#MidiQOL
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๐
compendium folders?
yoink
compendium folders is crapping the bed
13000 modules!!
139 to 13291 are just cf
Now I finally know why you refuse to use getFlag ๐คฃ
is the command easy to type in console to see if we have that too?
Just slap _ in front of token
Yeah without a mere 138
I am now wondering if CF is mistakenly doing that for each entry in compendiums
๐ค
ffs fml nfl nba cia etc
Hold on, hold on. Disable CF and see if the array is still as massive.
nope 138
Oh no
That's a +1 every time you use getFlag, setFlag, and unsetFlag
Every time you, or a module uses it
Button Feel though. ๐ค
x += x
Wait, compendium-folders is there, too. What's its actual id?
compendium-folders is the id
This is a pretty glaring bug right?
Yes.
You don't want to validate against 50k strings every time you use get/set/unsetFlag
@barren python See above.
getProperty ๐ช
๐
Did a refresh remove the duplicates?
or was disabling CF required?
Disabling was required
... oh
With every reload it sets some more
Though thinking on it, it likely didn't slow the methods down if it just found the first valid entry...?
Still can't be a good thing right?
Ok, looking at it, it will slow it the fuck down if the id is invalid, but otherwise not
Probably not, except if it went the other way around ๐
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.
Wonder how much data that is lol
Wow yea looks like CF is disagreeing with something big time. Ill have a proper read thru when i get back from work
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
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
Can you guys try with this test manifest and see if the issue is gone? https://raw.githubusercontent.com/earlSt1/vtt-compendium-folders/10x-update/test/module.json
@violet meadow @scarlet gale
are you in combat?
thanks ๐
In about 10 mins will do
is the monster, the ally, and the source actor all properly setup with dispositions to allow for ally calculations?
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
Logging into my PC to test
@barren python Looks like this fixes it.
Using _token.document.constructor.database.getFlagScopes() I'm getting 119 instead of the 40k from before.
Does it stay at 119 each time?
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.
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 ๐
you can stay on that test version, it will auto-update to the proper release when i push it in a bit
Thanks for the quick fix
I never realized how messy core compendiums are without your module lol
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?
What automation modules are you using? (If any)
['fiend', 'undead'].includes('@raceOrType')
just remove fiend from there
oh wait, you want fiends, haha
Midiqol, also with convinient effects
Fantastic that worked very well, thank you!
does auto sneak attack require fast forward guys?
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
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.
I actually find advantage reminder a better solution for it 8) but I was helping another dm set it up for their sessions
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.
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
@tawdry frost This thread ๐
oh do people not see threads automagically hehe?
Depends on the type of thread
I was like in here seconds after it was made so I don't know what it looks like on the outside lol
not unless joined, but the link should have worked ๐คทโโ๏ธ
Sneak attack is the base item.
Auto sneak attack is an add on, to make it work automatically without a dialog prompt
yeah I dunno, I get that, but I guess my mistake was I renamed mine, so when I pulled out my rogue to test to make sure, he had the midi sneak attack and I hadn't realized it so we went through a headache trying to solve it
I'm really more just wondering about the effects though. If I made a passive effect would midi recognize it?
what sort of effect are you trying to accomplish
The effects themselves confuse me.
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
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.
to answer that I'd have to first ask the gurus if babonus does it better than active auras?
Does who what?
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?
Yes?
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
Actor B would have disadvantage actors A-Z
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?
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
Active aura or token aura?
Active, 1 minute.
charges per any rests?
Proficiency # times per long
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.
they wouldn't be an issue but all attacks would be straight rolls where the auras overlap
Cool!
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
The item seems to have vanished. Or did the script rename it?
it changed the item to Feature Name
I'm not sure if combat is required by default for Active Auras
It's off by default but says I should trun it on.
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
Is this one the advantage or the dis?
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
?
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.
And what is right?
Is it working for you?
negative
what is wrong about it?
I wouldn't even know
what steps did you do?
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.
show me a snippet of the two actors
I did though
click on the "feature name" in the side bar and show me a snippet of the details tab
details tab?
though I'm noting you don't have DAE, I ponder if you also don't have midi qol...
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
did it put a buff on them?
no
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
maybe a guru can chime in but I'm almost certain that dae is mandatory for midi builds
dae?
Dynamic Effects using Active Effects Module
What version of foundry vtt are you using?
version 10 - build 291
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
Dynamic Active Effects
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
I now have DAE
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
midi has been rolling dice for me so far
midi does alot morethan just roll some dice but you should be fine once you install and enable DAE
Its probably why up till now the ae's have been really not workin for ya
Okay there is now an effect on the user of the feature
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
show me the tokens again
if you unselect all tokens and hold down the ALT key, what color are the squares around the tokens?
Blue green and yellow
blue
Nope. An icon appears on the one who has the feature.
did you enable active auras?
Yes
show me the map
Hold up. Okay so I had combat up but not started. Now someone is getting disadvantage.
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
But the affect is going away after like 30 realtime seconds.
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
that is because your simple calendar is set to always play time out
do you have simple calendar installed?
I do
Actually. Simple calendrer is off
I dunno what to say man, clearly the feature has 1 minute, somethign you have is playing your time out on you ยฏ_(ใ)_/ยฏ
Maybe just kill the time? Right because when combat is over the aura should stop working.
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
If I remove the 60 from seconds and leave the 10 in turns will it not just last 10 turns?
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
Found it. Dynamic effects has a Real time button
oh thats a good point then, that means you don't have times up installed
nope
honestly theres alot wrong here but I'm willing to cut my losses here and say you are all set with the feature
Thank you for the time.
I'm trying to get this working, but I'm not getting any imposed disadvantage for the zombie. Does it only work on V10?
yes, activation conditions in effect fields is a v10 only midi feature
Damn
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 ๐ค 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?
Override whatever property unless Deafened...?
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
The pf2 implementation sucks, let's hope it's left well alone
You could use a v10 conditional flag for disadvantage ๐ค
However, whatever pf2e did, you can steal it and slap it in a world script. Easily.
It's more or less tremor sense isn't it?
I think blindness is fine, because the condition gives you disadv. I'm talking about simply being in the dark with no blindsight/darkvision etc
tremorsense, maybe?
The pf2e one? Yeah but doesn't go through walls or something
Sense all?
Sense all sees through walls iirc
I narrowed it down to blindsight or echolocation as being the best hearing replacement (they look the same as pf2e hearing too)
Yeah true but then you'd just close your eyes and know how many enemies are on the other side of the wall
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
... are you saying you can't listen thru a wall or door?
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.
I'm saying you could, if the DM was clever enough to start with all enemies hidden ๐ค
It should be pretty straightforward to make a detection mode that only goes through walls that can be heard through
So you need an extra wall type?
Good point. Does detection mode interact with walls' blocking properties? I feel like it must.
Or at least configuration option
Its already there ๐
Maybe the answer is adding a 'hearing' detection mode to Adequate Vision?
You right you right
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.
you could testVisibility and it would take into consideration your "senses", no?
Incidentally, this is why windows are perfectly fine and safe
midi is great in this regard, in that you'll get adv if they can't see you... we need something a little different here... you get disadv because you can't see them
Can't target thru them. There's glass in the way.
glass window > wall of force
Yep, I always bring that up as a funny ruling for spells
+3 magic shield? Nah. Strap on a glass frame
yeah I was thinking of using that test in a conditional flag. maybe. will see... later
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
@proven token sorry to drag you into this dark corner of 5e, but do you think this would fall under the jurisdiction of Adequate Vision? Just looking for a RAW implementation of hearing, that lets you target with disadvantage but doesn't offer the benefits of sight. I'd rather not tread on the toes of echolocation or blindsight, those have special uses and are substitutes for sight
@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 ๐
Everybody getting dragged in here today
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
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 ๐
Now lets ping a staff member lol!
the detection test used for echolocation is going to be a CPU drag, but at least it's (I assume?) rare enough
does that mean something like regular hearing would be too? how does pf2e get away with it?
Oh no one here cares about performance.
I mean a few of us had a couple grand worth of flags goin on earlier lol
it was a cpu drag until we switched to maintaining a separate los (loh?) polygon
now it's smooth as silk
That still has me giggling. Funny as heck.
maybe I'll port it over to AV if someone complains ๐
Would said mode only kick in when you have no other sight going... or is it going to be thrashing your CPU all the time?
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
Yeah it's complicated 
scanning around 5e SRD rules, isn't echolocation just blindsight except being deafened suppresses it?
I guess if the mode was available, there's nothing stopping us from making an AE macro toggle to turn on 'listening mode'
there are no bespoke rules for how echolocation itself uniquely functions, right?
Not that I'm aware of
Just checking, you know we're talking a detection mode that's basic hearing, not echolocation....?
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
so what are we talking about, then? ๐
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?
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
How do I split out damage types for attcks like better rolls used to?
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
ok let me know when dnd rules thunderdome is over!
I believe itโs 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 theyโre blinded or have no darkvision
Normal hearing is different from blindsight, I'd say. Normal hearing is a passive sense, blindsight is more like an active sense (or supernatural)
the ans wer is actually core
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
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
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
that has nothing to do with modules and everything to do with keybindings in core as well bud
I can't see it in core keybindings?
most of the time people want midi for effect transfer or automated damage, or all the yummy flags
whatever module you use, just rebind the key
Keybindings for dnd5e seem like they're being added in 2.1.0 (maybe)
That would be great to have, as it stands now the GM has to toggle the token to hidden. Midi will let players control hidden owned tokens afaik
how do I rebind that though? I can't see it in the cofigure controlls section
Ah does that mean it's not available as of yet?
I'm not installing ready set roll just to show you how to rebind, does RSR not have keybindings?
not that I can see
ok cool thanks - that's a shame that better rolls doesn't work in v10
Heh.
my poor module's adequacy is being outfitted with suspension lifts and racing stripes ๐ฆ
installing and using midi just for a keyboard shortcut kinda feels like overkill
It is! Especially as it doesn't do what I want for damage
so it's gone now ๐
I thought RSR always rolls twice or something?
nope
not unless you want it to
what you want for damage is in core, has nothing to do with either module, BR just covered up the fact that core had it added during BR's life
Actually, us Convenient Effects users could easily make a Hidden status effect that works like invisibility from a mechanical standpoint
It would be misleading for us to just show you the core way and humble brag it as midi's
I think what I wanted was specifically:
- Damage as per core
- Shift to be adv and ctrl to be disad (better rolls)
- Token action hud to use this same keybinding as per better rolls
And BR had all 3
Core always had it tho. ๐คท
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
Midi has step 2 and 3. BR had all 3 and ready set roll had 1 and 2
Sounds like you just want core and all it takes is getting used to a single different button
I do not see anything missing of those 3 in midi
How do I do the damage as per core then with midi?
This is correct - but it's retraining muscle memory
I don't even understand what you mean with that term
midi manages DR/DV/DI automatically, turn on the damage card and use it
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?
I don't understand these acronyms
its like buying a car but choosing to push it around everywhere instead of turn the ignition
damage resistance, damage vulnerability, damage immunity
oh yeah no I prefer a minimal automation game
Uncheck the Consume resources in the midi settings for GM and players
which is why i didn't use midi qol this whole time
Today I learned Midi can prevent you from upcasting.
I literally just wanted it for the keybinding
you aren't auto applying the damage, its resetting up the checks so you don't have to do the math
Not a checkbox, I was misremembering.
Go to MidiQOL settings => Workflow settings => GM tab and then Player tab
What do you mean by resetting up the checks?
Midi can prevent a lot of things
Thank you!
I think we're talking past each other, use whatever module you feel fits the bill.
Midi's auto consume is designed around the user holding down keys when they want to upcast
Well, it doesn't if you read the description of the option ๐คท
Straight warlocks could, maybe
players can't turn it on
Yeah, it would make sense in some cases
its all players or nobody
so unless you got a team of warlocks, thats probably gonna drive the otther casters nuts
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?
I don't think the options are that granular.
It's about GM, or non-GM rolls, instead of PC or non-PC
Possibly a world script that changes roll mode automatically depending on what kind of token is selected?
Maybe #macro-polo could help
There is a module that assigns a Roll mode per token or actor, which would probably help with that, even if it means that you will need to take a few moments to set it up
https://github.com/ghost-fvtt/per-actor-roll-mode
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.
@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
bugbear, I mean this with all due respect, you're a monster. That AE is kinda wacky xD
now as to whether that has any actual valid usecase... ๐คท
Nice!
Take a look at the attached item. Let me know if that works for you!
Oh wait hold on, that's Call Lightning.
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
Aye ๐ , but that's still useful for automating call lightning, though!
my filling system for the most part at least is the ... back of my hand. So that will take some time ๐
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 ? ๐
Pretty much this part:
Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
The automation of the selection, like ASE does.
But.. well, ASE's not updated for v10 ๐
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!
Would it not roll one set of 10d8 and apply the result to all those who failed, instead of rolling 10d8 for each?
Is the issue the animation part?
That, too
Would it need to roll a new set of d8s for each target? Is that the RAW?
I think it would need to roll a new set for each, yes.
Doesn't seem like it's a Magic Missile dealio.
I always thought of it like a Fireball! Or Lightning bolt. You just damage all the same
But it could make sense ๐ค
I'm not entirely sure. I'll have to check.
I stand corrected. I asked in the official D&D discord for a rules clarification. I do indeed roll one set of d8s. ๐
So I guess the issue is just the animation.
OK I will make something for it later. A good opportunity to play around a bit with Sequencer

eeeeeee
Is there a way to make a passive effect turn off if the charges on its feature are empty?
Effect Macro is always an option, what feature is it? ๐ค
I'm using advantage reminder to run Indomitable for the fighters. I want the active effect feeding the message to disable when the resource is empty.
When you click on the AR for indomitable, what happens next? Does it roll the item?
I plan on getting a macro from Zhell-Polo to roll a saving throw
and linking it in the ae message
The same macro, will check if the resource or uses hit 0 and disable the effect
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
There is the MidiQOL one...
sorry forget all this I stupidly forgot to check midi sample items
Optional bonus though. Does it work in your case?
I tend to forget with your settings what can be used or not
testing it now
it seems to work fine
@violet meadow is there no way to use the flags.midi-qol.optional.Name on init rolls?
I am under the impression that cause of how dnd5e handles initiative rolls, MidiQOL cannot actively intercept such a roll to play around it.
Not sure if with the new Hooks in v10 anything has changed or not.
There are no "preRollInitiative" hooks
Otherwise you betcha I would have messed with it in babonus
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?
Are you checking range for the attacks? Can you move the spawned Spiritual Weapon next to the creature you want to attack and try again?
If no difference, check the console for error messages
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?
The Spiritual Weapon should be attacking
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
Any errors in console after the attack hits? It could be an issue with the evaluation of the damage formula, if for instance the caster is not setup correctly or something
No errors ๐ฆ
OK I will test it in a bit
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 ${version}, err);
}
Using this one
Yes
Sry. Can't read at all
const version = "10.0.13";
try {
const origin = args[0].itemUuid;
if (origin) {
const removeList = actor.effects.filter(ae => ae.origin === origin && getProperty(ae, "flags.dae.transfer") !== 3).map(ae=>ae.id);
await actor.deleteEmbeddedDocuments("ActiveEffect", removeList)
}
const updates = {
Item: {
"Spiritual Weapon Attack": {
"type": "weapon",
"img": args[0].itemData.img,
"system.actionType" : "msak",
"system.properties.mgc": true,
"system.attackBonus": `${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
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});
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?
Ooo that looks interesting. Have been pondering and if itโs a resource hog and potentially going to spoilโฆ maybe just a condition โlisteningโ that can be toggled on when someone is actively trying to target would be the go. So an AE could be perfect!
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
If someone has the invisible condition, theyโll have the invisible status effect
so attacks will always be at disadv against them
Glad that's getting fixed in OneDnD. I homebrew that issue away in my game.
Yeah itโs silly
Crawford trying to explain it like youโre trying to see the Predator lol
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?
@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});
Can probably have effect macros run the feature, depending if the type of save or check is passed to effect macros.
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.
I've never really played with the effect macro triggers that are tied to ability checks.
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
@molten solar Does effect macros have a way to tell what specific check or save triggered the macro?
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
Do regular checks or saves?
Oh, no, I see what you mean. Check this.
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.
one tiny thing, to be clear, this is assuming that strength check would include athletics and intimidation(strength)?
I can live without the oddball intim, but athletics is kinda one I want
let me check
ok, now, one more ridiculous request about that feature
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
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.
......
lol
so just Athletics, not all Strength checks?
I want all strength based d20 rolls honestly
well not attacks
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
Just for my knowledge, doesn't this.skillId != 'ath' mean not equal?
yep
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.
I do have an abnormal roll for the likely user of the item, who rolls strength intimidations so thats good to know
I'm not to the point of testing the macros atm, I'm still making the item
Do I just cut and paste both macros together the strength and the ath one? Also I'm putting this on the macro.createitem effect right? which is going to serve as a temporary buff that also gifts the feature. What trigger do I use in effect macros buttons?
oohh ok now this makes alot more sense to me I see what you guys are doing
@harsh bridge ask your question here for midi
Hi guys ๐ has anyone managed to get protection from evil working as intended useing midi qol
thanks moto ๐
I know its quite complex was just wondering if anyone has managed iot
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.
so im in V10. If any one can give whats required in the effeects tab i would be most gratefull
whats the AES?
Active Effects
ahh lol cool
I'm surprised with the new v10 feature in effect values that protection from evil and good hasn't been made yet
flags.midi-qol.grants.disadvantage.attack.all | Custom | ["aberration", "celestial", "elemental", "fey", "fiend", "undead"].includes(raceOrType)
how long has that feature been in midi?
I couldn't find info on this change
does it follow the same exact syntax we use for activation conditions in midi?
Yeah, activation conditions and the flags more or less get the same treatment
Its been included from around September or something
what threw me was not knowing how it would know who to check, since the source is the target technically in an attack
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 ๐คท
Thats gotta be relatively new cause I remember people struggling on how to make that and now its as simple as an active effect
In v10 it's really simple
Save this search string for the discord from: tposney#1462 in:package-releases
I would handle the other half with an advantage reminder in my setup, but yeah fast forwards will be weird
And just go through. Unlimited power ๐
I figured I'd see it in the changelog but guess some stuff only is shown here hehe
I mean you can do it with a dialog prompt when a save is to be made. Do you want to save against charm or frightened or possesion? If yes you ve got advantage
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
The prompt would be triggered by a Hook, so it should always happen
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
as a worldscript right
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.
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
You also need to specify a count
How I import an Actor?
Sorry im a bit new on DAE, how do i do that?
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.
Create a new NPC actor on the sidebar.
Right click and import data.
Take a quick look here: https://gitlab.com/tposney/midi-qol/-/tree/v10#optional-bonus-effects
and if you cannot find the solution hit us back ๐
You will be better off in the long run if you give it a quick read through and ask more afterwards!
Unfortunately, there's no options in the module for spell usage or and/or ingredients 
Amazing, worked! Thank you
Ahhh works like a charm now!! thanks!
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
yes is what i did! ^^ thank you very much, this documentation will be very handy!
The documentation for these flags are here: https://gitlab.com/tposney/midi-qol/-/tree/v10#optional-bonus-effects
What is the correct syntax for an activation condition that filters on an active effect? Use case is a yeth houndโs bite dealing extra damage to frightened targets
I don't think it would be an ae, it would be a formula in the other field that rolls if activation is true
Right, so in the activation condition of the details tab, what do I write?
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
No thatโs helpful thanks
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
Additional damage vs targets suffering from a status condition is one of the filters in babonus.
Something along the lines of target.effects.find((eff)=>eff.label === "Frightened").length > 0
But am on phone so can't test it
I think target is assumed in the activation condition field but it can't hurt to include it fwiw
yeah it wasn't quite this
Unsure, been some time since I've messed with the data available in it
What error, if any, are your getting?
isn't there like a strange i.something in those
[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)```
That looks like an unrelated error ๐ค
yeah i thought so lol
its probably falsing out the other damage so no error
good to know, but in this case I'm trying to learn how to use this with more cases than just registered status effects
those can fail and not have an error I think can't they?
Most likely yes
yeah i think there might not be an error per se
Most likely I got the data structure wrong, but can't easily look it up on phone ๐
just give it a status id
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
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?
if you install VAE you can manually insert a status id into any ae
The... first? I guess?
Hunters mark maybe?
Actually scratch that, maybe take a look at Toll the dead
Wasn't there a no macro version of that in newer versions?
toll the dead is an hp comparison
but VAE + babonus solves this use for me, learning has happened here today
I haven't yet figured out how to work babonus into stuff
and here I remade the UI and everything, just for you
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
I mean... all it does is execute macros.
It is as effective as what you can write.
No upper bound, really.
Array.from(workflow.targets)[0].actor.effects.some(ef=>ef.label==="Charmed")
Or babonus as said earlier ๐
thanks, but yeah this is not as easy to type off the top like a raceOrType filter. bonus + vae is much more elegant
Hello. I'm trying to configure Thunderstep Cantrip. But when I cast to target every creature from 5ft, the spell include the caster too
you want to set the range to special
in the third box
this will keep it from targeting the caster
also i just test this but it didn't work haha
The babonus or the activation condition?
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
wrong reply -- the AE, not babonus
Strange, working for me as we speak. Quick screenshot of the item?
Thanks for that information, really apreciate that
sure thing
Wait this is an activation condition
yes
they need the setting on in midi if its off
theres like 2 drop downs in workflow tab related to roll other
Was working on the assumption that it was on already ๐
v10 or v9?
hes using bab
oh boy I smell 291 shenanigans
nope its the other formula
is your frightened condition actually "Frightened"?
4d6[psychic]
oh lol
lol good eye
console errors or warnings?
idiotic editing the wrong thing propbably
probably canvas actor vs proto actor stuff since its a monster
yeah, no dice
How about this?
dont see anything unusual or obvious in it
Make sure that the effect on the target has the same label that you are checking against on the Activation condition
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
yes us keyboard, i just c/p'd what bugbear pasted
could you maybe let me test your trident in my world and see if that works as expected?
this works correctly
I haven't bothered to make it yet but what do you need tested, I can help
Check the "Frightened" to be correctly spelled and inside ""
Full auto give me 5
@wind fossil copy and paste his code if you haven't yet, assumign bugbears not making the mistake too lol. this way a weird keyboard isn't getting int he way.
ok so i got it working, it was the global setting i think
Protection From Evil and Good.
Requires: MidiQOL/DAE/Effect Macros.
*(could be rewritten easily to not need Effect Macros and just use DAE) *
- It should give disadvantage to enemy attacks.
- Advantage to saving throws though MidiQOL workflow against attacks from the correct creature types.
- 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 toShow separate ability checks and saves categoriesis 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.
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
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
Possibly worthwhile to note that EM already does this; users that do not own the actor who has the effect are filtered out
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?
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 ๐
its failing to prompt in the workflow, it does however pormpt when I try to do a save independently
I'm using MTB
so it works if midi is set to chat message instead of MTB
I have stopped using MTB. Hmm
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
I just use Chat prompts for my players and auto for me
I just timed him out and it rolled straight
my idea is to just make it an advantage reminder
send me your settings to see if I can quickly make something out of them
valid
with MTB on or off?
For my settings it works as intended
it totally works with chat message prompts, cept if the player times out then it rolls 1
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
k I was about to fwiw
I wonder how many items had macros that can now be done with an ae like that
Quite a lot! Between that, optional bonuses or activation conditions the list grows ๐
I'm just gonna expand on yours and add the advantage reminder as a fallback till if/when you figure out mtb
MTB applies advantage correctly afaik
what version are you on
10.5
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+
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
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 ๐
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
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 ๐
Has anyone managed to automate Mirror Image for V10?
https://github.com/chrisk123999/foundry-macros/tree/main/Spells/Mirror Image
If you want my automation for it.
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
Works as smooooooth as butter. 
Perfect!
Thank you โค๏ธ
@violet meadow would you know how to do this? I think Iโve seen you do something like this before? A one-liner? ๐
? What should be happening?
I haven't used that one!
It works great, but the initial attack/save doesnโt roll a DSN dice. Our table is under the impression that the dice is actually what produces the random number and I donโt want to dispel that illusion ๐
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 ๐
Toggle box at bottom of details
IIRC, that's an underlying issue with midi qol and optional bonuses.
So you canโt await the DSN roll before you show the prompt that asks if you want the extra d4?
I will test later, but I think that's the case.
Ok thanks!
I seem to recall something similar not too long ago where you helped someone pause for the dice roll but I canโt for the life of me remember what it was actually for ๐
Hmmm ๐ค
It sounds silly but weโre gonna be using this a lot in our new campaign and itโd be a shame to have so many d20 rolls without DSNโฆ it could end up being half of them
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
Yeah that gives me hope, but I donโt think it would solve this issue (itโs a subclass ability from the midi samples and itโs doing something pretty funky โ letting you choose to add a d4 after you know if a roll failed)
without breaking the midi workflow
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
itโs currently not rolling a dice at all, just displaying the result in a dialog
thatโs my issue
awww
but bugbear is great at bending the midi flowโฆ Iโll stay optimistic
and I was the idiot telling the player to go Peace Clericโฆ I didnโt read it properly and consider it goes against the very fabric of midiโฆ massive self-own ๐คฆโโ๏ธ
pf2e hearing detection works through walls that don't block sound
but say whatever you need to cope ๐
Yeah, I totally forgot walls had sound restriction options
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.
Out of curiosity, why is it not supported? ๐ค
Does anyone have a good explanation on how to use the Hexblade's Curse with Midi?
@vast bane Thanks!
@vast bane Do you put the effects on the feature or on the weapons?
I don't host for a warlock I just recall him posting it then and knew how to find it quickly
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
Click on the link. It has photos of all the DAE effects
I need to re-re-write cause I jump through some hoops not needed. Soon โข๏ธ
And you put the effects on the feature.
Rolling any weapon, when the effect is active will roll accordingly.
@vast bane Got it working, thanks. You need to modify the Feature, not the weapon
@violet meadow thanks for your work!
Kinda wish we could create a uniform submission format for when people come up with cool premades for automation.
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
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 ๐คท
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
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
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
Yeah the base roll. Bummerโฆ I wonder if thereโs some way to fake it? So it rolls even if technically not part of the workflow and just have a slight delay on the dialog appearing. Itโs more about the rest of the table seeing the dice roll. Weโre going to be using this feature a lot so donโt really want to lose half of our DSN d20 rollsโฆ
You could Hook on renderApplication which can be awaited, check if the RollModifyDialog.data has a flag of flags.midi-qol.optional.emboldeningBond, if yes grab the RollModifyDialog.data.currentRoll.terms[0].total, create a roll for that and display it with a game.dice3d.showForRoll() if you click on the Confirm...
Could you do the roll and then show the dialog after the roll? Then weโd be in businessโฆ itโs an ability that lets you decide to add the d4 after you see the d20 result
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
It feels really weird not having the first d20 rollโฆ
Just having a dialog pop up when you use the attack feels odd
Then you only get the d4
It is a dummy workflow in that case so no actual data are generated by a workflow
looks even weirder with df manual rolls
yeah strangely the two authors must have coordinated or something but df manual rolls has amazing functionality in midi
Thereโs a d20 roll happening at some point with EB going, we just want to see the DSN dice ๐คทโโ๏ธ
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
Could you use this same technique for guidance?
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
Just hope your players donโt mind losing the DSN roll, unless bugbear can figure it out
no the problem is features where the player can choose to or not to
Make it an optional then too
I mean check the DFreds guidance CE
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
Real world shit whatsthat
Did you update today?
New option
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
But you cannot edit the non custom anyways
See how the icon is changed?
It just prioritizes the custom always
yeah so the only way to look at the original is to manually apply it
actually the only way is to rename the custom
I am on phone and there is a bit of delay getting the messages ๐
Duplicate it? Does it reset the custom one?
Or does it create another copy?
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
Pretty sure it's been like this for awhile
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.
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
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
Lol, that could work ๐
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?
Out of date macro
Its from midi sample items 10.0.23
to the attack, save, and check lines?
yea
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
the bond does not seem to be prompting for skills, is there suppose to be a fourth entry there for skill checks?
Screenshot the setup?
do you want the item macro?
sure
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
flags.midi-qol.optional.Name.skill.all as another line likely will fix that
just duplicate one of the first 3 and replace yeah
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?
Yes
it won't cause issues with anything right, it'd be its own key
It'll go away each turn start
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
I think its due to the fact you can only use it once per turn
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
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?
Shouldn't
Nice!
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
yea
I'll try that
Let me read how this feature actually works
The only real issue is that they have to stay within range of each other
I've always handled that manually
yea
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?
Midi qol has a premade item that we're literally in the process of fixing so if you keep an eye on this thread we're talking in a finished product is about to be had
flags.midi-qol.optional.emboldeningBond.count | Custom | each-turn
I'll share the item once I test it
awesome! lol sorry if I wasn't supposed to just drop that in here, I got directed here from the 5e thread
its just so weird that its like 1 in 10000 that you had that exact issue
hahaha
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
You'll want to convert those to the optional bonuses flag
in most cases I'm always trained to put a + in front of modifiers, why do all the optional bonus' not need this, is it because DAE purposely fixes the issues of missing +'s?
cool, figured I'd need to modify since I was just copying the bless setup
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
awesome, thanks so much!!
uh
That's weird
Is there still an item macro on it?
Cause you'll want to remove that
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
(remind me what MTB is?)
yea
What's the issue?
Because I have the newest version and haven't noticed anything
The prompt for the 1d4 comes up twice on the save
MTB
'Macon Tettuce Bomato'
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
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
So what's the bug with a newer version?