#MidiQOL

1 messages Β· Page 44 of 1

scarlet gale
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Which should always be the weapon dice

spring dove
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right

scarlet gale
#

That lone ling is just adding a bunch of strings together

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To make a new damage roll and then roll it

spring dove
#

so no matter what formula the player chooses, if the attack roll is +10 over, this macro will run an extra of the first damage dice it finds

violet meadow
#

Also better use .evaluate. Isn’t .roll deprecated or will be? πŸ€”

molten solar
#

I think all it does is just immediately call .evaluate

violet meadow
#

Yeah but I think there is a warning?

scarlet gale
#

I don't see the console complaining about it

molten solar
#

Not deprecated far as I remember, but I never use it. You may be thinking of Item5e#roll

violet meadow
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Ok ok

scarlet gale
#

Easy enough to change if it's actually an issue

spring dove
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and I don't need the activation condition for this

scarlet gale
#

Correct

spring dove
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This is awesome. Thank you so much!

vast bane
#

ok now do cleave!, where damage overflows to an adjacent actor if the original d20 beat its ac ;p

scarlet gale
#

Literally just runs evaluate lol

scarlet gale
#

Sounds interesting enough to do.

vast bane
#

Its homebrew cleave. Its basically mimicking swinging through adjacent bad guys

scarlet gale
#

So if original d20 roll is higher than the AC apply the same damage to nearby badies?

vast bane
#

if the actor dies, the remaining damage is taken and applied to an adjacent target that is also adjacent to the attacker

scarlet gale
#

ah

vast bane
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I actually had to suspend this homebrew when we came to foundry cause of midi automation making it hard to find the math of that

scarlet gale
#

Wouldn't be the hardest, a quick findnearby will handle that.

violet meadow
spring dove
#

my console doesn't like it

violet meadow
#

Oh I had that made Moto but forgot to share… I just remembered

scarlet gale
violet meadow
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Where is it though πŸ€”

scarlet gale
#

Did you re-copy it after I fixed the missing let ?

spring dove
#
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let doExtraDamage = false;
if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true;
if (workflow.isCritical) doExtraDamage = true;
if (!doExtraDamage) return;
let damageFormula = workflow.damageRoll._formula;
let diceNum = 1;
//if (workflow.isCritical) diceNum = 2;
let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']';
let roll =  await new Roll(damageFormula + bonusRoll).roll({async: true});
await workflow.setDamageRoll(roll);```
#

I believe so

vast bane
scarlet gale
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Did you clear out old activation condition

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As well as the other damage formula?

spring dove
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I did, but I didn't clear out the "other damage" field. After I did that, it seems to be working

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I should probably set Other Damage back to "If Save Present" huh

scarlet gale
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Depends

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I've never found if save present useful

spring dove
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But if all I have is a simple formula there and that breaks the ItemMacro, doesn't that make the field kinda useless to me?

scarlet gale
#

Honestly, I don't even use activation conditions. I always just jump into making a macro instead.

spring dove
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Another question. If I have two different ItemMacros that need to run, can I combine them in the macro's code?

scarlet gale
#

Not really, but you can just press + again

#

And have the macro saved in your hotbar and refernce it by name

spring dove
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Oh gotcha

stoic seal
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@molten solar wanted to ask but is it possible for BAB to have a creature gain a damage bonus per creature in range of it? Like +1 additional damage per target?

violet meadow
spring dove
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No

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One is a macro that deletes a use of gunpowder when a firearm is used, and the other is this one. But, I don't think any firearms have the keen property, so this is just hypothetical

molten solar
vast bane
spring dove
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and I can put the gunpowder macro on the hotbar

scarlet gale
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Why not just have it set to use it?

spring dove
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Because firearms use two different ammunition types, the projectile, and the gunpowder

scarlet gale
#

Ah

vast bane
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ooooh cool

spring dove
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Thanks! Zhell wrote it for me. They're a helpy helperton

scarlet gale
#

It's likely you can just slap it at the top honestly

vast bane
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you could totally make that a folder macro

scarlet gale
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I'm guessing it's just a item.update macro

spring dove
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Yeah, you're right, and I think I will now

#

ye

vast bane
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ohhhh like append it into your macro?

scarlet gale
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Well

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At the top

vast bane
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as long as it doesn't use the same consts?

scarlet gale
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Because I cancel the macro early depending on some conditions

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I make use of return to handle some filtering.

spring dove
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Could you write an item macro that checks if the user is grappled or prone and add advantage to their attack

scarlet gale
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So you wouldn't want the item update to be after since it would never get run unless it's getting the extra damage

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You shouldn't need that?

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Unless you're not using DAE or something

spring dove
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You're right, I don't need it.

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Right now it's just a chat prompt

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not even a prompt, it's just in the chat flavor lol

scarlet gale
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Oh actually

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Are you using convenient effects?

spring dove
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yes

scarlet gale
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Grapples shouldn't give you advantage RAW btw

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Unless you mean restrained

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And CE should already flag that condition with the proper midi flag to take care of it.

spring dove
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It's a weapon property in RME called nimble. It's a property on small weapons like punch daggers or brass knuckles

scarlet gale
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So if target is grappled, you gain advantage?

spring dove
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Yes.

vast bane
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activation conditions!

spring dove
vast bane
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actually no

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advantage midi flag but put an avaluation in the effect value

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target.has.something effect

violet meadow
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Yeah no need for a macro

spring dove
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I think I know how to do that. The effect value would be what I would need to find

violet meadow
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Ah hmm specific test though

scarlet gale
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let workflow = args[0].workflow;
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let effect = targetActor.effects.find(eff => eff.label === 'Grappled');
if (!effect) return;
workflow.advantage = true;```
#

Pretty sure this should do it?

spring dove
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would that also include if the PC is prone?

scarlet gale
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Run during before attack rolls I think

vast bane
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prone should already give advantage

scarlet gale
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Yea

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At least for melee

violet meadow
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Test if the origins are each other, too much I guess :0

vast bane
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and one of those lines is basically what you put in the effect value fyi the non macro way

spring dove
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prone gives disad

scarlet gale
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oh

spring dove
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so they cancel out if you use a nimble weapon

scarlet gale
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That gets a bit messy

vast bane
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oh that'd be weird, is there even a way to override disdvantage?

scarlet gale
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Make use of the priority field

spring dove
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Doesn't it do that automatically?

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override disad

scarlet gale
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Have it overwrite with a higher priority

vast bane
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ooooh I see what you mean

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so have it put a special prone that overrides with a 0 at a higher priorirty temporarily

scarlet gale
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yea

vast bane
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need to mark that off as one of those 1 in 1000 priority cases

spring dove
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lol yeah

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RME changes a lot. It's a pretty balanced brew if I can say so

vast bane
#

but you could totally do the grapple thing with activation condition and use one of the lines in chris macro I think

scarlet gale
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I dunno if I'd ever make use of something like that

vast bane
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replace tokenActor with target or @target bugbear would know

scarlet gale
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Getting up from prone loses half your movement

vast bane
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unless effect value is like AC's where target is just assumed

spring dove
#

It's designed to make weapon choices matter. Like, you use a greatsword but carry a dagger, so if you are grappled, you switch to a sidearm that gives you a small advantage, even if it's with less damage.

scarlet gale
#

So intentionally going prone seems weird to me.

spring dove
#

more like, you get knocked down on the opponent's turn, they go to run away, you have an opportunity attack. You use your nimble weapon instead of something else

scarlet gale
#

At this point you're already using a temp effect to overwrite the disadvantage

spring dove
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Or, you're grappling, and you both fall over. You are grappled and can't get up, but you can attack. Nimble weapon.

vast bane
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that shouldn't work in dnd5e

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you can't item interact off turn

scarlet gale
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just add the advantage in there as well

spring dove
vast bane
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you can't act off turn tough only reactions

scarlet gale
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Sounds like a homebrew change

vast bane
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unless you have homebrew I'm just pointing out you have what you have in your hands off turn

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one of the battlemaster manevuers lets you though

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quick draw or something like that

scarlet gale
#

I personally let me casters make op attacks with their weapons if they really want, even if they don't have them out. But then I'd also then shoot them with a spell that they can no longer counterspell or shield after.

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Β―_(ツ)_/Β―

vast bane
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I'm a stickler for hand management

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but I also manage the hands of monsters too, well humanoids

spring dove
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not to get into sematics, but if something's free, you can do it whenever. Like taking your hands off your weapon, or dropping concentration for example.

scarlet gale
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Anyways

spring dove
vast bane
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omg that was another funny thing I got to do last night, I got to grapple one player and hit another player with them with a giant ape

scarlet gale
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What's the wording of this feature

vast bane
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and they had magic armor so it was a +1 weapon!

spring dove
dark canopy
#

moto is correct about "free actions" (they arent "free" they are called "Object Interactions" and you get one that doesnt cost an Action on your turn).

That said, the specifics of those rules can be hammered out in #tabletop-discussion

scarlet gale
#

Make a feature on the player called Nimble or whatever, target self

vast bane
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I hadn't realized he was using some special books with homewbrew

scarlet gale
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then have it negate the disadvantage midi flag

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as well as give advantage

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make it expire after 1 attack or a toggle effect

vast bane
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also pro tip, if you ever don't remember how priority works, disable DAE with VAE installed and vae has a cool lil helper button that explains. Kinda wish it worked with DAE

scarlet gale
#

uh

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Higher number has higher priority isn't it?

spring dove
scarlet gale
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Is there anything else to it

vast bane
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Yeppers

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it has a lil more I don't remember but I can check real quick

scarlet gale
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Not really much else to do, short of doing a worldscript

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To take care of that for you

vast bane
scarlet gale
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I wouldn't think it's worth it and would have far too many edge cases of it messing up

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Oh interesting, I didn't know there were default priorities

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But I've yet to ever actually need to set one

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Beyond the default value

vast bane
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only time I've messed with it was movement speeds

scarlet gale
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That makes sense

vast bane
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Its probably tposney for who to chat with on gettin vae's feature showing up in dae?

scarlet gale
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Could make a issue on the DAE gitlab

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If you think it's worth getting resolved

vast bane
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Adding it to the list

spring dove
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walking the doggo, be back in a bit. Thanks for your help guys

vast bane
#

@violet meadow what should the auto fail key look like for paralyze?

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maybe this is all caused by our paralyzed conditions

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@vast sierra @violet meadow

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oh shit @vast sierra are you fast forwarding saves and abilities, the outside setting in midi?

violet meadow
vast bane
violet meadow
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i am always on latest versions πŸ˜›
Morning coffee ritual, update all

vast sierra
vast bane
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I tried toggling the MTB settings and they didn't fix it

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theres no error in the console

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its as if the card just doesn't exist

vast sierra
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10.5 MTB for me also

vast bane
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I thought I was on 10.3 but I'm on 10.5

vast sierra
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I saw .. a month or more .. ? (old man memory) on Monk's discord, someone reporting the auto fail grabbing a next roll issue something something... I wasnt having the issue, just remember someone posting about it on the tokenbar channel

violet meadow
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Does it need to be against multiple targets?

vast bane
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the cleric has a dc mod item

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its a save or suck spell?

violet meadow
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I will try to test more

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I am auto rolling and FF all though

vast bane
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@vast sierra do you fast forward?

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its a saving throw so its the settin g outside workflow fyi

vast sierra
vast bane
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I think we just found the common denominator

vast sierra
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Correction: I have auto fast forward attack, as GM, but turned off fast forward anything else , 0 on players , no fast forward skill / saves

vast bane
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I don't see a change with fast forward

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using find the culprit

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working with bare minimum

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starting the run

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oh shit you wont' believe who it is

violet meadow
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Oh I am putting my money on something for chats?

vast bane
violet meadow
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Oh that was no2

vast bane
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πŸ‘€ @fallen token

vast sierra
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i use that, dont have that issue , so still something to do with automation and that module (possibly)

vast bane
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I thought you were auto failing?

vast sierra
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autofail is midi

vast bane
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You don't have

vast sierra
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thought we was troubleshooting not being able to continue workflow/ the fail grabbing next throw?

vast bane
#

yes

violet meadow
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I don't use AR, have 0 issues πŸ‘Œ
So something is off with that.

vast bane
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I just did find the culprit

vast sierra
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while handy, is not infallible

vast bane
#

I was able to perform the workflow like bugbear with advantage reminder off

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well let me confirm without using ftc first

vast sierra
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I just want to point out, for tracking it down, it has to do with midi damage card stuff/ monks token bar stuff / maybe advantage reminder, and grabbing next rolls/ stopping work flow...

vast bane
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yeah I am able to get it all to work if I shutoff advantage reminder

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bugbear just install AR, enable it, no need to configure

spring dove
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@scarlet gale one more addendum request to this extra damage dice macro. Is there a way to make it only happen on slashing damage? RME delineates different damage types. For example, a sword can deal piercing or slashing damage, but the player chooses. So a lot of weapons have two different damage formulas listed, and the player chooses which damage type to apply after they hit. The problem with the current macro as it stands, is that it will always run with +10 over AC, which shouldn't happen if they player has chosen piercing damage. Keen is a slashing damage only property. (most of the time)

vast sierra
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Off to eat my dinner, good luck πŸ™‚

vast bane
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I'm gonna start stepping down in versions of AR to see if theres a functional one

violet meadow
vast bane
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3.0 in AR works

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3.1 and 3.1.1 do not

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oh wait hang on

violet meadow
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But can you have slashing damage in Other or Versatile formula fields?

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If yes you should take that into consideration too, but I find it a niche case

spring dove
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I do it with [brackets] after the damage dice number. Like 2d6[slashing]

spring dove
violet meadow
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Arghhh 😁

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Give me 2 on the phone

spring dove
#
if (workflow.hitTargets.size != 1) return;
let targetToken = workflow.targets.first();
let targetActor = targetToken.actor;
let doExtraDamage = false;
if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true;
if (workflow.isCritical) doExtraDamage = true;
if (!doExtraDamage) return;
let damageFormula = workflow.damageRoll._formula;
let diceNum = 1;
//if (workflow.isCritical) diceNum = 2;
let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']';
let roll =  await new Roll(damageFormula + bonusRoll).roll({async: true});
await workflow.setDamageRoll(roll);```
#

kk

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However, your line should be fine. I put [brackets] damage if it's something else, like fire or the special damage types we have. Not usually for basic damage, since there's a listing for it.

vast bane
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Yeah I can't find a version of AR that allows for auto fail dex/str flags to work with MTB

spring dove
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Where in the macro do I add this line?

violet meadow
#

Up top

spring dove
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oh, that's what you meant

violet meadow
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Seems to be further down in the macro

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Line 14 or something?

spring dove
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I put your addition first

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if (!args[0].item.system.damage.parts.find(([,type]) => type === "slashing") && !args[0].item.system.damage.formula.includes(`[slashing]`) && !args[0].item.syatem.parts.versatile.includes(`[slashing]`)) return; let workflow = args[0].workflow; if (workflow.hitTargets.size != 1) return; let targetToken = workflow.targets.first(); let targetActor = targetToken.actor; let doExtraDamage = false; if (workflow.attackTotal - 10 >= targetActor.system.attributes.ac.value) doExtraDamage = true; if (workflow.isCritical) doExtraDamage = true; if (!doExtraDamage) return; let damageFormula = workflow.damageRoll._formula; let diceNum = 1; //if (workflow.isCritical) diceNum = 2; let bonusRoll = ' + ' + diceNum + 'd' + workflow.damageRoll.terms[0].faces + '[' + workflow.damageRoll.terms[0].options.flavor + ']'; let roll = await new Roll(damageFormula + bonusRoll).roll({async: true}); await workflow.setDamageRoll(roll);

violet meadow
#

Something in the bonusRoll?

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Was it working before the addition?

spring dove
#

It was, yes

violet meadow
#

Oh my goodness

spring dove
#

Actually, I didn't test on this specific weapon

violet meadow
#

That max with only one parameter seems fishy but I am not sure how that should behave tbh

spring dove
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It's because there was a bug with "ceiling" operator.

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But, you're right, there shouldn't be max with one parameter

violet meadow
#

I mean just test with a normal down to earth formula first 🀣

spring dove
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yes lol

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It works on a normal sword

violet meadow
#

Double up the exploding dice

scarlet gale
#

That's a lot of damage formulas

spring dove
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Yeah

violet meadow
#

Can one test my ... test for the slashing? Does it work ok?

spring dove
#

greatswords deal extra damage to +Large, and they can choose between piercing or slashing, and also RME great weapon fighting style lets them add keen to slashing damage and exploding damage to piercing damage, and gives them damage advantage

violet meadow
#

Not auto rolling damage

spring dove
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yeah, not autorolling. The player selects the damage type with the prompt

scarlet gale
#

Does workflow editing work when that's done?

spring dove
#

Seems so. It only broke on this one weapon

scarlet gale
#

I didn't think anyone would use damage fields like that

spring dove
#

yeah RME is fun lol

violet meadow
#

With midi?

spring dove
#

fun to play, not so fun to translate to foundry lmao

dark canopy
#

what is "RME"? It really sounds like its deviating so hard from core 5e that it needs to be its own module -- if not system

scarlet gale
#

I'm going to guess that it's my macro not accounting for the formula being complicated. As I have it, it's blindly assuming the first term in the formula is a damage dice.

spring dove
dark canopy
#

oh its yours? perfect, get that bad boy made up as a proper conversion module

spring dove
#

were that I could, my friend

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but I'm new to all this

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I've got a kinda module right now some friends are helping me write. It adds checkboxes for the extra weapon properties and converts the "proficient" checkbox to the training levels you have with the weapon

scarlet gale
#

Honestly, if it's for all weapons, midi hooks might be better. Since then you don't have to attach the macro to every single weapon.

dark canopy
#

if you have 2-4k$ laying around, i'd possibly consider implementing

spring dove
#

I don't lol

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My patreon makes a few hundred bucks a month lol

fallen token
spring dove
#

It's why I'm doing all this myself and excruciatingly slow. I'm not dumb when it comes to this kinda stuff, just inexperienced.

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I'm not sure the policy on linking homebrew here or I would drop the link for those interested.

dark canopy
#

if its yours, then there is zero issue, though it may be better in #tabletop-discussion unless its being used specifically for reference for work here πŸ™‚

spring dove
#

I mean it kinda is lol

dark canopy
#

then go for it πŸ‘

spring dove
#

of note, that's the public version, which is on update 1.15.4. I'm currently working on 1.16, but that'll be a while since there are significant formatting changes. Also CSS is a pain in the ass.

vast bane
#

and theres absolutely no error codes

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you have to have midi set to MTB for your saves

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whoa wait a minute

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it even breaks in non mtb situations

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if you set it to chat message, so it may have nothing to do with MTB at all, its some sort of interaction between midi and AR

violet meadow
#

Can you not use damage button afterwards?

vast bane
violet meadow
#

Ah of course

vast bane
#

if I unparalyze the guy and then sacred flame him, it will then go and auto finish all the fails above as if they've been waiting allo this time

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actually thats just an MTB thing

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with the chat message option it just deals with the current one when you make a save

fallen token
#

Okay. I'll patch AR to skip fail checks too if Midi is active. I thought I included it with disabling advantage checks but I guess not

spring dove
#

Question guys. If I want the chat message flavor to call up a token actor's ability modifier, how do I do that?

#

Like, "This weapon gains a bonus to the attack roll equal to [[@attributes.dex.mod]]" or something

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Because when I type that double brackets, it doesn't do anything. Just displays the chat message the same.

vast bane
#

Another roll20 thing not available in foundry but I honestly don't miss that, the way foundry does things you don't need it. However if you don't fast forward things like that are alot easier to handle in advantage reminders

#

and probably inline rolls module by kaelad

spring dove
#

rats

scarlet gale
#

Why would you even want that in the flavor? Foundry can just add the bonus for you.

spring dove
#

Because it's contextual on the target's AC minus the target's Dexterity modifier. For context, this is the weapon property "penetrate." If you make an attack roll against a target whose AC is 15 or greater after you subtract their Dexterity modifier, you gain +1 if your melee weapon is one handed, and +2 if two handed. However, ranged weapons only ever add half their Dexterity modifier with penetrate. Moto told me this isn't possible currently, so I just add a chat message.

#

but it would be nice if the chat message told me what to add instead of needing to ask the PC what their dex mod is

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or look it up

scarlet gale
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Very doable with a macro

spring dove
#

well dang.

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I'd have to ask you to do that again lol

vast bane
#

+@abilities.dex.mod - #attributes.ac.value or something

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whatever the targets value is you are working it against

#

assuming kaelad's AR works with DAE's # thing

spring dove
#

I get the feeling I don't really know how to use DAE

scarlet gale
#

You can edit the workflow's attack in preCheckHits.

spring dove
#

you keep referencing ways to use it I had no idea about

vast bane
#

it may not be dae, it might be a midi thing but its in the effect value I know that

scarlet gale
#

Moto's way just will tell you to change it

vast bane
#

I'm talking about AR roll buttons if you don't fast forward chris is talking about automating it in a macro automatically

spring dove
#

Chris, your way is a midi setting in workflow?

scarlet gale
#

Yep. Edit the attack roll in the workflow.

spring dove
#

in the workflow tab?

scarlet gale
#

No

spring dove
scarlet gale
#

In a macro

spring dove
#

oh

scarlet gale
#

Forgot that it's called the same thing as that lol

spring dove
#

yeah I'll be honest, it is a bit difficult for a newbie to learn this stuff when so many things have the same name lol

scarlet gale
#

You familiar with javascript?

spring dove
#

only slightly

#

I'm trying to learn

scarlet gale
#

args[0].workflow is an object that can be edited to change what midi is processing

spring dove
#

Right, you start the macros with that

scarlet gale
#

The macro from earlier does that to change the damage

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You can do the same with the attack roll

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Honestly, your homebrew is so far away from core 5e, that's why you're getting into deep macro territory.

spring dove
#

I know...

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These last few weapon properties have been the only ones I've had to write macros for tho. A lot of it is actually possible with CE and midi, which has been nice.

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keen, penetrate, etc have been the ones I've put off for months because it's a huge time sink to learn this stuff.

#

It's ok. You've already been a great help, Chris, more so than I expected.

scarlet gale
#

Prepping for my own game right now. I can take a look at it later if someone else doesn't help you out first.

dark canopy
scenic scroll
#

hi, i have a problem with spell that ask a save before damages/effect with midi automation
normally when my player cast this kind of spell on an NPC, the save is automatically made, and damages/effect is applied.
It's works fine when i do it as a GM
But when a player cast i have a red banner .
And no save appear on chat, i have to wait 30s like no one respond. And i don't know if the save is done or not.
Do you have any idea ?

chrome gale
#

is there a way to set a number of d6 as being something like... profd6

chrome gale
#

ahhh brackets, of course

#

thankee

fast stone
#

Has anyone noticed that the killAnim boolean from overtime isn't working? My spirit guardians animations have started appearing on targets and I haven't changed anything except updating mods.

coarse mesa
weary rune
#

I'm having no luck getting a cloudkill spell to work properly. DDB default seems to have bugs, none of my testing can get a working radius spell that applies the effect on entering the template. Is "AA ApplyEffectsToTemplate" meant to help with this? and which step should it apply to, ie Before Active Effects?

harsh cairn
#

this is hopefully a stupid question, but i'm trying to call a macro whenever a player takes damage. I have an effect on armor that they are wearing with the 'flags.midi-qol.DR.all' and then macro="macroName" in the effect value field. is this not the correct way to do this? i just get a 'unresolved stringTerm' error

fast stone
vast bane
violet meadow
#

Put in the effect value a number and it emulate Heavy Weapon master for example

#

What is the macro="macroName" supposed to do in this case?

violet meadow
# scenic scroll hi, i have a problem with spell that ask a save before damages/effect with midi ...

I have never seen that error notification before.
Can you check the console (open with F12 in most cases) for red errors when that notification pops up?

The 30s timeout until the save, is due to your settings. It is probably set to 30s waiting for the player to Roll the save, until MidiQOL interferes and rolls by itself.
Go to Midi settings => Workflow Settings => Workflow tab and look for the save automation entries.

violet meadow
vast bane
fast stone
vast bane
#

or are you taking that value and putting it on your own item you made?

fast stone
#

I didn't make it myself. I'm not sure if it came from midi sample or DDB importer, though.

vast bane
#

Is it spirit guardians?

#

If so, is it an npc character casting spirit guardians?

fast stone
#

It is. And it used to work fine. I haven't played in 2 weeks and haven't touched anything other than updating modules, and now it's broken. It used to be fine. It's a PC casting spirit guardians.

#

It's from DDB. I can try switching to the Midi sample item and see if that works.

vast bane
#

what version of foundry, midiqol and automated animations are you on? And before you do any of this, drag midi sample items version and try that without ddb overwriting it.

fast stone
#

It's still happening with the Midi sample item. I updated today, so everything should be current. Getting version numbers now.

vast bane
#

If you are on v9 foundry in a legacy build pretty sure the v9 SG doesn't work on npcs casting it unless you tweak a few things

fast stone
#

Foundry v10.291

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Midi 10.0.23

#

Animations 4.1.00

vast bane
#

add an action type to spirit guardians....this probably needs to be done to the original too

#

and then tell it not to apply dfreds CE

fast stone
#

The spell works as intended, but when the NPC that's taking the damage rolls his save at the start of his turn, the animation is applied to the target. Trying those suggestions now. Thanks for the help, btw.

vast bane
#

you had a target set so midi transfered it

#

it likely transferred the dfreds CE to the target

fast stone
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It auto-targets when the roll is made. I cleared targets and hit next on the combat tracker, and now it looks like this. I don't have DFred's set up to auto-apply effects. I added an effect type and it's still doing it.

vast bane
#

ok something is wrong with your UI what modules are those

#

my midi sample item in 290 does not do this

#

is the original caster an npc or player sheet

fast stone
#

Original caster is a PC. I'll try find the culprit if you think it's a conflict somewhere. Take me a while. I'll reply if I find anything.

vast bane
#

didn't I post this in kandashi's server and show how to stop this...let me look

vast bane
#

and disable ddb importer tempoararily to rule out its shennanigans

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fyi the only way you can replicate this outside of build 291 is to screw up the syntax of the killAnim= effect value entry in spirit guardians. However maybe 291 and that version of auto anim suddenly makes that effect value option broken in midi qol overtime

fast stone
#

I pulled the spell straight from the midi sample items with no edits. This is what it is. The full overtime box is..

label=Spirit  Guardians,
damageRoll=(@spellLevel)d8,
damageType=radiant,
saveRemove=false,
saveDC=@attributes.spelldc,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true```
vast bane
#

yet another reason not to step up to a build that your roller module is not compatible with yet

#

show us the whole overtime effect value or paste it here

#

also click the A-A button at the top, it should not be there if your active effect setting is not on...

fast stone
#

I'm not sure I understand what you're looking for. I'm going to run find the culprit. I suspect that since it's working for you, that it's a conflict somewhere. I'll reply when that's done. Will take me a min.

vast bane
#

I'm looking for the full effect value of the second key there:

turn=start,
label=Spirit  Guardians,
damageRoll=(@spellLevel)d8,
damageType=radiant,
saveRemove=false,
saveDC=@attributes.spelldc,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true

but you are not expanding its window

#

however clicking the A-A button in that snippet will also shed light on why it might be spreading the animation

fast stone
#
label=Spirit  Guardians,
damageRoll=(3)d8,
damageType=radiant,
saveRemove=false,
saveDC=15,
saveAbility=wis,
saveDamage=halfdamage,
killAnim=true```

That's what's in the effect value of the second box.  It won't let me expand it wide enough to be visible in a screenshot.  

This is what I get when I click the AA button.
vast bane
fast stone
vast bane
#

when you are testing this spell, are you killing the original and recasting in combat?

fast stone
#

Correct. Cancelling concentration and starting a new combat. Casting on the PC's turn, then hitting next to get to the first enemy. When I get to that enemy and he rolls his save, the animation pops up at the same time.

vast bane
#

I am not seeing your situation with the bare minimum modules installed, I suspect you have discovered a 291 bug for either AA or Midiqol.

fast stone
#

Okay, I'll mess around with it. I mostly wanted to know if it was a problem with my setup or if it was affecting everyone.

#

Thanks for your help.

vast bane
#

unless for some reason you are mixing up what you are casting and casting an older broken spirit guardians thinking its the sample item

fast stone
#

No, it's definitely the right spell. I'll mess with find the culprit. I bet I can figure it out. I'll reply here if I do figure it out.

vast bane
#

can you show us your item macro module settings?

fast stone
vast bane
#

nah theres no way a module is interfering, you'd see a red error otherwise

#

its behaving as if killAnim isn't in the ae

fast stone
#

It is. And it didn't used to do that. It's newly broken. I didn't add anything, just updated modules.

vast bane
#

hmmm I don't think that box should be checked

fast stone
#

And I'm not getting any errors in the console.

vast bane
#

try turning that off, midi doesn't really use item macros features

#

did you update to 291

#

and personally, if you have 40+ modules, you should not blindly update all

#

I personally just pay attention to package releeases and update when I like the features in modules on a case by case basis, stability>all

#

when you update a 50+ module world will nilly you are asking for 20-40 module authors to conflict with each other.

fast stone
#

I do have 40+ modules, and I just usually fix stuff when it breaks. I'm too lazy to do all that. But that's definitely a better solution. I should consider being more judicious with my updates.

vast bane
#

If anybody else is on build 291 and can confirm for him that its indeed an automated animations or midiqol incompatibility with 291 that'd help him. I personally won't be stepping up to 291 anytime soon as theres now multiple modules with issues with outstanding issues with it

fast stone
vast bane
#

oh what version of active auras are you on

fast stone
#

I'm asking a friend who is on 291 to test and see if he can duplicate.

#

It's Mr. Primate's branch. 0.5.3

vast bane
#

@violet meadow I have spirit guardians not working rules as written in the newest midi of it. Its rolling at the end of the turn of the caster on anyone in it and then rolling at the end of the turn of the individuals as well

#

Yeah I think something weird is going on with newer versions of AA
I only updated to newest to help test for rockwallguy and now I get errors:

violet meadow
vast bane
#

mrprimate has the branch in his repo and its linked in kandashis

#

I don't think its active auras

#

I personally think thers something wrong with AA and I have a seperate problem than him

#

its prompting every turn, thats not how SG works

violet meadow
#

Yes it is a change we were discussing. To not limit OverTime effects only on own turn, but also on other turns to better emulate RAW

#

But it might need some adjustments on the OverTime effect trigger it seems like

#

I haven't tested Active Auras 0.5.3

vast bane
#

Yeah somethings wrong with it. Its prompting on the turn its casted, thats not how it works

#

and then it prompts every time the clerics turn comes up on everyone in it

#

its only suppose to prompt at turn start

scarlet gale
#

I don't get that issue

violet meadow
#

@fast stone 0.5.3 Active Auras seems to create your issue

#

Can you downgrade to 0.5.2 and check again?

vast bane
#

SG doesn't damagve anyone on cast, it hits people at the start of their turn

violet meadow
#

and when they enter

#

in everyones turn for the 1st time

scarlet gale
#

Moto it's very likely you're using a different version of SG

fast stone
violet meadow
#

Yes is that mine? that was meant for Moto's SG version

vast bane
#

no my problem is actually that I have 1000 pending hideous laughter saves piled on this actor, how do I kill that?

#

the caster of hideous laughter is no longer concentrating on it but the actor who had it on them is constantly saving for hideous laughter

violet meadow
#

reload and delete chat?

vast bane
violet meadow
#

is that the AR issue?

vast bane
#

no I was doing sacred flame for that

#

its that midi srd bug with hideous apparently its pemenant or something

#

I restarted the server testing again now

#

I don't see an active effect on the actor, hes just making saves every turn

violet meadow
#

@fast stone I think I can repro anyways when a target moves out and in again

fast stone
#

There used to be a bug in Midi that was causing saves that happened at the start of the turn as a part of an overtime effect to be repeated infinitely. It was patched about a month ago.

fast stone
violet meadow
vast bane
#

I fixed the hideous laughter issue with a chat clear and server reboot

vast bane
violet meadow
#

@gilded yacht Seems like OT effects don' respect the killAnim=true, found in the Spirit Guardians sample item for example.
Foundry 10.291, dnd 2.0.3, Midi 10.0.23, Active Auras 0.5.2, Automated Animations 4.100

vast bane
#

Kinda a bummer that 10.3 MTB breaks overtimes. I haven't use the newest for save dc's to populate on them

#

try downgrading AA, maybe its the 291 AA thats breaking midi?

#

cause midi hasn't done a version in 291 right?

violet meadow
#

getting all the relvant versions now to update the ping

#

I dont have any more time to test now, got to run.

scenic scroll
violet meadow
#

Have you tried with only MidiQol and its prerequisites?

#

Does it happen all the time? Specific item?

#

System, foundry and modules versions?

scenic scroll
scenic scroll
scenic scroll
violet meadow
#

Better use Find the Culprit module to pinpoint the offender.
Keep midi, dae, soket lib and libwrapper locked to be active and go through the procedure to see where it leads

scenic scroll
scenic scroll
violet meadow
#

From the commons.js

#

are you the GM on that world?

scenic scroll
violet meadow
scenic scroll
violet meadow
#

If yes I will suggest posting in #troubleshooting cause it would be an issue with core Foundry.

#

I would also just try to create a new account for said player and reassign the relevant player actor.

#

It seems some sort of error with the baseUser data 🀷

scenic scroll
violet meadow
#

Alright hmmm

rough prism
#

I created a new effect with the "macro.execute" flag set, but the macro seems to only execute on the gm side, as the gm applies the effect, but not on the player side. the macro subscribes to the pre-attack-roll midi hook to do some calculation. how do I make it execute on the applied actor's client side too?

violet meadow
#

@scenic scroll Are you hosting on the Forge?

scenic scroll
violet meadow
#

@scenic scroll can you try something? I hope you don't mind losing your chat log.
Open console and use game.messages.flush()

#

Does it error out with a same message if you run this?

#

And in general does the error happen against a specific NPC or no matter who the players target?

scenic scroll
violet meadow
#

Any spell or a specific one?

scenic scroll
#

i've just tried with a new actor.db and a new actor, still the same too

#

any spell with save

violet meadow
#

Can you import a spell with a save from the Spells (SRD) compendium and try with that one?

#

Import Fireball for example

scenic scroll
#

juste do it with acid splash, still the error

violet meadow
scenic scroll
violet meadow
#

What is the macro supposed to do?

rough prism
violet meadow
#

You would probably need a world script to make all these available to all clients

violet meadow
vast bane
gilded yacht
scenic scroll
vast bane
scenic scroll
covert mason
#

Creatures without blood are immune to the effects of this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th.```

The extra bludgeoning damage. Is it possible to achieve this through a midi/DAE flag?
opaque current
#

Most of it is. I think the 1d6 necrotic would warrant BAB.

covert mason
#

I remember a while ago seeing something about using a custom damage vulnerability flag

opaque current
#

Oh,maybe that is true. Haven't seen.

covert mason
#

I might be misremembering

violet meadow
#

@scenic scroll can you create an issue in the MidiQOL git https://gitlab.com/tposney/midi-qol/-/issues

As many details as you can muster. When and how it happens, versions of the 4 modules, an export of your MidiQOL settings and a snippet of the actual error you included here.
The actual red error stack from the console.

opaque current
#

Zhell's Build-a-Bonus

covert mason
#

Is that a module or a macro like the TokenMagic editor?

opaque current
#

A module

#

I'm not sure how to transfer the effect to the target, would need to play around with it. Only started trying it recently πŸ€·β€β™‚οΈ

scenic scroll
violet meadow
kind cape
#

i don't think DR allows negative values AFAIK

violet meadow
#

I think it should work

#

It was iirc

strange shell
#

I'm trying to make a macro/midi for the feat Squire of Solamnia - they gain advantage and can add a d8 if the attack hits, would someone be able to help me out? I've managed to get the flags in midi working but i cant figure out how to apply an additional d8 ONLY if the feature is based used, anyone able to assist me?

violet meadow
opaque current
#

DR.all did not roll or process at all in my test

kind cape
#

Negative DR is not supported (i.e. to increase damage taken).

From the readme

strange shell
# violet meadow Post a full description of the feat and will take a look

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

violet meadow
# kind cape > Negative DR is not supported (i.e. to increase damage taken). From the readme

midi-qol 10.0.12
Breaking 10.0.12 requires dnd5e 2.0.3 or later and won't activate without it.

  • Fixed a bug where templates were sometimes not removed with concentration if concentration expired.
  • Change to DR (damage reduction behaviour). Negative DR (meaning extra damage) is always applied in full if there is damage of the appropriate type. so flags.midi-qol.DR.mwak OVERRIDE -10 means any melee weapon attack will do an extra 10 points of damage. This is independent of other DR that may be present on the actor.
kind cape
#

Not sure if it will work with rolls tho?

violet meadow
#

I remember this cause I was creating a feat that needed it and talked with tposney

#

Now I am not sure πŸ˜„

scenic scroll
# violet meadow oh now I am curious!

in midi qol worflow setting, Workflow tab -> saves
the Autocheck saves was on Save - only GM sees. The error appear
If i put Save - All see result only, it works fine
it seems that client want a message via socketlib that is suppress by this option, or something like that

strange shell
violet meadow
#

Yeah can be done but the expended only if successful needs a macro to change after the fact

covert mason
#

Oh! How would I set the formula for the higher casting level?
When you cast this spell using a spell slot of 5th level or higher, the initial damage dealt increases by 1d6 for each slot level above 4th.

kind cape
#

Testing negative DR as well and I can't get it to work either πŸ€”

@opaque current Remember to check the damage application card

opaque current
violet meadow
#

It rolls after

#

or is added after

kind cape
violet meadow
#

not sure if rolls are supported

opaque current
#

Yeah it does do the damage but you dont see a roll, and its not in the chat card

violet meadow
#

yeah

kind cape
#

Thats not the behavior I'm seeing πŸ€”

opaque current
#

10-10(5)

violet meadow
#

you dead

opaque current
#

after 5 damage

kind cape
#

Oh right, math πŸ˜„

violet meadow
#

MidiQOL will cap the damage to max needed to drop to 0

opaque current
#

So yeah it works invisibly

opaque current
#

That takes spell level right?

kind cape
#

Here is an interresting case though:

covert mason
#

Wouldn't that make it 4?

kind cape
#

This should be at most 5 damage πŸ€”

#

Wait a minute

opaque current
#

Did you submit these changes πŸ€”

kind cape
#

Ye

opaque current
violet meadow
#

no you will need to put the formula there

covert mason
opaque current
#

Like (@item.level-3)d6 or something

#

and yeah I think so

#

Warning, formula not checked and created off the top of my head

kind cape
#

Looks like my issue above was due to the target not having a max HP πŸ€·β€β™‚οΈ

molten solar
opaque current
#

Also, I have now checked the formula, and it does work.

#

So yeah πŸ‘

violet meadow
#

You use that before attacking

#

The macro to give uses back if unsuccessful will follow at some point soon ℒ️

covert mason
violet meadow
#

Make the con save flag CUSTOM mode to be spot on

kind cape
#

Should the @item.level not be encased in [[]] to make it evaluate on application?

violet meadow
#

It will evaluate anyways when the effect is applied.

opaque current
#

How long does debuff last - just out of curiosity.

covert mason
#

1 minute

violet meadow
#

4th level. If not 1 min pff

covert mason
#

Is that... correct?

opaque current
#

Doesn't look like it. Did you change it to CUSTOM

kind cape
#

Doesn't look like it

opaque current
#

Also you put piercing twice

covert mason
#

OHH

violet meadow
#

CUSTOM should only be the CON save disadvantage

covert mason
violet meadow
#

Does this not work?

opaque current
#

Extra brackets to include the d6 maybe

#

i will test again

violet meadow
# covert mason

check the applied effect on the target. What does it look like?

violet meadow
#

πŸ€”

opaque current
#

Looks like it's the formula. This doesnt work for me as a damage formula:

#

is it not item.level?

#

It's returning 0d6

#

(at 4th level)

violet meadow
#

1st level spell initially?

opaque current
#

3rd level fireball upcast to9th:

#

(i changed it to rsak so i didnt have to place template)

covert mason
#

So trying it out with a fixed number works. Definitely seems to be an issue with the formula.

vast bane
#

I think while testing this you should turn on inline rolls in dae

violet meadow
covert mason
violet meadow
kind cape
#

How you got that enabled? πŸ€”

violet meadow
covert mason
opaque current
#

Double brackets with d6 outside, gotcha

kind cape
#

Ohh, hovering the actor icon, not the formula

violet meadow
opaque current
#

Oh noo....

violet meadow
#

(@item.level)

opaque current
#

wait maybe i did wrong brackets

violet meadow
#

oh damage formula πŸ€”

#

that was for the AE

covert mason
covert mason
opaque current
#

(as a damage formula)

covert mason
#

Here's what I have

violet meadow
#

Can you check what's applied on the target?

vast bane
#

does wounded have any keys in it?

covert mason
vast bane
#

what does mousing over the dummy's icon in the damage card show?

vast bane
#

what is the base level of the item

covert mason
vast bane
#

that actually shows a problem in the tooltip

#

why are theirs not evaluating?

violet meadow
#

Something is strange. Quick screen from the actual spell?

vast bane
#

bugbears is an actual dae and theirs are dfreds ce's aren't they?

violet meadow
#

is it a DFreds ?

covert mason
#

It is, yes

vast bane
#

hes got a chaser message from dfreds in a snippet

covert mason
#

Maybe that's why.

kind cape
#

So on a (vaguely) related note, am messing around a bit with the DR code in MIDI πŸ€”

vast bane
#

I thought dfreds properly took the castData

covert mason
#

I'll try it withh an active effect on thhe spell itself

vast bane
#

what version of dfreds CE are you on?

covert mason
kind cape
#

The DR code is a bit messy/complex

vast bane
#

try a dae instead, and thats probably a dfreds/midi bug that you guys found

violet meadow
#

but don't make DSN a prereq πŸ˜‰ πŸ˜›

kind cape
#

It only works for the .all flag right now, might make a PR if I can manage to mentally untangle the code that handles all the different damage types. Also need to make it work with DsN disabled, which should be simple enough

violet meadow
#

game.dice3d?.showForRoll()

vast bane
#

maybe dfreds isn't pulling the castData right?

covert mason
#

So it's an issue with CE.

#

Seems like a bug

vast bane
#

or midi is sending something and dfreds expecting another

#

there definitely was a dramatic change in dae in v10 cause alot of the [[]] in effect values started returning errors

violet meadow
#

@covert mason can you also try @spellLevel instead of @item.level?

vast bane
#

I think bugbear means in your dfred version

covert mason
violet meadow
#

Oh yeah DAE working was a given

#

I think DFreds doesn't get the data from MidiQOL anyway. Now I don;t remember if it actually was working at ANY point or not

vast bane
#

I thought they looped dfreds in didn't they?

violet meadow
#

no recollection whatsoever at this time 🀷 πŸ˜…

vast bane
#

@covert mason are you manually applying the dfreds or is midi auto applying it?

covert mason
#

Midi's applying it automatically.

vast bane
#

I think I recall Tposney said he'd just send dfreds the data and it should be able to handle as is or something

covert mason
#

@spellLevel doesn't seem to work

vast bane
#

we're talking about that uniformed castData thing they all talked about right?

violet meadow
#

Lightbulb moment.
do a macro.CE and don't auto apply the effect by name matching

vast bane
#

🀯

#

though that technically isn't much a change than the DAE method lol

covert mason
#

Only now I'd have TWO status effects!

vast bane
#

I personally like it when theres 2

violet meadow
#

Yeah go to the spell's details, make it Other and do not apply convenient effects

#

Ah or do you mean the icons?

#

Just delete the icon from the main effect

vast bane
#

sometimes macro.ce will put 2 icons on it

violet meadow
#

Issue at hand. Does macro.CE work correctly?

vast bane
#

I actually purposely do macro.ce when I want it, and statusEffect when I don't

covert mason
#

Thhere's no option in the spell to have it not apply CE

violet meadow
#

@marsh ferry @gilded yacht when you create a custom DFreds CE with a DAE to be applied through MidiQOL either by automatic name matching or macro.CE or statusEffect, for example system.attributes.hp.max | ADD | 5 * (@spellLevel - 1) or (@item.level) for that matter.
Is there a way to pass the cast level correctly?
Now it seems to pass 0 no matter what

violet meadow
covert mason
violet meadow
#

yeah just tested it. I haven't tested making the custom DFreds a statusEffect and making that available in game, but I went ahead and concluded that the same was happening πŸ˜…

rancid tide
#

Does anybody know a way to have an item disappear after X turns? Via Midi, DAE or OverTime?

scarlet gale
#

DAE with a flag set to macro.createItem assuming it's for something that gets added from a spell or feature.

rancid tide
scarlet gale
#

macro.createItem Is really good for stuff like that

#

It handles adding the item to the target of the effect, and removing it once the effect expires

#

Otherwise, your best way to get the item to get removed is to just delete it when an effect expires

rancid tide
scarlet gale
#

Pretty much you put that in an effect and drag the item from your items directory (or compendium) into the value field.

#

DAE handles all the rest

rancid tide
#

Thank you a lot, I think it's what I was looking for!

harsh cairn
# violet meadow What is the `macro="macroName"` supposed to do in this case?

i suspect i was going about this entirely wrong. all i'm really trying to do is call a macro when a player receives damage. i was look at the 'flags.midi-qol.OverTime' and saw you could call macros with that using macro="some macro name" in the value field. which i guess was wrong. so back to my real question, is there a way have an effect that calls a macro on someone receiving damage?

vast bane
#

World scripts and possibly reactions if you said the literal dnd thing you are trying to make we could better come up with an idea

scarlet gale
#

"flags.dae.onUpdateTarget" and "flags.dae.onUpdateSource"

#

Depending on what you're doing

#

The DAE documentation has more info about it.

covert mason
#

I'm trying to automate Fire Wall by adding a ring and line item to the character's at will spells. How would I go about changing the number of charges per spell level here, to the amount of damage from the base damage of 5d8?

let i = 0
while (!token.actor.items.getName("Fire Wall (Ring)") && i < 3000) {
    console.log("Waiting for Fire Wall (Ring) item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Fire Wall (Ring)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 2) await item.update({'system.damage.value':castLevel+1})```
vast bane
#

it scales charges based on item.level I believe

covert mason
vast bane
#

I don't automate fire wall literally. I just automate it like call lightning, I give the wizard a fire damage item that they manually can use for free as they see fit during the round.

covert mason
neon pike
#

Does anyone have a sample way to code an item to do 1d4 damage to target and heal the user for the amount damaged? I know I can make "other" roll alongside damage but I want the amount to be the same

vast bane
#

Search here for vampiric touch

#

@neon pike ⬆️

covert mason
#

So, basically, take how you did Scorching Rays, and instead of the charges increasing per spell level, increase the damage.

vast bane
#

I stole mine from him

covert mason
#

Ohh

vast bane
#

its a mutate but hes doing it on a created item, which btw, is exactly how I got the info for scorching ray, which you are currently doing so its all coming full circle

covert mason
# vast bane search for `thatlonelybugbear` and `Call Lightning`

All right, so here's what I got. Only trouble is that it scales off of the spell's level.

let i=0
while (!token.actor.items.getName("Wall of Fire (Damage)") && i < 3000) {
    console.log("Waiting for Wall of Fire (Damage) item to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Wall of Fire (Damage)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 4) {
    let newItem = duplicate(item.system)
    newItem.damage.parts[0][0] = `${castLevel}d8`
    await item.update({'system.damage.parts': newItem.damage.parts})
}```

For instance, Wall of Fire is a 4th level spell. This macro would scale the damage to 4d8.
Only trouble is that a 4th level Wall of Fire does ***5***d8 fire damage, not 4d8.
#

There's probably something minor I need to adjust here, but I don't know what.

dark canopy
#

well, think about it for a moment

#

you are describing a number of d8's for the damage

#

(4th line to bottom)

#

you have the cast level

#

and you know how it relates to the number of d8s

covert mason
#

It's probably a math function, and a +1 somewhere

vast bane
#

I can't help right now I'm in line to pick up my daughter from school, in 30 I might be able to but you look in good hands here

dark canopy
#

if Xd8 yields 4d8, and you need 5d8...what do we do to X?

covert mason
#
`${castLevel + 1}d8`
dark canopy
#

that would work, and we can clean it up by putting +1 inside the curlies

#

${castLevel + 1}

covert mason
dark canopy
#

the spacing is just style πŸ™‚ but yea, that'll do it

covert mason
#

I did a smart. Brainlet

covert mason
#
let i=0
while (!token.actor.items.getName("Wall of Fire (Damage)","Wall of Fire (Line)") && i < 3000) {
    console.log("Waiting for Wall of Fire items to be created, if needed!")
    await warpgate.wait(250)
    i += 250
}
const item = token.actor.items.getName("Wall of Fire (Damage)","Wall of Fire (Line)")
const {castLevel} = effect.flags["midi-qol"].castData;
if (castLevel > 4) {
    let newItem = duplicate(item.system)
    newItem.damage.parts[0][0] = `${castLevel + 1}d8`
    await item.update({'system.damage.parts': newItem.damage.parts})
}```

How would I add *multiple* items to this?
vast bane
#

I think your celestial spell did that, but I'd personally try to just append a carbon copy of that at the end and pray the if statements don't cause issue, also change any constants unique to the first one

dark canopy
#

(copy-pasting and hope isn't a great approach to coding)

fallen token
#

@vast bane I published AR v3.1.2 that has the auto-fail save fix

vast bane
molten solar
# covert mason ```js let i=0 while (!token.actor.items.getName("Wall of Fire (Damage)","Wall of...
let wofD = token.actor.items.getName("Wall of Fire (Damage)");
let wofL = token.actor.items.getName("Wall of Fire (Line)");
let i = 0;
while( (!wofD || !wofL) && i < 3000){
  await new Promise(r => setTimeout(r, 250));
  i += 250;
  wofD = token.actor.items.getName("Wall of Fire (Damage)");
  wofL = token.actor.items.getName("Wall of Fire (Line)");
}
const level = effect.getFlag("midi-qol", "castData.castLevel");
if(level > 4){
  const dd = duplicate(wofD.system.damage.parts);
  dd[0][0] = [`${level + 1}d8`;
  await wofD.update({"system.damage.parts": dd});
  await wofL.update({"system.damage.parts": dd});
}
violet meadow
violet meadow
#

oh nvm

#

what are we doing?

rancid tide
vast bane
rancid tide
#

yes!

vast bane
#

interesting

rancid tide
#

Glad it was an interesting observation! Glad to be at service

vast bane
#

Are you going to post an issue to tposney's git for dae?

violet meadow
#

Yeah that wouldn't work out of the box.

rancid tide
vast bane
#

I'm surprised I hadn't caught that with my fire breathing pot

violet meadow
#

So the item is getting destroyed correct?

vast bane
#

I actually don't auto delete potions thats why....interesting

rancid tide
vast bane
#

Is the effect on the item or is it a dfreds using midi to apply?

violet meadow
#

Yeah that is not surprising, as it is quite new addition in DAE and that probably hadn't come up yet

rancid tide
#

The effect is applied through a macro to the actor

vast bane
#

Yeah I already caught something similar in attunements so seems reasonable to have it happening

#

hol up what you mean macro

rancid tide
rancid tide
violet meadow
#

You would need a behind the scenes hook that checks for the item be in the inventory and delete the effect if not I guess.
Just needs some relevant infrastructure πŸ˜„

rancid tide
vast bane
#

I personally do not auto destroy my consumables cause my tables a bunch of old farts who misclick things

rancid tide
#

I'm just stubborn I guess and want to make it work properly

#

For QoL's sake

#

Also, is there a way to avoid an active effect to be shown on the token?

vast bane
rancid tide
#

Because when I create multiple items with macro.createItem it gets a bit messy on the long run

vast bane
#

if you mean the icon you can give it a transparent icon or make it passive

rancid tide
vast bane
#

Just make it a transparent image, a transparent blank image should be always present in your data somewhere to pull and use, its such a useful tool to make something invisible

rancid tide
#

Thank you!

vast bane
#

I use it for tokens in TVA to make it invisible to some but not all players its neat

violet meadow
#

I just delete the icon from the effect's details tab and it's invisible πŸ˜…

rancid tide
#

Where is the effect's details tab?

vast bane
violet meadow
#

I do that all the time. Are we talking about something different?

vast bane
#

weird I dunno why I thought invisible man auto populates hmmm

violet meadow
#

It does when you first create an effect, but you can just delete it

opaque current
#

Effects use the aura thing icon by default, not hooded guy

#

But yeah, deleting it makes them invisible

rancid tide
#

Where is the menu for this?

vast bane
#

first tab of the effect

opaque current
#

Effects tab of a character or item etc. Then go to edit.

rancid tide
#

This one here?

violet meadow
rancid tide
#

Ahh yeah yeah okay

vast bane
rancid tide
#

Yeahh okay got it thanks a lot

violet meadow
#

Roll20 🀯 πŸ˜›

vast bane
#

a mistake I made long ago I have to live with because I can't deal with 100000 dead file path links

#

my main campaign world is also improperly named and it kills me everytime I have to see it

#

I had a large roll20 setup in roll20 pro and had a file backup of allll my tokens so I copied the whole thing over and at the time assumed I'd be riding both roll20 and foundry so why not just use the folder name as is. Turns out only my players touch roll20 now so I really didn't need to carry that folder over lol

rancid tide
#

Okay now it's "created" invisible

#

I've set into the createEffects icon: " ", so now it shows nothing

vast bane
#

Started foundry originally as a test platform for the players and built onto it as a oneshot world and then did so much stuff in it I had to keep it and renamed it but it always retains that stupid mismatched name.

rancid tide
#

Oof, I feel the pain

opaque current
#

You could change it

#

Or are you storing stuff in the world folder

scarlet chasm
#

Is there a way to set templates into seconds instead of rounds or turns?

scarlet chasm
#

@vast bane I was wondering if it is possible to set the templates into seconds then rounds or turns.

violet meadow
#

in the item's duration

#

lol it works πŸ˜„

scarlet chasm
#

no still turns it into rounds.

#

at least for me.

violet meadow
#

for 0.2 minutes πŸ€”

opaque current
#

I mean it's all multiples of 6 seconds in the end

scarlet chasm
#

I do not have in concentrations, concentrations work fine for me oddly enough anything without it doesnt behave the same way.

violet meadow
#

DAE involved or not?

scarlet chasm
#

yes DAE is involved.

violet meadow
#

That's the associated effect to the spell with the concentration

scarlet chasm
#

let me double check, honestly been having this bug for a while now.

#

heres is what i have now

scarlet gale
#

Check if uses is 0 then effect.delete()

scarlet chasm
#

@violet meadow Any ideas on how is this happening? It somehow counts as rounds and yet it doesnt account for seconds at all.

scarlet chasm
#

yes

violet meadow
#

OK let me try that quickly

scarlet chasm
#

k

#

@violet meadow Also it has an Active effect too. here

violet meadow
#

So the way it works is:
a. If in combat DAE will translate the Duration field of the item's details, to rounds etc,
b. If out of combat the duration will be in seconds.

#

Does it not correctly expiry when in combat?

scarlet chasm
#

nope it still lingers there even after combat.

#

i have these same problems with spells too. Like Fear where you cast a cone to frighten people and other similar spells like that too.

#

Strangely enough it doesnt convert the template into seconds after combat ends. Sometimes i just need the template to help aim the ability like bombs or other aoe spells with effects and etc.

#

I honestly didnt remember being a problem in the previous versions til the recent ones.

violet meadow
#

Any errors in console when you cast a template spell?

scarlet chasm
#

none

violet meadow
#

or any spell with a duration?

scarlet chasm
#

wait

violet meadow
#

Simple Calendar version?

scarlet chasm
#

2.1.60

#

the latest one

violet meadow
#

Time Settings in simple calendar?

scarlet chasm
violet meadow
#

and General Settings?

scarlet chasm
violet meadow
#

OK and DAE settings

scarlet chasm
#

huh it was off before.

#

i checked the box now. so ima gonna go check it out.

violet meadow
#

yeah I am trying to figure out if something else might be an offender in your case. If that fixes πŸ‘

scarlet chasm
#

nope

#

just checked it didnt change anything at all, since i have both about time and times up.

violet meadow
#

Auto remove template on effect expiry? In the MidiQOL settings => Workflow settings => Workflow tab?

scarlet chasm
#

also double checked the outside the combat the template doesnt disappears outside the combat zone.

#

i even have the item duration to 0.1 minutes but it doesnt set it self as seconds.

violet meadow
#

What is returned if you type game.combats in console?

scarlet chasm
#

on fire fox?

violet meadow
#

Yeah. Open your console with F12

scarlet chasm
#

okay then i type game.combats?

violet meadow
scarlet chasm
#

doing a combat test now and i had gotten this

#

This is when i placed the flash bomb with an another creature this had popped out.

#

is this a conflict?

violet meadow
scarlet chasm
#

okay

#

Foundry is 10.291, Dnd 5e 2.0.3, Midiqol 10.0.23, DAE 10.014, Times up 10.0.2, and About Time 10.0.1

#

All being the latest versions

violet meadow
#

That _midiATRefresh is I think a wrapped call to About Time and has to do with templates πŸ€”
Have you tried with only MidiQOL, DAE, Simple Calendar, Times UP and libwrapper, socketilib modules active?

scarlet chasm
#

no i have not yet, but i will now

#

testing

#

got a new one

violet meadow
#

Does this come up when you cast a spell with a Template and a non instantaneous duration?

scarlet chasm
#

yeah it does, and i realized that i didnt have DAE on active. Let me try again.

#

okay i did some testing and runs.

#

i went through the combat cycle and ended it there and it is running in real time and yet it counts as round still.

violet meadow
scarlet chasm
#

ah i doesnt at all, so it isnt like spell template manager like it did in v9

#

So is there a module that helps get rid of templates? That is for V10 at this moment?

violet meadow
#

Hmmm now I see what you mean.
During combat, DAE will turn any Item's duration to rounds.
If an Item with a template and a duration is rolled during combat, the template will not be deleted automatically when the combat ends or when the effect should be expiring in real time afterwards.

I can see that when a combat ends, the duration of an effect is changed to None (more testing showed this to happen for non-concentration spells with templates).

I don't know if that could be handled by DAE, changing the remaining duration to seconds after the combat ends when a combat ends Hooks is triggered maybe.

@gilded yacht Does this make sense to you?

also: #1010273821401555087 message

#

Actually nope. I see it changing back to seconds πŸ€”

#

Hmm what did I change?

#

But still the template is not deleted.

scarlet chasm
#

idk, i knew it can do it but yet it doesnt. Is it because my world is old?

violet meadow
#

No I have the same issue.

#

OK so if the spell is concentration with a template. The duration is reverted to None after combat ends.

#

If the spell puts down a template without concentration. The duration is reverted to seconds remaining after combat ends

scarlet chasm
#

Yes with concentration it works as it is needed but without concentration it and it isnt a spell it lingers. Let be in Features or items like bombs it still lingers. It only affects spells that i noticed. But i could be wrong on that front. Cause the Flashbomb i showed you was a class feature.

violet meadow
#

I haven't tested features at all. I can understand the difference between an item with a template and concentration to one of the same type without concentration, as the Template deletion MidiQOL function is mainly needed in the latter case.
Concentration handles template deletion otherwise.

Bottomline seems to be that there is a failure to delete a template and associated effects created by an Item rolled during combat, if the combat ends and the effects are still active.

scarlet chasm
#

Thats ashame, i really wished that it could remove itself after it ends and set a flag if it lingers or not. Cause its a real pain to have Two types item durations, one that is in the item itself and the other that is the active effect with its own durations, and yet it keeps overriding the active effects duration with the item's duration is also a problem to for me. Top of that the templates still linger too.

#

it aint perfect with midi qol but sometimes it helpful and confusing too.

#

this is the first time that this has ever happened to me with this type of problem.

violet meadow
#

Can you create an issue in the MidiQOL? It sounds something that can be implemented. It seems that its kinda in place already but something throws it off

#

I am off to bed as its quite late for me πŸ˜„

scarlet chasm
#

alright then, thanks for the help bug!

#

helped me narrow the source of the issue.

rancid tide
harsh cairn
# violet meadow Hey I was in a session. Did you get sorted?

just getting back to this. no not yet. basically what i have is armor that when the players health drops below half it gives them a buff to all their attributes. so my approach was making a macro that checked their health, then toggled an effect that added those +1 attributes. my problem was always when to call that macro, so i was thinking whenever the player took damage or was healed.

violet meadow
#

Check the DAE readme for some more info.

#

I have some items shared around that use that, but I am off to bed now.
I can help more tomorrow!

harsh cairn
#

thanks for the help. ii'll take a look in the meantime

tired steeple
#

I messed my Midi QoL settings, but idk what exactly I messed.
Can someome help me? When I do the attacks, the attack are automated, damage too (and I can redo the damage via chat, everything working fine).

BUT when I cast a AOE spell, after I set the template on targets, nothing happens. Yesterday, the damage and saves are auto rolled

#

Nevermind, I just closed foundry and opened again, and everything is working fine

scarlet gale
#

Is there a way currently to set a spell to not get full cover when using Midi + Levels Auto Cover? I can't figure out how to get rid of cover for Sacred Flame.

kind cape
#

There is

Added No Full Cover option to item properties. If set a target can't benefit from full cover (will be downgraded to 3/4 cover for spells like Fireball that go round corners.
But I don't think there is one for no cover at all πŸ€”

#

Could potentially have the spell have a "self" AE that gives the spell sniper/sharpshooter flag, with an expiration of next spell cast, that might work

scarlet gale
#

Yea, was just considering that

#

@gilded yacht Think we could get a checkbox for skip cover checking or something?

coarse mesa
#

If we’re adding checkboxes Auto Fail Friendly would be nice… making that visible would mean less folk asking πŸ™‚

scarlet gale
#

(That's already added)

coarse mesa
#

How did I miss that?

#

Still haven’t shrugged off my v9 inertia

dark canopy
#

by not accounting for it 🧠 haha, dex saves should be unaffected

sudden crane
#

@rough prism I did come up with a macro that uses the new midi-qol advantage conditional evaluation, it also removes the effects when the marked target reaches 0 HP, it does not handle the case when the target is Unconscious though, that would require a hook in a world script...

covert mason
#

This macro for Create Undead doesn't seem to spawn any entities. The dialogue comes up and I can select which entities to spawn, but the template/crosshair to spawn them doesn't show up.

dark canopy
#

any other info?

covert mason
wintry fern
#

Hi all, I'm trying to hook onto MidiQOL's hit check system to display a custom dynamic message when the attack hits or misses. It seems like I don't have the info in the preCheckHits hook because it's before the check hits, but even in the subsequent AttackRollComplete hook, I can't find the info on who was hit and who was missed. Can anyone help me understand how to find that out?

uncut rampart
#

I'm trying to make the scourge Aasimar's radiant consumption ability work at the end of the player's turn all at once instead of having the damage happen during each of the other creature's turns using midiQOL damage over time, is there a way to do this or should I look at other methods?

scarlet gale
scarlet gale
kind cape
#

Could do an Effect Macro on the aasimar that just calls into an item that does the AoE, then the macro needed is very simple (Can also be done with OverTime effect instead of EM)

scarlet gale
#

I'd have the effect macro check the nearby tokens that have the desired effect name and run a damage only workflow on them.

kind cape
#

But should they really have an effect on them? The effect states:

and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up).
Having an effect on each creature seems needlessly complex for what is essentially just an automatically triggered item

scarlet gale
#

yea you're right

#

I didn't actually read the ability

#

I thought it was homebrewing it away from what it normally was

#

In that case a simple find nearby then application would do it

wintry fern
scarlet gale
#

If it's in the hitTargets set, it has it.

wintry fern
#

okay so I can compare hitTargets and targets

scarlet gale
#

Yep

#

in reality

#

If it's in hitTargets

#

it was hit

#

Don't really need to compare it to anything

wintry fern
#

I want to also show a message for missed targets

#

so I need the list of missed targets

scarlet gale
#

ah gotcha

#

For single target abilities you can just check if the set has a size of 0

wintry fern
#

right

scarlet gale
#

Actually, I don't really think there is any abilities that one use one attack roll for multiple targets

#

So you should catch 99% of all attacks just by checking if hitTargets size is 0 or not

wintry fern
#

ah interesting okay

#

thanks for the support!

#

@scarlet gale hm, I'm testing it out now and it looks like hitTargets gets populated either way. I should be doing this in the preCheckHits hook, right?

#

okay I just tried in the AttackRollComplete hook and it works

#

never mind πŸ˜„

dark canopy
uncut rampart
scarlet gale
#

#macro-polo Has a pinned message with a bunch of info. Although for this feature I feel like you can just get away with a feature setup to use the special range from midi to hit the targets around the token.

vast bane
uncut rampart
#

I just want to know how to implement at least one of these methods... please I don't know how

vast bane
#

Simplest would just be make the feature do aoe damage to all creatures in range and have the player remember to use it