#MidiQOL

1 messages · Page 39 of 1

jagged lynx
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It's apparently his character background type

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But yeah, again the only thing that’s not working is both the label and the token magic effect

vast bane
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tokenmagic macros won't work with equip

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tokenmagic filters require a special macro to turn them off, dae can't handle that

jagged lynx
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Right

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So that’s problem one done

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I’ve installed that other defreds thing you said to get

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For the active effects

vast bane
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that radiant damage is way too op for a dnd table. zealot barbs have that once per turn, not every attack fyi.

violet meadow
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Oh yeah I will share tomorrow a sample item. It will be the call lightning spell

vast bane
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can you share the description of that item, if its the item from the book I'm thinking of, its not suppose to be a full rage, its just the bonus damage

jagged lynx
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It’s not an item from anything, I’m literally just trying to make an item so that the player can turn on and off the rage effect

vast bane
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0_o

jagged lynx
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Because I make maps and adventures not computer programs lol

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I’m doing the best I can…

vast bane
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My first thought is why did you install midi qol then...but lets show you the point of that module, can you go to your compendium sidebar and navigate to the "Midi Sample Items" please?

jagged lynx
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It doesn’t exist

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I looked for it earlier

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I’ll try again

vast bane
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is it even possible to delete these compendiums?

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you must have compendium folders installed

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and its hidden

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I need to afk for a few, so hopefully someone can walk you through unhiding the compendium

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fyi midi qol lets you roll an item with an ae on it, and depending on the target settings for said item, it transfers the effect to the targets(or self), so setting up the premade rage in that sample compendium is what you really want

manic tendon
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Right, I tried to set it high, but it did nothing to the attack roll even when the attack fell within the "new" range.

molten solar
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I just tested and it works fine

manic tendon
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Gotcha 👍

molten solar
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shrug

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@gilded yacht Midi seems to break babonus fumble range bonuses on attack rolls.

vast bane
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wait don't do that

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cancel that

jagged lynx
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lol ok

vast bane
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send that snippet to me in a DM

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I don't wnat the innocent to feel the wrath of an orange name

neon adder
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A couple days ago, I asked if there Is a reasonable way for a macro fired as an OnUse item macro to know if a spell slot was used to execute it? 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.

@vast bane suggested what I need is in castdata, but I have no idea where to find it.

I'm totally hoping someone can share the right incantation for my macros to get smarter (their getting smarter is my hope...)

molten solar
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When you use an item, it emits the dnd5e.itemUsageConsumption hook, in which you can read what was consumed in the item's usage.

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See that second object for example...

vast bane
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also don't ae's retain the spell level now, didn't tposney and flix add that to their modules?

molten solar
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CN, ET, and Midi/DAE all do that, yes.

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But the question is, "Was a spell slot consumed," not "What was the spell level".

neon adder
# molten solar

Holy Guacamole Batman! That looks to be exactly what I was searching for. Thank you!

molten solar
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So the good news is that's all the information you could possibly hope and dream of

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The bad news is that you're looking at a Hook.

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But it's not emitted to all users, so at least you don't need to do much filtering.

neon adder
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I need to puzzle out how to get to that hook

molten solar
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With a world script. 🙂

neon adder
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Oh boy!

molten solar
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or a local macro, works too, you'll likely want to turn it off, or simply hook only once.

neon adder
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I'm extra confused, or a local macro?

molten solar
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Well you can set the hook in a regular macro

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But I find that's much more finicky

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What's the use case here?

neon adder
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I want a bunch of spells that can have things go wrong (user error) or voluntary cancels that I'd like to automagically refund a spell slot, but only if a spell slot was actually used

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Things like player forgot to set a target for a heal, so it just fails and drains the slot, assuming the player checked the box to use a slot on the casting (this is what I am trying to be able to detect)

vast bane
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lost turns are awful in dnd

molten solar
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Sorry, is this a feature in your game, or are you trying to fix mistakes like forgetting to target? 🤔

neon adder
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Most commonly forgetting to target, or wrong target, invalid target. A few cases where I pop a dialog to have confirmation that pre-reqs are met

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I know I can force a target to be selected, but that opens up a different rabbit hole for spells that don't need a target at all

molten solar
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Ah ok, so it's to fix mistakes in automation

neon adder
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Exactly

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I have notes about how to install a world macro. I've not done a hook though

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Maybe its a bad idea, seems it would need to be running before any macro that might need it

vast bane
neon adder
vast bane
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99% of the time those spells are self/self or the range/target is unset and the spell casts fine

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you can lock required target on and not have to worry about spells being weird, you can also turn on late targetting for the lazy folks

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if you are trying to undo mistakes with consumption, don't auto consume spell slots. Leave that dialog up. If automation is messing up that much that you have to create a macro to fix it, then turn off the automation.

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I personally, would love to see Item Delete Check module start tracking charges, but I doubt thats possible off client

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it is a great module for tracking flubs and mistakes, I use it all the time to catch mistakes with money

molten solar
vast bane
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I actually don't think many of us use auto consume cause of how easy it is to mess up

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fast forward and auto roll sure, but that autoconsume is the devil

neon adder
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I must have been using some badly configured spells early on when I was setting up Midi. I just flipped it to use late targeting and require targets, seems much more like what I wanted and does seem to eliminate my issue

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Yea, that seems way better and so much simpler. Thank you both

vast bane
neon adder
vast bane
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Every player has to set it in the main menu of midi(outside the workflow button that only you see)

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the setting you changed, enables them to be able to use that, but they have final say, and the default setting is off

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If you have df settings clarity, you can do a quick 10 minute tour with the players and get them on the right page cause it shows you what settings are clientside

coarse mesa
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Or just use Force Client Settings and set the defaults for them 🤷‍♂️

neon adder
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So many smart people. Sorry I was being a blockhead

vast bane
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One of these days I will find out what causes the late target window to be where it is for just me

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I don't use it because for me its always in the bottom right corner beside chat and its easy to miss it, but supposedly its a center screen popup for the rest of you

neon adder
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DF Settings Clarity really does add clarity to the scope of the settings!

Force Client Settings seems perfect for my group. Three of them will just use whatever and be quietly frustrated when what they see doesn't match expectations. The forth will mess with everything and have the expected total failure.

vast bane
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I had a player who was constantly complaining about foundry settings resetting only to learn they had their chrome set to clear site settings when chrome closes

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even shamed me for not getting a domain name for the server host location thinkin i was the problem lol

neon adder
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Yea, I'm thinking pretty much all my "client" settings can be at least defaulted to my choice, if not locked. They all have powerful laptops playing over my LAN so performance is not an issue

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Going at it this way -- using Midi setting properly -- is going to save me a metric ton of work applying band-aides

strong yew
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Is there a good solution for Armor of Agathys?

vast bane
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I know it involves worldscripts

strong yew
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Thanks. I guess it would kind of have to

scarlet gale
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Just realized the hook should probably be moved up to pre damage application

compact monolith
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Not sure if anyone can answer this, but I am having an issue with Convenient Effects being able to do Custom, Upgrade, Override of effect values. It seems to add ok, but can not get the other options to apply to the dice rolls.

vast bane
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if its a core key custom won't do anything

compact monolith
vast bane
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custom definitely won't do anything

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are you trying to do reliable talent or something?

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thats a bonus key, so you should always lead a bonus key with a - or +

compact monolith
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When this effect is active I need a roll of 9 or less be converted to a 10 and then the appropriate modifier added

vast bane
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I think thats the wrong key

compact monolith
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Sorry I am new to using this and learning

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So would I use one of the flags.midi?

molten solar
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This current key you are using is a bonus on top of the roll.

vast bane
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There is a min key but I dunno how to use it and the readme and the spreadsheet don't have the min key listed

compact monolith
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This spreadsheet you mentioned. Did I miss something in the read.me. Is the link in there?

compact monolith
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Thank you!

compact monolith
errant hemlock
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I am using Faster Rolling By Default module, Dice so Nice! with the MidiQOL. There appears to be a conflict between the FRBD and MQOL. When I click on advantage or disadvantage I get twice the number of dice needed. Is this a known problem? Any support or fix? Thanks!

molten solar
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Yes

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The issue is you are using Midi

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😛

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Midi
RG + FRBD
RSR

Pick one. Do not mix.

errant hemlock
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@molten solar 😦

molten solar
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I'm not sure where the issue is. You said you were not using Midi, and I warned you that all these modules couldn't mix 🤔

errant hemlock
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@molten solar I did not believe that I was at the time and was honestly surprised when I saw the behavior again. So, I thought I would give the Midi group an ask as you or one of the support had suggested. I will think through which modules are important.

Thanks!

vestal cedar
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I'm trying to create an effect that removes the target's DEX bonus to AC when it resolves. So far so easy: add -@abilities.dex.mod to Armor Class. However, it subtracts the SOURCE'S DEX mod from the Target's AC, rather than subtracting the TARGET'S Dex mod from its AC. How can I write it so that the effect subtracts the Target's Dex mod from the Target's AC?

violet meadow
vestal cedar
obsidian orbit
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can someone help me write a macro for a lifesteal effect? "On a successful hit, heal 1d4 damage" that kind of thing.

coarse mesa
obsidian orbit
vast bane
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if the lifesteal is unattached to the damage dealt, then its super simple

vast bane
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@wet raven No, the usual combo is midi+dfreds CE, cub is possible, but has too much overlap and doesn't have the automation synergy that dfreds+midi has. Plus theres a ton of premade stuff in dfreds.

wet raven
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ty so much. Way to mayn things from v9 to v10.

vast bane
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was prety much the same in v9, just alot of cub holdovers 😉

violet meadow
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@coarse mesa The Call Lightning, DAE macro.createItem, EM just because, VAE buttons and a custom-css from CN.
Import the Item, drag to character sheet and cast the spell. Nothing else needed for that.
Even if you delete the created item in the sidebar, it should re create it when needed.
custom CSS ```js
.vae-buttons {
display: flex;
flex-direction: column;
align-items: center;
}
.vae-buttons a {
font-size: 14px;
height: 30px;
line-height: 26px;
margin: 2px 0;
background: #6f2f31ad;
border: 2px groove #9e6161;
width: 100%;
border-radius: 6px;
text-align: center;
padding: 1px 6px;
}
.vae-buttons a:hover {
text-shadow: 0 0 8px white;
background: brown;
color: black;
}

Listeners as a World Script(er macro) ```js
buttonsListenersVAE()
console.log("Applied listeners for Call Lightning Buttons in VAE")
function buttonsListenersVAE() {
  document.addEventListener("click", async (event) => {
    const data = event.target.closest(".vae-buttons a");
    if (!data) return;
    const {uuid} = data.dataset;
    let casterActor = await fromUuid(uuid);
    casterActor = casterActor.actor ?? casterActor;
    const attackItem = casterActor.items.getName("Call Lightning attack")
    await MidiQOL.completeItemUse(attackItem)
  });
}
vast bane
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Does CN work with midi?

coarse mesa
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Much obliged! Will take a lil looksee

vast bane
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and can that world script be plugged into worldscripter?

molten solar
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Yall wanna see my call lightning macro to compare size? 😎

coarse mesa
violet meadow
molten solar
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aww

vast bane
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I wouldn't mind seeing it, the more we see the more we can play off each other for ideas

molten solar
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(The joke is that I don't have one. It's all just VAE buttons now.)

violet meadow
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This should be the end result, at least with my settings 😄

vast bane
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can I put the item in a compendium? so that it doesn't clutter my item sidebar?

molten solar
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You're behind on your VAE updates.

violet meadow
violet meadow
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Oof I could also make it go puff after the spell ends, forgot about that

molten solar
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Hear me out: make the VAE button create a temp item.

violet meadow
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Yeah that was the next step

molten solar
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Temporary as in 'never exists'.

violet meadow
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I just wanted to make use of the DAE createItem too 🤷

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I will just clone the spell item and make it an attack

molten solar
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If you pass the temp item as an object in Item5e#use's flags (second argument I believe), it will function in the chatlog.

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Coincidentally also a method for upcasting non-spells.

vast bane
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will it function in midi is the million dollar question

violet meadow
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which one do you mean Moto?

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the non Item?

vast bane
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yeah zhells thing

violet meadow
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yeah its a method you can use, now that the castData is present as a flag on the origin effect even easier

vast bane
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in your script, whats the first css stuff for, where does it go?

violet meadow
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The Damage button is not pretty without

coarse mesa
violet meadow
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ah yes... I misread 😄

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Get the module, go to its settings, click the Custom CSS Rules, paste and save, boom done

coarse mesa
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Kudos to the VAE dev for nice easy css id’s

violet meadow
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And wrong module listed in the screenshot 😅

molten solar
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310 modules, jesus.

violet meadow
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Just playing around... Not 310 active at any point 😄

violet meadow
coarse mesa
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Oh that was you lol

violet meadow
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I just changed the cn-vae-buttons that was in the css I stole 😄

coarse mesa
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So many modules have shocking css and make it a pain to fiddle with Custom CSS

molten solar
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Just name space your junk. 👏

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and for the love of heck, don't use !important.

vast bane
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the save button in custom css rules doesn't close the window?

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for a module about customizing css, doesn't that seem ironic?

molten solar
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Why not just include the css file in your world scripts

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'Don't you guys have phones world scripts?'

violet meadow
vast bane
violet meadow
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yeah but in this case (and some others could take note of that) I find it rather helpful

vast bane
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only other window I can think of that acts this way is aa's window but it has a submit and close button beside it

violet meadow
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Did you set it up in the end?

vast bane
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still workin on it I'm slow

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how does it know the uuid for createitem?

violet meadow
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magic 😄

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It doesn't initially. I update the effect in the process of creation

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Actually it has an Item.id in the AE but it will change once the item is created in the sidebar.

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Ah the player using it should have permission to create Items

molten solar
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Are you not creating the item(s) on the actor?

violet meadow
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nope. I just wanted a way initially to include an item needed to cast the spell in its macro data.
I know its like going around in circles but ...

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Yeah I know. The item will be on the actor in the end. But in order to make it available in the world, I included it as a JSON.

It was just an experiment to make use of the DAE macro.createItem. No need actually, just trying it as a puzzle 😄

molten solar
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Does that DAE method not accept uuids?

violet meadow
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It does yes

vast bane
violet meadow
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The what now!

molten solar
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Looks good to me.

vast bane
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look at the damage application

violet meadow
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what's the created Item's details?

vast bane
violet meadow
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OK so how does that item do that thing 😄

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What is the Items details on the actor?

vast bane
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its working fine for the second attempt

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I'm lookin at the actor

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it is behaving fine now

molten solar
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'Simple Melee Weapon', ooh, babonus won't like that. 😏

vast bane
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hol up

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somethin realy fucky going on

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my button to remove temp effects says the guy has nothing on him

violet meadow
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What button would that be?

vast bane
#
const tokenActor = token?.actor ?? game.user.character;
const effects = actor.effects.filter(i => i.isTemporary).reduce((acc, e) => acc += `
  <div class="form-group">
    <label for="${e.id}">${e.label}</label>
    <div class="form-fields"><input type="checkbox" id="${e.id}" /></div>
  </div><hr>`, ``);
const content = `<form>${effects}</form>`;
const title = "Delete effects";
const buttons = {del: {
  icon: `<i class="fas fa-check"></i>`,
  label: "Delete!",
  callback: async (html) => {
    const selected = html[0].querySelectorAll("input[type=checkbox]:checked");
    const deleteIds = [];
    for(let s of selected) deleteIds.push(s.id);
    await tokenActor.deleteEmbeddedDocuments("ActiveEffect", deleteIds);
  }
}};
new Dialog({content, title, buttons, default: "del"}).render(true);```
this macro says he has no temp effects on him
molten solar
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Line 2

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tokenActor instead of actor

violet meadow
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lol yeah, you changed some of the actors we talked about 😄

vast bane
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I missed that one

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I take it that was causing unlinked actors to fail

molten solar
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It may have looked at the prototype.

vast bane
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yeah thats what it was thanks

violet meadow
#

Is that a hotbar macro?

vast bane
#

man I need a combatbooster that works on the canvas actor instead of proto

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the lightning attack is not removing

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ok I can't replicate the crazy initial damage bug

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however, I do have that bug where I can't unpause the calendar, so I think I have a ton of overtime and other shit causing rogue combats to still exist so maybe thats what it was?

violet meadow
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Concentration tab

vast bane
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oh hang on, I don't want to do your fix, I know what the fix is

violet meadow
#

Do you want to see something funny?
Put that to something different that Never, cast shield, cast another spell with concentration, go forward one round

vast bane
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its cause call lightning is getting closed by aa

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Its that issue with AA and midi and templates

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messing with your setup

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I'm checking if this fixes it now pretty sure its caues of a bad auto recog

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hmmm, AA is not killing the template, and my mid is not either, something is killing the template

violet meadow
violet meadow
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so as to not to have to deal with that issue

vast bane
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killing the template kills the animation

violet meadow
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not for me

vast bane
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k will adjust

violet meadow
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Just the auto rec for the Call Lightning

vast bane
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mine was set to attach to template, fixed it now

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item is still not auto removing, did you put perminent into the ae?

violet meadow
#

nope. Linked or unlinked?

vast bane
#

unlinked

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I'm ok actually if its an unlinked issue

violet meadow
#

CAn you try with the option in Concentration tab in midi settings to Never?

vast bane
#

monsters are throw aways anyway

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who cares if they get an extra feature before they are deleted

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you said to move it off never right?

violet meadow
#

Hmm I think there are some issues right now. If you make it something other than Never, other things break.

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let me double check something

vast bane
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mine never was never

violet meadow
violet meadow
scarlet gale
#

I'll randomly have macro.createItem work on unlinked tokens.

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Sometimes it deletes the added item, sometimes it doesn't.

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My call lightning one it doesn't appear to ever do so

vast bane
#

that specific guy I'm testing with has a macro.createitem on him right this second that works perfectly and toggles with dfreds and it auto removes and adds perfectly all the time rapidly

violet meadow
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Must be concentration related

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When no concentration is involved, it works from a quick test

scarlet gale
#

That would make sense

vast bane
#

what causes the attack to scale to the level used?

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is it the item macro or the em?

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cause thats the only part I can't figure out how to do

scarlet gale
#

I would assume you're just updating the created item in the item macro. Since that runs after AE is applied.

gilded yacht
molten solar
#

The range at which your attack fumbles.

violet meadow
# vast bane cause thats the only part I can't figure out how to do

Its in the EM ```js
const item = token.actor.items.getName("Call Lightning attack")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 3) {
let newItem = duplicate(item.system)
newItem.damage.parts[0][0] = ${castLevel}d10
await item.update({'system.damage.parts': newItem.damage.parts})
}

violet meadow
scarlet gale
#

Interesting, I was just getting that from args[0].castData

#
function showMenu(title, options) {
    return game.macros.getName('Chris-WarpgateMenuHelper').execute(title, options);
}
let actor = args[0].actor;
let stormBolt = actor.items.getName('Storm Bolt');
if (!stormBolt) return;
let item = args[0].item;
let storming = await showMenu('Is it already storming?', [['Yes', true], ['No', false]]);
let spellLevel = args[0].castData.castLevel;
if (storming) spellLevel += 1;
await stormBolt.update(
    {
        'system.damage.parts': [
            [
                spellLevel + 'd10[lightning]',
                'lightning'
            ]
        ]
    }
);
#

I just do it right in the item macro.

violet meadow
#

There is no reason to do what I am doing. I was just playing around to make the DAE macro.createItem work as I wanted it.

gilded yacht
#

THe effects don't stack by name seems to fix the problem

vast bane
#

I think for now I'm just gonna do a standard createitem with the attack and use advantage reminder for upcast damage

gilded yacht
#

It's not a foundry issue - it's midi-qol that does that check. This comes up if there is more than one copy of the player's token on the map and they don't have a specific token selected when they do the attack.

violet meadow
# scarlet gale I just do it right in the item macro.

When you cast the initial spell Call Lightning, the Call Lightning attack item is not on the actor.
It gets created by a DAE effect, so I had to wait for the effect to be there to get the castData and then update the attack item

scarlet gale
#

I might just be getting lucky because I have a pop-up menu being awaited

scarlet gale
#

If that's the case I feel like a small sleep would fix it too

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Not that it's ideal

vast bane
#

stealing your lightning attack feature, and just gonna lop off the item and effect macros and make a basic thing with advantage reminder

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cause I don't want to overhaul how my animations and concentration behave for 1 spell

violet meadow
scarlet gale
#

Makes sense

violet meadow
#

And try with your workflow

molten solar
coarse mesa
#

how wouldst one go about applying an AE on crit, from any bludgeoning attack? actor on use macro?

#

@violet meadow maybe I could take a peek at your Crusher... that's what I'm getting at

molten solar
#

World script. 😎

coarse mesa
molten solar
#

World script. 😔

coarse mesa
#

Let's see what bugbear did shall we

#

I could finagle this part into an actor onUse, right?

if (!args[0].hitTargets || !args[0].damageDetail.some(i=>i.type === "bludgeoning")) return;

const tactor = args[0].hitTargets[0].actor;
if(args[0].isCritical) await applyTargetGAdvantageEffect()
#

as a Dao genie, any attack can have a bludgeoning component

violet meadow
coarse mesa
#

although, the bludgeoning is a damage bonus, not the main attack.. is that going to work?

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because it's only one attack per turn, I toggle that on when most propitious

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if there's a way to do an isCritical on that item that would work too

violet meadow
#

I think that it should be working

coarse mesa
#

k thanks, will give it a shot

violet meadow
#

yeah just go for Before or After Active Effects execution for the Actor onUse

coarse mesa
#

merci... works great!

violet meadow
#

Just to make sure that it doesn't get picked up by AE or other stuff that apply extra damage or whatever.
The spell created secondary attacks for my table are now ```js
CONFIG.DND5E.weaponTypes['createdItemAttack'] = "Created item attack"

#

(it was simple melee before and it could create some issues)

molten solar
#

But what if you have a bonus that should apply to all spell damage? 🤔 Call Lightning is a spell, but this created item is not.

violet meadow
wet raven
#

Does midiQL doesn't have autorll for dynamic initiative (reroll every round)

strong yew
#

Starry Form item macro for anyone that wants it. Set the Starry Form feature to target self, and just call an OnUse for this in the details tab. I'm just calling it before active effects atm

#

Archer and Chalice add items and revert when you lose the form

#

and Dragon is like 99% there, the only caveat being the min10 on Concentration checks I couldn't figure out, so I just put a min10 constitution saving throw :/

violet meadow
molten solar
#

What do you mean?

violet meadow
#

Call lightning is an AOE that causes "spell" damage. What kind of bonus could there be that affects such damage?

molten solar
#

Sure, uh, tempest cleric? Evocation wizard?

#

Clerics in general if it was a cantrip.

#

I've found that a liberal use of Item5e#clone gets you where you want to go real quick.

violet meadow
#

hmm yeah I don't have them in my table, but from a quick look they do have a "maximum" damage feature which shouldn't misbehave.
Anyways, too late, so probably will give it some thought another time!
Toodles!

violet meadow
vast bane
#

I think thats a thing in one of the monks modules but I can't access my world atm

deep dove
#

Hello, is it possible to have a Hook on an actor (which is a player) which have access to the workflow? I made a small script to create such a Hook and works fine on the Foundry App (server side) but on the client side (player logged on the browser) the behavior it's not similar, meaning that the Hook it is registered (I can see it in Hooks.events["midi-qol.preCheckHits"];) but it is not triggered during combat when the actor it's hit.

#

My script:

  const hookId = Hooks.once("midi-qol.preCheckHits", async (workflow) => {
    console.log("----- midi-qol.preCheckHits -----");
    console.log(workflow);
});
#

So basically I want to have control over the workflow when a certain player receive an attack.

violet meadow
deep dove
#

Yes, I need something to fire when a player is hit. That works perfectly with Hooks but only on the server (Foundry App). If I place the above hook on the client side it does not fire although the Hook it's registered.

#

When I say "place the above hook on the client side" I mean execute the attack from the client side (player logged in browser)

#

So in short the flow:

  1. Place the script on an item (belonging to a player)
  2. Make an attack from the player's browser with that item
  3. The Hook it's registered (I can see it in the player's browser using Hooks.events["midi-qol.preCheckHits"];
  4. When I hit the player with another character (from the server) the Hook does not fire
#

PS: above flow work fine if the player it's not logged in and I execute the attack from the server (Foundry app). In this case the only difference it's that the Hook it's registered on the server instead of the player browser

violet meadow
deep dove
#

Yes indeed. Can I do the same but for a player?

#

Opposite, when I register the Hook from the player browser it never triggers 😦

violet meadow
#

When you register the Hook in the player's client, it will trigger for any attack originating from the player's client.

So if the GM attacks the player, you will not see anything in the player's client.

#

That's why I am asking for what you need to do, what ability are you trying to emulate, so as to find a relevant way to do it

deep dove
#

I have a lot to do with that in my mind. Some example on which I am working now:
When the player receive a hit and the hit it's a critical I want to remove all active effects from that player.

#

*The player will get hits from GM attacks.

violet meadow
#

So it will be created locally on the GM's client

deep dove
#

That would be exactly what I need 🙂

#

But how to use Advanced Macros?

violet meadow
#

Other than that a way to trigger such things in the player's client, is with a Hook on updateActor or preUpdateActor

deep dove
#

I have it installed

deep dove
violet meadow
#

You check that small box in the macro

deep dove
violet meadow
deep dove
#

For some reason the box uncheck itself after I press Save Macro

violet meadow
#

If yes, you could execute the ItemMacro through a DAE macro.execute.GM and in the on phase register the hook and setFlag the hookId on the actor and in the off delete the hook if it still exists 🤔

#

Otherwise, put in the ItemMacro a call to a world macro, which will then be executed as GM, passing along any relevant arguments you want to be made available.

Or install Effect Macro (cause this is the example I have available rn) and check in the Effect Creation the updateActor hook that I think should be working OK (attached in the Fire Shield below)

vast bane
#

Effect Macro has really started to grow on me, I really like the versatility and features of it

deep dove
#

Thanks for the example, I'll try it 🙂

scarlet stump
#

is there an easy way to get a list of all the items in a world with a DAE attached to them?

violet meadow
#

What would a DAE be in this context?

scarlet stump
#

ah yeah sure 🙂 thanks!

hot flower
#

I'm trying to use the midi sample one, but i keep getting a blue info warning that says, Lay on Hands use blocked by preItemRoll macro

vast bane
#

did you follow the instructions?

#

in the description of the item

hot flower
#

i think i did... it's set to use the primary resource, which is set up as a passive effect.

vast bane
#

I don't have access to world atm, but my guess is someone put a precheck for loh points in the macro

#

you probably didn't link the item properly

hot flower
#

here's how I have it set up:

vast bane
#

show me the resources

hot flower
vast bane
#

something is being flagged as not setup then

hot flower
vast bane
#

front page of the paladins sheet bud

#

the 3 resources

hot flower
vast bane
#

did you pick more than 14?

hot flower
#

nope.

vast bane
#

console error?

#

Is he a paladin?

#

Is the target a construct or undead?

hot flower
#

yes. i see what happened. I was trying to remove a disease condition, and i didn't put in the 5 points in the field.

#

I thought it would automatically take off the 5 points like Crymic's old macro

vast bane
#

yeah that macro needs work I think, it could totally remove poisoned/diseased but its not

hot flower
#

and if I leave the point field blank, it janks it up until a reload

weary rune
#

not sure how to implement Quaggoths Wounded Fury or other effects which trigger on HP value at start of turn

vast bane
#

I did advantage reminder module for those

#

but if you fast forward, not gonna work

#

also fyi, by the time players fight those, you will rarely get to utilzie that bonus damage lol. Players typically erase them in one round.

errant gull
#

When you give an Effect a Special Duration of "Expire if the Character Rolls: Intelligence saving throw: Success" how does that work? My assumption is that if the target token rolls a Successful Intelligence Save then the effect expires. However when the character's turn comes up, there's no prompt to do so, and if they roll it manually nothing happens. Anyone know what gives?

vast bane
#

it doesn't know whether it was a success or not I don't think

#

better to use ovveritme for that stuff

violet meadow
#

And you will need to have selected at least some sort of saving throws automation in the MidiQOL settings

violet meadow
lost estuary
#

Is there a way to get MIDI Meta Magic to use the primary resource instead of the font of magic item?

I believe this is the line that calls the item consumption?

attrribute.resources.primary.value
#

And here is the line in the item macro that calls for Item uses instead of attribute:

actor.items.get(item.system.consume.target).system.uses.value;
#

i did try:

actor.item.get(attribute.system.consume.target).system.uses.value;

To no avail.

errant gull
violet meadow
errant gull
vast bane
#

this sounds like an overtime effect not times up stuff

errant gull
#

The effect applies correctly, it just doesn't seem to have any reaction to the Special Duration.

violet meadow
vast bane
#

what is the effect, give us the book snippet or whatever

#

those oddball times up special durations usually are not needed when midi has overtime flag

errant gull
vast bane
#

the description is what I'd like to see

errant gull
#

The flavor text?

vast bane
#

eventually we'll get there

#

pro tip always put in some seconds too, incase it gets used outside combat

errant gull
#

Fair

violet meadow
# weary rune Yes.

I will send you something over in about an hour when I am back at my desk.

vast bane
#

can you give us the full description of this effect, theres probably a more efficient method than using times up special durations

errant gull
#

It's the Mind Flayer's Mind Blast ability. Make a Save or take damage and be stunned for 1 minute, can make saves each turn to come out of it early.

vast bane
#

that is doable with overtime let me see if I already set mine up

violet meadow
#

That is an OT. Check the pins in here

vast bane
#

I didn't set it up but its pretty easy

#

trying to think of an OT stunned in the srd to show

violet meadow
vast bane
#

nah hold person would be a better example, cause its a save at end of turn

#

Change the save ability to int, and dc to the flayers flat dc and change the label, also change from paralyzed to stunned. If you don't have dfreds CE, use statusEffect instead.

lost estuary
vast bane
#

you need to have your saves set to something other than none in midi's workflow settings I think for overtime

errant gull
#

That worked, thanks.

vast bane
#

you do not want a random int save to suddenly remove it

digital lagoon
#

Alright, midi experts… I am running up against a wall with the SRD scorching ray spell that I think must be related to my midi settings and I’m wondering if anyone has scorching ray working in a way that automated well.

Current issue is that when I select three targets and then cast scorching ray it calls for a new casting each time. This not only pushes a lot of prompts and causes spell slot issues, but it breaks any animation macros I try to include. I have tried tweaking a number of things but the targeting seems to be completely incoherent and the number of repeats and roll requests varies but is never done smoothly for the number of targets selected.

So… basically… how do I get scorching ray to work and look pretty? Is my experience weird?

violet meadow
#

It's a cone template, isn't it?

digital lagoon
#

Oh my god I mean scorching ray

#

That whole same question but scorching ray. Burning hands is working fine 🤦🏼‍♂️

#

Obviously it’s broken my brain a little

violet meadow
#

Yeah you will need to either just click again after the 1st casting during the round and remember to deselect the consume spell slot or use a macro to programmatically reroll it with spell slot consumption off

vast bane
#

bugbear, scorching ray and magic missile could probably use a vae setup like the lightning lol

#

Its on my to do list

#

make the spell self/self, add a created item and attack buttons for it in the ae/vae

#

dynamically change its charges based on the upcasts

violet meadow
#

That is a way too, but it means a different setup is required

digital lagoon
#

Because I am very novice with using macros I think it’s most likely I’ll either just tell this player we’re going to have to deal with the re-cast/reroll and the animation not really working or I’ll send them to the plane of fire until he gives up on the spell. 😬

#

(Just kidding on the second) ((mostly kidding))

#

It is nice to know that this spell is kind of difficult to automate and it’s not just me, though.

vast bane
#

I don't think anyones got a clean version of magic missile/scorching ray setups

#

but I do plan on doing the created item method with mine, probably tomorrw though I'm passing out

digital lagoon
#

I’m surprised magic missile is as challenging since there’s no attack roll.

violet meadow
#

My players don't use them anymore so I haven't really updated the.

vast bane
violet meadow
#

Nah it can be done too

vast bane
#

because rules as written, you roll MM once

violet meadow
#

I will share them soonish

digital lagoon
vast bane
#

mines gonna be a self/self buff called scorching ray, and the ae that it applies to the caster creates a feature called scorching pew pew or something that the user can then use as many times as they want

digital lagoon
vast bane
#

I'll wait for chris or bugbear to come up with the level scaling for rays

vast bane
digital lagoon
#

Thanks for the help and feedback, both of you. I’ll keep a hopeful eye out for scorching ray if you get around to it but until then we’ll roll with it.

digital lagoon
vast bane
#

thats why if you don't auto damage, its easy, cause you can just apply twice

pure cliff
#

Re: the above, I used to have a very good macro that worked for both Eldritch Blast (and with some adjustment) Scorching Ray, but it was never updated for 0.9, let alone v10. I can't find the Github where it was originally posted or the original author now, but the macro also gives credit to Caewok, Crymic, and Kekilla. Only have my own version saved that I (messily) tweaked a bit to support things like Advantage/Disadvantage and Hexblade's Curse, as well as my own version I adapted for Scorching Ray. It did separate rolls and prompted you for how many beams/rays on each target, and combined it all onto one chat card. Needs updating that I haven't gotten around to, but I could share if interested in doing so yourself.

violet meadow
#

I am playing around the Magic Missiles/Shield combo for automation right now.
Scorching Ray will be a tomorrow problem 😄

(almost forgot terrox's ask/will share in a bit)

#

@weary rune a DAE for MidiQOL like shown on the Quaggoth and you are good to go (v10 Foundry)

#

Actually make it <= 10 to be 100% correct.

queen comet
#

How do you prevent MidiQOL from targeting the caster of Thunderwave when placing a template?

vast bane
#

Thunderwave is not suppose to have the caster in any of the 9 squares

#

The only way you can hit yourself with thunderwave is if you are large or bigger size

queen comet
#

it emits from self but midi makes a 3x3 box and the center box still targets

celest bluff
vast bane
vast bane
queen comet
#

I learn so much from Foundry. Once again i've misinterpreted the rules. I think i just got it mixed up with how thunderclap works.

vast bane
#

I've allowed it to be casted backwards, as long as they accept the repercussions of getting hit by it too

violet meadow
weary rune
violet meadow
weary rune
#

yeah

violet meadow
#

Oh then you will another way.
Let me see if I had shared something similar before, otherwise it will need to be tomorrow 😅

weary rune
#

is there an easy way to test a query and then turn on an effect? I'd guess that's the easy way but I don't know if it should be an item or effect or sometihng else

#

think some of this needs to wait for v10, tons of answers there for me

violet meadow
#

Get that item and import it @weary rune

#

Then put it on a test actor.
Open the ItemMacro and change the entry for newHP to be less than 11 instead of 15.
Replace the rest of the macro with a call to a DFreds CE that gives advantage to all attacks if you use that module

#

If all these don't make much sense or you cannot for any reason do it, I still send you over something over in the morning (in like 8 hours 😅)

weary rune
#

I can work with this, flags.dae.onUpdateTarget helps a lot

violet meadow
#

That was a test macro for v9 that shared at some point, so the ItemMacro is all over the place, but it should give you a nudge in the right direction.

weary rune
#

is there examples for onUpdateTarget? it's missing arg 5 but not even sure it's written correctly.
Wounded Fury,ItemMacro,data.attributes.hp.value,10

custom effect flags.dae.onUpdateTarget details incomplete Array(4) [ "Wounded Fury", "ItemMacro", "data.attributes.hp.value", "10" ] ​0: "Wounded Fury" ​1: "ItemMacro" ​2: "data.attributes.hp.value" ​3: "10" ​length: 4

coarse mesa
#

@vast bane new Midi/DAE out now! 👀

vast bane
vast bane
#

Hey @molten solar Why does Effect macro show a warning for build 290 when on build 290? Does this imply we should stay on 290 for now or something or just a typo?

#

@gilded yacht I think there is a mistake in DAE's module.json. If you are currently on 10.0.13, update does nothing, if you uninstall and then look for it, you see a 10.0.14 that installs and calls itself 10.0.13.

EDIT: After fiddling with it, I've deduced that 10.0.14 is not released yet. The 10.0.14 that we download does not appear to be a new version at all. It has all the same bugs stated as fixed in 10.0.14. I will hold off on my new input for bugs till I get a confirmation that the version we install is actually 10.0.14. I tried looking in your files for the manual install for 10.0.14 and cannot find it either.

vast bane
#

Would it be possible to have an active effect cause large creatures to gain an additional damage die with mwak/rwak, huge creatures gain 2 additional, and gargantuan gain 3 additional damage dice without knowing the dice at the time of applying the ae? And to not cause it to duplicate weapons like 2d6 to 4d6, instead it would be 3d6(1 dice increments).

My use case is for making my loadout setup scale with size:

const updates = token.actor.items.filter(it=>!!it.system.equipped).map(i=> {
    return { '_id':i.id, 'system.equipped':false }})
await token.actor.updateEmbeddedDocuments("Item", updates)
if (token.actor.system.attributes.ac.calc !== "default") await token.actor.update({"system.attributes.ac.calc":"default"})
game.dfreds.effectInterface.toggleEffect("Load Out - Something and Board")

Its adding random srd equipment to humanoids but want to expand this to giantkin also. My current macro free version is to add a key to the loadout AE that is just this:

violet meadow
#

You could get the size of the creature and update the damage of the weapons in the same macro you use above

vast bane
#

I was hoping more for a damage ae that just amps the dice count instead of handling it in macros

#

can you spot the issue with new DAE above?

#

I can't seem to find 10.0.14

#

not even in his repositories

violet meadow
#

I haven't updated yet. I will take a look later

vast bane
#

it seems to point to 10.0.13, and theres no 14 in his git anywhere

violet meadow
#

Damage AE would make it difficult to get the correct dice with a blanket one.

vast bane
#

woke up to try out the fresh new DAE on my day off only to find nothing under the proverbial xmas tree 😦 Least I get to fiddle with new midi though!

coarse mesa
#

it's only 9pm where tposney is now, there's hope

vast bane
#

nah I'm fine, I'm going to get breakfast for the fam for when they get up

scarlet stump
#

I'm trying to build an AE that adds 50 temp HP to a character at the start of each of their turns...I'm using flags.midi-qol.OverTime with Custom change mode and this formula turn=start, damageRoll=50d1, damageType=temphp (also tried to set damageRoll=50). Nothing seems to happen though...This is my duration tab

#

The token currently has no temp hp to begin with

coarse mesa
scarlet stump
#

ah! let me try 🙂

#

mmm still nothing

#

ahahha nevermind

#

I have set midiQol not to automate damage on characters

#

so it was rolling it in the chat but not applying, but I didn't notice cause I was on the combat tab

#

is there a way to automate heal but not damage on characters from the midi options?

coarse mesa
#

not sure, an alternative solution would be to use Effect Macro and have a small macro to add temp hp using the turn start trigger

#

actor.applyTempHP(50)

#

^ that's the whole macro lol

#

or use an ItemMacro and that turn start repeat duration

vast bane
#

50 temp hp per round, might as well call that god mode lol

scarlet stump
#

and yes, they are about to fight Acererak so they kinda need godmode

#

(they also get +3d6 psychic damage to every attack)

coarse mesa
#

I wouldn't trust the trickster gods

scarlet stump
#

eh too late for that, they've been inhabited by them for a few months 🤣

coarse mesa
#

yeah that was a fun part of ToA

scarlet stump
#

also I can't believe that we are finishing Tomb of Annihilation tonight (or next session)

coarse mesa
#

There was one trap in there I remember it was so brutal, like ||being shoved into a stone washing machine with no exit|| ... unless our DM was just being mean

scarlet stump
#

yeah I'll be honest I kinda toned down the most "Tomb of Horrors" style stuff. The only thing I left in were the ||elemental cells||, mostly cause they had already used all the other warnings for the floor so they knew the last remaining hints were related to those

#

un a more channel related note, is there a way to see all the commands I can use with Effect Macro? I would like to add the aforementioned psychic damage but I'm not sure how. actor.something I guess...

coarse mesa
#

(or whatever kind of attacks it is for, if not all)

gilded yacht
vague mural
#

Can you setup midi so you don't apply dead at 0 Hotpoint?

vast bane
#

you could also have multiple modules doing that btw

violet meadow
#

Set to not update

vast bane
#

woops, v10 changes man, they get me every time

vast bane
#

Oh boy, this is fun 8)
DAE 10.0.14 indeed has made my idea a reality!

#

equip and attune to the unidentified sword, gain flame tongue and new feature permenantly

#

I just need to get the item delete macro for the sword

#

so it auto deletes the unidentified longsword

#

I think I'm actually going to change this to be a daisy chain

#

Equip and attune to the unidentified sword, gain flametongue already attuned and equipped, and since thatis on, gain the feature, then when the player unattunes to the actual flametongue the feature poofs

#

The feature is an active token effect key for the 40/80 light

torpid kestrel
#

So what is Babonus?

violet meadow
torpid kestrel
#

Cool. And I can invoke it from the itemmacro?

violet meadow
#

There are a couple of ways to do that.
If you go babonus you won't need an ItemMacro.

torpid kestrel
#

So I can add the range check into babonus?

violet meadow
#

Give me 2 minutes to fire up Foundry

#

and I will share something

molten solar
#
const target = game.user.targets.first();
const ray = new Ray(target.center, token.center);
return canvas.grid.measureDistances([{ray}], {gridSpaces: true}) <= 5;
#

Create the babbidy on the item, with a -5 bonus to attack, set it to be that item only

violet meadow
molten solar
#

No need for any checks in the script, if there are script errors, it will be caught and it will return false (in the event that you forgot to target someone)

vast bane
#

I think we just need some sort of option/switch of some kind for equip/proficient/attuned for macro.createitem

#

otherwise its in great shape

torpid kestrel
#

Very nice. Does there happen to also be a way to include the chat mesage? If not I can either leave that in the ItemMacro or just forgo it all together.

molten solar
#

You can, just don't await it.

violet meadow
#

Hmm is item defined for babonus script?

molten solar
#

Yes, if there is an item (otherwise null)

violet meadow
#

OK so the script needs to check for item.name==="Long Spear - Xang" too

#

or toggle the small pawn icon

molten solar
#

No, just make it apply to that weapon only

violet meadow
molten solar
#

White = off
Filled = on

violet meadow
#

I think I would expect that to be "in" the actual bonus and not outside. 🤔
I just forgot about it 😅

#

Maybe a checkbox in the editing window and the the visual representation, White/Filled as is right now to identify easier what bonus is each one

molten solar
#

Make a PR lol

#

I had a lot of difficulty fitting this into the editor in appropriate location

violet meadow
#

Trying to figure out what makes sense.

violet meadow
molten solar
#

Especially since it should be unavailable if aura or template is enabled

#

And only available if it's actually on an item and--

#

the list goes on.

violet meadow
#

yeah at some point its like -- nah frack it

molten solar
#

Yeah it can become a real mess when it's not only a DataModel, but all the seemingly unrelated data annoy each other

vast bane
#

man combat booster is very very incompatible with macro.create items lol

#

the history buttons that is

molten solar
#

mild shock

vast bane
#

its cause the items only show up on the canvas actor

#

and when the items are deleted, their history entry is too for future reference

vestal cedar
#

I noticed during my game last night that Midi stopped auto-rolling damage for AOE spells that require saves. I didn't change any settings, it just seems to have suddenly happened... Here's the error I'm getting. Can anyone provide insight?

violet meadow
#

Try what you are doing without the Magic Items module

vast bane
#

might suggest moving to items with spells

molten solar
#

Did you add, delete, move, or rename a compendium?

opaque current
#

Also if the spell was in the sidebar and was removed, that breaks Magic Items too

molten solar
#

The getDocument tells me it's trying to find a compendium that does not exist.

opaque current
#

Smort

vestal cedar
#

Well, I'm not casting the spell from a Magic Item... I am using a custom-made spell, but it's in the World, not in a Compendium...

vast bane
#

show us the spell in the spellbook

vestal cedar
#

Here's the spellbook. Also, I misspoke, in this instance I was trying to cast a spell already included in the 5e system. It's been acting up with both SRD spells and custom spells, but only from the GM's side, not the players' side.

vast bane
#

and casting that spell causes it?

vestal cedar
#

I cast the spell, it places a template, rolls damage, requests a save, but when the players roll their saves (using Monk's), the damage does not apply to the tokens.

molten solar
#

Well it's failing due to a method called inside the Magic Items module.

vast bane
#

yeah but magic items module doesn't put them there I don't think

molten solar
#

So, you know, disable that and try again.

vast bane
#

MIM puts them at the bottom

molten solar
#

I know, but the error says what it says.

vast bane
#

yeah I hear ya

molten solar
#

And we all know MI is jank.

vast bane
#

yeah, I recommend Items with Spells but feel the pain if you have to move so much stuff over

vestal cedar
#

I'm gonna disable the mod and see if that works, but yeah, it would cause a big headache to have to run without it. If disabling it works, the next thing I'll try is rolling back the version, because last night was the first time this ever happened.

molten solar
#

Items With Spells even has safeguards against broken item links.

vast bane
#

is the spell you put in the item, somehow an innate spell?

vestal cedar
molten solar
#

!package items-with-spells-5e

#

Well, that's awkward.

vast bane
#

foundrybots not logged into the channel

#

probably an oversight yeah?

#

Anvils in here though

molten solar
vestal cedar
#

Ok. I've narrowed it down. There is ONE actor with a Magic Item who is causing the problem... and I'm not sure how to fix it, lol.

#

Other actors with Magic Items work just fine, but something on this specific one is borked

#

Even when I un-equip the item or remove it from their inventory entirely, it still seems to be checking specifically for a Reaction from that magic item, and when it can't find it, the whole thing fails to resolve.

#

Tried it with multiple spells and all of them fail when this actor gets targeted.

vast bane
#

does he have actor on use macros or something?

vestal cedar
#

Nope.

vast bane
#

pro tip, if you do swap to items with spells, and retain the items, make sure you turn off their magic items module flag, cause tidy still thinks they are magic item module items otherwise and your color schemes will get weird

vestal cedar
vast bane
#

I would have thoguht it was something like staff of defense since it had to be a reaction heh

vast bane
#

you should check the magic missile spell to see if its action type is reaction

#

or the wand itself

vestal cedar
scarlet stump
#

anyone has a sunbeam Effect at the ready? I actually only need the Undead and oozes have disadvantage on this saving throw. part

spice kraken
#

might need a macro for that. Personally things like that I just do manually but someone might have a macro for you (or a midi sample item)

scarlet stump
#

yeah I'm asking cause I'm using midi to automate the rest and if the save is passed on the first throw (automatically) then I have to roll again and if it's failed I have to add the damage and the blindness manually

vast bane
#

self/self spell that buffs the caster with a createitem of the beam attack, and buffs self with the ATE light keys. Then on that same AE, in VAE there will be a button to fire the created feature attack.

#

Oh, actually I guess I can do the grant messages on that spell from advantage reminder

vast bane
#

visual active effects module. Zhell made it so we can insert temporary features and attacks into the tooltip

strong yew
#

Haven't tested it, but did refer to it for various snippets

vast bane
scarlet stump
molten solar
# vast bane

Why are you using only the content, but not the intro. 🤔

vast bane
#

so that ones using bugbears macro

molten solar
#

Ah, gotcha

vast bane
#

its just the one I dug up first to show them, my others are using your menu/editor

molten solar
#

You can also edit details (via script) if you want something other than... details.

vast bane
#

I'm waiting on bugbear to make one so I can steal his code for scaling

molten solar
#

Scaling which part?

vast bane
#

When using the macro.createitem dae, the spell creates an ae on the person, and that ae gifts a temporary item. Some spells have that item scale either rays, or damage based on the original spells item.level

#

I'm guessing its gonna be an item macro

molten solar
#

Any reason you know of that you can't just make a damage roll button or macro and slap that in VAE's description?

vast bane
#

I can't write that stuff and theres 500 spells in dnd5e

molten solar
#

Only need 1 macro if you can (1) get a reference to the spell and (2) know what level at which it was cast

#

Item5e#rollDamage({spellLevel: n})
Probably doesn't work with midi tho shrug

vast bane
#

theres no item made till after the fact, its basically what bugbear tried to do with the lightning spell yesterday

molten solar
#

You never need an item

#

The item I meant was the spell you initially cast.

coarse mesa
#

Holy heck, Whistler just dropped a module that blows the ghostbusters meme into smithereens. It’s basically a midi replacement 👀

#

No active auras needed 😮

#

DAE compatible tho

molten solar
#

time to peruse some code

coarse mesa
#

Wonder if it’s babonus friendly

molten solar
#

Requires libwrapper and socketlib. OK, no surprise there

vast bane
#

I don't see its features listed, they must be still building its readme/wiki

coarse mesa
#

It’s in the wiki

vast bane
#

I'm curious if it does effect transfer

coarse mesa
#

Yes

vast bane
#

I don't see that at all in the page

#

the page seems to be unfinished

#

The contents are not links

coarse mesa
vast bane
#

yeah I think I found a dead end pathway in the wiki is all, I'm on the main page now

coarse mesa
#

It’s one stonking big module to just throw down like that

vast bane
#

uh oh, its got the MRE issue, beware don't install it in a midi world

#

it mods items with additional damage formulas that get reused it seems

coarse mesa
#

Yeah don’t. It’s a midi replacement

vast bane
#

right but people will inevitably try it out and disable midi not realizing that it populates damage formulas like MRE did

molten solar
#

yall don't test modules in test worlds?

vast bane
#

I don't plan on trying it myself

#

If its trully all in a UI and no macros required, that might steal me away though lol

#

but it looks too good to be true

dark canopy
#

modern dnd5e's hooks allow for magic

molten solar
#

doesnt look like it uses hooks to do what it does

#

wouldnt require libwrapper if so

dark canopy
#

wow...it doesnt use roll hooks at all

vast bane
#

I'm sure the fall off is going to be where the SRD ends

dark canopy
molten solar
#

Well...

#

i'm making a new test world.

dark canopy
#

as the module helps manage compendium updates

coarse mesa
#

I’ll wait for it to handle cover 💅

kind cape
#

I am really digging its aesthetics, but it seems less powerful than MIDI overall. (Not that it says a lot, considering how long time MIDI has been in development for)

molten solar
vast bane
#

I can't use it just cause its too dramatic of a change

#

just think, now dnd5e will have to handle two automation centric modules and only one gets swept in here ;p

molten solar
#

You're not gonna believe this

kind cape
#

Does it use MIDI flags?

molten solar
#

Better

kind cape
#

🤔

molten solar
#

It has...

#

zero settings

vast bane
#

its new, it'll get more

kind cape
#

🤔 🤔

vast bane
#

it leans heavily on item macro for sure

kind cape
#

Sounds like the MIDI workflow, essentially

vast bane
#

I mean if it does midi workflows but as a UI, thats a plus for me lol

kind cape
#

I'm also really curious about their UI stuff for like lay on hands, cause its the first time I have seen someone make that clean of a UI for it

obsidian orbit
kind cape
vast bane
#

no macro required, you only need a macro if its tethered to the damage dealt

#

oh wait no

#

that won't work cause a miss will still heal right?

vast bane
#

you'd need an activation condition for on hit

coarse mesa
vast bane
kind cape
coarse mesa
vast bane
#

I actually like midi's lay on hands more, it asks for a number instead of a slider

#

zhell try to make a non standard item

#

how easy is it ;p

#

I think we need a new meme

#

Whats another thing that can't be mixed together anymore? The Eagles?

molten solar
#

I have zero clue what I am doing lol. Console's getting spammed and items have no descriptions.

#

Nice messages in chat when combat advances tho

coarse mesa
#

If we can jettison active auras, I’m interested

molten solar
#

It's compatible with babonus. 🙂

vast bane
#

I think the animations in ATE in v10 are broken

#

I don't see ANY flickering

coarse mesa
#

You using torch or flickering light?

vast bane
molten solar
#

'flame'

vast bane
#

torch is supposedly an option though

#

does torch not flicker?

molten solar
#

Maybe a little? Don't remember. The actual proper torch animation is called "flame".

#

added in v10

vast bane
#

flame seems to be have like nova

violet meadow
molten solar
#

Adjust the values and such.

vast bane
violet meadow
#

Damn I just saw wire dropped but now its football time.
Will play later tonight.

violet meadow
#

Transfer to actor on equip will not trigger it correctly

weary rune
#

No I didn't work out updatetarget args

violet meadow
#

Ok I will create the item later and will send it over.
Advantage when hp lower than 11 correct?

vast bane
#

I ran them on the third floor of dotmm and they never got to use that feature. The creatures were the canon fodder for the drow and instantly poofed in the opening rounds. I had used an advantage reminder for their advantage/bonus damage.

violet meadow
# weary rune No I didn't work out updatetarget args

Easiest solution.
Actor onUse macro on the Quaggoths preAttackRoll ```js
if (args[0].actor.data.data.attributes.hp.value <= 10) setProperty(this, 'advantage', true)

You can do that through a feature that creates a DAE which:
a. `Transfer Effect to Actor on Item Equip` CHECKED.
b. `flags.midi-qol.onUseMacroName | Custom | ItemMacro.Feature Name,preAttackRoll` and change the Feature Name to the actual name of the feature you created.
weary rune
#

Yep. I might make them a bit tougher, 5 players pretty optimised but 1 level below 7...

#

Cool I was thinking similar but the details aren't easy to get right

coarse mesa
obsidian orbit
dark canopy
#

do not modify current/temp HP with AEs

obsidian orbit
#

ya it seems like this would work better as an item macro. I just don't know how to write it

dark canopy
#

await token.actor.applyDamage( -1 *(await new Roll('1d4').evaluate({async:true})).total)

#

should do it

glacial burrow
#

hi all. I update midiqol to last version and I get this error

#

so actor cant make a save

spice kraken
#

@obsidian orbit this is the copy pasta but honeybadger already posted the macro above

HP note:
Example: Player A has 10 hit points. Player A is given an active effect that adds 5 temporary hit points. They now have a total of 15. Player A is hit by an attack for 3 hit points of damage. So math is 15 - 3 = 12 current hit points. But then active effect fires on any update, so math goes 12 + 5 = 17 hit points now. Active Effects update on any change or update to the character (actor) sheet.

wet raven
obsidian orbit
dark canopy
#

yea, that is just the HP application (original question), do whatever else you need to do for your ability in that macro

opaque current
#

Does the "offhand" Midi Property subtract the mod or just check if it exists and prevent its addition 🤔

obsidian orbit
#

shouldn't this be the thing that triggers the macro?

opaque current
#

Need to set the macro to "script" type

#

it is set to "chat"

obsidian orbit
#

no it's not, that picture clearly shows it as script

opaque current
#

so it does

obsidian orbit
#

but yes I started in chat mode.

#

makes sense why that showed up in the chat haha. got it

#

sorry still learning how all this works.

opaque current
#

Does the weapon do a regular attack and damage roll, or does it just send that to chat

molten solar
#

You're executing it via Midi.

#

It is not written for Midi.

stoic seal
#

So foundry-wire the new midi??

molten solar
obsidian orbit
obsidian orbit
weary rune
obsidian orbit
#

the midi compendium has this, but I don't know how to modify it to get it to do what I want.
const version = "10.0.10";
try {
if (args[0].diceRoll === 20 && args[0].itemData.system.attunement !== 1 && args[0].otherDamageTotal > (actor.system.attributes.hp.temp ?? 0)) {
ChatMessage.create({content: ${args[0].item.name} steals ${args[0].otherDamageTotal} HP})
await actor.update({"system.attributes.hp.temp": args[0].otherDamageTotal})
}
} catch (err) {
console.error(${args[0].itemData.name} - Longsword of Life Stealing ${version}, err);
}

molten solar
#

```js
code here
```

obsidian orbit
#

so the first thing seems to be saying on a 20, and if the item is attuned then ... I'm not sure
and then it returns a chat message about what it did.
Then I don't know what the rest of that is saying.

digital lagoon
#

I have almost no idea what you all are talking about in here (sometimes I just check in to be impressed) but it looks like a midi equivalent for dummies (people who love UIs and are afraid of macro scripts) just appeared out of the blue? I know most of you are looking at it from a capabilities/under the hood perspective but do we have a verdict on whether it will be an easier solution for lay users?

dark canopy
opaque current
#

If it has less breadth then it could certainly be more simple to use

obsidian orbit
digital lagoon
# opaque current I dont think most have had much chance to look at it tbh

Looking at the Reddit and the larger discussion of features now I’m pretty intrigued. It looks like it will play well with the mods I really like (CE, DAE, the animations). Thinking i’ll move one world from midi to this (my PCs who are used to a more hands on table experience) and see how it holds up vs the campaign I have really leveraging midi’s automation. If this makes it easier to do things like scorching ray and other spells that sort of demand several selections and decisions before application I’ll be sold.

signal kettle
#

This mod is from the same dude who made Fantasy Grounds?

opaque current
#

Appears so

#

I will mess with it in a test world, but since I have Midi customised just so 👌 I doubt I will want to look to change

signal kettle
#

Neat. I'll probably wait until I finish my first campaign before trying it out. Midi has been 95% great for me but has some quirks that waste a lot of my prep time occasionally

opaque current
#

It has literally zero mod options at the moment. So it's take-it or leave-it

native plover
violet meadow
#

Doesn't seem to be an error. Is there something not working?

violet meadow
#

You could have multiple ones without affecting each other.

coarse mesa
scarlet gale
vast bane
#

Does anyone have a macro for Pearl of power, where it asks for what slot and refills it?

marsh crescent
violet meadow
violet meadow
#

OK so the Wire seems to bundle the functionality of quite a few modules under one roof, or this is what I am getting

vast bane
#

If it really does have a good UI for stuff I might consider it for the next campaign, but I suspect theres still plenty of macro in it

#

gotta stick where the community is

violet meadow
#

One thing I am not that fond of from a quick glance is the space the Action Pack take. Maybe for a player could be OK

#

But if this can be used from a majority of users taking out of the equation different modules needed for automation, well that will get a lot of traction!

marsh crescent
#

There are many times where I have multiple encounters on a scene and just see everything that a mob can do just by clicking on it seems pretty good value to me

violet meadow
#

Granted. I am using Illandril's Token Quick Actions for this reason

#

But I have to say holy smokes. I definitely see the appeal of Wire + Action Pack and the sample items it has.

molten solar
#

Could you actually make it work?

violet meadow
molten solar
#

I got nothing like that. It just deleted everything from all chat cards. No buttons, no nothing.

atomic matrix
#

I am using Crymic's Ice Knife macro, and on Midi-Qol v10.0.11 it works fine, displaying the saving throws and damage for the secondary effect. However, after upgrading to Midi-Qol v10.0.23, the secondary saves and damage are not displayed in the chat card. The damage is correctly applied to the targets, but there is no indication of the results in chat. I'm not sure if this is an issue with the new version of Midi-Qol or the macro's interaction with Midi-Qol. Any suggestions? EDIT: Forgot to mention that I reused the Ice Knife macro for a similar acid spell from the Drakkenhiem book.

acoustic jasper
#

Is there a way to move the window of the "late targetting" from the center?

vast bane
acoustic jasper
#

ok I would love to have it bottom right corner lol 😄

coarse mesa
#

I get bottom right too 🤷‍♂️

#

Which I quite like

#

Maybe it's a screen size thing

vast bane
#

I have a super wide

#

Yeah maybe the resolution is too small on yours Oskar, and thats why it throws it into the middle?

violet meadow
#

middle for me too

#

strange

vast bane
#

I want it in the middle cause my players don't see it half the time

#

but also cause its not like in a good spot in the bototm right, it clips with useful ui's, its not like the popouts for attack/damage

acoustic jasper
#

and I need in the bottom cause my player will record it for a video and it takes a lot more cutting time to remove every popup on the middle

vast bane
#

yeah I don't really want it in the middle, I want it where the popouts for core are

violet meadow
coarse mesa
#

might see if I can make it narrower tho 🤔

molten solar
#

... A world script could move it

vast bane
#

I don't have a world script for it, my worldscripts are in worldscripter module...

coarse mesa
vast bane
#

holy cow this new v10 setting for multi target individual rolls makes this scorching ray build pretty dang cool

#

I wish there was a way for midi to handle targetting an additional attack on a multi select

west hull
#

Hi, returning players from two years ago. We used to have a module that automated the hit/miss portion of the game. You could roll, then it would calculate if you hit the NPC or not. You could then chose to apply the damage onto the target with just a button-press. Does anyone know if it's MIDI I'm thinking of? If so, we haven't really managed to replicate it.

spice kraken
#

Yes midi

#

Remove RSR

vast bane
west hull
#

Yeah, the right-click function works.

vast bane
#

midi is a huge module to setup, it also can't be used with other rollers

west hull
#

It was the new DM who tried to get it working. I will throw up a quick game with only MIDI and see if it's something on his side.

vast bane
#

it doesn't have auto apply on by default

marsh crescent
#

Yep, Midi can go full automation or no automation or a hybrid.

vast bane
#

for that specific setting its workflow button, workflow tab, damage subsection, first few options

#

you can also go the better rolls/ready set roll like method in midi where buttons are added to the chat card for all to use on selected

#

but personally if you are using midi, the enhanced damage dialog is the way to go

#

aka damage card

molten solar
#

If this is the only feature you're looking for... you can right-click damage rolls in chat. 🙂

vast bane
#

they want check hits

#

and they probably don't realize it but they also probably want effect transfer lol

molten solar
#

Think Calego had a module for that. Dunno if it's v10 ready, but point being it was likely Midi but might not have been 🤷

violet meadow
#

One campaign I am in as a player is migrating to Wire + Alpha Pack...

vast bane
#

oof thats like updating to v10 on the day it launched

#

give it some time lol

#

Bugbear you can't leave us!

violet meadow
#

🤣 well I said as a player

coarse mesa
vast bane
#
// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
    if (args[0].item.data.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
        //get current workflow
        let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
        //after rolls are done, time to single out targets
        if (args[0].macroPass === "preDamageApplication") {
            //update the targets in the workflow
            workflow.hitTargets.forEach(t => {
                //first: remove undead/constructs
                let invalid = ["undead", "construct"].some(i => (
                    t.actor.data.type === "character"
                    ? t.actor.data.data.details.race
                    : t.actor.data.data.details.type.value
                ).toLowerCase().includes(i));
                //target is undead/construct?
                if (invalid) {
                    workflow.hitTargets.delete(t);
                }
                //second: remove unconscious targets. They will be handled in CoM ItemMacro
                //current target still part of set?
                if (workflow.hitTargets.has(t) && (
                    t.actor.data.data?.attributes.hp.value === 0
                )) {
                    workflow.hitTargets.delete(t);
                }
            });
        }
        //normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
        if (args[0].macroPass === "postActiveEffects" && (
            args[0].targets.find(t => t.actor.data.data.attributes.hp.value === 0)
        )) {
            args[0].actor.data.items.find(i => i.data.name === "Circle of Mortality")?.roll();
        }
    }
} catch (err) {
    console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}```
violet meadow
#

there is a data Moto..

vast bane
#

yep, it wasn't the fact that it was an items with spell item, it was the fact its on a character with this actor on use macro

violet meadow
#

😄

vast bane
#

right I'm just now catching that he has an actor on use

#

but why would this fire for scorching ray?

violet meadow
#

Actually lots of data

#

args[0].item.data.actionType its checking this and returns false

#

but still it triggers the error because of the data

vast bane
#

yeah, don't suppose you could clean it up for me 8)?

#

theres 3 warnings so theres 3 datas in it I guess?

#

oh wait no 3 warnings cause 3 rays

violet meadow
#
// Midi-QOL Actor OnUse Macro
// Add this macro to the actor
// Evaluation = All
const version = "0.1.01";
try {
//make sure, we only run on healing items and prevent accidental infinite loops
    if (args[0].item.actionType === "heal" && args[0].item.name !== "Circle of Mortality") {
        //get current workflow
        let workflow = MidiQOL.Workflow.getWorkflow(args[0].uuid);
        //after rolls are done, time to single out targets
        if (args[0].macroPass === "preDamageApplication") {
            //update the targets in the workflow
            workflow.hitTargets.forEach(t => {
                //first: remove undead/constructs
                let invalid = ["undead", "construct"].some(i => (
                    t.actor.type === "character"
                    ? t.actor.system.details.race
                    : t.actor.system.details.type.value
                ).toLowerCase().includes(i));
                //target is undead/construct?
                if (invalid) {
                    workflow.hitTargets.delete(t);
                }
                //second: remove unconscious targets. They will be handled in CoM ItemMacro
                //current target still part of set?
                if (workflow.hitTargets.has(t) && (
                    t.actor.system?.attributes.hp.value === 0
                )) {
                    workflow.hitTargets.delete(t);
                }
            });
        }
        //normal healing is done. If we still have unconscious targets, pass over to Circle of Mortality
        if (args[0].macroPass === "postActiveEffects" && (
            args[0].targets.find(t => t.actor.system.attributes.hp.value === 0)
        )) {
            args[0].actor.items.find(i => i.name === "Circle of Mortality")?.roll();
        }
    }
} catch (err) {
    console.error(`${args[0].itemData.name} - CoM - ActorMacro ${version}`, err);
}
#

1 data yeet
2 data.data replace with system

vast bane
#

this ones new?

#

your edits cleared all the data warnings, just this one issue occurred when I cast the spell the first time

#

I feel like Actor On use macros need to be at the top or something, they need to be more visible when they exist

#

Like change the color of the name on the actor or something

tall pond
#

Hi guys...

#

i need some help...

#

I was using alt and crtl to roll with adv and dis rolls

#

in V9

#

now, in v10

#

it is not working anymore...

#

any ideias why ?

vast bane
#

do you have Better Rolls for 5e or Ready Set Roll installed?

#

@tall pond ⬆️

molten solar
vast bane
#

did you enable midi qol?

#

isn't ctrl and alt the default keys too Zhell?

tall pond
molten solar
#

Yes, shift for fast-forward, ctrl for disadv, and alt for adv is default and core.

vast bane
#

Where is supehs new meme

vast bane
molten solar
#

Ah, I forgot to put that on the list lmao

vast bane
#

Wire yeah?

vast bane
#

Nalbadin might be the very first, do we have a winner?

vast bane
#

Does he get a prize if he is the first Wire/Midi user?

#

oh thats definitely midi for sure

tall pond
#

I always used midi

#

so, when i was in V9

#

it was working fine

vast bane
tall pond
#

now i hav up to date

spice kraken
vast bane
#

We almost had our first Wire/midi but alas, not yet

violet meadow
#

Wire completely obliterates MidiQOL cards from a quick test btw

#

So not an issue 🤣

tall pond
#

I see something

#

When i use this hotkeys from the sheet it works...

#

but when i used this from the Token Action Hud it doesn't

molten solar
#

Oh there we go.

vast bane
#

that might actually be an option in tah isn't it?

violet meadow
#

There is an option in TAH to use MidiQOL

vast bane
#

oh wait no, doesn't tah use the core roller and then midi says no

tall pond
#

I don't know..

#

i i'll check

vast bane
molten solar
#

But does it pass event such that fast-forwarding, alt, and ctrl work?

vast bane
#

the top most option in TAH settings

spice kraken
#

I use TAH and midi ff/adv/dis work for me

violet meadow
#

But you might need to update it if not current version

#

And maybe check the sticky keys fix in MidiQOL settings

vast bane
#

pretty sure I didn't get the midi qol thing until I added calegos module

tall pond
vast bane
#

it just said core d&d5e till action list was installed

#

mouse over the yellow triangles in the keyboard settings

#

it will tell you the various conflicts

#

you must have a token module usin gthe keys cause TAH has you selecting a token maybe?

tall pond
vast bane
#

Targeting Modifier 0_o

molten solar
tall pond
#

yeah

violet meadow
#

ALT

#

Smart target?

molten solar
#

Also show what Foundry and dnd5e version you have, just for good measure

tall pond
#

that's all

vast bane
#

why is midi got a black triangle

#

is that a forge thing?

molten solar
#

who knows

#

Lots of outdated modules though, might make troubleshooting hard

#

dnd5e 2.0.3?

tall pond
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that triangule is there because of compatibility risk with some modules...

violet meadow
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The furnace delete

vast bane
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I don't like that ui lol

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I prefer the yellow triangles to have the numbers in them

violet meadow
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I like it

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Module management plus

tall pond
vast bane
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if you are on v10, is pointers and pings doing anything?

molten solar
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Barely anything, I bet

tall pond
violet meadow
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Lib targeting blast from the past?

tall pond
vast bane
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nah don't do that

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heres how you find out easily

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disable all bot socketlib, libwrapper, and midi

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and token action hud

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run those 4, if the problem persists its not a module conflict

scarlet gale
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If midi has a triangle there module management is saying that another module has an incompatibility with it. You should be able to hover over it and see what it says.

vast bane
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its probably module management

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or furnace

scarlet gale
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Yea, furnace most likely

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Furnace is just an empty module now IIRC

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I bet it's just telling you to remove it or something

molten solar
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Yes, it has no code.

tall pond
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the furnace is a dependency module...

molten solar
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No it is not

tall pond
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it is a requirement for others

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i guess

scarlet gale
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Nope