#MidiQOL

1 messages ยท Page 41 of 1

violet meadow
#

FFS!

molten solar
#

๐Ÿ‘

vast bane
#

compendium folders?

molten solar
#

yoink

violet meadow
#

compendium folders is crapping the bed

molten solar
#

13000 modules!!

scarlet gale
#

oh no

#

Now I need to check mine for that lol

violet meadow
#

139 to 13291 are just cf

molten solar
#

Now I finally know why you refuse to use getFlag ๐Ÿคฃ

vast bane
#

is the command easy to type in console to see if we have that too?

molten solar
#

Just slap _ in front of token

scarlet gale
#

whelp

#

I have the same issue

violet meadow
#

Yeah without a mere 138

scarlet gale
violet meadow
#

I am now wondering if CF is mistakenly doing that for each entry in compendiums

violet meadow
#

Just deactivate it and recheck

molten solar
violet meadow
#

ffs fml nfl nba cia etc

molten solar
#

Hold on, hold on. Disable CF and see if the array is still as massive.

violet meadow
#

nope 138

molten solar
#

Alrighty then

#

And if you re-enable?

violet meadow
#

everytime I run it, it goes up!

molten solar
#

Oh no

#

That's a +1 every time you use getFlag, setFlag, and unsetFlag

#

Every time you, or a module uses it

molten solar
spice kraken
#

x += x

molten solar
#

Wait, compendium-folders is there, too. What's its actual id?

violet meadow
#

compendium-folders is the id

scarlet gale
#

This is a pretty glaring bug right?

molten solar
#

Yes.

#

You don't want to validate against 50k strings every time you use get/set/unsetFlag

scarlet gale
#

@barren python See above.

violet meadow
molten solar
#

or was disabling CF required?

violet meadow
#

Disabling was required

molten solar
#

... oh

scarlet gale
#

Guess I'll just disable the module for now

#

117 after lol

violet meadow
#

With every reload it sets some more

molten solar
#

Though thinking on it, it likely didn't slow the methods down if it just found the first valid entry...?

scarlet gale
#

Still can't be a good thing right?

molten solar
#

Ok, looking at it, it will slow it the fuck down if the id is invalid, but otherwise not

violet meadow
#

Probably not, except if it went the other way around ๐Ÿ˜„

molten solar
#
    async setFlag(scope, key, value) {
      const scopes = this.constructor.database.getFlagScopes();
      if ( !scopes.includes(scope) ) throw new Error(`Flag scope "${scope}" is not valid or not currently active`);
      return this.update({
        flags: {
          [scope]: {
            [key]: value
          }
        }
      });
    }
#

That includes I imagine is gonna look through the entire array in the case of invalid ids.

vast bane
#

Wonder how much data that is lol

barren python
#

Wow yea looks like CF is disagreeing with something big time. Ill have a proper read thru when i get back from work

barren python
#

ahhhh I think i might have found the problematic code. I'll get a test release up in a bit for you guys to test

little ridge
#

i need some help with my auto sneak attack macro, when i hit and have an ally w/in 5' it doesnt give me the option to use my sneak attack, i had it actually work at one time now it doesnt seam to work

barren python
molten solar
#

@violet meadow @scarlet gale

barren python
vast bane
#

the source actors color and the ally's border color must be the same

#

and I think green or blue, one of them causes misidentification of dispositions, as the token will still read as hostile

scarlet gale
#

@barren python Looks like this fixes it.

#

Using _token.document.constructor.database.getFlagScopes() I'm getting 119 instead of the 40k from before.

molten solar
#

Does it stay at 119 each time?

scarlet gale
#

I was 118 at first, I opened a character sheet and went up to 119. Been doing stuff since and it's steady at 119.

#

I assume that's just another module.

barren python
#

great. the cause was some temporary code I included 10 months ago for a workaround. It was adding cf every time the get/set flags were called. Thanks for the debugging help all ๐Ÿ™‚

#

you can stay on that test version, it will auto-update to the proper release when i push it in a bit

scarlet gale
#

Thanks for the quick fix

#

I never realized how messy core compendiums are without your module lol

sinful marlin
#

I am just getting started with foundry, and i want to create the paladin feature "turn the unholy". Currently it is set up to targeting enemies and making them take a saving throw but is it possible that it could filter enemies that are undead and fiends?

scarlet gale
spice kraken
#

['fiend', 'undead'].includes('@raceOrType')

#

just remove fiend from there

#

oh wait, you want fiends, haha

sinful marlin
#

Midiqol, also with convinient effects

scarlet gale
#

Then what the above said

#

You can put that in the activation condition box

sinful marlin
#

Fantastic that worked very well, thank you!

vast bane
#

does auto sneak attack require fast forward guys?

vast bane
#

really strange interaction here but apparently auto sneak attack in midi sample items needs actual midi sample items sneak attack to work?

#

if this is indeed how those work, why are they two items?

#

couldn't auto sneak be setup as an ae that is apply on equip, and then the other one be setup differently?

#

oh wait, I think I understand why now, not everyone wants auto sneak with their sneak

#

maybe better instructions could be warranted then

marsh crescent
#

I found that a toggle works best, since there are many mitigating factors of when you can sneak attack. Since you can only sneak attack once per turn, you don't want it always on if say the rogue took levels in fighter for action surge.

vast bane
marsh crescent
#

I have been using the same Sneak Attack Macro for a couple years and it works like a charm in v10. I could paste the link to it if that would be allowed.

vast bane
#

I don't need it, I don't have rogues, in the player party and my advantage reminder method works perfectly even with npc rogues

dark canopy
#

@tawdry frost This thread ๐Ÿ™‚

vast bane
#

oh do people not see threads automagically hehe?

tawdry frost
#

Depends on the type of thread

vast bane
#

I was like in here seconds after it was made so I don't know what it looks like on the outside lol

dark canopy
#

not unless joined, but the link should have worked ๐Ÿคทโ€โ™‚๏ธ

violet meadow
vast bane
tawdry frost
#

I'm really more just wondering about the effects though. If I made a passive effect would midi recognize it?

vast bane
tawdry frost
#

The effects themselves confuse me.

vast bane
#

cause if all you want is pack tactics, theres a sweet automated pack tactics floating around here already

#

you can pretty much ask for a specific feature here and one of the gurus will chime in usually and share you it, for instance pack tactics

#

as for how to make effects, thats gonna be a lil more involved

#

think of active effects like buffs in mmos

#

or debufffs too

tawdry frost
#

Lets say I want everything within 30ft of a token to have disadvantage on attacks. How would one do that in a way midi would work with?

#

Or advantage.

vast bane
#

to answer that I'd have to first ask the gurus if babonus does it better than active auras?

tawdry frost
#

Does who what?

vast bane
#

do they have advantage/disadvantage only on the source actor or on anyone?

#

if actor A has the aura about them that is causing it, would actor B have disadvantage on an attack against actor C?

tawdry frost
#

Yes?

vast bane
#

thats really easy then, but the only way I know how to do that would be that you need to install a module called Active Auras

tawdry frost
#

Actor B would have disadvantage actors A-Z

vast bane
#

there is a newer set of modules that I don't use that also could probably pull this off

#

would actor A also have the disadvantage, does his own stink effect him so to speak?

#

does the effect require a save to escape it?

tawdry frost
#

It does not. Actor A is used to his smell lol.

#

No save. Just walk out.

vast bane
#

if you have active aurs installed, you need to create the item first in the side bar, give it a fancy icon and all, write its description and when you have all that set let me know and I'll give you the active effect setup for it

#

is the aura always on or activated and have a duration?

#

eh I'll just make it for ya, faster that way

tawdry frost
#

Active aura or token aura?

vast bane
#

active aura

#

is it an always on feature or do they activate it and have a duration?

tawdry frost
#

Active, 1 minute.

vast bane
#

charges per any rests?

tawdry frost
#

Proficiency # times per long

vast bane
#

advantage or disadvantage?

#

can they choose who is affected or are all affected?

tawdry frost
#

Was going to give advantage to a captain NPC and disadvantage to a monster. (Obviously not the same encounter).

#

Don't want the game to have an aneurysm.

vast bane
#

they wouldn't be an issue but all attacks would be straight rolls where the auras overlap

tawdry frost
#

Cool!

vast bane
#

create a simple basic item in your side bar, the name doesn't matter the type doesn't matter

#

once it is in the side bar, you can right click on the basic item you just made and choose import data

#

and then save this item I just sent out, and import it to the item

#

you will want to edit the name/description/icons fyi

#

this item requires Active Auras Module installed

#

fyi this also requires that the Dm is attentive about all the dispositions on tokens, cause allies and enemies will get messy if the DM was lazy with any summoned tokens or left a player token as neutral

tawdry frost
#

The item seems to have vanished. Or did the script rename it?

vast bane
#

it changed the item to Feature Name

tawdry frost
#

Found it

#

So I just drop this on a character?

vast bane
#

I'm not sure if combat is required by default for Active Auras

tawdry frost
#

It's off by default but says I should trun it on.

vast bane
#

yes, it will apply to self when you roll the item, however, if active auras has the setting on for "require combat for auras" then you will need to start a combat on the canvas

#

personally I run them all the time, I don't care about the weird ness of the auras outside combat

tawdry frost
#

Is this one the advantage or the dis?

vast bane
#

the only aura that really misbehaves with always on, is pally auras

#

its the disadvantage one

#

so it will put a buff on himself and then put a debuff on the bad guys, the buff on self is not the same thing, it just looks the same cause I didn't setup any icons

#

butff on self is tracking the duration

#

it will fail if your token dispositions are messed up

#

holding down alt with no tokens selected should give you a heads up

tawdry frost
#

?

vast bane
#

let me know if it doesn't work, but the only way its gonna be failing is if the DM hasn't setup tokens right

#

Riswynn has the aura on them, the yellow and red tokens have the debuff, the green and blue do not.

tawdry frost
#

And what is right?

vast bane
#

Is it working for you?

tawdry frost
#

negative

vast bane
#

what is wrong about it?

tawdry frost
#

I wouldn't even know

vast bane
#

what steps did you do?

tawdry frost
#

I made an item and imported the script. Added the new "Feature Name" to a character. Placed said character on the map next to another. Hit the feature roll button. Nothing happened.

vast bane
#

show me a snippet of the two actors

tawdry frost
vast bane
#

you never rolled the item

#

or you never imported the file

tawdry frost
#

I did though

vast bane
#

click on the "feature name" in the side bar and show me a snippet of the details tab

tawdry frost
vast bane
#

details tab?

#

though I'm noting you don't have DAE, I ponder if you also don't have midi qol...

tawdry frost
vast bane
#

ok open up the character sheet of the guy who has it, and roll it

#

show me the button you use to roll it if it still fails to roll

tawdry frost
vast bane
#

did it put a buff on them?

tawdry frost
#

no

vast bane
#

open the actor sheet of the guy you think has the feature, go to the effects tab of the ACTOR

#

and show us what ya got

tawdry frost
vast bane
#

maybe a guru can chime in but I'm almost certain that dae is mandatory for midi builds

tawdry frost
#

dae?

vast bane
#

Dynamic Effects using Active Effects Module

vast bane
tawdry frost
#

version 10 - build 291

vast bane
#

k, I just confirmed it, DAE is required for the feature to work

#

you must install dynamic Effects using active effects, and its pretty much a mandatory module nowadays for midi qol users anyway

tawdry frost
#

Dynamic Active Effects

vast bane
#

there is a very old defunct module that is similarly named beware, what I just snippeted, is what you need anything else is an imposter

#

(the bad module is DAE SRD)

#

although...it does require DAE to install so by all means install the bad one lol you'll get it done either way

tawdry frost
#

My options

vast bane
#

the top one

#

oh I know why it won't work

tawdry frost
#

I now have DAE

vast bane
#

cause midi and dae are actually required, midi auto disables when dae is not there

#

oh weird no it doesn't either way install DAE and it should work

tawdry frost
#

midi has been rolling dice for me so far

vast bane
#

Its probably why up till now the ae's have been really not workin for ya

tawdry frost
#

Okay there is now an effect on the user of the feature

vast bane
#

the two modules are made by the same guy, but not everyone wants midi, while there are tons of folks who use DAE without midi so he keeps them seperate

#

remove the effect from them

#

and then reroll the item

tawdry frost
#

okay

#

Still not forcing disadvantage on anyone though

vast bane
#

show me the tokens again

#

if you unselect all tokens and hold down the ALT key, what color are the squares around the tokens?

tawdry frost
#

Blue green and yellow

vast bane
#

which one has the feature on them

#

the one that rolled it what color are they

tawdry frost
#

blue

vast bane
#

then the yellow should have an icon on them yeah?

#

and has disadvantage

#

On attacks

tawdry frost
#

Nope. An icon appears on the one who has the feature.

vast bane
#

did you enable active auras?

tawdry frost
#

Yes

vast bane
#

show me the map

tawdry frost
#

Hold up. Okay so I had combat up but not started. Now someone is getting disadvantage.

vast bane
#

also show me an attack in chat

#

the yellow guy will have disadvantage but also, they will show they have the effect on them, if you show us the map we can see it

tawdry frost
#

But the affect is going away after like 30 realtime seconds.

vast bane
#

that sprobably due to the fact that you have your game time turned on

#

I dunno how any of you guys run real time game time

#

I keep the game time paused and manually adjust it in increments with Simple calendar myself

tawdry frost
#

It's working. Just the time issue now.

#

game time?

vast bane
#

that is because your simple calendar is set to always play time out

#

do you have simple calendar installed?

tawdry frost
#

I do

vast bane
#

is its time currently ticking away?

#

while the games unpaused?

tawdry frost
#

Actually. Simple calendrer is off

vast bane
#

I dunno what to say man, clearly the feature has 1 minute, somethign you have is playing your time out on you ยฏ_(ใƒ„)_/ยฏ

tawdry frost
#

Maybe just kill the time? Right because when combat is over the aura should stop working.

vast bane
#

no aura stops working when the time expires

#

or if you kill the effect

#

it will always count down its seconds you need to figure out what module you have thats ticking away your gametime cause if you actually care about that game time, its currently running the players time while none of them are logged in

tawdry frost
#

If I remove the 60 from seconds and leave the 10 in turns will it not just last 10 turns?

vast bane
#

it will then also always last forever if they ever cast it outside combat

#

you are avoiding a pretty bad problem just to solve a solution

#

you don't want your time constantly counting outside combat, there will be midi related buffs on your actors that will constantly fall off due to duration

#

I don't know what other modules are out there that control the ingame time other than simple calendar, you could ask in module discussion about that or share your module list here, though you should probably share the list to me in a DM

tawdry frost
#

Found it. Dynamic effects has a Real time button

vast bane
#

oh thats a good point then, that means you don't have times up installed

tawdry frost
#

nope

vast bane
#

honestly theres alot wrong here but I'm willing to cut my losses here and say you are all set with the feature

tawdry frost
#

Thank you for the time.

covert mason
#

I'm trying to get this working, but I'm not getting any imposed disadvantage for the zombie. Does it only work on V10?

wind fossil
covert mason
#

Damn

coarse mesa
#

I'm mulling over how best to implement 'hearing' like PF2E has. Right now in 5E we can give a detection mode that simulates hearing, such as blindsight or echolocation. But as those are considered sight replacements, midi (rightly) doesn't give you disadvantage to hit a creature you target this way. In fact, midi might give you advantage (if you can 'hear' them but they can't detect you because they don't have the 'hearing' detection mode on by default). Hmm ๐Ÿค” Do we need to wait for dnd5e to catch up with a hearing detection mode implementation per RAW (where you can target if you're in the dark/blinded, but have disadv to hit)? Or could this be solved with a clever wee world script?

molten solar
#

Override whatever property unless Deafened...?

dark canopy
#

if its a blindness targeting issue, you should be able to use an alternate effect, or fiddle with something in the status' ID to get the system to ignore it

opaque current
#

The pf2 implementation sucks, let's hope it's left well alone

violet meadow
#

You could use a v10 conditional flag for disadvantage ๐Ÿค”

molten solar
#

However, whatever pf2e did, you can steal it and slap it in a world script. Easily.

opaque current
#

It's more or less tremor sense isn't it?

coarse mesa
coarse mesa
molten solar
#

Sense all?

coarse mesa
molten solar
#

... is that not hearing?

#

I feel like you describe hearing

coarse mesa
#

I narrowed it down to blindsight or echolocation as being the best hearing replacement (they look the same as pf2e hearing too)

coarse mesa
opaque current
#

That seems to be the pf2 way

#

Last I checked

coarse mesa
#

I thought when they demo'd it you needed line of sight, I could be mistaken

#

Targeting is still going to need line of sight anyways

#

Ideally

molten solar
#

... are you saying you can't listen thru a wall or door?

opaque current
#

Just remember someone posting in core that they didn't know why they could see token outlines through walls. We pointed them to #pf2e and let it be.

coarse mesa
#

I'm saying you could, if the DM was clever enough to start with all enemies hidden ๐Ÿค”

kind cape
#

It should be pretty straightforward to make a detection mode that only goes through walls that can be heard through

opaque current
#

So you need an extra wall type?

molten solar
#

Good point. Does detection mode interact with walls' blocking properties? I feel like it must.

opaque current
#

Or at least configuration option

kind cape
coarse mesa
#

Maybe the answer is adding a 'hearing' detection mode to Adequate Vision?

kind cape
opaque current
#

You right you right

vast bane
#

all spells have a rule where the source actor and target needs to have a direct line, not technically the same thing as line of sight as some spells don't require sight, however the direct line still neeeds to exist.

violet meadow
#

you could testVisibility and it would take into consideration your "senses", no?

molten solar
coarse mesa
molten solar
#

Can't target thru them. There's glass in the way.

violet meadow
#

glass window > wall of force

vast bane
molten solar
#

+3 magic shield? Nah. Strap on a glass frame

violet meadow
coarse mesa
#

If it's a combo solution with PV/AV and midi, then I at least know who to bother... or if it's a wee world script maybe it's not worth mentioning

coarse mesa
proven token
#

@white thistle has more of a stake in this than I do

#

I've just been rubber-stamping their rules calls since no one else has told me anything ๐Ÿ˜…

molten solar
#

Everybody getting dragged in here today

coarse mesa
#

OK thanks! I'm still trying to get my head around the interactions. Assuming we were given a 'hearing' detection mode โ€“ I guess we'd have to find a way to ask midi to apply disadv if that was the only source of detection

proven token
#

oh I guess I should do a release for adequate vision

#

dev8675309 added a bunch of rules for different senses/quasi-senses

#

if someone wants to test master first, let me know ๐Ÿ˜

vast bane
proven token
#

the detection test used for echolocation is going to be a CPU drag, but at least it's (I assume?) rare enough

coarse mesa
#

does that mean something like regular hearing would be too? how does pf2e get away with it?

molten solar
#

Oh no one here cares about performance.

vast bane
#

I mean a few of us had a couple grand worth of flags goin on earlier lol

proven token
#

now it's smooth as silk

molten solar
proven token
#

maybe I'll port it over to AV if someone complains ๐Ÿ™‚

coarse mesa
proven token
#

I think all the time

#

because you might be solid on light, but there's a light-but-not-sound-blocking wall nearby with a sneaky git behind it

coarse mesa
#

Yeah it's complicated stress

proven token
#

scanning around 5e SRD rules, isn't echolocation just blindsight except being deafened suppresses it?

coarse mesa
#

I guess if the mode was available, there's nothing stopping us from making an AE macro toggle to turn on 'listening mode'

proven token
#

there are no bespoke rules for how echolocation itself uniquely functions, right?

coarse mesa
#

Just checking, you know we're talking a detection mode that's basic hearing, not echolocation....?

proven token
#

oh, no

#

dev8675309 implemented echolocation as a sound-based detection mode, though

coarse mesa
#

Echolocation would count as 'sight' for targeting and it's a normal roll... basic hearing by RAW lets you attempt to hit a creature but you get disadvantage. So they need to be separate modes

proven token
#

so what are we talking about, then? ๐Ÿ˜

coarse mesa
#

I mean, the other way around it would be to auto-apply the blinded condition when you're in darkness (and have no other detection modes) but that seems more difficult?

white thistle
#

Blindsight/echolocation count as sight for spells that require it sight but aren't necessarily sight-based. Could be smell, hearing, or thermal vision. Technically echolocation is just Blindsight that doesn't work while deafened, but it's reasonable to assume that it is like real life echolocation and therefore sound based, so shouldn't work inside a silence spell and such

#

Technically Blindsight is "you can see everything within range that isn't behind total cover". But it doesn't even say if you see colors etc. It's really up to interpretation and depends on what form of blindsight it is, but those are not defined in the rules

hallow estuary
#

How do I split out damage types for attcks like better rolls used to?

coarse mesa
#

Yep but creatures without those senses should still be able to hear and target enemies (just at disadvantage), unless that enemy is rolling Stealth checks

proven token
#

ok let me know when dnd rules thunderdome is over!

coarse mesa
#

I believe itโ€™s not too dissimilar to what pf2e has for basic hearing?

#

Having a basic hearing mode would also solve the issue of players not being able to target enemies when theyโ€™re blinded or have no darkvision

white thistle
#

Normal hearing is different from blindsight, I'd say. Normal hearing is a passive sense, blindsight is more like an active sense (or supernatural)

hallow estuary
#

This is what I'd like (using ready set roll)

#

But this is what I get

vast bane
#

in the details hit the plus sign to add another damage formula line

#

if you want it displayed differently, theres no need for that, because midi handles damage for you, unless you are handicapping the module by turning off the damage card, then yeah...things will be hard

white thistle
#

I think if Adequate Vision added Hearing then there should also be a status effect/condition for "no emitting sound / silent". But I don't think 5e has one like this

hallow estuary
#

Basically the only reason I've been trying to use midi over better rolls/ready set roll is that I want token action hud to use shift to be advantage

#

And I don't think that I can do that currently

vast bane
#

that has nothing to do with modules and everything to do with keybindings in core as well bud

hallow estuary
#

I can't see it in core keybindings?

vast bane
#

most of the time people want midi for effect transfer or automated damage, or all the yummy flags

vast bane
molten solar
#

Keybindings for dnd5e seem like they're being added in 2.1.0 (maybe)

coarse mesa
hallow estuary
hallow estuary
vast bane
#

I'm not installing ready set roll just to show you how to rebind, does RSR not have keybindings?

hallow estuary
#

not that I can see

hallow estuary
molten solar
#

Heh.

proven token
vast bane
#

installing and using midi just for a keyboard shortcut kinda feels like overkill

hallow estuary
#

so it's gone now ๐Ÿ˜„

vast bane
#

I thought RSR always rolls twice or something?

hallow estuary
#

not unless you want it to

vast bane
coarse mesa
vast bane
#

It would be misleading for us to just show you the core way and humble brag it as midi's

hallow estuary
#

And BR had all 3

molten solar
vast bane
#

as for how the damage is shown in the card, midi users mostly all use the enhanced damage card, so you don't have to use the old BR style right click menu to apply damage, you just let midi calculate the DR/DV/DI and click its damage card button

hallow estuary
#

Midi has step 2 and 3. BR had all 3 and ready set roll had 1 and 2

molten solar
#

Sounds like you just want core and all it takes is getting used to a single different button

vast bane
hallow estuary
hallow estuary
vast bane
#

midi manages DR/DV/DI automatically, turn on the damage card and use it

tired steeple
#

I'm using MidiQOL, but can't learn how my players can cast a spell slot 1 with slot 2,3 etc (for healing word, for example). Any help?

hallow estuary
vast bane
#

its like buying a car but choosing to push it around everywhere instead of turn the ignition

#

damage resistance, damage vulnerability, damage immunity

hallow estuary
#

oh yeah no I prefer a minimal automation game

violet meadow
hallow estuary
#

which is why i didn't use midi qol this whole time

molten solar
#

Today I learned Midi can prevent you from upcasting.

hallow estuary
#

I literally just wanted it for the keybinding

vast bane
violet meadow
hallow estuary
coarse mesa
vast bane
#

Midi's auto consume is designed around the user holding down keys when they want to upcast

violet meadow
vast bane
#

specifically the T key

#

I doubt many people actually turn on auto consume

coarse mesa
vast bane
#

players can't turn it on

violet meadow
#

Yeah, it would make sense in some cases

vast bane
#

its all players or nobody

#

so unless you got a team of warlocks, thats probably gonna drive the otther casters nuts

queen comet
#

So i hide my Dice so Nice + MIDIQOL rolls (still showing the dice roll but with "?") with enemies but sometimes I have to control a PC or an Ally of PCs but I want their rolls visible - what's the best way to address this?

opaque current
#

I don't think the options are that granular.

#

It's about GM, or non-GM rolls, instead of PC or non-PC

coarse mesa
#

Possibly a world script that changes roll mode automatically depending on what kind of token is selected?

violet meadow
#

I thought it was v10 compatible. Not sure right now from that link.
I ll need to check that when I have access to my server.

violet meadow
#

@coarse mesa I was playing around with senses and giving out disadvantage if you wouldn't be able to "sense" the opponent.
Had fun with this:
flags.midi-qol.disadvantage.attack.all | Custom | !canvas.effects.visibility.testVisibility({x:game.user.targets.first().x,y:game.user.targets.first().y}, {object: canvas.tokens.controlled[0]})

#

For testing I was using walls* and I had both, the auto hidden advantage and walls blocking ranged attacks, settings in MidiQOL off.

*Different type of walls against different type of senses etc

kind cape
violet meadow
#

now as to whether that has any actual valid usecase... ๐Ÿคท

violet meadow
violet meadow
covert mason
#

Oh wait hold on, that's Call Lightning.

violet meadow
#

oh... damn it... Chain Lightning is what you're looking for?

#

I wonder where I ve put it... I will ping you when I find it
bugbear searching in the attic

covert mason
violet meadow
#

my filling system for the most part at least is the ... back of my hand. So that will take some time ๐Ÿ˜„

violet meadow
# covert mason Aye ๐Ÿ˜… , but that's still useful for automating call lightning, though!

So what exactly are you looking to automate for chain lightning? Setting the target to just creatures without a specific number of them should be enough.
I had a version that would check for the spell level and trigger another macro to place a template for range reasons and prompt with a dialog for the user to select the correct amount of targets and damage them accordingly.

#

But is that worth it ? ๐Ÿ˜„

covert mason
#

The automation of the selection, like ASE does.

#

But.. well, ASE's not updated for v10 ๐Ÿ˜‚

violet meadow
#

I haven't used ASE so not sure what that did.
What happens if you choose 4 creatures and cast the spell for instance?

#

It would damage them all!

covert mason
#

Would it not roll one set of 10d8 and apply the result to all those who failed, instead of rolling 10d8 for each?

violet meadow
#

Is the issue the animation part?

covert mason
#

That, too

violet meadow
#

Would it need to roll a new set of d8s for each target? Is that the RAW?

covert mason
#

I think it would need to roll a new set for each, yes.

#

Doesn't seem like it's a Magic Missile dealio.

violet meadow
#

I always thought of it like a Fireball! Or Lightning bolt. You just damage all the same

#

But it could make sense ๐Ÿค”

covert mason
#

I'm not entirely sure. I'll have to check.

covert mason
#

So I guess the issue is just the animation.

violet meadow
vast bane
#

Is there a way to make a passive effect turn off if the charges on its feature are empty?

kind cape
#

Effect Macro is always an option, what feature is it? ๐Ÿค”

vast bane
violet meadow
vast bane
#

and linking it in the ae message

violet meadow
#

The same macro, will check if the resource or uses hit 0 and disable the effect

vast bane
#

the macro will also kill the existing advantage/normal/disadvantage popout that they are pressing the macro button on

#

but how does it turn back on is the question

#

ofcourse all of this doesn't matter if theres an actual indomitable automated feature out there

#

aaand there is duh

violet meadow
#

There is the MidiQOL one...

vast bane
#

sorry forget all this I stupidly forgot to check midi sample items

violet meadow
#

Optional bonus though. Does it work in your case?

#

I tend to forget with your settings what can be used or not

vast bane
#

testing it now

vast bane
vast bane
#

@violet meadow is there no way to use the flags.midi-qol.optional.Name on init rolls?

violet meadow
molten solar
#

Otherwise you betcha I would have messed with it in babonus

tired steeple
#

How I setup Spiritual Weapon using the Spiritual Weapon from MQ010.0.13 + Warpgate spell.
I created a Actor called Spiritual Weapon, and created a attack for that actor with "Slash" name and make it melee spell damage.
When I cast the spell, work fine, the Spiritual Weapon appears, but I can't make any attack with it. Any idea?

violet meadow
#

If no difference, check the console for error messages

tired steeple
#

Let's me check

#

I can move the spawned spiritual weapon next ot the creature, but no attack or error messages.
The attack should appear on the spiritual weapon or in PC?

violet meadow
#

The Spiritual Weapon should be attacking

tired steeple
#

Now the "Slash" attack is showing, but, when I click in Slash attack, say the actor is incapacited
I give some hitpoints do spiritual weapon, just to test and the attack from Slash is a natural d20, without damage

violet meadow
tired steeple
#

No errors ๐Ÿ˜ฆ

violet meadow
#

OK I will test it in a bit

tired steeple
#

const version = "10.0.13";
try {
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": args[0].itemData.img,
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": ${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)},
"system.proficient": false,
"system.damage.parts":[[${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""},"force"]]
}
}
}
const result = await warpgate.spawn("Spiritual Weapon", {embedded: updates}, {}, {});
if (result.length !== 1) return;
const createdToken = game.canvas.tokens.get(result[0]);
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
const targetUuid = createdToken.document.uuid;

await actor.createEmbeddedDocuments("ActiveEffect", [{
label: "Summon",
icon: args[0].item.img,
origin,
duration: {seconds: 60, rounds:10},
"flags.dae.stackable": false,
changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
}]);
} catch (err) {
console.error(${args[0].itemData.name} - Spiritual Weapon ${version}, err);
}

#

Using this one

#

Yes

dark canopy
#

Sry. Can't read at all

vast bane
#
const version = "10.0.13";
try {
  const origin = args[0].itemUuid;
  if (origin) {
      const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
      await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
  }
  const updates = {
      Item: {
      "Spiritual Weapon Attack": {
        "type": "weapon",
        "img": args[0].itemData.img, 
        "system.actionType" : "msak",
        "system.properties.mgc": true,
        "system.attackBonus": `${Number(args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod) + Number(args[0].actor.system.attributes.prof) + Number(args[0].actor.system.bonuses.msak.attack)}`,
        "system.proficient": false,
        "system.damage.parts":[[`${1 + Math.floor((args[0].spellLevel-2)/2)}d8 + ${args[0].actor.system.abilities[args[0].actor.system.attributes.spellcasting]?.mod || ""}`,"force"]]
      }
    }
  }
  const result = await warpgate.spawn("Spiritual Weapon",  {embedded: updates}, {}, {});
  if (result.length !== 1) return;
  const createdToken = game.canvas.tokens.get(result[0]);
  await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"data.proficient": false});
  const targetUuid = createdToken.document.uuid;

  await actor.createEmbeddedDocuments("ActiveEffect", [{
      label: "Summon", 
      icon: args[0].item.img, 
      origin,
      duration: {seconds: 60, rounds:10},
      "flags.dae.stackable": false,
      changes: [{key: "flags.dae.deleteUuid", mode: CONST.ACTIVE_EFFECT_MODES.ADD, value: [targetUuid]}]
  }]);
} catch (err) {
    console.error(`${args[0].itemData.name} - Spiritual Weapon ${version}`, err);
}```
#

this is his post but with the right code

#

A good example of why you don't blindly replace all datas in there lol

violet meadow
#

It works fine for me. Maybe something with the Spiritual Weapon actor. Also make this change: ```js
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false, "system.equipped": true});

vast bane
#

oh there is a data in there though that probably needs to change

#

I think I recall that whenever I've seen problems with this item, the user had a spiritual weapon already created and setup wrong

#

doesn't this use an existing actor if they exist or is that the v9 version that does that?

coarse mesa
vast bane
#

Isn't there a problem with senses cancelling conditions like that? Technically, if you have see invisibility or truesight, you still attack at disadvantage against creatures who have the invisible condition

coarse mesa
#

so attacks will always be at disadv against them

scarlet gale
coarse mesa
#

Yeah itโ€™s silly

#

Crawford trying to explain it like youโ€™re trying to see the Predator lol

vast bane
#

I have a feature that will be added via macro.createitem. I want that feature to also be able to fire anytime that target makes strength checks, and saves as well automatically. I know I can do this with an advantage reminder but would it be possible to automate it fully?

violet meadow
#

@tired steeple try this Spiritual Weapon Actor. Import it and just delete the one you've made.
And change also to this the similar line ```js
await createdToken.actor.items.getName("Spiritual Weapon Attack").update({"system.proficient": false, "system.equipped": true});

scarlet gale
vast bane
#

Its a food buff, and its baked beans, they get a feature that is a caustic fart effect. And I want it to also fire whenever they make a strenagth check/save as well as when they use it normally.

scarlet gale
#

I've never really played with the effect macro triggers that are tied to ability checks.

vast bane
#

I'm just gonna make it an advantage reminder message since I don't fast forward

#

also I discovered a tiny issue with the nifty VAE buttons trick

scarlet gale
#

@molten solar Does effect macros have a way to tell what specific check or save triggered the macro?

vast bane
#

since its not a midi thing, you have to go in and give them permissions to all the folder macros

#

normally I'm linking folder macros via midi on use, and midi for some reason doesn't care if they are all hidden, but the document links in VAE were not showing up for the players till I set the permissions

molten solar
#

Oh, no, I see what you mean. Check this.

scarlet gale
#

Ah cool

#

(Should probably mention that on the documentation)

molten solar
#

just not on github

scarlet gale
#

Ah

#

I always just default to looking at github pages.

#
if (this.abilityId != 'str') return;
let feature = actor.items.getName('Change This');
if (!feature) return;
await feature.use();

@vast bane

#

Put this as an effect macro for saves and checks

#

You can likely just use the same effect that gives them the item.

vast bane
#

one tiny thing, to be clear, this is assuming that strength check would include athletics and intimidation(strength)?

scarlet gale
#

No idea

#

I didn't actually check that

vast bane
#

I can live without the oddball intim, but athletics is kinda one I want

scarlet gale
#

let me check

vast bane
#

ok, now, one more ridiculous request about that feature

scarlet gale
#
if (this.skillId != 'ath') return;
let feature = actor.items.getName('Change This');
if (!feature) return;
await feature.use();
#

add that as a skill check effect macro

vast bane
#

Normally when you roll a feature like that its set to other and it doesn't do anything, I want it to roll a d20, so ability check or something, and I want the activation condition to pickup a nat 1 or nat 20 and cause the ae to apply to self in those specific cases.

#

cause normally the fart won't effect the farter, but every once in a while, you get those rips that mess with you too.

molten solar
#

......

scarlet gale
#

lol

molten solar
#

so just Athletics, not all Strength checks?

vast bane
#

well not attacks

scarlet gale
#

The previous one handles the str checks

#

You'll need both, as it looks like ability checks aren't triggered when it's a skill check

molten solar
#

(ahem)

#

(alternative skill checks)

spice kraken
#

Just for my knowledge, doesn't this.skillId != 'ath' mean not equal?

scarlet gale
#

yep

molten solar
#

The ability used should be passed to EM too

#

for those Strength (History) checks

scarlet gale
#

Looks like you can find it from the roll, but I'm about to start my D&D game. I'll look at it later if someone else doesn't beat me to it Moto Moto.

vast bane
#

I'm not to the point of testing the macros atm, I'm still making the item

vast bane
scarlet gale
#

Skill check for the athletics one

#

and ability check for the strength one

vast bane
#

oohh ok now this makes alot more sense to me I see what you guys are doing

vast bane
#

@harsh bridge ask your question here for midi

harsh bridge
#

Hi guys ๐Ÿ™‚ has anyone managed to get protection from evil working as intended useing midi qol

#

thanks moto ๐Ÿ™‚

#

I know its quite complex was just wondering if anyone has managed iot

vast bane
#

I don't have time to hunker down on it right this moment, but my first thought is you want grant advantage/disadvantage keys in the aes. And if you have v10, I bet you someone like @violet meadow can give you the effect value so that it only applies to specific creatures. I duno just guessing. If it were me making it for myself, I think I'd use the new advantage reminder keys instead.

harsh bridge
#

so im in V10. If any one can give whats required in the effeects tab i would be most gratefull

#

whats the AES?

wind fossil
harsh bridge
#

ahh lol cool

vast bane
#

I'm surprised with the new v10 feature in effect values that protection from evil and good hasn't been made yet

violet meadow
vast bane
#

I couldn't find info on this change

#

does it follow the same exact syntax we use for activation conditions in midi?

violet meadow
#

Yeah, activation conditions and the flags more or less get the same treatment

#

Its been included from around September or something

vast bane
#

what threw me was not knowing how it would know who to check, since the source is the target technically in an attack

violet meadow
#

Yeah but it "grants" disadvantage so it would check while the attack is happening

#

For the saves it would take a macro to give advantage too. I imagine the player can just use a keybind ๐Ÿคท

vast bane
#

Thats gotta be relatively new cause I remember people struggling on how to make that and now its as simple as an active effect

violet meadow
#

In v10 it's really simple

#

Save this search string for the discord from: tposney#1462 in:package-releases

vast bane
#

I would handle the other half with an advantage reminder in my setup, but yeah fast forwards will be weird

violet meadow
#

And just go through. Unlimited power ๐Ÿ˜„

vast bane
#

I figured I'd see it in the changelog but guess some stuff only is shown here hehe

violet meadow
vast bane
#

I think the save prompt is fast forward only

#

pretty sure thats a thing cause I had to abandon the optional macro key cause of that

#

I wanted to do the war magic wizard feature thats a shield like effect for saving throws but alas, I don't FF

violet meadow
#

The prompt would be triggered by a Hook, so it should always happen

vast bane
#

its what the readme said

violet meadow
#

Yes for optional bonuses. No for other saves you call via a macro

#

eg something like ```js
Hooks.on("dnd5e.preRollAbilitySave",(actor,update,key) => {
if (key==="str") foundry.utils.setProperty(update,"advantage",true)
})

#

that would give a blanket advantage to Strength saving throws for example

vast bane
#

as a worldscript right

violet meadow
#

No need for a world script, you would just need to use it in the client that is the recipient of the Protection from Evil and Good spell

#

Structure it properly and then with an EM probably "On effect creation", pass it along

#

Drawback, if you reload the client while the spell is in effect you would lose the Hook.
You would need to make that known to the player and include an "On Toggle on" EM too, in order to re-up it in this case, by toggling off and on the effect.

grave rock
#

Hello!
Im trying to make the autognome "Built for success" feature as a passive Dae effect
everything works as i want, when the player attacks, makes a saving trow or a skill check a dialog appears asking if he wants to use the feature to add the 1d4
the problem is that the effect dissapear when the player uses it even
even if he still has uses
This is the effect

#

im not sure why the effect is disapearing after being used

sudden crane
grave rock
covert mason
#

I'm looking to make a macro that searches for a specific spell or scroll that has the spell name in it, and prompts that spell or scroll to be rolled. It's for the Mastercrafted Module, and the way it can add macros to the recipes.

In my game, a Potion of Healing requires 5 goodberries, a vial, and a single casting or spell scroll of a 1st level Healing Word or Cure wounds.

This macro would, theoretically, detect any of those on the character when the macro is used, show a dialogue displaying which of the relevant options the character has, and would roll the item chosen.

violet meadow
violet meadow
covert mason
grave rock
sudden crane
# grave rock Sorry im a bit new on DAE, how do i do that?

In your case, you would need to define a resource on the character with a number of @prof I think, reset on long rest, then in the effect define flags.midi-qol.optional.built-for-success.count with a value of for example @resources.tertiary.value if you set the resource as the tertiary one

grave rock
#

yes is what i did! ^^ thank you very much, this documentation will be very handy!

wind fossil
#

What is the correct syntax for an activation condition that filters on an active effect? Use case is a yeth houndโ€™s bite dealing extra damage to frightened targets

vast bane
wind fossil
#

Right, so in the activation condition of the details tab, what do I write?

vast bane
#

I really wish code could be searched in discord it'd make questions like yours easier to answer, but I can't find it in bugbears history of posts. Its something like effects.label or something

wind fossil
#

No thatโ€™s helpful thanks

vast bane
#

dig through bugbears post history here hes answered that atleast 20 times by now

#

but don't search for effect cause the parser for searches ignores code syntax

molten solar
#

Additional damage vs targets suffering from a status condition is one of the filters in babonus.

kind cape
#

Something along the lines of target.effects.find((eff)=>eff.label === "Frightened").length > 0

But am on phone so can't test it

vast bane
#

I think target is assumed in the activation condition field but it can't hurt to include it fwiw

kind cape
#

Unsure, been some time since I've messed with the data available in it

#

What error, if any, are your getting?

vast bane
#

isn't there like a strange i.something in those

wind fossil
# kind cape What error, if any, are your getting?
[Detected 2 packages: tokenmagic, dae]
    at TokenMesh.get (display.min.mjs:8:8955)
    at get width [as width] (foundry.js:26992:26)
    at PIXI.Filter.calculatePadding (FilterProto.js:55:29)
    at FilterDropShadow.get [as padding] (FilterProto.js:22:16)
    at _fxPseudoEqual (tokenmagic.js:809:39)
    at tokenmagic.js:909:19
    at Array.forEach (<anonymous>)
    at Object._updateFilters (tokenmagic.js:901:13)
    at Object.fn (tokenmagic.js:1761:11)
    at #call (foundry.js:724:20)
    at Hooks.callAll (foundry.js:681:17)
    at ClientDatabaseBackend.callback (foundry.js:12824:13)
    at foundry.js:12804:43
    at Array.map (<anonymous>)
    at ClientDatabaseBackend._handleUpdateEmbeddedDocuments (foundry.js:12804:33)
    at ClientDatabaseBackend._updateEmbeddedDocuments (foundry.js:12672:17)
    at async TokenDocument5e.updateDocuments (commons.js:6153:23)
    at async TokenDocument5e.update (commons.js:6250:23)
    at async PlaceableObject._TMFXsetFlag (PlaceableObjectProto.js:32:8)
    at async Object.addFilters (tokenmagic.js:407:5)
    at async Object._addTokenMagic (GMAction.js:153:16)
    at async Semaphore._try (commons.js:11570:19)```
kind cape
#

That looks like an unrelated error ๐Ÿค”

wind fossil
#

yeah i thought so lol

vast bane
#

its probably falsing out the other damage so no error

wind fossil
vast bane
#

those can fail and not have an error I think can't they?

kind cape
wind fossil
#

yeah i think there might not be an error per se

kind cape
#

Most likely I got the data structure wrong, but can't easily look it up on phone ๐Ÿ˜…

vast bane
#

I'm digging in bugbears history I know hes answered it

#

I'm having a brainfart trying to think of the premades that use this condition

#

there have to be some in there somewhere

wind fossil
# molten solar just give it a status id

if it's a DF Convenient Effect, is a status id the same as Convenient Effect: [name]? Or is it the id string you get mousing over the book icon in the upper left of the window?

vast bane
#

if you install VAE you can manually insert a status id into any ae

molten solar
#

The... first? I guess?

kind cape
#

Actually scratch that, maybe take a look at Toll the dead

#

Wasn't there a no macro version of that in newer versions?

wind fossil
#

toll the dead is an hp comparison

#

but VAE + babonus solves this use for me, learning has happened here today

vast bane
#

I haven't yet figured out how to work babonus into stuff

molten solar
#

and here I remade the UI and everything, just for you

vast bane
#

haven't had a reason to revisit anything yet that would touch it

#

I absolutely love that effect macro you guys setup for me earlier today

#

didn't know effectmacro was that effective at stuff

molten solar
#

I mean... all it does is execute macros.

#

It is as effective as what you can write.

#

No upper bound, really.

violet meadow
#

Or babonus as said earlier ๐Ÿ˜„

wind fossil
tired steeple
#

Hello. I'm trying to configure Thunderstep Cantrip. But when I cast to target every creature from 5ft, the spell include the caster too

orchid hound
#

you want to set the range to special

#

in the third box

#

this will keep it from targeting the caster

tired steeple
#

Oh, thanks, so simple

#

worked

wind fossil
violet meadow
orchid hound
#

and just an FYI most things that have to with automation are from MIDI, and it acts pretty different than core, so that is why you were directed here. if you dont use midi, then people would not really know anything about it

wind fossil
#

wrong reply -- the AE, not babonus

violet meadow
tired steeple
orchid hound
#

sure thing

violet meadow
wind fossil
#

yes

violet meadow
#

The target is Charmed in my case and an Other Formula of +25

vast bane
#

they need the setting on in midi if its off

#

theres like 2 drop downs in workflow tab related to roll other

violet meadow
#

Was working on the assumption that it was on already ๐Ÿ˜…

wind fossil
#

just checked that setting too

vast bane
#

show us the effect

#

on the actor show us the status effect

violet meadow
vast bane
#

hes using bab

wind fossil
#

v10, latest everything

vast bane
#

oh boy I smell 291 shenanigans

violet meadow
#

nope its the other formula

vast bane
violet meadow
#

4d6[psychic]

wind fossil
#

oh lol

vast bane
#

lol good eye

wind fossil
#

ok you wont believe this, but its still not working

#

ok hold on

violet meadow
#

console errors or warnings?

wind fossil
#

idiotic editing the wrong thing propbably

vast bane
#

probably canvas actor vs proto actor stuff since its a monster

wind fossil
#

yeah, no dice

violet meadow
wind fossil
#

dont see anything unusual or obvious in it

violet meadow
#

Make sure that the effect on the target has the same label that you are checking against on the Activation condition

vast bane
#

show us the details again

#

maybe theres a typo in the activation condition

#

are you in a US keyboard setup?

#

to rule out errant puncutation issues

wind fossil
#

yes us keyboard, i just c/p'd what bugbear pasted

wind fossil
violet meadow
#

@vast bane do you want to try a Protection from Evil and Good?

wind fossil
vast bane
violet meadow
vast bane
wind fossil
#

ok so i got it working, it was the global setting i think

violet meadow
#

Protection From Evil and Good.

Requires: MidiQOL/DAE/Effect Macros.
*(could be rewritten easily to not need Effect Macros and just use DAE) *

  1. It should give disadvantage to enemy attacks.
  2. Advantage to saving throws though MidiQOL workflow against attacks from the correct creature types.
  3. Advantage to a save to overcome Charmed, Frightened, "Possessed" conditions, **WHEN **initiated from (tested):
    a. character sheet,
    b. Action Pack,
    c. Token Action HUD with the option to Show separate ability checks and saves categories is OFF.
    (pops a dialog for the player to confirm if they are saving against these conditions specifically and if they choose yes, they will roll with advantage).

*Special note: *
If the client which "owns" the actor upon which the spell has been cast, reloads at any point, that user will need to toggle off and on the Protection from Evil and Good effect from their character sheet's effects tab once.

vast bane
#

its a target other spell, will that mess with the hook?

#

if player A targets Player b?

#

oooooooooh bugbear what if we used the advanced macros feature thats brand new

#

where you can run a macro as a specific player

violet meadow
#

This is just a proof of concept. It should especially work if a player casts it on themselves or another player client, as the hooks will be locally executed to the relevant client only.

Needs some extra tests if the spell is cast on a client that "owns" many actors

#

I haven't played with AM TBH

vast bane
#

I just always see that new drop down

#

So far so good

molten solar
vast bane
#

bugbear I'm having a hard time trying to figure out how to trigger the save thing, does the item need to have an affect called charmed, or just attempting to apply the condition via macro.ce?

#

or are you parsing the description?

violet meadow
#

Nothing. Initiate a Saving Throw from the character sheet.

#

If you choose yes you get advantage.

#

I can parse that extra info at some point, but bored now ๐Ÿ˜„

vast bane
#

I'm using MTB

violet meadow
vast bane
#

so it works if midi is set to chat message instead of MTB

violet meadow
vast bane
#

I had to downgrade to MTB 10.3 due to a bug, hes about to drop a fix for it soon though

#

oh also the timeout does not respect your thing

violet meadow
#

I just use Chat prompts for my players and auto for me

vast bane
#

I just timed him out and it rolled straight

#

my idea is to just make it an advantage reminder

violet meadow
violet meadow
vast bane
#

with MTB on or off?

violet meadow
#

For my settings it works as intended

violet meadow
#

will check both

vast bane
#

it totally works with chat message prompts, cept if the player times out then it rolls 1

violet meadow
#

ah OK I didn't let that happen

#

I will test it and also turn MTB back on quickly then

#

no need for the settings

vast bane
#

k I was about to fwiw

#

I wonder how many items had macros that can now be done with an ae like that

violet meadow
#

Quite a lot! Between that, optional bonuses or activation conditions the list grows ๐Ÿ˜„

vast bane
#

I'm just gonna expand on yours and add the advantage reminder as a fallback till if/when you figure out mtb

violet meadow
#

MTB applies advantage correctly afaik

vast bane
violet meadow
#

10.5

vast bane
#

10.4 and 5 have the changes to advantage in that chatcard, I had to revert temporarily till monk drops a fix, loot is broken in 10.4+

violet meadow
#

Ah OK so it seems to be fine then on 10.5!

#

No loot for bugbear's players

vast bane
#

its only broken if you have a fixed loot entity

#

if you create new everytime after combat it works fine, but I bling out my loot entity for the players and keep the same one so it doubles as a party loot window too, and apparently something broke on it

violet meadow
#

I never give out loot like that. I guess I should to make things easier, but they like to hear me describing what they find ๐Ÿ˜„

vast bane
#

thats precisely why I use monks instead of item piles

#

I withhold the loot and wait for them to describe how they search for stuff and then I narrate what they find. and then add it to the loot entity, the MTB part of things just puts some pocket change in and the obvious things like the crappy weapons and armor

violet meadow
#

I see. I might give it a go. I will be creating a scene for quite a big showdown we are heading towards, with MATT tiles etc so I can put that in too ๐Ÿ˜„

covert mason
#

Has anyone managed to automate Mirror Image for V10?

sly eagle
#

how do i use help as a toggle cuz i cant turn it off now

#

game.dfreds.effectInterface.toggleEffect("Help Action")
this is the macro in my hotbar

#

tied to the item feature that per ur picture

#

that i drag and drop into every actor

covert mason
#

Perfect!

#

Thank you โค๏ธ

coarse mesa
#

@violet meadow would you know how to do this? I think Iโ€™ve seen you do something like this before? A one-liner? ๐Ÿ˜…

violet meadow
coarse mesa
#

The additional d4 you can choose to add does get a DSN roll btw, just not the d20 โ€“ it skips right past

#

I should probably test it with Bless too, stacking it with Bless is kinda the whole point of that subclass ๐Ÿ‘€

vast bane
sly eagle
#

effects do not stack by name?

violet meadow
coarse mesa
violet meadow
#

I will test later, but I think that's the case.

coarse mesa
#

Ok thanks!

#

I seem to recall something similar not too long ago where you helped someone pause for the dice roll but I canโ€™t for the life of me remember what it was actually for ๐Ÿ˜†

violet meadow
#

Hmmm ๐Ÿค”

coarse mesa
#

It sounds silly but weโ€™re gonna be using this a lot in our new campaign and itโ€™d be a shame to have so many d20 rolls without DSNโ€ฆ it could end up being half of them

orchid hound
#

i know there is a setting in either DSN or MIDI that will cause the chat display to wait for the dice to finish rolling

coarse mesa
#

Yeah that gives me hope, but I donโ€™t think it would solve this issue (itโ€™s a subclass ability from the midi samples and itโ€™s doing something pretty funky โ€“ letting you choose to add a d4 after you know if a roll failed)

#

without breaking the midi workflow

orchid hound
#

aww, trying to alter the flow is always a pain

#

but if the result is not displayed until the dice animation finishes, then maybe it will wait. worth a shot looking for that setting

coarse mesa
#

itโ€™s currently not rolling a dice at all, just displaying the result in a dialog

#

thatโ€™s my issue

orchid hound
#

awww

coarse mesa
#

but bugbear is great at bending the midi flowโ€ฆ Iโ€™ll stay optimistic

#

and I was the idiot telling the player to go Peace Clericโ€ฆ I didnโ€™t read it properly and consider it goes against the very fabric of midiโ€ฆ massive self-own ๐Ÿคฆโ€โ™‚๏ธ

proven token
#

but say whatever you need to cope ๐Ÿ˜›

opaque current
#

Yeah, I totally forgot walls had sound restriction options

gilded yacht
#

If you mean the base dice roll, then no currently not supported, if you mean the bonus 1d4 then it should be displayed. if not let me know.

vast bane
kind cape
hazy stream
#

Does anyone have a good explanation on how to use the Hexblade's Curse with Midi?

vast bane
#

@hazy stream โฌ†๏ธ

hazy stream
#

@vast bane Thanks!

#

@vast bane Do you put the effects on the feature or on the weapons?

vast bane
#

Ping either him or the person he posted it for they clearly built theirs so they'd have input on how, but make sure you read his instructions first incase they are answered in the info

violet meadow
#

I need to re-re-write cause I jump through some hoops not needed. Soon โ„ข๏ธ

#

And you put the effects on the feature.
Rolling any weapon, when the effect is active will roll accordingly.

hazy stream
#

@vast bane Got it working, thanks. You need to modify the Feature, not the weapon

#

@violet meadow thanks for your work!

vast bane
#

I think gearheads had the right idea just lack of cohesion in the end

#

almost like a package releases like format for premade/guide submissions

violet meadow
#

I really do fancy WIRE's implementation of a premade items' compendium, which would automatically be able to sync items on the character sheet

#

But it is not that easy to do, as there are plenty of different MidiQOL settings configs which would make a difference to the end result ๐Ÿคท

vast bane
#

yeah maybe set a quick settings setting that if you are on, the sync works?

#

the cost of playing abnormal settings is you have to manually sync

#

I do NOT wanna be the guy who has to decide what settings though lol but I have to imagine fast forward is locked on cause so many automation tricks only work with FF on

violet meadow
#

It definitely depends on what the item automates too. For example the Protection from Evil and Good shared would work OK pretty much for quite the different config

vast bane
#

I think gearheads is ok how it is except that we need to seperate submissions from the pontification on said submissions so that the submissions are easier to parse through

#

kinda like how we can't talk in the #package-releases channel, have something like that in gearheads

#

once a premade is rock solid the author can write up a post and get it sent to the channel

#

Problem with premade compendiums is also getting yelled at when a description slips in, plus I think they kinda don't like that stuff anyway, MASIF is blocked on forge for some reason, I suspect because he put not the description in the description field and they skimmed and saw words.

#

(More automated spells, items and features)

#

I think submissions like how you did hexblade curse is probably a better distribution method, but really the guys who'd have the real answer would be the staff here

coarse mesa
violet meadow
coarse mesa
#

Could you do the roll and then show the dialog after the roll? Then weโ€™d be in businessโ€ฆ itโ€™s an ability that lets you decide to add the d4 after you see the d20 result

vast bane
#

isn't that what the optional bonus macros do?

violet meadow
#

As Moto showcases the roll is visible.

#

I thought you wanted to see the actual d20 roll in case you clicked on the emboldening bond button

#

Still you would need to listen for the confirm button

coarse mesa
#

It feels really weird not having the first d20 rollโ€ฆ

#

Just having a dialog pop up when you use the attack feels odd

#

Then you only get the d4

violet meadow
vast bane
#

looks even weirder with df manual rolls

violet meadow
#

Just think about it as a what if case ๐Ÿ˜

#

Oof does it work with DF manual rolls?

vast bane
#

yeah strangely the two authors must have coordinated or something but df manual rolls has amazing functionality in midi

coarse mesa
#

Thereโ€™s a d20 roll happening at some point with EB going, we just want to see the DSN dice ๐Ÿคทโ€โ™‚๏ธ

vast bane
#

I have a peace cleric too, but I totally run it wrong

#

I just give them an advantage reminder so they never get to see it

coarse mesa
#

I bet you run it how I thought it worked lol

#

Itโ€™s a midi-breaker

vast bane
#

it works if you don't fast forward /shrug

#

also you can always just undo and redo

coarse mesa
#

Could you use this same technique for guidance?

vast bane
#

I actually think I might switch to the automated one now that I get how optional macro works

#

guidance is broken in midi srd that one I also use advantage reminder for

coarse mesa
vast bane
#

it auto chooses the next roll

#

same with dm inspiration in dfreds CE

violet meadow
#

Guidance by DFreds is fine, no?

#

Always next one?

vast bane
#

no the problem is features where the player can choose to or not to

violet meadow
#

Make it an optional then too

vast bane
#

my guidance is really old though

#

yeah I think I am gonna do that

violet meadow
#

I mean check the DFreds guidance CE

vast bane
#

I just ya know...have specific things I gotta do for each session weekly plus real world shit

#

has anyone else suddenly been able to edit non customs?

#

in dfreds?

#

I can do that and its weird af

violet meadow
#

Real world shit whatsthat

violet meadow
#

New option

vast bane
#

oh he is tricksy with his UI

#

no, if you have a custom already, and you go to edit the non custom, you edit the custom one

violet meadow
#

But you cannot edit the non custom anyways

vast bane
#

See how the icon is changed?

violet meadow
#

It just prioritizes the custom always

vast bane
#

yeah so the only way to look at the original is to manually apply it

#

actually the only way is to rename the custom

violet meadow
#

I am on phone and there is a bit of delay getting the messages ๐Ÿ˜

#

Duplicate it? Does it reset the custom one?

#

Or does it create another copy?

vast bane
#

I already temporarily renamed to check the original out

#

this had to of changed recently, cause I'm 99% sure it was originally just a temporary boost to the next, but now its using the right stuff:

#

I'm reverting to this one, I really do like how the optional macros work in midi

scarlet gale
#

Pretty sure it's been like this for awhile

vast bane
#

I don't even use 3d dice on my client anymore

#

If, and this is very minor, he ever considers changing the button, I might suggest a clearer way to not choose the option as right now it seems the close window is the way to ignore it?

#

now if one of you gurus can automate the upgrade to embolding bond, THAT would be crazy lol
The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

#

My current method for this feature, is I have emboldening bond apply a macro.createitem that gives the bonded people a reaction that does NOTHING, and its purely to remind them that they can warp and take damage.

kind cape
#

Its into the territory of "do something when another creature is hit", which there is no native way to do with MIDI right now

#

Somebody could do it with a world script, but it would be a bunch of work

vast bane
#

My thought was to flip it on its end, don't have it prompt the third party player, have it be a reaction on the target, and he yoinks the ally to him, and then damages him instead

#

then you know, talk to the players and tell them that they have to ask permission before they use it lol

kind cape
#

Lol, that could work ๐Ÿ˜›

vast bane
#

cause of how its sorta changing how it works, it wouldn't be a great compendium potential item

#

I wonder if it could be an optional bonus macro instead so that it doesn't expend the targets reaction

#

@violet meadow
first time trying to use emboldening bond any ideas?

scarlet gale
#

Out of date macro

vast bane
#

Its from midi sample items 10.0.23

scarlet gale
#

lol

#

Sample item is using out of date midi flags then

vast bane
#

how was Lukas using it lol?

#

oh hes on v9 isn't he?

scarlet gale
#

For what it's worth, it's a simple fix

#

.all just needs to be added in a few spots

vast bane
#

to the attack, save, and check lines?

scarlet gale
#

yea

vast bane
#

it has one other mistake but its not a macro issue. The item has no limited uses setup

#

it should be X/@prof

#

target count also changes but I honestly never designate target counts in my items and remove them from the dnd5e stuff

vast bane
# scarlet gale yea

the bond does not seem to be prompting for skills, is there suppose to be a fourth entry there for skill checks?

scarlet gale
#

Screenshot the setup?

vast bane
#

do you want the item macro?

scarlet gale
#

sure

vast bane
#
const version = "10.0.10";
try {
    const effectData = {
        changes: [
            {key: "flags.midi-qol.optional.emboldeningBond.attack.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.save.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.check.all", mode: 5, value: "1d4", priority: "20"},
            {key: "flags.midi-qol.optional.emboldeningBond.label", mode: 5, value: "Emboldening Bond", priority: "20"},
        ],
        disabled: false,
        duration: {rounds: 1, seconds: undefined, startRound: undefined, startTime: undefined, startTurn: undefined, turns: undefined},
        icon: "icons/magic/control/silhouette-hold-change-blue.webp",
        label: "Emboldening Bond Bonus",
        tint: null,
        transfer: false,
        flags: {dae : {specialDuration: ["turnStart"]}}
    }
    
    
    if (args[0] === "each" || args[0] === "on") {
        token = await fromUuid(args[1].tokenUuid)
        token.actor.createEmbeddedDocuments("ActiveEffect", [effectData])
    }
} catch (err)  {
    console.error(`${args[0].itemData.name} - Emboldening Bond ${version}`, err);
}

It applies an AE that is just macro.itemacro

scarlet gale
#

flags.midi-qol.optional.Name.skill.all as another line likely will fix that

vast bane
#

just duplicate one of the first 3 and replace yeah

scarlet gale
#

yea

#

also remove the last comma in the changes array

vast bane
#

k, do you see any problems with me attaching a macro.createitem to this item, so that I can deploy the faux reaction to them for protective bond also?

scarlet gale
#

Yes

vast bane
#

it won't cause issues with anything right, it'd be its own key

scarlet gale
#

It'll go away each turn start

vast bane
#

oooh ok

#

what if I make a new AE for it on the item

scarlet gale
#

Honestly, this is a complicated feature to setup

#

But if you just want a feature they can click, then sure

#

Honestly, I feel like this can be done better

#

Without having an item macro create the effect

vast bane
#

I think its due to the fact you can only use it once per turn

scarlet gale
#

flags.midi-qol.optional.emboldeningBond.count | Custom | each-turn

#

each-turn and each-round still haven't made it into the documentation it seems

#

It's in the changelogs however

vast bane
#

does the UUID change if I move an item out of a folder in a compendium?

#

even better question, does the UUID change if I rename it?

scarlet gale
#

Shouldn't

vast bane
#

Nice!

scarlet gale
#

But yea, you can likely just remake this

#

without the item macro at all

#

Just do a regular optional bounus with the count set to each-turn

vast bane
#

pull the 4 lines out and make them ae keys?

#

with your 5th suggestion as a fifth?

scarlet gale
#

yea

vast bane
#

I'll try that

scarlet gale
#

Let me read how this feature actually works

#

The only real issue is that they have to stay within range of each other

vast bane
#

I've always handled that manually

scarlet gale
#

yea

proper siren
#

Hi all! I'm trying to get midiqol and dfreds convenient effects to automatically apply a d4 roll for Emboldening Bond on the peace domain cleric. I setup a custom effect based off bless, the only problem is emboldening bond is limited to one use per round while bless isn't. Any ideas on how to use midi/convenient effects to accomplish one use of the d4 per round?

vast bane
#

wtf

#

lol

scarlet gale
#

uh

#

Lol

vast bane
scarlet gale
#

flags.midi-qol.optional.emboldeningBond.count | Custom | each-turn

vast bane
#

I'll share the item once I test it

proper siren
#

awesome! lol sorry if I wasn't supposed to just drop that in here, I got directed here from the 5e thread

scarlet gale
#

You're good

#

It's just funny we were already talking about that exact feature

vast bane
proper siren
#

hahaha

scarlet gale
#

If you screenshot your current setup I can tell you what needs to be adjusted

#

It's just one more flag to be added most likely

proper siren
scarlet gale
#

You'll want to convert those to the optional bonuses flag

vast bane
scarlet gale
#

Because it's not adding it to anything

#

It's just configuring optional bonus thingy

proper siren
#

cool, figured I'd need to modify since I was just copying the bless setup

scarlet gale
#
flags.midi-qol.optional.emboldeningBond.attack.all | Custom | 1d4
flags.midi-qol.optional.emboldeningBond.save.all | Custom | 1d4
flags.midi-qol.optional.emboldeningBond.check.all | Custom | 1d4
flags.midi-qol.optional.emboldeningBond.skill.all | Custom | 1d4
flags.midi-qol.optional.emboldeningBond.label | Custom | Emboldening Bond
flags.midi-qol.optional.emboldeningBond.count | Custom | each-turn```
#

Replace everything except your tokenmagic flag with the above

proper siren
#

awesome, thanks so much!!

vast bane
#

it works fully, I do have a weird issue though

#

saves are prompting twice

scarlet gale
#

uh

#

That's weird

#

Is there still an item macro on it?

#

Cause you'll want to remove that

vast bane
#

I don't see an error, but I think it may be because I'm currently on MTB 10.3 to avoid a glaring bug

#

I removed the AE that fires it and used my own newly created ae

scarlet gale
#

(remind me what MTB is?)

vast bane
#

monks token bar

#

which is used for the saves

scarlet gale
#

yea

#

What's the issue?

#

Because I have the newest version and haven't noticed anything

vast bane
#

The prompt for the 1d4 comes up twice on the save

molten solar
#

MTB
'Macon Tettuce Bomato'

vast bane
#

I close it, then it comes right back up, close again

#

yeah I'm gonna blame it on the old version and let it go for now

scarlet gale
#

that's very odd

#

But I assume it can happen if you have multiple optional bonuses

#

Although I was pretty sure it combines them into one dialog

scarlet gale
vast bane
#

He does have indomitable as an optional bonus on saves...

#

for the new 10.4 and 10.5 MTB's for DM's who use a fixed loot entity for MEJ, monks token bar throws an error and tosses the loot out into the nether

scarlet gale
#

ah

#

nothing I need to worry about then