs right?

violet meadow
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Doable but is there nothing on the discord already?

vast bane
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I genuinely wouldn't mind that cause if its automated then I don't care

violet meadow
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I won’t be on my PCs till tomorrow

coarse mesa
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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

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Just like a conc save

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Inevitably someone just rolls a regular con save at our table and then the death save isn’t tracked properly 😑

vast bane
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it'd probably be simbuls or tposney's scope more than MTB

violet meadow
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Yeah you can easily check if an actor is a players one or not and then do the save and track it

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I think I remember somth8ng on the discord

vast bane
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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.

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not to mention the fact you can scroll up to see the rolls

violet meadow
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You can make this create a flag to track successes and failures and go on accordingly

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It can easily be changed to ask for a MTB death save

coarse mesa
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Good hunting, thanks!

molten solar
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The system itself checks if you actually need to roll death saves.

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actor.rollDeathSave() is all you need (in an EM)

coarse mesa
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So you'd pop that in the Unconscious effect?

molten solar
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Sure, you can do that.

coarse mesa
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ezpz

molten solar
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Always is.

vast bane
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In midi, it'd be better to do it with the dead condition

coarse mesa
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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)

molten solar
coarse mesa
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It'll be because of their extra Effect Description field?

molten solar
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Just a little css error when there are no macros added.

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Good lord that config is busy.

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Add VAE as well.

coarse mesa
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I've made my recommendation to tposney on that matter

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just a little css 🤏

vast bane
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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

molten solar
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Just those labels needing to be 5 words at most and using data-tooltip instead.

coarse mesa
vast bane
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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?

molten solar
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I think that was changed in v10, but yeah

vast bane
molten solar
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Yep, no color.

vast bane
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that is like...not something we can viably fix right? inevitably every new ae creates without that field populated yeah?

molten solar
vast bane
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I wonder if the issue has been posted, is it a foundry or a dnd5e thing?

molten solar
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What is?

coarse mesa
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I live in a sea of yellow, didn't even notice that

vast bane
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the lack of the field populated in all existing ae's

molten solar
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Tried in v10?

vast bane
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yep I'm in v10 right now

vast bane
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wait let me turn off modules first 😉

molten solar
vast bane
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I'm guessing this is a cache issue lol

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aren't those the two icons that changed in v10?

molten solar
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I'm not even going to comment.

coarse mesa
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yep, the cogs changed too iirc

vast bane
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its cause I swapped to v9 rq to get the export of my rogues character

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then swapped back without closing the browser

molten solar
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bruh

vast bane
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yep, you called it, its a dae bug

keen oxide
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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?

vast bane
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I feel like confusion or chaos bolt are examples of this but with more results than 2

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confusions macro is built into midi srd so you'd have to dive into the code sadly

keen oxide
vast bane
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is it random, or a choice between two things?

keen oxide
vast bane
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choice isn't a coin flip, chance is. I think I'm confusing you my bad

scarlet gale
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Does macro.createItem not work well on unlinked actors?

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It's not deleting the added item for me on unlinked ones.

vast bane
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is it a second item?

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there are significant abnormalities with it, I'm waiting with great interest for a new dae update

scarlet gale
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First one

vast bane
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is it a shield?

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or something modifying ac/initiative?

scarlet gale
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No?

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I'm making my own call lightning with it

vast bane
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add it to the pile then!

scarlet gale
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and it's just not removing the custom bolt feature on unlinked tokens

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When the effect ends

vast bane
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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

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or adding for that matter

scarlet gale
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oh?

dark canopy
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EM + warpgate sounds like ~~the ~~ an answer

vast bane
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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?

scarlet gale
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Yea, I used to use warpgate for call lightning

vast bane
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removing it abnormally*

scarlet gale
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I figured it was worth testing if macro.createItem was worth it

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I might still just use it anyway since unlinked actors won't stick around long enough for a leftover spell effect mattering much

vast bane
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I am able to remove items from unlinked actors

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with ending an ae

scarlet gale
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strange

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Maybe another module messing with mine

vast bane
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have you tried deleeting the ae in the actors sheet?

scarlet gale
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let me test

vast bane
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it is very picky with how its ended

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(and created)

scarlet gale
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Yep

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it works that way

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I was deleting it via another module

vast bane
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dfreds does seem to work, I'm not sure what the shield bug was when I reported it in the dae issues now

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I updated dfreds recently so maybe he fixed the issue

scarlet gale
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What's a good module to remove temp effects via the conditions menu?

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The one I'm using doesn't play nice it seems

vast bane
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dfreds seems to be ok try that? can it remove non dfreds conditions?

scarlet gale
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The problem is that the effect is being added from the spell

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not the dfreds menu

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And I don't intend to clutter up my CE menu with making the effect there

vast bane
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are you some how getting your wires crossed with canvas/proto?

scarlet gale
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huh

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no

vast bane
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canvas actors and prototype actors

scarlet gale
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nah, I'm 100% it's the right actor

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I have tidy set to outline the actor when it's unlinked

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Plus the name matches

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Very Healthy Kobold (IV)

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very certain it's not a proto actor

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Looks like doing it that way doesn't trigger macro.CreateItem

vast bane
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ooooh I should check dfreds panel for odd interactions good point

coarse mesa
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yeah we mostly remove effects using DFreds Effects Panel

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(I'm hoping that feature can be added to Mini-Tracker)

scarlet gale
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It's weird that it works fine on linked actors

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For my specific setup

coarse mesa
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You can also turn off effects using TAH btw, check that too

scarlet gale
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TAH?

vast bane
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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)

coarse mesa
scarlet gale
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ehh

vast bane
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TAH is able to remove them

scarlet gale
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overkill for what I want

coarse mesa
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I've adjusted DFreds Effects Panel using Custom CSS so the icons are much smaller

scarlet gale
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I can do a dirty fix in as a effect macro on to delete the spawned item if the actor is unlinked

vast bane
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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

vast bane
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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

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or a toggle, shift adds, no function key toggles

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for things like armor corrosion

coarse mesa
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ah gotcha...

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he hasn't added any big new features in a while, might be open to suggestions?

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exhaustion has a unique behaviour, maybe there's a case for other unique behaviours

strong yew
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So just ran first combat tonight to test out the automation and unfortunately a lot if it was a mess lol

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took notes of what to fix

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one thing though, what do I need to toggle to have CE actually apply reactions

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Reading the docs it seems like it should automatically be applied, but it wasn't working for me

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And also, one player, whenever he used a reaction, it would break the midi workflow but not throw errors

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Just would stop the damage application card from ever coming out

coarse mesa
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I have notes after every session lol... none of it too serious usually though

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Midi should do reactions automatically

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👆 my settings

marsh crescent
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I do have a player on occasion letting me know from a prompt to counterspell a melee attack.

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No, you can't

strong yew
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yeah it's also prompting for absorb elements on every attack

marsh crescent
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I get that for my druid.

strong yew
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I guess maybe it's the prompt if used I didn't have on

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Also I guess Fey Touched imports weird from ddb-importer

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Brought over my player's hex as a prepared spell, no limited use info

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Lot of little things I guess I didn't think about checking

coarse mesa
vast bane
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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

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It could be worse, you could have a barbarian with a balloon pack ready to feather fall on every strike

coarse mesa
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It’s usually because reactions need to be set to Reaction Manual

scarlet gale
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Yea, reaction manual fixes a lot of issues

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I normally also throw out the ddb importer version of absorb elements and pull the midi sample item for it.

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It works better

strong yew
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Yeah I'm using the midi sample version

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Only did dry imports from ddb, no auto generation effects anywhere

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found it was really buggy when trying to work on other stuff

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what does reaction manual change? It just doesn't pop up in the list of reactions when the prompt happens?

scarlet gale
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Yep

strong yew
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But then you can still just use it from your reactions when needed I guess?

scarlet gale
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Yea

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It's good for stuff like feather fall

strong yew
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I guess I'll try that out yeah, at least for absorb elements

scarlet gale
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And things that don't work well with the midi workflow

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absorb elements you want to keep as is

strong yew
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there's no automating stuff like chronal shift or silvery barbs is there?

scarlet gale
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That one actually reduces the incoming damage

strong yew
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to impose disadvantage after the roll?

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Yeah but it prompts for absorb elements even on just normal melee attacks

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which I guess is fine if the player understands it won't do anything in that situation

scarlet gale
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yea

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at worst they use it and nothing happens

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the macro on it just gives the person resistance from the selected damage type on the drop down box

vast bane
scarlet gale
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Silvery barbs can be done with a worldscript and sockets

vast bane
#

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

scarlet gale
#

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

strong yew
#

A couple more questions, sorry for the barrage, just got a lot of them from tonight's session

vast bane
#

that ship sailed when we all agreed to play remotely

strong yew
#

Is there a better way to handle things like Slow? Right now I have template targeting on, but that grabs everyone inside

scarlet gale
#

I just have the player re-roll the d20 manually

#

and do the math

vast bane
#

video games are a bigger culprit than anything else for bogging down gameplay

scarlet gale
#

then click undo damage if it doesn't hit

vast bane
#

and I leverage the best cpu at the table, the players brain

scarlet gale
#

That's something I wanted to take a look at actually

coarse mesa
#

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

scarlet gale
#

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

strong yew
#

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

vast bane
vast bane
scarlet gale
#

then just remove itself if it's the same

coarse mesa
strong yew
#

oh, in the description?

vast bane
#

it should be handled like aid, bless, bane and manually confirm the cub after the fact if you must

coarse mesa
scarlet gale
#

why would the player never not select all enemies in the template?

vast bane
#

cause you cant target more than 6

strong yew
#

interesting

scarlet gale
#

oh

vast bane
#

cause slow has a max

scarlet gale
#

slightly complicates it

#

but still do-able I guess

strong yew
#

I'll have to look into super saver. That's auto succeed?

vast bane
#

I just think bane/bless for slow is just simpler

scarlet gale
#

super saver means no damage if they save

coarse mesa
#

superSaver is evasion

scarlet gale
#

99% of the time it's for evasion

#

but it has other uses

vast bane
#

the auto succeed stuff is those two feats, evocation wizards thing and then sorcerers careful spell keys

strong yew
#

Ah, this is more with active effects application

scarlet gale
#

I use it for Mizzium Armor for con and str saves

vast bane
#

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

strong yew
#

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

scarlet gale
#

Know what

strong yew
#

but I guess changing it takes care of that issue

scarlet gale
#

Could just have it count the people who failed, remove allies

vast bane
#

sometimes automation is possible, but the process is so ugly for the end user that its just not worth it at some tables

scarlet gale
#

and if it's more than 6 prompt for what 6 you want

#

that doesn't sound too hard to do

strong yew
#

Yeah that sounds reasonable

#

I may actually just do that

vast bane
#

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

strong yew
#

Yeah, 10 is the default I think

#

that's what's on mine

vast bane
#

@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

scarlet gale
#

that's interesting

#

not a bad idea actually

#

passive effects from spell don't remove themselves when not prepared I think

vast bane
#

its barely automation, but it beats having to write all that stuff as someone who can't even write Hello World Scripts

scarlet gale
#

so that complicates it for prepared casters

vast bane
#

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

scarlet gale
#

that's why I'd hook it

#

if they attack someone and is within range of someone with the spell

vast bane
#

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

obsidian orbit
#

is there an effect I can add that when you get healed you get heal for extra?

vast bane
#

oh I stand corrected:

obsidian orbit
#

they have "flags.midi-qol.DR.healing"

#

but I can't seem to figure out how to make it work

vast bane
#

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

obsidian orbit
#

that's what I thought too, since we used the -DR on a different item to make someone take more damage.

vast bane
#

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

obsidian orbit
#

doesn't seem to be affecting it

vast bane
#

you might have picked the temp healing one

obsidian orbit
vast bane
#

yeah its not working

obsidian orbit
#

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

vast bane
#

the keys just may not have been setup

obsidian orbit
#

oh and I can't even trigger it from a damage card. So it is blocking all healing

vast bane
#

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

obsidian orbit
vast bane
#

you can reduce with a positive number, but you can't add

obsidian orbit
#

weird, I deleted the effect and rebuilt it. Works now

vast bane
#

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

obsidian orbit
#

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.

scarlet gale
#

you should do a bonus to healing damage

#

not use DR

#

or is this for incoming healing?

vast bane
#

is it a flat bonus, could you make them vulnerable to healing?

#

its incoming healing

scarlet gale
#

IIRC, I think the documentation says that a negative DR is unsupported

vast bane
#

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

violet meadow
scarlet gale
#

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?

violet meadow
#

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?

scarlet gale
#

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

violet meadow
#

Exactly

#

Can you try deleting any duration in the items details?

scarlet gale
#

I normally only set the duration in the spell and not the DAE

violet meadow
#

It gets an extra icon for each target in a template (caster included)

violet meadow
#

just delete it for a quick test

scarlet gale
#

With your spell?

violet meadow
#

Ah yeah try that. But I think any that creates the extra icons should do

scarlet gale
#

2 seconds, let me wrap up what I was doing before I forget it

violet meadow
#

It's due to the interaction with Simple Calendar's API I think

scarlet gale
#

ok so, load in and do something that applies an effect, but without a duration set?

#

no duration, 1 icon

violet meadow
#

1 icon for the effect and then 1 more per target in the template.

scarlet gale
#

That's very weird

violet meadow
#

@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 🤔

unique cape
#

@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

scarlet gale
#

That's not likely the visual bug we're getting

unique cape
scarlet gale
#

I'm pretty sure that's because midi is placing the effect on everyone in the template and AA is doing it again

unique cape
#

How can I resolve it for aura template spells like Silence?

violet meadow
#

Yeah it sounds like maybe a double interaction with MidiQOL and dfreds maybe?

#

Use the dont apply convenient effects on the item tab

unique cape
#

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

unique cape
#

Midi and Convenient Effects are present and used

scarlet gale
#

CE doesn't like to check for duplicated status effects

#

It'll happily add another one

unique cape
violet meadow
#

Yeah try the Do not apply Convenient Effect in the item's details tab, if its available

scarlet gale
#

You'll still want to keep using macro.CE

violet meadow
#

Yeah, there are some strange interactions especially when adding Auras too

scarlet gale
#

What happens if you set it to not stack the effect by name instead of origin

scarlet gale
violet meadow
violet meadow
unique cape
#

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

violet meadow
#

Are you using the Active Auras Silence?

unique cape
#

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

violet meadow
#

Cause you are using the applyToTemplate

#

Well that went well

unique cape
#

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

violet meadow
violet meadow
unique cape
#

Will do in ~20 mins

violet meadow
#

Actually it might have something to do with disposition and targets 🤔

unique cape
violet meadow
#

There is some strange interaction with targeting and Active Auras. I will probably test some more later tonight

unique cape
#

But for my tweaked spell it's pretty much the same as before. The dorf above entered after it was cast

vast bane
unique cape
#

And midi setting is apply CE first, if absent - item effects

vast bane
#

is the female the caster?

#

Do you have dfreds CE and Cub installed?

unique cape
#

The caster is offscreen - I used an NPC and a player character for this. I have CE but not CUB

vast bane
#

what are your versions of dae, dfreds ce, midiqol, MIDISRD, Active auras, and foundry

#

actual version numbers

unique cape
#

DAE 10.0.13, CE 3.03, Midi 10.0.22, AA 0.5.2, Foundry 288. I don't have a separate MidiSRD

vast bane
#

the active auras version works out of the box for me 0_o

unique cape
#

No double effect for Silence spell for targets inside the template?

#

From AA compendium

vast bane
#

lol @violet meadow What is this in the default active auras for Silence?

unique cape
vast bane
#

what is the details of your spells AE

#

not the already deployed one

unique cape
#

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

vast bane
#

my spell behaves just fine, but there is the abnormality above where there is an incomplete weird ae key in active auras

unique cape
#

The issue here is not a particular spell I think, it doesn't work properly for either

#

Are you on v10 too?

vast bane
#

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

unique cape
#

Out of the box it also applies double effect, as seen above

vast bane
#

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

unique cape
#

Once per turn toggle unfortunately defeats the purpose of Silence being a constantly present effect for some cases

vast bane
vast bane
#

and there is no combat utility belt installed?

unique cape
#

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

vast bane
#

can you show me the duration tab on the active effect on the actor who walks out and still has it?

unique cape
#

Whoops

#

That one is still in

vast bane
#

we're troubleshooting, using old data is not a proper troubleshoot

unique cape
vast bane
#

there is abnormalities sometimes with lag and such with an active aura

unique cape
#

This one when cast by a player

vast bane
#

does it remove when they walk out?

violet meadow
#

Its not something that zozilin is doing wrong. More of an Active Auras issue I think

vast bane
#

mine works fine though

#

out of the box, 1 in 10 casts from an unlinked actor double a singular time

unique cape
#

This one when cast by an NPC

violet meadow
#

Silence should be triggered all the time

#

not once per turn or on combatants turn

#

And there is where the issue lies

vast bane
#

nah I was trying to troubleshoot for their issues, mine works out of the box, they walk in and out and it removes

violet meadow
#

Mine doesn't

vast bane
#

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

unique cape
#

For me effects are behaving pretty much the same - one permanent effect and one aura effect

#

Per effect set in DAE

vast bane
unique cape
violet meadow
vast bane
#

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?

violet meadow
#

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 😄

vast bane
#

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

violet meadow
#

You have changed the details of the Aura

vast bane
#

nope mines out of the box

#

unedited

violet meadow
#

to apply once per turn and on combatants turn

vast bane
#

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

violet meadow
#

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

vast bane
#

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?

violet meadow
#

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

vast bane
#

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?

violet meadow
#

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

vast bane
#

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?

violet meadow
#

that is triggered by DFreds panel probably. Don't have that issue in my tests without.

vast bane
#

is that active auras macro I linked right for v10?

violet meadow
#

yeah it just calls for the apply to template

vast bane
#

we're relying upon an old macro from v9, I wonder if kaelad or mrprimate changed things where that macro needs adjusting

violet meadow
#

Interesting, if you await the AAhelpers.applyTemplate(args) it applies double effects on both linked and unlinked tokens 🤔

vast bane
#

the blank ae, or status effects?

violet meadow
#

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

vast bane
#

can you do the no template targetting in the macro?

violet meadow
#

Template targeting set to Walls Block - Ignore defeated. the second from top is unlinked

violet meadow
#

nah doesn't matter

#

Oof needs to be After Active Effects! Not before 🤔

vast bane
#

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

violet meadow
#

OK I just remembered what I was doing when I was using AA back in the day

#

Activation condition false and

#

That solves it

vast bane
#

also I disabled animations cause active auras is laggy as hell when you activate them

vast bane
violet meadow
#

Not globally, just on the spell

#

on each spell you want to have an Active Aura on a template

vast bane
#

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

strong yew
# violet meadow

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

strong yew
violet meadow
#

in the spells details tab

#

Ah probably different topics 😅

strong yew
#

Interesting. Do you need to set an activation condition? Or does it just always equate to false if blank?

violet meadow
#

Empty activation condition evaluates to true

vast bane
#

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

strong yew
#

what*

vast bane
#

@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

violet meadow
#

depends but why would it matter?

vast bane
#

doesn't core in v10 do weird things with blinded and deafened?

#

for detections

dark canopy
#

just rendering

vast bane
#

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

violet meadow
vast bane
#

the actor with vision turned on is getting two, everyone else is fine

violet meadow
#

With the darkness from Active Auras?

vast bane
#

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

violet meadow
#

will check darkness in a bit

strong yew
#

my npcs were getting one, but the PCs were getting two

#

yeah

violet meadow
#

Mine is all over the place

#

They all get it, but shows only on the unlinked token 😄

#

I give up 😄

vast bane
#

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

violet meadow
#

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 🤷

vast bane
#

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

violet meadow
#

That's why I had never seen these weird interactions before

vast bane
#

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

violet meadow
#

If you use the keys only in the effect and no condition, everything seems fine yeah

vast bane
#

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

violet meadow
#

I take that back, doesnt work correctly still...

unique cape
violet meadow
#

I am trying to get it to reproduce safely and then maybe post an issue, but it is not going great 🤷

violet meadow
violet meadow
unique cape
#

Hmm

violet meadow
unique cape
#

Huh. Silence works. Let's see darkness

violet meadow
#

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 😄

unique cape
#

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

vast bane
#

you have to test like 10 times, the issues all seem to be random

unique cape
#

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

vast bane
#

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.

unique cape
#

CE and immunity both are there and apply and get removed correctly

unique cape
vast bane
#

assuming you turn vision off for dm controlled npcs(most do)

unique cape
#

You mean target linked tokens? I did so, there's also a wizard and a familiar

#

Let me grab a screenshot

vast bane
#

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

unique cape
#

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

vast bane
#

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

unique cape
#

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

vast bane
unique cape
#

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

vast bane
#

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

unique cape
#

Will have to try it out though vision is enabled to figure out whether NPCs notice them or not

vast bane
#

I think that active auras is in rough shape atm, hopefully someone can tackle it.

unique cape
#

Yeah. Seems like it's solvable though, in this case at least

#

The spells work perfectly now (or almost)

vast bane
#

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

unique cape
#

Now to figure out how to replicate it and what differs from my settings of an item

unique cape
#

Oh, I see what I missed - didn't set false in Activation condition

#

For bugbear's solution

violet meadow
#

yeah empty evaluates to true

vast bane
#

oh ok, so that stops midi from applying the aura effects to actors atleast

loud hollow
#

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)

violet meadow
#

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 😄

loud hollow
#

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.

vast bane
#

you don't need macros for that

#

thats basically the same as dwarven fortitude isn't it?

violet meadow
#

That -- yeah what Moto said

#

Optional effect will not cut it I think

vast bane
#

oh guess you would if bloodpoints is also a resource

loud hollow
vast bane
#

you need an onuse macro to expend a bloodpoint

violet meadow
#

Why? Just use the item and make it consume the correct resource

vast bane
#

cause you have to consume the hit dice

#

its consuming 2 called resources

loud hollow
#

It consumes both the Hit Die and the Blood Point.

vast bane
#

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

violet meadow
#

The onUse should be something like ```js
token.actor.rollHitDie()

vast bane
#

there ya go, then set consumption to your blood points

violet meadow
#

then the resource will consume the correct value 🤷

vast bane
#

does rolling the hit die actually heal?

loud hollow
#

Yes it does

vast bane
#

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

loud hollow
#

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.

vast bane
#

so if you use his on use macro, you want the "Action Type" set to other and no fields entered for formulas

violet meadow
#

Yeah just an onUse

vast bane
#

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

loud hollow
#

gotcha, ok.

#

Lemme try that

vast bane
#

how does it know which die to roll?

#

in the case of a multiclass

violet meadow
#

the higher first one available, if you don't define one

vast bane
#

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

loud hollow
#

does it need to be different than "before after effects"?

violet meadow
#

Doesn't matter in this case

vast bane
#

yeah its a macro that doesn't touch workflows right, so any setting works

loud hollow
#

Its expending the BP and the HD, but not healing

vast bane
#

let me test on my end

#

its working for me

#

its not using midi to heal fyi

violet meadow
vast bane
#

if you are determining this via the midi dialogue, rolling hit dice in dnd5e is automatic healing I believe

#

it bypasses midi

violet meadow
#

Yeah its a system's function

vast bane
#

so if he was at full health you probably wouldn't tell the difference

loud hollow
#

I have set the PC's health to 1, just to see healing differences

vast bane
#

and it rolls the heal and fails to heal?

loud hollow
#

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

violet meadow
#

It needs to be a macro

loud hollow
#

Yep that was it

vast bane
#

you need to click this at the top and put the macro there:

#

then put ItemMacro in the on use field

loud hollow
#

We got there in the end lol

#

Thanks for your help!

#

that was exactly what i wanted

vast bane
#

I kinda wanna do that for dwarven fortitude now lol

#

oh wait I can't

#

cause I explode heals

vast bane
#

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

loud hollow
#

gotcha. thats a dope rule.

vast bane
#

I don't like how metagamed death saves are and I like the idea of healing the damage more than riding death saves

dark canopy
#

attack downed characters

violet meadow
#

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

vast bane
#

plus it makes healing fun

dark canopy
#

death and dying rules and handling them in play is a very good and complex topic if you want to continue in #tabletop-discussion 🙂

neon adder
#

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.

jagged bear
#

Can an flags.midi-qol.OverTime DAE roll on a table, or must I use the macro portion of that? 🙂

digital lagoon
#

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.

vast bane
#

but I think that means the macro needs to go after active effects then or something

neon adder
vast bane
#

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.

digital lagoon
neon adder
# vast bane `@item.level`

@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)

vast bane
#

you are kinda describing things like you aren't using midi

#

do you have other rollers installed @digital lagoon

digital lagoon
vast bane
vast bane
neon adder
vast bane
#

what are you missing, or show me a snippet of your attacks and save damage spells

digital lagoon
# vast bane

Yeah - I have that. The first one

I just want it so the damage isn't displayed until after the save roll is made.

vast bane
#

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

dark canopy
#

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)

digital lagoon
vast bane
#

ok to avoid the philosphical debate on rules, midi doesn't do change the order of that, so you are stuck with that order

vast bane
#

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

runic marlin
#

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!

violet meadow
#

Otherwise you will need to create the feature a bit differently, with a macro to automate it

runic marlin
#

Thank you so much! your a legend!

violet meadow
#

just a friendly bugbear!

rain steppe
#

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.

unique cape
#

How do I set a bonus activate only once per turn with Babonus?

violet meadow
unique cape
#

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

violet meadow
#

Is it on an actor or an item?

unique cape
#

It's on actor, a class feature

violet meadow
#

So its on an AE on a feature. Do you have Effect Macro module?

unique cape
#

Yep

violet meadow
#

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

unique cape
#

Gonna try it now

violet meadow
#

Could include another on for Combat Start to be safe

unique cape
#

Do I set babonus in the same effect or on the feature?

violet meadow
unique cape
#

Hm. I must be missing something.

violet meadow
#

OK send me over the item you are using

unique cape
#

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

violet meadow
#

I have moved the babonus on the actual effect

#

So if the effect is not on the actor, it should not do anything

unique cape
#

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

violet meadow
#

@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

digital lagoon
violet meadow
digital lagoon
#

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!

strong yew
#

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

molten solar
violet meadow
molten solar
strong yew
#

Also is there any way to remove "Apply active effects" from the cards?

violet meadow
strong yew
#

Ah thanks, I had apply and remove instead

violet meadow
#

When you say the roller, what is the issue with it?

rain steppe
# violet meadow 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.

violet meadow
#

Yeah MidiQOL will need some macros as it does that with a greater amount of automation than probably what you are after

rain steppe
#

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.

molten solar
#

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.

violet meadow
#

Damage application and fast forwarding rolls is my main need that MidiQOL helped fulfil back in the day! Now I am hooked 😄

rain steppe
#

Hmm, any suggestions? I'm definitely cooling on full-automation

molten solar
#

Roll Groups and Concentration Notifier + Visual Active Effects

violet meadow
#

Faster Rolls 😄

molten solar
#

and Faster Rolls By Default

#

Ah, and Effective Transferral 🙂

rain steppe
#

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?

violet meadow
#

Or watch how Atropos does it in the stream now 😅

molten solar
#

Midi flags do require midi, yeah

#

Eh?

#

Atro... using mods?

#

wut

violet meadow
#

none

#

I will watch to see the other side 😄

molten solar
#

That's more like it

rain steppe
molten solar
#

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

rain steppe
#

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

violet meadow
strong yew
#

Why would you want to do all that? Is Midi especially resource heavy or something?

molten solar
#

Compared to that setup? Yes

violet meadow
#

They need more granular control over their rolls.

molten solar
violet meadow
#

Does CUB concentration delete effects associated?

molten solar
#

I do not know.

violet meadow
#

I have never tried it 😊

molten solar
#

I just rather enjoy my recent addition to CN with VAE. Don't need a macro or anything for any spell that requires concentration

violet meadow
#

I will probably test them at some point on a different setup for another GM

rain steppe
#

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)

molten solar
#

Yeah no, this is some DDB-level of sheet clutter. No thank you

violet meadow
#

@coarse mesa did you make the death save thingy you needed?

strong yew
#

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?

vast bane
#

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

strong yew
#

So there's no macros on these actually

vast bane
#

share the details tab of the spell

strong yew
vast bane
#

this is my first time even seeing that, wtf is line width is that a thing lol?

#

(frantically looking for lightning to fiddle with)

strong yew
#

It also doesn't go into templates automatically on Shatter

vast bane
#

is that tashas caustic brew?

strong yew
#

Yeah

vast bane
#

can you humor me with the bottom half of that details tab, thats where the mistakes will be

strong yew
vast bane
#

mine works fine, have you tried with just midi qol, dae, socketlib, and libwrapper?

strong yew
#

No I haven't

#

I'll give it a shot

#

btw, do you have a hideous laughter macro?